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viper[cww]

Can't get new units into game (Config problem)

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Will check to see if it works soon, regarding uniformClass, should I just remove it? so it inherits from the original one.

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If you inherit from U_B_Wetsuit I think it will use original textures, try it and see.

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Well the unit now loads in the editor, and yeah it seems to inherit the original texture, will test without a uniformClass and with uniformClass ="UK_ATACS_Uniform";

Edit:

Oh derp..... Just noticed I had two... uniformClass in the above code... lol

Edit2:

Noticed that when transitioning in water the diver has the default breast stroke of normal soldiers as oppose to the divers flipper kick.

Edited by VIPER[CWW]

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Any clue on that last update? Divers don't use their flippers but rather breaststroke like other soldiers.

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Yeah, just my divers seem affected by it. It's as if they're normal soldiers even though respirator/goggles and flippers are equipped (also they drown if left under for too long).

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You must have something missing or extra in your diver class.

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Yeah, that's what I thought, here's how it looks in the config:

class B_Soldier_diver_base_F: B_soldier_base_F
{
_generalMacro = "B_diver_F";
scope = 2;
displayName = "Diver (Day)";
model = "\A3\characters_F\Common\diver_slotable";
cost = 50000;
camouflage = 2;
modelSides[] = {3,1};
};

class VIPRR_DiverA: B_Soldier_diver_base_F
{
   _generalMacro = "B_diver_F";
   scope = 2;
displayName = "Diver (Day)";
nakedUniform = "U_BasicBody";
uniformClass = "UK_ATACS_DiverB";
vehicleClass = "MenDiver";
hiddenSelections[] = {"Camo1","Camo2"};
hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co2.paa","viprr_atacs\data\diver_equip_atacs_co2.paa"};
hiddenUnderwaterSelections[] = {"hide"}; 
shownUnderwaterSelections[] = {"unhide","unhide2"}; 
hiddenUnderwaterSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co2.paa","viprr_atacs\data\diver_equip_atacs_co2.paa","\A3\characters_f\data\visors_ca.paa"};  
weapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"};
	respawnWeapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"};
	magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"};
	respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"};
	modelSides[] = {3,1};
	identityTypes[] = {"Language_DE_EP1","Head_NATO","G_NATO_diver"};
	faction = "UK_VIPRR_ATACS";
	side = 1;
	model = "\A3\characters_F\Common\diver_slotable";
	icon = "iconMan";
	linkedItems[] = {"UK_ATACS_DiverB","UK_ATACS_Rebreather_Day","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	respawnLinkedItems[] = {"UK_ATACS_DiverB","UK_ATACS_Rebreather_Day","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	genericNames = "NATOMen";
};

class VIPRR_DiverB: B_Soldier_diver_base_F
{
   _generalMacro = "B_diver_F";
   scope = 2;
displayName = "Diver (Night)";
nakedUniform = "U_BasicBody";
uniformClass = "UK_ATACS_DiverA";
vehicleClass = "MenDiver";
hiddenSelections[] = {"Camo1","Camo2"};
hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co.paa","viprr_atacs\data\diver_equip_atacs_co.paa"};
hiddenUnderwaterSelections[] = {"hide"}; 
shownUnderwaterSelections[] = {"unhide","unhide2"}; 
hiddenUnderwaterSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co.paa","viprr_atacs\data\diver_equip_atacs_co.paa","\A3\characters_f\data\visors_ca.paa"};  
weapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"};
	respawnWeapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"};
	magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"};
	respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"};
	modelSides[] = {3,1};
	identityTypes[] = {"Language_DE_EP1","Head_NATO","G_NATO_diver"};
	faction = "UK_VIPRR_ATACS";
	side = 1;
	model = "\A3\characters_F\Common\diver_slotable";
	icon = "iconMan";
	linkedItems[] = {"UK_ATACS_DiverA","UK_ATACS_Rebreather_Night","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	respawnLinkedItems[] = {"UK_ATACS_DiverA","UK_ATACS_Rebreather_Night","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	genericNames = "NATOMen";
};

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Are you are missing uniformType = "Neopren"; from your uniform class and vestType = "Rebreather"; from your vest class? if so add them to the relevant ItemInfo child class.

Uniform:

class ItemInfo: UniformItem
	{
		uniformModel = "-";
		uniformClass = "B_diver_F";
		containerClass = "Supply90";
		uniformType = "Neopren"; //Add this
		mass = 90;
	};

Vest:

class ItemInfo: VestItem
	{
		uniformModel = "\A3\Characters_F\Common\equip_rebreather";
		containerClass = "Supply0";
		mass = 130;
		vestType = "Rebreather"; //Add this
		hiddenUnderwaterSelections[] = {"hide"};
		shownUnderwaterSelections[] = {"unhide","unhide2"};
		hiddenUnderwaterSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\data\visors_ca.paa"};
		armor = "5*0.2";
		passThrough = 0.8;
	};

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Added the above parts, the diver now has the ability to use his flippers and rebreather but he's also reverted back to base textures. Here's everything in the Uniform and Vest code.

Uniform:

class UK_ATACS_DiverA:  Uniform_Base
 {
   scope = 2;
   displayName = "ATACS Diver (Night)";
   picture = "\viprr_atacs\data\ui\Icon_UK_ATACS_clothing.paa";
   model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co.paa"};

class ItemInfo: UniformItem
   {
     uniformModel = "-"; 
     uniformClass = "B_diver_F"; 
     containerClass = "Supply90"; 
     uniformType = "Neopren";
     mass = 90; 
   };
 };

Vest:

class UK_ATACS_Rebreather_Day: Vest_Base
 {
   scope = 2;
   displayName = "ATACS Rebreather (Day)";
   picture = "\viprr_atacs\data\ui\Icon_UK_ATACS_vest.paa";
   model = "\A3\Characters_F\common\equip_rebreather";
   hiddenSelections[] = {"camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_equip_atacs_co2.paa"};

class ItemInfo: VestItem 
   { 
     uniformModel = "\A3\Characters_F\Common\equip_rebreather"; 
     containerClass = "Supply0"; 
     mass = 130; 
     vestType = "Rebreather"; 
     armor = "5*0.2"; 
     passThrough = 0.8; 
   }; 
 };   

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uniformClass = "B_diver_F"; needs to be your diver class.

The rebreather also has extra hiddenselections.

class V_RebreatherB: Vest_Base
{
	scope = 2;
	displayName = "$STR_A3_V_RebreatherB0";
	picture = "\A3\characters_f\Data\UI\icon_V_RebreatherB_CA.paa";
	model = "\A3\Characters_F\Common\equip_rebreather";
	hiddenUnderwaterSelections[] = {"hide"};
	shownUnderwaterSelections[] = {"unhide","unhide2"};
	hiddenUnderwaterSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\data\visors_ca.paa"};
	hiddenSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa"};
	class ItemInfo: VestItem
	{
		uniformModel = "\A3\Characters_F\Common\equip_rebreather";
		containerClass = "Supply0";
		mass = 130;
		vestType = "Rebreather";
		hiddenUnderwaterSelections[] = {"hide"};
		shownUnderwaterSelections[] = {"unhide","unhide2"};
		hiddenUnderwaterSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\data\visors_ca.paa"};
		armor = "5*0.2";
		passThrough = 0.8;
	};
};

Edited by surpher

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So:

 class VIPRR_DiverA: B_Soldier_diver_base_F
{
   _generalMacro = "B_diver_F";
   scope = 2;
displayName = "Diver (Day)";
nakedUniform = "U_BasicBody";
[b]uniformClass = "B_diver_F";[/b]
vehicleClass = "MenDiver";
hiddenSelections[] = {"Camo1","Camo2"};
hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co2.paa","viprr_atacs\data\diver_equip_atacs_co2.paa"};
hiddenUnderwaterSelections[] = {"hide"}; 
shownUnderwaterSelections[] = {"unhide","unhide2"}; 
hiddenUnderwaterSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co2.paa","viprr_atacs\data\diver_equip_atacs_co2.paa","\A3\characters_f\data\visors_ca.paa"};  
weapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"};
	respawnWeapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"};
	magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"};
	respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"};
	modelSides[] = {3,1};
	identityTypes[] = {"Language_DE_EP1","Head_NATO","G_NATO_diver"};
	faction = "UK_VIPRR_ATACS";
	side = 1;
	model = "\A3\characters_F\Common\diver_slotable";
	icon = "iconMan";
	linkedItems[] = {"UK_ATACS_DiverB","UK_ATACS_Rebreather_Day","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	respawnLinkedItems[] = {"UK_ATACS_DiverB","UK_ATACS_Rebreather_Day","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	genericNames = "NATOMen";
};

Or this:

 class B_diver_F: B_Soldier_diver_base_F

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No uniformClass = "B_diver_F"; should be uniformClass = "VIPRR_DiverA";

class UK_ATACS_DiverA:  Uniform_Base
 {
   scope = 2;
   displayName = "ATACS Diver (Night)";
   picture = "\viprr_atacs\data\ui\Icon_UK_ATACS_clothing.paa";
   model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co.paa"};

   class ItemInfo: UniformItem
   {
     uniformModel = "-"; 
     uniformClass = "VIPRR_DiverA"; 
     containerClass = "Supply90"; 
     uniformType = "Neopren";
     mass = 90; 
   };
 };  

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Oh I see, so that's why it went back to default textures, will adjust and retest shortly, cheers surpher!

---------- Post added at 22:07 ---------- Previous post was at 21:02 ----------

Uniform is fine, Rebreather is using the original textures though.

Edited by VIPER[CWW]

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