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Config Code for T-shirts Mcam

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I am looking to add shirts and rolled sleeves to my mod however I can't figure out how to get my units to use them.

For an example, this is my opfor unit that uses a civilian model and clothing where I have been able to merge different camo'd pants and shirt.

class ADF_AMPOP_Uniform: Uniform_Base

{

scope = 2;

displayName = "ADF Uniform (AMPOP)";

picture = "\ADF-AMP\data\icon_uniform_adf_amp_co.paa";

hiddenSelections[] = {"Camo1","Camo2","Camo3"};

hiddenSelectionsTextures[] = {"\ADF-AMPOP\data\ampop\ampop-uniform.paa","\ADF-AMPOP\data\ampop\ampop-legs.paa",""};

class ItemInfo: UniformItem

{

uniformModel = "-";

uniformClass = "ADF_AMPOP_Rifleman";

containerClass = "Supply20";

mass = 80;

};

};

However I would like to use a combination of US models with kneepads and shirts/rolled sleeves.

Cheers.

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I am looking to add shirts and rolled sleeves to my mod however I can't figure out how to get my units to use them.

For an example, this is my opfor unit that uses a civilian model and clothing where I have been able to merge different camo'd pants and shirt.

However I would like to use a combination of US models with kneepads and shirts/rolled sleeves.

Cheers.

I've made some custom units using the rolled sleeves model for an upcoming PMC mod im making. But I'm not clear on what you are saying the issue is. Can you elaborate?

I would note that the rolled sleeves model should just state "camo" for hiddenselections. The example code you have provided has camo1, 2 and 3.

Also you can check what the model is using by opening the model in a text editor and searching for camo.

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I am looking to add shirts and rolled sleeves to my mod however I can't figure out how to get my units to use them.

For an example, this is my opfor unit that uses a civilian model and clothing where I have been able to merge different camo'd pants and shirt.

However I would like to use a combination of US models with kneepads and shirts/rolled sleeves.

Cheers.

You'll have to do more to get the uniform in-game. You need to basically make a unit that uses the uniform. Go check out the character tutorial thread for more info. Or give me about 8 hrs. It's 3:30AM here. Will be back later. If you still haven't found out when I'm back on, I'll post a copy of my code.

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You'll have to do more to get the uniform in-game. You need to basically make a unit that uses the uniform. Go check out the character tutorial thread for more info. Or give me about 8 hrs. It's 3:30AM here. Will be back later. If you still haven't found out when I'm back on, I'll post a copy of my code.

3.30am and you're on the forum? Get some sleep :)

You're right re needing a unit to attach the uniform to but im guessing that's not the issue given he's created other uniforms already

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3.30am and you're on the forum? Get some sleep :)

You're right re needing a unit to attach the uniform to but im guessing that's not the issue given he's created other uniforms already

It is the issue, if that's his code. Here's basically what you need to do: Take this code, change the classnames, change the helmet and vests in the linkedItems:

class cfgVehicles
{
class Man;
class B_Soldier_F;
class B_Soldier_GL_F;
class B_soldier_AR_F;
class B_Soldier_02_f;
class B_Soldier_03_f;
class B_Soldier_lite_F;
class B_Soldier_SL_F;
class B_Soldier_TL_F;
class B_soldier_M_F;
class B_soldier_LAT_F;
class B_medic_F;
class B_soldier_repair_F;
class B_soldier_exp_F;
class B_Helipilot_F;
class B_diver_F;
class B_diver_TL_F;
class B_diver_exp_F;
class CAManBase: Man
{
 class AnimationSources;
 class HitPoints
 {
  class HitHead;
  class HitBody;
  class HitHands;
  class HitLegs;
 };
};
class ADF_AMPOP_Base: CAManBase
{
 _generalMacro = "O_Soldier_base_F";
 expansion = 1;
 identityTypes[] = {"Language_TK_EP1","Head_TK","G_IRAN_default"};
 faceType = "Man_A3";
 side = 0;
 faction = "OPF_F";
 genericNames = "TakistaniMen";
 vehicleClass = "Men";
 portrait = "";
 picture = "";
 icon = "iconMan";
 accuracy = 2.3;
 sensitivity = 3;
 threat[] = {1,0.1,0.1};
 camouflage = 1.4;
 minFireTime = 7;
 cost = 40000;
 canCarryBackPack = 1;
 scope = 0;
 class Wounds
 {
  tex[] = {};
  mat[] = {"A3\Characters_F\Civil\Data\c_cloth4.rvmat","A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat","A3\Characters_F\Civil\Data\c_cloth4_injury.rvmat"};
 };
 model = "\A3\Characters_F\Civil\c_citizen5.p3d";
 hiddenSelections[] = {"Camo1","Camo2","Camo3"};
 hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\basicbody_blue_co.paa","\A3\characters_f\civil\data\c_cloth4_v2_co.paa"};
 uniformClass = "U_C_Citizen_clothes2";
 weapons[] = {"arifle_Khaybar_ARCO_point_F","hgun_Rook40_F","Throw","Put","Binocular"};
 respawnWeapons[] = {"arifle_Khaybar_ARCO_point_F","hgun_Rook40_F","Throw","Put","Binocular"};
 magazines[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};
 respawnMagazines[] = {"30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};
 Items[] = {"FirstAidKit"};
 RespawnItems[] = {"FirstAidKit"};
 linkedItems[] = {"V_TacVest_oli","H_Kufiya_blk","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
 respawnLinkedItems[] = {"V_TacVest_oli","H_Kufiya_blk","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
class ADF_AMPOP_Base01: ADF_AMPOP_Base
{
 _generalMacro = "B_Soldier_F";
 scope = 1;
 displayName = "Rifleman (DAE)";
 model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
 uniformAccessories[] = {};
 nakedUniform = "U_BasicBody";
[b]  uniformClass = "ADF_AMPOP_Uniform"[/b];
[b] hiddenSelections[] = {"Camo1","Camo2","Camo3"};
hiddenSelectionsTextures[] = {"\ADF-AMPOP\data\ampop\ampop-uniform.paa","\ADF-AMPOP\data\ampop\ampop-legs.paa",""};[/b]
 class UniformInfo
 {
  class SlotsInfo
  {
   class NVG: UniformSlotInfo
   {
    slotType = 602;
   };
   class Scuba: UniformSlotInfo
   {
    slotType = 604;
   };
   class Headgear: UniformSlotInfo
   {
    slotType = 605;
   };
  };
 };
};
};
class cfgWeapons
{
class InventoryItem_Base_F;
class ItemCore;
class HeadgearItem;
class UniformItem;
class VestItem;
class ItemInfo;
class Uniform_Base;
class Vest_Base;
class H_HelmetB_Light;
class H_Booniehat_khk;
class H_Cap_red;
class ADF_AMPOP_Uniform: Uniform_Base
{
scope = 2;
displayName = "ADF Uniform (AMPOP)";
picture = "\ADF-AMP\data\icon_uniform_adf_amp_co.paa";
hiddenSelections[] = {"Camo1","Camo2","Camo3"};
hiddenSelectionsTextures[] = {"\ADF-AMPOP\data\ampop\ampop-uniform.paa","\ADF-AMPOP\data\ampop\ampop-legs.paa",""};
 class ItemInfo: UniformItem
 {
 uniformModel = "-";
[b]  uniformClass = "ADF_AMPOP_Base01";[/b]
 containerClass = "Supply20";
 mass = 80;
 };
};
};

The uniformClass under your ADF_AMPOP_Base01 has to match your uniform class name, and the uniformClass under your ADF_AMPOP_Uniform has to match your Base classname (ADF_AMPOP_Base01). Why? Because, like in Arma 2 where the whole uniform is the character model and is the body of the unit, the uniform in Arma 3 is the body of the unit (that's why there's no real underwear model underneath the combat uniform). The uniform is not a separate clothing piece of the unit. It is the unit. That code above should work for you, if I didn't make any mistakes. As I understood it, you wanted an OPFOR unit. The code above uses the civilian model, so make sure you change the model and wound textures before testing it. Hope that helps.

Oh, and one more thing: The bolded hiddenSelections and hiddenSelectionsTextures are the ones that take effect in-game, all other ones in your code will not work, so make sure that the hiddenSelections and hiddenSelectionsTextures under that ADF_AMPOP_Base01 are the ones that have the textures you want.

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Ah thanks for all your help, I did get this working. :D

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