Jump to content
Sign in to follow this  
zeotrope

50 Scripts working apart from these 2

Recommended Posts

Hi All,

So I've reached a point where I would like to release my "Tac-Ops" mod but for the life of me, I cannot get the following 2 scripts to work. One is for Coveralls (tried everything) and the other is a pilot helmet. Could anyone please explain why these do not work. It's driving me insane.

Coveralls

enum {
   destructengine = 2,
   destructdefault = 6,
   destructwreck = 7,
   destructtree = 3,
   destructtent = 4,
   stabilizedinaxisx = 1,
   stabilizedinaxesxyz = 4,
   stabilizedinaxisy = 2,
   stabilizedinaxesboth = 3,
   destructno = 0,
   stabilizedinaxesnone = 0,
   destructman = 5,
   destructbuilding = 1
};

class DefaultEventhandlers;
class CfgPatches
{
   class Zeotrope_Coverall_Config // You can edit the classname.
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Common"}; // So the config knows where to find the external class references.
   };
};

class cfgWeapons
{
   class ItemCore;                    // External class reference
   class InventoryItem_Base_F;        // External class reference
   class HeadgearItem;                // External class reference
   class Uniform_Base;                // External class reference
   class UniformItem;                 // External class reference
   class Vest_Camo_Base;              // External class reference
   class H_Cap_reD;                   // External class reference
   class U_O_PilotCoveralls;	       // External class reference
   class Vest_NoCamo_Base;            // External class reference
   class VestItem;                    // External class reference
   class ItemInfo;                    // External class reference 

   class Coveralls_Frost_tacops_D: U_O_PilotCoveralls
   {
       uniformClass = "UNIFORM_CLASSNAME";
scope = 2;
       displayName = "Tacops Coveralls General (tacops frost)";
       picture = "\A3\characters_f\Data\UI\icon_V_TacVest_khk_CA.paa";
       model = "\A3\Characters_F\blufor\b_soldier_01";
       hiddenSelections[] = {"camo"}; // Inherited from the Vest_Camo_Base class
       hiddenSelectionsTextures[] = {"tacops_coverall_1\clothes\Data\cover_1.paa"};
       class ItemInfo: ItemInfo
       {
           UNIFORMmodel = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           mass = 80;
           armor = "3*0.5";
           passThrough = 0.95;
           //hiddenSelections[] = {"camo"}; // Inherited from the Vest_Camo_Base class
       };
   };
};  

....and Pilot Helmet....

enum { 
   destructengine = 2, 
   destructdefault = 6, 
   destructwreck = 7, 
   destructtree = 3, 
   destructtent = 4, 
   stabilizedinaxisx = 1, 
   stabilizedinaxesxyz = 4, 
   stabilizedinaxisy = 2, 
   stabilizedinaxesboth = 3, 
   destructno = 0, 
   stabilizedinaxesnone = 0, 
   destructman = 5, 
   destructbuilding = 1 
}; 

class CfgPatches 
{ 
   class Tacops_Helmet_hel1 
   { 
       units[] = {}; 
       weapons[] = {}; 
       requiredVersion = 0.1; 
       requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_COMMON"}; 
   }; 
}; 

class cfgWeapons 
{ 
   class ItemCore; 
   class ItemInfo; 
   class HeadgearItem; 
   class Tacops_Helmet_hel1: ItemCore 
   { 
       scope = 2; 
       weaponPoolAvailable = 1; 
       displayName = "Tacops Pilot Helmet 1 (frost camo)";  
       model = "\A3\Characters_f\common\suitpacks\headgear_helmet_heli.p3d"; 
       hiddenSelections[] = {"camo"}; 
       hiddenSelectionsTextures[] = {"tacops_helmet_hel1\helmet\data\helmet_at2.paa"};


       class ItemInfo: HeadgearItem 
       { 
           mass = 100; 
           uniformModel = "\A3\Characters_f\common\suitpacks\headgear_helmet_heli.p3d"; 
           modelSides[] = {3,1}; 
           armor = "3*0.5"; 
           passThrough = 1; 
           hiddenSelections[] = {"camo"}; 
       }; 
   }; 
};

Share this post


Link to post
Share on other sites

You have 50 configs :wow_o:

Your coveralls config should look more like this, no hiddenSelections entries in there they belong in your unit class that uniformClass = "B_Helipilot_F"; points to. Any other unit using this uniform class will get its hiddenSections info from that unit class also. Make sure the unit using this class is using the correct model, model = "\A3\Characters_F\Common\coveralls.p3d";

enum {
   destructengine = 2,
   destructdefault = 6,
   destructwreck = 7,
   destructtree = 3,
   destructtent = 4,
   stabilizedinaxisx = 1,
   stabilizedinaxesxyz = 4,
   stabilizedinaxisy = 2,
   stabilizedinaxesboth = 3,
   destructno = 0,
   stabilizedinaxesnone = 0,
   destructman = 5,
   destructbuilding = 1
};

class DefaultEventhandlers;
class CfgPatches
{
   class Zeotrope_Coverall_Config // You can edit the classname.
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Common"}; // So the config knows where to find the external class references.
   };
};

class cfgWeapons
{
   class Uniform_Base;                // External class reference
   class UniformItem;                 // External class reference
   class ItemInfo;                    // External class reference 

   class Coveralls_Frost_tacops_D: Uniform_Base
   {
	scope = 2;
       displayName = "Tacops Coveralls General (tacops frost)";
       picture = "\A3\characters_f\data\ui\icon_U_B_coveralls_ca.paa";
       model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
       class ItemInfo: UniformItem
	{
		uniformModel = "-";
		uniformClass = "B_Helipilot_F"; // Edit this to point to your unit class using this uniform.
		containerClass = "Supply60";
		mass = 80;
	};
   };
};

And your helmet class should look more like this, save your textures with the _co suffix so the game engine knows how to use them (helmet_at2_co.paa).

enum { 
   destructengine = 2, 
   destructdefault = 6, 
   destructwreck = 7, 
   destructtree = 3, 
   destructtent = 4, 
   stabilizedinaxisx = 1, 
   stabilizedinaxesxyz = 4, 
   stabilizedinaxisy = 2, 
   stabilizedinaxesboth = 3, 
   destructno = 0, 
   stabilizedinaxesnone = 0, 
   destructman = 5, 
   destructbuilding = 1 
}; 

class CfgPatches 
{ 
   class Tacops_Helmet_hel1 
   { 
       units[] = {}; 
       weapons[] = {}; 
       requiredVersion = 0.1; 
       requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_COMMON"}; 
   }; 
}; 

class cfgWeapons 
{ 
   class ItemCore; 
   class ItemInfo; 
   class HeadgearItem; 

   class Tacops_Helmet_hel1: ItemCore 
   { 
       scope = 2;
       weaponPoolAvailable = 1;
       displayName = "Tacops Pilot Helmet 1 (frost camo)";
	picture = "\A3\characters_f\Data\UI\icon_H_Pilot_Helmet_Heli_B_CA.paa";
       model = "A3\Characters_F\Common\headgear_helmet_heli";
       hiddenSelections[] = {"camo"}; 
       hiddenSelectionsTextures[] = {"tacops_helmet_hel1\helmet\data\helmet_at2.paa"}; // Edit - helmet_at2_co.paa
	class ItemInfo: HeadgearItem 
       { 
           mass = 60; 
           uniformModel = "A3\Characters_F\Common\headgear_helmet_heli";
           modelSides[] = {3,1};
		armor = "3*0.6";
		passThrough = 0.8;
           hiddenSelections[] = {"camo"}; 
       }; 
   }; 
};

Edited by surpher

Share this post


Link to post
Share on other sites

Thanks Surpher. Will test when Im at home.

Yeah, 50 configs to far that make up my mod. So I'm guessing the next step is to compile say, all the backpacks into 1 PBO and use only 1 config for all backpacks? If so, would I only need the "ENUM" section at the top of the config and all the configs below it? Not sure I'm explaining it correctly.

Will get back to you in regards to the above configs...and thanks again for the help.

Zeo

Share this post


Link to post
Share on other sites
Your coveralls config should look more like this, no hiddenSelections entries in there they belong in your unit class that uniformClass = "B_Helipilot_F"; points to. Any other unit using this uniform class will get its hiddenSections info from that unit class also. Make sure the unit using this class is using the correct model, model = "\A3\Characters_F\Common\coveralls.p3d";

Ok Surpher. Helmet it great. Thanks. But must ask about the _co suffix. Are you only saying it's good practice to use this suffix or that the Engine really does treat it differently? Something to do with the other materials applied? RVMAT stuff?

As for the coveralls....I'm trying to follow this....hiddenSelections belong in your unit class that uniformClass "B_Helipilot_F"; points to.

What unit class? I can't re-texture the way I would an Infantry Soldier? I'm struggling to understand the differences between some models and the "same rule doesn't apply" thing. Just when I think I've got my head around a technique, I get lost again :)

Do you mean I have to point my config to another config when my line of code: hiddenSelectionsTextures[] = {"tacops_coverall_1\clothes\Data\cover_1.paa"}; ....is applied? What is the game code difference between and infantry soldier and a hell-pilot?

Share this post


Link to post
Share on other sites

This is the structure of my current configs.

enum {
destructengine = 2,
destructdefault = 6,
destructwreck = 7,
destructtree = 3,
destructtent = 4,
stabilizedinaxisx = 1,
stabilizedinaxesxyz = 4,
stabilizedinaxisy = 2,
stabilizedinaxesboth = 3,
destructno = 0,
stabilizedinaxesnone = 0,
destructman = 5,
destructbuilding = 1
};

class DefaultEventhandlers;

class CfgPatches
{
class surph_a3_example_config
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};

class UniformSlotInfo
{
slotType = 0;
linkProxy = "-";
};

class CfgVehicles
{
//********************************************
//*****		       Units                 *****
//********************************************


//********************************************
//*****		      Backpacks              *****
//********************************************

};

class cfgWeapons
{
//********************************************
//*****		      Uniforms               *****
//********************************************


//********************************************
//*****		      Vests                  *****
//********************************************


//********************************************
//*****		      Headgear               *****
//********************************************


//********************************************
//*****		     NVGoggles               *****
//********************************************

};

Ok Surpher. Helmet it great. Thanks. But must ask about the _co suffix. Are you only saying it's good practice to use this suffix or that the Engine really does treat it differently? Something to do with the other materials applied? RVMAT stuff?
I'd say its more than good practice as all the BIS texture maps have suffixes. Texture Map Types
As for the coveralls....I'm trying to follow this....hiddenSelections belong in your unit class that uniformClass "B_Helipilot_F"; points to.

What unit class? I can't re-texture the way I would an Infantry Soldier? I'm struggling to understand the differences between some models and the "same rule doesn't apply" thing. Just when I think I've got my head around a technique, I get lost again

This is the blufor B_Helipilot_F unit class and the U_B_HeliPilotCoveralls uniform class

class B_Helipilot_F: B_Soldier_base_F
{
	author = "$STR_A3_Bohemia_Interactive";
	_generalMacro = "B_Helipilot_F";
	scope = 2;
	identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_pilot"};

	model = "\A3\Characters_F\Common\coveralls.p3d"; // Sets the correct model to use for the texture.

	modelSides[] = {3,1};

	uniformClass = "U_B_HeliPilotCoveralls"; // Points to the uniform class

	displayName = "$STR_B_Helipilot_F0";
	linkedItems[] = {"V_TacVest_blk","H_PilotHelmetHeli_B","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};
	respawnLinkedItems[] = {"V_TacVest_blk","H_PilotHelmetHeli_B","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};
	weapons[] = {"SMG_01_Holo_F","Throw","Put"};
	respawnWeapons[] = {"SMG_01_Holo_F","Throw","Put"};
	magazines[] = {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","SmokeShellGreen","SmokeShellBlue","SmokeShellOrange","Chemlight_blue","Chemlight_blue"};
	respawnMagazines[] = {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","SmokeShellGreen","SmokeShellBlue","SmokeShellOrange","Chemlight_blue","Chemlight_blue"};

        // Texture info for this unit and any other unit that uses the U_B_HeliPilotCoveralls uniform class.
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\coveralls_sage_co.paa"};

	cost = 160000;
	camouflage = 2.0;
	};
};

class U_B_HeliPilotCoveralls: Uniform_Base
{
	scope = 2;
	displayName = "$STR_A3_helipilot_coveralls";
	picture = "\A3\characters_f\data\ui\icon_U_B_coveralls_ca.paa";
	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
	class ItemInfo: UniformItem
	{
		uniformModel = "-";
		uniformClass = "B_Helipilot_F"; // Points back to the unit with the texture info.
		containerClass = "Supply60";
		mass = 80;
	};
};

Share this post


Link to post
Share on other sites
This is the blufor B_Helipilot_F unit class and the U_B_HeliPilotCoveralls uniform class

So call me stupid (cause I probably am)......how can I use this in my existing config. I sort of follow your post. Not sure you are saying it cannot be done. From the code you posted above, I'm guessing I just need to alter.....

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\coveralls_sage_co.paa"};

(do I alter the above to point to my co.paa?)

But you say No hidden selections for coveralls. So how can I re-skin this?

Zeo

Edited by Zeotrope
Typo

Share this post


Link to post
Share on other sites

I have re-written the above classes marking the line I have edited.

class Tacops_B_Helipilot_F: B_Soldier_base_F // Edit
   {
       author = "Zeotrope"; // Edit
       _generalMacro = "B_Helipilot_F";
       scope = 2;
       identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_pilot"};
       model = "\A3\Characters_F\Common\coveralls.p3d";
       modelSides[] = {3,1};
       uniformClass = "Tacops_U_B_HeliPilotCoveralls"; // Edit
       displayName = "$STR_B_Helipilot_F0";
       linkedItems[] = {"V_TacVest_blk","Tacops_Helmet_hel1","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; // Edit
       respawnLinkedItems[] = {"V_TacVest_blk","Tacops_Helmet_hel1","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; // Edit
       weapons[] = {"SMG_01_Holo_F","Throw","Put"};
       respawnWeapons[] = {"SMG_01_Holo_F","Throw","Put"};
       magazines[] = {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","SmokeShellGreen","SmokeShellBlue","SmokeShellOrange","Chemlight_blue","Chemlight_blue"};
       respawnMagazines[] = {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","SmokeShellGreen","SmokeShellBlue","SmokeShellOrange","Chemlight_blue","Chemlight_blue"};
       hiddenSelections[] = {"Camo"};
       hiddenSelectionsTextures[] = {"Path_To_Your_Texture.paa"}; // Edit
       cost = 160000;
       camouflage = 2.0;
       };
   };

class Tacops_U_B_HeliPilotCoveralls: Uniform_Base  // Edit
   {
       scope = 2;
       displayName = "$STR_A3_helipilot_coveralls";
       picture = "\A3\characters_f\data\ui\icon_U_B_coveralls_ca.paa";
       model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
       class ItemInfo: UniformItem
       {
           uniformModel = "-";
           uniformClass = "Tacops_B_Helipilot_F";  // Edit
           containerClass = "Supply60";
           mass = 80;
       };
   };  

I meant to say you do not put hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"tacops_coverall_1\clothes\Data\cover_1.paa"}; in your uniform class as you have in your original post.

Share this post


Link to post
Share on other sites

Tried it. Not sure I put it together correctly.....and have errors.

enum {
   destructengine = 2,
   destructdefault = 6,
   destructwreck = 7,
   destructtree = 3,
   destructtent = 4,
   stabilizedinaxisx = 1,
   stabilizedinaxesxyz = 4,
   stabilizedinaxisy = 2,
   stabilizedinaxesboth = 3,
   destructno = 0,
   stabilizedinaxesnone = 0,
   destructman = 5,
   destructbuilding = 1
};

class DefaultEventhandlers;
class CfgPatches
{
   class Zeotrope_Coverall_Config // You can edit the classname.
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Common"}; // So the config knows where to find the external class references.
   };
};

class cfgWeapons
{
   class Uniform_Base;                // External class reference
   class UniformItem;                 // External class reference
   class ItemInfo;                    // External class reference 


class Tacops_B_Helipilot_F: B_Soldier_base_F // Edit
   {
       author = "Zeotrope"; // Edit
       _generalMacro = "B_Helipilot_F";
       scope = 2;
       identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_pilot"};
       model = "\A3\Characters_F\Common\coveralls.p3d";
       modelSides[] = {3,1};
       uniformClass = "Tacops_U_B_HeliPilotCoveralls"; // Edit
       displayName = "$STR_B_Helipilot_F0";
       linkedItems[] = {"V_TacVest_blk","Tacops_Helmet_hel1","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; // Edit
       respawnLinkedItems[] = {"V_TacVest_blk","Tacops_Helmet_hel1","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; // Edit
       weapons[] = {"SMG_01_Holo_F","Throw","Put"};
       respawnWeapons[] = {"SMG_01_Holo_F","Throw","Put"};
       magazines[] = {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","SmokeShellGreen","SmokeShellBlue","SmokeShellOrange","Chemlight_blue","Chemlight_blue"};
       respawnMagazines[] = {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","SmokeShellGreen","SmokeShellBlue","SmokeShellOrange","Chemlight_blue","Chemlight_blue"};
       hiddenSelections[] = {"Camo"};
       hiddenSelectionsTextures[] = {"tacops_coverall_1\clothes\Data\cover_1.paa"}; // Edit
       cost = 160000;
       camouflage = 2.0;
       };
   };

class Tacops_U_B_HeliPilotCoveralls: Uniform_Base  // Edit
   {
       scope = 2;
       displayName = "$STR_A3_helipilot_coveralls";
       picture = "\A3\characters_f\data\ui\icon_U_B_coveralls_ca.paa";
       model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
       class ItemInfo: UniformItem
       {
           uniformModel = "-";
           uniformClass = "Tacops_B_Helipilot_F";  // Edit
           containerClass = "Supply60";
           mass = 80;
       };
   };     

Error:

File c:\users\user\desktop\tacops_coverall_1\config.cpp, line 35: /cfgWeapons.Tacops_B_Helipilot_F: Undefined base class 'B_Soldier_base_F'

Config : some input after EndOfFile.

Really frustrating config. I'm not getting why coveralls cant seem to be re-textured in the way other stuff can be. :(

Share this post


Link to post
Share on other sites

class Tacops_B_Helipilot_F: B_Soldier_base_F // Edit

Im totally new to arma editing but maybe try replacing

B_Soldier_base_F

with

CAManBase

or just add this.

class B_Soldier_base_F;
class Tacops_B_Helipilot_F: B_Soldier_base_F {
stuff
}

also do you know if coveralls have a hidden selection by default?

Heard something about if they dont have hidden selection you cant retexture them

Edited by defk0n_NL

Share this post


Link to post
Share on other sites

This should work.

enum {
   destructengine = 2,
   destructdefault = 6,
   destructwreck = 7,
   destructtree = 3,
   destructtent = 4,
   stabilizedinaxisx = 1,
   stabilizedinaxesxyz = 4,
   stabilizedinaxisy = 2,
   stabilizedinaxesboth = 3,
   destructno = 0,
   stabilizedinaxesnone = 0,
   destructman = 5,
   destructbuilding = 1
};

class DefaultEventhandlers;

class CfgPatches
{
   class Zeotrope_Coverall_Config // You can edit the classname.
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Common"}; // So the config knows where to find the external class references.
   };
};

class CfgVehicles // Units go in here.
{
class B_Soldier_base_F;

class Tacops_B_Helipilot_F: B_Soldier_base_F // Edit
   {
       author = "Zeotrope"; // Edit
       _generalMacro = "B_Helipilot_F";
       scope = 2;
       identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_pilot"};
       model = "\A3\Characters_F\Common\coveralls.p3d";
       modelSides[] = {3,1};
       uniformClass = "Tacops_U_B_HeliPilotCoveralls"; // Edit
       displayName = "$STR_B_Helipilot_F0";
       linkedItems[] = {"V_TacVest_blk","Tacops_Helmet_hel1","ItemMap","ItemCompass","ItemWatch","ItemRadio","Tacops_NVGoggles"}; // Edit
       respawnLinkedItems[] = {"V_TacVest_blk","Tacops_Helmet_hel1","ItemMap","ItemCompass","ItemWatch","ItemRadio","Tacops_NVGoggles"}; // Edit
       weapons[] = {"SMG_01_Holo_F","Throw","Put"};
       respawnWeapons[] = {"SMG_01_Holo_F","Throw","Put"};
       magazines[] = {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","SmokeShellGreen","SmokeShellBlue","SmokeShellOrange","Chemlight_blue","Chemlight_blue"};
       respawnMagazines[] = {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01","SmokeShellGreen","SmokeShellBlue","SmokeShellOrange","Chemlight_blue","Chemlight_blue"};
       hiddenSelections[] = {"Camo"};
       hiddenSelectionsTextures[] = {"tacops_coverall_1\clothes\Data\cover_1.paa"}; // Edit
       cost = 160000;
       camouflage = 2.0;
};
};


class cfgWeapons // Uniforms, vests and headgear go in here.
{
class Uniform_Base;                // External class reference
   class UniformItem;                 // External class reference
   class ItemInfo;                    // External class reference 

class Tacops_U_B_HeliPilotCoveralls: Uniform_Base  // Edit
   {
       scope = 2;
       displayName = "$STR_A3_helipilot_coveralls";
       picture = "\A3\characters_f\data\ui\icon_U_B_coveralls_ca.paa";
       model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
       class ItemInfo: UniformItem
       {
           uniformModel = "-";
           uniformClass = "Tacops_B_Helipilot_F";  // Edit
           containerClass = "Supply60";
           mass = 80;
       };
   };

class NVGoggles;	// External class reference
   class Tacops_NVGoggles: NVGoggles
   {
       modelOptics = "\A3\weapons_f\reticle\optics_night";
       model = "\A3\Weapons_f\binocular\nvg_proxy";
       hiddenSelections[] = {"camo"};
       hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(0.93,0,0.55,1)"}; // Replace with your texture.
       class ItemInfo: ItemInfo
       {
           uniformModel = "A3\weapons_f\binocular\nvg_proxy.p3d";
           modelOff = "A3\weapons_f\binocular\NVG_proxy_off.p3d";
           hiddenSelections[] = {"camo"};
       };
   };  
};

Edited by surpher
Added NVG example

Share this post


Link to post
Share on other sites

Ok.....works 50%. Problem is it's not appearing in the Ammobox (VAS) but noticed a strange reference in you code....

model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

So I changed it out...and works fine.

So thanks man. Big help.

Zeo

Edited by Zeotrope

Share this post


Link to post
Share on other sites

Nothing strange about model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor _diver"; , it is the model used when a uniform is placed on the ground.

Post #11 edited to show NVG example.

Share this post


Link to post
Share on other sites
Nothing strange about model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor _diver"; , it is the model used when a uniform is placed on the ground.

Post #11 edited to show NVG example.

But when I used this line in the script the only place I could find the coveralls was in the drop down menu (Editor) ....but were nowhere to be found in the VAS. So I changed it to...

model = "\A3\Characters_F\Common\coveralls.p3d";

Then alll works fine.

PS: Why would the diver be related to the pilot? I don't see the relationship....but hey this is Arma 3 :)

Will check out the NVG tonight when I'm home.

Cheers again man. Will credit your vast wealth of knowledge when I release this rather messy mod later this week. I'm no coder......more of an artist. :)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×