zeotrope 24 Posted August 24, 2013 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
Shockley 3 Posted August 25, 2013 (edited) ????? Edited August 25, 2013 by Sig [USMC] Share this post Link to post Share on other sites
surpher 1 Posted August 25, 2013 (edited) You have 50 configs 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 August 25, 2013 by surpher Share this post Link to post Share on other sites
zeotrope 24 Posted August 26, 2013 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
zeotrope 24 Posted August 26, 2013 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
surpher 1 Posted August 26, 2013 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 TypesAs 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 = "$STR_A3_helipilot_coveralls"; picture = "\A3\characters_f\data\ui\icon_U_B_coveralls_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "B_Helipilot_F"; // Points back to the unit with the texture info. containerClass = "Supply60"; mass = 80; }; }; Share this post Link to post Share on other sites
zeotrope 24 Posted September 4, 2013 (edited) This is the blufor B_Helipilot_F unit class and the U_B_HeliPilotCoveralls uniform class So call me stupid (cause I probably am)......how can I use this in my existing config. I sort of follow your post. Not sure you are saying it cannot be done. From the code you posted above, I'm guessing I just need to alter..... hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\coveralls_sage_co.paa"}; (do I alter the above to point to my co.paa?) But you say No hidden selections for coveralls. So how can I re-skin this? Zeo Edited September 4, 2013 by Zeotrope Typo Share this post Link to post Share on other sites
surpher 1 Posted September 4, 2013 I have re-written the above classes marking the line I have edited. class Tacops_B_Helipilot_F: B_Soldier_base_F // Edit { author = "Zeotrope"; // Edit _generalMacro = "B_Helipilot_F"; scope = 2; identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_pilot"}; model = "\A3\Characters_F\Common\coveralls.p3d"; modelSides[] = {3,1}; uniformClass = "Tacops_U_B_HeliPilotCoveralls"; // Edit displayName = "$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 = "$STR_A3_helipilot_coveralls"; picture = "\A3\characters_f\data\ui\icon_U_B_coveralls_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Tacops_B_Helipilot_F"; // Edit containerClass = "Supply60"; mass = 80; }; }; I meant to say you do not put hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"tacops_coverall_1\clothes\Data\cover_1.paa"}; in your uniform class as you have in your original post. Share this post Link to post Share on other sites
zeotrope 24 Posted September 7, 2013 Tried it. Not sure I put it together correctly.....and have errors. enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Zeotrope_Coverall_Config // You can edit the classname. { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Common"}; // So the config knows where to find the external class references. }; }; class cfgWeapons { class Uniform_Base; // External class reference class UniformItem; // External class reference class ItemInfo; // External class reference class Tacops_B_Helipilot_F: B_Soldier_base_F // Edit { author = "Zeotrope"; // Edit _generalMacro = "B_Helipilot_F"; scope = 2; identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_pilot"}; model = "\A3\Characters_F\Common\coveralls.p3d"; modelSides[] = {3,1}; uniformClass = "Tacops_U_B_HeliPilotCoveralls"; // Edit displayName = "$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
defk0n_NL 2 Posted September 7, 2013 (edited) 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 September 7, 2013 by defk0n_NL Share this post Link to post Share on other sites
surpher 1 Posted September 7, 2013 (edited) 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 September 9, 2013 by surpher Added NVG example Share this post Link to post Share on other sites
zeotrope 24 Posted September 8, 2013 (edited) 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 September 9, 2013 by Zeotrope Share this post Link to post Share on other sites
surpher 1 Posted September 9, 2013 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
zeotrope 24 Posted September 10, 2013 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