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captainclaw

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Ok so my sin pack for my clan is almost done

We have 6 Uniform classes

about 20 Headgears

2 Vests

So here is where I need help

1) How do you change the uniform type (Sleeves Down, Rolled up, T-shirt)

2) Remove American Flag (I know its to do with the RVMAT but I can't seem to get it to read the new one giving me an error)

3) Reskin Backpacks (Can't find the config for this anywhere)

Here is my code so far if you require to see it

enum {

// = 2, // Error parsing: Empty enum name

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 example_retexture_config {

units[] = {};

weapons[] = {"REF_PlateCarrier1_rgr"};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_BLUFOR"};

};

};

class CfgVehicles {

class B_Soldier_base_F;

class B_Helipilot_F;

class REF_Soldier_F : B_Soldier_base_F {

_generalMacro = "B_Soldier_base_F"; //unsure what this does

scope = 2;

displayName = "REF Soldier";

nakedUniform = "U_BasicBody"; //class for "naked" body

uniformClass = "REF_Uniform"; //the uniform item

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REF_co.paa"};

};

class REF_Medic_F : B_Soldier_base_F {

_generalMacro = "B_Soldier_F"; //unsure what this does

scope = 2;

displayName = "REF Medic";

nakedUniform = "U_BasicBody"; //class for "naked" body

uniformClass = "REF_Medic"; //the uniform item

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFMedic_co.paa"};

};

class REF_Woodland_F : B_Soldier_base_F {

_generalMacro = "B_Soldier_F"; //unsure what this does

scope = 2;

displayName = "REF Woodland Soldier";

nakedUniform = "U_BasicBody"; //class for "naked" body

uniformClass = "REF_WoodlandUniform"; //the uniform item

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFwoodland_co.paa"};

};

class REF_WoodlandMedic_F : B_Soldier_base_F {

_generalMacro = "B_Soldier_F"; //unsure what this does

scope = 2;

displayName = "REF Woodland Medic";

nakedUniform = "U_BasicBody"; //class for "naked" body

uniformClass = "REF_WoodlandMedic"; //the uniform item

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFWoodlandMedic_co.paa"};

};

class REF_Desert_F : B_Soldier_base_F {

_generalMacro = "B_Soldier_F"; //unsure what this does

scope = 2;

displayName = "REF DesertSoldier";

nakedUniform = "U_BasicBody"; //class for "naked" body

uniformClass = "REF_DesertUniform"; //the uniform item

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFDesert_co.paa"};

};

class REF_DesertMedic_F : B_Soldier_base_F {

_generalMacro = "B_Soldier_F"; //unsure what this does

scope = 2;

displayName = "REF Desert Medic";

nakedUniform = "U_BasicBody"; //class for "naked" body

uniformClass = "REF_DesertMedic"; //the uniform item

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFDesertMedic_co.paa"};

};

class REF_Pilot1_F : B_Helipilot_F {

_generalMacro = "B_HeliPilot_F"; //unsure what this does

scope = 2;

displayName = "REF Leshrack";

nakedUniform = "U_BasicBody"; //class for "naked" body

uniformClass = "U_B_HeliPilotCoveralls"; //the uniform item

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFlesh_co.paa"};

};

class REF_Pilot2_F : B_Helipilot_F {

_generalMacro = "B_Helipilot_F"; //unsure what this does

scope = 2;

displayName = "REF FlannelMouth";

nakedUniform = "U_BasicBody"; //class for "naked" body

uniformClass = "U_B_HeliPilotCoveralls1"; //the uniform item

hiddenSelections[] = {"Camo"};

hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFflannel_co.paa"};

};

};

class cfgWeapons {

class V_PlateCarrier1_rgr;

class VestItem;

class ItemInfo;

class ItemCore;

class HeadgearItem;

class H_Cap_Red;

class Uniform_Base;

class UniformItem;

//Vests

class V_PlateCarrier1_REF: V_PlateCarrier1_rgr{

displayName = "REF Vest";

model = "\A3\Characters_F\BLUFOR\equip_b_vest02";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"refcc_skins\data\vests_REF_co.paa"};

class ItemInfo: ItemInfo

{

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";

hiddenSelections[] = {"camo"};

};

};

class V_PlateCarrier1_REFWood : V_PlateCarrier1_rgr{

displayName = "REF Woodland Vest";

model = "\A3\Characters_F\BLUFOR\equip_b_vest02";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"refcc_skins\data\vests_REFwood_co.paa"};

class ItemInfo: ItemInfo

{

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";

hiddenSelections[] = {"camo"};

};

};

//Hats

class H_CapbAutumn_REF: H_Cap_Red {

displayName = "REF Cap";

picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

model = "\A3\Characters_F\Common\capb";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"refcc_skins\data\Capb_REF_co.paa"};

class ItemInfo: ItemInfo {

mass = 5;

uniformModel = "\A3\Characters_F\Common\capb";

modelSides[] = {6};

armor = "3*0.05";

passThrough = 0.95;

};

};

class H_CapbHP_REF: H_Cap_Red {

displayName = "Cap";

picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

model = "\A3\Characters_F\Common\capb_headphones";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"refcc_skins\data\capb_ref_co.paa"};

class ItemInfo: ItemInfo {

mass = 5;

uniformModel = "\A3\Characters_F\Common\capb_headphones";

modelSides[] = {6};

armor = "3*0.05";

passThrough = 0.95;

};

};

class H_Boonie_REF: H_Cap_Red {

displayName = "REF Desert Boonie";

picture = "\A3\characters_f\Data\UI\icon_h_booniehat_ca.paa";

model = "\A3\Characters_F\Common\booniehat";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"refcc_skins\data\Boon_REFDes_co.paa"};

class ItemInfo: ItemInfo {

mass = 5;

uniformModel = "\A3\Characters_F\Common\booniehat";

modelSides[] = {6};

armor = "3*0.05";

passThrough = 0.95;

};

};

class H_Booniewoods_REF: H_Cap_Red {

displayName = "REF Woodland Boonie";

picture = "\A3\characters_f\Data\UI\icon_h_booniehat_ca.paa";

model = "\A3\Characters_F\Common\booniehat";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"refcc_skins\data\boon_REFWood_co.paa"};

class ItemInfo: ItemInfo {

mass = 5;

uniformModel = "\A3\Characters_F\Common\booniehat";

modelSides[] = {6};

armor = "3*0.05";

passThrough = 0.95;

};

}

class H_capwoods_REF: H_Cap_Red {

displayName = "REF Woodland Boonie";

picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

model = "\A3\Characters_F\Common\capb";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"refcc_skins\data\REF_CAP_Woodland_co.paa"};

class ItemInfo: ItemInfo {

mass = 5;

uniformModel = "\A3\Characters_F\Common\capb";

modelSides[] = {6};

armor = "3*0.05";

passThrough = 0.95;

};

};

class H_capdesert_REF: H_Cap_Red {

displayName = "REF Desert Cap";

picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

model = "\A3\Characters_F\Common\capb";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"refcc_skins\data\REF_CAP_Desert_co.paa"};

class ItemInfo: ItemInfo {

mass = 5;

uniformModel = "\A3\Characters_F\Common\capb";

modelSides[] = {6};

armor = "3*0.05";

passThrough = 0.95;

};

};

class H_CapbHP2_REF: H_Cap_Red {

displayName = "Desert Cap w/ HP";

picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

model = "\A3\Characters_F\Common\capb_headphones";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"refcc_skins\data\capb_refdesert_co.paa"};

class ItemInfo: ItemInfo {

mass = 5;

uniformModel = "\A3\Characters_F\Common\capb_headphones";

modelSides[] = {6};

armor = "3*0.05";

passThrough = 0.95;

};

};

class H_beret1_REF: H_Cap_Red {

displayName = "Gold Beret";

picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

model = "\A3\Characters_F\Common\headgear_beret01";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"refcc_skins\data\refberet1_co.paa"};

class ItemInfo: ItemInfo {

mass = 5;

uniformModel = "\A3\Characters_F\Common\headgear_beret01";

modelSides[] = {6};

armor = "3*0.05";

passThrough = 0.95;

};

};

class H_beret2_REF: H_Cap_Red {

displayName = "Navy Beret";

picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

model = "\A3\Characters_F\Common\headgear_beret01";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"refcc_skins\data\refberet2_co.paa"};

class ItemInfo: ItemInfo {

mass = 5;

uniformModel = "\A3\Characters_F\Common\headgear_beret01";

modelSides[] = {6};

armor = "3*0.05";

passThrough = 0.95;

};

};

//Uniforms

class REF_WoodlandUniform : Uniform_Base {

scope = 2;

displayName = "REF Woodland";

picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

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

class ItemInfo : UniformItem {

uniformModel = "-";

uniformClass = "REF_Woodland_F"; //would be same as our made soldier class

containerClass = "Supply20"; //how much it can carry

mass = 80; //how much it weights

};

};

class REF_WoodlandMedic : Uniform_Base {

scope = 2;

displayName = "REF Woodland Medic";

picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

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

class ItemInfo : UniformItem {

uniformModel = "-";

uniformClass = "REF_WoodlandMedic_F"; //would be same as our made soldier class

containerClass = "Supply20"; //how much it can carry

mass = 80; //how much it weights

};

};

class REF_Uniform : Uniform_Base {

scope = 2;

displayName = "REF MultiCam";

picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

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

class ItemInfo : UniformItem {

uniformModel = "\characters_f\a3\characters_f\BLUFOR\b_soldier_02.p3d";

uniformClass = "REF_soldier_F"; //would be same as our made soldier class

containerClass = "Supply20"; //how much it can carry

mass = 80; //how much it weights

};

};

class REF_Medic : Uniform_Base {

scope = 2;

displayName = "REF MultiCam Medic";

picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

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

class ItemInfo : UniformItem {

uniformModel = "-";

uniformClass = "REF_Medic_F"; //would be same as our made soldier class

containerClass = "Supply20"; //how much it can carry

mass = 80; //how much it weights

};

};

class REF_DesertUniform : Uniform_Base {

scope = 2;

displayName = "REF Desert";

picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

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

class ItemInfo : UniformItem {

uniformModel = "-";

uniformClass = "REF_Desert_F"; //would be same as our made soldier class

containerClass = "Supply20"; //how much it can carry

mass = 80; //how much it weights

};

};

class REF_DesertMedic : Uniform_Base {

scope = 2;

displayName = "REF Desert Medic";

picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

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

class ItemInfo : UniformItem {

uniformModel = "-";

uniformClass = "REF_DesertMedic_F"; //would be same as our made soldier class

containerClass = "Supply20"; //how much it can carry

mass = 80; //how much it weights

};

};

class REF_Pilot1 : Uniform_Base {

scope = 2;

displayName = "REF Pilot";

picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

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

class ItemInfo : UniformItem {

uniformModel = "-";

uniformClass = "REF_Pilot1_F"; //would be same as our made soldier class

containerClass = "Supply20"; //how much it can carry

mass = 80; //how much it weights

};

};

//Bags

};

};

Thanks in advance

If you know how to help but need help with something I have working that you don't you can always ask :)

CC

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1) Your units are inheriting model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d"; from the B_Soldier_base_F class, add one off these two lines to the units you want to change.

model = "\A3\characters_F\BLUFOR\b_soldier_02.p3d"; // T-Shirt
model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d"; // Rolled sleeve

2) You need to add hiddenSelectionsMaterials[] = {}; to your units, you will lose the wound textures though.

hiddenSelectionsMaterials[] = {"REFCC_Skins\Data\RvmatName.rvmat"};

3) You will find the backpack configs and textures in the ammoboxes folder in the weapons_f pbo's.

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So the skins are working now :)

however it still comes up with an error for saying it can't load the rvmat.... Is this the issue with BinPBO and if so how do you add it to the ignore list

After asking the members of the community they are happy to play with the error message however it just feels unfinished to have it in there when I know we shouldn't

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How did you edit your rvmat file? And does the issue persist if the pbo is binarized or just packed.

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