tpw 2315 Posted May 30, 2021 Thanks EO, I actually tried that one a while ago and in my hands at least it doesn't apply wound textures to uniforms, only to the skin. Share this post Link to post Share on other sites
EO 11275 Posted May 30, 2021 Mmm, how strange, I applied wound textures to some of my uniforms by using that method, for reference... Spoiler class CfgPatches { class eo_uniforms { units[]={}; weapons[]= { "" }; requiredVersion=0.1; requiredAddons[]= { "A3_Data_F_Exp" }; }; }; class CfgWeapons { class UniformItem; class U_B_CTRG_Soldier_F; class eo_bandit: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Bandit Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_bandit"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_bandit_1: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Bandit Fatigues (Rolled)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_bandit_1"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_bandit_2: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Bandit Fatigues (Tee)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_bandit_2"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_camo: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Camo Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_camo"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_camo_1: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Camo Fatigues (Rolled)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_camo_1"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_camo_2: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Camo Fatigues (Tee)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_camo_2"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_diamond: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Diamond Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_diamond"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_diamond_1: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Diamond Fatigues (Rolled)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_diamond_1"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_diamond_2: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Diamond Fatigues (Tee)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_diamond_2"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_survivor: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Survivor Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_survivor"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_survivor_1: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Survivor Fatigues (Rolled)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_survivor_1"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_survivior_2: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Survivior Fatigues (Tee)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_survivor_2"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_independant: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Independant Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_independant"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_independant_1: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Independant Fatigues (Rolled)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_independant_1"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_independant_2: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Independant Fatigues (Tee)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_independant_2"; containerclass="Supply80"; armor=50; mass=30; }; }; }; class cfgVehicles { class B_CTRG_Soldier_base_F; class eo_bandit: B_CTRG_Soldier_base_F { scope=1; displayName="EO Bandit Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_bandit"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_bandit.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_bandit_1: B_CTRG_Soldier_base_F { scope=1; displayName="EO Bandit Fatigues (Rolled)"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_03_F.p3d"; uniformClass="eo_bandit_1"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_bandit.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_bandit_2: B_CTRG_Soldier_base_F { displayName="EO Bandit Fatigues (Tee)"; uniformClass="eo_bandit_2"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_02_F.p3d"; scope=1; hiddenSelections[]= { "camo", "camo2" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_bandit.paa", "\eo_uniforms\data\eo_tee.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat" }; }; }; class eo_camo: B_CTRG_Soldier_base_F { scope=1; displayName="EO Camo Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_camo"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_camo.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_camo_1: B_CTRG_Soldier_base_F { scope=1; displayName="EO Camo Fatigues (Rolled)"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_03_F.p3d"; uniformClass="eo_camo_1"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_camo.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_camo_2: B_CTRG_Soldier_base_F { displayName="EO Camo Fatigues (Tee)"; uniformClass="eo_camo_2"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_02_F.p3d"; scope=1; hiddenSelections[]= { "camo", "camo2" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_camo.paa", "\eo_uniforms\data\eo_tee.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat" }; }; }; class eo_diamond: B_CTRG_Soldier_base_F { scope=1; displayName="EO Diamond Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_diamond"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_diamond.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_diamond_1: B_CTRG_Soldier_base_F { scope=1; displayName="EO Diamond Fatigues (Rolled)"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_03_F.p3d"; uniformClass="eo_diamond_1"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_diamond.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_diamond_2: B_CTRG_Soldier_base_F { displayName="EO Diamond Fatigues (Tee)"; uniformClass="eo_diamond_2"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_02_F.p3d"; scope=1; hiddenSelections[]= { "camo", "camo2" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_diamond.paa", "\eo_uniforms\data\eo_tee.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat" }; }; }; class eo_survivor: B_CTRG_Soldier_base_F { scope=1; displayName="EO Survivor Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_survivor"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_survivor.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_survivor_1: B_CTRG_Soldier_base_F { scope=1; displayName="EO Survivor Fatigues (Rolled)"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_03_F.p3d"; uniformClass="eo_survivor_1"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_survivor.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_survivor_2: B_CTRG_Soldier_base_F { displayName="EO Survivor Fatigues (Tee)"; uniformClass="eo_survivor_2"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_02_F.p3d"; scope=1; hiddenSelections[]= { "camo", "camo2" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_survivor.paa", "\eo_uniforms\data\eo_tee.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat" }; }; }; class eo_independant: B_CTRG_Soldier_base_F { scope=1; displayName="EO Independant Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_independant"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_independant.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_independant_1: B_CTRG_Soldier_base_F { scope=1; displayName="EO Independant Fatigues (Rolled)"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_03_F.p3d"; uniformClass="eo_independant_1"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_independant.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_independant_2: B_CTRG_Soldier_base_F { displayName="EO Independant Fatigues (Tee)"; uniformClass="eo_independant_2"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_02_F.p3d"; scope=1; hiddenSelections[]= { "camo", "camo2" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_independant.paa", "\eo_uniforms\data\eo_tee.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat" }; }; }; }; class cfgMods { author="EO"; timepacked="1608396362"; }; Sorry I couldn't be more helpful bud, maybe it's an inheritance thing. 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tpw 2315 Posted May 30, 2021 8 hours ago, EO said: Mmm, how strange, I applied wound textures to some of my uniforms by using that method, for reference... Hide contents class CfgPatches { class eo_uniforms { units[]={}; weapons[]= { "" }; requiredVersion=0.1; requiredAddons[]= { "A3_Data_F_Exp" }; }; }; class CfgWeapons { class UniformItem; class U_B_CTRG_Soldier_F; class eo_bandit: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Bandit Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_bandit"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_bandit_1: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Bandit Fatigues (Rolled)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_bandit_1"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_bandit_2: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Bandit Fatigues (Tee)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_bandit_2"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_camo: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Camo Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_camo"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_camo_1: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Camo Fatigues (Rolled)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_camo_1"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_camo_2: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Camo Fatigues (Tee)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_camo_2"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_diamond: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Diamond Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_diamond"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_diamond_1: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Diamond Fatigues (Rolled)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_diamond_1"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_diamond_2: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Diamond Fatigues (Tee)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_diamond_2"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_survivor: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Survivor Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_survivor"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_survivor_1: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Survivor Fatigues (Rolled)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_survivor_1"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_survivior_2: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Survivior Fatigues (Tee)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_survivor_2"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_independant: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Independant Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_independant"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_independant_1: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Independant Fatigues (Rolled)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_independant_1"; containerclass="Supply80"; armor=50; mass=30; }; }; class eo_independant_2: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Independant Fatigues (Tee)"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_independant_2"; containerclass="Supply80"; armor=50; mass=30; }; }; }; class cfgVehicles { class B_CTRG_Soldier_base_F; class eo_bandit: B_CTRG_Soldier_base_F { scope=1; displayName="EO Bandit Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_bandit"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_bandit.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_bandit_1: B_CTRG_Soldier_base_F { scope=1; displayName="EO Bandit Fatigues (Rolled)"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_03_F.p3d"; uniformClass="eo_bandit_1"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_bandit.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_bandit_2: B_CTRG_Soldier_base_F { displayName="EO Bandit Fatigues (Tee)"; uniformClass="eo_bandit_2"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_02_F.p3d"; scope=1; hiddenSelections[]= { "camo", "camo2" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_bandit.paa", "\eo_uniforms\data\eo_tee.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat" }; }; }; class eo_camo: B_CTRG_Soldier_base_F { scope=1; displayName="EO Camo Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_camo"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_camo.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_camo_1: B_CTRG_Soldier_base_F { scope=1; displayName="EO Camo Fatigues (Rolled)"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_03_F.p3d"; uniformClass="eo_camo_1"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_camo.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_camo_2: B_CTRG_Soldier_base_F { displayName="EO Camo Fatigues (Tee)"; uniformClass="eo_camo_2"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_02_F.p3d"; scope=1; hiddenSelections[]= { "camo", "camo2" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_camo.paa", "\eo_uniforms\data\eo_tee.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat" }; }; }; class eo_diamond: B_CTRG_Soldier_base_F { scope=1; displayName="EO Diamond Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_diamond"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_diamond.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_diamond_1: B_CTRG_Soldier_base_F { scope=1; displayName="EO Diamond Fatigues (Rolled)"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_03_F.p3d"; uniformClass="eo_diamond_1"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_diamond.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_diamond_2: B_CTRG_Soldier_base_F { displayName="EO Diamond Fatigues (Tee)"; uniformClass="eo_diamond_2"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_02_F.p3d"; scope=1; hiddenSelections[]= { "camo", "camo2" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_diamond.paa", "\eo_uniforms\data\eo_tee.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat" }; }; }; class eo_survivor: B_CTRG_Soldier_base_F { scope=1; displayName="EO Survivor Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_survivor"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_survivor.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_survivor_1: B_CTRG_Soldier_base_F { scope=1; displayName="EO Survivor Fatigues (Rolled)"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_03_F.p3d"; uniformClass="eo_survivor_1"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_survivor.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_survivor_2: B_CTRG_Soldier_base_F { displayName="EO Survivor Fatigues (Tee)"; uniformClass="eo_survivor_2"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_02_F.p3d"; scope=1; hiddenSelections[]= { "camo", "camo2" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_survivor.paa", "\eo_uniforms\data\eo_tee.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat" }; }; }; class eo_independant: B_CTRG_Soldier_base_F { scope=1; displayName="EO Independant Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_independant"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_independant.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_independant_1: B_CTRG_Soldier_base_F { scope=1; displayName="EO Independant Fatigues (Rolled)"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_03_F.p3d"; uniformClass="eo_independant_1"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_independant.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; class eo_independant_2: B_CTRG_Soldier_base_F { displayName="EO Independant Fatigues (Tee)"; uniformClass="eo_independant_2"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_02_F.p3d"; scope=1; hiddenSelections[]= { "camo", "camo2" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_independant.paa", "\eo_uniforms\data\eo_tee.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat" }; }; }; }; class cfgMods { author="EO"; timepacked="1608396362"; }; Sorry I couldn't be more helpful bud, maybe it's an inheritance thing. I really appreciate the help anyway. I’ll keep digging. 1 Share this post Link to post Share on other sites
Dragon Layer 8 Posted June 7, 2021 Just a heads-up, TPW Fire's default config cause the firewood stacks next to houses on Livonia to be set aflame, so I'd suggest changing it from tpw_fire_types[] = {"metalbarrel","garbagebarrel","fire"}; to tpw_fire_types[] = {"metalbarrel","garbagebarrel","campfire","fireplace"}; to remedy this and other objects that contain 'fire' in their classnames (fire stations maybe?) I'd also like to request a system to place wrecks and trash automatically along/beside roads, in a similar way to TPW Park, but to go with TPW Zombies or as battlefield ambience. Maybe spawned only when player is in conflict? 2 1 Share this post Link to post Share on other sites
Cochise333 18 Posted June 7, 2021 @tpw Question regarding , "[INIT] Changed TPW MODS initialisation routines to prevent sporadic lockups when using CamLaoNam." Wondering if you managed to pin point this exactly? I've found I get the same lockups on Tanoa if I use certain content from the SOGPF DLC even if they aren't actually included in any of the TPW mod strings. An independent vehicle for example. Share this post Link to post Share on other sites
tpw 2315 Posted June 8, 2021 On 6/7/2021 at 4:29 PM, Dragon Layer said: Just a heads-up, TPW Fire's default config cause the firewood stacks next to houses on Livonia to be set aflame, so I'd suggest changing it from tpw_fire_types[] = {"metalbarrel","garbagebarrel","fire"}; to tpw_fire_types[] = {"metalbarrel","garbagebarrel","campfire","fireplace"}; to remedy this and other objects that contain 'fire' in their classnames (fire stations maybe?) I'd also like to request a system to place wrecks and trash automatically along/beside roads, in a similar way to TPW Park, but to go with TPW Zombies or as battlefield ambience. Maybe spawned only when player is in conflict? Nice find! I’ll remedy that shortly. I’ll also implement a switch for tpw park so that it spawns damaged cars and wrecks 2 Share this post Link to post Share on other sites
tpw 2315 Posted June 8, 2021 17 hours ago, Cochise333 said: @tpw Question regarding , "[INIT] Changed TPW MODS initialisation routines to prevent sporadic lockups when using CamLaoNam." Wondering if you managed to pin point this exactly? I've found I get the same lockups on Tanoa if I use certain content from the SOGPF DLC even if they aren't actually included in any of the TPW mod strings. An independent vehicle for example. Hmm not sure about this one. The crashes I was getting were related to increased house scanning times on tpw core initialisation , which were alleviated by not loading the rest of the mods til after the house scanning is complete. 1 Share this post Link to post Share on other sites
Cochise333 18 Posted June 9, 2021 22 hours ago, tpw said: Hmm not sure about this one. The crashes I was getting were related to increased house scanning times on tpw core initialisation , which were alleviated by not loading the rest of the mods til after the house scanning is complete. Ah gotcha, no sweat thanks for the reply. I'll keep toying with it! Share this post Link to post Share on other sites
froggyluv 2136 Posted June 9, 2021 Anyone have any information on that Brown Bear addon? I have it downloaded (i think from armaholic) but now i literally cant find any information or a webpage for it anywheres? Was it ripped from DayZ and shut down? I literally just had my first TPW encounter with one after months of having it activated via tpw random encounters - but it didnt do much so i wanted to get some more information on it like if it attacks roars etc... Share this post Link to post Share on other sites
tpw 2315 Posted June 10, 2021 7 hours ago, froggyluv said: Anyone have any information on that Brown Bear addon? I have it downloaded (i think from armaholic) but now i literally cant find any information or a webpage for it anywheres? Was it ripped from DayZ and shut down? I literally just had my first TPW encounter with one after months of having it activated via tpw random encounters - but it didnt do much so i wanted to get some more information on it like if it attacks roars etc... The bear is spawned with its default behaviours, just like every TPW ANIMAL, I didn't modify them in any way. So it just ambles about and makes bear noises. It won't attack, sorry. 2 Share this post Link to post Share on other sites
badanov 116 Posted June 10, 2021 15 hours ago, tpw said: The bear is spawned with its default behaviours, just like every TPW ANIMAL, I didn't modify them in any way. So it just ambles about and makes bear noises. It won't attack, sorry. Thank goodness. Got enough on my hands with bad guys with gunz! Share this post Link to post Share on other sites
redarmy 422 Posted June 11, 2021 TPW if i add a damage event handler to units(0.75 in this case),i notice that they are unable to register the damage and thus not automatically use a med kit to heal.Is this expected behaviour and is there any particular value that might allow it to work? Share this post Link to post Share on other sites
tpw 2315 Posted June 18, 2021 TPW MODS 20210618: https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip Changes: [HPP UPDATE REQUIRED] [CORE 1.85, ANIMALS 1.64, FOG 1.87, SOAP 1.63] Added support for CSLA Gabreta. [FIRE] Changed default tpw_fire_types strings in the HPP. [PARK 1.31] New parameter: tpw_park_wreck = 0-1, where 1 will cause all cars to be spawned as wrecks, for a more war-torn/apocalyptic vibe. Improved car placement algorithm for less destroyed fences. [SOAP 1.63] The user can now force multiple languages to be used on a single map. Back again with a reasonably substantial update which mainly revolves around the new CSLA Gabreta map. You can say what you like about value for money, the subpar military content and other aspects of the cDLC, but the map is a fucking triumph*. I drove from Cologne to Prague for my honeymoon in the early 2000s and this map brings back memories. As I've said elsewhere on the forum, it runs really well (unlike Livonia), the mix of A3 and A2 vegetation assets actually works well, the ground textures and clutter are great, there's huge numbers of new building assets with furniture, and the placement of everything feels natural and unforced. It's prompted me to update TPW MODS to help bring the map to life even more. I've given it the standard Eastern European sonic ambience, but have updated TPW SOAP so that you can now use more than one language set per map. So you can for instance use German and Eastern European (Russian) sounds on Gabreta at the same time. I've also updated TPW PARK with optimised car placement routines based on the width of the road, which should greatly reduce the incidence of cars spawning into fences etc. And you can now opt to spawn a user defined % of wrecked vehicles (default is 20%). Enjoy! * No I don't work for CSLA! Pretty much everyone feels the same as me . 10 1 Share this post Link to post Share on other sites
ducphuli 33 Posted June 18, 2021 1 hour ago, tpw said: Back again with a reasonably substantial update which mainly revolves around the new CSLA Gabreta map. You can say what you like about value for money, the subpar military content and other aspects of the cDLC, but the map is a fucking triumph*. I drove from Cologne to Prague for my honeymoon in the early 2000s and this map brings back memories. As I've said elsewhere on the forum, it runs really well (unlike Livonia), the mix of A3 and A2 vegetation assets actually works well, the ground textures and clutter are great, there's huge numbers of new building assets with furniture, and the placement of everything feels natural and unforced. It's prompted me to update TPW MODS to help bring the map to life even more. I've given it the standard Eastern European sonic ambience, but have updated TPW SOAP so that you can now use more than one language set per map. So you can for instance use German and Eastern European (Russian) sounds on Gabreta at the same time. I've also updated TPW PARK with optimised car placement routines based on the width of the road, which should greatly reduce the incidence of cars spawning into fences etc. And you can now opt to spawn a user defined % of wrecked vehicles (default is 20%). Enjoy! * No I don't work for CSLA! Pretty much everyone feels the same as me . Great thanks, a topic that I follow a lot. 1 Share this post Link to post Share on other sites
badanov 116 Posted June 18, 2021 I use buildings for some of my (enemy) characters, so while it is nice they are furnished, it makes it complicated to deploy them. I like Gabreta myself, and I think the terrain alone is a worth the price of admission. I understand the objections to re-using older models for the Czech Army, but it is the Czech Army in 1985. Thanks for the update, btw 1 Share this post Link to post Share on other sites
AZCoder 921 Posted June 18, 2021 I love Gabreta. Lots of waterways, something you don't see much on other maps. 1 Share this post Link to post Share on other sites
gatordev 219 Posted June 18, 2021 @tpw This is meant as a question and not a specific complaint, but I'm wondering how you have SOAP configured for some of the maps. I've had city sirens going off in maps like Anizay and a in a small island village (not city) in Cam Lao Nam. I can kind of see how the sirens might fit in in parts of Anizay, but a lot of middle east maps are more spartan than a "city," per se. Obviously it's even weirder for Cam Lao. So my question is how specific does SOAP get in figuring out sounds to play. Is it per map, or just per type of map (jungle/middle east/Eastern Europe/etc)? Thanks for the update. The spawning wrecked cars is a great addition! Share this post Link to post Share on other sites
tpw 2315 Posted June 19, 2021 1 hour ago, gatordev said: @tpw This is meant as a question and not a specific complaint, but I'm wondering how you have SOAP configured for some of the maps. I've had city sirens going off in maps like Anizay and a in a small island village (not city) in Cam Lao Nam. I can kind of see how the sirens might fit in in parts of Anizay, but a lot of middle east maps are more spartan than a "city," per se. Obviously it's even weirder for Cam Lao. So my question is how specific does SOAP get in figuring out sounds to play. Is it per map, or just per type of map (jungle/middle east/Eastern Europe/etc)? Thanks for the update. The spawning wrecked cars is a great addition! Hi @gatordev SOAP chooses which sound pack to play based on whether the maps are in its known map list. The siren stuff is purely based on how many houses are around the player. At the moment that is 20 houses within 100m radius of the player. It generally works well but for some maps with lots of small houses nearby, it can play siren stuff when it's obviously not appropriate (as you've found). I'll work on adding a siren exclusion list. 3 Share this post Link to post Share on other sites
ducphuli 33 Posted June 19, 2021 Hi bro. Looks like I'm getting a bug in the new version. "Script \Script\config_extractor.sqf not found" - Ambient audio includes what "tpw_soap_ambientvolume" - There are no shadows under the lights - The error of not being able to enter the car is automatically spawned (TPW PARK) - I just used the spawn function today, I use to call in RHS mod. But when soldiers from both sides appear to shoot each other and then disappear from the map, is this a feature or a bug? Thank you! (TPW SKIRMISH) * I noticed that "CIVS" had no longer had the line "tpw_civ_waypoints = 15;" .RPT file: 19:18:50 tpw_puddle\data\tpw_puddle_m.p3d - Not all levels have On Surface set 2:54:14 Sound: Error: File: TPW_SOUNDS\sounds\greek\34.ogg not found !!! 12:55:38 Sound: Error: File: TPW_SOUNDS\sounds\greek\34.ogg not found !!! Share this post Link to post Share on other sites
gatordev 219 Posted June 19, 2021 19 hours ago, tpw said: Hi @gatordev SOAP chooses which sound pack to play based on whether the maps are in its known map list. The siren stuff is purely based on how many houses are around the player. At the moment that is 20 houses within 100m radius of the player. It generally works well but for some maps with lots of small houses nearby, it can play siren stuff when it's obviously not appropriate (as you've found). I'll work on adding a siren exclusion list. Thanks, @tpw. And apologies... I noticed the siren option was a separate one in the .hpp file when I was updating last night, so an easy fix is to just disable it as needed. Share this post Link to post Share on other sites
Cochise333 18 Posted June 30, 2021 On 5/27/2021 at 3:29 PM, tpw said: I've got a few things up my sleeve regarding getting some kind of ambient mission system going as per an earlier suggestion. Hey @tpw been tinkering a little with Drongo's Map population mainly for the mission side of things. Have you had a look at his stuff? Share this post Link to post Share on other sites
redarmy 422 Posted June 30, 2021 @TPW just a heads up i reported before that the user config wasnt recognizing certain SOAP stuff.I believe the animation place holder set to 0 is also not being recognized. Share this post Link to post Share on other sites
drdetroit 77 Posted June 30, 2021 On 6/18/2021 at 8:47 AM, tpw said: TPW MODS 20210618: https://www.dropbox.com/s/h66z72l3ka3w8jf/TPW_MODS.zip Changes: [HPP UPDATE REQUIRED] [CORE 1.85, ANIMALS 1.64, FOG 1.87, SOAP 1.63] Added support for CSLA Gabreta. [FIRE] Changed default tpw_fire_types strings in the HPP. [PARK 1.31] New parameter: tpw_park_wreck = 0-1, where 1 will cause all cars to be spawned as wrecks, for a more war-torn/apocalyptic vibe. Improved car placement algorithm for less destroyed fences. [SOAP 1.63] The user can now force multiple languages to be used on a single map. Back again with a reasonably substantial update which mainly revolves around the new CSLA Gabreta map. You can say what you like about value for money, the subpar military content and other aspects of the cDLC, but the map is a fucking triumph*. I drove from Cologne to Prague for my honeymoon in the early 2000s and this map brings back memories. As I've said elsewhere on the forum, it runs really well (unlike Livonia), the mix of A3 and A2 vegetation assets actually works well, the ground textures and clutter are great, there's huge numbers of new building assets with furniture, and the placement of everything feels natural and unforced. It's prompted me to update TPW MODS to help bring the map to life even more. I've given it the standard Eastern European sonic ambience, but have updated TPW SOAP so that you can now use more than one language set per map. So you can for instance use German and Eastern European (Russian) sounds on Gabreta at the same time. I've also updated TPW PARK with optimised car placement routines based on the width of the road, which should greatly reduce the incidence of cars spawning into fences etc. And you can now opt to spawn a user defined % of wrecked vehicles (default is 20%). Enjoy! * No I don't work for CSLA! Pretty much everyone feels the same as me . This is awesome, thanks for the update TPW! I just purchased this DLC just for the map, it looks awesome... a good one for some WW2 Eastern Front scenarios. Will have to use HAL though, as Alive hasn't indexed it yet. Good day! DrDetroit Share this post Link to post Share on other sites
tpw 2315 Posted June 30, 2021 Hi guys, sorry about the late reply, I appreciate your feedback! On 6/20/2021 at 4:39 AM, ducphuli said: Hi bro. Looks like I'm getting a bug in the new version. "Script \Script\config_extractor.sqf not found" - Ambient audio includes what "tpw_soap_ambientvolume" - There are no shadows under the lights - The error of not being able to enter the car is automatically spawned (TPW PARK) - I just used the spawn function today, I use to call in RHS mod. But when soldiers from both sides appear to shoot each other and then disappear from the map, is this a feature or a bug? Thank you! (TPW SKIRMISH) * I noticed that "CIVS" had no longer had the line "tpw_civ_waypoints = 15;" .RPT file: 19:18:50 tpw_puddle\data\tpw_puddle_m.p3d - Not all levels have On Surface set 2:54:14 Sound: Error: File: TPW_SOUNDS\sounds\greek\34.ogg not found !!! 12:55:38 Sound: Error: File: TPW_SOUNDS\sounds\greek\34.ogg not found !!! Thanks for these reports. I've fixed the config_extractor bug, was just a spurious paste of code in tpw_core. tpw_soap_ambient volume controls the volume of ambient noises and conversations You should be able to enter parked cars. The only issue might be if you sprint to a car and get in before it's had a chance to have its simulation enabled. I'm not sure what you mean about RHS. Do you mean that the soldiers disappear after they've been killed? This happens very occasionally with all units, not just RHS. I've updated the puddles HPP so that it uses arma puddle decals by default Nice find, there was indeed a missing greek sound ogg, which I've replaced 13 hours ago, redarmy said: @TPW just a heads up i reported before that the user config wasnt recognizing certain SOAP stuff.I believe the animation place holder set to 0 is also not being recognized. The animation placeholder thing is a remnant from when I worked with Gliptal to get the system working with his Java GUI. It doesn't actually affect the animations in any way 16 hours ago, Cochise333 said: Hey @tpw been tinkering a little with Drongo's Map population mainly for the mission side of things. Have you had a look at his stuff? No but I will, thanks for the heads up! 11 hours ago, drdetroit said: This is awesome, thanks for the update TPW! I just purchased this DLC just for the map, it looks awesome... a good one for some WW2 Eastern Front scenarios. Will have to use HAL though, as Alive hasn't indexed it yet. Good day! DrDetroit Thank you, and good day to you too sir! 3 Share this post Link to post Share on other sites