AveryTheKitty 2626 Posted September 16, 2013 I'm currently in love with the Strider. How would I be able to change the skin to the NATO skin in it's files? I also want to change the crew and what tab in the editor unit list it appears under? Can anyone help? Thanks. Share this post Link to post Share on other sites
surpher 1 Posted September 17, 2013 Basic config, not tested. 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 yourTag_A3_Soft_F_MRAP_03 { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class MRAP_03_base_F; class MRAP_03_hmg_base_F; class MRAP_03_gmg_base_F; class yourTag_I_MRAP_03_F: MRAP_03_base_F { author = "yourName"; _generalMacro = "I_MRAP_03_F"; scope = 2; displayName = "MRAP_03"; picture = "\A3\soft_f_beta\MRAP_03\Data\UI\MRAP_03_Base_ca.paa"; crew = "B_soldier_F"; typicalCargo[] = {"B_Soldier_lite_F"}; side = 1; faction = "BLU_F"; hiddenSelectionsTextures[] = {"\a3\soft_f_beta\mrap_03\data\mrap_03_ext_indp_co.paa","\a3\data_f\vehicles\turret_indp_co.paa"}; }; class yourTag_I_MRAP_03_hmg_F: MRAP_03_hmg_base_F { author = "yourName"; _generalMacro = "I_MRAP_03_hmg_F"; scope = 2; displayName = "MRAP_03_HMG"; picture = "\A3\soft_f_beta\MRAP_03\Data\UI\MRAP_03_HMG_ca.paa"; crew = "B_soldier_F"; typicalCargo[] = {"B_Soldier_lite_F"}; side = 1; faction = "BLU_F"; hiddenSelectionsTextures[] = {"\a3\soft_f_beta\mrap_03\data\mrap_03_ext_co.paa","\a3\data_f\vehicles\turret_co.paa"}; }; class yourTag_I_MRAP_03_gmg_F: MRAP_03_gmg_base_F { author = "yourName"; _generalMacro = "I_MRAP_03_gmg_F"; scope = 2; displayName = "MRAP_03_GMG"; picture = "\A3\soft_f_beta\MRAP_03\Data\UI\MRAP_03_RCWS_ca.paa"; crew = "B_soldier_F"; typicalCargo[] = {"B_Soldier_lite_F"}; side = 1; faction = "BLU_F"; hiddenSelectionsTextures[] = {"\a3\soft_f_beta\mrap_03\data\mrap_03_ext_indp_co.paa","\a3\data_f\vehicles\turret_indp_co.paa"}; }; }; Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted September 17, 2013 And where do I put the PHP Code? (Sorry I'm new to scripting for this stuff.) Share this post Link to post Share on other sites
surpher 1 Posted September 18, 2013 1. Create a folder and give it a name. e.g yourTag_a3_strider 2. Inside this folder create another and call it data, leave it empty for now but this is where your textures will eventually live. 3. In the folder created in step one create a file called config.cpp. 4. Copy and paste the code above into this file and save it. 5. Pack the folder created in step one into a pbo file using BinPBO. (BinPBO Manual) 6. Now you can load your addon by following this guide. 7. When your ready to add your own textures you need to edit the hiddenSelectionsTextures paths. hiddenSelectionsTextures[] = {"yourTag_a3_strider\data\mrap_03_ext_indp_co.paa","yourTag_a3_strider\data\turret_indp_co.paa"}; Share this post Link to post Share on other sites
maddogx 13 Posted September 18, 2013 Thread moved. Please make sure to post in the appropriate forum section. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted September 18, 2013 Thank you so much! It works perfectly! How would I change the inventory though? Share this post Link to post Share on other sites
surpher 1 Posted September 19, 2013 Like this. class yourTag_I_MRAP_03_F: MRAP_03_base_F { author = "yourName"; _generalMacro = "I_MRAP_03_F"; scope = 2; displayName = "$STR_A3_CfgVehicles_MRAP_03_Base0"; picture = "\A3\soft_f_beta\MRAP_03\Data\UI\MRAP_03_Base_ca.paa"; crew = "B_soldier_F"; typicalCargo[] = {"B_Soldier_lite_F"}; side = 1; faction = "BLU_F"; transportMaxMagazines = 90; class TransportMagazines { class _xx_30Rnd_556x45_Stanag { magazine = "30Rnd_556x45_Stanag"; count = 16; }; class _xx_200Rnd_65x39_cased_Box { magazine = "200Rnd_65x39_cased_Box"; count = 8; }; class _xx_HandGrenade { magazine = "HandGrenade"; count = 10; }; class _xx_SmokeShell { magazine = "SmokeShell"; count = 4; }; class _xx_SmokeShellGreen { magazine = "SmokeShellGreen"; count = 4; }; class _xx_SmokeShellOrange { magazine = "SmokeShellOrange"; count = 4; }; class _xx_SmokeShellPurple { magazine = "SmokeShellPurple"; count = 4; }; class _xx_1Rnd_HE_Grenade_shell { magazine = "1Rnd_HE_Grenade_shell"; count = 10; }; class _xx_1Rnd_Smoke_Grenade_shell { magazine = "1Rnd_Smoke_Grenade_shell"; count = 4; }; class _xx_1Rnd_SmokeGreen_Grenade_shell { magazine = "1Rnd_SmokeGreen_Grenade_shell"; count = 4; }; class _xx_1Rnd_SmokeOrange_Grenade_shell { magazine = "1Rnd_SmokeOrange_Grenade_shell"; count = 4; }; class _xx_1Rnd_SmokePurple_Grenade_shell { magazine = "1Rnd_SmokePurple_Grenade_shell"; count = 4; }; class _xx_9Rnd_45ACP_Mag { magazine = "9Rnd_45ACP_Mag"; count = 12; }; class _xx_RPG32_F { magazine = "RPG32_F"; count = 2; }; }; class TransportItems { class _xx_FirstAidKit { name = "FirstAidKit"; count = 10; }; }; class TransportWeapons { class _xx_arifle_Mk20C_ACO_F { weapon = "arifle_Mk20C_ACO_F"; count = 2; }; }; hiddenSelectionsTextures[] = {"\a3\soft_f_beta\mrap_03\data\mrap_03_ext_indp_co.paa","\a3\data_f\vehicles\turret_indp_co.paa"}; }; Share this post Link to post Share on other sites