Jump to content
Sign in to follow this  
ch27

Uniform Configs

Recommended Posts

Can someone please tell me where to find/ how to create a config.cpp for a uniform? I have looked around but I can only find the one for the NATO uniform. I am trying to re-texture an Independent uniform but I can't get the config.cpp to work.

-Thanks

Share this post


Link to post
Share on other sites

Can you post the config you are currently working on? It will be almost identical to the NATO config but with slight changes.

Zeo

Share this post


Link to post
Share on other sites

I do not want to hijack this thread but I have also a config question and maybe it is better that I ask here and it may also help the OP with his question while I am at it ;-)

These are the configs I use, however I have some problems with it. The helmets and body armor are shown properly in the inventory of the units but my uniforms are not shown at all, I also seem to have problems with the wound textures which are not showing when I shoot the units, if someone would be able to help me with this maybe the OP can also use this as a base config, I am at the moment stuck as I am looking to solve these issues first before I can actually proceed any further.

config.ccp

// config.ccp

#define TEast		0
#define TWest		1
#define TGuerrila		2
#define TCivilian		3
#define TSideUnknown		4
#define TEnemy		5
#define TFriendly		6
#define TLogic		7

#define private		0
#define protected		1
#define public		2

#define true	1
#define false	0

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 gup_usmc_characters {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Weapons_F","A3_Characters_F_BLUFOR"};
};
};

class CfgFactionClasses
{

class USMC_Faction
{
	displayName = "USMC";
	priority = 3;
	side =  TWest;
	icon = "\gup_core\icons\usmc.paa";
};
};

class CfgVehicleClasses
{
class usmc_marines
{
	displayName = "Men";
};

class usmc_divers
{
	displayName = "Men (Divers)";
};

class usmc_marsoc
{
	displayName = "Men (Marsoc)";
};

class usmc_snipers
{
	displayName = "Men (Snipers)";
};

class usmc_support
{
	displayName = "Men (Support)";
};


};

#include "\gup_usmc_characters\CfgVehicles.hpp"
#include "\gup_usmc_characters\cfgWeapons.hpp"

CfgVehicles.hpp

class CfgVehicles 
{


class B_Soldier_base_F;


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


//-------------------------------------------- MARINES --------------------------------------------//	

class GUP_Marine_A_F : B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_A_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marines"; // Editor Sub-group 
	displayName = "Ammo Bearer"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d"; // Start of model
	uniformClass = "A_Marines_base_U_001"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\uniform\marines_uniform_001.paa"}; //Textures Path

	weapons[] = {"arifle_MX_F_ACO", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_F_ACO", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

class GUP_Marine_AR_F : B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marines"; // Editor Sub-group 
	displayName = "Autorifleman"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f_beta\indep\ia_soldier_02.p3d"; // Start of model
	uniformClass = "A_Marines_base_U_002"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\uniform\marines_uniform_002.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

//-------------------------------------------- MARSOC --------------------------------------------//	

class GUP_Marsoc_epx_F : B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marsoc"; // Editor Sub-group 
	displayName = "Demo Specialist"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; // Start of model
	uniformClass = "A_Marsoc_base_F_001"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\uniform\marsoc_c_uni_full.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

class GUP_Marsoc_epx_G : B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marsoc"; // Editor Sub-group 
	displayName = "Marksman"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f\BLUFOR\b_soldier_02.p3d"; // Start of model
	uniformClass = "A_Marsoc_base_F_002"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\uniform\marsoc_c_uni_light.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

class GUP_Marsoc_epx_H : B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marsoc"; // Editor Sub-group 
	displayName = "AT Specialist"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d"; // Start of model
	uniformClass = "A_Marsoc_base_F_003"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\uniform\marsoc_c_uni_rUpS.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

//-------------------------------------------- Underwear ---------------------------------------------------------------------------------------------------------------------

/*extern*/ class Civilian_F;
class A_basic_under_w: Civilian_F 
{
	_generalMacro = "Civilian_F";
	scope = 1;
	displayName = "Underwear";
	author = "Bohemia Interactive";
	model = "\A3\Characters_F\Common\basicbody";
	uniformClass = "A_Marines_base_under_w";
	weapons[] = {};
	magazines[] = {};
	respawnWeapons[] = {};
	respawnMagazines[] = {};
	items[] = {};
	linkeditems[] = {};
	respawnlinkeditems[] = {};
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\characters\men\under_w\basicbody_green.paa"};

};

};

CfgWeapons.hpp

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Weapon Helmets and uniforms external classes

//When adding weapons that have attachments add the base class first
//note to self never use a base class as a base

class cfgWeapons
{
class Uniform_Base; // External class reference
class UniformItem;	// External class reference
class InventoryItem_Base_F; // External class reference	
class arifle_MX_GL_F;
class arifle_MX_F; // Base class for standard assault rifle
class arifle_MXC_F;
class arifle_MXM_F;
class arifle_MX_SW_F;
class srifle_GM6_F;
class SMG_01_F;
class Vest_Base;
class VestItem;
class V_TacVest_khk;
class Vest_Camo_Base;
class V_Chestrig_khk;
class V_PlateCarrier2_rgr;
class V_PlateCarrierGL_rgr;
class V_PlateCarrier1_rgr;
class H_Booniehat_khk;
class ItemInfo;
class Vest_NoCamo_Base;
class H_HelmetB_light;
class H_HelmetB;
class H_PilotHelmetHeli_B;
class H_HelmetIA;



//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Uniforms Full Camo 



class ItemCore;
class HeadgearItem;
//------------------------------------------ Uniform Section ----------------------------------------------------

class A_Marines_base_U_001: Uniform_Base // USMC basic Uniform (long sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Uniform (USMC)";
	picture = "\gup_core\data\ui\marines\marines_uniform_001.paa";
	model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marines_base_U_001"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marines_base_U_002: Uniform_Base // USMC basic Uniform (short sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Uniform (USMC)";
	picture = "\gup_core\data\ui\marines\marines_uniform_002.paa";
	model = "\A3\characters_f_beta\indep\ia_soldier_02.p3d";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marines_base_U_002"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_001: Uniform_Base // Marsoc Combat Fatigues (long sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\marsoc_uniform_001.paa";
	model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marsoc_base_F_001"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_002: Uniform_Base // Marsoc Combat Fatigues Light (Pants Only)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues Light (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\marsoc_uniform_002.paa";
	model = "\A3\characters_f\BLUFOR\b_soldier_02.p3d";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marsoc_base_F_002"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_003: Uniform_Base // Combat Fatigues Tee (Rolled Up Sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues Tee (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\marsoc_uniform_003.paa";
	model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marsoc_base_F_003"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

//---------------------------------------- Vest Section --------------------------------------------------------------------

class  A_Marines_base_V_001: Vest_NoCamo_Base // USMC basic carrier lite
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	picture = "\gup_core\data\ui\marines\marines_vest_001.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
	hiddenSelections[] = {"camo"};
	class ItemInfo: VestItem
	{
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
		containerClass = "Supply100";
		mass = 50;
		armor = "5*0.5";
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};
	};
	displayName = "Carrier Lite (USMC)";
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\vest\marines_vest_001.paa"};
};

class  A_Marsoc_base_V_001: Vest_NoCamo_Base // Marsoc basic plate carrier
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	picture = "\gup_core\data\ui\marsoc\marsoc_vest_001.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d";
	hiddenSelections[] = {"camo"};
	class ItemInfo: VestItem
	{
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d";
		containerClass = "Supply100";
		mass = 50;
		armor = "5*0.5";
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};
	};
	displayName = "Plate Carrier (MARSOC)";
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\vest\marsoc_vest_001.paa"};
};

//------------------------------------------- Helmet Section --------------------------------------------

class A_Marines_base_H : H_HelmetB // USMC basic Combat Helmet
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	weaponPoolAvailable = 1;
	displayName = "Combat Helmet (USMC)";
        model = "\A3\characters_f_beta\indep\headgear_helmet_canvas.p3d";
	picture = "\gup_core\data\ui\marines\marines_helmet.paa";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\helmet\marines_helmet.paa"};

	class ItemInfo : HeadgearItem 
	{
		mass = 100;
		uniformModel = "\A3\characters_f_beta\indep\headgear_helmet_canvas.p3d";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};

	};
};

class A_Marsoc_base_H : H_HelmetB // Marsoc basic Enhanced Combat Helmet
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	weaponPoolAvailable = 1;
	displayName = "ECH (MARSOC)";
        model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light.p3d";
	picture = "\gup_core\data\ui\marsoc\marsoc_helmet.paa";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\helmet\marsoc_helmet.paa"};

	class ItemInfo : HeadgearItem 
	{
		mass = 100;
		uniformModel = "\A3\characters_f\BLUFOR\headgear_b_helmet_light.p3d";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};

	};
};

//--------------------------------------------Weapons Section----------------------------------------

class arifle_TRG20_F;
class arifle_TRG21_F;
class arifle_TRG21_GL_F;
class arifle_MX_Black_F;
class arifle_MX_GL_Black_F;
class arifle_MX_SW_Black_F;
class arifle_MXC_Black_F;
class arifle_MXM_Black_F;

class arifle_MX_F_ACO : arifle_MX_Black_F //new class name,  below are aco attachment and infrared laser
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};



class arifle_MX_F_SOS : arifle_MX_Black_F //new class name,  below are aco attachment and infrared laser
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MX_GL_F_ACO : arifle_MX_GL_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MXC_F_ACO : arifle_MXC_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MX_SW_F_ACO :arifle_MX_SW_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MXM_F_ARCO : arifle_MXM_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Arco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_MXM_F_SOS : arifle_MXM_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG21_MRCO_SF : arifle_TRG21_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG21_GL_MRCO_SF : arifle_TRG21_GL_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};


class arifle_SDAR_F;

class hc_arifle_SDAR_F_MRCO_SF : arifle_SDAR_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG20_MRCO_SF : arifle_TRG20_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_srifle_GM6_SOS_SF : srifle_GM6_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};


class hc_arifle_SMG_01_Holo_CW : SMG_01_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Holosight_smg";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};
};

The few problems I seem to have like said are that my uniforms are not shown in the inventory it also does not seem to have weight while I added weight to it and it also does not give me an inventory capacity. All the gear added like bullets grenades etc' are shown directly on the vest, not to forget I also have the one issue with the units wounds not showing when they are shot.

I also have some smaller things like the unit icons for the unit class in the editor are not shown properly, I am not sure what I need to do to make that work correctly, like the OP I am pretty new to addon making and still learning.

If some one is able to assist then my problems are solved and it may be helpful for the OP as-well.

If anyone has another way or has suggestions to improve these config setups let me know ;-)

best of regards

Edited by LiquitHQ
gramma :o

Share this post


Link to post
Share on other sites

@LiquitHQ - Name your textures correctly, and see what gets fixed.

ArmA: Texture Naming Rules

It will be best to re-save them rather than just renaming them.

@ch27 - You should have just checked your post history, here is a config I did for you a while ago.

class CfgPatches
{
   class My_Mod_Config
   {
       units[] = {"Irish_Peacekeeper";};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F"};
   };
};

//********************************************
//*****		Factions                     *****
//********************************************
class cfgFactionClasses
{
class ch27_indep
{
	displayName = "Irish_Peacekeepers";
	priority = 3; // Position in list.
	side = 2; // Opfor = 0, Blufor = 1, Indep = 2.
	icon = "\a3\Data_f\cfgFactionClasses_BLU_ca.paa"; //Nato icon.
};
class ch27 
   { 
       displayName = "IDF"; 
       priority = 3; // Position in list. 
       side = 1; // Opfor = 0, Blufor = 1, Indep = 2. 
       icon = "\idf1\data\cfgFactionClasses_Irish_BLU_ca.paa"; //Nato icon. 
   }; 
};

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

class CfgVehicles
{    
//********************************************
//*****		     Units                   *****
//********************************************
   class I_soldier_F;
class I_Soldier_02_F;

   class Irish_Peacekeeper: I_soldier_F
   {	
	author = "ch27";
	_generalMacro = "I_soldier_F";
	scope = 2;
	displayName = "Irish_Peacekeeper";
	identityTypes[] = {"Head_NATO", "G_NATO_default"};
	genericNames = "NATOMen";
	faction = "ch27_indep";
	uniformClass = "Irish_Uniform";
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"ch27_indep\data\idf1_co.paa"};
	weapons[] = {"arifle_Mk20_ACO_pointer_F","hgun_ACPC2_F","Throw","Put"};
	respawnWeapons[] = {"arifle_Mk20_ACO_pointer_F","hgun_ACPC2_F","Throw","Put"};
	magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
	respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
	linkedItems[] = {"ch27_V_PlateCarrierIA1_dgtl","ch27_H_HelmetIA","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"};
	respawnLinkedItems[] = {"ch27_V_PlateCarrierIA1_dgtl","ch27_H_HelmetIA","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"};
   };
class Irish_Peacekeeper2: I_Soldier_02_F
   {	
	author = "ch27";
	_generalMacro = "I_soldier_F";
	scope = 2;
	displayName = "Irish_Peacekeeper2";
	identityTypes[] = {"Head_NATO", "G_NATO_default"};
	genericNames = "NATOMen";
	faction = "ch27_indep";
	model = "\A3\Characters_F_Beta\INDEP\ia_soldier_02.p3d"; // Short sleeved model
	uniformClass = "Irish_Uniform_shortsleeve";
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"ch27_indep\data\idf1_co.paa"};
	weapons[] = {"arifle_Mk20_ACO_pointer_F","hgun_ACPC2_F","Throw","Put"};
	respawnWeapons[] = {"arifle_Mk20_ACO_pointer_F","hgun_ACPC2_F","Throw","Put"};
	magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
	respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
	linkedItems[] = {"ch27_V_PlateCarrierIA1_dgtl","ch27_H_HelmetIA","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"};
	respawnLinkedItems[] = {"ch27_V_PlateCarrierIA1_dgtl","ch27_H_HelmetIA","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles_INDEP"};
   };
};  

class cfgWeapons
{
//********************************************
//*****		     Uniforms                *****
//********************************************
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
	class ItemInfo;
};

   class Irish_Uniform: Uniform_Base
   {
	scope = 2;
	displayName = "Irish_Uniform";
       picture = "\A3\characters_f_beta\data\ui\icon_U_IR_CrewUniform_rucamo_ca.paa";
	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
       class ItemInfo : UniformItem {
           uniformModel = "-";
           uniformClass = "Irish_Peacekeeper";
           containerClass = "Supply50";
           mass = 50;
       };
   };
class Irish_Uniform_shortsleeve: Uniform_Base
   {
	scope = 2;
	displayName = "Irish_Uniform Short Sleeve";
       picture = "\A3\characters_f_beta\data\ui\icon_U_IR_CombatUniform_rucamo_ca.paa";
	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
       class ItemInfo : UniformItem {
           uniformModel = "-";
           uniformClass = "Irish_Peacekeeper2";
           containerClass = "Supply50";
           mass = 50;
       };
   };
//********************************************
//*****		     Vests                   *****
//********************************************
class VestItem;
class Vest_Camo_Base: ItemCore
{
	class ItemInfo;
};

class ch27_V_PlateCarrierIA1_dgtl: Vest_Camo_Base
{
	scope = 2;
	displayName = "$STR_A3_V_PlateCarrierIA1_dgtl0";
	picture = "\A3\characters_f_Beta\Data\UI\icon_V_I_Vest_01_ca.paa";
	model = "A3\Characters_F_Beta\INDEP\equip_ia_vest01";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"#(rgb,8,8,3)color(0.93,0,0.55,1)"};
	class ItemInfo: VestItem
	{
		uniformModel = "A3\Characters_F_Beta\INDEP\equip_ia_vest01";
		containerClass = "Supply120";
		mass = 60;
		armor = "5*0.8";
		passThrough = 0.4;
		hiddenSelections[] = {"camo"};
	};
};
//********************************************
//*****		     Headgear                *****
//********************************************
class H_HelmetB: ItemCore
{
	class ItemInfo;
};

class ch27_H_HelmetIA: H_HelmetB
{
	displayName = "$STR_A3_H_HelmetIA0";
	picture = "\A3\characters_F_Beta\Data\UI\icon_H_I_Helmet_canvas_ca.paa";
	model = "\A3\Characters_F_Beta\INDEP\headgear_helmet_canvas";
	hiddenSelectionsTextures[] = {"\A3\Characters_F_Beta\INDEP\Data\headgear_helmet_canvas_co.paa"};
	class ItemInfo: ItemInfo
	{
		mass = 40;
		allowedSlots[] = {901,605};
		uniformModel = "\A3\Characters_F_Beta\INDEP\headgear_helmet_canvas.p3d";
		modelSides[] = {2,3};
		armor = "3*0.4";
		passThrough = 0.6;
	};
};
};    

Share this post


Link to post
Share on other sites
@LiquitHQ - Name your textures correctly, and see what gets fixed.

ArmA: Texture Naming Rules

It will be best to re-save them rather than just renaming them.

thanks for answering, I tried to do what you said first I just renamed (re-saved) one of my textures to the original texture name of one nato uniform and this dint help for the uniform to show up in the inventory however it did help for the blood textures to show up. So I read the page link you gave me and the only thing I understand from it is that I need to keep _co behind my textures and I can only use letters, underscores and numbers.

I renamed all my textures to something more appropriate I hope ....

equip_marine_01_clothing_co (full cam)

equip_marine_02_clothing_co (rolled up sleeves)

equip_marsoc_h_uniform_co (full cam)

equip_marsoc_l_uniform_co (rolled up sleeves)

equip_marsoc_p_uniform_co (pants only)

Still it did not help to get my uniforms to show up in the in-game inventory screen, i did a similar thing with my helmets and vests and like before these items do show up in the inventory screen as it is supposed to do so I am not exactly sure if the texture names alone will solve that part. The thing I can say is that for some reason the blood textures are now definitely showing up correctly.

one note, a new issue raised up after changing my texture names -> now I also have some delay on the units if i shoot them right after loading the preview, they seem briefly invulnerable on their upper part of the body ....

this is what it looks like in game and I have this on all my units ...

http://postimg.org/image/mjibfh0tf/ (161 kb)

this are the new configs:

cfgWeapons.hpp

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Weapon Helmets and uniforms external classes

//When adding weapons that have attachments add the base class first
//note to self never use a base class as a base

class cfgWeapons
{
class Uniform_Base; // External class reference
class UniformItem;	// External class reference
class InventoryItem_Base_F; // External class reference	
class arifle_MX_GL_F;
class arifle_MX_F; // Base class for standard assault rifle
class arifle_MXC_F;
class arifle_MXM_F;
class arifle_MX_SW_F;
class srifle_GM6_F;
class SMG_01_F;
class Vest_Base;
class VestItem;
class V_TacVest_khk;
class Vest_Camo_Base;
class V_Chestrig_khk;
class V_PlateCarrier2_rgr;
class V_PlateCarrierGL_rgr;
class V_PlateCarrier1_rgr;
class H_Booniehat_khk;
class ItemInfo;
class Vest_NoCamo_Base;
class H_HelmetB_light;
class H_HelmetB;
class H_PilotHelmetHeli_B;
class H_HelmetIA;



//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Uniforms Full Camo 



class ItemCore;
class HeadgearItem;
//------------------------------------------ Uniform Section ----------------------------------------------------

class A_Marines_base_U_001: Uniform_Base // USMC basic Uniform (long sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Uniform (USMC)";
	picture = "\gup_core\data\ui\marines\equip_marine_01_clothing_ca.paa";
	model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marines_base_U_001"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marines_base_U_002: Uniform_Base // USMC basic Uniform (short sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Uniform (USMC)";
	picture = "\gup_core\data\ui\marines\equip_marine_02_clothing_ca.paa";
	model = "\A3\characters_f_beta\indep\ia_soldier_02.p3d";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marines_base_U_002"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_001: Uniform_Base // Marsoc Combat Fatigues (long sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_h_uniform_ca.paa";
	model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marsoc_base_F_001"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_002: Uniform_Base // Marsoc Combat Fatigues Light (Pants Only)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues Light (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_p_uniform_ca.paa";
	model = "\A3\characters_f\BLUFOR\b_soldier_02.p3d";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marsoc_base_F_002"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_003: Uniform_Base // Combat Fatigues Tee (Rolled Up Sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues Tee (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_l_uniform_ca.paa";
	model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marsoc_base_F_003"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

//---------------------------------------- Vest Section --------------------------------------------------------------------

class  A_Marines_base_V_001: Vest_NoCamo_Base // USMC basic carrier lite
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	picture = "\gup_core\data\ui\marines\equip_marine_01_vest_ca.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
	hiddenSelections[] = {"camo"};
	class ItemInfo: VestItem
	{
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
		containerClass = "Supply100";
		mass = 50;
		armor = "5*0.5";
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};
	};
	displayName = "Carrier Lite (USMC)";
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\vest\equip_marine_01_vest_co.paa"};
};

class  A_Marsoc_base_V_001: Vest_NoCamo_Base // Marsoc basic plate carrier
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_vest_01_ca.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d";
	hiddenSelections[] = {"camo"};
	class ItemInfo: VestItem
	{
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d";
		containerClass = "Supply100";
		mass = 50;
		armor = "5*0.5";
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};
	};
	displayName = "Plate Carrier (MARSOC)";
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\vest\equip_marsoc_vest_01_co.paa"};
};

//------------------------------------------- Helmet Section --------------------------------------------

class A_Marines_base_H : H_HelmetB // USMC basic Combat Helmet
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	weaponPoolAvailable = 1;
	displayName = "Combat Helmet (USMC)";
        model = "\A3\characters_f_beta\indep\headgear_helmet_canvas.p3d";
	picture = "\gup_core\data\ui\marines\equip_marine_helmet_01_ca.paa";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\helmet\equip_marine_helmet_01_co.paa"};

	class ItemInfo : HeadgearItem 
	{
		mass = 100;
		uniformModel = "\A3\characters_f_beta\indep\headgear_helmet_canvas.p3d";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};

	};
};

class A_Marsoc_base_H : H_HelmetB // Marsoc basic Enhanced Combat Helmet
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	weaponPoolAvailable = 1;
	displayName = "ECH (MARSOC)";
        model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light.p3d";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_helmet_01_ca.paa";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\helmet\equip_marsoc_helmet_01_co.paa"};

	class ItemInfo : HeadgearItem 
	{
		mass = 100;
		uniformModel = "\A3\characters_f\BLUFOR\headgear_b_helmet_light.p3d";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};

	};
};

//--------------------------------------------Weapons Section----------------------------------------

class arifle_TRG20_F;
class arifle_TRG21_F;
class arifle_TRG21_GL_F;
class arifle_MX_Black_F;
class arifle_MX_GL_Black_F;
class arifle_MX_SW_Black_F;
class arifle_MXC_Black_F;
class arifle_MXM_Black_F;

class arifle_MX_F_ACO : arifle_MX_Black_F //new class name,  below are aco attachment and infrared laser
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};



class arifle_MX_F_SOS : arifle_MX_Black_F //new class name,  below are aco attachment and infrared laser
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MX_GL_F_ACO : arifle_MX_GL_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MXC_F_ACO : arifle_MXC_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MX_SW_F_ACO :arifle_MX_SW_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MXM_F_ARCO : arifle_MXM_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Arco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_MXM_F_SOS : arifle_MXM_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG21_MRCO_SF : arifle_TRG21_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG21_GL_MRCO_SF : arifle_TRG21_GL_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};


class arifle_SDAR_F;

class hc_arifle_SDAR_F_MRCO_SF : arifle_SDAR_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG20_MRCO_SF : arifle_TRG20_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_srifle_GM6_SOS_SF : srifle_GM6_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};


class hc_arifle_SMG_01_Holo_CW : SMG_01_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Holosight_smg";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};
};

CfgVehicles.hpp

class CfgVehicles 
{


class B_Soldier_base_F;


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


//-------------------------------------------- MARINES --------------------------------------------//	

class GUP_Marine_A_F : B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_A_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marines"; // Editor Sub-group 
	displayName = "Ammo Bearer"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d"; // Start of model
	uniformClass = "A_Marines_base_U_001"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\uniform\equip_marine_01_clothing_co.paa"}; //Textures Path

	weapons[] = {"arifle_MX_F_ACO", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_F_ACO", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

class GUP_Marine_AR_F : B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marines"; // Editor Sub-group 
	displayName = "Autorifleman"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f_beta\indep\ia_soldier_02.p3d"; // Start of model
	uniformClass = "A_Marines_base_U_002"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\uniform\equip_marine_02_clothing_co.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

//-------------------------------------------- MARSOC --------------------------------------------//	

class GUP_Marsoc_epx_F : B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marsoc"; // Editor Sub-group 
	displayName = "Demo Specialist"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; // Start of model
	uniformClass = "A_Marsoc_base_F_001"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\uniform\equip_marsoc_h_uniform_co.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

class GUP_Marsoc_epx_G : B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marsoc"; // Editor Sub-group 
	displayName = "Marksman"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f\BLUFOR\b_soldier_02.p3d"; // Start of model
	uniformClass = "A_Marsoc_base_F_002"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\uniform\equip_marsoc_l_uniform_co.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

class GUP_Marsoc_epx_H : B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marsoc"; // Editor Sub-group 
	displayName = "AT Specialist"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d"; // Start of model
	uniformClass = "A_Marsoc_base_F_003"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\uniform\equip_marsoc_p_uniform_co.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

//-------------------------------------------- UNDERWEAR ---------------------------------------------------------------------------------------------------------------------

/*extern*/ class Civilian_F;
class A_basic_under_w: Civilian_F 
{
	_generalMacro = "Civilian_F";
	scope = 1;
	displayName = "Underwear";
	author = "Bohemia Interactive";
	model = "\A3\Characters_F\Common\basicbody";
	uniformClass = "A_Marines_base_under_w";
	weapons[] = {};
	magazines[] = {};
	respawnWeapons[] = {};
	respawnMagazines[] = {};
	items[] = {};
	linkeditems[] = {};
	respawnlinkeditems[] = {};
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\characters\men\under_w\equip_marine_basic_green_co.paa"};

};

};

Edited by LiquitHQ
gramma :o

Share this post


Link to post
Share on other sites

In your uniform classes change these lines.

model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d";
model = "\A3\characters_f_beta\indep\ia_soldier_02.p3d";
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";
model = "\A3\characters_f_beta\indep\ia_soldier_02.p3d";
model = "\A3\characters_f_beta\indep\ia_soldier_03.p3d";

to

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

This is the model used when the uniform is placed on the ground.

Share this post


Link to post
Share on other sites
In your uniform classes change these lines.

model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d";
model = "\A3\characters_f_beta\indep\ia_soldier_02.p3d";
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";
model = "\A3\characters_f_beta\indep\ia_soldier_02.p3d";
model = "\A3\characters_f_beta\indep\ia_soldier_03.p3d";

to

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

This is the model used when the uniform is placed on the ground.

Again thanks for answering so I did what you said I also have been looking at the config you posted for the op and if I look to it I think I changed the right ones.

I also believe that I needed to change it directly in the CfgVehicles.hpp file and this is how it looks, the thing is that it is still not working the uniform is still not showing up into the games inventory screen and I am starting to get slightly Bipolar on this issue :(:p I am trying to solve this for a while now and I know I am doing something wrong for sure, the sad part is that I do not know what I am doing wrong :o ...

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Weapon Helmets and uniforms external classes

//When adding weapons that have attachments add the base class first
//note to self never use a base class as a base

class cfgWeapons
{
class Uniform_Base; // External class reference
class UniformItem;	// External class reference
class InventoryItem_Base_F; // External class reference	
class arifle_MX_GL_F;
class arifle_MX_F; // Base class for standard assault rifle
class arifle_MXC_F;
class arifle_MXM_F;
class arifle_MX_SW_F;
class srifle_GM6_F;
class SMG_01_F;
class Vest_Base;
class VestItem;
class V_TacVest_khk;
class Vest_Camo_Base;
class V_Chestrig_khk;
class V_PlateCarrier2_rgr;
class V_PlateCarrierGL_rgr;
class V_PlateCarrier1_rgr;
class H_Booniehat_khk;
class ItemInfo;
class Vest_NoCamo_Base;
class H_HelmetB_light;
class H_HelmetB;
class H_PilotHelmetHeli_B;
class H_HelmetIA;


//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Underwear



class A_basic_under_w: Uniform_Base {
	scope = 2;
	author = "Bohemia Interactive";
	displayName = "Underwear (USMC)";
	picture = "\A3\characters_f\data\ui\icon_U_BasicBody_ca.paa";
	model = "[color="#FF0000"]\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver[/color]";

	class ItemInfo: UniformItem {
		uniformModel = "-";
		uniformClass = "A_basic_under_w";
		containerClass = "Supply0";
		mass = 1;
	};
};

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Uniforms Full Camo 



class ItemCore;
class HeadgearItem;
//------------------------------------------ Uniform Section ----------------------------------------------------

class A_Marines_base_U_001: Uniform_Base // USMC basic Uniform (long sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Uniform (USMC)";
	picture = "\gup_core\data\ui\marines\equip_marine_01_clothing_ca.paa";
	model = "[color="#FF0000"]\A3\characters_f\Common\Suitpacks\suitpack_blufor_diver[/color]";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marines_base_U_001"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marines_base_U_002: Uniform_Base // USMC basic Uniform (short sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Uniform (USMC)";
	picture = "\gup_core\data\ui\marines\equip_marine_02_clothing_ca.paa";
	model = "[color="#FF0000"]\A3\characters_f\Common\Suitpacks\suitpack_blufor_diver[/color]";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marines_base_U_002"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_001: Uniform_Base // Marsoc Combat Fatigues (long sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_h_uniform_ca.paa";
	model = "[color="#FF0000"]\A3\characters_f\Common\Suitpacks\suitpack_blufor_diver[/color]";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marsoc_base_F_001"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_002: Uniform_Base // Marsoc Combat Fatigues Light (Pants Only)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues Light (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_p_uniform_ca.paa";
	model = "[color="#FF0000"]\A3\characters_f\Common\Suitpacks\suitpack_blufor_diver[/color]";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marsoc_base_F_002"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_003: Uniform_Base // Combat Fatigues Tee (Rolled Up Sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues Tee (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_l_uniform_ca.paa";
	model = "[color="#FF0000"]\A3\characters_f\Common\Suitpacks\suitpack_blufor_diver[/color]";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "A_Marsoc_base_F_003"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

//---------------------------------------- Vest Section --------------------------------------------------------------------

class  A_Marines_base_V_001: Vest_NoCamo_Base // USMC basic carrier lite
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	picture = "\gup_core\data\ui\marines\equip_marine_01_vest_ca.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
	hiddenSelections[] = {"camo"};
	class ItemInfo: VestItem
	{
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
		containerClass = "Supply100";
		mass = 50;
		armor = "5*0.5";
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};
	};
	displayName = "Carrier Lite (USMC)";
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\vest\equip_marine_01_vest_co.paa"};
};

class  A_Marsoc_base_V_001: Vest_NoCamo_Base // Marsoc basic plate carrier
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_vest_01_ca.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d";
	hiddenSelections[] = {"camo"};
	class ItemInfo: VestItem
	{
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d";
		containerClass = "Supply100";
		mass = 50;
		armor = "5*0.5";
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};
	};
	displayName = "Plate Carrier (MARSOC)";
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\vest\equip_marsoc_vest_01_co.paa"};
};

//------------------------------------------- Helmet Section --------------------------------------------

class A_Marines_base_H : H_HelmetB // USMC basic Combat Helmet
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	weaponPoolAvailable = 1;
	displayName = "Combat Helmet (USMC)";
        model = "\A3\characters_f_beta\indep\headgear_helmet_canvas.p3d";
	picture = "\gup_core\data\ui\marines\equip_marine_helmet_01_ca.paa";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\helmet\equip_marine_helmet_01_co.paa"};

	class ItemInfo : HeadgearItem 
	{
		mass = 100;
		uniformModel = "\A3\characters_f_beta\indep\headgear_helmet_canvas.p3d";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};

	};
};

class A_Marsoc_base_H : H_HelmetB // Marsoc basic Enhanced Combat Helmet
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	weaponPoolAvailable = 1;
	displayName = "ECH (MARSOC)";
        model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light.p3d";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_helmet_01_ca.paa";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\helmet\equip_marsoc_helmet_01_co.paa"};

	class ItemInfo : HeadgearItem 
	{
		mass = 100;
		uniformModel = "\A3\characters_f\BLUFOR\headgear_b_helmet_light.p3d";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};

	};
};

//--------------------------------------------Weapons Section----------------------------------------

class arifle_TRG20_F;
class arifle_TRG21_F;
class arifle_TRG21_GL_F;
class arifle_MX_Black_F;
class arifle_MX_GL_Black_F;
class arifle_MX_SW_Black_F;
class arifle_MXC_Black_F;
class arifle_MXM_Black_F;

class arifle_MX_F_ACO : arifle_MX_Black_F //new class name,  below are aco attachment and infrared laser
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};



class arifle_MX_F_SOS : arifle_MX_Black_F //new class name,  below are aco attachment and infrared laser
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MX_GL_F_ACO : arifle_MX_GL_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MXC_F_ACO : arifle_MXC_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MX_SW_F_ACO :arifle_MX_SW_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MXM_F_ARCO : arifle_MXM_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Arco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_MXM_F_SOS : arifle_MXM_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG21_MRCO_SF : arifle_TRG21_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG21_GL_MRCO_SF : arifle_TRG21_GL_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};


class arifle_SDAR_F;

class hc_arifle_SDAR_F_MRCO_SF : arifle_SDAR_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG20_MRCO_SF : arifle_TRG20_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_srifle_GM6_SOS_SF : srifle_GM6_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};


class hc_arifle_SMG_01_Holo_CW : SMG_01_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Holosight_smg";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};
};

Share this post


Link to post
Share on other sites

In your unit classes in the CfgVehicles class you have this line nakedUniform = "A_basic_under_w";, A_basic_under_w is a unit class it should be a uniform class. If you have not done so already try using one of the standard BIS uniform UI images, to see if the problem is your image.

Share this post


Link to post
Share on other sites
In your unit classes in the CfgVehicles class you have this line nakedUniform = "A_basic_under_w";, A_basic_under_w is a unit class it should be a uniform class. If you have not done so already try using one of the standard BIS uniform UI images, to see if the problem is your image.

you are pointing towards this?

CfgVehicles.hpp on the bottom it reads now

//-------------------------------------------- UNDERWEAR ---------------------------------------------------------------------------------------------------------------------

/*extern*/ class Civilian_F;
class GUP_A_basic_under_w: Civilian_F 
{
	_generalMacro = "Civilian_F";
	scope = 1;
	displayName = "Underwear (USMC)";
	author = "Bohemia Interactive";
	model = "\A3\Characters_F\Common\basicbody.p3d";
	uniformClass = "A_basic_under_w";
	weapons[] = {};
	magazines[] = {};
	respawnWeapons[] = {};
	respawnMagazines[] = {};
	items[] = {};
	linkeditems[] = {};
	respawnlinkeditems[] = {};
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\under_w\equip_marine_basic_green_co.paa"};

};

};

The uniform class is defined in CfgWeapons.hpp like this

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Underwear



class A_basic_under_w: Uniform_Base {
	scope = 2;
	author = "Bohemia Interactive";
	displayName = "Underwear (USMC)";
	picture = "\A3\characters_f\data\ui\icon_U_BasicBody_ca.paa";
	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

	class ItemInfo: UniformItem {
		uniformModel = "-";
		uniformClass = "A_basic_under_w";
		containerClass = "Supply0";
		mass = 1;
	};
};

So I changed it but it is still not working so you suggest that I change

hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\under_w\equip_marine_basic_green_co.paa"}; to the original path?

the problem is that the underwear is also a retexture because the original olive drab is to light compared to the uniform textures I have made :s ....

Share this post


Link to post
Share on other sites
hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\under_w\equip_marine_basic_green_co.paa"}; to the original path?

No, these lines. Swap one for an original BIS image and see if you can see it in the inventory, if you can the problem is your image.

picture = "\gup_core\data\ui\marines\equip_marine_01_clothing_ca.paa";

Make sure you point to the correct unit class.

class A_basic_under_w: Uniform_Base {
	scope = 2;
	author = "Bohemia Interactive";
	displayName = "Underwear (USMC)";
	picture = "\A3\characters_f\data\ui\icon_U_BasicBody_ca.paa";
	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

	class ItemInfo: UniformItem {
		uniformModel = "-";
		uniformClass = "GUP_A_basic_under_w"; // Changed this.
		containerClass = "Supply0";
		mass = 1;
	};
};

Share this post


Link to post
Share on other sites

Thanks Surpher, I was able to get a NATO uniform retexture to work but I wasn't sure how to get the Indep config to work. I forgot about the one that you posted.

How do you get the configs though? Do you just make them?

Share this post


Link to post
Share on other sites
How do you get the configs though? Do you just make them?

Not sure what you mean with Do you just make them, but when you are writing configs or scripts for arma games they actually already exist within the game code of Bohemia interactive or at least that is what I understand from it. I am also fairly new to this but from what I have learned so far to write one from scratch the best you do is use Notepad++ , if you do not have it already follow this link -> http://notepad-plus-plus.org/ I think most of the configurations and scriptwriters will agree that you at least need this tool to do some decent coding for arma games.

Notepadd ++ Screens

Image00001.jpg

Image00002.jpg

Image00003.jpg

The good part is that this tool is for free!

not only that but when you do something wrong in arma you will get an error and arma will point you to the line where the malfunction occurs when you open your config in notpad++ the lines you have in there will have numbers this will help you to spot issues much faster ;-) now when writing a new config.ccp it is best to make a blank one to start with and try to follow and learn what others do. Open notepad++ make a new file and save it blank set the box Save as to -> All Types (*.*) and save it to config.ccp and you will have a blank config for arma to start with. When you want to edit the file just right click it and then open it with notepadd++ you will not have to set it to readable .txt extension anymore ;-)

Most of the configs are don by learning how others are doing it, I got my config started just like you after someone actually gave me an example and I went from there. The last issue I had is finally solved trough the help from surpher. I believe that you can config everything from within the config.ccp but I like to separate the unit configs from the weapons and gear with .hpp files which are being read directly within the config.ccp but this is just how I prefer to do it ;-)

Config.cpp the only thing I use this for is to difine my factions and sub classes for the editor like this on the end of the config.ccp I ask it to include CfgVehicles.hpp and CfgWeapons.hpp which will be read on addon load ...

// config.ccp

#define TEast		0
#define TWest		1
#define TGuerrila		2
#define TCivilian		3
#define TSideUnknown		4
#define TEnemy		5
#define TFriendly		6
#define TLogic		7

#define private		0
#define protected		1
#define public		2

#define true	1
#define false	0

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 gup_usmc_characters {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Weapons_F","A3_Characters_F_BLUFOR"};
};
};

class CfgFactionClasses
{

class USMC_Faction
{
	displayName = "USMC";
	priority = 3;
	side =  TWest;
	icon = "\gup_core\icons\usmc.paa";
};
};

class CfgVehicleClasses
{
class usmc_marines
{
	displayName = "Men";
};

class usmc_divers
{
	displayName = "Men (Divers)";
};

class usmc_marsoc
{
	displayName = "Men (Marsoc)";
};

class usmc_snipers
{
	displayName = "Men (Snipers)";
};

class usmc_support
{
	displayName = "Men (Support)";
};


};

#include "\gup_usmc_characters\CfgVehicles.hpp"
#include "\gup_usmc_characters\cfgWeapons.hpp"

Then my cfgWeapons.hpp is the file where I define my weapons and uniform classes

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Weapon Helmets and uniforms external classes

//When adding weapons that have attachments add the base class first
//note to self never use a base class as a base

class cfgWeapons
{
class Uniform_Base; // External class reference
class UniformItem;	// External class reference
class InventoryItem_Base_F; // External class reference	
class arifle_MX_GL_F;
class arifle_MX_F; // Base class for standard assault rifle
class arifle_MXC_F;
class arifle_MXM_F;
class arifle_MX_SW_F;
class srifle_GM6_F;
class SMG_01_F;
class Vest_Base;
class VestItem;
class V_TacVest_khk;
class Vest_Camo_Base;
class V_Chestrig_khk;
class V_PlateCarrier2_rgr;
class V_PlateCarrierGL_rgr;
class V_PlateCarrier1_rgr;
class H_Booniehat_khk;
class ItemInfo;
class Vest_NoCamo_Base;
class H_HelmetB_light;
class H_HelmetB;
class H_PilotHelmetHeli_B;
class H_HelmetIA;


///////////////////////////////////////////////////////////////////////////////// UNDERWEAR /////////////////////////////////////////////////////////////////////////////////////// 



class A_basic_under_w: Uniform_Base {
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Underwear (USMC)";
	picture = "\A3\characters_f\data\ui\icon_U_BasicBody_ca.paa";
	model = "\A3\Characters_f\Common\Suitpacks\suitpack_blufor_diver";

	class ItemInfo: UniformItem {
		uniformModel = "-";
		uniformClass = "GUP_A_basic_under_w";
		containerClass = "Supply0";
		mass = 1;

	};
};

///////////////////////////////////////////////////////////////////////////////// UNIT UNIFORM ITEMS /////////////////////////////////////////////////////////////////////////////////////// 



class ItemCore;
class HeadgearItem;
//------------------------------------------ UNIFORM SECTION ----------------------------------------------------

class A_Marines_base_U_001: Uniform_Base // USMC basic Uniform (long sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Uniform (USMC)";
	picture = "\gup_core\data\ui\marines\equip_marine_01_clothing_ca.paa";
	model = "\A3\characters_f\Common\Suitpacks\suitpack_blufor_diver";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "GUP_Marine_A_F"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marines_base_U_002: Uniform_Base // USMC basic Uniform (short sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Uniform (USMC)";
	picture = "\gup_core\data\ui\marines\equip_marine_02_clothing_ca.paa";
	model = "\A3\characters_f\Common\Suitpacks\suitpack_blufor_diver";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "GUP_Marine_AR_F"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_001: Uniform_Base // Marsoc Combat Fatigues (long sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_h_uniform_ca.paa";
	model = "\A3\characters_f\Common\Suitpacks\suitpack_blufor_diver";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "GUP_Marsoc_epx_F"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_002: Uniform_Base // Marsoc Combat Fatigues Light (Pants Only)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues Light (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_p_uniform_ca.paa";
	model = "\A3\characters_f\Common\Suitpacks\suitpack_blufor_diver";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "GUP_Marsoc_SC_F"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

class A_Marsoc_base_F_003: Uniform_Base // Combat Fatigues Tee (Rolled Up Sleeves)
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	displayName = "Combat Fatigues Tee (MARSOC)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_l_uniform_ca.paa";
	model = "\A3\characters_f\Common\Suitpacks\suitpack_blufor_diver";

	class ItemInfo : UniformItem {
		uniformModel = "-";
		uniformClass = "GUP_Marsoc_AR_F"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
		mass = 80; //how much it weights
	};
};

//---------------------------------------- VEST SECTION --------------------------------------------------------------------

class  A_Marines_base_V_001: Vest_NoCamo_Base // USMC basic carrier lite
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	picture = "\gup_core\data\ui\marines\equip_marine_01_vest_ca.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
	hiddenSelections[] = {"camo"};
	class ItemInfo: VestItem
	{
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
		containerClass = "Supply100";
		mass = 50;
		armor = "5*0.5";
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};
	};
	displayName = "Carrier Lite (USMC)";
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\vest\equip_marine_01_vest_co.paa"};
};

class  A_Marsoc_base_V_001: Vest_NoCamo_Base // Marsoc basic plate carrier
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_vest_01_ca.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d";
	hiddenSelections[] = {"camo"};
	class ItemInfo: VestItem
	{
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d";
		containerClass = "Supply100";
		mass = 50;
		armor = "5*0.5";
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};
	};
	displayName = "Plate Carrier (MARSOC)";
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\vest\equip_marsoc_vest_01_co.paa"};
};

//------------------------------------------- HELMET SECTION --------------------------------------------

class A_Marines_base_H : H_HelmetB // USMC basic Combat Helmet
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	weaponPoolAvailable = 1;
	displayName = "Combat Helmet (USMC)";
        model = "\A3\characters_f_beta\indep\headgear_helmet_canvas.p3d";
	picture = "\gup_core\data\ui\marines\equip_marine_helmet_01_ca.paa";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\helmet\equip_marine_helmet_01_co.paa"};

	class ItemInfo : HeadgearItem 
	{
		mass = 100;
		uniformModel = "\A3\characters_f_beta\indep\headgear_helmet_canvas.p3d";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};

	};
};

class A_Marsoc_base_H : H_HelmetB // Marsoc basic Enhanced Combat Helmet
{
	scope = 2;
	author = "LiquitHQ (GearUp)";
	weaponPoolAvailable = 1;
	displayName = "ECH (MARSOC)";
        model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light.p3d";
	picture = "\gup_core\data\ui\marsoc\equip_marsoc_helmet_01_ca.paa";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\helmet\equip_marsoc_helmet_01_co.paa"};

	class ItemInfo : HeadgearItem 
	{
		mass = 100;
		uniformModel = "\A3\characters_f\BLUFOR\headgear_b_helmet_light.p3d";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};

	};
};

//-------------------------------------------- WEAPON SECTION ----------------------------------------

class arifle_TRG20_F;
class arifle_TRG21_F;
class arifle_TRG21_GL_F;
class arifle_MX_Black_F;
class arifle_MX_GL_Black_F;
class arifle_MX_SW_Black_F;
class arifle_MXC_Black_F;
class arifle_MXM_Black_F;

class arifle_MX_F_ACO : arifle_MX_Black_F //new class name,  below are aco attachment and infrared laser
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};



class arifle_MX_F_SOS : arifle_MX_Black_F //new class name,  below are aco attachment and infrared laser
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MX_GL_F_ACO : arifle_MX_GL_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MXC_F_ACO : arifle_MXC_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MX_SW_F_ACO :arifle_MX_SW_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Aco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class arifle_MXM_F_ARCO : arifle_MXM_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Arco";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_MXM_F_SOS : arifle_MXM_Black_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG21_MRCO_SF : arifle_TRG21_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG21_GL_MRCO_SF : arifle_TRG21_GL_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};


class arifle_SDAR_F;

class hc_arifle_SDAR_F_MRCO_SF : arifle_SDAR_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_arifle_TRG20_MRCO_SF : arifle_TRG20_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_MRCO";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};

class hc_srifle_GM6_SOS_SF : srifle_GM6_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_SOS";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};


class hc_arifle_SMG_01_Holo_CW : SMG_01_F
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			item = "optic_Holosight_smg";
			slot = "CowsSlot";
		};
		class LinkedItemsAcc
		{
			item = "acc_pointer_IR";
			slot = "PointerSlot";
		};
	};
};
};

the CfgVehicles.hpp will define the units it selves

class CfgVehicles 
{


class B_Soldier_base_F;


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


//-------------------------------------------- MARINES --------------------------------------------//	

class GUP_Marine_A_F: B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_A_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marines"; // Editor Sub-group 
	displayName = "Ammo Bearer"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d"; // Start of model
	uniformClass = "A_Marines_base_U_001"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\uniform\equip_marine_01_clothing_co.paa"}; //Textures Path

	weapons[] = {"arifle_MX_F_ACO", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_F_ACO", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

class GUP_Marine_AR_F: B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marines"; // Editor Sub-group 
	displayName = "Autorifleman"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f_beta\indep\ia_soldier_02.p3d"; // Start of model
	uniformClass = "A_Marines_base_U_002"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\uniform\equip_marine_02_clothing_co.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marines_base_V_001","A_Marines_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

//-------------------------------------------- MARSOC --------------------------------------------//	

class GUP_Marsoc_epx_F: B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marsoc"; // Editor Sub-group 
	displayName = "Demo Specialist (SF)"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; // Start of model
	uniformClass = "A_Marsoc_base_F_001"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\uniform\equip_marsoc_h_uniform_co.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

class GUP_Marsoc_AR_F: B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marsoc"; // Editor Sub-group 
	displayName = "Autorifleman (SF)"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f\BLUFOR\b_soldier_02.p3d"; // Start of model
	uniformClass = "A_Marsoc_base_F_002"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\uniform\equip_marsoc_l_uniform_co.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

class GUP_Marsoc_SC_F: B_Soldier_base_F 
{
	_generalMacro = "B_Soldier_AR_F"; //unsure what this does
	scope = 2; // 0 Not ingame 1 Not in editor 2 Available
	faction = USMC_Faction; // Editor Faction
	vehicleClass = "usmc_marsoc"; // Editor Sub-group 
	displayName = "Scout (SF)"; // Name of soldier in the editor
	nakedUniform = "A_basic_under_w"; //class for "naked" body
	model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d"; // Start of model
	uniformClass = "A_Marsoc_base_F_003"; //the uniform item
	author = "LiquitHQ (GearUp)"; // Outhor of modification
	hiddenSelections[] = {"Camo"}; // Needed for textures
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marsoc\uniform\equip_marsoc_p_uniform_co.paa"}; //Textures Path

	weapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	respawnWeapons[] = {"arifle_MX_SW_Black_F", "hgun_P07_F", "Put", "Throw", "binocular"};
	magazines[] = {"30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag_Tracer","16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell"};
	linkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
	respawnLinkedItems[] = {"A_Marsoc_base_V_001","A_Marsoc_base_H", "NVGoggles_OPFOR", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "FirstAidKit", "ItemGPS"};
};

//-------------------------------------------- UNDERWEAR ---------------------------------------------------------------------------------------------------------------------

/*extern*/ class Civilian_F;
class GUP_A_basic_under_w: Civilian_F 
{
	_generalMacro = "Civilian_F";
	scope = 1;
	displayName = "Underwear (USMC)";
	author = "LiquitHQ (GearUp)";
	model = "\A3\Characters_f\Common\basicbody";
	uniformClass = "A_basic_under_w";
	weapons[] = {};
	magazines[] = {};
	respawnWeapons[] = {};
	respawnMagazines[] = {};
	items[] = {};
	linkeditems[] = {};
	respawnlinkeditems[] = {};
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\gup_usmc_characters\marines\under_w\equip_marine_basic_green_co.paa"};

};

};

I believe your config.ccp like surpher gave it to you is a one in all configuration which configs your factions, gear Items like helmets, vests and uniforms + weapons and in the end your units all together. The reason why I am separating them is because for me it easier to read it this way. my configs are for now relatively small but when I finally have all my textures and start configure all of them they will get kinda huge, besides that I am also planning to add vehicles and weapons to the pack when the time comes, I am wondering if it would not be better to actually separate the weapons from the uniform items :p the current ones are just placeholders.

The writing of these configs are in the end re-writes of original existing ones, if you get used to it it is just a natural way of placing the right model .p3d files textures and pats on the right places and point them correctly to each other. The actual config on its own is just a readable extension .ccp and .hpp for arma games.

Anyway so far my knowledge ;-)

best of regards

Edited by LiquitHQ
gramma :o

Share this post


Link to post
Share on other sites

Yeah, I meant "is it possible to write them?" Thanks for the information, Liquit.

Is it possible to create a texture where the patches don't automatically show on both sleeves? For example, if I'm editing an AAF uniform and I try to put two different patches over the Altis flag on either side only one of the patches show because one of them transfers to both sides. I looked around and couldn't find any information on this.

Share this post


Link to post
Share on other sites
Yeah, I meant "is it possible to write them?"

When you say is it possible to write them do you mean like they are written now or do you mean restructure the config coding?

Is it possible to create a texture where the patches don't automatically show on both sleeves? For example, if I'm editing an AAF uniform and I try to put two different patches over the Altis flag on either side only one of the patches show because one of them transfers to both sides. I looked around and couldn't find any information on this.

Sadly not, or at least not that I am aware off.

If you look closely to the templates you have in many occasions you only get a single part of the uniform front side and back side of the pants and arm sleeves and when you re-texture those parts it will be shown (take effect) on both left and right sides of the uniforms. This counts also for the patches on the sleeves, I even had it on one of my nato armor vests when I wanted to make a certain part in cammo and the other part in a plain color. In the end it also textured a part that I didn't want to texture, this happens because some smaller single parts that you texture will be used several times this is why I only use figures and no letters nor numbers on my patches, however the only one I know were you can add a single separated patch is the AAF combat uniform the patch only has room for letters doh ...

Not sure why they did it this way but if I need to guess I have to say to keep the files smaller? But that Is the only thing I can think of.

Best of regards.

Share this post


Link to post
Share on other sites

Goddamn this is so frustating!

I've been able to modify all the blufor uniforms/textures with a small config tweak :

	class B_Soldier_base_F: SoldierWB {
	hiddenselections[] = {"Camo"};
	hiddenselectionstextures[] = {"\a3\characters_f\blufor\data\clothing_sage_co.paa"};
};

This method, however, doesn't work with opfor units (I wanted to use the russian variation)...

I've spent the last couple of days trying every trick I could think of (included replacements for a blufor unit using the opfor model), but nothing worked so far. :(

Is this some kinda glitch with the opfor models? Did anyone else experienced those issues?

It may be worth mentionning that "setObjectTexture" does work, but I'd like to create a new uniform/unit and, eventhough I've succesfully created various new uniforms, I'm struggling with this one...

EDIT : Additionnal infos : changing the opfor model for a civilian made a difference : the russian clothes texture shows up - except, of course, it is all messed up since it's not applied to the right model. If I switch back to the opfor soldier model though, the new texture doesn't work... I'd say that something is definitely wrong with the opfor units. >_<'

If anyone comes up with a work-around, I'd be super gratefull! ;)

Edited by Pepe Hal

Share this post


Link to post
Share on other sites
Goddamn this is so frustating!

I've been able to modify all the blufor uniforms/textures with a small config tweak :

	class B_Soldier_base_F: SoldierWB {
	hiddenselections[] = {"Camo"};
	hiddenselectionstextures[] = {"\a3\characters_f\blufor\data\clothing_sage_co.paa"};
};

This method, however, doesn't work with opfor units (I wanted to use the russian variation)...

I've spent the last couple of days trying every trick I could think of (included replacements for a blufor unit using the opfor model), but nothing worked so far. :(

Is this some kinda glitch with the opfor models? Did anyone else experienced those issues?

It may be worth mentionning that "setObjectTexture" does work, but I'd like to create a new uniform/unit and, eventhough I've succesfully created various new uniforms, I'm struggling with this one...

EDIT : Additionnal infos : changing the opfor model for a civilian made a difference : the russian clothes texture shows up - except, of course, it is all messed up since it's not applied to the right model. If I switch back to the opfor soldier model though, the new texture doesn't work... I'd say that something is definitely wrong with the opfor units. >_<'

If anyone comes up with a work-around, I'd be super gratefull! ;)

I am not an expert but I suggest to post your entire (not only a tiny part of the) config and tag (wrap) it in php code, it is slightly better for all of us to read and spot certain issues ;-)

best of regards

Share this post


Link to post
Share on other sites

I guess this is the place to post wonked-out configs now? I'm new to uniform configs (I've done some headgear stuff and whatnot, but since uniforms require a whole new unit I think I screwed it.) Anyways, I used the template from the retex tutorial with the SixConfig stuff for the Indep uniform. Lo and behold, my broken piece of crap:

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 TEC_CSAT {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F"};
   };
};

class CfgVehicles {

   class B_Soldier_base_F;

   class TEC_CSAT_Soldier_F : B_Soldier_base_F {
       _generalMacro = "B_Soldier_F";
       scope = 2;
       displayName = "Rifleman";
       nakedUniform = "U_BasicBody";
       uniformClass = "TEC_CSAT_Soldier_F";
       hiddenSelections[] = {"Camo"};
       hiddenSelectionsTextures[] = {"TEC_CSAT\Data\csat_clothing_arid_co.paa"};
   };

};

class cfgWeapons {
   class Uniform_Base;
   class ItemInfo;

	class TEC_CSAT_Soldier_F : Uniform_Base {
	scope = 2;
	displayname = "CSAT Fatigues [Arid]";
	picture = "\A3\characters_f_beta\data\ui\icon_U_IR_CrewUniform_rucamo_ca.paa";
	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

class ItemInfo : UniformItem {
	uniformmodel = "-";
	uniformclass = "TEC_CSAT_Soldier_F";
	containerclass = "Supply40";
	mass = 40;
};
   };
};

Share this post


Link to post
Share on other sites

Looks like you didn't specify an opfor model for your unit : you should use an already existing opfor unit rather than B_Soldier_base_F.

This way it will inherit the right model - as well as the Side and the Faction.

Tell me if you manage to apply a custom texture to your unit! I'll post my config later. ;)

EDIT : Also, your uniform has the same classname than your unit - it might be an issue.

Share this post


Link to post
Share on other sites

Ah. I thought it was supposed to be the same.

Still having a few more errors though.

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 TEC_CSAT {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F"};
   };
};

class CfgVehicles {

   class B_Soldier_base_F;

   class TEC_O_Soldier_F : O_Soldier_F {
       _generalMacro = "B_Soldier_F";
       scope = 2;
       displayName = "Rifleman";
       nakedUniform = "U_BasicBody";
       uniformClass = "TEC_U_O_Arid";
       hiddenSelections[] = {"Camo"};
       hiddenSelectionsTextures[] = {"TEC_CSAT\Data\csat_clothing_arid_co.paa"};
   };

};

class cfgWeapons {

   class Uniform_Base;
   class ItemInfo;

	class TEC_U_O_Arid : Uniform_Base {
	scope = 2;
	displayname = "CSAT Fatigues [Arid]";
	picture = "\A3\characters_f_beta\data\ui\icon_U_IR_CrewUniform_rucamo_ca.paa";
	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

class ItemInfo : UniformItem {
	uniformmodel = "-";
	uniformclass = "TEC_O_Soldier_F";
	containerclass = "Supply40";
	mass = 40;
};
   };
};

Edited by TheEvanCat

Share this post


Link to post
Share on other sites
Ah. I thought it was supposed to be the same.

Still having a few more errors though.

Try this config.

class CfgPatches
{
   class TEC_CSAT
{
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_OPFOR"};
   };
};

class CfgVehicles
{

   class O_Soldier_base_F;

   class TEC_O_Soldier_F : O_Soldier_base_F
{
       _generalMacro = "O_Soldier_F";
       scope = 2;
       displayName = "Rifleman";
       uniformClass = "TEC_U_O_Arid";
       hiddenSelections[] = {"Camo1","Camo2","insignia"};
	hiddenSelectionsTextures[] = {"TEC_CSAT\Data\csat_clothing_arid_co.paa","\A3\Characters_F\OPFOR\Data\tech_CO.paa"};
   };

};

class cfgWeapons
{
   class Uniform_Base;
class UniformItem;
   class ItemInfo;

class TEC_U_O_Arid : Uniform_Base
{
       scope = 2;
       displayname = "CSAT Fatigues [Arid]";
       picture = "\A3\characters_f_beta\data\ui\icon_U_IR_CrewUniform_rucamo_ca.paa";
       model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

	class ItemInfo : UniformItem
	{
		uniformmodel = "-";
		uniformclass = "TEC_O_Soldier_F";
		containerclass = "Supply40";
		mass = 40;
	};
   };
};  

Share this post


Link to post
Share on other sites
Try this config.

class CfgPatches
{
   class TEC_CSAT
{
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_OPFOR"};
   };
};

class CfgVehicles
{

   class O_Soldier_base_F;

   class TEC_O_Soldier_F : O_Soldier_base_F
{
       _generalMacro = "O_Soldier_F";
       scope = 2;
       displayName = "Rifleman";
       uniformClass = "TEC_U_O_Arid";
       hiddenSelections[] = {"Camo1","Camo2","insignia"};
	hiddenSelectionsTextures[] = {"TEC_CSAT\Data\csat_clothing_arid_co.paa","\A3\Characters_F\OPFOR\Data\tech_CO.paa"};
   };

};

class cfgWeapons
{
   class Uniform_Base;
class UniformItem;
   class ItemInfo;

class TEC_U_O_Arid : Uniform_Base
{
       scope = 2;
       displayname = "CSAT Fatigues [Arid]";
       picture = "\A3\characters_f_beta\data\ui\icon_U_IR_CrewUniform_rucamo_ca.paa";
       model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

	class ItemInfo : UniformItem
	{
		uniformmodel = "-";
		uniformclass = "TEC_O_Soldier_F";
		containerclass = "Supply40";
		mass = 40;
	};
   };
};  

What about the stuff at the top from the sample config? Do I keep that?

Share this post


Link to post
Share on other sites
The enum {} block? you don't need that.

Okay, cool, mate. Thanks a ton.

However, I tested it and apparently it's the regular OPFOR model with my texture on it, not the Indep uniform model that goes with it.

Edited by TheEvanCat

Share this post


Link to post
Share on other sites

You didn't mention it was for the indep unit. ^^'

Use "I_Soldier_base_F" instead of "O_Soldier_base_F".

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×