theevancat 277 Posted March 26, 2014 You didn't mention it was for the indep unit. ^^'Use "I_Soldier_base_F" instead of "O_Soldier_base_F". It's an OPFOR unit using Indep clothes (OPFOR side.) I tried changing from this: class CfgVehicles { class O_Soldier_base_F; class TEC_O_Soldier_F : O_Soldier_base_F to: class CfgVehicles { class I_Soldier_base_F; class TEC_O_Soldier_F : I_Soldier_base_F and I got a unit on the Independent side, same as the regular rifleman and no custom texture. Share this post Link to post Share on other sites
haleks 8212 Posted March 27, 2014 Oh, ok scratch what I said and stick to the config suggested by Surpher. You just need to add the right model : class O_Soldier_base_F; class TEC_O_Soldier_F : O_Soldier_base_F { _generalMacro = "O_Soldier_F"; scope = 2; displayName = "Rifleman"; model = "\A3\Characters_F_Beta\INDEP\ia_soldier_01.p3d"; 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"}; }; Share this post Link to post Share on other sites
surpher 1 Posted March 27, 2014 (edited) Also change the hiddenSelections[]. hiddenSelections[] = {"Camo","insignia"}; hiddenSelectionsTextures[] = {"\TEC_CSAT\Data\csat_clothing_arid_co.paa"}; Edit: class O_Soldier_base_F; class TEC_O_Soldier_F : O_Soldier_base_F { _generalMacro = "O_Soldier_F"; scope = 2; displayName = "Rifleman"; model = "\A3\Characters_F_Beta\INDEP\ia_soldier_01.p3d"; uniformClass = "TEC_U_O_Arid"; hiddenSelections[] = {"Camo","insignia"}; hiddenSelectionsTextures[] = {"\TEC_CSAT\Data\csat_clothing_arid_co.paa"}; }; Edited March 27, 2014 by surpher Share this post Link to post Share on other sites
theevancat 277 Posted March 27, 2014 Also change the hiddenSelections[]. hiddenSelections[] = {"Camo","insignia"}; hiddenSelectionsTextures[] = {"\TEC_CSAT\Data\csat_clothing_arid_co.paa"}; Okay, cool. I'll try this out when I get home. Thanks again. Share this post Link to post Share on other sites
Bearington 10 Posted April 5, 2014 Have a simmilar issue wich i have not been able too solve. All uniforms and items work as they should in the editor, the problems start when the uniforms are used in multiplayer. The uniforms based on the Blufor model work fine, while the ones based on the independent model are only visible to the person wearing it. For everyone else the person is not wearing a uniform at all. The issue started after the latest patch before that all the uniforms have worked fine. CfgVehicles: class CfgVehicles { class I_Soldier_base_F; class M90K_medic : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Medic Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90k_medic"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90K_MED_co"}; }; class M90_medic : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Medic Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_medic"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90_MED_co"}; }; class M90K_std : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90K_std"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90K_co"}; }; class M90_std : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_std"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90_co"}; }; class Land; class Man: Land { class ViewPilot; }; class B_Kitbag_Base; class Backpack_Fast : B_Kitbag_base { scope = 2; displayname = "Medic Kitbag cbr"; model = "\A3\weapons_f\ammoboxes\bags\Backpack_Fast.p3d"; picture = "\A3\weapons_f\ammoboxes\bags\data\UI\icon_b_c_kitbag_rgr.paa"; icon = "\A3\weapons_f\ammoboxes\bags\data\UI\map_backpack_ca.paa"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\Swe_medikit_cbr"}; maximumLoad = 350; passThrough = 1; mass = 4; }; class B_soldier_base_F; class M90K_Blufor : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90K_Blufor"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90K_gen3"}; }; class M90K_Blufor_RS : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Uniform RS"; model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90K_Blufor_RS"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90K_gen3"}; }; class M90_Blufor : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_Blufor"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90_gen3"}; }; class M90_Blufor_RS : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Uniform RS"; model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_Blufor_RS"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90_gen3"}; }; }; CfgWeapons class cfgWeapons { class Uniform_Base; class UniformItem; class Iteminfo; class M90K_med : Uniform_Base { scope = 2; displayName = "M90K Medic Uniform"; 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 = "M90K_medic"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90_med : Uniform_Base { scope = 2; displayName = "M90 Medic Uniform"; 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 = "M90_medic"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90K_gen3 : Uniform_Base { scope = 2; displayName = "M90K Gen3 Uniform"; picture = "\A3\characters_F\Data\UI\icon_u_b_combatuniform_mcam_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90K_Blufor"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90K_gen3_RS : Uniform_Base { scope = 2; displayName = "M90K Gen3 Uniform RS"; picture = "\A3\characters_F\Data\UI\icon_u_b_combatuniform_mcam_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_soldier"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90K_Blufor_RS"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90_gen3 : Uniform_Base { scope = 2; displayName = "M90 Gen3 Uniform"; picture = "\A3\characters_F\Data\UI\icon_u_b_combatuniform_mcam_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90_Blufor"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90_gen3_RS : Uniform_Base { scope = 2; displayName = "M90 Gen3 Uniform RS"; picture = "\A3\characters_F\Data\UI\icon_u_b_combatuniform_mcam_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_soldier"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90_Blufor_RS"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90K : Uniform_Base { scope = 2; displayName = "M90K Uniform"; 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 = "M90K_std"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90 : Uniform_Base { scope = 2; displayName = "M90 Uniform"; 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 = "M90_std"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class ItemCore; class HeadgearItem; class M90KHelmet : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "M90K Helmet"; picture = "\A3\characters_f_beta\Data\UI\icon_h_i_helmet_canvas_ca.paa"; model = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\90KHelmet.paa"}; class ItemInfo : HeadgearItem { mass = 1; uniformModel = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; modelSides[] = {3, 1}; armor = 9; passThrough = 0.700000; hiddenSelections[] = {"camo"}; }; }; class M90Helmet : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "M90 Helmet"; picture = "\A3\characters_f_beta\Data\UI\icon_h_i_helmet_canvas_ca.paa"; model = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\90Helmet.paa"}; class ItemInfo : HeadgearItem { mass = 1; uniformModel = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; modelSides[] = {3, 1}; armor = 9; passThrough = 0.700000; hiddenSelections[] = {"camo"}; }; }; class InventoryItem_Base_F; // External class reference class Vest_Camo_Base; class Vest_NoCamo_Base; class VestItem; class Swe_vest: Vest_Camo_Base { scope = 2; displayName = "Swe Vest khk"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; // or where ever you got a picture model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\Swe_vest_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] ={"camo"}; containerClass = "Supply200"; // or what ever space it got mass = 10; armor = "40"; // if bodyarmor various calues can be used passThrough = 0.7; // how much the vest stops a bullet going through }; }; class Swe_vest_rgr: Vest_Camo_Base { scope = 2; displayName = "Swe Vest rgr"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; // or where ever you got a picture model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\Swe_vest_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] ={"camo"}; containerClass = "Supply200"; // or what ever space it got mass = 10; armor = "40"; // if bodyarmor various calues can be used passThrough = 0.7; // how much the vest stops a bullet going through }; }; }; Share this post Link to post Share on other sites
yevgeni89 163 Posted April 5, 2014 "This is my config and my unit is showing up in game, i dont have any errors it's just not showing up " 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 {Nutria_helmet} { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_INDFOR"}; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Nutria Combat Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Nutria_helmet.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\INDFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; }; class CfgPatches { class {Nutria_vest} { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_INDFOR"}; }; }; class cfgWeapons { class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "Nutria Combat Vest"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\INDFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Nutria_vest.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\INDFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; 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 {Nutria} { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_INDFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Guardsmen"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "MG_soldier_F"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Nutria.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class {MG_soldier_F} : Uniform_Base { scope = 2; displayName = "Nutria Combat Uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_indfor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "MG_soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; }; "This is shtebbie's config he tried to alter for me" enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "MPP Rifleman"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"soldier\Data\clothing1_co.paa"}; linkedItems[] = {"N_vest", "H_HelmetI_net", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"N_vest", "H_HelmetI_net", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "MPP Uniform"; 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 = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class Vest_Camo_Base; class ItemInfo; class VestItem; class N_vest : Vest_Camo_Base { scope = 2; displayName = "Nutria Vest"; picture = "\A3\characters_f_beta\Data\UI\icon_v_i_vest_02_ca.paa"; model = "\A3\Characters_F_Beta\indep\equip_ia_vest01.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"soldier\Data\vests_rgr_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d"; containerClass = "Supply100"; mass = 50; armor = 10*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; }; Share this post Link to post Share on other sites
woods825 10 Posted June 14, 2014 New to addon making and I've hit a snag with my retexture config. I'm having 3 issues: 1. The uniform is on the unit but doesn't appear in his inventory 2. I've tried a few thing I saw written in other configs to place the vest on the unit but none seemed to work. 3. I'd like to have the unit placed with just the uniform, vest and the basic items (compass, map, radio, watch) class CfgPatches { class echo_mod { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR","A3_Characters_F"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Echo_Unit_US_02 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Echo Unit US4 2"; faction = "BLU_F" nakedUniform = "U_BasicBody"; uniformClass = "Echo_Uniform_US4_02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\echo_mod\uniform\uni_US4_02_co.paa"}; backpack = " }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Vest_Base; class VestItem; class Echo_Uniform_US4_02 : Uniform_Base { scope = 2; displayName = "Echo US4 02"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Echo_Unit_US4_02"; containerClass = "Supply50"; mass = 80; }; }; class Echo_Vest_US4_02 : Vest_Base { scope = 2; displayName = "Echo Vest US4 02"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\echo_mod\vest\vest_US4_02_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 60; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; Share this post Link to post Share on other sites
surpher 1 Posted June 14, 2014 Your uniform class is not pointing back to the unit. class CfgPatches { class echo_mod { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR","A3_Characters_F"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Echo_Unit_US_02 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Echo Unit US4 2"; faction = "BLU_F" nakedUniform = "U_BasicBody"; uniformClass = "Echo_Uniform_US4_02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\echo_mod\uniform\uni_US4_02_co.paa"}; //backpack = " linkedItems[] = {"Echo_Vest_US4_02","H_HelmetB","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; respawnLinkedItems[] = {"Echo_Vest_US4_02","H_HelmetB","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Vest_Base; class VestItem; class Echo_Uniform_US4_02 : Uniform_Base { scope = 2; displayName = "Echo US4 02"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Echo_Unit_US_02"; // Point back to a unit using the uniform. containerClass = "Supply50"; mass = 80; }; }; class Echo_Vest_US4_02 : Vest_Base { scope = 2; displayName = "Echo Vest US4 02"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\echo_mod\vest\vest_US4_02_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 60; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; Share this post Link to post Share on other sites
woods825 10 Posted June 14, 2014 (edited) Nvm, missed a part of the code when I copied Edited June 14, 2014 by Woods825 Share this post Link to post Share on other sites