Jump to content
Sign in to follow this  
capttyco

re textured vests have armor

Recommended Posts

Sorry if this has been posted before. An issue has come up with a re texture I have done. The correct texture appears on the vest however, when shot the vest does not seem to offer any protection. I feel that this has something to do with the tweaks to the armor system and I find myself at a loss for a solution. Any help would be greatly Appreciated

class cfgWeapons {
class Uniform_Base;	// External class reference
class UniformItem;	// External class reference

class Tyco_usmc_camo : Uniform_Base {
	scope = 2;
	displayName = "Tyco_USMC_camo";
	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 = "Tyco_Soldier_rm_USMC";
		containerClass = "Supply20";
		mass = 80;
	};
};

class Tyco_usmc_camo_T : Uniform_Base {
	scope = 2;
	displayName = "Tyco_USMC_camo_t";
	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 = "Tyco_Soldier_ar_USMC";
		containerClass = "Supply20";
		mass = 80;
	};
};

class Tyco_usmc_camo_roll : Uniform_Base {
	scope = 2;
	displayName = "Tyco_USMC_camo_roll";
	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 = "Tyco_Soldier_fac_USMC";
		containerClass = "Supply20";
		mass = 80;
	};
};

class ItemCore;	// External class reference
class HeadgearItem;	// External class reference

class Tyco_USMC_Helmet : ItemCore {
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "Tyco_USMC_Helmet";
	picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
	model = "\A3\characters_f_beta\indep\headgear_helmet_canvas";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"tycomod\Data\helmet1_co.paa"};

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

class vest_camo_base // External class reference
class ItemInfo;
class VestItem;	// External class reference

class Tyco_USMC_Vest : vest_camo_base {
	scope = 2;
	displayName = "Tyco_USMC_Vest";
	picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_ca.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest01";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"tycomod\Data\vests_rgr_co.paa"};

	class ItemInfo : VestItem {
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01";
		containerClass = "Supply100";
		mass = 50;
		armor = 5*0.5;
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};

	};
};
class USMC_Vest_02 : vest_camo_base {
	scope = 2;
	displayName = "USMC_Vest_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[] = {"tycomod\Data\vests_rgr_co.paa"};

	class ItemInfo : VestItem {
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
		containerClass = "Supply100";
		mass = 50;
		armor = 5*0.5;
		passThrough = 0.7;
		hiddenSelections[] = {"camo"};

	};
};


class rh_m16a4;	// External class reference

class tyco_m16a4_reg : rh_m16a4 {
	class LinkedItems {
		class LinkedItemsOptic {
			slot = "CowsSlot";
			item = "rh_ta31rco_2d";
		};

		class LinkedItemsAcc {
			slot = "PointerSlot";
			item = "RH_m16covers_s";
		};
	};
};

class RH_m4a1_ris;	// External class reference

class tyco_m4fac_reg : RH_m4a1_ris  {
	class LinkedItems {
		class LinkedItemsOptic {
			slot = "CowsSlot";
			item = "rh_ta31rco_2d";
		};

		class LinkedItemsAcc {
			slot = "PointerSlot";
			item = "RH_peq15";
		};
	};
};
class rh_m16a4gl;	// External class reference

class tyco_m16a4gl_peq15 : rh_m16a4gl {
	class LinkedItems {
		class LinkedItemsOptic {
			slot = "CowsSlot";
			item = "rh_ta31rco_2d";
		};

		class LinkedItemsAcc {
			slot = "PointerSlot";
			item = "rh_peq15";
		};
	};
};
class rh_samr;	// External class reference

class tyco_samr_pointer_ir : rh_samr {
	class LinkedItems {
		class LinkedItemsOptic {
			slot = "CowsSlot";
			item = "optic_dms";
		};

		class LinkedItemsAcc {
			slot = "PointerSlot";
			item = "acc_pointer_IR";
		};
	};
};
};

---------- Post added at 21:12 ---------- Previous post was at 21:08 ----------

Also could a mod change the title to be vests have no armor. I seem to have forgotten that word :rolleyes:

Share this post


Link to post
Share on other sites

hey tyco, i've found the reason. As BI changed the armour vaules since the the retexture template on these forums was done, they use the wrong values.

Here are the newer ones that give the reskins the same value as the current defaults

for the helmet

mass = 40;
armor = 10*0.6;
passThrough = 0.6;

for the vests

mass = 80;
armor = 40*1;
passThrough = 0.4;

Share this post


Link to post
Share on other sites

Since it was brought up, why do I always see (for example) 10*0.5 for Armor?

Why the * ? Why not just have the 5 instead? 10*0.5=5. WIP Project.

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  

×