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Bearington

Uniforms in multiplayer

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Having some issues in multiplayer with a couple of retextures. The uniforms work fine in the editor, the problems start when they are used in multiplayer.

The Blufor retextures work fine in multplayer, the Independent(AAF) retextures are only visible to the player wearing the item. For everyone else they are not wearing a uniform at all, or they are wearing a standard Blufor MTP uniform.

Any help with this would be much appreciated.

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 
           }; 

     };
};

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Try adding a \ at the beginning of your texture paths and add the .paa extension at the end, also name your textures correctly.

ArmA: Texture Naming Rules

hiddenSelectionsTextures[] = {"\M90KComp\Data\M90K_gen3_co.paa"};

Your uniform classes are not setup correctly.

Unit

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"; // You don't really need this line.
       uniformClass = "M90K_med";  // Points to the uniform class
       hiddenSelections[] = {"Camo"};
       hiddenSelectionsTextures[] = {"\M90KComp\Data\AAFM90K_MED_co.paa"};

   };

Uniform

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"; // Points back to the unit using the uniform.
           containerClass = "Supply80"; //how much it can carry
           mass = 1; //how much it weights
           armor = 6;
       };
   };

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