zukov 489 Posted August 13, 2014 (edited) with a a config file, i want enable the black textures for the CSAT helmets and vest for the helmets there are no problems, but the harness vest doesn't show in virtual arsenal but i don't see any error this is the code if someone has more skill thanks in advance obviously cfgweapons is on top class Vest_Base; class VestItem; class Opfor_carrier_blk : Vest_Base { scope = 2; displayName = "opfor rig black"; picture = "\A3\characters_f\Data\UI\icon_v_harnesso_brn_ca.paa"; model = "\A3\Characters_F\OPFOR\equip_o_vest01"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\OPFOR\Data\tech_rus_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\OPFOR\equip_o_vest01"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; edit i try to put direclly tha classname on model via init field and have a error about anims....... Edited August 13, 2014 by Zukov Share this post Link to post Share on other sites
Locklear 214 Posted August 14, 2014 Since you're aiming for retexturing a certain vest, I'd recommend inheriting most of the parameters from the vest's original class itself. So the code would look like this: class cfgWeapons { class ItemInfo; class V_HarnessO_brn; class Opfor_carrier_blk: V_HarnessO_brn { displayName = "OPFOR Carrier Black"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"a3\characters_f\opfor\data\clothing_rus_co.paa","\a3\characters_f\OPFOR\Data\tech_rus_co.paa"}; class ItemInfo: ItemInfo { hiddenSelections[] = {"camo1","camo2"}; }; }; }; class cfgVehicles { class Vest_Base_F; class Vest_Opfor_carrier_blk: Vest_Base_F { scope = 2; scopeCurator = 2; displayName = "OPFOR Carrier Black"; vehicleClass = ItemsVests; class TransportItems { class Opfor_carrier_blk {name = Opfor_carrier_blk; count = 1;}; }; }; }; Of course, feel free to add desired parameters like mass, armor, custom icon texture, etc. The important thing is to set right camo selections (the model has two of them, as you can see above), and textures (those above shall do the trick). If you don't need the vest to appear in the Editor and in Zeus, you can omit the whole cfgVehicles part. Please note there is a minor issue with texturing one of the vest's fasteners, which I might try to fix eventually. Share this post Link to post Share on other sites
zukov 489 Posted August 14, 2014 (edited) thanks!!!!! now i understand this ---------- Post added at 05:49 PM ---------- Previous post was at 05:26 PM ---------- thanks again Locklear ! Edited August 14, 2014 by Zukov Share this post Link to post Share on other sites
Locklear 214 Posted August 15, 2014 Glad to help. :) Share this post Link to post Share on other sites