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ravendk

How do i get a unit to have a Insignia by default

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Hello there.

Im trying to make a custom medic with a medic armpatch by using the Insignia.

The unit works perfectly as normal by placing it in the editor and adding:

Init: [this,"DDAM_Patch_Medic_01"] call BIS_fnc_setUnitInsignia;

What i would love to have is the medic having that Insignia by default so you dont have to write it in manualy, can any one help please? :confused:

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I believe you'll have to add a second hiddentexture in your config.

I'm not sure about the name but I thought it was "Insignia".

It will look like this;

"hiddenSelections[] = {"Camo", "insignia"};"

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I believe you'll have to add a second hiddentexture in your config.

I'm not sure about the name but I thought it was "Insignia".

It will look like this;

"hiddenSelections[] = {"Camo", "insignia"};"

Thereby using

hiddenSelectionsTextures[] = {"PathToUniformTexture_co.paa", "\PathToArmPatch_co.paa"};

might be able to force the insignia onto a particular unit, like Frandsen wants to do

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Yeah, you'll have to use the hiddenSelectionsTextures line to off course. :P

But in that way it should work.

Edited by DreamRebel

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Thereby using

hiddenSelectionsTextures[] = {"PathToUniformTexture_co.paa", "\PathToArmPatch_co.paa"};

might be able to force the insignia onto a particular unit, like Frandsen wants to do

Thanks Mike, Im trying the following

class DDAM_MTS_Soldier_medic_F : DDAM_MTS_Soldier_base_F {
	scope = 2; /// scope needs to be 2 to have a visible class
	vehicleClass = DDAM_vehclass_soldier_MTS; /// Special Man class
	displayName = "Combat Medic";
	modelsides[] = {6};
	attendant = true;
	cost = 100000;
	senstitivity = 2.5;
	icon = "iconManMedic";

	backpack = "DDAM_AssaultPack_rgr_Medic";
	picture = "pictureHeal";
	weapons[] = {"DDAM_C8M10_F", "Throw", "Put"};
	respawnWeapons[] = {"DDAM_C8M10_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, HandGrenade, HandGrenade};
	respawnMagazines[] = {30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, HandGrenade, HandGrenade};
	linkedItems[] = {V_DDAM_Vest_MTS_M, H_DDAM_Helmet_M11, ItemMap, ItemCompass, ItemWatch, ItemRadio, DDAM_PVS14}; /// items directly in inventory slots
	respawnLinkedItems[] = {V_DDAM_Vest_MTS_M, H_DDAM_Helmet_M11, ItemMap, ItemCompass, ItemWatch, ItemRadio, DDAM_PVS14};
	Items[] = {FirstAidKit,FirstAidKit,FirstAidKit,FirstAidKit,Medikit}; /// one First aid kit is good to start with
	RespawnItems[] = {FirstAidKit,FirstAidKit,FirstAidKit,FirstAidKit,Medikit};

	hiddenSelections[] = {"Camo", "insignia"}; /// selection defined in sections of model that may have texture and materials changed by setObjectTexture or next parameter
	hiddenSelectionsTextures[] = {"\ddam\ddam_MTS_A3\data\MTS_Uniform_co.paa", "\DDAM\DDAM_Patches\data\common\Medic_01.paa"}; /// what texture does this soldier use for camo selection

};

But it dosnt work as i hoped (Nothing shows up on the insignia :/

Edited by RavenDK

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