ravendk 25 Posted August 21, 2014 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: Share this post Link to post Share on other sites
DreamRebel 73 Posted August 21, 2014 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"};" Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 21, 2014 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 Share this post Link to post Share on other sites
DreamRebel 73 Posted August 21, 2014 (edited) Yeah, you'll have to use the hiddenSelectionsTextures line to off course. :P But in that way it should work. Edited August 21, 2014 by DreamRebel Share this post Link to post Share on other sites
ravendk 25 Posted August 21, 2014 (edited) 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 August 21, 2014 by RavenDK Share this post Link to post Share on other sites