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IndeedPete

U_BG_Guerilla3_1 And U_C_HunterBody_grn In Custom Units Config

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Heya!

I'd require some help regarding the two uniforms "U_BG_Guerilla3_1" ("Guerilla Smocks") and "U_C_HunterBody_grn" ("Hunting Clothes"). Used them in custom units' configs as shown in the example below:

class IP_I_Soldier_AR_FGuerLite: I_Soldier_AR_F 
{
backpack = "IP_B_Fieldpack_AR_oli";
displayName = "Fighter (RPK)";
faction = "IP_BSM";
hiddenSelections[] = {"camo","insignia"};
hiddenSelectionsTextures[] = {"\A3\Characters_F_Gamma\Guerrilla\Data\ig_guerrilla3_1_co.paa"};
linkedItems[] = {"IP_H_Booniehat_mcamoWoodMARPAT","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
magazines[] = {"hlc_75Rnd_762x39_m_rpk","MiniGrenade","MiniGrenade","SmokeShell","SmokeShellGreen","SmokeShellOrange","SmokeShellPurple","Chemlight_green","Chemlight_green"};
model = "\A3\characters_F_gamma\Guerrilla\ig_guerrilla3_1.p3d";
respawnLinkedItems[] = {"IP_H_Booniehat_mcamoWoodMARPAT","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
respawnMagazines[] = {"hlc_75Rnd_762x39_m_rpk","MiniGrenade","MiniGrenade","SmokeShell","SmokeShellGreen","SmokeShellOrange","SmokeShellPurple","Chemlight_green","Chemlight_green"};
respawnWeapons[] = {"hlc_rifle_rpk","Throw","Put"};
uniformClass = "U_BG_Guerilla3_1";
vehicleClass = "IP_Men_GUERLITE";
weapons[] = {"hlc_rifle_rpk","Throw","Put"};

class EventHandlers
{
	init = "[(_this select 0), 'Fighter'] spawn IP_fnc_setBSMInsignia";
};
};

Set the model and hidden selections as in the vanilla FIA Marksman ("B_G_Soldier_M_f") as he is wearing the "Guerilla Smocks". While the textures are set correctly the uniform itself doesn't show up in the inventory in-game. It also prevents me from reloading, e.g. by using the ammo from the backpack:

2015-03-30_00001qhsv7.jpg 2015-03-30_00002aoszo.jpg

Anyone knows what I did wrong? Same method works with custom and other vanilla uniforms - it's just these two I can't get working.

Appreciate any idea!

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Anyone able to help out? Appreciate any thought! :)

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try making the unit inherit the class of a soldier that acctually has those clothes and then remove the model part i believe... its not needed as the uniform model is allready defined in its parent class.

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Yeah, tried that before. Though I can't get rid of the randomisation scripts, even if I overwrite its init eventhandler. Might try again later, thanks.^^

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Got at least the Guerilla Smocks working. Seems like there are some weird side restrictions on config level. (I assumed the change a few Arma versions ago only affected uniforms added by script.) Not even inheriting from B_G_Soldier_M_f helped, but using the uniform class of his INDFOR pendant did. So, it's "U_IG_Guerilla3_1" instead of "U_BG_Guerilla3_1". Duh. :rolleyes:

class IP_I_Soldier_AR_FGuerLite: I_Soldier_AR_F
{
backpack = "IP_B_Fieldpack_AR_oli";
displayName = "Fighter (RPK)";
faction = "IP_BSM";
hiddenSelections[] = {"camo","insignia"};
hiddenSelectionsTextures[] = {"\A3\Characters_F_Gamma\Guerrilla\Data\ig_guerrilla3_1_co.paa"};
linkedItems[] = {"IP_H_Booniehat_mcamoWoodMARPAT","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
magazines[] = {"hlc_75Rnd_762x39_m_rpk","MiniGrenade","MiniGrenade","SmokeShell","SmokeShellGreen","SmokeShellOrange","SmokeShellPurple","Chemlight_green","Chemlight_green"};
model = "\A3\characters_F_gamma\Guerrilla\ig_guerrilla3_1.p3d";
respawnLinkedItems[] = {"IP_H_Booniehat_mcamoWoodMARPAT","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
respawnMagazines[] = {"hlc_75Rnd_762x39_m_rpk","MiniGrenade","MiniGrenade","SmokeShell","SmokeShellGreen","SmokeShellOrange","SmokeShellPurple","Chemlight_green","Chemlight_green"};
respawnWeapons[] = {"hlc_rifle_rpk","Throw","Put"};
side = 2;
uniformClass = "U_IG_Guerilla3_1";
vehicleClass = "IP_Men_GUERLITE";
weapons[] = {"hlc_rifle_rpk","Throw","Put"};

class EventHandlers
{
	init = "[(_this select 0), 'Fighter'] spawn IP_fnc_setBSMInsignia";
};
};

Have no idea how to deal with the Hunting Clothes though as there is only a civilian version. Also wasn't able to spot any config parameter suggesting a side restriction. Anyone knows how I'd need to configure a uniform to make it wearable on INDFOR side?

---------- Post added at 12:59 AM ---------- Previous post was at 12:50 AM ----------

Nevermind, I've bypassed the side restriction by creating the exact same uniform again in my own config:

class IP_U_C_HunterBody_grn: U_C_HunterBody_grn
{
displayName = "Hunting Clothes (BSM)";

class ItemInfo: UniformItem {
	containerClass = "Supply30";
	hiddenSelections[] = {"Camo"};
	mass = 30;
	uniformModel = "-";
	uniformClass = "IP_I_Leader_FStoryPistol";
};
};

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Let me offer some clarification.

In a uniform config, there's class ItemInfo with the uniformClass property. This property contains a soldier class, and the uniform is given the faction of that soldier. Soldiers aren't allowed to equip uniforms of other factions (and civilian ones), which is the source of the problems you encountered. The solution you found is the right one. Basically, in MySoldier's config, you want to have uniformClass = "MyUniform", and in MyUniform's config's class ItemInfo, you want to have uniformClass = "MySoldier". Once a soldier is connected with his uniform this way, everything works. Of course, several soldiers can use one uniform class, while only one of them is mentioned in the uniform's config - just their faction needs to be the same. In short, a uniform itself has no faction restriction, but it is given to it via connecting it with a particular soldier; the uniform then gains the soldier's faction.

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Ah, Locklear, helpful as always! That's what I concluded of my findings as well. So, thank you good Sir! :)

I also posted in an earlier conversation regarding a pair of CSAT boots which sadly refuse to be repainted: http://forums.bistudio.com/showthread.php?187206-Re-Texturing-NLAW-and-NV-Goggles&p=2908375&viewfull=1#post2908375

I'd be tremendously thankful if you could help me out again.

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