pd3 25 Posted September 7, 2015 I would like to make a duplicate custom class of the new heavy Marksman vests which slightly altered stats for some custom units I'm building. It seems as if simply referencing the weapon class of the vests with altered stats is not working as it should, the referenced custom class vest does not appear on the player, yet does when it is dropped on the ground, as it also does in the inventory.I figured that I probably have to enter the information for the model path, hidden selections, and hidden selections textures, which is a problem as EBOs are now a thing.Is anyone able to help? Share this post Link to post Share on other sites
Ranwer135 308 Posted September 7, 2015 Config Viewer within the editor...? Share this post Link to post Share on other sites
Locklear 214 Posted September 7, 2015 Your description is not very specific, so I'll try a handful of general suggestions, and we'll see what we'll end with. :) A vest if defined in cfgWeapons, an editor item (aka ground holder) has its entry in cfgVehicles. You might have missed one or the other. Even though Marksmen DLC addons are in EBOs, you can view the whole config in the config viewer, as mentioned by Ranwer135, so you can find the information you seek there. Last but not least, you can try to check my guide here for some additional information about vests configs. Feel free to ask in case you have more questions. 1 Share this post Link to post Share on other sites
Ranwer135 308 Posted September 7, 2015 Also in addition to what locklear has just said, the list on the left of the viewer are classes. You can double click on the ones that display a "+" symbol on the side, to expand the selection. On the right side is the code found within that class, which you can copy that code into your config with ease. (This can be done with the left side as well) Keep in mind that symbols "{" and "}" keeps the code you are inputting, stays within the class. (But with each "}" ends with a ";") If you want to create a class, but based off from another class, you can use ":" to do that. For example: mySoldier: CAManBaseThe above will create a new class, but based upon the class "CAManBase". What this means, is that the code originally put in "CAManBase", can be inputted automatically into your new class, without having to create an entirely new class again. (But bear in mind that the class your defining must be within the main class of your new class, e.g. "CfgVehicles")Hope it helps, ;) Ranwer135 Share this post Link to post Share on other sites
pd3 25 Posted September 8, 2015 I apologize for not providing a more detailed explanation.Here's basically a quick and dirty explanation of what I've done. I have had ZERO syntax errors, no missing declarations, etc.This is purely a "missing information" problem I believe, but I do appreciate expanded explanations/help, and hopefully some people newer to editing will benefit from this post as well.The only thing I have a question about is what is the config viewer? I guess that one completely escaped me, I was unaware you could actually see the config data from a viewer within the game, if-so that's amazing, I'll have to look into that.cfgweapons{/* a bunch of class inheritance declarations, I'm pretty sure I'm not missing anything */class V_PlateCarrierSpec_blk; // the class I wish my custom variant to inherit fromclass Cust_PlateCarrierSpec_blk_1: V_PlateCarrierSpec_blk // my custom variant{/* All presumed to be inherited data, but I think this is where I screwed up, I believe the "model", "hiddenSelections", and "hiddenSelectionsTextures" need to be actively declared as they don't seem to inherit, maybe I'm wrong. */class ItemInfo: VestItem { containerClass = "supply100" mass = 40; armor = 400; passThrough = 0.3; };};This is just a general impression of what I've done, I don't have any config errors, the vest that I was referencing to inherit into my created cfgWeapons class simply does not show up on the unit itself, however it does show up in the unit's inventory and can be dropped and it does appear on the ground.As I said. I think after the declaration for the new class, "mode", and "hiddenselection/textures" need to be entered manually as it seems to not appear on the player when it simply tries to inherit from the class itself.I think I discovered the problem, doesn't the "access" variable determine whether you can create inherited classes from a given class?with V_platecarrierspec_blk, it's access variable is set to '3'.I may have to just pull out the model and texture references and inherit from something else.Okay, scratch all that.I was actually correct about it missing some info that must be manually input, however it appears it wasn't what I thought it was.Under the child class "ItemInfo: VestItem" you must input the UniformModel data location, in this case it was "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d".The vest now appears on the AI/Player as it is supposed to, mystery solved!Thanks for all your replies, especially pointing out the existence of the config viewer. I guess I've been so used to doing things the old fashioned way that I didn't bother to investigate any further, this is going to help tremendously.I hope this also helps anyone else in a similar situation as well. 1 Share this post Link to post Share on other sites
Locklear 214 Posted September 8, 2015 Glad you solved the issue. :) I just would like to clarify some assumptions you mentioned in your post. First of all, you inherited your ItemInfo subclass from the VestItem one, which actually does not contain the uniformModel property. Therefore you had to enter that manually. If you properly inherit a class, its whole content is inherited; there is no need to enter anything manually. There is no property that restricts what can be inherited. Share this post Link to post Share on other sites
pd3 25 Posted September 9, 2015 Glad you solved the issue. :) I just would like to clarify some assumptions you mentioned in your post. First of all, you inherited your ItemInfo subclass from the VestItem one, which actually does not contain the uniformModel property. Therefore you had to enter that manually. If you properly inherit a class, its whole content is inherited; there is no need to enter anything manually. There is no property that restricts what can be inherited. Well, I have no idea why manually inputting the data worked, but it did, so it beats the hell out of me. They wouldn't appear on player models prior to that, and now they do. So either way it's fixed. Share this post Link to post Share on other sites
Locklear 214 Posted September 9, 2015 That's why the config viewer is so handy: you can check the actual whole content of a class, so you can find even the values of inherited properties (or find out that the parent class actually doesn't have such properties defined, so you'll have to define them in your class – which was the case in your issue :) ). Share this post Link to post Share on other sites