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vanschmoozin

Vest has no armor in game, config help.

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OK, I'll check them out when you post them up

Keep in mind just because the Arsenal shows the vests as having no armour, doesn't mean that they don't have any - the Arsenal hasn't been patched to work properly with the new PPE system and shows nil armour for everything. The true test is if you can survive getting hit in the chest :P

 

Yeah i know. I found the bug while shooting virtual soldier wearing my gear. My vest are made of butter. 

class V_CSOR_ATAC_AU_H : V_PlateCarrier1_rgr
	{
		author= "Olivier Languedoc & Guillaume Arruda";
		displayName = "[CSOR] A-TACS AU Heavy Plate Carrier";
		picture = "\CSOR\Vest\Icons\icon_vest_ATAC_AU.paa";
		hiddenSelections[] = {"Camo"};
		hiddenSelectionsTextures[] = {"\CSOR\Vest\Textures\Vest_ATAC_AU.paa"};
		class ItemInfo: VestItem
		{
			armor = "100";
			containerclass = "Supply180";
			mass = 130;
			passthrough = 0.2;
			uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01";
			hiddenSelections[] = {"camo"};
		}; 

Do you think its because i have an amor value that it break the inheritance?

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The armor value is changed to different types of locations. The 1st page has the list of what works in place of the armor = 100 value.

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yeah i know. But if want the vanilla stuff. Do i have to manually add the hitpoits class to every vest? 

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And do you know where are the vanilla hitpoints values for each type of vest? I dont want to have invincible vest.

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Yeah i know. I found the bug while shooting virtual soldier wearing my gear. My vest are made of butter. 

class V_CSOR_ATAC_AU_H : V_PlateCarrier1_rgr
	{
		author= "Olivier Languedoc & Guillaume Arruda";
		displayName = "[CSOR] A-TACS AU Heavy Plate Carrier";
		picture = "\CSOR\Vest\Icons\icon_vest_ATAC_AU.paa";
		hiddenSelections[] = {"Camo"};
		hiddenSelectionsTextures[] = {"\CSOR\Vest\Textures\Vest_ATAC_AU.paa"};
		class ItemInfo: VestItem
		{
			armor = "100";
			containerclass = "Supply180";
			mass = 130;
			passthrough = 0.2;
			uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01";
			hiddenSelections[] = {"camo"};
		}; 

Do you think its because i have an amor value that it break the inheritance?

Its broken because you inherit your ItemInfo from ItemVest, which is coded as such:

	class VestItem: InventoryItem_Base_F
	{
		author = "$STR_A3_Bohemia_Interactive";
		_generalMacro = "VestItem";
		type = 701;
		uniformType = "Default";
		hiddenSelections[] = {};
		class HitpointsProtectionInfo
		{
			class Body
			{
				hitpointName = "HitBody";
				armor = 0;
				passThrough = 1;
			};
		};
		overlaySelectionsInfo[] = {"Ghillie_hide"};
		showHolsteredPistol = 0;
	};

Notice the armor value of 0 ;)

 

Instead, change

class ItemInfo: VestItem

to

class ItemInfo: ItemInfo

and it should work as intended, without having to define the armour values in your config.

class V_CSOR_ATAC_AU_H : V_PlateCarrier1_rgr
	{
		author= "Olivier Languedoc & Guillaume Arruda";
		displayName = "[CSOR] A-TACS AU Heavy Plate Carrier";
		picture = "\CSOR\Vest\Icons\icon_vest_ATAC_AU.paa";
		hiddenSelections[] = {"Camo"};
		hiddenSelectionsTextures[] = {"\CSOR\Vest\Textures\Vest_ATAC_AU.paa"};
		class ItemInfo: ItemInfo
		{
			containerclass = "Supply180";
			mass = 130;
			uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01";
			hiddenSelections[] = {"camo"};
		};
        };

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Guest
class A3L_EC_SERT_SPOPS_VEST : Vest_Camo_Base

{

scope = 2;

displayName = "A3L SERT Special Ops Vest (Black)";

picture = "\A3L_SheriffOffice\tryk_data\sert\ui\ui_plate_carrier_w.paa";

model = "\A3L_SheriffOffice\tryk_data\sert\EI_TAC_V1LPCQB2";

hiddenSelections[] = { "camo", "camo1", "camo2" };

hiddenSelectionsTextures[] = { "A3L_SheriffOffice\tryk_data\sert\TAC_V1SRF_BK.paa", "A3L_SheriffOffice\tryk_data\sert\do_1_co_BK.paa", "A3L_SheriffOffice\tryk_data\sert\do_equip_co_BK.paa" };

hiddenSelectionsMaterials[] = { "A3L_SheriffOffice\tryk_data\sert\tac_v1p.rvmat", "zA3L_SheriffOffice\tryk_data\sert\do_v1_co.rvmat", "A3L_SheriffOffice\tryk_data\sert\do_v1eq_co.rvmat" };

 

class ItemInfo : VestItem

{

uniformModel = "\A3L_SheriffOffice\tryk_data\sert\EI_TAC_V1LPCQB2.p3d";

hiddenSelections[] = { "camo", "camo1", "camo2" };

containerClass = "Supply180";

mass = 1;

class HitpointsProtectionInfo {

                class Chest {

                    HitpointName = "HitChest";

                    armor = 66;

                    PassThrough = 0.3;

                };

 

                class Diaphragm {

                    HitpointName = "HitDiaphragm";

                    armor = 66;

                    PassThrough = 0.3;

                };

 

                class Abdomen {

                    hitpointName = "HitAbdomen";

                    armor = 66;

                    passThrough = 0.3;

                };

 

                class Body {

                    hitpointName = "HitBody";

                    passThrough = 0.3;

                };

            };

        };

};

 

Idk whats wrong?can i get some help

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class ItemInfo : VestItem

 

should be

 

class ItemInfo : ItemInfor

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Guest

class ItemInfo : VestItem

 

should be

 

class ItemInfo : ItemInfor

still doesnt work.. :(

it makes the whole vest dissapear

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still doesnt work.. :(

it makes the whole vest dissapear

 

 

class ItemInfo : VestItem

 

should be

 

class ItemInfo : ItemInfor

 

Try

class ItemInfo: ItemInfo

as Roadkill typo'd ;)

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class A3L_EC_SERT_SPOPS_VEST : Vest_Camo_Base

{

scope = 2;

displayName = "A3L SERT Special Ops Vest (Black)";

picture = "\A3L_SheriffOffice\tryk_data\sert\ui\ui_plate_carrier_w.paa";

model = "\A3L_SheriffOffice\tryk_data\sert\EI_TAC_V1LPCQB2";

hiddenSelections[] = { "camo", "camo1", "camo2" };

hiddenSelectionsTextures[] = { "A3L_SheriffOffice\tryk_data\sert\TAC_V1SRF_BK.paa", "A3L_SheriffOffice\tryk_data\sert\do_1_co_BK.paa", "A3L_SheriffOffice\tryk_data\sert\do_equip_co_BK.paa" };

hiddenSelectionsMaterials[] = { "A3L_SheriffOffice\tryk_data\sert\tac_v1p.rvmat", "zA3L_SheriffOffice\tryk_data\sert\do_v1_co.rvmat", "A3L_SheriffOffice\tryk_data\sert\do_v1eq_co.rvmat" };

 

class ItemInfo: ItemInfo

{

uniformModel = "\A3L_SheriffOffice\tryk_data\sert\EI_TAC_V1LPCQB2.p3d";

hiddenSelections[] = { "camo", "camo1", "camo2" };

containerClass = "Supply180";

mass = 1;

class HitpointsProtectionInfo {

                class Chest {

                    HitpointName = "HitChest";

                    armor = 66;

                    PassThrough = 0.3;

                };

 

                class Diaphragm {

                    HitpointName = "HitDiaphragm";

                    armor = 66;

                    PassThrough = 0.3;

                };

 

                class Abdomen {

                    hitpointName = "HitAbdomen";

                    armor = 66;

                    passThrough = 0.3;

                };

 

                class Body {

                    hitpointName = "HitBody";

                    passThrough = 0.3;

                };

            };

        };

};

 

STILL DOESNT WORK ?? idk bruh im lost

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Hello. I had the very same issue and the way i was able to fix it was by using this:
https://community.bistudio.com/wiki/Arma_3_Soldier_Protection

As the example shows:
 

	// Carrier Special Rig (Green)
	class V_PlateCarrierSpec_rgr: Vest_NoCamo_Base
	{
		/* other properties */	
		class ItemInfo: ItemInfo
		{	
			/* other properties */	
			class HitpointsProtectionInfo
			{
				class Neck
				{
					hitpointName	= "HitNeck"; // reference to the hit point class defined in the man base class
					armor		= 8; // addition to armor of referenced hitpoint
					passThrough	= 0.5; // multiplier of base passThrough defined in referenced hitpoint
				};
				class Arms
				{
					hitpointName	= "HitArms";
					armor		= 8;
					passThrough	= 0.5;
				};
				class Chest 
				{
					hitpointName	= "HitChest"; 
					armor		= 24; 
					passThrough	= 0.1; 
				};
				class Diaphragm
				{
					hitpointName	= "HitDiaphragm";
					armor		= 24;
					passThrough	= 0.1;
				};
				class Abdomen
				{
					hitpointName	= "HitAbdomen"; 
					armor		= 24;
					passThrough	= 0.1;
				};
				class Body
				{
					hitpointName	= "HitBody";
					passThrough	= 0.1;
				};
			};
		};
	};

I added that to my code and when i went back in the game it was working. Hope it helps out someone. I'm quite new to modding. :)

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