CrazyCorky 463 Posted February 23, 2016 Thanks for posting pictures, this is the part of my config that defines my vest. I got it from a de-pboed older retexture, maybe it is obsolete: It is obsolete. When they rolled out 1.54 they changed how armor is handled. I might be able to get you a newer config. But basically now each vest has classes defined of what it protects and the value. It's a lot more complex now. But you should be able to just reference a vanilla vest or if you want updated capacities and armor just take one and change what's needed. Share this post Link to post Share on other sites
R0adki11 3949 Posted February 23, 2016 Thanks for posting pictures, this is the part of my config that defines my vest. I got it from a de-pboed older retexture, maybe it is obsolete: This works for my Nogovans - note im inheriting from the AAF BodyArmour - you can simple change that to BLUFOR V_PlateCarrierIA2_dgtl; class rki_naf_li_Vest_rangeroak : V_PlateCarrierIA2_dgtl { author = "R0adki11"; scope = 2; displayName = "Highland Ranger Vest [NAF]"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_ca.paa"; dlc = "rki_naf_li_Mod"; model = "\A3\characters_f_beta\indep\equip_ia_vest02"; hiddenselections[] = {"Camo", "insignia"}; hiddenSelectionsTextures[] = {"rki_naf_li\Data\NogovanOak_2_IOTV_co.paa"}; class ItemInfo : ItemInfo { uniformModel = "\A3\characters_f_beta\indep\equip_ia_vest02"; containerClass = "Supply120"; hiddenselections[] = {"Camo", "insignia"}; }; }; 1 Share this post Link to post Share on other sites
CrazyCorky 463 Posted February 25, 2016 My apologies. Just like the uniforms. Share this post Link to post Share on other sites
R0adki11 3949 Posted February 25, 2016 Just curious as to any word on the config update for this? It will be done when its ready and not before ;). Please note asking for updates, is counted as a form of spam. As per the forum rules. 1 Share this post Link to post Share on other sites
mathias_eichinger 64 Posted February 25, 2016 Guys, thank you for the input, I'll try to correct these vests in the near future. Share this post Link to post Share on other sites
mathias_eichinger 64 Posted March 3, 2016 Hi Roadkill. I would fancy some specific information about your vest config definition: V_PlateCarrierIA2_dgtl; class rki_naf_li_Vest_rangeroak : V_PlateCarrierIA2_dgtl { author = "R0adki11";scope = 2;displayName = "Highland Ranger Vest [NAF]";picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_ca.paa"; dlc = "rki_naf_li_Mod";model = "\A3\characters_f_beta\indep\equip_ia_vest02"; hiddenselections[] = {"Camo", "insignia"}; hiddenSelectionsTextures[] = {"rki_naf_li\Data\NogovanOak_2_IOTV_co.paa"};class ItemInfo : ItemInfo {uniformModel = "\A3\characters_f_beta\indep\equip_ia_vest02"; containerClass = "Supply120";hiddenselections[] = {"Camo", "insignia"};};}; Do you have a resource that points me to the path of picture = model = uniformModel = for BLUFOR vests? I think the rest of it appears pretty clear to me, but the mentioned stuff can't be found here: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_GUER(tried to find the model paths for your vest) Share this post Link to post Share on other sites
R0adki11 3949 Posted March 3, 2016 hi Roadkill. I would fancy some specific information about your vest config definition: Do you have a resource that points me to the path of picture = model = uniformModel = for BLUFOR vests? I think the rest of it appears pretty clear to me, but the mentioned stuff can't be found here: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_GUER(tried to find the model paths for your vest) It will not appear there as i am using AAF Vests rather than BLUFOR Vests. You need a blufor vest config, such as below: class V_PlateCarrier1_rgr : Vest_NoCamo_Base { author = "Bohemia Interactive"; _generalMacro = "V_PlateCarrier1_rgr"; scope = 2; displayName = "Carrier Lite (Green)"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; descriptionShort = "Armor Level III"; class ItemInfo : ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 80; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 16; PassThrough = 0.3; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; For reference full configs of all game assets can be found here: https://forums.bistudio.com/topic/188332-eden-all-in-one-config-dumps/ Share this post Link to post Share on other sites
mathias_eichinger 64 Posted March 4, 2016 Hi Roadkill, thank you for getting me on track for proper ballistic protection values, but now another problem has surfaced: Once I define the class HitpointsProtectionInfo as per your example, my vest camo textures do not show up anymore, but it reverts to the standard US khaki vest texture; I show you an excerpt from my config file: class EDF_Wood_PlateCarrier1 : Vest_NoCamo_Base { scope = public; displayName = "EDF Wood camo Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"EDF 2035\Data\EDFWood\EDFWoodVests.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply120"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; class EDF_Wood_PlateCarrier2 : V_PlateCarrier1_rgr { scope = public; displayName = "EDF Wood camo Platecarrier2"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"EDF 2035\Data\EDFWood\EDFWoodVests.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; containerClass = "Supply140"; mass = 80; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 16; PassThrough = 0.3; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; The EDF wood PlateCarrier2 has the new hitpoint protection system, the EDF wood PlateCarrier uses the old damage System. Now both have texture paths defined, yet, only the PlateCarrier1 has its original EDF camo texture, the second one reverts to the stock texture with US flag. If necessary, I will post a picture. Share this post Link to post Share on other sites
R0adki11 3949 Posted March 7, 2016 One is working as its inheriting from the wrong class, one is working as it inheriting correctly. Corrected code below: class EDF_Wood_PlateCarrier1 : V_PlateCarrier1_rgr{ scope = public; displayName = "EDF Wood camo Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"EDF 2035\Data\EDFWood\EDFWoodVests.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply120"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; class EDF_Wood_PlateCarrier2 : V_PlateCarrier1_rgr { scope = public; displayName = "EDF Wood camo Platecarrier2"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"EDF 2035\Data\EDFWood\EDFWoodVests.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; containerClass = "Supply140"; mass = 80; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 16; PassThrough = 0.3; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; Not sure why your texture isn't showing, it sounds like an inheritance issue with your config. Drop me a PM and i will have look further. Share this post Link to post Share on other sites
mathias_eichinger 64 Posted April 6, 2016 I just updated my EDF infantry - adding proper armor values to the helmet and the vests. Please check the first post for download links. 1 Share this post Link to post Share on other sites
Guest Posted April 23, 2016 New version frontpaged on the Armaholic homepage. Everon Defence Force 2035 infantry v1.3 Share this post Link to post Share on other sites
kecharles28 197 Posted April 23, 2016 Updated mod v1.3 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
mathias_eichinger 64 Posted April 24, 2016 foxhound and kecharles 28, thank you for updating your database! Share this post Link to post Share on other sites
mathias_eichinger 64 Posted August 10, 2016 I just updated my addon to version 1.4, please checkout the first post for temporary download link and steam subscription. Share this post Link to post Share on other sites
Guest Posted August 10, 2016 New version frontpaged on the Armaholic homepage. Everon Defence Force 2035 infantry v1.4 Share this post Link to post Share on other sites
sonsalt6 105 Posted August 31, 2016 Updated mod v1.4 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
mathias_eichinger 64 Posted September 1, 2016 Thank you for adding it to withSIX! Share this post Link to post Share on other sites