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mathias_eichinger

Everon Defence Force 2035 infantry

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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 I got it from a de-pboed older retexture, maybe it is obsolete:

It is obsolete.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.

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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 I got it from a de-pboed older retexture, maybe it is obsolete: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"};
        };
    };
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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.

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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)

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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/

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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.

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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.

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I just updated my EDF infantry - adding proper armor values to the helmet and the vests. Please check the first post for download links.

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I just updated my addon to version 1.4, please checkout the first post for temporary download link and steam subscription.

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