Alex150201 894 Posted May 4, 2016 Hello everyone, I have been trying in the past few days to make a retexture of the AAF uniform at which I succeeded. Then I needed to put it in game as an addon so I have to write a config.cpp file. No matter what I can't get it to work, so any help would be appreciated. Config.cpp Reveal hidden contents enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class Myretextures { units[] = {"Task Force Spartan"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"characters_f_beta"}; }; }; class CfgVehicles { class I_Soldier_02_F; class Custom_Uniform : I_Soldier_02_F { author = "Alex150201"; _generalMacro = "I_Soldier_02_F"; //unsure what this does scope = 2; displayName = "TF Spartan Rifleman"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Not rolled up nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "DigitalMtp"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"uniforms\data\digitalmtp43.paa"}; }; }; class cfgWeapons { //******************************************************************************************************************************************************************************************** //***** Uniforms ***************************************************************************************************************************************************** //******************************************************************************************************************************************************************************************** class ItemCore; class UniformItem; class Uniform_Base: ItemCore { class ItemInfo; }; class DigitalMtp : Uniform_Base { author = Alex150201 scope = 2; displayName = "[TFS]Digital Mtp"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"uniforms\data\digitalmtp43.paa"}; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Custom_Uniform"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 30; //how much it weights }; }; }; Screenshots Reveal hidden contents How it looks: http://imgur.com/Rfe8Y0g How it is supposed to look: http://imgur.com/DUFyzJ3 Share this post Link to post Share on other sites
KokaKolaA3 394 Posted May 4, 2016 Next time you can ask me on steam^^. You should use a Tag to to avoid problems with other mods, try this: class CfgPatches { class TAG_myretextures // has to be the same name as your folder! { units[] = {"soldier classname here"}; //making it ZEUS compatible weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class TAG_soldier_name : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "TF Spartan Rifleman"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "tag_uniform_name"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"uniforms\data\digitalmtp43.paa"}; model = "\A3\characters_f_beta\indep\ia_soldier_01"; linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class cfgWeapons { class Uniform_Base; class UniformItem; class tag_uniform_name : Uniform_Base { author = "Alex150201"; scope = 2; displayName = "TF Spartan Uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\characters_f_beta\indep\ia_soldier_01"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "TAG_soldier_name"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 30; //how much it weights }; }; }; Share this post Link to post Share on other sites