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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

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

 

How it looks:

http://imgur.com/Rfe8Y0g

 

How it is supposed to look:

http://imgur.com/DUFyzJ3

 

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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
		};
	};
};

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