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TacBacon

Change just texture and use base value on equipment

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I reskinned Carrier Rig (Green) V_PlateCarrier2_rgr but I do need to define picture / model and armor value myself I want to use all the base value of the Carrier Rig I used just changing the texture

 

I have tried changed Vest_Camo_Base on line 20 to V_PlateCarrier2_rgr and got an error "Undefined base class" how do I fix it?

 

config.cpp

#define true 1
#define false 0

class CfgPatches 
{
	class RTAF_Vest
	{
		units[] = {RTAF_Vest};
		weapons[] = {};
		requiredAddons[] = {};
	};
};
class cfgWeapons
{
    class ItemCore;
    class Vest_Camo_Base: ItemCore
    {
        class ItemInfo;
    };
    class RTAF_PlateCarrier_wdl: Vest_Camo_Base
    {
        author = "Splendid Modder";
        scope = 2;
        displayName = "RTAF Carrier Rig (Digital Woodland)";
        picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
        hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_PlateCarrier_digiwdl_f.paa"};
        class ItemInfo: ItemInfo
        {
            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";   
            containerClass = Supply80;     
            mass = 15;
            armor = 0;
            passThrough = 1;
        };
    };
};

config.cpp I use as template https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration

class cfgWeapons
{
    class ItemCore;
    class Vest_Camo_Base: ItemCore
    {
        class ItemInfo;
    };
    class V_vest_new: Vest_Camo_Base
    {
        author = "Splendid Modder";
        scope = 2;
        displayName = "New Vest";
        picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
        model = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
        hiddenSelectionsTextures[] = {"\A3\Characters_F\BLUFOR\Data\vests_khk_co.paa"};
        class ItemInfo: ItemInfo
        {
            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";          
            containerClass = Supply80;     
            mass = 15;
            armor = 0;
            passThrough = 1;
        };
    };
};

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class CfgPatches 
{
	class RTAF_Vest
	{
		units[] = {Vest_RTAF_PlateCarrier_wdl};
		weapons[] = {RTAF_PlateCarrier_wdl};
		requiredAddons[] = {A3_Characters_F};
	};
};

class CfgWeapons
{
	class V_PlateCarrier1_rgr;
	class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr
	{
		class ItemInfo;
	};

	class RTAF_PlateCarrier_wdl: V_PlateCarrier2_rgr
        {
            author = "Splendid Modder";
            displayName = "RTAF Carrier Rig (Digital Woodland)";
	    hiddenSelections[] = {"camo"};
	    hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_PlateCarrier_digiwdl_f.paa"};
            class ItemInfo: ItemInfo
            {
                hiddenSelections[] = {"camo"};
            };
        };
};

class CfgVehicles
{
	class Vest_Base_F;
	class Vest_RTAF_PlateCarrier_wdl: Vest_Base_F
	{
		scope = 2;
		scopeCurator = 2;
		displayName = "RTAF Carrier Rig (Digital Woodland)";
		author = "Splendid Modder";
		editorCategory = ItemsVests;
		editorSubcategory = EdCat_Equipment;
		vehicleClass = EdSubcat_Vests;
		class TransportItems
		{
			class RTAF_PlateCarrier_wdl {name = RTAF_PlateCarrier_wdl; count = 1;};
		};
	};
};

This should do the trick.

 

In CfgPatches, I added a dependency on Characters_F addon to clarify the load order.

 

In CfgWeapons, I used the vest you'd like to retexture directly, just added the hiddenSelections[] property, which is not used by this vest (but the model has it).

 

In CfgVehicles, I defined a ground holder for the vest, so it can be found in the editor among other vests.

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Thank you!

 

I implemented your script to add the uniform too but they not appear in the arsenal what have I did wrong?

Sorry that I don't know much about scripting and this is my first clothing mod so I don't have any complete template

class CfgPatches 
{
	class RTAF_Vest
	{
		units[] = {Vest_RTAF_PlateCarrier_wdl};
		weapons[] = {RTAF_PlateCarrier_wdl};
		requiredAddons[] = {A3_Characters_F};
	};
};

class CfgWeapons
{
	class V_PlateCarrier1_rgr;
	class U_B_CombatUniform;
	class ItemInfo;
	class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr
	{
		class ItemInfo;
	};

	class RTAF_PlateCarrier_wdl: V_PlateCarrier2_rgr
        {
            displayName = "RTAF Carrier Rig (Digital Woodland)";
	    hiddenSelections[] = {"camo"};
	    hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_PlateCarrier_digiwdl_f.paa"};
            class ItemInfo: ItemInfo
            {
                hiddenSelections[] = {"camo"};
            };
        };
	
	class RTAF_CombatUniform_wdl: U_B_CombatUniform
        {
            displayName = "RTAF Combat Fatigues (Digital Woodland)";
	    hiddenSelections[] = {"camo"};
	    hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_CombatUniform_digiwdl_f.paa"};
            class ItemInfo: ItemInfo
            {
                hiddenSelections[] = {"camo"};
            };
        };
};

class CfgVehicles
{
	class Vest_Base_F;
	class Vest_RTAF_PlateCarrier_wdl: Vest_Base_F
	{
		scope = 2;
		scopeCurator = 2;
		displayName = "RTAF Carrier Rig (Digital Woodland)";
		editorCategory = ItemsVests;
		editorSubcategory = EdCat_Equipment;
		vehicleClass = EdSubcat_Vests;
		class TransportItems
		{
			class RTAF_PlateCarrier_wdl {name = RTAF_PlateCarrier_wdl; count = 1;};
		};
	};
	class Item_Base_F;
	class Uniform_RTAF_CombatUniform_wdl: Item_Base_F
	{
		scope = 2;
		scopeCurator = 2;
		displayName = "RTAF Combat Fatigues (Digital Woodland)";
		editorCategory = "EdCat_Equipment";
		editorSubcategory = "EdSubcat_Uniforms";
		vehicleClass = "ItemsUniforms";
		class TransportItems
		{
			class RTAF_CombatUniform_wdl {name = RTAF_CombatUniform_wdl; count = 1;};
		};
	};
};

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