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Hello all,

A few months ago I started making a new unit addon.

With some help I managed to get my self made helmet model ingame and I wanted to make a single unit wearing the helmet and using a custom texture on it's vest to go with it.

I got as far as getting a unit ingame, wearing the helmet but not the right uniform.

Yesterday I started tinkering with the config.cpp again to try and make it use the new gendarmerie uniform and my helmet.

I forgot to make a backup of my original config.cpp (which is a total mess by itself... I'm more of a graphics guy and not much of a coder) and since my most recent changes the game crashes during initializing addons. I screwed up and I have no idea where to go from here. I hope you guys can help me out.

What I want to achieve:

-Create a soldier unit for NATO.

-Make it wear the gendarmerie soldier fatigues

-Make it use V_PlateCarrierGL_blk with a custom texture (\BBE_Operators\data\coveralls\coveralls_black_co.paa)

This is my completely borked up config.cpp

it contans code in which I tried to use a retexture of the pilot coveralls (before APEX came out I wanted to use that uniform, now I don't)

Please help me out guys!

class CfgPatches{    class BBE_Operators    {		units[] = {"BBE_CQB","BBE_Assault"};                weapons[] = {};                requiredVersion = 0.1;                requiredAddons[] = {"A3_Characters_F"};    };};class cfgVehicles{    class B_Soldier_base_F;    class BBE_CQB: B_Soldier_base_F    {        author = "[BBE] Drummer";                 scope = 2;                                 scopeCurator = 2;                           scopeArsenal = 2;                           identityTypes[] =  {"LanguageENG_F","Head_NATO","G_NATO_default"};                displayName = "BBE CQB";                cost = 200000;                              camouflage = 1.0;                           sensitivity = 2.5;              threat[] = {1, 1, 0.8};        model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d";        uniformClass = "UIMCoveralls";        canDeactivateMines = true;                      engineer = true;                               attendant = 1;        icon = "iconManEngineer";                       picture = "pictureRepair";        //backpack = "B_Kitbag_mcamo_Eng";        weapons[] = {arifle_MXC_Black_F, hgun_P07_F, Rangefinder, Throw, Put};        respawnWeapons[] = {arifle_MXC_Black_F, hgun_P07_F, Rangefinder, Throw, Put};        Items[] = {FirstAidKit};                // Which items the character has.        RespawnItems[] = {FirstAidKit};         // Which items the character respawns with.        magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        linkedItems[] = {V_PlateCarrierGL_blk,Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};        respawnLinkedItems[] = {V_PlateCarrierGL_blk, Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};    };class BBE_Assault: B_Soldier_base_F    {        author = "[BBE] Drummer";                 scope = 2;                                 scopeCurator = 2;                           scopeArsenal = 2;                           identityTypes[] =  {"LanguageENG_F","Head_NATO","G_NATO_default"};                displayName = "BBE Assault";                cost = 200000;                              camouflage = 1.0;                           sensitivity = 2.5;              threat[] = {1, 1, 0.8};        model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d";        uniformClass = "UIMCoveralls";        canDeactivateMines = true;                      engineer = true;                               attendant = 1;        icon = "iconManEngineer";                       picture = "pictureRepair";        //backpack = "B_Kitbag_mcamo_Eng";        weapons[] = {arifle_MXC_Black_F, hgun_P07_F, Rangefinder, Throw, Put};        respawnWeapons[] = {arifle_MXC_Black_F, hgun_P07_F, Rangefinder, Throw, Put};        Items[] = {FirstAidKit};                // Which items the character has.        RespawnItems[] = {FirstAidKit};         // Which items the character respawns with.        magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        linkedItems[] = {V_PlateCarrierGL_blk,Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};        respawnLinkedItems[] = {V_PlateCarrierGL_blk, Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};    };};class cfgWeapons{	class ItemCore;	class Vest_Camo_Base: ItemCore	class Uniform_Base;	class UniformItem;	class ItemInfo;	};	class V_vest_new: Vest_Camo_Base	{        author = "[BBE] Drummer";        scope = 2;        displayName = "BBE-UIM";        picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";        model = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig";        hiddenSelectionsTextures[] = {"\BBE_Operators\data\vests\vest.paa"};        class ItemInfo: ItemInfo        {            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig";                      containerClass = Supply80;                 mass = 15;            armor = 0;            passThrough = 1;        };    };     	class UIMCoveralls: Uniform_Base    {        author = "Splendid Modder";        scope = 2;        displayName = "BBE-UIM Coveralls";        picture = "\A3\characters_f\data\ui\icon_U_B_coveralls_ca.paa";        model = "\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";        hiddenSelections[] = {"camo"};	hiddenSelectionsTextures[] = {"\BBE_Operators\data\coveralls\coveralls_black_co.paa"}; 	class ItemInfo: UniformItem        {            uniformModel = "-";            uniformClass = BBE_CQB;            containerClass = Supply40;            mass = 40;        };    };};

^^^^^^^^^ config.cpp

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Well, the scripting noob that I am.. I managed to fix the config.cpp

I will post it here for reference.

class CfgPatches{    class BBE_Operators    {		units[] = {"BBE_CQB","BBE_Assault"};                weapons[] = {};                requiredVersion = 0.1;                requiredAddons[] = {"A3_Characters_F"};    };};class cfgVehicles{    class B_Soldier_base_F;                        class BBE_CQB: B_Soldier_base_F          {        author = "[BBE] Drummer";                 scope = 2;                                 scopeCurator = 2;                           scopeArsenal = 2;                           identityTypes[] =  {"LanguageENG_F","Head_NATO","G_NATO_default"};                displayName = "BBE CQB";                cost = 200000;                              camouflage = 1.0;                           sensitivity = 2.5;              threat[] = {1, 1, 0.8};        model = "\A3\Characters_F_Exp\Gendarmerie\B_GEN_Soldier_F.p3d";        uniformClass = "U_B_GEN_Soldier_F";        canDeactivateMines = true;                      engineer = true;                               attendant = 1;        icon = "iconManEngineer";                       picture = "pictureRepair";        //backpack = "B_Kitbag_mcamo_Eng";        weapons[] = {arifle_MXC_Black_F, hgun_P07_F, Rangefinder, Throw, Put};        respawnWeapons[] = {arifle_MXC_Black_F, hgun_P07_F, Rangefinder, Throw, Put};        Items[] = {FirstAidKit};                // Which items the character has.        RespawnItems[] = {FirstAidKit};         // Which items the character respawns with.        magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        linkedItems[] = {BBE_PlateCarrier_BLK, Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};        respawnLinkedItems[] = {BBE_PlateCarrier_BLK, Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};    };class BBE_Assault: B_Soldier_base_F          {        author = "[BBE] Drummer";                 scope = 2;                                 scopeCurator = 2;                           scopeArsenal = 2;                           identityTypes[] =  {"LanguageENG_F","Head_NATO","G_NATO_default"};                displayName = "BBE Assault";                cost = 200000;                              camouflage = 1.0;                           sensitivity = 2.5;              threat[] = {1, 1, 0.8};        model = "\A3\Characters_F_Exp\Gendarmerie\B_GEN_Soldier_F.p3d";        uniformClass = "U_B_GEN_Soldier_F";        canDeactivateMines = true;                      engineer = true;                               attendant = 1;        icon = "iconManEngineer";                       picture = "pictureRepair";        //backpack = "B_Kitbag_mcamo_Eng";        weapons[] = {arifle_MXC_Black_F, hgun_P07_F, Rangefinder, Throw, Put};        respawnWeapons[] = {arifle_MXC_Black_F, hgun_P07_F, Rangefinder, Throw, Put};        Items[] = {FirstAidKit};                // Which items the character has.        RespawnItems[] = {FirstAidKit};         // Which items the character respawns with.        magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        linkedItems[] = {V_PlateCarrierSpec_rgr,Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};        respawnLinkedItems[] = {V_PlateCarrierSpec_rgr, Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};    };};class cfgWeapons{	class Vest_Camo_Base;	class VestItem; 	class BBE_PlateCarrier_BLK : Vest_Camo_Base	{		scope = 2;		displayName = "BBE Platecarrier BLK";		picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";		model = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d";		hiddenSelectionsTextures[] = {"\BBE_Operators\data\vests\vest.paa"}; 		class ItemInfo : VestItem		{			uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"			containerClass = "Supply100";			mass = 50;			armor = 5*0.5;			passThrough = 0.7;			hiddenSelections[] = {"camo"};		};	};};

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That vest will offer absolutely no ballistic protection due to using the deprecated "armour" method. Use the new method

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Thanks mate, I will give this a go.

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Alright,

So I've got the units to work with armor values to the appropriate parts thanks to Jackal, now I've ran into the next problem.

Fixing this, and more importantly, understanding this so I can do it myself in the future, will complete the base of my addon.

I'm trying to add attachments to the weapons. Following what has been posted in another thread I found gives me an "undefined baseclass" error. Probably because I have no understanding of the code at all. :(

Could someone help me out here and show me how it's done?

I'd like to have the arifle_SPAR_01_blk_F with a flashlight and the MK17(?) Eotech scope attached.

BBE_DSI_Workshop.pngBBE_Steam.png

class CfgPatches{    class BBE_Operators    {		units[] = {"BBE_CQB","BBE_Assault"};                weapons[] = {};                requiredVersion = 0.1;                requiredAddons[] = {"A3_Characters_F"};    };};class cfgVehicles{    class B_Soldier_base_F;                        class BBE_CQB: B_Soldier_base_F          {        author = "[BBE] Drummer";                 scope = 2;                                 scopeCurator = 2;                           scopeArsenal = 2;                           identityTypes[] =  {"LanguageENG_F","Head_NATO","G_NATO_default"};                displayName = "BBE CQB";                cost = 200000;                              camouflage = 1.0;                           sensitivity = 2.5;              threat[] = {1, 1, 0.8};        model = "\A3\Characters_F_Exp\Gendarmerie\B_GEN_Soldier_F.p3d";        uniformClass = "U_B_GEN_Soldier_F";        canDeactivateMines = true;                      engineer = true;                               attendant = 1;        icon = "iconManEngineer";                       picture = "pictureRepair";        backpack = "B_ViperLightHarness_blk_F";        weapons[] = {arifle_SPAR_01_blk_F, hgun_P07_F, Rangefinder, Throw, Put};        respawnWeapons[] = {arifle_SPAR_01_blk_F, hgun_P07_F, Rangefinder, Throw, Put};        Items[] = {FirstAidKit};                // Which items the character has.        RespawnItems[] = {FirstAidKit};         // Which items the character respawns with.        magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        linkedItems[] = {BBE_PlateCarrier_BLK, Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};        respawnLinkedItems[] = {BBE_PlateCarrier_BLK, Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};    };class BBE_Assault: B_Soldier_base_F          {        author = "[BBE] Drummer";                 scope = 2;                                 scopeCurator = 2;                           scopeArsenal = 2;                           identityTypes[] =  {"LanguageENG_F","Head_NATO","G_NATO_default"};                displayName = "BBE Assault";                cost = 200000;                              camouflage = 1.0;                           sensitivity = 2.5;              threat[] = {1, 1, 0.8};        model = "\A3\Characters_F_Exp\Gendarmerie\B_GEN_Soldier_F.p3d";        uniformClass = "U_B_GEN_Soldier_F";        canDeactivateMines = true;                      engineer = true;                               attendant = 1;        icon = "iconManEngineer";                       picture = "pictureRepair";        backpack = "B_ViperLightHarness_blk_F";        weapons[] = {arifle_SPAR_01_blk_F, hgun_P07_F, Rangefinder, Throw, Put};        respawnWeapons[] = {arifle_SPAR_01_blk_F, hgun_P07_F, Rangefinder, Throw, Put};        Items[] = {FirstAidKit};                // Which items the character has.        RespawnItems[] = {FirstAidKit};         // Which items the character respawns with.        magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};        linkedItems[] = {BBE_PlateCarrier_BLK, Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};        respawnLinkedItems[] = {BBE_PlateCarrier_BLK, Ulbrichts_Us95, G_Balaclava_blk, ItemMap, ItemCompass, ItemWatch, ItemRadio};    };};class cfgWeapons{	class Vest_Camo_Base;	class VestItem; 	class BBE_PlateCarrier_BLK : Vest_Camo_Base	{		scope = 2;		displayName = "BBE Platecarrier BLK";		picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";		model = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d";		hiddenSelectionsTextures[] = {"\BBE_Operators\data\vests\vest.paa"}; 		class ItemInfo : VestItem		{			uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"			containerClass = "Supply100";			mass = 50;			armor = 5*0.5;			passThrough = 0.7;			hiddenSelections[] = {"camo"};						class HitpointsProtectionInfo			{				class Neck				{					hitpointName	= "HitNeck"; // reference to the hit point class defined in the man base class					armor		= 8; // addition to armor of referenced hitpoint					passThrough	= 0.5; // multiplier of base passThrough defined in referenced hitpoint				};				class Arms				{					hitpointName	= "HitArms";					armor		= 8;					passThrough	= 0.5;				};				class Chest 				{					hitpointName	= "HitChest"; 					armor		= 24; 					passThrough	= 0.1; 				};				class Diaphragm				{					hitpointName	= "HitDiaphragm";					armor		= 24;					passThrough	= 0.1;				};				class Abdomen				{					hitpointName	= "HitAbdomen"; 					armor		= 24;					passThrough	= 0.1;				};				class Body				{					hitpointName	= "HitBody";					passThrough	= 0.1;				};			};		};	};};

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Sadly its not as simple as adding the rifle to the unit(s) and then adding the attachments and them automatically attaching.

The way the game works is you need to define new classes that use those specific attachments if they don't exist. As far as I'm aware the SPAR with the flashlight/Eotech combination isn't a pre-defined weapon as such we'll need to create it:

	class arifle_SPAR_01_blk_F; // external reference to have the classname available for inheritance	
	class BBE_SPAR_Holo_Flashlight: arifle_SPAR_01_blk_F
	{
		author="[BBE] Drummer";
		class LinkedItems
		{
			class LinkedItemsOptic
			{
				slot="CowsSlot";
				item="optic_Holosight"; // classname of the optic
			};
			class LinkedItemsAcc
			{
				slot="PointerSlot";
				item="acc_flashlight"; // classname of the rail attachment
			};
		};
	};

EDIT: And then the self-explanatory step of adding the new weapon class-name you've just created to the unit(s) in their config.

  • Like 1

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Thanks again Jackal, works like a charm. Got a fair number of new custom units running now.

As for the last thing I'd like to do is add a reskin of the offroad. I've got it to show up in the editor but it won't load the new textures.

When I use the gendarmerie offroad class, it just shows the gendarmerie textures. When I use the civillian offroad classes the textures get randmoized.

Any ideas?

EDIT: Added event handler to fix the randomization. Fixed now.

class B_GEN_Offroad_01_gen_F; // external class reference	class Politie_Offroad_01: B_GEN_Offroad_01_gen_F	{		displayName = "Politie Offroad";		author = "BBE Drummer";		faction = "BLU_F";		side = 1;		scope = 2;		vehicleClass = "Car";		crew = "BBE_politie";			hiddenSelections[] = {"camo","camo2"};		hiddenSelectionsTextures[] = {"\BBE_Operators\data\vehicles\politie_offroad.paa","\BBE_Operators\data\vehicles\politie_offroad.paa"};		animationList[] = {"HidePolice",0,"HideBumper1",1,"HideBumper2",0,"HideConstruction",0,"HideDoor3",0.33,"HideBackpacks",1};	};

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For some reason the police lightbar won't show. Anyone know why?

 

	class B_GEN_Offroad_01_gen_F; // external class reference
	class Politie_Offroad_01: B_GEN_Offroad_01_gen_F 
	{
		displayName = "Politie Offroad";
		author = "BBE Drummer";
		faction = "BLU_F";
		side = 1;
		scope = 2;
		scopeArsenal = 2;
		vehicleClass = "Car";
		crew = "BBE_politie";
		typicalCargo[] = {"BBE_politie"};
		hiddenSelections[] = {"camo","camo2"};
		hiddenSelectionsTextures[] = {"\BBE_Operators\data\vehicles\politie_offroad.paa","\BBE_Operators\data\vehicles\politie_offroad.paa"};
		animationList[] = {"HidePolice",0,"HideBumper1",1,"HideBumper2",0,"HideConstruction",0,"HideDoor3",0,"HideBackpacks",1};
		class EventHandlers
        {
            init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";
        };  
	};

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Everything seems to work fine except for the lightbar not showing in the editor. I know it should be possible without using a script as the gendarmerie offroad shows it's lightbar in the editor as well. 
I use the gendarmerie offroad class as the baseclass for my police offroad, yet the lightbar just won't show in the editor and I have to use a script to get it to show when it spawns. :( 

Here is what I have so far:

dutch_police.png

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The only thing I can suggest is using the Editor's CONFIG-VIEWER to check out 'B_GEN_Offroad_01_gen_F' and see if there is anything there that would make it show.

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The only thing I can suggest is using the Editor's CONFIG-VIEWER to check out 'B_GEN_Offroad_01_gen_F' and see if there is anything there that would make it show.

Thanks for your reply Jackal326,

I've been scrutinizing that config for hours yet I haven't found a solution. I was under the impression it had to do with animationList[] but apparently that doesn't do anything at all. I've come quite a way mostly because of the pointers you gave me so far. Having the police lights show without using a script would only be the icing on the cake. Maybe someone here can point me in the right direction.

Thanks again though Jackal326!

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Still no luck with getting the lightbar to show up in the editor. It only shows up ingame. I think because of the way it is called through the init eventhandler for now..

On to a new question for my config file. 
I have added some vehicles and I want to add some of my custom gear to one of the vehicle's inventory.
Figured out how to add weapons and mags, could someone tell me in which category of transportitems (transportweapons etc..) vests and helmets should be added?

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Wow that uniform is nice, I know its now 1 year later, but I hope you will still replay. I'm busy with skinning dutch emergency vehicles. I want to start soon a Dutch Altis server. Maybe we can work like a team. If you are intressed pm me or add me on steam: Roger070901

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