psrkallez06 7 Posted November 30, 2016 So i want to modify the current load of a uniform just for learning, I checked this: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Uniform_configuration And i tried the script written there: /// Uniform config /// class cfgWeapons { class UniformItem; class U_B_soldier_new: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "New Uniform"; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; }; But when i try to compile it from a .cpp to a .bin get: line 4: /cfgWeapons.U_B_soldier_new: Undefined base class 'Uniform_Base' What does that mean? What is a base class and why do i need it? I also tried just adding a class with the maximumload like this: class cfgWeapons { class UniformItem; class Item_Base_F; class Item_U_B_Wetsuit: Item_Base_F { author = "Splendid Modder"; scope = 2; scopeCurator=2; displayName = "New Uniform"; editorCategory="EdCat_Equipment"; editorSubcategory="EdSubcat_Uniforms"; vehicleClass="ItemsUniforms"; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\A3\Weapons_f\dummyweapon.p3d"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; maximumload = 9999; }; }; }; But the load doesn't change ingame even tho the script compiles. Thanks! Share this post Link to post Share on other sites
npmproductions13 14 Posted November 30, 2016 From my little knowledge and i mean little... Your issue is your uniform "class U_B_soldier_new" is a child of the parent class "Uniform_Base" meaning your class "class U_B_soldier_new" is trying to link or inherit information from "Uniform_Base" but it doesn't exist in your config. Again i'm new to editing configs and modding in general myself so i hope my information was correct & useful. -Irish Share this post Link to post Share on other sites
psrkallez06 7 Posted November 30, 2016 From my little knowledge and i mean little... Your issue is your uniform "class U_B_soldier_new" is a child of the parent class "Uniform_Base" meaning your class "class U_B_soldier_new" is trying to link or inherit information from "Uniform_Base" but it doesn't exist in your config. Again i'm new to editing configs and modding in general myself so i hope my information was correct & useful. -Irish Thanks for your answer! Gonna try and fix that then! Cheers :D Share this post Link to post Share on other sites
npmproductions13 14 Posted November 30, 2016 I also just found out that if you increase the containerClass = Supply40; to containerClass = Supply180; it will increase the amount of items you can store in the uniform. just for your info. Here is a simple example uniform with a unit wearing the uniform. class CfgPatches { class My_Mod_Config { units[] = {"New_Unit"}; //UNIT_THAT_WEARS_THE_UNIFORM_CLASSNAME Goes inbetween the ----> "" weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; //Dont Touch if making / using a uniform }; }; class cfgWeapons ////////////////////////////////////////////////////////////////////////////////////////////////// { class Uniform_Base{ }; class UniformItem; class ItemInfo; class U_I_CombatUniform; class Test_Uniform : U_I_CombatUniform { scope = 2; displayName = "New Uniform"; author = "Splendid Modder"; picture = ""; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "New_Unit"; containerClass = "Supply180"; mass = 70; }; }; ////////////////////////////////////////////////////////////////////////////////////////////////// class cfgVehicles { class I_Soldier_base_F; class I_soldier_F; ////////////////////////////////////////////////////////////// class New_Unit : I_soldier_F { scope = 2; displayName = "New Unit"; author = "Splendid Modder"; nakedUniform = "U_BasicBody"; uniformClass = "Test_Uniform"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {""}; identityTypes[] = {"Head_NATO", "G_NATO_default"}; // to prevent the unit from getting old man greek face.. can be left out side = 1; // making the unit a blufor.. leave out if you want unit to stay on the independent side backpack = "B_Parachute"; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit"}; // add helmet & vest classname to this list respawnLinkedItems[] = {"G_Combat","ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit"}; // add helmet & vest classname to this list Weapons[] = {"Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades respawnWeapons[] = {"Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades Magazines[] = {}; // add the rifles/ pistols magazine here respawnMagazines[] = {}; // add the rifles/ pistols magazine here }; }; }; Share this post Link to post Share on other sites
psrkallez06 7 Posted November 30, 2016 I also just found out that if you increase the containerClass = Supply40; to containerClass = Supply180; it will increase the amount of items you can store in the uniform. just for your info. Here is a simple example uniform with a unit wearing the uniform. class CfgPatches { class My_Mod_Config { units[] = {"New_Unit"}; //UNIT_THAT_WEARS_THE_UNIFORM_CLASSNAME Goes inbetween the ----> "" weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; //Dont Touch if making / using a uniform }; }; class cfgWeapons ////////////////////////////////////////////////////////////////////////////////////////////////// { class Uniform_Base{ }; class UniformItem; class ItemInfo; class U_I_CombatUniform; class Test_Uniform : U_I_CombatUniform { scope = 2; displayName = "New Uniform"; author = "Splendid Modder"; picture = ""; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "New_Unit"; containerClass = "Supply180"; mass = 70; }; }; ////////////////////////////////////////////////////////////////////////////////////////////////// class cfgVehicles { class I_Soldier_base_F; class I_soldier_F; ////////////////////////////////////////////////////////////// class New_Unit : I_soldier_F { scope = 2; displayName = "New Unit"; author = "Splendid Modder"; nakedUniform = "U_BasicBody"; uniformClass = "Test_Uniform"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {""}; identityTypes[] = {"Head_NATO", "G_NATO_default"}; // to prevent the unit from getting old man greek face.. can be left out side = 1; // making the unit a blufor.. leave out if you want unit to stay on the independent side backpack = "B_Parachute"; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit"}; // add helmet & vest classname to this list respawnLinkedItems[] = {"G_Combat","ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit"}; // add helmet & vest classname to this list Weapons[] = {"Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades respawnWeapons[] = {"Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades Magazines[] = {}; // add the rifles/ pistols magazine here respawnMagazines[] = {}; // add the rifles/ pistols magazine here }; }; }; Awesome thank you very much! If i may ask. Where did you learn this? Are you self-learned or did you read tutorials? If so which? Thanks! 1 Share this post Link to post Share on other sites
npmproductions13 14 Posted November 30, 2016 To learn is pretty simple once everything is broken down into more understandable bits. I used examples/templates to get me started like reverse engineering in a way. Rewind to the beginning of this year and i was exactly like you not knowing much about mod making (And i still have alot to learn :D) More than anything time is whats needed for modding especially trying to understand what makes the game "tick" and what works were, much like a "Rule Set" if you want to call it that. I looked at this template to get me started and this allowed me to gain a greater understanding of how things work and are used https://forums.bistudio.com/topic/188679-tutorial-supersimple-aircraft-template/ About 5-6 months ago i was having issues making my own custom helmet and now im currently working on a VTOL aircraft. And i say this not to boast but to inspire you to stick to modding and try to learn Arma needs more modders :D Best of luck -Irish Share this post Link to post Share on other sites
psrkallez06 7 Posted December 1, 2016 To learn is pretty simple once everything is broken down into more understandable bits. I used examples/templates to get me started like reverse engineering in a way. Rewind to the beginning of this year and i was exactly like you not knowing much about mod making (And i still have alot to learn :D) More than anything time is whats needed for modding especially trying to understand what makes the game "tick" and what works were, much like a "Rule Set" if you want to call it that. I looked at this template to get me started and this allowed me to gain a greater understanding of how things work and are used https://forums.bistudio.com/topic/188679-tutorial-supersimple-aircraft-template/ About 5-6 months ago i was having issues making my own custom helmet and now im currently working on a VTOL aircraft. And i say this not to boast but to inspire you to stick to modding and try to learn Arma needs more modders :D Best of luck -Irish Glad to hear it, Thanks man. Also good luck with your VTOL! :D Share this post Link to post Share on other sites
Rich_R 1087 Posted December 2, 2016 This page here has been my go-to when I have questions. One of the reasons its so helpful is they explain (mostly) what each line does :) Good luck! Share this post Link to post Share on other sites