TotesGotes 12 Posted July 24, 2017 Hey all. I've decided to make my own mod for personal use. I've no problems with export to PBO, I've managed to learn enough to not get any export errors - but I've failed to find out why my vest isn't showing in the list of vests in Arsenal. Here is my config.cpp: #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class DenMenMod { units[] = {"DenMen_Vest"}; weapons[] = {"OD_Heavy_Vest"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class cfgWeapons { class Vest_Camo_Base; // External class reference class V_PlateCarrierIAGL_dgtl; // External class reference class VestItem; // External class reference class OD_Heavy_Vest : V_PlateCarrierIAGL_dgtl { author = "DenMen"; displayname = "OD Heavy Vest"; model = "A3\Characters_F_Beta\INDEP\equip_ia_ga_carrier_gl_rig"; picture = "\A3\Characters_F_Mark\Data\UI\icon_ga_carrier_gl_rig_digi.paa"; scope = public; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\DenMen\Data\OD.paa", "\DenMen\Data\OD_h.paa"}; descriptionShort = $STR_A3_SP_AL_IV; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F_beta\INDEP\equip_ia_ga_carrier_gl_rig.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo1", "camo2"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 10; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 10; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 80; passThrough = 0.6; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 80; passThrough = 0.6; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 25; passThrough = 0.3; }; class Pelvis { hitpointName = "HitPelvis"; armor = 25; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.8; }; }; }; }; }; class cfgMods { author = "DenMen"; }; Share this post Link to post Share on other sites
TotesGotes 12 Posted July 24, 2017 5 minutes ago, TotesGotes said: Hey all. I've decided to make my own mod for personal use. I've no problems with export to PBO, I've managed to learn enough to not get any export errors - but I've failed to find out why my vest isn't showing in the list of vests in Arsenal. Here is my config.cpp: #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class DenMenMod { units[] = {"DenMen_Vest"}; weapons[] = {"OD_Heavy_Vest"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; class cfgWeapons { class Vest_Camo_Base; // External class reference class V_PlateCarrierIAGL_dgtl; // External class reference class VestItem; // External class reference class OD_Heavy_Vest : V_PlateCarrierIAGL_dgtl { author = "DenMen"; displayname = "OD Heavy Vest"; model = "A3\Characters_F_Beta\INDEP\equip_ia_ga_carrier_gl_rig"; picture = "\A3\Characters_F_Mark\Data\UI\icon_ga_carrier_gl_rig_digi.paa"; scope = public; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"\DenMen\Data\OD.paa", "\DenMen\Data\OD_h.paa"}; descriptionShort = $STR_A3_SP_AL_IV; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F_beta\INDEP\equip_ia_ga_carrier_gl_rig.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo1", "camo2"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 10; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 10; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 80; passThrough = 0.6; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 80; passThrough = 0.6; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 25; passThrough = 0.3; }; class Pelvis { hitpointName = "HitPelvis"; armor = 25; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.8; }; }; }; }; }; class cfgMods { author = "DenMen"; }; I should also add that these codes are snips from other codes that I tried to study. Share this post Link to post Share on other sites
Rich_R 1087 Posted July 26, 2017 A few things. First, I'm no expert but have successfully retextured vests, so here's my feedback. Not sure if you're using the wiki page as a resource, but I would. The wiki doesn't show the hitpoints, but you've included them so you're good. I think you may be missing the following lines in your config; scope = 2; // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). weaponPoolAvailable = 1; allowedSlots[] = {901}; // This means the vest can be put into a backpack. Not sure if all these are needed, but I include them in my work, which I have no problem seeing in game :) I would make the vest lighter/smaller, maybe change mass = 80; to 50? Good luck! Share this post Link to post Share on other sites
TotesGotes 12 Posted July 26, 2017 (edited) Thanks, Rich! I've been pulling my hair out trying to figure this one out. lol Anyway, yep, I haven't been using the wiki page as my guide for this. I got lost the last time I did so I didn't bother checking it out again. I'll be sure to take the time and hit it up again. I set the mass to 80 because this is a GL Rig, the vest with shoulder pads? so I felt this was the right weight. UPDATE: IT WORKED! Edited July 26, 2017 by TotesGotes Update 1 Share this post Link to post Share on other sites