jakeplissken 81 Posted July 31, 2017 I have this config for adding new uniforms to my mod. class U_B_soldier_wdl: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Woodland."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; class U_B_soldier_grey: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Urban."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; The woodland camo is available even if I click the Sage uniform. Have I duplicated something somewhere? I have a unit in my config that I have added the uniforms to and it is available in the Virtual Arsenal, but I have a typo somewhere. Can someone peer review this and tell me where I went wrong? Thanks. I have already setup CfgPatches properly. Share this post Link to post Share on other sites
road runner 4344 Posted July 31, 2017 because both are inheriting their uniforms from this uniformClass = B_soldier_new; They should be different for the different characters. Share this post Link to post Share on other sites
swtx 42 Posted July 31, 2017 class U_B_soldier_wdl: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Woodland."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; class U_B_soldier_grey: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "Combat Fatigues Urban."; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_CA.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\BLUFOR\Data\clothing_sage_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new_alpha; containerClass = Supply40; mass = 40; }; }; You were using "B_soldier_new" in both uniforms in the config. Check out the bottom uniformClass. Should work now. Scott out ! Share this post Link to post Share on other sites
Ex3B 266 Posted January 5, 2019 I realize this is an old thread, but I have a very similar question... I' trying to make an armored suit for NATO that would be similar in performance to the Viper suit+Helmet. Here is my config: Spoiler class CfgPatches { class A3_InfantryArmors { addonRootClass="A3_Armor_F_Beta"; requiredAddons[]= { "A3_Characters_F_Exp", "A3_Characters_F" }; requiredVersion=0.1; units[]= { "B_Soldier_Armor_F", }; weapons[]= { "U_B_Soldier_Armor_F", "H_Helmet_Armor" }; }; }; //"O_T_Soldier_NoArmor_F", //"B_CTRG_Soldier_Armor_F", //"O_PilotCoveralls_NoArmor", //"O_T_FullGhillie_tna_NoArmor_F", //"O_FullGhillie_sard_NoArmor", // "U_O_T_Soldier_NoArmor_F", // "U_B_CTRG_Soldier_Armor_F", // "U_O_PilotCoveralls_NoArmor", // "U_O_T_FullGhillie_tna_NoArmor_F", // "U_O_FullGhillie_sard_NoArmor", class CfgMovesFatigue; class CfgVehicles { class Land; class Man; class B_Soldier_base_F; class B_Soldier_F; class B_Soldier_Armor_F: B_Soldier_F { displayName="Armored Soldier"; uniformClass="U_B_Soldier_Armor_F"; scope=2; hiddenSelectionsTextures[]= { "\a3\characters_f\BLUFOR\Data\clothing_wdl_co.paa" }; role="Heavy Rifleman"; class HitPoints { class HitFace { armor=1; material=-1; name="face_hub"; passThrough=0.80000001; radius=0.079999998; explosionShielding=0.1; minimalHit=0.0099999998; }; class HitNeck: HitFace { armor=6; material=-1; name="neck"; passThrough=0.80000001; radius=0.1; explosionShielding=0.5; minimalHit=0.0099999998; }; class HitHead: HitNeck { armor=1; material=-1; name="head"; passThrough=0.80000001; radius=0.2; explosionShielding=0.5; minimalHit=0.0099999998; depends="HitFace max HitNeck"; }; class HitPelvis: HitHead { armor=8; material=-1; name="pelvis"; passThrough=0.33000001; radius=0.23999999; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; depends=""; }; class HitAbdomen: HitPelvis { armor=8; material=-1; name="spine1"; passThrough=0.33000001; radius=0.16; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; }; class HitDiaphragm: HitAbdomen { armor=8; material=-1; name="spine2"; passThrough=0.33000001; radius=0.18000001; explosionShielding=1.5; visual="injury_body"; minimalHit=0.0099999998; }; class HitChest: HitDiaphragm { armor=8; material=-1; name="spine3"; passThrough=0.33000001; radius=0.18000001; explosionShielding=1.5; visual="injury_body"; minimalHit=0.0099999998; }; class HitBody: HitChest { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=1.5; visual="injury_body"; minimalHit=0.0099999998; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms: HitBody { armor=8; material=-1; name="arms"; passThrough=0.69999999; radius=0.1; explosionShielding=0.1; visual="injury_hands"; minimalHit=0.0099999998; depends=""; }; class HitHands: HitArms { armor=8; material=-1; name="hands"; passThrough=0.69999999; radius=0.1; explosionShielding=0.1; visual="injury_hands"; minimalHit=0.0099999998; depends="HitArms"; }; class HitLegs: HitHands { armor=8; material=-1; name="legs"; passThrough=0.69999999; radius=0.14; explosionShielding=0.1; visual="injury_legs"; minimalHit=0.0099999998; depends=""; }; class Incapacitated: HitLegs { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=1; visual=""; minimalHit=0; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 1.45"; }; }; armor=2; armorStructural=4; explosionShielding=0.40000001; }; }; class CfgWeapons { class InventoryItem_Base_F; class ItemCore; class U_BasicBody; class U_Uniform_Base; class U_B_CombatUniform_wdl; class U_B_CombatUniform_mcam; class U_B_Soldier_Armor_F: U_B_CombatUniform_mcam { displayName="Armored Combat Suit"; scope=2; picture="\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model="\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa" }; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="B_Soldier_Armor_F"; containerClass="Supply40"; mass=50; }; }; class HeadgearItem; class ItemInfo; class H_HelmetB_TI_tna_F; class H_Helmet_Armor: H_HelmetB_TI_tna_F { displayName="Armored Combat Helmet"; class HeadgearItem; class ItemInfo; class ItemInfo: HeadgearItem { mass=80; uniformModel="\A3\Characters_F_Exp\BLUFOR\H_HelmetB_TI_tna_F.p3d"; hiddenSelections[]= { "camo" }; modelSides[]={0,3}; class HitpointsProtectionInfo { class Head { hitpointName="HitHead"; armor=12; passThrough=0.5; }; class Face { hitpointName="HitFace"; armor=8; passThrough=0.5; }; }; }; }; }; I can't get the helmet, the soldier, or the uniform to show up... can any one spot what is wrong with my config? *edit, my genius-arsch had the file extension wrong (.cfg instead of .cpp) Still, I get the following errors: noentry 'bin\config.bin/CfgWeapons/ItemInfo.scope' error: creating weapon UniformItem with scope=private noentry 'bin\config.bin/CfgWeapons/UniformItem.displayName' The helmet shows up, the soldier shows up with the uniform, but I can't assign the uniform to others, adn it doesn't show up in inventory Share this post Link to post Share on other sites
Dedmen 2716 Posted January 8, 2019 On 5.1.2019 at 2:56 PM, Ex3B said: class HeadgearItem; class ItemInfo; class H_HelmetB_TI_tna_F; class H_Helmet_Armor: H_HelmetB_TI_tna_F { displayName="Armored Combat Helmet"; class HeadgearItem; class ItemInfo; class ItemInfo: HeadgearItem You have the forward declarations of HeadgearItem and itemInfo duplicated. Also you cannot have a forward declaration AND a definition in the same spot. Share this post Link to post Share on other sites