joostsidy 685 Posted November 10, 2017 This config is meant to add a new Mk20 Black rifle, but it doesn't show up in the arsenal. If I replace 'black' with 'plain', it does succesfully overwrite the default Mk20 Plain rifle with my Mk20 Black rifle. So I can replace an existing rifle, but not add a new weapon (class). I'm kinda stuck now.. class CfgPatches { class SID_Mk20_Black { addonRootClass="A3_Weapons_F"; requiredAddons[]= { "A3_Weapons_F", "A3_Weapons_F_Rifles_MK20", "A3_Weapons_F_Rifles_MX_Black" }; requiredVersion=0.1; units[]={}; weapons[]= { "arifle_Mk20_black_F" }; }; }; class CfgWeapons { class Rifle; class Rifle_Base_F; class UGL_F; class mk20_base_F; class arifle_Mk20_F; class arifle_Mk20_black_F: arifle_Mk20_F { scope=2; scopeArsenal=2; displayName="Mk20 5.56 mm (Black)"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "@SID_Mk20_Black\data\mk20_co_2.paa"; }; }; }; Share this post Link to post Share on other sites
cosmic10r 2331 Posted November 22, 2017 change these 3 lines weapons[]= { "Joots_arifle_Mk20_black_F" }; class Joots_arifle_Mk20_black_F: arifle_Mk20_F and displayName="Joot's Mk20 5.56 mm (Black)"; Should create the new weapon. Problem was the second one... Class Joots_arifle_mk20_black_F... you were using the same classname as the original so it wasn't making a new one. Let me know if it doesnt work... Im having trouble getting my textures to show up on a few guns.. @joostsidy 1 Share this post Link to post Share on other sites
joostsidy 685 Posted November 22, 2017 Thanks for taking the time to reply! However I think the name should not be a problem since 'arifle_Mk20_black_F' doesn't exist in default game. Eventually I got it working with this, but it''s still unclear to me which part makes it or breaks it.. class CfgPatches { class SID_Mk20_Black_Pack { addonRootClass="A3_Weapons_F_Exp"; requiredAddons[]= { "A3_Weapons_F" }; requiredVersion=0.1; units[]={}; weapons[]= { "SID_Mk20_black_F", "SID_Mk20C_black_F" }; author[]= { "SID" }; }; }; class CfgWeapons { class arifle_Mk20_F; class arifle_Mk20C_F; class arifle_Mk20_GL_F; class SID_Mk20_Black_F: arifle_Mk20_F { author="SID"; baseWeapon="SID_Mk20_Black_F"; scope=2; displayName="Mk20 5.56 mm (Black)"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\@SID_Mk20_Black\data\mk20_black_co.paa" }; picture="\@SID_Mk20_Black\data\UI\gear_mk20_black_x_ca.paa"; }; Share this post Link to post Share on other sites
joostsidy 685 Posted November 22, 2017 In other news, while working on the Mk20 rifle I noticed that the EGLM (grenade launcher) doesn't have a hidden selection, so you can't retexture it and it will always be green (even on the vanilla 'tan' MK20). I posted this on the feedback tracker and I received a message today that the hidden selection will be added. With this, a complete retexture of the Mk20 rifle set is possible! Share this post Link to post Share on other sites
cosmic10r 2331 Posted November 23, 2017 2 hours ago, joostsidy said: In other news, while working on the Mk20 rifle I noticed that the EGLM (grenade launcher) doesn't have a hidden selection, so you can't retexture it and it will always be green (even on the vanilla 'tan' MK20). I posted this on the feedback tracker and I received a message today that the hidden selection will be added. With this, a complete retexture of the Mk20 rifle set is possible! Glad you got it working... Reyhard helped me and got mine working too... Good news on the EGLM... wish they would do that for all the accesories. 1 Share this post Link to post Share on other sites