Electricleash 133 Posted June 20, 2018 Hi all I've been attempting to combine a re-textured Vanilla Tactical Vest (amongst other vests) with a re-textured Range master Belt in the Arsenal. So far I have pretty much everything working: I have the Tac Vest in the inventory Vest slot and have configured a backpack to use the Belt model and textures. It's looking pretty good, but have noticed that the holstered pistol proxy usually available in the Vest version of the belt is missing in the backpack version. Is the proxy hard-coded specifically for the vest inventory slot, or is it possible through config trickery to have it display when the model is assigned as a Backpack? In the CfgWeapons: Spoiler //SIDEARM BELT (Black) (In the Vest slot) class V_pmc_belt_bk: Vest_Camo_Base { author = "Electricleash"; displayName = "Sidearm Belt (Black)"; descriptionShort = "No Armor"; picture = "\MyMod\data\ui\icon_v_pmc_Belt_bk_ca.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_belt"; hiddenSelectionsTextures[] = {"\MyMod\data\textures\V_pmc_PlateCarrier1_bk_co.paa"}; scope = 2; scopeCurator = 2; scopeArsenal = 2; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_belt"; containerClass = Supply40; mass = 5; class HitpointsProtectionInfo { class Chest { hitPointName = "HitChest"; armor = 12; passThrough = 0.4; }; }; }; }; Then In the CfgVehicles: Spoiler //SIDEARM BELT (Black) (In the Backpack Slot) class B_pmc_belt_bk : Bag_Base { author = "Electricleash"; scope = 2; scopeCurator = 2; scopeArsenal = 2; model = "\A3\Characters_F\BLUFOR\equip_b_belt"; displayName = "Sidearm Belt (Black)"; picture = "\A3\Characters_F\data\ui\icon_V_Belt_CA.paa"; hiddenSelectionsTextures[]={"\MyMod\data\textures\V_pmc_PlateCarrier1_bk_co.paa"}; maximumLoad = 50; mass = 5; DLC = "MyMod"; }; Wondered if anyone has followed this route of experimentation and managed to successfully have a pistol holster proxy in the backpack, or any other slot for that matter? Thanks E 2 Share this post Link to post Share on other sites