SterlingC 17 Posted October 23, 2018 (edited) Hello All. I"m trying to create a snow camo variant of the m16a4 from the RHS mod. I'm still getting comfortable with configs and inheritance, but I've retextured before without a problem. Here is one example from a while ago that does work for me: class CfgPatches { class MBS_RHS_m14_snow { units[] = {}; weapons[] = {}; Version = 0.1; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR","Weapons_F_Mark"}; }; }; class Mode_SemiAuto; class Mode_Burst; class cfgWeapons { class Default {}; class RifleCore : Default {}; class Rifle : RifleCore {}; class Rifle_Base_F : Rifle {}; class Rifle_Long_Base_F : Rifle_Base_F {}; class DMR_06_Base_F : Rifle_Long_Base_F {}; class srifle_DMR_06_camo_F : DMR_06_Base_F {}; class MBS_srifle_DMR_06_camo_snow_F : srifle_DMR_06_camo_F { displayName = "M14 (snow)"; picture = "\mbs_rhs_m14_s\Picture.paa"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"\mbs_rhs_m14_s\Camo1.paa","\A3\Weapons_F_Mark\LongRangeRifles\DMR_06\Data\DMR_06_02_camo_CO.paa"}; }; }; }; I have tried duplicating this for what I want to do, but no new weapon appears in the arsenal: class CfgPatches { class MBM_RHS_m16a4_Snow { units[] = {}; weapons[] = {}; Version = 0.1; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F_Rifles_MX","A3_Characters_F_BLUFOR","Extended_EventHandlers","cba_main","rhsusf_weapons","rhsusf_c_weapons","rhsusf_weapons2"}; }; class Mode_SemiAuto; class Mode_Burst; class cfgWeapons { class Default {}; class RifleCore : Default {}; class Rifle : RifleCore {}; class Rifle_Base_F : Rifle {}; class arifle_MX_Base_F : Rifle_Base_F {}; class rhs_weap_m4_base : arifle_MX_Base_F {}; class rhs_weap_m16a4 : rhs_weap_m4_base {}; class MBM_RHS_m16a4_Snow : rhs_weap_m16a4 { displayName = "M16A4 (Snow)"; scope = 2; picture = "\MBM_RHS_m16a4_Snow\ui.paa"; hiddenSelections[] = {"camo1","camo2","camo3","camo4"}; hiddenSelectionsTextures[] = { "\MBM_RHS_m16a4_Snow\m16a4_co.paa", "\MBM_RHS_m16a4_Snow\magazine_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\m4acc_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\kacrailcover_co.paa" }; }; }; }; I have also tried a much simpler version to simply duplicate the weapon as a place to start, but this has also not worked: class CfgPatches { class mbm_M16A4_snow { units[] = {}; weapons[] = {}; Version = 0.1; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F_Rifles_MX","A3_Characters_F_BLUFOR","Extended_EventHandlers","cba_main","rhsusf_weapons","rhsusf_c_weapons","rhsusf_weapons2"}; }; }; class cfgWeapons { class rhs_weap_m16a4_carryhandle; class mbm_M16A4_snow : rhs_weap_m16a4_carryhandle { displayName = "M16A4 (Snow)"; scope = 2; }; }; }; This is day three working on this, trying various changes, reloading my working template, trying other templates from online, checking the class names. etc... I'm sure it's something stupid, but I really do not know why none of these have worked. Any help would be greatly appreciated. Edited October 23, 2018 by SterlingC Fixed missing code Share this post Link to post Share on other sites
da12thMonkey 1943 Posted October 23, 2018 You have to define baseWeapon otherwise Arsenal just treats it as a copy of the original weapon 1 Share this post Link to post Share on other sites
SterlingC 17 Posted October 23, 2018 52 minutes ago, da12thMonkey said: You have to define baseWeapon otherwise Arsenal just treats it as a copy of the original weapon Thanks! I have seen that in the past but completely forgot about it. Here is a working example for anyone in the future: class CfgPatches { class mbm_M16A4_snow { units[] = {}; weapons[] = {}; Version = 0.1; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR","A3_Weapons_F_Rifles_MX","rhsusf_weapons","rhsusf_c_weapons","rhsusf_weapons2"}; }; }; class rhs_weap_m16a4_carryhandle; class cfgWeapons { class class mbm_M16A4_snow : rhs_weap_m16a4_carryhandle { baseWeapon = "MBM_M16A4_Snow"; displayName = "M16A4 (Snow)"; scope = 2; }; }; }; 1 Share this post Link to post Share on other sites