wolfcano 0 Posted February 4, 2019 hello, i'm having a small problem with my uniform retexture mod. all of the versions show up twice, and i can't figure out why. the only one that is fine is the first one i put in, so i think there might be something there, but can't figure it out. here is the config: //******************************************** //***** Uniforms ***** //******************************************** class CfgPatches { class leopard // has to be the same name as your folder! { units[] = {"LeopardSoldier"}; //making it ZEUS compatible weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_beta"}; }; }; class CfgVehicles { class I_Soldier_base_F; class leopard : I_Soldier_base_F { _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "Leopard Uniform Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "leopard_uniform"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"leopard\Data\aaf_desert_leopard.paa"}; model = "\A3\characters_f_beta\indep\ia_soldier_01"; linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class leopard_rolled : I_Soldier_base_F { _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "Leopard Uniform Soldier Rolled"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "leopard_uniform_rolled"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"leopard\Data\aaf_desert_leopard.paa"}; model = "\A3\characters_f_beta\indep\ia_soldier_02"; linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class rain : I_Soldier_base_F { _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "Rain Uniform Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "rain_uniform"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"leopard\Data\aaf_desert_rain2.paa"}; model = "\A3\characters_f_beta\indep\ia_soldier_01"; linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class rain_rolled : I_Soldier_base_F { _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "Rain Uniform Soldier Rolled"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "rain_uniform_rolled"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"leopard\Data\aaf_desert_rain2.paa"}; model = "\A3\characters_f_beta\indep\ia_soldier_02"; linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class cookie_dough : I_Soldier_base_F { _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "Cookie Dough Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "cookie_dough"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"leopard\Data\brobies_cookie_dough.paa"}; model = "\A3\characters_f_beta\indep\ia_soldier_01"; linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class cookie_dough_rolled : I_Soldier_base_F { _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "Cookie Dough Soldier Rolled"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "cookie_dough_rolled"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"leopard\Data\brobies_cookie_dough.paa"}; model = "\A3\characters_f_beta\indep\ia_soldier_02"; linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class scrambled_eggs : I_Soldier_base_F { _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "Scrambled Eggs Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "scrambled_eggs"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"leopard\Data\scrambled_eggs.paa"}; model = "\A3\characters_f_beta\indep\ia_soldier_01"; linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class scrambled_eggs_rolled : I_Soldier_base_F { _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "Scrambled Eggs Soldier Rolled"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "scrambled_eggs_rolled"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"leopard\Data\scrambled_eggs.paa"}; model = "\A3\characters_f_beta\indep\ia_soldier_02"; linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class bulgarian_experimental : I_Soldier_base_F { _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "Bulgarian Experimental Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "bulgarian_experimental"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"leopard\Data\bulgarian_experimental.paa"}; model = "\A3\characters_f_beta\indep\ia_soldier_01"; linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class bulgarian_experimental_rolled : I_Soldier_base_F { _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "Bulgarian Experimental Soldier Rolled"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "bulgarian_experimental_rolled"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"leopard\Data\bulgarian_experimental.paa"}; model = "\A3\characters_f_beta\indep\ia_soldier_02"; linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class cfgWeapons { class Uniform_Base; class UniformItem; class leopard_uniform : Uniform_Base { author = "wolfcano"; scope = 2; displayName = "Leopard Desert"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "leopard"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 20; //how much it weights }; }; class leopard_uniform_rolled : Uniform_Base { author = "wolfcano"; scope = 2; displayName = "Leopard Desert Rolled"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "leopard_rolled"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 20; //how much it weights }; }; class rain_uniform : Uniform_Base { author = "wolfcano"; scope = 2; displayName = "Strichtarn"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "rain"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 20; //how much it weights }; }; class rain_uniform_rolled : Uniform_Base { author = "wolfcano"; scope = 2; displayName = "Strichtarn Rolled"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "rain_rolled"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 20; //how much it weights }; }; class cookie_dough : Uniform_Base { author = "wolfcano"; scope = 2; displayName = "Brobie's Cookie Dough"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "cookie_dough"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 20; //how much it weights }; }; class cookie_dough_rolled : Uniform_Base { author = "wolfcano"; scope = 2; displayName = "Brobie's Cookie Dough Rolled"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "cookie_dough_rolled"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 20; //how much it weights }; }; class scrambled_eggs : Uniform_Base { author = "wolfcano"; scope = 2; displayName = "Scrambled Eggs"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "scrambled_eggs"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 20; //how much it weights }; }; class scrambled_eggs_rolled : Uniform_Base { author = "wolfcano"; scope = 2; displayName = "Scrambled Eggs Rolled"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "scrambled_eggs_rolled"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 20; //how much it weights }; }; class bulgarian_experimental : Uniform_Base { author = "wolfcano"; scope = 2; displayName = "Bulgarian Experimental"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "bulgarian_experimental"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 20; //how much it weights }; }; class bulgarian_experimental_rolled : Uniform_Base { author = "wolfcano"; scope = 2; displayName = "Bulgarian Experimental Rolled"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "bulgarian_experimental_rolled"; //would be same as our made soldier class containerClass = "Supply40"; //how much it can carry mass = 20; //how much it weights }; }; any help would be greatly appreciated, thank you! here's an image of the issue: https://imgur.com/a/5FjqT7Q Share this post Link to post Share on other sites
reyhard 2082 Posted February 4, 2019 10 hours ago, wolfcano said: class leopard // has to be the same name as your folder! it doesn't have to my first advice would be to renaming assets in cfgVehicles so they have different name than those in cfgWeapons Share this post Link to post Share on other sites
wolfcano 0 Posted February 5, 2019 that did the trick, thanks! Share this post Link to post Share on other sites