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Van beacons issue in my first mod

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I'm putting together a little mod that retextures the lords of war dlc van to gain some experience in mod making. With help from a friend we got the van in game, with my skin, in its own faction on blufor. Perfect.

 

But the issue I'm having is that once in game the beacons emit amber/orange light instead of blue. The beacons themselves have blue lenses but the lighting effect is not blue. However the Siren does activate when you turn them on so it seems to be having an identity issue. The van itself is "B_GEN_Van_02_vehicle_F", the Gendarmerie cargo van.

 

Spoiler

hiODkX8.png

 

Here is the config.cpp for the mod:

Spoiler

class cfgVehicles
{
    class B_GEN_Van_02_vehicle_F;
    class GSG9_Tran_Van: B_GEN_Van_02_vehicle_F
    {
        _generalMacro = "B_GEN_Van_02_vehicle_F";
        scope = 2;
        side = 1;
        faction = "skullarmys_faction_pol";
        displayName = "Polizei GSG9 Transport";
        crew = "B_GEN_Soldier_F";
        hiddenSelectionsTextures[] = {
            "SkullArmys_Polizei_Skins\Data\GSG9_Van.paa",
            "\a3\soft_f_orange\van_02\data\van_wheel_co.paa",
            "\a3\soft_f_orange\van_02\data\van_glass_gen_CA.paa",
            "SkullArmys_Polizei_Skins\Data\GSG9_Van.paa"};
        typicalCargo[] = {"B_GEN_Soldier_F"};
        availableForSupportTypes[] = {"Drop","Transport"};
        textureList[] = {};
    };
};
class CfgPatches
{
    class Polizei_Skins
    {
        units[] = {"GSG9_Tran_Van"};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Soft_F_Orange_Van_02"};
    };
};
class CfgFactionClasses
{
    class BLU_F;
    class skullarmys_faction_pol: BLU_F
    {
        displayName = "Polizei";
        priority = 1;
        side = 2;
        icon = "SkullArmys_Polizei_Skins\Data\pol_logo_co.paa";
        flag = "SkullArmys_Polizei_Skins\Data\flag_pol_co.paa";
    };
};

 

Any ideas, advice or criticism? all welcome 🙂

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TextureSources for your faction?

 

textureList[]=
{
  "SkullArmys_Polizei",
  1
};
class TextureSources
{
	class SkullArmys_Polizei
	{
		displayName="$STR_A3_CfgVehicles_Offroad_01_civil_base_F_TextureSources_Gendarmerie0";
		author="$STR_A3_Bohemia_Interactive";
		textures[]=
		{
			"SkullArmys_Polizei_Skins\Data\GSG9_Van.paa",
			"\a3\soft_f_orange\van_02\data\van_wheel_co.paa",
			"\a3\soft_f_orange\van_02\data\van_glass_gen_CA.paa",
			"SkullArmys_Polizei_Skins\Data\GSG9_Van.paa"
		};
		materials[]=
		{
			"\a3\Soft_F_Orange\Van_02\Data\van_body.rvmat",
			"\A3\Soft_F_Orange\Van_02\Data\van_wheel.rvmat",
			"",
			"\a3\Data_f\Lights\Car_Beacon_Blue_emit.rvmat" //<<<<< Blue Lights
		};
		factions[] =
		{
			"skullarmys_faction_pol"
		};
	};
};

 

That is what I would try from a quick browse through the vehicle hierarchy. Most likely can do it straight to hidden# properties but always good to override vehicle customisation seeing as it is automatically applied by inherited init event.

 

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how would i implement that into my current code? My scripting knowledge is growing but still small.

 

I tired this but it didn't work

Spoiler

class cfgVehicles
{
    class B_GEN_Van_02_vehicle_F;
    class GSG9_Tran_Van: B_GEN_Van_02_vehicle_F
    {
        _generalMacro = "B_GEN_Van_02_vehicle_F";
        scope = 2;
        side = 1;
        faction = "skullarmys_faction_pol";
        displayName = "Polizei GSG9 Transport";
        crew = "B_GEN_Soldier_F";
        hiddenSelectionsTextures[] = {
            "SkullArmys_Polizei_Skins\Data\GSG9_Van.paa",
            "\a3\soft_f_orange\van_02\data\van_wheel_co.paa",
            "\a3\soft_f_orange\van_02\data\van_glass_gen_CA.paa",
            "SkullArmys_Polizei_Skins\Data\GSG9_Van.paa"};
        typicalCargo[] = {"B_GEN_Soldier_F"};
        availableForSupportTypes[] = {"Drop","Transport"};
        textureList[]=
                    {
                        "SkullArmys_Polizei",
                        1
                    };
        class TextureSources
        {
            class SkullArmys_Polizei
            {
                displayName="SkullArmys_Polizei_Skins";
                author="SkullArmy";
                textures[]=
                {
                    "SkullArmys_Polizei_Skins\Data\GSG9_Van.paa",
                    "\a3\soft_f_orange\van_02\data\van_wheel_co.paa",
                    "\a3\soft_f_orange\van_02\data\van_glass_gen_CA.paa",
                    "SkullArmys_Polizei_Skins\Data\GSG9_Van.paa"
                };
                materials[]=
                {
                    "\a3\Soft_F_Orange\Van_02\Data\van_body.rvmat",
                    "\A3\Soft_F_Orange\Van_02\Data\van_wheel.rvmat",
                    "",
                    "\a3\Data_f\Lights\Car_Beacon_Blue_emit.rvmat"
                };
                factions[] =
                {
                    "skullarmys_faction_pol"
                };
            };
        };
    };
};
class CfgPatches
{
    class Polizei_Skins
    {
        units[] = {"GSG9_Tran_Van"};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Soft_F_Orange"};
    };
};
class CfgFactionClasses
{
    class BLU_F;
    class skullarmys_faction_pol: BLU_F
    {
        displayName = "Polizei";
        priority = 1;
        side = 2;
        icon = "SkullArmys_Polizei_Skins\Data\pol_logo_co.paa";
        flag = "SkullArmys_Polizei_Skins\Data\flag_pol_co.paa";
    };
};

 

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Just try hidden materials first to make sure it works.

class cfgVehicles
{
	class B_GEN_Van_02_vehicle_F;
	class GSG9_Tran_Van: B_GEN_Van_02_vehicle_F {
		_generalMacro = "GSG9_Tran_Van";
		
		//Snip, all your other stuff goes here
		
		hiddenSelectionsMaterials[] = {
			"\a3\Soft_F_Orange\Van_02\Data\van_body.rvmat",
			"\A3\Soft_F_Orange\Van_02\Data\van_wheel.rvmat",
			"",
			"\a3\Data_f\Lights\Car_Beacon_Blue_emit.rvmat"
		};
	};
};

 

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That works perfectly, thank you!

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