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Kaas298

Problem with randomized headgear on a custom group

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I'm making an awful inhouse mod for me and my buddies. It's my first time trying to mod anything really and I've gotten a lot farther then I thought I would. I've got everything working except Randomized headgear. I would like the units spawned to use the randomized headgear made for the FIA in the bootcamp DLC but for the life of me I can't get it working. There doesn't seem to be much documentation on config modding in general and the stuff I do find requires trial and error to get working because it's incredibly vague. Anyway I just want another set of eyes to look this over and tell me what I'm doing wrong.

 

class EventHandlers;
class CfgVehicles 
{

    class B_Soldier_F; 
    class B_Kitbag_rgr; 

    class MO_inf_soldierOB : B_Soldier_F 
    {
        side = 0;
        scope = 0; 
        displayName = "Base";
        editorCatergory = "MO_csr_fact"; 
        author = "Kaas298"; 
        nakedUniform = "U_BasicBody";
        uniformClass = "CUP_U_O_CHDKZ_Kam_03";
        backpack = "rhssaf_kitbag_md2camo"; 
        weapons[] = {"hlc_wp_m16a1","rhs_weap_m72a7","Throw","Put"};
        respawnWeapons[] = {"hlc_wp_m16a1","Throw","Put"}; 
        magazines[] = {"hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","HandGrenade","HandGrenade"}; 
        respawnMagazines[] = {"hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","HandGrenade","HandGrenade"}; 
        linkedItems[] = {"rhssaf_vest_otv_md2camo","ItemMap","ItemCompass","ItemWatch","ItemRadio","ACRE_PRC343","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine"}; 
        respawnLinkedItems[] = {"rhssaf_vest_otv_md2camo","ItemMap","ItemCompass","ItemWatch","ItemRadio","ACRE_PRC343","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine"}; 
        headgearList[] =
        {
            //"", 0.3,
            "rhssaf_beret_green", 0.5,
            "CUP_H_Ger_M92", 0.3,
            "rhsgref_helmet_pasgt_woodland", 0.1,
            //"H_FakeHeadgear", 0.7,
            "H_Watchcap_blk", 0.4,
            "H_Watchcap_khk", 0.5,
            "rhs_beanie_green", 0.9,
        };
        allowedFacewear[] =
        {
            //"", 0.5,
            "rhsusf_shemagh_grn", 0.5,
            "rhsusf_shemagh2_grn", 0.5,
            "rhsusf_shemagh_od", 0.5,
            "rhsusf_shemagh2_od", 0.5,
            "rhs_scarf", 0.5,
            "G_Balaclava_blk", 0.5,
            "G_Balaclava_oli", 0.5,
            "G_Bandanna_oli", 0.5,
            "G_Balaclava_combat", 0.5,
            "CUP_G_Scarf_Face_White", 0.5,
        };
        class EventHandlers: EventHandlers
        {
            init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;}";
        };
    };

};

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Hello Kaas,

 

Did you try to inherit from the class of a FIA unit rather than B_soldier_F?

 

Hope it will help

 

KR

T

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4 hours ago, guyfawkestom said:

Hello Kaas,

 

Did you try to inherit from the class of a FIA unit rather than B_soldier_F?

 

Hope it will help

 

KR

T

That unfortunately did not seem to work. It was a good idea though.

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Hello Sir,

 

I had the opportunity to paste your code in Notepad++ and it was more visual so I could compare with the I_G_Soldier_F config, and it seems you miss one parameter:

allowedHeadgear[]=
        {
            "H_Bandanna_gry",
            "H_Bandanna_blu",
            "H_Bandanna_cbr",
            "H_Bandanna_khk_hs",

...etc

It should be there in addition to Headgear List I assume

 

You could always try to inherit from I_G_Soldier_F (if it is not the one you tried), or define allowedHeadgear from Scratch, as you wish

 

I hope it will work

 

KR

GFT

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