Kaas298 0 Posted March 31, 2020 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;}"; }; }; }; Share this post Link to post Share on other sites
guyfawkestom 60 Posted April 8, 2020 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 Share this post Link to post Share on other sites
Kaas298 0 Posted April 8, 2020 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. Share this post Link to post Share on other sites
guyfawkestom 60 Posted April 8, 2020 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 Share this post Link to post Share on other sites