R3VD4L 1 Posted April 19, 2021 At the moment this is my current code for the prowler i am reskinning: class Axion_prowler_AT: B_LSV_01_AT_F { author = "Ace Boyden"; side = 1; scope = 2; crew = "Axion_Soldier_FUS"; picture = "\addons\axion_icon.paa"; faction = "Axion"; displayName = "Axion Prowler AT"; hiddenSelections[]= {"camo1","camo2","camo3","camo4"}; hiddenSelectionsTextures[]= {"\addons\data\prowler_01_co.paa","\addons\data\prowler_02_co.paa","\addons\data\prowler_03_co.paa","\addons\data\prowler_04_co.paa"}; }; But for some reason the texture isn't actually applying to the vehicle itself, i get no errors in rpt nor any when launching the game or spawning it. i have tried to change the file path, class name and even changed it to my other drives. nothing works. if anyone have a solution please let me know. Also here is my addon requred requiredAddons[] = {"A3_Characters_F_BLUFOR", "A3_Characters_F", "A3_Characters_F_Beta", "A3_Characters_F_Gamma", "A3_Characters_F_EPA", "A3_Characters_F_EPB", "A3_Characters_F_Enoch", "A3_Soft_F_Exp", "A3_Soft_F"}; and my class cfgVehicle class CfgVehicles { class LandVehicle; class B_Soldier_base_F; class B_LSV_01_AT_F; class B_LSV_01_unarmed_F; class B_LSV_01_armed_F; class B_MRAP_01_F; class B_MRAP_01_gmg_F; class B_MRAP_01_hmg_F; Share this post Link to post Share on other sites
Jackal326 1181 Posted April 19, 2021 Why is 'addons' your PBO name? Share this post Link to post Share on other sites
R3VD4L 1 Posted April 19, 2021 3 minutes ago, Jackal326 said: Why is 'addons' your PBO name? as i just quickly change stuff i can't be bothered changing it to "Axion" at the moment but will do before publish Share this post Link to post Share on other sites
Jackal326 1181 Posted April 19, 2021 Just now, R3VD4L said: as i just quickly change stuff i can't be bothered changing it to "Axion" at the moment but will do before publish So you're wondering why its not working, when you don't have a consistent PBO name? That is your first problem right there... Share this post Link to post Share on other sites
R3VD4L 1 Posted April 19, 2021 Just now, Jackal326 said: So you're wondering why its not working, when you don't have a consistent PBO name? That is your first problem right there... The thing is, it works on all my other textures, but not the prowler. Share this post Link to post Share on other sites
Jackal326 1181 Posted April 19, 2021 I just checked the config for the vehicle... class LSV_01_AT_base_F: LSV_01_base_F { author = "$STR_A3_Bohemia_Interactive"; class SpeechVariants { class Default { speechSingular[] = {"veh_vehicle_armedcar_s"}; speechPlural[] = {"veh_vehicle_armedcar_p"}; }; }; textSingular = "$STR_A3_nameSound_veh_vehicle_armedcar_s"; textPlural = "$STR_A3_nameSound_veh_vehicle_armedcar_p"; nameSound = "veh_vehicle_armedcar_s"; _generalMacro = "LSV_01_AT_base_F"; scope = 0; scopeCurator = 0; displayName = "$STR_A3_CfgVehicles_LSV_01_AT_base_F0"; overviewPicture = "\A3\Data_F_Exp\Images\VehicleProwler_ca.paa"; DLC = "Expansion"; memoryPointTaskMarker = "TaskMarker_2_pos"; model = "\A3\Soft_F_Exp\LSV_01\LSV_01_AT_F.p3d"; cost = 300000; hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"}; [...] Check the last line, your hiddenSelection names are incorrect. Share this post Link to post Share on other sites
R3VD4L 1 Posted April 19, 2021 2 minutes ago, Jackal326 said: I just checked the config for the vehicle... class LSV_01_AT_base_F: LSV_01_base_F { author = "$STR_A3_Bohemia_Interactive"; class SpeechVariants { class Default { speechSingular[] = {"veh_vehicle_armedcar_s"}; speechPlural[] = {"veh_vehicle_armedcar_p"}; }; }; textSingular = "$STR_A3_nameSound_veh_vehicle_armedcar_s"; textPlural = "$STR_A3_nameSound_veh_vehicle_armedcar_p"; nameSound = "veh_vehicle_armedcar_s"; _generalMacro = "LSV_01_AT_base_F"; scope = 0; scopeCurator = 0; displayName = "$STR_A3_CfgVehicles_LSV_01_AT_base_F0"; overviewPicture = "\A3\Data_F_Exp\Images\VehicleProwler_ca.paa"; DLC = "Expansion"; memoryPointTaskMarker = "TaskMarker_2_pos"; model = "\A3\Soft_F_Exp\LSV_01\LSV_01_AT_F.p3d"; cost = 300000; hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"}; [...] Check the last line, your hiddenSelection names are incorrect. I just tried it and it didn't work.. Share this post Link to post Share on other sites
R3VD4L 1 Posted April 19, 2021 3 minutes ago, Jackal326 said: I just checked the config for the vehicle... class LSV_01_AT_base_F: LSV_01_base_F { author = "$STR_A3_Bohemia_Interactive"; class SpeechVariants { class Default { speechSingular[] = {"veh_vehicle_armedcar_s"}; speechPlural[] = {"veh_vehicle_armedcar_p"}; }; }; textSingular = "$STR_A3_nameSound_veh_vehicle_armedcar_s"; textPlural = "$STR_A3_nameSound_veh_vehicle_armedcar_p"; nameSound = "veh_vehicle_armedcar_s"; _generalMacro = "LSV_01_AT_base_F"; scope = 0; scopeCurator = 0; displayName = "$STR_A3_CfgVehicles_LSV_01_AT_base_F0"; overviewPicture = "\A3\Data_F_Exp\Images\VehicleProwler_ca.paa"; DLC = "Expansion"; memoryPointTaskMarker = "TaskMarker_2_pos"; model = "\A3\Soft_F_Exp\LSV_01\LSV_01_AT_F.p3d"; cost = 300000; hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"}; [...] Check the last line, your hiddenSelection names are incorrect. For refference this works and applies texture to the hunter. class Axion_Hunter_Unarmed: B_MRAP_01_F { author = "Ace Boyden"; side = 1; scope = 2; crew = "Axion_Soldier_FUS"; picture = "\addons\axion_icon.paa"; faction = "Axion"; displayName = "Axion M-ATV (Unarmed)"; hiddenSelections[]= {"camo1","camo2","camo3","camo4"}; hiddenSelectionsTextures[]= {"\addons\data\hunter_01_co.paa","\addons\data\hunter_02_co.paa","\addons\data\hunter_03_co.paa","\addons\data\hunter_04_co.paa"}; }; Share this post Link to post Share on other sites
Jackal326 1181 Posted April 19, 2021 Yes, but the Hunter is not the Prowler, is it? BI clearly decided to use different naming conventions, because who needs consistency, right? You need to adjust: hiddenSelections[]= {"camo1","camo2","camo3","camo4"}; to the (hopefully) correct: hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"}; They're vehicle specific, just because your code works for one doesn't mean it will work for another. It might, but its not a guarantee. Share this post Link to post Share on other sites
R3VD4L 1 Posted April 19, 2021 6 minutes ago, Jackal326 said: Yes, but the Hunter is not the Prowler, is it? BI clearly decided to use different naming conventions, because who needs consistency, right? You need to adjust: hiddenSelections[]= {"camo1","camo2","camo3","camo4"}; to the (hopefully) correct: hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"}; They're vehicle specific, just because your code works for one doesn't mean it will work for another. It might, but its not a guarantee. Tried it and it didn't work, no error in rpt, nor any when i launched or spawned it. Share this post Link to post Share on other sites
Jackal326 1181 Posted April 19, 2021 Keep in mind the names are CaSe-SenSitIve. Adding an underscore to "camo1" and making it "camo_1" is not the same as "Camo_1" Share this post Link to post Share on other sites
R3VD4L 1 Posted April 19, 2021 1 minute ago, Jackal326 said: Keep in mind the names are CaSe-SenSitIve. Adding an underscore to "camo1" and making it "camo_1" is not the same as "Camo_1" i tried both.. Share this post Link to post Share on other sites
Jackal326 1181 Posted April 19, 2021 OK, so I've dug a little deeper into the config of the Prowler and have come up with a further suggestion. Its just an idea but it takes me back to when I couldn't get a new LMG I was working on to show in the Arsenal and it was all to do with a baseWeapon config parameter that needed editing defining in my new class as the inherited value was conflicting. Anyway, try adding this code: class TextureSources { class Axion { displayName = "Axion"; author = "Your_Name"; textures[] = {"\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\launcher_INDP_co.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\tubem_INDP_co.paa"}; factions[] = {"BLU_T_F","BLU_F"}; }; }; textureList[] = {"Black",0,"Olive",0,"Sand",0,"Dazzle",0,"Axion",1}; Its possible that for some reason TextureSources is overriding the hiddenSelections. Its unlikely but its possible... Share this post Link to post Share on other sites
EO 11277 Posted April 19, 2021 This may (or may not) help, but it's a working, published mod for a Prowler... class CfgPatches { class eo_rfg_survivor_prowler { requiredAddons[]= { "A3_Soft_F_Exp" }; requiredVersion=0.1; units[]= { "eo_prowler_unarmed", "eo_prowler_armed" }; weapons[]={}; }; }; class CfgVehicles { class LSV_01_unarmed_base_F; class LSV_01_armed_base_F; class eo_prowler_unarmed: LSV_01_unarmed_base_F { editorPreview="\A3\EditorPreviews_F_Exp\Data\CfgVehicles\B_T_LSV_01_armed_F.jpg"; _generalMacro="eo_prowler_unarmed"; scope=2; scopeCurator=2; DLC="Expansion"; displayName="RFG Prowler (Unarmed)"; side=1; faction="EO_RFG_Survivors"; editorSubcategory="EdSubCat_Cars"; crew="EO_S5"; typicalCargo[]={}; enableGPS=1; textureList[]= { "Ravaged", 1 }; hiddenSelectionsTextures[]= { "\eo_rfg_survivor_prowler\data\eo_prowler1.paa", "\eo_rfg_survivor_prowler\data\eo_prowler2.paa", "\eo_rfg_survivor_prowler\data\eo_prowler3.paa", "\eo_rfg_survivor_prowler\data\eo_prowler4.paa" }; class TransportMagazines { }; class TransportItems { class _xx_FirstAidKit { name="FirstAidKit"; count=5; }; }; class TransportWeapons { }; }; class eo_prowler_armed: LSV_01_armed_base_F { editorPreview="\A3\EditorPreviews_F_Exp\Data\CfgVehicles\B_T_LSV_01_armed_F.jpg"; _generalMacro="eo_prowler_armed"; scope=2; scopeCurator=2; DLC="Expansion"; displayName="RFG Prowler (Armed)"; side=1; faction="EO_RFG_Survivors"; editorSubcategory="EdSubCat_Cars"; crew="EO_S2"; typicalCargo[]={}; textureList[]= { "Ravaged", 1 }; hiddenSelectionsTextures[]= { "\eo_rfg_survivor_prowler\data\eo_prowler1.paa", "\eo_rfg_survivor_prowler\data\eo_prowler2.paa", "\eo_rfg_survivor_prowler\data\eo_prowler3.paa", "\eo_rfg_survivor_prowler\data\eo_prowler4.paa" }; class TransportMagazines { }; class TransportItems { class _xx_FirstAidKit { name="FirstAidKit"; count=5; }; }; class TransportWeapons { }; }; }; class cfgMods { author="EO"; timepacked="1616081160"; }; 1 Share this post Link to post Share on other sites
R3VD4L 1 Posted April 20, 2021 19 hours ago, Jackal326 said: OK, so I've dug a little deeper into the config of the Prowler and have come up with a further suggestion. Its just an idea but it takes me back to when I couldn't get a new LMG I was working on to show in the Arsenal and it was all to do with a baseWeapon config parameter that needed editing defining in my new class as the inherited value was conflicting. Anyway, try adding this code: class TextureSources { class Axion { displayName = "Axion"; author = "Your_Name"; textures[] = {"\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\addons\data\prowler_01_CO.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\launcher_INDP_co.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\tubem_INDP_co.paa"}; factions[] = {"BLU_T_F","BLU_F"}; }; }; textureList[] = {"Black",0,"Olive",0,"Sand",0,"Dazzle",0,"Axion",1}; Its possible that for some reason TextureSources is overriding the hiddenSelections. Its unlikely but its possible... Thank you it finally works! final: class Axion_prowler_HMG: B_LSV_01_armed_F { author = "Ace Boyden"; _generalMacro = "B_LSV_01_armed_F"; side = 1; scope = 2; crew = "Axion_Soldier_FUS"; picture = "\addons\axion_icon.paa"; faction = "Axion"; displayName = "Axion Prowler HMG"; hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"}; class TextureSources { class Axion { displayName = "Axion"; author = "Ace Boyden"; textures[] = {"\addons\data\prowler_01_CO.paa","\addons\data\prowler_02_CO.paa","\addons\data\prowler_03_CO.paa","\addons\data\prowler_04_CO.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\launcher_INDP_co.paa","\A3\Weapons_F_Beta\Launchers\Titan\data\tubem_INDP_co.paa"}; factions[] = {"BLU_T_F","BLU_F"}; }; }; textureList[] = {"Black",0,"Olive",0,"Sand",0,"Dazzle",0,"Axion",1}; }; 1 Share this post Link to post Share on other sites
Jackal326 1181 Posted April 20, 2021 11 hours ago, R3VD4L said: Thank you it finally works! Glad it finally worked Share this post Link to post Share on other sites