Daniel_H_ 0 Posted January 25, 2022 I'm getting in to modding recently and tried to make a faction. Most of the info I need is available on the Arma 3 wiki, but I can't really find how to add items to uniforms/vests. I know you can add items to persons with: items[] = {} and you can add items to a backpack with: class TransportMagazines { MAG_XX(100Rnd_65x39_caseless_mag,4); MAG_XX(100Rnd_65x39_caseless_mag_Tracer,2); MAX_XX(130Rnd_338_Mag,2); }; class TransportItems { ITEM_XX(optic_tws_mg,1); ITEM_XX(bipod_01_F_snd,1); ITEM_XX(muzzle_snds_338_sand,1); ITEM_XX(muzzle_snds_H_SW,1); }; Is there a also a way to do this for uniforms/vests? Share this post Link to post Share on other sites
EO 11277 Posted January 25, 2022 Hello and welcome to the Forum. Check out the Characters and Gear Encoding guide, specifically Character Configuration, I think linkedItems is what your looking for. Share this post Link to post Share on other sites
Daniel_H_ 0 Posted January 25, 2022 Thanks for your quick reply. I think i have to clarify my question a bit 😁. What I ment is how to add items to the inventory of a vest or uniform specificly, to organize your loadout a bit more. I don't know if its even possible but you can do it with backpacks so why not on vests/uniforms. Share this post Link to post Share on other sites
EO 11277 Posted January 25, 2022 6 minutes ago, Daniel_H_ said: What I ment is how to add items to the inventory of a vest or uniform specificly, to organize your loadout a bit more. Isn't that what Character Configuration describes? If your creating your own faction by way of a mod, which is what you said in the OP, then this is how you would specify what each new unit will carry. Alternatively you can export loadouts to SQF using the Arma 3:Arsenal Share this post Link to post Share on other sites
Daniel_H_ 0 Posted January 25, 2022 28 minutes ago, EO said: Isn't that what Character Configuration describes? If your creating your own faction by way of a mod, which is what you said in the OP, then this is how you would specify what each new unit will carry. Alternatively you can export loadouts to SQF using the Arma 3:Arsenal Thanks for that last link. Thats really helpfull. The question I tried to ask is: Is there a way you can control where a item ends up (in your vest or uniform)? Share this post Link to post Share on other sites
mrewok 47 Posted January 26, 2022 (edited) Not Sure From Config but from script there's a few command; addItemToVest , addItemToUniform , addItemToBackpack. I think you can define Init into the EH of the unit will check my old eods EOD suit to send you the basic setup to call script from init. class DefaultEventhandlers; class CfgPatches { class EOD_SUIT { units[]={}; author="Mr Ewok, NorX Aengell,Burnes15th"; weapons[]={"EOD9_HELMET","EOD_Uniform","EOD_SUIT_vest","EOD9_HELMET_Tan","EOD_Uniform_Tan","EOD_SUIT_vest_Tan", "EOD9_HELMET_Dark","EOD_Uniform_Dark","EOD_SUIT_vest_Dark","EOD_Bag"}; requiredVersion=0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Heads", "A3_Data_F", "A3_Weapons_F"}; }; }; class Extended_PostInit_EventHandlers { EOD_SUIT_Init="if (hasInterface) then {[] execVM '\EOD_SUIT\XENO_Init_Script_EOD_SUIT.sqf'}"; }; class EODS_SoundRegulation_settings { #include "\userconfig\EODS\EODS_config.hpp" }; class CfgVehicleClasses { class EWK_veh_class { displayName = "$STR_EODS_EOD_units"; }; }; class UniformSlotInfo; class CfgVehicles { class Man; class B_AssaultPack_Base; class NATO_Box_Base; class CAManBase: Man { class HitPoints { class HitHead; class HitBody; class HitHands; class HitLegs; }; }; class SoldierWB: CAManBase { threat[] = {1, 0.1, 0.1}; }; class B_Soldier_base_F: SoldierWB { }; class B_engineer_F: B_Soldier_base_F { }; class EOD_engineer: B_engineer_F { scope= 2; author = "MrEwok"; displayName= "$STR_EOD_engineer"; vehicleClass= "EWK_veh_class"; engineer = 1; attendant = 0; uniformAccessories[]= {}; nakedUniform = "U_BasicBody"; uniformClass= "EOD_Uniform"; model= "\EOD_SUIT\Models\EOD_Uniform.p3d"; hiddenSelections[]={"camo", "camo2", "insignia" }; hiddenSelectionsTextures[] = {"\EOD_SUIT\TexturesWIP\suitGreen_co.paa", "\EOD_SUIT\TexturesWIP\Green_Tex_co2.paa"}; weapons[]= {"Throw","Put"}; respawnWeapons[]= {"Throw","Put"}; Items[]= {"FirstAidKit"}; RespawnItems[]= {"FirstAidKit"}; magazines[]= {}; respawnMagazines[]= {}; linkedItems[] = {"EOD9_HELMET","EOD_SUIT_vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"EOD9_HELMET","EOD_SUIT_vest","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; backpack = ""; // class Eventhandlers // { // init= "_this call EOD_Suit_fnc_Check_Helmet"; // }; class Wounds { tex[] = {}; mat[] = { "eod_suit\textureswip\green_tex2.rvmat", /// what material is changed "eod_suit\textureswip\Green_Tex_wound.rvmat", /// how does the material look like in damage 0.5 and more "eod_suit\textureswip\Green_Tex_wound.rvmat", /// how does the material look like while the part has damage 1 "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", /// next materials are used through personality of the soldier "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; }; }; // I've closed the bracket but you probably want to define other things... Also keep in mind it's a really old config so some stuff may have changed... Edited January 26, 2022 by mrewok Added Config.cpp Share this post Link to post Share on other sites
Daniel_H_ 0 Posted January 27, 2022 (edited) 22 hours ago, mrewok said: Not Sure From Config but from script there's a few command; addItemToVest , addItemToUniform , addItemToBackpack. I think you can define Init into the EH of the unit will check my old eods EOD suit to send you the basic setup to call script from init. Thanks for you're reply. Will look into it. Edited January 27, 2022 by Daniel_H_ Removed config.ccp from quote Share this post Link to post Share on other sites
mrewok 47 Posted January 27, 2022 You're welcome, by the way i have forgot to say you may want to use class Eventhandlers { init= "_this execVM '\YourAddonPbo\path\to\your\script.sqf'"; }; Instead of the Extended_PostInit_EventHandlers wich (if i remember correctly) is related to cba. Share this post Link to post Share on other sites