Jump to content
General Kong

Vehicles configs not working right for some vehicles

Recommended Posts

no idea, it seemed to have been "Grey" I am assuming for the SUV, since that is how it is spelt in the original SUV config

Share this post


Link to post
Share on other sites

I'm just wondering if the typo has something to do with the config not working correctly.

Share this post


Link to post
Share on other sites

nope, directly copied from the SUV config, only thing changed was all of them being set to 1 in the original config, I set only Black to 1 and all the others to 0 in mine

Share this post


Link to post
Share on other sites

So I changed around the code 
 

Spoiler

	   class RHM_SUV: C_SUV_01_F
	    {
		side = 2;
		scope = 2;
		scopeCurator = 2;
		armor = 80;
		displayname = "Armoured SUV";
		vehicleclass = "Vehicles"; //Unit Group
		faction = "RHM_FACTION"; //Faction added to, default Nato
		crew = "RHM_Soldier"; //No need to touch this unless custom faction
		typicalCargo[] = {"RHM_Soldier"}; //No need to touch this unless custom faction
		textureList[] = {"Black",1};
		class EventHandlers
        {
            init = this setVariable ["BIS_enableRandomization",false];
        };
       };

 

I removed the other colours from the textureList, and changed the EventHandler, and it is still not working

Share this post


Link to post
Share on other sites

If its only going to be black, and you don't want any other colours even as a randomisation option why on earth are you not using hiddenSelections and hiddenSelectionsTextures instead of trying brute force the randomisation option to just one setting?

		hiddenSelections[]={"Camo1"};		
		hiddenSelectionsTextures[]={"\A3\Soft_F_Gamma\SUV_01\Data\suv_01_ext_02_co.paa"};

 

Share this post


Link to post
Share on other sites

because beforehand it had those lines and still showed up only in Red, but now it works with those lines, so thank you for the help for the SUV, sadly it did not fix what seems to be the same problem for some other vehicles

 

Spoiler

	   class RHM_TRANSPORT: C_Van_01_transport_F
	    {
		side = 2;
		scope = 2;
		scopeCurator = 2;
		displayname = "Truck(Transport)";
		vehicleclass = "Vehicles"; //Unit Group
		faction = "RHM_FACTION"; //Faction added to, default Nato
		crew = "RHM_Soldier"; //No need to touch this unless custom faction
		typicalCargo[] = {"RHM_Soldier"}; //No need to touch this unless custom faction
		hiddenSelections[] = {"Camo1","Camo2","Camo3"};
		hiddenSelectionsTextures[] = {"\A3\soft_f_gamma\van_01\Data\van_01_ext_CO.paa","\A3\soft_f_gamma\van_01\Data\van_01_adds_CO.paa","\a3\soft_f_gamma\van_01\data\van_01_int_base_co.paa"};
		textureList[] = {"Black",1};
		class EventHandlers
        {
            init = this setVariable ["BIS_enableRandomization",false];
        };
	   };

 

Spoiler

	   class RHM_FUEL: C_Van_01_fuel_F
	    {
		side = 2;
		scope = 2;
		scopeCurator = 2;
		displayname = "Truck(Fuel)";
		vehicleclass = "Vehicles"; //Unit Group
		faction = "RHM_FACTION"; //Faction added to, default Nato
		crew = "RHM_Soldier"; //No need to touch this unless custom faction
		typicalCargo[] = {"RHM_Soldier"}; //No need to touch this unless custom faction
		hiddenSelections[] = {"camo1","camo2"};
		hiddenSelectionsTextures[] = {"\A3\Soft_F_Bootcamp\Van_01\Data\Van_01_ext_IG_01_CO.paa","\A3\Soft_F_Bootcamp\Van_01\Data\Van_01_tank_IG_01_CO.paa"};
		textureList[] = {"Black",1};
		class EventHandlers
        {
            init = this setVariable ["BIS_enableRandomization",false];
        };
	   };

 

Spoiler

	   class RHM_BOX: C_Van_01_box_F
	    {
		side = 2;
		scope = 2;
		scopeCurator = 2;
		displayname = "Truck(Box)";
		vehicleclass = "Vehicles"; //Unit Group
		faction = "RHM_FACTION"; //Faction added to, default Nato
		crew = "RHM_Soldier"; //No need to touch this unless custom faction
		typicalCargo[] = {"RHM_Soldier"}; //No need to touch this unless custom faction
		hiddenSelections[] = {"camo1","camo2"};
		hiddenSelectionsTextures[] = {"\A3\soft_f_gamma\van_01\Data\van_01_ext_CO.paa","\A3\soft_f_gamma\van_01\Data\van_01_adds_CO.paa","","","",""};
		textureList[] = {"Black",1};
		class EventHandlers
        {
            init = this setVariable ["BIS_enableRandomization",false];
        };
	   };

 

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×