masterfirewall 10 Posted March 16, 2023 Hello! I am starting to learn how to mod and wanted to try to have the chest armor updated dynamically. I am sure this can be done server-side, but I was curious if it can pull the player UID within a chest rig mod. So the UID is grabbed by the mod on equip; after grabbing the UID it checks against a preset array of UIDs and determines which patch to put on their armor. Basically, I want to avoid having ten million sets of chest armor to update when a significant change hits my unit. within the hiddenSelectionsTextures for my testing vest I just have the variable but it does not seem to pass the patch.paa path from the _chest_path if statement condition Reveal hidden contents a class cfgWeapons { class ChestPatch; class UniformItem; class Uniform_Base; class V_PlateCarrier1_rgr; class VestItem; class H_HelmetB; class HeadgearItem; class NVGoggles; _allowedUID[] = {"12345"}; // Actual testing UID is real _uid = getPlayerUID player; _firewallpatch = "\data\ins\Firewall_USMC_Patch.paa"; _regularpatch = "\data\ins\USMC_ID_16_Corpsman.paa"; _chosenpatch = _regularpatch _chest_patch = if (_uid not in _allowedUID) then _chosenpatch == _regularpatch else _chosenpatch == _firewallpatch; class USMC_PVS14_LWH_NVG_01: NVGoggles //Continues as normal // within the hiddenSelectionsTextures for my testing vest I just have the variable but it does not seem to pass the patch.paa path hiddenSelectionsTextures[]= { "\data\Retex\Coyote\SPC_Vest_Coyote_co.paa", "\data\Retex\Coyote\C_MagPouch_Coyote_co.paa", "\data\Retex\Coyote\c_grenadepouch_Coyote_co.paa", "data\Retex\Coyote\p_Coyote_2_co.paa", "\data\Retex\Coyote\c_fanny_Coyote_co.paa", // "\data\ins\USMC_ID_16_Corpsman.paa" _chosenpatch }; a Thank you! Share this post Link to post Share on other sites