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ahmedslimkw

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Posts posted by ahmedslimkw


  1. Be careful when using that, since dead units are always on the civilian side.

    You can either set the side as a variable on the unit and retrieve it once it's been killed,

    or you simply get the side from the units config (which can lead to problems if the unit gets joined into a different sides group).

     

    Cheers

     

    Ah! thanks a

     

    absolutely your choice-  i left that part with just a comment on where to put your stuff.

    e.g.

     fnc_countCivDeaths = {

        DeadCivilians = DeadCivilians + 1;

        if (DeadCivilians >=CivMaxDeath) then {

     

          //leader group _unitname setwaypoint ..... etc // finish as desired.

           

        };

        // Send the new value to clients only needed for MP

        publicvariable "DeadCivilians";

      };

     

    this may have to be refined as 4 people could be killed if you take out an ifrit with an RPG/Tiatn etc.

    It will run the finish 4 times.

    I would suggest having a script called that will only run if it has not been triggered yet.Being server side (local for SP) you could change a CheckIfRunning variable to true and only if false run the script

     

    I tried this script and it worked perfectly when i used a hint! However when im completely stuck on how to generate a waypoint in a script, I want a unit named "Test" To follow a players position if any number of civilians are killed. I went online and checked a couple of answers and definitely the script works! But now im stuck with the waypoints...

     

    Thanks a bunch all of you who helped me! :D


  2. Arma 3 introduced mission event handlers ... you could just check when anyone is killed and see if they are civilian or not. Just throwing this out there because I don't think it's commonly known yet.

    https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#EntityKilled

    addMissionEventHandler ["EntityKilled",
     {
        if (side (_this select 0) == civilian) then
        {
            systemChat "Civ killed";
        }
     }];
    

    Good to know man! Il delve in the mission event handlers, maybe il find something useful :) Thanks for the code!


  3. absolutely your choice-  i left that part with just a comment on where to put your stuff.

    e.g.

     fnc_countCivDeaths = {

        DeadCivilians = DeadCivilians + 1;

        if (DeadCivilians >=CivMaxDeath) then {

     

          //leader group _unitname setwaypoint ..... etc // finish as desired.

           

        };

        // Send the new value to clients only needed for MP

        publicvariable "DeadCivilians";

      };

     

    this may have to be refined as 4 people could be killed if you take out an ifrit with an RPG/Tiatn etc.

    It will run the finish 4 times.

    I would suggest having a script called that will only run if it has not been triggered yet.Being server side (local for SP) you could change a CheckIfRunning variable to true and only if false run the script

    Thank you very much for your time! Il utilize this info and report in if I get it working :D

    Thanks!


  4. i have done this in the past - add a killed evenhandler to the civilian, checking if a player killed them as they get run over by others drivers on occasion.

    This EH will need to count the number of dead Civs, once its at a desired level run your script to end mission or other punishment.

    if you want to try it yourself resist the urge to peek....

    btw not tested fully as had to pull this out of a mission.

    // Global variable to hold the death counter.DeadCivilians = 0;CivMaxDeath=5;if isServer then {  // Function to update death counter.  fnc_countCivDeaths = {    DeadCivilians = DeadCivilians + 1;    if (DeadCivilians >=CivMaxDeath) then {      //======endmission or punishment stuff goes here=======    };    // Send the new value to clients only needed for MP    publicvariable "DeadCivilians";   };// Client side.} else {  // Function to display the death count.  fnc_showCivDeathCount = {hintsilent format ["Dead Civilians: %1",DeadCivilians];};   // PublicVariable eventhandler to catch the update sent by the server.  "DeadCivilians" addPublicVariableEventHandler {call fnc_showCivDeathCount};};// Civ EH check if player is killer <<---- will need to be added to civ spawn script and change the variable for the unit  _CivUnit addEventhandler ["killed",{   params ["_unit","_killer"];   if (isplayer _killer) then {    call fnc_countCivDeaths    };   };];

    Many thanks for the code! Il check it out and report in ASAP! (apparently I'm gonna sleep in a hour so rip) Regarding the =CivMaxDeath) then { is it possible if there is a number of civilians killed it will execute the waypoint of a unit making It chase the player?

  5. Most precise way would be to add killed eventhandlers to all civilians as soon as they're spawned and modify a global variable after each eventhandler goes off.

     

    Cheers

    Thanks for the quick response! Unfortunately I'm not really a good script creator as I only used very basic scripts. Do you have more like a step-by-step guide? Much appreciated!

    Thanks! (Il google search the eventHandlers on the wiki, maybe I could learn a thing or two! :))


  6. Hello!

    Is there a way to make a trigger activate if any number of civilians (E.G Four civilians) are killed?

    I'm trying to utilize a couple of civilian spawner scripts so a certain unit will chase the player if a certain number of civilians are killed, I searched online for a couple of help but with no avail.

    It might seem pretty complicated or impossible (S.P mission btw not online)

    Any help is appreciated! (I pretty much am focusing into editing missions now not modifications :))

    Thanks!


  7. Edit - Formatting

    Hi Mate,

    I had a read of your config and I must admit that I am a bit confused by it. IMO I feel that you are trying to do to much with the one file, I know that this possible to do, but it can make fault finding harder.

    my suggestion is to break it up, at least until you know everything is working. I am happy you help you set this up too. for example

    @Your mod\

    Addons\

    Your mod_uniforms

    Your mod_vests

    Your mod_units

    etc...

    How I normally do mine, is to define all the individual item classes, IE, uniforms, Vests, Headgear, Packs etc. Once I know each one is working, I then do my units and define the existing items in there.

    The other part that is confusing me is your unit selection. In some parts you seem to be using a mix of Opfor and Blufor in the one class, this could also lead config problems.

    I've put together some configs to help you get started off, and as I said before, more then happy to help. Either PM me or ask here.

    Uniform:

    //Uniforms
    class Default EventHandlers;
    class CfgPatches
    {
        class My_Mod_Config
        {
            units[] = {};
            weapons[] = {};
            requiredVersion = 0.1;
            requiredAddons[] = {"A3_Characters_F"};
    	author[] = {"Velocity-Overdrive"};
    	//authorUrl = "";	//Add a URL here if you want to
        };
    };
    /*
    class CfgMods
    	{
    	class Mod_Base; // External Class Reference
    	class mod_name : Mod_Base //Name your mod here
    		{
    		logo = "";	//.paa file. use ratio of 128x128
    		logoOver = "";	//.paa file. use ratio of 128x128. This will change when you select it. Re: the DLC's
    		};
    	};
    */
    
    class cfgVehicles
    {
    	class B_soldier_base_F;
    
    	class Panther_RegimentUniform_veh: B_soldier_base_F
    	{
    	scope = 2;		//Usable ingame
    	scopeArsenal = 2;	//visiable in the VA
    	scopeCurator = 0;	//usable with Zeus
    	displayName = "Infantry";
    	author = "Velocity-Overdrive"
    	uniformClass = "Panther_RegimentUniform_veh";	//Use the new classname
     	model = "\A3\characters_f\blufor\b_soldier_01.p3d"; //b_soldier_01.p3d = long sleeve, b_soldier_02.p3d = tee, 03 = short sleeve.p3d
    	hiddenSelections[] = {"camo","insignia"}
    	hiddenSelectionsTextures[] = {"Blood&Sweat\Data\Panther_RegimentUniform.paa"};
    	};
    };
    	
    class cfgWeapons
    {
    	class ItemCore;
    	class ItemInfo
    	class Uniform_Base;
    	class UniformItem;
    	
    	class Panther_RegimentUniform_we: Uniform_Base
    	{
    	scope = 1;
    	author = "Velocity-Overdrive";
    	displayName = "Infantry";
    	descriptionShort = "Uniform of the Panther Regiment"	//put in your own short description here. use <br> or <br><br> to add seperate lines
    	model = "\A3\characters_f\common\suitpacks\suitpack_blufor_diver";
    	picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
    //	dlc = "";	//If required
    	
    	class Iteminfo: UniformItem
    		{
    		uniformModel = "=";
    		uniformClass = "Panther_RegimentUniform_we";
    		containerClass = "Supply40";
    		mass = "40";
    		};
    	};
    };
    Vests:

    //vests
    class Default EventHandlers;
    class CfgPatches
    {
        class My_Mod_Config
        {
            units[] = {};
            weapons[] = {};
            requiredVersion = 0.1;
            requiredAddons[] = {"A3_Characters_F"};
    	author[] = {"Velocity-Overdrive"};
    	//authorUrl = "";	//Add a URL here if you want to
        };
    };
    /*
    class CfgMods
    	{
    	class Mod_Base; // External Class Reference
    	class mod_name : Mod_Base //Name your mod here
    		{
    		logo = "";	//.paa file. use ratio of 128x128
    		logoOver = "";	//.paa file. use ratio of 128x128. This will change when you select it. Re: the DLC's
    		};
    	};
    */
    
    class cfgWeapons
    {
    	class ItemCore;
    	class ItemInfo;
    	class Vest_Camo_Base;
    	class Vest_NoCamo_Base;
    
    	class S_D_Plate_Carrier: Vest_Camo_Base
    		{
    		author = "Velocity-Overdrive"
    		//dlc = "";
    		_generalMacro = "S_D_Plate_Carrier";
    		scope = 2;
    		scopeArsenal = 2;
    		picture = "icon_S_D_Plate_Carrier.paa";
    		 displayName = "S.D Plate Carrier";
    		hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Plate_Carrier.paa"};
    		model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
    		descriptionShort = "Armour Level III";
    		class ItemInfo : ItemInfo
    			{
    			uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
    			containerClass = "Supply140";
    			mass = 80;
    			class HitpointsProtectionInfo
    				{
    				class Chest
    					{
    					HitpointName = "HitChest";
    					armor = 16;
    					PassThrough = 0.3;
    					};
    				class Diaphragm
    					{
    					HitpointName = "HitDiaphragm";
    					armor = 16;
    					PassThrough = 0.3;
    					};
    				class Abdomen
    					{
    					hitpointName = "HitAbdomen";
    					armor = 16;
    					passThrough = 0.3;
    					};
    				class Body
    					{
    					hitpointName = "HitBody";
    					passThrough = 0.3;
    					};
    				};
    			};
    		};
    
    	class S_D_Ballistic_Vest: Vest_NoCamo_Base
    		{
    		author = "Velocity-Overdrive"
    		//dlc = "";
    		_generalMacro = "S_D_Ballistic_Vest";
    		scope = 2;
    		scopeArsenal = 2;
    		displayName = "S.D Ballistic Vest";
    		picture = "\Custom_Uniform\ui\icon_S_D_Plate_Carrier.paa";
    		model = "\A3\Characters_F\BLUFOR\equip_b_vest01";
    		descriptionShort = "Armour Level V";
    		hiddenSelections[] = {"camo"};
    		hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Ballistic_Vest.paa"};
    		class ItemInfo : ItemInfo
    			{
    			uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01";
    			containerClass = "Supply140";
    			mass = 120;
    			hiddenSelections[] = {"camo"};
    			class HitpointsProtectionInfo
    				{
    				class Neck
    					{
    					hitpointName = "HitNeck";
    					armor = 8;
    					passThrough = 0.5;
    					};
    				class Arms
    					{
    					hitpointName = "HitArms";
    					armor = 8;
    					passThrough = 0.5;
    					};
    				class Chest
    					{
    					hitpointName = "HitChest";
    					armor = 24;
    					passThrough = 0.1;
    					};
    				class Diaphragm
    					{
    					hitpointName = "HitDiaphragm";
    					armor = 24;
    					passThrough = 0.1;
    					};
    				class Abdomen
    					{
    					hitpointName = "HitAbdomen";
    					armor = 24;
    					passThrough = 0.1;
    					};
    				class Body
    					{
    					hitpointName = "HitBody";
    					passThrough = 0.1;
    					};
    				};
    			};
    		};
    };
    

    Hello there! Thanks for the config! It definitely is confusing so which is why I requested a normal 1 unit template :P Il try this out today and il definitely keep it as some sort of config-backup (incase I screw up again)

    Thanks for trying to help! :D


  8. The only time I retextured a unit was when the Kart DLC was released.

    class CfgPatches {
    
     class BLB_Pony_Drivers
     {
        requiredAddons[] = {"A3_Characters_F_Kart"};
        requiredVersion = 0.1;
        units[] = {"BLB_Pony_Kart_Derpy_Driver_F","BLB_Pony_Kart_Burt_Driver_F"};
        weapons[] = {};
     };
    };
    
    class CfgVehicles
    {
        class C_Driver_1_F;
        class BLB_Pony_Kart_Derpy_Driver_F: C_Driver_1_F
        {
            author = "BadLuckBurt";
            displayName = "Pony Kart Derpy Driver";
            hiddenSelectionsTextures[] = {"blb\pony_drivers\data\textures\derpy_race_suit.paa"};
            class EventHandlers
            {
                init = "(_this select 0) setObjectTexture[0,""blb\pony_drivers\data\textures\derpy_race_suit.paa""]";
            };
        };
        class BLB_Pony_Kart_Burt_Driver_F: C_Driver_1_F
        {
            author = "BadLuckBurt";
            displayName = "Pony Kart Burt Driver";
            hiddenSelectionsTextures[] = {"blb\pony_drivers\data\textures\burt_race_suit.paa"};
            class EventHandlers
            {
                init = "(_this select 0) setObjectTexture[0,""blb\pony_drivers\data\textures\burt_race_suit.paa""]";
            };
        };
    };
    

    Funny to see I myself didn't use an absolute path that time :D How much I've learned since then. And excuse the ponies ;)

     

    The best thing to do is to cut it down to bare essentials and take it one step at a time. And there's a good chance that author attribute is invalid now, I believe it's an array these days.

    Thanks alot! Atm im gonna sleep tomorrow il put it to good use!

     

    Alright il cut it down and i god hope the dang uniform will load!

     

    Il report in tomorrow once again (Dammit time flies fast :P)


  9. Which tutorial(s) did you follow? Initially I just focused on the config properties but the more I look at the whole config, the stranger it gets.

     

    units[] in CfgPatches is supposed to have the CfgVehicles classes that are contained in the addon. Yours just says Custom_Uniform_Mod and that class isn't even defined in your config which makes me think you may not have followed the tutorial correctly or the tutorial itself is flawed. https://community.bistudio.com/wiki/CfgPatches

    hiddenSelectionsTextures[] = {"/Renegade\Data\Panther_RegimentUniform_co.paa"};
    

    should be

    hiddenSelectionsTextures[] = {"\Renegade\Data\Panther_RegimentUniform_co.paa"};
    

    My best advice would be to first create an addon that only alters 1 unit, once you've got that working in-game, expand on it to add the rest of the units you want.

     

    Reading up on altering existing classes might help too:

     

    https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial

    https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide

    Hmm this gets even more confusing once i try to correct my mistakes... Do you have a normal template? I tried to follow the links you showed me and its pretty tough to be honest. Maybe you got a config with just 1 unit and a helmet + uniform? Sorry if i took the easy way out i have been trying to find the mistake (Fixed the Custom_Uniform_Mod thing. No avail)

     

    I apologize for me confusing you alot! First time configuring a mod and god is it tough...

     

    Thanks! (P.S Reading throughout the links you sent me as i type this)


  10. There's one other thing I just noticed, you're not following the texture naming conventions: https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules

    In your case you'd need the _CO suffix. You'll need to rename your source files, open them in Texture View again and save them as .paa.

    So i did what you said and added the _co suffix. However everything is still the same? I checked the .PAA files and they are ok. Here is my new code for reference (How do you even add a spoiler here anyways)

    class CfgPatches 
    { 
        class My_Mod_Config 
        { 
            units[] = {"Custom_Uniform_Mod";}; 
            weapons[] = {}; 
            requiredVersion = 0.1; 
            requiredAddons[] = {"A3_Characters_F"}; 
        }; 
    }; 
    
    //************************************************************************************************************************************************************************************************
    //*****        Factions                  *********************************************************************************************************************************************************
    //************************************************************************************************************************************************************************************************
    class cfgFactionClasses 
    { 
        class Custom_Faction 
        { 
            displayName = "C.S.A.T Panther Regiment"; 
            priority = 3; // Position in list. 
            side = 1; // Opfor = 0, Blufor = 1, Indep = 2. 
            icon = ""; //Custom Icon 
        };  
    }; 
    
    class UniformSlotInfo 
    { 
        slotType = 0; 
        linkProxy = "-"; 
    }; 
    
    class CfgVehicles 
    {     
        //************************************************************************************************************************************************************************************************
        //*****             Units                *********************************************************************************************************************************************************
        //************************************************************************************************************************************************************************************************
        class B_Soldier_F; 
        
        class Panther_RegimentUniform: B_soldier_F {
            author = "Velocity-Overdrive"; 
            _generalMacro = "B_soldier_F"; 
            scope = 2; 
            displayName = "Infantry"; 
            identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
            genericNames = "NATOMen"; 
            faction = "Panther_Regiment";
            model = "\A3\Characters_f\OPFOR\o_Soldier_01.p3d"; 
            uniformClass = "Panther_RegimentUniform"; 
            hiddenSelections[] = {"Camo","Insignia"}; 
            hiddenSelectionsTextures[] = {"\Renegade\Data\Panther_RegimentUniform_co.paa"}; 
            weapons[] = {"Throw","Put"}; 
            respawnWeapons[] = {"Throw","Put"}; 
            magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; 
            respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
            linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
            respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        };
    
        class S_D_Combat_Fatigues_SS: B_soldier_F {
            author = "ToxicVulcan"; 
            _generalMacro = "B_soldier_F"; 
            scope = 2; 
            displayName = "S.D Officer"; 
            identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
            genericNames = "NATOMen"; 
            faction = "Shadow_Divison";
            model = "\A3\Characters_f_beta\INDEP\ia_soldier_02.p3d"; 
            uniformClass = "S_D_Combat_Fatigues_SS"; 
            hiddenSelections[] = {"Camo","Insignia"}; 
            hiddenSelectionsTextures[] = {"\Renegade\Data\S_D_Combat_Fatigues.paa"}; 
             weapons[] = {"Throw","Put"}; 
            respawnWeapons[] = {"Throw","Put"}; 
            magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; 
            respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
            linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
            respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        };
    
        class S_D_Pilot_Jump_Suit: B_soldier_F {
            author = "ToxicVulcan"; 
            _generalMacro = "B_soldier_F"; 
            scope = 2; 
            displayName = "S.D Pilot"; 
            identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
            genericNames = "NATOMen"; 
            faction = "Shadow_Division";
            model = "\A3\characters_f\common\pilot_f.p3d";
            uniformClass = "S_D_Pilot_Jump_Suit"; 
            hiddenSelections[] = {"Camo"}; 
            hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Pilot_Jump_Suit.paa"}; 
             weapons[] = {"Throw","Put"}; 
            respawnWeapons[] = {"Throw","Put"}; 
            magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; 
            respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
            linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
            respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        };
    
       class S_D_Officer_Fatigues: B_soldier_F {
            author = "ToxicVulcan"; 
            _generalMacro = "B_soldier_F"; 
            scope = 2; 
            displayName = "S.D Pilot"; 
            identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
            genericNames = "NATOMen"; 
            faction = "Shadow_Division";
            model = "\A3\characters_f_epb\guerrilla\ig_guerrilla4_1.p3d";
            uniformClass = "S_D_Officer_Fatigues"; 
            hiddenSelections[] = {"Camo"}; 
            hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Officer.paa"}; 
            weapons[] = {"Throw","Put"}; 
            respawnWeapons[] = {"Throw","Put"}; 
            magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; 
            respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
            linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
            respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        };
    
        class B_AssaultPack_Base;
        
        class S_D_Assault_Backpack: B_AssaultPack_Base {
            scope = 2;
            displayName = "S.D Assault Backpack";
            picture = "";
            hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Assault_Backpack.paa"};
        };
    
        class LandVehicle;
        class B_G_Offroad_01_F;
        class B_G_Offroad_01_armed_F;
        class B_MRAP_01_F;
        class B_MRAP_01_HMG_F;
        class B_Heli_Light_01_F;
        class Custom_Offroad_F: B_G_Offroad_01_F
        {
            crew = "S_D_Combat_Fatigues";
            side = 1;
            scope = 2;
            faction = "Shadow_Division";
            displayName = "S.D Offroad 4x4";
            hiddenSelections[] = {"Camo"};
            hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Offroad_4x4.paa"};
            class EventHandlers
            {
                init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";
            };  
        };
        class Custom_Offroad_HMG_F: B_G_Offroad_01_armed_F
        {
            side = 1;
            scope = 2;
            crew = "Custom_Uniform_TShirt";
            faction = "Custom_Faction";
            displayName = "Custom Offroad 4x4 (HMG)";
            hiddenSelections[] = {"Camo"};
            hiddenSelectionsTextures[] = {"Custom_Uniform\Data\offroad_base_co.paa"};
            class EventHandlers
            {
                init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";
            }; 
        };
        class Custom_Hunter_F: B_MRAP_01_F
        {
            side = 1;
            scope = 2;
            crew = "Custom_Uniform_TShirt";
            faction = "Custom_Faction";
            displayName = "Custom M-ATV MRAP";
            hiddenSelections[] = {"Camo1","Camo2"};
            hiddenSelectionsTextures[] = {"Custom_Uniform\Data\hunter_base_co.paa","Custom_Uniform\Data\hunter_adds_co.paa"};
        };
        class Custom_Hunter_HMG_F: B_MRAP_01_HMG_F
        {
            side = 1;
            scope = 2;
            crew = "Custom_Uniform_TShirt";
            faction = "Custom_Faction";
            displayName = "Custom M-ATV MRAP (HMG)";
            hiddenSelections[] = {"Camo1","Camo2"};
            hiddenSelectionsTextures[] = {"Custom_Uniform\Data\hunter_base_co.paa","Custom_Uniform\Data\hunter_adds_co.paa"};
        }; 
        class Custom_MH6: B_Heli_Light_01_F
        {
            side = 1;
            scope = 2;
            crew = "Custom_Uniform_TShirt";
            faction = "Custom_Faction";
            displayName = "Custom MH-6 Hummingbird";
            hiddenSelections[] = {"Camo1"};
            hiddenSelectionsTextures[] = {"Custom_Uniform\Data\hummingbird_base_co.paa"};
        };
    };
    
    class cfgWeapons 
    { 
        //********************************************************************************************************************************************************************************************
        //*****            Uniforms              *****************************************************************************************************************************************************
        //********************************************************************************************************************************************************************************************
        class ItemCore; 
        class UniformItem; 
        class Uniform_Base: ItemCore 
        { 
            class ItemInfo; 
        }; 
    
        class P_R_Fatigues: Uniform_Base 
        { 
            scope = 2; 
            displayName = "Fatigues (H.P.P)"; 
            picture = "-"; 
            model = "\A3\Characters_F\OPFOR\o_soldier_01.p3d";
            hiddenSelections[] = {"Camo"}; 
            hiddenSelectionsTextures[] = {"/Renegade\Data\Panther_RegimentUniform_co.paa"};
            class ItemInfo : UniformItem { 
                uniformClass = "Panther_RegimentUniform"; 
                containerClass = "Supply50"; 
                mass = 50; 
            
            }; 
        }; 
        class S_D_Combat_Fatigue_SS: Uniform_Base 
        { 
            scope = 2; 
            displayName = "S.D Combat Fatigues (Rolled Sleeves)"; 
            picture = "-"; 
            model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; 
            class ItemInfo : UniformItem { 
                uniformClass = "S_D_Combat_Fatigues_SS"; 
                containerClass = "Supply50"; 
                mass = 50; 
            }; 
        }; 
        class S_D_Pilot: Uniform_Base 
        { 
            scope = 2; 
            displayName = "S.D Pilot Suit"; 
            picture = "-"; 
            model = "\A3\characters_f\common\pilot_f.p3d"; 
            class ItemInfo : UniformItem { 
                uniformClass = "S_D_Pilot_Jump_Suit"; 
                containerClass = "Supply30"; 
                mass = 35; 
            }; 
        }; 
    class S_D_Officer: Uniform_Base 
        { 
            scope = 2; 
            displayName = "S.D Officer Fatigues"; 
            picture = "-"; 
            model = "\A3\characters_f_epb\guerrilla\ig_guerrilla4_1.p3d"; 
            class ItemInfo : UniformItem { 
                uniformClass = "S_D_Pilot_Officer_Fatigue"; 
                containerClass = "Supply30"; 
                mass = 35; 
            }; 
        }; 
    
        //************************************************************************************************************************************************************************************************
        //*****             Vests                *********************************************************************************************************************************************************
        //************************************************************************************************************************************************************************************************
    class VestItem; 
        class Vest_Camo_Base: ItemCore 
        { 
            class ItemInfo; 
        }; 
         
        class S_D_Plate_Carrier: Vest_Camo_Base 
        { 
            scope = 2; 
            displayName = "S.D Plate Carrier"; 
            picture = "icon_S_D_Plate_Carrier.paa"; 
            model = "A3\Characters_F\BLUFOR\equip_b_Vest01"; 
            hiddenSelections[] = {"Camo"}; 
            hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Plate_Carrier.paa"}; 
            class ItemInfo: VestItem 
            { 
                uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; 
                containerClass = "Supply120"; 
                mass = 80; 
                armor = "5"; 
                passThrough = 0.3; 
                hiddenSelections[] = {"camo"}; 
            }; 
        };
        class S_D_Ballistic_Vest: Vest_Camo_Base 
        { 
            scope = 2; 
            displayName = "S.D Ballistic Vest"; 
            picture = "\Custom_Uniform\ui\icon_S_D_Plate_Carrier.paa"; 
            model = "A3\Characters_F\BLUFOR\equip_b_Vest02"; 
            hiddenSelections[] = {"Camo"}; 
            hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Ballistic_Vest.paa"}; 
            class ItemInfo: VestItem 
            { 
                uniformModel = "A3\Characters_F\common\equip_tacticalvest.p3d"; 
                containerClass = "Supply120"; 
                mass = 80; 
                armor = "5"; 
                passThrough = 0.3; 
                hiddenSelections[] = {"camo"}; 
            }; 
        };
        class Custom_Vest3: Vest_Camo_Base 
        { 
            scope = 2; 
            displayName = "Custom Platecarrier Kerry"; 
            picture = "-"; 
            model = "A3\Charactrs_F_EPA\BLUFOR\equip_b_vest_kerry"; 
            hiddenSelections[] = {"Camo"}; 
            hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_vest_co.paa"}; 
            class ItemInfo: VestItem 
            { 
                uniformModel = "A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; 
                containerClass = "Supply120"; 
                mass = 80; 
                armor = "5"; 
                passThrough = 0.3; 
                hiddenSelections[] = {"camo"}; 
            }; 
        };
    
        //************************************************************************************************************************************************************************************************
        //*****            Headgear              *********************************************************************************************************************************************************
        //************************************************************************************************************************************************************************************************
        class H_HelmetB: ItemCore 
        { 
            class ItemInfo; 
        }; 
         
        class P_R_Tech: H_HelmetB
        {
            displayName = "Protector Helmet (H.P.P)";
            picture = "";
            model = "\A3\Characters_F_EPA\OPFOR\headgear_o_helmet_ballistic.p3d";
            hiddenSelections[] = {"Camo"};
            hiddenSelectionsTextures[] = {"\Renegade\Data\Tech_Panther_Regiment_co.paa"};
            class ItemInfo: ItemInfo
            {
                mass = 20;
                allowedSlots[] = {901,605};
                uniformModel = "\A3\Characters_F_EPA\OPFOR\headgear_o_helmet_ballistic.p3d";
                modelSides[] = {3,1};
                hiddenSelections[] = {"Camo"};
                armor = "3*0.4";
                passThrough = 0.65;
            };
        };
        class S_D_Helmet_Heli: H_HelmetB
        {
            displayName = "S.D Helicopter Helmet";
            picture = "";
            model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light";
            hiddenSelections[] = {"Camo"};
            hiddenSelectionsTextures[] = {"\Custom_Uniform\Data\S_D_Helmet_Heli.paa"};
            class ItemInfo: ItemInfo
            {
                mass = 15;
                allowedSlots[] = {901,605};
                uniformModel = "\A3\Characters_F\common\headgear_helmet_heli.p3d";
                modelSides[] = {3,1};
                hiddenSelections[] = {"Camo"};
                armor = "3*0.3";
                passThrough = 0.75;
            };
        };
     
        class S_D_Booniehat: H_HelmetB
        {
            displayName = "S.D Booniehat";
            picture = "";
            model = "\A3\Characters_F\common\headgear_helmet_heli.p3d";
            hiddenSelections[] = {"Camo"};
            hiddenSelectionsTextures[] = {"\Custom_Uniform\Data\S_D_Booniehat.paa"};
            class ItemInfo: ItemInfo
            {
                mass = 15;
                allowedSlots[] = {901,605};
                uniformModel = "\A3\Characters_F\common\booniehat.p3d";
                modelSides[] = {3,1};
                hiddenSelections[] = {"Camo"};
                armor = "3*0.3";
                passThrough = 0.75;
            };
        };
    
    };
    
    
    

    Thanks for your time!


  11. There's one other thing I just noticed, you're not following the texture naming conventions: https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules

    In your case you'd need the _CO suffix. You'll need to rename your source files, open them in Texture View again and save them as .paa.

    Oh. I never actually saw the texture naming rules on one of the videos I watched! That must be the problem...

    Thanks a lot! Il try it out and then il report in. (Yeah ATM it's night again was busy outside)


  12. Does the helmet texture still work? If so, change:

    {"Blood&Sweat\Data\Panther_RegimentUniform.paa"};
    

    to

    {"\Blood&Sweat\Data\Panther_RegimentUniform.paa"};
    

    to make it an absolute path.

     

    On a sidenote, I'd stay away from special characters like & in your folder structure just to be on the safe side.

     

    Hello its me again! I decided to remove special characters and made it an absolute path. My uniform isnt textured and my helmet is still invisible. Thanks for helping though!


  13. Does the helmet texture still work? If so, change:

     

    {"Blood&Sweat\Data\Panther_RegimentUniform.paa"};
    
     

    to

     

    {"\Blood&Sweat\Data\Panther_RegimentUniform.paa"};
    
     

    to make it an absolute path.

     

    On a sidenote, I'd stay away from special characters like & in your folder structure just to be on the safe side.

    Thanks a lot! Il try it out tomorrow as ATM I'm preparing to sleep :P il remove special characters and think of a better name :3

    Il test the helmet tommorow :D il report in once I get it working.

    Appreciate it!


  14. Hello guys! I got a problem with my Config.cpp on my mod which adds just uniforms. I followed step by step tutorials and did it exactly like it. Once i booted the game up everything was smooth, No errors (For now) But when i go to the virtual arsenal, The fatigues arent invisible. They are just looking like the vanilla ones (E.G I textured the C.S.A.T Uniform made it black, Opened it up and selected it and the texture is still in the hexagonal pattern) same issue with the helmet except its completely invisible

    Here is my code for reference: (PLS: Ignore the S.D ones. The Panther Division one is the one i got issues with atm)

    class CfgPatches{    class My_Mod_Config    {        units[] = {"Custom_Uniform_Mod";};        weapons[] = {};        requiredVersion = 0.1;        requiredAddons[] = {"A3_Characters_F"};    };}; //************************************************************************************************************************************************************************************************//*****        Factions                  *********************************************************************************************************************************************************//************************************************************************************************************************************************************************************************class cfgFactionClasses{    class Custom_Faction    {        displayName = "C.S.A.T Panther Regiment";        priority = 3; // Position in list.        side = 1; // Opfor = 0, Blufor = 1, Indep = 2.        icon = ""; //Custom Icon    };  }; class UniformSlotInfo{    slotType = 0;    linkProxy = "-";}; class CfgVehicles{        //************************************************************************************************************************************************************************************************    //*****             Units                *********************************************************************************************************************************************************    //************************************************************************************************************************************************************************************************    class B_Soldier_F;       class Panther_RegimentUniform: B_soldier_F {        author = "Velocity-Overdrive";        _generalMacro = "B_soldier_F";        scope = 2;        displayName = "Infantry";        identityTypes[] = {"Head_NATO", "G_NATO_default"};        genericNames = "NATOMen";        faction = "Panther_Regiment";        model = "\A3\Characters_f\OPFOR\o_Soldier_01.p3d";        uniformClass = "Panther_RegimentUniform";        hiddenSelections[] = {"Camo","Insignia"};        hiddenSelectionsTextures[] = {"Blood&Sweat\Data\Panther_RegimentUniform.paa"};         weapons[] = {"Throw","Put"};        respawnWeapons[] = {"Throw","Put"};        magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};        respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};        linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};        respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};    };     class S_D_Combat_Fatigues_SS: B_soldier_F {        author = "ToxicVulcan";        _generalMacro = "B_soldier_F";        scope = 2;        displayName = "S.D Officer";        identityTypes[] = {"Head_NATO", "G_NATO_default"};        genericNames = "NATOMen";        faction = "Shadow_Divison";        model = "\A3\Characters_f_beta\INDEP\ia_soldier_02.p3d";        uniformClass = "S_D_Combat_Fatigues_SS";        hiddenSelections[] = {"Camo","Insignia"};        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Combat_Fatigues.paa"};         weapons[] = {"Throw","Put"};        respawnWeapons[] = {"Throw","Put"};        magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};        respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};        linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};        respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};    };     class S_D_Pilot_Jump_Suit: B_soldier_F {        author = "ToxicVulcan";        _generalMacro = "B_soldier_F";        scope = 2;        displayName = "S.D Pilot";        identityTypes[] = {"Head_NATO", "G_NATO_default"};        genericNames = "NATOMen";        faction = "Shadow_Division";        model = "\A3\characters_f\common\pilot_f.p3d";        uniformClass = "S_D_Pilot_Jump_Suit";        hiddenSelections[] = {"Camo"};        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Pilot_Jump_Suit.paa"};         weapons[] = {"Throw","Put"};        respawnWeapons[] = {"Throw","Put"};        magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};        respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};        linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};        respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};    };    class S_D_Officer_Fatigues: B_soldier_F {        author = "ToxicVulcan";        _generalMacro = "B_soldier_F";        scope = 2;        displayName = "S.D Pilot";        identityTypes[] = {"Head_NATO", "G_NATO_default"};        genericNames = "NATOMen";        faction = "Shadow_Division";        model = "\A3\characters_f_epb\guerrilla\ig_guerrilla4_1.p3d";        uniformClass = "S_D_Officer_Fatigues";        hiddenSelections[] = {"Camo"};        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Officer.paa"};         weapons[] = {"Throw","Put"};        respawnWeapons[] = {"Throw","Put"};        magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};        respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};        linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};        respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};    };     class B_AssaultPack_Base;       class S_D_Assault_Backpack: B_AssaultPack_Base {        scope = 2;        displayName = "S.D Assault Backpack";        picture = "";        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Assault_Backpack.paa"};    };     class LandVehicle;    class B_G_Offroad_01_F;    class B_G_Offroad_01_armed_F;    class B_MRAP_01_F;    class B_MRAP_01_HMG_F;    class B_Heli_Light_01_F;    class Custom_Offroad_F: B_G_Offroad_01_F    {        crew = "S_D_Combat_Fatigues";        side = 1;        scope = 2;        faction = "Shadow_Division";        displayName = "S.D Offroad 4x4";        hiddenSelections[] = {"Camo"};        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Offroad_4x4.paa"};        class EventHandlers        {            init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";        };      };    class Custom_Offroad_HMG_F: B_G_Offroad_01_armed_F    {        side = 1;        scope = 2;        crew = "Custom_Uniform_TShirt";        faction = "Custom_Faction";        displayName = "Custom Offroad 4x4 (HMG)";        hiddenSelections[] = {"Camo"};        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\offroad_base_co.paa"};        class EventHandlers        {            init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";        };    };    class Custom_Hunter_F: B_MRAP_01_F    {        side = 1;        scope = 2;        crew = "Custom_Uniform_TShirt";        faction = "Custom_Faction";        displayName = "Custom M-ATV MRAP";        hiddenSelections[] = {"Camo1","Camo2"};        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\hunter_base_co.paa","Custom_Uniform\Data\hunter_adds_co.paa"};    };    class Custom_Hunter_HMG_F: B_MRAP_01_HMG_F    {        side = 1;        scope = 2;        crew = "Custom_Uniform_TShirt";        faction = "Custom_Faction";        displayName = "Custom M-ATV MRAP (HMG)";        hiddenSelections[] = {"Camo1","Camo2"};        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\hunter_base_co.paa","Custom_Uniform\Data\hunter_adds_co.paa"};    };    class Custom_MH6: B_Heli_Light_01_F    {        side = 1;        scope = 2;        crew = "Custom_Uniform_TShirt";        faction = "Custom_Faction";        displayName = "Custom MH-6 Hummingbird";        hiddenSelections[] = {"Camo1"};        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\hummingbird_base_co.paa"};    };}; class cfgWeapons{    //********************************************************************************************************************************************************************************************    //*****            Uniforms              *****************************************************************************************************************************************************    //********************************************************************************************************************************************************************************************    class ItemCore;    class UniformItem;    class Uniform_Base: ItemCore    {        class ItemInfo;    };     class P_R_Fatigues: Uniform_Base    {        scope = 2;        displayName = "Fatigues (H.P.P)";        picture = "-";        model = "\A3\Characters_F\OPFOR\o_soldier_01.p3d";        class ItemInfo : UniformItem {            uniformClass = "Panther_RegimentUniform";            containerClass = "Supply50";            mass = 50;               };    };    class S_D_Combat_Fatigue_SS: Uniform_Base    {        scope = 2;        displayName = "S.D Combat Fatigues (Rolled Sleeves)";        picture = "-";        model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d";        class ItemInfo : UniformItem {            uniformClass = "S_D_Combat_Fatigues_SS";            containerClass = "Supply50";            mass = 50;        };    };    class S_D_Pilot: Uniform_Base    {        scope = 2;        displayName = "S.D Pilot Suit";        picture = "-";        model = "\A3\characters_f\common\pilot_f.p3d";        class ItemInfo : UniformItem {            uniformClass = "S_D_Pilot_Jump_Suit";            containerClass = "Supply30";            mass = 35;        };    };class S_D_Officer: Uniform_Base    {        scope = 2;        displayName = "S.D Officer Fatigues";        picture = "-";        model = "\A3\characters_f_epb\guerrilla\ig_guerrilla4_1.p3d";        class ItemInfo : UniformItem {            uniformClass = "S_D_Pilot_Officer_Fatigue";            containerClass = "Supply30";            mass = 35;        };    };     //************************************************************************************************************************************************************************************************    //*****             Vests                *********************************************************************************************************************************************************    //************************************************************************************************************************************************************************************************class VestItem;    class Vest_Camo_Base: ItemCore    {        class ItemInfo;    };         class S_D_Plate_Carrier: Vest_Camo_Base    {        scope = 2;        displayName = "S.D Plate Carrier";        picture = "icon_S_D_Plate_Carrier.paa";        model = "A3\Characters_F\BLUFOR\equip_b_Vest01";        hiddenSelections[] = {"Camo"};        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Plate_Carrier.paa"};        class ItemInfo: VestItem        {            uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d";            containerClass = "Supply120";            mass = 80;            armor = "5";            passThrough = 0.3;            hiddenSelections[] = {"camo"};        };    };    class S_D_Ballistic_Vest: Vest_Camo_Base    {        scope = 2;        displayName = "S.D Ballistic Vest";        picture = "\Custom_Uniform\ui\icon_S_D_Plate_Carrier.paa";        model = "A3\Characters_F\BLUFOR\equip_b_Vest02";        hiddenSelections[] = {"Camo"};        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\S_D_Ballistic_Vest.paa"};        class ItemInfo: VestItem        {            uniformModel = "A3\Characters_F\common\equip_tacticalvest.p3d";            containerClass = "Supply120";            mass = 80;            armor = "5";            passThrough = 0.3;            hiddenSelections[] = {"camo"};        };    };    class Custom_Vest3: Vest_Camo_Base    {        scope = 2;        displayName = "Custom Platecarrier Kerry";        picture = "-";        model = "A3\Charactrs_F_EPA\BLUFOR\equip_b_vest_kerry";        hiddenSelections[] = {"Camo"};        hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_vest_co.paa"};        class ItemInfo: VestItem        {            uniformModel = "A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d";            containerClass = "Supply120";            mass = 80;            armor = "5";            passThrough = 0.3;            hiddenSelections[] = {"camo"};        };    };     //************************************************************************************************************************************************************************************************    //*****            Headgear              *********************************************************************************************************************************************************    //************************************************************************************************************************************************************************************************    class H_HelmetB: ItemCore    {        class ItemInfo;    };         class P_R_Tech: H_HelmetB    {        displayName = "Protector Helmet (H.P.P)";        picture = "";        model = "\A3\Characters_F_EPA\OPFOR\headgear_o_helmet_ballistic.p3d";        hiddenSelections[] = {"Camo"};        hiddenSelectionsTextures[] = {"\Blood&Sweat\Data\Tech_Panther_Regiment.paa"};        class ItemInfo: ItemInfo        {            mass = 20;            allowedSlots[] = {901,605};            uniformModel = "\A3\Characters_F_EPA\OPFOR\headgear_o_helmet_ballistic.p3d";            modelSides[] = {3,1};            hiddenSelections[] = {"Camo"};            armor = "3*0.4";            passThrough = 0.65;        };    };    class S_D_Helmet_Heli: H_HelmetB    {        displayName = "S.D Helicopter Helmet";        picture = "";        model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light";        hiddenSelections[] = {"Camo"};        hiddenSelectionsTextures[] = {"\Custom_Uniform\Data\S_D_Helmet_Heli.paa"};        class ItemInfo: ItemInfo        {            mass = 15;            allowedSlots[] = {901,605};            uniformModel = "\A3\Characters_F\common\headgear_helmet_heli.p3d";            modelSides[] = {3,1};            hiddenSelections[] = {"Camo"};            armor = "3*0.3";            passThrough = 0.75;        };    };     class S_D_Booniehat: H_HelmetB    {        displayName = "S.D Booniehat";        picture = "";        model = "\A3\Characters_F\common\headgear_helmet_heli.p3d";        hiddenSelections[] = {"Camo"};        hiddenSelectionsTextures[] = {"\Custom_Uniform\Data\S_D_Booniehat.paa"};        class ItemInfo: ItemInfo        {            mass = 15;            allowedSlots[] = {901,605};            uniformModel = "\A3\Characters_F\common\booniehat.p3d";            modelSides[] = {3,1};            hiddenSelections[] = {"Camo"};            armor = "3*0.3";            passThrough = 0.75;        };    }; };
    Any help is appreciated!

  15. Hello guys! Pardon me if my title is quite confusing, trying to get a hold of this forum :D

    Well yesterday I played a mission, particularly resist. What dazzled me is the use of custom animations and was clearly dependency free! And also a custom bed.

    How is that possible? Is there a certain thing I have to do to use a custom animation? (Place the .rvmt file somewhere? *forgot the name of an animation file*) must i setObjectTexture for a custom bed like in resist?

    Thanks a lot guys! Pardon my grammatical errors as I'm typing this on my ipad.

    Any help is appreciated!


  16. @All - Hi guys, just to let you all know, I plan to iron out the kinks in Resist next month and get it all ready for the Apex update (UI, spotlight video, etc.). I haven't forgotten you poor souls who've been stuck since the last update; I'll get there!

     

    @Velocity-Overdrive - Hi mate! Yup, that's a custom animation I threw in there; it's not MOCAP, and it was an early attempt, but I guess it does the job; the Franta was simply attached to the units hand with the attachTo command :P In fact, there are a few custom animations in Resist; some were done by me, some by Bad Benson and one by Stepan Spellding.

    Thanks for the quick answer Kydomios! Hope I could learn to do some animations soon :D

    G'day!


  17. Hello there Kydoimos! I got one question though, Today I took a look at your campaign at the last minute b4 sleeping (got addicted to some zombie mods ;_;)

    At the beginning I saw a soldier sitting by the rock, holding a Franta juice. How is that possible? Did you create your own animation and used it somehow? Or is it in the game itself?

    Have a nice day!

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