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brad7

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Posts posted by brad7


  1. I have retextured some items for a swat uniform, but I end up with invisible gear in the game...

    If someone could write the config or help me to do so would be a great help!

    I'll post the configs below.

    Swat uniform;

    enum {
        //  = 2,    // Error parsing: Empty enum name 
       DESTRUCTENGINE = 2, 
       DESTRUCTDEFAULT = 6, 
       DESTRUCTWRECK = 7, 
       DESTRUCTTREE = 3, 
       DESTRUCTTENT = 4, 
       STABILIZEDINAXISX = 1, 
       STABILIZEDINAXESXYZ = 4, 
       STABILIZEDINAXISY = 2, 
       STABILIZEDINAXESBOTH = 3, 
       DESTRUCTNO = 0, 
       STABILIZEDINAXESNONE = 0, 
       DESTRUCTMAN = 5, 
       DESTRUCTBUILDING = 1, 
    }; 
    
    class CfgPatches { 
       class example_uniform_config { 
           units[] = {}; 
           weapons[] = {}; 
           requiredVersion = 0.1; 
           requiredAddons[] = {"A3_Characters_F_BLUFOR"}; 
       }; 
    }; 
    
    class CfgVehicles { 
    
       class B_Soldier_base_F; 
    
       class Example_Soldier_F : B_Soldier_base_F { 
           _generalMacro = "B_Soldier_F"; //unsure what this does 
           scope = 2; 
           displayName = "Swat Uniform"; 
           nakedUniform = "U_BasicBody"; //class for "naked" body 
           uniformClass = "Example_CombatUniform_mcam"; //the uniform item 
           hiddenSelections[] = {"Camo"}; 
           hiddenSelectionsTextures[] = {"SwatUniform\data\SwatUniform_co.paa"}; 
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d";
           }; 
    
    }; 
    
    class cfgWeapons { 
       class Uniform_Base; 
       class UniformItem; 
    
       class Example_CombatUniform_mcam : Uniform_Base { 
           scope = 2; 
           displayName = "Example Mcam uniform"; 
           picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; 
           model = "\A3\Characters_F\blufor\b_soldier_01.p3d"; 
    
           class ItemInfo : UniformItem { 
               uniformModel = "-"; 
               uniformClass = "Example_Soldier_F"; //would be same as our made soldier class 
               containerClass = "Supply20"; //how much it can carry 
               mass = 80; //how much it weights 
           }; 
       }; 
    };  

    SwatVest;

    enum {
     //  = 2,	// Error parsing: Empty enum name
    DESTRUCTENGINE = 2,
    DESTRUCTDEFAULT = 6,
    DESTRUCTWRECK = 7,
    DESTRUCTTREE = 3,
    DESTRUCTTENT = 4,
    STABILIZEDINAXISX = 1,
    STABILIZEDINAXESXYZ = 4,
    STABILIZEDINAXISY = 2,
    STABILIZEDINAXESBOTH = 3,
    DESTRUCTNO = 0,
    STABILIZEDINAXESNONE = 0,
    DESTRUCTMAN = 5,
    DESTRUCTBUILDING = 1,
    };
    
    class CfgPatches {
    class example_vest_config {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {"A3_Characters_F_BLUFOR"};
    };
    };
    
    class cfgWeapons {
    class Vest_Base;
    class VestItem;
    
    class example_PlateCarrier1_rgr : Vest_Base {
    	scope = 2;
    	displayName = "Swat Vest";
    	picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
    	model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
    	hiddenSelections[] = {"camo"};
    	hiddenSelectionsTextures[] = {"SwatVest\data\SwatVest_co.paa"};
    
    	class ItemInfo : VestItem {
    		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
    		containerClass = "Supply100";
    		mass = 50;
    		armor = 5*0.5;
    		passThrough = 0.7;
    		hiddenSelections[] = {"camo"};
    	};
    };
    };

    SwatHelmet;

    #define _ARMA_
    
    //Class swat : config.bin{
    class DefaultEventhandlers;
    class CfgPatches
    {
    class swat
    {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 1.0;
    	requiredAddons[] = {"A3_Characters_F_BLUFOR"};
    };
    
    class cfgWeapons
    {
    class Rifle;
    class ItemCore;
    class ItemInfo;
    class InventoryItem_Base_F;
    class HeadgearItem;
    class Uniform_Base;
    class UniformItem;
    class Vest_Base;
    class VestItem;
    class SwatHelmet: ItemCore
    {
    	scope = 2;
    	weaponPoolAvailable = 1;
    	displayName = "SwatHelmet";
    	picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
                   hiddenSelections[] = {"camo"};
                   hiddenSelectionsTextures[] = {"\SwatHelmet\data\SwatHelmet_co.paa"};
    	model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
    	class ItemInfo: HeadgearItem
    	{
    		mass = 50;
    		uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
    		modelSides[] = {3,1};
    		armor = 100000;
    		passThrough = 1;
    }		};
    };
    };
    //};
    


  2. Ive made a backpack and cant get it in game, i modified the kiory alice pack and that worked in game but when i made my own pack it would'nt appear in game and i would get bad vehicle type error dont know where i am going wrong. I copied all the other files he had but i altered the config and texture if someone could help me get it in game it would be great thanks...

    Heres my config:

    #define private 0

    #define protected 1

    #define public 2

    #define true 1

    #define false 0

    class CfgPatches {

    class My_Backpacks {

    units[] = {};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = { "A3_Weapons_F" };

    };

    };

    class cfgVehicles {

    class ContainerSupply;

    class Bag_Base;

    class B_Bergen_Base; // External class reference

    class UrbanPack : B_Bergen_Base {

    scope = public;

    class TransportMagazines{};

    class TransportWeapons{};

    isbackpack = 1;

    transportMaxWeapons = 2;

    transportMaxMagazines = 50;

    class DestructionEffects{};

    displayName = "Urban Pack";

    model = "\My Backpack\UrbanPack.p3d";

    vehicleClass = "Backpacks";

    allowedSlots[] = {1000};

    };

    };

    Edit = underlined bits are what i changed...

    ---------- Post added at 16:38 ---------- Previous post was at 15:18 ----------

    I've got it in game but i cant get to position correctly on the player its either above or below the correct positioning then when i go to a low stance its floating above the player?


  3. Still get cannot load texture?

    enum { 
        //  = 2,    // Error parsing: Empty enum name 
       DESTRUCTENGINE = 2, 
       DESTRUCTDEFAULT = 6, 
       DESTRUCTWRECK = 7, 
       DESTRUCTTREE = 3, 
       DESTRUCTTENT = 4, 
       STABILIZEDINAXISX = 1, 
       STABILIZEDINAXESXYZ = 4, 
       STABILIZEDINAXISY = 2, 
       STABILIZEDINAXESBOTH = 3, 
       DESTRUCTNO = 0, 
       STABILIZEDINAXESNONE = 0, 
       DESTRUCTMAN = 5, 
       DESTRUCTBUILDING = 1, 
    }; 
    
    class CfgPatches { 
       class example_helmet_config { 
           units[] = {}; 
           weapons[] = {}; 
           requiredVersion = 0.1; 
           requiredAddons[] = {"A3_Characters_F_BLUFOR"}; 
       }; 
    }; 
    
    class cfgWeapons { 
       class ItemCore; 
       class HeadgearItem; 
    
       class Parahelm : ItemCore { 
           scope = 2; 
           weaponPoolAvailable = 1; 
           displayName = "Para helmet"; 
           picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; 
           model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; 
           hiddenSelections[] = {"camo"}; 
           hiddenSelectionsTextures[] = {"Para helmet\data\equip1_co.paa"}; 
    
           class ItemInfo : HeadgearItem { 
               mass = 100; 
               uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; 
               modelSides[] = {3, 1}; 
               armor = 3*0.5; 
               passThrough = 0.8; 
               hiddenSelections[] = {"camo"}; 
           }; 
       }; 
    };


  4. Is the classname the display name in the config?

    enum { 
        //  = 2,    // Error parsing: Empty enum name 
       DESTRUCTENGINE = 2, 
       DESTRUCTDEFAULT = 6, 
       DESTRUCTWRECK = 7, 
       DESTRUCTTREE = 3, 
       DESTRUCTTENT = 4, 
       STABILIZEDINAXISX = 1, 
       STABILIZEDINAXESXYZ = 4, 
       STABILIZEDINAXISY = 2, 
       STABILIZEDINAXESBOTH = 3, 
       DESTRUCTNO = 0, 
       STABILIZEDINAXESNONE = 0, 
       DESTRUCTMAN = 5, 
       DESTRUCTBUILDING = 1, 
    }; 
    
    class CfgPatches { 
       class example_helmet_config { 
           units[] = {}; 
           weapons[] = {}; 
           requiredVersion = 0.1; 
           requiredAddons[] = {"A3_Characters_F_BLUFOR"}; 
       }; 
    }; 
    
    class cfgWeapons { 
       class ItemCore; 
       class HeadgearItem; 
    
       class example_HelmetB : ItemCore { 
           scope = 2; 
           weaponPoolAvailable = 1; 
           displayName = "Para helmet"; 
           picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; 
           model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; 
           hiddenSelections[] = {"camo"}; 
           hiddenSelectionsTextures[] = {"C:\Users\Brad\Downloads\Texture Work\Helmet tex\Para helmet\Data.paa"}; 
    
           class ItemInfo : HeadgearItem { 
               mass = 100; 
               uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; 
               modelSides[] = {3, 1}; 
               armor = 3*0.5; 
               passThrough = 0.8; 
               hiddenSelections[] = {"camo"}; 
           }; 
       }; 
    };

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