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Miroslaw Kowalski

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Posts posted by Miroslaw Kowalski


  1. Hello,

    I'm trying to make police uniforms for my characters but the uniforms always look like this: http://www.fotos-hochladen.net/uploads/201307240000ohsjl6c2qy.jpg (621 kB)

    my config looks like this:

    #define TEast		0
    #define TWest		1
    #define TGuerrila		2
    #define TCivilian		3
    #define TSideUnknown		4
    #define TEnemy		5
    #define TFriendly		6
    #define TLogic		7
    
    #define private		0
    #define protected		1
    #define public		2
    
    #define true	1
    #define false	0
    
    enum
    {
    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 DefaultEventhandlers;
    
    class CfgPatches
    {
    class POLICE_UNIFORMS
    {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {"A3_Characters_F"};
    	version = 0.1;
    };
    };
    
    class CfgVehicles
    {
    class B_Soldier_base_F;
    
    class Police_Officer_F : B_Soldier_base_F
    {
    	_generalMacro = "B_Soldier_base_F";
    	scope = 2;
    	side = 2;
    	faction = "GREEK_POLICE";
    	displayName = "Police Officer";
    	nakedUniform = "U_BasicBody";
    	uniformClass = "U_Police_Uniform";
    	hiddenSelections[] = {"camo"};
    	hiddenSelectionsTextures[] = {"\policemod\police_uniform\data\U_Police_Uniform.paa"};
    
    	linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    };
    
    class Police_Officer_Armored_F : B_Soldier_base_F
    {
    	_generalMacro = "B_Soldier_base_F";
    	scope = 2;
    	side = 2;
    	faction = "GREEK_POLICE";
    	displayName = "Police Officer (Armored)";
    	nakedUniform = "U_BasicBody";
    	uniformClass = "U_Police_Uniform";
    	hiddenSelections[] = {"camo"};
    	hiddenSelectionsTextures[] = {"\policemod\police_uniform\data\U_Police_Uniform.paa"};
    
    	linkedItems[] = {"V_TacVest_blk_POLICE", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    	respawnLinkedItems[] = {"V_TacVest_blk_POLICE", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    };
    };
    
    class CfgWeapons
    {
    class Uniform_Base;
    class UniformItem;
    
    class U_Police_Uniform : Uniform_Base
    {
    	scope = 2;
    	displayName = "Greek Police Uniform";
    	picture = "\policemod\police_uniform\data\UI\icon_U_Police_Uniform.paa";
    	model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
    
    	class ItemInfo : UniformItem
    	{
    		uniformModel = "-";
    		uniformClass = "U_Police_Uniform_Base";
    		containerClass = "Supply10";
    		mass = 60;
    	};
    };
    };
    

    please help me :)

    thanks

    Buster


  2. Ok so now i have the car working but when i place the car i am spawning as an invisible COMMANDER and a visible AI soldier is driving. so i don't really want to be a commander what do i have to change?

    edit: its a gunner not a commander. I have two options inside editor: player as driver and player as gunner

    edited edit: i got it: just add an empty "class Turrets{};" to "class my_Offroad_01 : Offroad_01_base_f{};"


  3. Hello,

    I want to make an police offroad for the Independent guys but i don't know what to write into the config.cpp. I have extracted the "offroad_01" folder from the .pbo where the vehicles are located in and deleted all of the different variants of the "offroad_01_base_co.paa" (don't know if it's called like this) except one and changed it to a police texture. So the path of the texture is "offroad_01/Data/texturename.paa".

    So what should i write in the config to make it a vehicle of the independent side and give it my texture?

    Thanks for your help

    Buster

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