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captainclaw

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Posts posted by captainclaw


  1. Hey guys

     

    Wondering if anyone knows how to have it so only one limb is affected by an animation ( like the wave gesture)

     

    say, for example, the character lifts his left hand off of the gun and starts to count down with his fingers. I  would still want him to be able to walk around, but his gun would be lowered.

     

    Do I have to make the animation for each one or is it as simple (or complex) as a config tweak?

     

    Thanks guys


  2. Hey guys, I've been working on a script for MP that creates a dusty feel to the terrain.

     

    I have the color corrections, light fog and even some light film grain effects to get feel for the mission right.

     

    However I feel its not quite immersive enough for my liking, and that all it needs is some on screen particle effects so it looks like something is floating past your vision.

     

    Not sure how to go about starting this part, nor implementing.

     

    Thanks 

     

    Claw


  3. Okay well afaik the planes won't take off properly without a runway, but I could be wrong.

     

    If you want the Ai to stop moving from the start of a mission, there is a module under Object Modifiers >> Set Ai mode >> Move >> Disabled

    Sync this module to the ai

    if you want them to stop after a certain trigger just sync the trigger and module together

     

    to make something disappear with a trigger, give the unit a name ( like RedCar1)

     

    now for example if you want it to disappear after it gets to a certain location, place a trigger and set the size.

    Then group the trigger to the unit, it should change activation to vehicle, leave it set to present.

    In the on act type

    deletevehicle RedCar1
    

    change the name to what you have called the ai ofc


  4. So I was wondering if anyone would be able to help with this

    I am trying to write a script that will take the names of the players in a mission, of which numbers and names change.

    What I have managed to do with some searching around is get my name to appear in the credits (easy part tbh)

    Here is what I have so far

    if (isNull player) exitWith {};
    
    
    _credits = [
    [ "", ["Reach","Elite","Forces"] ],
    [ "Active Members", [_name] ]
    
    ];
    _layers = ["credits1" call bis_fnc_rscLayer,"credits2" call bis_fnc_rscLayer];
    _delay = 5.5;
    _duration = _delay * 1.5;
    {
       _title = [_x,0,""] call bis_fnc_paramin;
       _names = _x select 1;
       _text = format ["<t font='PuristaBold'>%1</t>",toUpper (_title)] + "<br />";
       {
            _text = _text + _x + "<br />";
       } foreach _names;
       _text = format ["<t size='0.8'>%1</t>",_text];
       _index = _foreachindex % 2;
       _layer = _layers select _index;
       [_layer,_text,_index,_duration] spawn {
           disableserialization;
           _layer = _this select 0;
           _text = _this select 1;
           _index = _this select 2;
           _duration = _this select 3;
           _fadeTime = 0.5;
           _time = time + _duration - _fadeTime;
           _layer cutrsc ["RscDynamicText","plain"];
           _display = uinamespace getvariable ["BIS_dynamicText",displaynull];
           _ctrlText = _display displayctrl 9999;
           _ctrlText ctrlsetstructuredtext parsetext _text;
           _offsetX = 0.1;
           _offsetY = 0.3;
           _posW = 0.4;
           _posH = ctrltextheight _ctrlText + _offsetY;
           _pos = [
            [safezoneX + _offsetX,safezoneY + _offsetY,_posW,_posH],
            [safezoneX + safezoneW - _posW - _offsetX,safezoneY + safezoneH - _posH,_posW,_posH]
           ] select _index;
           _ctrlText ctrlsetposition _pos;
           _ctrlText ctrlsetfade 1;
           _ctrlText ctrlcommit 0;
           _ctrlText ctrlsetfade 0;
           _ctrlText ctrlcommit _fadeTime;
           waituntil {time > _time};
           _ctrlText ctrlsetfade 1;
           _ctrlText ctrlcommit _fadeTime;
       };
       _time = time + _delay;
       waituntil {time > _time};
    } foreach _credits;  

    and what I need is for the Active members part

     [ "Active Members", [_name] ]

    to be able to pull all the players online at the time and display them

    I don't want to give up on the idea just yet so I thought I would ask the more talented scripters :D

    Thanks Guys

    Claw


  5. Okay now I know that this gets asked a lot, and I have searched and went through as many of the thread about this topic as I could find.

    So here is my issue

    I have created a vest, followed all of the tutorials and tips I can find, and still my vest is on the ground. So I went one further and used the example vests to see if I could get them into the game, with the example model.cfg

    and still its at the characters feet.

    Here is what I'm working with

    Config.cpp

    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 Reach_Vest {
    	units[] = {};
    	weapons[] = {"V_Reach_New_Vest"};
    	requiredVersion = 0.1;
    	requiredAddons[] = {"A3_Characters_F_BLUFOR"};
    };
    };
    
    class cfgWeapons {
    
    class V_PlateCarrier1_rgr;
    class VestItem;
    class ItemInfo;
    class ItemCore;
    class HeadgearItem;
    class H_Cap_Red;
    class Uniform_Base;
    class UniformItem;
    
    //Vests
    		class V_Reach_New_Vest: V_PlateCarrier1_rgr{
    displayName = "Reach Tactical Vest";
    model = "\ReachVest1\data\RMP_vest.p3d";
    class ItemInfo: ItemInfo
    	{
    	uniformModel = "\ReachVest1\data\RMP_vest.p3d";
    	};
    };
    };

    and my model.cfg

    class CfgSkeletons
    {
    class Default
    {
    	isDiscrete = 1;
    	skeletonInherit = "";
    	skeletonBones[] = {};
    };
    class OFP2_ManSkeleton
    {
    	isDiscrete = 0;
    	skeletonInherit = "";
    	skeletonBones[] =
    	{
    		"Pelvis","",
    		"Spine","Pelvis",
    		"Spine1","Spine",
    		"Spine2","Spine1",
    		"Spine3","Spine2",
    		"Camera","Pelvis",
    		"weapon","Spine1",
    		"launcher","Spine1",
    	//Head skeleton in hierarchy
    		"neck","Spine3",
    		"neck1","neck",
    		"head","neck1",
    	//New facial features
    		"Face_Hub","head",
    			"Face_Jawbone","Face_Hub",
    				"Face_Jowl","Face_Jawbone",
    				"Face_chopRight","Face_Jawbone",
    				"Face_chopLeft","Face_Jawbone",
    				"Face_LipLowerMiddle","Face_Jawbone",
    				"Face_LipLowerLeft","Face_Jawbone",
    				"Face_LipLowerRight","Face_Jawbone",
    				"Face_Chin","Face_Jawbone",
    				"Face_Tongue","Face_Jawbone",
    			"Face_CornerRight","Face_Hub",
    				"Face_CheekSideRight","Face_CornerRight",
    			"Face_CornerLeft","Face_Hub",
    				"Face_CheekSideLeft","Face_CornerLeft",
    			"Face_CheekFrontRight","Face_Hub",
    			"Face_CheekFrontLeft","Face_Hub",
    			"Face_CheekUpperRight","Face_Hub",
    			"Face_CheekUpperLeft","Face_Hub",
    			"Face_LipUpperMiddle","Face_Hub",
    			"Face_LipUpperRight","Face_Hub",
    			"Face_LipUpperLeft","Face_Hub",
    			"Face_NostrilRight","Face_Hub",
    			"Face_NostrilLeft","Face_Hub",
    			"Face_Forehead","Face_Hub",
    				"Face_BrowFrontRight","Face_Forehead",
    				"Face_BrowFrontLeft","Face_Forehead",
    				"Face_BrowMiddle","Face_Forehead",
    				"Face_BrowSideRight","Face_Forehead",
    				"Face_BrowSideLeft","Face_Forehead",
    			"Face_Eyelids","Face_Hub",
    			"Face_EyelidUpperRight","Face_Hub",
    			"Face_EyelidUpperLeft","Face_Hub",
    			"Face_EyelidLowerRight","Face_Hub",
    			"Face_EyelidLowerLeft","Face_Hub",
    			"EyeLeft","Face_Hub",
    			"EyeRight","Face_Hub",			
    	//Left upper side
    		"LeftShoulder","Spine3",
    		"LeftArm","LeftShoulder",
    		"LeftArmRoll","LeftArm",
    		"LeftForeArm","LeftArmRoll",
    		"LeftForeArmRoll","LeftForeArm",
    		"LeftHand","LeftForeArmRoll",
    		"LeftHandRing","LeftHand",
    		"LeftHandRing1","LeftHandRing",
    		"LeftHandRing2","LeftHandRing1",
    		"LeftHandRing3","LeftHandRing2",
    		"LeftHandPinky1","LeftHandRing",
    		"LeftHandPinky2","LeftHandPinky1",
    		"LeftHandPinky3","LeftHandPinky2",
    		"LeftHandMiddle1","LeftHand",
    		"LeftHandMiddle2","LeftHandMiddle1",
    		"LeftHandMiddle3","LeftHandMiddle2",
    		"LeftHandIndex1","LeftHand",
    		"LeftHandIndex2","LeftHandIndex1",
    		"LeftHandIndex3","LeftHandIndex2",
    		"LeftHandThumb1","LeftHand",
    		"LeftHandThumb2","LeftHandThumb1",
    		"LeftHandThumb3","LeftHandThumb2",
    	//Right upper side
    		"RightShoulder","Spine3",
    		"RightArm","RightShoulder",
    		"RightArmRoll","RightArm",
    		"RightForeArm","RightArmRoll",
    		"RightForeArmRoll","RightForeArm",
    		"RightHand","RightForeArmRoll",
    		"RightHandRing","RightHand",
    		"RightHandRing1","RightHandRing",
    		"RightHandRing2","RightHandRing1",
    		"RightHandRing3","RightHandRing2",
    		"RightHandPinky1","RightHandRing",
    		"RightHandPinky2","RightHandPinky1",
    		"RightHandPinky3","RightHandPinky2",
    		"RightHandMiddle1","RightHand",
    		"RightHandMiddle2","RightHandMiddle1",
    		"RightHandMiddle3","RightHandMiddle2",
    		"RightHandIndex1","RightHand",
    		"RightHandIndex2","RightHandIndex1",
    		"RightHandIndex3","RightHandIndex2",
    		"RightHandThumb1","RightHand",
    		"RightHandThumb2","RightHandThumb1",
    		"RightHandThumb3","RightHandThumb2",
    	//Left lower side
    		"LeftUpLeg","Pelvis",
    		"LeftUpLegRoll","LeftUpLeg",
    		"LeftLeg","LeftUpLegRoll",
    		"LeftLegRoll","LeftLeg",
    		"LeftFoot","LeftLegRoll",
    		"LeftToeBase","LeftFoot",
    	//Right lower side
    		"RightUpLeg","Pelvis",
    		"RightUpLegRoll","RightUpLeg",
    		"RightLeg","RightUpLegRoll",
    		"RightLegRoll","RightLeg",
    		"RightFoot","RightLegRoll",
    		"RightToeBase","RightFoot"
    	};
    	// location of pivot points (local axes) for hierarchical animation
    	pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
     	};
    };
    
    class CfgModels
    {
    class Default
    {
    	sectionsInherit="";
    	sections[] = {};
    	skeletonName = "";
    };
    class ArmaMan : Default
    {
    	htMin = 60;          // Minimum half-cooling time (in seconds)
    	htMax = 1800;        // Maximum half-cooling time (in seconds)
    	afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
    	mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
    	mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
    	tBody = 37;  // Metabolism temperature of the model (in celsius)
    
    	sections[] =
    	{
    		"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
    		"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"
    	};
    	skeletonName = "OFP2_ManSkeleton";
    };
    Class RMP_Vest : ArmaMan
    {
    };
    };

    any help would be appreciated

    side note, autocenter is set to 0


  6. I have started to work on a simple mod that adds the players insignia based on the profile name.

    For example

    My name is Sgt.|Claw and one of the other members of my community is Sfc.|Setkiro

    the mod the works out, from the | character, that my rank is Sgt. and his is Sfc.

    and it returns with

    http://cloud-4.steampowered.com/ugc/567772240399299299/3EDF358348964D57D6574754E45F5BB161F362C9/ (248 kB)

    When you change uniform or respawn, to re add the image all you have to do is open and close your inventory.

    It works with every uniform that can handle insignia's

    For the most part I was making this mod for my community, however if there is enough interest I will release it here aswell

    Claw


  7. Will you also be doing a Cougar HE 6x6 variant by any chance?

    it is definitely something we could look into. Once we get the base model for this variant done with, other models probably will come. At the moment we just need to get Pubs (Main developer and modeler) Autumn (Graphics) and myself (Coder) into a session to fine tune the driving and textures, we'll add an armed version.

    If all goes to plan we will launch the alpha version to our community mid September (1st year birthday of the community) and let them play around with it for a bit, then we'll publicly release here shortly after that.


  8. Hey guys me and a buddy of mine in my community are at a loss and were wondering if anyone could give us a hand.

    So we have been building an MRAP for and we have it in the game, driving and we can interact with it.

    453F2C2304B79DA746DA25899994DAB5286C7D1F

    our issue at the moment is the vehicle seems to be colliding with or under the ground

    here is a video to better describe the problem

    if you need to see anything to help us with this just ask and we will arrange something


  9. Now anyone have an idea how I get my imported objects to show up on the bottom of the Virtual Ammobox list? In my experience VAS places modded stuff at the bottom, but mine is at the top.

    From what I have seen it places some items in the relevant area, my uniforms all go to the bottom as do headgear and vests however the backpacks go in the same section as the original.

    Looking over your code it is almost the exact same as mine so I have no idea as to why your items would not be at the bottom


  10. So the skins are working now :)

    however it still comes up with an error for saying it can't load the rvmat.... Is this the issue with BinPBO and if so how do you add it to the ignore list

    After asking the members of the community they are happy to play with the error message however it just feels unfinished to have it in there when I know we shouldn't


  11. Ok so my sin pack for my clan is almost done

    We have 6 Uniform classes

    about 20 Headgears

    2 Vests

    So here is where I need help

    1) How do you change the uniform type (Sleeves Down, Rolled up, T-shirt)

    2) Remove American Flag (I know its to do with the RVMAT but I can't seem to get it to read the new one giving me an error)

    3) Reskin Backpacks (Can't find the config for this anywhere)

    Here is my code so far if you require to see it

    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_retexture_config {

    units[] = {};

    weapons[] = {"REF_PlateCarrier1_rgr"};

    requiredVersion = 0.1;

    requiredAddons[] = {"A3_Characters_F_BLUFOR"};

    };

    };

    class CfgVehicles {

    class B_Soldier_base_F;

    class B_Helipilot_F;

    class REF_Soldier_F : B_Soldier_base_F {

    _generalMacro = "B_Soldier_base_F"; //unsure what this does

    scope = 2;

    displayName = "REF Soldier";

    nakedUniform = "U_BasicBody"; //class for "naked" body

    uniformClass = "REF_Uniform"; //the uniform item

    hiddenSelections[] = {"Camo"};

    hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REF_co.paa"};

    };

    class REF_Medic_F : B_Soldier_base_F {

    _generalMacro = "B_Soldier_F"; //unsure what this does

    scope = 2;

    displayName = "REF Medic";

    nakedUniform = "U_BasicBody"; //class for "naked" body

    uniformClass = "REF_Medic"; //the uniform item

    hiddenSelections[] = {"Camo"};

    hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFMedic_co.paa"};

    };

    class REF_Woodland_F : B_Soldier_base_F {

    _generalMacro = "B_Soldier_F"; //unsure what this does

    scope = 2;

    displayName = "REF Woodland Soldier";

    nakedUniform = "U_BasicBody"; //class for "naked" body

    uniformClass = "REF_WoodlandUniform"; //the uniform item

    hiddenSelections[] = {"Camo"};

    hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFwoodland_co.paa"};

    };

    class REF_WoodlandMedic_F : B_Soldier_base_F {

    _generalMacro = "B_Soldier_F"; //unsure what this does

    scope = 2;

    displayName = "REF Woodland Medic";

    nakedUniform = "U_BasicBody"; //class for "naked" body

    uniformClass = "REF_WoodlandMedic"; //the uniform item

    hiddenSelections[] = {"Camo"};

    hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFWoodlandMedic_co.paa"};

    };

    class REF_Desert_F : B_Soldier_base_F {

    _generalMacro = "B_Soldier_F"; //unsure what this does

    scope = 2;

    displayName = "REF DesertSoldier";

    nakedUniform = "U_BasicBody"; //class for "naked" body

    uniformClass = "REF_DesertUniform"; //the uniform item

    hiddenSelections[] = {"Camo"};

    hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFDesert_co.paa"};

    };

    class REF_DesertMedic_F : B_Soldier_base_F {

    _generalMacro = "B_Soldier_F"; //unsure what this does

    scope = 2;

    displayName = "REF Desert Medic";

    nakedUniform = "U_BasicBody"; //class for "naked" body

    uniformClass = "REF_DesertMedic"; //the uniform item

    hiddenSelections[] = {"Camo"};

    hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFDesertMedic_co.paa"};

    };

    class REF_Pilot1_F : B_Helipilot_F {

    _generalMacro = "B_HeliPilot_F"; //unsure what this does

    scope = 2;

    displayName = "REF Leshrack";

    nakedUniform = "U_BasicBody"; //class for "naked" body

    uniformClass = "U_B_HeliPilotCoveralls"; //the uniform item

    hiddenSelections[] = {"Camo"};

    hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFlesh_co.paa"};

    };

    class REF_Pilot2_F : B_Helipilot_F {

    _generalMacro = "B_Helipilot_F"; //unsure what this does

    scope = 2;

    displayName = "REF FlannelMouth";

    nakedUniform = "U_BasicBody"; //class for "naked" body

    uniformClass = "U_B_HeliPilotCoveralls1"; //the uniform item

    hiddenSelections[] = {"Camo"};

    hiddenSelectionsTextures[] = {"REFCC_Skins\Data\REFflannel_co.paa"};

    };

    };

    class cfgWeapons {

    class V_PlateCarrier1_rgr;

    class VestItem;

    class ItemInfo;

    class ItemCore;

    class HeadgearItem;

    class H_Cap_Red;

    class Uniform_Base;

    class UniformItem;

    //Vests

    class V_PlateCarrier1_REF: V_PlateCarrier1_rgr{

    displayName = "REF Vest";

    model = "\A3\Characters_F\BLUFOR\equip_b_vest02";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"refcc_skins\data\vests_REF_co.paa"};

    class ItemInfo: ItemInfo

    {

    uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";

    hiddenSelections[] = {"camo"};

    };

    };

    class V_PlateCarrier1_REFWood : V_PlateCarrier1_rgr{

    displayName = "REF Woodland Vest";

    model = "\A3\Characters_F\BLUFOR\equip_b_vest02";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"refcc_skins\data\vests_REFwood_co.paa"};

    class ItemInfo: ItemInfo

    {

    uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";

    hiddenSelections[] = {"camo"};

    };

    };

    //Hats

    class H_CapbAutumn_REF: H_Cap_Red {

    displayName = "REF Cap";

    picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

    model = "\A3\Characters_F\Common\capb";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"refcc_skins\data\Capb_REF_co.paa"};

    class ItemInfo: ItemInfo {

    mass = 5;

    uniformModel = "\A3\Characters_F\Common\capb";

    modelSides[] = {6};

    armor = "3*0.05";

    passThrough = 0.95;

    };

    };

    class H_CapbHP_REF: H_Cap_Red {

    displayName = "Cap";

    picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

    model = "\A3\Characters_F\Common\capb_headphones";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"refcc_skins\data\capb_ref_co.paa"};

    class ItemInfo: ItemInfo {

    mass = 5;

    uniformModel = "\A3\Characters_F\Common\capb_headphones";

    modelSides[] = {6};

    armor = "3*0.05";

    passThrough = 0.95;

    };

    };

    class H_Boonie_REF: H_Cap_Red {

    displayName = "REF Desert Boonie";

    picture = "\A3\characters_f\Data\UI\icon_h_booniehat_ca.paa";

    model = "\A3\Characters_F\Common\booniehat";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"refcc_skins\data\Boon_REFDes_co.paa"};

    class ItemInfo: ItemInfo {

    mass = 5;

    uniformModel = "\A3\Characters_F\Common\booniehat";

    modelSides[] = {6};

    armor = "3*0.05";

    passThrough = 0.95;

    };

    };

    class H_Booniewoods_REF: H_Cap_Red {

    displayName = "REF Woodland Boonie";

    picture = "\A3\characters_f\Data\UI\icon_h_booniehat_ca.paa";

    model = "\A3\Characters_F\Common\booniehat";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"refcc_skins\data\boon_REFWood_co.paa"};

    class ItemInfo: ItemInfo {

    mass = 5;

    uniformModel = "\A3\Characters_F\Common\booniehat";

    modelSides[] = {6};

    armor = "3*0.05";

    passThrough = 0.95;

    };

    }

    class H_capwoods_REF: H_Cap_Red {

    displayName = "REF Woodland Boonie";

    picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

    model = "\A3\Characters_F\Common\capb";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"refcc_skins\data\REF_CAP_Woodland_co.paa"};

    class ItemInfo: ItemInfo {

    mass = 5;

    uniformModel = "\A3\Characters_F\Common\capb";

    modelSides[] = {6};

    armor = "3*0.05";

    passThrough = 0.95;

    };

    };

    class H_capdesert_REF: H_Cap_Red {

    displayName = "REF Desert Cap";

    picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

    model = "\A3\Characters_F\Common\capb";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"refcc_skins\data\REF_CAP_Desert_co.paa"};

    class ItemInfo: ItemInfo {

    mass = 5;

    uniformModel = "\A3\Characters_F\Common\capb";

    modelSides[] = {6};

    armor = "3*0.05";

    passThrough = 0.95;

    };

    };

    class H_CapbHP2_REF: H_Cap_Red {

    displayName = "Desert Cap w/ HP";

    picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

    model = "\A3\Characters_F\Common\capb_headphones";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"refcc_skins\data\capb_refdesert_co.paa"};

    class ItemInfo: ItemInfo {

    mass = 5;

    uniformModel = "\A3\Characters_F\Common\capb_headphones";

    modelSides[] = {6};

    armor = "3*0.05";

    passThrough = 0.95;

    };

    };

    class H_beret1_REF: H_Cap_Red {

    displayName = "Gold Beret";

    picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

    model = "\A3\Characters_F\Common\headgear_beret01";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"refcc_skins\data\refberet1_co.paa"};

    class ItemInfo: ItemInfo {

    mass = 5;

    uniformModel = "\A3\Characters_F\Common\headgear_beret01";

    modelSides[] = {6};

    armor = "3*0.05";

    passThrough = 0.95;

    };

    };

    class H_beret2_REF: H_Cap_Red {

    displayName = "Navy Beret";

    picture = "\A3\characters_f\Data\UI\icon_h_cap_blk_ca.paa";

    model = "\A3\Characters_F\Common\headgear_beret01";

    hiddenSelections[] = {"camo"};

    hiddenSelectionsTextures[] = {"refcc_skins\data\refberet2_co.paa"};

    class ItemInfo: ItemInfo {

    mass = 5;

    uniformModel = "\A3\Characters_F\Common\headgear_beret01";

    modelSides[] = {6};

    armor = "3*0.05";

    passThrough = 0.95;

    };

    };

    //Uniforms

    class REF_WoodlandUniform : Uniform_Base {

    scope = 2;

    displayName = "REF Woodland";

    picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

    model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

    class ItemInfo : UniformItem {

    uniformModel = "-";

    uniformClass = "REF_Woodland_F"; //would be same as our made soldier class

    containerClass = "Supply20"; //how much it can carry

    mass = 80; //how much it weights

    };

    };

    class REF_WoodlandMedic : Uniform_Base {

    scope = 2;

    displayName = "REF Woodland Medic";

    picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

    model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

    class ItemInfo : UniformItem {

    uniformModel = "-";

    uniformClass = "REF_WoodlandMedic_F"; //would be same as our made soldier class

    containerClass = "Supply20"; //how much it can carry

    mass = 80; //how much it weights

    };

    };

    class REF_Uniform : Uniform_Base {

    scope = 2;

    displayName = "REF MultiCam";

    picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

    model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

    class ItemInfo : UniformItem {

    uniformModel = "\characters_f\a3\characters_f\BLUFOR\b_soldier_02.p3d";

    uniformClass = "REF_soldier_F"; //would be same as our made soldier class

    containerClass = "Supply20"; //how much it can carry

    mass = 80; //how much it weights

    };

    };

    class REF_Medic : Uniform_Base {

    scope = 2;

    displayName = "REF MultiCam Medic";

    picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

    model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

    class ItemInfo : UniformItem {

    uniformModel = "-";

    uniformClass = "REF_Medic_F"; //would be same as our made soldier class

    containerClass = "Supply20"; //how much it can carry

    mass = 80; //how much it weights

    };

    };

    class REF_DesertUniform : Uniform_Base {

    scope = 2;

    displayName = "REF Desert";

    picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

    model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

    class ItemInfo : UniformItem {

    uniformModel = "-";

    uniformClass = "REF_Desert_F"; //would be same as our made soldier class

    containerClass = "Supply20"; //how much it can carry

    mass = 80; //how much it weights

    };

    };

    class REF_DesertMedic : Uniform_Base {

    scope = 2;

    displayName = "REF Desert Medic";

    picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

    model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

    class ItemInfo : UniformItem {

    uniformModel = "-";

    uniformClass = "REF_DesertMedic_F"; //would be same as our made soldier class

    containerClass = "Supply20"; //how much it can carry

    mass = 80; //how much it weights

    };

    };

    class REF_Pilot1 : Uniform_Base {

    scope = 2;

    displayName = "REF Pilot";

    picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";

    model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

    class ItemInfo : UniformItem {

    uniformModel = "-";

    uniformClass = "REF_Pilot1_F"; //would be same as our made soldier class

    containerClass = "Supply20"; //how much it can carry

    mass = 80; //how much it weights

    };

    };

    //Bags

    };

    };

    Thanks in advance

    If you know how to help but need help with something I have working that you don't you can always ask :)

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