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captainclaw

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Posts posted by captainclaw


  1. yeah the texture paths are right

    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 = "REF Soldier";

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

    uniformClass = "REF_Uniform"; //the uniform item

    hiddenSelections[] = {"Camo"};

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

    };

    Thats what I have and the paa is in the folder called data


  2. Update--

    Made some progress over night. Managed to get the Item to show in game but the texture isn't showing. Something wrong with the PAA or the CFG.

    Here is my config.ccp just in case anyone can see where I've made the mistake before I do

    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 = "REF_Operative";

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

    uniformClass = "REF_Uniform"; //the uniform item

    hiddenSelections[] = {"Camo"};

    hiddenSelectionsTextures[] = {"REF_co.paa"};

    };

    };

    class cfgWeapons {

    class Uniform_Base;

    class UniformItem;

    class Example_CombatUniform_mcam : Uniform_Base {

    scope = 2;

    displayName = "REF Uniform";

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

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

    mass = 80; //how much it weights

    };

    };

    };

    Thanks Again

    CC


  3. So far I've tried all the methods in the tutorials on this page Link. So i'm definitely doing something wrong haha. I even tried overwriting the existing skin with mine to check if it would work that way but no luck.

    I don't think I'm cut out for this kind of editing of Arma :). And since I don't think there is an easier way We'll probably move on to our other projects, which is a shame because we would have loved to use units with our own design and logo.

    If all else fails we'll just have to recruit someone who knows how to do it in the future :)


  4. Ok

    I have looked in every tutorial and watched every video and I still can't get any of the custom textures my clan want to use in the game. I'm failing somewhere.

    So I wanted to ask if one of the fine people here could try and see if they could recreate our skin and get it to work.

    I know working on someone else's skins isn't great but we would be very grateful as it is driving the only 2 designers we have around the bend

    Thanks

    CC


  5. Firstly I would like to say a massive thank you for the script... we love it as a community.

    I have been editing it (slightly) to suit our needs and I have ran into a wall

    Would it be possible to have 2 types of medic

    I.E. Recon paramedic can stabilize (halt the countdown till death timer) while Combat life saver can revive

    If not its fine but if I didn't at least ask I know it wouldn't happen :)

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