Bearington
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Having some issues in multiplayer with a couple of retextures. The uniforms work fine in the editor, the problems start when they are used in multiplayer. The Blufor retextures work fine in multplayer, the Independent(AAF) retextures are only visible to the player wearing the item. For everyone else they are not wearing a uniform at all, or they are wearing a standard Blufor MTP uniform. Any help with this would be much appreciated. CfgVehicles: class CfgVehicles { class I_Soldier_base_F; class M90K_medic : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Medic Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90k_medic"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90K_MED_co"}; }; class M90_medic : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Medic Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_medic"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90_MED_co"}; }; class M90K_std : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90K_std"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90K_co"}; }; class M90_std : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_std"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90_co"}; }; class Land; class Man: Land { class ViewPilot; }; class B_Kitbag_Base; class Backpack_Fast : B_Kitbag_base { scope = 2; displayname = "Medic Kitbag cbr"; model = "\A3\weapons_f\ammoboxes\bags\Backpack_Fast.p3d"; picture = "\A3\weapons_f\ammoboxes\bags\data\UI\icon_b_c_kitbag_rgr.paa"; icon = "\A3\weapons_f\ammoboxes\bags\data\UI\map_backpack_ca.paa"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\Swe_medikit_cbr"}; maximumLoad = 350; passThrough = 1; mass = 4; }; class B_soldier_base_F; class M90K_Blufor : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90K_Blufor"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90K_gen3"}; }; class M90K_Blufor_RS : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Uniform RS"; model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90K_Blufor_RS"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90K_gen3"}; }; class M90_Blufor : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_Blufor"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90_gen3"}; }; class M90_Blufor_RS : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Uniform RS"; model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_Blufor_RS"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90_gen3"}; }; }; CfgWeapons class cfgWeapons { class Uniform_Base; class UniformItem; class Iteminfo; class M90K_med : Uniform_Base { scope = 2; displayName = "M90K Medic Uniform"; picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90K_medic"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90_med : Uniform_Base { scope = 2; displayName = "M90 Medic Uniform"; picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90_medic"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90K_gen3 : Uniform_Base { scope = 2; displayName = "M90K Gen3 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 = "M90K_Blufor"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90K_gen3_RS : Uniform_Base { scope = 2; displayName = "M90K Gen3 Uniform RS"; picture = "\A3\characters_F\Data\UI\icon_u_b_combatuniform_mcam_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_soldier"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90K_Blufor_RS"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90_gen3 : Uniform_Base { scope = 2; displayName = "M90 Gen3 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 = "M90_Blufor"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90_gen3_RS : Uniform_Base { scope = 2; displayName = "M90 Gen3 Uniform RS"; picture = "\A3\characters_F\Data\UI\icon_u_b_combatuniform_mcam_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_soldier"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90_Blufor_RS"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90K : Uniform_Base { scope = 2; displayName = "M90K Uniform"; picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90K_std"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90 : Uniform_Base { scope = 2; displayName = "M90 Uniform"; picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90_std"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class ItemCore; class HeadgearItem; class M90KHelmet : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "M90K Helmet"; picture = "\A3\characters_f_beta\Data\UI\icon_h_i_helmet_canvas_ca.paa"; model = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\90KHelmet.paa"}; class ItemInfo : HeadgearItem { mass = 1; uniformModel = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; modelSides[] = {3, 1}; armor = 9; passThrough = 0.700000; hiddenSelections[] = {"camo"}; }; }; class M90Helmet : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "M90 Helmet"; picture = "\A3\characters_f_beta\Data\UI\icon_h_i_helmet_canvas_ca.paa"; model = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\90Helmet.paa"}; class ItemInfo : HeadgearItem { mass = 1; uniformModel = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; modelSides[] = {3, 1}; armor = 9; passThrough = 0.700000; hiddenSelections[] = {"camo"}; }; }; class InventoryItem_Base_F; // External class reference class Vest_Camo_Base; class Vest_NoCamo_Base; class VestItem; class Swe_vest: Vest_Camo_Base { scope = 2; displayName = "Swe Vest khk"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; // or where ever you got a picture model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\Swe_vest_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] ={"camo"}; containerClass = "Supply200"; // or what ever space it got mass = 10; armor = "40"; // if bodyarmor various calues can be used passThrough = 0.7; // how much the vest stops a bullet going through }; }; class Swe_vest_rgr: Vest_Camo_Base { scope = 2; displayName = "Swe Vest rgr"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; // or where ever you got a picture model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\Swe_vest_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] ={"camo"}; containerClass = "Supply200"; // or what ever space it got mass = 10; armor = "40"; // if bodyarmor various calues can be used passThrough = 0.7; // how much the vest stops a bullet going through }; }; };
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Have a simmilar issue wich i have not been able too solve. All uniforms and items work as they should in the editor, the problems start when the uniforms are used in multiplayer. The uniforms based on the Blufor model work fine, while the ones based on the independent model are only visible to the person wearing it. For everyone else the person is not wearing a uniform at all. The issue started after the latest patch before that all the uniforms have worked fine. CfgVehicles: class CfgVehicles { class I_Soldier_base_F; class M90K_medic : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Medic Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90k_medic"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90K_MED_co"}; }; class M90_medic : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Medic Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_medic"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90_MED_co"}; }; class M90K_std : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90K_std"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90K_co"}; }; class M90_std : I_Soldier_base_F { author = "Bearington"; _generalMacro = "I_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_std"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\AAFM90_co"}; }; class Land; class Man: Land { class ViewPilot; }; class B_Kitbag_Base; class Backpack_Fast : B_Kitbag_base { scope = 2; displayname = "Medic Kitbag cbr"; model = "\A3\weapons_f\ammoboxes\bags\Backpack_Fast.p3d"; picture = "\A3\weapons_f\ammoboxes\bags\data\UI\icon_b_c_kitbag_rgr.paa"; icon = "\A3\weapons_f\ammoboxes\bags\data\UI\map_backpack_ca.paa"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\Swe_medikit_cbr"}; maximumLoad = 350; passThrough = 1; mass = 4; }; class B_soldier_base_F; class M90K_Blufor : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90K_Blufor"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90K_gen3"}; }; class M90K_Blufor_RS : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90K Uniform RS"; model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90K_Blufor_RS"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90K_gen3"}; }; class M90_Blufor : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_Blufor"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90_gen3"}; }; class M90_Blufor_RS : B_Soldier_base_F { author = "Bearington"; _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "M90 Uniform RS"; model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90_Blufor_RS"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\M90_gen3"}; }; }; CfgWeapons class cfgWeapons { class Uniform_Base; class UniformItem; class Iteminfo; class M90K_med : Uniform_Base { scope = 2; displayName = "M90K Medic Uniform"; picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90K_medic"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90_med : Uniform_Base { scope = 2; displayName = "M90 Medic Uniform"; picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90_medic"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90K_gen3 : Uniform_Base { scope = 2; displayName = "M90K Gen3 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 = "M90K_Blufor"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90K_gen3_RS : Uniform_Base { scope = 2; displayName = "M90K Gen3 Uniform RS"; picture = "\A3\characters_F\Data\UI\icon_u_b_combatuniform_mcam_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_soldier"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90K_Blufor_RS"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90_gen3 : Uniform_Base { scope = 2; displayName = "M90 Gen3 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 = "M90_Blufor"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90_gen3_RS : Uniform_Base { scope = 2; displayName = "M90 Gen3 Uniform RS"; picture = "\A3\characters_F\Data\UI\icon_u_b_combatuniform_mcam_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_soldier"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90_Blufor_RS"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90K : Uniform_Base { scope = 2; displayName = "M90K Uniform"; picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90K_std"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class M90 : Uniform_Base { scope = 2; displayName = "M90 Uniform"; picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\characters_F\common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90_std"; //would be same as our made soldier class containerClass = "Supply80"; //how much it can carry mass = 1; //how much it weights armor = 6; }; }; class ItemCore; class HeadgearItem; class M90KHelmet : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "M90K Helmet"; picture = "\A3\characters_f_beta\Data\UI\icon_h_i_helmet_canvas_ca.paa"; model = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\90KHelmet.paa"}; class ItemInfo : HeadgearItem { mass = 1; uniformModel = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; modelSides[] = {3, 1}; armor = 9; passThrough = 0.700000; hiddenSelections[] = {"camo"}; }; }; class M90Helmet : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "M90 Helmet"; picture = "\A3\characters_f_beta\Data\UI\icon_h_i_helmet_canvas_ca.paa"; model = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\90Helmet.paa"}; class ItemInfo : HeadgearItem { mass = 1; uniformModel = "\A3\Characters_f_beta\indep\headgear_helmet_canvas"; modelSides[] = {3, 1}; armor = 9; passThrough = 0.700000; hiddenSelections[] = {"camo"}; }; }; class InventoryItem_Base_F; // External class reference class Vest_Camo_Base; class Vest_NoCamo_Base; class VestItem; class Swe_vest: Vest_Camo_Base { scope = 2; displayName = "Swe Vest khk"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; // or where ever you got a picture model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\Swe_vest_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] ={"camo"}; containerClass = "Supply200"; // or what ever space it got mass = 10; armor = "40"; // if bodyarmor various calues can be used passThrough = 0.7; // how much the vest stops a bullet going through }; }; class Swe_vest_rgr: Vest_Camo_Base { scope = 2; displayName = "Swe Vest rgr"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; // or where ever you got a picture model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"M90KComp\Data\Swe_vest_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] ={"camo"}; containerClass = "Supply200"; // or what ever space it got mass = 10; armor = "40"; // if bodyarmor various calues can be used passThrough = 0.7; // how much the vest stops a bullet going through }; }; };
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Invisible Uniform Gear?
Bearington replied to brad7's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That fixed it works like it should now. Thanks alot for the help :) -
Invisible Uniform Gear?
Bearington replied to brad7's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Changed the config accordingly. It loads ingame now, and the texture is showing. But it's loading onto a Blufor uniform. How do i get it to load onto an AAF uniform? New 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 M90K { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_f_beta"}; }; }; 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 = "M90K Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_Soldier_F"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90K\Data\AAFM90K.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class M90K : Uniform_Base { scope = 2; displayName = "M90K Uniform"; picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\characters_F\common\Suitpacks\souitpakc_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 }; }; }; -
Invisible Uniform Gear?
Bearington replied to brad7's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Know you're not really supposed too reopen old threads, but i have about the same problem. And for some reason i can't make a new thread. Anyway, tried to retexture the AAF uniform. The texture works fine in texview, the items shows up in the inventory as it should. But the uniform and texture is invisible. Also noticed that if i drop the uniform it turns into a body with the standard AAF uniform, it shows up in the inventory menu but you can't pick it up again. Here's the config, would appreciate if someone could take a look at it. Code: 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 M90K { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_f_beta"}; }; }; 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 = "M90K Uniform"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "M90K"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"M90K\Data\AAFM90K.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class M90K : Uniform_Base { scope = 2; displayName = "M90K Uniform"; picture = "\A3\characters_f_beta\Data\UI\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "M90K"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; };