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Locklear

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Everything posted by Locklear

  1. class CfgPatches { class RTAF_Vest { units[] = {Vest_RTAF_PlateCarrier_wdl}; weapons[] = {RTAF_PlateCarrier_wdl}; requiredAddons[] = {A3_Characters_F}; }; }; class CfgWeapons { class V_PlateCarrier1_rgr; class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { class ItemInfo; }; class RTAF_PlateCarrier_wdl: V_PlateCarrier2_rgr { author = "Splendid Modder"; displayName = "RTAF Carrier Rig (Digital Woodland)"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_PlateCarrier_digiwdl_f.paa"}; class ItemInfo: ItemInfo { hiddenSelections[] = {"camo"}; }; }; }; class CfgVehicles { class Vest_Base_F; class Vest_RTAF_PlateCarrier_wdl: Vest_Base_F { scope = 2; scopeCurator = 2; displayName = "RTAF Carrier Rig (Digital Woodland)"; author = "Splendid Modder"; editorCategory = ItemsVests; editorSubcategory = EdCat_Equipment; vehicleClass = EdSubcat_Vests; class TransportItems { class RTAF_PlateCarrier_wdl {name = RTAF_PlateCarrier_wdl; count = 1;}; }; }; }; This should do the trick. In CfgPatches, I added a dependency on Characters_F addon to clarify the load order. In CfgWeapons, I used the vest you'd like to retexture directly, just added the hiddenSelections[] property, which is not used by this vest (but the model has it). In CfgVehicles, I defined a ground holder for the vest, so it can be found in the editor among other vests.
  2. There's a subclass Wounds for it, with a property mat[]. This property is an array of triplets of materials (.rvmat). Example (do not mind the tex[] property, just use it as in the example): class Wounds { tex[] = {}; mat[] = { "A3\Characters_F\BLUFOR\Data\clothing1.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat" }; It basically tells the game to replace the first rvmat of the triplet with the second when the character is damaged (damage >= 0.5), and with the third when he's dead (damage = 1). You want to have such triplet for every rvmat of the model (and, of course, to have those materials). The usage of hiddenSelections[] does not prevent this from working, but there are some issues when hiddenSelectionsMaterials[] is used.
  3. The model in the uniform's config has to be a so called suitpack model. The actual uniform model is defined in a soldier's config's model property, and a soldier and a uniform are linked via uniformClass property. I explained it in more detail in the Characters and Gear Config Guide.
  4. Locklear

    Invisible uniform model

    Uniform = a soldier's model. ;) For more information, please try the Characters and Gear Encoding Guide. That should answer most of your question, and the forum shall be able to answer the rest. :)
  5. It should work on Dev-Branch now.
  6. It's not possible at the moment. If I don't break anything, it might be possible soon-ish. ;) (In that case, it will work easily, since those parts are included in the existing exterior textures.)
  7. Technically, yes, but I wouldn't do it. Macros are great for saving some space when a piece of code is used many times in a config, but it's often clearer (and cleaner) just to type stuff normally.
  8. Just please use the define as shown in the guide. Then in the config, type mag_3(12Rnd_mas_45acp_Mag) to get three pieces of the mag in the brackets, and mag_10(CUP_30Rnd_556x45_Stanag) to get ten pieces of that one in the brackets. The define works with parameters in brackets, so simply put, #define mag_2(a) a, a tells the computer: "when you see 'mag_2(something)', replace it with that something in the brackets, a comma, a space, and whatever is in the brackets again".
  9. Nope, those should work properly.
  10. Apologies, the change is listed in the changelog by mistake. This update of RPG-42 works in Dev-Branch, but didn't make it to 1.58 update of Main Branch.
  11. Not sure with this one, to be honest, but you might want to try dustEffect = "HeliDustBig"; in your heli's config.
  12. Locklear

    Problem with retexture

    You have to have the model property in the soldier's class – in the uniform's class, the model is a suitpack model (the thing on the ground when you drop the uniform). Concerning the vests, there is no Vest_Base class in the vanilla game, please use Vest_NoCamo_Base instead. However, please note that equip_ia_ga_carrier_gl_rig has camo1 and camo2 selections, not camo.
  13. Locklear

    How to put helicopters doors open?

    animateDoor :)
  14. It has nothing to do with collisions, though. The character animations are made in a certain way, counting with some degree of equipment, so basically a creator of a new piece of gear has to consider the character's animations. There's no universal solution with the current tech, sorry.
  15. Glad to help. :) Just a random thought: if you "hide" a selection thanks to assigning it no texture via this hiddenSelections magic, it doesn't affect the shadow LOD of the model, so the selection still casts shadow. Thus it might be a better idea just to use a new model.
  16. HiddenSelections is a list of selections that can have their texture or material changed with either hiddenSelectionsTextures / hiddenSelectionsMaterials in a config and with setObjectTexture / setObjectMaterial commands. If no texture is set in hiddenSelectionsTextures for a selection listed in hiddenSelections, then the selection will be hidden (= will have no texture).
  17. I can try to explain it more simply, if you have any questions; no worries. :)
  18. Let me explain. :) The game takes the hiddenSelections array and hiddenSelectionsTextures array, and applies the n-th texture from hiddenSelectionsTextures to the n-th selection from hiddenSelections; the rest of the selections from the model use the texture that is assigned to them in the model. Generally, you need as many hiddenSelections as you have textures which you want to change in a config. (That means you don't have to use hiddenSelections at all, if you just want to use what you have in the model.) By the way, your config above effectively does this: the one texture you have in hiddenSelectionsTextures is applied to the first selection you have in hiddenSelections ("camo"), and that's about it. :)
  19. In the config of the item class itself, you need both hiddenSelections[] and hiddenSelectionsTextures[] (unless you inherit them, of course). In the ItemInfo subclass, you need hiddenSelections[] only (the texture is taken from the item class). What confuses me is the amount of selections in your hiddenSelections[] property; only the selection which you assign a texture to via hiddenSelectionsTextures[] (or hiddenSlectionsMaterials[]) has to be there.
  20. You have to have the hiddenSelections[] property in the ItemInfo subclass, not hiddenSelectionsTextures[].
  21. Let me offer a couple of thoughts to expand on this a little bit. My concern with Jackal's solution is that it solves the inheritance issue, but kind of formally, with some tricky points to be aware of. There is no ItemInfo class in CfgWeapons in the game, so the class is effectively empty. There's no point in inheriting ItemInfo of the gear from an empty ItemInfo class, then, so it's quite possible that the whole "class ItemInfo;" at the beginning and ": ItemInfo" inheritance in gear's classes can be simply removed. However, that means that everything needed has to be explicitly defined in the ItemInfo subclasses (which most likely is, considering the config posted above). My approach was based on a guess that the way the original classes are declared in this new config overwrites ItemInfo subclasses of the original gear, thus creating issues with models/textures. That could be caused by the order of loading addons, which is handled via requiredAddons[] in CfgPatches. I hope it makes some sense. :D However, as long as those ItemInfos have everything needed, it should work anyways. I merely thought it might be useful to offer more info for anyone interested. :)
  22. Hm, random idea, could you please try putting Characters_F_Mark instead of Characters_F_EPB in the requiredAddons[] property in CfgPatches?
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