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Everything posted by Locklear
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I opted for "Blackfoot à terre".
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The fix for the names of the formation and the mission should appear in the next dev build. The missing translations shall be included in the next main branch build.
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Thank you guys for reporting these issues. This is a note for you that I noticed them and I shall conjure some fixes in the near future. I will let you know when the fix is inbound and I will track this thread in case more issues emerge. Thank you for your patience.
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Leaders have the hiddenSelections property inherited from the parent class, but the model has no 'camo' selection, it has 'camo1' (the uniform) and 'camo2' (the scarf) instead, so the textures from the model are used. You can retexture these characters via config, just define the right selections, and set textures for them.
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Usually, if the model has only one selection with changeable texture, its name is 'camo'. If there are more, they're named with numbers ('camo1', 'camo2'). However, it's just a name, in your model you can use whatever you see fit. The important thing is to define the selections used in the model in the hiddenSelections property (for example 'hiddenSelections[] = {"camo1","camo2"};), so you can change the textures via the hiddenSelectionsTextures property. You can check the config viewer to see whether the selections are defined in the model you want to retexture, so you would know what to include in your config.
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Its class name is Vest_V_TacVestCamo_khk.
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The names are right: Cargo means the pod carries various items, whereas Ammo reflects the rearming functionality of the pod (similar to HEMTT Ammo). Thank you for noticing the issue with pedals, though, we shall fix it soon.
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Raven Vest _co.paa location?
Locklear replied to spectrersg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
After a brief investigation, I found out the change had been stated in the 1.32 changelog by mistake. The backpack is retexturable in Dev-Branch only at the moment; concerning Main Branch, please wait for the next update. -
Raven Vest _co.paa location?
Locklear replied to spectrersg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Please make sure you're on the Dev-Branch. In case it's not working with the Dev-Branch, please let me know (PM is okay, too). I'm sorry but currently there are no plans to make pistols retexturable due to some issues we hope to solve in the future. -
Raven Vest _co.paa location?
Locklear replied to spectrersg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I updated Kerry's Backpack's model and adjusted its config with the following: hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"a3\weapons_f\ammoboxes\bags\data\backpack_compact_rgr_co.paa","a3\characters_f\blufor\data\vests_rgr_co.paa"}; With the next Dev-Branch update, you will be able to change textures of the backpack via defining both textures in hiddenSelectionsTextures. Have fun and thank you for using the Encoding Department. :) -
Uniform not showing in virtual arsenal, but is in list of uniforms.
Locklear replied to Meatball0311's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Without further testing, I would start with removing the space in "p3d" part of the following line: model = "\soc_gear\data\gear\uniforms\U_SOC_CRYE_G3_AKP.p3 d";. -
OK, there is no problem in the code. Actually, you identified the problem in your previous post. The textures tech_oucamo_co.tga and tech_rus_CO.tga both really have the same part for the back of the vest. It may be fixed later on, but no promises at this time.
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Could you please post me the code of the config you use?
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Model: A3\Characters_F_Beta\INDEP\equip_ir_vest01 Textures: a3\characters_f\opfor\data\clothing_rus_co.tga a3\characters_f\opfor\data\tech_rus_co.tga Request for adding the camo selections came from this thread: http://forums.bistudio.com/showthread.php?183583-Raven-Vest-_co-paa-location.
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Yes. (To clarify, the camo selections are named camo1 and camo2.)
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Raven Vest _co.paa location?
Locklear replied to spectrersg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Glad to help. :) I'll track the thread in case some additional support is needed. -
Raven Vest _co.paa location?
Locklear replied to spectrersg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This is a bit trickier, because the vest actually uses two textures: a3\characters_f\opfor\data\clothing_rus_co.tga a3\characters_f\opfor\data\tech_rus_co.tga Therefore, I have added two camo selections (camo1 and camo2) into the model, but I haven't tinkered with the vest's config at all. Instead, I would suggest you making an addon with the following code, which should allow you the retexturing. class CfgWeapons { class VestItem; class Vest_NoCamo_Base; class V_TacVestIR_blk: Vest_NoCamo_Base { hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"texture1","texture2"}; class ItemInfo: VestItem { hiddenSelections[] = {"camo1","camo2"}; }; }; }; Please note the magic won't work until the next Dev-Branch update. -
opfor vest doesn't sho on Virt arsenal
Locklear replied to zukov's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Glad to help. :) -
opfor vest doesn't sho on Virt arsenal
Locklear replied to zukov's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Since you're aiming for retexturing a certain vest, I'd recommend inheriting most of the parameters from the vest's original class itself. So the code would look like this: class cfgWeapons { class ItemInfo; class V_HarnessO_brn; class Opfor_carrier_blk: V_HarnessO_brn { displayName = "OPFOR Carrier Black"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"a3\characters_f\opfor\data\clothing_rus_co.paa","\a3\characters_f\OPFOR\Data\tech_rus_co.paa"}; class ItemInfo: ItemInfo { hiddenSelections[] = {"camo1","camo2"}; }; }; }; class cfgVehicles { class Vest_Base_F; class Vest_Opfor_carrier_blk: Vest_Base_F { scope = 2; scopeCurator = 2; displayName = "OPFOR Carrier Black"; vehicleClass = ItemsVests; class TransportItems { class Opfor_carrier_blk {name = Opfor_carrier_blk; count = 1;}; }; }; }; Of course, feel free to add desired parameters like mass, armor, custom icon texture, etc. The important thing is to set right camo selections (the model has two of them, as you can see above), and textures (those above shall do the trick). If you don't need the vest to appear in the Editor and in Zeus, you can omit the whole cfgVehicles part. Please note there is a minor issue with texturing one of the vest's fasteners, which I might try to fix eventually. -
Both Harnesses and Helmets need to be retextured in a config. Classes of the harnesses you want change have no camo selection set and models have camo1 and camo2 selection. So your retextured class needs this in its config: hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"<texture1>","<texture2>"}; Helmets have camo selection (which is also defined in their classes) and can be retextured via config with hiddenSelectionsTextures. Hope this helps. :)
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Cannot find goggles classnames anywhere
Locklear replied to Azza FHI's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I suppose you're looking for G_Bandanna_blk, G_Bandanna_oli, G_Bandanna_khk, G_Bandanna_tan, G_Bandanna_beast, G_Bandanna_shades, G_Bandanna_sport, and G_Bandanna_aviator. As Larrow mentioned, you can find all the facewear via Config Viewer under cfgGlasses. -
I checked the models. Helmets shall work since they do have camo selections. Vests have either camo selection, or camo1 and camo2 selections. In some cases, adding "hiddenSelectionsTextures" is not enough and "hiddenSelections" array has to be added to your config as well (due to the parent class having no hiddenSelections defined). If some concrete pieces of equipment give you any trouble, please let me know.
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This should have been fixed on dev branch since 05/08, EXE rev. 126334 (game). On live, the fix shall come with 1.26 update. Could you please make sure the vest works all right in dev version, and in case of any issues let me know? Thank you.
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A rogue camo selection went AWOL. Should be fixed in the next dev build. Thank you for reporting, and please let me know in case it would not work soon-ish.
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Would you mind pointing out concrete issues please? The best way would be via the feedback tracker (and sending me a link to the issue), but PM or post here shall do as well. Thanks a lot!