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dirtynorf

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Posts posted by dirtynorf


  1. To be honest I've never really used addon builder and instead solely use Mikero's tools. I've never experienced any issues with Mikero's tool suite, but have had several issues with Addon Builder - hence why I avoid using it.

    Maybe i'll give it a go then.

     

    So using Mikero's I fixed a few errors it through up the first time around which I got rid of using the full P:\ path but nope still get the same "cannot load error".


  2. Awesome. So we can most certainly rule out the texture being the issue (or at least the file itself anyway). Did you path to the texture in the PBO when you used setobjecttexture, or did you just put it in the mission folder and do it that way? I ask only because it may be an issue with the packing process of the addon pbo (e.g. it not packing the texture(s) properly for some random reason).

    It was in a mission folder. I packed and then depbo'd the file and the textures seem to be in the right place. Should I be checking "Binarize all textures" on Addon builder?

     

    Edit: I tried checking that box but that didn't help.


  3. Your P:\ drive and overall tools setup sounds FUBAR. Depending on what tool you're using to pack the PBO it could be related.

    I'm using Arma Tools Addon Builder. I might try reinstalling it.

     

    So I found out that it would crash because I tried opening binarized default BIS models. But that means i cannot view my texture in oxygen as I cannot open the default model. However, I have used setObjectTexture in a mission and the texture does in fact work.


  4. what program did you use to "create" your new texture, and what did you save it as for texview to convert it to a .paa file?

     

    Was your new texture showing up in O2 when you were testing it?

     

    I had similar issues and all it took was to rename the texture in the "data" folder, keep the texture names simple as well.

    I used photoshop to make it into a png and then TexView into .paa

    I never use O2 because it crashes before it opens.

    I've checked the name about 9 times so unless I'm being really dumb I'm sure it's not the name.


  5. Also you need to have the full path from your P drive to the texture. I was having similar issues and that fixed it.For example I used to have my mod texture path as mod_name/sub_mod/data/textures/item.paa Now I have to use /projects/mod_name/sub_mod/data/textures/item.paa

    P drive? How would that work when it's shared out?

     

    I also tried it from my P drive and that still didn't work. This is confusing the hell out of me.


  6. Would you mind posting a clean RPT file (with just your units and any required mods e.g. weapons/whatever running). Then try loading the unit so the error appears. Just so I can get a clearer picture if anything else is going on.

    RPT? I tried it with one of the default textures and that worked fine, no issues. The error is:

     

    "Cannot load texture ddrf_kanish_army\ddrf_kanish_army\data\Wood_Uniform.paa"


  7. 	hiddenSelections[] = {"Camo"};
    	hiddenSelectionsTextures[] = {"\ddrf_kanish_army\Data\Wood_Uniform.paa"};
    

    Only needs to appear in the cfgVehicles entry (i.e. the Unit define, not the Uniform define). Make sure you add the '\' to the beginning (as above). I also capitalised the C in 'Camo' just in case the selection names are case-sensitive.

     

    Just to clarify, your pbo is called 'ddrf_kanish_army.pbo' and in that folder you have a Data folder right? i.e.

    ddrf_kanish_army > data > texturefileishere
    

    and not 

    ddrf_kanish_army > ddrf_kanish_army > data > texturefileishere
    

    You keep suggesting things I've already fixed so I'll post the updated files.

     

    cfgVehicles.hpp

    //===============================================================
    //notes Class Parent Names
    class B_Soldier_F;
    class UniformItem;
    
    //===============================================================
    //notes Custom Classes (Uniforms)
    class ddrf_wood_rifleman : B_Soldier_F
    {
    	_generalMacro = "ddrf_wood_rifleman";
    	scope = 2;
    	displayName = "Rifleman";
    	faction = "ddrf_kanish_army_faction";
    	vehicleClass = "ddrf_kanish_army_wood";
    	nakedUniform = "U_BasicBody";
    	uniformClass = "ddrf_uni_wood";
    	hiddenSelections[] = {"Camo","Insignia"};
    	hiddenSelectionsTextures[] = {"ddrf_kanish_army\ddrf_kanish_army\data\wood_uniform.paa"};
    	linkedItems[] = {};
    	respawnLinkedItems[] = {};
    	weapons[] = {};
    	magazines[] = {};
    	respawnMagazines[] = {};
    };
    

    cfgWeapons.hpp

    //===============================================================
    //notes Class Parent Names
    class B_Soldier_F;
    class UniformItem;
    class Uniform_Base;
    class ItemInfo;
    
    //===============================================================
    //notes Custom Classes (Uniforms)
    class ddrf_uni_wood : Uniform_Base
    {
    	scope = 2;
    	displayName = "K15 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 = "ddrf_wood_rifleman";
    		containerClass = "Supply80";
    		mass = 55;
    	};
    };
    

    Folder systems:

    ddrf_kanish_army (pbo) > ddrf_kanish_army > data > Wood_Uniform.paa

  8. Also, it probably wont help fix your problem but use he correct texture naming conventions when converting your textures in TexView, it pains me to see the naming conventions not being used. e.g. Wood_Uniform_co.paa

    Whilst I can't get the config working I am re-doing the texture that is named properly already.

     

    But any thoughts on my problem? If I can't get textures on units then the whole addon falls apart.


  9. If

    is correct, then your

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

    should be

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

    or did you epic-typo-fail?

    At the time I was trying it out like that. I have tried with both folders included, I've depbo'd mod's that work and everything of mine seems to be the same but obviously it isn't because mine doesn't work. As I say I can put the texture on someone using the script command in a mission but not from an addon.


  10. I am trying to retexture and everytime I place down the unit it throws up the "Cannot Load texture" error. I have tried multiple different path names to try and get it to work but to no avail.

     

    Uniform class in cfgWeapons.hpp

    class ddrf_uni_wood : UniformBase
    {
    	author = "DirtyDwarf";
        scope = 2;
        displayName = "K15 Woodland;
        picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"ddrf_kanish_army\Data\Wood_Uniform.paa"};
     
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = ddrf_wood_rifleman;
            containerClass = Supply60;
            mass = 50;
        };
    };
    

    Soldier class in cfgVehicles.hpp

    class ddrf_wood_rifleman : B_Soldier_F
    {
    	author = "DirtyDwarf";         // The name of the author of the asset, which is displayed in the editor.
    	scope = 2;                          // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only).
    	scopeCurator = 2;                   // 2 = class is available in Zeus; 0 = class is unavailable in Zeus.
    	scopeArsenal = 2;                   // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal.
    	identityTypes[] =  {"LanguageENG_F","Head_NATO","G_NATO_default"};        // Identity Types are explained in the Headgear section of this guide.
    	displayName = "Rifleman (Wood)";        // The name of the soldier, which is displayed in the editor.
    	faction = "ddrf_kanish_army_faction";
    	cost = 200000;                      // How likely the enemies attack this character among some others.
    	camouflage = 1.5;                   // How likely this character is spotted (smaller number = more stealthy).
    	sensitivity = 2.5;                  // How likely this character spots enemies when controlled by AI.
    	threat[] = {1, 1, 0.8};             // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies.
    	model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d";        // The path to the model this character uses.
    	uniformClass = "ddrf_uni_wood";                          // This links this soldier to a particular uniform. For the details, see below.
    	hiddenSelections[] = {"camo"};                             // List of model selections which can be changed with hiddenSelectionTextures[] and hiddenSelectionMaterials[] properties. If empty, model textures are used.
    	hiddenSelectionsTextures[] = {"ddrf_kanish_army\Data\Wood_Uniform.paa"};        // The textures for the selections defined above. If empty, no texture is used.
    	canDeactivateMines = true;              // Can this character deactivate mines?
    	engineer = false;                        // Can this character repair vehicles?
    	attendant = 0;                          // Can this character heal soldiers?
    	icon = "iconManEngineer";               // If a character has a special role, a special icon shall be used.
    	picture = "pictureRifleman";              // The same as above, but for the squad picture.
    	backpack = "B_Kitbag_mcamo_Eng";        // Which backpack the character is wearing.
    	weapons[] = {arifle_MX_ACO_pointer_F, hgun_P07_F, Throw, Put};               // Which weapons the character has.
    	respawnWeapons[] = {arifle_MX_ACO_pointer_F, hgun_P07_F, Throw, Put};        // Which weapons the character respawns with.
    	Items[] = {FirstAidKit};                // Which items the character has.
    	RespawnItems[] = {FirstAidKit};         // Which items the character respawns with.
    	magazines[] = {mag_10(30Rnd_65x39_caseless_mag),mag_3(16Rnd_9x21_Mag), SmokeShell, SmokeShellGreen, Chemlight_green, Chemlight_green, mag_2(HandGrenade)};               // What ammunition the character has.
    	respawnMagazines[] = {mag_10(30Rnd_65x39_caseless_mag),mag_3(16Rnd_9x21_Mag), SmokeShell, SmokeShellGreen, Chemlight_green, Chemlight_green ,mag_2(HandGrenade)};        // What ammunition the character respawns with.
    	linkedItems[] = {V_PlateCarrier1_rgr, H_HelmetB, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles};               // Which items the character has.
    	respawnLinkedItems[] = {V_PlateCarrier1_rgr, H_HelmetB, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles};        // Which items the character respawns with.
    };
    

    I've tried following different tutorials almost exactly but that hasn't helped either. I just have no idea what the problem is.

     

    EDIT: my pbo folder is ddrf_kanish_army\ddrf_kanish_army\Data\texture.paa with the config.cpp and includes inside the second ddrf folder.


  11. Hi, I'm trying to do a similar thing. 

     

    However I have custom weapon mods that use Joint Rails and I cannot get the unit to spawn with the attachments on the weapon. Currently I have it so a new weapon is made with these attachments, is there a different way? Like the VA export is, can I just spawn them with the rifle and then state which accessories they have without creating a new weapon class?

     

    Thanks,


  12.  

    Master classes has to be defined outside any class..
    Why are you using scope=0; on the muzzleslot class?, On the LinkedItemsOptics there is a slot which it doesn't exist (Crowslot).
    You haven't to add a weapon on the weapon[] array on CfgPatches which it already exist! You have to add the new weapon you have created in the CfgWeapons.
    As ASDG don't use arrays for add new items you have to work with clases as well.. Here is your config which I think it will work better...
     
     
    //NATO Special Operators Pack
    //by DirtyNorf
    
    
    class CfgPatches
    {
        class ddrf_nsop
        {
            units[]={};
            weapons[]=
            {
                    "scarl_EO_AN15_HA"            
            };
            requiredVersion=0.1;
            requiredAddons[]=
            {
                "A3_Characters_F",
                "rhsusf_weapons",
                "rhsusf_c_weapons",
                "rhsusf_weapons2",
                "essgoggles",
                "hrp",
                "kio_balaclava",
                "shemagh",
                "tryk_backpack",
                "tryk_uniforms",
                "tryk_unit",
                "zabb",
                "zabb2",
                "zara",
                "asdg_jointrails"
            };
        };
    };
    
    
    class CfgFactionClasses
    {
        class ddrf_nsop
        {
                displayName = "NATO Special Operations"
                priority = 1;
                side = 1;
        };
    };
    
    
    class CfgVehicleClasses
    {
        class ddrf_nsop_green_scar
        {
            displayName="Green (SCAR)";
            priority = 2;
        };
        
        class ddrf_nsop_green_m4
        {
            displayName="Green (M4)";
            priority = 3;
        };
        
    };
    class CfgVehicles
    {
        class B_Soldier_F;
        class ddrf_green_scar_operator: B_Soldier_F
        {
            side = 1;
            faction = "ddrf_nsop";
            vehicleClass = "ddrf_nsop_green_scar";
            scope=2;
            displayName="Operator (Green)";
            uniformAccessories[]={};
            nakedUniform="U_BasicBody";
            uniformClass="TRYK_U_B_OD_BLK_2";
            model="\A3\Characters_F\BLUFOR\b_soldier_01.p3d";
            weapons[]=
            {
                "scarl_EO_AN15_HA",
                "hgun_P07_F",
                "Throw",
                "Put",
                "Binocular"
            };
            respawnWeapons[]=
            {
                "scarl_EO_AN15_HA",
                "hgun_P07_F",
                "Throw",
                "Put",
                "Binocular"
            };
            linkedItems[]=
            {
                "FirstAidKit",
                "FirstAidKit",
                "FirstAidKit",
                "FirstAidKit",
                "rhsusf_acc_anpeq15",
                "rhsusf_acc_eotech_552",
                "HarrisDLC"
            };
            RespawnItems[]=
            {
                "FirstAidKit",
                "FirstAidKit",
                "FirstAidKit",
                "FirstAidKit",
                "rhsusf_acc_anpeq15",
                "rhsusf_acc_eotech_552",
                "HarrisDLC"
            };
            magazines[]=
            {
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "16Rnd_9x21_Mag",
                "16Rnd_9x21_Mag",
                "SmokeShell",
                "SmokeShell",
                "HandGrenade",
                "HandGrenade"
            };
            respawnMagazines[]=
            {
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "M4318_mag",
                "16Rnd_9x21_Mag",
                "16Rnd_9x21_Mag",
                "SmokeShell",
                "SmokeShell",
                "HandGrenade",
                "HandGrenade"
            };
        };
    };
    class SlotInfo;
    
    
    class asdg_OpticRail1913_long;
    class asdg_FrontSideRail;
    class asdg_UnderSlot;
    class asdg_MuzzleSlot_556;
    class CfgWeapons
    {
        class rhsusf_acc_anpeq15;
        class rhsusf_acc_eotech_552;
        class HarrisDLC;
        class ej_scarstandard;
        class scarl_EO_AN15_HA: ej_scarstandard
    {
    scope = 2;
    displayName = "SCAR L (EOTECH)";
    class LinkedItems
    {
                class LinkedItemsOptic
                {
                    slot = "CowsSlot";
                    item = "rhsusf_acc_eotech_552";
                };
                class LinkedItemsUnder
                {
                    slot = "UnderBarrelSlot";
                    item = "HarrisDLC";
                };
                class LinkedItemsAcc
                {
                    slot = "PointerSlot";
                    item = "rhsusf_acc_anpeq15";
                };
    };
            class WeaponSlotsInfo
            {
                allowedslots[]={901};
                mass=60;
                class MuzzleSlot: asdg_MuzzleSlot_556
                {
                    compatibleitems : compatibleitems 
                    {
                        muzzle_snds_M = 1;
                        SF556_ej = 1;
                        SF556blk_ej = 1;
                        SFLMGMini_ej = 1;
                        SFLMGTMini_ej = 1;
                        ej_mzls_M = 1;
                        SFSOCOM_ej = 1;
                        SFSOCOMT_ej = 1;
                    };
                };
                class CowsSlot : asdg_OpticRail1913_long
                {
                    compatibleitems : compatibleitems
                    {
                          rhsusf_acc_eotech_552 = 1;
                    };
                };
                class PointerSlot : asdg_FrontSideRail
                {
                    compatibleitems : compatibleitems
                    {
                          rhsusf_acc_anpeq15 = 1;
                    };
                };
                class UnderBarrelSlot: asdg_UnderSlot
                {
                    compatibleitems : compatibleitems
                    {
                          HarrisDLC = 1;
                    };
                };
            };
    };
    };

    Anyway I haven't here the RHS config (with ASDG extra pbo added) but It won't be required in order to work adding those attachments here, just inherit those slot from asdg_OpticRail1913_long / asdg_UnderSlot / asdg_FrontSideRail / asdg_MuzzleSlot_556 and ASDG+RHS+RHS_ASDG_extra will do the job...

     

    Hope it helps

     

    Apologies for the really late reply, I didn't realise anyone replied. I've changed it (and to note had to remove ":compatibleitems" and replace it with a = but now I get an error that it cannot read the config file when trying to pbo with the addon builder.

     

    It's saying there is an input after the end of the file.


  13. So, I am trying to make a vehicle move to a marker position. I'm using execVM in the vehicle init to move it to a pre-determined marker. The marker is called "planespot1" in the NAME field and when I tried to debug the marker position get, the value returned was "any" and so I am not sure its picking the marker up.

     

    How can I get a marker name into a script from execVM and then use its position?

     

    Also the _plane variable does work (the engine turns on)

    _plane = _this select 0;
    marker = _this select 1;
    _altitude = _this select 2;
    
    _markerPos = getMarkerPos marker;
    //debug bit
    hint format ["%1", (_markerPos select 0)];
    
    
    if ( (typename _plane != "PLANE") or (typename marker != "MARKER") ) exitwith {
    	hintSilent "Invalid Parameters parsed";
    };
    
    sleep 1;
    
    _plane allowDamage false;
    _plane setVectorUp [(_markerPos select 0), (_markerPos select 1), _altitude];
    _plane engineOn true;
    
    

  14. I'm trying to make units obviously with custom loadouts however I cannot manage to put attachments on the weapon. I tried using "linkedItems" in the unit class but didn't work so I'm trying to make a "new weapon" that includes the attachments. I''ve had a go at looking at various other mods doing this (massi, RHS etc) but they've been no help.

     

    I'm using EricJ Weapons, RHS, Joint Rails and TRYK (unimportant for weapons) and this is my code so far:

    //NATO Special Operators Pack
    //by DirtyNorf
    
    class CfgPatches
    {
    	class ddrf_nsop
    	{
    		units[]={};
    		weapons[]=
    		{
    				"ej_scarstandard",
    				"rhsusf_acc_anpeq15",
    				"rhsusf_acc_eotech_552",
    				"HarrisDLC"
    			
    		};
    		requiredVersion=0.1;
    		requiredAddons[]=
    		{
    			"A3_Characters_F",
    			"rhsusf_weapons",
    			"rhsusf_c_weapons",
    			"rhsusf_weapons2",
    			"essgoggles",
    			"hrp",
    			"kio_balaclava",
    			"shemagh",
    			"tryk_backpack",
    			"tryk_uniforms",
    			"tryk_unit",
    			"zabb",
    			"zabb2",
    			"zara",
    			"asdg_jointrails"
    		};
    	};
    };
    
    class CfgFactionClasses
    {
    	class ddrf_nsop
    	{
    			displayName = "NATO Special Operations"
    			priority = 1;
    			side = 1;
    	};
    };
    
    class CfgVehicleClasses
    {
    	class ddrf_nsop_green_scar
    	{
    		displayName="Green (SCAR)";
    		priority = 2;
    	};
    	
    	class ddrf_nsop_green_m4
    	{
    		displayName="Green (M4)";
    		priority = 3;
    	};
    	
    };
    class CfgVehicles
    {
    	class B_Soldier_F;
    	class ddrf_green_scar_operator: B_Soldier_F
    	{
    		side = 1;
    		faction = "ddrf_nsop";
    		vehicleClass = "ddrf_nsop_green_scar";
    		scope=2;
    		displayName="Operator (Green)";
    		uniformAccessories[]={};
    		nakedUniform="U_BasicBody";
    		uniformClass="TRYK_U_B_OD_BLK_2";
    		model="\A3\Characters_F\BLUFOR\b_soldier_01.p3d";
    		weapons[]=
    		{
    			"scarl_EO_AN15_HA",
    			"hgun_P07_F",
    			"Throw",
    			"Put",
    			"Binocular"
    		};
    		respawnWeapons[]=
    		{
    			"scarl_EO_AN15_HA",
    			"hgun_P07_F",
    			"Throw",
    			"Put",
    			"Binocular"
    		};
    		linkedItems[]=
    		{
    			"FirstAidKit",
    			"FirstAidKit",
    			"FirstAidKit",
    			"FirstAidKit",
    			"rhsusf_acc_anpeq15",
    			"rhsusf_acc_eotech_552",
    			"HarrisDLC"
    		};
    		RespawnItems[]=
    		{
    			"FirstAidKit",
    			"FirstAidKit",
    			"FirstAidKit",
    			"FirstAidKit",
    			"rhsusf_acc_anpeq15",
    			"rhsusf_acc_eotech_552",
    			"HarrisDLC"
    		};
    		magazines[]=
    		{
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"16Rnd_9x21_Mag",
    			"16Rnd_9x21_Mag",
    			"SmokeShell",
    			"SmokeShell",
    			"HandGrenade",
    			"HandGrenade"
    		};
    		respawnMagazines[]=
    		{
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"M4318_mag",
    			"16Rnd_9x21_Mag",
    			"16Rnd_9x21_Mag",
    			"SmokeShell",
    			"SmokeShell",
    			"HandGrenade",
    			"HandGrenade"
    		};
    	};
    };
    
    class CfgWeapons
    {
    	class rhsusf_acc_anpeq15;
    	class rhsusf_acc_eotech_552;
    	class HarrisDLC;
    	class ej_scarstandard;
    	class scarl_EO_AN15_HA: ej_scarstandard
        {
            scope = 2;
            displayName = "SCAR L (EOTECH)";
            class LinkedItems
            {
    			class LinkedItemsOptic
    			{
    				slot = "CowsSlot";
    				item = "rhsusf_acc_eotech_552";
    			};
    			class LinkedItemsUnder
    			{
    				slot = "UnderBarrelSlot";
    				item = "HarrisDLC";
    			};
    	 
    			class LinkedItemsAcc
    			{
    				slot = "PointerSlot";
    				item = "rhsusf_acc_anpeq15";
    			};
            };
    		
    		class WeaponSlotsInfo
    		{
    			class SlotInfo;
    			class asdg_OpticRail1913;
    			class asdg_FrontSideRail;
    			class asdg_FrontSideRail_IAR;
    			class asdg_UnderSlot;
    			allowedslots[]={901};
    			mass=60;
    			class MuzzleSlot: SlotInfo
    			{
    				access=1;
    				compatibleitems[]=
    				{
    					"muzzle_snds_M",
    					"SF556_ej",
    					"SF556blk_ej",
    					"SFLMGMini_ej",
    					"SFLMGTMini_ej",
    					"ej_mzls_M",
    					"SFSOCOM_ej",
    					"SFSOCOMT_ej"
    				};
    				displayname="Muzzle Slot";
    				linkproxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
    				scope=0;
    			};
    			class asdg_OpticRail1913_long: asdg_OpticRail1913
    			{
    				compatibleitems[]={"rhsusf_acc_eotech_552"};
    			};
    			class asdg_FrontSideRail_IAR: asdg_FrontSideRail
    			{
    				compatibleitems[]={"rhsusf_acc_anpeq15"};
    			};
    			class UnderBarrelSlot: asdg_UnderSlot
    			{
    				compatibleitems[]={"HarrisDLC"};
    			};
    		};
        };
    };
    

    Any help?

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