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Found 1 result

  1. Without going to much off topic I'll give a bit of background on why such question... I'm working on a clothes mod that creates new uniforms, helmets,etc. The scripts weren't much optimized and were pretty much copy+paste based. Worked but if I wanted to change a value of a type of vest then I had to change them all. So I started adapting the scripts to be based on inheritance so that all I had to change for the childs were textures. However I started to face some issues of many values not being inherited, particularly stats of uniforms which could be perhaps answered with the fact that some stats are present in subclasses which weren't declared in the children. However my vests children don't have subclasses declared and have the correct stats so I'm not sure. As I was doing some research looking for answers I've stumbled upon Macros which seems to be a replacement for my inheritance based system since it just copycats the parent and all I have to do is input the values into the parameters. Thus my question, which should have I used in the first place? May have I miswritten the inheritances? Or perhaps a mix of both? I haven't fixed the problem yet as I was looking for an answer on the best aproach towards the problem. It seems that backpacks, vests and helmets are working correctly but I'm not entirely sure since uniforms stats and some subclasses variables are missing/generating errors. This also brings me doubts wether or not Units are correcly setup despite at first glance they seem to have inherited correctly. Below I'll leave an example of my classes. (For the sake of simplicity for now I'll just take a segment from my vests. If it's due necessary later on I could post segments from the Units/Uniforms files.) //Also authors don't seem to inherit properly. (...) class cfgWeapons { class VestItem; class Vest_Camo_Base: ItemCore { class ItemInfo; }; #include "cfgVest.hpp" }; (...) class VEST_TAC_Desert: Vest_Camo_Base { author = "Example"; //vehicleClass = myVest; side = TWest; scope = 2; displayName = "TacticalVest Desert"; picture = "\A3\characters_f\Data\UI\icon_v_tacvest_blk_ca.paa"; model = "A3\Characters_F\Common\equip_tacticalvest.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsMaterials[] = {"A3\Characters_F\Common\Data\tacticalvest.rvmat"}; hiddenSelectionsTextures[] = {"forces\tex\vest\deserttactical.paa"}; class ItemInfo: VestItem { class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 8; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 8; PassThrough = 0.3; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 8; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; uniformModel = "A3\Characters_F\Common\equip_tacticalvest.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo"}; }; }; class VEST_TAC_WoodlandA: VEST_TAC_Desert { author = "Example"; displayName = "TacticalVest Woodland-A"; hiddenSelectionsTextures[] = {"forces\tex\vest\woodlandtactical.paa"}; };
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