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Found 21 results

  1. MAIN POST WILL BE SOON REWORKED ----------------------------------------------------------- OBSOLETE
  2. Assets seen in these images are just a sample of what is included, NOT the entire content! Everything shown is still work-in-progress, NOT the final content! Details: USP Gear & Uniforms v0.7.0 This mod is composed of the following components: USP_Gear_Acc (Accessories; GPS, wristmap, etc) USP_Gear_Body (Uniforms; pretty much just uniforms) USP_Gear_Core (Core; required by all modules to function) USP_Gear_Face (Facewear; shades, balaclavas, cool stuff, etc) USP_Gear_Head (Headgear; helmets, caps, etc) USP_Gear_Nvg (You guessed it) USP_Gear_Pack (Backpacks; mostly stuff that goes on the back) USP_Gear_Vest (Body armor; everything from lightweight chest rigs to full plate carriers.) USP_Objects (Editor placeable objects) Each module is standalone, and only requires the USP_Gear_Core (included) to function. Required Addons: None Signed: Yes, Server Key included Overview: I'll try to keep this brief. Overall, this mod has been long in the making, even before any progress pics started popping up for it. I've owned and played the whole Arma series, back to OFP, and remained a pretty dedicated fan since the start. Never did anything more than play with scripting and develop missions/scenarios up until Arma 3, which is when I first decided to really get into modding. Started out small, messing around with patches and markers, and then I began playing with retextures as a first step into working on a full units/gear mod. Got good and far along with that, but never really mentioned it or made a release since I have a bad habit of always wanting to pack in more before going public. Then I met Hawaiian (Will) and he taught me everything he could. Started messing with models, building up the foundation for a gear mod with what I could from A2 assets. Eduardo (Carlos) right by my side from the beginning, always pushing me and encouraging progress, doing everything he can to learn and help where possible. Enter OMA, the team modeller with incredible talent, shit explodes from there. So now we have this here, a gear pack that is steadily expanding to create as much authentic assets as we can...or until we get bored. Including tons of variety, hiddenSelections, various camo/texture patterns, and the largest collection of vests/plate carriers available. Why? Because we like creating new things and adding as much variety as we can to the game. I'll update everything with more info soon, mainly just wanted to get the thread up so I can stop posting unrelated things to the Rangers thread. Current Assets: As always, everything shown here is WIP and subject to change. Somes items still aren't shown yet, so this list will be updated as new assets are added. Accessories: Facewear: Headgear: NVG: Packs: Uniforms: Vests: Future Assets: Everything. No but seriously, we have a pretty lengthy list of 'planned' assets, but that's not to say all of them will get done. We're constantly adding to the list so we'll just see how much gets completed in the end. Just to name a few items, we have things like balaclavas, shemaghs, coveralls, beards, amphibious gear, para gear, and much more in the planning. May create a more solid list of our future-plans as we get further along, so stay tuned. FAQ: Q: When will this mod be released? ETA? A: The mod is already released. Q: Do you take requests? A: Absolutely. Not that we will accept all requests, but definitely consider them. Q: Is there any focus or direction that is planned for the gear? US only? A: Not entirely, pretty much adding anything that interests us for the most part. Q: Why make so many assets that have already been done before? A: Well to make an all-in-one gear pack, it's what we all want right? Q: Any plans to work on weapons or vehicles at some point? A: Details will be revealed when its time. Q: How are you able to pump out new asset models so fast? A: The Dream Team© Q: Will this mod be made open-source so assets can be used in other projects? A: Possibly upon request. (This only applies to assets created by OMA.) Dev Team: Here's the core development team. We are a growing, dedicated group and always open to experienced help from anyone wishing to get involved. Siege-A (Team lead) OMA (3D Model) Krogar (3D Model/Texture) Warden_1 (3D Model/Photogrammetry) Ardy (3D Model/Texture) Lyy Amao (3D Model/Texture) Dirks (3D Model/Texture) FoxOne (3D Model) S.Rodge (3D Model/Texture) Zeealex (3D Model/Texture) Steve (3D Model/Texture) Monk (3D Model/Texture) Contributors: Thanks to these guys, this mod has some awesome new upgrades on the way. Helping pave the way to what's looking to be the greatest gear mod ever. Sabre (Texture Master) Cunico (3D Model/Texture) NissanLawyer (3D Model) Fingolfin (Texture) RabidusUK (3D Model/Texture) G.Smith (Cfg/Functions) Shifty (Animations) G.Mery (3D Model/Texture) Trap (Cfg/Functions/Scripting) Zen (3D Model/Photogrammetry) MikePhoenix (3D Model/Texture) WolfeActual (Q&A Test Lead) Credits and Thanks: If I missed anyone here, I do apologize, I will be further updating this thread and will get everything situated in good time. OMA (The pro behind the scenes that helped kick off things with a bang.) Carlos (Kept the motivation going and lending a hand in whatever he can.) Fritts (Team Moderator. Helped us out wherever he could and wouldn't let us forget how great BF2142 was.) Hawaiian (This guy is to thank for helping get all of this started. Many, many thanks brother, I hope you are well.) Cunico (Giving permission to use many of his high quality assets.) Lennard (Allowing use of his excellent model assets.) DaveGary (Even in A3, some top-notch assets.) Syncing (Awesome GPS model.) Adacas (Allowing access to his amazing model library.) Yogensia (Some great models/textures for the Fasthawk and Ice Axe.) Zen (Allowing us to use some of his incredible photogrammetry models.) WolfeActual & TFM (A trusted and dedicated tester team that has never let us down.) Bohemia Interactive (For bringing us the best milsim game series ever and for making the A2 assets open-source.) Patreon Supporters (This means a great deal to us and can't thank you guys enough for your support.) Alexander Hofmann Batboy BLACKOUT6IX Blain Mundt Colton Keller Crox Fetus Graham Bedard Grimnir25 Hvymtal John John F Joshua Crosby Kenneth Santos Kilo_Bravo Lucas Fritts Oskar Hassel Pix Preacher Snowy Sparksy Switchfoot WolfeActual YonV Download Links: License: ©2019 by UnderSiege Productions This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License: http://creativecommons.org/licenses/by-nc-nd/4.0/ For a full review of the license, please refer to the documentation included. This work is not allowed to be reuploaded to Steam Workshop by anyone other than UnderSiege Productions. Support: Enjoy the work you see? Care to support OMA so he can continue bringing us all these great new assets? Here's how: Just wanting to stare at some beautiful renders of things as they're made? Check it out: Care to follow all of our most recent progress and updates? Got you covered: Trying to just have a browse through all the WIP that has been done in the mod so far? Look no further: Want to get more involved and join in on the conversations? This is the place for you: Interested to watch some ingame clips on new features being added? Here ya go: And to stay the most up-to-date as things go live, don't forget to: Please visit our homepage for FAQ and contact information:
  3. I'm having a issue getting my vest coded into the game with config.ccp . (I didn't make this vest, just a disclaimer). I was just wanting to add textures to certain items, adding patches and such on chest area and misc. Point being, I'm not getting any syntax errors, or any pop ups when booting up the game or any kind of "can't find texture" issue, but when I load into the game's arsenal, it doesn't pop up, I've tried multiple things. I've managed to get headgear in the game to work with my textures on it but, this vest will not go into the game for the life of me. Can someone explain to me what I'm doing wrong, thanks. https://ln5.sync.com/dl/32dea5ae0/gpdgpvjd-i9ubqgk7-ka7yigmy-ekaaxqhh
  4. Hey everyone, I was wondering if anyone could point me in the direction of a mod or tip: I want to be able to load/move a plate carrier / vest that has items inside it into a backpack. As it stands you have to empty the plate carrier / vest before you can put it into a backpack. Any help would be greatly appreciated as this "feature" drives me crazy haha, cheers!
  5. krzychuzokecia

    Krzy's Hunting Mod

    Hunting Mod by krzychuzokecia A pack of hunting-themed equipment retextures. Most of the items feature details covered in a high-visibility blaze orange colour. Content: hunting clothes in several variations (red, green and blue shirts with coyote, olive and camo pants), hunting vest in three types (coyote, olive and camo), LDF Forest Ranger summer clothes, blaze orange beanie, baseball caps in blaze orange and camo, two bavarian-style hats, brown safari/cowboy hat. More to come later. Credits: Bohemia Interactive Studios - original models and textures, krzychuzokecia - retexturing, EO aka Evil_Organ - inspiration and hunting camo. Downloads: Steam Workshop (current, v. 0.50), ModDB (outdated). Addon is signed, key included.
  6. For a campaign I'm working on I want to add a bit of detail by giving the characters vests with their names on them like the kerry vest. However I don't know how to go about doing this. I found the nohq and co vest .paa files but I'm not sure what to do with them. Also, would I be able to add these to both the carrier rig for NATO and CTRG as well?
  7. Hi guys, I just want to ask a question about what kind of vest, uniform, kit and weapons used by Seals operator during Operation Red Wings. From what I've found on the internet, the vest based on the movie is either RRV (Rhodesian Recon Vest) or Tactical Vest made by Pantac USA. The unifom is probably DCU? And the rifle is M4 Sopmod and MK 12 SPR. Does anybody here know the mod that contain said items or the equivalent/similar of it? Edit: Found the RRV from Tac vest mod and MK 12 mod 0 SPR by nemo, eventhough its not the mod 1.
  8. - - - - - - - - - - - - - - - - - - - - - - - - - EDIT: Solution here. - - - - - - - - - - - - - - - - - - - - - - - - - Hi all, I've been spending a while trying to figure out the proper method to attach a vest to a dog and correctly move it with the animations. Creation of dog and initial AttachTo are working fine, but I'm having trouble matching the direction of the vest to the dog's position. This is what I have been trying to work with so far, but it does not match correctly: _dog = dogDmy; _vest = "Vest_V_HarnessO_gry" createVehicle [0,0,0]; _vest attachTo [_dog,[0,-0.4,-0.54],"spine2"]; _n=[_dog,_vest] spawn { _dog = _this select 0; _vest = _this select 1; while {_vest in (attachedObjects _dog)} do { _vest setVectorDirAndUp [(_dog selectionPosition "spine2") vectorFromTo (_dog selectionPosition "hips"),[0.01,0.01,-0.99]]; sleep .1; }; }; There are similarities between this and a couple other scripts people have written, but they don't seem to work entirely for a dog. https://forums.bohemia.net/forums/topic/189737-attachto-trying-to-attch-a-lamp-on-torret/ http://killzonekid.com/arma-scripting-tutorials-uav-r2t-and-pip/ At the minute I am using While instead of a Draw3D or EachFrame EH to avoid unnecessary use of resources. Dog creation for testing: Thank you in advance!
  9. Hello, i'm developing a King of the Hill mission at the moment and encountered an issue. The mission is running on a dedicated machine and everything is selfmade except extdb3 for the database connection. So the problem now is: When i'm trying to pick up items on the ground it won't let me do this with the scroll menu. Normally you can pick it up with the scroll menu, either by selecting "inventory" or by selecting "take ......". I hope you get what i mean. The same appears when i'm trying to open ammo crates or other kind of crates. it just won't let me do that. The scroll menu just won't appear. The point is, there's no error, no indicator why i keep getting this bug. I've also tried this in 3den editor. While i'm in editor the bug (or glitch) isn't there, so everything works normally. And the second problem is, the vests a player equips keep disappearing. i guess this has do to something with this "no scoll menu" bug. because there is no error or log entry aswell. Hope you guys can help me, thanks.
  10. Xayhawk

    Vest Weights

    Hey guys. I've been trying to get my vest to weigh properly for awhile now, but I just can't seem to get the weights right. As I can't exactly find a topic specific to vest weighting and modding, (mostly on uniforms) i'd like to seek advise on the best way to do this. I've tried using the A3 character modding guide via 3ds max and I think that it's more suitable for uniforms. I'd like my vest to be rigid as if there were armor plates in them. My question is, am I doing this wrong? What is the common way of doing this for experienced modding teams out there i.e RHS, VSM. Do they do it manually in O2 or in an external program such as 3dsmax or Blender? Thanks in advance!
  11. Hi, how can I make a selection like in this picture? http://imgur.com/YpDvXg4 Thanks Regards CSSx3
  12. Hello, I'm trying to return the armour level of the player's vest to be displayed in a scripted custom HUD, but after looking through the config values for a couple of different vests I haven't been able to find what entry it is under (any value that might have been obvious ended up being the same between different vests). Does anyone know how I can get this? Thanks.
  13. Hi, So i'm trying to make a plate carrier retexture, based on a met police CTSFO. I've done the texture to the best of my (limited) ability in GIMP2, and have converted it to a .paa. I have, however, appeared to have reached a standstill, because whenever I try to binarize my addon, it gives the much-feared "Error in config.cpp" warning. My mod is located in P: Path to textures and config.cpp is P:\HNL\DataP:\HNL\Data Config: class CfgPatches { class {HNL} { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgWeapons { class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "{SFO_Plate_Carrier}"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"P:\HNL\data\SFO1_FINISHED1.paa"}; class ItemInfo : VestItem { ; uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; Would someone kindly help me get this binarized? Thanks in advance, Will
  14. hi all, i have a important question. Is it possible to retexture a vest without any mods? I want a vestskin on my altis life server. Is that possible? If yes how? Thats the code of uniforms: if (uniform player isEqualTo "U_B_CombatUniform_mcam") then { player setObjectTextureGlobal [0, "textures\med\notarzt.paa"]; }; Another number or and delete uniform and write vest? I hope so, thanks NiceKype
  15. This mod adds flagless versions of the Carrier GL Rig and Carrier Special Rig, in both Green and Black variants. It's a bit weird how the normal carrier vests have flagless versions, but not the Marksmen DLC vests, so this mod fixes it. It should also be signed for multiplayer. It doesn't require any other mod. Please report any problems you may have! Enjoy! DOWNLOADS: Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=970985405 Armaholic: http://www.armaholic.com/page.php?id=32985
  16. So my issue is quite simple can someone help me with my vest clipping my character. I've copied the sample vests selection groups as close as possible example would be "Spine1","Spine2","LeftArm","LeftArmRoll","LeftShoulder" etc.. But i still get major clipping when the weapon is raised. Any help or input is appreciated and if you need any more info to help me just ask. Images Many Thanks -Irish
  17. So I decided to make my own custom vest. So far...it's not showing in the game. The mod file (@The Krypt Gear) contains the addons folder. Then inside that is krypt_vest.pbo. Inside the data folder of the PBO is the texture for the vest (The_Krypt_Vest_co.paa). So it must be the config right? This is what's on the config - class Krypt_Vest: Vest_Camo_Base { author = "Tom"; scope = 0; scopeArsenal = 0; displayName = "The Krypt Black-Digi Vest"; picture = ""; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; DLC = "SSQN"; hiddenSelectionsTextures[] = {"\krypt_vest\Data\The_Krypt_Vest_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 80; armor = 30; passThrough = 0.25; }; }; Could someone please help or suggest why this won't even show in the game. Much appreciated.
  18. Hey there! So no matter the number i put in for "armor=____" I cant seem to get it to translate to the game... Anyone have any ideas? heres my config section for the vests. class Custom_Vest: Vest_Camo_Base { scope = 2; displayName = "Project Honor Platecarrier"; picture = "-"; model = "A3\Characters_F\BLUFOR\equip_b_Vest01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Project_Honor\Data\moh_vest_template.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; containerClass = "Supply120"; mass=80; armor = "5*0.5"; passThrough=0.3; hiddenSelections[] = {"camo"}; }; };
  19. Hi all, I've tried to use "A3_vest_example.p3d" model to create a new custom vest. Despite my efforts, the only objects visible in game were those added (that is inside the same model 3D A3_vest_example), while the original vest 3D Bis it has not been seen in game.... All the objects like the belt or the custom radio worked fine, but the vest was invisible.... what Did I wrong?!
  20. EVER WANTED TO BE A ELITE OPERATOR? ME NEITHER, HERE'S A JPC. It's just a old vest I made that I never decided to release, it's pretty shit, but I saw there weren't any released, so I thought I might as well just release mine. PICTURES: DOWNLOAD (TACTICAL DIRECT DOWNLOAD) The .p3d is unbinarized, you are allowed to do whatever you want with it so as long as you keep within my terms, if I'm even allowed to have terms. - Give me credit. - Do not move the model to any game besides ArmA. - Do not release this model in any Life Mod. - Do not publicly share the model on 3D modeling websites. - Do not make money off the model. - And if you release the model in a mod/modpack/whatever, access to the unbinarized model needs to be granted. - Please post on this thread if you release it, so I can check it out. Wow, that's a lot more terms than I thought I would have, but I think they're fair. I probably won't update this model, so enjoy, bye :D Also, I lost the capital "M" and "C" in my name, where'd it go off to?
  21. Up until now, I've been able to retexture plate carriers for NATO without a problem. However, after the Personal Protection update rolled out on devbranch, I haven't been able to change textures for the "V_PlateCarrier1_rgr", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", and "V_PlateCarrierSpec_rgr". CfgWeapons_NATO: /// Vests class V_PlateCarrier1_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier1_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier1_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; descriptionShort = "$STR_A3_SP_AL_III"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply140"; mass = 80; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 16; PassThrough = 0.3; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 16; PassThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.3; }; }; }; }; class V_PlateCarrier1_mtp: V_PlateCarrier1_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier1_mtp"; displayName = "$STR_A3_V_PlateCarrier1_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrier2_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrier2_rgr0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d"; descriptionShort = "$STR_A3_SP_AL_IV"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; Armor = 20; PassThrough = 0.2; }; class Diaphragm { HitpointName = "HitDiaphragm"; Armor = 20; PassThrough = 0.2; }; class Body { hitpointName = "HitBody"; passThrough = 0.2; }; }; }; }; class V_PlateCarrier2_mtp: V_PlateCarrier2_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrier2_mtp"; displayName = "$STR_A3_V_PlateCarrier2_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierRecon_rgr: V_PlateCarrier1_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierRecon_rgr"; scope = 2; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; displayName = "$STR_A3_V_PlateCarrier1_rgr_V_PlateCarrier_Kerry0"; model = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply120"; mass = 80; hiddenSelections[] = {"camo"}; }; }; class V_PlateCarrierRecon_mtp: V_PlateCarrierRecon_rgr { author = "$STR_A3_Night515"; _generalMacro = "V_PlateCarrierRecon_mtp"; displayName = "$STR_A3_V_PlateCarrierRecon_mtp0"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_mtp_CA.paa"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\vests_mcamo_co.paa"}; }; class V_PlateCarrierGL_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierGL_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; overviewName = "$STR_B_SOLDIER_GL_F0"; overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page09_ca.paa"; descriptionShort = "$STR_A3_SP_ER"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d"; containerClass = "Supply140"; mass = 100; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 94; passThrough = 0.6; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 94; passThrough = 0.6; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class Pelvis { hitpointName = "HitPelvis"; armor = 16; passThrough = 0.3; }; class Body { hitpointName = "HitBody"; passThrough = 0.6; }; }; }; }; class V_PlateCarrierGL_mtp: V_PlateCarrierGL_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierGL_mtp"; displayName = "$STR_A3_V_PlateCarrierGL_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; class V_PlateCarrierSpec_rgr: Vest_NoCamo_Base { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_rgr"; scope = 2; displayName = "$STR_A3_V_PlateCarrierSpec_rgr0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; DLC = "Mark"; descriptionShort = "$STR_A3_SP_AL_V"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_rgr_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; containerClass = "Supply100"; mass = 120; hiddenSelections[] = {"camo"}; class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; armor = 8; passThrough = 0.5; }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; }; }; }; class V_PlateCarrierSpec_mtp: V_PlateCarrierSpec_rgr { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "V_PlateCarrierSpec_mtp"; displayName = "$STR_A3_V_PlateCarrierSpec_mtp0"; picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_mtp.paa"; DLC = "Mark"; hiddenSelectionsTextures[] = {"\A3_Aegis_F\Aegis\characters\BLUFOR\data\carrier_gl_rig_mcamo_co.paa"}; }; CfgWeapons: class CfgWeapons { class Uniform_Base; class UniformItem; class Vest_NoCamo_Base; class Vest_Camo_Base; class VestItem; class V_BandollierB_khk; class V_Chestrig_khk; class ItemCore; class HeadgearItem; class H_HelmetB_plain_mcamo; class H_Booniehat_khk_hs; class H_Cap_oli_hs; #include "CfgWeapons_CTRG.hpp" #include "CfgWeapons_GUER.hpp" #include "CfgWeapons_NATO.hpp" }; And CfgPatches: // Config class CfgPatches { class A3_Aegis_F_characters_BLUFOR { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F","A3_Characters_F_beta","A3_Characters_F_Gamma","A3_Characters_F_Bootcamp","A3_Characters_F_EPA","A3_Characters_F_EPB","A3_Characters_F_EPC","A3_Characters_F_Mark"}; }; }; Anything I'm doing wrong?
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