TacBacon 4 Posted May 6, 2016 I reskinned Carrier Rig (Green) V_PlateCarrier2_rgr but I do need to define picture / model and armor value myself I want to use all the base value of the Carrier Rig I used just changing the texture I have tried changed Vest_Camo_Base on line 20 to V_PlateCarrier2_rgr and got an error "Undefined base class" how do I fix it? config.cpp #define true 1 #define false 0 class CfgPatches { class RTAF_Vest { units[] = {RTAF_Vest}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class RTAF_PlateCarrier_wdl: Vest_Camo_Base { author = "Splendid Modder"; scope = 2; displayName = "RTAF Carrier Rig (Digital Woodland)"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d"; hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_PlateCarrier_digiwdl_f.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = Supply80; mass = 15; armor = 0; passThrough = 1; }; }; }; config.cpp I use as template https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class V_vest_new: Vest_Camo_Base { author = "Splendid Modder"; scope = 2; displayName = "New Vest"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; hiddenSelectionsTextures[] = {"\A3\Characters_F\BLUFOR\Data\vests_khk_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; containerClass = Supply80; mass = 15; armor = 0; passThrough = 1; }; }; }; Share this post Link to post Share on other sites
Locklear 214 Posted May 6, 2016 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 Share this post Link to post Share on other sites
TacBacon 4 Posted May 6, 2016 Thank you! I implemented your script to add the uniform too but they not appear in the arsenal what have I did wrong? Sorry that I don't know much about scripting and this is my first clothing mod so I don't have any complete template 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 U_B_CombatUniform; class ItemInfo; class V_PlateCarrier2_rgr: V_PlateCarrier1_rgr { class ItemInfo; }; class RTAF_PlateCarrier_wdl: V_PlateCarrier2_rgr { displayName = "RTAF Carrier Rig (Digital Woodland)"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_PlateCarrier_digiwdl_f.paa"}; class ItemInfo: ItemInfo { hiddenSelections[] = {"camo"}; }; }; class RTAF_CombatUniform_wdl: U_B_CombatUniform { displayName = "RTAF Combat Fatigues (Digital Woodland)"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_CombatUniform_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)"; editorCategory = ItemsVests; editorSubcategory = EdCat_Equipment; vehicleClass = EdSubcat_Vests; class TransportItems { class RTAF_PlateCarrier_wdl {name = RTAF_PlateCarrier_wdl; count = 1;}; }; }; class Item_Base_F; class Uniform_RTAF_CombatUniform_wdl: Item_Base_F { scope = 2; scopeCurator = 2; displayName = "RTAF Combat Fatigues (Digital Woodland)"; editorCategory = "EdCat_Equipment"; editorSubcategory = "EdSubcat_Uniforms"; vehicleClass = "ItemsUniforms"; class TransportItems { class RTAF_CombatUniform_wdl {name = RTAF_CombatUniform_wdl; count = 1;}; }; }; }; Share this post Link to post Share on other sites