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Request forbidden by administrative rules. arma 3 multi pocket vest
};

}; class CfgUnitInsignia respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; { side = 1; class Body magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; { hitpointName="HitChest"; passThrough=0.60000002; "eo_vests\data\eo_legstrapbag_1.paa" scope=2; armor=2; class eo_deckvest_2: Vest_Camo_Base magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; hitpointName="HitAbdomen"; class Pelvis { linkedItems[] = {"CUstom_Helmet2","Custom_Vest3","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; mass = 50; "Camo" that seems quite.. essential?

"eo_vests\data\eo_eodvest_2.paa", { scope = 2; }; class Abdomen { }; { Delete the }; from the end of your vests config (this part:). "Camo"

"Camo" class Abdomen containerClass="Supply100"; hitpointName="HitDiaphragm"; hitpointName="HitDiaphragm"; class UniformItem; { };

hiddenSelectionsTextures[]= }; }; {

scope=2; { armor=8; scope = 2; { }; passThrough=0.5; armor=8; //class Custom_Backpack_Compact: B_AssaultPack_Base { { {

scope = 2; }; { { hitpointName="HitBody"; I've inserted a comment at the lines of classes that I am not using, since you said I had to call them all. containerClass="Supply80"; picture="\A3\characters_f\Data\UI\icon_V_TacVestIR_blk_CA.paa"; displayName = "Custom Backpack Compact"; }; scopeCurator=2 }; }; mass=40; hiddenSelections[]= hitpointName = "HitChest"; hitpointName = "HitChest"; }; { { { armor=16; class Diaphragm { uniformModel="\A3\Characters_F_Beta\INDEP\equip_ir_vest01"; }; "eo_vests\data\eo_eodvest_3.paa", armor = 24; displayName="EO Leg Strap Bag (BLK) "; class Legs }; { passThrough=0.30000001; hiddenSelections[]= uniformModel="\A3\Characters_F\BLUFOR\equip_b_bandolier.p3d"; faction = "Custom_Faction"; hiddenSelections[] = {"Camo","Insignia"}; class Chest }; class Neck class ItemInfo; model="\A3\Characters_F\BLUFOR\equip_b_bandolier"; armor=0; }; uniformClass = "Custom_Camo_TShirt"; I've rewritten the entire section for the vest, and it worked (ish). displayName="EO PlateCarrier Rig (GRY)";

weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; hiddenSelectionsTextures[]= { scope= 2; author="EO"; }; }; Im also beginning to understand the logic of the config.cpp, so things are getting easier. hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_vest.rvmat"}; { { armor=2; hitpointName="HitDiaphragm"; containerClass="Supply80"; scope=2; class Chest respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; class eo_platecarrier_1: Vest_Camo_Base containerClass="Supply70"; mass=80; { { { }; { class HitpointsProtectionInfo passThrough=0.30000001; }; { author = "Ventspils1944"; _generalMacro = "B_soldier_F"; "eo_vests\data\eo_multipocket_3.paa" passThrough=0.40000001; model="A3\Characters_F_Beta\INDEP\equip_ia_vest02"; }; armor=12; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo.rvmat"}; weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; //hiddenSelectionsTextures[] = {"\Custom_Uniform\Data\custom_helmet_co.paa"};

}; class eo_rangemaster_1: Vest_Camo_Base requiredVersion=0.1; hitpointName="HitNeck"; passThrough=0.60000002; //editorSubcategory="EdSubcat_Hats"; descriptionShort="$STR_A3_SP_AL_III"; class ItemInfo: ItemInfo class Custom_Hunter_HMG_F: B_MRAP_01_HMG_F { scope = 2; displayName="EO Multi-Pocket Vest (Black)"; }; init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];"; { I think that " { " is the problem. class HeadgearItem; }; class Arms mass=15;

mass=15; scope = 2; model="\A3\Characters_F\BLUFOR\equip_b_bandolier"; { mass=5; _generalMacro = "B_soldier_F"; descriptionShort="$STR_A3_SP_ER"; {

containerClass="Supply80"; crew = "Custom_Uniform_TShirt"; { }; }; }; }; hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_vest_co.paa"}; hitpointName="HitBody"; class Chest {

hiddenSelections[]= hitpointName="HitChest"; { //editorCategory="EdCat_Equipment"; {

}; armor=8; uniformModel="A3\Characters_F_Beta\INDEP\equip_ia_vest02"; faction = "Custom_Faction"; texture = "\Custom_Uniform\UI\custom_patch_co.paa"; // Image path Glad to hear that your start from scratch worked. }; "eo_vests\data\eo_bandolier_1.paa" }; author="EO"; { passThrough=0.89999998; }; }; { class ItemInfo; //************************************************************************************************************************************************************************************************{ containerClass="Supply30"; { }; }; containerClass="Supply30"; armor=8; displayName = "Custom M-ATV MRAP"; class HitpointsProtectionInfo uniformModel="A3\Characters_F\Common\equip_tacticalvest"; class eo_multipocket_4: Vest_Camo_Base armor=16; armor=2; displayName="EO Deck Crew Vest (GRN)"; class HitpointsProtectionInfo }; by copying that snippet over you've actually added some more errors! scope=2;

hitpointName="HitChest"; }; armor=8; hiddenSelections[] = {"Camo1"}; "eo_vests\data\eo_multipocket_5.paa" class HitpointsProtectionInfo { class HitpointsProtectionInfo hiddenSelections[] = {"Camo1","Camo2"}; armor=16; "Camo" author="EO"; { //***** Headgear ********************************************************************************************************************************************************* uniformModel="\A3\Characters_F\BLUFOR\equip_b_bandolier.p3d"; scope=2; passThrough=0.89999998; class Vest_NoCamo_Base; //***** Units ********************************************************************************************************************************************************* class Body class eo_eodvest_2: Vest_Camo_Base { mass=15; mass=15; faction = "Custom_Faction"; class ItemInfo: ItemInfo weaponPoolAvailable = 1; hiddenSelections[]= hiddenSelectionsTextures[]= }; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; class Neck { }; hiddenSelectionsTextures[]= passThrough = 0.1; armor=16; { { }; class Abdomen hiddenSelectionsTextures[] = {"Custom_Uniform\Data\offroad_base_co.paa"}; class Chest }; }; armor=12; class ItemInfo: VestItem //this should be called from vestItem rather than itemInfo? { class Abdomen }; hiddenSelectionsTextures[]= class Body class HitpointsProtectionInfo }; class HitpointsProtectionInfo side = 1; //***** Headgear ********************************************************************************************************************************************************* model="\A3\Characters_F\BLUFOR\equip_b_belt"; armor=78; passThrough=0.30000001; armor=2; "eo_vests\data\eo_eodprotection_3.paa" uniformModel="A3\Characters_F_Orange\Vests\V_LegStrapBag_f.p3d"; containerClass="Supply70"; class Chest { class Body uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic.p3d"; hiddenSelectionsTextures[]= class Chest armor=2; { armor=14; class Pelvis hitpointName="HitAbdomen"; }; hiddenSelections[] = {"Camo1","Camo2"}; author = "Astartes"; }; { hiddenSelectionsTextures[]= { { //class B_G_Offroad_01_F; }; uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; }; hiddenSelectionsTextures[]= }; class Pelvis picture="\A3\Characters_F\data\ui\icon_V_Belt_CA.paa"; }; passThrough=0.30000001; { //************************************************************************************************************************************************************************************************ passThrough=0.40000001; hitpointName="HitChest"; armor=2; scope=2; passThrough=0.30000001; scope=2; The game starts, shows the vest, the virtual arsenal shows the ammount of ballistic protection in the vest (which is quite high, I'd say 80% of the bar is filled, enough to stop a 7.62 round), but in reality the vest won't even stop a 9mm round shot at a distance, which means the vest has no real ballistic protection. }; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; //Default NATO armor=16; { containerClass="Supply120"; class ItemInfo: ItemInfo "Camo", shoulderpads hitpointName="HitArms"; class Body { { class Diaphragm }; author="EO"; }; scope=2; armor=12; }; containerClass="Supply80"; }; //************************************************************************************************************************************************************************************************ uniformModel="\A3\Characters_F_Jets\Vests\V_DeckCrew_F"; displayName="EO RangeMaster Belt (GRN)"; class EventHandlers }; class Chest hitpointName="HitBody"; }; }; }; "Camo2" class VestItem; picture="\A3\characters_f_Beta\Data\UI\icon_V_I_Vest_01_ca.paa"; }; displayName="EO EOD Vest (IDAP)"; uniformModel="\A3\Characters_F\BLUFOR\equip_b_belt.p3d"; "eo_vests\data\eo_bandolier_1.paa" passThrough=0.60000002;

{ armor=16; { containerClass="Supply120"; author = "Astartes"; passThrough=0.5; }; armor=2; }; You then commented out theclass cfgWeapons, but not the " { ". hitpointName="HitDiaphragm"; { uniformClass = "Custom_Uniform_SS"; }; { class Abdomen linkedItems[] = {"CUstom_Helmet2","Custom_Vest3","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; mass=15; passThrough=0.30000001;

}; PassThrough=0.30000001; class ItemInfo; }; //************************************************************************************************************************************************************************************************ class eo_platecarrier_2: Vest_Camo_Base hiddenSelectionsTextures[]= hitpointName="HitChest"; passThrough=0.5; armor = 10; { passThrough=0.89999998; class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection containerClass="Supply100"; passThrough=0.30000001; { class ItemInfo: ItemInfo hiddenSelectionsTextures[] = {"Custom_Uniform\Data\tshirt_brown_co.paa","Custom_Uniform\Data\custom_camo_co.paa"}; armor=16; }; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_vest.rvmat"}; class ItemInfo: ItemInfo passThrough=0.89999998; hitpointName="HitChest"; }; }; //************************************************************************************************************************************************************************************************ magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; }; hitpointName="HitChest"; author="EO"; model="\A3\Characters_F_Orange\Vests\V_Pocketed_cloth_F.p3d"; }; { { {

containerClass="Supply70"; }; }; { hitpointName="HitDiaphragm"; model = "\A3\characters_f_gamma\Guerrilla\ig_guerrilla1_1.p3d"; //NATO Rolled Up Sleeves hitpointName="HitDiaphragm"; hiddenSelections[] = {"Camo"}; class ItemInfo: ItemInfo }; model="A3\Characters_F_Beta\INDEP\equip_ia_vest01"; class HitpointsProtectionInfo

mass=20; displayName= "OMEGA ECH"; hiddenSelections[] = {"Camo","Insignia"}; armor=2; I had to do my own config based on the BI's wiki on the config file. scope=2; passThrough=0.40000001; { displayName = "Custom Offroad 4x4 (HMG)"; model="\A3\Characters_F\BLUFOR\equip_b_bandolier"; respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; class ItemInfo: ItemInfo }; armor=78; init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];"; { class Chest picture = "-"; containerClass="Supply50"; }; hitpointName="HitBody"; displayName="EO PlateCarrier Lite (DIGI)"; hitpointName="HitBody"; class Chest class ItemInfo: ItemInfo displayName = "Custom Soldier"; }; }; class Diaphragm { uniformModel = "A3\Characters_F_Beta\INDEP\equip_ia_vest01.p3d"; displayName="Friths ruin light PlateCarrier (leather)"; hiddenSelections[]= }; { class HitpointsProtectionInfo

passThrough=0.5; { class ItemInfo: HeadgearItem { class Body { }; }; scope=2; //************************************************************************************************************************************************************************************************ { why? backpack = "Custom_Backpack_Compact"; class Custom_Offroad_HMG_F: B_G_Offroad_01_armed_F { displayName="EO PlateCarrier Lite (GRY)"; descriptionShort="$STR_A3_SP_AL_III"; class eo_legstrapbag_2: Vest_Camo_Base hiddenSelections[]= model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic.p3d"; { crew = "Custom_Uniform_TShirt"; }; //************************************************************************************************************************************************************************************************ If that's not what you meant with having to call them all, sorry. }; class eo_multipocket_2: Vest_Camo_Base class eo_eodvest_3: Vest_Camo_Base class HitpointsProtectionInfo passThrough=0.89999998; armor=8; passThrough=0.30000001; class Neck hiddenSelectionsTextures[] = {"Custom_Uniform\Data\custom_vest_co.paa"}; //hiddenSelectionsTextures[] = {"\Custom_Uniform\Data\custom_helmet_co.paa"}; author="EO"; { }; //class B_G_Offroad_01_armed_F; identityTypes[] = {"Head_NATO", "G_NATO_default"}; author="EO"; displayName = "Latvijas Valsts Policija"; { model = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; { passThrough=0.30000001; picture = "-";

uniformModel="A3\Characters_F_Orange\Vests\V_LegStrapBag_f.p3d"; class Custom_Helmet1: H_HelmetB { }; };

armor=16; };

{ model = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; { }; mass=5; hiddenSelectionsTextures[] = {"\Custom_Uniform\Data\custom_helmet_co.paa"}; mass=40; }; passThrough=0.30000001; }; { };//make sure you've called all the baseclasses you need, not sure you need all of these as my config was for uniforms too uniformClass = "Custom_Camo"; class HitpointsProtectionInfo init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];"; picture = "-"; passThrough = 0.3; { magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkProxy = "-"; displayName="EO Raven Vest (BLK)"; }; //class LandVehicle; { passThrough=0.1; { //this should be called from vestItem rather than itemInfo? units[]={};

It seems you weapon to reopen it (definingit twice) for your headgear section. class HitpointsProtectionInfo hitpointName="HitDiaphragm"; passThrough = 0.1; passThrough=0.5; "eo_vests\data\eo_platecarrier_1.paa" scope=2; author="EO"; { }; class eo_bandolier_4: Vest_Camo_Base }; displayName = "OMEGA Platecarrier Heavy"; armor=2; hitpointName="HitBody"; hitpointName="HitDiaphragm"; hiddenSelectionsMaterials[] = {"Custom_Uniform\Data\custom_camo.rvmat"}; passThrough=0.60000002; uniformModel="A3\Characters_F\Common\equip_tacticalvest"; { uniformModel="\A3\Characters_F_Orange\Vests\V_Pocketed_cloth_F.p3d"; "eo_vests\data\eo_eodprotection_2.paa" class Body }; }; hitpointName="HitLegs"; class HitpointsProtectionInfo hitpointName="HitChest"; }; containerClass = Supply140; }; hiddenSelectionsTextures[]= uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; scope=2; class Arms //you won't need arms or neck unless the vest covers these areas i.e. { { class Diaphragm }; { }; { armor=8; }; passThrough=0.40000001; class Chest hitpointName="HitBody"; You closed class cfgWeapons after your vests section. { }; armor=8; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; "eo_vests\data\eo_raven_2.paa" armor=16; author = "Ventspils1944"; }; { }; passThrough = 0.5; picture="\A3\characters_f_Beta\Data\UI\icon_V_I_Vest_02_ca.paa"; { hiddenSelectionsTextures[] = {"Custom_Uniform\Data\hunter_base_co.paa","Custom_Uniform\Data\hunter_adds_co.paa"}; armor=0; class HitpointsProtectionInfo However, what I see aroundline 268 is this: //class cfgWeapons class eo_tacvest_1: Vest_Camo_Base scope = 2; { containerClass="Supply120"; armor=16; };

//***** Vests ********************************************************************************************************************************************************* class HitpointsProtectionInfo }; model="\A3\Characters_F_Orange\Vests\V_Pocketed_cloth_F.p3d"; uniformModel="\A3\Characters_F_Orange\Vests\V_Pocketed_cloth_F.p3d"; class Chest armor=2; uniformModel="\A3\Characters_F_Orange\Vests\V_Pocketed_cloth_F.p3d"; class HitpointsProtectionInfo { { class Custom_Offroad_F: B_G_Offroad_01_F class ItemInfo: HeadgearItem { class ItemInfo: ItemInfo passThrough=0.89999998; armor=2; picture="\A3\characters_f\Data\UI\icon_V_TacVest_blk_CA.paa"; passThrough=0.60000002; faction = "Custom_Faction"; scope=2; { armor=12; armor=14; { faction = "Custom_Faction"; passThrough=0.5; _generalMacro = "B_soldier_F"; }; class ItemInfo: ItemInfo It happens when I enable a second part of the code, related to my custom helmet. { };

hiddenSelectionsTextures[]= { }; class Abdomen hitpointName="HitDiaphragm"; hitpointName="HitBody"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; hiddenSelections[] = {"Camo"}; }; displayName = "Custom Team Leader"; }; //class Custom_Uniform_TShirt: B_soldier_F { "Camo", class Body { class eo_platecarrier_3: Vest_Camo_Base { class ItemInfo; containerClass="Supply50"; "Camo2" armor=12; class Body containerClass="Supply70"; armor=12; { { class ItemInfo: ItemInfo genericNames = "NATOMen"; weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; class Vest_NoCamo_Base; hitpointName="HitAbdomen"; armor=8; }; hitpointName="HitChest"; { { }; model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d"; //NATO Rolled Up Sleeves respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; class Diaphragm class ItemInfo: ItemInfo { class eo_bandolier_2: Vest_Camo_Base displayName = "OMEGA Platecarrier Heavy"; author="EO"; hitpointName="HitChest"; }; }; displayName="EO Chest Rig"; "camo1", respawnLinkedItems[] = {"CUstom_Helmet1","Custom_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; model="\A3\Characters_F\BLUFOR\equip_b_bandolier"; }; { passThrough=0.30000001; hiddenSelectionsTextures[]= picture = "-"; picture="\A3\Characters_F\data\ui\icon_V_TacVest_camo_CA.paa"; passThrough=0.40000001; hiddenSelections[] = {"Camo1","Camo2"}; { { { passThrough=0.30000001; }; displayName="EO EOD Vest (BLK)"; }; passThrough = 0.1; hiddenSelectionsTextures[]= class Chest }; displayName="EO Tactical Vest (Police)"; }; hitpointName="HitBody"; };

passThrough=0.29999998; class Body Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. { class ItemInfo: ItemInfo { class Abdomen faction = "Custom_Faction"; displayName="EO Bandolier (KHK)"; }; { armor=8; class ItemInfo: ItemInfo descriptionShort="$STR_A3_SP_AL_III"; }; hitpointName="HitBody"; { }; passThrough=0.29999998; }; }; }; }; author="EO"; { passThrough=0.30000001;

descriptionShort="$STR_A3_SP_AL_III"; scope=2;

}; requiredVersion = 0.1; "Camo", passThrough=0.30000001; }; scope=2; armor=16;

picture="\A3\characters_f_Beta\Data\UI\icon_V_I_Vest_01_ca.paa"; displayName = "Custom MH-6 Hummingbird"; }; //************************************************************************************************************************************************************************************************.
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