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I'm a bit busy with other projects and interests at the moment but putting a "setting up camo support" tutorial will definitely be on my to-do list when I figure out Blender. (it's not necessary but it's going to make life way easier for you)
This is a bit messy of a guide but this is how I remember it off the top of my head. I can make a video tutorial on how to actually set this up in the future.
Well, there's a reason why it doesn't have camo slots. Guns don't magically support camo out of the box. They need to have a special black/white alpha mask on their texture that defines where camo needs to be and where camo shouldn't be. If I remember right, black represents camo where white represents no camo (if I'm wrong it's literally as simple as just inverting it). After that, the material file (.vmt) needs to define the ARC9 camo matproxy (it's really as simple as just pasting the code into the file and overriding whatever variables already exist in that .vmt code- again, simple as just deleting and then replacing it with the pasted-in code) and then giving it a unique name that you'll optionally be using later.