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class JSOG01 :WhiteHead_06
{
author = "JSOG";
displayname = JSOG Dude 01";
texture = "JSOGtattoo\data\JSOGFace01_co.paa";
identityTypes[] = {};
textureHL = "Walker\data\bentattoo_co.paa";
materialHL = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
textureHL2 = "Walker\data\bentattoo_co.paa";
materialHL2 = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
};
it would create an identity named JSOG Dude 01, that would use the face texture you put in the data folder of your JSOGTattoo mod, but would use the tattoo arms/legs etc of the Ben tattoo in my pack.
each config is like this
class Walker01:WhiteHead_06
{
author = "Walker";
displayname = "Walker";
texture = "Walker\data\walker_co.paa";
identityTypes[] = {};
textureHL = "Walker\data\walkertattoo_co.paa";
materialHL = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
textureHL2 = "Walker\data\walkertattoo_co.paa";
materialHL2 = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
};
texture defines the face, texture HL/HL2 defines the body.
Arma 3 Tools > DSSignFile > WormOps.bikey
I've noticed you got around to giving it a go! But just to let you know that the .bisign is like the files 'receipt' to say that it is signed and included in the .bikey. As of now we still can't use this on servers due to a missing key component the .bikey file.
In order to let people run it on servers they need all the bisigns for each pbo which you have already done BUT also need a separate folder called 'keys' which will be with 'addons' and 'meta.cpp'. Then place the .bikey that was produced after all the .bisigns were created inside the keys folder.
- PS. Do not confuse this for the .biprivatekey. This is not for sharing.
Hope that helps!
or is it something else?