saetheer 9 Posted November 6, 2013 Not that I'm a expert, but I see something that might cause the error class I_UAV_01_backpack_F; class Hntr_UAV_Bag : I_UAV_01_backpack_F { side = 2; hiddenselectionstextures[] = {"\Hunters\Data\ppl\uav_backpack_blck_co.paa"}; picture = "\A3\Drones_F\Weapons_F_Gamma\ammoboxes\bags\data\ui\icon_B_C_UAV_oli_ca"; class assembleInfo; class Hntr_assembleInfo: assembleInfo { // Can't have equal names? assembleto = "Hntr_UAV1"; base = ""; displayname = "Quadrotor"; }; }; In return; you know how to write your own backpack class, where I personally choose the items inside? Share this post Link to post Share on other sites
Tejkr 13 Posted November 6, 2013 (edited) That solves the error! But it still drops olive bag without my texture, tried dissasembleto[] = {Hntr_UAV_Bag}; but no effect. Tried dissasembleto = "Hntr_UAV_Bag"; as well, but nothing. And now it assembles inde uav, not my retextured, so I guess I won't use UAV bag, it's not worthy the effort I'm putting into it... Surpher said backpacks work just like an ammobox: class B_Kitbag_Base; class Bckpck_class : B_Kitbag_Base { hiddenselectionstextures[] = {"\pbo\something.paa"}; mass = 25; maximumload = 200; class TransportWeapons { class Hntr_Sdarm { weapon = "Hntr_Sdarm"; count = 1; }; }; class TransportMagazines { class 9Rnd_45ACP_Mag { magazine = "9Rnd_45ACP_Mag"; count = 5; }; class SmokeShell { magazine = "SmokeShell"; count = 5; }; class Chemlight_green { magazine = "Chemlight_green"; count = 10; }; }; }; Edited November 6, 2013 by Tejkr Share this post Link to post Share on other sites
surpher 1 Posted November 6, 2013 Try these UAV classes. class Bag_Base; class Weapon_Bag_Base: Bag_Base { class assembleInfo; }; class Hntr_UAV_Bag: Weapon_Bag_Base { side = 2; faction = "IND_F"; mapSize = 0.6; author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "O_UAV_01_backpack_F"; scope = 2; picture = "\A3\Drones_F\Weapons_F_Gamma\ammoboxes\bags\data\ui\icon_B_C_UAV_oli_ca"; displayName = "$STR_A3_CfgVehicles_B_UAV_01_backpack_F0"; model = "\A3\Drones_F\Weapons_F_Gamma\Ammoboxes\Bags\UAV_backpack_F.p3d"; hiddenSelectionsTextures[] = {"\Hunters\Data\ppl\uav_backpack_blck_co.paa"}; maximumLoad = 0; mass = 300; class assembleInfo: assembleInfo { base = ""; displayName = "Quadrotor"; assembleTo = "Hntr_UAV1"; }; }; class UAV_01_base_F; class Hntr_UAV1: UAV_01_base_F { author = "$STR_A3_Bohemia_Interactive"; _generalMacro = "O_UAV_01_F"; scope = 2; crew = "I_UAV_AI"; typicalCargo[] = {"I_Soldier_lite_F"}; side = 2; faction = "IND_F"; accuracy = 0.5; class assembleInfo { primary = 1; base = ""; assembleTo = ""; displayName = ""; dissasembleTo[] = {"Hntr_UAV_Bag"}; }; hiddenSelectionsTextures[] = {"A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01_INDP_CO.paa"}; }; Share this post Link to post Share on other sites
saetheer 9 Posted November 6, 2013 I think I might have trouble I have this folder called TEST. Inside test you'll find config.cpp and nonpic.paa In config.cpp I've all the units correctly setup. One of my units has this backpack setup. backpack = "MG_Ammopack"; and my backpack class (inside same config.cpp) class B_Kitbag_mcamo; class MG_Ammopack: B_Kitbag_mcamo { class MGammo { magazine = "200rnd_65x39_cased_box"; count = 2; }; }; Gives me bad vehicle MG_Ammopack Share this post Link to post Share on other sites
Tejkr 13 Posted November 6, 2013 (edited) I can't try thav UAV script right now, but as I look at it, it may work pretty well...gonna try it soon! But I guess I know what's your backpack problem...you're missing class TransportMagazines... class B_Kitbag_mcamo; class MG_Ammopack : B_Kitbag_mcamo { class TransportMagazines { class MGammo { magazine = "200rnd_65x39_cased_box"; count = 2; }; }; }; Edited November 6, 2013 by Tejkr Share this post Link to post Share on other sites
saetheer 9 Posted November 6, 2013 Thank you tejkr! Surpher, by splitting the config.cpp into folder, How is this done? I tried making test1...test3 folder. In folder one I defined all the classes, in folder 2 I defined all the units and customized them to likings. In test 3 i have backpack. Now, if I merge them all the config works, but Its starting to grow large so I want to start splitting them up. How can I do this? Share this post Link to post Share on other sites
surpher 1 Posted November 7, 2013 Like this. mainFolder\ config.cpp subFolder1\ config.cpp subFolder2\ config.cpp subFolder3\ config.cpp Each config.cpp will need its own CfgPatches class. Share this post Link to post Share on other sites
lappihuan 178 Posted November 7, 2013 Just a quick question. Do you guys think it is possible to use Mixamos Fuse to create Arma 3 Characters? And to do Animations Mixamos Animation Rig? Fuse saves by default in its own .mba format and can export in OBJ format. Once the model file is uploaded to Mixamo for rigging/animating the character can be exported/downloaded in FBX and Collada 1.4.1 formats. I think those formats are compatible with 3DS Max, aren't they? Share this post Link to post Share on other sites
Tejkr 13 Posted November 9, 2013 (edited) So I tried your UAV config, and now it all works! Thanks a lot for this, I was quite furious about it and now it's perfect! I still can't find how to include unit's init in config. I have Little Bird and I wan't to remove benches and add doors. I used only possible choice I found: init = "this animate ["addDoors",1]; this animate ["addBackseats",1]; this animate ["addTread",0]; this animate ["addBenches",0]; this animate ["addCivilian_hide",1]; {this lockCargo [_x,true]} forEach[2,3,4,5];"; But it gives me error " " ecnountered instead of = " at addDoors, but I guess it would do the same at addbackseats, addtread, etc... Edited November 9, 2013 by Tejkr Share this post Link to post Share on other sites
surpher 1 Posted November 10, 2013 Try something like this. class EventHandlers { init = "(_this select 0) animate [""addDoors"", 1]; (_this select 0) animate [""addBackseats"", 1]; (_this select 0) animate [""addTread"", 0]; (_this select 0) animate [""addBenches"", 0]"; }; Adding doors does not work for me at all, could be a dev build problem. Share this post Link to post Share on other sites
Tejkr 13 Posted November 10, 2013 It all works well for me! Thanks a lot! You're the best! Now I tried to google all around, because I want to add custom face to my unit (it's basically balaclava texture), but I can't find where to put the texture, what should I write in unit's config (I tried FaceType = "", but it didn't work). Can you also help me with this? Share this post Link to post Share on other sites
surpher 1 Posted November 10, 2013 Why not use Kiory's balaclava. Its open source you can add the model to your mod as long a you credit him. Share this post Link to post Share on other sites
Tejkr 13 Posted November 15, 2013 Yes sir, I used his balaclava and it works like a charm. I didn't know it's open source, so it's fine now. But I can't make diver unit work. This is my unit and wetsuit config: class I_Soldier_diver_base_F; class HunterDive : I_Soldier_diver_base_F { faction = Hunters; side = 2 vehicleClass = "sec_supp_team"; canCarryBackPack = 1; scope = 2; displayName = "Diver"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; nakedUniform = "U_BasicBody"; uniformAccessories[] = {}; uniformClass = "Hnt_Wetsuit"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Security Intervention Forces\Data\ppl\Hnt_wetsuit.paa"}; weapons[] = {"Hntr_Scorp", "Hntr_Sdarm", "Throw", "Put", "Rangefinder"}; respawnWeapons[] = {"Hntr_Scorp", "Hntr_Sdarm", "Throw", "Put", "Rangefinder"}; magazines[] = {"30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "SmokeShell", "SmokeShell", "SmokeShellGreen", "SmokeShellOrange", "Chemlight_green", "Chemlight_green"}; respawnMagazines[] = {"30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "30Rnd_9x21_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "SmokeShell", "SmokeShell", "SmokeShellGreen", "SmokeShellOrange", "Chemlight_green", "Chemlight_green"}; linkedItems[] = {"V_RebreatherIR", "Hnt_Wetsuit", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_RebreatherIR", "Hnt_Wetsuit", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class Hnt_Wetsuit : Uniform_Base { displayname = "Hunter Wetsuit"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; picture = "\A3\characters_f\data\ui\icon_U_B_Wetsuit_CA.paa"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Security Intervention Forces\Data\ppl\Hnt_wetsuit.paa"}; scope = 2; class ItemInfo : UniformItem { containerclass = "Supply90"; mass = 80; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\Security Intervention Forces\Data\ppl\Hnt_wetsuit.paa"}; uniformclass = "HunterDive"; uniformmodel = "-"; uniformtype = "Neopren"; }; }; I can place the unit in editor, but it will now show up ingame. There's just nothing. Any suggestions? Share this post Link to post Share on other sites
surpher 1 Posted November 15, 2013 Divers have different hiddenSelections. From the vanilla independent divers. hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\diver_suit_rus_co.paa","\A3\Characters_F\Common\Data\diver_equip_rus_co.paa"}; hiddenUnderwaterSelections[] = {"hide"}; shownUnderwaterSelections[] = {"unhide","unhide2"}; hiddenUnderwaterSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\data\visors_ca.paa"}; You do not need hiddenSelections settings in your uniform classes. Share this post Link to post Share on other sites
saetheer 9 Posted November 24, 2013 Now that I have several different units. How do I create a group? Also do anyone know if XML is powerfull enough to change the shoulder patch flag? I want to use a specific for this. Share this post Link to post Share on other sites
Tejkr 13 Posted November 26, 2013 I modified it a bit, so I hope you can understand it. I'm not sure how position works, but it may be something like x, y, z...just +2 for the x, and they should line up... class CfgGroups { class Indep { side = 2; name = "Independent"; // BLUFOR class Hunters { //Faction Name name = "Hunters"; // class infantry_groups { name = "Infantry"; class inf_elmnt { name = "Infantry Element"; side = 2; faction = Hunters; class Unit0 { side=2; vehicle="Soldier"; //soldier's class name rank="CAPTAIN"; position[]={0,5,0}; }; class Unit1 { side=2; vehicle="Soldier"; //soldier's class name rank="SERGEANT"; position[]={3,0,0}; }; class Unit2 { side=2; vehicle="Soldier"; //soldier's class name rank="SERGEANT"; position[]={5,0,0}; }; Share this post Link to post Share on other sites
abs 2 Posted November 26, 2013 I modified it a bit, so I hope you can understand it. I'm not sure how position works, but it may be something like x, y, z...just +2 for the x, and they should line up... Position is as you stated, x,y,z, etc...however this is for the layout of the icons in the editor. This does not mean that they will appear like this in-game. Just an FYI. Abs Share this post Link to post Share on other sites
saetheer 9 Posted November 27, 2013 Thanks, alot of great help received. Now I just have to get my texView2 to work and change the USA flag to my own flag. Why is this program so damn complicated? Share this post Link to post Share on other sites
Tejkr 13 Posted November 27, 2013 Use the oficial Arma 3 tools, there's ImageToPaa, just move your .png image to that folder, run cmd, write cd path-to-the-folder-(like C:\Steam\Arma 3 Tools\ImageToPaa) and then ImageToPaa name-of-the-img-(usaflag.png) and there it is, it's done! Fast and quick... Share this post Link to post Share on other sites
53_valantine 12 Posted December 5, 2013 Sorry to ask however; has the vestitem received tweaks recently? It seems that most mod vest items take one point blank 6.5 round to kill whilst the stock vestitems take 3 or 4? For example the vestitem in my own mod is one that drops with a single point blank 6.5 round: class US_53_MTP_Plate_Carrier_H: Vest_Camo_Base { scope = 2; displayName = "53rd MTP Heavy Plate Carrier)"; picture = "\US_53_MTP_items\data\US_53_MTP\Icon_US_53_MTP_vests.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest01"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\US_53_MTP_items\data\US_53_MTP\US_53_MTP_vests.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; containerClass = "Supply140"; mass = 50; armor = "5*0.6"; passThrough = 0.750000; hiddenSelections[] = {"camo"}; Any idea what the "standard" values for this is now with the stock vests? Cheers and sorry if this has already been asked/solved: I tried to search here and armaholic but found nothing definitive V Share this post Link to post Share on other sites
Tejkr 13 Posted December 6, 2013 5*0.8 can take like two or three bullets, so try maybe even 5*1.0 Share this post Link to post Share on other sites
elminster1000 10 Posted December 10, 2013 (edited) I've this problem, I don't know how to fix it and it's strange because it worked some time ago. enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Uniform Test Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"boe\data\dddd.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Example Mcam uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Example helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"boe\data\Casc.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "Example Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"boe\data\chal.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"}; }; }; }; Edited December 10, 2013 by elminster1000 Share this post Link to post Share on other sites
smokedog3para 365 Posted December 10, 2013 (edited) elm ahh i had that the other day when i went from stable to dev it won't let you place a unit the fix for me was check the steam install validate files after that it was all gravy again. Also I have done everything in the guide for getting a unit in game using tk civs and guerrillas. I have converted all models but when i pbo them up and put them in game using mbg_old_usarmy config tut it loads ingame but when placed says the p3d can't be found and its invisible and half out the floor the path is correct as i have got units in from a1 samples but are these still locked in some way . Edited December 10, 2013 by SmokeDog3PARA Share this post Link to post Share on other sites
surpher 1 Posted December 10, 2013 I've this problem, I don't know how to fix it and it's strange because it worked some time ago.http://gyazo.com/1eda636735b779197c0057e2520898a4.png enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class Example_Soldier_F : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Uniform Test Soldier"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "Example_CombatUniform_mcam"; //the uniform item hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"boe\data\dddd.paa"}; linkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"example_PlateCarrier1_rgr", "example_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class Example_CombatUniform_mcam : Uniform_Base { scope = 2; displayName = "Example Mcam uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class example_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Example helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"boe\data\Casc.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "Example Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"boe\data\chal.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"}; }; }; }; Change Vest_Base to Vest_Camo_Base class example_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Example Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"boe\data\chal.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"}; }; }; Share this post Link to post Share on other sites
elminster1000 10 Posted December 11, 2013 Change Vest_Base to Vest_Camo_Base class example_PlateCarrier1_rgr : Vest_Camo_Base { scope = 2; displayName = "Example Platecarrier"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"boe\data\chal.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"}; }; }; Thank you!!! Share this post Link to post Share on other sites