surpher 1 Posted March 5, 2014 Does the file path from the in game error exist in your config? Share this post Link to post Share on other sites
zurf3r 10 Posted March 6, 2014 Not in any way 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 T1_Beret_Black { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class T1_Beret_Black : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Testing"; picture = "T1T\data\UI\icon_h_beret02_black_ca"; model = "\A3\Characters_f_epb\BLUFOR\headgear_beret02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"T1T\data\headgear_beret02_black_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_f_epb\BLUFOR\headgear_beret02"; modelSides[] = {3, 1}; armor = 0; passThrough = 0; hiddenSelections[] = {"camo"}; }; }; }; Share this post Link to post Share on other sites
surpher 1 Posted March 6, 2014 Try adding a \ to the begining of the path. picture = "\T1T\data\UI\icon_h_beret02_black_ca"; Share this post Link to post Share on other sites
zurf3r 10 Posted March 6, 2014 ...that fixed it, i feel so stupid now lol, thanks again! :D Share this post Link to post Share on other sites
elminster1000 10 Posted March 9, 2014 Yesterday I found an interesting mod that include custom heads and arms with tattoos and I want to include that function to my mod but I don´t know how to include it, when I add the faces's config in my mod, the units of sp_pack stay in the editor (I don't copy any unit of that mod, only the faces' config so it's strange...),there are some new head at profile window but the tattoos don't work. This is the mod: http://www.armaholic.com/page.php?id=24099 And this is the config for the faces: class CfgPatches { class Faces { units[] = {}; weapons[] = {}; requiredVersion = 0.1; }; }; class CfgFaces { class Default; class Man_A3: Default { class Design1: Default { name = "Design1"; displayname = "Design1"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design1.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design1.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design2: Default { name = "Design2"; displayname = "Design2"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design2.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design2.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design3: Default { name = "Design3"; displayname = "Design3"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design3.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design3.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design4: Default { name = "Design4"; displayname = "Design4"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design4.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design4.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design5: Default { name = "Design5"; displayname = "Design5"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design5.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design5.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design6: Default { name = "Design6"; displayname = "Design6"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design6.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design6.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design7: Default { name = "Design7"; displayname = "Design7"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design7.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design7.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design8: Default { name = "Design8"; displayname = "Design8"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design8.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design8.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; class Design9: Default { name = "Design9"; displayname = "Design9"; texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa"; head = "DefaultHead_A3"; identityTypes[] = {}; material = "A3\Characters_F\Heads\Data\m_white_01.rvmat"; textureHL = "\SP_Pack\Faces\Design9.jpg"; materialHL = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; textureHL2 = "\SP_Pack\Faces\Design9.jpg"; materialHL2 = "\A3\Characters_F\Heads\Data\hl_white.rvmat"; }; }; }; And this is the config of my mod: 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 elminster1000_retexture_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class elminster1000_Soldier_F_01 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Uniforme Bosque"; nakedUniform = "U_BasicBody"; uniformClass = "elminster1000_CombatUniform_mcam_01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Unif\data\Camiset.paa"}; linkedItems[] = {"elminster1000_PlateCarrier1", "elminster1000_HelmetA", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"elminster1000_PlateCarrier1", "elminster1000_HelmetA", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class elminster1000_Soldier_F_02 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Uniforme Negro"; nakedUniform = "U_BasicBody"; uniformClass = "elminster1000_CombatUniform_mcam_02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Unif\data\Ropaneg.paa"}; linkedItems[] = {"elminster1000_PlateCarrier2", "elminster1000_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"elminster1000_PlateCarrier2", "elminster1000_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; class elminster1000_Soldier_F_03 : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; scope = 2; displayName = "Uniforme Marron"; nakedUniform = "U_BasicBody"; uniformClass = "elminster1000_CombatUniform_mcam_03"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Unif\data\Camiseti.paa"}; linkedItems[] = {"elminster1000_PlateCarrier3", "elminster1000_HelmetC", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"elminster1000_PlateCarrier3", "elminster1000_HelmetC", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class elminster1000_CombatUniform_mcam_01 : Uniform_Base { scope = 2; displayName = "Uniforme Bosque"; 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 = "elminster1000_Soldier_F_01"; containerClass = "Supply20"; mass = 80; //how much it weights }; }; class elminster1000_CombatUniform_mcam_02 : Uniform_Base { scope = 2; displayName = "Uniforme Noche"; picture = "\Unif\data\IconoRop.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "elminster1000_Soldier_F_02"; containerClass = "Supply20"; mass = 80; //how much it weights }; }; class elminster1000_CombatUniform_mcam_03 : Uniform_Base { scope = 2; displayName = "Uniforme Marron"; 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 = "elminster1000_Soldier_F_03"; containerClass = "Supply20"; mass = 80; //how much it weights }; }; class ItemCore; class HeadgearItem; class elminster1000_HelmetA : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Casco Bosque"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\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 elminster1000_HelmetB : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Casco Noche"; picture = "\Unif\data\IconoCasc.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Cascon.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 elminster1000_HelmetC : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Casco Marron"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\ONU.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_Camo_Base; class VestItem; class elminster1000_PlateCarrier1 : Vest_Camo_Base { scope = 2; displayName = "Chaleco Bosque"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Chalec.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"}; }; }; class elminster1000_PlateCarrier2 : Vest_Camo_Base { scope = 2; displayName = "Chaleco Noche"; picture = "\Unif\data\IconoChalec.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\Chalecon.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"}; }; }; class elminster1000_PlateCarrier3 : Vest_Camo_Base { scope = 2; displayName = "Chaleco Marron"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Unif\data\ChalecoVerd.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
lao fei mao 21 Posted March 15, 2014 Since this thread is about characters modding. So I got a question: where is the memory point of FOV head camera? I think it would be better if the head camera position could be adjusted a little bit backward. The default head camera position is right over the collarbone instead of neck center, thus you won't be able to see most parts of gun especially when you are holding a sub machinegun or bull-up rifle. Share this post Link to post Share on other sites
Tejkr 13 Posted March 20, 2014 Hi! I was adding some gear icons recently. I added picture = "Security Intervention Forces\Data\ui\Uniform_Icon.paa" and it shows that icon in a ammobox or so, but in inventory, I have no icons. What is used to assign inventory icon? Thanks for the answer guys! Share this post Link to post Share on other sites
surpher 1 Posted March 21, 2014 (edited) Try adding a \ infront of the path. picture = "\Security Intervention Forces\Data\ui\Uniform_Icon.paa" Also make sure you name your textures correctly. ArmA: Texture Naming Rules Edited March 21, 2014 by surpher Share this post Link to post Share on other sites
saetheer 9 Posted April 2, 2014 Is there a way to add backpacks inside a ammobox config? class Box_NATO_Ammo_F; class FT_box : Box_NATO_Ammo_F { scope = 2; accuracy = 1000; displayName = "Fireteam Ammobox"; model = "\A3\weapons_F\AmmoBoxes\AmmoBox_F"; icon = "iconCrateAmmo"; class TransportMagazines { class 30Rnd_556x45_Stanag { magazine = "30Rnd_556x45_Stanag"; count = 50; }; }; class TransportBackpack { class backpackFTL { backpack = "B_Kitbag_mcamo"; count = 5; }; }; }; Share this post Link to post Share on other sites
silentassassin 4 Posted April 12, 2014 Hi, my hard drive recently failed so I lost my working config. I tried to create it again, but it doesn't seem to be working. Could someone check my config, I'm not sure what could be wrong. When I activate the mod in-game I can't spawn the unit or any of the gear in the editor. 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[] = {"32ndSnowblind\data\clothing1_needle_co.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[] = {"32ndSnowblind\data\equip1_co.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_Camo_Base; class VestItem; 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[] = {"32ndSnowblind\data\Vest_Needle_co.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
Nikonteles 1 Posted April 13, 2014 Hello i have problem with helmet i want to add a our clan patch on it but if i do it in photoshop it just remove the defoult patch does helmets have hiddenslections for insignias or something like that ? Share this post Link to post Share on other sites
surpher 1 Posted April 13, 2014 Hi, my hard drive recently failed so I lost my working config. I tried to create it again, but it doesn't seem to be working. Could someone check my config, I'm not sure what could be wrong. When I activate the mod in-game I can't spawn the unit or any of the gear in the editor. Looks ok, do you get ant error messages? Share this post Link to post Share on other sites
silentassassin 4 Posted April 13, 2014 Looks ok, do you get ant error messages? No, I don't get any error messages, it just starts the game normally with no changes. Share this post Link to post Share on other sites
surpher 1 Posted April 14, 2014 Can you see your classes in the in-game config viewer? Share this post Link to post Share on other sites
silentassassin 4 Posted April 14, 2014 Where is the in-game config viewer located and what would I be looking for after I get into it? Share this post Link to post Share on other sites
surpher 1 Posted April 14, 2014 In the editor place any unit and preview, hit Esc then click the config button. The Config Viewer will then open, and you should find your classes inside CfgVehicles and CfgWeapons. Share this post Link to post Share on other sites
silentassassin 4 Posted April 15, 2014 I found a config called Vest_Camo_Base. I'm not sure if that is part of the mod or if it was a default config. Share this post Link to post Share on other sites
surpher 1 Posted April 15, 2014 You will be looking for Example_Soldier_F in CfgVehicles and example_HelmetB, example_PlateCarrier1_rgr in CfgWeapons. Share this post Link to post Share on other sites
silentassassin 4 Posted April 15, 2014 Ok this time I looked in CfgWeapons, I don't see any of the classes mentioned above in there. Share this post Link to post Share on other sites
surpher 1 Posted April 15, 2014 Ok this time I looked in CfgWeapons, I don't see any of the classes mentioned above in there. Most likely your addon is not loading. [beginners guide]How do i install mods/addons? Share this post Link to post Share on other sites
silentassassin 4 Posted April 15, 2014 Unfortunately I have set up the mod in several of these ways to see if it would load, but it doesn't seem to be happening. Could it be the file structure that I compressed to make the .pbo? Snowblind>data>(the texture files). I have the config inside the Snowblind folder next to data. I used BinPBO to convert it to a .pbo file. Share this post Link to post Share on other sites
surpher 1 Posted April 15, 2014 File structure looks ok. Is your config file called config.cpp ? I doubt its the problem but there are new Arma 3 Tools on Steam. Share this post Link to post Share on other sites
silentassassin 4 Posted April 15, 2014 Wow, the config.cpp thing was the problem. Thanks for all of the help, it was really bugging me that I couldn't seem to get the mod working. Share this post Link to post Share on other sites
christian2526 68 Posted April 18, 2014 (edited) Heey Guys, I tried to made some new Textures with Photoshop which look kind of weird but thats not the Problem. I can get the configs to work, can somebody tell me wahts the Error? 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 usn_colthing { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgVehicles { class B_Soldier_base_F; class usn_nwu_light : B_Soldier_base_F { _generalMacro = "B_Soldier_F"; //unsure what this does scope = 2; displayName = "Uniform Test"; nakedUniform = "U_BasicBody"; //class for "naked" body uniformClass = "usn_nwu_light_uniform"; //e.g. "Example_Soldier_F" hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\NavyUnit\navalunit\data\cgr_nwuc_co.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class usn_nwu_light_uniform : Uniform_Base { scope = 2; displayName = "Naval Working 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 = "usn_nwu_light"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; }; i found what didn`t work and it has nothing to do with the config.bin itself. I forgot to create an AddOns folder in @NavyUnit. LoL Chris Edited April 18, 2014 by christian2526 I`m so stupid!!! Share this post Link to post Share on other sites