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Arma3 Characters Modding Tutorial

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Does the file path from the in game error exist in your config?

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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"};
	};
};
};

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Try adding a \ to the begining of the path.

picture = "\T1T\data\UI\icon_h_beret02_black_ca";

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...that fixed it, i feel so stupid now lol, thanks again! :D

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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"}; 
       }; 
   }; 
}; 

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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.

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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!

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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 by surpher

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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; 
           }; 
       };

   };

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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"};
       };
   };
};  

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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 ?

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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?

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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.

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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.

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You will be looking for Example_Soldier_F in CfgVehicles and example_HelmetB, example_PlateCarrier1_rgr in CfgWeapons.

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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.

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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.

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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.

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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 by christian2526
I`m so stupid!!!

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