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viper[cww]

Can't get new units into game (Config problem)

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As the title suggests, after working on some new textures in no time, I whipped up a config to see what they look like, and I just can't get them to show in the editor. I have asked some members in the community but they either lack the knowledge due to not playing A3 or are far too busy to check the configs out in my impatient timeframe :D (been trying to get these textures in since topas released his template).

So here goes, if anyone could spot the error I'd be very appreciative:

#define _ARMA_

class CfgPatches
{
 class VIPRR_ATACS
 {
   units[] = {};
   weapons[] = {};
   requiredVersion = 0.1;
   requiredAddons[] = {"A3_Weapons_F","A3_Characters_F_BLUFOR"};
 };
};

class UniformSlotInfo
{
 slotType = 0;
 linkProxy = "-";
};

class cfgFactionClasses
{
 class UK_VIPRR_ATACS
 {
   displayName = "Recon Regiment";
   priority = 3;
   side = "1";
 };
};

class cfgVehicles 
{
 class Man;
 class CAManBase: Man
 {
   class AnimationSources;
   class HitPoints
   {
     class HitHead;
     class HitBody;
     class HitHands;
     class HitLegs;
   };
 };
 class SoldierGB: CAManBase
 {
   threat[] = {1,0.1,0.1};
 };
 class VIPRR_Soldier_Base: SoldierGB
 {
   _generalMacro = "B_Soldier_base_F";
   expansion = 1;
   identityTypes[] = {"Language_EN_EP1","Head_Euro","G_NATO_default"};
   faceType = "Man_A3";
   side = 2;
   faction = "UK_VIPRR_ATACS";
   genericNames = "NATOMen";
   vehicleClass = "Men_ATACS";
   portrait = "";
   picture = "";
   icon = "iconMan";
   accuracy = 2.3;
   sensitivity = 3;
   threat[] = {1,0.1,0.1};
   camouflage = 1;
   minFireTime = 7;
   cost = 40000;
   canCarryBackPack = 1;
   scope = 0;
   model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
   modelSides[] = {3,1};
   nakedUniform = "U_BasicBody";
   uniformClass = "U_B_CombatUniform_mcam_vest";
   weapons[] = {"arifle_MX_Hamr_point_grip_F","hgun_P07_F","Throw","Put","Binocular"};
   respawnWeapons[] = {"arifle_MX_Hamr_point_grip_F","hgun_P07_F","Throw","Put","Binocular"};
   Items[] = {"FirstAidKit"};
   RespawnItems[] = {"FirstAidKit"};
   magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};
   respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};
   linkedItems[] = {"UK_ATACS_Helmet","UK_ATACS_Uniform","UK_ATACS_Plate_Carrier","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
   respawnLinkedItems[] = {"UK_ATACS_Helmet","UK_ATACS_Uniform","UK_ATACS_Plate_Carrier","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
   class Wounds
   {
     tex[] = {};
     mat[] = {"A3\Characters_F\BLUFOR\Data\clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"};
   };
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Googles: UniformSlotInfo
       {
         slotType = 603;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
   class HitPoints: HitPoints
   {
     class HitHead: HitHead
     {
       armor = "0.3*3";
     };
     class HitBody: HitBody
     {
       armor = "0.5*10";
     };
     class HitHands: HitHands
     {
       armor = "0.8*5";
     };
     class HitLegs: HitLegs
     {
       armor = "0.8*5";
     };
   };
   class EventHandlers;
 };
 class VIPRR_Soldier01: VIPRR_Soldier_Base
 {
   _generalMacro = "B_Soldier_F";
   scope = 2;
   displayName = "Rifleman";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"\VIPRR_ATACS\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
};

class cfgWeapons
{
 class ItemCore;
 class HeadGearItem;
 class UniformItem;
 class ItemInfo;
 class Uniform_Base;
 class UK_ATACS_Helmet: ItemCore
 {
   scope = 2;
   weaponPoolAvailable = 1;
   displayName = "RR Helmet (ATACS)";
   picture = "\A3\characters_f\Data\ui\Icon_UK_ATACS_equip.paa";
   model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain";
   hiddenSelections[] = {"camo"};
   class ItemInfo: HeadGearItem
   {
     mass = 100;
     uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain";
     modelSides[] = {3,1};
     armor = "3*0.5";
     passThrough = 0.8;
     hiddenSelections[] = {"camo"};
   };
 };
 class UK_ATACS_Uniform: Uniform_Base
 {
   scope = 2;
   displayName = "RR Uniform (ATACS)";
   picture = "\VIPRR_ATACS\data\ui\Icon_UK_ATACS_clothing.paa";
   model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
   class ItemInfo: UniformItem
   {
     uniformModel = "-";
     uniformClass = "VIPRR_Soldier01";
     containerClass = "Supply20";
     mass = 80;
   };
 };
 class UK_ATACS_Plate_Carrier: Vest_Base
 {
   scope = 2;
   displayName = "RR Plate Carrier (ATACS)";
   picture = "\VIPRR_ATACS\data\ui\Icon_UK_ATACS_vest.paa";
   model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
   hiddenSelections[] = {"camo"};
   hiddenSelectionsTextures[] = {"\VIPRR_ATACS\data\US_ATACS\armor1_atacs_co.paa"};
   class ItemInfo: VestItem
   {
     uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
     containerClass = "Supply140";
     mass = 50;
     armor = "5*0.6";
     passThrough = 0.75;
     hiddenSelections[] = {"camo"};
   };
 };
};
enum {
 =2,
 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
};

http://pastebin.com/G6CWesJW

It's rather small at the moment as I just want to test the texture out before making a full on replacement config.

Edited by VIPER[CWW]

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Replace lines 7 and 8 with

units[] = {"VIPRR_Soldier01"};
weapons[] = {"UK_ATACS_Helmet", "UK_ATACS_Uniform", "UK_ATACS_Plate_Carrier"};

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Hey BMCha, changed the lines of code you suggested. Unfortunately it still doesn't work. :(

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In cfgFactionClasses you have side = "1"; and in VIPRR_Soldier_Base you have side = 2;

Try looking for your unit in the independent side in the editor.

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Good spot, I checked and couldnt find it, also I changed the VIPRR_Soldier_Base back to Side= 1. Still no dice.

Edited by VIPER[CWW]

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Still nothing :(

Ok so this is what I have down as of now.

#define _ARMA_

class CfgPatches
{
 class VIPRR_ATACS
 {
   units[] = {"VIPRR_Soldier01"};
   weapons[] = {"UK_ATACS_Helmet", "UK_ATACS_Uniform", "UK_ATACS_Plate_Carrier"};
   requiredVersion = 0.1;
   requiredAddons[] = {"A3_Weapons_F","A3_Characters_F_BLUFOR"};
 };
};

class UniformSlotInfo
{
 slotType = 0;
 linkProxy = "-";
};

class cfgFactionClasses
{
 class UK_VIPRR_ATACS
 {
   displayName = "Recon Regiment";
   priority = 3;
   side = 1;
 };
};

class cfgVehicles 
{
 class Man;
 class CAManBase: Man
 {
   class AnimationSources;
   class HitPoints
   {
     class HitHead;
     class HitBody;
     class HitHands;
     class HitLegs;
   };
 };
 class SoldierGB: CAManBase
 {
   threat[] = {1,0.1,0.1};
 };
 class VIPRR_Soldier_Base: SoldierGB
 {
   _generalMacro = "B_Soldier_base_F";
   expansion = 1;
   identityTypes[] = {"Language_EN_EP1","Head_Euro","G_NATO_default"};
   faceType = "Man_A3";
   side = 1;
   faction = "UK_VIPRR_ATACS";
   genericNames = "NATOMen";
   vehicleClass = "Men_ATACS";
   portrait = "";
   picture = "";
   icon = "iconMan";
   accuracy = 2.3;
   sensitivity = 3;
   threat[] = {1,0.1,0.1};
   camouflage = 1;
   minFireTime = 7;
   cost = 40000;
   canCarryBackPack = 1;
   scope = 0;
   model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
   modelSides[] = {3,1};
   nakedUniform = "U_BasicBody";
   uniformClass = "U_B_CombatUniform_mcam_vest";
   weapons[] = {"arifle_MX_Hamr_point_grip_F","hgun_P07_F","Throw","Put","Binocular"};
   respawnWeapons[] = {"arifle_MX_Hamr_point_grip_F","hgun_P07_F","Throw","Put","Binocular"};
   Items[] = {"FirstAidKit"};
   RespawnItems[] = {"FirstAidKit"};
   magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};
   respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};
   linkedItems[] = {"UK_ATACS_Helmet","UK_ATACS_Uniform","UK_ATACS_Plate_Carrier","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
   respawnLinkedItems[] = {"UK_ATACS_Helmet","UK_ATACS_Uniform","UK_ATACS_Plate_Carrier","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
   class Wounds
   {
     tex[] = {};
     mat[] = {"A3\Characters_F\BLUFOR\Data\clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"};
   };
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Googles: UniformSlotInfo
       {
         slotType = 603;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
   class HitPoints: HitPoints
   {
     class HitHead: HitHead
     {
       armor = "0.3*3";
     };
     class HitBody: HitBody
     {
       armor = "0.5*10";
     };
     class HitHands: HitHands
     {
       armor = "0.8*5";
     };
     class HitLegs: HitLegs
     {
       armor = "0.8*5";
     };
   };
   class EventHandlers;
 };
 class VIPRR_Soldier01: VIPRR_Soldier_Base
 {
   _generalMacro = "B_Soldier_F";
   scope = 2;
   displayName = "Rifleman";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"\VIPRR_ATACS\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
};

class cfgWeapons
{
 class ItemCore;
 class HeadGearItem;
 class UniformItem;
 class ItemInfo;
 class Uniform_Base;
 class UK_ATACS_Helmet: ItemCore
 {
   scope = 2;
   weaponPoolAvailable = 1;
   displayName = "RR Helmet (ATACS)";
   picture = "\A3\characters_f\Data\ui\Icon_UK_ATACS_equip.paa";
   model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain";
   hiddenSelections[] = {"camo"};
   class ItemInfo: HeadGearItem
   {
     mass = 100;
     uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain";
     modelSides[] = {3,1};
     armor = "3*0.5";
     passThrough = 0.8;
     hiddenSelections[] = {"camo"};
   };
 };
 class UK_ATACS_Uniform: Uniform_Base
 {
   scope = 2;
   displayName = "RR Uniform (ATACS)";
   picture = "\VIPRR_ATACS\data\ui\Icon_UK_ATACS_clothing.paa";
   model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
   class ItemInfo: UniformItem
   {
     uniformModel = "-";
     uniformClass = "VIPRR_Soldier01";
     containerClass = "Supply20";
     mass = 80;
   };
 };
 class UK_ATACS_Plate_Carrier: Vest_Base
 {
   scope = 2;
   displayName = "RR Plate Carrier (ATACS)";
   picture = "\VIPRR_ATACS\data\ui\Icon_UK_ATACS_vest.paa";
   model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
   hiddenSelections[] = {"camo"};
   hiddenSelectionsTextures[] = {"\VIPRR_ATACS\data\US_ATACS\armor1_atacs_co.paa"};
   class ItemInfo: VestItem
   {
     uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
     containerClass = "Supply140";
     mass = 50;
     armor = "5*0.6";
     passThrough = 0.75;
     hiddenSelections[] = {"camo"};
   };
 };
};
enum {
 =2,
 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
};

http://pastebin.com/N1x9K93K

And here is my error log once packing it. Mostly the error with vest_base, but I can't see how that stops the whole unit from showing in the editor.

Error reading binary file 'p:\viprr_atacs\VIPRR_ATACS\config.cpp'
File p:\viprr_atacs\VIPRR_ATACS\config.cpp, line 196: /cfgWeapons.UK_ATACS_Plate_Carrier: Undefined base class 'Vest_Base'
Config : some input after EndOfFile.
Error 3 while parsing
Error in config p:\viprr_atacs\VIPRR_ATACS\config.cpp
W:\c\Poseidon\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked
File p:\viprr_atacs\VIPRR_ATACS\config.cpp, line 196: /cfgWeapons.UK_ATACS_Plate_Carrier: Undefined base class 'Vest_Base'
Config : some input after EndOfFile.
Error 3 while parsing
Error in config p:\viprr_atacs\VIPRR_ATACS\config.cpp
W:\c\Poseidon\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked

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Try adding class Vest_Base; to cfgWeapons, and the top line of enum looks ugly (=2,) delete it.

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Ok I did that surpher, then I noticed I didn't have VestItem added to cfgWeapons, so added that, cleaned up my config a bit. When it came to packing it I had no errors at all, so adding VestItem definitely fixed the Vest_Base error I had going.

In the editor, I have the faction available, under class there is nothing, but the unit Rifleman is visible.

In-game, the unit is pretty much invisible except for the head and hands ^^ and I get the error, 'Cannot load texture viprr_atacs\data\us_atacs\armor1_atacs_co.paa'. I noticed a us_atacs in there, which I can't remember having added so will check over my config so I can fix the pathway.

Getting closer now. :D

Edit:

Found the error! But now it says 'cannot load texture viprr_atacs\data\clothing1_atacs_co.paa'. Which is obviously self explanatory, but can't find that path with lowercase viprr_atacs anywhere.

Edit2:

Config as of now:

#define _ARMA_

class CfgPatches
{
 class UK_VIPRR_ATACS
 {
   units[] = {"VIPRR_Soldier01"};
   weapons[] = {"UK_ATACS_Helmet", "UK_ATACS_Uniform", "UK_ATACS_Plate_Carrier"};
   requiredVersion = 0.1;
   requiredAddons[] = {"A3_Weapons_F","A3_Characters_F_BLUFOR"};
 };
};

class UniformSlotInfo
{
 slotType = 0;
 linkProxy = "-";
};

class cfgFactionClasses
{
 class UK_VIPRR_ATACS
 {
   displayName = "Recon Regiment";
   priority = 3;
   side = 1;
 };
};

class cfgVehicles 
{
 class Man;
 class CAManBase: Man
 {
   class AnimationSources;
   class HitPoints
   {
     class HitHead;
     class HitBody;
     class HitHands;
     class HitLegs;
   };
 };
 class SoldierGB: CAManBase
 {
   threat[] = {1,0.1,0.1};
 };
 class VIPRR_Soldier_Base: SoldierGB
 {
   _generalMacro = "B_Soldier_base_F";
   expansion = 1;
   identityTypes[] = {"Language_EN_EP1","Head_Euro","G_NATO_default"};
   faceType = "Man_A3";
   side = 1;
   faction = "UK_VIPRR_ATACS";
   genericNames = "NATOMen";
   vehicleClass = "Men_ATACS";
   portrait = "";
   picture = "";
   icon = "iconMan";
   accuracy = 2.3;
   sensitivity = 3;
   threat[] = {1,0.1,0.1};
   camouflage = 1;
   minFireTime = 7;
   cost = 40000;
   canCarryBackPack = 1;
   scope = 0;
   model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
   modelSides[] = {3,1};
   nakedUniform = "U_BasicBody";
   uniformClass = "U_B_CombatUniform_mcam_vest";
   weapons[] = {"arifle_MX_Hamr_point_grip_F","hgun_P07_F","Throw","Put","Binocular"};
   respawnWeapons[] = {"arifle_MX_Hamr_point_grip_F","hgun_P07_F","Throw","Put","Binocular"};
   Items[] = {"FirstAidKit"};
   RespawnItems[] = {"FirstAidKit"};
   magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};
   respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};
   linkedItems[] = {"UK_ATACS_Helmet","UK_ATACS_Uniform","UK_ATACS_Plate_Carrier","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
   respawnLinkedItems[] = {"UK_ATACS_Helmet","UK_ATACS_Uniform","UK_ATACS_Plate_Carrier","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
   class Wounds
   {
     tex[] = {};
     mat[] = {"A3\Characters_F\BLUFOR\Data\clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"};
   };
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Googles: UniformSlotInfo
       {
         slotType = 603;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
   class HitPoints: HitPoints
   {
     class HitHead: HitHead
     {
       armor = "0.3*3";
     };
     class HitBody: HitBody
     {
       armor = "0.5*10";
     };
     class HitHands: HitHands
     {
       armor = "0.8*5";
     };
     class HitLegs: HitLegs
     {
       armor = "0.8*5";
     };
   };
   class EventHandlers;
 };
 class VIPRR_Soldier01: VIPRR_Soldier_Base
 {
   _generalMacro = "B_Soldier_F";
   scope = 2;
   displayName = "Rifleman";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"\VIPRR_ATACS\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
};

class cfgWeapons
{
 class ItemCore;
 class HeadGearItem;
 class UniformItem;
 class ItemInfo;
 class Uniform_Base;
 class Vest_Base;
 class VestItem;

 class UK_ATACS_Helmet: ItemCore
 {
   scope = 2;
   weaponPoolAvailable = 1;
   displayName = "RR Helmet (ATACS)";
   picture = "\A3\characters_f\Data\ui\Icon_UK_ATACS_equip.paa";
   model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
   hiddenSelections[] = {"camo"};

class ItemInfo: HeadGearItem
   {
     mass = 100;
     uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain";
     modelSides[] = {3,1};
     armor = "3*0.5";
     passThrough = 0.8;
     hiddenSelections[] = {"camo"};
   };
 };
 class UK_ATACS_Uniform:  Uniform_Base
 {
   scope = 2;
   displayName = "RR Uniform (ATACS)";
   picture = "\VIPRR_ATACS\data\ui\Icon_UK_ATACS_clothing.paa";
   model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

class ItemInfo: UniformItem
   {
     uniformModel = "-";
     uniformClass = "VIPRR_Soldier01";
     containerClass = "Supply20";
     mass = 80;
   };
 };
 class UK_ATACS_Plate_Carrier: Vest_Base
 {
   scope = 2;
   displayName = "RR Plate Carrier (ATACS)";
   picture = "\VIPRR_ATACS\data\ui\Icon_UK_ATACS_vest.paa";
   model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
   hiddenSelections[] = {"camo"};
   hiddenSelectionsTextures[] = {"\VIPRR_ATACS\data\armor1_atacs_co.paa"};

class ItemInfo: VestItem
   {
     uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
     containerClass = "Supply140";
     mass = 50;
     armor = "5*0.6";
     passThrough = 0.75;
     hiddenSelections[] = {"camo"};
   };
 };
};
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,
};

http://pastebin.com/TQs9QQRn

Edited by VIPER[CWW]

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this line: hiddenSelectionsTextures[] = {"\VIPRR_ATACS\data\clothing1_atacs_co.paa"};

Change to hiddenSelectionsTextures[] = {"VIPRR_ATACS\data\clothing1_atacs_co.paa"};

Just a wild guess there

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this line: hiddenSelectionsTextures[] = {"\VIPRR_ATACS\data\clothing1_atacs_co.paa"};

Change to hiddenSelectionsTextures[] = {"VIPRR_ATACS\data\clothing1_atacs_co.paa"};

Just a wild guess there

Jub, i would say thats it.

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this line: hiddenSelectionsTextures[] = {"\VIPRR_ATACS\data\clothing1_atacs_co.paa"};

Change to hiddenSelectionsTextures[] = {"VIPRR_ATACS\data\clothing1_atacs_co.paa"};

Just a wild guess there

I'll check that later, though all the roots arr set like that including the ones leading to bis models l.

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Update

Did what Mr_Centipede suggested, but only for my hiddenSelectionsTextures code. Check screens below for progress so far. I think the main issue is I haven't got the CfgVehicleClasses MEN_ATACS working somehow.

[FIXED] CfgVehicleClass Error:

arma3vippr3_16471.jpg

[FIXED] Class in Editor Error:

arma3vippr2_16471.jpg

On previewing from editor:

arma3vippr1_16471.jpg

I appreciate all the help that's been passed round so far guys, baby steps. :)

Edited by VIPER[CWW]

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I usually get alot of the same errors as you, mostly caused from just looking at it so much you easily overlook things, when this happens I usually go do something for a few hours then comeback and slowly and carefully re-check everything, and also to make sure everything matches in both config.cpp, model.cfg, texture paths in the models..hell even check the texture names them selves as its easy to miss spell a word or leave out a letter or something simple when you've been staring at it all for a few hours.

Anyways I am busy at work..typing this on my phone, but when I get home if your still having errors I will look into it better.

@Mr_Centipede, I have heard that alot about removing the "\" at the beginning of a Path! But many times that causes the error of the Texture not showing? Could you please explain why and When you use/not use the "\"at at the front of a Path please?

Dave,

Edited by soldier2390

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@soldier2390;

It's simply depends on your folder structures. For example:

[WHATEVER MODS]

-- [Addons]

---- config.bin

---- texture.paa

In that example, your texture path should be < WHATEVER\texture.paa >

If it's like < \WHATEVER\texture.paa > this, the you actually go out of your current folder (the folder that contain config.bin) and go to another folder

I think that's how it is. I have my own retex units and that's how I did it

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This is my folder structure inside my P: Drive.

Path that leads to config:

P:\viprr_atacs\VIPRR_ATACS\

Path that leads to soldier textures:

P:\viprr_atacs\VIPRR_ATACS\data\

Path that leads to UI textures:

P:\viprr_atacs\VIPRR_ATACS\data\ui\

Hmmm... I wonder if that is my issue, since I used full caps on the sub folder.

EDIT:

Weird, when I just packed the files and then depbo'd them there root looks like this

\viprr_atacs\viprr_atacs\viprr_atacs

Opening the first folder reveals the $PBOPREFIX$, opening second reveals the data and config.bin, while the third folder has the textures and ui\textures folder.

Quite strange as I've always made mods using the two folder system within the p: drive.

EDIT2:

Fixed that strange path error, also got the damn things in-game, helmet isn't working though [FIXED]. :D

Edited by VIPER[CWW]

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Bah... I'm back.

I've been adding to the config, basically just enlarging the troop force, as most reskins out there only cover one soldier, that is the rifleman. I went ahead and made every other class aswell, and it all works fine, but for some reason the clothing seems to be broken. In the sense that it appears on the soldier, but not in his gear and it cannot be taken off. Here's what I have:

#define _ARMA_

class CfgPatches
{
 class UK_VIPRR_ATACS
 {
   units[] = {""};
   weapons[] = {"UK_ATACS_Helmet", "UK_ATACS_Uniform", "UK_ATACS_Plate_Carrier"};
   requiredVersion = 0.1;
   requiredAddons[] = {"A3_Weapons_F","A3_Characters_F_BLUFOR"};
 };
};

class UniformSlotInfo
{
 slotType = 0;
 linkProxy = "-";
};

class cfgFactionClasses
{
 class UK_VIPRR_ATACS
 {
   displayName = "Recon Regiment";
   priority = 3;
   side = 1;
 };
};

class cfgVehicles 
{
 class Man;
 class CAManBase: Man
 {
   class AnimationSources;
   class HitPoints
   {
     class HitHead;
     class HitBody;
     class HitHands;
     class HitLegs;
   };
 };
 class SoldierGB: CAManBase
 {
   threat[] = {1,0.1,0.1};
 };
 class VIPRR_Soldier_Base: SoldierGB
 {
   _generalMacro = "B_Soldier_base_F";
   expansion = 1;
   identityTypes[] = {"Language_EN_EP1","Head_Euro","G_NATO_default"};
   faceType = "Man_A3";
   side = 1;
   faction = "UK_VIPRR_ATACS";
   genericNames = "NATOMen";
   vehicleClass = "Men";
   portrait = "";
   picture = "";
   icon = "iconMan";
   accuracy = 2.3;
   sensitivity = 3;
   threat[] = {1,0.1,0.1};
   camouflage = 1;
   minFireTime = 7;
   cost = 40000;
   canCarryBackPack = 1;
   scope = 0;
   model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
   modelSides[] = {3,1};
   nakedUniform = "U_BasicBody";
   uniformClass = "U_B_CombatUniform_mcam_vest";
   weapons[] = {"arifle_MX_Hamr_point_grip_F","hgun_P07_F","Throw","Put","Binocular"};
   respawnWeapons[] = {"arifle_MX_Hamr_point_grip_F","hgun_P07_F","Throw","Put","Binocular"};
   Items[] = {"FirstAidKit"};
   RespawnItems[] = {"FirstAidKit"};
   magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};
   respawnMagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell","HandGrenade","HandGrenade"};
   linkedItems[] = {"UK_ATACS_Helmet","UK_ATACS_Uniform","UK_ATACS_Plate_Carrier","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
   respawnLinkedItems[] = {"UK_ATACS_Helmet","UK_ATACS_Uniform","UK_ATACS_Plate_Carrier","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
   class Wounds
   {
     tex[] = {};
     mat[] = {"A3\Characters_F\BLUFOR\Data\clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"};
   };
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Googles: UniformSlotInfo
       {
         slotType = 603;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
   class HitPoints: HitPoints
   {
     class HitHead: HitHead
     {
       armor = "0.3*3";
     };
     class HitBody: HitBody
     {
       armor = "0.5*10";
     };
     class HitHands: HitHands
     {
       armor = "0.8*5";
     };
     class HitLegs: HitLegs
     {
       armor = "0.8*5";
     };
   };
   class EventHandlers;
 };
 class VIPRR_Rifleman: VIPRR_Soldier_Base
 {
   _generalMacro = "B_Soldier_F";
   scope = 2;
   displayName = "Rifleman";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
  class VIPRR_SquadLeader: VIPRR_Rifleman
 {
   _generalMacro = "B_Soldier_SL_F";
   scope = 2;
   displayName = "Squad Leader";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
 class VIPRR_Grenadier: VIPRR_SquadLeader
 {
   _generalMacro = "B_Soldier_GL_F";
   scope = 2;
   displayName = "Grenadier";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
 class VIPRR_TeamLeader: VIPRR_Grenadier
 {
   _generalMacro = "B_Soldier_TL_F";
   scope = 2;
   displayName = "Team Leader";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
 class VIPRR_ExplosiveSpecialist: VIPRR_TeamLeader
 {
   _generalMacro = "B_soldier_exp_F";
   scope = 2;
   displayName = "Explosives Specialist";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
 class VIPRR_RepairSpecialist: VIPRR_ExplosiveSpecialist
 {
   _generalMacro = "B_soldier_repair_F";
   scope = 2;
   displayName = "Repair Specialist";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
 class VIPRR_AutoRifleman: VIPRR_RepairSpecialist
 {
   _generalMacro = "B_soldier_AR_F";
   scope = 2;
   displayName = "Automatic Rifleman";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
 class VIPRR_Marksman: VIPRR_AutoRifleman
 {
   _generalMacro = "B_soldier_M_F";
   scope = 2;
   displayName = "Marksman";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
 class VIPRR_Medic: VIPRR_Marksman
 {
   _generalMacro = "B_medic_F";
   scope = 2;
   displayName = "Medic";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
 class VIPRR_AntiTank: VIPRR_Medic
 {
   _generalMacro = "B_soldier_LAT_F";
   scope = 2;
   displayName = "Rifleman (AT)";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
 class VIPRR_RiflemanLight: VIPRR_AntiTank
 {
   _generalMacro = "B_Soldier_lite_F";
   scope = 2;
   displayName = "Rifleman (Light)";
   uniformAccessories[] = {};
   nakedUniform = "U_BasicBody";
   uniformClass = "UK_ATACS_Uniform";
   hiddenSelections[] = {"Camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\clothing1_atacs_co.paa"};
   class UniformInfo
   {
     class SlotsInfo
     {
       class NVG: UniformSlotInfo
       {
         slotType = 602;
       };
       class Scuba: UniformSlotInfo
       {
         slotType = 604;
       };
       class Headgear: UniformSlotInfo
       {
         slotType = 605;
       };
     };
   };
 };
};

class cfgWeapons
{
 class ItemCore;
 class HeadGearItem;
 class UniformItem;
 class ItemInfo;
 class Uniform_Base;
 class Vest_Base;
 class VestItem;

 class UK_ATACS_Helmet: ItemCore
 {
   scope = 2;
   weaponPoolAvailable = 1;
   displayName = "RR Helmet (ATACS)";
   picture = "\viprr_atacs\data\ui\Icon_UK_ATACS_equip.paa";
   model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
   hiddenSelections[] = {"camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\equip1_atacs_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 UK_ATACS_Uniform:  Uniform_Base
 {
   scope = 2;
   displayName = "RR Uniform (ATACS)";
   picture = "\viprr_atacs\data\ui\Icon_UK_ATACS_clothing.paa";
   model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

class ItemInfo: UniformItem
   {
     uniformModel = "-";
     uniformClass = "VIPRR_Soldier01";
     containerClass = "Supply20";
     mass = 80;
   };
 };
 class UK_ATACS_Plate_Carrier: Vest_Base
 {
   scope = 2;
   displayName = "RR Plate Carrier (ATACS)";
   picture = "\viprr_atacs\data\ui\Icon_US_ATACS_vest.paa";
   model = "\A3\Characters_F\BLUFOR\equip_b_vest01";
   hiddenSelections[] = {"camo"};
   hiddenSelectionsTextures[] = {"viprr_atacs\data\vests1_atacs_rgr_co.paa"};

class ItemInfo: VestItem
   {
     uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01";
     containerClass = "Supply140";
     mass = 50;
     armor = "5*0.6";
     passThrough = 0.75;
     hiddenSelections[] = {"camo"};
   };
 };
};
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,
};

I was inheriting my new units with "VIPRR_Soldier_Base", but as the described bug appeared I decided to inherit from the class above. Checking over the whole config I can't see an issue unless I've added too much information, "class UniformInfo" for example doesn't have to be there if inheriting from "VIPRR_Soldier_Base".

Any idea's?

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In class UK_ATACS_Uniform try changing uniformClass = "VIPRR_Soldier01"; to uniformClass = "VIPRR_Rifleman";

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Ha.... Well that's what happens when you try to add to a config at 3am, thanks!

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I have completed my work on these new units, all working in-game, in the editor, with personal loadouts. Every class does the correct job (medic heals, repair specialist fixes etc). I will now start work on a new config so that these units replace vanilla units in any mission on any server, clientside of course.

One question though, does anybody know where the texture files for backpacks are located, I have checked characters_f and weapons_f briefly to no avail, I currently use B_Bergen_sgg for the units which works well colour wise, but would like to make my own variants of all the available backpacks.

This thread can be marked [sOLVED] if a moderator so wishes.

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;2362272']One question though' date=' does anybody know where the texture files for backpacks are located, I have checked characters_f and weapons_f briefly to no avail, I currently use B_Bergen_sgg for the units which works well colour wise, but would like to make my own variants of all the available backpacks.[/quote']

They are in weapons_f\ammoboxes\bags\data.

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;2362272']I have completed my work on these new units' date=' all working in-game, in the editor, with personal loadouts. Every class does the correct job (medic heals, repair specialist fixes etc). I will now start work on a new config so that these units replace vanilla units in any mission on any server, clientside of course.

One question though, does anybody know where the texture files for backpacks are located, I have checked characters_f and weapons_f briefly to no avail, I currently use B_Bergen_sgg for the units which works well colour wise, but would like to make my own variants of all the available backpacks.

This thread can be marked [sOLVED'] if a moderator so wishes.

so how does your config look like now?

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Back again, this time with another error, each time I try to load my diver in the editor this error pops up,

"Config: 'hiddenUnderwaterSelectionsTextures' array does not have 3 entries". I had it at 2 entries when I had no equip.paa in place, would it because I have no visor.paa in place?

Here's that part of the config:

class VIPRR_DiverA: B_Soldier_diver_base_F
{
   _generalMacro = "B_diver_F";
   scope = 2;
displayName = "Diver (Day)";
nakedUniform = "U_BasicBody";
uniformClass = "UK_ATACS_Diver"
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_suit_nato_co2.paa"};
vehicleClass = "MenDiver";
hiddenUnderwaterSelections[] = {"hide","hide1"};
hiddenUnderwaterSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co.paa","viprr_atacs\data\diver_equip_atacs_co.paa"};
weapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"};
	respawnWeapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"};
	magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"};
	respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"};
	modelSides[] = {3,1};
	identityTypes[] = {"Language_DE_EP1","Head_NATO","G_NATO_diver"};
	faction = "UK_VIPRR_ATACS";
	side = 1;
	model = "\A3\characters_F\Common\diver_slotable";
	uniformClass = "U_B_Wetsuit";
	 icon = "iconMan";
	linkedItems[] = {"V_RebreatherB","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	respawnLinkedItems[] = {"V_RebreatherB","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	genericNames = "NATOMen";
};

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Try replacing

hiddenUnderwaterSelections[] = {"hide","hide1"};
hiddenUnderwaterSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co.paa","viprr_atacs\data\diver_equip_atacs_co.paa"};

with this

hiddenUnderwaterSelections[] = {"hide"};
shownUnderwaterSelections[] = {"unhide","unhide2"};
hiddenUnderwaterSelectionsTextures[] = {"viprr_atacs\data\diver_equip_atacs_co.paa","viprr_atacs\data\diver_equip_atacs_co.paa","\A3\characters_f\data\visors_ca.paa"};

You have also doubled up on your uniformClass.

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