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Sakai

Vest not appearing ingame

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Heyoh lads!

Im trying to get my vest ingame but for some reason it does not want to appear in the game?

Here is the config.cpp -

class cfgWeapons {
class ItemCore;	// External class reference
class InventoryItem_Base_F;	// External class reference
class HeadgearItem;
class Uniform_Base;
class UniformItem;
class Vest_Base;
class VestItem;



class U_Sakai_Vest: Vest_Base
{
	scope = 2;
	displayName = "FAC Testing Vest";
	picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_tshirt_ca.paa"; // or where ever you got a picture
	model = "\fac_vest\fac_vest.p3d";

		class ItemInfo: VestItem
		{
			uniformModel = "\fac_vest\fac_vest.p3d";
			containerClass = "Supply100"; // or what ever space it got
			mass = 50;
			armor = "5*0.5"; // if bodyarmor various calues can be used
			passThrough = 0.7; // how much the vest stops a bullet going through
		};
};
};

Tried finding it by Virtual Ammobox, nothing, tried addvest nothing...

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That part of your config looks fine apart from the old Vest_Base class, it not your whole config is it?

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That part of your config looks fine apart from the old Vest_Base class, it not your whole config is it?

It actually whole config is and I do believe I am missing some parts... Havent done ArmA 3 modding... I've been sitting in ArmA 2 all the time

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Try this

enum {
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 DefaultEventhandlers;
class CfgPatches
{
class Sakai_Vest_Config // You can edit the className.
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Characters_F"}; // So the config knows where to find the external class reference.
};
};

class cfgWeapons {
class ItemCore;	// External class reference
class InventoryItem_Base_F;	// External class reference
class HeadgearItem;
class Uniform_Base;
class UniformItem;
class Vest_Camo_Base;
class Vest_NoCamo_Base;
class VestItem;

class U_Sakai_Vest: Vest_NoCamo_Base
{
	scope = 2;
	displayName = "FAC Testing Vest";
	picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_tshirt_ca.paa"; // or where ever you got a picture
	model = "\fac_vest\fac_vest.p3d";

		class ItemInfo: VestItem
		{
			uniformModel = "\fac_vest\fac_vest.p3d";
			containerClass = "Supply100"; // or what ever space it got
			mass = 50;
			armor = "5*0.5"; // if bodyarmor various calues can be used
			passThrough = 0.7; // how much the vest stops a bullet going through
		};
};
};

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Your a legend... That worked, thanks a bunch man!

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So my problem is similar. I want to add a texture to an existing vest and want it to appear in the virtual ammo box (domination)

Code:

enum {

OrdinalEnum = 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

};

class DefaultEventhandlers;

class CfgPatches

class WeaponFireGun;

class WeaponCloudsGun;

class WeaponFireMGun;

class WeaponCloudsMGun;

class CfgVehicles;

class HeadgearItem;

class Uniform_Base;

class UniformItem;

class Vest_Camo_Base;

class Vest_NoCamo_Base;

class VestItem

{

class V_TacVest_khk;

class Vest_tacops_D : V_TacVest_khk

{

requiredAddons[] = {"A3_Characters_F"};

scope = 2

displayName = "Tacops Vest General (grey)";

hiddenSelectionsTextures[] = {"tacops_vest\vest\Data\vest_grey.paa"};

};

};

Not sure what might be wrong. :(

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Not sure what might be wrong. :(

Most of it, try this.

enum {
   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 DefaultEventhandlers;
class CfgPatches
{
   class Zeotrope_Vest_Config // You can edit the classname.
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Characters_F"}; // So the config knows where to find the external class references.
   };
};

class cfgWeapons
{
   class ItemCore;    				// External class reference
   class InventoryItem_Base_F;   	// External class reference
   class HeadgearItem;				// External class reference
   class Uniform_Base;				// External class reference
   class UniformItem;				// External class reference
   class Vest_Camo_Base;			// External class reference
   class Vest_NoCamo_Base;			// External class reference
   class VestItem;					// External class reference

   class Vest_tacops_D: Vest_Camo_Base
{
	scope = 2;
	displayName = "Tacops Vest General (grey)";
	picture = "\A3\characters_f\Data\UI\icon_V_TacVest_khk_CA.paa";
	model = "A3\Characters_F\Common\equip_tacticalvest";
	//hiddenSelections[] = {"camo"}; // Inherited from the Vest_Camo_Base class
	hiddenSelectionsTextures[] = {"tacops_vest\vest\Data\vest_grey.paa"};
	class ItemInfo: ItemInfo
	{
		uniformModel = "A3\Characters_F\Common\equip_tacticalvest";
		containerClass = "Supply120";
		mass = 80;
		armor = "5*0.5";
		passThrough = 0.7;
		//hiddenSelections[] = {"camo"}; // Inherited from the Vest_Camo_Base class
	};
};
};

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Thanks surpher. Used your config but got errors making the PBO. Here is some of the log.....

File c:\users\user\desktop\tacops_vest\config.cpp, line 47: /cfgWeapons/Vest_tacops_D.ItemInfo: Undefined base class 'ItemInfo'

Config : some input after EndOfFile.

Error 3 while parsing

Error in config c:\users\user\desktop\tacops_vest\config.cpp

w:\C_branch\Poseidon\Arrowhead\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked

File c:\users\user\desktop\tacops_vest\config.cpp, line 47: /cfgWeapons/Vest_tacops_D.ItemInfo: Undefined base class 'ItemInfo'

Config : some input after EndOfFile.

Error 3 while parsing

Error in config c:\users\user\desktop\tacops_vest\config.cpp

w:\C_branch\Poseidon\Arrowhead\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked

Cannot load font core\data\fonts\lucidaconsoleb8

Fonts file \core\data\fonts\lucidaConsoleB8 not found

Cannot load font core\data\fonts\lucidaconsoleb11

Fonts file \core\data\fonts\lucidaConsoleB11 not found

Creating texture headers file...

1 texture headers saved to file "C:\Users\User\AppData\Local\Temp\ARMAaddons\tacops_vest\texHeaders.bin"

w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1'

Edited by Zeotrope
typo

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Thanks surpher. Used your config but got errors making the PBO. Here is some of the log.....

File c:\users\user\desktop\tacops_vest\config.cpp, line 47: /cfgWeapons/Vest_tacops_D.ItemInfo: Undefined base class 'ItemInfo'

Config : some input after EndOfFile.

Error 3 while parsing

Error in config c:\users\user\desktop\tacops_vest\config.cpp

w:\C_branch\Poseidon\Arrowhead\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked

File c:\users\user\desktop\tacops_vest\config.cpp, line 47: /cfgWeapons/Vest_tacops_D.ItemInfo: Undefined base class 'ItemInfo'

Config : some input after EndOfFile.

Error 3 while parsing

Error in config c:\users\user\desktop\tacops_vest\config.cpp

w:\C_branch\Poseidon\Arrowhead\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked

Cannot load font core\data\fonts\lucidaconsoleb8

Fonts file \core\data\fonts\lucidaConsoleB8 not found

Cannot load font core\data\fonts\lucidaconsoleb11

Fonts file \core\data\fonts\lucidaConsoleB11 not found

Creating texture headers file...

1 texture headers saved to file "C:\Users\User\AppData\Local\Temp\ARMAaddons\tacops_vest\texHeaders.bin"

w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1'

Oops, missing an external class reference, add this line.

class ItemInfo;                    // External class reference

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So now another Vest issue. I applied the same config layout as shown above (the vest that worked was a tactical one) but my new vest is not showing in game. I get a shadow cast onto my character but an invisible vest. No errors when compiling or at load time.....The *.PAA path is fine.....any ideas on this one? Show me the error of my limited ways :P (also...what does "SCOPE = 2" mean or do?

enum {

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 DefaultEventhandlers;

class CfgPatches

{

class Zeotropes_Vest2_Config // You can edit the classname.

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F"}; // So the config knows where to find the external class references.

};

};

class cfgWeapons

{

class ItemCore; // External class reference

class InventoryItem_Base_F; // External class reference

class HeadgearItem; // External class reference

class Uniform_Base; // External class reference

class UniformItem; // External class reference

class Vest_Camo_Base; // External class reference

class Vest_NoCamo_Base; // External class reference

class VestItem; // External class reference

class ItemInfo; // External class reference

class Vest2_tacops_D: Vest_Camo_Base

{

scope = 2;

displayName = "Tacops General Vest (grey)";

picture = "\A3\characters_f\Data\UI\icon_V_TacVest_khk_CA.paa";

model = "A3\Characters_F\BLUFOR\equip_b_vest01.p3d";

hiddenSelections[] = {"camo"}; // Inherited from the Vest_Camo_Base class

hiddenSelectionsTextures[] = {"tacops_genvestgrey\vest\Data\vest_gen_grey.paa"};

class ItemInfo: ItemInfo

{

uniformModel = "A3\Characters_F\BLUFOR\equip_b_vest01.p3d";

containerClass = "Supply120";

mass = 80;

armor = "5*0.5";

passThrough = 0.7;

//hiddenSelections[] = {"camo"}; // Inherited from the Vest_Camo_Base class

};

};

};

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The config looks fine I reckon its your texture causing the problem, try re-saving it as a paa or test with another known to work texture.

scope = 2; means the class is usable in-game.

scope = 1; similar to above not sure of the difference.

scope = 0; you can only inherit from this class.

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Once again you are correct. It was an issue with the PAA file. I resaved it out as a TGA, converted back to PAA and it worked. As for why, I have no idea. So a big thanks.

Whats odd is I have an issue with a Coverall config and thought maybe it has the same PAA issue....but it did not. I may need your help (again) ....will post the config later (when I'm home) and perhaps you could steer me in the right direction.

Thanks again.

Zeo

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My Turn:

Made a reskin of the NATO GL Vest, and am having a hard time getting it to render in game.

I believe the error is in my config, but i cant seem to see where/why the error is occurring

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 Task_Force_187{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_BLUFOR"};

};

};

class cfgWeapons {

class V_PlateCarrierGL_rgr;

class VestItem;

class TF187_PlateCarrierGL_rgr : V_PlateCarrierGL_rgr {

scope = 2;

displayName = "Coyote Plate Carrier";

picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";

model = "\A3\Characters_F\BLUFOR\equip_b_vest01";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"Task_Force_187\equipment\blufor\data\vests_rgr_co.paa"};

class ItemInfo : VestItem {

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01";

containerClass = "Supply100";

mass = 50;

armor = 5*0.5;

passThrough = 0.7;

hiddenSelections[] = {"camo"};

};

};

};

When placed in a weapon crate, it will render a GL vest, but with neither my retexture or custom name, any help is appreciated.

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{"Task_Force_187\equipment\blufor\data\vests_rgr_c o.paa"};

You have accidentally placed a space in between the c and the o (c o.paa)

Zeo

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class cfgWeapons {

class V_PlateCarrierGL_rgr;

class VestItem;

class TF187_PlateCarrierGL_rgr : V_PlateCarrierGL_rgr {

scope = 2;

displayName = "Coyote Plate Carrier";

picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_C A.paa";

model = "\A3\Characters_F\BLUFOR\equip_b_vest01";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"Task_Force_187\equipment\blufor\data\vests_rgr_c o.paa"};

class ItemInfo : VestItem {

uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01";

containerClass = "Supply100";

mass = 50;

armor = 5*0.5;

passThrough = 0.7;

hiddenSelections[] = {"camo"};

seeing 2 HiddenSelections here, could be an issue?

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Try this, works as a charm for me.

Note: If equip_b_vest01 is not working correctly with your texture.paa, change it to equip_b_vest02.

class cfgWeapons {

class InventoryItem_Base_F;
class ItemCore;
class ItemInfo;
class UniformItem: InventoryItem_Base_F {
	type = 801;
};

class Uniform_Base: ItemCore {
        scope = 0;
        allowedSlots[] = {901};

	class ItemInfo: UniformItem {
		uniformModel = "-";
		uniformClass = "B_Soldier_F";
		containerClass = "Supply0";
		mass = 0;
	};
};

       class VestItem;
       class Vest_Base;
class Vest_Camo_Base;
class Vest_NoCamo_Base;

       class TF187_PlateCarrierGL_rgr : Vest_Camo_Base {
	scope = 2;
	displayName = "Coyote Plate Carrier";
	picture = "\A3\characters_f\Data\UI\icon_v_plate_carrier_1_ca.paa";
	model = "\A3\Characters_F\BLUFOR\equip_b_vest01";

	hiddenSelections[] = {"camo"};
               hiddenSelectionsTextures[] = {"\Task_Force_187\equipment\blufor\data\vests_rgr_co.paa"};

	class ItemInfo: VestItem {
		uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01";
		hiddenSelections[] = {"camo"};
		containerClass = "Supply100";
		mass = 50;
		armor = "5*0.5";
		passThrough = 0.7;
	};
};

};

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Probably my last vest related question, but it more than likely apples to other inventory items. ICONS, The code snippet below is part of my vest config. While in the ammo box I can see an ICON (small) but cannot see it in the INVENTORY Vest slot.

class Vest_tacops_D: Vest_Camo_Base

{

scope = 2;

displayName = "Tacops Vest General (grey)";

picture = "\tacops_vest\vest\data\vest_icon.paa";

model = "A3\Characters_F\Common\equip_tacticalvest";

//hiddenSelections[] = {"camo"}; // Inherited from the Vest_Camo_Base class

hiddenSelectionsTextures[] = {"tacops_vest\vest\Data\vest_grey_co.paa"};

class ItemInfo: ItemInfo

{

uniformModel = "A3\Characters_F\Common\equip_tacticalvest";

containerClass = "Supply120";

mass = 80;

armor = "5*0.5";

passThrough = 0.7;

//hiddenSelections[] = {"camo"}; // Inherited from the Vest_Camo_Base class

};

};

};

I have tried placing the line "picture = "\tacops_vest\vest\data\vest_icon.paa";" into the bottom section (uniformModel) but it still does not show up in-game.

Any ideas? I want all my items to have respective icons and looks sloppy without them.

Zeo

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Your icon name (vest_icon.paa) does not have a _ca or _co suffix, try adding one and see what happens.

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The way i did it was by making screenshots in-game of the vest, then with the pen tool in photoshop i removed everything accept for the vest and made the icon. The icon image is 256x256 and you do not have to work with alpha layers. Just a png version of the image with out any background is enough.

Save it as .png the first time and call it in your case tacops_vest_general_grey_ca.png. Then open it with Texture Vieuwer and save it as tacops_vest_general_grey_ca.paa. Then place that .paa in the Data folder.

In your script you change your picture line: picture = "\tacops_vest\vest\data\tacops_vest_general_grey_ca.paa"; and save it.. Your done, and can test it!.

Example:

class Vest_tacops_D: Vest_Camo_Base {
       scope = 2;
       displayName = "Tacops Vest General (grey)";
       picture = "\tacops_vest\vest\data\tacops_vest_general_grey_ca.paa";
       model = "A3\Characters_F\Common\equip_tacticalvest";

       hiddenSelections[] = {"camo"}; [b]// You need this, dont block it[/b].
       hiddenSelectionsTextures[] = {"\tacops_vest\vest\Data\vest_grey_co.paa"};

       class ItemInfo: ItemInfo {
              uniformModel = "A3\Characters_F\Common\equip_tacticalvest";
              hiddenSelections[] = {"camo"}; [b]// You need this, dont block it[/b].
              containerClass = "Supply120";
              mass = 80;
              armor = "5*0.5";
              passThrough = 0.7;
              };
       };
}; 

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