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1stLtHunter

My Config.cpp has no errors but my addon does.

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I made a retexture of the Nato Uniform, Vest, and ECH. I looked all over for information on how to make it into a addon and stumbled across Stiltman's Config tutorial.. I follow all the steps and binPBO'd my addon without any errors.. When I go to place the unit in the editor and hit preview i get 1 of 2 errors and i cant preview my mission:

1st Error: No entry 'config.bin/CFGWeapons/FUTARM_PlateCarrier1_rgr.disposableWeapon'.

or

2nd Error: No entry 'config.bin/CFGWeapons/FUTARM_PlateCarrier1_rgr.selectionFireAnim'.

Here is my Config.cpp, am I doing something wrong?:

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 Futarm_Dgtl_Cam_config {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Characters_F_BLUFOR", "A3_Characters_F_BETA", "A3_Weapons_F"};
};
};

class CfgVehicles {

class B_Soldier_base_F;

class FUTARM_Soldier_F : B_Soldier_base_F {
	_generalMacro = "B_Soldier_F"; //unsure what this does
	scope = 2;
	displayName = "FUTARM Soldier";
	nakedUniform = "U_BasicBody"; //class for "naked" body
	uniformClass = "FUTARM_CombatUniform_mcam"; //the uniform item
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"\FUTARM_DGTL\FUTARM_Textures\BLUFOR\Data\FUTARM_DGTL_CAM.paa"};

	linkedItems[] = {"FUTARM_PlateCarrier1_rgr", "FUTARM_HelmetB", "Nato_NVG", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
	respawnLinkedItems[] = {"FUTARM_PlateCarrier1_rgr", "FUTARM_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
};

};

class cfgWeapons {
class Uniform_Base;
class UniformItem;

class FUTARM_CombatUniform_mcam : Uniform_Base {
	scope = 2;
	displayName = "FUTARM 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 = "FUTARM_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 FUTARM_HelmetB : ItemCore {
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "FUTARM ECH";
	picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
	model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\FUTARM_DGTL\FUTARM_Textures\BLUFOR\Data\FUTARM_DGTL_HELM.paa"};

	class ItemInfo : HeadgearItem {
		mass = 100;
		uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};
	};
};

class Vest_Base;
class VestItem;

class FUTARM_PlateCarrier1_rgr : Vest_Base {
	scope = 2;
	displayName = "FUTARM 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[] = {"\FUTARM_DGTL\FUTARM_Textures\BLUFOR\Data\FUTARM_DGTL_VEST.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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First, you don't need to add entries into CfgPatches. The binarization does it for you. Try this:

class CfgPatches {
class Futarm_Dgtl_Cam_config {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};

Your errors look to me like it's trying to treat your vest like a weapon, looking for animations. I can't see anything besides that.

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This statement is not correct:

you don't need to add entries into CfgPatches. The binarization does it for you

Bracket error plus wrong vest class you inherit from:

class Futarm_Dgtl_Cam_config
{
units[] = {"FUTARM_Soldier_F"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F_BLUFOR","A3_Characters_F_BETA","A3_Weapons_F"};
};
class CfgVehicles
{
class B_Soldier_base_F;

class FUTARM_Soldier_F: B_Soldier_base_F
{
	scope = 2;
	displayName = "FUTARM Soldier";
	nakedUniform = "U_BasicBody"; //class for "naked" body
	uniformClass = "FUTARM_CombatUniform_mcam"; //the uniform item
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"\FUTARM_DGTL\FUTARM_Textures\BLUFOR\Data\FUTARM_DGTL_CAM.paa"};
	linkedItems[] = {"FUTARM_PlateCarrier1_rgr","FUTARM_HelmetB","Nato_NVG","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
	respawnLinkedItems[] = {"FUTARM_PlateCarrier1_rgr","FUTARM_HelmetB","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
};
class cfgWeapons
{
class Uniform_Base;
class UniformItem;

class FUTARM_CombatUniform_mcam: Uniform_Base
{
	scope = 2;
	displayName = "FUTARM 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 = "FUTARM_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 FUTARM_HelmetB: ItemCore
{
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "FUTARM ECH";
	picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
	model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\FUTARM_DGTL\FUTARM_Textures\BLUFOR\Data\FUTARM_DGTL_HELM.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_NoCamo_Base;
class VestItem;

class FUTARM_PlateCarrier1_rgr: Vest_NoCamo_Base
{
	scope = 2;
	displayName = "FUTARM 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[] = {"\FUTARM_DGTL\FUTARM_Textures\BLUFOR\Data\FUTARM_DGTL_VEST.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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Thank you guys! I appreciate the help. I am awesome with graphics but when it comes to trying to learn a new piece of code to implement said graphics I start getting a headache. Lol! This FUTARM mod I am working on is my first mod ever and I am sure it is going to be a lot of headaches. I have a working alpha version thanks to you, now comes the testing and finishing!

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;2509295']This statement is not correct:

Agreed, I have never seen a config where you don't need to populate the requiredAddons section. You'll know pretty fast if something there is missing :)

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