1stLtHunter 10 Posted September 19, 2013 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"}; }; }; }; Share this post Link to post Share on other sites
BadHabitz 235 Posted September 19, 2013 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. Share this post Link to post Share on other sites
.kju 3245 Posted September 19, 2013 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"}; }; }; }; Share this post Link to post Share on other sites
1stLtHunter 10 Posted September 19, 2013 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! Share this post Link to post Share on other sites
hcpookie 3770 Posted September 19, 2013 ;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 :) Share this post Link to post Share on other sites