defk0n_NL 2 Posted January 30, 2014 (edited) Im trying to modify a existing action in Arma 3 but whenever i do that, the whole class gets emptied and only shows my action, anyone know why or how to resolve it? I think i made a syntax error or something. class CfgPatches { class animstest //Mod Name, no Spaces { requiredversion = 1.0; units[] = {""}; weapons[] = {""}; magazines[] = {""}; requiredAddons[] = {"A3_ANIMS_F"}; }; }; class CfgMovesMaleSdr { class Actions { class RifleStandActions_gear { Gear = "AinvPercMstpSrasWrflDnon_async"; }; }; class BlendAnims { handsWeapon[] = {"head",1,"neck1",1,"neck",1,"weapon",1,"LeftShoulder",1,"LeftArm",1,"LeftArmRoll",1,"LeftForeArm",1,"LeftForeArmRoll",1,"LeftHand",1,"LeftHandRing",1,"LeftHandPinky1",1,"LeftHandPinky2",1,"LeftHandPinky3",1,"LeftHandRing1",1,"LeftHandRing2",1,"LeftHandRing3",1,"LeftHandMiddle1",1,"LeftHandMiddle2",1,"LeftHandMiddle3",1,"LeftHandIndex1",1,"LeftHandIndex2",1,"LeftHandIndex3",1,"LeftHandThumb1",1,"LeftHandThumb2",1,"LeftHandThumb3",1,"RightShoulder",1,"RightArm",1,"RightArmRoll",1,"RightForeArm",1,"RightForeArmRoll",1,"RightHand",1,"RightHandRing",1,"RightHandPinky1",1,"RightHandPinky2",1,"RightHandPinky3",1,"RightHandRing1",1,"RightHandRing2",1,"RightHandRing3",1,"RightHandMiddle1",1,"RightHandMiddle2",1,"RightHandMiddle3",1,"RightHandIndex1",1,"RightHandIndex2",1,"RightHandIndex3",1,"RightHandThumb1",1,"RightHandThumb2",1,"RightHandThumb3",1,"Spine",1,"Spine1",1,"Spine2",1,"Spine3",1,"pelvis","MaskStart"}; }; class States { class AinvPercMstpSrasWrflDnon; class AinvPercMstpSrasWrflDnon_async: AinvPercMstpSrasWrflDnon { mask = "handsWeapon"; canBlendStep = 1; }; }; }; Whenever i load this mod, Actions only show RifleStandActions_gear where as normal it shows a lot of different ones. It basically breaks all animations and turns the character into T pose. It does not seem that CfgMovesMaleSdr > Actions has a parent class so i dont know why this is happening. Anyone have a suggestion? Edited January 30, 2014 by defk0n_NL Share this post Link to post Share on other sites
Kerc Kasha 102 Posted January 30, 2014 (edited) Im trying to modify a existing action in Arma 3 but whenever i do that, the whole class gets emptied and only shows my action, anyone know why or how to resolve it? I think i made a syntax error or something. class CfgPatches { class animstest //Mod Name, no Spaces { requiredversion = 1.0; units[] = {""}; weapons[] = {""}; magazines[] = {""}; requiredAddons[] = {"A3_ANIMS_F"}; }; }; class CfgMovesMaleSdr { class Actions { class RifleStandActions_gear { Gear = "AinvPercMstpSrasWrflDnon_async"; }; }; class BlendAnims { handsWeapon[] = {"head",1,"neck1",1,"neck",1,"weapon",1,"LeftShoulder",1,"LeftArm",1,"LeftArmRoll",1,"LeftForeArm",1,"LeftForeArmRoll",1,"LeftHand",1,"LeftHandRing",1,"LeftHandPinky1",1,"LeftHandPinky2",1,"LeftHandPinky3",1,"LeftHandRing1",1,"LeftHandRing2",1,"LeftHandRing3",1,"LeftHandMiddle1",1,"LeftHandMiddle2",1,"LeftHandMiddle3",1,"LeftHandIndex1",1,"LeftHandIndex2",1,"LeftHandIndex3",1,"LeftHandThumb1",1,"LeftHandThumb2",1,"LeftHandThumb3",1,"RightShoulder",1,"RightArm",1,"RightArmRoll",1,"RightForeArm",1,"RightForeArmRoll",1,"RightHand",1,"RightHandRing",1,"RightHandPinky1",1,"RightHandPinky2",1,"RightHandPinky3",1,"RightHandRing1",1,"RightHandRing2",1,"RightHandRing3",1,"RightHandMiddle1",1,"RightHandMiddle2",1,"RightHandMiddle3",1,"RightHandIndex1",1,"RightHandIndex2",1,"RightHandIndex3",1,"RightHandThumb1",1,"RightHandThumb2",1,"RightHandThumb3",1,"Spine",1,"Spine1",1,"Spine2",1,"Spine3",1,"pelvis","MaskStart"}; }; class States { class AinvPercMstpSrasWrflDnon; class AinvPercMstpSrasWrflDnon_async: AinvPercMstpSrasWrflDnon { mask = "handsWeapon"; canBlendStep = 1; }; }; }; Whenever i load this mod, Actions only show RifleStandActions_gear where as normal it shows a lot of different ones. It basically breaks all animations and turns the character into T pose. It does not seem that CfgMovesMaleSdr > Actions has a parent class so i dont know why this is happening. Anyone have a suggestion? You're missing the inheritance for RifleStandActions_gear which should be: class RifleStandActions_gear: RifleLowStandActions You should also be setting your actions in class CfgMovesBasic with your animations being defined in CfgMovesMaleSdr : CfgMovesBasic. For example: class CfgMovesBasic { class Actions { class RifleStandActions; class RifleStandEvasiveActionsF: RifleStandActions { getOver = "AovrPercMrunSrasWrflDf"; }; class RifleStandActionsRunF: RifleStandActions { getOver = "AovrPercMrunSrasWrflDf"; }; class RifleStandActionsJogF: RifleStandActions { getOver = "AovrPercMrunSrasWrflDf"; }; class RifleLowStandActions; class RifleLowStandActionsRunF: RifleLowStandActions { getOver = "AovrPercMrunSrasWrflDf"; }; class RifleLowStandActionsWlkFL: RifleLowStandActions { getOver = "AovrPercMrunSrasWrflDf"; }; }; }; class CfgMovesMaleSdr: CfgMovesBasic { skeletonName = "OFP2_ManSkeleton"; gestures = "CfgGesturesMale"; class States { class AmovPercMstpSrasWrflDnon; class AmovPercMrunSrasWrflDf: AmovPercMstpSrasWrflDnon { ConnectTo[] = {"AmovPercMrunSlowWrflDf",0.025}; InterpolateTo[] = {"AovrPercMrunSrasWrflDf",0.202,"AovrPercMstpSrasWrflDf",0.22,"AmovPercMrunSlowWrflDf",0.025,"AmovPercMwlkSrasWrflDf",0.025,"AmovPknlMrunSrasWrflDf",0.03,"AmovPercMrunSlowWrflDf_AmovPpneMstpSrasWrflDnon",0.02,"AmovPercMevaSrasWrflDf",0.025,"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDl",0.05,"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDr",0.05,"AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDb",0.05,"Unconscious",0.01,"AmovPercMtacSrasWrflDf",0.02,"AmovPercMrunSrasWrflDfl",0.02,"AmovPercMrunSrasWrflDfl_ldst",0.02,"AmovPercMrunSrasWrflDfr",0.02,"AmovPercMrunSrasWrflDfr_ldst",0.02,"AmovPercMstpSrasWrflDnon",0.02,"AmovPercMrunSrasWrflDl",0.02,"AmovPercMrunSrasWrflDbl",0.02,"AmovPercMrunSrasWrflDb",0.02,"AmovPercMrunSrasWrflDbr",0.02,"AmovPercMrunSrasWrflDr",0.02,"AmovPknlMstpSlowWrflDnon_relax",0.1,"AmovPercMrunSrasWrflDf_ldst",0.02,"AmovPercMrunSrasWrflDf",0.02}; }; }; }; Edited January 30, 2014 by Kerc Kasha Share this post Link to post Share on other sites