MarcusCunningham 12 Posted July 3, 2014 (edited) Awesome thanks man, I had everything done already, I was just trying to figure out where to place the weapon config, so all is good. Thank you for the help. --Edit-- Actually, the pointer slot "RH_peq2" is not working. I am getting no errors though? Edited July 3, 2014 by MarcusCunningham Share this post Link to post Share on other sites
teeha 22 Posted July 3, 2014 Huh, the IR laser was working just fine for me when I was testing it. Share this post Link to post Share on other sites
MarcusCunningham 12 Posted July 3, 2014 Figured it out, you have to have something placed in the Muzzle slot in order to have something in the Pointer slot, so now my question is I wander if you can write "none" or something like that because I dont want anything in the muzzle slot. Share this post Link to post Share on other sites
teeha 22 Posted July 3, 2014 Strange. Maybe try either getting rid of the muzzle class completely or swapping the muzzle class with the pointer class to see if that changes anything. Share this post Link to post Share on other sites
Voltagez 10 Posted July 4, 2014 Hey Teeha, thank you for your help till now :) I have another question and i think that you could maybe help me with it. I've opened a new thread because i think that it doesnt belong here. This is the link: http://forums.bistudio.com/showthread.php?179867-Soldiers-should-not-refill-their-ammo Would be great if you know how to fix this. Share this post Link to post Share on other sites
teeha 22 Posted July 8, 2014 Sorry I didn't respond sooner. I'll take a look at it right now. Share this post Link to post Share on other sites
sparfell_19 188 Posted July 9, 2014 (edited) Thanks a lot for this very helpfull thread. I'm now creating an addon which create a new faction using only vanilla equipements. In this mod, a new NATO faction is using TRG-21 instead of Mx rifles. My problem is that I need a backpack filled with proper ammunitions for the Ammo Bearer (and maybe other units classes). Do I need to create a new backpack class like for custom weapons attachements ? If Yes, how can I do that ? Or, is there a way to fill the backpack directly in the class config of the unit I created ? Already found a thread talking about that (can't post the link sorry, the name is "Backpack Config - missing entry") but I did not managed to use it cause of my poor coding competences. Thx by advance and sorry for my broken english.:o Edit : I found something but I can't make it work, here is my config.cpp : 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 CfgPatches { class weapon_cfg { requiredaddons[] = {"A3_Weapons_F"}; requiredversion = 1.0; units[] = {}; weapons[] = {}; magazines[] = {}; }; }; class CfgWeapons { class arifle_TRG21_F; class arifle_TRG21_Hamr_pointer_F : arifle_TRG21_F { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "optic_Hamr"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; [color="#FF0000"]class CfgVehicles[/color] { class B_Carryall_mcamo; class NF_B_Carryall_mcamo_ammo: B_Carryall_mcamo { scope = 1; class TransportItems { class _xx_FirstAidKit { name = "FirstAidKit"; count = 4; }; }; class TransportMagazines { class _xx_30Rnd_556x45_Stanag { name = "30Rnd_556x45_Stanag"; count = 10; }; class _xx_100Rnd_65x39_caseless_mag { name = "100Rnd_65x39_caseless_mag"; count = 1; }; }; }; }; I got an error message saying "bad vehicule type NF_B_Carryall_mcamo_ammo" I guess it is caused by the red line but i don't know what to write instead of "vehicle". Edited July 9, 2014 by Sparfell_19 found something Share this post Link to post Share on other sites
soldierman 16 Posted July 9, 2014 class CfgVehicles { class B_Carryall_mcamo; class NF_B_Carryall_mcamo_ammo: B_Carryall_mcamo { scope = 2; displayname = "NF Carryall Ammo"; class TransportItems { class _xx_FirstAidKit { name = "FirstAidKit"; count = 4; }; }; class TransportMagazines { class _xx_30Rnd_556x45_Stanag { magazine = "30Rnd_556x45_Stanag"; count = 10; }; class _xx_100Rnd_65x39_caseless_mag { magazine = "100Rnd_65x39_caseless_mag"; count = 1; }; }; }; That was working for me. The items didnt appear when adding it through VAS, maybe someone else can help you with that. But it works in the editor Share this post Link to post Share on other sites
sparfell_19 188 Posted July 9, 2014 Yeah thanks that works for me too, just had to change "item" for "magazine" and place it in an other config.cpp. Another question : Does anyone known what the "scope" value means ? Cause I see that you changed it for 2. Share this post Link to post Share on other sites
soldierman 16 Posted July 9, 2014 As far as i know it makes it a "visible" class. Easiest way is if it equals 2 then you can find it in a VAS system or ammo box. Share this post Link to post Share on other sites
teeha 22 Posted July 10, 2014 Yep. The CfgVehicles Config Reference does a good job of explaining it. Here's a little snippet of it. #define private 0#define protected 1 #define public 2 The meaning of each is as follows private: Only other classes inherit this class. It is not createVehicle'able, nor can the class be accessed via the Mission Editor. private is a common method of grouping base characteristics together and inheriting all those common characteristics into a class that can be viewed or accessed. public: Any classes declared public are CamCreateabale, and selectable via the Editor. protected: Identical to public, except the class will not be listed in the mission editor. Share this post Link to post Share on other sites
sparfell_19 188 Posted July 11, 2014 (edited) Thank's a lot for you disponibility. Another question : I'm asking myself if that part of the config.cpp is necessary if i'm not retexturing anything (just creating new units and weapons classes with vanilla units and equipements)? What are about these commands ? 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 }; I'm affraid about compatibility trouble with other mods like "AGM" for example. Edited July 11, 2014 by Sparfell_19 Share this post Link to post Share on other sites
teeha 22 Posted July 11, 2014 You know what? I'm really not 100% sure what it means so if someone knows I would like to know as well. The best way to find out if it's necessary or not is to just take it out, paste it somewhere else, then pack your mod into a pbo and see if you get any errors/see if it works in-game. Share this post Link to post Share on other sites
MarcusCunningham 12 Posted July 12, 2014 Sorry for another question on here, but how do you setup a vehicle with units inside it. I cant find it anywhere and there is no sample on the BIS Wiki. Anyone know how to do it? Share this post Link to post Share on other sites
sparfell_19 188 Posted July 12, 2014 You know what? I'm really not 100% sure what it means so if someone knows I would like to know as well. The best way to find out if it's necessary or not is to just take it out, paste it somewhere else, then pack your mod into a pbo and see if you get any errors/see if it works in-game. OK, I already tried without and it seems to works perfectly. Share this post Link to post Share on other sites
wansec_6 200 Posted January 24, 2015 Hey Guys, Have been trying to create my own custom faction and am having some problems. The setup for uniforms is working, but I am having problems with the weapons config. I am using one of EricJ's Scars. The rifle shows up but no attachments. Listed below is the config: 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 unit_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgFactionClasses { class c_units { displayName = "Sheepdog Protective"; author = "Wansec_6"; priority = 2; side = 1; }; }; class CfgVehicleClasses { class m_units { displayName = "Sheepdogs"; }; }; class CfgVehicles { class B_Soldier_base_F; class c_SquadLeader : B_Soldier_base_F { _generalMacro = "c_SquadLeader"; scope = 2; displayName = "Greywolf"; faction = c_units; vehicleClass = "m_units"; icon = "iconManLeader"; nakedUniform = "U_BasicBody"; uniformClass = "ARC_USMC_MARPAT_Uniform"; backpack = "ARC_USMC_Backpack_Carryall_MARPAT"; linkedItems[] = {"BDF_Colete_sar", "TFA_8point_marpat_wood", "G_Tactical_Black", "vdo_peltor_1_grey_nvg", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "O_UavTerminal", "Trixie_TA648"}; respawnLinkedItems[] = {"BDF_Colete_sar", "TFA_8point_marpat_wood","G_Tactical_Black", "vdo_peltor_1_grey_nvg", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "O_UavTerminal", "Trixie_TA648"}; weapons[] = {"c_Ej_scarstandardafg_scope","Binocular"}; respawnweapons[] = {"c_Ej_scarstandardafg_scope","Binocular"}; magazines[] = {"M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","HandGrenade","HandGrenade","SmokeShell","SmokeShell","SmokeShell"}; Respawnmagazines[] = {"M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","HandGrenade","HandGrenade","SmokeShell","SmokeShell","SmokeShell"}; }; class c_Rifleman : B_Soldier_base_F { _generalMacro = "c_SquadLeader"; scope = 2; displayName = "Rifleman"; faction = c_units; vehicleClass = "m_units"; nakedUniform = "U_BasicBody"; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_AssaultPack_khk"; linkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; weapons[] = {"c_RH_M4A1_ris_eosd"}; respawnweapons[] = {"c_RH_M4A1_ris_eosd"}; magazines[] = {"M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","HandGrenade","HandGrenade",}; Respawnmagazines[] = {"M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","M4318_mag","HandGrenade","HandGrenade",}; }; }; class CfgWeapons { class Ej_scarstandardafg; class c_Ej_scarstandardafg_scope : Ej_scarstandardafg { displayName = "SCAR L AFG"; picture = "\u100\data\scar_l_co.paa"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "RH_eotech553"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "RH_qdss_nt4"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "RH_peq2"; }; }; }; }; Can anybody help me with this. Share this post Link to post Share on other sites
BadHabitz 235 Posted January 24, 2015 You're trying to put RH scopes on EricJ's weapons. I think you need to make sure you have ASDG Joint Rails for both products. Share this post Link to post Share on other sites
wansec_6 200 Posted January 25, 2015 Thanks for that BadHabitz, I have the current version of Joint Rails. I can attach accessories to the SCARs using the Init field of a character, but the accessories do not want to attach to the Scars using the config setup. I have tried other weapons and they work. Might have to talk to Eric about it. Share this post Link to post Share on other sites
wansec_6 200 Posted February 7, 2015 Can anyone point me to a sample config for filling a pre-existing vest? Is a vest a vehicle like a backpack or something different? Share this post Link to post Share on other sites