Vasily.B 529 Posted May 28, 2016 Im out of ideas, this game is not modding frienly. I copied code from other, WORKING addon (part of it, the start, before classes), and it have problems with every sign. More, it mislead = with }; ,' with i dont know now.I got error by error: ErrorMessage: File AK\config.cpp, line 11: /: '=' encountered instead of '{' ErrorMessage: File AK\config.cpp, line 10: /: '=' encountered instead of '{'ErrorMessage: File AK\config.cpp, line 8: Config: '"' encountered instead of '{'BTW i didnt used = even one time, there was }; in those places.Last one:13:13:23 File AK\config.cpp, line 6: '/AK.requiredVersion': Missing ';' prior '}'ErrorMessage: File AK\config.cpp, line 8: Config: '"' encountered instead of '{'Here is the code (now, i tried every combination, i'm stuck, beacuse i dont know where this game sees ' ) class AK { units[] = {}; weapons[] = {}; requiredVersion = {0.1}; requiredAddons[] = "rhs_weapons"; }; class CfgWeapons = class Rifle_Base_F; { class rhs_weap_ak74m: rhs_weap_ak74m_Base_F { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74m_co_paa"}; }; class rhs_weap_ak74m_camo: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74mcamo_co_paa"}; rhs_fold="rhs_weap_ak74m_camo_folded"; rhs_npz="rhs_weap_ak74m_camo_npz"; baseWeapon="rhs_weap_ak74m_camo"; }; class rhs_weap_ak74m_desert: rhs_weap_ak74m { hiddenSelectionsTextures[]= {"AK/ak74mpaint_co_paa"}; rhs_fold="rhs_weap_ak74m_desert_folded"; rhs_npz="rhs_weap_ak74m_desert_npz"; baseWeapon="rhs_weap_ak74m_desert"; }; class rhs_weap_ak74m_plummag: rhs_weap_ak74m { hiddenSelectionsTextures[]= {"AK/ak74m_plum_co_paa"}; rhs_fold="rhs_weap_ak74m_plummag_folded"; rhs_npz="rhs_weap_ak74m_plummag_npz"; baseWeapon="rhs_weap_ak74m_plummag"; }; class rhs_weap_ak74m_2mag: rhs_weap_ak74m { hiddenSelectionsTextures[]= {"AK/ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_2mag_npz"; baseWeapon="rhs_weap_ak74m_2mag"; }; class rhs_weap_ak74m_2mag_camo: rhs_weap_ak74m_2mag { hiddenSelectionsTextures[]= {"AK/ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_2mag_camo_npz"; baseWeapon="rhs_weap_ak74m_2mag_camo"; }; class rhs_weap_ak74m_npz: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74m_plum_co_paa"}; rhs_npz="rhs_weap_ak74m"; }; class rhs_weap_ak74m_camo_npz: rhs_weap_ak74m_npz { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_camo"; }; class rhs_weap_ak74m_desert_npz: rhs_weap_ak74m_npz { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74mpaint_co_paa"}; rhs_npz="rhs_weap_ak74m_desert"; baseWeapon="rhs_weap_ak74m_desert_npz"; }; class rhs_weap_ak74m_plummag_npz: rhs_weap_ak74m_npz { rhs_npz="rhs_weap_ak74m_plummag"; hiddenSelectionsTextures[]= {"AK/ak74m_plum_co_paa"}; weaponInfoType="rhs_rscOptics_ak74_plummag_npz"; baseWeapon="rhs_weap_ak74m_plummag_npz"; }; class rhs_weap_ak74m_2mag_npz: rhs_weap_ak74m_2mag { hiddenSelectionsTextures[]= {"AK/ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_2mag"; baseWeapon="rhs_weap_ak74m_2mag_npz"; }; class rhs_weap_ak74m_2mag_camo_npz: rhs_weap_ak74m_2mag_npz { rhs_npz="rhs_weap_ak74m_2mag_camo"; hiddenSelectionsTextures[]= {"AK/ak74mcamo_co_paa"}; }; class rhs_weap_ak74m_folded: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74m_co_paa"}; rhs_fold="rhs_weap_ak74m"; baseWeapon="rhs_weap_ak74m_folded"; }; class rhs_weap_ak74m_camo_folded: rhs_weap_ak74m_folded { hiddenSelectionsTextures[]= {"AK/ak74mcamo_co_paa"}; rhs_fold="rhs_weap_ak74m_camo"; baseWeapon="rhs_weap_ak74m_camo_folded"; }; class rhs_weap_ak74m_desert_folded: rhs_weap_ak74m_folded { hiddenSelectionsTextures[]= {"AK/ak74mpaint_co_paa"}; rhs_fold="rhs_weap_ak74m_desert"; baseWeapon="rhs_weap_ak74m_desert_folded"; }; class rhs_weap_ak74m_plummag_folded: rhs_weap_ak74m_folded { hiddenSelectionsTextures[]= {"AK/ak74m_plum_co_paa"}; rhs_fold="rhs_weap_ak74m_plummag"; baseWeapon="rhs_weap_ak74m_plummag_folded"; }; class rhs_weap_ak103_base: rhs_weap_akm { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak103_co_paa"}; rhs_npz="rhs_weap_ak103_npz";"; }; class rhs_weap_ak103_npz: rhs_weap_ak103 { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak103_co_paa"}; rhs_npz="rhs_weap_ak103"; baseWeapon="rhs_weap_ak103_npz"; }; class rhs_weap_ak103_1: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak103_co_paa"}; baseWeapon="rhs_weap_ak103_1"; }; class rhs_weap_ak103_2: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak103_co_paa"}; baseWeapon="rhs_weap_ak103_2"; }; class rhs_weap_ak104: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak104_co_paa"}; }; class rhs_weap_ak104_npz: rhs_weap_ak104 { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak104_co_paa"}; rhs_npz="rhs_weap_ak104"; baseWeapon="rhs_weap_ak104_npz"; }; class rhs_weap_ak105: rhs_weap_ak74m { baseWeapon="rhs_weap_ak105"; hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK/ak105_co_paa"}; }; class rhs_weap_ak105_npz: rhs_weap_ak105{ hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak105_co_paa"}; rhs_npz="rhs_weap_ak105"; baseWeapon="rhs_weap_ak105_npz"; }; }; }; Where i have done mistake?Original code, befoire correcting the stupid errors was like that class AK { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"rhs_weapons"}; }; class CfgWeapons { class Rifle_Base_F; { ///////////////////////////////////////////////////////AK-74M class rhs_weap_ak74m: rhs_weap_ak74m_Base_F { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74m_co_paa"}; }; class rhs_weap_ak74m_camo: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74mcamo_co_paa"}; rhs_fold="rhs_weap_ak74m_camo_folded"; rhs_npz="rhs_weap_ak74m_camo_npz"; baseWeapon="rhs_weap_ak74m_camo"; }; class rhs_weap_ak74m_desert: rhs_weap_ak74m { hiddenSelectionsTextures[]= {"AK/ak74mpaint_co_paa"}; rhs_fold="rhs_weap_ak74m_desert_folded"; rhs_npz="rhs_weap_ak74m_desert_npz"; baseWeapon="rhs_weap_ak74m_desert"; }; class rhs_weap_ak74m_plummag: rhs_weap_ak74m { hiddenSelectionsTextures[]= {"AK/ak74m_plum_co_paa"}; rhs_fold="rhs_weap_ak74m_plummag_folded"; rhs_npz="rhs_weap_ak74m_plummag_npz"; baseWeapon="rhs_weap_ak74m_plummag"; }; class rhs_weap_ak74m_2mag: rhs_weap_ak74m { hiddenSelectionsTextures[]= {"AK/ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_2mag_npz"; baseWeapon="rhs_weap_ak74m_2mag"; }; class rhs_weap_ak74m_2mag_camo: rhs_weap_ak74m_2mag { hiddenSelectionsTextures[]= {"AK/ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_2mag_camo_npz"; baseWeapon="rhs_weap_ak74m_2mag_camo"; }; ///////////////////////////////////////////////////////AK-74M_NPZ class rhs_weap_ak74m_npz: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74m_plum_co_paa"}; rhs_npz="rhs_weap_ak74m"; }; class rhs_weap_ak74m_camo_npz: rhs_weap_ak74m_npz { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_camo"; }; class rhs_weap_ak74m_desert_npz: rhs_weap_ak74m_npz { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74mpaint_co_paa"}; rhs_npz="rhs_weap_ak74m_desert"; baseWeapon="rhs_weap_ak74m_desert_npz"; }; class rhs_weap_ak74m_plummag_npz: rhs_weap_ak74m_npz { rhs_npz="rhs_weap_ak74m_plummag"; hiddenSelectionsTextures[]= {"AK/ak74m_plum_co_paa"}; weaponInfoType="rhs_rscOptics_ak74_plummag_npz"; baseWeapon="rhs_weap_ak74m_plummag_npz"; }; class rhs_weap_ak74m_2mag_npz: rhs_weap_ak74m_2mag { hiddenSelectionsTextures[]= {"AK/ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_2mag"; baseWeapon="rhs_weap_ak74m_2mag_npz"; }; class rhs_weap_ak74m_2mag_camo_npz: rhs_weap_ak74m_2mag_npz { rhs_npz="rhs_weap_ak74m_2mag_camo"; hiddenSelectionsTextures[]= {"AK/ak74mcamo_co_paa"}; }; ///////////////////////////////////////////////////////AK-74M_FOLDED class rhs_weap_ak74m_folded: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak74m_co_paa"}; rhs_fold="rhs_weap_ak74m"; baseWeapon="rhs_weap_ak74m_folded"; }; class rhs_weap_ak74m_camo_folded: rhs_weap_ak74m_folded { hiddenSelectionsTextures[]= {"AK/ak74mcamo_co_paa"}; rhs_fold="rhs_weap_ak74m_camo"; baseWeapon="rhs_weap_ak74m_camo_folded"; }; class rhs_weap_ak74m_desert_folded: rhs_weap_ak74m_folded { hiddenSelectionsTextures[]= {"AK/ak74mpaint_co_paa"}; rhs_fold="rhs_weap_ak74m_desert"; baseWeapon="rhs_weap_ak74m_desert_folded"; }; class rhs_weap_ak74m_plummag_folded: rhs_weap_ak74m_folded { hiddenSelectionsTextures[]= {"AK/ak74m_plum_co_paa"}; rhs_fold="rhs_weap_ak74m_plummag"; baseWeapon="rhs_weap_ak74m_plummag_folded"; }; ///////////////////////////////////////////////////////AK-103 class rhs_weap_ak103_base: rhs_weap_akm { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak103_co_paa"}; rhs_npz="rhs_weap_ak103_npz";"; }; class rhs_weap_ak103_npz: rhs_weap_ak103 { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak103_co_paa"}; rhs_npz="rhs_weap_ak103"; baseWeapon="rhs_weap_ak103_npz"; }; class rhs_weap_ak103_1: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak103_co_paa"}; baseWeapon="rhs_weap_ak103_1"; }; class rhs_weap_ak103_2: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak103_co_paa"}; baseWeapon="rhs_weap_ak103_2"; }; ///////////////////////////////////////////////////////AK-104 class rhs_weap_ak104: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak104_co_paa"}; }; class rhs_weap_ak104_npz: rhs_weap_ak104 { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak104_co_paa"}; rhs_npz="rhs_weap_ak104"; baseWeapon="rhs_weap_ak104_npz"; }; ///////////////////////////////////////////////////////AK-105 class rhs_weap_ak105: rhs_weap_ak74m { baseWeapon="rhs_weap_ak105"; hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK/ak105_co_paa"}; }; class rhs_weap_ak105_npz: rhs_weap_ak105{ hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK/ak105_co_paa"}; rhs_npz="rhs_weap_ak105"; baseWeapon="rhs_weap_ak105_npz"; }; }; }; Share this post Link to post Share on other sites
Jackal326 1181 Posted May 28, 2016 All of your paths are wrong. They need to be \ not / This game is VERY mod friendly, provided you know what you're actually doing... Also class CfgWeapons = class Rifle_Base_F; { Get rid of the { after Rifle_Base_F; The line ends at the semi-colon ( ; ), so a brace afterwards causes the game to think you're opening a new class but you're not, you're defining an external inheritance. Why in God's name have you enclosed the required version in {}? It should just be: requiredVersion = 0.1; This is like a 'Where's Wally/Waldo' of bad coding, only there are more Wally/Waldo's than there are other characters... 1 Share this post Link to post Share on other sites
hoverguy 177 Posted May 28, 2016 Also: class CfgWeapons = is not valid should be: class CfgWeapons { Line 102 rhs_npz="rhs_weap_ak103_npz";"; should be: rhs_npz="rhs_weap_ak103_npz"; And maybe other things that I didn't see... EDIT: requiredAddons[] = "rhs_weapons"; -> requiredAddons[] = {"rhs_weapons"}; // Array of strings 1 Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 Also: class CfgWeapons = is not valid should be: class CfgWeapons { Line 102 rhs_npz="rhs_weap_ak103_npz";"; should be: rhs_npz="rhs_weap_ak103_npz"; And maybe other things that I didn't see... EDIT: requiredAddons[] = "rhs_weapons"; -> requiredAddons[] = {"rhs_weapons"}; // Array of strings This is how it was look like before editing. (check spoiler) I just corrected what game wanted to make, (check error messages) @Jackal, checking...... Not working ErrorMessage: File AK\config.cpp, line 8: Config: '"' encountered instead of '{' class AK { units[] = {}; weapons[] = {}; requiredVersion = 0.1; <<<<<<< here is some problem requiredAddons[] = "{rhs_weapons}"; Share this post Link to post Share on other sites
Jackal326 1181 Posted May 28, 2016 This is how it was look like before editing. (check spoiler) How on Earth did it work then, because that code is (to quote Bill and Ted) bogus! Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 How on Earth did it work then, because that code is (to quote Bill and Ted) bogus! You dont understand. Its code start from RHS weapons and other small addons (every start the same). I dont get whats wrong here, where the game see this fuckin ' . Share this post Link to post Share on other sites
hoverguy 177 Posted May 28, 2016 Hmmm requiredAddons[] = "{rhs_weapons}"; Should be: requiredAddons[] = {"rhs_weapons"}; Put your glasses on bro :ph34r: (sorry I had to do it) RPT is not always right, it is often related to the line right before or right after. 1 Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 Hmmm requiredAddons[] = "{rhs_weapons}"; Should be: requiredAddons[] = {"rhs_weapons"}; Put your glasses on bro :ph34r: (sorry I had to do it) RPT is not always right, it is often related to the line right before or right after. OK Now : ErrorMessage: File AK\config.cpp, line 14: /CfgWeapons.rhs_weap_ak74m: Undefined base class 'rhs_weap_ak74m_Base_F Share this post Link to post Share on other sites
Jackal326 1181 Posted May 28, 2016 You dont understand. Its code start from RHS weapons and other small addons (every start the same). I dont get whats wrong here, where the game see this fuckin ' . Code from RHS that has been hacked together and utterly destroyed. The very top of the config is missing too: class CfgPatches { class AK 2 Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 Code from RHS that has been hacked together and utterly destroyed. The very top of the config is missing too: class CfgPatches { class AK ErrorMessage: File AK\config.cpp, line 14: /CfgWeapons.rhs_weap_ak74m: Undefined base class 'rhs_weap_ak74m_Base_F' Share this post Link to post Share on other sites
Jackal326 1181 Posted May 28, 2016 ErrorMessage: File AK\config.cpp, line 14: /CfgWeapons.rhs_weap_ak74m: Undefined base class 'rhs_weap_ak74m_Base_F' class CfgWeapons { class Rifle_Base_F; class rhs_weap_ak74m_Base_F; class rhs_weap_ak74m: rhs_weap_ak74m_Base_F { Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 checking...Man, fuck this, its working, but it did not override the default textures. This is why i hate modding arma 3 Share this post Link to post Share on other sites
Jackal326 1181 Posted May 28, 2016 checking... Man, fuck this, its working, but it did not override the default textures. This is why i hate modding arma 3 Post your entire config again in a fresh post. The 999 edits I've done in my head to the original are giving me brain cancer. Chances are the required addon needs to be "rhs_c_weapons" Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 class CfgPatches { class AK { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"rhs_weapons"}; }; class CfgWeapons { class Rifle_Base_F; class rhs_weap_ak74m_Base_F; class rhs_weap_akm; class rhs_weap_ak103; class rhs_weap_ak74m: rhs_weap_ak74m_Base_F { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak74m_co_paa"}; }; class rhs_weap_ak74m_camo: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak74mcamo_co_paa"}; rhs_fold="rhs_weap_ak74m_camo_folded"; rhs_npz="rhs_weap_ak74m_camo_npz"; baseWeapon="rhs_weap_ak74m_camo"; }; class rhs_weap_ak74m_desert: rhs_weap_ak74m { hiddenSelectionsTextures[]= {"AK\ak74mpaint_co_paa"}; rhs_fold="rhs_weap_ak74m_desert_folded"; rhs_npz="rhs_weap_ak74m_desert_npz"; baseWeapon="rhs_weap_ak74m_desert"; }; class rhs_weap_ak74m_plummag: rhs_weap_ak74m { hiddenSelectionsTextures[]= {"AK\ak74m_plum_co_paa"}; rhs_fold="rhs_weap_ak74m_plummag_folded"; rhs_npz="rhs_weap_ak74m_plummag_npz"; baseWeapon="rhs_weap_ak74m_plummag"; }; class rhs_weap_ak74m_2mag: rhs_weap_ak74m { hiddenSelectionsTextures[]= {"AK\ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_2mag_npz"; baseWeapon="rhs_weap_ak74m_2mag"; }; class rhs_weap_ak74m_2mag_camo: rhs_weap_ak74m_2mag { hiddenSelectionsTextures[]= {"AK\ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_2mag_camo_npz"; baseWeapon="rhs_weap_ak74m_2mag_camo"; }; class rhs_weap_ak74m_npz: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak74m_plum_co_paa"}; rhs_npz="rhs_weap_ak74m"; }; class rhs_weap_ak74m_camo_npz: rhs_weap_ak74m_npz { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_camo"; }; class rhs_weap_ak74m_desert_npz: rhs_weap_ak74m_npz { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak74mpaint_co_paa"}; rhs_npz="rhs_weap_ak74m_desert"; baseWeapon="rhs_weap_ak74m_desert_npz"; }; class rhs_weap_ak74m_plummag_npz: rhs_weap_ak74m_npz { rhs_npz="rhs_weap_ak74m_plummag"; hiddenSelectionsTextures[]= {"AK\ak74m_plum_co_paa"}; weaponInfoType="rhs_rscOptics_ak74_plummag_npz"; baseWeapon="rhs_weap_ak74m_plummag_npz"; }; class rhs_weap_ak74m_2mag_npz: rhs_weap_ak74m_2mag { hiddenSelectionsTextures[]= {"AK\ak74mcamo_co_paa"}; rhs_npz="rhs_weap_ak74m_2mag"; baseWeapon="rhs_weap_ak74m_2mag_npz"; }; class rhs_weap_ak74m_2mag_camo_npz: rhs_weap_ak74m_2mag_npz { rhs_npz="rhs_weap_ak74m_2mag_camo"; hiddenSelectionsTextures[]= {"AK\ak74mcamo_co_paa"}; }; class rhs_weap_ak74m_folded: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak74m_co_paa"}; rhs_fold="rhs_weap_ak74m"; baseWeapon="rhs_weap_ak74m_folded"; }; class rhs_weap_ak74m_camo_folded: rhs_weap_ak74m_folded { hiddenSelectionsTextures[]= {"AK\ak74mcamo_co_paa"}; rhs_fold="rhs_weap_ak74m_camo"; baseWeapon="rhs_weap_ak74m_camo_folded"; }; class rhs_weap_ak74m_desert_folded: rhs_weap_ak74m_folded { hiddenSelectionsTextures[]= {"AK\ak74mpaint_co_paa"}; rhs_fold="rhs_weap_ak74m_desert"; baseWeapon="rhs_weap_ak74m_desert_folded"; }; class rhs_weap_ak74m_plummag_folded: rhs_weap_ak74m_folded { hiddenSelectionsTextures[]= {"AK\ak74m_plum_co_paa"}; rhs_fold="rhs_weap_ak74m_plummag"; baseWeapon="rhs_weap_ak74m_plummag_folded"; }; class rhs_weap_ak103_base: rhs_weap_akm { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak103_co_paa"}; rhs_npz="rhs_weap_ak103_npz"; }; class rhs_weap_ak103_npz: rhs_weap_ak103 { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak103_co_paa"}; rhs_npz="rhs_weap_ak103"; baseWeapon="rhs_weap_ak103_npz"; }; class rhs_weap_ak103_1: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak103_co_paa"}; baseWeapon="rhs_weap_ak103_1"; }; class rhs_weap_ak103_2: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak103_co_paa"}; baseWeapon="rhs_weap_ak103_2"; }; class rhs_weap_ak104: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak104_co_paa"}; }; class rhs_weap_ak104_npz: rhs_weap_ak104 { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak104_co_paa"}; rhs_npz="rhs_weap_ak104"; baseWeapon="rhs_weap_ak104_npz"; }; class rhs_weap_ak105: rhs_weap_ak74m { baseWeapon="rhs_weap_ak105"; hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK\ak105_co_paa"}; }; class rhs_weap_ak105_npz: rhs_weap_ak105{ hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\ak105_co_paa"}; rhs_npz="rhs_weap_ak105"; baseWeapon="rhs_weap_ak105_npz"; }; }; }; Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 Deleting/changing depedency doesnt help, still old rusty ugly default skins. Share this post Link to post Share on other sites
Jackal326 1181 Posted May 28, 2016 Try requiredAddons[] = {"rhs_weapons","rhs_weapons2","rhs_c_weapons"}; Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 Try requiredAddons[] = {"rhs_weapons","rhs_weapons2","rhs_c_weapons"}; Cant believe, still nothing. Writed to RHS team. Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 Is this true?!https://forums.bistudio.com/topic/162237-problem-with-simple-retexturing-of-weapon-please-help/?p=2540411 Share this post Link to post Share on other sites
Artenis 7 Posted May 28, 2016 hiddenSelectionsTextures[] = {"AK\ak105_co_paa"}; For all your textures paths : .paa not _paa Also i believe you have to list every HiddenSelections if there are more than one, even those you don't want to change, and define all the textures accordingly. Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 Corrected, not workingCurrent Code (wasted more than half of day :( ) This game is not modding firendly class CfgPatches { class AK { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"rhs_weapons","rhs_weapons2","rhs_c_weapons"}; }; class CfgWeapons { class Rifle_Base_F; class rhs_weap_ak74m_Base_F; class rhs_weap_akm; class rhs_weap_ak103; class rhs_weap_ak74m: rhs_weap_ak74m_Base_F { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74m_co.paa"}; }; class rhs_weap_ak74m_camo: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74mcamo_co.paa"}; rhs_fold="rhs_weap_ak74m_camo_folded"; rhs_npz="rhs_weap_ak74m_camo_npz"; baseWeapon="rhs_weap_ak74m_camo"; }; class rhs_weap_ak74m_desert: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74mpaint_co.paa"}; rhs_fold="rhs_weap_ak74m_desert_folded"; rhs_npz="rhs_weap_ak74m_desert_npz"; baseWeapon="rhs_weap_ak74m_desert"; }; class rhs_weap_ak74m_plummag: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74m_plum_co.paa"}; rhs_fold="rhs_weap_ak74m_plummag_folded"; rhs_npz="rhs_weap_ak74m_plummag_npz"; baseWeapon="rhs_weap_ak74m_plummag"; }; class rhs_weap_ak74m_2mag: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74mcamo_co.paa"}; rhs_npz="rhs_weap_ak74m_2mag_npz"; baseWeapon="rhs_weap_ak74m_2mag"; }; class rhs_weap_ak74m_2mag_camo: rhs_weap_ak74m_2mag { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74mcamo_co.paa"}; rhs_npz="rhs_weap_ak74m_2mag_camo_npz"; baseWeapon="rhs_weap_ak74m_2mag_camo"; }; class rhs_weap_ak74m_npz: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74m_plum_co.paa"}; rhs_npz="rhs_weap_ak74m"; }; class rhs_weap_ak74m_camo_npz: rhs_weap_ak74m_npz { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74mcamo_co.paa"}; rhs_npz="rhs_weap_ak74m_camo"; }; class rhs_weap_ak74m_desert_npz: rhs_weap_ak74m_npz { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74mpaint_co.paa"}; rhs_npz="rhs_weap_ak74m_desert"; baseWeapon="rhs_weap_ak74m_desert_npz"; }; class rhs_weap_ak74m_plummag_npz: rhs_weap_ak74m_npz { rhs_npz="rhs_weap_ak74m_plummag"; hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74m_plum_co.paa"}; weaponInfoType="rhs_rscOptics_ak74_plummag_npz"; baseWeapon="rhs_weap_ak74m_plummag_npz"; }; class rhs_weap_ak74m_2mag_npz: rhs_weap_ak74m_2mag { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74mcamo_co.paa"}; rhs_npz="rhs_weap_ak74m_2mag"; baseWeapon="rhs_weap_ak74m_2mag_npz"; }; class rhs_weap_ak74m_2mag_camo_npz: rhs_weap_ak74m_2mag_npz { hiddenSelections[] = {"body"}; rhs_npz="rhs_weap_ak74m_2mag_camo"; hiddenSelectionsTextures[]= {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74mcamo_co.paa"}; }; class rhs_weap_ak74m_folded: rhs_weap_ak74m { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74m_co.paa"}; rhs_fold="rhs_weap_ak74m"; baseWeapon="rhs_weap_ak74m_folded"; }; class rhs_weap_ak74m_camo_folded: rhs_weap_ak74m_folded { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74mcamo_co.paa"}; rhs_fold="rhs_weap_ak74m_camo"; baseWeapon="rhs_weap_ak74m_camo_folded"; }; class rhs_weap_ak74m_desert_folded: rhs_weap_ak74m_folded { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74mpaint_co.paa"}; rhs_fold="rhs_weap_ak74m_desert"; baseWeapon="rhs_weap_ak74m_desert_folded"; }; class rhs_weap_ak74m_plummag_folded: rhs_weap_ak74m_folded { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak74m_plum_co.paa"}; rhs_fold="rhs_weap_ak74m_plummag"; baseWeapon="rhs_weap_ak74m_plummag_folded"; }; class rhs_weap_ak103_base: rhs_weap_akm { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak103_co.paa"}; rhs_npz="rhs_weap_ak103_npz"; }; class rhs_weap_ak103_npz: rhs_weap_ak103 { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak103_co.paa"}; rhs_npz="rhs_weap_ak103"; baseWeapon="rhs_weap_ak103_npz"; }; class rhs_weap_ak103_1: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak103_co.paa"}; baseWeapon="rhs_weap_ak103_1"; }; class rhs_weap_ak103_2: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak103_co.paa"}; baseWeapon="rhs_weap_ak103_2"; }; class rhs_weap_ak104: rhs_weap_ak103_base { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak104_co.paa"}; }; class rhs_weap_ak104_npz: rhs_weap_ak104 { hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak104_co.paa"}; rhs_npz="rhs_weap_ak104"; baseWeapon="rhs_weap_ak104_npz"; }; class rhs_weap_ak105: rhs_weap_ak74m { baseWeapon="rhs_weap_ak105"; hiddenSelections[] = {"body"}; hiddenSelectionsTextures[]= {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak105_co.paa"}; }; class rhs_weap_ak105_npz: rhs_weap_ak105{ hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"AK\XXXXXXXXXXRetexturesXXXXXXXXXX\ak105_co.paa"}; rhs_npz="rhs_weap_ak105"; baseWeapon="rhs_weap_ak105_npz"; }; }; }; Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 There is no way to retexture their weapons - i even tried unpacking their weapons.pbo, deleting everything i dont override, change textures to new one, pack this as addon, load in 2 diferent orders (before RHS, after it) and WEAPONS TEXTURES ARE STILL THE SAME. If there is someone saying this game is modding friendly, lets just explain me, how to retexture AK-74M from RHS mod. RHS team sayed only to use hiddenselectiontexture. Share this post Link to post Share on other sites
Jackal326 1181 Posted May 28, 2016 Is this true?! https://forums.bistudio.com/topic/162237-problem-with-simple-retexturing-of-weapon-please-help/?p=2540411 Yes, but only if you're hex-editing a Binarized P3D file. SetObjectTexture/HiddenSelectionsTexture paths are not tied to the same limit. As such, your X-rated path embellishment is unnecessary. Share this post Link to post Share on other sites
Artenis 7 Posted May 28, 2016 Works for me. basicDefines.hpp #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 // type scope #define private 0 #define protected 1 #define public 2 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 #define CanSeePeripheral 32 //lock acquiring #define manualLA 0 #define automaticLA 1 //lockable target type #define lockGroundTT 0 #define lockAirGroundTT 1 #define lockAirTT 2 #define lockGround 0 #define lockAirGround 1 #define lockAir 2 //missile lock type #define fireAndForgetLT 0 #define keepLockedLT 1 #define manualLT 2 #define SPEED_STATIC 1e10 #define LockNo 0 #define LockCadet 1 #define LockYes 2 enum {StabilizedInAxesNone,StabilizedInAxisX,StabilizedInAxisY,StabilizedInAxesBoth,StabilizedInAxesXYZ}; #define StabilizedInAxesNone 0 #define StabilizedInAxisX 1 #define StabilizedInAxisY 2 #define StabilizedInAxesBoth 3 #define StabilizedInAxesXYZ 4 #define CM_none 0 #define CM_Lock_Visual 1 #define CM_Lock_IR 2 #define CM_Lock_Laser 4 #define CM_Lock_Radar 8 #define CM_Missile 16 #define CMImmunity_GOOD 0.9 #define CMImmunity_MIDDLE 0.65 #define CMImmunity_BAD 0.5 #define mag_xx(a,b) class _xx_##a {magazine = a; count = b;} #define weap_xx(a,b) class _xx_##a {weapon = a; count = b;} #define item_xx(a,b) class _xx_##a {name = a; count = b;} #define bag_xx(a,b) class _xx_##a {backpack = a; count = b;} #define DEFAULT_SLOT 0 #define MUZZLE_SLOT 101 #define OPTICS_SLOT 201 #define FLASHLIGHT_SLOT 301 #define NVG_SLOT 602 #define GOGGLE_SLOT 603 #define HEADGEAR_SLOT 605 #define UNIFORM_SLOT 801 #define HMD_SLOT 616 #define BINOCULAR_SLOT 617 #define MEDIKIT_SLOT 619 #define RADIO_SLOT 611 #define VEST_SLOT 701 #define BACKPACK_SLOT 901 #define LOAD(weight,capacity) maximumLoad = ##capacity##; \ mass = ##weight##; #define HeadArmourCoef 2.5 #define BodyArmourCoef 10 #define HandArmourCoef 5 #define LegArmourCoef 5 config.cpp #include "basicDefines.hpp" class CfgPatches { class AK74M_texture { units[]= {}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={}; }; }; class CfgWeapons { class rhs_weap_ak74m; // External class reference class rhs_weap_ak74m_texture : rhs_weap_ak74m { // DLC = "PLEASE_HELP"; baseWeapon="rhs_weap_ak74m_texture"; scope = 2; scopeArsenal = 2; author = "Vasili.B needs help"; displayName = "[AK74M texture]"; hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"\AK74M_texture\data\ak74m_texture_co.paa"}; }; }; // End CfgWeapons Please try to learn how things work before shouting for help. 5 Share this post Link to post Share on other sites
Jackal326 1181 Posted May 28, 2016 Works for me. basicDefines.hpp #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 // type scope #define private 0 #define protected 1 #define public 2 #define CanSeeRadar 1 #define CanSeeEye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 #define CanSeePeripheral 32 //lock acquiring #define manualLA 0 #define automaticLA 1 //lockable target type #define lockGroundTT 0 #define lockAirGroundTT 1 #define lockAirTT 2 #define lockGround 0 #define lockAirGround 1 #define lockAir 2 //missile lock type #define fireAndForgetLT 0 #define keepLockedLT 1 #define manualLT 2 #define SPEED_STATIC 1e10 #define LockNo 0 #define LockCadet 1 #define LockYes 2 enum {StabilizedInAxesNone,StabilizedInAxisX,StabilizedInAxisY,StabilizedInAxesBoth,StabilizedInAxesXYZ}; #define StabilizedInAxesNone 0 #define StabilizedInAxisX 1 #define StabilizedInAxisY 2 #define StabilizedInAxesBoth 3 #define StabilizedInAxesXYZ 4 #define CM_none 0 #define CM_Lock_Visual 1 #define CM_Lock_IR 2 #define CM_Lock_Laser 4 #define CM_Lock_Radar 8 #define CM_Missile 16 #define CMImmunity_GOOD 0.9 #define CMImmunity_MIDDLE 0.65 #define CMImmunity_BAD 0.5 #define mag_xx(a,b) class _xx_##a {magazine = a; count = b;} #define weap_xx(a,b) class _xx_##a {weapon = a; count = b;} #define item_xx(a,b) class _xx_##a {name = a; count = b;} #define bag_xx(a,b) class _xx_##a {backpack = a; count = b;} #define DEFAULT_SLOT 0 #define MUZZLE_SLOT 101 #define OPTICS_SLOT 201 #define FLASHLIGHT_SLOT 301 #define NVG_SLOT 602 #define GOGGLE_SLOT 603 #define HEADGEAR_SLOT 605 #define UNIFORM_SLOT 801 #define HMD_SLOT 616 #define BINOCULAR_SLOT 617 #define MEDIKIT_SLOT 619 #define RADIO_SLOT 611 #define VEST_SLOT 701 #define BACKPACK_SLOT 901 #define LOAD(weight,capacity) maximumLoad = ##capacity##; \ mass = ##weight##; #define HeadArmourCoef 2.5 #define BodyArmourCoef 10 #define HandArmourCoef 5 #define LegArmourCoef 5 config.cpp #include "basicDefines.hpp" class CfgPatches { class AK74M_texture { units[]= {}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={}; }; }; class CfgWeapons { class rhs_weap_ak74m; // External class reference class rhs_weap_ak74m_texture : rhs_weap_ak74m { // DLC = "PLEASE_HELP"; baseWeapon="rhs_weap_ak74m_texture"; scope = 2; scopeArsenal = 2; author = "Vasili.B needs help"; displayName = "[AK74M texture]"; hiddenSelections[] = {"body"}; hiddenSelectionsTextures[] = {"\AK74M_texture\data\ak74m_texture_co.paa"}; }; }; // End CfgWeapons Please try to learn how things work before shouting for help. Thats as an additional entry though - What Vasily is trying to achieve is a direct replacement of RHS's rifle textures, without adding new classnames. Though I do agree about the 'help' part of your post. 1 Share this post Link to post Share on other sites
Vasily.B 529 Posted May 28, 2016 ?? I need help with config, but it not work, it not my fault. looks like on RC branch Hiddenselection is not working. Share this post Link to post Share on other sites