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pt92

Problem in config.cpp : some input after EndOfFile

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Hello,

I have a question what does mean some input after EndOfFile when i want to compile addon (bullet proof vest) on Addon Builder?

Does my code have any error?

It's been a addon of texture bullet proof vest (Gendarmerie of Metropolitan France) for tacticalvest_police model or I can add texture directly in my mission folder and apply this on model?

enum {
	destructengine = 2,
	destructdefault = 6,
	destructwreck = 7,
	destructtree = 3,
	destructtent = 4,
	stabilizedinaxisx = 1,
	stabilizedinaxesxyz = 4,
	stabilizedinaxisy = 2,
	stabilizedinaxesboth = 3,
	destructno = 0,
	stabilizedinaxesnone = 0,
	destructman = 5,
	ordinalenum = 2,
	destructbuilding = 1
}

class CfgPatches {
	
	class GEND_VEST {
		units[] = {"GENDVEST"};
		weapons[] = {""};
		requiredVersion = 0.100000;
		version = "1.0";
		fileName = "GEND_VEST.pbo";
		author = "Tuner";
		requiredAddons[] = {"A3\Characters_F","A3\Weapons_F"};
	};
};
	/*extern*/ class Vest_Base_F;
	/*extern*/ class Item_Base_F;
        /*extern*/ class ItemCore;
	/*extern*/ class InventoryItem_Base_F;
	
class Vest_Camo_Base: ItemCore {
		author = "$STR_A3_Bohemia_Interactive";
		_generalMacro = "Vest_Camo_Base";
		scope = 0;
		weaponPoolAvailable = 1;
		allowedSlots = {901};
		picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
		model = "\A3\Weapons_F\Ammo\mag_univ.p3d";
		hiddenSelections = {"camo"};
		descriptionShort = "$STR_A3_SP_NOARMOR";
	
	class ItemInfo: VestItem {
			uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
			hiddenSelections = {"camo"};
			containerClass = "Supply0";
			mass = 0;
		};
	};
	
class V_TacVest_GEND: Vest_Camo_Base {
		author = "Tuner";
		_generalMacro = "V_TacVest_POLICE";
		scope = 2;
		displayName = "$STR_A3_V_TacVest_GENDARMERIE0";
		picture = "\A3\Characters_F\Data\UI\icon_V_TacVest_police_CA.paa";
		hiddenSelectionsTextures = {"\A3\GEND_VEST\Common\Data\tacticalvest_gend_co.paa"};
		model = "A3\Characters_F\Common\equip_tacticalvest";
		descriptionShort = "$STR_A3_SP_AL_II";

		class ItemInfo: ItemInfo {
			uniformModel = "A3\Characters_F\Common\equip_tacticalvest";
			containerClass = "Supply100";
			mass = 50;

			class HitpointsProtectionInfo {

				class Chest {
					hitpointName = "HitChest";
					armor = 12;
					passThrough = 0.400000;
				};

				class Diaphragm {
					hitpointName = "HitDiaphragm";
					armor = 12;
					passThrough = 0.400000;
				};

				class Abdomen {
					hitpointName = "HitAbdomen";
					armor = 12;
					passThrough = 0.400000;
				};

				class Body {
					hitpointName = "HitBody";
					passThrough = 0.400000;
				};
			};
		};
	};
	
	

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Very much so. A bit short on time for replying properly, but start by defining the vests as weapons and wrap it in cfgWeapons {};

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Now same error with

enum {
	destructengine = 2,
	destructdefault = 6,
	destructwreck = 7,
	destructtree = 3,
	destructtent = 4,
	stabilizedinaxisx = 1,
	stabilizedinaxesxyz = 4,
	stabilizedinaxisy = 2,
	stabilizedinaxesboth = 3,
	destructno = 0,
	stabilizedinaxesnone = 0,
	destructman = 5,
	ordinalenum = 2,
	destructbuilding = 1
}

class CfgPatches {
	
	class GEND_VEST {
		units[] = {"GENDVEST"};
		weapons[] = {""};
		requiredVersion = 0.100000;
		version = "1.0";
		fileName = "GEND_VEST.pbo";
		author = "Tuner";
		requiredAddons[] = {"A3\Characters_F","A3\Weapons_F"};
	};
};
class CfgWeapons {
	/*extern*/ class Vest_Base_F;
	/*extern*/ class Item_Base_F;
        /*extern*/ class ItemCore;
	/*extern*/ class InventoryItem_Base_F;
	

class VestItem: InventoryItem_Base_F {
		author = "$STR_A3_Bohemia_Interactive";
		_generalMacro = "VestItem";
		type = 701;
		uniformType = "Default";
		hiddenSelections = {};

		class HitpointsProtectionInfo {

			class Body {
				hitpointName = "HitBody";
				armor = 0;
				passThrough = 1;
			};
		};
		overlaySelectionsInfo = {"Ghillie_hide"};
		showHolsteredPistol = 0;
	};	
class Vest_Camo_Base: ItemCore {
		author = "$STR_A3_Bohemia_Interactive";
		_generalMacro = "Vest_Camo_Base";
		scope = 0;
		weaponPoolAvailable = 1;
		allowedSlots = {901};
		picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
		model = "\A3\Weapons_F\Ammo\mag_univ.p3d";
		hiddenSelections = {"camo"};
		descriptionShort = "$STR_A3_SP_NOARMOR";
	
	class ItemInfo: VestItem {
			uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
			hiddenSelections = {"camo"};
			containerClass = "Supply0";
			mass = 0;
		};
	};
	
class V_TacVest_GEND: Vest_Camo_Base {
		author = "Tuner";
		_generalMacro = "V_TacVest_POLICE";
		scope = 2;
		displayName = "$STR_A3_V_TacVest_GENDARMERIE0";
		picture = "\A3\Characters_F\Data\UI\icon_V_TacVest_police_CA.paa";
		hiddenSelectionsTextures = {"\A3\GEND_VEST\Common\Data\tacticalvest_gend_co.paa"};
		model = "A3\Characters_F\Common\equip_tacticalvest";
		descriptionShort = "$STR_A3_SP_AL_II";

		class ItemInfo: ItemInfo {
			uniformModel = "A3\Characters_F\Common\equip_tacticalvest";
			containerClass = "Supply100";
			mass = 50;

			class HitpointsProtectionInfo {

				class Chest {
					hitpointName = "HitChest";
					armor = 12;
					passThrough = 0.400000;
				};

				class Diaphragm {
					hitpointName = "HitDiaphragm";
					armor = 12;
					passThrough = 0.400000;
				};

				class Abdomen {
					hitpointName = "HitAbdomen";
					armor = 12;
					passThrough = 0.400000;
				};

				class Body {
					hitpointName = "HitBody";
					passThrough = 0.400000;
				};
			};
		};
	};
	
}	

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You'll need to close CfgWeapons. And Enum.


enum {
destructengine = 2,
destructdefault = 6,
destructwreck = 7,
destructtree = 3,
destructtent = 4,
stabilizedinaxisx = 1,
stabilizedinaxesxyz = 4,
stabilizedinaxisy = 2,
stabilizedinaxesboth = 3,
destructno = 0,
stabilizedinaxesnone = 0,
destructman = 5,
ordinalenum = 2,
destructbuilding = 1
};    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
class CfgPatches {

class GEND_VEST {
  units[] = {"GENDVEST"};
  weapons[] = {""};
  requiredVersion = 0.100000;
  version = "1.0";
  fileName = "GEND_VEST.pbo";
  author = "Tuner";
  requiredAddons[] = {"A3\Characters_F","A3\Weapons_F"};
};
};
class CfgWeapons {
/*extern*/ class Vest_Base_F;
/*extern*/ class Item_Base_F;
        /*extern*/ class ItemCore;
/*extern*/ class InventoryItem_Base_F;
class VestItem: InventoryItem_Base_F {
  author = "$STR_A3_Bohemia_Interactive";
  _generalMacro = "VestItem";
  type = 701;
  uniformType = "Default";
  hiddenSelections = {};
  class HitpointsProtectionInfo {
   class Body {
    hitpointName = "HitBody";
    armor = 0;
    passThrough = 1;
   };
  };
  overlaySelectionsInfo = {"Ghillie_hide"};
  showHolsteredPistol = 0;
};
class Vest_Camo_Base: ItemCore {
  author = "$STR_A3_Bohemia_Interactive";
  _generalMacro = "Vest_Camo_Base";
  scope = 0;
  weaponPoolAvailable = 1;
  allowedSlots = {901};
  picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
  model = "\A3\Weapons_F\Ammo\mag_univ.p3d";
  hiddenSelections = {"camo"};
  descriptionShort = "$STR_A3_SP_NOARMOR";

class ItemInfo: VestItem {
   uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
   hiddenSelections = {"camo"};
   containerClass = "Supply0";
   mass = 0;
  };
};

class V_TacVest_GEND: Vest_Camo_Base {
  author = "Tuner";
  _generalMacro = "V_TacVest_POLICE";
  scope = 2;
  displayName = "$STR_A3_V_TacVest_GENDARMERIE0";
  picture = "\A3\Characters_F\Data\UI\icon_V_TacVest_police_CA.paa";
  hiddenSelectionsTextures = {"\A3\GEND_VEST\Common\Data\tacticalvest_gend_co.paa"};
  model = "A3\Characters_F\Common\equip_tacticalvest";
  descriptionShort = "$STR_A3_SP_AL_II";
  class ItemInfo: ItemInfo {
   uniformModel = "A3\Characters_F\Common\equip_tacticalvest";
   containerClass = "Supply100";
   mass = 50;
   class HitpointsProtectionInfo {
    class Chest {
     hitpointName = "HitChest";
     armor = 12;
     passThrough = 0.400000;
    };
    class Diaphragm {
     hitpointName = "HitDiaphragm";
     armor = 12;
     passThrough = 0.400000;
    };
    class Abdomen {
     hitpointName = "HitAbdomen";
     armor = 12;
     passThrough = 0.400000;
    };
    class Body {
     hitpointName = "HitBody";
     passThrough = 0.400000;
    };
   };
  };
};

};      <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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A lot of extra junk in there you don't actually need. 

class CfgPatches {
	
	class GEND_VEST {
		units[] = {};
		weapons[] = {"V_TacVest_Gend"};
		requiredVersion = 0.100000;
		version = "1.0";
		author = "Tuner";
		requiredAddons[] = {"A3\Characters_F","A3\Weapons_F"};
	};
};

class CfgWeapons 
{

	class Vest_camo_base;

	class V_TacVest_GEND: Vest_Camo_Base {
		author = "Tuner";
		scope = 2;
		displayName = "$STR_A3_V_TacVest_GENDARMERIE0";
		picture = "\A3\Characters_F\Data\UI\icon_V_TacVest_police_CA.paa";
		hiddenSelectionsTextures = {"\A3\GEND_VEST\Common\Data\tacticalvest_gend_co.paa"};
		model = "A3\Characters_F\Common\equip_tacticalvest";

		class ItemInfo: ItemInfo 
		{
			uniformModel = "A3\Characters_F\Common\equip_tacticalvest";
			containerClass = "Supply100";
			mass = 50;

			class HitpointsProtectionInfo 
			{

				class Chest {
					hitpointName = "HitChest";
					armor = 12;
					passThrough = 0.400000;
				};

				class Diaphragm {
					hitpointName = "HitDiaphragm";
					armor = 12;
					passThrough = 0.400000;
				};

				class Abdomen {
					hitpointName = "HitAbdomen";
					armor = 12;
					passThrough = 0.400000;
				};

				class Body {
					hitpointName = "HitBody";
					passThrough = 0.400000;
				};
			};
		};
	};
};

Also, considering you're using the default Gendarmerie Vest why don't you just call directly from that? instead of vest_camo_base? it would mean you don't have to define hit points etc and make your config 200% neater. 

 

As far as i can tell this is just a simple retexture yes? 

 

something a little more like this 

class CfgPatches 
{
	
	class GEND_VEST 
	{
		units[] = {};
		weapons[] = {"V_TacVest_Gend"};
		requiredVersion = 0.100000;
		version = "1.0";
		author = "Tuner";
		requiredAddons[] = {};
	};
};

class CfgWeapons 
{

	class Vest_V_TacVest_gen_F;

	class V_TacVest_GEND: Vest_V_TacVest_gen_F 
	{
		author = "Tuner";
		scope = 2;
		displayName = "$STR_A3_V_TacVest_GENDARMERIE0";
		hiddenSelectionsTextures = {"GEND_VEST\Data\tacticalvest_gend_co.paa"}; //Texture Path
	};
};

Take note of your texture path and make sure it's correct otherwise it's gonna come up invisible.

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The second method don't work i tried this

it binarize and make a addon but i dont find this vest in armory and editor

class CfgPatches 
{
	
	class GEND_VEST 
	{
		units[] = {};
		weapons[] = {"V_TacVest_Gend"};
		requiredVersion = 0.100000;
		version = "1.0";
		author = "Tuner";
		requiredAddons[] = {};
	};
};

class CfgWeapons 
{

	class Vest_V_TacVest_gen_F;

	class V_TacVest_GEND: Vest_V_TacVest_gen_F 
	{
		author = "Tuner";
		scope = 2;
		displayName = "$STR_A3_V_TacVest_GENDARMERIE0";
		hiddenSelectionsTextures = {"\A3\GEND_VEST\Common\Data\tacticalvest_gend_co.paa"}; //Texture Path
	};
};

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have you tried adding it to a unit? this addvest "V_TacVest_Gend"; or change displayName to something easily identifiable. 

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Yeah it means it's unable to load weapon "V_TacVest_blk_GEND" with private scope.

It possible who vest appears in armory staff?

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