pt92 10 Posted July 26, 2016 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; }; }; }; }; Share this post Link to post Share on other sites
Bamse 223 Posted July 26, 2016 Very much so. A bit short on time for replying properly, but start by defining the vests as weapons and wrap it in cfgWeapons {}; 1 Share this post Link to post Share on other sites
pt92 10 Posted July 26, 2016 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 = "$STR_A3_SP_AL_II"; class ItemInfo: ItemInfo { uniformModel = "A3\Characters_F\Common\equip_tacticalvest"; containerClass = "Supply100"; mass = 50; class HitpointsProtectionInfo { class Chest { hitpointName = "HitChest"; armor = 12; passThrough = 0.400000; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 12; passThrough = 0.400000; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 12; passThrough = 0.400000; }; class Body { hitpointName = "HitBody"; passThrough = 0.400000; }; }; }; }; } Share this post Link to post Share on other sites
Macser 776 Posted July 26, 2016 You'll need to close CfgWeapons. And Enum. enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, ordinalenum = 2, destructbuilding = 1 }; <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< class CfgPatches { class GEND_VEST { units[] = {"GENDVEST"}; weapons[] = {""}; requiredVersion = 0.100000; version = "1.0"; fileName = "GEND_VEST.pbo"; author = "Tuner"; requiredAddons[] = {"A3\Characters_F","A3\Weapons_F"}; }; }; class CfgWeapons { /*extern*/ class Vest_Base_F; /*extern*/ class Item_Base_F; /*extern*/ class ItemCore; /*extern*/ class InventoryItem_Base_F; class VestItem: InventoryItem_Base_F { author = "$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; }; }; }; }; }; <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< 1 Share this post Link to post Share on other sites
BroBeans. 279 Posted July 26, 2016 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. Share this post Link to post Share on other sites
pt92 10 Posted July 26, 2016 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 }; }; Share this post Link to post Share on other sites
BroBeans. 279 Posted July 26, 2016 have you tried adding it to a unit? this addvest "V_TacVest_Gend"; or change displayName to something easily identifiable. Share this post Link to post Share on other sites
pt92 10 Posted July 26, 2016 Yeah it means it's unable to load weapon "V_TacVest_blk_GEND" with private scope. It possible who vest appears in armory staff? Share this post Link to post Share on other sites