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ryan_h

No entry 'bin\config.bin/cfgvehicles/example_soldier_f.selectionfireanim

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I am having some trouble with the config for a uniform retexture.  I have the retextured uniform showing up in the list in game but every time I select it I get the error No entry 'bin\config.bin/cfgvehicles/example_soldier_f.selectionfireanim.  This is my first retexture and I have searched high and low for a possible answer, been at this for over a week now and just cant figure it out.  If someone would be so kind as to try and sort me out it would be much appreciated.

 

Quote
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 My_Mod : config.bin{
class DefaultEventhandlers;
class CfgPatches
{
     class My_Mod
 {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Characters_F","A3_Characters_F_OPFOR","A3_Characters_F_BLUFOR","A3_Characters_F_INDEP","A3_Characters_F_Common","A3_Characters_F_Civil","A3_Characters_F_Heads","A3_Characters_F_Common","A3_Data_F",};
    };
};
class CfgVehicleClasses
{
 class My_Soldier_Class
 {
  displayName = "My Soldiers";
 };
};
class CfgVehicles
{
    class Example_Soldier_F;
    class Example_Soldier_Base_F : Example_Soldier_F
{
        scope = 2;
        displayName = "Soldier";
        nakedUniform = "U_BasicBody"; //class for "naked" body
        uniformClass = "Example_Soldier_F"; //e.g. "Example_Soldier_F"
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"\My_Mod\data\my_flora_co.paa"};
    };
};
class cfgWeapons
{
    class InventoryItem_Base_F; 
    class ItemCore;
    class UniformItem : InventoryItem_Base_F
    {
 type = 801;
    };
    class Example_Soldier_F : ItemCore
    {
        scope = 2;
        allowedSlots[] = {901};
        displayName = "FIA Deguet Camo";
        picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
        class ItemInfo : UniformItem
        {
            uniformModel = "-";
            uniformClass = "Example_Soldier_F"; //would be same as our made soldier class
            containerClass = "Supply60"; //how much it can carry
            mass = 20; //how much it weights
        };
    };
};
 

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class CfgVehicles
{
    class Example_Soldier_F;
    class Example_Soldier_Base_F : Example_Soldier_F
{

I wouldn't use these for starters, what side is the base model from ? What uniform did you edit? It doesn't look lie you're inheriting from any soldier class at all, so there will be no animations to go with it, I've never heard of the class "Example_Soldier_f" at all, is this what you decided to call your base model?

Look at the bold on mine, it's the class the JSOC_Operator_T1 inherits everything from. This is the BLUFOR Nato guy wearing the Cryes.
The red bold is very important as it links the two together.
 
Spoiler

class CfgVehicles
{
    // this configs the dude
     class B_Soldier_F;
     class JSOC_Operator_T1: B_Soldier_F
    {
        scope                        = 2;
        displayName            = "Operator (Tan)";
        vehicleClass                = "JSOC_BDU";
        identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_diver"};        
        uniformAccessories[]        = {};
        nakedUniform                 = "U_BasicBody";
        uniformClass                = "JSOC_Uniform_Base";
        model                        = "\JSOC_Uniform\JSOC_Body_1.p3d";
        hiddenSelections[] = {"Camo","Flag_Left","insignia"};
        hiddenSelectionsTextures[] = {"JSOC_Uniform\tx\body_tan_co","JSOC_Uniform\data\callsigns\X01_ca"};

    };

 

class cfgWeapons
{
    // this configs the uniform
    class Uniform_Base;
    class UniformItem;
    class JSOC_Uniform_Base: Uniform_Base
    {
        scope                        = 2;
        displayName            = "CRYE G3 Tan 1";
        picture                        = "\JSOC_Uniform\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
        model                        = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
        hiddenSelections[] = {"Camo","Flag_Left","insignia"};
        hiddenSelectionsTextures[] = {"JSOC_Uniform\tx\body_tan_co","JSOC_Uniform\data\callsigns\X01_ca"};

        class ItemInfo: UniformItem
        {
            uniformModel            = "-";
            uniformClass            = "JSOC_Operator_T1";
            containerClass            = "Supply20";
            mass                    = 50;
        };
    };

 

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On ‎2‎/‎11‎/‎2017 at 0:41 AM, road runner said:
class CfgVehicles
{
    class Example_Soldier_F;
    class Example_Soldier_Base_F : Example_Soldier_F
{

I wouldn't use these for starters, what side is the base model from ? What uniform did you edit? It doesn't look lie you're inheriting from any soldier class at all, so there will be no animations to go with it, I've never heard of the class "Example_Soldier_f" at all, is this what you decided to call your base model?

Look at the bold on mine, it's the class the JSOC_Operator_T1 inherits everything from. This is the BLUFOR Nato guy wearing the Cryes.
The red bold is very important as it links the two together.
 
  Reveal hidden contents

class CfgVehicles
{
    // this configs the dude
     class B_Soldier_F;
     class JSOC_Operator_T1: B_Soldier_F
    {
        scope                        = 2;
        displayName            = "Operator (Tan)";
        vehicleClass                = "JSOC_BDU";
        identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_diver"};        
        uniformAccessories[]        = {};
        nakedUniform                 = "U_BasicBody";
        uniformClass                = "JSOC_Uniform_Base";
        model                        = "\JSOC_Uniform\JSOC_Body_1.p3d";
        hiddenSelections[] = {"Camo","Flag_Left","insignia"};
        hiddenSelectionsTextures[] = {"JSOC_Uniform\tx\body_tan_co","JSOC_Uniform\data\callsigns\X01_ca"};

    };

 

class cfgWeapons
{
    // this configs the uniform
    class Uniform_Base;
    class UniformItem;
    class JSOC_Uniform_Base: Uniform_Base
    {
        scope                        = 2;
        displayName            = "CRYE G3 Tan 1";
        picture                        = "\JSOC_Uniform\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
        model                        = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
        hiddenSelections[] = {"Camo","Flag_Left","insignia"};
        hiddenSelectionsTextures[] = {"JSOC_Uniform\tx\body_tan_co","JSOC_Uniform\data\callsigns\X01_ca"};

        class ItemInfo: UniformItem
        {
            uniformModel            = "-";
            uniformClass            = "JSOC_Operator_T1";
            containerClass            = "Supply20";
            mass                    = 50;
        };
    };

 

Thanks for sorting me out road runner I'm a noob at this and trying to learn as much as I can.  So anyways I cleaned it all up and changed the class which it inherits from to B_Soldier_F.  When I load uniform in virtual arsenal I don't get any errors but the model is invisible. I can only see his head, helmet, vest, and weapon.  If I am using a OPFOR uniform would the inheriting class need to be OPFOR as well?

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