mandaloin 33 Posted June 18, 2017 I'm working on a config that removes the armor from CSAT uniforms and adds armor to their harnesses. The harnesses aren't giving me any trouble, but the uniforms are. I understand their uniforms inherit armor values from the soldier configs themselves, so I edited those and gave them the same hit points values as CAManBase. Trouble is, now every uniform in the game has ballistic protection and I can't figure out why or how. No one but CSAT should be inheriting these values and there shouldn't be any ballistic protection either. On top of all this I'm getting the "No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'" and can't figure that one out either. Any help is appreciated here. Here's my config pasted in full. Or you can grab it in mod form if you want to see the effect for yourself: https://mega.nz/#!8MJ2gaDA!g5spf5ly_QEx13kZeQfZ-4N_ts9QijlGo6kh5OcLlwc Spoiler class CfgPatches { class CSAT_Revamped_Armor { units[]={}; weapons[]={}; requiredVersion=0.1; author="Mandaloin"; name="Revamped CSAT Armor"; requiredAddons[]= { "A3_Characters_F" }; }; }; class UniformSlotInfo { }; class CfgVehicles { class Land; class Man: Land { }; class CAManBase: Man { }; class SoldierEB: CAManBase { }; class O_Soldier_base_F: SoldierEB { author="$STR_A3_Bohemia_Interactive"; _generalMacro="O_Soldier_base_F"; expansion=1; identityTypes[]= { "LanguagePER_F", "Head_TK", "G_IRAN_default" }; faceType="Man_A3"; side=0; faction="OPF_F"; genericNames="TakistaniMen"; vehicleClass="Men"; editorSubcategory="EdSubcat_Personnel"; portrait=""; picture=""; icon="iconMan"; accuracy=2.3; threat[]={1,0.1,0.1}; camouflage=1.4; minFireTime=7; cost=40000; canCarryBackPack=1; scope=0; class Wounds { tex[]={}; mat[]= { "A3\Characters_F\OPFOR\Data\clothing.rvmat", "A3\Characters_F\OPFOR\Data\clothing_injury.rvmat", "A3\Characters_F\OPFOR\Data\clothing_injury.rvmat" }; }; class HitPoints { class HitFace { armor=1; material=-1; name="face_hub"; passThrough=0.80000001; radius=0.079999998; explosionShielding=0.1; minimalHit=0.0099999998; }; class HitNeck: HitFace { armor=1; material=-1; name="neck"; passThrough=0.80000001; radius=0.1; explosionShielding=0.5; minimalHit=0.0099999998; }; class HitHead: HitNeck { armor=1; material=-1; name="head"; passThrough=0.80000001; radius=0.2; explosionShielding=0.5; minimalHit=0.0099999998; depends="HitFace max HitNeck"; }; class HitPelvis: HitHead { armor=6; material=-1; name="pelvis"; passThrough=0.80000001; radius=0.23999999; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; depends="0"; }; class HitAbdomen: HitPelvis { armor=1; material=-1; name="spine1"; passThrough=0.80000001; radius=0.16; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; }; class HitDiaphragm: HitAbdomen { armor=1; material=-1; name="spine2"; passThrough=0.80000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitChest: HitDiaphragm { armor=1; material=-1; name="spine3"; passThrough=0.80000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitBody: HitChest { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms: HitBody { armor=3; material=-1; name="arms"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="0"; }; class HitHands: HitArms { armor=3; material=-1; name="hands"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="HitArms"; }; class HitLegs: HitHands { armor=3; material=-1; name="legs"; passThrough=1; radius=0.14; explosionShielding=1; visual="injury_legs"; minimalHit=0.0099999998; depends="0"; }; class Incapacitated: HitLegs { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=1; visual=""; minimalHit=0; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; }; }; armor=2; armorStructural=3; explosionShielding=0.30000001; model="\A3\characters_F\OPFOR\o_soldier_01.p3d"; modelSides[]={0,3}; nakedUniform="U_BasicBody"; uniformClass="U_O_CombatUniform_ocamo"; class UniformInfo { class SlotsInfo { class NVG: UniformSlotInfo { slotType=602; }; class Scuba: UniformSlotInfo { slotType=604; }; class Googles: UniformSlotInfo { slotType=603; }; class Headgear: UniformSlotInfo { slotType=605; }; }; }; class EventHandlers; weapons[]= { "arifle_Katiba_ACO_pointer_F", "hgun_Rook40_F", "Throw", "Put" }; respawnWeapons[]= { "arifle_Katiba_ACO_pointer_F", "hgun_Rook40_F", "Throw", "Put" }; magazines[]= { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShellRed", "Chemlight_red", "Chemlight_red" }; respawnMagazines[]= { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShellRed", "Chemlight_red", "Chemlight_red" }; Items[]= { "FirstAidKit" }; RespawnItems[]= { "FirstAidKit" }; linkedItems[]= { "V_HarnessO_brn", "H_HelmetO_ocamo", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles_OPFOR" }; respawnLinkedItems[]= { "V_HarnessO_brn", "H_HelmetO_ocamo", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles_OPFOR" }; hiddenSelections[]= { "Camo1", "Camo2", "insignia" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\OPFOR\Data\clothing_co.paa", "\A3\Characters_F\OPFOR\Data\tech_CO.paa" }; }; class O_Soldier_02_F: O_Soldier_base_F { author="$STR_A3_Bohemia_Interactive"; _generalMacro="O_Soldier_02_F"; scope=0; model="\A3\characters_F\Common\pilot_f.p3d"; modelSides[]={0,3}; uniformClass="U_O_PilotCoveralls"; hiddenSelections[]= { "Camo", "insignia" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Data\pilot_suit_iran_co.paa" }; class HitPoints { class HitFace { armor=1; material=-1; name="face_hub"; passThrough=0.80000001; radius=0.079999998; explosionShielding=0.1; minimalHit=0.0099999998; }; class HitNeck: HitFace { armor=1; material=-1; name="neck"; passThrough=0.80000001; radius=0.1; explosionShielding=0.5; minimalHit=0.0099999998; }; class HitHead: HitNeck { armor=1; material=-1; name="head"; passThrough=0.80000001; radius=0.2; explosionShielding=0.5; minimalHit=0.0099999998; depends="HitFace max HitNeck"; }; class HitPelvis: HitHead { armor=6; material=-1; name="pelvis"; passThrough=0.80000001; radius=0.23999999; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; depends="0"; }; class HitAbdomen: HitPelvis { armor=1; material=-1; name="spine1"; passThrough=0.80000001; radius=0.16; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; }; class HitDiaphragm: HitAbdomen { armor=1; material=-1; name="spine2"; passThrough=0.80000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitChest: HitDiaphragm { armor=1; material=-1; name="spine3"; passThrough=0.80000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitBody: HitChest { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms: HitBody { armor=3; material=-1; name="arms"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="0"; }; class HitHands: HitArms { armor=3; material=-1; name="hands"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="HitArms"; }; class HitLegs: HitHands { armor=3; material=-1; name="legs"; passThrough=1; radius=0.14; explosionShielding=1; visual="injury_legs"; minimalHit=0.0099999998; depends="0"; }; class Incapacitated: HitLegs { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=1; visual=""; minimalHit=0; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; }; }; armor=2; armorStructural=3; explosionShielding=0.30000001; class Wounds { tex[]={}; mat[]= { "A3\characters_f\common\data\pilot_suit.rvmat", "A3\Characters_F\Common\Data\W1_pilot_suit.rvmat", "A3\Characters_F\Common\Data\W1_pilot_suit.rvmat" }; }; }; class O_officer_F: O_Soldier_base_F { author="$STR_A3_Bohemia_Interactive"; class SpeechVariants { class Default { speechSingular[]= { "veh_infantry_officer_s" }; speechPlural[]= { "veh_infantry_officer_p" }; }; }; textSingular="$STR_A3_nameSound_veh_infantry_officer_s"; textPlural="$STR_A3_nameSound_veh_infantry_officer_p"; nameSound="veh_infantry_officer_s"; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\O_officer_F.jpg"; _generalMacro="O_officer_F"; model="\A3\characters_F\OPFOR\o_officer.p3d"; modelSides[]={0,3}; hiddenSelections[]= { "Camo", "insignia" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\OPFOR\Data\officer_hex_co.paa" }; scope=2; displayName="$STR_B_officer_F0"; uniformClass="U_O_OfficerUniform_ocamo"; identityTypes[]= { "LanguagePER_F", "Head_TK", "G_IRAN_officer" }; weapons[]= { "arifle_Katiba_C_ACO_F", "hgun_Pistol_heavy_02_Yorris_F", "Throw", "Put" }; respawnWeapons[]= { "arifle_Katiba_C_ACO_F", "hgun_Pistol_heavy_02_Yorris_F", "Throw", "Put" }; magazines[]= { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "SmokeShell", "SmokeShellRed", "Chemlight_red", "Chemlight_red" }; respawnMagazines[]= { "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "SmokeShell", "SmokeShellRed", "Chemlight_red", "Chemlight_red" }; cost=600000; camouflage=1.6; icon="iconManOfficer"; role="Rifleman"; linkedItems[]= { "V_BandollierB_khk", "H_Beret_ocamo", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "V_BandollierB_khk", "H_Beret_ocamo", "ItemGPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; class HitPoints { class HitFace { armor=1; material=-1; name="face_hub"; passThrough=0.80000001; radius=0.079999998; explosionShielding=0.1; minimalHit=0.0099999998; }; class HitNeck: HitFace { armor=1; material=-1; name="neck"; passThrough=0.80000001; radius=0.1; explosionShielding=0.5; minimalHit=0.0099999998; }; class HitHead: HitNeck { armor=1; material=-1; name="head"; passThrough=0.80000001; radius=0.2; explosionShielding=0.5; minimalHit=0.0099999998; depends="HitFace max HitNeck"; }; class HitPelvis: HitHead { armor=6; material=-1; name="pelvis"; passThrough=0.80000001; radius=0.23999999; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; depends="0"; }; class HitAbdomen: HitPelvis { armor=1; material=-1; name="spine1"; passThrough=0.80000001; radius=0.16; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; }; class HitDiaphragm: HitAbdomen { armor=1; material=-1; name="spine2"; passThrough=0.80000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitChest: HitDiaphragm { armor=1; material=-1; name="spine3"; passThrough=0.80000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitBody: HitChest { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms: HitBody { armor=3; material=-1; name="arms"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="0"; }; class HitHands: HitArms { armor=3; material=-1; name="hands"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="HitArms"; }; class HitLegs: HitHands { armor=3; material=-1; name="legs"; passThrough=1; radius=0.14; explosionShielding=1; visual="injury_legs"; minimalHit=0.0099999998; depends="0"; }; class Incapacitated: HitLegs { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=1; visual=""; minimalHit=0; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; }; }; armor=2; armorStructural=3; explosionShielding=0.30000001; class Wounds { tex[]={}; mat[]= { "A3\Characters_F\OPFOR\Data\officer.rvmat", "A3\Characters_F\OPFOR\Data\officer_injury.rvmat", "A3\Characters_F\OPFOR\Data\officer_injury.rvmat" }; }; }; class O_Soldier_diver_base_F: O_Soldier_base_F { author="$STR_A3_Bohemia_Interactive"; class SpeechVariants { class Default { speechSingular[]= { "veh_infantry_diver_s" }; speechPlural[]= { "veh_infantry_diver_p" }; }; }; textSingular="$STR_A3_nameSound_veh_infantry_diver_s"; textPlural="$STR_A3_nameSound_veh_infantry_diver_p"; nameSound="veh_infantry_diver_s"; _generalMacro="O_Soldier_diver_base_F"; scope=0; selectionPersonality="personality"; identityTypes[]= { "LanguagePER_F", "Head_TK", "G_IRAN_diver" }; displayName="$STR_B_Soldier_diver_base_F0"; vehicleClass="MenDiver"; editorSubcategory="EdSubcat_Personnel_SpecialForces"; role="SpecialOperative"; uniformClass="U_O_Wetsuit"; hiddenSelections[]= { "Camo1", "Camo2", "insignia" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Data\diver_suit_iran_co.paa", "\A3\Characters_F\Common\Data\diver_equip_iran_co.paa" }; class HitPoints { class HitFace { armor=1; material=-1; name="face_hub"; passThrough=0.80000001; radius=0.079999998; explosionShielding=0.1; minimalHit=0.0099999998; }; class HitNeck: HitFace { armor=1; material=-1; name="neck"; passThrough=0.80000001; radius=0.1; explosionShielding=0.5; minimalHit=0.0099999998; }; class HitHead: HitNeck { armor=1; material=-1; name="head"; passThrough=0.80000001; radius=0.2; explosionShielding=0.5; minimalHit=0.0099999998; depends="HitFace max HitNeck"; }; class HitPelvis: HitHead { armor=6; material=-1; name="pelvis"; passThrough=0.80000001; radius=0.23999999; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; depends="0"; }; class HitAbdomen: HitPelvis { armor=1; material=-1; name="spine1"; passThrough=0.80000001; radius=0.16; explosionShielding=1; visual="injury_body"; minimalHit=0.0099999998; }; class HitDiaphragm: HitAbdomen { armor=1; material=-1; name="spine2"; passThrough=0.80000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitChest: HitDiaphragm { armor=1; material=-1; name="spine3"; passThrough=0.80000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitBody: HitChest { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms: HitBody { armor=3; material=-1; name="arms"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="0"; }; class HitHands: HitArms { armor=3; material=-1; name="hands"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="HitArms"; }; class HitLegs: HitHands { armor=3; material=-1; name="legs"; passThrough=1; radius=0.14; explosionShielding=1; visual="injury_legs"; minimalHit=0.0099999998; depends="0"; }; class Incapacitated: HitLegs { armor=1000; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=1; visual=""; minimalHit=0; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; }; }; armor=2; armorStructural=3; explosionShielding=0.30000001; class Wounds { tex[]={}; mat[]= { "A3\Characters_F\Common\Data\diver_suit.rvmat", "A3\Characters_F\Common\Data\diver_suit_injury.rvmat", "A3\Characters_F\Common\Data\diver_suit_injury.rvmat" }; }; hiddenUnderwaterSelections[]= { "hide" }; shownUnderwaterSelections[]= { "unhide", "unhide2" }; hiddenUnderwaterSelectionsTextures[]= { "\A3\characters_f\common\data\diver_equip_iran_co.paa", "\A3\characters_f\common\data\diver_equip_iran_co.paa", "\A3\characters_f\data\visors_ca.paa" }; linkedItems[]= { "V_RebreatherIR", "G_O_Diving", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; respawnLinkedItems[]= { "V_RebreatherIR", "G_O_Diving", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; weapons[]= { "arifle_SDAR_F", "hgun_Rook40_snds_F", "Throw", "Put" }; respawnWeapons[]= { "arifle_SDAR_F", "hgun_Rook40_snds_F", "Throw", "Put" }; magazines[]= { "30Rnd_556x45_Stanag_green", "30Rnd_556x45_Stanag_green", "30Rnd_556x45_Stanag_green", "20Rnd_556x45_UW_mag", "20Rnd_556x45_UW_mag", "20Rnd_556x45_UW_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellRed", "SmokeShellRed", "Chemlight_red", "Chemlight_red", "Chemlight_red", "Chemlight_red" }; respawnMagazines[]= { "30Rnd_556x45_Stanag_green", "30Rnd_556x45_Stanag_green", "30Rnd_556x45_Stanag_green", "20Rnd_556x45_UW_mag", "20Rnd_556x45_UW_mag", "20Rnd_556x45_UW_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellRed", "SmokeShellRed", "Chemlight_red", "Chemlight_red", "Chemlight_red", "Chemlight_red" }; primaryAmmoCoef=0.40000001; secondaryAmmoCoef=0.1; handgunAmmoCoef=0.2; }; }; class CfgWeapons { class InventoryItem_Base_F; class ItemCore; class UniformItem: InventoryItem_Base_F { }; class ItemInfo { }; class VestItem: InventoryItem_Base_F { }; class Uniform_Base: ItemCore { scope=0; allowedSlots[]={901}; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="B_Soldier_F"; containerClass="Supply0"; mass=0; }; }; class Vest_NoCamo_Base: ItemCore { author="$STR_A3_Bohemia_Interactive"; _generalMacro="Vest_NoCamo_Base"; scope=0; weaponPoolAvailable=1; allowedSlots[]={901}; picture="\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model="\A3\Weapons_F\Ammo\mag_univ.p3d"; hiddenSelections[]={}; descriptionShort="$STR_A3_SP_NOARMOR"; class ItemInfo: VestItem { uniformModel="\A3\Characters_F\BLUFOR\equip_b_bandolier"; hiddenSelections[]={}; containerClass="Supply0"; mass=0; }; }; class HeadgearItem: InventoryItem_Base_F { }; class H_HelmetB: ItemCore { author="$STR_A3_Bohemia_Interactive"; _generalMacro="H_HelmetB"; scope=2; weaponPoolAvailable=1; displayName="$STR_A3_H_HelmetB0"; picture="\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa"; model="\A3\Characters_F\BLUFOR\headgear_b_helmet_plain"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\BLUFOR\Data\equip1_co.paa" }; descriptionShort="$STR_A3_SP_AL_II"; class ItemInfo: HeadgearItem { mass=30; uniformModel="\A3\Characters_F\BLUFOR\headgear_b_helmet_plain"; modelSides[]={3,1}; hiddenSelections[]= { "camo" }; class HitpointsProtectionInfo { class Head { hitpointName="HitHead"; armor=6; passThrough=0.5; }; }; }; }; class U_O_FullGhillie_lsh: Uniform_Base { author="$STR_A3_Bohemia_Interactive"; scope=2; displayName="$STR_A3_O_Full_Ghillie_Lush_F0"; picture="\A3\characters_f_mark\data\ui\icon_U_O_FullGhillie_lsh_ca.paa"; model="\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa" }; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="O_ghillie_lsh_F"; containerClass="Supply60"; mass=80; }; }; class U_O_FullGhillie_sard: Uniform_Base { author="$STR_A3_Bohemia_Interactive"; scope=2; displayName="$STR_A3_O_Full_Ghillie_SemiArid_F0"; picture="\A3\characters_f_mark\data\ui\icon_U_O_FullGhillie_sard_ca.paa"; model="\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa" }; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="O_ghillie_sard_F"; containerClass="Supply60"; mass=80; }; }; class U_O_FullGhillie_ard: Uniform_Base { author="$STR_A3_Bohemia_Interactive"; scope=2; displayName="$STR_A3_O_Full_Ghillie_Arid_F0"; picture="\A3\characters_f_mark\data\ui\icon_U_O_FullGhillie_ard_ca.paa"; model="\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa" }; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="O_ghillie_ard_F"; containerClass="Supply60"; mass=80; }; }; class V_HarnessO_brn: Vest_NoCamo_Base { author="$STR_A3_Bohemia_Interactive"; _generalMacro="V_HarnessO_brn"; scope=2; displayName="$STR_A3_V_HarnessO_brn0"; picture="\A3\characters_f\Data\UI\icon_V_HarnessO_brn_CA.paa"; model="\A3\Characters_F\OPFOR\equip_o_vest01"; class ItemInfo: ItemInfo { uniformModel="\A3\Characters_F\OPFOR\equip_o_vest01"; containerClass="Supply160"; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=16; PassThrough=0.30000001; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=16; PassThrough=0.30000001; }; class Abdomen { hitpointName="HitAbdomen"; armor=16; passThrough=0.30000001; }; class Body { hitpointName="HitBody"; passThrough=0.30000001; }; }; }; }; class V_HarnessOGL_brn: Vest_NoCamo_Base { author="$STR_A3_Bohemia_Interactive"; _generalMacro="V_HarnessOGL_brn"; scope=2; displayName="$STR_A3_V_HarnessOGL_brn0"; picture="\A3\characters_f\Data\UI\icon_V_HarnessOGL_brn_CA.paa"; model="\A3\Characters_F\OPFOR\equip_o_vest_gl"; class ItemInfo: ItemInfo { uniformModel="\A3\Characters_F\OPFOR\equip_o_vest_gl"; containerClass="Supply120"; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=16; PassThrough=0.30000001; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=16; PassThrough=0.30000001; }; class Abdomen { hitpointName="HitAbdomen"; armor=16; passThrough=0.30000001; }; class Body { hitpointName="HitBody"; passThrough=0.30000001; }; }; }; }; class V_HarnessO_gry: V_HarnessO_brn { author="$STR_A3_Bohemia_Interactive"; _generalMacro="V_HarnessO_gry"; picture="\A3\characters_f_beta\Data\UI\icon_V_HarnessOU_gry_CA.paa"; displayName="$STR_A3_V_HarnessO_gry0"; model="\A3\Characters_F\OPFOR\equip_o_vest01"; hiddenSelections[]= { "Camo1", "Camo2" }; hiddenSelectionsTextures[]= { "\A3\Characters_F\OPFOR\Data\clothing_oucamo_co.paa", "\A3\Characters_F\OPFOR\Data\tech_oucamo_co" }; class ItemInfo: ItemInfo { uniformModel="\A3\Characters_F\OPFOR\equip_o_vest01"; containerClass="Supply160"; mass=80; hiddenSelections[]= { "Camo1", "Camo2" }; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=16; PassThrough=0.30000001; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=16; PassThrough=0.30000001; }; class Abdomen { hitpointName="HitAbdomen"; armor=16; passThrough=0.30000001; }; class Body { hitpointName="HitBody"; passThrough=0.30000001; }; }; }; }; class V_HarnessOGL_gry: V_HarnessO_gry { author="$STR_A3_Bohemia_Interactive"; _generalMacro="V_HarnessOGL_gry"; picture="\A3\characters_f_beta\Data\UI\icon_V_HarnessOUGL_gry_CA.paa"; displayName="$STR_A3_V_HarnessOGL_gry0"; model="\A3\Characters_F\OPFOR\equip_o_vest_gl"; class ItemInfo: ItemInfo { uniformModel="\A3\Characters_F\OPFOR\equip_o_vest_gl"; containerClass="Supply120"; mass=80; hiddenSelections[]= { "Camo1", "Camo2" }; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=16; PassThrough=0.30000001; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=16; PassThrough=0.30000001; }; class Abdomen { hitpointName="HitAbdomen"; armor=16; passThrough=0.30000001; }; class Body { hitpointName="HitBody"; passThrough=0.30000001; }; }; }; }; class V_HarnessOSpec_brn: V_HarnessO_brn { author="$STR_A3_Bohemia_Interactive"; _generalMacro="V_HarnessOSpec_brn"; scope=1; displayName="$STR_A3_V_HarnessOSpec_brn0"; picture="\A3\characters_f\Data\UI\icon_V_HarnessO_brn_CA.paa"; model="\A3\Characters_F\OPFOR\equip_o_vest01"; class ItemInfo: VestItem { uniformModel="\A3\Characters_F\OPFOR\equip_o_vest01"; containerClass="Supply160"; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=16; PassThrough=0.30000001; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=16; PassThrough=0.30000001; }; class Abdomen { hitpointName="HitAbdomen"; armor=16; passThrough=0.30000001; }; class Body { hitpointName="HitBody"; passThrough=0.30000001; }; }; }; }; class V_HarnessOSpec_gry: V_HarnessO_gry { author="$STR_A3_Bohemia_Interactive"; _generalMacro="V_HarnessOSpec_gry"; scope=1; picture="\A3\characters_f_beta\Data\UI\icon_V_HarnessOU_gry_CA.paa"; displayName="$STR_A3_V_HarnessOSpec_gry0"; class ItemInfo: ItemInfo { uniformModel="\A3\Characters_F\OPFOR\equip_o_vest01"; containerClass="Supply160"; mass=80; hiddenSelections[]= { "Camo1", "Camo2" }; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=16; PassThrough=0.30000001; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=16; PassThrough=0.30000001; }; class Abdomen { hitpointName="HitAbdomen"; armor=16; passThrough=0.30000001; }; class Body { hitpointName="HitBody"; passThrough=0.30000001; }; }; }; }; class H_HelmetO_ocamo: H_HelmetB { author="$STR_A3_Bohemia_Interactive"; _generalMacro="H_HelmetO_ocamo"; displayName="$STR_A3_H_HelmetO_ocamo0"; picture="\A3\characters_f\Data\UI\icon_H_HelmetO_ocamo_CA.paa"; model="\A3\Characters_F\OPFOR\headgear_o_helmet_ballistic"; hiddenSelectionsTextures[]= { "\A3\characters_f\OPFOR\data\tech_CO.paa" }; descriptionShort="$STR_A3_SP_AL_III"; class ItemInfo: ItemInfo { mass=30; uniformModel="\A3\Characters_F\OPFOR\headgear_o_helmet_ballistic"; modelSides[]={0,3}; class HitpointsProtectionInfo { class Head { hitpointName="HitHead"; armor=6; passThrough=0.5; }; }; }; }; class H_HelmetLeaderO_ocamo: H_HelmetO_ocamo { author="$STR_A3_Bohemia_Interactive"; _generalMacro="H_HelmetLeaderO_ocamo"; displayname="$STR_A3_H_HelmetLeaderO_ocamo0"; picture="\A3\Characters_F\data\ui\icon_H_HelmetLeaderO_ocamo_ca.paa"; model="\A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_hud"; hiddenSelectionsTextures[]= { "\A3\characters_f\OPFOR\data\tech_CO.paa" }; descriptionShort="$STR_A3_SP_AL_V"; class ItemInfo: ItemInfo { mass=50; niformModel="\A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_hud"; modelSides[]={0,3}; class HitpointsProtectionInfo { class Head { hitpointName="HitHead"; armor=10; passThrough=0.5; }; }; }; }; class H_HelmetSpecO_ocamo: H_HelmetO_ocamo { author="$STR_A3_Bohemia_Interactive"; _generalMacro="H_HelmetSpecO_ocamo"; displayName="$STR_A3_H_HelmetSpecO_ocamo0"; picture="\A3\Characters_F\data\ui\icon_H_HelmetO_ocamo_CA.paa"; model="\A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_spec"; hiddenSelectionsTextures[]= { "\A3\characters_f\OPFOR\data\tech_CO.paa" }; descriptionShort="$STR_A3_SP_AL_IV"; class ItemInfo: ItemInfo { mass=20; uniformModel="\A3\Characters_F\OPFOR\headgear_o_helmet_ballistic_spec"; modelSides[]={0,3}; class HitpointsProtectionInfo { class Head { hitpointName="HitHead"; armor=4; passThrough=0.5; }; }; }; }; }; Share this post Link to post Share on other sites
mandaloin 33 Posted June 19, 2017 Solved my own problems. All vanilla uniforms have some ballistic protection and I somehow wasn't aware of this. For the "No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'", it turns out subclasses such as ItemInfo didn't have any definitions. So I made my own blank classes to do the job. That's what was causing the error. It's a bit hard to explain, but I fixed it by following this: On 9/11/2016 at 2:04 AM, Mickyleitor said: Easy, since 1.60 update you can't simply call the class ItemInfo; inside cfgweapons as a base class (at least from the first level of inherit stage). So take out all your callings of "class ItemInfo;" inside cfgweapons in your base classes, example: Your config: cfgweapons{ class ItemInfo; /// Problematic class class UniformItem; /// Base sub-class class Uniform_Base; /// Base class class you_Uniform : Uniform_Base { /// This inherit from his parent "Uniform_base /// stuff class ItemInfo : UniformItem {/// This inherit from his parent but in a sub-level, parent is "UniformItem". /// more stuff }; }; }; As you can see there is no need to call the ItemInfo as base class, because in fact you're not inheriting nothing from there. There is some classes you are inherting from the problematic class but I think there is a issue with the inherit concept, I'm speaking about the Helmet_SF_acu class. cfgweapons{ class ItemInfo; /// Problematic class class H_HelmetSpecB; /// Base class class Helmet_SF_acu: H_HelmetSpecB { /// This inherit from his parent "Base class" /// stuff class ItemInfo : ItemInfo {/// This inherit from the problematic class NOT from H_HelmetSpecB, which It's supposed to be. /// more stuff }; }; }; How to fix this? Well, take out the ItemInfo base class and fix those Inherit issues: cfgweapons{ ////// class ItemInfo; /// Removed class class Uniform_Base; /// Base class 1 class UniformItem; /// Base sub-class 1 class H_HelmetB_plain_mcamo; /// Base class 2 class H_HelmetSpecB : H_HelmetB_plain_mcamo { /// Base class 3, where we will inherit the ItemInfo class. class ItemInfo; /// Base sub-class 2. }; class you_Uniform : Uniform_Base { /// This inherit from his parent "Uniform_base", base class 1 /// stuff class ItemInfo : UniformItem { /// This inherit from his parent from the main-level, parent is "UniformItem", Base sub-class 1. /// more stuff }; }; class Helmet_SF_acu: H_HelmetSpecB { /// This inherit from his parent "H_HelmetSpecB", Base class 3. /// bunch of stuff class ItemInfo : ItemInfo {/// NOW this will inherit from his parent but in a sub-level way, parent is "H_HelmetSpecB", Base sub-class 2. /// a more bunch of stuff }; }; }; Greetings. Expect to see the finished mod soon! Share this post Link to post Share on other sites