MemesMostDank_ 17 Posted March 20, 2018 Hi, So i'm trying to make a plate carrier retexture, based on a met police CTSFO. I've done the texture to the best of my (limited) ability in GIMP2, and have converted it to a .paa. I have, however, appeared to have reached a standstill, because whenever I try to binarize my addon, it gives the much-feared "Error in config.cpp" warning. My mod is located in P: Path to textures and config.cpp is P:\HNL\DataP:\HNL\Data Config: class CfgPatches { class {HNL} { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgWeapons { class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "{SFO_Plate_Carrier}"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"P:\HNL\data\SFO1_FINISHED1.paa"}; class ItemInfo : VestItem { ; uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; Would someone kindly help me get this binarized? Thanks in advance, Will Share this post Link to post Share on other sites
TitansWeasel 6 Posted March 21, 2018 Are you sure this is right. Quote class ItemInfo : VestItem { ; Share this post Link to post Share on other sites
MemesMostDank_ 17 Posted March 21, 2018 7 hours ago, TitansWeasel said: Are you sure this is right. No, not at all :) Is this what's causing the error? I hate to ask such an annoying question, but what would be wrong with this line that's causing it? I copy and pasted the config from a retexture guide, and added the semi colon at the end of that line myself, having read that all lines need to end with a semi colon. Share this post Link to post Share on other sites
TitansWeasel 6 Posted March 21, 2018 Im also a beginner and learning from try and error. Not all lines need a ; at the end as far as i know. You refer to the class vestitem with that first line. There you need no ; Thats how i would write this part, its just an other formation style but i think its a bit clearer. class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; Share this post Link to post Share on other sites
MemesMostDank_ 17 Posted March 21, 2018 45 minutes ago, TitansWeasel said: Im also a beginner and learning from try and error. Not all lines need a ; at the end as far as i know. You refer to the class vestitem with that first line. There you need no ; Thats how i would write this part, its just an other formation style but i think its a bit clearer. class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; Okay cheers. I'll try it out and tell you how it goes. Share this post Link to post Share on other sites
MemesMostDank_ 17 Posted March 21, 2018 Still not working. For reference, here's the new config.cpp class CfgPatches { class {mod class name here} { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgWeapons { class Vest_Base; class VestItem; class example_PlateCarrier1_rgr : Vest_Base { scope = 2; displayName = "{CTSFO_Vest}"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"{HNL\Data}"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; }; Share this post Link to post Share on other sites
lordfrith 401 Posted March 21, 2018 this is a snippet from a working retexture config i have, see if it helps: Spoiler #define private 0 #define protected 1 #define public 2 class CfgPatches { class LF_AAFreplacer { author="LordFrith"; name="AAF replacer"; requiredAddons[]= { "A3_Characters_F" }; requiredVersion=0.1; units[]= { "Vest_V_PlateCarrierIA1_BLK" }; weapons[]= { "V_PlateCarrierIA1_BLK" }; }; }; class CfgVehicles { class Vest_Base_F; class Vest_V_PlateCarrierIA1_BLK: Vest_Base_F { scope= public; scopeCurator= public; displayName="GA Carrier lite (Black)"; author="LordFrith"; editorCategory="EdCat_Equipment"; editorSubcategory="EdSubcat_Vests"; vehicleClass="ItemsVests"; class TransportItems { class V_PlateCarrierIA1_BLK { name="V_PlateCarrierIA1_BLK"; count=1; }; }; }; }; class CfgWeapons { class InventoryItem_Base_F; class ItemCore; class VestItem; class Vest_NoCamo_Base: ItemCore { class ItemInfo: VestItem { }; }; class V_PlateCarrierIA1_dgtl; class V_PlateCarrierIA1_BLK: V_PlateCarrierIA1_dgtl { author="LordFrith"; displayName="GA Carrier lite (Black)" scope= public; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[]= { "\LF_AAFreplacer_F\data\LF_equip_AAFblk_vest.paa" }; }; }; not an expert here ;) but check your cfgPatches matches, inherit from the main vest you're retexturing rather than 'vestBase', and i think the config vehicles entry is required for it to be map placable properly EDIT: oh and your file paths... "\modfolder\data\imageName.paa" , don't put {} on the inside of the "" Share this post Link to post Share on other sites
MemesMostDank_ 17 Posted March 21, 2018 3 minutes ago, lordfrith said: this is a snippet from a working retexture config i have, see if it helps: Hide contents #define private 0 #define protected 1 #define public 2 class CfgPatches { class LF_AAFreplacer { author="LordFrith"; name="AAF replacer"; requiredAddons[]= { "A3_Characters_F" }; requiredVersion=0.1; units[]= { "Vest_V_PlateCarrierIA1_BLK" }; weapons[]= { "V_PlateCarrierIA1_BLK" }; }; }; class CfgVehicles { class Vest_Base_F; class Vest_V_PlateCarrierIA1_BLK: Vest_Base_F { scope= public; scopeCurator= public; displayName="GA Carrier lite (Black)"; author="LordFrith"; editorCategory="EdCat_Equipment"; editorSubcategory="EdSubcat_Vests"; vehicleClass="ItemsVests"; class TransportItems { class V_PlateCarrierIA1_BLK { name="V_PlateCarrierIA1_BLK"; count=1; }; }; }; }; class CfgWeapons { class InventoryItem_Base_F; class ItemCore; class VestItem; class Vest_NoCamo_Base: ItemCore { class ItemInfo: VestItem { }; }; class V_PlateCarrierIA1_dgtl; class V_PlateCarrierIA1_BLK: V_PlateCarrierIA1_dgtl { author="LordFrith"; displayName="GA Carrier lite (Black)" scope= public; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[]= { "\LF_AAFreplacer_F\data\LF_equip_AAFblk_vest.paa" }; }; }; not an expert here ;) but check your cfgPatches matches, inherit from the main vest you're retexturing rather than 'vestBase', and i think the config vehicles entry is required for it to be map placable properly Okay cheers. I'm doing the vest for a community and so it will be obtained from VA but I'll have a look at the other stuff. You're a lifesaver. Share this post Link to post Share on other sites
Rich_R 1087 Posted March 21, 2018 If you're not already using this resource, you should https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration An example of what can be found there class cfgWeapons { class ItemCore; class VestItem; class Vest_Camo_Base: ItemCore { author = "Bohemia Interactive"; scope = 0; weaponPoolAvailable = 1; allowedSlots[] = {901}; // This means the vest can be put into a backpack. picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Weapons_F\Ammo\mag_univ.p3d"; hiddenSelections[] = {"camo"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; hiddenSelections[] = {"camo"}; containerClass = Supply0; mass = 0; class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Body { hitPointName = "HitBody"; armor = 0; passThrough = 1; }; }; }; }; }; And the updated hitpoints system that replaces part of the above class HitpointsProtectionInfo { class Neck { hitpointName = "HitNeck"; // reference to the hit point class defined in the man base class armor = 8; // addition to armor of referenced hitpoint passThrough = 0.5; // multiplier of base passThrough defined in referenced hitpoint }; class Arms { hitpointName = "HitArms"; armor = 8; passThrough = 0.5; }; class Chest { hitpointName = "HitChest"; armor = 24; passThrough = 0.1; }; class Diaphragm { hitpointName = "HitDiaphragm"; armor = 24; passThrough = 0.1; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 24; passThrough = 0.1; }; class Body { hitpointName = "HitBody"; passThrough = 0.1; }; 1 Share this post Link to post Share on other sites
MemesMostDank_ 17 Posted March 22, 2018 Okay thanks for the tips Share this post Link to post Share on other sites
MemesMostDank_ 17 Posted March 22, 2018 SUCCESS!!!! YOU FELLA'S ARE MOST CERTAINLY ON MY CHRISTMAS CARD LIST! Share this post Link to post Share on other sites
TitansWeasel 6 Posted March 23, 2018 congratulations!! So you let us see the final code? in this way everybody can learn something. Share this post Link to post Share on other sites
MemesMostDank_ 17 Posted March 23, 2018 I'll paste it now. ---code--- class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class V_vest_new: Vest_Camo_Base { author = "Will_Astle"; scope = 2; displayName = "CTSFO"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Characters_F\BLUFOR\V_PlateCarrier1_rgr"; hiddenSelectionsTextures[] = {"P:\HNL\Data\SFO1_FINISHED1"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; containerClass = Supply80; mass = 15; class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Chest { hitPointName = "HitChest"; armor = 16; passThrough = 0.3; }; }; }; }; }; Share this post Link to post Share on other sites