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zukov

Alt headgear Randomization error

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i tried to stop the headgear randomization directly on the config file in the cgfvehicles section but i have a error "scope" in that line like the example (obvoiusly i put eventhandlers like external class reference)
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Headgear_configuration
 

 class O_Soldier_Wdl_pants_f: O_G_Soldier_SL_F {
        author = "$STR_A3_Bohemia_Interactive";
        scope = 2;
        scopeCurator = 2;  // 2 = class is available in Zeus; 0 = class is unavailable in Zeus.
        scopeArsenal = 0;
        model = "\A3\Characters_F_EPB\Guerrilla\ig_guerrilla5_1.p3d";
        uniformClass = "U_O_Kerry_Uniform_wdl_pants";
        hiddenSelections[] = {"Camo","insignia"};
        hiddenSelectionsTextures[] = {"\A3\Characters_F_EPB\Guerrilla\Data\ig_guerrilla5_1_co.paa"};
        linkedItems[] = {V_PlateCarrierk_nflg, H_MilCap_gry, ItemMap, ItemCompass, ItemWatch, ItemRadio, };               
        respawnLinkedItems[] = {V_PlateCarrierk_nflg, H_MilCap_gry, ItemMap, ItemCompass, ItemWatch, ItemRadio,};
         
    };
    class EventHandlers: EventHandlers {init = "";};

 

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@sparfell_19
i tried always same error, maybe  is not possible leave empty code...
 

class O_STavrou_TL : O_G_Soldier_TL_F {
        scope = 2;
        scopeCurator = 2;  // 2 = class is available in Zeus; 0 = class is unavailable in Zeus.
        scopeArsenal = 0;
        editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\I_G_resistanceLeader_F.jpg";
        hiddenSelections[] = {"Camo","insignia"};
        hiddenSelectionsTextures[] = {"\A3\Characters_F_EPB\Guerrilla\Data\ig_guerrilla4_1_co.paa"};
        model = "\A3\Characters_F_EPB\Guerrilla\ig_guerrilla4_1.p3d";
        uniformClass = "U_O_STavrou_TL";
        linkedItems[] = {V_PlateCarrier1_GUE_K, H_Booniehat_khk_hs, ItemMap, ItemCompass, ItemWatch, ItemRadio, };               
        respawnLinkedItems[] = {V_PlateCarrier1_GUE_K, H_Booniehat_khk_hs, ItemMap, ItemCompass, ItemWatch, ItemRadio,};
        class EventHandlers: EventHandlers {init = "";};
      }; 



5bv39w.jpg

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The class EventHandlers must be previously defined in the correct parent class.
The issue is probably not in the code you are showing.

For instance :

	class Civilian_F;
	class C_man_1: Civilian_F
	{
		class EventHandlers;
	};
	class C_MU_man_random_civil_F : C_man_1
	{
		scope = 2;
		scopeCurator = 2;
		displayName = $STR_MU_civilian_random_civil;
		class EventHandlers: EventHandlers
		{
			init = "(_this select 0) execVM ""\MU\MU_CIVILIAN\scripts\random_civil_body.sqf""; (_this select 0) execVM ""\MU\MU_CIVILIAN\scripts\random_civil_head.sqf""";
		};
		MU_PREVIEW(C_MU_man_random_civil_F);
	};

 

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in your example, you declared more units classes than me  (I apologize my knowledge of BI code is  newbie)

 

class O_STavrou_TL : // my new unit
O_G_Soldier_TL_F //this is the unit with the randomization inherit from game (opfor FIA)
{
class EventHandlers;//   your example is here?
        scope = 2;
        scopeCurator = 2; 
        scopeArsenal = 0;
        editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\I_G_resistanceLeader_F.jpg";
        hiddenSelections[] = {"Camo","insignia"};
        hiddenSelectionsTextures[] = {"\A3\Characters_F_EPB\Guerrilla\Data\ig_guerrilla4_1_co.paa"};
        model = "\A3\Characters_F_EPB\Guerrilla\ig_guerrilla4_1.p3d";
        uniformClass = "U_O_STavrou_TL";
        linkedItems[] = {V_PlateCarrier1_GUE_K, H_Booniehat_khk_hs, ItemMap, ItemCompass, ItemWatch, ItemRadio, };               
        respawnLinkedItems[] = {V_PlateCarrier1_GUE_K, H_Booniehat_khk_hs, ItemMap, ItemCompass, ItemWatch, ItemRadio,};
        class EventHandlers: EventHandlers {init = "";};
      }; 

 

1 hour ago, sparfell_19 said:

The class EventHandlers must be previously defined in the correct parent class.
The issue is probably not in the code you are showing.

For instance :


	class Civilian_F;
	class C_man_1: Civilian_F
	{
		class EventHandlers;
	};
	class C_MU_man_random_civil_F : C_man_1
	{
		scope = 2;
		scopeCurator = 2;
		displayName = $STR_MU_civilian_random_civil;
		class EventHandlers: EventHandlers
		{
			init = "(_this select 0) execVM ""\MU\MU_CIVILIAN\scripts\random_civil_body.sqf""; (_this select 0) execVM ""\MU\MU_CIVILIAN\scripts\random_civil_head.sqf""";
		};
		MU_PREVIEW(C_MU_man_random_civil_F);
	};

 

 

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Then something like this should work :

I_G_Soldier_base_F is the parent class where class EventHandler is defined in your case.

class SoldierGB;
class I_G_Soldier_base_F: SoldierGB
{
	class EventHandler;
};
class I_G_Soldier_TL_F: I_G_Soldier_base_F {};
class O_G_Soldier_TL_F: I_G_Soldier_TL_F {};
class O_STavrou_TL: O_G_Soldier_TL_F
{
	scope = 2;
	scopeCurator = 2; 
	scopeArsenal = 0;
	editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\I_G_resistanceLeader_F.jpg";
	hiddenSelections[] = {"Camo","insignia"};
	hiddenSelectionsTextures[] = {"\A3\Characters_F_EPB\Guerrilla\Data\ig_guerrilla4_1_co.paa"};
	model = "\A3\Characters_F_EPB\Guerrilla\ig_guerrilla4_1.p3d";
	uniformClass = "U_O_STavrou_TL";
	linkedItems[] = {V_PlateCarrier1_GUE_K, H_Booniehat_khk_hs, ItemMap, ItemCompass, ItemWatch, ItemRadio, };               
	respawnLinkedItems[] = {V_PlateCarrier1_GUE_K, H_Booniehat_khk_hs, ItemMap, ItemCompass, ItemWatch, ItemRadio,};
	class EventHandlers: EventHandlers
	{
		init = "";
	};
}; 

 

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54 minutes ago, sparfell_19 said:

Then something like this should work :

I_G_Soldier_base_F is the parent class where class EventHandler is defined in your case.


doesn't work give me a error "undefined EventHandlers base class "  i let as is, the better way in MP is to add a script to prevent randomization, i'm sorry  that in this manner in sp doesn't have the helmets

thanks a Lot!

 

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7 minutes ago, zukov said:


doesn't work give me a error "undefined EventHandlers base class "  i let as is, the better way in MP is to add a script to prevent randomization, i'm sorry  that in this manner in sp doesn't have the helmets

thanks a Lot!

 

This is just because I made typo. There is a missing "s" in the first EventHandler_. ;)

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