Jump to content
Spartacist

Error while trying to make my own custom retextures

Recommended Posts

Recently I've been try to make some retextures for my own personal mod that I'm making but I've run into an error upon loading up the game

 

I've copied the image of the error I've run into when the game loads up

Link: https://imgur.com/lKBQU2D

 

Below I've left my cfgWeapons config and hopefully you can tell me what I've done wrong

//=====================================================================================================================
//notes Class Parent Names
class Item_U_I_CombatUniform;
class Item_Base_F;
class WeaponHolder;
class ReammoBox;
class Strategic;
class Building;
class Static;
class All;
class Headgear_Base_F;
class Headgear_H_HelmetIA;
class Vest_Base_F;
class Vest_V_PlateCarrierIA1_dgtl;
//=====================================================================================================================
//notes Custom Classes (Uniforms)
class faa_uniform_m1: Item_U_I_CombatUniform
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Uniform M1";
    picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
    model = "\A3\Weapons_f\dummyweapon.p3d";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m1.paa"};

    class ItemInfo: UniformItem
    {
        uniformModel = "-";
        uniformClass = B_soldier_new;
        containerClass = Supply40;
        mass = 40;
    };
};
class faa_uniform_m2: Item_U_I_CombatUniform
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Uniform M2";
    picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
    model = "\A3\Weapons_f\dummyweapon.p3d";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m2.paa"};

    class ItemInfo: UniformItem
    {
        uniformModel = "-";
        uniformClass = B_soldier_new;
        containerClass = Supply40;
        mass = 40;
    };
};
class faa_uniform_m3: Item_U_I_CombatUniform
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Uniform M3";
    picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
    model = "\A3\Weapons_f\dummyweapon.p3d";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m3.paa"};

    class ItemInfo: UniformItem
    {
        uniformModel = "-";
        uniformClass = B_soldier_new;
        containerClass = Supply40;
        mass = 40;
    };
};
//=====================================================================================================================
//notes Custom Classes (Helmets)
class faa_helmet_m1: Headgear_H_HelmetIA
{
	author = "SPARTACIST";
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "(AB) Helmet M1";
	picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa";
	model = "\A3\Weapons_F\DummyHeadgear.p3d";
	hiddenSelections[] = { "camo" };
	hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m1.paa" };
	class ItemInfo: HeadgearItem
	{
		mass = 40;
		uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d";
		modelSides[] = { TCivilian, TWest };
		hiddenSelections[] = { "camo" };

		// if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well.
		// Currently works only for Headgear + NVG + Radio item combinations.
		// subItems[] = { "Integrated_NVG_F" };

		class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
		{
			class Head
			{
				hitPointName = "HitHead";
				armor = 6;
				passThrough = 0.5;
			};
		};
	};
};
class faa_helmet_m1: Headgear_H_HelmetIA
{
	author = "SPARTACIST";
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "(AB) Helmet M2";
	picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa";
	model = "\A3\Weapons_F\DummyHeadgear.p3d";
	hiddenSelections[] = { "camo" };
	hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m2.paa" };
	class ItemInfo: HeadgearItem
	{
		mass = 40;
		uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d";
		modelSides[] = { TCivilian, TWest };
		hiddenSelections[] = { "camo" };

		// if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well.
		// Currently works only for Headgear + NVG + Radio item combinations.
		// subItems[] = { "Integrated_NVG_F" };

		class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
		{
			class Head
			{
				hitPointName = "HitHead";
				armor = 6;
				passThrough = 0.5;
			};
		};
	};
};
class faa_helmet_m1: Headgear_H_HelmetIA
{
	author = "SPARTACIST";
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "(AB) Helmet M3";
	picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa";
	model = "\A3\Weapons_F\DummyHeadgear.p3d";
	hiddenSelections[] = { "camo" };
	hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m3.paa" };
	class ItemInfo: HeadgearItem
	{
		mass = 40;
		uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d";
		modelSides[] = { TCivilian, TWest };
		hiddenSelections[] = { "camo" };

		// if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well.
		// Currently works only for Headgear + NVG + Radio item combinations.
		// subItems[] = { "Integrated_NVG_F" };

		class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
		{
			class Head
			{
				hitPointName = "HitHead";
				armor = 6;
				passThrough = 0.5;
			};
		};
	};
};
//=====================================================================================================================
//notes Custom Classes (Vests)
class faa_vest_m1: Vest_V_PlateCarrierIA1_dgtl
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Vest M1";
    picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
    model = "\A3\Weapons_F\DummyVest.p3d";
    hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m1.paa"};
    class ItemInfo: ItemInfo
    {
        uniformModel = "\A3\Weapons_F\DummyVest.p3d";
        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;
            };
        };
    };
};
class faa_vest_m2: Vest_V_PlateCarrierIA1_dgtl
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Vest M2";
    picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
    model = "\A3\Weapons_F\DummyVest.p3d";
    hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m2.paa"};
    class ItemInfo: ItemInfo
    {
        uniformModel = "\A3\Weapons_F\DummyVest.p3d";
        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;
            };
        };
    };
};
class faa_vest_m3: Vest_V_PlateCarrierIA1_dgtl
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Vest M3";
    picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
    model = "\A3\Weapons_F\DummyVest.p3d";
    hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m3.paa"};
    class ItemInfo: ItemInfo
    {
        uniformModel = "\A3\Weapons_F\DummyVest.p3d";
        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

It looks like you need to add UniformItem as a class. At the very top with your other classes put

 

class UniformItem;

 

Also, you need to use the more updated hitpoints for your vest

 

			class HitpointsProtectionInfo
			{
				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 = 0.3;
				};
			};

 

 

Share this post


Link to post
Share on other sites

Patched up a few other errors and some of the ones you pointed out along the way, but ended up running into this while editing.

 

Here's the updated version of a cfgWeapons:

 

//=====================================================================================================================
//notes Class Parent Names
class Item_U_I_CombatUniform;
class Item_Base_F;
class WeaponHolder;
class ReammoBox;
class Strategic;
class Building;
class Static;
class All;
class Headgear_Base_F;
class Headgear_H_HelmetIA;
class Vest_Base_F;
class Vest_V_PlateCarrierIA1_dgtl;
class UniformItem;
class HeadgearItem;
class ItemInfo;
//=====================================================================================================================
//notes Custom Classes (Uniforms)
class faa_uniform_m1: Item_U_I_CombatUniform
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Uniform M1";
    picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
    model = "\A3\Weapons_f\dummyweapon.p3d";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m1.paa"};

    class ItemInfo: UniformItem
    {
        uniformModel = "-";
        uniformClass = faa_uniform_m1;
        containerClass = Supply40;
        mass = 40;
    };
};
class faa_uniform_m2: Item_U_I_CombatUniform
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Uniform M2";
    picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
    model = "\A3\Weapons_f\dummyweapon.p3d";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m2.paa"};

    class ItemInfo: UniformItem
    {
        uniformModel = "-";
        uniformClass = faa_uniform_m2;
        containerClass = Supply40;
        mass = 40;
    };
};
class faa_uniform_m3: Item_U_I_CombatUniform
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Uniform M3";
    picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
    model = "\A3\Weapons_f\dummyweapon.p3d";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m3.paa"};

    class ItemInfo: UniformItem
    {
        uniformModel = "-";
        uniformClass = faa_uniform_m3;
        containerClass = Supply40;
        mass = 40;
    };
};
//=====================================================================================================================
//notes Custom Classes (Helmets)
class faa_helmet_m1: Headgear_H_HelmetIA
{
	author = "SPARTACIST";
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "(AB) Helmet M1";
	picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa";
	model = "\A3\Weapons_F\DummyHeadgear.p3d";
	hiddenSelections[] = { "camo" };
	hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m1.paa" };
	class ItemInfo: HeadgearItem
	{
		mass = 40;
		uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d";
		modelSides[] = { TCivilian, TWest };
		hiddenSelections[] = { "camo" };

		// if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well.
		// Currently works only for Headgear + NVG + Radio item combinations.
		// subItems[] = { "Integrated_NVG_F" };

		class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
		{
			class Head
			{
				hitPointName = "HitHead";
				armor = 6;
				passThrough = 0.5;
			};
		};
	};
};
class faa_helmet_m2: Headgear_H_HelmetIA
{
	author = "SPARTACIST";
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "(AB) Helmet M2";
	picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa";
	model = "\A3\Weapons_F\DummyHeadgear.p3d";
	hiddenSelections[] = { "camo" };
	hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m2.paa" };
	class ItemInfo: HeadgearItem
	{
		mass = 40;
		uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d";
		modelSides[] = { TCivilian, TWest };
		hiddenSelections[] = { "camo" };

		// if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well.
		// Currently works only for Headgear + NVG + Radio item combinations.
		// subItems[] = { "Integrated_NVG_F" };

		class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
		{
			class Head
			{
				hitPointName = "HitHead";
				armor = 6;
				passThrough = 0.5;
			};
		};
	};
};
class faa_helmet_m3: Headgear_H_HelmetIA
{
	author = "SPARTACIST";
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "(AB) Helmet M3";
	picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa";
	model = "\A3\Weapons_F\DummyHeadgear.p3d";
	hiddenSelections[] = { "camo" };
	hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m3.paa" };
	class ItemInfo: HeadgearItem
	{
		mass = 40;
		uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d";
		modelSides[] = { TCivilian, TWest };
		hiddenSelections[] = { "camo" };

		// if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well.
		// Currently works only for Headgear + NVG + Radio item combinations.
		// subItems[] = { "Integrated_NVG_F" };

		class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
		{
			class Head
			{
				hitPointName = "HitHead";
				armor = 6;
				passThrough = 0.5;
			};
		};
	};
};
//=====================================================================================================================
//notes Custom Classes (Vests)
class faa_vest_m1: Vest_V_PlateCarrierIA1_dgtl
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Vest M1";
    picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
    model = "\A3\Weapons_F\DummyVest.p3d";
    hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m1.paa"};
    class ItemInfo: ItemInfo
    {
        uniformModel = "\A3\Weapons_F\DummyVest.p3d";
        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;
            };
            class Diaphragm
            {
                 hitPointName = "HitDiaphragm";
                 armor = 16;
                 passThrough = 0.3;
            };
            class Abdomen
            {
                 hitPointName = "HitAbdomen";
                 armor = 16;
                 passThrough = 0.3;
            };
            class HitBody
            {
                 hitPointName = "HitBody";
                 armor = 16;
                 passThrough = 0.3;
            };
        };
    };
};
class faa_vest_m2: Vest_V_PlateCarrierIA1_dgtl
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Vest M2";
    picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
    model = "\A3\Weapons_F\DummyVest.p3d";
    hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m1.paa"};
    class ItemInfo: ItemInfo
    {
        uniformModel = "\A3\Weapons_F\DummyVest.p3d";
        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;
            };
            class Diaphragm
            {
                 hitPointName = "HitDiaphragm";
                 armor = 16;
                 passThrough = 0.3;
            };
            class Abdomen
            {
                 hitPointName = "HitAbdomen";
                 armor = 16;
                 passThrough = 0.3;
            };
            class HitBody
            {
                 hitPointName = "HitBody";
                 armor = 16;
                 passThrough = 0.3;
            };
        };
    };
};
class faa_vest_m3: Vest_V_PlateCarrierIA1_dgtl
{
    author = "SPARTACIST";
    scope = 2;
    displayName = "(AB) Vest M3";
    picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
    model = "\A3\Weapons_F\DummyVest.p3d";
    hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m1.paa"};
    class ItemInfo: ItemInfo
    {
        uniformModel = "\A3\Weapons_F\DummyVest.p3d";
        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;
            };
            class Diaphragm
            {
                 hitPointName = "HitDiaphragm";
                 armor = 16;
                 passThrough = 0.3;
            };
            class Abdomen
            {
                 hitPointName = "HitAbdomen";
                 armor = 16;
                 passThrough = 0.3;
            };
            class HitBody
            {
                 hitPointName = "HitBody";
                 armor = 16;
                 passThrough = 0.3;
            };
        };
    };
};

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×