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Leium Sanchez

Re texturing Config problems

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So im new to the retextureing scene and ive ran into a slight problem with my config.cpp. It comes up with an error saying im missing a "}" on a certain line but i most certainly am not. I spent like 3 hours trying to figure it out and i simply cannot. Here is the error and my config file.

 

Error:

https://gyazo.com/538ecc1e7f5d05f195a019f920687976

 

Config.cpp:

https://pastebin.com/Xtz53S8r

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You were actually missing a closing brace and semi-colon on Line 94 (for class bailbonds :  Uniform_Base), the error occurred at the end of the config because the compiler adjusted to use all the other braces available, leaving you one short at the end. Fixed below:

 

Spoiler

class CfgPatches
{
    class LS_Uniforms
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Characters_F_BLUFOR"};
    };
};
 
class CfgFactionClasses
{
    class bailbonds_f
    {
        displayName = "Custom Uniforms";
        icon = "\LS_Uniforms\data\icon.paa"
        priority = 2;
        side = 1; // Blufor
    };
};
class CfgVehicleClasses
{
    class bail_unarmed
    {
        displayName = "Bail Bonds"; // Rename to what you want the sub group of the faction will be. You can have multiple subfactions (VehicleClasses) as long as the class name of the VehicleClass is different. Makes it work with zeus
    };
};
 
class CfgVehicles
{
    class b_survivor_F;
    class b_Competitor_F;
   
    class bailbonds_agent : b_survivor_F
 
    {
        _generalMacro = "b_survivor_F"; //unsure what this does
        scope = 2;
        displayName = "Bail Bonds Agent";
        faction = bailbonds_f;
        nakedUniform = "U_BasicBody"; //class for "naked" body
        uniformClass = "bailbonds"; //the uniform item
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"LS_Uniforms\data\bailbonds.paa"};
        Items[] = {FirstAidKit}; /// one First aid kit is good to start with
        RespawnItems[] = {FirstAidKit};
        linkedItems[] = {bailbonds_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio}; /// items directly in inventory slots
        respawnLinkedItems[] = {bailbonds_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio};
    };
   
    class LS_Police_Officer : B_Competitor_F {
   
        _generalMacro = "b_Competitor_F"; //unsure what this does
        scope = 2;
        displayName = "Police Officer";
        faction = bailbonds_f;
        nakedUniform = "U_BasicBody"; //class for "naked" body
        uniformClass = "LS_Police"; //the uniform item
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"LS_Uniforms\data\police_uniform.paa"};
        Items[] = {FirstAidKit}; /// one First aid kit is good to start with
        RespawnItems[] = {FirstAidKit};
        linkedItems[] = {police_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio}; /// items directly in inventory slots
        respawnLinkedItems[] = {police_vest, ItemMap, ItemCompass, ItemWatch, ItemRadio};
    };
};
 
class cfgWeapons
{
    class Uniform_Base;
    class UniformItem;
    class V_TacVest_khk;
    class VestItem;
   
	////////////////////////////////////////////
	//         Bailbonds Uniform              //
	////////////////////////////////////////////   
	 
	class bailbonds : Uniform_Base
	{
		scope = 2;
		displayName = "Bail Bonds Uniform";
		picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
		model = "\A3\characters_f\BLUFOR\b_soldier_01";
 
		class ItemInfo : UniformItem
		{
			uniformModel = "-";
			uniformClass = "bailbonds_agent"; //would be same as our made soldier class
			containerClass = "Supply20"; //how much it can carry
			mass = 80; //how much it weights
		};
	}; //MISSING   
	////////////////////////////////////////////
	//            Police Uniforms             //
	////////////////////////////////////////////       
	 
	class LS_Police : Uniform_Base
	{
		scope = 2;
		displayName = "Police Uniform";
		picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
		model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
 
		class ItemInfo : UniformItem
		{
			uniformModel = "-";
			uniformClass = "LS_Police_Officer";
			containerClass = "Supply20";
			mass = 80;
		};
	};
	   
	////////////////////////////////////////////
	//            Bailbonds Vest              //
	////////////////////////////////////////////   
	 
	class bailbonds_vest : V_TacVest_khk
	{
		scope = 2;
		displayName = "Bail Bonds Vest";
		picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_blk_CA.paa";
		model = "\A3\characters_f\BLUFOR\equip_b_vest01";
		hiddenSelections[] = {"camo"};
		hiddenSelectionsTextures[] = {"LS_Uniforms\data\bailbonds_vest.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"};
		};
	};
	 
	////////////////////////////////////////////
	//            Police Vests                //
	////////////////////////////////////////////   
		   
	class police_vest : V_TacVest_khk
	{
		scope = 2;
		displayName = "Police Vest";
		picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_blk_CA.paa";
		model = "\A3\characters_f\BLUFOR\equip_b_vest01";
		hiddenSelections[] = {"camo"};
		hiddenSelectionsTextures[] = {"LS_Uniforms\data\police_vest.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"};
		};
	};
};

 

 

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