Xorellion 1 Posted March 11, 2021 Hello everyone. I'm new in coding and I was about to create a mod to retexture a vest skin. The model I wanna retexture is the "V_PlateCarrierSpec_rgr". I inspired my code from other posts in the forum. Here is my full config.cpp : /// Vest_Camo_Base config /// class cfgWeapons { class ItemCore; class VestItem; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class LRI_Vest : Vest_Camo_Base { author = "xorellioin"; scope = public; displayName="LRI VEST"; weaponPoolAvailable = 1; allowedSlots[] = {901}; // This means the vest can be put into a backpack. picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; hiddenSelectionsTextures[] = {"\A3\Characters_F_Mark\BLUFOR\Data\carrier_gl_rig_blk_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; containerClass = Supply100; mass = 120; class HitpointsProtectionInfo { class Neck { hitpointName="HitNeck"; armor=8; passThrough=0.5; }; 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; }; }; }; }; }; My idea was that I maybe forgot something in class ItemInfo or before the CfgWeapons class. What's wrong with it ? When I open the game a message appear : No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope' and I can't find it in the arsenal. Thx for help. Apologize my English. Share this post Link to post Share on other sites
EO 11277 Posted March 11, 2021 There are a few mistakes in your config, try this version... class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class LRI_Vest : Vest_Camo_Base { author = "xorellioin"; scope = 2; displayName="LRI VEST"; weaponPoolAvailable = 1; allowedSlots[] = {901}; // This means the vest can be put into a backpack. picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_spec_rig_grn.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; hiddenSelectionsTextures[] = {"\A3\Characters_F_Mark\BLUFOR\Data\carrier_gl_rig_blk_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_spec_rig.p3d"; containerClass = "Supply100"; mass = 120; class HitpointsProtectionInfo { class Neck { hitpointName="HitNeck"; armor=8; passThrough=0.5; }; 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; }; }; }; }; }; For reference: You don't need class VestItem Scope should be set to 2, not public. class ItemInfo: VestItem should read class ItemInfo: ItemInfo containerClass = Supply100 should read containerClass = "Supply100" Hopefully this new version works for you. 1 Share this post Link to post Share on other sites
Xorellion 1 Posted March 11, 2021 So I corrected my code but the vest isn't showing itself in the arsenal. Isn't it a question of writing a CfgPatches or CfgVehicles ? Share this post Link to post Share on other sites
EO 11277 Posted March 11, 2021 19 minutes ago, Xorellion said: So I corrected my code but the vest isn't showing itself in the arsenal. Did you try the amended config I gave you? That should work as it's based of one of my own vest config which work just fine.... Spoiler class CfgPatches { class eo_vests { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={}; }; }; class CfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class eo_platecarrier_1: Vest_Camo_Base { author="EO"; scope=2; displayName="EO PlateCarrier (BLK)"; picture="\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa"; model="\A3\Characters_F\BLUFOR\equip_b_vest02"; hiddenSelectionsTextures[]= { "eo_vests\data\eo_platecarrier_1.paa" }; descriptionShort="$STR_A3_SP_AL_III"; class ItemInfo: ItemInfo { uniformModel="\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass="Supply140"; 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; }; }; }; }; }; 22 minutes ago, Xorellion said: Isn't it a question of writing a CfgPatches or CfgVehicles ? As you can see from my config, it doesn't require CfgVehicles. Share this post Link to post Share on other sites
Xorellion 1 Posted March 11, 2021 Thx it works ! I'm going to base my config on yours. I Just wanna know what does CfgPatches is for ? Share this post Link to post Share on other sites
EO 11277 Posted March 11, 2021 Nice! ^^ For future reference: https://community.bistudio.com/wiki/CfgPatches Share this post Link to post Share on other sites
Xorellion 1 Posted March 11, 2021 And what if I want to add a uniform to my addon ? Do I have to add (that I will modificate later) : /// Uniform config /// class cfgWeapons { class UniformItem; class U_B_soldier_new: Uniform_Base { author = "Splendid Modder"; scope = 2; displayName = "New Uniform"; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; }; Can I also remove the CfgWeapons and put it from UniformItem to its end inside my last CfgWeapons? Or is it a CfgVehicles for the uniform ? 1 Share this post Link to post Share on other sites
EO 11277 Posted March 11, 2021 First off, bookmark the encoding guide, it really is your friend...https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide If your building a mod with vests uniforms etc. to keep your workflow simple I'd recommend keeping vest, uniforms, backpacks in separate pbo's (just my personal preference) For reference here is a sample of a working retextured uniform config, It might help.... class CfgPatches { class eo_uniforms { units[]={}; weapons[]= { "" }; requiredVersion=0.1; requiredAddons[]= { "A3_Data_F_Exp" }; }; }; class CfgWeapons { class UniformItem; class U_B_CTRG_Soldier_F; class eo_bandit: U_B_CTRG_Soldier_F { scope=2; author="EO"; displayName="EO Bandit Fatigues"; model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; class ItemInfo: UniformItem { uniformmodel="-"; uniformClass="eo_bandit"; containerclass="Supply80"; armor=50; mass=30; }; }; }; class cfgVehicles { class B_CTRG_Soldier_base_F; class eo_bandit: B_CTRG_Soldier_base_F { scope=1; displayName="EO Bandit Fatigues"; model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d"; uniformClass="eo_bandit"; hiddenSelections[]= { "camo", "insignia" }; hiddenSelectionsTextures[]= { "\eo_uniforms\data\eo_bandit.paa" }; class Wounds { tex[]={}; mat[]= { "a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat", "A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat" }; }; }; }; Share this post Link to post Share on other sites