Maurekk 0 Posted July 22, 2004 Hello, I ve made a Config and the pbo File is called: "US-Airborne_Maurekk". Ofp starts no error messages are shown, but i cant see my vehicle class in the Mission Editor under "West" -> "US 82nd Airborne" its just not there. but when ic create a unit with a trigger it works the soldier is there without any problems. PLz help me THANKS. // some BASic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0 // dummy weapons #define WeaponSlotPrimary 1 // primary weapons #define WeaponSlotSecondary 16 // secondary weapons #define WeaponSlotItem 256 // items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 // Wood wounds #define BASWood_WOUNDS_m wounds[] = {"xicht_a.paa","xicht_a_zranen","xicht_b.paa","xicht_a_ zranen","xicht_c.paa","xicht_a_zranen","xicht_d.paa",&q uot;xicht_a_zranen","xicht_e.paa","xicht_e_zranen","xicht_f. paa","xicht_a_zranen","xicht_g.paa","xicht_a_zranen",&q uot;xicht_h.paa","xicht_a_zranen","xicht_i.paa","xicht_a_zra nen","xicht_j.paa","xicht_a_zranen","xicht_k.paa"," ;xicht_a_zranen","xicht_l.paa","xicht_a_zranen","xicht_m.paa ","xicht_a_zranen","xicht_n.paa","xicht_a_zranen"," ;xicht_o.paa","xicht_o_zranen","xicht_p.paa","xicht_a_zranen ","xicht_q.paa","xicht_a_zranen","xicht_r.paa","xi cht_a_zranen","xicht_s.paa","xicht_a_zranen","xicht_t.paa&qu ot;,"xicht_a_zranen","xicht_u.paa","xicht_a_zranen","xi cht_v.paa","xicht_v_zranen","xicht_w.paa","xicht_w_zranen&qu ot;,"xicht_x.paa","xicht_a_zranen","xicht_y.paa","xicht _a_zranen","xicht_z.paa","xicht_a_zranen","xicht_2a.paa" ;,"xicht_a_zranen","xicht_2b.paa","xicht_w_zranen","xic ht_2c.paa","xicht_a_zranen","xicht_2d.paa","xicht_v_zranen&q uot;,"xicht_2e.paa","xicht_a_zranen","xicht_2f.paa","xi cht_a_zranen","xicht_2g.paa","xicht_w_zranen","xicht_2h.paa& quot;,"xicht_a_zranen","xicht_2i.paa","xicht_a_zranen"," ;xicht_2j.paa","xicht_a_zranen","xicht_2k.paa","xicht_a_zran en","xicht_2l.paa","xicht_a_zranen","xicht_2m.paa",&quo t;xicht_a_zranen","xicht_2n.paa","xicht_a_zranen","xicht_2o. paa","xicht_a_zranen","xicht_2p.paa","xicht_2p_zranen", "xicht_2q.paa","xicht_a_zranen","xicht_2r.paa","xicht_e _zranen","xicht_2s.paa","xicht_a_zranen","xicht_2t.paa" ,"xicht_a_zranen","xicht_2u.paa","xicht_a_zranen","xich t_2v.paa","xicht_a_zranen","xicht_2w.paa","xicht_w_zranen&qu ot;,"xicht_2x.paa","xicht_a_zranen","xicht_2y.paa","xic ht_a_zranen","xicht_2z.paa","xicht_a_zranen","\BAS_deraw\wood\a_front","\BAS_deraw\wood_d\a_front_d","\BAS_deraw\wood\BODY1","\BAS_deraw\wood_d\BODY1d","\BAS_deraw\wood\cepice_side","\BAS_deraw\wood_d\cepice_side_d","\BAS_deraw\wood\cepice_up","\BAS_deraw\wood_d\cepice_up_d","\BAS_deraw\wood\leftarm","\BAS_deraw\wood_d\leftarmd","\BAS_deraw\wood\leftleg","\BAS_deraw\wood_d\leftlegd","\BAS_deraw\wood\mich0b","\BAS_deraw\wood_d\mich0b_d","\BAS_deraw\wood\mich04","\BAS_deraw\wood_d\mich04_d","\BAS_deraw\wood\rightarm","\BAS_deraw\wood_d\rightarmd","\BAS_deraw\wood\rightleg","\BAS_deraw\wood_d\rightlegd"}; class CfgPatches { class US_Airborne_Maurekk { units[] = { m_82leader, m_82rifleman, m_82rifleman2, m_82grenade, m_82medic, m_82radio, m_82mg, m_82at4, m_82jav, m_82aa, m_82sniper, m_82spr, m_82scope }; requiredAddons[] = {"BIS_Resistance","BAS_Weap","BIS_WeaponPack"}; weapons[] = {}; requiredVersion = 1.96; }; }; class CfgModels { class Default {}; class Man: Default {}; class BAS_RangerFloppy: man { sections[] = { "head injury","body injury", "l arm injury","r arm injury","p arm injury", "l leg injury","r leg injury","p leg injury", "medic", "hlava", "krk", "zasleh", "BASpatch", "basm9" }; sectionsInherit = Head; }; class BAS_RangerHelmet: BAS_RangerFloppy {}; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierWG: SoldierWB{}; class SoldierWMG: SoldierWB{}; class SoldierWLAW: SoldierWB{}; class SoldierWAT: SoldierWLAW{}; class SoldierWAA: SoldierWLAW{}; class SoldierWMortar: SoldierWG{}; class OfficerWNight: SoldierWB{}; class SoldierWSniper: SoldierWB{}; class OfficerW: SoldierWB{}; class SoldierWMedic: SoldierWB{}; //-----------------------------------------------------------------------------------------W O O D L A N D----------------------------------------------------------------------------------------- -- class m_82leader : SoldierWB { displayName = "US 82nd Squad Leader"; model = "\BAS_deraw\BAS_RangerHelmet.p3d"; vehicleClass = "US 82nd Airborne"; scope = 1; cost = 100000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 15; armorStructural = 2.0; armorHead = 0.7; armorBody = 5.5; armorHands = 0.5; armorLegs = 0.5; weapons[] = {"m_m4sopmod","inq_mk23","Binocular","NVGoggles",& quot;inq_Throw","inq_Put"}; magazines[] = {"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q uot;jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag"," ;inq_HandGrenade","inq_HandGrenade","inq_HandGrenade","inq_h andgrenade","inq_mk23Mag","inq_mk23Mag","inq_mk23Mag"}; BASWood_WOUNDS_m animated = 1; class Animations { class goggles { type = "rotation"; animPeriod = 0.5; selection = "goggles"; axis = "axisgoggles"; angle0 = 0; angle1 = 0.75; }; }; class UserActions { class Lowervisor { displayName = "Lower Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} < 0.5 && this == player"; statement = "this animate [{goggles}, 1]"; }; class Raisevisor { displayName = "Raise Goggles"; position = "axisgoggles"; radius = 1.00000; condition = "this animationPhase {goggles} >= 0.5 && this == player"; statement = "this animate [{goggles}, 0]"; }; }; }; class m_82rifleman: m_82leader { displayName = "82nd Rifleman M4"; hiddenSelections[] = {"basm9","medic"}; weapons[] = {"m_m4","NVGoggles","inq_Throw","inq_Put"}; magazines[] = {"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q uot;jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag"," ;inq_HandGrenade","inq_HandGrenade","inq_HandGrenade","inq_h andgrenade"}; }; class m_82rifleman2: m_82rifleman { displayName = "82nd Rifleman M4 Reflex"; weapons[] = {"m_m4reflex","NVGoggles","inq_Throw","inq_Put"}; }; class m_82grenade : m_82rifleman { displayName = "82nd Grenadier"; weapons[] = {"m_m4_m203","NVGoggles","inq_Throw","inq_Put"}; magazines[] = {"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q uot;jam_w556_30hdmag","jam_w556_30hdmag","c8xm203vest"}; }; class m_82medic : m_82rifleman { displayName = "82nd Medic"; weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[] = {"m_M4","NVGoggles","inq_Throw","inq_Put"}; magazines[] = {"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q uot;jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag"}; hiddenSelections[] = {"basm9"}; }; class m_82radio : m_82rifleman { displayName = "82nd Radioman"; weapons[] = {"m_m4","BAS_Satcom","NVGoggles","inq_Throw"," ;inq_Put"}; }; class m_82mg : m_82rifleman { displayName = "82nd Auto Rifleman"; weapons[] = {"m_m249_para","NVGoggles","inq_Throw","inq_Put"}; magazines[] = {"jam_w556m_200hdmag","jam_w556m_200hdmag","jam_w556m_200hdmag&qu ot;,"jam_w556m_200hdmag","inq_handgrenade","inq_handgrenade" }; }; class m_82at4 : m_82rifleman { displayName = "82nd AT4"; weapons[] = {"m_m4reflex","jam_at4launcher","NVGoggles","inq_Throw& quot;,"inq_Put"}; magazines[]={"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q uot;jam_w556_30hdmag","jam_at4rocket","jam_at4rocket","jam_a t4rocket"}; }; class m_82jav : m_82rifleman { displayName = "82nd Javelin"; weapons[] = {"m_m4reflex","SUCHJavelinLauncher","NVGoggles","inq_Th row","inq_Put"}; magazines[]={"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q uot;jam_w556_30hdmag","SUCHJavelinMag"}; }; class m_82aa : m_82rifleman { displayName = "82nd Anti Air"; weapons[] = {"m_m4reflex","AALauncher","NVGoggles","inq_Throw" ,"inq_Put"}; magazines[] = {"jam_w556_30hdmag","jam_w556_30hdmag","jam_w556_30hdmag",&q uot;jam_w556_30hdmag","AALauncher"}; }; class m_82sniper : SoldierWSniper { displayName = "82nd Heavy Sniper"; model = "\BAS_deraw\BAS_RangerFloppy.p3d"; vehicleClass = "US 82nd Airborne"; scope = 1; cost = 110000 sensitivity = 1.25; accuracy = 2.500000; nightVision = 1; camouflage = 0.750000; armor = 15; armorStructural = 2.0; armorHead = 0.7; armorBody = 5.5; armorHands = 0.5; armorLegs = 0.5; weaponSlots = "1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32"; weapons[]={"HEP_M82","binocular","nvgoggles","inq_Throw",&qu ot;inq_Put","inq_mk23sd"}; magazines[]={"HEP_M82Mag","HEP_M82Mag","HEP_M82Mag","HEP_M82Mag&quo t;,"HEP_M82Mag","HEP_M82apMag","HEP_M82apMag","HEP_M82a pMag","inq_Mk23sdmag","inq_Mk23sdmag","inq_Mk23sdmag"}; BASWood_WOUNDS_m }; class m_82spr : m_82sniper { displayname = "82nd Spotter"; weapons[]={"HEP_SR25S","binocular","nvgoggles","inq_Throw",& quot;inq_Put","inq_mk23sd"}; magazines[]={"HEP_SR25SMag","HEP_SR25SMag","HEP_SR25SMag","HEP_SR25 SMag","HEP_SR25SMag","HEP_SR25SMag","HEP_SR25SMag",&quo t;HEP_SR25SMag","inq_Mk23sdmag","inq_Mk23sdmag","inq_Mk23sdm ag"}; } class m_82scope : m_82sniper { displayname = "82nd Designated Marksman"; weapons[]={"m_m4scope","binocular","nvgoggles","inq_Throw",& quot;inq_Put","inq_mk23"}; magazines[]={"jam_w556_30mag","jam_w556_30mag","jam_w556_30mag","ja m_w556_30mag","jam_w556_30mag","jam_w556_30mag","jam_w556_30 mag","jam_w556_30mag","inq_handgrenade","inq_handgrenade&quo t;,"inq_Mk23mag","inq_Mk23mag","inq_Mk23mag"}; } }; Share this post Link to post Share on other sites
Maurekk 0 Posted July 22, 2004 plz post in this thread lol Share this post Link to post Share on other sites
dm 9 Posted July 22, 2004 You need to change their scope from 1 to 2. Also, remove all BAS references (excpet for the required addons) as these will cause problems if you use these at the same time as the Delta/Ranger pack. Share this post Link to post Share on other sites
Maurekk 0 Posted July 22, 2004 lol @ Deadmeat thx the problem was the scope thing, but what is this for ? Share this post Link to post Share on other sites
dm 9 Posted July 22, 2004 Scope defines whether or not a unit is shown in the editor. Scope of 0 or 1 will be hidden in the editor, but still available in-game, and scope 2 will be visible in the editor. BTW - this should really be in the Breathe - Config board. Share this post Link to post Share on other sites