black150 0 Posted September 3, 2006 I have a problem with my new soldier I'm making, the problem is that when I start OFP the unit doesn't appear in the editor   I've changed this config numerous times, used tutorials, examples, scoured the net for hours on end, and still I get the gun and put it to my head. You all will guess what I'm making through what the config says and here it is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#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 true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class masterchief     {         units[] = {masterchief};         weapons[] = {};         requiredaddons[] = {};         requiredVersion = 1.85;     }; }; class CfgModels {   class Default {};   class Man: Default {};   class masterchief: Man   { sectionsInherit="Vehicle"; sections[]={"helmet"}; }; class CfgVehicles {     class All {};     class AllVehicles:All {};     class Land:AllVehicles {};     class Man:Land {};     class Soldier:Man {}; class SoldierWB:Soldier {}; class masterchief:SoldierWB { model="\masterchief\masterchief";     displayName="MasterChief";     VehicleClass="Halo Humans"; Side=1; sensitivity=2.25; accuracy=2.500000; nightVision=0 camouflage=0.750000; canHideBodies=1; attendant=1; armor=30; armorStructual=3.0; armorHead=8; armourBody=15; armourHands=4; armourLegs=3;     Scope=2;         Weapons="assaultrifle";     Magazines[]= {"assaultrifle","assaultrifle","assaultrifle","assaultrifle"}; }; }; thanks for help given, as it will help me for my other plans as well Share this post Link to post Share on other sites
black150 0 Posted September 3, 2006 Also, my assault rifle. The AI are refusing to fire it Config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // some basic defines #define TEast 1 #define TWest 0 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #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 class CfgModels { class Default{}; class Weapon: Default{}; class assaultrifle: Weapon{}; }; class CfgPatches {     class assaultrifle     {         units[] = {};         weapons[] = {assaultrifle};         requiredVersion = 1.91;     }; }; class CfgAmmo {     class default {};     class BulletSingle : default{};     class assaultrifle : BulletSingle     {         hit=15;indirectHit=2;indirectHitRange=0.1;     }; }; class CfgRecoils {     nikonovs[]={0.03,0.02,0.02,0.03,0.03,0.03,0,0};     nikonovp[]={0.02,0.01,0.01,0.02,0.02,0.02,0,0};     nikonovb[]={0.03,0.02,0,0}; }; class CfgWeapons {     class Default     {};     class MGun: Default {};     class Riffle: MGun {};     class HK : Riffle {};     class assaultrifle: HK     {         displayName = AssaultRifle;         displayNameMagazine = assaultriflemag;         shortNameMagazine = assaultrifle;         count = 60;         scopeWeapon = public;         scopeMagazine = public;         model="\assaultrifle\assaultrifle.p3d";         picture="\assaultrifle\Symbol.jpg"         optics = true;         opticsZoomMin=0.35; //was 0.21         opticsZoomMax=0.35;         modes[]={"Single","FullAuto"}; cursor = "\assaultrifle\riflecursor.paa";     class Single     {         ammo = assaultrifle;         count = 60;         initSpeed=900;         multiplier=1;         burst=1;         dispersion=0.0002;         sound[]={\assaultrifle\shot.wav,db,1};         reloadMagazineSound[]={\assaultrifle\reload.ogg,db-20,1};         displayName = Assault Rifle - Semi;         soundContinuous=false;         reloadTime=0.1;         ffCount=1;         recoil=nikonovs;         recoilFixed=nikonovp;         autoFire = false;         aiRateOfFire=0.1; // delay between shots at given distance         aiRateOfFireDistance=0; // at shorter distance delay goes lineary to zero         useAction = false;         useActionTitle = "";         };     class FullAuto     {         ammo = assaultrifle;         count = 60;         initSpeed=900;         multiplier=1;         burst=1;         dispersion=0.0005;         sound[]={\assaultrifle\shot.wav,db,1};         reloadMagazineSound[]={\assaultrifle\reload.ogg,db-20,1};         displayName = Assault Rifle - Auto;         soundContinuous=false;         reloadTime=0.08;         ffCount=1;         recoil=nikonovs;         recoilFixed=nikonovp;         autoFire = true;         aiRateOfFire=0.08; // delay between shots at given distance         aiRateOfFireDistance=0; // at shorter distance delay goes lineary to zero         useAction = false;         useActionTitle = "";     }; }; Share this post Link to post Share on other sites
SelectThis 0 Posted September 3, 2006 For solider cpp, you're missing a }; at the end of the cfgmodels. SelectThis Share this post Link to post Share on other sites
sparky 0 Posted September 3, 2006 try to change the image format from jpg to tga or even better to paa, or pac. picture="\assaultrifle\Symbol.jpg" <---.tga or jpg (btw tga 32bit) Share this post Link to post Share on other sites
black150 0 Posted September 4, 2006 thanks gonna try it Share this post Link to post Share on other sites
black150 0 Posted September 4, 2006 yep, the model now plays in game, gun don't show up and the arms are messed up but I'm thinking thats to do with the model Share this post Link to post Share on other sites