Cuboid 0 Posted June 8, 2007 I'm currently retexturing the Blackhawks but don't seem to get the config.cpp right. I'm still new to these modding so any help would be greatly appreciated. Here's the config.cpp that I make but doesn't seem to work. class CfgPatches { class helicopter { units[] = {"UH60 Blackhawk (Black)","UH60 Blackhawk MediVac (Black)" }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData","CACharacters"}; }; }; class UH60MG: helicopter{ scope = 2; displayName = "UH60 Blackhawk "; model = "\ca\air\uh_60mg"; mapSize = 14; picture = "\ca\air\data\ico\uh_60mg_CA.paa"; Icon = "\ca\air\data\map_ico\icomap_uh60mg_CA.paa"; nameSound = "blackhawk"; side = 1; crew = "SoldierWPilot"; maxSpeed = 270; accuracy = 0.300000; armor = 40; cost = 10000000; mainRotorSpeed = -1; minMainRotorDive = -7; maxMainRotorDive = 5; neutralMainRotorDive = -2; soundEngine = {"\ca\air\Data\Sound\UH1_engine_v1", 35.481342, 1}; soundGetIn = {"\ca\air\Data\Sound\heli_door3", 0.100000, 1}; soundGetOut = {"\ca\air\Data\Sound\heli_door3", 0.100000, 1}; driverInAction = "UH60_Pilot"; driverAction = "UH60_Pilot"; cargoAction = {"UH60_Cargo01", "UH60_Cargo02"}; transportSoldier = 13; enableSweep = 0; transportAmmo = 0; supplyRadius = 2.500000; initCargoAngleY = 10; minCargoAngleY = -60; maxCargoAngleY = 120; type = 2; threat = {0.300000, 1, 0.400000}; typicalCargo = {"SoldierWPilot", "SoldierWPilot", "SoldierWAT", "SoldierWAT"}; weapons = {}; magazines = {}; transportMaxMagazines = 150; transportMaxWeapons = 30; forceHideDriver = 1; castDriverShadow = 1; castCargoShadow = 1; class Library { libTextDesc = "$STR_LIB_UH60"; }; dammageHalf = {"\ca\air\data\UH60_skla_CA.paa", "\ca\air\data\UH60_sklabr1_CA.paa", "\ca\air\data\UH60_skla_CA.paa", "\ca\air\data\UH60_sklabr1_CA.paa"}; dammageFull = {"\ca\air\data\UH60_skla_CA.paa", "\ca\air\data\UH60_sklabr2_CA.paa", "\ca\air\data\UH60_skla_CA.paa", "\ca\air\data\UH60_sklabr2_CA.paa"}; class Damage { tex = {}; mat = {"ca\air\data\materialy\uh60_01.rvmat", "ca\air\data\materialy\uh60_01.rvmat", "ca\air\data\materialy\uh60_01_destruct.rvmat", "ca\air\data\materialy\uh60_02.rvmat", "ca\air\data\materialy\uh60_02.rvmat", "ca\air\data\materialy\uh60_02_destruct.rvmat", "ca\air\data\materialy\uh60_03.rvmat", "ca\air\data\materialy\uh60_03.rvmat", "ca\air\data\materialy\uh60_03_destruct.rvmat", "ca\air\data\materialy\uh60_04.rvmat", "ca\air\data\materialy\uh60_04.rvmat", "ca\air\data\materialy\uh60_04_destruct.rvmat"}; }; class Turrets: Turrets { class MainTurret: MainTurret { body = "mainTurret"; gun = "mainGun"; minElev = -80; maxElev = 25; initElev = -80; minTurn = 30; maxTurn = 150; initTurn = 90; soundServo = {"", 0.010000, 1.000000}; gunBeg = "muzzle_1"; gunEnd = "chamber_1"; weapons = {"M134"}; magazines = {"2000Rnd_762x51_M134"}; gunnerName = "$STR_POSITION_CREWCHIEF"; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerOutOpticsShowCursor = 1; gunnerOpticsShowCursor = 1; gunnerAction = "UH60_Gunner"; gunnerInAction = "UH60_Gunner"; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.600000; minFov = 0.600000; maxFov = 0.500000; }; }; class RightDoorGun: MainTurret { body = "Turret_2"; gun = "Gun_2"; animationSourceBody = "Turret_2"; animationSourceGun = "Gun_2"; animationSourceHatch = ""; selectionFireAnim = "zasleh_1"; proxyIndex = 2; gunnerName = "$STR_POSITION_DOORGUNNER"; commanding = -2; minTurn = -150; maxTurn = -30; initTurn = -90; weapons = {"M134_2"}; gunBeg = "muzzle_2"; gunEnd = "chamber_2"; primary = 0; memoryPointGun = "machinegun_2"; memoryPointGunnerOptics = "gunnerview_2"; }; }; class AnimationSources: AnimationSources { class Gatling_1 { source = "reload"; weapon = "M134"; }; class Gatling_2 { source = "reload"; weapon = "M134_2"; }; }; class Reflectors { class Left { color = {0.800000, 0.800000, 1.000000, 1.000000}; ambient = {0.070000, 0.070000, 0.070000, 1.000000}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; brightness = 1.000000; }; class Right { color = {0.800000, 0.800000, 1.000000, 1.000000}; ambient = {0.070000, 0.070000, 0.070000, 1.000000}; position = "P svetlo"; direction = "konec P svetla"; hitpoint = "P svetlo"; selection = "P svetlo"; size = 1; brightness = 1.000000; }; }; }; class UH60MG: Helicopter { scope = 2; displayName = "UH60 Blackhawk MediVac Support"; model = "\ca\air\uh_60mgMed"; mapSize = 14; picture = "\ca\air\data\ico\uh_60mg_CA.paa"; Icon = "\ca\air\data\map_ico\icomap_uh60mg_CA.paa"; nameSound = "blackhawk"; side = 1; crew = "SoldierWPilot"; maxSpeed = 270; accuracy = 0.300000; armor = 40; cost = 10000000; mainRotorSpeed = -1; minMainRotorDive = -7; maxMainRotorDive = 5; neutralMainRotorDive = -2; soundEngine = {"\ca\air\Data\Sound\UH1_engine_v1", 35.481342, 1}; soundGetIn = {"\ca\air\Data\Sound\heli_door3", 0.100000, 1}; soundGetOut = {"\ca\air\Data\Sound\heli_door3", 0.100000, 1}; driverInAction = "UH60_Pilot"; driverAction = "UH60_Pilot"; cargoAction = {"UH60_Cargo01", "UH60_Cargo02"}; transportSoldier = 13; enableSweep = 0; transportAmmo = 0; supplyRadius = 2.500000; initCargoAngleY = 10; minCargoAngleY = -60; maxCargoAngleY = 120; type = 2; threat = {0.300000, 1, 0.400000}; typicalCargo = {"SoldierWPilot", "SoldierWPilot", "SoldierWAT", "SoldierWAT"}; weapons = {}; magazines = {}; transportMaxMagazines = 150; transportMaxWeapons = 30; forceHideDriver = 1; castDriverShadow = 1; castCargoShadow = 1; class Library { libTextDesc = "$STR_LIB_UH60"; }; dammageHalf = {"\ca\air\data\UH60_skla_CA.paa", "\ca\air\data\UH60_sklabr1_CA.paa", "\ca\air\data\UH60_skla_CA.paa", "\ca\air\data\UH60_sklabr1_CA.paa"}; dammageFull = {"\ca\air\data\UH60_skla_CA.paa", "\ca\air\data\UH60_sklabr2_CA.paa", "\ca\air\data\UH60_skla_CA.paa", "\ca\air\data\UH60_sklabr2_CA.paa"}; class Damage { tex = {}; mat = {"ca\air\data\materialy\uh60_01.rvmat", "ca\air\data\materialy\uh60_01.rvmat", "ca\air\data\materialy\uh60_01_destruct.rvmat", "ca\air\data\materialy\uh60_02.rvmat", "ca\air\data\materialy\uh60_02.rvmat", "ca\air\data\materialy\uh60_02_destruct.rvmat", "ca\air\data\materialy\uh60_03.rvmat", "ca\air\data\materialy\uh60_03.rvmat", "ca\air\data\materialy\uh60_03_destruct.rvmat", "ca\air\data\materialy\uh60_04.rvmat", "ca\air\data\materialy\uh60_04.rvmat", "ca\air\data\materialy\uh60_04_destruct.rvmat"}; }; class Turrets: Turrets { class MainTurret: MainTurret { body = "mainTurret"; gun = "mainGun"; minElev = -80; maxElev = 25; initElev = -80; minTurn = 30; maxTurn = 150; initTurn = 90; soundServo = {"", 0.010000, 1.000000}; gunBeg = "muzzle_1"; gunEnd = "chamber_1"; weapons = {"M134"}; magazines = {"2000Rnd_762x51_M134"}; gunnerName = "$STR_POSITION_CREWCHIEF"; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerOutOpticsShowCursor = 1; gunnerOpticsShowCursor = 1; gunnerAction = "UH60_Gunner"; gunnerInAction = "UH60_Gunner"; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.600000; minFov = 0.600000; maxFov = 0.500000; }; }; class RightDoorGun: MainTurret { body = "Turret_2"; gun = "Gun_2"; animationSourceBody = "Turret_2"; animationSourceGun = "Gun_2"; animationSourceHatch = ""; selectionFireAnim = "zasleh_1"; proxyIndex = 2; gunnerName = "$STR_POSITION_DOORGUNNER"; commanding = -2; minTurn = -150; maxTurn = -30; initTurn = -90; weapons = {"M134_2"}; gunBeg = "muzzle_2"; gunEnd = "chamber_2"; primary = 0; memoryPointGun = "machinegun_2"; memoryPointGunnerOptics = "gunnerview_2"; }; }; class AnimationSources: AnimationSources { class Gatling_1 { source = "reload"; weapon = "M134"; }; class Gatling_2 { source = "reload"; weapon = "M134_2"; }; }; class Reflectors { class Left { color = {0.800000, 0.800000, 1.000000, 1.000000}; ambient = {0.070000, 0.070000, 0.070000, 1.000000}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; brightness = 1.000000; }; class Right { color = {0.800000, 0.800000, 1.000000, 1.000000}; ambient = {0.070000, 0.070000, 0.070000, 1.000000}; position = "P svetlo"; direction = "konec P svetla"; hitpoint = "P svetlo"; selection = "P svetlo"; size = 1; brightness = 1.000000; }; }; }; I took an example from the original file (air.pbo/config.cpp). But doesn't seems to work, am I missing something. The game says that there's an undefined line on the turrets but I don't know what needs to be added or change. Share this post Link to post Share on other sites
frederf 0 Posted June 8, 2007 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class AIR_RESKIN { units[] = { "UH60_RESKIN }; }; }; class CfgVehicleClasses { class AIR_RESKIN { displayName = "Air (Reskin)"; }; }; class CfgVehicles { /*extern*/ class UH60MG; class UH60_RESKIN: UH60MG { vehicleclass = "AIR_RESKIN"; model = "\NewUH60\uh_60mg"; displayname = "UH60 Blackhawk"; }; class UH60_RESKIN_Med: UH60MG { vehicleclass = "AIR_RESKIN"; model = "\NewUH60\uh_60mg2 displayName = "UH60 Blackhawk MediVac Support"; }; }; Something like that I think. Share this post Link to post Share on other sites
Cuboid 0 Posted June 8, 2007 hey it worked thx but my texture doesn't show up. Tried combining both my texture folders into the Data folder but still the same. Share this post Link to post Share on other sites
frederf 0 Posted June 18, 2007 You need to open the .p3d model in a hexeditor and change the texture paths. Share this post Link to post Share on other sites