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massi

Need help for cfg

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Hi all,

I made a quick reskin of FR units in italian camos, but Rubberkite (thanks :) ) reported the following errors in rpt:

No speaker given for Massimo Narciso
No speaker given, patched to Male01EN
No speaker given for Domenico Condito
No speaker given, patched to Male01EN
No speaker given for Augusto Ferri
No speaker given, patched to Male01EN
No speaker given for Simone Barbosi
No speaker given, patched to Male01EN
No speaker given for Simone Rizzetti
No speaker given, patched to Male01EN
No speaker given for Augusto Ferrari
No speaker given, patched to Male01EN
No speaker given for Carlo Albani
No speaker given, patched to Male01EN
No speaker given for Armando Casella
No speaker given, patched to Male01EN
No speaker given for Armando Ferri
No speaker given, patched to Male01EN
No speaker given for Daniele Condito
No speaker given, patched to Male01EN
No speaker given for Emilio Verdi
No speaker given, patched to Male01EN
No speaker given for Emanuele Fumagalli
No speaker given, patched to Male01EN
No speaker given for Luca Fossati
No speaker given, patched to Male01EN
No speaker given for Daniele Terlani
No speaker given, patched to Male01EN
No speaker given for Emilio Ferrari
No speaker given, patched to Male01EN
No speaker given for Paolo Marcagli
No speaker given, patched to Male01EN
No speaker given for Silvio Narciso
No speaker given, patched to Male01EN
No speaker given, patched to Male01EN

so I' ve no idea how to fix it, I gave new identity to my units like that:

class CfgVehicles {
class FR_TL;	// External class reference

class ITA_SOF_tl_d : FR_TL {
	displayName = "Team Leader";
	model = "\ITA_spec\ita_des2";
	faction = "ITA_sof";
	genericNames = "ITA_names_Men";
	speaker = "Male03EN";
	faceType = "ITA_face_Men";
	identityTypes[] = {"ITA_face"};
	vehicleClass = "ita_sof_des";
	enableGPS = 1;
	weapons[] = {M4A1_HWS_GL, "M9", "ItemGPS", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
	magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "SmokeShellGreen", "SmokeShellRed", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "FlareGreen_M203"};
	respawnweapons[] = {M4A1_HWS_GL, "M9", "ItemGPS", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
	respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "SmokeShellGreen", "SmokeShellRed", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "FlareGreen_M203"};

	class Wounds {
		tex[] = {};
		mat[] = {"Ca\characters2\USMC\DATA\FR_DA2.rvmat", "Ca\characters2\USMC\DATA\W1_FR_DA2.rvmat", "Ca\characters2\USMC\DATA\W2_FR_DA2.rvmat"};
	};
	class EventHandlers;	// External class reference
};

etc. etc. ...

and this is how I cfg faces and names:

class CfgFaces {
class Default;	// External class reference

class ITA_face_Men : Default {
	class Default {
		name = "ITA Default face";
		texture = "\ca\characters\hhl\hhl_46_CO.paa";
		material = "\ca\characters\heads\male\defaulthead\data\hhl_white.rvmat";
		head = "defaultHead";
		identityTypes[] = {};
	};

	class Face01 : Default {
		name = ITA_B1;
		texture = "\ca\characters\hhl\hhl_16_CO.paa";
		disabled = 0;
		identityTypes[] = {"ITA_face"};
	};

	class Face01_camo1 : Face01 {
		head = "defaultHead_camo1";
		name = "ITA_B1 camo 1";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo1_hhl.rvmat";
		disabled = 1;
		identityTypes[] = {"ITA_face_Camo"};
	};

	class Face01_camo2 : Face01_camo1 {
		head = "defaultHead_camo2";
		name = "ITA_B1 camo 2";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo2_hhl.rvmat";
		disabled = 1;
	};

	class Face01_camo3 : Face01_camo1 {
		head = "defaultHead_camo3";
		name = "ITA_B1 camo 3";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo3_hhl.rvmat";
		disabled = 1;
	};

	class Face01_camo4 : Face01_camo1 {
		head = "defaultHead_camo4";
		name = "ITA_B1 camo 4";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo4_hhl.rvmat";
		disabled = 1;
	};

	class Face01_camo5 : Face01_camo1 {
		head = "defaultHead_camo5";
		name = "ITA_B1 camo 5";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo5_hhl.rvmat";
		disabled = 1;
	};

	class Face01_camo6 : Face01_camo1 {
		head = "defaultHead_camo6";
		name = "ITA_B1 camo 6";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo6_hhl.rvmat";
		disabled = 1;
	};

	class Face02 : Default {
		name = ITA_B2;
		texture = "\ca\characters\hhl\hhl_06_CO.paa";
		disabled = 0;
		identityTypes[] = {"ITA_face"};
	};

	class Face02_camo1 : Face02 {
		head = "defaultHead_camo1";
		name = "ITA_B2 camo 1";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo1_hhl.rvmat";
		disabled = 1;
		identityTypes[] = {"ITA_face_Camo"};
	};

	class Face02_camo2 : Face02_camo1 {
		head = "defaultHead_camo2";
		name = "ITA_B2 camo 2";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo2_hhl.rvmat";
		disabled = 1;
	};

	class Face02_camo3 : Face02_camo1 {
		head = "defaultHead_camo3";
		name = "ITA_B2 camo 3";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo3_hhl.rvmat";
		disabled = 1;
	};

	class Face02_camo4 : Face02_camo1 {
		head = "defaultHead_camo4";
		name = "ITA_B2 camo 4";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo4_hhl.rvmat";
		disabled = 1;
	};

	class Face02_camo5 : Face02_camo1 {
		head = "defaultHead_camo5";
		name = "ITA_B2 camo 5";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo5_hhl.rvmat";
		disabled = 1;
	};

	class Face02_camo6 : Face02_camo1 {
		head = "defaultHead_camo6";
		name = "ITA_B2 camo 6";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo6_hhl.rvmat";
		disabled = 1;
	};

	class Face03 : Default {
		name = ITA_B3;
		texture = "\ca\characters\hhl\hhl_23_CO.paa";
		disabled = 0;
		identityTypes[] = {"ITA_face"};
	};

	class Face03_camo1 : Face03 {
		head = "defaultHead_camo1";
		name = "ITA_B3 camo 1";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo1_hhl.rvmat";
		disabled = 1;
		identityTypes[] = {"ITA_face_Camo"};
	};

	class Face03_camo2 : Face03_camo1 {
		head = "defaultHead_camo2";
		name = "ITA_B3 camo 2";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo2_hhl.rvmat";
		disabled = 1;
	};

	class Face03_camo3 : Face03_camo1 {
		head = "defaultHead_camo3";
		name = "ITA_B3 camo 3";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo3_hhl.rvmat";
		disabled = 1;
	};

	class Face03_camo4 : Face03_camo1 {
		head = "defaultHead_camo4";
		name = "ITA_B3 camo 4";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo4_hhl.rvmat";
		disabled = 1;
	};

	class Face03_camo5 : Face03_camo1 {
		head = "defaultHead_camo5";
		name = "ITA_B3 camo 5";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo5_hhl.rvmat";
		disabled = 1;
	};

	class Face03_camo6 : Face03_camo1 {
		head = "defaultHead_camo6";
		name = "ITA_B3 camo 6";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo6_hhl.rvmat";
		disabled = 1;
	};
};
};

class CfgWorlds {
class GenericNames {
	class ITA_names_Men {
		class FirstNames {
			agostino = "Agostino";
			edoardo = "Edoardo";
			giorgio = "Giorgio";
			alberto = "Alberto";
			domenico = "Domenico";
			giulio = "Giulio";
			emanuele = "Emanuele";
			roberto = "Roberto";
			filippo = "Filippo";
			pietro = "Pietro";
			luca = "Luca";
			paolo = "Paolo";
			simone = "Simone";
			carlo = "Carlo";
			silvio = "Silvio";
			alfredo = "Alfredo";
			riccardo = "Riccardo";
			massimo = "Massimo";
			andrea = "Andrea";
			antonio = "Antonio";
			daniele = "Daniele";
			armando = "Armando";
			augusto = "Augusto";
			davide = "Davide";
			terenzio = "Terenzio";
			emilio = "Emilio";
		};

		class LastNames {
			rossi = "Rossi";
			bianchi = "Bianchi";
			fumagalli = "Fumagalli";
			brambilla = "Brambilla";
			casella = "Casella";
			rizzetti = "Rizzetti";
			terlani = "Terlani";
			barbosi = "Barbosi";
			renati = "Renati";
			lancia = "Lancia";
			ferrari = "Ferrari";
			narciso = "Narciso";
			rolandi = "Rolandi";
			ferri = "Ferri";
			marcagli = "Marcagli";
			verdi = "Verdi";
			fossati = "Fossati";
			albani = "Albani";
			tecchini = "Tecchini";
			lunghini = "Lunghini";
			cassante = "Cassante";
			condito = "Condito";
			zacolli = "Zacolli";
		};
	};
};
};

I took example for the cfg names and faces from the Dimitri_Harkov's 1970 african units.

any idea how to solve the rpt issue?

waiting for help ...thanks in advance!:)

regards

Edited by massi

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hi all,

I think I found a reasonable solution to my problem...I'll post it there in case anyone need it in the future :) :

first of all thanks to rubberkite and dimitri_harkov that spotted the problem and put me in the right direction.

this is the way i changed my faces config:

class CfgFaces {
class Default;	// External class reference

class ITA_face_Men : Default {
	class Default {
		name = "ITA Default face";
		texture = "\ca\characters\hhl\hhl_46_CO.paa";
		material = "\ca\characters\heads\male\defaulthead\data\hhl_white.rvmat";
		head = "defaultHead";
		identityTypes[] = {};
	};

	class Face01 : Default {
		name = ITA_B1;
		texture = "\ca\characters\hhl\hhl_16_CO.paa";
		disabled = 0;
		identityTypes[] = {"Default", "Head_USMC", "Head_USMC_CO", "", "", "Head_CDF", "Head_CDF_CO", "", "Head_GUE", "Head_CIV", ""};
	};

	class Face01_camo1 : Face01 {
		head = "defaultHead_camo1";
		name = "ITA_B1 camo 1";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo1_hhl.rvmat";
		disabled = 1;
		identityTypes[] = {"Head_USMC_Camo", "Head_USMC_CO_Camo", "", "", "Head_CDF_Camo", "Head_CDF_CO_Camo", "", "Head_GUE_Camo"};
	};

	class Face01_camo2 : Face01_camo1 {
		head = "defaultHead_camo2";
		name = "ITA_B1 camo 2";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo2_hhl.rvmat";
		disabled = 1;
	};

	class Face01_camo3 : Face01_camo1 {
		head = "defaultHead_camo3";
		name = "ITA_B1 camo 3";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo3_hhl.rvmat";
		disabled = 1;
	};

	class Face01_camo4 : Face01_camo1 {
		head = "defaultHead_camo4";
		name = "ITA_B1 camo 4";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo4_hhl.rvmat";
		disabled = 1;
	};

	class Face01_camo5 : Face01_camo1 {
		head = "defaultHead_camo5";
		name = "ITA_B1 camo 5";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo5_hhl.rvmat";
		disabled = 1;
	};

	class Face01_camo6 : Face01_camo1 {
		head = "defaultHead_camo6";
		name = "ITA_B1 camo 6";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo6_hhl.rvmat";
		disabled = 1;
	};

	class Face02 : Default {
		name = ITA_B2;
		texture = "\ca\characters\hhl\hhl_06_CO.paa";
		disabled = 0;
		identityTypes[] = {"Default", "Head_USMC", "Head_USMC_CO", "", "", "Head_CDF", "Head_CDF_CO", "", "Head_GUE", "Head_CIV", ""};
	};

	class Face02_camo1 : Face02 {
		head = "defaultHead_camo1";
		name = "ITA_B2 camo 1";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo1_hhl.rvmat";
		disabled = 1;
		identityTypes[] = {"Head_USMC_Camo", "Head_USMC_CO_Camo", "", "", "Head_CDF_Camo", "Head_CDF_CO_Camo", "", "Head_GUE_Camo"};
	};

	class Face02_camo2 : Face02_camo1 {
		head = "defaultHead_camo2";
		name = "ITA_B2 camo 2";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo2_hhl.rvmat";
		disabled = 1;
	};

	class Face02_camo3 : Face02_camo1 {
		head = "defaultHead_camo3";
		name = "ITA_B2 camo 3";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo3_hhl.rvmat";
		disabled = 1;
	};

	class Face02_camo4 : Face02_camo1 {
		head = "defaultHead_camo4";
		name = "ITA_B2 camo 4";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo4_hhl.rvmat";
		disabled = 1;
	};

	class Face02_camo5 : Face02_camo1 {
		head = "defaultHead_camo5";
		name = "ITA_B2 camo 5";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo5_hhl.rvmat";
		disabled = 1;
	};

	class Face02_camo6 : Face02_camo1 {
		head = "defaultHead_camo6";
		name = "ITA_B2 camo 6";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo6_hhl.rvmat";
		disabled = 1;
	};

	class Face03 : Default {
		name = ITA_B3;
		texture = "\ca\characters\hhl\hhl_23_CO.paa";
		disabled = 0;
		identityTypes[] = {"Default", "Head_USMC", "Head_USMC_CO", "", "", "Head_CDF", "Head_CDF_CO", "", "Head_GUE", "Head_CIV", ""};
	};

	class Face03_camo1 : Face03 {
		head = "defaultHead_camo1";
		name = "ITA_B3 camo 1";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo1_hhl.rvmat";
		disabled = 1;
		identityTypes[] = {"Head_USMC_Camo", "Head_USMC_CO_Camo", "", "", "Head_CDF_Camo", "Head_CDF_CO_Camo", "", "Head_GUE_Camo"};
	};

	class Face03_camo2 : Face03_camo1 {
		head = "defaultHead_camo2";
		name = "ITA_B3 camo 2";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo2_hhl.rvmat";
		disabled = 1;
	};

	class Face03_camo3 : Face03_camo1 {
		head = "defaultHead_camo3";
		name = "ITA_B3 camo 3";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo3_hhl.rvmat";
		disabled = 1;
	};

	class Face03_camo4 : Face03_camo1 {
		head = "defaultHead_camo4";
		name = "ITA_B3 camo 4";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo4_hhl.rvmat";
		disabled = 1;
	};

	class Face03_camo5 : Face03_camo1 {
		head = "defaultHead_camo5";
		name = "ITA_B3 camo 5";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo5_hhl.rvmat";
		disabled = 1;
	};

	class Face03_camo6 : Face03_camo1 {
		head = "defaultHead_camo6";
		name = "ITA_B3 camo 6";
		material = "\CA\characters\Heads\Male\DefaultHead\Data\Camo6_hhl.rvmat";
		disabled = 1;
	};
};
};

and this is the way i put it in my units:


class ITA_SF_tl_m : ITA_SOF_tl_d {
	scope = public;
	displayName = "SF Team Leader";
	genericNames = "ITA_names_Men";
	faceType = "ITA_face_Men";
	identityTypes[] = {"Head_USMC_CO"};
	model = "\ITA_spec\ita_mul2";
	faction = "ITA_sof";
	vehicleClass = "ita_sof_mul";

	class TalkTopics : TalkTopics {
		core_en = "Core_Full";
	};
	languages[] = {"EN"};
	weapons[] = {"M4A1_HWS_GL_camo", M9SD, "ItemGPS", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
	magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "SmokeShellYellow", "SmokeShellPurple", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "FlareRed_M203"};
	respawnweapons[] = {"M4A1_HWS_GL_camo", M9SD, "ItemGPS", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
	respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "HandGrenade_West", "SmokeShellYellow", "SmokeShellPurple", "HandGrenade_West", "HandGrenade_West", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "FlareRed_M203"};
	class EventHandlers;	// External class reference
};

class ITA_SF_tl_mc : ITA_SF_tl_m {
	scope = public;
	displayName = "SF Team Leader camo";
	genericNames = "ITA_names_Men";
	faceType = "ITA_face_Men";
	identityTypes[] = {"Head_USMC_Camo"};
	model = "\ITA_spec\ita_mul2";
	faction = "ITA_sof";
	vehicleClass = "ita_sof_mul";

	class TalkTopics : TalkTopics {
		core_en = "Core_Full";
	};
	languages[] = {"EN"};
	class EventHandlers;	// External class reference
};

results: no RPT errors at all, right faces on units, right names, units speaking right way... and I think I didn't overwrite anithing like vanilla faces or identity because using vanilla USMC and FR I noticed no changing , correct faces and identities.

what do you think about it?

ideas?

I'm waiting for feedback and better solutions :)

cheers

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sorry to dig up an old thread but thus is right along the lines of what i need.

anyone know what or how the "identityTypes" line does or controls. Also what effects modification has.

Also moderators can we get the title changed to cfg faces or something more relevant i think the info here can help out lots of people if we can help them find it.

Edited by wld427
added mod line

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