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Clavicula_nox4817

No entry 'bin\config.bin/cfgVehicles/CfgFactionClasses.scope'

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I am trying to reskin some Arrowhead units and repeatedly run into this error. Here is the config:

#define _ARMA_


//Class config.bin{
class CfgPatches
{
class usasoc_ACUMen
{
 units[] = {"usasoc_usa_squadleader"};
 requiredVersion = 1;
 requiredAddons[] = {};
};
};
class CfgVehicleClasses
{
class usasoc_ACUMen
{
 displayName = "usasoc";
};
};
class CfgVehicles
{
class Man;
class CAManBase: Man
{
 class TalkTopics
 {
  core = "Core_E";
  core_en = "Core_Degenerated_E";
  core_tk = "Core_Degenerated_E";
 };
 class HitPoints
 {
  class HitHead;
  class HitBody;
 };
 htMin = 60;
 htMax = 1800;
 afMax = 30;
 mfMax = 0;
 mFact = 1;
 tBody = 37;
};
class SoldierEB: CAManBase
{
 class TalkTopics: TalkTopics{};
 threat[] = {1,0.1000,0.1000};
};
class SoldierWB: CAManBase
{
 class TalkTopics: TalkTopics{};
 threat[] = {1,0.1000,0.1000};
};
class SoldierGB: CAManBase
{
 class TalkTopics: TalkTopics{};
 threat[] = {1,0.1000,0.1000};
};
class CfgFactionClasses
{
class usasoc_ACUMen
{
 displayName = "USASOC";
 priority = 8;
 side = "1";
};
};
class US_Soldier_Base_EP1: SoldierWB
{
 expansion = 1;
 identityTypes[] = {"Language_EN_EP1","USMC_Glasses","Head_USMC"};
 faceType = "Man";
 genericNames = "EnglishMen";
 model = "\ca\characters_e\US\US_rifleman";
 portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca";
 picture = "\Ca\characters\data\Ico\i_null_CA.paa";
 icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";
 scope = 0;
 faction = "usasoc_ACUMen";
 vehicleClass = "Men";
 cost = 80000;
 camouflage = 1.8000;
 accuracy = 2.0;
 class HitPoints: HitPoints
 {
  class HitHead: HitHead
  {
   armor = 0.8500;
  };
  class HitBody: HitBody
  {
   armor = 1;
   passThrough = 0.8000;
  };
 };
 class Wounds
 {
  tex[] = {};
  mat[] = {"ca\characters_E\US\data\tex1.rvmat","ca\characters_E\US\data\W1_tex1.rvmat","ca\characters_E\US\data\W2_tex1.rvmat","ca\characters_E\US\data\tex4.rvmat","ca\characters_E\US\data\W1_tex4.rvmat","ca\characters_E\US\data\W2_tex4.rvmat","ca\characters_e\US\data\us_pilot.rvmat","ca\characters_e\US\data\W1_us_pilot.rvmat","ca\characters_e\US\data\W2_us_pilot.rvmat"};
 };
 canCarryBackPack = 1;
 class TalkTopics: TalkTopics
 {
  core_en = "Core_Full_E";
 };
 languages[] = {"EN"};
 class EventHandlers;
};
class usasoc_usa_squadleader: US_Soldier_Base_EP1
{
 vehicleClass = "usasoc_ACUMen";
 faction = "USArmy";
 model = "\\ca\characters_e\US\US_rifleman";
 displayName = "Squad Leader";
 weapons[] = {"M4A1_HWS_GL","NVGoggles","Binocular","Throw","Put","ItemGPS","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
 magazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","HandGrenade_West","SmokeShell","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203"};
 respawnWeapons[] = {"M4A1_HWS_GL","NVGoggles","Binocular","Throw","Put","ItemGPS","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
 respawnMagazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","HandGrenade_West","SmokeShell","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203"};
 class Wounds
 {
  tex[] = {};
  mat[] = {"ca\characters_E\US\data\tex1.rvmat","ca\characters_E\US\data\W1_tex1.rvmat","ca\characters_E\US\data\W2_tex1.rvmat","ca\characters_E\US\data\tex4.rvmat","ca\characters_E\US\data\W1_tex4.rvmat","ca\characters_E\US\data\W2_tex4.rvmat","ca\characters_e\US\data\us_pilot.rvmat","ca\characters_e\US\data\W1_us_pilot.rvmat","ca\characters_e\US\data\W2_us_pilot.rvmat"};
 };
 canCarryBackPack = 1;
 };
};
//};

Any ideas?

---------- Post added at 11:10 PM ---------- Previous post was at 09:50 PM ----------

I no longer get the error. At this time, there is simply no faction or class entry. The current config is:

#define _ARMA_


//Class config.bin{
class CfgPatches
{
class usasoc_ACUMen
{
 units[] = {"usasoc_usa_squadleader"};
 requiredVersion = 1;
 requiredAddons[] = {};
};
};
class CfgVehicleClasses
{
class usasoc_ACUMen
{
 displayName = "usasoc";
};
};

class CfgFactionClasses
{
class usasoc
{
 displayName = "USASOC";
 priority = 2;
 side = "TWest";
};
};
class CfgVehicles
{
class Man;
class CAManBase: Man
{
 class TalkTopics
 {
  core = "Core_E";
  core_en = "Core_Degenerated_E";
  core_tk = "Core_Degenerated_E";
 };
 class HitPoints
 {
  class HitHead;
  class HitBody;
 };
 htMin = 60;
 htMax = 1800;
 afMax = 30;
 mfMax = 0;
 mFact = 1;
 tBody = 37;
};
class SoldierEB: CAManBase
{
 class TalkTopics: TalkTopics{};
 threat[] = {1,0.1000,0.1000};
};
class SoldierWB: CAManBase
{
 class TalkTopics: TalkTopics{};
 threat[] = {1,0.1000,0.1000};
};
class SoldierGB: CAManBase
{
 class TalkTopics: TalkTopics{};
 threat[] = {1,0.1000,0.1000};
};


class US_Soldier_Base_EP1: SoldierWB
{
 expansion = 1;
 identityTypes[] = {"Language_EN_EP1","USMC_Glasses","Head_USMC"};
 faceType = "Man";
 genericNames = "EnglishMen";
 model = "\ca\characters_e\US\US_rifleman";
 portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca";
 picture = "\Ca\characters\data\Ico\i_null_CA.paa";
 icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";
 scope = 0;
 faction = "BIS_men";
 vehicleClass = "Men";
 cost = 80000;
 camouflage = 1.8000;
 accuracy = 2.0;
 class HitPoints: HitPoints
 {
  class HitHead: HitHead
  {
   armor = 0.8500;
  };
  class HitBody: HitBody
  {
   armor = 1;
   passThrough = 0.8000;
  };
 };
 class Wounds
 {
  tex[] = {};
  mat[] = {"ca\characters_E\US\data\tex1.rvmat","ca\characters_E\US\data\W1_tex1.rvmat","ca\characters_E\US\data\W2_tex1.rvmat","ca\characters_E\US\data\tex4.rvmat","ca\characters_E\US\data\W1_tex4.rvmat","ca\characters_E\US\data\W2_tex4.rvmat","ca\characters_e\US\data\us_pilot.rvmat","ca\characters_e\US\data\W1_us_pilot.rvmat","ca\characters_e\US\data\W2_us_pilot.rvmat"};
 };
 canCarryBackPack = 1;
 class TalkTopics: TalkTopics
 {
  core_en = "Core_Full_E";
 };
 languages[] = {"EN"};
 class EventHandlers;
};
class usasoc_usa_squadleader: US_Soldier_Base_EP1
{
 vehicleClass = "usasoc_ACUMen";

 model = "\\ca\characters_e\US\US_rifleman";
 faction = "usasoc";
 displayName = "USASOC";
 weapons[] = {"M4A1_HWS_GL","NVGoggles","Binocular","Throw","Put","ItemGPS","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
 magazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","HandGrenade_West","SmokeShell","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203"};
 respawnWeapons[] = {"M4A1_HWS_GL","NVGoggles","Binocular","Throw","Put","ItemGPS","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
 respawnMagazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","HandGrenade_West","SmokeShell","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203"};
 class Wounds
 {
  tex[] = {};
  mat[] = {"ca\characters_E\US\data\tex1.rvmat","ca\characters_E\US\data\W1_tex1.rvmat","ca\characters_E\US\data\W2_tex1.rvmat","ca\characters_E\US\data\tex4.rvmat","ca\characters_E\US\data\W1_tex4.rvmat","ca\characters_E\US\data\W2_tex4.rvmat","ca\characters_e\US\data\us_pilot.rvmat","ca\characters_e\US\data\W1_us_pilot.rvmat","ca\characters_e\US\data\W2_us_pilot.rvmat"};
 };
 canCarryBackPack = 1;
 };
};
//};

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You need to set scope = 1, in 'class usasoc_usa_squadleader'.

As it is, it isn't appearing because it is inheriting scope = 0 from US_Soldier_Base_EP1.

At least, I think that's the problem.

EDIT: I meant scope = 2, honest.

Edited by Laertes
I put the wrong value

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I think scope lets you set the inheritance and the visibility in the editor.

Having a scope of private (0 iirc) forbids inheriting, protected (1 iirc) allows inheriting but is still not shown in editor and public (2 iirc) is shown in editor.

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#define private 0

#define protected 1

#define public 2

The meaning of each is as follows

private:

Only other classes inherit this class. It is not createVehicle'able, nor can the class be accessed via the Mission Editor.

private is a common method of grouping base characteristics together and inheriting all those common characteristics into a class that can be viewed or accessed.

public:

Any classes declared public are CamCreateabale, and selectable via the Editor.

protected:

Identical to public, except the class will not be listed in the mission editor. A very common form of use for this is

From the wiki

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