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Spartacist

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Everything posted by Spartacist

  1. Patched up a few other errors and some of the ones you pointed out along the way, but ended up running into this while editing. Here's the updated version of a cfgWeapons: //===================================================================================================================== //notes Class Parent Names class Item_U_I_CombatUniform; class Item_Base_F; class WeaponHolder; class ReammoBox; class Strategic; class Building; class Static; class All; class Headgear_Base_F; class Headgear_H_HelmetIA; class Vest_Base_F; class Vest_V_PlateCarrierIA1_dgtl; class UniformItem; class HeadgearItem; class ItemInfo; //===================================================================================================================== //notes Custom Classes (Uniforms) class faa_uniform_m1: Item_U_I_CombatUniform { author = "SPARTACIST"; scope = 2; displayName = "(AB) Uniform M1"; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\A3\Weapons_f\dummyweapon.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m1.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = faa_uniform_m1; containerClass = Supply40; mass = 40; }; }; class faa_uniform_m2: Item_U_I_CombatUniform { author = "SPARTACIST"; scope = 2; displayName = "(AB) Uniform M2"; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\A3\Weapons_f\dummyweapon.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m2.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = faa_uniform_m2; containerClass = Supply40; mass = 40; }; }; class faa_uniform_m3: Item_U_I_CombatUniform { author = "SPARTACIST"; scope = 2; displayName = "(AB) Uniform M3"; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\A3\Weapons_f\dummyweapon.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m3.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = faa_uniform_m3; containerClass = Supply40; mass = 40; }; }; //===================================================================================================================== //notes Custom Classes (Helmets) class faa_helmet_m1: Headgear_H_HelmetIA { author = "SPARTACIST"; scope = 2; weaponPoolAvailable = 1; displayName = "(AB) Helmet M1"; picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa"; model = "\A3\Weapons_F\DummyHeadgear.p3d"; hiddenSelections[] = { "camo" }; hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m1.paa" }; class ItemInfo: HeadgearItem { mass = 40; uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d"; modelSides[] = { TCivilian, TWest }; hiddenSelections[] = { "camo" }; // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well. // Currently works only for Headgear + NVG + Radio item combinations. // subItems[] = { "Integrated_NVG_F" }; class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Head { hitPointName = "HitHead"; armor = 6; passThrough = 0.5; }; }; }; }; class faa_helmet_m2: Headgear_H_HelmetIA { author = "SPARTACIST"; scope = 2; weaponPoolAvailable = 1; displayName = "(AB) Helmet M2"; picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa"; model = "\A3\Weapons_F\DummyHeadgear.p3d"; hiddenSelections[] = { "camo" }; hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m2.paa" }; class ItemInfo: HeadgearItem { mass = 40; uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d"; modelSides[] = { TCivilian, TWest }; hiddenSelections[] = { "camo" }; // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well. // Currently works only for Headgear + NVG + Radio item combinations. // subItems[] = { "Integrated_NVG_F" }; class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Head { hitPointName = "HitHead"; armor = 6; passThrough = 0.5; }; }; }; }; class faa_helmet_m3: Headgear_H_HelmetIA { author = "SPARTACIST"; scope = 2; weaponPoolAvailable = 1; displayName = "(AB) Helmet M3"; picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa"; model = "\A3\Weapons_F\DummyHeadgear.p3d"; hiddenSelections[] = { "camo" }; hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m3.paa" }; class ItemInfo: HeadgearItem { mass = 40; uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d"; modelSides[] = { TCivilian, TWest }; hiddenSelections[] = { "camo" }; // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well. // Currently works only for Headgear + NVG + Radio item combinations. // subItems[] = { "Integrated_NVG_F" }; class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Head { hitPointName = "HitHead"; armor = 6; passThrough = 0.5; }; }; }; }; //===================================================================================================================== //notes Custom Classes (Vests) class faa_vest_m1: Vest_V_PlateCarrierIA1_dgtl { author = "SPARTACIST"; scope = 2; displayName = "(AB) Vest M1"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Weapons_F\DummyVest.p3d"; hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m1.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Weapons_F\DummyVest.p3d"; containerClass = Supply80; mass = 15; class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Chest { hitPointName = "HitChest"; armor = 16; passThrough = 0.3; }; class Diaphragm { hitPointName = "HitDiaphragm"; armor = 16; passThrough = 0.3; }; class Abdomen { hitPointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class HitBody { hitPointName = "HitBody"; armor = 16; passThrough = 0.3; }; }; }; }; class faa_vest_m2: Vest_V_PlateCarrierIA1_dgtl { author = "SPARTACIST"; scope = 2; displayName = "(AB) Vest M2"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Weapons_F\DummyVest.p3d"; hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m1.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Weapons_F\DummyVest.p3d"; containerClass = Supply80; mass = 15; class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Chest { hitPointName = "HitChest"; armor = 16; passThrough = 0.3; }; class Diaphragm { hitPointName = "HitDiaphragm"; armor = 16; passThrough = 0.3; }; class Abdomen { hitPointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class HitBody { hitPointName = "HitBody"; armor = 16; passThrough = 0.3; }; }; }; }; class faa_vest_m3: Vest_V_PlateCarrierIA1_dgtl { author = "SPARTACIST"; scope = 2; displayName = "(AB) Vest M3"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Weapons_F\DummyVest.p3d"; hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m1.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Weapons_F\DummyVest.p3d"; containerClass = Supply80; mass = 15; class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Chest { hitPointName = "HitChest"; armor = 16; passThrough = 0.3; }; class Diaphragm { hitPointName = "HitDiaphragm"; armor = 16; passThrough = 0.3; }; class Abdomen { hitPointName = "HitAbdomen"; armor = 16; passThrough = 0.3; }; class HitBody { hitPointName = "HitBody"; armor = 16; passThrough = 0.3; }; }; }; };
  2. Recently I've been try to make some retextures for my own personal mod that I'm making but I've run into an error upon loading up the game I've copied the image of the error I've run into when the game loads up Link: https://imgur.com/lKBQU2D Below I've left my cfgWeapons config and hopefully you can tell me what I've done wrong //===================================================================================================================== //notes Class Parent Names class Item_U_I_CombatUniform; class Item_Base_F; class WeaponHolder; class ReammoBox; class Strategic; class Building; class Static; class All; class Headgear_Base_F; class Headgear_H_HelmetIA; class Vest_Base_F; class Vest_V_PlateCarrierIA1_dgtl; //===================================================================================================================== //notes Custom Classes (Uniforms) class faa_uniform_m1: Item_U_I_CombatUniform { author = "SPARTACIST"; scope = 2; displayName = "(AB) Uniform M1"; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\A3\Weapons_f\dummyweapon.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m1.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; class faa_uniform_m2: Item_U_I_CombatUniform { author = "SPARTACIST"; scope = 2; displayName = "(AB) Uniform M2"; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\A3\Weapons_f\dummyweapon.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m2.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; class faa_uniform_m3: Item_U_I_CombatUniform { author = "SPARTACIST"; scope = 2; displayName = "(AB) Uniform M3"; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\A3\Weapons_f\dummyweapon.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"faa_gear\faa_gear\faa_gear\data\textures\faa_uniform_m3.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = B_soldier_new; containerClass = Supply40; mass = 40; }; }; //===================================================================================================================== //notes Custom Classes (Helmets) class faa_helmet_m1: Headgear_H_HelmetIA { author = "SPARTACIST"; scope = 2; weaponPoolAvailable = 1; displayName = "(AB) Helmet M1"; picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa"; model = "\A3\Weapons_F\DummyHeadgear.p3d"; hiddenSelections[] = { "camo" }; hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m1.paa" }; class ItemInfo: HeadgearItem { mass = 40; uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d"; modelSides[] = { TCivilian, TWest }; hiddenSelections[] = { "camo" }; // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well. // Currently works only for Headgear + NVG + Radio item combinations. // subItems[] = { "Integrated_NVG_F" }; class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Head { hitPointName = "HitHead"; armor = 6; passThrough = 0.5; }; }; }; }; class faa_helmet_m1: Headgear_H_HelmetIA { author = "SPARTACIST"; scope = 2; weaponPoolAvailable = 1; displayName = "(AB) Helmet M2"; picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa"; model = "\A3\Weapons_F\DummyHeadgear.p3d"; hiddenSelections[] = { "camo" }; hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m2.paa" }; class ItemInfo: HeadgearItem { mass = 40; uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d"; modelSides[] = { TCivilian, TWest }; hiddenSelections[] = { "camo" }; // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well. // Currently works only for Headgear + NVG + Radio item combinations. // subItems[] = { "Integrated_NVG_F" }; class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Head { hitPointName = "HitHead"; armor = 6; passThrough = 0.5; }; }; }; }; class faa_helmet_m1: Headgear_H_HelmetIA { author = "SPARTACIST"; scope = 2; weaponPoolAvailable = 1; displayName = "(AB) Helmet M3"; picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa"; model = "\A3\Weapons_F\DummyHeadgear.p3d"; hiddenSelections[] = { "camo" }; hiddenSelectionsTextures[] = { "\faa_gear\faa_gear\faa_gear\data\textures\faa_helmet_m3.paa" }; class ItemInfo: HeadgearItem { mass = 40; uniformModel = "\A3\Weapons_F\DummyHeadgear.p3d"; modelSides[] = { TCivilian, TWest }; hiddenSelections[] = { "camo" }; // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well. // Currently works only for Headgear + NVG + Radio item combinations. // subItems[] = { "Integrated_NVG_F" }; class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Head { hitPointName = "HitHead"; armor = 6; passThrough = 0.5; }; }; }; }; //===================================================================================================================== //notes Custom Classes (Vests) class faa_vest_m1: Vest_V_PlateCarrierIA1_dgtl { author = "SPARTACIST"; scope = 2; displayName = "(AB) Vest M1"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Weapons_F\DummyVest.p3d"; hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m1.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Weapons_F\DummyVest.p3d"; containerClass = Supply80; mass = 15; class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Chest { hitPointName = "HitChest"; armor = 16; passThrough = 0.3; }; }; }; }; class faa_vest_m2: Vest_V_PlateCarrierIA1_dgtl { author = "SPARTACIST"; scope = 2; displayName = "(AB) Vest M2"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Weapons_F\DummyVest.p3d"; hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m2.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Weapons_F\DummyVest.p3d"; containerClass = Supply80; mass = 15; class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Chest { hitPointName = "HitChest"; armor = 16; passThrough = 0.3; }; }; }; }; class faa_vest_m3: Vest_V_PlateCarrierIA1_dgtl { author = "SPARTACIST"; scope = 2; displayName = "(AB) Vest M3"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Weapons_F\DummyVest.p3d"; hiddenSelectionsTextures[] = {"\faa_gear\faa_gear\faa_gear\data\textures\faa_vest_m3.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Weapons_F\DummyVest.p3d"; containerClass = Supply80; mass = 15; class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection { class Chest { hitPointName = "HitChest"; armor = 16; passThrough = 0.3; }; }; }; };
  3. In one of my missions I've set up a breaching animation where a couple of the AI have to fire there weapons. I'm not sure how to have both the AI animations and firing of weapons at the same time. How do I do this?
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