Jump to content

ArmaGuy

Member
  • Content Count

    7
  • Joined

  • Last visited

  • Medals

Posts posted by ArmaGuy


  1. This is a great map and has to be the most detailed map I have ever seen. I do have a few bugs to report from when I looked around Sabina:

    -Outside the front of the big communist party building the railing is not a solid object, so people fall in the river. The same problems occurs on the edges of the nearby bridge, at midspan.

    -On the second floor of the library peolple sink into the floor in the corner with the windows.

    -The trolley depot in western Sabina is raised off the ground.

    -In the department store across from the subway station the cash registers appear to be too low and you can walk through some of the walls.

    -You can walk through the middle of the escalators in the library and subway.

    - At the end of the right hallway of the hospital, you can walk through the wall on the right side.

    Also had the following errors while in the editor:

    -Cannot Load Texture taviana\signt\tex\boje2.paa

    -Cannot Load Object taviana\ulice\martina.p3d

    -Cannot Load Texture ca\building2\a_generalstore_01\data\generalstore_pod_003_dtsmdi.pa

    -A few other addition errors while driving around parts of the city.

    I am really impressed with the quality of the map. Keep up the good work!


  2. I fixed what I did wrong:

    1. I was not using the p drive, so I reinstalled all of the bis tools there and tried again.

    2. I had the wrong file path for the texture.

    Thank you, RKDmitriyev. I took your advice and looked through many other peoples' work and saw what I was doing wrong. It seems like that is the only way to do it, as there aren't many good, basic tutorials.

    *SNIP*


  3. I finally was able to get the model ingame, but experienced a problem.

    Here is the config:

    class cfgPatches

    {

    class BelarusRifleman

    {

    units[] = {"Bel_Rifleman"};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {};

    };

    };

    class cfgVehicleClasses

    {

    class Belarus_Men

    {

    displayName = "Belarus Rifleman";

    };

    };

    class cfgVehicles

    {

    class RU_Soldier;

    class Bel_Rifleman : RU_Soldier

    {

    model = "ptr_belarus\BelSoldier.p3d";

    displayName = "Belarus Rifleman";

    vehicleClass = "Belarus_Men";

    weapons[] =

    {

    "M16A2",

    "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",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East"

    };

    respawnWeapons[] =

    {

    "M16A2",

    "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",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East"

    };

    };

    };

    (The BelSoldier.p3d is what I named the p3d I changed in hexeditor.)

    I believe I have run into one last problem. A get the following error when trying to use the unit in the editor:

    Cannot load texture

    be\belarussian\rus\data\flora_vsr_vest_co.paa

    In the first person view the unit appears to have a plain white texture, while in over the shoulder view it has its orginal texture. The be\bela...paa is the file setup I used to keep it the same length as Mr. Burns said.

    Any ideas to what is causing this?


  4. I downloaded Hex Editor and successfully changed the texture for soldier.p3d and renamed it Belsoldier.p3d to avoid any conflicts with the original. To make sure I had all the config parameters, I based my new config off the BIS config in the characters2 pbo.

    Here it is:

    class cfgPatches

    {

    class BelarusRifleman

    {

    units[] = {"Bel_Rifleman"};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {};

    };

    };

    class cfgVehicleClasses

    {

    class Belarus_Men

    {

    displayName = "Belarus Rifleman";

    };

    };

    class cfgVehicles

    {

    class Belsoldier;

    class Bel_Soldier_Base : Belsoldier {

    scope = 1;

    side = 0;

    vehicleClass = "Men";

    faction = "Belarus";

    genericNames = "RussianMen";

    cost = 80000;

    accuracy = 1.5;

    camouflage = 1.8;

    identityTypes[] = {"Head_RU", "RU_Glasses"};

    faceType = "Man";

    portrait = "\Ca\characters\data\portraits\comBarHead_ru_soldier_ca";

    model = "\ca\characters2\Rus\Soldier";

    picture = "\Ca\characters\data\Ico\i_null_CA.paa";

    icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";

    weapons[] = {"AK_107_kobra", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

    magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "HandGrenade_East", "HandGrenade_East"};

    respawnWeapons[] = {"AK_107_kobra", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

    respawnMagazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "HandGrenade_East"};

    class HitPoints : HitPoints {

    class HitHead : HitHead {

    armor = 0.85;

    };

    class HitBody : HitBody {

    armor = 1;

    passThrough = 0.8;

    };

    };

    class Wounds {

    tex[] = {};

    mat[] = {"ca\characters2\Rus\DATA\soldier_flora_vsr_vest.RVmat", "ca\characters2\Rus\DATA\soldier_flora_vsr_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_flora_vsr_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_co_flora_vsr_vest.RVmat", "ca\characters2\Rus\DATA\soldier_co_flora_vsr_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_co_flora_vsr_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_mg_flora_vsr_vest.RVmat", "ca\characters2\Rus\DATA\soldier_mg_flora_vsr_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_mg_flora_vsr_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_at_flora_VSR_vest.RVmat", "ca\characters2\Rus\DATA\soldier_at_flora_VSR_vest_w1.RVmat", "ca\characters2\Rus\DATA\soldier_at_flora_VSR_vest_w2.RVmat", "ca\characters2\Rus\DATA\soldier_pilot_flora_vsr.RVmat", "ca\characters2\Rus\DATA\soldier_pilot_flora_vsr_w1.RVmat", "ca\characters2\Rus\DATA\soldier_pilot_flora_vsr_w2.RVmat", "ca\characters2\Rus\DATA\soldier_crew_flora_vsr.RVmat", "ca\characters2\Rus\DATA\soldier_crew_flora_vsr_w1.RVmat", "ca\characters2\Rus\DATA\soldier_crew_flora_vsr_w2.RVmat", "ca\characters2\Rus\DATA\Commander.rvmat", "ca\characters2\Rus\DATA\W1_Commander.rvmat", "ca\characters2\Rus\DATA\W2_Commander.rvmat"};

    };

    class TalkTopics : TalkTopics {

    core_ru = "Core_Full";

    };

    languages[] = {"RU"};

    };

    class Bel_Rifleman : Bel_Soldier_Base

    {

    displayName = "Belarus Rifleman";

    vehicleClass = "Belarus_Men";

    weapons[] = {"AK_107_kobra", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

    magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "HandGrenade_East", "HandGrenade_East"};

    respawnWeapons[] = {"AK_107_kobra", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

    respawnMagazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK", "HandGrenade_East"};

    };

    };

    When I use Binpbo to pack it, an config error pops up, and the log shows the following:

    Error reading binary file 'm:\arma addons\world armies mod\belarus\ptr_belarus4\config.cpp'

    File m:\arma addons\world armies mod\belarus\ptr_belarus4\config.cpp, line 46: /cfgVehicles/Bel_Soldier_Base.HitPoints: Undefined base class 'HitPoints'

    Config : some input after EndOfFile.

    Error 3 while parsing

    Error in config m:\arma addons\world armies mod\belarus\ptr_belarus4\config.cpp

    W:\c\Poseidon\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked

    File m:\arma addons\world armies mod\belarus\ptr_belarus4\config.cpp, line 46: /cfgVehicles/Bel_Soldier_Base.HitPoints: Undefined base class 'HitPoints'

    Config : some input after EndOfFile.

    Error 3 while parsing

    Error in config m:\arma addons\world armies mod\belarus\ptr_belarus4\config.cpp

    W:\c\Poseidon\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked

    Cannot load font core\data\fonts\lucidaconsoleb8

    Fonts file \core\data\fonts\lucidaConsoleB8 not found

    Cannot load font core\data\fonts\lucidaconsoleb11

    Fonts file \core\data\fonts\lucidaConsoleB11 not found

    <model = "m:\arma addons\world armies mod\belarus\ptr_belarus4\Belsoldier.p3d">

    I am not sure what I am missing in the config.


  5. Thank you Myke, that did work. I switched out "Soldier" for "RU_Soldier", and I did not recieve any errors.

    I am sorry for bothering everyone, but I do have one more question. I did some texture modifications to the "flora_vsr_vest_co.paa" (one of the textures for the Russian soldier)and I want the modified texture to show up on my unit in the game. How and where in the config do a do this?


  6. Thank you, that information was helpful, but for some reason I can not get the unit into editor. So I decided to experiment with your example.

    When I typed the following into a config.cpp file and made it a pbo it worked correctly, and an insurgent with an M16 showed up in the editor.

    class cfgPatches

    {

    class BelarusM16

    {

    units[] = {"Bel_Soldier_M16"};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {};

    };

    };

    class cfgVehicleClasses

    {

    class Belarus_Men

    {

    displayName = "Belarus Rifleman";

    };

    };

    class cfgVehicles

    {

    class Ins_Soldier_1;

    class Bel_Soldier_M16 : Ins_Soldier_1

    {

    displayName = "Belarus Rifleman";

    vehicleClass = "Belarus_Men";

    weapons[] =

    {

    "M16A2",

    "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",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East"

    };

    respawnWeapons[] =

    {

    "M16A2",

    "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",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East"

    };

    };

    };

    When I typed the exact same thing except with Soldier(the p3d file for the Russian Soldier) instead of Ins_Soldier_1 it came up with the error "No entry 'bin\config.bin/Cfgvehicles/Soldier.scope'."

    class cfgPatches

    {

    class BelarusM16

    {

    units[] = {"Bel_Soldier_M16"};

    weapons[] = {};

    requiredVersion = 0.1;

    requiredAddons[] = {};

    };

    };

    class cfgVehicleClasses

    {

    class Belarus_Men

    {

    displayName = "Belarus Rifleman";

    };

    };

    class cfgVehicles

    {

    class Soldier;

    class Bel_Soldier_M16 : Soldier

    {

    displayName = "Belarus Rifleman";

    vehicleClass = "Belarus_Men";

    weapons[] =

    {

    "M16A2",

    "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",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East"

    };

    respawnWeapons[] =

    {

    "M16A2",

    "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",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East",

    "HandGrenade_East"

    };

    };

    };

    I am not sure what I am doing wrong. Can you help?


  7. Hi,

    I just started editing earlier this week and I have run into a problem. I made a simple retexture of the BIS Russian soldier to make a Belarus soldier, but I have no idea how to write a config so I can get it into the game. I searched the forum and looked at examples, but I can’t understand any of them because I have never done anything like this before. Can someone please help me write a config?

    I am trying to put the soldier in Side:Opfor, Faction:Belarus, Class:Men and arm him with an AK-74.

    Right now I have the following files (not sure if I have all the correct ones) in a folder named “ptr_belarusâ€:

    Soldier.p3d

    flora_vsr_vest_co.paa (this is the texture I changed)

    flora_vsr_vest_nohq.paa

    flora_vsr_vest_smdi.paa

    equip_pioneer_co.paa

    equip_pioneer_nohq.paa

    equip_pioneer_smdi.paa

    pioneervest_as.paa

    pioneervest_co.paa

    pioneervest_nohq.paa

    pioneervest_smdi.paa

    Thank you, any help would be appreciated.

×