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dirtynorf

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Everything posted by dirtynorf

  1. Nope, still have the error.
  2. I am trying to retexture and everytime I place down the unit it throws up the "Cannot Load texture" error. I have tried multiple different path names to try and get it to work but to no avail. Uniform class in cfgWeapons.hpp class ddrf_uni_wood : UniformBase { author = "DirtyDwarf"; scope = 2; displayName = "K15 Woodland; picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"ddrf_kanish_army\Data\Wood_Uniform.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = ddrf_wood_rifleman; containerClass = Supply60; mass = 50; }; }; Soldier class in cfgVehicles.hpp class ddrf_wood_rifleman : B_Soldier_F { author = "DirtyDwarf"; // The name of the author of the asset, which is displayed in the editor. scope = 2; // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). scopeCurator = 2; // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. scopeArsenal = 2; // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal. identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_default"}; // Identity Types are explained in the Headgear section of this guide. displayName = "Rifleman (Wood)"; // The name of the soldier, which is displayed in the editor. faction = "ddrf_kanish_army_faction"; cost = 200000; // How likely the enemies attack this character among some others. camouflage = 1.5; // How likely this character is spotted (smaller number = more stealthy). sensitivity = 2.5; // How likely this character spots enemies when controlled by AI. threat[] = {1, 1, 0.8}; // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies. model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d"; // The path to the model this character uses. uniformClass = "ddrf_uni_wood"; // This links this soldier to a particular uniform. For the details, see below. hiddenSelections[] = {"camo"}; // List of model selections which can be changed with hiddenSelectionTextures[] and hiddenSelectionMaterials[] properties. If empty, model textures are used. hiddenSelectionsTextures[] = {"ddrf_kanish_army\Data\Wood_Uniform.paa"}; // The textures for the selections defined above. If empty, no texture is used. canDeactivateMines = true; // Can this character deactivate mines? engineer = false; // Can this character repair vehicles? attendant = 0; // Can this character heal soldiers? icon = "iconManEngineer"; // If a character has a special role, a special icon shall be used. picture = "pictureRifleman"; // The same as above, but for the squad picture. backpack = "B_Kitbag_mcamo_Eng"; // Which backpack the character is wearing. weapons[] = {arifle_MX_ACO_pointer_F, hgun_P07_F, Throw, Put}; // Which weapons the character has. respawnWeapons[] = {arifle_MX_ACO_pointer_F, hgun_P07_F, Throw, Put}; // Which weapons the character respawns with. Items[] = {FirstAidKit}; // Which items the character has. RespawnItems[] = {FirstAidKit}; // Which items the character respawns with. magazines[] = {mag_10(30Rnd_65x39_caseless_mag),mag_3(16Rnd_9x21_Mag), SmokeShell, SmokeShellGreen, Chemlight_green, Chemlight_green, mag_2(HandGrenade)}; // What ammunition the character has. respawnMagazines[] = {mag_10(30Rnd_65x39_caseless_mag),mag_3(16Rnd_9x21_Mag), SmokeShell, SmokeShellGreen, Chemlight_green, Chemlight_green ,mag_2(HandGrenade)}; // What ammunition the character respawns with. linkedItems[] = {V_PlateCarrier1_rgr, H_HelmetB, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; // Which items the character has. respawnLinkedItems[] = {V_PlateCarrier1_rgr, H_HelmetB, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; // Which items the character respawns with. }; I've tried following different tutorials almost exactly but that hasn't helped either. I just have no idea what the problem is. EDIT: my pbo folder is ddrf_kanish_army\ddrf_kanish_army\Data\texture.paa with the config.cpp and includes inside the second ddrf folder.
  3. Maybe i'll give it a go then. So using Mikero's I fixed a few errors it through up the first time around which I got rid of using the full P:\ path but nope still get the same "cannot load error".
  4. It was in a mission folder. I packed and then depbo'd the file and the textures seem to be in the right place. Should I be checking "Binarize all textures" on Addon builder? Edit: I tried checking that box but that didn't help.
  5. I'm using Arma Tools Addon Builder. I might try reinstalling it. So I found out that it would crash because I tried opening binarized default BIS models. But that means i cannot view my texture in oxygen as I cannot open the default model. However, I have used setObjectTexture in a mission and the texture does in fact work.
  6. I used photoshop to make it into a png and then TexView into .paa I never use O2 because it crashes before it opens. I've checked the name about 9 times so unless I'm being really dumb I'm sure it's not the name.
  7. P drive? How would that work when it's shared out? I also tried it from my P drive and that still didn't work. This is confusing the hell out of me.
  8. RPT? I tried it with one of the default textures and that worked fine, no issues. The error is: "Cannot load texture ddrf_kanish_army\ddrf_kanish_army\data\Wood_Uniform.paa"
  9. You keep suggesting things I've already fixed so I'll post the updated files. cfgVehicles.hpp //=============================================================== //notes Class Parent Names class B_Soldier_F; class UniformItem; //=============================================================== //notes Custom Classes (Uniforms) class ddrf_wood_rifleman : B_Soldier_F { _generalMacro = "ddrf_wood_rifleman"; scope = 2; displayName = "Rifleman"; faction = "ddrf_kanish_army_faction"; vehicleClass = "ddrf_kanish_army_wood"; nakedUniform = "U_BasicBody"; uniformClass = "ddrf_uni_wood"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"ddrf_kanish_army\ddrf_kanish_army\data\wood_uniform.paa"}; linkedItems[] = {}; respawnLinkedItems[] = {}; weapons[] = {}; magazines[] = {}; respawnMagazines[] = {}; }; cfgWeapons.hpp //=============================================================== //notes Class Parent Names class B_Soldier_F; class UniformItem; class Uniform_Base; class ItemInfo; //=============================================================== //notes Custom Classes (Uniforms) class ddrf_uni_wood : Uniform_Base { scope = 2; displayName = "K15 Woodland"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "ddrf_wood_rifleman"; containerClass = "Supply80"; mass = 55; }; }; Folder systems: ddrf_kanish_army (pbo) > ddrf_kanish_army > data > Wood_Uniform.paa
  10. Whilst I can't get the config working I am re-doing the texture that is named properly already. But any thoughts on my problem? If I can't get textures on units then the whole addon falls apart.
  11. At the time I was trying it out like that. I have tried with both folders included, I've depbo'd mod's that work and everything of mine seems to be the same but obviously it isn't because mine doesn't work. As I say I can put the texture on someone using the script command in a mission but not from an addon.
  12. Thanks but all you've posted is a shorter version of what I've got. The problem still occurs. Any help still? Update: I can load the texture using setObjectTexture in a mission file but I still cannot get it to load from an addon?
  13. Hi, I'm trying to do a similar thing. However I have custom weapon mods that use Joint Rails and I cannot get the unit to spawn with the attachments on the weapon. Currently I have it so a new weapon is made with these attachments, is there a different way? Like the VA export is, can I just spawn them with the rifle and then state which accessories they have without creating a new weapon class? Thanks,
  14. I'm trying to make units obviously with custom loadouts however I cannot manage to put attachments on the weapon. I tried using "linkedItems" in the unit class but didn't work so I'm trying to make a "new weapon" that includes the attachments. I''ve had a go at looking at various other mods doing this (massi, RHS etc) but they've been no help. I'm using EricJ Weapons, RHS, Joint Rails and TRYK (unimportant for weapons) and this is my code so far: //NATO Special Operators Pack //by DirtyNorf class CfgPatches { class ddrf_nsop { units[]={}; weapons[]= { "ej_scarstandard", "rhsusf_acc_anpeq15", "rhsusf_acc_eotech_552", "HarrisDLC" }; requiredVersion=0.1; requiredAddons[]= { "A3_Characters_F", "rhsusf_weapons", "rhsusf_c_weapons", "rhsusf_weapons2", "essgoggles", "hrp", "kio_balaclava", "shemagh", "tryk_backpack", "tryk_uniforms", "tryk_unit", "zabb", "zabb2", "zara", "asdg_jointrails" }; }; }; class CfgFactionClasses { class ddrf_nsop { displayName = "NATO Special Operations" priority = 1; side = 1; }; }; class CfgVehicleClasses { class ddrf_nsop_green_scar { displayName="Green (SCAR)"; priority = 2; }; class ddrf_nsop_green_m4 { displayName="Green (M4)"; priority = 3; }; }; class CfgVehicles { class B_Soldier_F; class ddrf_green_scar_operator: B_Soldier_F { side = 1; faction = "ddrf_nsop"; vehicleClass = "ddrf_nsop_green_scar"; scope=2; displayName="Operator (Green)"; uniformAccessories[]={}; nakedUniform="U_BasicBody"; uniformClass="TRYK_U_B_OD_BLK_2"; model="\A3\Characters_F\BLUFOR\b_soldier_01.p3d"; weapons[]= { "scarl_EO_AN15_HA", "hgun_P07_F", "Throw", "Put", "Binocular" }; respawnWeapons[]= { "scarl_EO_AN15_HA", "hgun_P07_F", "Throw", "Put", "Binocular" }; linkedItems[]= { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "rhsusf_acc_anpeq15", "rhsusf_acc_eotech_552", "HarrisDLC" }; RespawnItems[]= { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "rhsusf_acc_anpeq15", "rhsusf_acc_eotech_552", "HarrisDLC" }; magazines[]= { "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade" }; respawnMagazines[]= { "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "M4318_mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShell", "SmokeShell", "HandGrenade", "HandGrenade" }; }; }; class CfgWeapons { class rhsusf_acc_anpeq15; class rhsusf_acc_eotech_552; class HarrisDLC; class ej_scarstandard; class scarl_EO_AN15_HA: ej_scarstandard { scope = 2; displayName = "SCAR L (EOTECH)"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "rhsusf_acc_eotech_552"; }; class LinkedItemsUnder { slot = "UnderBarrelSlot"; item = "HarrisDLC"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "rhsusf_acc_anpeq15"; }; }; class WeaponSlotsInfo { class SlotInfo; class asdg_OpticRail1913; class asdg_FrontSideRail; class asdg_FrontSideRail_IAR; class asdg_UnderSlot; allowedslots[]={901}; mass=60; class MuzzleSlot: SlotInfo { access=1; compatibleitems[]= { "muzzle_snds_M", "SF556_ej", "SF556blk_ej", "SFLMGMini_ej", "SFLMGTMini_ej", "ej_mzls_M", "SFSOCOM_ej", "SFSOCOMT_ej" }; displayname="Muzzle Slot"; linkproxy="\A3\data_f\proxies\weapon_slots\MUZZLE"; scope=0; }; class asdg_OpticRail1913_long: asdg_OpticRail1913 { compatibleitems[]={"rhsusf_acc_eotech_552"}; }; class asdg_FrontSideRail_IAR: asdg_FrontSideRail { compatibleitems[]={"rhsusf_acc_anpeq15"}; }; class UnderBarrelSlot: asdg_UnderSlot { compatibleitems[]={"HarrisDLC"}; }; }; }; }; Any help?
  15. Apologies for the really late reply, I didn't realise anyone replied. I've changed it (and to note had to remove ":compatibleitems" and replace it with a = but now I get an error that it cannot read the config file when trying to pbo with the addon builder. It's saying there is an input after the end of the file.
  16. Is there any news on when the units will be finished?
  17. So, I am trying to make a vehicle move to a marker position. I'm using execVM in the vehicle init to move it to a pre-determined marker. The marker is called "planespot1" in the NAME field and when I tried to debug the marker position get, the value returned was "any" and so I am not sure its picking the marker up. How can I get a marker name into a script from execVM and then use its position? Also the _plane variable does work (the engine turns on) _plane = _this select 0; marker = _this select 1; _altitude = _this select 2; _markerPos = getMarkerPos marker; //debug bit hint format ["%1", (_markerPos select 0)]; if ( (typename _plane != "PLANE") or (typename marker != "MARKER") ) exitwith { hintSilent "Invalid Parameters parsed"; }; sleep 1; _plane allowDamage false; _plane setVectorUp [(_markerPos select 0), (_markerPos select 1), _altitude]; _plane engineOn true;
  18. dirtynorf

    execVM variable trouble

    Yes before I posted I: 1) Had no idea what typename actually did 2) Didn't properly understand setVectorUp. Thank you for the replies and the lesson in looking up everything on the wiki.
  19. I've been looking for something like this for ages, I'm glad it's only a week or so old and so it hasn't died off just yet. I think the next step would be to include the Aegean sea and more of the Mediterranean. I would be interested in helping a bit but you shouldn't expect too much my art skills are not that impressive!
  20. Apologies if this has been posted here before, however I have trouble opening files that I unPBOd from Arma 3. I get a "Wrong MDL version" error. Also, (I think) this same problem causes Ocean 2 to crash when trying to open .p3d files. Anyone know a fix?
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