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lukemax

Man problem

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Hi

Here is the config of my soldier but after i put it out in editor it bombs out any ideas why?

Thanks

Luke

// International soldier model by W.M. Crielaard http://www.bbemariniers.net/

//

// This addon for Operation Flashpoint is shareware and may be distributed,

// and modified freely, as long following conditions:

//

// - The following line must be in the "credits" section of your Readme file:

//   "This addon is based on the international soldier addon Cadianint, by W.M. Crielaard

// - Modified versions must be packaged and tagged using a OFPEC registered tag

// - Modified versions may never have the same class names as the original versions

// - Modified versions may never have the same model names as the original versions

// - Any work based on this model is subject to the Oxygen license agreement.

// - Non commercial distribution only

//

// Feel free to create your own add-ons using this model or parts of it.

// Please remember to give proper credit in your readme file.

//

//

//

//

// "It's amazing what you can accomplish if you don't care who gets the credit." - Harry S. Truman

//

//

//

//

// Model\Skinning\Importing by Willem-Matthijs Crielaard

// V1.0R (Operation Flashpoint: Resistance)

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0 // dummy weapons

#define WeaponSlotPrimary 1 // primary weapons

#define WeaponSlotSecondary 16 // secondary weapons

#define WeaponSlotHandGun 2 // HandGun

#define WeaponSlotHandGunItem 32 // HandGun magazines

#define WeaponSlotItem 256 // items

#define WeaponSlotBinocular 4096 // binocular

#define WeaponHardMounted 65536

#define CanSeeRadar 1

#define CanSeeEye 2

#define CanSeeOptics 4

#define CanSeeEar 8

#define CanSeeCompass 16

#define CanSeeRadarC CanSeeRadar+CanSeeCompass

#define CanSeeAll 31

class CfgPatches

{

class Cadian

{

units[] = { "CadianSoldierWB", "CadianSoldierWG", "CadianSoldierWMedic", "CadianSoldierWMG", "CadianSoldierWLAW", "CadianSoldierWAT", "CadianSoldierWAA", "CadianSoldierWMortar" };

weapons[] = {};

requiredVersion = 1.85;

};

};

class CfgModels

{

class Default {};

class Man: Default {};

class Cadian: Man {

sections[] = {

"medic",

"hlava",

"krk",

"zasleh",

"helmet_on_front",

"helmet_on_back",

"helmet_on_side",

"helmet_on_inside",

"helmet_on_straps",

"goggles_on",

"goggles_on_lens",

"goggles_on_strap",

"helmet_off_front",

"helmet_off_back",

"helmet_off_side",

"helmet_off_inside",

"goggles_off",

"goggles_off_lens",

"goggles_off_strap",

"medic",

"clan",

"clan_sign",

"armpatch",

"rankmark"

};

sectionsInherit=Head;

};

};

class CfgFaces

{

class CadianFaceCamo1

{

name = "Camouflaged";

texture = "\Cadian\camoface.paa";

east = false;

west = false;

};

}

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierWB:Soldier{};

class CadianSoldierWB: SoldierWB

{

model="\Cadian\Cadian";

displayName=$STR_DN_SOLDIER;

moves="CfgMovesMC";

vehicleClass ="Imperial Guard";

scope=public;

side=1;

nightVision=1;

hiddenSelections[] = { "armpatch",

"rankmark",

"helmet_on_front",

"helmet_on_back",

"helmet_on_side",

"helmet_on_inside",

"helmet_on_straps",

"goggles_on",

"goggles_on_lens",

"goggles_on_strap",

"helmet_off_front",

"helmet_off_back",

"helmet_off_side",

"helmet_off_inside",

"goggles_off",

"goggles_off_lens",

"goggles_off_strap",

"medic"

};

weapons[]={"M16", "Throw","Put" };

magazines[] = { "M16","M16","M16","M16",

"HandGrenade","HandGrenade","HandGrenade","HandGrenade&

quot;,"HandGrenade", "HandGrenade"

};

class animations {

class goggles

{

type="rotation";

animPeriod=0.5;

selection="goggles";

axis="goggles_axis";

angle0=0.500;

angle1=0.000;

};

class FacecamoState {

type="rotation";

animperiod=.01;

selection="brain";

axis="brain";

angle0=0;

angle1=1.746;

};

class HelmetState {

type="rotation";

animperiod=.01;

selection="brain";

axis="brain";

angle0=0;

angle1=1.745;

};

}

class UserActions

{

class Lowervisor

{

displayName="Put goggles on";

position="Brain";

radius=1.00000;

condition="(this animationPhase ""goggles"" < 0.5) && (this animationPhase ""HelmetState"" == 0)";

statement="this animate [""goggles"", 1]";

};

class Raisevisor

{

displayName="Take goggles off";

position="Brain";

radius=1.00000;

condition="this animationPhase ""goggles"" >= 0.5";

statement="this animate [""goggles"", 0]";

};

class CamoFace {

displayName="Camouflage face";

position="Brain";

radius=1;

sound={};

condition="this animationPhase ""FacecamoState"" == 0";

statement="this animate [""FacecamoState"", 1];";

};

class HelmetOff {

displayName="Take off helmet";

position="Brain";

radius=0.1;

sound={};

condition="this animationPhase ""HelmetState"" == 0";

statement="this animate [""goggles"", 0]; this animate [""HelmetState"", 1];";

};

class HelmetOn {

displayName="Put on helmet";

position="Brain";

radius=0.1;

sound={};

condition="this animationPhase ""HelmetState"" == 1";

statement="this animate [""HelmetState"", 0];";

};

};

class EventHandlers {

Init="[_this select 0] exec ""\Cadian\scripts\init.sqs"";";

};

/////////////////////  END OF STATE-OF-THE-ART STUFF  /////////////////////

};

class CadianSoldierWMG: CadianSoldierWB

{

nameSound="machineGunner";

displayName=$STR_DN_MGUNNER;

cost=60000;

accuracy=1.5;

weapons[]={"M60", "Throw","Put"};

magazines[]={M60, M60, M60, M60, M60};

//threat[] VSoft, VArmor, VAir

threat[]={1, 0.1, 0.8};

};

class CadianSoldierWG: CadianSoldierWB

{

scope=public;

cost=60000;

displayName=$STR_DN_GRENADIER;

accuracy=1000; // never recognized

weapons[]={"M16GrenadeLauncher", "Throw","Put"};

magazines[]={M16, M16, M16, M16, GrenadeLauncher, GrenadeLauncher, GrenadeLauncher};

};

class CadianSoldierWMedic: CadianSoldierWB

{

accuracy=1000; // never recognized

picture=\misc\medik.paa;

scope=public;

cost=60000;

displayName=$STR_DN_MEDIC;

weaponSlots = WeaponSlotPrimary + 4 * WeaponSlotItem + WeaponSlotBinocular + WeaponSlotHandGun + 4*WeaponSlotHandGunItem;

attendant = true;

hiddenSelections[] = { "armpatch",

"rankmark",

"helmet_on_front",

"helmet_on_back",

"helmet_on_side",

"helmet_on_inside",

"helmet_on_straps",

"goggles_on",

"goggles_on_lens",

"goggles_on_strap",

"helmet_off_front",

"helmet_off_back",

"helmet_off_side",

"helmet_off_inside",

"goggles_off",

"goggles_off_lens",

"goggles_off_strap"

};

weapons[]={"M16", "Throw","Put"};

magazines[]={M16, M16, M16, M16};

nameSound="medic";

};

class CadianSoldierWLAW: CadianSoldierWB

{

//-- western soldier with LAW launcher

// picture=islaw;

scope=public;

nameSound="missileSoldier";

//model=vojakw;

nightVision=true;

displayName=$STR_DN_LAW_SOLDIER;

cost=150000;

accuracy=1.5;

weapons[]={"M16", "LAWLauncher", "Throw","Put"};

magazines[]={M16, M16, M16, M16, LAWLauncher, LAWLauncher, LAWLauncher};

type=VSoft;

//threat[] VSoft, VArmor, VAir

threat[]={1, 0.9, 0.1};

};

class CadianSoldierWAT: CadianSoldierWLAW

{

displayName=$STR_DN_CG_SOLDIER;

nameSound="missileSoldier";

accuracy=1.5;

weapons[]={"M16", "CarlGustavLauncher", "Throw","Put"};

magazines[]={M16, M16, M16, M16, CarlGustavLauncher};

//threat[] VSoft, VArmor, VAir

threat[]={1, 0.9, 0.1};

};

class CadianSoldierWAA: CadianSoldierWLAW

{

displayName=$STR_DN_AA_SOLDIER;

nameSound="missileSoldier";

accuracy=1.5;

weapons[]={"M16", "AALauncher", "Throw","Put"};

magazines[]={M16, M16, M16, M16, AALauncher};

//threat[] VSoft, VArmor, VAir

threat[]={1, 0.5, 0.9};

};

class CadianSoldierWMortar: CadianSoldierWG

{

displayName=$STR_DN_MORTAR;

accuracy=1.5;

weapons[]={"M16", "Throw","Put"};

magazines[]=

{

M16, M16, M16, M16,

Mortar, Mortar, Mortar

};

//threat[] VSoft, VArmor, VAir

threat[]={1, 1, 0.1};

};

};

class CfgGroups

{

//access = ReadAndCreate;

// groups templates used in Insert group dialog

class West

{

name = $STR_WEST;

class CadianInfantry

{

name = "Imperial Guard";

class CadianBasicInfantry

{

name = $STR_CFG_GRP_INFANTRY_BASIC;

class Unit0

{

side = TWest;

vehicle = "CadianSoldierWB";

rank = "Sergeant";

position[] = {0, +5, 0};

};

class Unit1

{

side = TWest;

vehicle = "CadianSoldierWMG";

rank = "CORPORAL";

position[] = {3, 0, 0};

};

class Unit2

{

side = TWest;

vehicle = "CadianSoldierWG";

rank = "CORPORAL";

position[] = {5,0,0};

};

class Unit3

{

side = TWest;

vehicle = "CadianSoldierWG";

rank = "CORPORAL";

position[] = {7,0,0};

};

class Unit4

{

side = TWest;

vehicle = "CadianSoldierWLAW";

rank = "CORPORAL";

position[] = {9,0,0};

};

class Unit5

{

side = TWest;

vehicle = "CadianSoldierWMG";

rank = "Private";

position[] = {11,0,0};

};

class Unit6

{

side = TWest;

vehicle = "CadianSoldierWB";

rank = "Private";

position[] = {13,0,0};

};

class Unit7

{

side = TWest;

vehicle = "CadianSoldierWB";

rank = "Private";

position[] = {15,0, 0};

};

class Unit8

{

side = TWest;

vehicle = "CadianSoldierWB";

rank = "Private";

position[] = {15,0, 0};

};

};

class CadianMechanizedInfantry

{

name = $STR_CFG_GRP_INFANTRY_MECHANIZED;

class Unit0

{

side = TWest;

vehicle = "CadianSoldierWB";

rank = "Sergeant";

position[] = {0, +5, 0};

};

class Unit1

{

side = TWest;

vehicle = "M113";

rank = "CORPORAL";

position[] = {-5, 0, 0};

};

class Unit2

{

side = TWest;

vehicle = "CadianSoldierWG";

rank = "CORPORAL";

position[] = {5,0,0};

};

class Unit3

{

side = TWest;

vehicle = "CadianSoldierWG";

rank = "CORPORAL";

position[] = {7,0,0};

};

class Unit4

{

side = TWest;

vehicle = "CadianSoldierWLAW";

rank = "CORPORAL";

position[] = {9,0,0};

};

class Unit5

{

side = TWest;

vehicle = "CadianSoldierWMG";

rank = "Private";

position[] = {11,0,0};

};

class Unit6

{

side = TWest;

vehicle = "CadianSoldierWB";

rank = "Private";

position[] = {13,0,0};

};

class Unit7

{

side = TWest;

vehicle = "CadianSoldierWB";

rank = "Private";

position[] = {15,0, 0};

};

};

};

};

};

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There is a "    instead of a " in magazines[]=

class cfgAnimations needs a ; to close it

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

angle0=0;

angle1=1.746;

};

class HelmetState {

type="rotation";

animperiod=.01;

selection="brain";

axis="brain";

angle0=0;

angle1=1.745;

};

}      <-------------------------------------------HERE

class UserActions

{

A rotating brain? smile_o.gif

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Havent tried using your config with a soldier or anything,i just wanted to ask you to check an see if your models are named correctly and are where they need to be.Because usally if your .p3d model isnt named correctly or in the right dir the game will close.it will happen soon it tried to load the model.

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Ive used a different config and everything is ok. think its somekind of P3D model with a vertex prob but i have gone over EVERYTIHNG yet all seems to be ok!

If you want the model e-mail me

Luke.steel@btinternet.com

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