OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: Fudge on 22 Feb 2005, 13:40:25
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As the topic-name explains, my game crashes when I load my model. The config seems OK, and I'm suspecting it could be some issues with the model(s).
Hope you can help me with this
Cheers
Fudge
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Are there any error messages when the game crashes or starts up?
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I'd suggest posting the config.
Hard to solve the problem when we can't look at it.
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// RCIR Soldier models - By Fudge - http://www.rcir.tk
//
// 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 KMMint, 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 RCIR2_WOUNDS wounds[] = { "xicht_a.paa","xicht_a_zranen", "xicht_b.paa","xicht_a_zranen", "xicht_c.paa","xicht_a_zranen", "xicht_d.paa","xicht_a_zranen", "xicht_e.paa","xicht_e_zranen", "xicht_f.paa","xicht_a_zranen", "xicht_g.paa","xicht_a_zranen", "xicht_h.paa","xicht_a_zranen", "xicht_i.paa","xicht_a_zranen", "xicht_j.paa","xicht_a_zranen", "xicht_k.paa","xicht_a_zranen", "xicht_l.paa","xicht_a_zranen", "xicht_m.paa","xicht_a_zranen", "xicht_n.paa","xicht_a_zranen", "xicht_o.paa","xicht_o_zranen", "xicht_p.paa","xicht_a_zranen", "xicht_q.paa","xicht_a_zranen", "xicht_r.paa","xicht_a_zranen", "xicht_s.paa","xicht_a_zranen", "xicht_t.paa","xicht_a_zranen", "xicht_u.paa","xicht_a_zranen", "xicht_v.paa","xicht_v_zranen", "xicht_w.paa","xicht_w_zranen", "xicht_x.paa","xicht_a_zranen", "xicht_y.paa","xicht_a_zranen", "xicht_z.paa","xicht_a_zranen", "xicht_2a.paa","xicht_a_zranen","xicht_2b.paa","xicht_w_zranen","xicht_2c.paa","xicht_a_zranen","xicht_2d.paa","xicht_v_zranen","xicht_2e.paa","xicht_a_zranen","xicht_2f.paa","xicht_a_zranen","xicht_2g.paa","xicht_w_zranen","xicht_2h.paa","xicht_a_zranen","xicht_2i.paa","xicht_a_zranen","xicht_2j.paa","xicht_a_zranen","xicht_2k.paa","xicht_a_zranen","xicht_2l.paa","xicht_a_zranen","xicht_2m.paa","xicht_a_zranen","xicht_2n.paa","xicht_a_zranen","xicht_2o.paa","xicht_a_zranen","xicht_2p.paa","xicht_2p_zranen","xicht_2q.paa","xicht_a_zranen","xicht_2r.paa","xicht_e_zranen","xicht_2s.paa","xicht_a_zranen","xicht_2t.paa","xicht_a_zranen","xicht_2u.paa","xicht_a_zranen","xicht_2v.paa","xicht_a_zranen","xicht_2w.paa","xicht_w_zranen","xicht_2x.paa","xicht_a_zranen","xicht_2y.paa","xicht_a_zranen","xicht_2z.paa","xicht_a_zranen","\RCIR2\arm_sidel","\RCIR2\arm_sidel_d","\RCIR2\arm_sider","\RCIR2\arm_sider_d", "\RCIR2\body_back","\RCIR2\body_back_d","\RCIR2\body_front","\RCIR2\body_front_d","\RCIR2\body_top","\RCIR2\body_top_d","\RCIR2\leg_side_l","\RCIR2\leg_side_l_d","\RCIR2\leg_side_r","\RCIR2\leg_side_r_d","\RCIR2\helmet_frnt","\RCIR2\helmet_frnt_d","\RCIR2\helmet_in","\RCIR2\helmet_in_d"};
#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 RCIR2
{
units[] = { "RCIROfficer", "RCIRRifleman", "RCIRGrenadier", "RCIRLMGunner", "RCIRAT4Gunner", "RCIRMedic", "RCIRMMGunner", "RCIRMarksman" };
weapons[] = {};
requiredVersion = 1.85;
};
};
class CfgModels
{
class Default {};
class Man: Default {};
class Officer: Man {
sections[] = { "head injury",
"body injury",
"l arm injury",
"r arm injury",
"p arm injury",
"l leg injury",
"r leg injury",
"p leg injury",
, "hlava",
"krk",
"zasleh",
"helmet_on_front",
"helmet_on_back",
"helmet_on_side",
"helmet_on_inside",
"helmet_on_straps",
"helmet_off_front",
"helmet_off_back",
"helmet_off_side",
"helmet_off_inside",
"clan",
"clan_sign",
"armpatch"
};
sectionsInherit=Head;
};
class Rifleman: Man {
sections[] = { "head injury",
"body injury",
"l arm injury",
"r arm injury",
"p arm injury",
"l leg injury",
"r leg injury",
"p leg injury",
"hlava",
"krk",
"zasleh",
"helmet_on_front",
"helmet_on_back",
"helmet_on_side",
"helmet_on_inside",
"helmet_on_straps",
"helmet_off_front",
"helmet_off_back",
"helmet_off_side",
"helmet_off_inside",
"clan",
"clan_sign",
"armpatch"
};
sectionsInherit=Head;
};
class Grenadier: Man {
sections[] = { "head injury",
"body injury",
"l arm injury",
"r arm injury",
"p arm injury",
"l leg injury",
"r leg injury",
"p leg injury",
"hlava",
"krk",
"zasleh",
"helmet_on_front",
"helmet_on_back",
"helmet_on_side",
"helmet_on_inside",
"helmet_on_straps",
"helmet_off_front",
"helmet_off_back",
"helmet_off_side",
"helmet_off_inside",
"clan",
"clan_sign",
"armpatch"
};
sectionsInherit=Head;
};
class MGunner: Man {
sections[] = { "head injury",
"body injury",
"l arm injury",
"r arm injury",
"p arm injury",
"l leg injury",
"r leg injury",
"p leg injury",
"medic",
"hlava",
"krk",
"zasleh",
"helmet_on_front",
"helmet_on_back",
"helmet_on_side",
"helmet_on_inside",
"helmet_on_straps",
"helmet_off_front",
"helmet_off_back",
"helmet_off_side",
"helmet_off_inside",
"medic",
"clan",
"clan_sign",
"armpatch",
"rankmark"
};
sectionsInherit=Head;
};
};
////////////////////////////////////////////////////////
// cfgVehicles
////////////////////////////////////////////////////////
class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land:AllVehicles{};
class Man:Land{};
class Soldier:Man{};
class SoldierWB:Soldier{};
class RCIROfficer: SoldierWB
{
model="\RCIR2\Officer";
displayName="Officer";
moves="CfgMovesMC";
vehicleClass ="RCIR Infantry";
scope=public;
side=1;
nightVision=1;
hiddenSelections[] = { "armpatch",
"helmet_on_front",
"helmet_on_back",
"helmet_on_side",
"helmet_on_inside",
"helmet_on_straps",
"helmet_off_front",
"helmet_off_back",
"helmet_off_side",
"helmet_off_inside"
};
weapons[]={"M16", "Throw","Put" };
magazines[] = { "M16","M16","M16","M16",
"HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade", "HandGrenade"
};
RCIR2_WOUNDS
///////////////////// START OF STATE-OF-THE-ART STUFF ;o) /////////////////////
class animations {
class HelmetState {
type="rotation";
animperiod=.01;
selection="brain";
axis="brain";
angle0=0;
angle1=1.745;
};
}
class UserActions
{
class HelmetOff {
displayName="Helmet";
position="Brain";
radius=0.1;
sound={};
condition="this animationPhase ""HelmetState"" == 0";
statement="this animate [""goggles"", 0]; this animate [""HelmetState"", 1];";
};
class HelmetOn {
displayName="Helmet";
position="Brain";
radius=0.1;
sound={};
condition="this animationPhase ""HelmetState"" == 1";
statement="this animate [""HelmetState"", 0];";
};
};
class EventHandlers {
Init="[_this select 0] exec ""\RCIR2\scripts\init.sqs"";";
};
///////////////////// END OF STATE-OF-THE-ART STUFF /////////////////////
};
class RCIRRifleman: RCIROfficer
{
nameSound="soldier";
displayName="Rifleman";
model="\RCIR2\Rifleman";
cost=60000;
accuracy=1.5;
weapons[]={"M16", "Throw","Put"};
magazines[]={M16, M16, M16, M16, handgrenade, handgrenade, handgrenade, handgrenade};
//threat[] VSoft, VArmor, VAir
threat[]={1, 0.1, 0.8};
};
class RCIRLMGunner: RCIRRifleman
{
nameSound="machineGunner";
displayName="Light Machinegunner";
model="\RCIR2\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 RCIRGrenadier: RCIRRifleman
{
scope=public;
model="\RCIR2\Grenadier";
cost=60000;
displayName="Grenadier";
accuracy=1000; // never recognized
weapons[]={"M16GrenadeLauncher", "Throw","Put"};
magazines[]={M16, M16, M16, M16, GrenadeLauncher, GrenadeLauncher, GrenadeLauncher};
};
class RCIRMedic: RCIRRifleman
{
accuracy=1000; // never recognized
picture=\misc\medik.paa;
scope=public;
cost=60000;
displayName="Medic";
attendant = true;
hiddenSelections[] = { "armpatch",
"rankmark",
"helmet_on_front",
"helmet_on_back",
"helmet_on_side",
"helmet_on_inside",
"helmet_on_straps",
"helmet_off_front",
"helmet_off_back",
"helmet_off_side",
"helmet_off_inside",
};
weapons[]={"M16", "Throw","Put"};
magazines[]={M16, M16, M16, M16};
nameSound="medic";
};
class RCIRAT4Gunner: RCIRRifleman
{
displayName="AT4 Operator";
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 RCIRMMGunner: RCIRLMGunner
{
scope=public;
cost=60000;
displayName="Medium Machinegunner";
accuracy=1000; // never recognized
weapons[]={"M60", "Throw","Put"};
magazines[]={M60, M60, M60, M60, M60};
};
class RCIRMarksman: RCIRRifleman
{
scope=public;
cost=60000;
displayName="Marksman";
accuracy=1000; // never recognized
weapons[]={"M21", "Throw","Put"};
magazines[]={M21, M21, M21, M21, M21, M21, M21};
};
};
class CfgGroups
{
//access = ReadAndCreate;
// groups templates used in Insert group dialog
class West
{
name = $STR_WEST;
class RCIR2Groups
{
name = "RCIR Infantry";
class RCIRBasicSection
{
name = "Rifle Section";
class Unit0
{
side = TWest;
vehicle = "RCIROfficer";
rank = "Sergeant";
position[] = {0, +5, 0};
};
class Unit1
{
side = TWest;
vehicle = "RCIRRifleman";
rank = "CORPORAL";
position[] = {3, 0, 0};
};
class Unit2
{
side = TWest;
vehicle = "RCIRGrenadier";
rank = "CORPORAL";
position[] = {5,0,0};
};
class Unit3
{
side = TWest;
vehicle = "RCIRLMGunner";
rank = "Private";
position[] = {7,0,0};
};
class Unit4
{
side = TWest;
vehicle = "RCIRAT4Gunner";
rank = "Private";
position[] = {9,0,0};
};
class Unit5
{
side = TWest;
vehicle = "RCIRMMGunner";
rank = "Private";
position[] = {11,0,0};
};
class Unit6
{
side = TWest;
vehicle = "RCIRMedic";
rank = "Private";
position[] = {13,0,0};
};
class Unit7
{
side = TWest;
vehicle = "RCIRMarksman";
rank = "Private";
position[] = {15,0, 0};
};
class Unit8
{
side = TWest;
vehicle = "RCIRRifleman";
rank = "Private";
position[] = {15,0, 0};
};
};
class RCIRMechSection
{
name = "Mech. Rifle Section";
class Unit0
{
side = TWest;
vehicle = "RCIROfficer";
rank = "Sergeant";
position[] = {0, +5, 0};
};
class Unit1
{
side = TWest;
vehicle = "M113";
rank = "CORPORAL";
position[] = {-5, 0, 0};
};
class Unit2
{
side = TWest;
vehicle = "RCIRRifleman";
rank = "CORPORAL";
position[] = {5,0,0};
};
class Unit3
{
side = TWest;
vehicle = "RCIRGrenadier";
rank = "CORPORAL";
position[] = {7,0,0};
};
class Unit4
{
side = TWest;
vehicle = "RCIRAT4Gunner";
rank = "CORPORAL";
position[] = {9,0,0};
};
class Unit5
{
side = TWest;
vehicle = "RCIRLMGunner";
rank = "Private";
position[] = {11,0,0};
};
class Unit6
{
side = TWest;
vehicle = "RCIRMedic";
rank = "Private";
position[] = {13,0,0};
};
class Unit7
{
side = TWest;
vehicle = "RCIRMarksman";
rank = "Private";
position[] = {15,0, 0};
};
};
};
};
};
No error-messages.
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Ok, I noticed a few things that might be causing you trouble.
1)In the SectionsInherit section, you have this:
sectionsInherit=HeadI think it has to have quotes, like this:
sectionsInherit="Head" Do this for all the other SectionsInherit
2)In the CfgModels section you have this:
class Officer: Man {
sections[] = { "head injury",
"body injury",
"l arm injury",
"r arm injury",
"p arm injury",
"l leg injury",
"r leg injury",
"p leg injury",
, "hlava",
"krk",
"zasleh",
"helmet_on_front",
"helmet_on_back",
"helmet_on_side",
"helmet_on_inside",
"helmet_on_straps",
"helmet_off_front",
"helmet_off_back",
"helmet_off_side",
"helmet_off_inside",
"clan",
"clan_sign",
"armpatch"
};
sectionsInherit=Head;
};First off, you have a comma here:
, "hlava",remove it
Second, you have classed it as an officer, I believe the class needs to be the same name as the name you defined above, so instead of officer, it should be:
class RCIROfficer: Man {
sections[] = { "head injury",
"body injury",
"l arm injury",
"r arm injury",
"p arm injury",
"l leg injury",
"r leg injury",
"p leg injury",
"hlava",
"krk",
"zasleh",
"helmet_on_front",
"helmet_on_back",
"helmet_on_side",
"helmet_on_inside",
"helmet_on_straps",
"helmet_off_front",
"helmet_off_back",
"helmet_off_side",
"helmet_off_inside",
"clan",
"clan_sign",
"armpatch"
};
sectionsInherit="Head";
};You will need to do this for every unit you have listed here:
units[] = { "RCIROfficer", "RCIRRifleman", "RCIRGrenadier", "RCIRLMGunner", "RCIRAT4Gunner", "RCIRMedic", "RCIRMMGunner", "RCIRMarksman" };I hope that helps!