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Offline Fudge

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Game crashes when trying to load model
« on: 22 Feb 2005, 13:40:25 »
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

Offline Pilot

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Re:Game crashes when trying to load model
« Reply #1 on: 22 Feb 2005, 17:38:17 »
Are there any error messages when the game crashes or starts up?

Offline RujiK

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Re:Game crashes when trying to load model
« Reply #2 on: 22 Feb 2005, 18:52:51 »
I'd suggest posting the config.

Hard to solve the problem when we can't look at it.
I like your approach, lets see your departure.
Download the New Flashlight Script!

Offline Fudge

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Re:Game crashes when trying to load model
« Reply #3 on: 22 Feb 2005, 19:01:38 »
Quote
//   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.

Offline Pilot

  • Contributing Member
  • **
Re:Game crashes when trying to load model
« Reply #4 on: 22 Feb 2005, 20:22:54 »
Ok, I noticed a few things that might be causing you trouble.
1)In the SectionsInherit section, you have this:
Code: [Select]
sectionsInherit=HeadI think it has to have quotes, like this:
Code: [Select]
sectionsInherit="Head" Do this for all the other SectionsInherit

2)In the CfgModels section you have this:
Code: [Select]
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:
Code: [Select]
,            "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:
Code: [Select]
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:
Code: [Select]
units[] = { "RCIROfficer", "RCIRRifleman", "RCIRGrenadier", "RCIRLMGunner", "RCIRAT4Gunner", "RCIRMedic", "RCIRMMGunner", "RCIRMarksman" };I hope that helps!
« Last Edit: 22 Feb 2005, 20:28:37 by Student Pilot »