Replacement Config Tutorial – Arma 3
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== Infantry == | == Infantry == | ||
Sample config: | |||
class CfgPatches | |||
{ | |||
class AiA_ModelReplacement_BAF_With_STALKERGBs_BritishInfantry | |||
{ | |||
units[] = {}; | |||
weapons[] = {}; | |||
requiredVersion = 0.1; | |||
requiredAddons[] = {"AiA_ActivateA3Models_ModelReplacement_CO","STKR_BritMTP"}; | |||
}; | |||
}; | |||
class CfgVehicles | |||
{ | |||
class SoldierWB; | |||
class BAF_Soldier_base_EP1: SoldierWB | |||
{ | |||
model = "\STKR_BritMTP\Rifleman"; | |||
uniformClass = "STKR_UBACS"; | |||
backpack = "Brit_MLode"; | |||
linkedItems[] = {"STKR_Osprey_R","STKR_MK7_Scrim","STKR_HMNVS","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; | |||
respawnLinkedItems[] = {"STKR_Osprey_R","STKR_MK7_Scrim","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; | |||
class Wounds | |||
{ | |||
tex[] = {}; | |||
mat[] = {...}; | |||
}; | |||
}; | |||
.. | |||
== Vehicles == | == Vehicles == | ||
== Weapons == | == Weapons == |
Revision as of 15:25, 9 October 2013
Introduction
Anyone is welcome to improve this guide by any means. Be it making it easier to understand or more comprehensive.
Required tools
- A good text editor; best with regular expression support. Recommended: EditPadPro (and/or PowerGREP)
- Ability to create a config dump from system memory while the game is running
- A tool to create pbos. Recommended: mikero's tool suite (makePbo)
Overall process
Basic preparation
- Download the desired addon(s) you want to use for the replacement
- Load it/them via a modfolder
- Make a config overview for the above mentioned config dump mission in the editor; cfgVehicles for infantry or vehicles, cfgWeapons for weapons (or make subsets like CAManBase, AllVehicles, Tank, Cars, etc)
- Extract the classes of the desired vehicle/infantry/weapon item/set/type/faction to replace
- Extract the classes of the replacements
- Clean both their content for all but the relevant parameters (see below for more information); this regex will remove all but the mentioned parameters:
^(?!.*?(^\tclass|parameterA|parameterB|etc)).*\r\n
Preparing the addon
- Create a new folder in your @test\addons modfolder
- Give the folder a descriptive name like YourTAG_ReplacementSet_With_AddonName
- Create an empty text file
- Rename it to config.cpp (make sure to have windows show file extensions)
- Add a cfgPatches header - see sample below
- Give it the same name as the folder
- Add the cfgPatches class dependency of the addon used for the replacement in requiredAddons definition
- Add the cfgWeapons/cfgVehicles body
- Add the desired vehicles/infantry/weapons classes you want to replace
- It should include the base class
- The definitions should be strip of all unnecessary parameters at this point
- Disable all the remaining parameters - they only serve as a reminder what you have to replace for a given class
Sample config:
class CfgPatches { class YourTAG_ReplacementSet_With_AddonName { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"DependencyToAddonsCfgPatchesClass"}; }; }; class CfgVehicles { class SoldierWB; class B_Soldier_base_F: SoldierWB { // model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d"; // nakedUniform = "U_BasicBody"; // uniformClass = "U_B_CombatUniform_mcam"; // hiddenSelections[] = {"Camo"}; // hiddenSelectionsTextures[] = {"\a3\characters_f\blufor\data\clothing1_co.paa"}; // linkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; // respawnLinkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; // class Wounds // { // tex[] = {}; // mat[] = {"A3\Characters_F\BLUFOR\Data\clothing1.rvmat",...}; // }; }; class B_Soldier_F: B_Soldier_base_F { // nakedUniform = "U_BasicBody"; // uniformClass = "U_B_CombatUniform_mcam"; };
Defining the replacement
- Next you have to select which addon unit should replace each given source class; generally one copies GL over GL, MG over MG and so on
- You do so by copying the parameters of the addon class into your replacement addon for the given class
- Very important is to keep the parameter inheritance in mind in both addon and source class; in other words you need to check carefully where each required parameter is set and if you need to replace it in the given/specific class or at the base class level
To make some examples for infantry classes:
- class Wounds or the model are often set only in the base class; except for specific types like snipers, officer, pilot/crew classes
- whereas the linkedItems list/array is mostly defined per specific class
- make sure what parameters are set in the base class of the replacement addon
Building the addon
- Once each class of has the required parameters set/overwritten with new definitions from the desired addon
- Check your config for error (brackets, semicolons, etc) - rapify/mikero's tools have the feature to verify a config for correctness
- Build your addon folder to pbo
- Load your new pbo in a modfolder, as well as the addon it depends on
- Verify in the editor that the replacement works as desired and that you have no onscreen errors and none in the rpt
Different types
Infantry
Sample config:
class CfgPatches { class AiA_ModelReplacement_BAF_With_STALKERGBs_BritishInfantry { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"AiA_ActivateA3Models_ModelReplacement_CO","STKR_BritMTP"}; }; }; class CfgVehicles { class SoldierWB; class BAF_Soldier_base_EP1: SoldierWB { model = "\STKR_BritMTP\Rifleman"; uniformClass = "STKR_UBACS"; backpack = "Brit_MLode"; linkedItems[] = {"STKR_Osprey_R","STKR_MK7_Scrim","STKR_HMNVS","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"STKR_Osprey_R","STKR_MK7_Scrim","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; class Wounds { tex[] = {}; mat[] = {...}; }; }; ..