CfgVehicleClasses: Difference between revisions
Category: ArmA: Armed Assault: Addon Configuration
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{{TOC|side}}  | |||
'''CfgVehicleClasses''' is the new way of using custom vehicle classes in {{GameCategory|arma1|link= y}}.  | |||
== The CfgVehicleClasses entry ==  | |||
==   | The way this functions is by a separate {{hl|CfgVehicleClasses}} entry, somewhere before the cfgVehicles.  | ||
It would appear like so:  | |||
<syntaxhighlight lang="cpp">  | |||
class CfgVehicleClasses  | |||
{  | |||
	class MyClass  | |||
	{  | |||
		displayName = "My Addons";  | |||
	};  | |||
};  | |||
</syntaxhighlight>  | |||
== The vehicleClass entry ==  | |||
In the {{hl|CfgVehicleClasses}} entry for your addon, you would insert the following:  | |||
<syntaxhighlight lang="cpp">vehicleClass = "MyClass";</syntaxhighlight>  | |||
== Example Config ==  | |||
Here is an example config.cpp with correct use of {{hl|cfgVehicleClasses}}:  | |||
<syntaxhighlight lang="cpp"  | |||
>// some basic defines  | |||
#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 WeaponSlotItem				256		// items  | |||
#define WeaponSlotBinocular			4096	// binocular  | |||
#define WeaponHardMounted			65536  | |||
class CfgPatches  | |||
{  | |||
	class MySoldier  | |||
	{  | |||
		units[] = { "MySoldier" };  | |||
		requiredAddons[] = {};  | |||
		weapons[] = {};  | |||
		requiredVersion = 1.00;  | |||
	};  | |||
};  | |||
class CfgVehicleClasses  | |||
{  | |||
	class MySoldierClass  | |||
	{  | |||
		displayName = "My Soldiers";  | |||
	};  | |||
};  | |||
class CfgVehicles  | |||
{  | |||
	class All {};  | |||
	class AllVehicles : All {};  | |||
	class Land : AllVehicles {};  | |||
	class Man : Land {};  | |||
	class CAManBase : Man {};  | |||
	class SoldierWB : CAManBase {};  | |||
	class MySoldier : SoldierWB  | |||
	{  | |||
		displayName = "My Soldier";  | |||
		vehicleClass = "MySoldierClass";  | |||
		weapons[] = { "M4AIM", "M9", "Throw", "Put" };  | |||
		magazines[] = { "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9" };  | |||
	};  | |||
};  | |||
</syntaxhighlight>  | |||
Here is an example {{hl|config.cpp}} with a simplified and safer use of {{hl|CfgVehicleClasses}}:  | |||
<syntaxhighlight lang="cpp">  | |||
// some basic defines  | |||
#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 WeaponSlotItem				256		// items  | |||
#define WeaponSlotBinocular			4096	// binocular  | |||
#define WeaponHardMounted			65536  | |||
class CfgPatches  | |||
{  | |||
	class MySoldier  | |||
	{  | |||
		units[] = { "MySoldier" };  | |||
		requiredAddons[] = { "CACharacters" };  // to avoid enlisting addon in every new mission  | |||
		weapons[] = {};  | |||
		requiredVersion = 1.00;  | |||
	};  | |||
};  | |||
class CfgVehicleClasses  | |||
{  | |||
	class MySoldierClass  | |||
	{  | |||
		displayName = "My Soldiers";  | |||
	};  | |||
};  | |||
class CfgVehicles  | |||
{  | |||
	class SoldierWB; // ArmA addonmaker doesn't need to know whole parency tree  | |||
	class MySoldier : SoldierWB  | |||
	{  | |||
		displayName = "My Soldier";  | |||
		vehicleClass = "MySoldierClass";  | |||
		weapons[] = { "M4AIM", "M9", "Throw", "Put" };  | |||
		magazines[] = { "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9" };  | |||
	};  | |||
};  | |||
</syntaxhighlight>  | |||
Second example shows safer and easier way to describe parent class in vehicle config.  | |||
== Result ==  | |||
The end result would appear somewhat like this:  | |||
[[File:Cfgvehicleclasses_result.jpg|thumb|400px|left|{{hl|CfgVehicleClasses}} result]]  | |||
{{GameCategory|arma1|Addon Configuration}}  | |||
Latest revision as of 00:22, 25 March 2024
CfgVehicleClasses is the new way of using custom vehicle classes in ArmA: Armed Assault.
The CfgVehicleClasses entry
The way this functions is by a separate CfgVehicleClasses entry, somewhere before the cfgVehicles.
It would appear like so:
class CfgVehicleClasses
{
	class MyClass
	{
		displayName = "My Addons";
	};
};
The vehicleClass entry
In the CfgVehicleClasses entry for your addon, you would insert the following:
vehicleClass = "MyClass";
Example Config
Here is an example config.cpp with correct use of cfgVehicleClasses:
// some basic defines
#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 WeaponSlotItem				256		// items
#define WeaponSlotBinocular			4096	// binocular
#define WeaponHardMounted			65536
class CfgPatches
{
	class MySoldier
	{
		units[] = { "MySoldier" };
		requiredAddons[] = {};
		weapons[] = {};
		requiredVersion = 1.00;
	};
};
class CfgVehicleClasses
{
	class MySoldierClass
	{
		displayName = "My Soldiers";
	};
};
class CfgVehicles
{
	class All {};
	class AllVehicles : All {};
	class Land : AllVehicles {};
	class Man : Land {};
	class CAManBase : Man {};
	class SoldierWB : CAManBase {};
	class MySoldier : SoldierWB
	{
		displayName = "My Soldier";
		vehicleClass = "MySoldierClass";
		weapons[] = { "M4AIM", "M9", "Throw", "Put" };
		magazines[] = { "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9" };
		
	};
};
Here is an example config.cpp with a simplified and safer use of CfgVehicleClasses:
// some basic defines
#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 WeaponSlotItem				256		// items
#define WeaponSlotBinocular			4096	// binocular
#define WeaponHardMounted			65536
class CfgPatches
{
	class MySoldier
	{
		units[] = { "MySoldier" };
		requiredAddons[] = { "CACharacters" };  // to avoid enlisting addon in every new mission
		weapons[] = {};
		requiredVersion = 1.00;
	};
};
class CfgVehicleClasses
{
	class MySoldierClass
	{
		displayName = "My Soldiers";
	};
};
class CfgVehicles
{
	class SoldierWB; // ArmA addonmaker doesn't need to know whole parency tree
	class MySoldier : SoldierWB
	{
		displayName = "My Soldier";
		vehicleClass = "MySoldierClass";
		weapons[] = { "M4AIM", "M9", "Throw", "Put" };
		magazines[] = { "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9" };
		
	};
};
Second example shows safer and easier way to describe parent class in vehicle config.
Result
The end result would appear somewhat like this: