6thSense.eu/CG: Difference between revisions
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<code style="display: block"><nowiki> | <code style="display: block"><nowiki> | ||
class test1; | class test1; | ||
class test2: test1 {}; | class test2 : test1 {}; | ||
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}; | }; | ||
class test2: test1 {}; | class test2 : test1 {}; | ||
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{ | { | ||
class Rifle; // We do not need to define the class rifle here, only inherit | class Rifle; // We do not need to define the class rifle here, only inherit | ||
class M4: Rifle // We redefine the M4 class here because want to override certain properties | class M4 : Rifle // We redefine the M4 class here because want to override certain properties | ||
{ | { | ||
reloadMagazineSound[] = {"\RH_m4\sound\M4_Reload.ogg", 0.001, 1}; | reloadMagazineSound[] = {"\RH_m4\sound\M4_Reload.ogg", 0.001, 1}; | ||
Latest revision as of 11:04, 6 December 2023
by 6thSense.eu
A view on Configs, by Sickboy
under construction
Basics
A config decides parameters and properties of most aspects of the gameworld and it is contents.
A config is used for defining, inheriting and overwriting classes.
Available Root Classes
- CfgPatches
- CfgModels
- CfgSkeletons
- CfgAmmo
- CfgWeapons
- CfgMagazines
- CfgVehicles
- CfgMaterials
- CfgTextureToMaterial
- CfgWorlds (Islands)
TODO: Complete it
Inheritance
If you create a custom addon, and you want to base your thing on something that already exists and does not need to be redefined, you can use the following example:
(test2 will be equal to test1 in this example)
class test1;
class test2 : test1 {};
You can inherit from other classes, e.g in this example, class test2 is equal to test1:
class test1
{
val1 = 1;
val2 = 2;
val3 = 0;
};
class test2 : test1 {};
in this example, test2 inherits all variables and values of test1, but changes val2 and adds a val4:
class test1
{
val1 = 1;
val2 = 2;
val3 = 0;
};
class test2 : test1
{
val2 = 3;
val4 = 1;
};
Overwriting
You can overwrite or override specific sections of other configs (Default ArmA, or addon configs etc)
Important is that you specify the addon which you overwrite/override, aswell as the addons it needs loaded, in the requiredAddons list within cfgPatches
Examples
Config Examples
Weapon Sound Override Config
This example shows how to use override M4/M16 sounds by RobertHammer's
// Replaces M4/M16 Sounds by RobertHammer's M4/M16 Sounds
class CfgPatches
{
class SIX_rh_m4_soundpack
{
units[] = {};
weapons[] = {};
requiredVersion = 1.00;
requiredAddons[] = {"CAWeapons","CAWeapons3","RH_M4"}; // CAWeapons/CAWeapons3 because those are the ones we override. RH_M4 because thats the addon the sounds are used from
};
};
// Inheriting the different firemode classes, so we can use them later on
class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class CfgWeapons
{
class Rifle; // We do not need to define the class rifle here, only inherit
class M4 : Rifle // We redefine the M4 class here because want to override certain properties
{
reloadMagazineSound[] = {"\RH_m4\sound\M4_Reload.ogg", 0.001, 1};
class Single : Mode_SemiAuto
{
sound[] = {"\RH_m4\sound\m4s.ogg", 5.62341, 1};
};
class Burst : Mode_Burst
{
sound[] = {"\RH_m4\sound\m4s.ogg", 5.62341, 1};
};
class FullAuto : Mode_FullAuto
{
sound[] = {"\RH_m4\sound\m4s.ogg", 5.62341, 1};
};
};
class M4A1SD : M4AIM
{
class Single : Mode_SemiAuto
{
sound[] = {"\RH_m4\sound\m4sd.ogg", 0.01, 1};
};
class FullAuto : Mode_FullAuto
{
sound[] = {"\RH_m4\sound\m4sd.ogg", 0.014125, 1};
};
};
class M16A2 : Rifle
{
class Single : Mode_SemiAuto
{
sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
};
class Burst : Mode_Burst
{
sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
};
};
class m16a4 : M16A2
{
class Single : Mode_SemiAuto
{
sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
};
class Burst : Mode_Burst
{
sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
};
};
class m16a4_acg : M16A2
{
class Single : Mode_SemiAuto
{
sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
};
class Burst : Mode_Burst
{
sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
};
};
};
Weapon Model and Picture Override
This example shows how models and some pictures are replaced by some of the best custom weapons out there
// Replaces Many Models by some of the best custom weapons out there
class CfgPatches
{
class SIX_Repl_WeaponModels
{
units[] = {};
weapons[] = {};
requiredVersion = 1.060000;
requiredAddons[] = {"CAData","CAWeapons","CAWeapons3","RH_M4","vilas_mod_models","RHS_Weap","Ska_Racs_Wp"}; // CAWeapons/Weapons3 because we override them, RH_M4, Vilas_mod_models, RHS_Weap and Ska_Racs_Wp because we use the models/pics from them
};
};
class cfgWeapons
{
// Base Classes
class Rifle;
// BI Class overwrites
class AK74 : Rifle
{
model = "\RHS_Weap\RHS_AK74";
picture = "\RHS_Weap\Ed\AK74pic.paa";
};
class aks74pso : AK74
{
model = "\RHS_Weap\RHS_AKS74PSO1";
picture = "\RHS_Weap\Ed\AKS74PSO1pic.paa";
};
class AKS74U : AK74
{
model = "\vilas_mod_models\AKs74u";
};
class AKS74UN : AKS74U
{
model = "\RHS_Weap\RHS_AKS74PBS3";
picture = "\RHS_Weap\Ed\AKS74PBS3pic.paa";
};
class AK74GL : AK74
{
model = "\RHS_Weap\RHS_AK74GP30";
picture = "\RHS_Weap\Ed\AK74GP30pic.paa";
};
class G36a : Rifle
{
model = "\vilas_mod_models\G36";
};
class G36C : G36a
{
model = "\vilas_mod_models\G36C";
};
class G36K : G36a
{
model = "\vilas_mod_models\G36_K";
};
class M4 : Rifle
{
model = "\RH_m4\RH_m4.p3d";
picture = "\RH_m4\inv\m4a1.paa";
};
class M4AIM : M4
{
model = "\RH_m4\RH_m4aim.p3d";
picture = "\RH_m4\inv\m4a1aim.paa";
};
class M4GL : M4
{
model = "\RH_m4\RH_m4glacog.p3d";
picture = "\RH_m4\inv\m4a1gl.paa";
};
class M4A1SD : M4AIM
{
model = "\RH_m4\RH_m4sd.p3d";
picture = "\RH_m4\inv\m4a1sd.paa";
};
class M16A2 : Rifle
{
model = "\RH_m4\RH_m16a2.p3d";
picture = "\RH_m4\inv\m16a2.paa";
};
class M16A2GL : M16A2
{
model = "\RH_m4\RH_m16a2gl.p3d";
picture = "\RH_m4\inv\m16a2gl.paa";
};
class m16a4 : M16A2
{
model = "\RH_m4\RH_m16a4.p3d";
picture = "\RH_m4\inv\m16a4.paa";
};
class M16A4_GL : M16A4
{
model = "\RH_m4\RH_m16a4gl.p3d";
picture = "\RH_m4\inv\m16a4gl.paa";
};
class m16a4_acg : M16A2
{
model = "\RH_m4\RH_m16a4acog.p3d";
picture = "\RH_m4\inv\m16a4acog.paa";
};
class M16A4_ACG_GL : M16A4_GL
{
model = "\RH_m4\RH_m16a4glacog.p3d";
picture = "\RH_m4\inv\m16a4glacog.paa";
};
class PK : Rifle
{
model = "\vilas_mod_models\PK_MG_proxy";
};
class M249 : Rifle
{
model = "\Ska_Racs_Wp\Ska_M249";
picture = "\Ska_Racs_Wp\Editor\M249pic.paa";
};
};
Interesting Links
You can find some more info in my answers here: