CfgVehicleClasses: Difference between revisions
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cfgVehicleClasses is   | cfgVehicleClasses is the new way of using custom vehicleClasses in [[Armed Assault]].  | ||
== The cfgVehicleClasses entry ==  | |||
The way this functions is by a seperate cfgVehicleClasses entry, somewhere before the cfgVehicleClasses.  | |||
==   | It would appear like so:  | ||
<pre>class cfgVehicleClasses  | |||
{  | |||
	class MyClass  | |||
	{  | |||
		displayName = "My Addons";  | |||
	};  | |||
};</pre>  | |||
== The vehicleClass entry ==  | |||
In the cfgVehicleClasses entry for your addon, you would insert  | |||
<pre>vehicleClass = "MyClass";</pre>  | |||
== Example Config ==  | |||
Here is an example config.cpp with correct use of cfgVehicelClasses:  | |||
<pre>// 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"};  | |||
	};  | |||
};</pre>  | |||
== Result ==  | |||
The end result would appear somewhat like this:  | |||
[[Image:Cfgvehicleclasses_result.jpg|thumb|150px|left|cfgVehicleClasses Result]]  | |||
Revision as of 12:07, 29 November 2006
cfgVehicleClasses is the new way of using custom vehicleClasses in Armed Assault.
The cfgVehicleClasses entry
The way this functions is by a seperate cfgVehicleClasses entry, somewhere before the cfgVehicleClasses.
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
vehicleClass = "MyClass";
Example Config
Here is an example config.cpp with correct use of cfgVehicelClasses:
// 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"};
		
	};
};
Result
The end result would appear somewhat like this: