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= Basics = | = Basics = | ||
A config decides parameters and properties of most aspects of the gameworld and it | A config decides parameters and properties of most aspects of the gameworld and it is contents. <br> | ||
A config is used for defining, inheriting and overwriting classes. <br> | A config is used for defining, inheriting and overwriting classes. <br> | ||
<br><br> | <br><br> |
Revision as of 17:56, 7 September 2020
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: