sanctuary 19 Posted November 24, 2010 Yes, you can add their definition to the main config (their original definition should be in the config located in O.pbo) See what i did for the hanguns in the GRAA config, as i wanted to change some optics and sounds, i had to copy the whole CfgAmmo and CfgWeapon content that were related to those RES handgun. Share this post Link to post Share on other sites
Vultar 0 Posted November 24, 2010 (edited) Belive it or not. Im done. :) Sanc, should I create new thread for this modified config or just post it here for anyone who wants it? And of course, requesting permission ;) Edited November 26, 2010 by Vultar Share this post Link to post Share on other sites
benkid520 10 Posted November 27, 2010 !HEY Sanctuary how to use the config.cpp to equit soldiers can you make a explain for me ? thanks a lot dude ^_^ email: benkid520@hotmail.com Share this post Link to post Share on other sites
tiket 0 Posted November 27, 2010 @sactuary i have one request. as in your mod when a squad walk,there is very huge back between squad members. can you tell me how can i make that like BIS formation. Share this post Link to post Share on other sites
nimravus 10 Posted November 27, 2010 (edited) tiket Open config and find there class Man:Land class Find formationX and formationZ lines and edit them as you want. EG make formationX=5 and formationZ=5; formation...Integer: formationX = 10;// default meters formationZ = 20; // default meters formationTime = 10; // default seconds One or both X Z values are used to keep objects separated (in meters) depending on wedge, echelon, V,single line, fomations. http://community.bistudio.com/wiki/CfgVehicles_Config_Reference Edited November 27, 2010 by Nimravus Share this post Link to post Share on other sites
tiket 0 Posted November 28, 2010 but what is BIS formation distance. Share this post Link to post Share on other sites
nimravus 10 Posted November 28, 2010 formationX=5; formationZ=5; Share this post Link to post Share on other sites
benkid520 10 Posted November 29, 2010 (edited) class Single { ammo = WW4_West_556x45_Single_Bullet; multiplier=1; burst=1; displayName="5.56 Semi"; dispersion=0.0002; sound[]={"\WW4_Sounds\sounds\M16Fire.wss",db0,1}; soundContinuous=0; reloadTime=0.075; ffCount=1; recoil=WW4_556x45_RifleRecoil; autoFire = 0; aiRateOfFire=0.850000; aiRateOfFireDistance=500; useAction = false; useActionTitle = ""; }; if i want to replace the BI ak47 the item of the recoil= what should i fill , rifflesingle? or WW4_556x45_RifleRecoil ? And what if i want to replace the BI ak74 , an what should i modify too. and the same of the ammo= item how to modify ? thanks for help and by the way my English sucks if too hard to read , all i can say is sorry -_-! Edited November 29, 2010 by benkid520 Share this post Link to post Share on other sites
Macser_old 0 Posted November 29, 2010 You're on the right track so far.You can use WW4 classes in the main config like that,because they're defined already in PBOs. You could probably learn a lot more from someone who's already done a replacement config, with WW4 content.Fortunately for you,Vultar has done just such a config. So send him a PM and request a copy. Compare the WW4 original config with Vultar's version and note the differences.Particularly the "magazines" entry inside the weapon classes. :) Share this post Link to post Share on other sites
Vultar 0 Posted November 29, 2010 (edited) According to previous posts, Sanctuary said everyone was allowed to release modified content without permission as long as credits were included. As I am done with the config, I am going to release it so that anyone can learn / use it. I personally use it and everything works flawlessly. http://forums.bistudio.com/showthread.php?t=110730 Edited November 29, 2010 by Vultar Share this post Link to post Share on other sites
benkid520 10 Posted November 30, 2010 HEY! thanks you 2 guys.especially you Vultar . I read the previous pages and the question what you put,thats exactly what i want to ask haha you gave me a big hand ,thanks!dude and i feel we have the same viewpoint i like to play the BI campagins missions again with the new weapons ,of cause i like GRAA and WW4 such mods. vultar,sanc keep walking! ^_^ Share this post Link to post Share on other sites
Addonis 10 Posted November 30, 2010 @Sanctuary: Can you tell me how to make editor looking like in your mod but without changing other values? You know. I don't want to change all RESOURCES. Just make a change in section about editor look. Share this post Link to post Share on other sites
rellikki 7 Posted November 30, 2010 @ Addonis http://ofp.gamepark.cz/index.php?showthis=8292&newlang=eng Share this post Link to post Share on other sites
sanctuary 19 Posted November 30, 2010 (edited) It's been a long time, hopefully i'll not forget anything : In your ressource file, look for class RscNotebook { access=3; movingEnable=0; class BackgroundA:RscPicture { text="notasA.pac"; x=0; y=0; w=0.4; h=0.5; colorText[]={1,1,1,1}; }; between movingEnable=0; and class BackgroundA:RscPicture add class largerBackground1:RscPicture { text="\largeditor\editor_gray_bar1.paa"; x=0.852; y=0.0; w=0.25; h=0.333; colorText[]={1,1,1,1}; }; class largerBackground2:RscPicture { text="\largeditor\editor_gray_bar2.paa"; x=0.852; y=0.333; w=0.25; h=0.333; colorText[]={1,1,1,1}; }; class largerBackground3:RscPicture { text="\largeditor\editor_gray_bar3.paa"; x=0.852; y=0.666; w=0.25; h=0.334; colorText[]={1,1,1,1}; }; Now look for class RscDisplayArcadeMap:RscMap Replace controls[]={"BackgroundA","BackgroundB","BackgroundC","BackgroundD","BackgroundE","BackgroundF","BigFrame","Weather","Position","TimeFrame","Time","DateFrame","Date","Map","ToolboxMode","Difficulty","ButtonIntel","ButtonLoad","ButtonMerge","ButtonSave","ButtonClear","Section","ButtonIds","ButtonTextures","ButtonPreview","ButtonContinue","ButtonCancel"}; by controls[]={"largerBackground1","largerBackground2","largerBackground3","BigFrame","Weather","Position","TimeFrame","Time","DateFrame","Date","Map","ToolboxMode","Difficulty","ButtonIntel","ButtonLoad","ButtonMerge","ButtonSave","ButtonClear","Section","ButtonIds","ButtonTextures","ButtonPreview","ButtonContinue","ButtonCancel"}; Then replace this : class ToolboxMode:RscToolbox { idc=104; x=0.097; y=0.014; w=0.689; h=0.038; strings[]={"$STR_DISP_ARCMAP_UNITS","$STR_DISP_ARCMAP_GROUPS","$STR_DISP_ARCMAP_SENSORS","$STR_DISP_ARCMAP_WAYPOINTS","$STR_DISP_ARCMAP_SYNCHRONIZE","$STR_DISP_ARCMAP_MARKERS"}; rows=1; columns=6; }; class Difficulty:RscActiveText { idc=110; style=2; font="SteelfishB64"; sizeEx=0.05; x=0.81; y=0.01; w=0.15; h=0.04; text="$STR_DISP_ERROR"; color[]={0.8,0.8,0.8,1}; colorActive[]={0.8,0.8,0,1}; }; class ButtonIntel:RscActiveText { idc=105; x=0.834; y=0.114; w=0.134; h=0.153; text=""; color[]={0.08,0.08,0.12,1}; colorActive[]={0.08,0.08,0.12,1}; }; class ButtonLoad:RscButtonMap { idc=101; x=0.834; y=0.32; w=0.13; h=0.05; text="$STR_DISP_ARCMAP_LOAD"; }; class ButtonMerge:RscButtonMap { idc=106; x=0.834; y=0.38; w=0.13; h=0.05; text="$STR_DISP_ARCMAP_MERGE"; }; class ButtonSave:RscButtonMap { idc=102; x=0.834; y=0.44; w=0.13; h=0.05; text="$STR_DISP_ARCMAP_SAVE"; }; class ButtonClear:RscButtonMap { idc=103; x=0.834; y=0.5; w=0.13; h=0.05; text="$STR_DISP_ARCMAP_CLEAR"; }; class Section:RscCombo { idc=109; x=0.834; y=0.56; w=0.13; h=0.03; wholeHeight=0.12; colorText[]={1,1,1,0.75}; }; class ButtonIds:RscButtonMap { idc=111; x=0.834; y=0.62; w=0.13; h=0.05; text="$STR_DISP_ERROR"; }; class ButtonTextures:RscButtonMap { idc=112; x=0.834; y=0.68; w=0.13; h=0.05; text="$STR_DISP_ERROR"; }; class ButtonPreview:RscButtonMap { idc=107; x=0.834; y=0.755; w=0.13; h=0.05; text="$STR_DISP_ARCMAP_PREVIEW"; default=1; }; class ButtonContinue:RscButtonMap { idc=108; x=0.834; y=0.815; w=0.13; h=0.05; text="$STR_DISP_ARCMAP_CONTINUE"; }; class ButtonCancel:RscButtonMap { idc=2; x=0.834; y=0.875; w=0.13; h=0.05; text="$STR_DISP_ARCMAP_EXIT"; }; }; By that : class ToolboxMode:RscToolbox { idc=104; x=0.86; y=0.02; w=0.13; h=0.145; strings[]={"$STR_DISP_ARCMAP_UNITS","$STR_DISP_ARCMAP_GROUPS","$STR_DISP_ARCMAP_SENSORS","$STR_DISP_ARCMAP_WAYPOINTS","$STR_DISP_ARCMAP_SYNCHRONIZE","$STR_DISP_ARCMAP_MARKERS"}; rows=6; columns=1; }; class Difficulty:RscActiveText { idc=110; style=2; font="SteelfishB64"; sizeEx=0.05; x=0.862; y=0.755; w=0.128; h=0.04; text="$STR_DISP_ERROR"; color[]={0.8,0.8,0.8,1}; colorActive[]={0.8,0.8,0,1}; }; class ButtonIntel:RscActiveText { idc=105; x=0.862; y=0.163; w=0.129; h=0.156; text=""; color[]={0.08,0.08,0.12,1}; colorActive[]={0.08,0.08,0.12,1}; }; class ButtonLoad:RscButtonMap { idc=101; x=0.861; y=0.343; w=0.129; h=0.04; text="$STR_DISP_ARCMAP_LOAD"; }; class ButtonMerge:RscButtonMap { idc=106; x=0.861; y=0.383; w=0.129; h=0.04; text="$STR_DISP_ARCMAP_MERGE"; }; class ButtonSave:RscButtonMap { idc=102; x=0.861; y=0.423; w=0.129; h=0.04; text="$STR_DISP_ARCMAP_SAVE"; }; class ButtonClear:RscButtonMap { idc=103; x=0.861; y=0.463; w=0.129; h=0.04; text="$STR_DISP_ARCMAP_CLEAR"; }; class Section:RscCombo { idc=109; x=0.862; y=0.667; w=0.128; h=0.03; wholeHeight=0.12; colorText[]={1,1,1,0.75}; }; class ButtonIds:RscButtonMap { idc=111; x=0.861; y=0.567; w=0.129; h=0.04; text="$STR_DISP_ERROR"; }; class ButtonTextures:RscButtonMap { idc=112; x=0.861; y=0.607; w=0.129; h=0.04; text="$STR_DISP_ERROR"; }; class ButtonPreview:RscButtonMap { idc=107; x=0.861; y=0.816; w=0.129; h=0.04; text="$STR_DISP_ARCMAP_PREVIEW"; default=1; }; class ButtonContinue:RscButtonMap { idc=108; x=0.861; y=0.856; w=0.129; h=0.04; text="$STR_DISP_ARCMAP_CONTINUE"; }; class ButtonCancel:RscButtonMap { idc=2; x=0.861; y=0.896; w=0.129; h=0.04; text="$STR_DISP_ARCMAP_EXIT"; }; }; And don't forget to put largeditor.pbo into your ownmodfolder\addons folder. Be carefull in not forgetting anything and it should work, hopefully. Edited December 6, 2010 by Sanctuary Share this post Link to post Share on other sites
Addonis 10 Posted November 30, 2010 (edited) Thanks. Will try it. EDIT: Seems that your explanation doesn't work Sanctuary... I've replaced and changed all values you've mentioned but all I get is bigger editor with strange, blue spaces in places where original editor borders were. I don't know whats wrong. And one more thing: can you tell me which classes from resources are responsible for longer lists with unit classes and units in editor? Edited December 1, 2010 by Addonis Share this post Link to post Share on other sites
sanctuary 19 Posted December 6, 2010 I noticed in the last big part to replace, i forgot a }; In the end of it. Maybe that's why you see strange things, as i tried what i wrote and it works very well. And one more thing: can you tell me which classes from resources are responsible for longer lists with unit classes and units in editor? You should contact Faguss, he's the expert in those ressource files that implemented this for ww4 next version. Share this post Link to post Share on other sites
Addonis 10 Posted December 6, 2010 Yes, I've noticed that and already fixed it - without last "};" the game won't work. However even with this I get mentioned blank, blue spaces. Strange... So I'll try to contact Faguss about that, anyway thanks for trying :) Share this post Link to post Share on other sites
sanctuary 19 Posted December 6, 2010 That's strange as i tested following exactly what i wrote and it is working without any problems. At least on a default unmodified ressource.cpp. You have not forgotten to put the largereditor.pbo in your \ownmodfolder\Addons\ ? Share this post Link to post Share on other sites
Addonis 10 Posted December 6, 2010 Yes. I've put this to addons folder. Maybe when I ask Faguss my problem will be solved. I wish that my editor would look like in CSLA Mod. Share this post Link to post Share on other sites
darkdexter 10 Posted December 13, 2010 hi, im just wondering how do i make this compatible with SLX? I do -mod=@ww4mod21;@SLX but it crashes after 5-10 min of gameplay. Im using Vista 32 home btw. Share this post Link to post Share on other sites
sanctuary 19 Posted December 13, 2010 It's unfortunately not compatible with SLX without lots of config modifications. Would be way too much work for the time i have. Share this post Link to post Share on other sites
darkdexter 10 Posted December 13, 2010 aaw shucks, i finally found 2 mods that looks good together =(. Well does your GRAA have a chance to work with SLX? Share this post Link to post Share on other sites
sanctuary 19 Posted December 13, 2010 There was a slx version of the graa config, but i don't have it anymore. You should try asking in the addon request thread to see if someone have it and can send it your way. Share this post Link to post Share on other sites
Addonis 10 Posted December 31, 2010 Best wishes in the new year Sanctuary :) Share this post Link to post Share on other sites
sanctuary 19 Posted January 3, 2011 Best wishes to you too for this new year. I spent the month of december in a rather bad shape, but that's getting much better in the start of 2011, i should then get back some motivation in resuming modwork. Share this post Link to post Share on other sites