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Class names and ways to work them out

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Okay, I've been wondering if it's possible to determine a classname of a weapon without it being listed in a readme file. this is for the SCARak47 that was included in the RH MGS weapon pack, which I hate having to pull out of a crate for my missions. I wish to be able to addweapon it into my unit line. Will I have to contact RH or is it possible to work it out by other means???

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You can dePBO the addon and read the config.cpp.

Abs

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You can also just find out in game by using a hint statement in the editor.

Ex, in a radio trigger:

hint (str primaryWeapon player)

Then just pick up the weapon & activate the trigger.

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sweet, can you use hint (SRT XXXX player) to determine names of glasses and helmets that are placed on using this? actually is there a tutorial i can use so i won't bug everyone?

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helmets are not a object, they are attached to the model, glasses are part of your profile, you can select in profile options ingame main menu, i dont think you can get hint glasses like this ingame, but you can manually set wich face and glasses you want with setIdentity command.

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yes but im having the issue of not being to identify the 'glasses' classname. and obviously most of the helmets are attached to the models provided but some of the helmets provided in mods act like glasses which are accessible by the profiles menu.

this is basically so i can add SchnapsdroSel's gasmask to ai via the editor.

so will i have to dePBO something? or can i get them by other means?

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yes but im having the issue of not being to identify the 'glasses' classname. and obviously most of the helmets are attached to the models provided but some of the helmets provided in mods act like glasses which are accessible by the profiles menu.

this is basically so i can add SchnapsdroSel's gasmask to ai via the editor.

so will i have to dePBO something? or can i get them by other means?

Your best bet would be to de-pbo it and un-bin the classes. Then when you have found how the glasses are defined you can work out a way to do it in code - it will save a lot of trial an error.

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You can also read the readme or the release thread of whatever addon you're dealing with since most will include a list of classnames. That's probably the first step before ripping apart something or trying to script anything. :)

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yes, well it was also my first step. so time to rip things apart.

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