chOdec 10 Posted September 29, 2011 (edited) Hi guys, I cannot find any way how to create cfg file for addon which would be possible to find in editor. I just found few tutorials where was example of one specific cfg file (for example for car) but no explanation of system how is cfg file created generally. I was trying to use these few examples, with no success. I am trying to use my own building as addon in Arma 2 OA editor, but I cannot find it anywhere (Men, Car, Support,...) in editor. Please, is there anybody who is familiar with this and could help me? I really don't know, how to write cfg file in a correct way.. #define true 1#define false 0 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class domecek { units[] = {"domecek"}; weapons[] = {}; requiredVersion = 1.59; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class DomecekClass { displayName = "Muj domecek"; }; }; class CfgVehicles { class Men {}; class domecek: Men { displayName="domecek"; vehicleClass="DomecekClass"; model="domecek\domecek"; }; }; Edited September 29, 2011 by chOdec Share this post Link to post Share on other sites
loyalguard 15 Posted September 29, 2011 (edited) It is not my area of expertise, but I am pretty sure you need to define scope =2 (or if using the #define macro then = public) . See here: CfgVehicles Config Reference - Scope. Edited September 29, 2011 by Loyalguard Share this post Link to post Share on other sites
chOdec 10 Posted September 30, 2011 Thanx man, I had allready that declaration in cfg file, but during many changes I deleted it. Anyway, after putting that back, it still doesn't work, I can't find that addon in editor. I am talking about Arma 2 OA - are there any main changes - in classes etc..? Because I think that I must have some problem in these classes, I don't know how it's work.. :( Share this post Link to post Share on other sites
.kju 3242 Posted September 30, 2011 class CfgPatches { class YourTag_Domecek { units[] = {"YourTag_Domecek"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CACharacters_E"}; }; }; class CfgVehicleClasses { class YourTag_DomecekClass { displayName = "Muj domecek"; }; }; class CfgVehicles { class CIV_EuroMan01_EP1; class YourTag_Domecek: CIV_EuroMan01_EP1 { displayName = "Domecek"; vehicleClass = "YourTag_DomecekClass"; model = "YourTag_Domecek\domecek.p3d"; }; }; 1) Replace YourTag with your OFPEC TAG: www.ofpec.com/tags/ 2) Put the domecek.p3d into the new location/renamed folder. 3) Pack to YourTag_Domecek.pbo. 4) Put to .\arma2\@YourTag\addons\YourTag_Domecek.pbo 5) Launch game with -mod=@YourTag Share this post Link to post Share on other sites
chOdec 10 Posted September 30, 2011 Oh man, thanx a lot, I am going to work on it right now!! ;) Share this post Link to post Share on other sites
loyalguard 15 Posted September 30, 2011 In addition to what PVP wrote, also realize that your config is inheriting from class man, but I think your addon is a building, correct? See the config.cpp of Mondkalb's tutorial for property inheritance and definitions for buildings. Share this post Link to post Share on other sites
.kju 3242 Posted September 30, 2011 (edited) For a house use: requiredAddons[] = {"CAStructures_E"}; //and class House_EP1; class Land_YourTag_Domecek: House_EP1 { scope = 2; armor = 500; displayName = "Domecek"; vehicleClass = "YourTag_DomecekClass"; model = "YourTag_Domecek\domecek.p3d"; class DestructionEffects {}; class Damage {}; }; Edited September 30, 2011 by .kju [PvPscene] Share this post Link to post Share on other sites
chOdec 10 Posted September 30, 2011 (edited) Ok guys, thanx a lot, I made everything like you said, but still I can't find addon in editor.. I have last version of code in cfd from PvPscene, but tell me - where I can find this building in editor? cfg file: class CfgPatches { class DDD_Domecek { units[] = {"DDD_Domecek"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAStructures_E"}; }; }; class CfgVehicleClasses { class DDD_DomecekClass { displayName = "Muj domecek"; }; }; class CfgVehicles { class House_EP1; class Land_DDD_Domecek: House_EP1 { scope = 2; armor = 500; displayName="Domecek"; vehicleClass="DDD_DomecekClass" model="\DDD_Domecek\domecek.p3d"; class DestructionEffects {}; class Damage {}; }; }; Edited September 30, 2011 by chOdec Share this post Link to post Share on other sites
loyalguard 15 Posted September 30, 2011 Did you change the scope from PVP's from 1 to 2? Share this post Link to post Share on other sites
chOdec 10 Posted September 30, 2011 yes, but with no effect.. Share this post Link to post Share on other sites
Sealife 22 Posted September 30, 2011 Place a unit first and then Empty > your houseclass should appear in the drop down list Share this post Link to post Share on other sites
chOdec 10 Posted September 30, 2011 Wow, guys, thanks!!! Finally success!!! Now i can start to work on right proportions, specular and normal maps etc.. Thanks again and have a nice day.. Share this post Link to post Share on other sites
chOdec 10 Posted October 2, 2011 Guys, does anyone have any idea where I did something wrong? I have two rvmat files with different textures. Each is attached to it's own faces. Without rvmat its ok, because there is only diffuse map (no spec or normal map). This is only with rvmat.. I don't know, if the problem is in rvmat definition or in normal/specular maps.. example of rvmat which I used: surfaceInfo = "DDD_Domecek\DDD_Drevo.bisurf"; //Definition od physical properties ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]= {0.536604, 0.600000, 0.480000, 1.000000}; specularPower=850; /// Glossiness; 1 = high, 64 = middle, 1000 = none PixelShaderID = "NormalMapDetailSpecularDIMap"; // The pixelshader // The pixelshader tells what stages (modes) the face should use. VertexShaderID = "NormalMap"; class Stage1 { // The "NormalMap" texture="DDD_Domecek\DDD_wall02_NOHQ.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage2 { // The "Detail" texture="DDD_Domecek\DDD_wall02_DT.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage3 { // The "SpecularDIMap" texture="DDD_Domecek\DDD_wall02_SMDI.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.000000, 0.000000, 0.000000}; up[] = {0.000000, 1.000000, 0.000000}; dir[] = {0.000000, 0.000000, 0.000000}; pos[] = {0.000000, 0.000000, 0.000000}; }; }; Share this post Link to post Share on other sites