matteo1944 10 Posted February 16, 2012 Can someone show me how to write config.cpp for my ww2 beach obstacles...I've already made models,but config is problem... Share this post Link to post Share on other sites
sanctuary 19 Posted February 17, 2012 Try this, of course adjust accordingly to your model names, class names, armor value etc... // some basic defines #define TWest 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 YourAddonName { units[]={"YourUnitClassname"}; weapons[]={}; requiredAddons[]= {"BIS_Resistance"}; requiredVersion=1.85; }; }; class CfgModels { class Default { sections[]={}; sectionsInherit=""; }; class YourModelNameWithoutP3DinTheEnd:Default {}; }; class CfgVehicles { class All { }; class Static:All { }; class Building:Static { }; class NonStrategic:Building { }; class Fence:NonStrategic { }; class FenceWood:Fence { }; class YourUnitClassname:FenceWood { model="\YourPBOName\YourModelNameWithoutP3DinTheEnd.p3d"; vehicleClass="Whatever Category Name in the Side Empty list"; side=4; displayName="Whatever is the name of the object you want to see in the Side Empty list"; mapSize=2.4; accuracy=1000; armor=400; icon="\YourPBOName\TexturenameFortheobjectIcon.paa"; nameSound="building"; simulation="house"; }; }; Share this post Link to post Share on other sites