Rhamka 10 Posted November 23, 2012 There is so much time I did an ammobox addon that worked fine, but I can't remember how to do it again. I've searched a lot and I can't find a code working for me. My first questions is if the config of an ammobox works the same in arma1 (as I still play it) as for arma2 (neither of those I can make the ammobox work)? The problem is that I did some weapons, so I can call the default weapons and it works, but I can't call my own weapons to be in the ammobox. I know I can use the my stuff because I can call them in the init of the player. Pls do not tell me to use an script, I want to have the addon in the editor not to add the SQF to each mission, sometimes I only enter the editor not to make missions but to random gameplay. The only config I've found is from arma1 in here: http://forum.armedassault.info/index.php?showtopic=4619 but I does not solve my problem, the one im using is the following config: class CfgPatches { class My_AmmoBox { units[] = {}; weapons[] = {}; requiredAddons[] = {"MyWeapons"}; }; }; class CfgVehicles { class All; class AllVehicles; class ThingEffect; class Land; class Man; class CAManBase; class AmmoBoxWest; class SoldierWB; class MyAmmobox: AmmoBoxWest { model = "\ca\Weapons\hromada_beden.p3d"; displayName = "myAmmoBox"; class TransportMagazines { class _xx_30Rnd_556x45_Stanag { magazine = "30Rnd_556x45_Stanag"; count = 200; }; }; class TransportWeapons { class _xx_myAssaultRifle { weapon = "Weapon name"; count = 10; }; }; }; }; Consider that I have two PBOs, one for the weapons that is called in the required addons ("MyWeapons") and other PBO for the ammobox. The ammobox appears on the editor with the default weaps and magazines that are written in the config, so in the same way I add my own stuff, but it's not working in Arma1 nor in arma2. Share this post Link to post Share on other sites
larsiano 12 Posted November 25, 2012 What you could do is download / unpbo any ammobox and rename every entry to make it into your new ammobox. For starters your cfgpatch is all wrong: all entries have a opening and closing bracket: cfgwhatever {}; class CfgPatches { class mod_XYZ_ammobox { units[] = {"your_ammoboxstd"}; weapons[] = {}; requiredVersion = 1.02; requiredAddons[] = {}; }; }; class CfgVehicles { class ReammoBox; class your_ammoboxstd: ReammoBox { scope = 2; accuracy = 1000; model = "\ca\weapons\AmmoBoxes\USBasicWeapons.p3d"; displayName = "weapons box X"; class TransportMagazines { class A2020_17Rnd_9x19_g17 {magazine = "A2020_17Rnd_9x19_g17";count = 100;}; }; class TransportWeapons { class vil_FnMag {weapon = "vil_FnMag";count = 50;}; }; }; }; Share this post Link to post Share on other sites
eggbeast 3685 Posted November 26, 2012 i think your inheritance needs fixing here's an example of one that works ok #define _ARMA_ //Class config.bin{ class CfgPatches { class PD3_M107 { requiredVersion = 1.59; requiredAddons[] = {"CaWeapons","CAweapons_m107","CAweapons_E","CAweapons_E_m107"}; weapons[] = {"m107_TWS_EP1","m107"}; units[] = {"PD3_M107_crate"}; version = "1.0"; author = "PD3"; mail = ""; }; }; //ammo class CfgAmmo { class Default; class BulletCore; class BulletBase; class B_127x99_Ball; class B_127x99_Ball_noTracer: B_127x99_Ball { hit = 26; visibleFire = 20; audibleFire = 22; visibleFireTime = 3; tracerColor[] = {0,0,0,0}; tracerColorR[] = {0,0,0,0}; tracerStartTime = -1; airFriction = -0.0005; muzzleEffect = "BIS_Effects_HeavySniper"; }; class PD3_B_127x99_Ball_HE: B_127x99_Ball_noTracer { hit = 26; //add splash damage indirectHit = 20; indirectHitRange = 1.25; //add HE fx explosive = 0.6; CraterEffects = "ExploAmmoCrater"; explosionEffects = "ExploAmmoExplosion"; // cartridge = "FxCartridge_127"; model = "\ca\Weapons\Data\bullettracer\tracer_red"; muzzleEffect = "BIS_Effects_HeavySniper"; cost = 20; tracerScale = 1.5; tracerEndTime = 2.3; caliber = 2.07; visibleFire = 20; audibleFire = 22; visibleFireTime = 3; tracerColor[] = {0,0,0,0}; tracerColorR[] = {0,0,0,0}; tracerStartTime = -1; airFriction = -0.0005; }; class PD3_B_127x99_Ball_AP: B_127x99_Ball_noTracer { //editing to match other AP ammo hit = 50; indirectHit = 20; indirectHitRange = 0.2; caliber = 3.67; // explosive = 0; cartridge = "FxCartridge_127"; model = "\ca\Weapons\Data\bullettracer\tracer_red"; muzzleEffect = "BIS_Effects_HeavySniper"; cost = 20; tracerScale = 1.5; tracerEndTime = 2.3; visibleFire = 20; audibleFire = 22; visibleFireTime = 3; tracerColor[] = {0,0,0,0}; tracerColorR[] = {0,0,0,0}; tracerStartTime = -1; airFriction = -0.0005; }; }; //mags class CfgMagazines { class Default; class CA_Magazine; class 10Rnd_127x99_m107: CA_Magazine { scope = 2; displayName = "$STR_MN_10RND_M107"; ammo = "B_127x99_Ball_noTracer"; count = 10; initSpeed = 850; picture = "\PD3_M107\Data\Equip\m_107_ca.paa"; descriptionShort = "$STR_DSS_10RND_M107"; }; class PD3_10Rnd_127x99_m107_HE: 10Rnd_127x99_m107 { scope = 2; displayName = "10Rnd. M107 HE"; ammo = "PD3_B_127x99_Ball_HE"; count = 10; initSpeed = 850; picture = "\PD3_M107\Data\Equip\m_107_HE_ca.paa"; descriptionShort = "$STR_DSS_10RND_M107"; }; class PD3_10Rnd_127x99_m107_AP: 10Rnd_127x99_m107 { scope = 2; displayName = "10Rnd. M107 AP"; ammo = "PD3_B_127x99_Ball_AP"; count = 10; initSpeed = 850; picture = "\PD3_M107\Data\Equip\m_107_AP_ca.paa"; descriptionShort = "$STR_DSS_10RND_M107"; }; }; class CfgWeapons { class Rifle; class m107: Rifle { model = "\ca\weapons_E\m107\m107"; htMin = 1; htMax = 420; afMax = 0; mfMax = 0; mFact = 1; tBody = 100; weaponInfoType = "RscWeaponZeroing"; handAnim[] = {"OFP2_ManSkeleton","\Ca\weapons_E\Data\Anim\M107b.rtm"}; //adding mags here magazines[] = {"10Rnd_127x99_m107","PD3_10Rnd_127x99_m107_HE","PD3_10Rnd_127x99_m107_AP"}; //editing to improve usage visionMode[] = {"Normal","NVG"}; class OpticsModes { class StepScope { opticsID = 1; useModelOptics = 1; opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"}; opticsZoomInit = 0.0553; opticsZoomMin = 0.0178; distanceZoomMin = 500; opticsZoomMax = 0.0553; distanceZoomMax = 200; memoryPointCamera = "Konec hlavne"; opticsFlare = 1; opticsDisablePeripherialVision = 1; cameraDir = ""; //editing to improve usage visionMode[] = {"Normal","NVG"}; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200}; discreteDistanceInitIndex = 4; }; }; }; class m107_TWS_EP1: m107 { model = "\ca\weapons_E\m107\m107_TWS"; picture = "\CA\weapons_e\data\icons\m107_TWS_CA.paa"; UiPicture = "\CA\weapons\data\Ico\i_sniper_CA.paa"; displayname = "$STR_EP1_DN_m107_TWS_EP1"; modelOptics = "\Ca\weapons_E\HWTS_optic.p3d"; opticsPPEffects[] = {}; //editing to improve usage visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {0,1,2}; opticsZoomMax = 0.0755; distanceZoomMax = 120; opticsZoomMin = 0.0249; distanceZoomMin = 400; opticsZoomInit = 0.0755; //adding mags here magazines[] = {"10Rnd_127x99_m107","PD3_10Rnd_127x99_m107_HE","PD3_10Rnd_127x99_m107_AP"}; class OpticsModes: OpticsModes { class HWTS: StepScope { opticsPPEffects[] = {}; //editing to improve usage visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {0,1,2}; discretefov[] = {0.0755,0.0249}; discreteInitIndex = 0; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200}; discreteDistanceInitIndex = 2; }; }; }; }; class cfgVehicles { class ReammoBox; class ReammoBox_EP1; class PD3_M107_crate: ReammoBox_EP1 { scope = 2; accuracy = 1000; displayName = "PD3 M107 Ammo Box"; model = "\ca\weapons\AmmoBoxes\USSpecialWeapons.p3d"; class TransportMagazines { class _xx_10Rnd_127x99_m107 { magazine = "10Rnd_127x99_m107"; count = 20; }; class _xx_10Rnd_127x99_m107_AP { magazine = "PD3_10Rnd_127x99_m107_AP"; count = 20; }; class _xx_10Rnd_127x99_m107_HE { magazine = "PD3_10Rnd_127x99_m107_HE"; count = 20; }; }; class TransportWeapons { class _xx_m107_TWS_EP1 { weapon = "m107_TWS_EP1"; count = 2; }; class _xx_m107 { weapon = "m107"; count = 2; }; }; }; }; Share this post Link to post Share on other sites
Rhamka 10 Posted November 30, 2012 Thanks for reply, I'll check ur codes and post again with what worked for me. Share this post Link to post Share on other sites