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dealman

Config Setup

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I've always wanted to get into the ArmA Modding Community, but I'm not very good at programming so this is where I usually run into trouble - like I have now.

I've made a simple concrete roadblock, nothing all too special just for practice to see what the ArmA pipeline is like. I've got everything done so far and all that remains is the config file, which I keep messing up.

Currently I have this:

class CfgPatches {

class A3FE {
	units[] = {"Land_Cncr_Blk_1"};
	weapons[] = {};
	requiredVersion = 0.100000;
	requiredAddons[] = {"A3_Data_F"};
};

};

class CfgVehicles {
class Wall_F;

/*
class A3FE_Static: Wall_F {
	mapSize = 1.270000;
	_generalMacro = "A3FE_Static";
	scope = 0;
	displayName = "";
	model = "\A3\Weapons_F\empty.p3d";
	icon = "iconObject";
	vehicleClass = "Static";
	destrType = "DestructNo";
	accuracy = 0.200000;
};
*/

class Land_Cncr_Blk_1: Wall_F {
	mapSize = 3.000000;
	_generalMacro = "Land_Cncr_Blk_1";
	scope = 1;
	displayName = "Concrete Block 1";
	model = "\A3FE\Concrete_Block_1\CncR_Blk_1.p3d";
	destrType = "DestructNo";
};
};

enum {
destructengine = 2,
destructdefault = 6,
destructwreck = 7,
destructtree = 3,
destructtent = 4,
stabilizedinaxisx = 1,
stabilizedinaxesxyz = 4,
stabilizedinaxisy = 2,
stabilizedinaxesboth = 3,
destructno = 0,
stabilizedinaxesnone = 0,
destructman = 5,
destructbuilding = 1
}

I can successfully pack it with BinPBO without any errors, however the object doesn't show up in the Editor and I'm utterly, utterly confused.

If anyone could give me a hand it would be greatly appreciated! I also tried to follow Mondkalb's Tutorial but I couldn't get that to work at all...

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scope=0 needs to be scope=2

#define private 0

#define protected 1

#define public 2

private means its hidden in the editor

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And you are missing a vehicleclass

Example:

class CfgPatches
{
class tut_objects
{
	units[] = {"Land_tut_cncr_blk_1"};
	weapons[] = {};
	requiredAddons[] = {};
	requiredVersion = 0.1;
};
};
class CfgVehicleClasses
{
[color="#FF0000"]class tut_objects_vehicleclass[/color]
{
	displayName = "MyFancyObjects";
};
};

class cfgVehicles
{
class Wall_F;
class Land_tut_cncr_blk_1: Wall_F
{
	mapSize = 3.1;
	_generalMacro = "Land_tut_cncr_blk_1";
[color="#FF0000"]		scope = 2;[/color]
	displayName = "Concrete Block 1";
	model = "\tut\tut_objects\tut_cncr_blk_1.p3d";
[color="#FF0000"]		vehicleClass = "tut_objects_vehicleclass";[/color]
	destrType = "DestructNo";
};
};

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Thanks for the help guys, however I have still not been able to see it in the Editor. Currently this is what I have;

class CfgPatches
{
class A3FE {
	units[] = {};
	weapons[] = {};
	requiredAddons[] = {};
	requiredVersion = 0.100000;
};	
};

class CfgVehicleClasses
{
class A3FEVehicleClass
{
	displayName = "A3FE Objects";
};
};

class CfgVehicles {
class Test;
class Land_Cncr_Blk_1: Test
{
	mapSize = 3.0;
	_generalMacro = "Land_Cncr_Blk_1";
	scope = 2;
	displayName = "$STR_A3FE_Cncr_Blk";
	model = "A3FE\Concrete_Block_1\Cncr_Blk_1.p3d";
	vehicleClass = "A3FEVehicleClass";
	destrType = "DestructNo";
};
};

I can't see the Vehicle Class "A3FE Objects" in the Editor. I don't know if I might have messed my folder structure up or something currently it looks like this:

A3FE/Concrete_Block_1/<Model, Textures, Bisurf, Stringtable and RVMat here>

Config file is located inside A3FE/ along with the PboPrefix.txt.

Any ideas what I'm doing wrong? :(

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What is class test? if you want define your own porpertys then you can create an own base class, but if you want inherit from something.... that needs to exist so you should change maby class class_Test to class_Wall_F again and inherit from it.

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A'ight so I reverted it, and now it looks like this - but I still don't see anything in the Editor. Neither the custom Class or the Object itself. Am I right that it should be under the Empty faction?

class CfgPatches
{
class A3FE {
	units[] = {"Land_Cncr_Blk_1"};
	weapons[] = {};
	requiredAddons[] = {"A3_Data_F"};
	requiredVersion = 0.100000;
};	
};

class CfgVehicleClasses
{
class A3FEVehicleClass
{
	displayName = "A3FE Objects";
};
};

class CfgVehicles {
class Wall_F;
class Land_Cncr_Blk_1: Wall_F
{
	mapSize = 3.0;
	_generalMacro = "Land_Cncr_Blk_1";
	scope = 2;
	displayName = "$STR_A3FE_Cncr_Blk";
	model = "\A3FE\Concrete_Block_1\Cncr_Blk_1.p3d";
	vehicleClass = "A3FEVehicleClass";
	destrType = "DestructNo";
};
};

Edited by Dealman

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i think you were close before you reverted just missed some key points.

im new to scripting but i think the fix was already posted. i think its what you want i might be wrong im still learning also

also mess with the |model = "\tut\tut_objects\Land_Cncr_Blk_1.p3d";| at the bottom

class CfgPatches

{

class A3FE_objects

{

units[] = {"Land_tut_cncr_blk_1"};

weapons[] = {};

requiredAddons[] = {};

requiredVersion = 0.1;

};

};

class CfgVehicleClasses

{

class A3FE_vehicleclass

{

displayName = "MyFancyObjects";

};

};

class cfgVehicles

{

class Wall_F;

class Land_Cncr_Blk_1: Wall_F

{

mapSize = 3.1;

_generalMacro = "Land_Cncr_Blk_1";

scope = 2;

displayName = "Concrete Block 1";

model = "\tut\tut_objects\Land_Cncr_Blk_1.p3d";

vehicleClass = "A3FE_vehicleclass";

destrType = "DestructNo";

};

};

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ARGH, solved the probelm.

theres space after the magazine and latest patch changed the classname of the vest to "U_O_CombatUniform_ocamo"

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