raymix 1 Posted May 11, 2014 (edited) Hi guys, weird question and probably basics 101 for you, but here's the dilemma Currently CfgVehicles has all these classes called "Air", "Car", "LandVehicle" etc, they are defined inside of dayz_code.pbo in @DayZEpoch folder. I know I could just modify that file to fit my needs, but the problem is, I would like the ability not to copy/paste whole mod folder and rename it, it's 2.4GB, just so I could change single .hpp file. So the question is, can keep @DayZ_Epoch untouched and instead add extra class from an outside mod? Lets say -mod=@Dayz_Epoch;@additions What I am trying to achieve is, add extra vehicle class called "Interior", so I could look up vehicle array in code everytime I need these specific "Interior" items, this would let me keep @additions small in size and keep the original @DayZ_Epoch instead. Lets say I wanted to share this mod with people online, they would only have to download @additions, which would be few KB in size, instead of whole Epoch mod that's modified. Is this possible? If it is, can I get some links to more info on this? Thank you EDIT: yes it is, looked at source code and figured it out how to even do it. Edited May 11, 2014 by Raymix Figured it out Share this post Link to post Share on other sites
IT07 10 Posted May 12, 2014 Can you post how you did it? Might be very frustrating for someone to get a result on Google and then finding a thread without any answers. Share this post Link to post Share on other sites
raymix 1 Posted May 12, 2014 Pardon my rather short explanation. I haven't "done it" as per say. I wanted to know if its possible at all before go any further. The solution I was looking for was a simple answer - yes or no. And yes it is possible due to binarization. Apparently all classes and superclasses configured inside hpp or "include files" are being compiled into a single config file in the root of PBO. From here on I should be possible to check items found in game against their class. My intention was to create new class even for objects that already exist in the game, that way I could reference back to my own custom spawned objects. For example - ability to remove vehicle, but only if it passes the CfgVehicle class check, so people won't remove original objects in a map. Basically I want to reuse objects and have full control over them. Share this post Link to post Share on other sites
IT07 10 Posted May 13, 2014 To answer your question: yes and no. Why yes? If you want to add a vehicle that has the abilities you want, you can make a mod and add it. Problem is though that players without the mod can either join and not see it, or not join because they don't have the mod. Why no? You can not change an existing vehicle with a new hpp file. You need to modify the existing hpp if you want to change existing vehicle. Share this post Link to post Share on other sites