cybercoco 16 Posted December 23, 2015 Hi all, I would like to create a new item, I looked at this post and tried it, but failed... mod file is @test, in there I have mod.cpp and test.pbo. In test.pbo I have : config.cpp class CfgPatches { class test { units[]={}; weapons[]={}; requiredVersion=1; }; }; class CfgMagazines { class CA_Magazine; class the_antibiotic: CA_Magazine { displayName = "Antibiotic"; scope=2; picture = "antibiotic.paa"; model="\A3\structures_f_epa\Items\medical\antibiotic_F"; }; }; and antibiotic.paa In the main screen I can see that my mod has been loaded (the logo appears). After, in the editor, I place a unit with : this addMagazines ["the_antibiotic", 1]; It doesn't work ... Share this post Link to post Share on other sites
cybercoco 16 Posted December 24, 2015 I have tried following this post, but I didn't make it. I really need help, I'm sure one of you guys knows how to do that. Please, Thanks, C.Coco Share this post Link to post Share on other sites
R3vo 2654 Posted December 24, 2015 Have you checked the config viewer to see if your item was actually created? Here's what I did ( I am also faily new to creating config stuff as you might have noticed from the other post) class CfgMagazines { class CA_Magazine; //class to inherit from class Revo_mD_flag: CA_Magazine //create new class and inherit all values from CA_magazine { author = "Revo"; //Set author name displayName = $STR_mD_flag; //name from stringtable.xml model = "\A3\Signs_F\SignSpecial\FlagSmall_F.p3d"; //the model count = 1; //no clue :D scope = 2; //available in editor mass = 10; //weight of the object picture = "\Revo_mineDetector\images\flag_icon.paa"; //inventory picture descriptionShort = $STR_mD_flagDesription; //description from stringtable.xml }; }; Works like a charm. this addMagazines ["the_antibiotic", 1]; Use addItem, that works for me. Edit: Corrected wrong information about scope and mass Share this post Link to post Share on other sites
cybercoco 16 Posted December 24, 2015 Thank you for the reply, however it didn't work. Here's the structure : @NRD_Items - mod.cpp - NRD_Items.pbo - config.cpp - item_olives.paa config.cpp class CfgMagazines { class CA_Magazine; class nrd_item_olives: CA_Magazine { author = "Coco"; displayName = "nrd_item_olives"; model = "\A3\weapons_F\ammo\mag_univ.p3d"; count = 1; scope = 2; class ItemInfo { mass = 2; }; picture = "\NRD_Items\item_olives.paa"; descriptionShort = "des"; }; }; I can't see what's wrong with that code... And ingame when I do : this additem "nrd_item_olives"; I don't get anything in my inventory. Share this post Link to post Share on other sites
R3vo 2654 Posted December 24, 2015 Does it appear in the config viewer in cfgMagazines? Share this post Link to post Share on other sites
cybercoco 16 Posted December 24, 2015 On 12/24/2015 at 6:59 PM, R3vo said: Does it appear in the config viewer in cfgMagazines? No I don't find "nrd_item_olives" under CfgMagazine... There must be a problem, but I can't figure it out. Is that the correct structure ? Quote @NRD_Items - mod.cpp - NRD_Items.pbo - config.cpp - item_olives.paa Share this post Link to post Share on other sites
cybercoco 16 Posted December 26, 2015 Pump ! Anyone knows how to solve this ? Share this post Link to post Share on other sites
R3vo 2654 Posted December 26, 2015 the pbo is in an folder called addons right? Because you didn't mentioned that in your structure. Share this post Link to post Share on other sites
cybercoco 16 Posted December 26, 2015 Indeed, I didn't mention it, but even with the "addons" folder : Structure : @NRD_Items - mod.cpp - addons - NRD_Items.pbo - config.cpp - item_olives.paa config.cpp class CfgMagazines { class CA_Magazine; class nrd_item_olives: CA_Magazine { author = "Coco"; displayName = "nrd_item_olives"; model = "\A3\weapons_F\ammo\mag_univ.p3d"; count = 1; scope = 2; mass = 2; picture = "\NRD_Items\item_olives.paa"; descriptionShort = "des"; }; }; Ingame this additem "nrd_item_olives"; Share this post Link to post Share on other sites
cybercoco 16 Posted December 29, 2015 After several other desperate attempts, I still can't figure out how to make it work .... I am packing my files with BIS tool : Filebank. The object I'm trying to create doesn't appear in the Cfg during mission. Can someone please call in The Jedi High Council ? C.Coco Share this post Link to post Share on other sites
R3vo 2654 Posted December 29, 2015 Why not use addonBuilder ? Maybe that's the issue. 1 Share this post Link to post Share on other sites
cybercoco 16 Posted December 29, 2015 On 12/29/2015 at 3:12 PM, R3vo said: Why not use addonBuilder ? Maybe that's the issue. It doesn't work : Build failed, result code = 1073741515 Binarize task failed ... Share this post Link to post Share on other sites
Lala14 135 Posted December 30, 2015 did you include class cfgPatches in your config.cpp? Also you wouldn't need binarization so try without binarizing. Share this post Link to post Share on other sites
cybercoco 16 Posted January 9, 2016 Even after unchecking "binarize", it doesn't work and shows the same error message. I'm re-installing the Arma 3 Tools... Share this post Link to post Share on other sites
cybercoco 16 Posted January 9, 2016 Packing NRD_Items into NRD_Items.pbo worked :D ! But the item is not created :( . Is this the correct way to do it ? Structure : @NRD_Items - mod.cpp - addons - NRD_Items.pbo - config.cpp - item_olives.paa config.cpp class cfgMagazines { class CA_Magazine; class rb_antibiotic: CA_Magazine { mass=1; scope=2; author="Nono"; displayName="Antibiotic"; picture = "\NRD_Items\item_olives.paa"; model="\A3\structures_f_epa\Items\medical\antibiotic_F"; }; }; Ingame this additem "rb_antibiotic"; Share this post Link to post Share on other sites
R3vo 2654 Posted January 9, 2016 Looks alright. Is does the config entry exists? Share this post Link to post Share on other sites
cybercoco 16 Posted January 9, 2016 It's all strange... I took some files from a different mod, and it works. This is config.cpp class CfgPatches { class scorch_invitems { units[] = {"scorch_invitems"}; weapons[] = {}; requiredVersion = 1.0; }; }; class CfgWeapons { class ItemWatch; class sc_bandage: ItemWatch { displayName = "Bandage"; count = 1; class ItemInfo { mass = 1; }; picture = "\scorch_invitems\images\bandage.paa"; model="\A3\structures_f_epa\Items\medical\antibiotic_F"; descriptionShort = ""; }; However the author has set it to the "ItemWatch", I need it to be a inventory item, like the FAK. Do I change "ItemWatch" with "FirstAidKit" ? Share this post Link to post Share on other sites
cybercoco 16 Posted January 9, 2016 The config.cpp was missing CfgPatches because while I was trying without it it didn't work. Final code : class CfgPatches { class testinggear { units[] = {"testinggear"}; weapons[] = {}; requiredVersion = 1.0; }; }; class cfgMagazines { class CA_Magazine; class sc_bandage: CA_Magazine { displayName = "Bandage"; count = 1; class ItemInfo { mass = 1; }; picture = "\testinggear\images\bandage.paa"; model="\A3\structures_f_epa\Items\medical\antibiotic_F"; descriptionShort = "Hey Wonno"; }; }; Share this post Link to post Share on other sites
R3vo 2654 Posted January 9, 2016 Quote However the author has set it to the "ItemWatch", I need it to be a inventory item, like the FAK. Do I change "ItemWatch" with "FirstAidKit" ? Inherhit from ItemCore then. Share this post Link to post Share on other sites
cybercoco 16 Posted January 10, 2016 On 1/9/2016 at 6:15 PM, R3vo said: Inherhit from ItemCore then. I actually used class cfgMagazines and removed ItemWatch. It's now working properly ! But I don't understand the use of this part : class CfgPatches { class testinggear { units[] = {"testinggear"}; weapons[] = {}; requiredVersion = 1.0; }; }; Does it create a new class ? Share this post Link to post Share on other sites
cybercoco 16 Posted January 10, 2016 On 12/30/2015 at 1:25 AM, lala14 said: did you include class cfgPatches in your config.cpp? Also you wouldn't need binarization so try without binarizing. The issue came from the fact that I had the game opened while I was trying to pack it. When I pack the folder with the game closed, it works. Share this post Link to post Share on other sites
cybercoco 16 Posted January 10, 2016 Quote mass = 10; //weight of the object That sets the number of "slots" it's going to take in the inventory, right ? I don't understand, because when I set it to 20, it doesn't make any difference ! Share this post Link to post Share on other sites
R3vo 2654 Posted January 10, 2016 It's the weight not slots, but if you want to have exactly 500 gramm you would need to calculate that. The reason why it doesn't work for you is, because you are defining it in the class ItemInfo, just put it into your main class. Share this post Link to post Share on other sites
cybercoco 16 Posted January 10, 2016 Ok, i deleted the class ItemInfo. If I set the mass to 100, will it take more space in the unit's backpack ? Share this post Link to post Share on other sites
R3vo 2654 Posted January 10, 2016 Yep, that's how it works. Share this post Link to post Share on other sites