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gangolf

Created my own Mod... but Zeus don't show my Objects

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Hi all,

 

i created my own small mod...

 

some retextured vehicles, weappons, uniforms and so on... but i cant see my new vehicle in Zeus... I can place them in 2D Editor, but not in zeus... Any Ideas?

 

Mod works perfectly... but we play most Zeus-Missions...

 

I know its not very "clean" scripted, i'll correct this later after my main work is done...

 

////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 5.24
//Produced on Sat Jan 02 14:41:41 2016 : Created on Sat Jan 02 14:41:41 2016
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define _ARMA_

//Class D:/SteamLibrary/SteamApps/common/Arma 3/@GangolfsMod/GGM_Modpack_Config/config.bin{
class CfgPatches
{
class GGM_mod
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Air_F_Beta_Heli_Transport_01","A3_Characters_F_BLUFOR"};
};
};
class CfgFactionClasses
{
class GGM_Faction
{
displayName = "Gangolfs_Modpack";
priority = 100;
icon = "GGM_Modpack_Config\logo.paa";
side = 1;
};
};

class CfgVehicleClasses
{
class GGM_vehicle
{
displayName = "Gangolfs Modpack Vehicle";
mapbuilder_filter = "GGM Vehiclepack";
};
class GGM_objects
{
displayName = "Gangolfs Modpack Objekte";
mapbuilder_filter = "GGM Objectpack";
};
};
class cfgVehicles
{ class SmallFire;
class Land_Loudspeakers_F;
class GGM_Luftalarm_object: Land_Loudspeakers_F
{
_generalMacro = "GGM_Luftalarm_object";
scope = 2;
scopeCurator = 2;
displayName = "Alert (Turned off)";


vehicleClass = "GGM_objects";

destrType = "DestructNo";
simulation = "fire";
cost = 0;
keepHorizontalPlacement = 0;
class Effects: SmallFire
{
class Sound
{
simulation = "sound";
type = "GGM_Luftalarm";
};
};
};
class GGM_Luftalarm_object_running : GGM_Luftalarm_object
{
_generalMacro = "GGM_Luftalarm_object_running";
scope = 2;
scopeCurator = 2;
displayName = "Alert (Turned on)";
accuracy = 250;
class EventHandlers
{
init = "(_this select 0) inflame true";
};
};
class B_sniper_F;
class GhillieSuit_Snow_unit : B_sniper_F {
_generalMacro = "B_sniper_F"; //unsure what this does
scope = 2;
nakedUniform = "U_B_GhillieSuit"; //class for "naked" body
displayName = "Sniper Snow";
uniformClass = "GhillieSuit_Snow_unit"; //e.g. "Example_Soldier_F"
hiddenSelections[] = {"Camo1"};
hiddenSelectionsTextures[] = {"GGM_Clothing\28.paa"};
};
class B_heli_light_01_armed_f;
class GGM_heli_light_01_armed_W: B_heli_light_01_armed_f
{
_generalMacro = "B_heli_light_01_armed_f";
scope = 2;
side = 1;
faction = "BLU_F";
vehicleClass = "GGM_vehicle";
displayName = "AH-9 Pawnee (Snow)";
crew = "B_Helipilot_F";
hiddenSelections[] = {"camo1"};
hiddenSelectionsTextures[] = {"GGM_snow_vehicle\hummingbird.paa"};
typicalCargo[] = {"B_Helipilot_F"};
availableForSupportTypes[] = {"Drop","Transport"};
};
class B_heli_light_01_f;
class GGM_heli_light_01_W: B_heli_light_01_f
{
_generalMacro = "B_heli_light_01_f";
scope = 2;
side = 1;
faction = "BLU_F";
vehicleClass = "GGM_vehicle";
displayName = "MH9 Hummingbird (Snow)";
crew = "B_Helipilot_F";
hiddenSelections[] = {"camo1"};
hiddenSelectionsTextures[] = {"GGM_snow_vehicle\hummingbird.paa"};
typicalCargo[] = {"B_Helipilot_F"};
availableForSupportTypes[] = {"Drop","Transport"};
};
class B_MRAP_01_F;
class GGM_MRAP_01_W: B_MRAP_01_F
{
_generalMacro = "B_MRAP_01_F";
scope = 2;
side = 1;
faction = "BLU_F";
vehicleClass = "GGM_vehicle";
displayName = "Hunter (Snow)";
hiddenSelections[] = {"camo1","camo2"};
hiddenSelectionsTextures[] = {"GGM_snow_vehicle\rebell_hunter_typ1_teil1.paa","GGM_snow_vehicle\rebell_hunter_typ1_teil2.paa"};
availableForSupportTypes[] = {"Drop","Transport"};
};
class B_MRAP_01_hmg_F;
class GGM_MRAP_01_hmg_W: B_MRAP_01_hmg_F
{
_generalMacro = "B_MRAP_01_hmg_F";
scope = 2;
side = 1;
faction = "BLU_F";
displayName = "Hunter HMG (Snow)";
vehicleClass = "GGM_vehicle";
hiddenSelections[] = {"camo1","camo2","camo3"};
hiddenSelectionsTextures[] = {"GGM_snow_vehicle\rebell_hunter_typ1_teil1.paa","GGM_snow_vehicle\rebell_hunter_typ1_teil2.paa","GGM_snow_vehicle\rebell_hunter_typ1_teil3.paa"};
availableForSupportTypes[] = {"Drop","Transport"};
};
class B_MRAP_01_gmg_F;
class GGM_MRAP_01_gmg_W: B_MRAP_01_gmg_F
{
_generalMacro = "B_MRAP_01_gmg_F";
scope = 2;
side = 1;
faction = "BLU_F";
vehicleClass = "GGM_vehicle";
displayName = "Hunter GMG (Snow)";
hiddenSelections[] = {"camo1","camo2","camo3"};
hiddenSelectionsTextures[] = {"GGM_snow_vehicle\rebell_hunter_typ1_teil1.paa","GGM_snow_vehicle\rebell_hunter_typ1_teil2.paa","GGM_snow_vehicle\rebell_hunter_typ1_teil3.paa"};
availableForSupportTypes[] = {"Drop","Transport"};
};
class B_Quadbike_01_F;
class GGM_Quadbike_01_W: B_Quadbike_01_F
{
_generalMacro = "GGM_Quadbike_01_W";
scope = 2;
side = 1;
faction = "BLU_F";
vehicleClass = "GGM_vehicle";
displayName = "Quad (Snow)";
hiddenSelections[] = {"camo1"};
hiddenSelectionsTextures[] = {"GGM_snow_vehicle\quadbike_01_co.paa"};
};
class RHS_Ural_MSV_Base;
class GGM_Ural_MSV_Base: RHS_Ural_MSV_Base
{
_generalMacro = "GGM_Ural_MSV_Base";
scope = 2;
side = 1;
faction = "OPF_F";
vehicleClass = "GGM_vehicle";
displayName = "Ural Closed(Snow)";
hiddenSelections[] = {"camo1","camo2"};
hiddenSelectionsTextures[] = {"GGM_snow_vehicle\ural_kabina_camo_co.paa","GGM_snow_vehicle\ural_plachta_camo_co.paa"};
};
class rhsusf_m1025_w;
class GGM_hmmwe_Snow: rhsusf_m1025_w
{
_generalMacro = "GGM_hmmwe_Snow";
scope = 2;
side = 1;
faction = "BLU_F";
vehicleClass = "GGM_vehicle";
displayName = "Hummwe (Snow)";
hiddenSelections[] = {"camo1"};
hiddenSelectionsTextures[] = {"GGM_snow_vehicle\hmmwv_body_co.paa"};
};
};
class cfgWeapons
{
class U_I_GhillieSuit;
class UniformItem;
class GhillieSuit_Snow : U_I_GhillieSuit {
scope = 2;
displayName = "GhillieSuit Snow";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
class ItemInfo : UniformItem {
uniformModel = "-";
uniformClass = "GhillieSuit_Snow_unit"; //would be same as our made soldier class
containerClass = "Supply20"; //how much it can carry
mass = 80; //how much it weights
};
};
class ItemCore;
class HeadgearItem;
class example_HelmetB: ItemCore
{
scope = 2;
weaponPoolAvailable = 1;
displayName = "Ballistischer Helm (snow)";
picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"GGM_Clothing\helmet_white.paa"};
class ItemInfo: HeadgearItem
{
mass = 100;
uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
modelSides[] = {3,1};
armor = "3*0.5";
passThrough = 0.8;
hiddenSelections[] = {"camo"};
};
};
class hlc_rifle_augsrcarb_t;
class GGM_rifle_augsrcarb_w: hlc_rifle_augsrcarb_t
{
author = "Gangolf";
baseWeapon = "bear_MX_SW_white_F";
displayName = "Steyr AUG (Snow)";
scope = 2;
hiddenSelectionsTextures[] = {"\GGM_AUG\steyr_aug_co.paa"};
};
class hlc_rifle_augsrcarb_t;
class bear_MX_SW_white_tobi: hlc_rifle_augsrcarb_t
{
author = "Gangolf";
baseWeapon = "bear_MX_SW_white_tobi";
displayName = "Steyr AUG (Tobi-Edition)";
scope = 2;
hiddenSelectionsTextures[] = {"GGM_AUG\steyr_aug_schmeisercammo.paa"};
};
class hlc_rifle_auga3_GL_B;
class GGM_rifle_auga3_GL_W: hlc_rifle_auga3_GL_B
{
author = "Gangolf";
baseWeapon = "GGM_rifle_auga3_GL_W";
displayName = "Steyr AUG A3 GL (Snow)";
scope = 2;
hiddenSelectionsTextures[] = {"\GGM_AUG\steyr_aug_co.paa"};
};
class hlc_rifle_auga2lsw_t;
class GGM_rifle_auga2lsw_w: hlc_rifle_auga2lsw_t
{
author = "Gangolf";
baseWeapon = "GGM_rifle_auga2lsw_w";
displayName = "Steyr AUG A21 (Snow)";
scope = 2;
hiddenSelectionsTextures[] = {"\GGM_AUG\steyr_aug_co.paa"};
};
class hlc_rifle_STG58F;
class GGM_rifle_STG58_W: hlc_rifle_STG58F
{
author = "Gangolf";
baseWeapon = "GGM_rifle_STG58_W";
displayName = "STG58F (Snow)";
scope = 2;
hiddenSelectionsTextures[] = {"\GGM_AUG\rec_co.paa"};
};

};

class CfgSounds
{
class ggm_luftalarm
{
name = "GGM_luftalarm";
sound[] = {"GGM_sounds\siren.ogg",1,1,300,1,0.0,0.0,0.0};
titles[] = {};
};
};

class cfgMods
{
author = "76561198049067698";
timepacked = "1451749301";
};
//};

 

Greetings Gangolf

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Where do i add vehicles? Unit= ? or somewehere else?

Yes, within the units[]= array.

class CfgPatches
{
 class GGM_mod
 {
  units[] = {"Whatever_Unit"}; // VEHICLES GO IN HERE TOO.
  weapons[] = {"Whatever_Weapons"};
  requiredVersion = 0.1;
  requiredAddons[] = {"A3_Air_F_Beta_Heli_Transport_01","A3_Characters_F_BLUFOR"};
 };
};

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