Pasi 11 Posted January 23, 2016 Hello BI Forum :) i dont find anny help in Google or somthing :/ i want to know how i add new Items in the Game. i want to add a Script when i rightclick on the Item in the Inventory can anyone help or give me a Link to help ? thank you guys :) Pasi Share this post Link to post Share on other sites
KokaKolaA3 394 Posted January 23, 2016 https://forums.bistudio.com/topic/186484-creating-new-inventory-item-base-class/ Share this post Link to post Share on other sites
Pasi 11 Posted January 23, 2016 now i have a new problem i dont want to have a Magazin but an Item. ItemCore is false becasue the Item is form a DLC not an normal Item. Share this post Link to post Share on other sites
Ranwer135 308 Posted January 25, 2016 now i have a new problem i dont want to have a Magazin but an Item. ItemCore is false becasue the Item is form a DLC not an normal Item. So if you have the DLC which it belongs to, then you can use it, right...? Share this post Link to post Share on other sites
Pasi 11 Posted January 25, 2016 Yes but i dont want a DLC Item :D Share this post Link to post Share on other sites
Ranwer135 308 Posted January 25, 2016 But surely itemCore is a vanilla class? The FAK, radio, watch, map and compass inherit itemCore, so I do not understand what you mean by DLC? However, if you are using itemCore in CfgMagazines, then use CA_Magazine instead. ItemCore will only work in CfgWeapons, I believe. Even though your item is inheriting something that is called a magazine, doesn't generally mean that your item will become a usable magazine. I only use items in the magazine classes because it is much more convenient and used by the DayZ mod Devs. ItemCore is false because the Item is from a DLC not a normal Item.And:Yes but i dont want a DLC Item :DDoesn't make sense. :/ Share this post Link to post Share on other sites
OberSchutze 19 Posted February 1, 2016 ItemCore is a fundamental part of ArmA 3. It is not a DLC, either that or you are trolling.Like what Ranwer135 said, all of the items that are stock bis are ItemCore. Share this post Link to post Share on other sites
Pasi 11 Posted February 6, 2016 Ok sry i meen this: anybody with an Idea ? ;D Share this post Link to post Share on other sites
haleks 8212 Posted February 8, 2016 We would need a look at your config, but it is most likely a small bug : it won't prevent you from using it nor spam you with DLC-related messages. RHS had the same problem with a few items. Share this post Link to post Share on other sites
Pasi 11 Posted February 10, 2016 here is my config :/ class CfgPatches { class PSNL_Item { units[]={}; weapons[]={}; requiredVersion=1; author[]= { "Pasi" }; }; }; class CfgMagazines { class ItemCore; class InventoryItem_Base_F; class Fisch: ItemCore { displayName = "Fisch"; //Item's Display Name scope=2; //Scope 2 will show in editor author = "Pasi"; //Your Name picture = "\PSNL_Item\fish.paa"; //Displays icon in your Inventory model = ""; //Path to your model icon = "iconObject_circle"; //Leave as is descriptionShort = "guck dir das arme ding an :("; //Description displayed when mouse is hovered over item in inventory class ItemInfo: InventoryItem_Base_F { mass = 10; }; }; }; Share this post Link to post Share on other sites
7Y-Loki 10 Posted February 12, 2016 mm... maybe try replacing ItemCore with CA_magazine, makes things simpler :ph34r: class CfgMagazines { class CA_Magazine; class Fisch: CA_Magazine { displayName = "Fisch"; //Item's Display Name scope=2; //Scope 2 will show in editor author = "Pasi"; //Your Name picture = "\PSNL_Item\fish.paa"; //Displays icon in your Inventory model = ""; //Path to your model icon = "iconObject_circle"; //Leave as is descriptionShort = "guck dir das arme ding an :("; }; }; Share this post Link to post Share on other sites
Jackal326 1181 Posted February 12, 2016 mm... maybe try replacing ItemCore with CA_magazine, makes things simpler :ph34r: class CfgMagazines { class CA_Magazine; class Fisch: CA_Magazine { displayName = "Fisch"; //Item's Display Name scope=2; //Scope 2 will show in editor author = "Pasi"; //Your Name picture = "\PSNL_Item\fish.paa"; //Displays icon in your Inventory model = ""; //Path to your model icon = "iconObject_circle"; //Leave as is descriptionShort = "guck dir das arme ding an :("; }; }; Not if you want the item to show in the Arsenal though For "magazine" class items to be selectable in the Arsenal the game requires you to have a weapon that actually uses the magazines in question actually in your inventory/on your person. If the item you're making is just a "flag" item, you're better off inheriting from 'ItemCore' rather than 'CA_Magazine'. That way you should be able to select your item in the '+' item list for any storage uniform item (uniform, vest, rucksack etc.) Share this post Link to post Share on other sites
7Y-Loki 10 Posted February 12, 2016 Not if you want the item to show in the Arsenal though OFF THIS TOPIC (and completely for my own benefit :ph34r:): Would it make sense then to make a smoke grenade or a pipebomb inherit from ItemCore instead of CA_Magazine for them to show up in the arsenal? Would it affect these items being used as normal? Share this post Link to post Share on other sites
Jackal326 1181 Posted February 12, 2016 OFF THIS TOPIC (and completely for my own benefit :ph34r:): Would it make sense then to make a smoke grenade or a pipebomb inherit from ItemCore instead of CA_Magazine for them to show up in the arsenal? Would it affect these items being used as normal? Inheriting them from CA_Magazine means they probably wouldn't work as intended (or at all). You'd be better off inheriting from default smoke grenades and pipe-bomb classnames for each item respectively. Provided you setup the throw/put muzzles properly, they'll show up correctly in the Arsenal in their relevant section (i.e. smoke grenade in the grenades tab and pipe-bomb in the explosives tab). Share this post Link to post Share on other sites
Pasi 11 Posted February 12, 2016 the problem is when i take the magazine method i can´t stack the Items because they are a magazine with a capacity :/ but i want to stack the items :/ can i delete the capacity ? Share this post Link to post Share on other sites
Jackal326 1181 Posted February 16, 2016 To be honest I've got no idea what you mean. Share this post Link to post Share on other sites
Pasi 11 Posted February 17, 2016 when i create a Magazine, the Magazine have a capacity(a small white bar right of them) but i want to have no capacity of rounds. Share this post Link to post Share on other sites
Jackal326 1181 Posted February 17, 2016 Then inherit from ItemCore: class CfgWeapons { class ItemCore; class Fisch: ItemCore { displayName = "Fisch"; //Item's Display Name scope=2; //Scope 2 will show in editor author = "Pasi"; //Your Name picture = "\PSNL_Item\fish.paa"; //Displays icon in your Inventory model = ""; //Path to your model icon = "iconObject_circle"; //Leave as is descriptionShort = "guck dir das arme ding an :("; //Description displayed when mouse is hovered over item in inventory class ItemInfo: InventoryItem_Base_F { mass = 10; }; }; }; Share this post Link to post Share on other sites
MeatAlive 1 Posted September 27 Did this procedure / tutorial to create a new inventory item: https://github.com/gerard-sog/arma3-macvsog-columbia-items arriving 8 years later but now we have it here 🙂 Share this post Link to post Share on other sites