Col. Ben Sherman 3 Posted August 9, 2016 Hello guys! so I was working on my very first addon before this APEX update happened and broke it, and I've been waiting since then for some what a guide or explanation of how to fix this issue, anyone that have more experience when it comes to configs that could tell me what's changed and what I need to do in order to get it t work again? Cheers! 1 Share this post Link to post Share on other sites
m1lkm8n 411 Posted August 9, 2016 What is you addon. It varies slightly say if it is a house object vs a vehicle. It looks like they did away with vehicle classes for static object types and they added a new class. class editorcategory = class editorsubcategory = You will need both to properly list it in the new editor in the main config for the object. If you look in the a3/data_f folder and open the config you can see how it is done. Then check out a a config for a house and you'll see where to add the above class names. For a vehicle it is slightly different. Maybe someone else can jump in on that. I'm still working through one of mine. I got it to work but I'll hold off tossing that info out yet since I'm not 100% yet on the details. Share this post Link to post Share on other sites
Col. Ben Sherman 3 Posted August 9, 2016 What is you addon. It varies slightly say if it is a house object vs a vehicle. It looks like they did away with vehicle classes for static object types and they added a new class. class editorcategory = class editorsubcategory = You will need both to properly list it in the new editor in the main config for the object. If you look in the a3/data_f folder and open the config you can see how it is done. Then check out a a config for a house and you'll see where to add the above class names. For a vehicle it is slightly different. Maybe someone else can jump in on that. I'm still working through one of mine. I got it to work but I'll hold off tossing that info out yet since I'm not 100% yet on the details. Well currently it's a vehicle, all though I got more then just a vehicle that has this issue such as weapons and units which I think is directed to the weapons. But yea, the main one I'm focused on right now it's the vehicle (Helicopter) and the weapons. This is the config I got right now: class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class Burst; class cfgAmmo { class MissileBase; class Bulletbase; class M_PG_AT; class M_AT; class B_762x51_Ball; class B_127x99_SLAP_Tracer_Red; class B_762x51_Ball_EC: B_762x51_Ball { cost = 1; hit = 14; caliber = 1.8; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; }; class B_127x99_SLAP_EC: B_127x99_SLAP_Tracer_Red { cost = 3; hit = 30; indirectHit = 0; indirectHitRange = 0; caliber = 3.4; deflecting = 10; typicalSpeed = 1215; airFriction = -0.00036; aiAmmoUsageFlags = "64 + 128 + 256"; }; class M151_Ammo_EC: M_AT { model = "EC\M151_fly"; proxyShape = "EC\M151"; cost = 75; irLock = 0; laserLock = 0; aiAmmoUsageFlags = "64 + 128"; muzzleEffect = "BIS_fnc_effectFiredRocket"; effectsMissileInit = "MissileDAR1"; }; class LWIRCM_Ammo_EC: Bulletbase { cost = 1; visibleFire = 0; audibleFire = 0; hit = 1; indirectHit = 0; indirectHitRange = 0; timeToLive = 0.1; thrustTime = 2; airFriction = -0.01; simulation = "shotCM"; weaponLockSystem = "2 + 8"; model = "\A3\weapons_f\empty"; maxControlRange = -1; initTime = 0; aiAmmoUsageFlags = 8; soundFly[] = {"A3\sounds_f\dummysound",0.1,1}; supersonicCrackNear[] = {"A3\sounds_f\dummysound",0,1,0}; supersonicCrackFar[] = {"A3\sounds_f\dummysound",0,1,0}; effectsSmoke = "EmptyEffect"; }; class EC_AGM_114K: MissileBase { model = "EC\EC_AGM_114"; proxyShape = "EC\EC_AGM_114_proxy"; hit = 1100; indirectHit = 35; indirectHitRange = 8; cost = 500; maxSpeed = 450; airLock = 0; irLock = 0; laserLock = 1; maxControlRange = 8000; trackOversteer = 1; trackLead = 1; maneuvrability = 14; timeToLive = 20; simulationStep = 0.01; airFriction = 0.1; sideAirFriction = 0.3; initTime = 0; thrustTime = 3.25; thrust = 500; fuseDistance = 50; muzzleEffect = "BIS_fnc_effectFiredRocket"; effectsMissileInit = "MissileDAR1"; effectsMissile = "missile1"; explosionEffects = "BombExplosion"; weaponLockSystem = 4; manualControl = 0; whistleDist = 4; missileLockCone = 50; aiAmmoUsageFlags = "128 + 512"; }; class DAGR_Ammo_EC: MissileBase { model = "EC\EC_DAGR"; proxyShape = "EC\EC_DAGR_proxy"; hit = 300; indirectHit = 50; indirectHitRange = 6; cost = 100; maxSpeed = 720; irLock = 0; airLock = 0; laserLock = 1; maxControlRange = 8000; trackOversteer = 1; trackLead = 1; maneuvrability = 14; timeToLive = 20; simulationStep = 0.01; airFriction = 0.1; sideAirFriction = 0.3; initTime = 0.002; thrustTime = 1.57; thrust = 825; fuseDistance = 50; whistleDist = 4; muzzleEffect = "BIS_fnc_effectFiredRocket"; effectsMissileInit = "MissileDAR1"; effectsMissile = "missile1"; explosionEffects = "ATMissileExplosion"; weaponLockSystem = 4; manualControl = 0; missileLockCone = 50; aiAmmoUsageFlags = "64 + 128"; }; }; Share this post Link to post Share on other sites
Jackal326 1182 Posted August 9, 2016 Take the external references out from lines 20-23 class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class Burst; Get rid of them. Actually, leave the class Mode_XYZ ones in, as I think they actually exist still but Burst isn't a default fire mode so simply try removing line 23 1 Share this post Link to post Share on other sites
Col. Ben Sherman 3 Posted August 15, 2016 Sorry for the delayed answer, but wow thanks a lot, I finally know how to solve it and what I did wrong to it. Cheers man! Share this post Link to post Share on other sites