dlegion 98 Posted April 3, 2017 please forgve my ignorance, i already searched the forum about this, but no luck. where i can find a list of the "type" or "class" (dunno whats the correct word) for the item kind ? i mean like : car, tank, plane .... what are the others ?? thanks guys! Share this post Link to post Share on other sites
Tankbuster 1731 Posted April 3, 2017 We used to have something lovely called the six config browser, but that's long gone. This is an organised list, but you'll note it's rather out of date. Hopefully, the author will update it, or someone knows of something more recent. http://madbull.arma.free.fr/A3_1.32_CfgVehicles_tree.html Share this post Link to post Share on other sites
Tankbuster 1731 Posted April 3, 2017 Or there's this, if you like pictures. https://community.bistudio.com/wiki/Arma_3_Assets Share this post Link to post Share on other sites
dlegion 98 Posted April 3, 2017 nice, thanks! so, lets say i wish to include everything in a script, men, vehicles and objects. how should i name them ? for example: "allvehicles" to have all vehicles included? Share this post Link to post Share on other sites
sarogahtyp 1104 Posted April 3, 2017 show ur code which should handle men, vehicles and objects, plz. You can get all vehicles with: vehicles You get all living units with: allUnits Share this post Link to post Share on other sites
BlacKnightBK 47 Posted April 3, 2017 Thank you Tank, been looking for that all morning 1 Share this post Link to post Share on other sites
dlegion 98 Posted April 3, 2017 Well....my code is the "R3F_log" logistic script, hehe, a bit too long to, but the relevant part is very simple,and thanks to your suggestions i already made it work !! Yeeah ! (Now my problem is to add soldiers too, but its probably related to script because they dont work right now ) Share this post Link to post Share on other sites
BlacKnightBK 47 Posted April 3, 2017 After Reading this topic I discovered I am not the only one who has a problem finding links so I made this short list of important links: https://docs.google.com/document/d/1ueYPCSdme9pvar38JvinvKs3qdQIWp7qPorLJ1wKt3Q/edit?usp=sharing Share this post Link to post Share on other sites
Midnighters 152 Posted April 3, 2017 are you looking for something like configClasses ? Share this post Link to post Share on other sites
dlegion 98 Posted April 3, 2017 well the first answer of TANKBUSTER was more or less what i needed! with that i was able to define my custom list of objects / vehicles kind to add to the script! as i saied, soldiers not working is probably a problem inside script ! 1 Share this post Link to post Share on other sites
Larrow 2779 Posted April 3, 2017 6 hours ago, Tankbuster said: or someone knows of something more recent I dumped a CfgVehicles hierarchy HERE back in February, see the output spoiler. There is also some code in that post to output for yourself. Share this post Link to post Share on other sites
Tankbuster 1731 Posted April 3, 2017 2 hours ago, Larrow said: I dumped a CfgVehicles hierarchy HERE back in February, see the output spoiler. There is also some code in that post to output for yourself. Spot on! Do you think the code could be made to output HTML? So it could be put on a webserver? Share this post Link to post Share on other sites
Larrow 2779 Posted April 3, 2017 Should be pretty easy to just add an unordered list attributes into the text. Spoiler _hiarachy = []; _classes = ( "true" configClasses( configFile >> "CfgVehicles" )); [ "Checking_Classes" ] call BIS_fnc_startLoadingScreen; { _parents = [ _x, true ] call BIS_fnc_returnParents; reverse _parents; _tree = _hiarachy; [ linearConversion[ 0, count _classes, _forEachIndex, 0, 1 ] ] call BIS_fnc_progressLoadingScreen; { _x params[ "_className" ]; _index = { if ( _x select 0 == _classname )exitWith{ _forEachIndex } }forEach _tree; if ( isNil "_index" ) exitWith { _index = _tree pushBack [ _classname, [] ]; _tree = _tree select _index select 1; { _index = _tree pushBack [ _x, [] ]; _tree = _tree select _index select 1; }forEach ( _parents select[ _forEachIndex +1, count _parents ] ); }; _tree = _tree select _index select 1; }forEach _parents; }forEach _classes; [ "Checking_Classes" ] call BIS_fnc_endLoadingScreen; [ "format_output" ] call BIS_fnc_startLoadingScreen; _RETURN = [ 13, 10 ]; _TAB = [ 09 ]; _output = format[ "<!DOCTYPE html>%1<html>%1<body>%1<h2>CfgVehicles</h2><ul>%1", toString _RETURN ]; _tabIndent = 0; _fnc_addTabs = { params[ "_numTabs" ]; _tabs = ""; for "_i" from 1 to _numTabs do { _tabs = formatText[ "%1%2", _tabs, toString _TAB ]; }; _tabs }; _fnc_output = { params[ "_array" ]; { _x params[ "_class", "_derived" ]; _tabs = [ _tabIndent ] call _fnc_addTabs; _output = formatText[ "%1%2<li>%3</li>%4", _output, _tabs, _class, toString _RETURN ]; if ( count _derived > 0 ) then { _tabIndent = _tabIndent + 1; _output = formatText[ "%1%2<ul>%3", _output, _tabs, toString _RETURN ]; [ _derived ] call _fnc_output; _tabIndent = _tabIndent - 1; _tabs = [ _tabIndent ] call _fnc_addTabs; _output = formatText[ "%1%2</ul>%3", _output, _tabs, toString _RETURN ]; }; }forEach _array; }; [ _hiarachy ] call _fnc_output; [ "format_output" ] call BIS_fnc_endLoadingScreen; _output = formatText[ "%1%2</ul>%2</body>%2</html>", _output, toString _RETURN ]; copyToClipboard str _output; And you can test the output HERE Share this post Link to post Share on other sites
Tankbuster 1731 Posted April 4, 2017 I can stop being nice to @sickboy in the hope he might resurrect the much missed six config browser now. :) Share this post Link to post Share on other sites
dlegion 98 Posted April 5, 2017 maybe someone of you knows it, i'm searching this list but still not found.... what kind of class is a corpse (dead soldier, civilian ecc..)? thanks ! Share this post Link to post Share on other sites
Midnighters 152 Posted April 5, 2017 41 minutes ago, dlegion said: maybe someone of you knows it, i'm searching this list but still not found.... what kind of class is a corpse (dead soldier, civilian ecc..)? thanks ! you mean like, a config entry has a parent named "corpse" ? Share this post Link to post Share on other sites
sarogahtyp 1104 Posted April 5, 2017 you could spawn the man you want dead as AI unit and then set its damage to 1. 1 Share this post Link to post Share on other sites
dlegion 98 Posted April 5, 2017 hehe, nono its not so simple. i'm working on a script to drag both alive units and corpses, right now i need to name the "class" or "parent class" of the corpses. Share this post Link to post Share on other sites
BlacKnightBK 47 Posted April 5, 2017 32 minutes ago, dlegion said: hehe, nono its not so simple. i'm working on a script to drag both alive units and corpses, right now i need to name the "class" or "parent class" of the corpses. I think you can use a trigger that activates when the player is near a corpse the action for the drag corpse would appear. Cheers Share this post Link to post Share on other sites
dlegion 98 Posted April 5, 2017 perfect! thanks man ! hope to share my results soon with you all :) Share this post Link to post Share on other sites
BlacKnightBK 47 Posted April 5, 2017 Just now, dlegion said: perfect! thanks man ! hope to share my results soon with you all :) Glad o be of help :) Seems like when the problem is not mine i know how to solve them lol Share this post Link to post Share on other sites