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MrCrazyDude115

[Help] Replacement Mods?

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Hey folks!

 

Now I've spent almost a whole day trying to figure out how to make a replacement mod which replaces weapons, gear, units etc.. I came across one wiki page but I wasn't really able to figure it out.

 

Any ideas?

 

Thank you in advance!

MrCrazyDude115,

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post your current config

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18 hours ago, .kju said:

post your current config

 

Well I don't have anything set up just yet. I'd like to know how to start a replacement config in the first place.

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in simple terms you overwrite the parameters with values of your choice and make sure your config gets loaded after the one you want to overwrite

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On 4/28/2017 at 3:37 PM, .kju said:

in simple terms you overwrite the parameters with values of your choice and make sure your config gets loaded after the one you want to overwrite

 

Hmmm, just what exactly "tells" the game to overwrite it? Does the class name have to match the original?

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Does anyone know how to properly export a sound file/ what software? I'm using the mikros tools if i said that right for wss. I do exports from audacity and get a no sound or broken sound. anyway, I think you may be able to try my mx template if you feel you need to make a config test. ,make a config.cpp doc and paste it in the addon pbo. I'm fairly certain this works but it's all in path placement and audio format. collaboration is key in the editing field correct? Hope someone could help answer or 

get use from this..


class CfgPatches
{
    class mx
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Data_F",
            "A3_Sounds_F",
            "A3_Weapons_F"
            
        };
        version="1";
        author="cheif22";
    };
};
class CfgSoundShaders
{

    class MX_Closure_SoundShader
    {
        samples[]=
        {
            
            {
                "\mx\shot\closure1",
                1
            },
            
            {                
                "\mx\shot\closure2",
                1
            }
        };
        volume=0.17782794;
        range=5;
    };    
class MX_closeShot_SoundShader
    {
        samples[]=
        {
            
            {
                "\mx\shot\closeshot1",
                1
            },
            
            {
                "\mx\shot\closeshot2",
                1
            },
            
            {
                "\mx\shot\closeshot3",
                1
            }
        };
        volume=1;
        range=50;
        rangeCurve="closeShotCurve";
    };
    class MX_midShot_SoundShader
    {
        samples[]=
        {
            
            {
                "\mx\shot\midshot1",
                1
            },
            
            {
                "\mx\shot\midshot2",
                1
            },
            
            {
                "\mx\shot\midshot3",
                1
            }
        };
        volume=0.79432821;
        range=1800;
        rangeCurve[]=
        {
            {0,0.2},
            {50,1},
            {300,0},
            {1800,0}
        };
    };
    class MX_distShot_SoundShader
    {
        samples[]=
        {
            
            {
                "\mx\shot\distshot1",
                1
            },
            
            {
                "\mx\shot\distshot3",
                1
            },
            
            {
                "\mx\shot\distshot3",
                1
            }
        };
        volume=1;
        range=1800;
        rangeCurve[]=
        {
            {0,0},
            {50,0},
            {300,1},
            {1800,1}
        };
    };

};

 

 

hope this helps

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Quote

Hmmm, just what exactly "tells" the game to overwrite it? Does the class name have to match the original?

 

 

the line "\mx\shot\filename (the path from pbo which acts as a folder) to the file. those are usually the values you would need to change.

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2 hours ago, cheif22 said:

the line "\mx\shot\filename (the path from pbo which acts as a folder) to the file. those are usually the values you would need to change.

 

A little confused tbh :/

 

Let's say I want to add a new texture variant of the TRG, I do this:

 

class CfgWeapons {

	class arifle_TRG21_F;	// External class reference

	class TE_TAR21_Tactical_F : arifle_TRG21_F {
		author = "Genesi[s]";
		baseWeapon = "TE_TAR21_Tactical_F";
		displayName = "IMI TAR-21 Tactical";
		scope = public;
		hiddenSelections[]= {"camo"};
		hiddenSelectionsTextures[]={"\TE_weapons\Data\TARBlack.paa"};
	};
};

 

Now what if I want it to REPLACE the TRG instead of adding an extra gun?

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That class name may be wrong. again i may be wrong.

 

if you use arma 3 tools, mount p dirive and do a complete export, you will be able to find the config file for the data on the textures end. the inside the class stuff looks right, but class name maybe wrong. use some pbo extractors and config conveters on some BI configs to see what it may be.

 

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39 minutes ago, cheif22 said:

That class name may be wrong. again i may be wrong.

 

if you use arma 3 tools, mount p dirive and do a complete export, you will be able to find the config file for the data on the textures end. the inside the class stuff looks right, but class name maybe wrong. use some pbo extractors and config conveters on some BI configs to see what it may be.

 

 

Which classname?

 

I used the following to specify the "new" weapon's classname, then I added the original classname for inheritance of most configs.

 

class TE_TAR21_Tactical_F : arifle_TRG21_F {

 

Is this next code the one I need to change?

 

baseWeapon = "TE_TAR21_Tactical_F";

 

I should point out that the new weapon gets added in successfully with the custom texture and all, but I want to REPLACE the TRG, not add a new weapon.

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um well, I'm not sure then. it is there some place, play around with it.  what is the end goal in perspective? You say you want to replace a texture for a certain weapon "trg21" but in the same instance only see your weapon change and not the vinnila. Correct? trying to pinpoint end goal.

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1 hour ago, cheif22 said:

um well, I'm not sure then. it is there some place, play around with it.  what is the end goal in perspective? You say you want to replace a texture for a certain weapon "trg21" but in the same instance only see your weapon change and not the vinnila. Correct? trying to pinpoint end goal.

 

With the config above, I end up adding a new gun. I want to REPLACE the original instead of adding another instance. Get what I mean?

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12 minutes ago, MrCrazyDude115 said:

 

With the config above, I end up adding a new gun. I want to REPLACE the original instead of adding another instance. Get what I mean?

 

I do, I think Ace does that for replacing names, I have no idea if it will completely eliminate the vinnila weapon anyway but I do see what you mean. if you want to try and just do a retexture directly in arma's files that may be a little too excessive and  intrusive and get wiped every update but ill see if there is something I can do . I'll let you know if i get something, It's new to me as well so it will take time, game accessories take time No lie.

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try and see if something like that can be done as well.

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Anyone know how to do this? Sorry for the bump, just would really like to get this solved.

 

Thanks,

MrCrazyDude115

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I haven't had much time to do anything but haven't managed to do the right result right. the config I made screwed up. won't start the game, no promises but I may not be able to figure this one out. Very limited time on my hands nowadays.

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On 5/7/2017 at 4:42 PM, cheif22 said:

I haven't had much time to do anything but haven't managed to do the right result right. the config I made screwed up. won't start the game, no promises but I may not be able to figure this one out. Very limited time on my hands nowadays.

 

It's all good man, don't worry about it. Thanks for the help though!

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If I understand correctly you're trying to retexture the TRG but replace the original rifle with the retextured one, then just do this in your config file :

class Tavor_base_F;
class arifle_TRG21_F: Tavor_base_F {
	hiddenSelectionsTextures[] = {"\TE_weapons\Data\TARBlack.paa"};
};

To replace something, don't create anything new, just change the parameters you want to change in the original class.

 

also, to avoid unpacking anything from BI (which, IIRC, is forbidden by the EULA), this thread has config dumps updated regularly (each major update)

https://forums.bistudio.com/forums/topic/191737-updated-all-in-one-config-dumps/

 

Good luck dude :f:

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On 5/10/2017 at 10:36 PM, El_Guiguitre said:

If I understand correctly you're trying to retexture the TRG but replace the original rifle with the retextured one, then just do this in your config file :


class Tavor_base_F;
class arifle_TRG21_F: Tavor_base_F {
	hiddenSelectionsTextures[] = {"\TE_weapons\Data\TARBlack.paa"};
};

To replace something, don't create anything new, just change the parameters you want to change in the original class.

 

also, to avoid unpacking anything from BI (which, IIRC, is forbidden by the EULA), this thread has config dumps updated regularly (each major update)

https://forums.bistudio.com/forums/topic/191737-updated-all-in-one-config-dumps/

 

Good luck dude :f:

 

Thanks man! Sorry for the late reply, haven't been on lately.

 

Kind Regards,

MrCrazyDude115

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