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giorox

Trouble making a compatibility config

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So I am working on a mod and want to make it compatible with ACRE2 but not have it be necessary to have ACRE2.

So I have 2 soldiers defined in my normal config and giving them the "ItemRadio" item, like so:

class GIX_EB_RegInf_F: B_Soldier_base_F
	{
		_generalMacro="B_Soldier_F";
		scope=2;
		displayName="Rifleman";
		nakedUniform="U_BasicBody";
		uniformClass="GIX_CombatUniform_EB_LZP";
		class Wounds
		{
			tex[]={};
			mat[]=
			{
				"GIX_BAMequipment\Data\noPatch.rvmat",
				"GIX_BAMequipment\Data\noPatch_injury.rvmat",
				"GIX_BAMequipment\Data\noPatch_injury.rvmat",
				"A3\Characters_F\Common\Data\basicbody.rvmat",
				"A3\Characters_F\Common\Data\basicbody_injury.rvmat",
				"A3\Characters_F\Common\Data\basicbody_injury.rvmat",
				"A3\characters_f\common\data\coveralls.rvmat",
				"A3\Characters_F\Common\Data\coveralls_injury.rvmat",
				"A3\Characters_F\Common\Data\coveralls_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat",
				"A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_old.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat",
				"A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"
			};
		};
		backpack="GIX_B_LZP_AP";
		weapons[]=
		{
			"GIX_FAL50_RIS",
			"Throw",
			"put"
		};
		respawnweapons[]=
		{
			"GIX_FAL50_RIS",
			"Throw",
			"put"
		};
		magazines[]=
		{
			"HandGrenade",
			"HandGrenade",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal"
		};
		respawnmagazines[]=
		{
			"HandGrenade",
			"HandGrenade",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal"
		};
		hiddenSelections[]=
		{
			"Camo"
		};
		hiddenSelectionsTextures[]=
		{
			"\GIX_BAMequipment\Data\C_EB_LZP.paa"
		};
		linkedItems[]=
		{
			"GIX_Helmet_EB",
			"GIX_Vest_EB_LZP",
			"NVGoggles",
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ItemRadio"
		};
		respawnLinkedItems[]=
		{
			"GIX_Helmet_EB",
			"GIX_Vest_EB_LZP",
			"NVGoggles",
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ItemRadio"
		};
		faction="GIX_Units_BLU";
		vehicleClass="GIX_EB_INF";
		author="BrAF Team";
	};
	class GIX_EB_PQD_F: B_Soldier_base_F
	{
		_generalMacro="B_Soldier_F";
		scope=2;
		displayName="Rifleman (Paratrooper)";
		nakedUniform="U_BasicBody";
		uniformClass="GIX_CombatUniform_EB_LZP_PQD";
		class Wounds
		{
			tex[]={};
			mat[]=
			{
				"GIX_BAMequipment\Data\noPatch.rvmat",
				"GIX_BAMequipment\Data\noPatch_injury.rvmat",
				"GIX_BAMequipment\Data\noPatch_injury.rvmat",
				"A3\Characters_F\Common\Data\basicbody.rvmat",
				"A3\Characters_F\Common\Data\basicbody_injury.rvmat",
				"A3\Characters_F\Common\Data\basicbody_injury.rvmat",
				"A3\characters_f\common\data\coveralls.rvmat",
				"A3\Characters_F\Common\Data\coveralls_injury.rvmat",
				"A3\Characters_F\Common\Data\coveralls_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat",
				"A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_old.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat",
				"A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",
				"A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"
			};
		};
		backpack="GIX_B_LZP_AP";
		weapons[]=
		{
			"GIX_FAL50_RIS",
			"Throw",
			"put"
		};
		respawnweapons[]=
		{
			"GIX_FAL50_RIS",
			"Throw",
			"put"
		};
		magazines[]=
		{
			"HandGrenade",
			"HandGrenade",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal"
		};
		respawnmagazines[]=
		{
			"HandGrenade",
			"HandGrenade",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal",
			"GIX_20Rnd_762x51_fal"
		};
		hiddenSelections[]=
		{
			"Camo"
		};
		hiddenSelectionsTextures[]=
		{
			"\GIX_BAMequipment\Data\C_EB_LZP_PQD.paa"
		};
		linkedItems[]=
		{
			"GIX_Helmet_EB",
			"GIX_Vest_EB_LZP",
			"NVGoggles",
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ItemRadio"
		};
		respawnLinkedItems[]=
		{
			"GIX_Helmet_EB",
			"GIX_Vest_EB_LZP",
			"NVGoggles",
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ItemRadio"
		};
		faction="GIX_Units_BLU";
		vehicleClass="GIX_EB_INF";
		author="BrAF Team";
	};

 

 

And then I made a different pbo entirely with the edited config with how I thought it was supposed to be (replacing ItemRadio with ACRE_PRC343), like so:
 

class CfgPatches
{
	class GIX_compat_acre
	{
		units[]=
		{
			"GIX_EB_RegInf_F",
			"GIX_EB_PQD_F"
		};
		requiredVersion=0.1;
		requiredAddons[]=
		{
			"A3_Characters_F_BLUFOR",
			"A3_Characters_F_OPFOR",
			"A3_Characters_F_Common",
			"A3_Characters_F",
			"acre_main",
			"acre_api",
			"acre_ace_interact",
			"acre_sys_antenna",
			"acre_sys_attenuate",
			"acre_sys_components",
			"acre_sys_core",
			"acre_sys_data",
			"acre_sys_fonts",
			"acre_sys_gui",
			"acre_sys_io",
			"acre_sys_list",
			"acre_sys_modes",
			"acre_sys_oe303",
			"acre_sys_prc77",
			"acre_sys_prc117f",
			"acre_sys_prc148",
			"acre_sys_prc152",
			"acre_sys_prc343",
			"acre_sys_radio",
			"acre_sys_rpc",
			"acre_sys_sem52sl",
			"acre_sys_sem70",
			"acre_sys_server",
			"acre_sys_signal",
			"acre_sys_signalmap",
			"acre_sys_sounds",
			"acre_tanoa"
		};
		magazines[]={};
		ammo[]={};
	};
};
class CfgVehicles
{
	class B_Soldier_base_F;
	class GIX_EB_RegInf_F: B_Soldier_base_F
	{
		linkedItems[]=
		{
			"GIX_Helmet_EB",
			"GIX_Vest_EB_LZP",
			"NVGoggles",
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ACRE_PRC343"
		};
		respawnLinkedItems[]=
		{
			"GIX_Helmet_EB",
			"GIX_Vest_EB_LZP",
			"NVGoggles",
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ACRE_PRC343"
		};
	};
	class GIX_EB_PQD_F: B_Soldier_base_F
	{
		linkedItems[]=
		{
			"GIX_Helmet_EB",
			"GIX_Vest_EB_LZP",
			"NVGoggles",
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ACRE_PRC343"
		};
		respawnLinkedItems[]=
		{
			"GIX_Helmet_EB",
			"GIX_Vest_EB_LZP",
			"NVGoggles",
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ACRE_PRC343"
		};
	};
};

 

 

The problem is that with ACRE and the compatibility pbo in the mod folder, it disables all Radios completely, meaning I can't even access the normal Radio item that comes with vanilla A3 through the VA or by spawning the unit..

Any help on what I'm missing?

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The ACRE radios is not a radio item like the vanilla radio is,  they can't be placed in that slot no matter what you do in your config. They need to be added as a uniform/vest/backpack-item, like in your example but under either

Items[] = {}; and/or RespawnItems[] = {};

In other words the same place you would've added first aid kits if you were to hand out those.

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