SwissArmy1984 8 Posted February 15, 2019 Is there a simple way to get all the class names of all the objects in any specific mod? Something that would simply generate a text list? Share this post Link to post Share on other sites
HazJ 1289 Posted February 15, 2019 Taken from Authority project. Adjust this to your needs. It uses author atm but you can modify it to check for prefix if needed. _OnlyA3VanillaWeapons = TRUE; private _configClasses = if (!_OnlyA3VanillaWeapons) then {"(getNumber (_x >> 'scope') >= 2)" configClasses (configFile >> "CfgWeapons")} else {"(getNumber (_x >> 'scope') >= 2) && getText ( _x >> 'author' ) == 'Bohemia Interactive'" configClasses (configFile >> "CfgWeapons")}; private _weapons = []; private _blacklistedWeapons = ["LMG_Zafir_F"]; { if !(configName _x in _blacklistedWeapons) then { _weapons pushBack (configName _x); }; } forEach _configClasses; hintSilent str _weapons; [ ammobox, _weapons, FALSE, TRUE ] call BIS_fnc_addVirtualWeaponCargo; 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 15, 2019 Hello there SwissArmy1984 ! You can use scripts in order to get certain configs . For any examples you can check all of my scripts that start with the word GF_Auto_ Here : Check also this : Thanks also HazJ for the snippet above !!! 1 Share this post Link to post Share on other sites
SwissArmy1984 8 Posted February 16, 2019 Thanks to you both! Share this post Link to post Share on other sites
POLPOX 779 Posted February 16, 2019 "'expansion' in (configSourceModList _x)" configClasses (configFile >> "CfgWeapons") apply {configName _x}; This is simplest way IMO, this returns all weapons configured in Apex Expansion files. Of course, you need to modify the condition to search only like for scope = 2; assets. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 16, 2019 48 minutes ago, POLPOX said: This is simplest way IMO Very nice POLPOX ! 1 Share this post Link to post Share on other sites
pierremgi 4906 Posted February 16, 2019 the: " filter here " configClasses (configFile >> "CfgWeapons") apply {configName _x}; is the handy way to obtain what classes you want. The problem in to define this filter for the best result. First of all, the "working" classes for most of your project are filtered by: " getNumber (_x >> 'scope') >= 2 ", which should be embedded in a BI parameter, imho, in regard of its almost permanent use. Then, Arma vanilla keeps some logical sorting like 'DLC'. Example: "getText (_x >> 'DLC') != 'KART' " Things are harder for mods. Some of them have their 'DLC' entry. Fine! Some of them have their own 'author' entry (check the class at author) But most of them don't mention neither DLC (normal), nor specific author (less normal) Sorting "All objects" means the huge quantity of units, vehicles, weapons, mags, houses, things, etc. You can try to work with specific editorSubcategory (also in the class definitions). Sometimes big mods have their own editor category/ subcategory. If not, you can try, some filters by " ['Mod_',configName _x] call Bis_fnc_instring", where Mod_ can be CUP_ or RHS_ for example. Last but not least, the more loaded mod, the slower sorting. Do not hesistate to had some {} for successive condition check, then optimization. Test your request in debug console performance. As example: _weapons_RHSUSAF = ("getText (_x >>'DLC') == 'RHS_USAF' && {getNumber (_x >> 'scope') >= 2} && {(getNumber (_x >> 'type') in [1,2,4])}" configClasses (configfile >> "CfgWeapons")); Test shifting the conditions and the speed can be different. 1 Share this post Link to post Share on other sites
Dedmen 2716 Posted February 19, 2019 On 2/16/2019 at 7:04 PM, pierremgi said: getNumber (_x >> 'scope') >= 2 Scope bigger than 2 is invalid. Not much sense checking for it being bigger. On 2/15/2019 at 11:09 PM, SwissArmy1984 said: Is there a simple way to get all the class names of all the objects in any specific mod? What kind of classnames are you talking about? Weapons? Vehicles, Buildings, Units? Every mod is supposed to have a list of all weapons/units they add in their CfgPatches entry, you can just pick the array out of there if you know what CfgPatches entry you are looking for. 1 Share this post Link to post Share on other sites
aussie battler 94 Posted March 28, 2021 Thanks to the help on this page, here is a script for debug console. It gets copied to clipboard. Replace enoch with the mod name you wish to get all the classnames. Make sure the mod is loaded when you join Eden Editor. private ["_expansion"]; _expansion = "'enoch' in (configSourceModList _x)" configClasses (configFile >> "CfgWeapons") apply {configName _x}; copyToClipboard str _expansion; I needed to remove DLC from loot. Here are the DLC mod names: case "curator": {"arma3zeus"} ; case "kart": {"arma3karts"} ; case "heli": {"arma3helicopters"} ; case "mark": {"arma3marksmen"} ; case "expansion": {"arma3apex"} ; case "orange": {"arma3lawsofwar"} ; case "jets": {"arma3jets"} ; case "argo": {"arma3malden"} ; case "tacops": {"arma3tacops"} ; case "tank": {"arma3tanks"} ; case "enoch": {"arma3contact"} ; case "aow": {"arma3artofwar"} ; 4 Share this post Link to post Share on other sites
HexicGaming 0 Posted April 19, 2022 On 3/28/2021 at 12:17 AM, aussie battler said: Thanks to the help on this page, here is a script for debug console. It gets copied to clipboard. Replace enoch with the mod name you wish to get all the classnames. Make sure the mod is loaded when you join Eden Editor. private ["_expansion"]; _expansion = "'enoch' in (configSourceModList _x)" configClasses (configFile >> "CfgWeapons") apply {configName _x}; copyToClipboard str _expansion; I needed to remove DLC from loot. Here are the DLC mod names: case "curator": {"arma3zeus"} ; case "kart": {"arma3karts"} ; case "heli": {"arma3helicopters"} ; case "mark": {"arma3marksmen"} ; case "expansion": {"arma3apex"} ; case "orange": {"arma3lawsofwar"} ; case "jets": {"arma3jets"} ; case "argo": {"arma3malden"} ; case "tacops": {"arma3tacops"} ; case "tank": {"arma3tanks"} ; case "enoch": {"arma3contact"} ; case "aow": {"arma3artofwar"} ; is there a case name for arma 3 base game? Share this post Link to post Share on other sites
PPPAnimal 5 Posted May 12, 2023 Another way (if you hate messing with config files) to get just what you want is to go into editor and place all the vehicles from the mod your interested in. then start the mission. then put this in the top debug console. test=[];{test pushback typeof _x} foreach vehicles; put TEST in one of the watch lines now you can copy the array it makes and use that in your scripts. Share this post Link to post Share on other sites
PPPAnimal 5 Posted May 12, 2023 if you don't want them in array format you can do it just by highlighting all the vehicles in the left enities list then right click, log, log classes to clipboard. then just right click and past them any where. Share this post Link to post Share on other sites
PPPAnimal 5 Posted May 12, 2023 for this to work, don't forget to place the vehicles empty. Share this post Link to post Share on other sites
pierremgi 4906 Posted May 12, 2023 On 4/19/2022 at 11:14 PM, HexicGaming said: is there a case name for arma 3 base game? Not sure you can do that. There are many dependencies anyway. Share this post Link to post Share on other sites