Baguetto 0 Posted May 24, 2019 I have been working on getting a model to act as a prop in Arma3. I have done the modelling but i'm now having issues with the actual mod aspect. I followed a guide on how to do just that, i followed everything including making the .cpp and hpp folders. I suspect i may have messed up with the config but i'm unsure. Hours of searching the internet have yielded any results. as you can tell this is my very first attempt at doing something like this in Arma and so far it has been really difficult due to my lack of knowledge in this subject. it may be because i left some of the original code in but i don't know what it should be. And if possible could you link me to any helpful guides on this? The guide i used was The config.cpp #include "basicdefines_A3.hpp" #include "config_macros_glass.hpp" #include "cfgPatches.hpp" class CfgVehicles { class House; class House_F: House { class DestructionEffects; }; class Ruins_F; class Mailbox: House_F { scope = 2; displayName = "SCP-106"; model = SCP106/106p3d.p3d; // filepath vehicleClass = Structures; // Object in the in-game editor mapSize = 20.27; cost = 40000; class DestructionEffects: DestructionEffects { }; class HitPoints { }; class Damage { }; class UserActions { }; }; }; Share this post Link to post Share on other sites
Dedmen 2714 Posted May 28, 2019 For a thing to shop up in editor you might need a proper CfgPatches entry, but you didn't include your CfgPatches in the config snippet you posted here. Also, please put big config snippets into spoiler tags. Here is a very basic config from one of my things Spoiler class CfgPatchesm class wolf_arsenalpoint { units[] = {"wolf_arsenal_point"}; weapons[] = {}; requiredAddons[] = {"A3_Structures_F"}; requiredVersion = 0.1; }; }; class CfgVehicles { class Thing; class wolf_arsenal_point: Thing { _generalMacro = "wolf_arsenal_point"; scope = 2; /// makes the lamp invisible in editor scopeCurator = 2; /// makes the lamp visible in Zeus displayName = "Arsenal Point"; /// displayed in Editor model = "\z\wolf\addons\arsenalpoint\arsenalpoint.p3d"; /// simple path to model vehicleClass = "Structures"; /// category in editor; "Structures" value is a class defined in CfgVehicleClasses armor = 5000; /// just some protection against missiles, collisions and explosions }; }; Share this post Link to post Share on other sites