SouthernHorror 0 Posted August 4, 2020 In the Arma 3 Vehicle Loadouts the vehicle config - CfgVehicles is described. class CfgVehicles { class Plane_Base_F; class Plane_CAS_01_base_F: Plane_Base_F { class Components; }; class B_Plane_CAS_01_Pylons_F: Plane_CAS_01_base_F { class Components: Components { class TransportPylonsComponent { class pylons // Pylons are indexed to aircraft model's proxies IDs in the order they are written in class Pylons { class pylons1 // left wingtip { maxweight = 560; // kg, magazine with higher mass will not be allowed on this pylon hardpoints[] = {"B_BOMB_PYLON"}; // magazine with at least one same hardpoints name will be attachable //hardpoint[] = { "A164_PYLON_1_10","LAU_7","B_ASRAAM", "SUU_63_PYLON", "BRU_32_EJECTOR", "B_BOMB_PYLON", ... }; // just example for community, I am sure you will go closer to realism attachment = "PylonPod_1Rnd_Missile_AA_04_F"; // default magazine bay = -1; // index of bay for animation priority = 5; // pylon with higher priority is used to fire missile first, this can by changed in run time by script command setPylonsPriority UIposition[] = { 0.1, 0.25 }; // x,y coordinates in 3DEN UI turret[] = {}; // default owner of pylon/weapon, empty for driver }; class pylons2: pylons1 { maxweight = 800; // kg attachment[] = { ProxyPylonPod_3x_Missile_AGM_02_F }; priority = 4; }; class pylons3: pylons1 { priority = 3; }; class pylons4: pylons1 { priority = 2; }; class pylons5: pylons1 { priority = 1; }; class pylons6: pylons5 { mirroredMissilePos = 5; }; // Will copy loadout from pylon 5 in when "Mirror" is checked in Eden loadout interface. And proxies/missiles racks on this pylon will be re-indexed by magazine::mirrorMissilesIndexes[] class pylons7: pylons4 { mirroredMissilePos = 4; }; class pylons8: pylons3 { mirroredMissilePos = 3; }; class pylons9: pylons2 { mirroredMissilePos = 2; }; class pylons10: pylons1 { mirroredMissilePos = 1; }; // right wingtip }; class Bays { class BayCenter // corresponding to pylons/##pylon##/bay=1; { bayOpenTime = 1; openBayWhenWeaponSelected = 1.0; // float value, can be used to half open bay // -1 keep open, 0 close after last missile, > 0 keep open for given time after last shot autoCloseWhenEmptyDelay = 2; // when last shot keep 2s open after last shot }; class BayRight // corresponding to pylons/##pylon##/bay=2; { bayOpenTime = 0.8; openBayWhenWeaponSelected = 0.0; }; class BayLeft: BayRight{}; // corresponding to pylons/##pylon##/bay=3; }; }; }; }; }; 1. in which file is the code written? 2. how is the file called? 3. I can't find the class "B_Plane_CAS_01_Pylons_F" in the config viewer. Is "_Pylon_F" of the vehicle class added there? e.g. the standard wipeout has the class "B_Plane_CAS_01_dynamicLoadout_F", does it have to look like this: "B_Plane_CAS_01_Pylon_F"? Share this post Link to post Share on other sites
POLPOX 778 Posted August 4, 2020 The answer for 1 and 3 are no. That's just an example of adding/modifying. The answer for 2 is config.cpp or config.bin. That's not what you can do in-game on-the-fly, but for MODs. So, ARMA 3 - MISSION EDITING & SCRIPTING is not the place to discuss this. (I'm not saying move this, just a notify) 1 Share this post Link to post Share on other sites
SouthernHorror 0 Posted August 5, 2020 Thank you for your quick response. So I use under Arma 3 Vehicle Loadouts/scripting the available scripting commands to equip in-game on-the-fly helicopters/planes with other loudouts? I tried the demo example, and inserted the resulting code into the respawn module in the expression field, so I respawned the aircraft with the equipment. Sorry for choosing the wrong place in the forum. Best Gregards Share this post Link to post Share on other sites