mzgr 8 Posted August 24, 2021 Hello, I am trying to create a crate with specific items inside. It was suggested to me to: - create an entry to CfgVehicles - inherit from the desired crate - add and edit content So, I've read about how to do that and this is the result of my first attempt to write any code: class CfgVehicles { class Box_Syndicate_Ammo_F; class WoB_B_AmmoCrate: Box_Syndicate_Ammo_F { author = "mzgr"; class TransportItems { class _xx_V_TacChestrig_cbr_F { count = 3; name = "V_TacChestrig_cbr_F"; }; }; }; }; My problem is: A) I am getting an error missing ; while local executing in the debug console and B) Even if the code was correct, I don't know hwo to apply it /where to put it. Any help would be much appreciated Share this post Link to post Share on other sites
Maff 246 Posted August 24, 2021 44 minutes ago, mzgr said: My problem is: A) I am getting an error missing ; while local executing in the debug console and B) Even if the code was correct, I don't know hwo to apply it /where to put it. Any help would be much appreciated CfgVehicles looks good on first look... You are managing to pass the loading screen, so your addon is probably good. I am thinking you're missing something with createVehicle. How are you spawning "WoB_B_AmmoCrate" via the console? _box = "WoB_B_AmmoCrate" createVehicle position player; Have you added your crate to units[]? units[] = {"WoB_B_AmmoCrate"}; Please also share your CfgPatches. Share this post Link to post Share on other sites
Jackal326 1178 Posted August 24, 2021 1 hour ago, mzgr said: A) I am getting an error missing ; while local executing in the debug console and B) Even if the code was correct, I don't know hwo to apply it /where to put it. 52 minutes ago, Maff said: You are managing to pass the loading screen, so your addon is probably good. From the way I read it, OP is trying to execute that code in the debug console... 1 Share this post Link to post Share on other sites
EO 11270 Posted August 24, 2021 I agree with Jackal. ^^ Regardless here is a working config you can use as an example/template if you want to create an addon... Spoiler class CfgPatches { class eo_supplybox { requiredAddons[]= { "A3_Supplies_F_Exp" }; requiredVersion=0.1; units[]= { "eo_cache" }; weapons[]={}; }; }; class CfgvehicleClasses { class eo_supplybox { displayName="Ravaged Gear Box"; }; }; class CfgVehicles { class ReammoBox_F; class eo_cache: ReammoBox_F { author="EO"; mapSize=1.25; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=0.382; verticalOffsetWorld=0; init="''"; }; scope=2; vehicleclass="eo_supplybox"; displayName="Ravaged Gear Box"; model="\A3\Supplies_F_Exp\Ammoboxes\Equipment_Box_F.p3d"; icon="\A3\Supplies_F_Exp\Ammoboxes\Data\UI\icon_equipment_box_ca.paa"; DLC="Expansion"; editorCategory="EdCat_Supplies"; maximumLoad=9000; destrType="DestructBuilding"; armor=50; hiddenSelections[]= { "camo", "camo_signs" }; hiddenSelectionsTextures[]= { "\eo_supplybox\data\eo_supplybox.paa", "\eo_supplybox\data\eo_font.paa" }; class DestructionEffects { class Smoke2 { simulation="particles"; type="AmmoSmokeParticles2"; position=""; intensity=1; interval=1; lifeTime=2; }; class Bullets { simulation="particles"; type="AmmoBulletCore"; position=""; intensity=1; interval=1; lifeTime=1.2; }; class HouseDestr { simulation="destroy"; type="DelayedDestructionAmmoBox"; position=""; intensity=1; interval=1; lifeTime=10; }; }; class TransportBackpacks { class _xx_eo_assault { backpack="eo_assault"; count=1; }; class _xx_eo_bergan { backpack="eo_bergan"; count=1; }; }; class TransportItems { class _xx_eo_respirator_1 { name="eo_respirator_1"; count=1; }; class _xx_eo_bandage_1 { name="eo_bandage_1"; count=1; }; class _xx_eo_eyeprotector { name="eo_eyeprotector"; count=1; }; class _xx_eo_flashlight { name="eo_flashlight"; count=3; }; }; }; }; Share this post Link to post Share on other sites
Maff 246 Posted August 24, 2021 15 minutes ago, Jackal326 said: From the way I read it, OP is trying to execute that code in the debug console... That's is how I read it too. I was typing out loud. 1 Share this post Link to post Share on other sites
mzgr 8 Posted August 25, 2021 Thank you for your replys...I will get back to you with answers soon. I am ashamed to admit it, but I actually thought, to write that, was all I needed to do. Share this post Link to post Share on other sites
mzgr 8 Posted August 27, 2021 Hello again, I went through EOs template and did my best. This is the result: class CfgPatches { class WoB_B_AmmoCrate { requiredAddons[]= { "A3_Characters_F_Enoch", "A3_Characters_F", "rhs_c_troops", "rhs_cti_insurgents", "rhsgref_c_troops", "rhssaf_c_troops", "A3_Sounds_F", "A3_Sounds_F_Exp", "ace_gforces", "ace_goggles", "ace_interaction", "ace_movement", "ace_medical_feedback", "A3_Data_F", "A3_Data_F_Curator", "A3_Air_F_Heli", "ace_thermals", "zen_attributes", "task_force_radio_items", "ace_refuel", "AlkFrameWork_Default_UI", "cba_xeh", "rhssaf_c_vehicles", "rhs_c_a2port_car", "rhs_c_vehiclesounds", "rhsgref_c_vehicles_ret", "ace_compat_rhs_afrf3", "A3_Soft_F_Offroad_01", "A3_Soft_F", "A3_Soft_F_Gamma_Hatchback_01", "A3_Soft_F_Exp_Offroad_02", "A3_Data_F_ParticleEffects", "ace_cargo", "A3_Armor_F_Beta", "A3_Soft_F_Beta_Truck_01", "A3_Soft_F_Beta_Truck_02", "A3_Soft_F_Gamma_Truck_01", "A3_Soft_F_Gamma_Van_01", "A3_Soft_F_EPC_Truck_03", "A3_Soft_F_Orange_Van_02", "rhs_c_zil131", "rhs_c_kamaz", "rhs_c_kraz255", "rhs_c_rva", "rhsusf_c_Caiman", "rhsusf_c_fmtv", "rhsusf_c_HEMTT_A4", "rhsusf_c_himars", "rhsusf_c_mtvr", "ace_repair" }; requiredVersion=0.1; units[]= { "WoB_B_AmmoCrate" }; weapons[]={}; }; } class CfgvehicleClasses { class WoB_B_AmmoCrate { displayName="CRO93_Basic Ammo"; }; }; class CfgVehicles { class Box_Syndicate_Ammo_F; class WoB_B_AmmoCrate: Box_Syndicate_Ammo_F { author = "mzgr"; class TransportItems { class _xx_V_TacChestrig_cbr_F { count = 3; name = "V_TacChestrig_cbr_F"; }; }; }; }; Am I going in the right direction? If I pack this up in a PBO, do I need the 3d model files inside...or anything else? Googling these problems did not help much... Also, I actually need 6 crates, but started just with one in order to simplify the learnig process... Share this post Link to post Share on other sites
Maff 246 Posted August 31, 2021 On 8/27/2021 at 1:21 PM, mzgr said: Am I going in the right direction? Is it working / showing up in-game? On 8/27/2021 at 1:21 PM, mzgr said: If I pack this up in a PBO, do I need the 3d model files inside...or anything else? All the config values for WoB_B_AmmoCrate will come from Box_Syndicate_Ammo_F. I would advise adding a displayName within WoB_B_AmmoCrate as seen in EO's example. This will show you the name of the crate in the editor and if / when you use ACE Cargo. Good going! Now... When is the second crate with 3 Chest Rigs and 7 MTP Carry All's coming? Share this post Link to post Share on other sites
mzgr 8 Posted August 31, 2021 So, to get six crates I jus copy-paste this in the same config five more times and modify the details? It is showing up in-game. However the content of the crate has not been changed, compared to the original. I've added the display name as you suggested. Below is the latest version of config.cpp Spoiler class CfgPatches { class WoB_B_AmmoCrate { requiredAddons[]= { "A3_Characters_F_Enoch", "A3_Characters_F", "rhs_c_troops", "rhs_cti_insurgents", "rhsgref_c_troops", "rhssaf_c_troops", "A3_Sounds_F", "A3_Sounds_F_Exp", "ace_gforces", "ace_goggles", "ace_interaction", "ace_movement", "ace_medical_feedback", "A3_Data_F", "A3_Data_F_Curator", "A3_Air_F_Heli", "ace_thermals", "zen_attributes", "task_force_radio_items", "ace_refuel", "AlkFrameWork_Default_UI", "cba_xeh", "rhssaf_c_vehicles", "rhs_c_a2port_car", "rhs_c_vehiclesounds", "rhsgref_c_vehicles_ret", "ace_compat_rhs_afrf3", "A3_Soft_F_Offroad_01", "A3_Soft_F", "A3_Soft_F_Gamma_Hatchback_01", "A3_Soft_F_Exp_Offroad_02", "A3_Data_F_ParticleEffects", "ace_cargo", "A3_Armor_F_Beta", "A3_Soft_F_Beta_Truck_01", "A3_Soft_F_Beta_Truck_02", "A3_Soft_F_Gamma_Truck_01", "A3_Soft_F_Gamma_Van_01", "A3_Soft_F_EPC_Truck_03", "A3_Soft_F_Orange_Van_02", "rhs_c_zil131", "rhs_c_kamaz", "rhs_c_kraz255", "rhs_c_rva", "rhsusf_c_Caiman", "rhsusf_c_fmtv", "rhsusf_c_HEMTT_A4", "rhsusf_c_himars", "rhsusf_c_mtvr", "ace_repair" }; requiredVersion=0.1; units[]= { "WoB_B_AmmoCrate" }; weapons[]={}; }; } class CfgvehicleClasses { class WoB_B_AmmoCrate { displayName="CRO93_Basic Ammo"; }; }; class CfgVehicles { class Box_Syndicate_Ammo_F; class WoB_B_AmmoCrate: Box_Syndicate_Ammo_F { author = "mzgr"; displayName="CRO93_Basic Ammo"; class TransportItems { class _xx_V_TacChestrig_cbr_F { count = 3; name = "V_TacChestrig_cbr_F"; }; }; }; }; Share this post Link to post Share on other sites
pierremgi 4817 Posted August 31, 2021 Why so much required addons???? Share this post Link to post Share on other sites
mzgr 8 Posted September 1, 2021 The mission uses ACE, RHSUSAF, RHSAFRF, RHSGREF, RHSSAF,TFR and some other mods...to be honest, I am not sure which addons I can remove... And keep in mind the content of the crate is not final. This is just for learning purposes. Share this post Link to post Share on other sites
pierremgi 4817 Posted September 1, 2021 1 hour ago, mzgr said: The mission uses ACE, RHSUSAF, RHSAFRF, RHSGREF, RHSSAF,TFR and some other mods...to be honest, I am not sure which addons I can remove... And keep in mind the content of the crate is not final. This is just for learning purposes. Just keep addons referring to the specific crate + items/weapons/mags/loadout... No need to specify addons without any link with these modded items. Share this post Link to post Share on other sites
mzgr 8 Posted September 1, 2021 Understood. Do you have any idea why in-game, the content of the new crate is the same as the original? My changes to the inventory are not applied Share this post Link to post Share on other sites
pierremgi 4817 Posted September 1, 2021 Did you make a mod for this new crate? Here cfgVehicles must be included in a config.cpp (or hpp included). That can't work from description.ext (or console or anything else). Of course you must launch this addon and the requiredAddons is here for dependency, so this addon will load after the Arma one (the initial crate is A3, I don't know in which A3 addon but that's your dependency). Share this post Link to post Share on other sites
mzgr 8 Posted September 1, 2021 I made a mod that only contains config.cpp with this inside: Spoiler class CfgPatches { class WoB_BasicAmmoCrate { requiredAddons[]= { "A3_Characters_F_Enoch", "A3_Characters_F", "rhs_c_troops", "rhs_cti_insurgents", "rhsgref_c_troops", "rhssaf_c_troops", "A3_Sounds_F", "A3_Sounds_F_Exp", "ace_gforces", "ace_goggles", "ace_interaction", "ace_movement", "ace_medical_feedback", "A3_Data_F", "A3_Data_F_Curator", "A3_Air_F_Heli", "ace_thermals", "zen_attributes", "task_force_radio_items", "ace_refuel", "AlkFrameWork_Default_UI", "cba_xeh", "rhssaf_c_vehicles", "rhs_c_a2port_car", "rhs_c_vehiclesounds", "rhsgref_c_vehicles_ret", "ace_compat_rhs_afrf3", "A3_Soft_F_Offroad_01", "A3_Soft_F", "A3_Soft_F_Gamma_Hatchback_01", "A3_Soft_F_Exp_Offroad_02", "A3_Data_F_ParticleEffects", "ace_cargo", "A3_Armor_F_Beta", "A3_Soft_F_Beta_Truck_01", "A3_Soft_F_Beta_Truck_02", "A3_Soft_F_Gamma_Truck_01", "A3_Soft_F_Gamma_Van_01", "A3_Soft_F_EPC_Truck_03", "A3_Soft_F_Orange_Van_02", "rhs_c_zil131", "rhs_c_kamaz", "rhs_c_kraz255", "rhs_c_rva", "rhsusf_c_Caiman", "rhsusf_c_fmtv", "rhsusf_c_HEMTT_A4", "rhsusf_c_himars", "rhsusf_c_mtvr", "ace_repair" }; requiredVersion=0.1; units[]= { "WoB_BasicAmmoCrate" }; weapons[]={}; }; } class CfgvehicleClasses { class WoB_BasicAmmoCrate { displayName="WoB BasicAmmoCrate"; }; }; class CfgVehicles { class Box_Syndicate_Ammo_F; class WoB_BasicAmmoCrate: Box_Syndicate_Ammo_F { author = "mzgr"; displayName="WoB BasicAmmoCrate"; class TransportItems { class _xx_V_TacChestrig_cbr_F { count = 3; name = "V_TacChestrig_cbr_F"; }; }; }; }; The crate shows up in editor but the content of WoB BasicAmmoCrate is still the same as Box_Syndicate_Ammo_F. Share this post Link to post Share on other sites
EO 11270 Posted September 1, 2021 I don't understand the confusion here, I posted a working template that you can use for your own needs, With regards to your quite lengthy required addons, they are not needed for your custom crate, as long as your running RHS, ACE etc your new custom crate config will pick up the classnames.from the mods you have loaded. Share this post Link to post Share on other sites
EO 11270 Posted September 1, 2021 30 minutes ago, mzgr said: The crate shows up in editor but the content of WoB BasicAmmoCrate is still the same as Box_Syndicate_Ammo_F. If you want to use your own method rather than use the template, try adding "A3_Supplies_F_Exp" to your required addons, the crate model you want to inherited from is contained in that pbo. That might solve your issue. 1 Share this post Link to post Share on other sites
mzgr 8 Posted September 1, 2021 Oh I'll rather use your mathod 😄 becouse it works. Spoiler class CfgPatches { class WoB_BasicAmmoCrate { requiredAddons[]= { "A3_Supplies_F_Exp" }; requiredVersion=0.1; units[]= { "WoB_BasicAmmoCrate" }; weapons[]={}; }; }; class CfgvehicleClasses { class WoB_BasicAmmoCrate { displayName="WoB BasicAmmoCrate"; }; }; class CfgVehicles { class Box_Syndicate_Ammo_F; class WoB_BasicAmmoCrate: Box_Syndicate_Ammo_F { author="mzgr"; mapSize=1.25; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=0.382; verticalOffsetWorld=0; init="''"; }; scope=2; vehicleclass="WoB_BasicAmmoCrate"; displayName="WoB BasicAmmoCrate"; model = "\A3\Weapons_F\Ammoboxes\Proxy_UsBasicAmmoBox.p3d"; icon = "iconCrateAmmo"; DLC="Expansion"; editorCategory="EdCat_Supplies"; maximumLoad=9000; destrType="DestructBuilding"; armor=50; hiddenSelections[]= { "camo", "camo_signs" }; hiddenSelectionsTextures[] = {}; class DestructionEffects { class Smoke2 { simulation="particles"; type="AmmoSmokeParticles2"; position=""; intensity=1; interval=1; lifeTime=2; }; class Bullets { simulation="particles"; type="AmmoBulletCore"; position=""; intensity=1; interval=1; lifeTime=1.2; }; class HouseDestr { simulation="destroy"; type="DelayedDestructionAmmoBox"; position=""; intensity=1; interval=1; lifeTime=10; }; }; class TransportBackpacks { class _xx_B_Kitbag_mcamo { backpack="B_Kitbag_mcamo"; count=1; }; }; class TransportItems { class _xx_Laserdesignator { name="Laserdesignator"; count=1; }; }; class TransportMagazines { class _xx_100Rnd_65x39_caseless_mag { name="100Rnd_65x39_caseless_mag"; count=1; }; }; class TransportWeapons { class _xx_arifle_MX_F { name="arifle_MX_F"; count=1; }; }; }; }; Last problem with this is that class TransportMagazines and class TransportWeapons don't show in crate. Items from class TransportBackpacks and class TransportItems are inside. When selecting the crate in editor a message pops up: No entry 'bin/config.bin/CfgVehicles/WoB_BasicAmmoCrate/TransportWeapons/_xx_arifle_MX_F.weapon'. Share this post Link to post Share on other sites
EO 11270 Posted September 1, 2021 in your class TransportWeapons entry try replacing name with weapon class TransportWeapons { class _xx_arifle_MX_F { weapon="arifle_MX_F"; count=1; }; }; }; }; 1 Share this post Link to post Share on other sites
mzgr 8 Posted September 1, 2021 Yep, also in class transportMagazines I've replaced name with magazine and now it all works. Thank you very much for you time and patience. And others 3 Share this post Link to post Share on other sites
mzgr 8 Posted September 3, 2021 I went on to write all 5 crates without any problems. 1 Share this post Link to post Share on other sites
mzgr 8 Posted September 21, 2021 I went on to write 16 more crates for the second mission, and suddenly...problems. The crates show up in game, no error messages, with the desired content inside. But the crates are invisible. You can only see their shadow? I ran out of ideas on how to fix this. model=? example of a single crate: Spoiler class Box_T_NATO_Wps_F; class WoH_B_AdvancedWeaponsCrate:Box_T_NATO_Wps_F { author="mzgr"; mapSize=1.25; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=0.382; verticalOffsetWorld=0; init="''"; }; scope=2; vehicleclass="WoH_B_AdvancedWeaponsCrate"; displayName="WoH_B_Advanced Weapons Crate"; model = "\A3\weapons_F\AmmoBoxes\WpnsBox_F"; icon = "iconCrateWpns"; DLC="Expansion"; editorCategory="EdCat_Supplies"; maximumLoad=10000; destrType="DestructBuilding"; armor=50; hiddenSelections[]= { "camo", "camo_signs" }; hiddenSelectionsTextures[] = {}; class DestructionEffects { class Smoke2 { simulation="particles"; type="AmmoSmokeParticles2"; position=""; intensity=1; interval=1; lifeTime=2; }; class Bullets { simulation="particles"; type="AmmoBulletCore"; position=""; intensity=1; interval=1; lifeTime=1.2; }; class HouseDestr { simulation="destroy"; type="DelayedDestructionAmmoBox"; position=""; intensity=1; interval=1; lifeTime=10; }; }; class TransportBackpacks { class B_AssaultPack_rgr { backpack="B_AssaultPack_rgr"; count=4; }; }; class TransportItems { class HandGrenade { name="HandGrenade"; count=10; }; class SmokeShell { name="SmokeShell"; count=10; }; class SmokeShellRed { name="SmokeShellRed"; count=10; }; class SmokeShellGreen { name="SmokeShellGreen"; count=10; }; class Rangefinder { name="Rangefinder"; count=4; }; class bipod_01_F_blk { name="bipod_01_F_blk"; count=4; }; class optic_MRCO { name="optic_MRCO"; count=4; }; class muzzle_snds_L { name="muzzle_snds_L"; count=4; }; class optic_ico_01_black_f { name="optic_ico_01_black_f"; count=4; }; class optic_SOS { name="optic_SOS"; count=4; }; class optic_Hamr { name="optic_Hamr"; count=4; }; }; class TransportMagazines { class 30Rnd_65x39_caseless_black_mag { magazine="30Rnd_65x39_caseless_black_mag"; count=20; }; class 30Rnd_580x42_Mag_F { magazine="30Rnd_580x42_Mag_F"; count=20; }; class 30Rnd_556x45_Stanag { magazine="30Rnd_556x45_Stanag"; count=20; }; class 30Rnd_65x39_caseless_msbs_mag { magazine="30Rnd_65x39_caseless_msbs_mag"; count=20; }; class 150Rnd_556x45_Drum_Mag_F { magazine="150Rnd_556x45_Drum_Mag_F"; count=10; }; class 1Rnd_HE_Grenade_shell { magazine="1Rnd_HE_Grenade_shell"; count=20; }; class 1Rnd_Smoke_Grenade_shell { magazine="1Rnd_Smoke_Grenade_shell"; count=10; }; class 1Rnd_SmokeRed_Grenade_shell { magazine="1Rnd_SmokeRed_Grenade_shell"; count=10; }; class 1Rnd_SmokeGreen_Grenade_shell { magazine="1Rnd_SmokeGreen_Grenade_shell"; count=10; }; class 6Rnd_12Gauge_Pellets { magazine="6Rnd_12Gauge_Pellets"; count=20; }; }; class TransportWeapons { class arifle_MX_GL_Black_F { weapon="arifle_MX_GL_Black_F"; count=2; }; class arifle_CTAR_GL_blk_F { weapon="arifle_CTAR_GL_blk_F"; count=2; }; class arifle_SPAR_01_GL_blk_F { weapon="arifle_SPAR_01_GL_blk_F"; count=2; }; class arifle_MSBS65_GL_black_F { weapon="arifle_MSBS65_GL_black_F"; count=2; }; class arifle_MSBS65_black_F { weapon="arifle_MSBS65_black_F"; count=2; }; class arifle_MSBS65_Mark_black_F { weapon="arifle_MSBS65_Mark_black_F"; count=2; }; class arifle_MSBS65_UBS_black_F { weapon="arifle_MSBS65_UBS_black_F"; count=2; }; class arifle_MXM_F { weapon="arifle_MXM_F"; count=2; }; class arifle_SPAR_02_blk_F { weapon="arifle_SPAR_02_blk_F"; count=2; }; }; Share this post Link to post Share on other sites
Maff 246 Posted September 22, 2021 Nature is a 'coming! Are all 16 crates good? They're not being cunts? Share this post Link to post Share on other sites
mzgr 8 Posted September 23, 2021 They are being massive cunts...I've only copy-pasted a part of the config file, without CfgvehicleClasses and CfgPatches. But here is everything for a single crate. Spoiler class CfgPatches { class WoH_B_AdvancedWeaponsCrate { requiredAddons[]= { "A3_Supplies_F_Exp" }; requiredVersion=0.1; units[]= { "WoH_B_AdvancedWeaponsCrate" }; weapons[]={}; } }; class CfgvehicleClasses { class WoH_B_AdvancedWeaponsCrate { displayName="WoH_B_Advanced Weapons Crate"; }; }; class CfgVehicles { class Box_T_NATO_Wps_F; class WoH_B_AdvancedWeaponsCrate:Box_T_NATO_Wps_F { author="mzgr"; mapSize=1.25; class SimpleObject { eden=1; animate[]={}; hide[]={}; verticalOffset=0.382; verticalOffsetWorld=0; init="''"; }; scope=2; vehicleclass="WoH_B_AdvancedWeaponsCrate"; displayName="WoH_B_Advanced Weapons Crate"; model = "\A3\weapons_F\AmmoBoxes\WpnsBox_F"; icon = "iconCrateWpns"; DLC="Expansion"; editorCategory="EdCat_Supplies"; maximumLoad=10000; destrType="DestructBuilding"; armor=50; hiddenSelections[]= { "camo", "camo_signs" }; hiddenSelectionsTextures[] = {}; class DestructionEffects { class Smoke2 { simulation="particles"; type="AmmoSmokeParticles2"; position=""; intensity=1; interval=1; lifeTime=2; }; class Bullets { simulation="particles"; type="AmmoBulletCore"; position=""; intensity=1; interval=1; lifeTime=1.2; }; class HouseDestr { simulation="destroy"; type="DelayedDestructionAmmoBox"; position=""; intensity=1; interval=1; lifeTime=10; }; }; class TransportBackpacks { class B_AssaultPack_rgr { backpack="B_AssaultPack_rgr"; count=4; }; }; class TransportItems { class HandGrenade { name="HandGrenade"; count=10; }; class SmokeShell { name="SmokeShell"; count=10; }; class SmokeShellRed { name="SmokeShellRed"; count=10; }; class SmokeShellGreen { name="SmokeShellGreen"; count=10; }; class Rangefinder { name="Rangefinder"; count=4; }; class bipod_01_F_blk { name="bipod_01_F_blk"; count=4; }; class optic_MRCO { name="optic_MRCO"; count=4; }; class muzzle_snds_L { name="muzzle_snds_L"; count=4; }; class optic_ico_01_black_f { name="optic_ico_01_black_f"; count=4; }; class optic_SOS { name="optic_SOS"; count=4; }; class optic_Hamr { name="optic_Hamr"; count=4; }; }; class TransportMagazines { class 30Rnd_65x39_caseless_black_mag { magazine="30Rnd_65x39_caseless_black_mag"; count=20; }; class 30Rnd_580x42_Mag_F { magazine="30Rnd_580x42_Mag_F"; count=20; }; class 30Rnd_556x45_Stanag { magazine="30Rnd_556x45_Stanag"; count=20; }; class 30Rnd_65x39_caseless_msbs_mag { magazine="30Rnd_65x39_caseless_msbs_mag"; count=20; }; class 150Rnd_556x45_Drum_Mag_F { magazine="150Rnd_556x45_Drum_Mag_F"; count=10; }; class 1Rnd_HE_Grenade_shell { magazine="1Rnd_HE_Grenade_shell"; count=20; }; class 1Rnd_Smoke_Grenade_shell { magazine="1Rnd_Smoke_Grenade_shell"; count=10; }; class 1Rnd_SmokeRed_Grenade_shell { magazine="1Rnd_SmokeRed_Grenade_shell"; count=10; }; class 1Rnd_SmokeGreen_Grenade_shell { magazine="1Rnd_SmokeGreen_Grenade_shell"; count=10; }; class 6Rnd_12Gauge_Pellets { magazine="6Rnd_12Gauge_Pellets"; count=20; }; }; class TransportWeapons { class arifle_MX_GL_Black_F { weapon="arifle_MX_GL_Black_F"; count=2; }; class arifle_CTAR_GL_blk_F { weapon="arifle_CTAR_GL_blk_F"; count=2; }; class arifle_SPAR_01_GL_blk_F { weapon="arifle_SPAR_01_GL_blk_F"; count=2; }; class arifle_MSBS65_GL_black_F { weapon="arifle_MSBS65_GL_black_F"; count=2; }; class arifle_MSBS65_black_F { weapon="arifle_MSBS65_black_F"; count=2; }; class arifle_MSBS65_Mark_black_F { weapon="arifle_MSBS65_Mark_black_F"; count=2; }; class arifle_MSBS65_UBS_black_F { weapon="arifle_MSBS65_UBS_black_F"; count=2; }; class arifle_MXM_F { weapon="arifle_MXM_F"; count=2; }; class arifle_SPAR_02_blk_F { weapon="arifle_SPAR_02_blk_F"; count=2; }; }; }; }; model = "\A3\weapons_F\AmmoBoxes\WpnsBox_F"; is copy-pasted from config viewer in the editor. Share this post Link to post Share on other sites
mzgr 8 Posted August 20, 2022 On 9/23/2021 at 1:18 AM, Maff said: Nature is a 'coming! Are all 16 crates good? They're not being cunts? Crates are no longer cunts. A bunch of people helped...thank you all. If anyone ever needs a crate, I can be your crate guy 1 Share this post Link to post Share on other sites