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JohnTheWeak

Characters And Gear Encoding Guide

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Hello there!

I recently started to learn about Arma3 editing.

So i looked this link https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide

I tried this following code in config.cpp(Its's in the Chapter <Character configuration>) but i cant find this class in 3Eden Editor.

the dirs are like this

MissionDir

       |__________addon

                              |_____________config.cpp

```

// the following code is inside config.cpp

class CfgVehicles // Character classes are defined under cfgVehicles. { class B_Soldier_base_F; // For inheritance to work, the base class has to be defined. class B_soldier_new : B_Soldier_base_F // Define of a new class, which parameters are inherited from B_Soldier_base_F, with exception of those defined below. { author = "Splendid Modder"; // The name of the author of the asset, which is displayed in the editor. scope = 2; // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). scopeCurator = 2; // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. scopeArsenal = 2; // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal. identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_default"}; // Identity Types are explained in the Headgear section of this guide. displayName = "New Soldier"; // The name of the soldier, which is displayed in the editor. cost = 200000; // How likely the enemies attack this character among some others. camouflage = 1.5; // How likely this character is spotted (smaller number = more stealthy). sensitivity = 2.5; // How likely this character spots enemies when controlled by AI. threat[] = {1, 1, 0.8}; // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies. model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d"; // The path to the model this character uses. uniformClass = "U_B_soldier_new"; // This links this soldier to a particular uniform. For the details, see below. hiddenSelections[] = {"camo"}; // List of model selections which can be changed with hiddenSelectionTextures[] // and hiddenSelectionMaterials[] properties. If empty, model textures are used. hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"}; // The textures for the selections defined above. // If empty, no texture is used. canDeactivateMines = true; // Can this character deactivate mines? engineer = true; // Can this character repair vehicles? attendant = 1; // Can this character heal soldiers? icon = "iconManEngineer"; // If a character has a special role, a special icon shall be used. picture = "pictureRepair"; // The same as above, but for the squad picture. backpack = "B_Kitbag_mcamo_Eng"; // Which backpack the character is wearing. weapons[] = {arifle_MX_ACO_pointer_F, hgun_P07_F, Throw, Put}; // Which weapons the character has. respawnWeapons[] = {arifle_MX_ACO_pointer_F, hgun_P07_F, Throw, Put}; // Which weapons the character respawns with. Items[] = {FirstAidKit}; // Which items the character has. RespawnItems[] = {FirstAidKit}; // Which items the character respawns with. magazines[] = {MAG_10(30Rnd_65x39_caseless_mag),MAG_3(16Rnd_9x21_Mag), SmokeShell, SmokeShellGreen, Chemlight_green, Chemlight_green, MAG_2(HandGrenade)}; // What ammunition the character has. respawnMagazines[] = {MAG_10(30Rnd_65x39_caseless_mag),MAG_3(16Rnd_9x21_Mag), SmokeShell, SmokeShellGreen, Chemlight_green, Chemlight_green, MAG_2(HandGrenade)}; // What ammunition the character respawns with. linkedItems[] = {V_PlateCarrier1_rgr, H_HelmetB, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; // Which items the character has. respawnLinkedItems[] = {V_PlateCarrier1_rgr, H_HelmetB, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; // Which items the character respawns with. }; };

```

Whats wrong?

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