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triumph

Replacing units and vehicles in config.cpp

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Hi,

I'm sure this topic has been covered numerous times in the past, but I can't find the right information anywhere. I have downloaded all the units and vehicles I want to replace the default BIS ones, and I have a working config.cpp. However, I don't know the right commands to change the defaults to the ones from the .pbo's in the addons folder. If there is a thread that details this please provide a link and close this one, otherwise could someone set me on the right track? Thanks a bunch.

Triumph

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Hi triumph

Try doing a search for INQ weapons pack and look at complete mods such as CSLA, FDF, BAS Tonal SEB Nam etc. There are MODs of the original islands and all the equipment. I believe there are ways of replacing all the SP OFP missions so they use updated weapons for SP go to Avon's excelent FAQ and do a search.

In the truest sense of the word you can not replace weapons for MP as it would be used as and detected by servers as cheating but if you are playing MOD missions on a MOD server then everyone has the same weapons and that solves your problem smile_o.gif There are several realism packs available as MODs already

Kind Regards Walker

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Thanks, I actually already have INQ weapons with gmr and blood mods working, I just want to know the protocols for changing the defaults in the config.cpp for campaign mode as I know there are several elements you need to change including the model, the optics, ammo, particular soldiers for particular roles, etc. I looked briefly at avon's faq but I don't think it has detailed info on editing the config. I could tinker around but there are so many places to go wrong it would be a waste of time.

The addons I hope to use are UceE's russian fed infantry, earl & suchey usmc, kegrpg7, sig's US tanks, bas blackhawks & chinook, and a few others. I have retextured sky and water, plus hi-res ground textures and am hoping to get everything else looking up to par!

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look for Dr. Destruction's topic a couple pages back. He wants to do the same thing (basically). I am willing to lend a hand also. I think this will work better with some collaboration. I think he planned on starting this weekend. Obviously a lot of people have the same idea.

I know I have tons of missions that use the default BIS units, that would really rock with the units being replaced. Even the original campaign will be great to go through again.

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Well, I don't mind helping out but I need to have the resources to do so. I am sure there are lots of peeps that could point in the right direction but choose not to, probably because it would be a little tiresome to have to explain. Oh well.  sad_o.gif

If I figure it out and get it working I will make it available to however wants.

Triumph

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Has anyone figured how to replace old BIS units with newer addons?

i have biggrin_o.gif

click the Superconfig link in my siggy wink_o.gif

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Well, I don't mind helping out but I need to have the resources to do so. I am sure there are lots of peeps that could point in the right direction but choose not to, probably because it would be a little tiresome to have to explain. Oh well.  sad_o.gif

If I figure it out and get it working I will make it available to however wants.

Triumph

its actualy pretty easy

for the most part if you want to just change the models/textures without hte special effects. for instance if you want to use BAS blackhawks without the scripts and animations. you just change the model path

you use the cpp (i used the ecp one as a start)

then say you want to change the bmp to csla

you depbo and look at the config of the csla_arm.

you will find the BMP class in there. copy the model path

"model="\CSLA_ARM\csla2_bmp1.p3d";"

look at the OFP cpp and find the Class bmp : apc

find where it says "model="bmp1";"and replace that line with the one above (or whatever one u want to use). its a simple model path swap. the textures will remain with whatever model you use

retaining scripts and animations is a lil more difficult task however.

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It's so easy for you to read *.bin files.

What program do you use to decode *.bin files?

Only program I know is the opposite: CPP->BIN

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You can use pbodecryptor_13 BUT then you got a corrupted *.cpp-file. Its not so difficult to fix it but it takes time, too much time... And you need to paste in the #defines with a hex-editor after you made it to *.bin again.

So I cant recommend the process.

There is a much easier way and much better. Go to ofpec and download the developer version of ECP. There you have functional config.cpp´s.

Personally I have used DR config.cpp as base to all my mods (I cant give them to anyone as I use alot of addons and have slaughtered, changed and merged so much so credits and permissions are a hopeless project....).

If you need some help PM me and I see what I can do.

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I use FDF as a basis for all my cpp tweaks.

It has a lot of cool features I want and it's one of the more "lower-end" pc friendly mods out there.

Back up your modifications in case you want to play with other people. I'm not sure if they'd take too well to cheating or throwing the game out of sync.

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