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-Soviet-

Original BIS configs

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Hi,

Edit many units via the INIT line create lags. mad_o.gif

To solve this problem, I want edit the original BIS config files (US/Soviet/Resistance soldiers and weapons + civilians). smile_o.gif

In which PBO files they are and how can I edit them if they are binarized?

Thanks

-Soviet-

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what did you wrote in your init?

i encounted not any problem with it.

note : init eventhandler is executed before init field inside mission editor. I think that it is not logic.

init eventhandler should rather be the "hard" initialisation, then init field the customised initialisation.

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Ok...

I explain a bit what I want. wink_o.gif

I want reorganize the weaponry of soldiers.

Example: An original OFP BIS rifleman armed with the real number of ammunition, grenades, etc...

Doing that in the editor via the INIT field for many soldiers create a lot of lag. Not with a modified config file. smile_o.gif

Thanks

-Soviet-

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Get BINVIEW and open a default BIS config.bin , then save it.

It will save it into a config.cpp , so you can edit it with any kind of text editor.

It is then strongly recommended to use mod folder to avoid overwriting the original BIS config when you will do your modifications.

Alternatively, you can download the commented BIS config on the Breath website to read some comments and understand more what line mean what.

Then get some mods and open their own config.bin or config.cpp to make some comparisons with your, it will help you to learn more about how things are working inside of the config.

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Thank you Sanctuary. smile_o.gif

I created a PBO file with only a new config inside.

Because I use BIS stuff it's working well.

Quote[/b] ]#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0 // dummy weapons

#define WeaponSlotPrimary 1 // primary weapons

#define WeaponSlotSecondary 16 // secondary weapons

#define WeaponSlotHandGun 2 // HandGun

#define WeaponSlotHandGunItem 32 // HandGun magazines

#define WeaponSlotItem 256 // items

#define WeaponSlotBinocular 4096 // binocular

#define WeaponHardMounted 65536

#define CanSeeRadar 1

#define CanSeeEye 2

#define CanSeeOptics 4

#define CanSeeEar 8

#define CanSeeCompass 16

#define CanSeeRadarC CanSeeRadar+CanSeeCompass

#define CanSeeAll 31

class CfgPatches

{

class SS1975

{

units[] = {

SS1975_Soldat1,

SS1975_Soldat2,

SS1975_Soldat3,

SS1975_Soldat4,

SS1975_Soldat5,

SS1975_Soldat6,

SS1975_Soldat7,

};

};

};

class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

// some generic model requirements

class Head: Default

{

sections[] =

{

"osobnost",

"brejle"

};

};

class Man: Default

{

sections[] =

{

"head injury","body injury",

"l arm injury","r arm injury","p arm injury",

"l leg injury","r leg injury","p leg injury",

"medic",

"hlava",

"krk",

"zasleh"

};

sectionsInherit=Head;

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Land:AllVehicles{};

class Man:Land{};

class Soldier:Man{};

class SoldierGB:Soldier{};

class SoldierGG: SoldierGB{};

class SoldierGMG: SoldierGB{};

class SoldierGLAW: SoldierGB{};

class SoldierGAT: SoldierGLAW{};

class SoldierGAA: SoldierGLAW{};

class OfficerGNight: SoldierGB{};

class SoldierEB: Soldier{};

class SoldierEG: SoldierEB{};

class SoldierEMG: SoldierEB{};

class SoldierELAW: SoldierEB{};

class SoldierEAT: SoldierELAW{};

class SoldierEAA: SoldierELAW{};

class SoldierEMedic:SoldierEB{};

class SoldierECrew: SoldierEB{};

class OfficerENight: SoldierEB{};

class OfficerE: OfficerENight{};

class SoldierESniper: SoldierEB{};

class SoldierESaboteur: SoldierEB{};

class SoldierESaboteurPipe: SoldierESaboteur{};

class Soldat1: OfficerE

{

nameSound="officer";

displayName="Officier";

vehicleClass="Soldats (1975)";

model="mc vojakeo2.p3d";

picture="\misc\frcky.paa";

side=0;

scope=2;

cost=600000;

accuracy=2.0;

nightVision=1;

weapons[]={"AK47","Binocular","Throw","Put"};

magazines[]={"AK47","AK47","AK47","AK47","SmokeShellGreen

","SmokeShellRed","SmokeShell","HandGrenade","Hand

Grenade","HandGrenade"};

};

...

Now I want to add JAM's RPG-7... wink_o.gif

Someone can help me to implaent that in my PBO file? biggrin_o.gif

Thanks,

-Soviet-

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Just add the appropriate weapon class to the weapons array. JAM3 weapon and magazine classnames are found in the jam3 readme file.

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Hi,

Someone can give me the config parts for civilians (Mans and womans) and policeman?

That kind of part:

Quote[/b] ]class Soldat1: OfficerE

{

nameSound="officer";

displayName="Officier";

vehicleClass="Soldats (1975)";

model="mc vojakeo2.p3d";

picture="\misc\frcky.paa";

side=0;

scope=2;

cost=600000;

accuracy=2.0;

nightVision=1;

weapons[]={"AK47","Binocular","Throw","Put"};

magazines[]={"AK47","AK47","AK47","AK47","SmokeShellGreen

","SmokeShellRed","SmokeShell","HandGrenade","Hand

Grenade","HandGrenade"};

};

...

Thanks! smile_o.gif

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