-Soviet- 0 Posted February 19, 2007 Hi, Edit many units via the INIT line create lags. To solve this problem, I want edit the original BIS config files (US/Soviet/Resistance soldiers and weapons + civilians). In which PBO files they are and how can I edit them if they are binarized? Thanks -Soviet- Share this post Link to post Share on other sites
Giova_BLH 0 Posted February 20, 2007 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. Share this post Link to post Share on other sites
-Soviet- 0 Posted February 20, 2007 Ok... I explain a bit what I want. 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. Thanks -Soviet- Share this post Link to post Share on other sites
sanctuary 19 Posted February 20, 2007 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. Share this post Link to post Share on other sites
-Soviet- 0 Posted February 28, 2007 Thank you Sanctuary. 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... Someone can help me to implaent that in my PBO file? Thanks, -Soviet- Share this post Link to post Share on other sites
fasad 1 Posted March 1, 2007 Just add the appropriate weapon class to the weapons array. JAM3 weapon and magazine classnames are found in the jam3 readme file. Share this post Link to post Share on other sites
-Soviet- 0 Posted April 12, 2007 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! Share this post Link to post Share on other sites