Spectre-63 0 Posted June 24, 2007 Hi all - hoping for a little assistance here. I've been working on a mod that will (when it's finished) bring the ammo loadout for the M-203 into line with the Army and Marine Corps standard loadout for the grenadiers. Unfortunately, ArmA doesn't seem to want to accept the modification. I get no errors (with the exception of "Addon grenadierpack (entry M4GL) not found in the list of active addons." in ArmA.rpt but, despite all my attempts, the default loadout isn't changing. I'm certain that it's not a problem with the weapon or the ammo because it will quite happily allow me to add the magazines to the ammo crate and load it manually. What I want it to do is to spawn the grenadier with the ammo loadout already in place. Here's the relevant portion of my config.cpp: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { /*extern*/ class All; /*extern*/ class AllVehicles; /*extern*/ class Land; /*extern*/ class Man; /*extern*/ class CAManBase; /*extern*/ class SoldierWB; /*extern*/ class SoldierWSaboteur; /*extern*/ class SoldierWSaboteurPipe; /*extern*/ class SoldierGB; class SoldierWG: SoldierWB { displayName = "Hi-Cap Grenadier"; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; }; class SoldierWSaboteurAssault: SoldierWSaboteurPipe { displayName = "Hi-cap BlackOp Grenadier"; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9SD", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203"}; }; class SoldierGG: SoldierGB { displayName = "Hi-Cap Resistance Grenadier"; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HE_M203", "5Rnd_HEDP_M203", "5Rnd_HEDP_M203", "5Rnd_Smoke_M203", "5Rnd_SmokeRed_M203"}; }; }; I know that at least part of the config is being read, otherwise I wouldn't have the 5Rnd magazines available to me at all. When I go to select the unit, though, the modified description doesn't appear so I've gotta be missing something. Any help would be greatly appreciated! Share this post Link to post Share on other sites
[asa]oden 0 Posted June 24, 2007 Hi Frug.. eh Spectre. try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class spec_bis_SoldierWG: SoldierWG { displayName = "Hi-Cap Grenadier"; weapons[]={..yourWeapons..} magazines[] = {..yourMags..}; respawnweapons[]={..yourWeapons..} respawnmagazines[] = {..yourMags..}; }; class spec_bis_SoldierWSaboteurAssault : SoldierWSaboteurAssault { displayName = "Hi-cap BlackOp Grenadier"; weapons[]={..yourWeapons..} magazines[] = {..yourMags..}; respawnweapons[]={..yourWeapons..} respawnmagazines[] = {..yourMags..}; }; class spec_bis_SoldierGG: SoldierGG { displayName = "Hi-Cap Resistance Grenadier"; weapons[]={..yourWeapons..} magazines[] = {..yourMags..}; respawnweapons[]={..yourWeapons..} respawnmagazines[] = {..yourMags..}; }; Share this post Link to post Share on other sites
-Puma- 2 Posted June 24, 2007 would be the best addon ever, if it changes the weapon loadout to what u had at start, when respawning. (getting tired of respawning and running to laggy ammobox to get what i need, when at the same time helo is about to leave )I usually just crab saw, and forget rest of the stuff. Share this post Link to post Share on other sites
Planck 1 Posted June 24, 2007 Quote[/b] ]When I go to select the unit, though, the modified description doesn't appear so I've gotta be missing something. Maybe this is what you want: http://community.bistudio.com/wiki/CfgVehicleClasses Planck Share this post Link to post Share on other sites
Spectre-63 0 Posted June 24, 2007 ODEN @ June 24 2007,05:23)]Hi Frug.. eh Spectre.try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">  class spec_bis_SoldierWG: SoldierWG  class spec_bis_SoldierWSaboteurAssault : SoldierWSaboteurAssault  class spec_bis_SoldierGG: SoldierGG ASA_Oden: :waves:  I tried changing the classnames but didn't have any luck there either. Planck - tried your suggestion as well...adding the CfgVehicleClasses didn't appear to make any difference.  I still didn't get the class inside the mission editor. The part that really confuses me is that I've used another Config for an example (the HK_G11 package) and if I drop it's pbo into the addons folder, the "HK G11 soldier" appears in the list in the Men class. Mine, identically configured as far as I can tell, does not. Share this post Link to post Share on other sites
Spectre-63 0 Posted June 25, 2007 Got it sorted: http://www.flashpoint1985.com/cgi-bin....t=64895 Share this post Link to post Share on other sites