Jump to content
Sign in to follow this  
Apache-Cobra

Does anyone know?

Recommended Posts

I need some help, particularly from an addon/mod maker.

Does anyone know how to edit a vehicle pbo (in this case the stryker) and change the default crew that runs it? For some reason the marine replacement pack i downloaded makes riflemen run the stryker, but crew and pilots run everything else like normal.

I already have kegetys ArmA tools, but i do not know what to do with them exactly.

Please help  help.gif

Thanks.

Share this post


Link to post
Share on other sites

I believe if you un-pbo it, you should be able to edit the files within the PBO, im not positively sure on that. However I have done that to change the damage values of some weapons in the game.

Share this post


Link to post
Share on other sites

I un PBOed the pbo i believed had the stryker (wheeled.pbo) but cannot find anything to do with the files inside.

Share this post


Link to post
Share on other sites

Theres probably LOTS of files inside, your just going to have to look through each one probably. Maybe a most experienced scripter/modder could enlighten us  wink_o.gif

Share this post


Link to post
Share on other sites

Look through all the folders and try to find something with the name of the unit, and when you do, change that to the default unit, which should be crewman, if its already set to crewman, then it must be something to do with the addon. I can't tell you for sure as im not at my computer right now, but tomorow I will see if I can find it. thumbs-up.gif

Share this post


Link to post
Share on other sites

Unpbo wheeled.pbo, then use UnRap (a tool by Kegetys) to convert 'config.bin' into a .CPP file which you can then open in notepad. Open the config.cpp and look for the following:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class StrykerBase : Car {

scope = private;

model = "\ca\wheeled\stryker_ICV";

displayName = $STR_DN_STRYKER;

picture = "\Ca\wheeled\data\ico\stryker_ICV_CA.paa";

Icon = "\Ca\wheeled\data\map_ico\icomap_Stryker_CA.paa";

mapSize = 10;

[...]

Now search for the next mention of the term "crew" which should bring you to:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crew = "SoldierWB";

Simply change "SoldierWB" to the classname of whatever unit you want to replace the crew members with. Save the file, making sure you remove config.bin before you RePBO the folder, and all things being wlel it should work.

MAKE A BACKUP BEFORE ATTEMPTING THE ABOVE

Share this post


Link to post
Share on other sites
Unpbo wheeled.pbo, then use UnRap (a tool by Kegetys) to convert 'config.bin' into a .CPP file which you can then open in notepad. Open the config.cpp and look for the following:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class StrykerBase : Car {

scope = private;

model = "\ca\wheeled\stryker_ICV";

displayName = $STR_DN_STRYKER;

picture = "\Ca\wheeled\data\ico\stryker_ICV_CA.paa";

Icon = "\Ca\wheeled\data\map_ico\icomap_Stryker_CA.paa";

mapSize = 10;

[...]

Now search for the next mention of the term "crew" which should bring you to:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">crew = "SoldierWB";

Simply change "SoldierWB" to the classname of whatever unit you want to replace the crew members with. Save the file, making sure you remove config.bin before you RePBO the folder, and all things being wlel it should work.

MAKE A BACKUP BEFORE ATTEMPTING THE ABOVE

Thank you. I will try this now.

Share this post


Link to post
Share on other sites
Quote[/b] ] For some reason the marine replacement pack...

in that case it is much easier, you don't have to play around with the arma files. unpbo the addon file of your replacement pack, and change the config.cpp there. look for the stryker entry. if it ain't there paste the content jackal mentioned in it.

oh, and double check all curly braces, 90% of errors in such jobs come from missing some when c&p :-)

Share this post


Link to post
Share on other sites
Quote[/b] ] For some reason the marine replacement pack...

in that case it is much easier, you don't have to play around with the arma files. unpbo the addon file of your replacement pack, and change the config.cpp there. look for the stryker entry. if it ain't there paste the content jackal mentioned in it.

oh, and double check all curly braces, 90% of errors in such jobs come from missing some when c&p :-)

I am new to this how to the curly braces work in these configs?

Share this post


Link to post
Share on other sites

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class newclass : motherclass

{

//content

};

its always a pair of an opening curly brace and a closing one smile_o.gif

Share this post


Link to post
Share on other sites
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class newclass : motherclass

{

//content

};

its always a pair of an opening curly brace and a closing one  smile_o.gif

Thank you  smile_o.gif . What about the braces i see in spaces between content such as:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

              blahblahblah};

              {

  {

blahblah

Share this post


Link to post
Share on other sites

certain things (ie classes) can be nested - still one pair at each level:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMovesBasic

{

........class DefaultDie;

........class ManActions

........{

................Bike_Driver = "Bike_Driver";

................Bike_Cargo = "Bike_Cargo";

........};

};

class CfgMovesMaleSdr: CfgMovesBasic

{

........class States

........{

................class Bike_Dead: DefaultDie

................{

................};

................class Crew;

................class Bike_Driver: Crew

................{

........................connectTo[] = {"Bike_Dead",1};

................};

................class Bike_Cargo: Crew

................{

........................connectTo[] = {"Bike_Dead",1};

................};

........};

};

class CfgPatches

{

........class CAWheeled3

........{

................units[] = {};

................weapons[] = {};

................requiredAddons[] = {"CAWheeled"};

........};

};

so from your example there must be more code above and below to match the braces.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×