glynn0 0 Posted July 5, 2009 Did BIS release an example of the config changes needed for addons in Arma 2 vice Arma Share this post Link to post Share on other sites
rocket 9 Posted July 5, 2009 No details have been released as yet, but if you use the unrap tool on any of the BIS configs you can see the changes. Major changes I can see are the addition of a new method of doing sound. In case you're having trouble with them, I'll post the A10's one below: // config_a10.bin - 23:01:53 06/29/09, generated in 0.03 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, DESTRUCTNO = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgMovesBasic { class DefaultDie; // External class reference class ManActions { A10_Pilot = "A10_Pilot"; }; }; class CfgMovesMaleSdr : CfgMovesBasic { class States { class Crew; // External class reference class KIA_A10_Pilot : DefaultDie { actions = "DeadActions"; speed = 0.5; looped = false; terminal = true; file = "\ca\A10\Data\Anim\KIA_A10_Pilot.rtm"; connectTo[] = {"DeadState", 0.1}; }; class A10_Pilot : Crew { file = "\ca\A10\Data\Anim\A10_Pilot.rtm"; interpolateTo[] = {"KIA_A10_Pilot", 1}; }; }; }; class CfgPatches { class CAA10 { units[] = {A10}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAAir", "CACharacters2", "CAWeapons"}; }; }; class CfgVehicles { class Air; // External class reference class Plane : Air { class ViewPilot; // External class reference }; class A10 : Plane { destrType = "DestructWreck"; scope = public; displayName = $STR_DN_A10; vehicleClass = "Air"; model = "\ca\A10\A10.p3d"; picture = "\ca\A10\data\Picture_A10_CA.paa"; icon = "\ca\A10\data\Icon_A10_CA.paa"; mapSize = 17; side = TWest; faction = USMC; crew = "USMC_Soldier_Pilot"; camouflage = 10; // how dificult to spot - bigger - better spotable audible = 6; // audible - bigger - better heard accuracy = 0.2; // accuracy needed to recognize type of this target supplyRadius = 8; laserScanner = true; minFireTime = 10; // minimal time spent firing on single target driverAction = "A10_Pilot"; gunAimDown = 0.07; hiddenSelections[] = {"Camo1", "Camo2"}; hiddenSelectionsTextures[] = {"\ca\a10\data\a10_01_co.paa", "\ca\a10\data\a10_02_co.paa"}; weapons[] = {GAU8, "MaverickLauncher", "SidewinderLaucher_AH1Z", "BombLauncherA10", "FFARLauncher_14"}; magazines[] = {"1350Rnd_30mmAP_A10", "2Rnd_Maverick_A10", "2Rnd_Sidewinder_AH1Z", "4Rnd_GBU12", "14Rnd_FFAR"}; soundGetIn[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-close1", db-25, 1}; soundGetOut[] = {"ca\sounds\Air\AV8\ext\ext-jetair-cabine-open1", db-25, 1, 40}; soundDammage[] = {"ca\sounds\Air\AV8\int\alarm_loop1", 0.01, 1}; soundEngineOnInt[] = {"ca\sounds\Air\AV8\int\int-av8b-start-1", 0.562341, 1.0}; soundEngineOnExt[] = {"ca\sounds\Air\AV8\ext\ext-jetair-start1", 0.562341, 1.0, 550}; soundEngineOffInt[] = {"ca\sounds\Air\AV8\int\int-av8b-stop-1", 0.562341, 1.0}; soundEngineOffExt[] = {"ca\sounds\Air\AV8\ext\ext-jetair-stop1", 0.562341, 1.0, 550}; class Sounds { class EngineLowOut { sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-engine-low1", 2.23872, 1.2, 700}; frequency = "1.0 min (rpm + 0.5)"; volume = "engineOn*(rpm factor[0.85, 0])"; }; class EngineHighOut { sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-engine-high3", 2.23872, 1.6, 700}; frequency = "1"; volume = "engineOn*(rpm factor[0.55, 1.0])"; }; class ForsageOut { sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-forsage1", 2.23872, 1.1, 1800}; frequency = "1"; volume = "engineOn*(thrust factor[0.5, 1.0])"; cone[] = {3.14, 3.92, 2.0, 0.5}; }; class WindNoiseOut { sound[] = {"ca\sounds\Air\AV8\ext\ext-jetair-wind1", 0.562341, 1.0, 100}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "(speed factor[1, 150])"; }; class EngineLowIn { sound[] = {"ca\sounds\Air\AV8\int\int-av8b-engine-low", db-10, 1.0}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*(engineOn*(rpm factor[0.85, 0]))"; }; class EngineHighIn { sound[] = {"ca\sounds\Air\AV8\int\int-av8b-engine", db-10, 1.0}; frequency = "1"; volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class ForsageIn { sound[] = {"ca\sounds\Air\AV8\int\int-av8b-forsage-1", db-10, 1.1}; frequency = "1"; volume = "(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))"; }; class WindNoiseIn { sound[] = {"ca\sounds\Air\AV8\int\int-jetair-wind1", db-10, 1.0}; frequency = "(0.1+(1.2*(speed factor[1, 150])))"; volume = "(1-camPos)*(speed factor[1, 150])"; }; }; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {1, 1, 1}; class Reflectors { class Left { color[] = {0.8, 0.8, 1.0, 1.0}; ambient[] = {0.07, 0.07, 0.07, 1.0}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 1; brightness = 1.0; }; }; // internal camera viewing limitations class ViewPilot : ViewPilot { initFov = 1; minFov = 0.3; maxFov = 1.2; initAngleX = 0; minAngleX = -40; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; }; armor = 75; damageResistance = 0.00485; armorStructured = 1; maxSpeed = 720; // max speed on level road, km/h landingAoa = "rad 10"; landingSpeed = 220; flapsFrictionCoef = 0.3; aileronSensitivity = 1; // relative aileron sensitivity elevatorSensitivity = 0.8; // relative elevator sensitivity envelope[] = {0.0, 0.1, 0.65, 2.2, 3.7, 5.3, 6.0, 5.5, 5.6, 4.8, 3.6, 1.8, 0}; gearUpTime = 4.5; gearDownTime = 3; class Damage { tex[] = {}; mat[] = {"ca\a10\data\a10_skla.rvmat", "ca\a10\data\a10_skla_damage.rvmat", "ca\a10\data\a10_skla_damage.rvmat", "ca\a10\data\a10_cockpit_glass_in.rvmat", "ca\a10\data\a10_cockpit_glass_in_damage.rvmat", "ca\a10\data\a10_cockpit_glass_in_damage.rvmat", "ca\a10\data\A10_01.rvmat", "ca\a10\data\A10_01_damage.rvmat", "ca\a10\data\A10_01_destruct.rvmat", "ca\a10\data\A10_02.rvmat", "ca\a10\data\A10_02_damage.rvmat", "ca\a10\data\A10_02_destruct.rvmat"}; }; class Library { libEnable = 0; libTextDesc = $STR_LIB_A10; }; class Eventhandlers { init = "_scr = _this execVM ""\ca\Data\ParticleEffects\SCRIPTS\init.sqf"";"; fired = "_this call BIS_Effects_EH_Fired;"; killed = "_this call BIS_Effects_EH_Killed;"; }; class MFD { class AirplaneHUD { topLeft = "HUD LH"; topRight = "HUD PH"; bottomLeft = "HUD LD"; borderLeft = 0; borderRight = 0; borderTop = 0; borderBottom = 0.1; color[] = {0, 1, 0, 0.1}; class Pos10Vector { type = "vector"; pos0[] = {0.5, 0.32}; pos10[] = {0.5+0.57, 0.32+0.62}; }; class Bones { class AGLMove1 { type = "linear"; source = "altitudeAGL"; min = 0; max = 100; minPos[] = {0.85, 0.3}; maxPos[] = {0.85, 0.3}; }; class AGLMove2 { type = "fixed"; pos[] = {0.05, 0.8}; }; class ASLMove1 { type = "linear"; source = "altitudeASL"; min = 0; max = 500; minPos[] = {0.1, 0.1}; maxPos[] = {0.1, 0.8}; }; class ASLMove2 { type = "fixed"; pos[] = {0.1, 0.8}; }; class VertSpeed { type = "linear"; source = "vSpeed"; min = -25; max = 25; minPos[] = {0, -0.4}; maxPos[] = {0, 0.4}; }; class SpdMove2 { source = "speed"; min = 33; max = 200; type = "linear"; minPos[] = {0.245, 0.3}; maxPos[] = {0.245, 0.3}; }; class ILS { type = "ils"; pos0[] = {0.5, 0.4}; pos3[] = {0.7, 0.6}; }; class WeaponAim : Pos10Vector { type = "vector"; source = "weapon"; pos10[] = {0.5+0.57, 0.24+0.69}; pos0[] = {0.505, 0.3}; }; class Target : Pos10Vector { source = "target"; }; class TargetDistanceMissile { type = "rotational"; source = "targetDist"; center[] = {0, 0}; min = 100; max = 3000; minAngle = -120; maxAngle = 120; }; class TargetDistanceMGun { type = "rotational"; source = "targetDist"; center[] = {0, 0}; min = 100; max = 1000; minAngle = -180; maxAngle = 90; }; class Level0 : Pos10Vector { type = "horizon"; angle = 0; }; class LevelP5 : Level0 { angle = 5; }; class LevelM5 : Level0 { angle = -5; }; class LevelP10 : Level0 { angle = 10; }; class LevelM10 : Level0 { angle = -10; }; class LevelP15 : Level0 { angle = 15; }; class LevelM15 : Level0 { angle = -15; }; class Velocity : Pos10Vector { type = "vector"; source = "velocity"; }; class PlaneW { type = "fixed"; pos[] = {0.51, 0.31}; }; }; class Draw { alpha = 0.6; color[] = {0, 1, 0}; clipTL[] = {0.0, 0.05}; clipBR[] = {1.0, 0.75}; class DimmedBase { alpha = 0.3; class AltitudeBase { type = "line"; points[] = {{"AGLMove2", 1}, {"ASLMove2", 1}}; }; }; class Speed {}; class SpeedNumber { type = "text"; align = "right"; scale = 1; source = "speed"; sourceScale = 1.943; pos[] = {"SpdMove2", {-0.05, -0.03}, 1}; right[] = {"SpdMove2", {0.01, -0.03}, 1}; down[] = {"SpdMove2", {-0.05, 0.03}, 1}; }; class Altitude { type = "text"; align = "left"; scale = 1; source = "altitudeAGL"; sourceScale = 1; pos[] = {"AGLMove1", {-0.05, -0.03}, 1}; right[] = {"AGLMove1", {0.01, -0.03}, 1}; down[] = {"AGLMove1", {-0.05, 0.03}, 1}; }; class PlaneW { class Velocity { type = "line"; points[] = {{"Velocity", {0+0.005, -0.02}, 1}, {"Velocity", {0.02+0.005, 0}, 1}, {"Velocity", {0+0.005, 0.02}, 1}, {"Velocity", {-0.02+0.005, 0}, 1}, {"Velocity", {0+0.005, -0.02}, 1}}; }; }; class Missile { condition = "missile"; class Circle { type = "line"; points[] = {{"WeaponAim", {0, -0.1}, 1}, {"WeaponAim", {+0.7*0.1, -0.7*0.1}, 1}, {"WeaponAim", {0.1, 0}, 1}, {"WeaponAim", {+0.7*0.1, +0.7*0.1}, 1}, {"WeaponAim", {0, 0.1}, 1}, {"WeaponAim", {-0.7*0.1, +0.7*0.1}, 1}, {"WeaponAim", {-0.1, 0}, 1}, {"WeaponAim", {-0.7*0.1, -0.7*0.1}, 1}, {"WeaponAim", {0, -0.1}, 1}, {}, {"WeaponAim", {0.1*0.8*sin(-120), -0.1*0.8*cos(-120)}, 1}, {"WeaponAim", {0.1*1.2*sin(-120), -0.1*1.2*cos(-120)}, 1}, {}, {"WeaponAim", {0.1*0.8*sin(+120), -0.1*0.8*cos(+120)}, 1}, {"WeaponAim", {0.1*1.2*sin(+120), -0.1*1.2*cos(+120)}, 1}, {}, {"WeaponAim", 1, "TargetDistanceMissile", {0, 0.1*0.8}, 1}, {"WeaponAim", 1, "TargetDistanceMissile", {0, 0.1*1.2}, 1}}; }; class Target { type = "line"; points[] = {{"Target", {-0.05, -0.05}, 1}, {"Target", {0.05, -0.05}, 1}, {"Target", {0.05, 0.05}, 1}, {"Target", {-0.05, 0.05}, 1}, {"Target", {-0.05, -0.05}, 1}}; }; }; class Horizont {}; class ILS { condition = "ils"; class Glideslope { clipTL[] = {0.29, 0.29}; clipBR[] = {0.71, 0.71}; class ILS { type = "line"; points[] = {{ILS, {-10, 0}, 1}, {ILS, {10, 0}, 1}, {}, {ILS, {0, -10}, 1}, {ILS, {0, 10}, 1}}; }; }; class AOABracket { type = "line"; points[] = {{{0.42, 0.78}, 1}, {{0.4, 0.78}, 1}, {{0.4, 0.88}, 1}, {{0.42, 0.88}, 1}}; }; }; }; }; }; }; class PlaneWreck; // External class reference class A10Wreck : PlaneWreck { scope = protected; class Armory { disabled = 1; }; model = "\ca\A10\A10Wreck.p3d"; typicalCargo[] = {}; irTarget = false; transportAmmo = 0; transportRepair = 0; transportFuel = 0; transportSoldier = 1; class Eventhandlers {}; }; }; Share this post Link to post Share on other sites
glynn0 0 Posted July 6, 2009 Thanks Rocket, that helps quite a bit. Share this post Link to post Share on other sites