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JohnTheWeak

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About JohnTheWeak

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  1. Hi there! What's the connection between Cfg3DEN inner class Trigger class and CfgNonAIVehicles inner class EmptyDetector class? I dont see the EmptyDetector extends Trigger class sign ``` class EmptyDetector { scope = 2; simulation = "detector"; model = ""; selectionFabric = "latka"; icon = "\a3\Ui_f\data\IGUI\Cfg\IslandMap\iconSensor_ca.paa"; displayName = "Trigger"; class AttributeValues { size2[] = {0,0}; size3[] = {0,0,-1}; }; }; ``` The codes so simple yet i cant find their connection
  2. I managed to make this happen,but i still dont know how BI emptyDetector extends this class. The Right code should be ``` class Cfg3DEN { class Trigger; // then i did some div // actually i wanna hide some field too class TriggerDiv{ class Tooltip { activation[] = { "NONE", "None", "WEST", "BLUFOR", "EAST", "OPFOR", "GUER", "Independent", "CIV", "Civilian", }; activationType[] = { "PRESENT", }; }; }; }; ``` I can see it from the in-game settings,but i dont know how this works. How my own EmptyDetector extends TriggerDiv class
  3. Hi! Im currently doing a little bit coding to re-implement the Trigger class. So i write the codes like this ``` class CfgNonAIVehicles { class Trigger; }; ``` Simple like that,but when i add it to the game I got an error " No entry 'bin\config.bin/CfgNonAIVehicles/Trigger.simulation' " I tried put it inside CfgVehicles but I still has an error but not like the same one above ``` class CfgVehicles { class Trigger; }; ``` " No entry 'bin\config.bin/CfgVehicles/Trigger.scope' "
  4. JohnTheWeak

    Characters And Gear Encoding Guide

    So markdown grammar is not working.Its right in the Chapter <Character configuration>.
  5. Hello there! I recently started to learn about Arma3 editing. So i looked this link https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide I tried this following code in config.cpp(Its's in the Chapter <Character configuration>) but i cant find this class in 3Eden Editor. the dirs are like this MissionDir |__________addon |_____________config.cpp ``` // the following code is inside config.cpp class CfgVehicles // Character classes are defined under cfgVehicles. { class B_Soldier_base_F; // For inheritance to work, the base class has to be defined. class B_soldier_new : B_Soldier_base_F // Define of a new class, which parameters are inherited from B_Soldier_base_F, with exception of those defined below. { author = "Splendid Modder"; // The name of the author of the asset, which is displayed in the editor. scope = 2; // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). scopeCurator = 2; // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. scopeArsenal = 2; // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal. identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_default"}; // Identity Types are explained in the Headgear section of this guide. displayName = "New Soldier"; // The name of the soldier, which is displayed in the editor. cost = 200000; // How likely the enemies attack this character among some others. camouflage = 1.5; // How likely this character is spotted (smaller number = more stealthy). sensitivity = 2.5; // How likely this character spots enemies when controlled by AI. threat[] = {1, 1, 0.8}; // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies. model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d"; // The path to the model this character uses. uniformClass = "U_B_soldier_new"; // This links this soldier to a particular uniform. For the details, see below. hiddenSelections[] = {"camo"}; // List of model selections which can be changed with hiddenSelectionTextures[] // and hiddenSelectionMaterials[] properties. If empty, model textures are used. hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"}; // The textures for the selections defined above. // If empty, no texture is used. canDeactivateMines = true; // Can this character deactivate mines? engineer = true; // Can this character repair vehicles? attendant = 1; // Can this character heal soldiers? icon = "iconManEngineer"; // If a character has a special role, a special icon shall be used. picture = "pictureRepair"; // The same as above, but for the squad picture. backpack = "B_Kitbag_mcamo_Eng"; // Which backpack the character is wearing. weapons[] = {arifle_MX_ACO_pointer_F, hgun_P07_F, Throw, Put}; // Which weapons the character has. respawnWeapons[] = {arifle_MX_ACO_pointer_F, hgun_P07_F, Throw, Put}; // Which weapons the character respawns with. Items[] = {FirstAidKit}; // Which items the character has. RespawnItems[] = {FirstAidKit}; // Which items the character respawns with. magazines[] = {MAG_10(30Rnd_65x39_caseless_mag),MAG_3(16Rnd_9x21_Mag), SmokeShell, SmokeShellGreen, Chemlight_green, Chemlight_green, MAG_2(HandGrenade)}; // What ammunition the character has. respawnMagazines[] = {MAG_10(30Rnd_65x39_caseless_mag),MAG_3(16Rnd_9x21_Mag), SmokeShell, SmokeShellGreen, Chemlight_green, Chemlight_green, MAG_2(HandGrenade)}; // What ammunition the character respawns with. linkedItems[] = {V_PlateCarrier1_rgr, H_HelmetB, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; // Which items the character has. respawnLinkedItems[] = {V_PlateCarrier1_rgr, H_HelmetB, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; // Which items the character respawns with. }; }; ``` Whats wrong?
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