Replacement Config Tutorial – Arma 3

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{{GameCategory|arma3|_Tutorials}}
{{TOC|side}}
This is a guide how to create an addon to replace the look of a given weapon/unit/vehicle with a different model from another community made addon. To avoid issues the replacement should be of the same type and behavior as close as possible. Generally the goal is to achieve a better visual look or better sound experience.


= Introduction =


Anyone is welcome to improve this guide by any means. Be it making it easier to understand or more comprehensive.
== Required tools ==


* A good text editor; best with {{Link|http://www.regular-expressions.info|regular expression}} support. Recommended: {{Link|http://www.editpadpro.com|EditPadPro}} (and/or {{Link|http://www.powergrep.com|PowerGREP}})
* Ability to create a [[Arma:_All-in-one_Config|config dump]] from system memory while the game is running
* A tool to create pbos. Recommended: {{Link|https://mikero.bytex.digital/|mikero's tool suite}} (makePbo)


This is a guide how to create an addon to replace the look of a given weapon/unit/vehicle with a different model from another community made addon. To avoid issues the replacement should be of the same type and behavior as close as possible. Generally the goal is to to achieve a better visual look or better sound experience.


= Required tools =
== Overall process ==


* A good text editor; best with [http://www.regular-expressions.info regular expression] support. Recommended: [http://www.editpadpro.com EditPadPro] (and/or [http://www.powergrep.com PowerGREP])
=== Basic preparation ===
* Ability to create a [http://forums.bistudio.com/showthread.php?125943-How-to-create-an-AllInOne-config config dump] from system memory while the game is running
* A tool to create pbos. Recommended: [https://mikero.bytex.digital/ mikero's tool suite] (makePbo)
 
= Overall process =
 
== Basic preparation ==


# Download the desired addon(s) you want to use for the replacement
# Download the desired addon(s) you want to use for the replacement
Line 27: Line 23:
  ^(?!.*?(^\tclass|parameterA|parameterB|etc)).*\r\n
  ^(?!.*?(^\tclass|parameterA|parameterB|etc)).*\r\n


== Preparing the addon ==
=== Preparing the addon ===


# Create a new folder in your @test\addons modfolder
# Create a new folder in your @test\addons modfolder
# Give the folder a descriptive name like [[OFPEC_tags|YourTAG]]_ReplacementSet_With_AddonName
# Give the folder a descriptive name like [[Scripting Tags|YourTAG]]_ReplacementSet_With_AddonName
# Create an empty text file
# Create an empty text file
# Rename it to config.cpp ([http://windows.microsoft.com/en-us/windows/show-hide-file-name-extensions#show-hide-file-name-extensions make sure to have windows show file extensions])
# Rename it to config.cpp ({{Link|http://windows.microsoft.com/en-us/windows/show-hide-file-name-extensions#show-hide-file-name-extensions|make sure to have windows show file extensions}})
# Add a cfgPatches header - see sample below
# Add a cfgPatches header - see sample below
## Give it the same name as the folder
## Give it the same name as the folder
Line 45: Line 41:


<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class CfgPatches
class CfgPatches
{
{
class YourTAG_ReplacementSet_With_AddonName
class YourTAG_ReplacementSet_With_AddonName
{
{
units[] = {};
units[] = {};
weapons[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredVersion = 0.1;
requiredAddons[] = {"DependencyToAddonsCfgPatchesClass"};
requiredAddons[] = { "DependencyToAddonsCfgPatchesClass" };
};
};
};
};
class CfgVehicles
class CfgVehicles
{
{
class SoldierWB;
class SoldierWB;
class B_Soldier_base_F: SoldierWB
class B_Soldier_base_F : SoldierWB
{
{
// model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
// model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
// nakedUniform = "U_BasicBody";
// nakedUniform = "U_BasicBody";
// uniformClass = "U_B_CombatUniform_mcam";
// uniformClass = "U_B_CombatUniform_mcam";
// hiddenSelections[] = {"Camo"};
// hiddenSelections[] = { "Camo" };
// hiddenSelectionsTextures[] = {"\a3\characters_f\blufor\data\clothing1_co.paa"};
// hiddenSelectionsTextures[] = { "\a3\characters_f\blufor\data\clothing1_co.paa" };
// linkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};
// linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles" };
// respawnLinkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};
// respawnLinkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles" };
// class Wounds
// class Wounds
// {
// {
// tex[] = {};
// tex[] = {};
// mat[] = {"A3\Characters_F\BLUFOR\Data\clothing1.rvmat",...};
// mat[] = { "A3\Characters_F\BLUFOR\Data\clothing1.rvmat", ... };
// };
// };
};
};
class B_Soldier_F: B_Soldier_base_F
class B_Soldier_F : B_Soldier_base_F
{
{
// nakedUniform = "U_BasicBody";
// nakedUniform = "U_BasicBody";
// uniformClass = "U_B_CombatUniform_mcam";
// uniformClass = "U_B_CombatUniform_mcam";
};
};
};
};
</syntaxhighlight>
</syntaxhighlight>


== Defining the replacement ==
=== Defining the replacement ===


# Next you have to select which addon unit should replace each given source class; generally one copies GL over GL, MG over MG and so on
# Next you have to select which addon unit should replace each given source class; generally one copies GL over GL, MG over MG and so on
Line 91: Line 87:
* make sure what parameters are set in the base class of the replacement addon
* make sure what parameters are set in the base class of the replacement addon


== Building the addon ==
=== Building the addon ===


# Once each class of has the required parameters set/overwritten with new definitions from the desired addon
# Once each class of has the required parameters set/overwritten with new definitions from the desired addon
Line 99: Line 95:
# Verify in the editor that the replacement works as desired and that you have no onscreen errors and none in the [[arma.RPT|rpt]]
# Verify in the editor that the replacement works as desired and that you have no onscreen errors and none in the [[arma.RPT|rpt]]


= Different types =
== Different types ==


== Visual replacement ==
=== Visual replacement ===


=== Infantry ===
==== Infantry ====


Relevant config parameters:
Relevant config parameters:
Line 120: Line 116:


<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class CfgPatches
class CfgPatches
{
{
class AiA_ModelReplacement_BAF_With_STALKERGBs_BritishInfantry
class AiA_ModelReplacement_BAF_With_STALKERGBs_BritishInfantry
{
{
units[] = {};
units[] = {};
weapons[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredVersion = 0.1;
requiredAddons[] = {"AiA_ActivateA3Models_ModelReplacement_CO","STKR_BritMTP"};
requiredAddons[] = { "AiA_ActivateA3Models_ModelReplacement_CO", "STKR_BritMTP" };
};
};
};
};
class CfgVehicles
class CfgVehicles
{
{
class SoldierWB;
class SoldierWB;
 
class BAF_Soldier_base_EP1: SoldierWB
class BAF_Soldier_base_EP1 : SoldierWB
{
{
model = "\STKR_BritMTP\Rifleman";
model = "\STKR_BritMTP\Rifleman";
uniformClass = "STKR_UBACS";
uniformClass = "STKR_UBACS";
backpack = "Brit_MLode";
backpack = "Brit_MLode";
linkedItems[] = {"STKR_Osprey_R","STKR_MK7_Scrim","STKR_HMNVS","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
linkedItems[] = { "STKR_Osprey_R", "STKR_MK7_Scrim", "STKR_HMNVS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" };
respawnLinkedItems[] = {"STKR_Osprey_R","STKR_MK7_Scrim","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
respawnLinkedItems[] = { "STKR_Osprey_R", "STKR_MK7_Scrim", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" };
class Wounds
class Wounds
{
{
tex[] = {};
tex[] = {};
mat[] = {...};
mat[] = { /* ... */ };
};
};
};
};
..
// ...
};
</syntaxhighlight>
</syntaxhighlight>


=== Vehicles ===
==== Vehicles ====
 
==== Weapons ====
 
=== Sounds replacement ===


=== Weapons ===


== Sounds replacement ==
{{GameCategory|arma3|Tutorials}}

Latest revision as of 12:01, 2 October 2024

This is a guide how to create an addon to replace the look of a given weapon/unit/vehicle with a different model from another community made addon. To avoid issues the replacement should be of the same type and behavior as close as possible. Generally the goal is to achieve a better visual look or better sound experience.


Required tools


Overall process

Basic preparation

  1. Download the desired addon(s) you want to use for the replacement
  2. Load it/them via a modfolder
  3. Make a config overview for the above mentioned config dump mission in the editor; cfgVehicles for infantry or vehicles, cfgWeapons for weapons (or make subsets like CAManBase, AllVehicles, Tank, Cars, etc); for sounds cfgAmmo and cfgMagazines are also relevant and a few other specific classes for UI or terrain sounds
  4. Extract the classes of the desired vehicle/infantry/weapon item/set/type/faction to replace
  5. Extract the classes of the replacements
  6. Clean both their content for all but the relevant parameters (see below for more information); this regex will remove all but the mentioned parameters:
^(?!.*?(^\tclass|parameterA|parameterB|etc)).*\r\n

Preparing the addon

  1. Create a new folder in your @test\addons modfolder
  2. Give the folder a descriptive name like YourTAG_ReplacementSet_With_AddonName
  3. Create an empty text file
  4. Rename it to config.cpp (make sure to have windows show file extensions)
  5. Add a cfgPatches header - see sample below
    1. Give it the same name as the folder
    2. Add the cfgPatches class dependency of the addon used for the replacement in requiredAddons definition
  6. Add the cfgWeapons/cfgVehicles body
  7. Add the desired vehicles/infantry/weapons classes you want to replace
    1. It should include the base class
    2. The definitions should be strip of all unnecessary parameters at this point
    3. Disable all the remaining parameters (by adding '//' at the start of each line to comment it out) - they only serve as a reminder what you have to replace for a given class

Sample config:

class CfgPatches
{
	class YourTAG_ReplacementSet_With_AddonName
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = { "DependencyToAddonsCfgPatchesClass" };
	};
};
class CfgVehicles
{
	class SoldierWB;
	class B_Soldier_base_F : SoldierWB
	{
//		model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
//		nakedUniform = "U_BasicBody";
//		uniformClass = "U_B_CombatUniform_mcam";
//		hiddenSelections[] = { "Camo" };
//		hiddenSelectionsTextures[] = { "\a3\characters_f\blufor\data\clothing1_co.paa" };
//		linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles" };
//		respawnLinkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles" };
//		class Wounds
//		{
//			tex[] = {};
//			mat[] = { "A3\Characters_F\BLUFOR\Data\clothing1.rvmat", ... };
//		};
	};
	class B_Soldier_F : B_Soldier_base_F
	{
//		nakedUniform = "U_BasicBody";
//		uniformClass = "U_B_CombatUniform_mcam";
	};
};

Defining the replacement

  1. Next you have to select which addon unit should replace each given source class; generally one copies GL over GL, MG over MG and so on
  2. You do so by copying the parameters of the addon class into your replacement addon for the given class
  3. Very important is to keep the parameter inheritance in mind in both addon and source class; in other words you need to check carefully where each required parameter is set and if you need to replace it in the given/specific class or at the base class level

To make some examples for infantry classes:

  • class Wounds or the model are often set only in the base class; except for specific types like snipers, officer, pilot/crew classes
  • whereas the linkedItems list/array is mostly defined per specific class
  • make sure what parameters are set in the base class of the replacement addon

Building the addon

  1. Once each class of has the required parameters set/overwritten with new definitions from the desired addon
  2. Check your config for error (brackets, semicolons, etc) - rapify/mikero's tools have the feature to verify a config for correctness
  3. Build your addon folder to pbo
  4. Load your new pbo in a modfolder, as well as the addon it depends on
  5. Verify in the editor that the replacement works as desired and that you have no onscreen errors and none in the rpt

Different types

Visual replacement

Infantry

Relevant config parameters:

  • model
  • hiddenSelections[]
  • hiddenSelectionsTextures[]
  • class Wounds
  • nakedUniform
  • uniformClass
  • linkedItems[]
  • respawnlinkedItems[]
  • backpack (somewhat problematic as it may have gameplay impact - better to replace the backpack look itself in its definition/class)

Sample config:

class CfgPatches
{
	class AiA_ModelReplacement_BAF_With_STALKERGBs_BritishInfantry
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = { "AiA_ActivateA3Models_ModelReplacement_CO", "STKR_BritMTP" };
	};
};
class CfgVehicles
{
	class SoldierWB;

	class BAF_Soldier_base_EP1 : SoldierWB
	{
		model = "\STKR_BritMTP\Rifleman";
		uniformClass = "STKR_UBACS";
		backpack = "Brit_MLode";
		linkedItems[] = { "STKR_Osprey_R", "STKR_MK7_Scrim", "STKR_HMNVS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" };
		respawnLinkedItems[] = { "STKR_Osprey_R", "STKR_MK7_Scrim", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" };
		class Wounds
		{
			tex[] = {};
			mat[] = { /* ... */ };
		};
	};
// ...
};

Vehicles

Weapons

Sounds replacement