CfgVehicleClasses: Difference between revisions
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cfgVehicleClasses is | cfgVehicleClasses is the new way of using custom vehicleClasses in [[Armed Assault]]. | ||
== The cfgVehicleClasses entry == | |||
The way this functions is by a seperate cfgVehicleClasses entry, somewhere before the cfgVehicleClasses. | |||
== | It would appear like so: | ||
<pre>class cfgVehicleClasses | |||
{ | |||
class MyClass | |||
{ | |||
displayName = "My Addons"; | |||
}; | |||
};</pre> | |||
== The vehicleClass entry == | |||
In the cfgVehicleClasses entry for your addon, you would insert | |||
<pre>vehicleClass = "MyClass";</pre> | |||
== Example Config == | |||
Here is an example config.cpp with correct use of cfgVehicelClasses: | |||
<pre>// some basic defines | |||
#define TEast 0 | |||
#define TWest 1 | |||
#define TGuerrila 2 | |||
#define TCivilian 3 | |||
#define TSideUnknown 4 | |||
#define TEnemy 5 | |||
#define TFriendly 6 | |||
#define TLogic 7 | |||
#define true 1 | |||
#define false 0 | |||
// type scope | |||
#define private 0 | |||
#define protected 1 | |||
#define public 2 | |||
#define WeaponNoSlot 0// dummy weapons | |||
#define WeaponSlotPrimary 1// primary weapons | |||
#define WeaponSlotSecondary 16// secondary weapons | |||
#define WeaponSlotItem 256// items | |||
#define WeaponSlotBinocular 4096// binocular | |||
#define WeaponHardMounted 65536 | |||
class CfgPatches | |||
{ | |||
class MySoldier | |||
{ | |||
units[] = {"MySoldier"}; | |||
requiredAddons[] = {}; | |||
weapons[] = {}; | |||
requiredVersion = 1.00; | |||
}; | |||
}; | |||
class CfgVehicleClasses | |||
{ | |||
class MySoldierClass | |||
{ | |||
displayName = "My Soldiers"; | |||
}; | |||
}; | |||
class cfgVehicles | |||
{ | |||
class All {}; | |||
class AllVehicles: All {}; | |||
class Land: AllVehicles {}; | |||
class Man:Land {}; | |||
class CAManBase: Man {}; | |||
class SoldierWB: CAManBase {}; | |||
class MySoldier: SoldierWB | |||
{ | |||
displayName="My Soldier"; | |||
vehicleClass = "MySoldierClass"; | |||
weapons[]={"M4AIM","M9","Throw","Put"}; | |||
magazines[]={"30Rnd_556x45_Stanag","15Rnd_9x19_M9","15Rnd_9x19_M9"}; | |||
}; | |||
};</pre> | |||
== Result == | |||
The end result would appear somewhat like this: | |||
[[Image:Cfgvehicleclasses_result.jpg|thumb|150px|left|cfgVehicleClasses Result]] |
Revision as of 12:07, 29 November 2006
cfgVehicleClasses is the new way of using custom vehicleClasses in Armed Assault.
The cfgVehicleClasses entry
The way this functions is by a seperate cfgVehicleClasses entry, somewhere before the cfgVehicleClasses.
It would appear like so:
class cfgVehicleClasses { class MyClass { displayName = "My Addons"; }; };
The vehicleClass entry
In the cfgVehicleClasses entry for your addon, you would insert
vehicleClass = "MyClass";
Example Config
Here is an example config.cpp with correct use of cfgVehicelClasses:
// some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class MySoldier { units[] = {"MySoldier"}; requiredAddons[] = {}; weapons[] = {}; requiredVersion = 1.00; }; }; class CfgVehicleClasses { class MySoldierClass { displayName = "My Soldiers"; }; }; class cfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Man:Land {}; class CAManBase: Man {}; class SoldierWB: CAManBase {}; class MySoldier: SoldierWB { displayName="My Soldier"; vehicleClass = "MySoldierClass"; weapons[]={"M4AIM","M9","Throw","Put"}; magazines[]={"30Rnd_556x45_Stanag","15Rnd_9x19_M9","15Rnd_9x19_M9"}; }; };
Result
The end result would appear somewhat like this: