Replacement Config Tutorial – Arma 3 Talk
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you could also point out that while the emphasis is on model replacement (perhaps I isn't?), simply altering the config to enhance a model's characteristics is also part of the tute. | you could also point out that while the emphasis is on model replacement (perhaps I isn't?), simply altering the config to enhance a model's characteristics is also part of the tute. | ||
== Syntax highlighting == | |||
You can syntax highlight your code by using the <pre><syntaxhighlight lang="cpp"></syntaxhighlight></pre> tags. [[User:Surpher|surpher]] | |||
<syntaxhighlight lang="cpp"> | |||
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"; | |||
}; | |||
}</syntaxhighlight> |
Revision as of 12:16, 10 October 2013
I would immediately emphasise the replacement of existing models by changing the phrase
" the look of a given weapon/unit/vehicle with a different model from another community made addon."
to
the look of an existing weapon/unit/vehicle with a different model, that you have created or altered to suit.
'community made addons', and indeed any other addon, is not relevant, in the sense, why bother? Mikero (nee Ook?)
you could also point out that while the emphasis is on model replacement (perhaps I isn't?), simply altering the config to enhance a model's characteristics is also part of the tute.
Syntax highlighting
You can syntax highlight your code by using the
<syntaxhighlight lang="cpp"></syntaxhighlight>
tags. surpher
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";
};
}