Replacement Config Tutorial – Arma 3
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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 regular expression support. Recommended: EditPadPro (and/or PowerGREP)
- Ability to create a config dump from system memory while the game is running
- Tools to exact pbos and create pbos. Recommended: mikero's tool suite
Overall process
Basic preparation
- Download the desired addon(s) you want to use for the replacement
- Load it/them via a modfolder
- 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)
- Extract the classes of the desired vehicles/infantry/weapons to replace
- Extract the classes of the replacements
- 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
- Create a new folder in your @test\addons modfolder
- Give the folder a descriptive name like YourTAG_ReplacementSet_With_AddonName
- Create an empty text file
- Rename it to config.cpp (make sure to have windows show file extensions)
- Add a cfgPatches header - see sample below
- Give it the same name as the folder
- Add the cfgPatches class dependency of the addon used for the replacement in requiredAddons definition
- Add the cfgWeapons/cfgVehicles body
- Add the desired vehicles/infantry/weapons classes you want to replace
- It should include the base class
- The definitions should be strip of all unnecessary parameters at this point
- Disable all the remaining parameters - 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"; };