Replacement Config Tutorial – Arma 3 Talk

From Bohemia Interactive Community
Revision as of 13:16, 10 October 2013 by Surpher (talk | contribs) (→‎Syntax highlighting: new section)
Jump to navigation Jump to search

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";
 	};
}