Heres a good example.
hamis had released a Skoda replacement addon
The addon is primarily only a CONFIG.CPP file which overwrites existing definitions.
Obviously in this example, Sigma-6's addon pack is the source of the new models.
CONFIG.CPP
#define _ARMA_
#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 Skoda_replacement
{
units[] = {};
weapons[] = {};
requiredVersion = 1.00;
requiredAddons[]={"CAWheeled","CAwheeled3"};
};
};
class CfgVehicles
{
class All{};
class AllVehicles: All{};
class Land: AllVehicles{};
class LandVehicle: Land{};
class Car: LandVehicle{};
class SkodaBase: Car{};
class Skoda: SkodaBase
{
model = "\monaco\monaco.p3d";
picture="\Monaco\ico\Monaco_ca.paa";
icon="\Monaco\map_ico\icomap_Monaco_ca.paa";
displayName="1968 Dodge Monaco 500";
displayNameShort = "$STR_DN_Monaco";
soundEngine[]={"\Monaco\motor.wav",0.8,1.0};
};
class SkodaBlue: SkodaBase
{
model = "\cuda\cuda.p3d";
picture="\cuda\ico\cuda_ca.paa";
icon="\cuda\map_ico\icomap_cuda_ca.paa";
displayName = "1970 Plymouth AAR Cuda";
displayNameShort = "AAR Cuda";
soundEngine[]={"\Monaco\motor.wav",0.8,1.0};
};
class SkodaRed: SkodaBase
{
model = "\SIG_chargerrt\chargerrt.p3d";
picture="\SIG_chargerrt\ico\chargerrt_ca.paa";
icon="\SIG_chargerrt\map_ico\icomap_chargerrt_ca.paa";
displayName="1969 Dodge Charger R/T";
displayNameShort = "Dodge Charger";
soundEngine[]={"\Monaco\motor.wav",0.8,1.0};
};
class SkodaGreen: SkodaBase
{
model = "\cd71hm\cd71hm.p3d";
picture="\cd71hm\ico\cd71hm_ca.paa";
icon="\cd71hm\map_ico\icomap_cd71hm_ca.paa";
displayName = "1971 Plymouth Hemicuda";
displayNameShort = "Hemi Cuda";
soundEngine[]={"\Monaco\motor.wav",0.8,1.0};
};
};
Vehicles like SkodaRed and SkodaBase are ALREADY defined in ArmA, this simply overwrites the definition.
Your files sit in a folder of the same name you want your PBO file to be called.
Once finished editing your cpp file, simply compact the folder into a PBO file using tools like cPBO or Eliteness.