Addons & Mods Depot > ArmA - Configs & Scripting

Config for a re-skinned vehicle

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Deadfast:
Hello all,
I'll say it right away - I'm a total newbie when it comes to making any configs :)


Now I'd need a little help - I've made a bunch of civilian vehicles reskins and I'd like to get them into the game. They should be stand alone and shouldn't replace any of the default vehicles.


Could anyone be that kind and give me some directions with, let's say, a reskin for the hatchback?



Thanks a lot,
Deadfast

kju:
config.cpp


--- Code: ---class CfgPatches
{
class YourTag_MyVehicle
{
units[] = {"YourTag_MyVehicle"};
weapons[] = {};
requiredVersion = 1.14;
requiredAddons[] = {"CAWheeled"};
};
};
class CfgVehicles
{
class Car_hatchback;
class YourTag_MyVehicle: Car_hatchback
{
model = "\YourTag\MyVehicle\P3dName";
};
};
--- End code ---

Addon structure:
P:\YourTag\MyVehicle\*

PboPrefix:
YourTag\MyVehicle

If you want to do it GOOD, separate config, from model, from sound etc into separate Pbos.

See:
Good design - separate an addon in multiple PBOs


Suggested naming:
PBO naming thoughts

So for example:

DFS_C_CIV_MyVehicle, DFS_P_CZ_MyVehicle and DFS_P_CZ_MyVehicle.

Use this setup for each model to make them all standalone and
easy to make replacement configs for em.  :good:

Deadfast:
Much appreciated, gonna take a look on it right away :)



EDIT: Well, got it do display in the game, but it's missing any animations.
If my memory servers me correctly model.cfg has something to do with this, correct?

kju:
Yep, check

http://community.bistudio.com/wiki/Model_Config#cfgModels

I find the explanation rather complicated.
To me the config code seems more understandable.

Deadfast:
This is getting rather annoying.

Not only it's still not animated, but now the windows are not even transparent when binarising the model...

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