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Thread: CfgWeapon simulations

  1. #1

    CfgWeapon simulations

    Hello, I recently noticed that CfgWeapon have a variable called "simulation" just like in the CfgAmmo that changes how the item acts.
    And that by adding "simulation = "NVGoggles";" will remove many properties and make the item act as a night vision goggle, where you need to press N and a night vision effect will show up.

    Example:
    Spoiler:


    I just wonder if there a way to edit simulation types or create new ones? And how.
    I am asking this because I cannot find this information anywhere.


    -Hatifnat
    Last edited by Hatifnat; Jun 21 2012 at 08:37. Reason: Added example

  2. #2

  3. #3
    Ok, but how do Classes within weapon classes actually work? Like so:
    PHP Code:
    class cfgWeapons
    {
        class Default;
        class 
    MyWeapon: Default
        {
            
    //Stuff here
            
    class ClassInWepClass
            
    {
                
    //More stuff here
                
    class ClassInClassInWepClass
                
    {
                    
    //More stuff here x2
                
    };
            };
        };
    }; 
    Last edited by Hatifnat; Jun 21 2012 at 08:39.

  4. #4
    nope. at least not what I assume you are trying to do here.
    better add some context to avoid confusion

  5. #5
    I am wondering what they do. Do you run those classes using SQF, an event or something else?
    I am trying to make something like a NVG just with a IR vision instead for testing. I figured out I could make a weapon with a IR sight without any zoom that don't take any inventory space, and got confused when I saw the OpticsModes class in an addon.

    (I am kinda new to arma 2 modding)
    Last edited by Hatifnat; Jun 21 2012 at 08:55.

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