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Thread: need config file help

  1. #1

    need config file help

    ive made a basic castle wall, made the lods and textured it, however i have absolutely no clue how to make/get a config file for the wall, alls i want it to be able to spawn it in the game as an indestructible wall, and i really have ABSOLUTELY no clue on how to make or get this config file and how to get this wall into the game, any super basic help/ tutorials would be great

  2. #2

  3. #3
    Moderator [FRL]Myke's Avatar
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    I would suggest to read Mondkalb's tutorial "How to create a addon from scratch" which can be found in the stickies.

  4. #4
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    I've been looking at the tutorial from Mondkalb and ive been attempting to change the config by deleting things that dont apply for my wall such as door animations and things but i still am completely confused on how to make the config work for my wall, i tried this and it dosent work but i dont have any idea what it needs to work
    Code:
    /* Declaration as Addon-Content.*/
    class CfgPatches         {
        /* "Hey ArmA2, this is an addon and it's named "Castle_Wall"*/
        /* The name should be indentical to the folder's name*/
        class Castle_Wall    {
            units[] = {};
            weapons[] = {};
            requiredVersion = 0.1;
            requiredAddons[] = {};
        };
    };
    
    /* The category in the editor like "Objects" or "Cars".*/
    class CfgVehicleClasses {
    
        class Castle_WallsVehicleClass {
            displayName = "Castle Walls";
        };
    };
    
    /* This is where arma gets the information about a new object. */
    /* Donät be confused by the "vehicles" in CfgVehicles*/
    class CfgVehicles {
    
    
        class Land_Castle_Wall: Castle_Housebase {
            model = "\Castle_Wall\Addons\Castle_Wall.p3d";    /* path to the object */
            displayName =  "$STR_Castle_Wall";     /* entry in Stringtable.csv */
                                                /* Important are the $ and the capital STR_*/
            nameSound = "";                        
            mapSize = 8;                        /* Size of the icon */
            icon = "iconStaticObject";            /* Path to the picture shown in the editor. */
            accuracy = 1000;   
            armor = 4500000;                        /* "Lifepoints", if you like to call it that way.*/
            destrType = "DestructBuilding";        /* type of destruction, when armor = 0 */
            scope = 2;                            /* Display it in the editor? 1 = No, 2 = Yes */
            
        
        
                
                };
            };
        };
    };
    I've named my addon castle_wall and its found in the arma folder under Castle_wall\Addons\, sorry if that if completely utterly wrong or ruined but im still struggling to work out what i need in that config for my wall.
    Last edited by [FRL]Myke; Aug 31 2012 at 15:25.

  5. #5
    Moderator [FRL]Myke's Avatar
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    Please use code tags to include code (meh). Click edit on your post to see how.

    I'm not a specialist for static objects but what i can see, you dont load the baseclass upon which you base your object:
    Code:
    class CfgVehicles {
        class Castle_Housebase;
        class Land_Castle_Wall: Castle_Housebase {
    Hopefully someone with more knowledge about houses will take a closer look.

  6. #6
    Hi,

    yes, this is a tough one for beginners.
    I am also struggling to find a decent "template" for a simple static object. In my case an oildrum that I have in Bulldozer now, but I could do with seeing how to get a VERY basic config.cpp up and running somehow.
    I've read "How to create a addon from scratch" literally four times (probably more tbh) but to us newbies it's like Hieroglyphics at points.
    That's not to say it isn't VERY helpful and appreciated, it's just that it doesn't even mention things like a static model with no doors/anims apparently DOESN'T need a model.cfg..? Is that correct..? It really just needs a config.cpp to get ingame..? I don't know, and these points seem to be assumed to be just "known" to the reader of most of these tuts- they could really do with being pointed out to be really helpful and beneficial to the community.
    Just BASIC things like that would go a long way to increasing this communities size, as it'd make it more accessible to more people.

    Again- I understand most if not ALL of these tuts are done in people own time- that's fantastic and I hope to do some of my own one day, but they could very easily be made more understandable by explaining the baby step basics better.

    This hopefully won't be taken as a complaint; this community is unreal tbh, but little things like this would make it even more so!

  7. #7
    Hi simple i can put it is :
    1 Dev Heaven all in one config.
    2 search for nearest class that defines what it is your making
    3
    Code:
      class youfoundinallinone;
      class mynewobject :youfoundinallinone
     {
     copy and paste here the code found inside class youfoundinallinone brackets};
    4 change Paths / displayname in 3 so it matches your folder and new name for your object.
    5 binpbo and test ingame .
    6 look at Arma.rpt , here it will tell you that either your model or config has something missing , fix it by adding what is missing.
    7 if you find that your error is reporting something that is not inside { class youfoundinallinone config}; then inheritance is problem and you need to go deeper or inheritance maybe even way back to :
    Code:
     class House or HouseBase;
     class yourmodel : House or HouseBase
    of course you need cfgpatches ,cfgvehicles as a bare minimum in all configs. these are available to copy and re address to your needs.
    most important is scope when inheriting :
    scope = 0 // can be used for base calss, wont appear in editor and cannot be created.
    scope =1// cant be seen in editor but can be created using createvehicle
    scope =2 // can be seen in editor list if classed correctly in apropiate dropdown.
    Last edited by Thromp; Sep 2 2012 at 10:32.
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