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Thread: I want to make my own custom config

  1. #21
    The laser designator had been added to OFP with a patch in the CWC era if my memory is exact(the official addon Laserguided.pbo that can be found in the OFP addons\ and res\addons\ folder) , and so the config.cpp that defined it, is not a part of the global config.bin.

    so you must add the class definition of the laser blackops in your config modification

    find the following class in you config
    class SoldierWSaboteurDay:SoldierWSaboteurPipe
    {
    several values defined, etc..
    };


    And just after it and before the

    class SoldierWMiner:SoldierWB
    {
    several values defined, etc..
    };

    Add the following

    class SoldierWSaboteurLaser : SoldierWSaboteurPipe
    {
    displayName="$STR_DN_SABOTEUR_LASER";
    weapons[]={"HK", "Binocular", "LaserDesignator", "Throw", "Put"};
    magazines[]={"HK", "HK", "HK", "HK", "LaserDesignator"};
    };

    (this time i don't use quotes, as they are modified by the forum) and then you will have the Laser Designator blackops

    The source of the problem in your case, is that in the Laserguided.pbo , the config defined the black ops laser while using the line
    model="mc saboteurday.p3d";
    So unless you wrote what i suggested you , the old BIS model would have been used everytime.
    With what i suggested you, the model used would be the one of the parent class (SoldierWSaboteurPipe) of -your- config (you can define a specific new model for it if you want a different one from the other blackops by adding the line model="path of the model you want"; in the middle of the existing values).

    Same story for the heavy grenadiers, as it came with a patch it is not in the default big config.bin (he is in the 6G30.pbo official addon that is installed in the original Addons folder and the ...\res\Addons\ folder too if you look into the pbo, prefer the one in ...\res\Addons they are more up to date)

    search your own config for the following class
    class SoldierEB:Soldier
    {
    several values defined, etc..
    };


    and you must add , like previously just after that and before the next defined class :

    class HeavyGrenadier:SoldierEB
    {
    displayName="$STR_DN_HEAVYGREN";
    weapons[]={"6g30","Binocular","Throw","Put"};
    magazines[]={"6g30Magazine","6g30Magazine","SmokeShell","Smok eShell
    "};
    };


    then, add the line model="path of your model"; ***in the middle of the values defined there
    And your east heavy grenadier is defined.

    Note : if you give a look inside the official addons to find some values in the config.cpp, you will notice that there are no config.cpp , but a config.bin , as BIS binarized even those config inside the pbo.
    So you will need Binview for an extended time (it open them without problems)




  2. #22
    Master Gunnery Sergeant
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    Thanks, worked like a charm.

    I think I'll be done with the troops by tommorow if time permits. I'm not sure what I'll start on next. I'm leaning towards weapons.

    The thing I am wondering is if I replace a guns optics but not it's ballistics will the new optics not be sighted in correctly? For example if I replace the BIS's M16 optics with Sucheys will the bullets not hit where I am aiming?

    The question I have about vehicles is about them being hit. I'm considering replacing Bis's BMP model with CSLAII's (simply one of the best models in the community). The thing is CSLAII's BMP is smaller than Bis's. So will near misses that would of hit the bigger BIS BMP hit the smaller CSLAII BMP? Basically will Flashpoint know that the new model is smaller, or will it still think it takes up as much area as the old one?

    By the way I please let me know If I'm asking too many questions or being a pest.

  3. #23
    There should be no problem using different optics, in the config i linked you near the beginning of the thread (i fixed the M16 image not displaying you reported by the way) where i replaced units weapons and sounds using only suchey&earl Marine Assault Pack , i touched no ballistic at all, everything is BIS default , for the weapons category only model, sounds and the optics are modified.

    And if you have tested it, you should notice that the optics are centered and bullets hits where they are supposed to hit.

    As an example, the SAW machinegun in the MAP addons has +/- no recoil while firing full auto, making it the deadlier weapon on the battlefield making every other weapons obsolete.
    And i didn't liked this, so i made the choice to use the default BIS M60 ballistics/recoil instead and i have not see any problem at all.

    So there should be no problem if you replace weapons optics and keep BIS ballistics

    I have not replaced any vehicle yet myself in my different configs, but i guess that the AI has the capacity to aim at the 'center' of the vehicle, so maybe the AI can adapt his aim to the size of the new model of the vehicle, without you having to 'tweak' the ballistics.

    For your number of questions, as long as i know an answer i will reply

    When you will ask me questions about things i have no clue about , well i think that i will consider you as being a pest ***




  4. #24
    Master Gunnery Sergeant
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    May 2 2003
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    Ok sounds easy enough then.


    Quote Originally Posted by [b
    Quote[/b] ]When you will ask me questions about things i have no clue about , well i think that i will consider you as being a pest
    Like the vehicle question j/k.

    I have all east and west troop models replaced now except for the pilots. If you want I can email you the config.bin to try out. I guess it could be considered V.02 Beta.

    So far the required addons are...

    1. Hyakushiki's US Infantry
    2. Suchey and Earl's Marine Assault Pack
    3. ORCS Russian Motorized Infantry
    4. Lasers Deltas
    5. Lasers Rangers
    6. Red Hammer Studios Tank Crew pack.

    I'm debating what to do next. So far I'm thinking of replacing the resistance with Edge's Resistance next, or starting to replace the weapons.

    After I'm done with the weapons and resistance I'll move on to either vehicles or sound. Sound is what's really scaring me to be honest. It seems like the biggest project.

  5. #25
    watch your PM

    I think that as you understood all you have already understood, replacing the sounds (as it involves replacing sound paths the same way you replaced model paths) should not be difficult at all for you.

    Give a look to the config i made for the MAP addons , it should help you for the weapon sounds.

  6.   This is the last Developer post in this thread.   #26
    If you want an easier way to manage all your files try this.

    I chopped up the config.cpp classes so that you can find the one you want a lot quicker, and maintain the code a lot better.
    And where is that band that so vauntingly swore, That the havoc of war and the battle's confusion,
    A home and a country shall leave us no more? Their blood has washed out their foul footstep's pollution.
    No refuge could save the hireling and slave, From the terror of flight, or the gloom of the grave;
    And the Star-Spangled Banner in triumph doth wave O'er the land of the free and the home of the brave!
    (3rd stanza of the Star-Spangled Banner)

  7. #27
    Master Gunnery Sergeant
    Join Date
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    Just a little update. Things are going a tad slower now. Replacing the weapon models and their sounds is a bit problematic.

    *** *** ***I can't seem to replace the inventory pics for the weapons. Every time I test it out they either are invisible on the map screen inventory or they appear but all the magazines are invisible. Just out of curiosity how did you manage to fix that problem with M16 in your marine config Sanctuary?

    *** *** ***The one thing I simply cannot figure out is the M60. I've been trying to replace it's sound effect for 2 days now and it doesn't work right. When I go in the game and fire the M60 it uses the new sound but only once every few seconds. So instead of going iratatatatatat it goes rat *pause*rat *pause*rat *pause*rat *pause*

    *** *** Any solution?

    *** *** Sancuary I copy and pasted from your marine config the following so I could edit the XMS in mine(I hope that's ok). :

    class XMS:M4
    {
    model="\c8x_usmc\C8XM4acog.p3d";
    modelOptics="\c8x_usmc\optic_acog.p3d";
    picture="\c8x_usmc\inv_pics\m4acog.paa ";
    optics=1;
    opticsZoomMin=0.28;
    opticsZoomMax=0.28;
    displayName="$STR_DN_ADD_XMS";
    displayNameMagazine="$STR_DN_ADD_XMS_AMMO";
    shortNameMagazine="$STR_DN_ADD_XMS_AMMO";
    modes[]={"SingleS","FullAutoS"};

    class Single
    {
    };

    *** class SingleS:Single
    {
    displayName="$STR_DN_ADD_XMS";
    };

    class FullAuto
    {
    };

    class FullAutoS:FullAuto
    {
    displayName="$STR_DN_ADD_XMS_AUTO";
    };
    };

    *** ***
    *** ***How did you figure out to do that so you can edit the XMS? I'm curious as I would like to add the G36 and Steyr AUG into the config so I can edit their sounds. ***They aren't in the main config and I just don't know exactly how to go about doing it.

    PS... Does any one know of a good replacement model for the M60, FAL, and G3? I found Inquisitors pack has a exellent M60 but I have trouble justifying using it just for one weapon.




  8. #28
    To fix the M16, i put back the default BIS picture, as i tried several things to use the MAP picture without any success (running into the same invisible pic problme as you)

    I really don't understand what is happening, as the picture replacement worked without problem for the MAP M249 as an example. At least as i used a M16 , the BIS picture remains actual.

    For the M60 , i noticed the problem , as i had the same tact... pause ... tac ... etc , go in the M60 class definition, look for the line
    SoundContinuous=...
    If it is set SoundContinuous=1 , set it to SoundContinuous=0 and vice-versa.
    It will solve the problem.

    The XMS with aimpoint was not in the default config, because it did not came with OFP 1.0 but was added by a patch (like the G36 and the Steyr AUG) , so as i had to add the weapon definition to be able to change the model, i opened in ...\Res\AddOns\ the file XMS.pbo

    then i took the following lines from its own config.bin (i had to open it with Binview)
    class XMS:M4
    {
    model="\XMS\XMS";
    modelOptics="\XMS\optika_XMS";
    picture="\XMS\w_XMS.paa";
    optics=1;
    opticsZoomMin=0.28;
    opticsZoomMax=0.28;
    displayName="$STR_DN_ADD_XMS";
    displayNameMagazine="$STR_DN_ADD_XMS_AMMO";
    shortNameMagazine="$STR_DN_ADD_XMS";
    };

    and reported them in my own config (as the XMS is defined as a child of the parent M4 , you must add this XMS defintion AFTER the class M4:Riffle definition.

    For the G36 and the Steyr, you must open in the ...\Res\AddOns\ the 2 files G36a.pbo and Steyr.pbo and take their weapon definition from their own config.bin and report them to your own config.cpp.

    To speed up things for you here are what you need to add

    class G36aBase:Riffle
    {
    scopeWeapon=2;
    scopeMagazine=2;
    model="\G36A\G36";
    modelOptics="\G36A\G36_optics";
    picture="\G36A\w_g36.paa";
    optics=1;
    opticsZoomMin=0.28;
    opticsZoomMax=0.28;
    distanceZoomMin=300;
    distanceZoomMax=300;
    displayName="$STR_DN_ADD_G36";
    displayNameMagazine="$STR_DN_ADD_G36_AMMO";
    shortNameMagazine="$STR_DN_ADD_G36_AMMO";
    drySound[]={"weapons\M16dry",0.0031623,1};
    magazines[]={"G36a"};
    modes[]={"Single","Burst","Fullauto"};

    class Single
    {
    ammo="G36a";
    multiplier=1;
    burst=1;
    displayName="$STR_DN_ADD_G36";
    dispersion=0.0002;
    sound[]={"\G36A\g36a.wss",1.0,1};
    soundContinuous=0;
    reloadTime=0.1;
    ffCount=1;
    recoil="riffleSingle";
    autoFire=0;
    aiRateOfFire=0.5;
    aiRateOfFireDistance=500;
    useAction=0;
    useActionTitle="";
    };

    class Burst
    {
    ammo="G36a";
    multiplier=1;
    burst=3;
    displayName="$STR_DN_ADD_G36_BURST";
    dispersion=0.001;
    sound[]={"\G36A\g36a_burst",1.0,1};
    soundContinuous=0;
    reloadTime=0.1;
    ffCount=3;
    recoil="riffleBurst3";
    autoFire=0;
    aiRateOfFire=0.5;
    aiRateOfFireDistance=500;
    useAction=0;
    useActionTitle="";
    };

    class FullAuto
    {
    ammo="G36a";
    multiplier=1;
    burst=1;
    displayName="G36 Auto";
    dispersion=0.0003;
    sound[]={"\G36A\g36a_full",1.0,1};
    soundContinuous=0;
    reloadTime=0.07;
    ffCount=1;
    recoil="riffleBurst3";
    autoFire=1;
    aiRateOfFire=0.5;
    aiRateOfFireDistance=500;
    useAction=0;
    useActionTitle="";
    };
    };


    And for the Steyr AUG
    class SteyrBase:Riffle
    {
    scopeWeapon=1;
    scopeMagazine=1;
    model="\steyr\steyr";
    modelOptics="\steyr\optika_steyr";
    picture="\Steyr\w_steyr.paa";
    optics=1;
    opticsZoomMin=0.28;
    opticsZoomMax=0.28;
    distanceZoomMin=300;
    distanceZoomMax=300;
    displayName="$STR_DN_ADD_STEYR";
    displayNameMagazine="$STR_DN_ADD_STEYR_AMMO";
    shortNameMagazine="$STR_DN_ADD_STEYR_AMMO_SHO RT";
    drySound[]={"weapons\M16dry",0.0031623,1};
    modes[]={"Single","Fullauto"};

    class Single
    {
    ammo="Steyr";
    multiplier=1;
    burst=1;
    displayName="$STR_DN_ADD_STEYR";
    dispersion=0.0002;
    sound[]={"\Steyr\Steyr",1.0,1};
    soundContinuous=0;
    reloadTime=0.1;
    ffCount=1;
    recoil="riffleSingle";
    autoFire=0;
    aiRateOfFire=2.5;
    aiRateOfFireDistance=500;
    useAction=0;
    useActionTitle="";
    };

    class FullAuto
    {
    ammo="Steyr";
    multiplier=1;
    burst=1;
    displayName="$STR_DN_ADD_STEYR_AUTO";
    dispersion=0.0003;
    sound[]={"\Steyr\Steyr",1.0,1};
    soundContinuous=0;
    reloadTime=0.07;
    ffCount=1;
    recoil="riffleBurst3";
    recoilFixed="riffleSingleFixed";
    autoFire=1;
    aiRateOfFire=0.5;
    aiRateOfFireDistance=500;
    useAction=0;
    useActionTitle="";
    };
    };


    Notice that both class definition are child from the parent class Riffle:MGun , so you must add them in your own config AFTER this class Riffle:MGun (where you want, after the XMS , before it etc.. but all of them must be in the category class CfgWeapons of course (as you certainly already understood)

    Notice the line SoundContinuous of those classes , remember to change it if you change their sounds and the tac..pause...tac occurs.




  9. #29
    Master Gunnery Sergeant
    Join Date
    May 2 2003
    Posts
    1,360
    Author of the Thread
    Thanks again. It's interesting learning exactly how all this stuff works.

    It is a bummer about the inventory pictures. It seems to work fine for some guns but not for others, like the M249 in yours.

    A little off topic, but do you use ECP?

  10. #30
    Yes, i have made some replacement configs using the ECP editable config too . It is not harder to modify their config than the BIS one as the ECP content is already in and so you don't have to focus about making the ECP scripts working yourself.

    But when i want to play some more ressource intensive missions, i prefer to use one of my no-ECP replacement config to have a more smooth experience, as ECP can be a bit heavy in intense firefights.

    Until now, i have no idea about the source of the problem with some equipment pictures, i will give a look when i will have more time, there is no reason something can't be done ... i hope

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