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Pasi

Create new Inv Items

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Hello BI Forum :)

 

i dont find anny help in Google or somthing :/

 

i want to know how i add new Items in the Game. i want to add a Script when i rightclick on the Item in the Inventory

can anyone help or give me a Link to help ?

 

thank you guys :)

 

Pasi 

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now i have a new problem i dont want to have a Magazin but an Item.

ItemCore is false becasue the Item is form a DLC not an normal Item.

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now i have a new problem i dont want to have a Magazin but an Item.

ItemCore is false becasue the Item is form a DLC not an normal Item.

 

So if you have the DLC which it belongs to, then you can use it, right...?

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 Yes but i dont want a DLC Item :D

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But surely itemCore is a vanilla class? The FAK, radio, watch, map and compass inherit itemCore, so I do not understand what you mean by DLC? However, if you are using itemCore in CfgMagazines, then use CA_Magazine instead. ItemCore will only work in CfgWeapons, I believe. Even though your item is inheriting something that is called a magazine, doesn't generally mean that your item will become a usable magazine. I only use items in the magazine classes because it is much more convenient and used by the DayZ mod Devs.

ItemCore is false because the Item is from a DLC not a normal Item.

And:

Yes but i dont want a DLC Item :D

Doesn't make sense. :/

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ItemCore is a fundamental part of ArmA 3. It is not a DLC, either that or you are trolling.Like what Ranwer135 said, all of the items that are stock bis are ItemCore.

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Ok sry i meen this:

 

2016-02-06_00001.png

 

 

anybody with an Idea ? ;D

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We would need a look at your config, but it is most likely a small bug : it won't prevent you from using it nor spam you with DLC-related messages.

RHS had the same problem with a few items.

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here is my config :/

class CfgPatches
{
    class PSNL_Item
    {
        units[]={};
        weapons[]={};
        requiredVersion=1;
        author[]=
        {
            "Pasi"
        };
    };
};

class CfgMagazines
{
	class ItemCore;
    class InventoryItem_Base_F;

    class Fisch: ItemCore
    {
        displayName = "Fisch"; //Item's Display Name
        scope=2; //Scope 2 will show in editor
        author = "Pasi"; //Your Name
        picture = "\PSNL_Item\fish.paa"; //Displays icon in your Inventory
        model = ""; //Path to your model
        icon = "iconObject_circle"; //Leave as is
        descriptionShort = "guck dir das arme ding an :("; //Description displayed when mouse is hovered over item in inventory
		class ItemInfo: InventoryItem_Base_F
		{
			mass = 10;
		};
    };
};

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mm... maybe try replacing ItemCore with CA_magazine, makes things simpler :ph34r: 

 

class CfgMagazines
{
    class CA_Magazine;
	
    class Fisch: CA_Magazine
    {
        displayName = "Fisch"; //Item's Display Name
        scope=2; //Scope 2 will show in editor
        author = "Pasi"; //Your Name
        picture = "\PSNL_Item\fish.paa"; //Displays icon in your Inventory
        model = ""; //Path to your model
        icon = "iconObject_circle"; //Leave as is
        descriptionShort = "guck dir das arme ding an :(";
    };
};

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mm... maybe try replacing ItemCore with CA_magazine, makes things simpler :ph34r: 

 

class CfgMagazines
{
    class CA_Magazine;
	
    class Fisch: CA_Magazine
    {
        displayName = "Fisch"; //Item's Display Name
        scope=2; //Scope 2 will show in editor
        author = "Pasi"; //Your Name
        picture = "\PSNL_Item\fish.paa"; //Displays icon in your Inventory
        model = ""; //Path to your model
        icon = "iconObject_circle"; //Leave as is
        descriptionShort = "guck dir das arme ding an :(";
    };
};

Not if you want the item to show in the Arsenal though

 

For "magazine" class items to be selectable in the Arsenal the game requires you to have a weapon that actually uses the magazines in question actually in your inventory/on your person. If the item you're making is just a "flag" item, you're better off inheriting from 'ItemCore' rather than 'CA_Magazine'. That way you should be able to select your item in the '+' item list for any storage uniform item (uniform, vest, rucksack etc.)

 

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Not if you want the item to show in the Arsenal though

 

OFF THIS TOPIC (and completely for my own benefit :ph34r:):

Would it make sense then to make a smoke grenade or a pipebomb inherit from ItemCore instead of CA_Magazine for them to show up in the arsenal? Would it affect these items being used as normal?

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OFF THIS TOPIC (and completely for my own benefit :ph34r:):

Would it make sense then to make a smoke grenade or a pipebomb inherit from ItemCore instead of CA_Magazine for them to show up in the arsenal? Would it affect these items being used as normal?

Inheriting them from CA_Magazine means they probably wouldn't work as intended (or at all). You'd be better off inheriting from default smoke grenades and pipe-bomb classnames for each item respectively. Provided you setup the throw/put muzzles properly, they'll show up correctly in the Arsenal in their relevant section (i.e. smoke grenade in the grenades tab and pipe-bomb in the explosives tab).

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the problem is when i take the magazine method i can´t stack the Items because they are a magazine with a capacity :/

 

but i want to stack the items :/

 

can i delete the capacity ?

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when i create a Magazine, the Magazine have a capacity(a small white bar right of them) but i want to have no capacity of rounds.

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Then inherit from ItemCore:

class CfgWeapons
{
   class ItemCore;
   class Fisch: ItemCore
   {
      displayName = "Fisch"; //Item's Display Name
      scope=2; //Scope 2 will show in editor
      author = "Pasi"; //Your Name
      picture = "\PSNL_Item\fish.paa"; //Displays icon in your Inventory
      model = ""; //Path to your model
      icon = "iconObject_circle"; //Leave as is
      descriptionShort = "guck dir das arme ding an :("; //Description displayed when mouse is hovered over item in inventory
         class ItemInfo: InventoryItem_Base_F
         {
            mass = 10;
         };
   };
};

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