====== ArmA 1 Config Overwriting ====== [[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] **ArmA 1** aka Armed Assault (ArmA) Overwriting in ArmA 1 config. You can overwrite or override specific sections of other configs (Default ArmA, or addon configs etc). Important is that you specify the addon which you overwrite/override, aswell as the addons it needs loaded, in the requiredAddons list within cfgPatches. ====== Weapon Sound Override Config ====== This example shows how to use override M4/M16 sounds by RobertHammer's // Replaces M4/M16 Sounds by RobertHammer's M4/M16 Sounds class CfgPatches { class SIX_rh_m4_soundpack { units[] = {}; weapons[] = {}; requiredVersion = 1.15; // CAWeapons/CAWeapons3 because those are the ones we override. // RH_M4 because thats the addon the sounds are used from requiredAddons[] = { "CAWeapons", "CAWeapons3", "RH_M4" }; }; }; // Inheriting the different firemode classes, so we can use them later on class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class CfgWeapons { class Rifle; // We do not need to define the class rifle here, only inherit class M4: Rifle // We redefine the M4 class here because want to override certain properties { reloadMagazineSound[] = {"\RH_m4\sound\M4_Reload.wss", 0.001, 1}; class Single: Mode_SemiAuto { sound[] = {"\RH_m4\sound\m4s.wss", 5.62341, 1}; }; class Burst: Mode_Burst { sound[] = {"\RH_m4\sound\m4s.wss", 5.62341, 1}; }; class FullAuto: Mode_FullAuto { sound[] = {"\RH_m4\sound\m4s.wss", 5.62341, 1}; }; }; class M4A1SD: M4AIM { class Single: Mode_SemiAuto { sound[] = {"\RH_m4\sound\m4sd.wss", 0.01, 1}; }; class FullAuto: Mode_FullAuto { sound[] = {"\RH_m4\sound\m4sd.wss", 0.014125, 1}; }; }; class M16A2: Rifle { class Single: Mode_SemiAuto { sound[] = {"\RH_m4\sound\m16s.wss", 5.62341, 1}; }; class Burst: Mode_Burst { sound[] = {"\RH_m4\sound\m16s.wss", 5.62341, 1}; }; }; class m16a4: M16A2 { class Single: Mode_SemiAuto { sound[] = {"\RH_m4\sound\m16s.wss", 5.62341, 1}; }; class Burst: Mode_Burst { sound[] = {"\RH_m4\sound\m16s.wss", 5.62341, 1}; }; }; class m16a4_acg: M16A2 { class Single: Mode_SemiAuto { sound[] = {"\RH_m4\sound\m16s.wss", 5.62341, 1}; }; class Burst: Mode_Burst { sound[] = {"\RH_m4\sound\m16s.wss", 5.62341, 1}; }; }; }; ====== Weapon Model and Picture Override ====== Weapon model and picture override. This example shows how models and some pictures are replaced by some of the best custom weapons out there. // Replaces Many Models by some of the best custom weapons out there class CfgPatches { class SIX_Repl_WeaponModels { units[] = {}; weapons[] = {}; requiredVersion = 1.15; // CAWeapons/Weapons3 because we override them, // RH_M4, Vilas_mod_models, RHS_Weap and Ska_Racs_Wp // because we use the models/pics from them requiredAddons[] = { "CAData", "CAWeapons", "CAWeapons3", "RH_M4", "vilas_mod_models", "RHS_Weap", "Ska_Racs_Wp" }; }; }; class cfgWeapons { // Base Classes class Rifle; // BI Class overwrites class AK74: Rifle { model = "\RHS_Weap\RHS_AK74"; picture = "\RHS_Weap\Ed\AK74pic.paa"; }; class aks74pso: AK74 { model = "\RHS_Weap\RHS_AKS74PSO1"; picture = "\RHS_Weap\Ed\AKS74PSO1pic.paa"; }; class AKS74U: AK74 { model = "\vilas_mod_models\AKs74u"; }; class AKS74UN: AKS74U { model = "\RHS_Weap\RHS_AKS74PBS3"; picture = "\RHS_Weap\Ed\AKS74PBS3pic.paa"; }; class AK74GL: AK74 { model = "\RHS_Weap\RHS_AK74GP30"; picture = "\RHS_Weap\Ed\AK74GP30pic.paa"; }; class G36a: Rifle { model = "\vilas_mod_models\G36"; }; class G36C: G36a { model = "\vilas_mod_models\G36C"; }; class G36K: G36a { model = "\vilas_mod_models\G36_K"; }; class M4: Rifle { model = "\RH_m4\RH_m4.p3d"; picture = "\RH_m4\inv\m4a1.paa"; }; class M4AIM: M4 { model = "\RH_m4\RH_m4aim.p3d"; picture = "\RH_m4\inv\m4a1aim.paa"; }; class M4GL: M4 { model = "\RH_m4\RH_m4glacog.p3d"; picture = "\RH_m4\inv\m4a1gl.paa"; }; class M4A1SD: M4AIM { model = "\RH_m4\RH_m4sd.p3d"; picture = "\RH_m4\inv\m4a1sd.paa"; }; class M16A2: Rifle { model = "\RH_m4\RH_m16a2.p3d"; picture = "\RH_m4\inv\m16a2.paa"; }; class M16A2GL: M16A2 { model = "\RH_m4\RH_m16a2gl.p3d"; picture = "\RH_m4\inv\m16a2gl.paa"; }; class m16a4 : M16A2 { model = "\RH_m4\RH_m16a4.p3d"; picture = "\RH_m4\inv\m16a4.paa"; }; class M16A4_GL : M16A4 { model = "\RH_m4\RH_m16a4gl.p3d"; picture = "\RH_m4\inv\m16a4gl.paa"; }; class m16a4_acg: M16A2 { model = "\RH_m4\RH_m16a4acog.p3d"; picture = "\RH_m4\inv\m16a4acog.paa"; }; class M16A4_ACG_GL : M16A4_GL { model = "\RH_m4\RH_m16a4glacog.p3d"; picture = "\RH_m4\inv\m16a4glacog.paa"; }; class PK: Rifle { model = "\vilas_mod_models\PK_MG_proxy"; }; class M249: Rifle { model = "\Ska_Racs_Wp\Ska_M249"; picture = "\Ska_Racs_Wp\Editor\M249pic.paa"; }; };