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arma:config:overwriting

Overwriting

Overwriting in ArmA 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";
	};
};
arma/config/overwriting.txt · Last modified: 2009-04-17 11:41 (external edit)