Hey guys, I was wondering if there are any online resources around that give a proper description of how epoch recognizes what's in configfile versus missionconfigfile? I wanted to add in a gun that I reskinned/retooled, and packing it up as a pbo with a config.bin works, but adding the files individually to the mission folder and using
description.ext>>#include "customCfgWeapons.hpp" does not. Does Epoch just ignore anything that wasn't strictly added through a config.bin/config.cpp that was inside a mod like -mod=@mod1? I wanted to utilize this gun without having to make players go download an additional mod but it seems like epoch doesn't recognize anything I add after the mods are loaded. I know that the access level of Default under CfgWeapons is 3, (no read/write), but I've never come across not being able to build on top of what was already in there using
class Mode_SemiAuto;//external reference
class Mode_FullAuto; //external reference
class CfgWeapons{
class Makarov; //external reference
class hogs_gun : Makarov { //my definition
so that hogs_gun would be accessible in game. I thought that maybe infistar was just not loading it in the Spawn section since it was not listed in configfile but rather in missionconfigfile but even manually adding it into the player's inventory does nothing. If I copy and paste the exact files and code into an Arma 2 mission I wrote everything works fine. Anyone out there with experience using custom cfgs for defining a new weapon type in epoch that could throw me a bone would be much appreciated!,
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hogscraper
Hey guys, I was wondering if there are any online resources around that give a proper description of how epoch recognizes what's in configfile versus missionconfigfile? I wanted to add in a gun that I reskinned/retooled, and packing it up as a pbo with a config.bin works, but adding the files individually to the mission folder and using
description.ext>>#include "customCfgWeapons.hpp" does not. Does Epoch just ignore anything that wasn't strictly added through a config.bin/config.cpp that was inside a mod like -mod=@mod1? I wanted to utilize this gun without having to make players go download an additional mod but it seems like epoch doesn't recognize anything I add after the mods are loaded. I know that the access level of Default under CfgWeapons is 3, (no read/write), but I've never come across not being able to build on top of what was already in there using
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