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Modify Admin menu items


tux-box1

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I want to modify the admin menu.

Specifically I want to add bipods from the marksmen dlc (I know I need the DLC to use the equipment, I have the DLC) and a few other things.

I would like to add some of the arma 3 vehicles that are currently not available via the admin menu spawn option.

I would also like to organize it some so I can find things easier. 

Thing is I don't know where the config for the menu is located. If some one can kindly point out the location to me I can likely do most of the work without much more help.

Thank you.

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If you wish to add items to that. Then in your description.ext add

#Include "Cfgpricing.hpp"

Then download this and place in mission folder

https://github.com/EpochModTeam/Epoch/blob/master/Sources/epoch_config/Configs/CfgPricing.hpp

in that file add class names of items u want to appear in the admin menu and traders.

 

If u have anymore questions feel free to add me on steam. Tinboye

 

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correct, you would depbo the epoch.altis.pbo

then open your description.ext

near the top add 

#Include "CfgPricing.hpp"

inside that file 

  Reveal hidden contents

note that the 

#Include "CfgPricing.hpp"

class CfgPricing 

must be the same case spelled exactly the same way.

rangefinder is in there

as well as your other items listed under 

// DLC muzzles
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  On 10/6/2015 at 3:38 AM, tinboye said:

If you wish to add items to that. Then in your description.ext add

#Include "Cfgpricing.hpp"

Then download this and place in mission folder

https://github.com/EpochModTeam/Epoch/blob/master/Sources/epoch_config/Configs/CfgPricing.hpp

in that file add class names of items u want to appear in the admin menu and traders.

 

If u have anymore questions feel free to add me on steam. Tinboye

 

WOW!!!

You mean there's a way to get the missing items in the admin menu?

I did exactly what you wrote, but it didn't work.  By "mission folder", do you mean epoch.Altis.pbo?  I had all but assumed that $40 was required to get all the items in the admin spawn menu.

If you have any more details, and care to post them, I would really appreciate it!!!

EDIT: I experimented some more.  I never could get the server to find "CfgPricing.hpp".  It always complained of an "empty" header.  So I just appended the whole contents of "CfgPricing.hpp" to "description.ext".  That worked (same as "#include" I assume), but the missing items are still missing from the menu.  What isn't clear is that the "CfgPricing" list in this context should contain the list of items that are missing and you want to add to the menu or if the list should be the complete list. (???)

I'm looking for:

Rangefinder

.338 & 9.3 supressors

Color choices of suppresors, guns, and scopes.

and inexplicably, "meatballs" is missing from my admin menu.

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  On 10/6/2015 at 11:35 AM, tinboye said:

correct, you would depbo the epoch.altis.pbo

then open your description.ext

near the top add 

#Include "CfgPricing.hpp"

inside that file 

 

Hidden Content

note that the 

#Include "CfgPricing.hpp"

class CfgPricing 

must be the same case spelled exactly the same way.

rangefinder is in there

as well as your other items listed under 

// DLC muzzles

Ok, I did all this and if I just include the items I'm missing in this "ancillary" CfgPricing list, pretty much everything disappears from the spawn menus (The "Vests" section was still intact).  If I include the entire file without culling any items, the spawn menu works as before, but still no missing items.

I hope you can answer some more questions:

  • Should the "#include" statement be the first line in "description.ext"?
  • Assuming I can get this to work, where exactly in the menus should I expect to see the new items?  In the appropriate section ("Attachments")?  Will it be in the middle somewhere, at the top or the bottom of the Attachments list?
  • The class definitions do not include the description text found in the actual admin spawn menus.  For example, how will "class muzzle_snds_93mmg_tan { price = 3; };" appear in the menu?
  • Why are these items neglected in the admin spawn menu in the first place? 

Thanks so much for your help. 

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A followup to my own post.

It turns out that "CfgPricing" is not the way to make missing items appear in the spawn menu.

After lots of digging around, I found "server_securityfunctions.sqf".  Starting at line 2066, mine now looks like this:

        _optics = ['optic_Arco', 'optic_Hamr', 'optic_Aco', 'optic_ACO_grn', 'optic_Aco_smg', 'optic_ACO_grn_smg', 'optic_Holosight', 'optic_Holosight_smg', 'optic_SOS', 'optic_MRCO', 'optic_DMS', 'optic_Yorris', 'optic_MRD', 'optic_LRPS', 'optic_NVS', 'optic_tws', 'optic_tws_mg', 'optic_AMS', 'optic_AMS_khk', 'optic_AMS_snd', 'optic_KHS_blk', 'optic_KHS_hex', 'optic_KHS_old', 'optic_KHS_tan'];
            _muzzles = ['muzzle_snds_H','muzzle_snds_L','muzzle_snds_M','muzzle_snds_B','muzzle_snds_H_MG','muzzle_snds_acp','Heal_EPOCH','Defib_EPOCH','Repair_EPOCH','acc_flashlight','acc_pointer_IR', 'muzzle_snds_338_black', 'muzzle_snds_338_green', 'muzzle_snds_93mmg', 'muzzle_snds_93mmg_tan'];
            _misc = ['Rangefinder', 'Binocular','NVG_EPOCH','ItemCompass','ItemGPS','ItemMap','EpochRadio0','EpochRadio1','EpochRadio2','EpochRadio3','EpochRadio4','EpochRadio5','EpochRadio6','EpochRadio7','EpochRadio8','EpochRadio9','ItemWatch'];

And sure enough, the scopes, muzzles, and rangefinder now appear in the admin menu spawn list!!!

I hope this is useful to someone.  I spent hours wasting time with CfgPricing.

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I'm looking at the following code in "server_securityfunctions.sqf"

        if (_this == 61) then {
            _airVehicles = ""
                    getText(_x >> 'displayName') != '' &&
                    getText(_x >> 'picture') != '' &&
                    getNumber(_x >> 'type') != 0 &&
                    getText (_x >> 'vehicleClass') in ['Air']
            ""configClasses (configFile >> 'CfgVehicles');
            {
                _config = 'CfgPricing' call EPOCH_returnConfig;
                if (isClass(_config >> configName _x)) then{
                    _index = _ctrl lbAdd format['%1', getText(_x >> 'displayName')];
                    _ctrl lbSetData[_index, str[configName _x, 6, 0]];
                    _ctrl lbSetPicture[_index, getText(_x >> 'picture')];
                };
            }forEach _airVehicles;
        };

The interesting part is ""configClasses (configFile >> 'CfgVehicles');

Where is 'CfgVehicles'?

I looked through all the files, I didn't find it. Maybe it's the "epochconfig.hpp"?

Any ideas?

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  On 10/7/2015 at 12:31 AM, tux-box1 said:

I'm looking at the following code in "server_securityfunctions.sqf"

        if (_this == 61) then {
            _airVehicles = ""
                    getText(_x >> 'displayName') != '' &&
                    getText(_x >> 'picture') != '' &&
                    getNumber(_x >> 'type') != 0 &&
                    getText (_x >> 'vehicleClass') in ['Air']
            ""configClasses (configFile >> 'CfgVehicles');
            {
                _config = 'CfgPricing' call EPOCH_returnConfig;
                if (isClass(_config >> configName _x)) then{
                    _index = _ctrl lbAdd format['%1', getText(_x >> 'displayName')];
                    _ctrl lbSetData[_index, str[configName _x, 6, 0]];
                    _ctrl lbSetPicture[_index, getText(_x >> 'picture')];
                };
            }forEach _airVehicles;
        };

The interesting part is ""configClasses (configFile >> 'CfgVehicles');

Where is 'CfgVehicles'?

I looked through all the files, I didn't find it. Maybe it's the "epochconfig.hpp"?

Any ideas?

https://github.com/EpochModTeam/Epoch/blob/master/Sources/epoch_config/Configs/CfgVehicles.hpp

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Nope, CfgVehicles would include every single object/building/vehicle in game in all PBOs out there, including originals. There's much more to it than it meets the eye, the whole science behind it :)

Also forget this config, there's nothing you can change in it as it is not mpmissions compatible config.

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  On 10/7/2015 at 6:09 PM, raymix said:

Nope, CfgVehicles would include every single object/building/vehicle in game in all PBOs out there, including originals. There's much more to it than it meets the eye, the whole science behind it :)

Also forget this config, there's nothing you can change in it as it is not mpmissions compatible config.

I think some people are just trying to understand what's possible and not possible and why.  I'm not sure science even enters into it.  For example, why is the attachments menu in the admin menu incomplete?  Is this by design?  The admin menu doesn't seem to get much attention and it needs some updating.  And generally speaking, from what I've seen here in the forums, the developers see it as the absolute lowest priority.

So while your comments are valuable in the context of trying to understand what the developers really think the priorities are for Epoch, I don't think it helps the community when it might appear to some that you are mocking those with less knowledge than you.

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oh boy...

  On 10/7/2015 at 7:12 PM, phm said:

I think some people are just trying to understand what's possible and not possible and why.  I'm not sure science even enters into it. 

It's a figure of speech, a very large topic out of scope of question asked

  On 10/7/2015 at 7:12 PM, phm said:

 For example, why is the attachments menu in the admin menu incomplete?  Is this by design?  The admin menu doesn't seem to get much attention and it needs some updating.  And generally speaking, from what I've seen here in the forums, the developers see it as the absolute lowest priority.

Everything we do takes time, something simple for you might take hours of planning for developers and many more to implement. Not all developers are capable of the task and yes ofcourse there are priorities and sacrifices.

  On 10/7/2015 at 7:12 PM, phm said:

So while your comments are valuable in the context of trying to understand what the developers really think the priorities are for Epoch, I don't think it helps the community when it might appear to some that you are mocking those with less knowledge than you.

Nobody's mocking anyone, ... you literary can't do shit with cfgVehicles as a server admin. There are quite a few other  static configs like that which can't be changed and would require creating whole new client PBO.

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  On 10/7/2015 at 6:09 PM, raymix said:

Nope, CfgVehicles would include every single object/building/vehicle in game in all PBOs out there, including originals. There's much more to it than it meets the eye, the whole science behind it :)

Also forget this config, there's nothing you can change in it as it is not mpmissions compatible config.

Thank you for your input. I haven't parsed the whole file yet but when I did some keyword searching I did not find, for example: B MRAP 01 hmg F.  am I missing something? Off topic, my phone is misbehaving.

 

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  On 10/8/2015 at 6:31 PM, tux-box1 said:

@ Raymix, can you guide me to a file I can mmodify, so I can add my own flourishes? 

Thank you for your time.

 

Ahh, it's not as simple as you'd think. Some if items depend on cfgPricing - the stuff that traders has, some items are hardcoded and some goes trough configs. I haven't touched the admin menu myself, but it would require some effort to put out the proper guide that would fit everyone out there, the time better spent implementing new features, ya know.

  On 10/8/2015 at 6:29 PM, tux-box1 said:

Thank you for your input. I haven't parsed the whole file yet but when I did some keyword searching I did not find, for example: B MRAP 01 hmg F.  am I missing something? Off topic, my phone is misbehaving.

 

See, CfgVehicles is a huge config, it is split apart and located in multiple config files. When engine is launched, all these and other configs are stitched together into a single large config. There are many ways to view or extract data from configs using code ofc, some of code snippets I've scattered around the forum if interested, but if you are interested to see how it all works, jump in a editor (SP), press ESC and choose Config viewer button. It'll show you how cfg hierarchy works... sorta. It's a mess.

In terms of changing it - you can't, unless you make an extra PBO mod that either adds new vehicles or modifies older configs, but this requires clients to download and run this mod, so it's not gonna work.
Tehnically if you were to find something specific, you'd extract all arma 3 pbos (for example Arma3P.bat) and then use something like winGrep to surf trough hundreds of files with tens of thousands of lines.

It's very hard to explain it in simple terms how it works as it's quite a learning curve to master config files and commands associated with them (quite rewarding knowledge tho).

Bottom line is, if you want to see something in admin menu, your best bet is to make a new thread in feedback section with list of items you'd like to see in it and hope the next patch includes them (we are aware that admin menu lacks few items ofc).

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  On 10/8/2015 at 6:55 PM, raymix said:

Ahh, it's not as simple as you'd think. Some if items depend on cfgPricing - the stuff that traders has, some items are hardcoded and some goes trough configs. I haven't touched the admin menu myself, but it would require some effort to put out the proper guide that would fit everyone out there, the time better spent implementing new features, ya know.

See, CfgVehicles is a huge config, it is split apart and located in multiple config files. When engine is launched, all these and other configs are stitched together into a single large config. There are many ways to view or extract data from configs using code ofc, some of code snippets I've scattered around the forum if interested, but if you are interested to see how it all works, jump in a editor (SP), press ESC and choose Config viewer button. It'll show you how cfg hierarchy works... sorta. It's a mess.

In terms of changing it - you can't, unless you make an extra PBO mod that either adds new vehicles or modifies older configs, but this requires clients to download and run this mod, so it's not gonna work.
Tehnically if you were to find something specific, you'd extract all arma 3 pbos (for example Arma3P.bat) and then use something like winGrep to surf trough hundreds of files with tens of thousands of lines.

It's very hard to explain it in simple terms how it works as it's quite a learning curve to master config files and commands associated with them (quite rewarding knowledge tho).

Bottom line is, if you want to see something in admin menu, your best bet is to make a new thread in feedback section with list of items you'd like to see in it and hope the next patch includes them (we are aware that admin menu lacks few items ofc).

thank you for the additional details. II have had my share of cnfig file editing. I'm not afraid of the work. If you don't mind can you pint me to the files I should be looking at so I can make some modifications to the admin menu? I've tried the suggests already posted to this thread. Any suggestion are appreciated.

thank you.

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  On 10/8/2015 at 6:55 PM, raymix said:

Bottom line is, if you want to see something in admin menu, your best bet is to make a new thread in feedback section with list of items you'd like to see in it and hope the next patch includes them (we are aware that admin menu lacks few items ofc).

Just such a thread exists and is nearly a month old.  So far, nary a peep from the developers.

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  On 10/18/2015 at 5:09 PM, vbawol said:

We do have plans of recoding the admin panel so it is easier to customize. Some parts of the spawn menu are static and could easily be made into a config instead. I will try to get this done for the next patch 0.3.5.

This is fabulous news!!!

I've been maintaining a list of what's missing here.

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  On 10/18/2015 at 5:09 PM, vbawol said:

We do have plans of recoding the admin panel so it is easier to customize. Some parts of the spawn menu are static and could easily be made into a config instead. I will try to get this done for the next patch 0.3.5.

Thank you, if at all possible can you make the entire menu customizable? With a fully customizable menu each admin can make their own changes, this would greatly reduce the amount of work you would have to do in the future. 

Thank  you again for a great mod. 

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