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#1 Posted at 2012-08-07 05:30        
     
I've got a mod that adds a ton of new weapons to the game. I have a very simple question, I hope. However, Google hasn't turned up much results. Where do I find the ID of the guns and magazines that have been added into the game by a mod?

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#2 Posted at 2012-08-07 07:10        
     
You can open the pbo, and check it's config file usually. If it's a popular enough mod, like RH ak's you can just look it up online.

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#3 Posted at 2012-08-07 08:04        
     
Here is a "how to" to find weapons classnames in editor preview:

Create a trigger, make it "RADIO ALPHA" and repeatable (size and dir are of no matter). In the On activation line, write the following:
hint format ["%1", weapons player]
Now go in preview and activate radio alpha (0-0-1). This will show you the weapons you have. When the trigger is repeatedly, you may change your weapons (don't forget to put an ammobox) and re-use radio command.

If you need to know classnames of weapons magazines, just replace "weapons" with "magazines" in the above code.


Or, you can try and use this tool for it:
- ShowClass


** moved to mission editing as it is more in general than specific to a certain weapon mod/addon.

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#4 Posted at 2012-08-07 08:31        
     
# lsp : You can open the pbo, and check it's config file usually. If it's a popular enough mod, like RH ak's you can just look it up online.

I've been having a lot of difficulties opening PBO files for some reason. cpbo doesn't function and "Eliteness" has a DLL error.

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#5 Posted at 2012-08-07 10:05        
     
My eliteness works.

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#6 Posted at 2012-08-07 11:12        
     
# Spades_Neil : I've been having a lot of difficulties opening PBO files for some reason. cpbo doesn't function and "Eliteness" has a DLL error.

When you get errors please be so kind to provide the error so people might be able to give you a fix. Now all we can do is guess or post spam posts like "mine works!!".
So, read this:
http://www.armaholic.com/forums.php?m=posts&q=13495

If that does not fix it be informative and post your error.

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#7 Posted at 2012-08-07 18:31        
     
# Foxhound : Here is a "how to" to find weapons classnames in editor preview:

Create a trigger, make it "RADIO ALPHA" and repeatable (size and dir are of no matter). In the On activation line, write the following:
hint format ["%1", weapons player]
Now go in preview and activate radio alpha (0-0-1). This will show you the weapons you have. When the trigger is repeatedly, you may change your weapons (don't forget to put an ammobox) and re-use radio command.

If you need to know classnames of weapons magazines, just replace "weapons" with "magazines" in the above code.

This method has worked effectively. Thank you.

Also I'm having that DePBO.dll missing error like the folks on that page, though even while I know of the error I have not yet attempted to correct it. :P I'll get back to you on that one.

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#8 Posted at 2012-08-07 19:12        
     
Which mod is it? Most mods should have a text file that lists the classnames or have that information in the release thread of the mod. All the hints above are good ones though too! :)


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#9 Posted at 2012-08-20 23:49        
     
Related to this, how can I find the class ID of an object such as an ammo box? Again, I'm working with modded ammo boxes containing a slew of weapons that aren't vanilla to ArmA 2.

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#10 Posted at 2012-08-21 00:20        
     
I usually setup a repeatable radio trigger juliet with this as the onact:

hint format["%1", typeOf cursorTarget];copyToClipboard typeOf cursorTarget;

Then just look at something and 0-0-0 then Ctrl-V into my script.

This post was edited by Pirin (2012-08-21 21:16, ago)


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#11 Posted at 2012-08-21 20:17        
     
# Pirin : I usually setup a repeatable radio trigger juliet with this as the onact:

hint format["%1", typeOf cusorTarget];copyToClipboard typeOf cursorTarget;

Then just look at something and 0-0-0 then Ctrl-V into my script.

I'm not really sure what you mean. I made a trigger with this and don't really understand what this does.

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#12 Posted at 2012-08-21 21:17        
     
# Spades_Neil : I'm not really sure what you mean. I made a trigger with this and don't really understand what this does.


you point at the object you want to identify and use the radio trigger, you should get some text revealing the type of object. That text is also copied to the pc's clipboard you can just paste in into any editor.

I don't use the radio trigger I leave that on none repeating

in condition I put
round(time %1) == 1

on act
hint format["%1", typeOf cursorTarget];copyToClipboard typeOf cursorTarget;

That should reveal any object constantly.

Also check the spelling in the repost of Pirins code that you posted the first cursor is missing an r

This post was edited by F2kSel (2012-08-21 21:27, ago)


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#13 Posted at 2012-08-21 21:26        
     
Oops! Had a typo in there, cursorTarget, I'd missed the r. Sorry.

Basically with a radio trigger just walk up to the ammo box so you're pointing your gun at it and activate the trigger. You'll get a hint with the classname of the box and it'll be copied into your windows clipboard so you can paste it into a script.

It should look like this:


So USSpecialWeaponsBox would be the classname of that ammobox I'm looking at in the picture.


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#14 Posted at 2012-08-22 01:06        
     
Hahah, yes, that would do it. I corrected the typo and it works fine now.

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#15 Posted at 2012-09-28 21:49        
     
Perin:
If you mean Groups as in the F2 groups, you can use the configBrowser for that. Plop down the Functions module and call:
[] call BIS_fnc_configviewer


Then double click on config.bin -> cfgGroups -> the faction in question and they'll be listed there.



OK. I'm not too versed on the Function module yet. But am I still calling via there or through a game logic? And then, where is the config.bin that I will doubleclick on?






Tags: Guns, Id, Magazine, Weapon