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#1 Posted at 2014-04-17 07:38        
     
How do you test an addon? I'm very new to ArmA in general and I've just began working on a small replacement config (I think that's what it's called, basically a config.cpp that changes the damage of some rounds in CfgAmmo) and I couldn't figure out how to test my "addon" without having to re-pack it into a .pbo and restart the game. Surely there must be a way to quickly test different values for a config without having to restart the whole game, seeing as there are many huge mods out there (e.g. Blastcore)?

I'm sorry if this was already asked/solved before, I've been searching for a whole week but I couldn't find anything on the matter.

Thank you in advance :D


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#2 Posted at 2014-04-17 09:47        
     
for most scripts you can use the init of the unit or add a trigger (google on this and you will find it). and then you can load the mission from the editor. but its not possible for all mods but ok for what you want i think.

https://community.bistudio.com/wiki/ArmA:_Event_Handlers#Init
http://www.armaholic.com/page.php?id=1801


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#3 Posted at 2014-04-17 11:22        
     
I've looked into it and it seems perfect for testing purposes, yet I couldn't find how to edit a value in the config by using EventHandlers in config.cpp.
Say for example I wanted to change the "hit" value for a 30mm round, how would I link that to an event so I can change it by triggering said event using the mod you linked in your post?
Thank you for your reply nonetheless :D

EDIT:
I've played around with A3 a bit and it seems the .pbos are loaded into RAM after the game starts. So my question is, is there a way to edit the values read from CfgWeapons/CfgAmmo/CfgVehicles etc on-the-fly, or something to make the game reload a pbo? It should be quite possible seeing as they're just values saved into the game's memory.

This post was edited by napalm00 (2014-04-17 18:04, ago)