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Armed Assault Info Forums > English > Armed Assault > Troubleshooting
Kalashnikov_7.62
I have the 1.09 version of ACE and have a lot of addon units installed. Most work but a few, such as the 25ID ACU soldiers dont appear in the units box in the editor. Also there is a thing where the units will show up in the editor but not all types will be available, such as the DCU 3ID soldiers. These appear but dont have all types of soldier, it only has garrison unit, rifleman and grenadier
I dunno if anyone else has this problem, But if anyone knows how to fix it that would be great

D@V£
This is because they inheirit from the default BIS classes. A lot of people do this when writing configs because it saves a hell of a lot of time. For example, it'll reduce this:
CODE
    class SLASoldierAKSU: Man
    {
        scope=2;
        side= 0;
        displayName="Soldier with AKS74U";
        model= "\ca\characters\np_soldier_b";
        picture="\Ca\characters\data\Ico\i_null_CA.paa";
        Icon= "\Ca\characters\data\map_ico\i_wojak_CA.paa";
        hiddenSelections[] = {"medic"};
        accuracy=0.7;
        weapons[]={AKS74U,DefaultManWeapons};
        magazines[]=
        {
            30Rnd_545x39_AK,30Rnd_545x39_AK,30Rnd_545x39_AK,30Rnd_545x39_AK,
            30Rnd_545x39_AK, 30Rnd_545x39_AK,
            HandGrenade,HandGrenade,HandGrenade,HandGrenade
        };
        respawnWeapons[]={AKS74U,DefaultManWeapons};
        respawnMagazines[]={30Rnd_545x39_AK,30Rnd_545x39_AK,30Rnd_545x39_AK,30Rnd_545x39_AK};
        class HeadLimits: HeadLimits
        {
            initAngleX=5; minAngleX=-40; maxAngleX=+40;
            initAngleY=0; minAngleY=-60; maxAngleY=+60;
        };
        minHeadTurnAI = -60;maxHeadTurnAI = +60;
        cost=40000;

        class Wounds
        {
            tex[]={};
            mat[]={
                "ca\characters\data\np_hhl.rvmat",
                "ca\characters\data\np_hhl_wound1.rvmat",
                "ca\characters\data\np_hhl_wound2.rvmat",
                "ca\characters\data\np_soldier_b_body.rvmat",
                "ca\characters\data\np_soldier_b_body_wound1.rvmat",
                "ca\characters\data\np_soldier_b_body_wound2.rvmat"
            };
        };


        moves=CfgMovesMaleSdr;

        boneHead = "head";
//        boneLeftHand = "lruka";
//        boneRightHand = "pruka";
        bonePrimaryWeapon = "weapon";
//        boneSecondaryWeapon = "roura";
        weaponBone = "weapon";
        triggerAnim = "ca\anims\characters\data\anim\sdr\trigger.rtm";
        woman = 0;
        faceType = man;

        minGunElev=-80;maxGunElev=+60; //ToDo: hardcoded, obsolete?
        minGunTurn=-1;maxGunTurn=+1;
        minGunTurnAI=-30;maxGunTurnAI=+30;
        class HeadLimits;

        minHeadTurnAI = -70;maxHeadTurnAI = +70;
        class ViewPilot: ViewPilot
        {
            initFov=0.95; minFov=0.4; maxFov=1.1;
            initAngleX=8; minAngleX=-80; maxAngleX=+45;
            initAngleY=0; minAngleY=-125; maxAngleY=+125;
        };

        selectionHeadWound = "head_injury";
        selectionBodyWound = "body_injury";
        selectionLArmWound = "l_arm_injury";
        selectionRArmWound = "r_arm_injury";
        selectionLLegWound = "l_leg_injury";
        selectionRLegWound = "r_leg_injury";
        selectionHeadHide = "";//"head_hide"; //head
        selectionNeckHide = "";//"neck_hide"; //neck

        memoryPointLStep = "footstepL";
        memoryPointRStep = "footstepR";
        memoryPointAim = "aimPoint";
        memoryPointCameraTarget = "camera";
        memoryPointCommonDamage = "l_femur_hit";
        memoryPointLeaningAxis = "leaning_axis";
        memoryPointAimingAxis = "aiming_axis";
        memoryPointHeadAxis = "head_axis";

         // mimic
        selectionLBrow = "lBrow";
        selectionMBrow = "mBrow";
        selectionRBrow = "rBrow";
        selectionLMouth = "lMouth";
        selectionMMouth = "mMouth";
        selectionRMouth = "rMouth";
        selectionEyelid = "Eyelids";
        selectionLip = "LLip";

        class HitHead {armor=0.7;material=-1;name="head_hit";passThrough=1;};
        class HitBody {armor=0.8;material=-1;name="body";passThrough=1;};
        class HitHands {armor=0.5;material=-1;name="hands";passThrough=1;};
        class HitLegs {armor=0.5;material=-1;name="legs";passThrough=1;};



        useInternalLODInVehicles= 1;
        accuracy=0.60; //changed
        vehicleClass=Men;
        type=VSoft;
        //threat[] VSoft, VArmor, VAir
        threat[]={1, 0.05, 0.05};

        hitSound1[]={\ca\Characters\Data\Sound\Hit11,db-25,1};
        hitSound2[]={\ca\Characters\Data\Sound\Hit12,db-25,1};
        hitSound3[]={\ca\Characters\Data\Sound\Hit13,db-25,1};
        hitSound4[]={\ca\Characters\Data\Sound\Hit14,db-25,1};
        hitSound5[]={\ca\Characters\Data\Sound\Hit15,db-25,1};
        hitSound6[]={\ca\Characters\Data\Sound\Hit16,db-25,1};
        hitSound7[]={\ca\Characters\Data\Sound\Hit17,db-25,1};
        hitSound8[]={\ca\Characters\Data\Sound\Hit18,db-25,1};
        hitSound9[]={\ca\Characters\Data\Sound\Hit19,db-25,1};
        hitSound10[]={\ca\Characters\Data\Sound\Hit20,db-25,1};
        hitSound11[]={\ca\Characters\Data\Sound\Hit21,db-25,1};
        hitSound12[]={\ca\Characters\Data\Sound\Hit22,db-25,1};
        hitSound13[]={\ca\Characters\Data\Sound\Hit23,db-25,1};
        hitSound14[]={\ca\Characters\Data\Sound\Hit24,db-25,1};
        hitSound15[]={\ca\Characters\Data\Sound\Hit25,db-25,1};
        hitSound16[]={\ca\Characters\Data\Sound\Hit26,db-25,1};
        hitSound17[]={\ca\Characters\Data\Sound\Hit27,db-25,1};
        hitSound18[]={\ca\Characters\Data\Sound\Hit28,db-25,1};
        hitSound19[]={\ca\Characters\Data\Sound\Hit29,db-25,1};
        hitSound20[]={\ca\Characters\Data\Sound\Hit30,db-25,1};

        soundEnviron[]={"",db0,1};
        soundEngine[] = {"\ca\characters\Data\sound\breath", db-60, 1.2};
        additionalSound[] = {"\ca\characters\Data\sound\noise", db-120, 1};

        #include "SoundEnvironExt.hpp"

        weaponSlots = WeaponSlotPrimary + WeaponSlotSecondary + 12*WeaponSlotItem + 2*WeaponSlotBinocular + WeaponSlotHandGun + 8*WeaponSlotHandGunItem;
        fsmFormation = "Formation";
    };


To this:

CODE
    class CAManBase;
    class SoldierEB;
    class SLASoldierAKSU: SoldierEB
    {
        displayName="Soldier with AKS74U";
        weapons[]={AKS74U,DefaultManWeapons};
        magazines[]=
        {
            30Rnd_545x39_AK,30Rnd_545x39_AK,30Rnd_545x39_AK,30Rnd_545x39_AK,
            30Rnd_545x39_AK, 30Rnd_545x39_AK,
            HandGrenade,HandGrenade,HandGrenade,HandGrenade
        };
        respawnWeapons[]={AKS74U,DefaultManWeapons};
        respawnMagazines[]={30Rnd_545x39_AK,30Rnd_545x39_AK,30Rnd_545x39_AK,30Rnd_545x39_AK};
    };


Which is a lot more manageable, I'm sure you'll agree tongue.gif

Anyways, the problem arises because of this bit:
CODE
scope=2

Which controls if vehicles are shown in the editor or not. In vanilla this is set to scope=2, so the default vehicle classes are displayed in the editor. However, in ACE, this has been replaced with scope=0, so they won't show up. This means that any vehicle which inheirits from these classes needs to have the scope=2 line added back into their config to show up in the editor. You can still place the classes using the create vehicle command, but that's a bit technical and I don't actually understand it myself tongue.gif

Which is problematic for the end user, because a lot of people like to binarize their addons, making changes to the config impossible.
Kalashnikov_7.62
WOW ... thats a lot of code. LOL
I have found a way to fix this. Thanks to a lot of Googleing LOL.
You need ArmA Edit and then you need to open ace_clientside_config.hpp with it and change the ACE_SCOPE_SHOW_BIS __hidden to visible
this seams to make everything work fine
D@V£
QUOTE(Kalashnikov_7.62 @ May 31 2009, 17:05) *
WOW ... thats a lot of code. LOL
I have found a way to fix this. Thanks to a lot of Googleing LOL.
You need ArmA Edit and then you need to open ace_clientside_config.hpp with it and change the ACE_SCOPE_SHOW_BIS __hidden to visible
this seams to make everything work fine


Hmmm... didn't realise that was possible. Kudos to ACE team for good programming tongue.gif
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