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编辑“
Arma 3 Characters And Gear Encoding Guide
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Arma 3 Characters And Gear Encoding Guide
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== Backpack configuration == Backpakcs are defined in the ''cfgVehicles'' class, and their base class ''Bag_Base'' is configured as follows: <syntaxhighlight lang="cpp">/// Bag_Base config /// class cfgVehicles { class ReammoBox; class Bag_Base: ReammoBox { scope = 1; class TransportMagazines {}; class TransportWeapons{}; isbackpack = 1; reversed = 1; mapSize = 2; vehicleClass = Backpacks; allowedSlots[] = {901}; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Small"; displayName = "Bag"; picture = "\A3\Weapons_F\Ammoboxes\Bags\data\ui\backpack_CA.paa"; icon = "iconBackpack"; transportMaxWeapons = 1; transportMaxMagazines = 20; class DestructionEffects {}; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\A3\weapons_f\ammoboxes\bags\data\backpack_small_co.paa"}; maximumLoad = 0; side = 3; }; };</syntaxhighlight> Usually, there will be just a handful of properties to set, when a new backpack is configured. The example is given below. <syntaxhighlight lang="cpp">/// Sample backpack config /// class cfgVehicles { class Bag_Base; class New_Bag: Bag_Base { author = "Splendid Modder"; scope = 2; model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Compact"; displayName = "New Bag"; picture = "\A3\weapons_f\ammoboxes\bags\data\ui\icon_B_C_Compact_dgtl_ca.paa"; hiddenSelectionsTextures[]={"\A3\weapons_f\ammoboxes\bags\data\backpack_compact_digi_co.paa"}; maximumLoad = 160; mass = 20; }; };</syntaxhighlight> If you want to specify contents of a backpack, you do it in ''TransportMagazines'', ''TransportItems'', and ''TransportWeapons'' classes. The best way is to define a new backpack class, inherit it from the backpack class of a bag you want a soldier to use, specify the contents of the bag, and use this new backpack class as a value of the <tt>backpack</tt> property in the soldier's config. For example, a backpack for a BLUFOR Asst. Autorifleman is defined as follows: <syntaxhighlight lang="cpp">/// Asst. Autorifleman's backpack config /// class cfgVehicles { class B_Kitbag_rgr; class B_Kitbag_rgr_AAR: B_Kitbag_rgr { scope = 1; // There is no need for this bag to appear in the editor, Virtual Arsenal, or Zeus. class TransportMagazines { mag_xx(100Rnd_65x39_caseless_mag,4); mag_xx(100Rnd_65x39_caseless_mag_Tracer,2); mag_xx(130Rnd_338_Mag,2); }; class TransportItems { item_xx(optic_tws_mg,1); item_xx(bipod_01_F_snd,1); item_xx(muzzle_snds_338_sand,1); item_xx(muzzle_snds_H_SW,1); }; }; };</syntaxhighlight> Please note the config above contains macros to simplify the list of equipment. The macros which are useful for this can be defined as follows: <syntaxhighlight lang="cpp">/// Equipment list macros definition /// #define mag_xx(a,b) class _xx_##a {magazine = a; count = b;} #define weap_xx(a,b) class _xx_##a {weapon = a; count = b;} #define item_xx(a,b) class _xx_##a {name = a; count = b;}</syntaxhighlight>
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