6thSense.eu:CG

by 6thSense.eu

A view on Configs, by Sickboy

**under construction**

# Basics

A config decides parameters and properties of most aspects of the gameworld and it's contents.

A config is used for defining, inheriting and overwriting classes.

## Available Root Classes

* CfgPatches
* CfgModels
* CfgSkeletons
* CfgAmmo
* CfgWeapons
* CfgMagazines
* CfgVehicles
* CfgMaterials
* CfgTextureToMaterial
* CfgWorlds (Islands)

TODO: Complete it

## Inheritance

If you create a custom addon, and you want to base your thing on something that already exists and does not need to be redefined, you can use the following example:
(test2 will be equal to test1 in this example)
`class test1;
class test2: test1 {};`

You can inherit from other classes, e.g in this example, class test2 is equal to test1:
`class test1
{
 val1 = 1;
 val2 = 2;
 val3 = 0;
};

class test2: test1 {};`

in this example, test2 inherits all variables and values of test1, but changes val2 and adds a val4:
`class test1
{
 val1 = 1;
 val2 = 2;
 val3 = 0;
};

class test2: test1
{
 val2 = 3;
 val4 = 1;
};`

## Overwriting

You can overwrite or override specific sections of other configs (Default ArmA, or addon configs etc)

Important is that you specify the addon which you overwrite/override, aswell as the addons it needs loaded, in the requiredAddons list within cfgPatches

# Config Examples

## Weapon Sound Override Config

This example shows how to use override M4/M16 sounds by RobertHammer's

```
// Replaces M4/M16 Sounds by RobertHammer's M4/M16 Sounds
class CfgPatches
{
	class SIX_rh_m4_soundpack
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 1.00;
		requiredAddons[] = {"CAWeapons","CAWeapons3","RH_M4"}; // CAWeapons/CAWeapons3 because those are the ones we override.  RH_M4 because thats the addon the sounds are used from
	};
};

// Inheriting the different firemode classes, so we can use them later on
class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;

class CfgWeapons
{
	class Rifle; // We do not need to define the class rifle here, only inherit
	class M4: Rifle // We redefine the M4 class here because want to override certain properties
	{
		reloadMagazineSound[] = {"\RH_m4\sound\M4_Reload.ogg", 0.001, 1};
		class Single: Mode_SemiAuto
		{
			sound[] = {"\RH_m4\sound\m4s.ogg", 5.62341, 1};
		};
		class Burst: Mode_Burst
		{
			sound[] = {"\RH_m4\sound\m4s.ogg", 5.62341, 1};
		};
		class FullAuto: Mode_FullAuto
		{
			sound[] = {"\RH_m4\sound\m4s.ogg", 5.62341, 1};
		};
	};

	class M4A1SD: M4AIM
	{
		class Single: Mode_SemiAuto
		{
			sound[] = {"\RH_m4\sound\m4sd.ogg", 0.01, 1};
		};
		class FullAuto: Mode_FullAuto
		{
			sound[] = {"\RH_m4\sound\m4sd.ogg", 0.014125, 1};
		};
	};

	class M16A2: Rifle
	{
		class Single: Mode_SemiAuto
		{
			sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
		};
		class Burst: Mode_Burst
		{
			sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
		};
	};

	class m16a4: M16A2
	{
		class Single: Mode_SemiAuto
		{
			sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
		};
		class Burst: Mode_Burst
		{
			sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
		};
	};

	class m16a4_acg: M16A2
	{
		class Single: Mode_SemiAuto
		{
			sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
		};
		class Burst: Mode_Burst
		{
			sound[] = {"\RH_m4\sound\m16s.ogg", 5.62341, 1};
		};
	};
};

```

## Weapon Model and Picture Override

This example shows how models and some pictures are replaced by some of the best custom weapons out there

```
// Replaces Many Models by some of the best custom weapons out there
class CfgPatches
{
	class SIX_Repl_WeaponModels
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 1.060000;
		requiredAddons[] = {"CAData","CAWeapons","CAWeapons3","RH_M4","vilas_mod_models","RHS_Weap","Ska_Racs_Wp"}; // CAWeapons/Weapons3 because we override them, RH_M4, Vilas_mod_models, RHS_Weap and Ska_Racs_Wp because we use the models/pics from them
	};
};

class cfgWeapons
{
	// Base Classes
	class Rifle;

	// BI Class overwrites
	class AK74: Rifle
	{
		model = "\RHS_Weap\RHS_AK74";
		picture = "\RHS_Weap\Ed\AK74pic.paa";
	};

	class aks74pso: AK74
	{
		model = "\RHS_Weap\RHS_AKS74PSO1";
		picture = "\RHS_Weap\Ed\AKS74PSO1pic.paa";
	};

	class AKS74U: AK74
	{
		model = "\vilas_mod_models\AKs74u";
	};

	class AKS74UN: AKS74U
	{
		model = "\RHS_Weap\RHS_AKS74PBS3";
		picture = "\RHS_Weap\Ed\AKS74PBS3pic.paa";
	};

	class AK74GL: AK74
	{
		model = "\RHS_Weap\RHS_AK74GP30";
		picture = "\RHS_Weap\Ed\AK74GP30pic.paa";
	};

	class G36a: Rifle
	{
		model = "\vilas_mod_models\G36";
	};

	class G36C: G36a
	{
		model = "\vilas_mod_models\G36C";
	};

	class G36K: G36a
	{
		model = "\vilas_mod_models\G36_K";
	};

	class M4: Rifle
	{
		model = "\RH_m4\RH_m4.p3d";
		picture = "\RH_m4\inv\m4a1.paa";
	};

	class M4AIM: M4
	{
		model = "\RH_m4\RH_m4aim.p3d";
		picture = "\RH_m4\inv\m4a1aim.paa";
	};

	class M4GL: M4
	{
		model = "\RH_m4\RH_m4glacog.p3d";
		picture = "\RH_m4\inv\m4a1gl.paa";
	};

	class M4A1SD: M4AIM
	{
		model = "\RH_m4\RH_m4sd.p3d";
		picture = "\RH_m4\inv\m4a1sd.paa";
	};

	class M16A2: Rifle
	{
		model = "\RH_m4\RH_m16a2.p3d";
		picture = "\RH_m4\inv\m16a2.paa";
	};

	class M16A2GL: M16A2
	{
		model = "\RH_m4\RH_m16a2gl.p3d";
		picture = "\RH_m4\inv\m16a2gl.paa";
	};

	class m16a4 : M16A2
	{
		model = "\RH_m4\RH_m16a4.p3d";
		picture = "\RH_m4\inv\m16a4.paa";
	};

	class M16A4_GL : M16A4
	{
		model = "\RH_m4\RH_m16a4gl.p3d";
		picture = "\RH_m4\inv\m16a4gl.paa";
	};

	class m16a4_acg: M16A2
	{
		model = "\RH_m4\RH_m16a4acog.p3d";
		picture = "\RH_m4\inv\m16a4acog.paa";
	};

	class M16A4_ACG_GL : M16A4_GL
	{
		model = "\RH_m4\RH_m16a4glacog.p3d";
		picture = "\RH_m4\inv\m16a4glacog.paa";
	};

	class PK: Rifle
	{
		model = "\vilas_mod_models\PK_MG_proxy";
	};

	class M249: Rifle
	{
		model = "\Ska_Racs_Wp\Ska_M249";
		picture = "\Ska_Racs_Wp\Editor\M249pic.paa";
	};
};

```

# Interesting Links

* ArmA Addon Configuration

You can find some more info in my answers here: