SilentShanx 3 Report post Posted January 3, 2016 Hi All, Does anyone know if/how to override code in the config.bin from exile_client.pbo (client side config)? I know what code changes I need, my only road block is I do not know how to override the client side config. Better yet, I am just looking to append some code as I am attempting to add a few additional buildable items. If anyone has any ideas, it would be greatly appreciated! Thanks! Share this post Link to post Share on other sites
happydayz 490 Report post Posted January 3, 2016 to do what you want to do. the short long answer is no you cant do that. You can override some of whats in there. just not give empty objects classnames etc. You need to make it a seperate mod. sorry bro. Share this post Link to post Share on other sites
SilentShanx 3 Report post Posted January 3, 2016 I would be adding classes to cfgConstruction, CfgMagazines, and CfgVehicles. Are you saying I cannot add classes to those server side? Share this post Link to post Share on other sites
wasti 96 Report post Posted January 4, 2016 inside of config.cpp in your mission file: class CfgExileCustomCode { /* You can overwrite every single file of our code without touching it. To do that, add the function name you want to overwrite plus the path to your custom file here. If you wonder how this works, have a look at our bootstrap/fn_preInit.sqf function. Simply add the following scheme here: = ""; Example: ExileClient_util_fusRoDah = "myaddon\myfunction.sqf"; */ }; Share this post Link to post Share on other sites
Dizzturbed 98 Report post Posted January 5, 2016 only way i found to make these items act as any other construction object is to do what @happydayz said. make a mod and add whatever you like. this way you can override every single aspect of the exile_client_config. what you CAN try is to override the code that checks for the config and reroute that to the missionConfig. check ExileClient_construction_beginNewObject.sqf for example to see how exile does that. but that means you would need to move the WHOLE CfgConstructions to the mission file. Share this post Link to post Share on other sites
SilentShanx 3 Report post Posted January 6, 2016 On 1/5/2016 at 0:48 PM, Dizzturbed said: only way i found to make these items act as any other construction object is to do what @happydayz said. make a mod and add whatever you like. this way you can override every single aspect of the exile_client_config. what you CAN try is to override the code that checks for the config and reroute that to the missionConfig. check ExileClient_construction_beginNewObject.sqf for example to see how exile does that. but that means you would need to move the WHOLE CfgConstructions to the mission file. hmmmm....I think I'll try this and see where it goes. I'd be curious to see how much this adds to the mission file size and if it's doable. If it doesn't add too much to the size, I do not see why this won't work. I mean, once the client has downloaded the mission file the code is on their local machine so performance shouldn't be impacted. Personally, I am just looking to add a couple of buildable items that are already part of Arma but this would also allow the customization of current walls aka their armor, could make them weaker/stronger for optimized base raiding or something or at least allow the admin's to control how strong bases are (I know the exile devs have some balancing in their roadmap still). Share this post Link to post Share on other sites
SilentShanx 3 Report post Posted January 7, 2016 I got this to work. Well I was able to move cfgConstructions to the mission file configuration however, I also had to move cfgVehicles. I might be able to make a custom vehicles cfg just for construction classes but I haven't tested that yet. If I can get the remaining pieces to work, I will likely create an addon/script so others can follow suite. Ps. Adding the code server side increased mission file by only 100kb, and server fps remained the same so far. I haven't see any other draw backs yet but I am still going through the testing phase. Thanks again the info! Share this post Link to post Share on other sites
Dizzturbed 98 Report post Posted January 7, 2016 im eager to see what you can come up with =) got so much to do lately, so i cant investigate that further. keep us informed =) Share this post Link to post Share on other sites
SilentShanx 3 Report post Posted January 12, 2016 (edited) I've decided to scrap this idea. While possible it's a pain in the ass. If you want to add a new item, you need to also copy cfgMagazines to server side and change any/all exile code that references cfgMagazines which is > 50% of the exile client side code files. Basically you'd be moving most everything server side except for texture files which defeats the purpose of having the client side mod. I'm also not sure about server performance or anything of that nature at this time. If the exile devs decide not to add any more buildable items in the future, maybe I will resume this project. If enough folks request it, I'll post a proof of concept or something. For a client side mod, I'd suggest following this thread - Client side buildables thread Edited January 12, 2016 by SilentShanx Share this post Link to post Share on other sites
Dizzturbed 98 Report post Posted January 12, 2016 hah, thats what i ended up to do as well as mentioned =D its not only that you would need to copy the cfgmagazines of exile, as sson as you add a mod like mas or whatever your going to run into trouble, since the server merges all the clientside configs on start, so the traders would never ever check these files if you tell them to check the mission in the first place. as for this addon, we both started at pretty much the same time only that my items outside of building are much more sensible than his 100% everything items. and my buildables are cup only, as a3 items just dont fit a2 maps. greek style buildings in eatern europe? nah thanks Share this post Link to post Share on other sites