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Installing mods victoria 2
Installing mods victoria 2









If the above code were in the file, "USArmy_weap.hpp", the section in the config.cpp to include it already inside the cfgWeapons section would look like: It is also standard practice to split the sections into different files, using an include command.

installing mods victoria 2

This code must be placed in the cfgWeapons class. Now, you can't just plop this code anywhere in the config.cpp. Also remember to put the classname of your new weapon into the weapons section of the cfgPatches section in your config.cpp. Note that some weapons may not have a PointerSlot, such as guns that do not have rails on the sides. The same goes for the LinkedItemsAcc, which always goes in the PointerSlot slot, and then define the attachment. Inside you change two parameters, the slot which should always be the same (CowsSlot, which is the name for the slot where all optics go on every gun), and the name of the item used. Inside that, you can declare the LinkedItemsOptic section. Scope = 0 in a weapon means show in arsenal and everywhere else, 1 means only in arsenal, and 2 means show nowhere. Here, scope = 2 tells the mod not to display the weapon anywhere. This example shows adding a Aimpoint CompM2 red dot sight and a PEQ15 IR laser to the RH_M4_RIS. The changes that go into the the weapons are as follows: This ensures that those files are loaded before this one, meaning it will never load before the class has been created.

installing mods victoria 2

pbo, or in one of the dependencies sections of a. pbo must be listed as a requiredAddon, either in the same. Note that if you use a weapon from another. This is read as "RH_m4_RIS_M68_PEQ15 inherits RH_M4_RIS." Any changes created inside the brackets will override any settings in the original item. In this case, the original class is declared, "RH_m4_Ris" then the new class is created, followed by a colon, and then the original class. First you must declare the class, and then, when creating your new class, tell the game it is a "child" of the original class. Instead, you can inherit a class, and just change the things you want to change. If there is another gun, say "RH_m4_Ris" that you want to change, you do not want to have to reprogram the entire weapon and just change a couple things. In order to do this, you must understand how inheriting other classes works.

installing mods victoria 2

To add sights, go must actually create a new weapon and add the parameters for the LinkedItems. If you want to use weapons that have sights or other attachments on them, they most likely don't initially exist. Once the basic sections in you config.cpp have been set up, you need to begin actually creating the soldiers and vehicles.











Installing mods victoria 2