Arma 3
Escape | Chernarus 2035 [WIP]
 This topic has been pinned, so it's probably important
Nomad 420  [developer] 24 Feb, 2021 @ 1:06pm
Guide to Adding Equipment from Mods
Hi everyone,

Due to interest from the community, I decided to make a guide which will allow players to modify their mission files in order to incorporate accessories, clothing, equipment weapons and weapon attachments from any other mod on the workshop.

Please keep in mind that to make these changes and keep them, you will need to make a separate copy of this mission on your hard drive and edit that version, as any future updates to this scenario will overwrite changes on the Steam Workshop version. This will be detailed in the first few steps of the guide

Guide:

1. Access one of the following directories on your PC to locate the mission.pbo file:
C:\Users\[Your User]\Documents\Arma 3\Saved\steam\Escape%20%7c%20Chernarus%202035%20[WIP].Chernarus_2035\
C:\Users\[Your User]\Documents\Arma 3 - Other Profiles\[Your Profile]\Saved\steam\Escape%20%7c%20Chernarus%202035%20[WIP].Chernarus_2035\

If you cannot find these directories, ensure you have started the scenario at least once and used the 'Save & Exit' function when exiting the scenario.

2. Using a PBO extraction tool (i.e. PBO Manager from Armaholic), extract the contents of the PBO in to a new folder in your C:\Users\[Your User]\Documents\Arma 3\missions\

3. Name that folder whatever your want, but ensure that the folder name ends with Chernarus_2035

This mission file should now be in your missions directory accessible via the 3DEN Editor. Ensure you make all changes to the files in this directory, and then open the mission in the editor and 'Export to Multiplayer' in order to play it.

4. To add items to the hostile AI factions, navigate to the following directory eos\functions\ and locate the following 4 files: bear_fnc.sqf; raider_fnc.sqf; scav_fnc.sqf; usec_fnc.sqf

Each of these files contain the item pools for the corresponding ingame factions. These pools are sorted into the following categories: Uniforms, Vests, Backpacks, Goggles, Headgear, Weapons, Attachments1, Attachments2, Grenades, Meds and Items.

You can now add any item from any mod into the corresponding categories using their "classnames". If you list an item multiple times (i.e. "G_Aviator", "G_Aviator", "G_Aviator",), it will be found more commonly on AI units of that faction. If you decide to add items to the bottom of the list, please check that there is a "," at the end of ever classname except for the very last one in that category.

5. Adding items to the trader pools is a two-step process to ensure new items can both be bought and sold to the trader.

5.A To add an item to the trader's inventory, navigate to the following directory HG\Config and locate the following 2 files: HG_GearShopCfg.h and HG_ItemsShopCfg.h

You can now add any items to the trader's inventory using the following syntax {"Item_Classname",price,"true"}, and replacing the 'Item_classname' with the correct classname and 'price' with the item's price in dollars ($). If you decide to add items to the bottom of the list, please check that there is a , at the end of every {bracketed section} except for the very last one in that category.

To add Facewear, Headgear, Uniforms, Vests, Backpacks and Weapons, use the HG_GearShopCfg.h file.

To add Miscellaneous items, Medical items, Ammunition, Grenades, Scopes and Weapon attachments, use the HG_ItemsShopCfg.h file.

5.B To add an item to the sellable items list, navigate to the scripts\ directory and locate the SaleCrate.sqf file.

Then simply add an item using the following syntax and change the highlighted 'Item_Classname' and 'price' to correspond to the item's classname and the desired sale price. As a guide, I have made all the sales prices 50% of the purchase price of that same item.
if ({_x == "Item_Classname"} count crateItems >= 1) then {_y = {_x == "Item_Classname"} count crateItems; for "_i" from 1 to _y do {[price,0] call HG_fnc_addOrSubCash;};};

6.Once all the desired changes have been made, simply load up the mission file in your 3DEN Editor, run a test and export to Multiplayer if everything works correctly. If you encounter any errors, please verify your syntax for any mistakes, as so long as the classnames are correct there should be no issues whatsoever with this method

Please let me know if you have any questions, and I hope you all have fun using your various mods in this mission :steamthumbsup:
Last edited by Nomad 420; 24 Feb, 2021 @ 1:11pm