Forum Jump :

Author Message


Posts: 24
Rank:


Level: Member

Country: bg
Location: Right behind you...
Occupation: Building a Tank from spare parts.
Age: 22
In-game name:

 
#1 Posted at 2013-12-27 08:19        
     
I've been wanting to create a addon faction from some time,but I can't find the information I am searching for (I'm sorry if this is the wrong section)
Anyhow,how do I create a faction with lets-say BLUFOR reskinned units with diffrent loadout?I'd like to know how to form a structure for the faction like this:
(The one we see ingame)
_FACTIONNAME-
-MEN
-CARS
-SUPPORT
-DIVERS
Do I need anykind of programs to make factions?


Author Message


Posts: 685
Rank:


Level: Member

Country: nl
Location: Amsterdam
Occupation: IT nerd
Age: 40
In-game name: -=XTRA=-Larsiano

 
#2 Posted at 2013-12-27 08:27        
     
3 thing to look out for (on BIS wiki and other places) this needs to be in the config (at least one) for the addons to know what faction this is

class cfgFactionClasses
{
	class DAF
	 {
		scope = 2;
		displayName = "DAF";
		priority = 2;
		side = "TWest";
	 };
};
class cfgVehicleClasses
{
	class DAF_Wheeled
	{
		displayName = "DAF Wheeled";
	};
	class DAF_Wheeled_Desert
	{
		displayName = "DAF Wheeled Desert";
	};
};
class CfgMods
{
	class DAF
	{
		dir = "DAF";
		name = "Dutch Armed Forces (v 0.60)";
		picture = "daf_scripts\logo\daf_co.paa";
		hidePicture = "true";
		hideName = "true";
		action = "http://forums.bistudio.com/showthread.php?139734-Dutch-Armed-Forces&p=2220146";
	};
};


Advertisement


Author Message


Posts: 9
Rank:


Level: Member

Country: ca
Location:
Occupation:
Age:
In-game name:

 
#3 Posted at 2014-03-14 00:33        
     
can we get some more specific direction to a step by step tutorial on how to do this?


Author Message


Posts: 612
Rank:


Level: Member

Country: au
Location: Perth
Occupation: Arma Addict
Age: 20
In-game name: BroBeans

 
#4 Posted at 2014-03-14 13:02        
     
class CfgPatches
{
    class TEST_UNITS
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {a3_characters_F, a3_characters_f_beta, a3_characters_f_gamma};
    };
};
class cfgFactionClasses
{
 class TEST_FACTION //Faction Calling Name
 {
  displayName = "Test"; //Faction name in-game
  icon = "TEST\img.paa"; //Path to texture next to the faction name in editor "PBOname\filename.paa"
  priority = 1; //How far down it is on the menu
  side = 1; // 1 Blufor 2 opfor 3 independant i think.
 };
};
class CfgVehicleClasses
{
 class TEST_Units //Name of unit group e.g Air, Infantry, Armour
 {
	displayName = "Infantry"; //In-game name
	priority = 2; // How far down it is on the menu
 };
};
 
class CfgVehicles
{
    class B_Soldier_base_F; //Blufor Soldier
		
	class TEST_Marksman: B_Soldier_base_F //Unit Class name: Class getting info from
	{
		side = 1; //Blufor
		faction = "TEST_FACTION"; //Your Faction
		backpack = "TEST_Backpack"; //Backpack
		vehicleclass = "TEST_Units"; //Unit Group
		author = "Delta 1 Actual"; 
		_generalMacro = "TEST_Marksman"; //Class Name
		scope = 2;
		displayName = "Marksman"; //In-Game Name
		weapons[] = {"TEST_GUN","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; 
		respawnWeapons[] = {"TEST_GUN","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; 
		magazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","HandGrenade","HandGrenade","HandGrenade"};
		respawnMagazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade"};
		cost = 300000;
		threat[] = {1,0.7,0.3};
		linkedItems[] = {"TEST_Vest","TEST_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};
		respawnLinkedItems[] = {"TEST_Vest","TEST_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};
		model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d"; //Path to model
		uniformClass = "TEST_Uniform"; //uniform you are using
		camouflage = 1.6;
		hiddenSelections[] = {"camo"};
		HiddenSelectionsTextures[] = {"TEST\data\TEST_Uniform_co.paa"};	//Uniform textures
	};
	
};


class cfgWeapons
{
    class Uniform_Base;
    class UniformItem;
 
    class TEST_Uniform: Uniform_Base
    {
        scope = 2;
        displayName = "Custom Uniform"; //In-Game name
        picture = "\A3\characters_f_epa\data\ui\icon_U_B_CTRG_uniform_ca.paa"; //Menu Picture
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; 
		hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"TEST\data\TEST_Uniform_co.paa"}; //Path to my texture.
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "TEST_Unit"; //A Unit that wears it
            containerClass = "Supply40"; //Carry Amount
            mass = 30; //Weight
			hiddenSelections[] = {"camo"};
        };
	};
	
	
	class V_PlateCarrier3_rgr;
	class ItemInfo;
	
		
	class TEST_Vest: V_PlateCarrier3_rgr
	{
		picture = "\A3\Characters_F_EPA\Data\ui\Icon_V_plate_carrier_snake_ca.paa"; //Menu Picture
		displayName = "Heavy Vest"; //In-Game name
		hiddenSelections[] = {"camo"};
		hiddenSelectionsTextures[] = {"TEST\Data\TEST_Vest_co.paa"}; //Vest texture path
		class ItemInfo: ItemInfo
		{
			uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; //Vest model you are using
			containerClass = "Supply160"; //Carry Amount
			mass = 50; // Weight
			armor = "5*1.4";
			passThrough = 0.4;
			hiddenSelections[] = {"camo"};
		};
	};


    class ItemCore;
    class HeadgearItem;
    
    class TEST_Helmet: ItemCore
    {
        scope = 2;
        weaponPoolAvailable = 1;
        displayName = "Combat Helmet"; //In-Game name
        picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; //Menu Picture
        model = "\A3\Characters_F_EPA\BLUFOR\headgear_b_helmet_kerry"; // Model
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"TEST\data\TEST_Helmet_co.paa"}; // Path to your texture.
        class ItemInfo: HeadgearItem
        {
            mass = 40; // Weight
            uniformModel = "\A3\Characters_F_EPA\BLUFOR\headgear_b_helmet_kerry";
            modelSides[] = {3,1,2};
            armor = "3*0.6";
            passThrough = 0.6;
            hiddenSelections[] = {"camo"};
        };
	};
};


Available for download Here
willing to help with anything just throw us a reply here so we can help everyone else in the process


Author Message


Posts: 9
Rank:


Level: Member

Country: ca
Location:
Occupation:
Age:
In-game name:

 
#5 Posted at 2014-03-14 16:51        
     
OMG thank you so much for this Delta 1!

I edited this and got my in game unit working with one exception:

I am making a faction for myself currenty, and I want to attach an optic from an addon to a rifle and have that be the base unit. How would I phrase that in the config?

In the editor it would be addprimaryweaponitem (as I'm sure you know). would I use something Similar here?


EDIT: After some googling and alot of trial and error, i have figured this out too! Thanks Again

Added 7 hours 7 minutes later:

ok, now finally after alot of progress I am stuck.

I want to use a multi cam kitbag to carry: a medikit, repair kit and some explosives (all three for different soldier classes).

I am sure that I need to make a new backpack config but I dont know how to do that. I realize that it should be very similar as for a weapon but whenever I try to preview, I get the error "new_backpack Bad vehicle type"

This post was edited by Baddazs (2014-03-15 04:22, ago)


Author Message


Posts: 612
Rank:


Level: Member

Country: au
Location: Perth
Occupation: Arma Addict
Age: 20
In-game name: BroBeans

 
#6 Posted at 2014-03-15 10:33        
     
its actually under cfg vehicles

class CfgVehicles
{
    class B_Soldier_base_F; //Blufor Soldier
	class B_Carryall_Base;
	
	
	class TEST_Backpack: B_Carryall_Base
	{
		displayname = "Heavy Ruck (MTP)";
		scope = 2;
		hiddenSelectionsTextures[] = {"TEST\Data\TEST_Backpack_co.paa"};

		class TransportItems
		 {
			class _xx_Medikit
			{
				name = "Medikit";
				count = 1;
			};
			class _xx_FirstAidKit
			{
				name = "FirstAidKit";
				count = 5;
			};
		 };
	};
		
	class TEST_Marksman: B_Soldier_base_F //Unit Class name: Class getting info from
	{
		side = 1; //Blufor
		faction = "TEST_FACTION"; //Your Faction
		backpack = "TEST_Backpack"; //Backpack
		vehicleclass = "TEST_Units"; //Unit Group
		author = "Delta 1 Actual"; 
		_generalMacro = "TEST_Marksman"; //Class Name
		scope = 2;
		displayName = "Marksman"; //In-Game Name
		weapons[] = {"TEST_GUN","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; 
		respawnWeapons[] = {"TEST_GUN","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; 
		magazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","HandGrenade","HandGrenade","HandGrenade"};
		respawnMagazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade"};
		cost = 300000;
		threat[] = {1,0.7,0.3};
		linkedItems[] = {"TEST_Vest","TEST_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};
		respawnLinkedItems[] = {"TEST_Vest","TEST_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};
		model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d"; //Path to model
		uniformClass = "TEST_Uniform"; //uniform you are using
		camouflage = 1.6;
		hiddenSelections[] = {"camo"};
		HiddenSelectionsTextures[] = {"TEST\data\TEST_Uniform_co.paa"};	//Uniform textures
	};
	
};


Author Message


Posts: 9
Rank:


Level: Member

Country: ca
Location:
Occupation:
Age:
In-game name:

 
#7 Posted at 2014-03-15 20:25        
     
thank you again! Everything works super well! Cannot thank you enough!!!


Author Message


Posts: 9
Rank:


Level: Member

Country: ca
Location:
Occupation:
Age:
In-game name:

 
#8 Posted at 2014-04-13 22:47        
     
How would I set up my cfg Groups? As in to put my custom units into placeable groups? I have this but It isnt quite right:
class CfgGroups
{

class WesternALT //Name it whatever you want
{
name="Baddazs";
side = 1; //shows up in the editor (F2) East, West, etc.

class BlackOps //Name it whatever you want
{
name = "Alternate Blufor"; //Unit name in the editor (F2)

class ALTInfantry //Name it whatever you want
{
name = "Infantry"; //Unit name in the editor (F2)

class BlackOpsunitcom //You can have 8 diferent groups. But each group should have a unique name in this part
{
name = "Ranger Fire Team" //Unit type in the Editor

class Unit0
{
side = 1;
vehicle = "Ranger_Rifleman"; //vehicle means the name that you gave the soldier in class CfgVehicles
rank = "Sergeant";
position[] = {0, +5, 0};
};
class Unit1
{
side = 1;
vehicle = "Ranger_Medic";
rank = "CORPORAL";
position[] = {3, 0, 0};
};
class Unit2
{
side = 1;
vehicle = "Ranger_Machingunner";
rank = "CORPORAL";
position[] = {5,0,0};
};
class Unit3
{
side = 1;
vehicle = "Ranger_Grenadier";
rank = "Private";
position[] = {7,0,0};
};
class Unit4
{
side = 1;
vehicle = "Ranger_AntiTank";
rank = "Private";
position[] = {9,0,0};
};
class Unit5
{
side = 1;
vehicle = "Ranger_Marksman";
rank = "Private";
position[] = {11,0,0};
};
};
};
};
};


I got this as a template from a forum post but I think it was for ARMA 1 (the Ranger stuff is my units classnames)


Author Message


Posts: 1
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#9 Posted at 2015-02-21 17:59        
     
Hey guys so I know this thread is old but I'd figure id ask here, I'm currently working on a Mod for another Mod. The Mod im working on has re skinned infantry And i'm looking to add weapons to it so I made load outs in the virtual arsenal. I was wondering if it was at all possible to get the code from VA and load that into the Mod files. Or if I will have to make a new File where can i find the code for the Modded uniforms so that My faction can spawn with the Modded skins. I apologize if this sounds a Bit confusing Im extremely new to this.


Author Message


Posts: 612
Rank:


Level: Member

Country: au
Location: Perth
Occupation: Arma Addict
Age: 20
In-game name: BroBeans

 
#10 Posted at 2015-03-03 03:10        
     
using virtual arsenal you can export the code to a notepad file, then adjust your config of the reskinned units with the weapons/vests/etc from the virtual arsenal file. Which will give you all the class names.


Author Message


Posts: 5
Rank:


Level: Member

Country: us
Location: Utah
Occupation: Ghost Writer
Age: 29
In-game name:

 
#11 Posted at 2015-03-15 00:14        
     
This thread has been very helpful to me, but I can't figure out anywhere how to add weapon attachments to the unit when it spawns in. Any help?

The trick, Potter, is not minding it hurts.

Author Message


Posts: 612
Rank:


Level: Member

Country: au
Location: Perth
Occupation: Arma Addict
Age: 20
In-game name: BroBeans

 
#12 Posted at 2015-03-15 03:47        
     
# thespartan13 : This thread has been very helpful to me, but I can't figure out anywhere how to add weapon attachments to the unit when it spawns in. Any help?

If this helps, this goes under the cfgWeapons
this is just a snippet that i have used in my config, if you'd like to give me the weapon and attachments i could just fill in the blanks

class SWAT_M4_C: arifle_mas_m4c
	{
		scope = 2;
		displayName = "M4 Carbine";
		class LinkedItems
		{
			class LinkedItemsOptic
		 {
			slot = "CowsSlot";
			item = "optic_mas_aim";
		 };
			class LinkedItemsMuzzle
		 {
			slot = "MuzzleSlot";
			item = "muzzle_mas_snds_SMc";
		 };

			class LinkedItemsAcc
		 {
			slot = "PointerSlot";
			item = "acc_flashlight";
		 };
		};
	};

or (but I'm not sure if this adds them to the gun)

linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio","optic_mas_aim"};
respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio","optic_mas_aim"}; 


Author Message


Posts: 2
Rank:


Level: Member

Country: ca
Location: OscarNovemberTango
Occupation: Fire arms instructor
Age: 30
In-game name:

 
#13 Posted at 2015-04-20 07:56        
     
Hey there, I'm Having a problem. I've created my Unit and i wish to put multiples of him in a group. another problem im having is i want them to be independant(3) but they keep appearing under Blue(1) I've done a lot of searching and I still can't seem to figure out what exactly i need to do to add units to groups so they appear in the editor. Here's what i have so far as a config.cpp if someone could tell me what i've done wrong it would be most appreciated

enum {
// = 2, // Error parsing: Empty enum name
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};
class CfgPatches {
class unit_config {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};
class CfgFactionClasses
{
class a_units
{
displayName = "MSF";
author = "MRMAKA";
icon = "C:\Users\MK-ULTRA\Desktop\MSF";
priority = 1;
side = 3;
};
};
class CfgVehicleClasses
{
class army_units
{
displayName = "Infanrty";
};
};
class CfgVehicles {
i_soldier_base_f=
class Footsoldier : i_soldier_base_f {
_generalMacro = "Footsoldier";
side = 3;
scope = 2;
displayName = "Footsoldier"; // In-game name of unit
faction = MSF; // Puts unit under new faction
vehicleClass = "Footsoldier"; // Puts unit in the vehicleclass
icon = "iconManLeader";
nakedUniform = "U_BasicBody";
uniformClass = "gear_OD_crye05"; // Uniform Class
backpack = "gear_backbelt_BK_01"; // Backpack Class
linkedItems[] = {"gear_platecarrier_BK_14", "gear_balaclavaH_BK_01", "gear_headseteyewear_core_01", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit.
respawnLinkedItems[] = {"gear_platecarrier_BK_14", "gear_balaclavaH_BK_01", "gear_headseteyewear_core_01", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section.
weapons[] = {"arifle_mas_m4","RH_p226","Binocular"}; // Weapons added to the unit.
respawnweapons[] = {"arifle_mas_m4","RH_p226","Binocular"}; // Weapons added to the unit. Should be identical to the linkedItems secti
magazines[] = {"30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","HandGrenade","HandGrenade",};
Respawnmagazines[] ={"30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","30Rnd_mas_556x45_Stanag","HandGrenade","HandGrenade",};
};
class CfgGroups
{
class West
{
class MSF
{
name = "MSF";
class Infantry
{
name = "Infantry";
class Footsoldier
{
name = "sentry"; // name = "Sentry";
side = 3;
faction = "MSF";
rarityGroup = 0.3;
class Unit0
{
side = 3;
vehicle = "Footsoldier";
rank = "CORPORAL";
position[] = {0,0,0};
};
class Unit1
{
side = 3;
vehicle = "Footsoldier";
rank = "PRIVATE";
position[] = {5,-5,0};
};
};

This post was edited by MRMAKA (2015-04-20 20:40, 912 days ago)


Author Message


Posts: 612
Rank:


Level: Member

Country: au
Location: Perth
Occupation: Arma Addict
Age: 20
In-game name: BroBeans

 
#14 Posted at 2015-04-22 10:46        
     
try side = 0;


Author Message


Posts: 2
Rank:


Level: Member

Country: ca
Location: OscarNovemberTango
Occupation: Fire arms instructor
Age: 30
In-game name:

 
#15 Posted at 2015-04-22 20:22        
     
# Delta 1 Actual : try side = 0;
thanks tried it which put them under opfor, then i tried 2 which worked. So I believe the faction links would be 0 = red, 1 = blu, 2 = ind. As for placing my modded units into groups to be placed in the editor, would i include the groups cfg inside of my config.cpp or would i make it a complete new file? thank you for any help.






Tags: Arma, Custom, Faction, Help