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#46 Posted at 2016-07-12 11:15        
     
OK tank you, I will check this out as soon as possible :)


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#47 Posted at 2016-07-27 14:20        
     
As far as I can go, I successed to put wanted FHQ accessories on the AUG A3 from HLC pack. In fact I was using the wrong rails. But now I am trying to put other FHQ accessories on a FAl OSW from HLC, and I don't understand why it's not working. So here is part of the different configs, if anyone can show me what is wrong :




Anything wrong ?


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#48 Posted at 2016-07-28 10:19        
     
looks fine to me ...


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#49 Posted at 2016-07-28 12:31        
     
Not working, not a single accessory on the FAL :-/


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#50 Posted at 2016-07-28 14:39        
     
perhaps contact HLC or something ..


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#51 Posted at 2016-09-23 23:30        
     
How do you make the faction appear in the zeus loadout picker? I can't even use them in zeus. But, all the other modded stuff can be spawned it.

This post was edited by CrimsonMage (2016-09-24 01:49, 450 days ago)


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#52 Posted at 2017-04-16 16:49        
     
sorry for the necro, but i just cant see to get the units into the editor.

so, i have used both of the provided templates, configured it and tried to run. while the mod seems to be loaded, the units are nowhere to be found. thank you.

enum {
     //  = 2,
    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 Your_Unique_Mod_Name {
			units[] = {};
			weapons[] = {};
			requiredVersion = 0.1;
			requiredAddons[] = {"A3_Characters_F_Common", "A3_Characters_F", "A3_Characters_F_Beta", "A3_Characters_F_BLUFOR"};
		};
	};

	class cfgFactionClasses
	{
		class Test //Faction Calling Name, this line will be used to define your faction for units
		{
		displayName = "Test adds"; //Faction name in-game
		icon = "Your\Path\Your_flag.paa"; //Path to texture next to the faction name in editor "PBOname\filename.paa"
		priority = 2; //How far down it is on the menu
		side = 1; // 2 Blufor 0 opfor 1 independant I think.
		};
	};


	class CfgVehicleClasses
	{
		class Infantry //Name of unit group e.g Air, Infantry, Armour (You see this name in the ingame dropdown menu)
		{
		displayName = "Infantry"; //In-game name
		priority = 2; // How far down it is on the menu
		};
	};

class CfgVehicles {

    class I_Soldier_base_F; 
    class I_soldier_F; 
	class I_Sniper_F;
	class I_Soldier_AR_F;
	class I_Soldier_M_F;
	class I_Soldier_lite_F;
	class I_Soldier_TL_F;
	class I_crew_F;
	class I_Soldier_A_F;
	class I_Soldier_GL_F;
	class I_medic_F;
	class I_Soldier_LAT_F;
	class I_Soldier_AT_F;
	class I_engineer_F;
	class I_officer_F;
	class I_Soldier_exp_F;
	class I_Soldier_SL_F;
	class I_Soldier_AA_F;
	class I_support_AMort_F;
	class I_support_Mort_F;
	class I_support_AMG_F;
	class I_support_MG_F;
	class I_support_GMG_F;
	class I_Soldier_AAA_F;
	class I_Spotter_F;
	class I_soldier_UAV_F;
	class B_Carryall_oli;
	class FlagCarrier;

	class Your_rifleman : I_soldier_F { //You may use anything you want, just make sure it's unique
        _generalMacro = "B_Soldier_F"; //Don't change this line!
        scope = 2; //This means whether you'll be able to see the unit in the dropdown menu or not
		side = 1; //0 Means Opfor
        faction = "Test"; //Your Faction
        vehicleclass = "Infantry"; //Unit Group
        displayName = "Rifleman";
        nakedUniform = "U_BasicBody";
        uniformClass = "U_OrestesBody";
        //backpack = "B_Parachute";	//You can use this line to add a backpack to your unit (delete "//" those first)
        linkedItems[] = {"V_TacVest_brn", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; //Helmets, vests and small items go here
        respawnLinkedItems[] = {"V_TacVest_brn","ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
		Weapons[] = {"srifle_EBR_DMS_F","Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades 
        respawnWeapons[] = {"srifle_EBR_DMS_F","Throw","Put"};  
        Magazines[] = {"20Rnd_762x51_Mag"};  //Ammo goes here
        respawnMagazines[] = {"20Rnd_762x51_Mag"}; 
    };
	//Below you'll see an example config
	class ASTR_supp_AAA_Example_SOHO : I_Soldier_AAA_F {
        _generalMacro = "B_Soldier_F";
        scope = 2;
		side = 0; //Opfor
        faction = "ASTR"; //Your Faction
        vehicleclass = "ASTR_Infanrty_Support"; //Unit Group
        displayName = "Asst. Missile Specialist (AA)";
        nakedUniform = "U_BasicBody";
        uniformClass = "ASTR_Uniform";
		genericnames = "AfroMen";
		identitytypes[] = {"Head_African"};

        linkedItems[] = {"V_Chestrig_rgr", "ASTR_Helmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
        respawnLinkedItems[] = {"V_Chestrig_rgr", "ASTR_Helmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
		Weapons[] = {"RH_m16a1","Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades 
        respawnWeapons[] = {"RH_m16a1","Throw","Put"};  
        Magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"};  
        respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"};
    };
	};
	
	class CfgGroups
{
    class GUER
    {
        class Test //Your short faction name goes here again
        {
            name = "Test adds"; //Full faction name
            class Infantry
            {
                name = "Infantry"; //Group name (Description)
                class Group //Group name short
                {
                    name = "Sentry";  // name = "Sentry";
                    side = 1; //0 = Opfor
                    faction = "Test";
                    rarityGroup = 0.3; //How often will this group show up?
                    class Unit0 //First unit!
                    {
                        side = 1;
                        vehicle = "Rifleman"; // < Unit type (Use short unit name)
                        rank = "CORPORAL"; //Unit rank
                        position[] = {0,0,0};
                    };
                    class Unit1 //Second unit
                    {
                        side = 1;
                        vehicle = "Rifleman"; // < Second unit
                        rank = "PRIVATE";
                        position[] = {5,-5,0};
                    };
                };
				class ASTR_Sma_Pat_Team //Another example
                {
                    name = "Small Patrol Team";  // name = "Small Patrol Team";
                    side = 0;
                    faction = "ASTR";
                    rarityGroup = 0.5;
                    class Unit0
                    {
                        side = 0;
                        vehicle = "ASTR_Marksman";
                        rank = "CORPORAL";
                        position[] = {0,0,0};
                    };
                    class Unit1
                    {
                        side = 0;
                        vehicle = "ASTR_rifleman_light";
                        rank = "PRIVATE";
                        position[] = {5,-5,0};
                    };
					class Unit2
                    {
                        side = 0;
                        vehicle = "ASTR_rifleman_light";
                        rank = "PRIVATE";
                        position[] = {-5,-5,0};
                    };
                    class Unit3
                    {
                        side = 0;
                        vehicle = "ASTR_rifleman_light";
                        rank = "PRIVATE";
                        position[] = {10,-10,0};
                    };
                };
                };
			};
        };
    };


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#53 Posted at 2017-04-25 08:30        
     
# hjunajsv : sorry for the necro, but i just cant see to get the units into the editor.

so, i have used both of the provided templates, configured it and tried to run. while the mod seems to be loaded, the units are nowhere to be found. thank you.

Honestly mate, no idea where you went wrong. all you had to do was do minor edits to the template. Ill be updating it soon. But here you go try this.


Added 1 hour 45 minutes later:

Updated first post as of 25/4/2017

This post was edited by BroBeans (2017-04-25 10:16, 237 days ago)


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#54 Posted at 2017-04-26 15:30        
     
seems like thats not the problem, no differance. must have done somthing wrong with the folder or somthing other then the files themself. i got a modfolder with a Addons folder inside an with the pbo inside of that again, then load it as a local mod in the laucher.I dont get what could be wrong. thanks for your time anyway


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#55 Posted at 2017-05-01 07:22        
     
is it giving any errors on start up?


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#56 Posted at 2017-11-26 22:00        
     
Hey, I was hoping to get some help making a custom faction and implementing gear randomization; headgear, uniforms, face-wear, basically everything except weapons. I'm very new to modding.