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#196847 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};
                    };
                };
                };
			};
        };
    };