andersson
Aug 24 2003, 20:35
This is just an idea.
What about making a filewhatevername.pbo with editable units from where you build your missions and campains? The addon-file should be really simple, just putting new names on BIS-original units.
Quote[/b] ]
class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land:AllVehicles{};
class Man:Land{};
class Soldier:Man{};
class SoldierEB:Soldier{};
class temp_SoldierEB:SoldierEB
{
vehicleClass="temp units";
displayName="temp_soldier";
};
and so on....
So when you place a unit on the map making your mission you choose one from the "temp units".
Why do this?
Well, if I make a good mission/campain that you want to play with units of your choice, you can change all the units in my addon-file to whatever you want. If you want to play with BIS-units then you dont do anything, just play.
If you already changed the addon-file to suit you, the next mission from a missionmaker using this method is already fixed!
What do you think?
If you get the idea...
What about making a filewhatevername.pbo with editable units from where you build your missions and campains? The addon-file should be really simple, just putting new names on BIS-original units.
Quote[/b] ]
class CfgVehicles
{
class All{};
class AllVehicles:All{};
class Land:AllVehicles{};
class Man:Land{};
class Soldier:Man{};
class SoldierEB:Soldier{};
class temp_SoldierEB:SoldierEB
{
vehicleClass="temp units";
displayName="temp_soldier";
};
and so on....
So when you place a unit on the map making your mission you choose one from the "temp units".
Why do this?
Well, if I make a good mission/campain that you want to play with units of your choice, you can change all the units in my addon-file to whatever you want. If you want to play with BIS-units then you dont do anything, just play.
If you already changed the addon-file to suit you, the next mission from a missionmaker using this method is already fixed!
What do you think?
If you get the idea...