PDA

View Full Version : I want to create my own units and groups



CarlGustaffa
Oct 16 2007, 11:32
Hi

I'm a complete newbie to "addon editing", but know a little about scripting and mission editing. Basically what I "need" is to make my own unit types. For this "excercise", I'm not going for any retexturing, just add some types I think is missing, using existing models, textures, and weapons.

Then I want to create my own group types that will show up in the editors create group menu (ex My 11-man squad).

But I'm unsure how to attack this. I mean, where do I look for resources and examples. Are there any official templates available. Do I need any specific tools? Bughunting considerations?

takealready
Oct 21 2007, 20:50
Here's one of my units. Just replace the names with yours. The units configuration works the EXACT same way in ArmA as it did in OFP.


class CfgPatches
{
class Soldiers
{
units[] = {"Soldier1","Soldier2","Soldier3"}; ------> Each soldier that will be in your group their name should be up here.
weapons[] = {};
requiredVersion = 1.05;
};
};


Blah
Blah
Blah

class CfgGroups
{

class GunRunners ---->Name it whatever you want
{
name="My Special Forces"; --------> shows up in the editor (F2) East, West, etc.

class BlackOps -------> Name it whatever you want
{
name = "Black-Ops"; ------> 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 = "Regular Commandos" ------> Unit type in the Editor

class Unit0
{
side = 1;
vehicle = "Soldier1"; ---> vehicle means the name that you gave the soldier in class CfgVehicles
rank = "Major";
position[] = {0, +5, 0};
};
class Unit1
{
side = 1;
vehicle = "Soldier3";
rank = "Sergeant";
position[] = {3, 0, 0};
};
class Unit2
{
side = 1;
vehicle = "Soldier2";
rank = "Captain";
position[] = {5,0,0};
};
class Unit3
{
side = 1;
vehicle = "Soldier1";
rank = "CORPORAL";
position[] = {7,0,0};
};
class Unit4
{
side = 1;
vehicle = "Soldier2";
rank = "Lieutnant";
position[] = {9,0,0};
};
class Unit5
{
side = 1;
vehicle = "Soldier3";
rank = "Colonel";
position[] = {11,0,0};
};
};

Above is a 6 man team. When your counting start from "class Unit0" consider that soldier #1 in the group, "class Unit1" consider that soldier #2 in the group ..and so on.


TO CREATE ANOTHER UNIT WITH THE SAME GROUP OF SOLDIERS (Incase you want to have 2, 8 or 10 instead of six)


class BlackOpsunitnite -----> You can have 8 diferent groups. But each group should have a unique name in this part
{
name = "Regular Commandos" ------> Unit type in the Editor

class Unit0
{
side = 1;
vehicle = "Soldier1"; ---> vehicle means the name that you gave the soldier in class CfgVehicles
rank = "Major";
position[] = {0, +5, 0};
};
class Unit1
{
side = 1;
vehicle = "Soldier3";
rank = "Sergeant";
position[] = {3, 0, 0};
};
class Unit2
{
side = 1;
vehicle = "Soldier2";
rank = "Captain";
position[] = {5,0,0};
};
class Unit3
{
side = 1;
vehicle = "Soldier1";
rank = "CORPORAL";
position[] = {7,0,0};
};
class Unit4
{
side = 1;
vehicle = "Soldier2";
rank = "Lieutnant";
position[] = {9,0,0};
};
class Unit5
{
side = 1;
vehicle = "Soldier3";
rank = "Colonel";
position[] = {11,0,0};
};
};


Let me know who things turned out for you.

Mr_Centipede
Oct 27 2007, 10:18
what about wound texture? are they covered it the config also?

Minon
Oct 28 2007, 17:38
Can you give a blank for creation a Single unit http://forums.bistudio.com/oldsmileys/huh.gif
Like you do in upper post

BilOlson
Oct 30 2007, 11:29
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 0
#define false 1

// type scope
#define private 0
#define protected 1
#define public 2


/////////////////////////////////////////////////////

class CfgPatches
{
class BIL
{
units&#91;&#93; = {&#34;BilMedic&#34;, &#34;BilSniper&#34;};
weapons&#91;&#93; = {};
requiredVersion = 1.00;
requiredAddons&#91;&#93; = {&#34;CAData&#34;,&#34;CACharacters&#34;,&#34;CAWeapons&#34;};
};
};

/*///////////////////////////////////////CfgFaces Start//////////////////////////////////////////*/


class CfgFaces
{
class MyFace{
class Default
{
name = &#34;MyFace Default&#34;;
texture = &#34;&#92;your pboFolderName&#92;face1.jpg&#34;;
east = 1;
west = 0; // racs..
};
class Face1
{
name = &#34;MyFace1&#34;;
texture = &#34;&#92;your pboFolderName&#92;face1.jpg&#34;;
east = 1;
west =0; // racs...
};
class Face2
{
name = &#34;MyFace2&#34;;
texture = &#34;&#92;your pboFolderName&#92;face2.jpg&#34;;
east = 1;
west =0; // racs...
};
class Face3
{
name = &#34;MyFace3&#34;;
texture = &#34;&#92;your pboFolderName&#92;face3.jpg&#34;;
east = 1;
west =0; // racs...
};
};

};

/////////////////////////////////////////CfgFaces Ends////////////////////////////////////////////////////


class CfgVehicleClasses
{
class Bilunits // Name your class whatever you like here, then in each particular unit make sure you refer to this Ex. vehicleClass=&#34;Bil&#34;;
{
displayName = &#34;Bil Soldiers&#34;; // name that shows in Editor
};
};

class CfgVehicles
{

// EAST Units ////////////////////////////////////////////////////////////////////////////////////////////////////////

/*extern*/ class SoldierESaboteurPipe;
class BilMedic&#58; SoldierESaboteurPipe
{
displayName=&#34;Bil Medic&#34;;
vehicleClass=&#34;Bil&#34;;
model = &#34;&#92;your pboFolderName&#92;yourModel1&#34;; // place the path to your model here
scope = 2;
enableGPS = 1;
picture = &#34;&#92;Ca&#92;characters&#92;data&#92;Ico&#92;i_SF_CA.paa&#34;; // picture of the unit as it appears in the commandbar
faceType = &#34;MyFace&#34;;
canHideBodies = 1;

nightVision = 1;
weapons&#91;&#93;={&#34;AKS74UN&#34;,&#34;MakarovSD&#34;,&#34;NVGoggles&#34;,&#34;Throw&#34;,&#34;Put&#34;};
magazines&#91;&#93;={&#34;30Rnd_545x39_AKSD&#34;,&#34;30Rnd_545x39_AKSD&#34;,&#34;30Rnd_545x39_AKSD&#34;,&#34;30Rnd_545x39_AKSD&#34;,&#34;30Rnd_545x39_AKSD&#34;,&#34;30Rnd_545x39_AKSD&#34;,&#34;30Rnd_545x39_AKSD&#34;,&#34;30Rnd_545x39_AKSD&#34;,&#34;HandGrenade&#34;,&#34;HandGrenade&#34;,&#34;HandGrenade&#34;,&#34;HandGrenade&#34;,&#34;8Rnd_9x18_MakarovSD&#34;,&#34;8Rnd_9x18_MakarovSD&#34;,&#34;8Rnd_9x18_MakarovSD&#34;,&#34;8Rnd_9x18_MakarovSD&#34;};
class Wounds
{
tex&#91;&#93; = {};
mat&#91;&#93; = {&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_body.rvmat&#34;,&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_body_wound1.rvmat&#34;,&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_body_wound2.rvmat&#34;,&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_hhl.rvmat&#34;,&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_hhl_wound1.rvmat&#34;,&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_hhl_wound2.rvmat&#34;};

};
};


class BilSniper&#58; SoldierESaboteurPipe
{
displayName=&#34;Bil Sniper&#34;;
vehicleClass=&#34;Bil&#34;;
model = &#34;&#92;your pboFolderName&#92;yourModel2&#34;;
scope = 2;
enableGPS = 1;
picture = &#34;&#92;Ca&#92;characters&#92;data&#92;Ico&#92;i_SF_CA.paa&#34;;
canHideBodies = 1;
faceType = &#34;MyFace&#34;;
nightVision = 1;
weapons&#91;&#93;={&#34;KSVK&#34;,&#34;MakarovSD&#34;,&#34;NVGoggles&#34;,&#34;Throw&#34;,&#34;Put&#34;};
magazines&#91;&#93;={&#34;5Rnd_127x108_KSVK&#34;,&#34;5Rnd_127x108_KSVK&#34;,&#34;5Rnd_127x108_KSVK&#34;,&#34;5Rnd_127x108_KSVK&#34;,&#34;5Rnd_127x108_KSVK&#34;,&#34;HandGrenade&#34;,&#34;HandGrenade&#34;,&#34;8Rnd_9x18_MakarovSD&#34;,&#34;8Rnd_9x18_MakarovSD&#34;,&#34;8Rnd_9x18_MakarovSD&#34;,&#34;8Rnd_9x18_MakarovSD&#34;};
class Wounds
{
tex&#91;&#93; = {};
mat&#91;&#93; = {&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_body.rvmat&#34;,&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_body_wound1.rvmat&#34;,&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_body_wound2.rvmat&#34;,&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_hhl.rvmat&#34;,&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_hhl_wound1.rvmat&#34;,&#34;ca&#92;characters&#92;data&#92;np_soldier_sabot_hhl_wound2.rvmat&#34;};

};
};


};[/QUOTE]



Hope this helps I commented it out for you, so its easy to understand this will put two units in editor .....