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?
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[] = {"BilMedic", "BilSniper"};
weapons[] = {};
requiredVersion = 1.00;
requiredAddons[] = {"CAData","CACharacters","CAWeapons"};
};
};
/*///////////////////////////////////////CfgFaces Start//////////////////////////////////////////*/
class CfgFaces
{
class MyFace{
class Default
{
name = "MyFace Default";
texture = "\your pboFolderName\face1.jpg";
east = 1;
west = 0; // racs..
};
class Face1
{
name = "MyFace1";
texture = "\your pboFolderName\face1.jpg";
east = 1;
west =0; // racs...
};
class Face2
{
name = "MyFace2";
texture = "\your pboFolderName\face2.jpg";
east = 1;
west =0; // racs...
};
class Face3
{
name = "MyFace3";
texture = "\your pboFolderName\face3.jpg";
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="Bil";
{
displayName = "Bil Soldiers"; // name that shows in Editor
};
};
class CfgVehicles
{
// EAST Units ////////////////////////////////////////////////////////////////////////////////////////////////////////
/*extern*/ class SoldierESaboteurPipe;
class BilMedic: SoldierESaboteurPipe
{
displayName="Bil Medic";
vehicleClass="Bil";
model = "\your pboFolderName\yourModel1"; // place the path to your model here
scope = 2;
enableGPS = 1;
picture = "\Ca\characters\data\Ico\i_SF_CA.paa"; // picture of the unit as it appears in the commandbar
faceType = "MyFace";
canHideBodies = 1;
nightVision = 1;
weapons[]={"AKS74UN","MakarovSD","NVGoggles","Throw","Put"};
magazines[]={"30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","HandGrenade","HandGrenade","HandGrenade","HandGrenade","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD"};
class Wounds
{
tex[] = {};
mat[] = {"ca\characters\data\np_soldier_sabot_body.rvmat","ca\characters\data\np_soldier_sabot_body_wound1.rvmat","ca\characters\data\np_soldier_sabot_body_wound2.rvmat","ca\characters\data\np_soldier_sabot_hhl.rvmat","ca\characters\data\np_soldier_sabot_hhl_wound1.rvmat","ca\characters\data\np_soldier_sabot_hhl_wound2.rvmat"};
};
};
class BilSniper: SoldierESaboteurPipe
{
displayName="Bil Sniper";
vehicleClass="Bil";
model = "\your pboFolderName\yourModel2";
scope = 2;
enableGPS = 1;
picture = "\Ca\characters\data\Ico\i_SF_CA.paa";
canHideBodies = 1;
faceType = "MyFace";
nightVision = 1;
weapons[]={"KSVK","MakarovSD","NVGoggles","Throw","Put"};
magazines[]={"5Rnd_127x108_KSVK","5Rnd_127x108_KSVK","5Rnd_127x108_KSVK","5Rnd_127x108_KSVK","5Rnd_127x108_KSVK","HandGrenade","HandGrenade","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD"};
class Wounds
{
tex[] = {};
mat[] = {"ca\characters\data\np_soldier_sabot_body.rvmat","ca\characters\data\np_soldier_sabot_body_wound1.rvmat","ca\characters\data\np_soldier_sabot_body_wound2.rvmat","ca\characters\data\np_soldier_sabot_hhl.rvmat","ca\characters\data\np_soldier_sabot_hhl_wound1.rvmat","ca\characters\data\np_soldier_sabot_hhl_wound2.rvmat"};
};
};
};[/QUOTE]
Hope this helps I commented it out for you, so its easy to understand this will put two units in editor .....
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.