Mr Burns
Nov 21 2007, 14:45
Wanted to prog a tool first but lost all my interest in learning to do that, so here comes a rather unpolished basic replacement config for all sides. Only added comments to make it a tut http://forums.bistudio.com/oldsmileys/tounge2.gif
PS: Spotted some missing units on BluFor side (SpecOps & Pilot), but should be easy to fix for everyone on his own.
If not, take it as a first lesson and find out how to. *hint* (http://community.bistudio.com/wiki/ArmA:_Infantry)
Using this on my own ArmA since some weeks and didn´t see any bugs.
edit: wheres my pretty layout? *shakes fist at forums*
Clicky for .cpp file (http://hx3.de/attachments/tutorials-147/unit-replacement-config-tutorial-1017d1199633572-replacement_template.zip)
///////////////////////////////Default stuff, No changes here ///////////////////////////////////
#define true 1
#define false 0
#define VSoft 0
#define VArmor 1
#define VAir 2
#define private 0
#define protected 1
#define public 2
#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 ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3
/////////////////////////////// ^^ Default Stuff ^^ ///////////////////////////////
class CfgPatches
{
class <span style='color:red'>exact pbo name here, no spaces</span>
{
units[] = {};
weapons[] = {};
requiredVersion = 0.5;
requiredAddons[] = {"CACharacters"};
};
};
class CfgVehicles
{
class CAManBase;
/////////////////////////////// ToDo //////////////////////////////////////////////
//1. Add model paths into brackets - e.g.: \rlk_desertsol\soldier
// It should look like this afterwards: model = "\rlk_desertsol\soldier";
//2. If wound textures don´t show up on the units, open the original unit config.cpp
// and copy/paste the corresponding wound classes to each unit (just put it under the model line).
// This it how it looks:
// class Wounds
// {
// tex[] = {};
// mat[] =
// {
// "ca\characters\data\us_rukavy_hhl.rvmat",
// "ca\characters\data\us_rukavy_hhl_wound1.rvmat",
// "ca\characters\data\us_rukavy_hhl_wound2.rvmat",
// "ca\characters\data\us_soldier_b_body.rvmat",
// "ca\characters\data\us_soldier_b_body_wound1.rvmat",
// "ca\characters\data\us_soldier_b_body_wound2.rvmat"
// };
// };
// -- Reminder: every opened { bracket must be closed }; again after.
// -- Have an eye on this and you won´t run into problems.
//3. Delete any unused classes - e.g. if you replaced OpFor only, delete RACS and BluFor.
//4. pbo the file and play. You can also delete my comments before
///////////////////////////////////////////////////////////////////////////////////
///////// OPFOR UNITS /////////
class SoldierEB : CAManBase
{
model = "";
};
class SoldierEG : SoldierEB
{
model = "";
};
class SoldierEMedic : SoldierEB
{
model = "";
};
class SoldierENOG : SoldierEB
{
model = "";
};
class SoldierE : SoldierEG
{
model = "";
};
class SoldierEMG : SoldierEB
{
model = "";
};
class SoldierEAT : SoldierEB
{
model = "";
};
class SoldierEAA : SoldierEAT
{
model = "";
};
class SoldierEMiner : SoldierEB
{
model = "";
};
class SquadLeaderE : SoldierEB
{
model = "";
};
class TeamLeaderE : SoldierEB
{
model = "";
};
class SoldierESniper: SoldierEB
{
model = "";
};
class SoldierECrew : SoldierEB
{
model = "";
};
class SoldierEPilot : SoldierEB
{
model = "";
};
class SoldierESaboteur: SoldierEB
{
model = "";
};
class SoldierESaboteurPipe: SoldierESaboteur
{
model = "";
};
class SoldierESaboteurBizon: SoldierESaboteurPipe
{
model = "";
};
class SoldierESaboteurMarksman: SoldierESaboteurPipe
{
model = "";
};
///////// RACS UNITS /////////
class SoldierGB : CAManBase
{
model = "";
};
class SoldierGG : SoldierGB
{
model = "";
};
class SoldierGMedic : SoldierGB
{
model = "";
};
class SoldierG : SoldierGG
{
model = "";
};
class SoldierGAR : SoldierGB
{
model = "";
};
class SoldierGMG : SoldierGB
{
model = "";
};
class SoldierGAT : SoldierGB
{
model = "";
};
class SoldierGAA : SoldierGAT
{
model = "";
};
class SoldierGMiner : SoldierGB
{
model = "";
};
class OfficerG : SoldierGB
{
model = "";
};
class SquadLeaderG : OfficerG
{
model = "";
};
class TeamLeaderG : OfficerG
{
model = "";
};
class SoldierGSniper : SoldierGB
{
model = "";
};
class SoldierGCrew : SoldierGB
{
model = "";
};
class SoldierGCommando : SoldierGB
{
model = "";
};
class SoldierGGuard : SoldierGCommando
{
model = "";
};
class SoldierGMarksman : SoldierGCommando
{
model = "";
};
///////// BLUFOR UNITS /////////
class SoldierWB : CAManBase
{
model = "";
};
class SoldierWG : SoldierWB
{
model = "";
};
class SoldierWMedic : SoldierWB
{
model = "";
};
class SoldierW : SoldierWG
{
model = "";
};
class SoldierWAR : SoldierWB
{
model = "";
};
class SoldierWMG : SoldierWB
{
model = "";
};
class SoldierWAT : SoldierWB
{
model = "";
};
class SoldierWAA : SoldierWAT
{
model = "";
};
class SoldierWMiner : SoldierWB
{
model = "";
};
class SquadLeaderW : SoldierWB
{
model = "";
};
class TeamLeaderW : SoldierWB
{
model = "";
};
class OfficerW : SoldierWB
{
model = "";
};
class SoldierWSniper : SoldierWB
{
model = "";
};
class SoldierWCrew : SoldierWB
{
model = "";
};
};
PS: Spotted some missing units on BluFor side (SpecOps & Pilot), but should be easy to fix for everyone on his own.
If not, take it as a first lesson and find out how to. *hint* (http://community.bistudio.com/wiki/ArmA:_Infantry)
Using this on my own ArmA since some weeks and didn´t see any bugs.
edit: wheres my pretty layout? *shakes fist at forums*
Clicky for .cpp file (http://hx3.de/attachments/tutorials-147/unit-replacement-config-tutorial-1017d1199633572-replacement_template.zip)
///////////////////////////////Default stuff, No changes here ///////////////////////////////////
#define true 1
#define false 0
#define VSoft 0
#define VArmor 1
#define VAir 2
#define private 0
#define protected 1
#define public 2
#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 ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3
/////////////////////////////// ^^ Default Stuff ^^ ///////////////////////////////
class CfgPatches
{
class <span style='color:red'>exact pbo name here, no spaces</span>
{
units[] = {};
weapons[] = {};
requiredVersion = 0.5;
requiredAddons[] = {"CACharacters"};
};
};
class CfgVehicles
{
class CAManBase;
/////////////////////////////// ToDo //////////////////////////////////////////////
//1. Add model paths into brackets - e.g.: \rlk_desertsol\soldier
// It should look like this afterwards: model = "\rlk_desertsol\soldier";
//2. If wound textures don´t show up on the units, open the original unit config.cpp
// and copy/paste the corresponding wound classes to each unit (just put it under the model line).
// This it how it looks:
// class Wounds
// {
// tex[] = {};
// mat[] =
// {
// "ca\characters\data\us_rukavy_hhl.rvmat",
// "ca\characters\data\us_rukavy_hhl_wound1.rvmat",
// "ca\characters\data\us_rukavy_hhl_wound2.rvmat",
// "ca\characters\data\us_soldier_b_body.rvmat",
// "ca\characters\data\us_soldier_b_body_wound1.rvmat",
// "ca\characters\data\us_soldier_b_body_wound2.rvmat"
// };
// };
// -- Reminder: every opened { bracket must be closed }; again after.
// -- Have an eye on this and you won´t run into problems.
//3. Delete any unused classes - e.g. if you replaced OpFor only, delete RACS and BluFor.
//4. pbo the file and play. You can also delete my comments before
///////////////////////////////////////////////////////////////////////////////////
///////// OPFOR UNITS /////////
class SoldierEB : CAManBase
{
model = "";
};
class SoldierEG : SoldierEB
{
model = "";
};
class SoldierEMedic : SoldierEB
{
model = "";
};
class SoldierENOG : SoldierEB
{
model = "";
};
class SoldierE : SoldierEG
{
model = "";
};
class SoldierEMG : SoldierEB
{
model = "";
};
class SoldierEAT : SoldierEB
{
model = "";
};
class SoldierEAA : SoldierEAT
{
model = "";
};
class SoldierEMiner : SoldierEB
{
model = "";
};
class SquadLeaderE : SoldierEB
{
model = "";
};
class TeamLeaderE : SoldierEB
{
model = "";
};
class SoldierESniper: SoldierEB
{
model = "";
};
class SoldierECrew : SoldierEB
{
model = "";
};
class SoldierEPilot : SoldierEB
{
model = "";
};
class SoldierESaboteur: SoldierEB
{
model = "";
};
class SoldierESaboteurPipe: SoldierESaboteur
{
model = "";
};
class SoldierESaboteurBizon: SoldierESaboteurPipe
{
model = "";
};
class SoldierESaboteurMarksman: SoldierESaboteurPipe
{
model = "";
};
///////// RACS UNITS /////////
class SoldierGB : CAManBase
{
model = "";
};
class SoldierGG : SoldierGB
{
model = "";
};
class SoldierGMedic : SoldierGB
{
model = "";
};
class SoldierG : SoldierGG
{
model = "";
};
class SoldierGAR : SoldierGB
{
model = "";
};
class SoldierGMG : SoldierGB
{
model = "";
};
class SoldierGAT : SoldierGB
{
model = "";
};
class SoldierGAA : SoldierGAT
{
model = "";
};
class SoldierGMiner : SoldierGB
{
model = "";
};
class OfficerG : SoldierGB
{
model = "";
};
class SquadLeaderG : OfficerG
{
model = "";
};
class TeamLeaderG : OfficerG
{
model = "";
};
class SoldierGSniper : SoldierGB
{
model = "";
};
class SoldierGCrew : SoldierGB
{
model = "";
};
class SoldierGCommando : SoldierGB
{
model = "";
};
class SoldierGGuard : SoldierGCommando
{
model = "";
};
class SoldierGMarksman : SoldierGCommando
{
model = "";
};
///////// BLUFOR UNITS /////////
class SoldierWB : CAManBase
{
model = "";
};
class SoldierWG : SoldierWB
{
model = "";
};
class SoldierWMedic : SoldierWB
{
model = "";
};
class SoldierW : SoldierWG
{
model = "";
};
class SoldierWAR : SoldierWB
{
model = "";
};
class SoldierWMG : SoldierWB
{
model = "";
};
class SoldierWAT : SoldierWB
{
model = "";
};
class SoldierWAA : SoldierWAT
{
model = "";
};
class SoldierWMiner : SoldierWB
{
model = "";
};
class SquadLeaderW : SoldierWB
{
model = "";
};
class TeamLeaderW : SoldierWB
{
model = "";
};
class OfficerW : SoldierWB
{
model = "";
};
class SoldierWSniper : SoldierWB
{
model = "";
};
class SoldierWCrew : SoldierWB
{
model = "";
};
};