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Thread: How do I make my own groups?

  1. #1
    (I apologize if this has been discussed before, but I couldn't find it in searches)


    How do I make my own group accessable with F2 in the editor? Bascially, I'd like to make a group of special forces with all the skill levels automatically set to the highest levels. I'm not looking for new units, just a group of tough soldiers that I can place with ease with F2.

    Thank you in advance.

  2. #2
    Sergeant Major Gedis's Avatar
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    oh... this requires some config skills...
    first you unPBO soldier's addon you want, then you need to change the config, but i have never tried of creating my own groups in config *** and after all work is done, you need to compress that pbo file.



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  3. #3
    Master Gunnery Sergeant Kirby's Avatar
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    May as well just place em and then put skill up...

  4. #4
    Staff Sergeant
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    Yeah it's far more trouble than it's worth. There is a cheap workaround though...open up the desert island, manually create your high-skill squad, then save the mission. You can then either merge it into the main mission you're working on or just copy/paste the squad in.

  5. #5
    Master Gunnery Sergeant Zulu1's Avatar
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    If some one does have a basic knowledge of conifgs you can copy a "groups" section from another addon that has a group and paste it into the addon you want to add groups to and just change the units names. It's not really all the bad
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  6. #6
    Staff Sergeant
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    If it's an addon, it's doable if you're familiar with configs, yes. If you're talking default BIS units like at least I assumed, no.

  7. #7
    Master Sergeant
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    Actually, you could just write a new config.cpp, encrypt it into a pbo file and that's about it.

    Assuming you want to use BIS only units for your new groups you could make a config that looks something like this:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    class CfgGroups
    {
    class West
    {
    name=&#34;West&#34;;

    class insert_class_name
    {
    name=&#34;insert group name &#40;west infantry?&#41;&#34;;
    class another_class_name
    {
    name=&#34;exact group name &#40;rifle infantry&#41;&#34;;
    class Unit0
    {
    side=1; &#92;&#92;side
    vehicle=&#34;unit name&#34;;
    rank=&#34;Lieutnant&#34;;
    position&#91;&#93;={0,5,0};
    };
    class Unit1
    {
    side=1;
    vehicle=&#34;TerSolAT&#34;;
    rank=&#34;Sergeant&#34;;
    position&#91;&#93;={3,0,0};
    };
    class Unit2
    {
    side=1;
    vehicle=&#34;TerSolMGSN&#34;;
    rank=&#34;Corporal&#34;;
    position&#91;&#93;={-3,0,0};
    };
    class Unit3
    {
    side=1;
    vehicle=&#34;TerSolRocket&#34;;
    rank=&#34;Corporal&#34;;
    position&#91;&#93;={5,0,0};
    };
    class Unit4
    {
    side=1;
    vehicle=&#34;TerSolGL&#34;;
    rank=&#34;Private&#34;;
    position&#91;&#93;={-5,0,0};
    };
    class Unit5
    {
    side=1;
    vehicle=&#34;TerSolGL&#34;;
    rank=&#34;Private&#34;;
    position&#91;&#93;={7,0,0};
    };
    class Unit6
    {
    side=1;
    vehicle=&#34;TerSolM&#34;;
    rank=&#34;Private&#34;;
    position&#91;&#93;={-7,0,0};
    };
    class Unit7
    {
    side=1;
    vehicle=&#34;TerSolRocket&#34;;
    rank=&#34;Private&#34;;
    position&#91;&#93;={-9,0,0};
    };
    };
    };
    [/QUOTE]

    The only way I know that affects skill is by changing the rank. There might be another way that I&#39;m unaware of though.
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  8. #8

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