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Quakecry

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Hello all. I am making a unit pack for A3, and i have some questions related to the config here. Say i want to include a vehicle such as the new blackhawk stealth heli, how do i progress? I have already edited one PSD file for it that add some markings on the exterior. And then does the same go for other vehicles to? I already have my units as its own faction so idealy i want vehicles under it so when you spawn it the pilots in my faction will be piloting it. And this is my first time doing this, so config is a bitch.. But i also unfortunately got an error today when trying the beta with my units, any idea why? It wasn't there before the beta. Thanks in advance for all help. This community is the best!

http://i.imgur.com/JkgINgP.png (420 kB)

Attached is the config file.

enum {
// = 2, // Error parsing: Empty enum name
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};

class CfgPatches {
class NorwayMod {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};
class cfgFactionClasses
{
class NorFor
{
 displayName = "NorFor";
 priority = 2;
 side = 1;
};
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////SOLDIERS CONFIG CAN BE COPIED AND EDITED\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

class CfgVehicles {

class B_Soldier_base_F;
class Norway_Soldier_F : B_Soldier_base_F {
               _generalMacro = "B_Soldier_F"; //unsure what this does
               scope = 2;
               displayName = "Assault";
               faction = "NorFor";
               canCarryBackPack = 1;
               canDeactivateMines = true;
               side = 1;
               nakedUniform = "U_BasicBody"; //class for "naked" body
               uniformClass = "Norway1_CombatUniform_mcam"; //the uniform item
               hiddenSelections[] = {"Camo"};
               hiddenSelectionsTextures[] = {"Quakecrystextures\data\clothing2_co.paa"};
               linkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
               respawnLinkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

};


class Norway_Soldier_F2 : B_Soldier_base_F {
               _generalMacro = "B_Soldier_F"; //unsure what this does
               scope = 2;
               displayName = "Team Leader";
               faction = "NorFor";
               canCarryBackPack = 1;
               icon = "iconManLeader";
               canDeactivateMines = true;
               side = 1;
               nakedUniform = "U_BasicBody"; //class for "naked" body
               uniformClass = "Norway2_CombatUniform_mcam"; //the uniform item
               hiddenSelections[] = {"Camo"};
               hiddenSelectionsTextures[] = {"Quakecrystextures\data\clothing1_co.paa"};
               linkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
               respawnLinkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};

  };


class Norway_Soldier_F3 : B_Soldier_base_F {
               _generalMacro = "B_Soldier_F"; //unsure what this does
               scope = 2;
               displayName = "Medic";
               faction = "NorFor";
               side = 1;
               attendant = true;
               canDeactivateMines = true;
               canCarryBackPack = 1;
               icon = "iconManMedic";
               nakedUniform = "U_BasicBody"; //class for "naked" body
               uniformClass = "Norway3_CombatUniform_mcam"; //the uniform item
               hiddenSelections[] = {"Camo"};
               hiddenSelectionsTextures[] = {"Quakecrystextures\data\clothing1_co.paa"};
               linkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
               respawnLinkedItems[] = {"Norway_PlateCarrier1_rgr", "Norway_HelmetB", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
  };

class Norway_Helipilot_F: B_Soldier_base_F {
                _generalMacro = "B_Helipilot_F";
                scope = 2;
                identityTypes[] = {"Language_EN_EP1","Head_NATO","G_NATO_pilot"};
                modelSides[] = {3,1};
                faction = "NorFor";
                model = "\A3\Characters_F\Common\coveralls.p3d";
                side = 1;
                nakedUniform = "U_BasicBody"; //class for "naked" body
                uniformClass = "Norway_HeliPilotCoveralls";
                displayName = "Pilot";
                linkedItems[] = {"H_PilotHelmetHeli_B","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio","V_TacVest_oli"};
                respawnLinkedItems[] = {"H_PilotHelmetHeli_B","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemRadio","V_TacVest_oli"};
                hiddenSelections[] = {"Camo","Camo2","Camo3"};
                hiddenSelectionsTextures[] = {"\Quakecrystextures\Data\coveralls_grey_co.paa"};
  class Wounds
 {
  tex[] = {};
  mat[] = {"A3\characters_f\common\data\pilot_suit.rvmat","A3\Characters_F\Common\Data\W1_pilot_suit.rvmat","A3\Characters_F\Common\Data\W1_pilot_suit.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat"};

      };
  };
};
class cfgWeapons {
         class Uniform_Base;
         class UniformItem;

class Norway1_CombatUniform_mcam : Uniform_Base {
scope = 2;
displayName = "NorFor Forest";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

class ItemInfo : UniformItem {
uniformModel = "-";
uniformClass = "Norway_Soldier_F"; //would be same as our made soldier class
containerClass = "Supply20"; //how much it can carry
mass = 80; //how much it weights
       };
};

class Norway2_CombatUniform_mcam : Uniform_Base {
scope = 2;
displayName = "NorFor Forest";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

class ItemInfo : UniformItem {
uniformModel = "-";
uniformClass = "Norway_Soldier_F2"; //would be same as our made soldier class
containerClass = "Supply20"; //how much it can carry
mass = 80; //how much it weights
       };
};

class Norway3_CombatUniform_mcam : Uniform_Base {
scope = 2;
displayName = "NorFor Forest";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";

class ItemInfo : UniformItem {
uniformModel = "-";
uniformClass = "Norway_Soldier_F3"; //would be same as our made soldier class
containerClass = "Supply20"; //how much it can carry
mass = 80; //how much it weights
       };
};
class Norway_HeliPilotCoveralls : Uniform_Base
{
 scope = 2;
 displayName = "$STR_0";
 picture = "\A3\characters_f\data\ui\icon_U_B_PilotCoveralls_ca.paa";
 model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
 class ItemInfo: UniformItem
 {
  uniformModel = "-";
  uniformClass = "Norway_Helipilot_F";
  containerClass = "Supply50";
  mass = 90;
 };
};
class ItemCore;
class HeadgearItem;

class Norway_HelmetB : ItemCore {
scope = 2;
weaponPoolAvailable = 1;
displayName = "NorFor Forest Camo";
picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"Quakecrystextures\data\equip1_co.paa"};

class ItemInfo : HeadgearItem {
mass = 100;
uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic";
modelSides[] = {3, 1};
armor = 3*0.5;
passThrough = 0.8;
hiddenSelections[] = {"camo"};
   };
};

class Vest_Base;
class VestItem;

class Norway_PlateCarrier1_rgr : Vest_Base {
scope = 2;
displayName = "NorFor Ranger Green";
picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"Quakecrystextures\data\vests_rgr_co.paa"};

class ItemInfo : VestItem {
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
containerClass = "Supply100";
mass = 50;
armor = 5*0.5;
passThrough = 0.7;
hiddenSelections[] = {"camo"};
           };
    };
};

};

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Thanks. That did the trick :)

So, anyone knows what i would do to include the stealthhawk heli as you see behind here

http://i.imgur.com/h3mhtHH.jpg (240 kB)

Idealy i want my pilot to pilot it when you spawn it. Thanks in advance!

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This is the basic class you need to add to your CfgVehicles class.

class Heli_Transport_01_base_F;
class B_Heli_Transport_01_F: Heli_Transport_01_base_F //Rename 'B_Heli_Transport_01_F' so there is no conflict
{
	_generalMacro = "B_Heli_Transport_01_F";
	scope = 2;
	side = 1;
	faction = "BLU_F"; //Change to your faction
	crew = "B_Helipilot_F"; //Change to your pilot
	typicalCargo[] = {"B_Helipilot_F"};
	availableForSupportTypes[] = {"Drop","Transport"};
};

And add "A3_Air_F_Beta_Heli_Transport_01" to requiredAddons[].

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