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CfgGroups - Help Needed

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Hi all,

I'm trying to create a custom group, yet no matter what I do it doesn't appear in the editor. When I look, all I see is the NATO faction.

Below is my config:

class CfgGroups {
   class West {
       side = TWest;
       name = "$STR_A3_cfggroups_West0"; // BLUFOR
       class STA3_FED_F {
           name = "Federation"; //
            class STA3_Starfleet {
               name = "Starfleet"; //
               class STA3_AwayTeam {
                   name = "Away Team";
                   side = TWest;
                   faction = STA3_FED_F;
                   class Unit0 {
                       side = TWest;
                       vehicle = "STA3_Inf_Com_F";
                       rank = SERGEANT;
                       position[] = {0, 0, 0};
                   };
               };
           };
       };
   };
};

What am I doing wrong?

Thanks in advance,

Abs

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Do you have TWest declared in your enum{}, if not add TWest = 1, to the enum{} or just change TWest to 1.

enum {
   TWest = 1,
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,
};

or

class CfgGroups {
   class West {
       side = 1;
       name = "$STR_A3_cfggroups_West0"; // BLUFOR
       class STA3_FED_F {
           name = "Federation"; //
            class STA3_Starfleet {
               name = "Starfleet"; //
               class STA3_AwayTeam {
                   name = "Away Team";
                   side = 1;
                   faction = STA3_FED_F;
                   class Unit0 {
                       side = 1;
                       vehicle = "STA3_Inf_Com_F";
                       rank = SERGEANT;
                       position[] = {0, 0, 0};
                   };
               };
           };
       };
   };
};

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I swapped out the config in your recent release for the one above and I can see your group in the menu under blufor, but when its added in the editor your units are on the opfor(red) side. Looking at your CfgGroups in the in-game config viewer and TWest is appearing as a string, I'd suggest doing away with TWest and use side = 1; to see if that fixes the problem.

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Strange. I did what you said and replaced TWest with 1, but that didn't work either. I browsed the config viewer, and I don't see it at all under the CfgGroups entry.

Can you link me a copy of the config you swapped out, please?

Abs

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When I tested earlier I used the config you posted above, I made no changes at all. The config below fixes the problem I had with your group units being on the wrong side. All I have done is get rid off all reference to Twest and added something to your faction class.

#define true	1
#define false	0

enum {
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 STA3_Federation {
	units[] = {"STA3_Inf_Com_F", "STA3_Inf_Sci_F", "STA3_Inf_Ops_F"};
	weapons[] = {};
	requiredAddons[] = {"A3_Characters_F_Beta"};
	requiredVersion = 0.1;
};
class STA3_Weapons
{
	units[] = {};
	weapons[] =	{"STA3_Type2"};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_weapons_f"};
};
};
class CfgMods {
class STA3 {
	dir = "A3";
	picture = "A3\Ui_f\data\Logos\arma3_expansion_alpha_ca";
	action = "http://alpha.arma3.com/";
	hideName = 0;
	hidePicture = 0;
	name = "$STR_A3_CfgMods_A31";
};
};
class CfgWorlds {
class GenericNames {
	class EarthMen {
		class FirstNames {
			James = "James";
			Alex = "Alex";
			Leonard = "Leonard";
			Dustin = "Dustin";
			Pim = "Pim";
			Mark = "Mark";
			Conor = "Conor";
			Peter = "Peter";
			Teddy = "Teddy";
		};
		class LastNames {
			Kirk = "Kirk";
			Kurt = "Kurt";
			McCoy = "McCoy";
			Tucker = "Tucker";
			DeJong = "De Jong";
			Zuzarte = "Zuzarte";
			Landes = "Landes";
			Lygrios = "Lygrios";
			Doele = "Doele";
		};
	};
};
};
class CfgFactionClasses {
class STA3_Federation {
	displayName = "Federation";
	priority = 1;
	side = 1;
	icon = "\a3\Data_f\cfgFactionClasses_BLU_ca.paa"; // Added this.
	primaryLanguage = "EN";
};
};
class CfgVehicleClasses {
class STA3_Characters {
	displayName = "Starfleet Men";
};
class STA3_StarfleetShips {
	displayName = "Starfleet Ships";
};
};
class CfgGroups {
class West {
	side = 1;
	name = "$STR_A3_cfggroups_West0"; // BLUFOR
	class STA3_FED_F {
		name = "Federation"; // 
		class STA3_Starfleet {
			name = "Starfleet"; //
			class STA3_AwayTeam {
				name = "Away Team";
				side = 1;
				faction = STA3_FED_F;
				class Unit0 {
					side = 1;
					vehicle = "STA3_Inf_Com_F";
					rank = SERGEANT;
					position[] = {0, 0, 0};
				};
				class Unit1 {
					side = 1;
					vehicle = "STA3_Inf_Sci_F";
					rank = SERGEANT;
					position[] = {3, 3, 0};
				};
				class Unit2 {
					side = 1;
					vehicle = "STA3_Inf_Sci_F";
					rank = SERGEANT;
					position[] = {-3, -3, 0};
				};
				class Unit3 {
					side = 1;
					vehicle = "STA3_Inf_Ops_F";
					rank = SERGEANT;
					position[] = {9, -3, 0};
				};
				class Unit4 {
					side = 1;
					vehicle = "STA3_Inf_Ops_F";
					rank = SERGEANT;
					position[] = {6, 0, 0};
				};
				class Unit5 {
					side = 1;
					vehicle = "STA3_Inf_Ops_F";
					rank = SERGEANT;
					position[] = {6, 3, 0};
				};
			};
		};
	};
};
};
class CfgVehicles {
class Man;	// External class reference
class CAManBase : Man {
	author = "Abs";
	class HitPoints {
		class HitHead;	// External class reference
		class HitBody;	// External class reference
		class HitHands;	// External class reference
		class HitLegs;	// External class reference
	};
};
class STA3_StarfleetInf : CAManBase {
	author = "Abs";
	// threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types
	threat[] = {1, 0.1, 0.1};
	genericNames = "EarthMen";
	faction = "STA3_Federation";
	nakedUniform = "U_BasicBody";
	faceType = "Man_A3";
	side = 1;
	vehicleClass = "STA3_Characters";
	identityTypes[] = {"NoGlasses", "LanguageENG_F", "Head_NATO", "G_NATO_default"};
	icon = "iconMan";
	accuracy = 2.3;	// accuracy needed to recognize type of this target
	sensitivity = 3;	// sensor sensitivity
	camouflage = 1.4;	// how dificult to spot - bigger - better spotable
	minFireTime = 7;	// minimal time spent firing on single target
	cost = 40000;
	canCarryBackPack = 1;
	modelSides[] = {3, 1};
	class Wounds {
		tex[] = {};
		mat[] = {"A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing.rvmat", "A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat", "A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"};
	};
	class EventHandlers;
	weapons[] = {"STA3_Type2"};
	respawnWeapons[] = {"STA3_Type2"};
	Items[] = {};
	RespawnItems[] = {};
	magazines[] = {"STA3_PhaserClipT2", "STA3_PhaserClipT2", "STA3_PhaserClipT2", "STA3_PhaserClipT2"};
	respawnMagazines[] = {"STA3_PhaserClipT2", "STA3_PhaserClipT2", "STA3_PhaserClipT2", "STA3_PhaserClipT2"};
	linkedItems[] = {};
	respawnLinkedItems[] = {};
};
class STA3_Inf_Com_F : STA3_StarfleetInf {
	_generalMacro = "STA3_Inf_Com_F";
	scope = 2;
	displayName = "Command Officer";
	uniformAccessories[] = {};
	model = "\A3\Characters_F_Beta\INDEP\ia_soldier_01.p3d";
	uniformClass = "STA3_ComShirt"; //the uniform item
	hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"\STA3_Federation\STA3_Characters\Data\STA3_Fed_Com_LTJG_co.paa"};
   };
class STA3_Inf_Sci_F : STA3_Inf_Com_F {
	_generalMacro = "STA3_Inf_Sci_F";
	displayName = "Science Officer"
	uniformClass = "STA3_SciShirt"; //the uniform item
	hiddenSelectionsTextures[] = {"\STA3_Federation\STA3_Characters\Data\STA3_Fed_Sci_LTJG_co.paa"};
};
class STA3_Inf_Ops_F : STA3_Inf_Com_F {
	_generalMacro = "STA3_Inf_Ops_F";
	displayName = "Operations Officer"
	uniformClass = "STA3_OpsShirt"; //the uniform item
	hiddenSelectionsTextures[] = {"\STA3_Federation\STA3_Characters\Data\STA3_Fed_Ops_LTJG_co.paa"};
};
};
//Weapon firing modes
class Mode_SemiAuto
{
displayName = "Single";
recoil = "testRecoilD";
recoilProne = "testRecoilD";
};
class Mode_Burst: Mode_SemiAuto
{
displayName = "Burst";
recoil = "testRecoilD";
recoilProne = "testRecoilD";
};
class Mode_FullAuto: Mode_SemiAuto
{
recoil = "testRecoilD";
recoilProne = "testRecoilD";
displayName = "Full";
};
class cfgAmmo
{
class Default;	// External class reference
class BulletCore;	// External class reference
class BulletBase;
class STA3_Phaser: BulletBase
{
	hit = 9;
	visibleFire=0.035;
	audibleFire=0.035;
	visibleFireTime=2;
	cost = 5;
	aiRateOfFire = 0; //continuous weapon
	aiRateOfFireDistance = 500;
	typicalSpeed=1500;
	//model = "\ca\Weapons\Data\bullettracer\tracer_green";
	//tracerScale = 1;
	//tracerStartTime = 0;
	//tracerEndTime = 4;
	//airFriction = -0.0000;
	muzzleEffect = "";
	//PHASER
};
};
class cfgMagazines
{
class Default;
class STA3_Magazine : Default
{
	scope = 2;
	model="\ca\weapons\mag_univ.p3d"; //Model Of Magazine On Ground
	reloadAction = ManActReloadMagazine;  //Animation Of Magazine Reloading
};
class STA3_PhaserClipT2 : STA3_Magazine
{
	scope = 2;
	//type = WeaponSlotHandgunItem;
	type=16;
	displayname = "Type 2 Phaser Clip";
	picture="\STA3_Federation\STA3_Weapons\data\ui\m_t2phaserclip_ca.paa";
	ammo = STA3_Phaser;
	count = 200;
	initSpeed = 1500;
	//tracersEvery = 1;
};
};
class cfgWeapons {
class Default;	// External class reference
class PistolCore;
class Pistol: PistolCore{};
class STA3_Type2: Pistol
{
	modes[]=
	{
		Stun,
		Kill
	};
	class Single: Mode_SemiAuto{};
	class Stun:Single
	{
		ffCount=1;
		displayName="Stun";
		sound[]={"\STA3_Federation\STA3_Weapons\data\phaser.wav",db0,1};
	};
	class Kill:Mode_FullAuto
	{
		//ffCount=10;;
		displayName="Kill";
		sound[]={"\STA3_Federation\STA3_Weapons\data\phaser.wav",db0,1};
		autoFire=1;
	};
	scope = 2;
	displayName = "Type 2 Phaser";
	model = "\STA3_Federation\STA3_Weapons\STA3_Type2";
	modelOptics="-";
	autoFire = 0;
	picture = "\STA3_Federation\STA3_Weapons\data\ui\gear_type2_ca.paa";
	sound[]={"\STA3_Federation\STA3_Weapons\data\phaser.wav",db0,1};
	drySound[]={\ca\Weapons\Data\Sound\T33_dry_v1, db-80,1};
	reloadMagazineSound[] = {"A3\sounds_f\dummysound", 0.0316228, 1, 20};
	reloadAction = "GestureReloadPistol";
	magazines[]={STA3_PhaserClipT2};
	dispersion = 0;
	bullet1[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	bullet2[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	bullet3[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	bullet4[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	bullet5[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	bullet6[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	bullet7[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	bullet8[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	bullet9[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	bullet10[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	bullet11[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	bullet12[] = {"A3\sounds_f\dummysound", 0.562341, 1, 15};
	soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083};
};
   class Uniform_Base;
   class UniformItem;
   class STA3_ComShirt : Uniform_Base {
       scope = 2;
       displayName = "Starfleet Command Uniform";
       picture = "\STA3_Federation\STA3_Characters\Data\ui\icon_u_oi_combatuniform_com_ca.paa";
       model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
       class ItemInfo : UniformItem {
           uniformModel = "-";
           uniformClass = "STA3_Inf_Com_F"; //would be same as our made soldier class
           containerClass = "Supply20"; //how much it can carry
           mass = 80; //how much it weights
       };
   };
   class STA3_SciShirt : STA3_ComShirt {
       scope = 2;
	displayName = "Starfleet Sciences Uniform";
       picture = "\STA3_Federation\STA3_Characters\Data\ui\icon_u_oi_combatuniform_sci_ca.paa";
       model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
	class ItemInfo : UniformItem {
           uniformModel = "-";
		uniformClass = "STA3_Inf_Sci_F"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
           mass = 80; //how much it weights
	};
   };
   class STA3_OpsShirt : STA3_ComShirt {
       scope = 2;
	displayName = "Starfleet Operations Uniform";
       picture = "\STA3_Federation\STA3_Characters\Data\ui\icon_u_oi_combatuniform_ops_ca.paa";
       model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
	class ItemInfo : UniformItem {
           uniformModel = "-";
		uniformClass = "STA3_Inf_Ops_F"; //would be same as our made soldier class
		containerClass = "Supply20"; //how much it can carry
           mass = 80; //how much it weights
       };
   };
};

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Shit....thanks for all your help on this one, man. I realized after copying your config into my addon and not having it show up that I made a mistake - I didn't place it into a mod folder....so embarassing. :)

Anyway, thanks a lot for your help! You are a scholar and a gentleman.

Abs

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