abs 2 Posted August 11, 2013 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 = "$STR_A3_cfggroups_West0"; // BLUFOR class STA3_FED_F { name = "Federation"; // class STA3_Starfleet { name = "Starfleet"; // class STA3_AwayTeam { name = "Away Team"; side = TWest; faction = STA3_FED_F; class Unit0 { side = TWest; vehicle = "STA3_Inf_Com_F"; rank = SERGEANT; position[] = {0, 0, 0}; }; }; }; }; }; }; What am I doing wrong? Thanks in advance, Abs Share this post Link to post Share on other sites
surpher 1 Posted August 11, 2013 Do you have TWest declared in your enum{}, if not add TWest = 1, to the enum{} or just change TWest to 1. enum { TWest = 1, DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; or class CfgGroups { class West { side = 1; name = "$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}; }; }; }; }; }; }; Share this post Link to post Share on other sites
abs 2 Posted August 11, 2013 Hey surpher! That was missing (DOH!) but adding that didn't fix it either. Here's a copy of my full config: http://www.ohplz.ca/STA3/config.cpp Abs Share this post Link to post Share on other sites
surpher 1 Posted August 11, 2013 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. Share this post Link to post Share on other sites
abs 2 Posted August 11, 2013 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 Share this post Link to post Share on other sites
surpher 1 Posted August 11, 2013 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 }; }; }; Share this post Link to post Share on other sites
abs 2 Posted August 11, 2013 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 Share this post Link to post Share on other sites