Jump to content
Sign in to follow this  
MarcusCunningham

Uniforms and factions question

Recommended Posts

I want to create Insurgent looking units, and so I have alot of Blufor FIA gear that I have put together to look like insurgents.

Problem is I want to set them as Opfor.

Is there anyway I can use the Blufor gear with an Opfor player in the Config.cpp file?

I dont want to use any scripts in game because I want this to be a standalone mod.

All help is appreciated, thanks.

Share this post


Link to post
Share on other sites

This should work for you.

class CfgPatches
{
class Insurgent_Uniforms
{
	units[] = {};
	weapons[] = {};
	requiredAddons[] = {"A3_Characters_F"};
	author[] = {"Your Name Here"};
	versionDesc = "Insurgents";
	version = "0.1";
	versionStr = "0.1";
};
};
class CfgVehicles
{
class SoldierWB;

class B_Soldier_base_F: SoldierWB
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
};

What it does is unlocks the uniforms to all sides and then allowing it to work correctly with Opfor units. Haven't tested it but it should work just fine and you can directly use the Blufor item classname on your opfor character as long as it is listed above as being unlocked to all modelsides.

Let me know if it works for you :)

Share this post


Link to post
Share on other sites
This should work for you.

class CfgPatches
{
class Insurgent_Uniforms
{
	units[] = {};
	weapons[] = {};
	requiredAddons[] = {"A3_Characters_F"};
	author[] = {"Your Name Here"};
	versionDesc = "Insurgents";
	version = "0.1";
	versionStr = "0.1";
};
};
class CfgVehicles
{
class SoldierWB;

class B_Soldier_base_F: SoldierWB
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
class UNIFORM/ITEM CLASS NAME HERE: B_Soldier_base_F
{
	modelsides[] = {3,2,1,0};
};
};

What it does is unlocks the uniforms to all sides and then allowing it to work correctly with Opfor units. Haven't tested it but it should work just fine and you can directly use the Blufor item classname on your opfor character as long as it is listed above as being unlocked to all modelsides.

Let me know if it works for you :)

Where exactly do I add that, because I added it where you put yours and it was unsuccessfull.

Have a look at my code below and tell me if its in the right spot.

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 unit_config {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Data_F", "A3_Characters_F", "A3_Characters_F_OPFOR", "cse_sys_medical", "cse_sys_cc", "cse_sys_advanced_interaction", "cse_sys_equipment"};
};
};

class CfgFactionClasses
{
class Mk_Insurgents
{
	displayName = "Insurgents"; //Faction Name under BLUFOR
	author = "Mk";
	icon = "\A3\Ui_F_Curator\Data\CfgMarkers\minefieldAP_ca.paa"; // Needs to be 16x16 in resolution and it needs to be in the form of a PAA.
	priority = 2;
	side = 0; //Opfor
};
};

class CfgVehicleClasses
{
class Mk_Insurgents_Men
{
	displayName = "Men"; // Name of the Group of Units
};

};

class CfgVehicles {

class SoldierWB   ;

class B_Soldier_base_F: SoldierWB
	{
	modelsides[] = {3,2,1,0};
	};

	class U_BG_Guerilla3_1: B_Soldier_base_F
	{
	modelsides[] = {3,2,1,0};
	};

	class U_BG_leader: B_Soldier_base_F
	{
	modelsides[] = {3,2,1,0};
	};

	class U_BG_Guerilla1_1: B_Soldier_base_F
	{
	modelsides[] = {3,2,1,0};
	};

	class U_BG_Guerrilla_6_1: B_Soldier_base_F
	{
	modelsides[] = {3,2,1,0};
	};

	class Mk_Insurgent_Militant : SoldierWB  {
	_generalMacro = "Mk_Insurgent_1"; 
	scope = 2;
	displayName = "Militant"; // In-game name of unit
	faction = "Mk_Insurgents"; // Puts unit under new faction
	vehicleClass = "Mk_Insurgents_Men"; // Puts unit in the vehicleclass
	icon = "iconMan"; //In-game Map Icon
	nakedUniform = "U_BasicBody";  // Do not change
	uniformClass = "U_BG_Guerilla3_1";  // Uniform Class
	backpack = "B_FieldPack_cbr"; // Backpack Class
	linkedItems[] = {"V_BandollierB_khk", "H_ShemagOpen_tan", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. 
	respawnLinkedItems[] = {"V_BandollierB_khk", "H_ShemagOpen_tan", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. Should be identical to the linkedItems section.
	weapons[] = {"arifle_TRG21_F", "hgun_Rook40_F"}; // Weapons added to the unit.
	respawnweapons[] = {"arifle_TRG21_F", "hgun_Rook40_F"}; // Weapons added to the unit. Should be identical to the linkedItems section
	magazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit.
	Respawnmagazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit upon respawn, should be the same as above.
	};

	class Mk_Insurgent_Striker : SoldierWB  {
	_generalMacro = "Mk_Insurgent_Striker"; 
	scope = 2;
	displayName = "Striker"; // In-game name of unit
	faction = "Mk_Insurgents"; // Puts unit under new faction
	vehicleClass = "Mk_Insurgents_Men"; // Puts unit in the vehicleclass
	icon = "iconMan"; //In-game Map Icon
	nakedUniform = "U_BasicBody";  // Do not change
	uniformClass = "U_BG_leader";  // Uniform Class
	backpack = "B_FieldPack_oli"; // Backpack Class
	linkedItems[] = {"V_BandollierB_rgr", "G_Bandanna_oli", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. 
	respawnLinkedItems[] = {"V_BandollierB_rgr", "G_Bandanna_oli", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. Should be identical to the linkedItems section.
	weapons[] = {"arifle_TRG21_F", "hgun_Rook40_F"}; // Weapons added to the unit.
	respawnweapons[] = {"arifle_TRG21_F", "hgun_Rook40_F"}; // Weapons added to the unit. Should be identical to the linkedItems section
	magazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit.
	Respawnmagazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit upon respawn, should be the same as above.
	};

	class Mk_Insurgent_Bomber : SoldierWB  {
	_generalMacro = "Mk_Insurgent_Bomber"; 
	scope = 2;
	displayName = "Bomber"; // In-game name of unit
	faction = "Mk_Insurgents"; // Puts unit under new faction
	vehicleClass = "Mk_Insurgents_Men"; // Puts unit in the vehicleclass
	icon = "iconMan"; //In-game Map Icon
	nakedUniform = "U_BasicBody";  // Do not change
	uniformClass = "U_BG_Guerilla1_1";  // Uniform Class
	backpack = ""; // Backpack Class
	linkedItems[] = {"V_Chestrig_oli", "H_ShemagOpen_khk", "G_Squares_Tinted", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. 
	respawnLinkedItems[] = {"V_Chestrig_oli", "H_ShemagOpen_khk", "G_Squares_Tinted", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. Should be identical to the linkedItems section.
	weapons[] = {"arifle_TRG21_GL_F", "hgun_Rook40_F"}; // Weapons added to the unit.
	respawnweapons[] = {"arifle_TRG21_GL_F", "hgun_Rook40_F"}; // Weapons added to the unit. Should be identical to the linkedItems section
	magazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit.
	Respawnmagazines[] = {"30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG","30Rnd_556x45_STANAG_Tracer_Red","30Rnd_556x45_STANAG_Tracer_Green", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit upon respawn, should be the same as above.
	};

	class Mk_Insurgent_Machine_Gunner : SoldierWB  {
	_generalMacro = "Mk_Insurgent_Machine_Gunner"; 
	scope = 2;
	displayName = "Machine Gunner"; // In-game name of unit
	faction = "Mk_Insurgents"; // Puts unit under new faction
	vehicleClass = "Mk_Insurgents_Men"; // Puts unit in the vehicleclass
	icon = "iconMan"; //In-game Map Icon
	nakedUniform = "U_BasicBody";  // Do not change
	uniformClass = "U_BG_Guerrilla_6_1";  // Uniform Class
	backpack = "B_FieldPack_oli"; // Backpack Class
	linkedItems[] = {"V_Chestrig_oli", "H_Bandanna_khk", "G_Bandanna_oli", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. 
	respawnLinkedItems[] = {"V_Chestrig_oli", "H_Bandanna_khk", "G_Bandanna_oli", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"}; // Item's added to the unit. Should be identical to the linkedItems section.
	weapons[] = {"LMG_Zafir_F", "hgun_Rook40_F"}; // Weapons added to the unit.
	respawnweapons[] = {"LMG_Zafir_F", "hgun_Rook40_F"}; // Weapons added to the unit. Should be identical to the linkedItems section
	magazines[] = {"150Rnd_762x51_Box", "150Rnd_762x51_Box", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit.
	Respawnmagazines[] = {"150Rnd_762x51_Box", "150Rnd_762x51_Box", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "SmokeShellBlue","SmokeShellRed", "SmokeShellBlue", "SmokeShellRed", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic","cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_bandage_basic", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_packing_bandage", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_morphine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine", "cse_epinephrine"}; //Magazines added to the unit upon respawn, should be the same as above.
	};


class B_Kitbag_rgr;
       class Mk_Kitbag_Green: B_Kitbag_rgr //Rifleman, Rifleman AT, Team Leader, VEH Driver, VEH Gunner
       {
       scope = 2;
	displayname = "Kickbag Green";

	class TransportMagazines
		{
		class Mk_30Rnd_556x45_Stanag
                       {
                         magazine = "30Rnd_556x45_Stanag";
                         count = 4;
					};
		};
	};

	class B_AssaultPack_blk;
       class Mk_Assault_Pack_Black: B_AssaultPack_blk //Rifleman, Rifleman AT, Team Leader, VEH Driver, VEH Gunner
       {
       scope = 2;
	displayname = "Assault Pack Black";

	class TransportMagazines
		{
		class Mk_30Rnd_556x45_Stanag
                       {
                         magazine = "30Rnd_556x45_Stanag";
                         count = 4;
					};
		};
	};
};

---------- Post added at 10:52 ---------- Previous post was at 10:50 ----------

That code above works, just the problem with it is its in the Blufor team. So I changed the SoldierWB to SoldierEB (Opfor Skin) and it didnt work. I am clueless now.

Share this post


Link to post
Share on other sites
Guest

teeha,

 

Can you show us where to put this code?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×