95tekki 10 Posted March 14, 2015 Hello everyone, finally registered to this forum. I'm not new to the ArmA world (played for 3-4 years) and for every editing problem I had I usually figured it out or found the answer online. But for this one I only found one topic that im gonna link under this post . I have to say that I know pretty well the editor but my mind get blown away everytime i try to understand scripting. My idea was exactly the same of the fella from the other discussion: BLUEFOR units with new loadout. Yes i've already created many loadouts but now I want to make them placeable already with the new loadout, like an all new faction. But I neverfigured out how he solved. They gave him the script (that has to be edited I know) but i don't know how to use it ( where to put it ). Yes, already read the topics on this forum, but they didn't helped at all. ---------- Post added at 12:03 ---------- Previous post was at 12:02 ---------- (Link here) Share this post Link to post Share on other sites
AlphaWolF 10 Posted March 16, 2015 (edited) try this It worked for me in the past. I know how depressing these forums can be when nobody answers They are certainly not very easy to navigate or well organized :( class CfgPatches { class TEST_UNITS { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {a3_characters_F, a3_characters_f_beta, a3_characters_f_gamma}; }; }; class cfgFactionClasses { class TEST_FACTION //Faction Calling Name { displayName = "Test"; //Faction name in-game icon = "TEST\img.paa"; //Path to texture next to the faction name in editor "PBOname\filename.paa" priority = 1; //How far down it is on the menu side = 1; // 1 Blufor 2 opfor 3 independant i think. }; }; class CfgVehicleClasses { class TEST_Units //Name of unit group e.g Air, Infantry, Armour { displayName = "Infantry"; //In-game name priority = 2; // How far down it is on the menu }; }; class CfgVehicles { class B_Soldier_base_F; //Blufor Soldier class TEST_Marksman: B_Soldier_base_F //Unit Class name: Class getting info from { side = 1; //Blufor faction = "TEST_FACTION"; //Your Faction backpack = "TEST_Backpack"; //Backpack vehicleclass = "TEST_Units"; //Unit Group author = "Delta 1 Actual"; _generalMacro = "TEST_Marksman"; //Class Name scope = 2; displayName = "Marksman"; //In-Game Name weapons[] = {"TEST_GUN","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; respawnWeapons[] = {"TEST_GUN","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; magazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","HandGrenade","HandGrenade","HandGrenade"}; respawnMagazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade"}; cost = 300000; threat[] = {1,0.7,0.3}; linkedItems[] = {"TEST_Vest","TEST_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; respawnLinkedItems[] = {"TEST_Vest","TEST_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d"; //Path to model uniformClass = "TEST_Uniform"; //uniform you are using camouflage = 1.6; hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {"TEST\data\TEST_Uniform_co.paa"}; //Uniform textures }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class TEST_Uniform: Uniform_Base { scope = 2; displayName = "Custom Uniform"; //In-Game name picture = "\A3\characters_f_epa\data\ui\icon_U_B_CTRG_uniform_ca.paa"; //Menu Picture model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"TEST\data\TEST_Uniform_co.paa"}; //Path to my texture. class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "TEST_Unit"; //A Unit that wears it containerClass = "Supply40"; //Carry Amount mass = 30; //Weight hiddenSelections[] = {"camo"}; }; }; class V_PlateCarrier3_rgr; class ItemInfo; class TEST_Vest: V_PlateCarrier3_rgr { picture = "\A3\Characters_F_EPA\Data\ui\Icon_V_plate_carrier_snake_ca.paa"; //Menu Picture displayName = "Heavy Vest"; //In-Game name hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"TEST\Data\TEST_Vest_co.paa"}; //Vest texture path class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; //Vest model you are using containerClass = "Supply160"; //Carry Amount mass = 50; // Weight armor = "5*1.4"; passThrough = 0.4; hiddenSelections[] = {"camo"}; }; }; class ItemCore; class HeadgearItem; class TEST_Helmet: ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Combat Helmet"; //In-Game name picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; //Menu Picture model = "\A3\Characters_F_EPA\BLUFOR\headgear_b_helmet_kerry"; // Model hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"TEST\data\TEST_Helmet_co.paa"}; // Path to your texture. class ItemInfo: HeadgearItem { mass = 40; // Weight uniformModel = "\A3\Characters_F_EPA\BLUFOR\headgear_b_helmet_kerry"; modelSides[] = {3,1,2}; armor = "3*0.6"; passThrough = 0.6; hiddenSelections[] = {"camo"}; }; }; }; Edited March 16, 2015 by AlphaWolF Share this post Link to post Share on other sites
95tekki 10 Posted March 16, 2015 Yes I already knew this code. But I don't know how to use. Do I have to create a config.cpp file to be put in a pbo? If so, then the .pbo file is gonna contain only the config.cpp? Share this post Link to post Share on other sites
SpaceNavy 16 Posted March 16, 2015 Yes I already knew this code. But I don't know how to use. Do I have to create a config.cpp file to be put in a pbo? If so, then the .pbo file is gonna contain only the config.cpp? It has to be in a config.cpp file which is inside a folder called TEST_UNITS (if you are using AlphaWolf's config code) and you have to pack it into a pbo. And yes, the pbo will only have the config file. Side = determines OPFOR (0), BLUFOR (1), or INDEPEDENT (2). Faction = determines what the name of the faction inside of BLUFOR for example will be, like NATO, FIA, etc. vehicleClass = determines if it will be Men, Cars, Air, Armored, etc. displayName = determines what the name of the unit will be in the editor list. You can change the exact wording for any of these except side. Side must be one of those 3 values (more if you are looking at wildlife and civilians). Share this post Link to post Share on other sites