boombastic 17 Posted November 1, 2015 Hi all, I just want to make my custom units based on exported loadouts from Virtual Arsenal, that will be always accessible via mission editor or third party addons, nothing special, just my custom group under NATO or CSAT factions. If i get it right, the only way to do it - to make addon. But i have no skills and knowledge to make such addon by myself, so i need little help from the community. I try to do this by myself, and found this links: http://pastebin.com/9zUxVn07# http://pastebin.com/wtCnGxTR ... so i see that it have only few rows of code, but don't know how to use it :( What kind of file i need to create .bin, .cfg, .cpp, .sqf ? Does it accept pasted data from virtual arsenal e.t.c. Maybe somebody can help me and show some working example of such addon with only one or two units that have virtual arsenal loadout ? And i will continue to add my units to it. Thanks for any help. 1 Share this post Link to post Share on other sites
DreamRebel 73 Posted November 1, 2015 I can help you, send me a private message! ;) 1 Share this post Link to post Share on other sites
bullsh 22 Posted November 2, 2015 I can help you, send me a private message! ;) I'm sorry but I too would love to know this haha, is there please any way you can post it here or perhaps PM the answer to me as well? Share this post Link to post Share on other sites
boombastic 17 Posted November 2, 2015 I'm sorry but I too would love to know this haha, is there please any way you can post it here or perhaps PM the answer to me as well? Yeah, I believe many of us like to know how to do that :) I've already contacted dreamrebel he is busy this days, but when he will have some free time he'll help me as he promised. If i will be lucky to make this work at the end, i will glad to share solution with the community, if dreamrebel will give me permission to do that. Actually i have many ideas and complete vision how to improve the whole loadout and units management in arma3, but it must be more complicated addon, than just creation of an additional groups. I'm sure that it can be very useful and anticipated addon for most of arma 3 players. So, if any of mode makers interested to make something more advanced, just let me know and i share my ideas. Share this post Link to post Share on other sites
DreamRebel 73 Posted November 2, 2015 Hey guys, I didn't had much time but I made something quick which might help you already. First create a new file and name it "Config.cpp", now save it. Open it and paste the code/text as shown below in your new document. enum { // = 2, 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 Your_Unique_Mod_Name { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_Common", "A3_Characters_F", "A3_Characters_F_Beta", "A3_Characters_F_BLUFOR"}; }; }; class cfgFactionClasses { class Faction_name_short //Faction Calling Name, this line will be used to define your faction for units { displayName = "You can write something here"; //Faction name in-game icon = "Your\Path\Your_flag.paa"; //Path to texture next to the faction name in editor "PBOname\filename.paa" priority = 2; //How far down it is on the menu side = 0; // 2 Blufor 0 opfor 1 independant I think. }; }; class CfgVehicleClasses { class Your_Infanrty_name //Name of unit group e.g Air, Infantry, Armour (You see this name in the ingame dropdown menu) { displayName = "Infantry"; //In-game name priority = 2; // How far down it is on the menu }; }; class CfgVehicles { class I_Soldier_base_F; class I_soldier_F; class I_Sniper_F; class I_Soldier_AR_F; class I_Soldier_M_F; class I_Soldier_lite_F; class I_Soldier_TL_F; class I_crew_F; class I_Soldier_A_F; class I_Soldier_GL_F; class I_medic_F; class I_Soldier_LAT_F; class I_Soldier_AT_F; class I_engineer_F; class I_officer_F; class I_Soldier_exp_F; class I_Soldier_SL_F; class I_Soldier_AA_F; class I_support_AMort_F; class I_support_Mort_F; class I_support_AMG_F; class I_support_MG_F; class I_support_GMG_F; class I_Soldier_AAA_F; class I_Spotter_F; class I_soldier_UAV_F; class B_Carryall_oli; class FlagCarrier; class Your_rifleman : I_soldier_F { //You may use anything you want, just make sure it's unique _generalMacro = "B_Soldier_F"; //Don't change this line! scope = 2; //This means whether you'll be able to see the unit in the dropdown menu or not side = 0; //0 Means Opfor faction = "Faction_name_short"; //Your Faction vehicleclass = "ASTR_Infanrty"; //Unit Group displayName = "Rifleman"; nakedUniform = "U_BasicBody"; uniformClass = "ASTR_Uniform"; hiddenSelections[] = {"Camo"}; //You can get rid of this line if you're not creating a new uniform hiddenSelectionsTextures[] = {"\Your\Path\ASTR_uniform_v2.paa"}; //You can get rid of this line if you're not creating a new uniform genericnames = "AfroMen"; //Right now your soldiers will have African names, you can get rid of this line identitytypes[] = {"Head_African"}; //Right now your soldiers will look African, you can get rid of this line //backpack = "B_Parachute"; //You can use this line to add a backpack to your unit (delete "//" those first) linkedItems[] = {"V_TacVest_brn", "ASTR_Helmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; //Helmets, vests and small items go here respawnLinkedItems[] = {"V_TacVest_brn", "ASTR_Helmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Weapons[] = {"RH_m16a1","Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades respawnWeapons[] = {"RH_m16a1","Throw","Put"}; Magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"}; //Ammo goes here respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"}; }; //Below you'll see an example config class ASTR_supp_AAA_Example_SOHO : I_Soldier_AAA_F { _generalMacro = "B_Soldier_F"; scope = 2; side = 0; //Opfor faction = "ASTR"; //Your Faction vehicleclass = "ASTR_Infanrty_Support"; //Unit Group displayName = "Asst. Missile Specialist (AA)"; nakedUniform = "U_BasicBody"; uniformClass = "ASTR_Uniform"; genericnames = "AfroMen"; identitytypes[] = {"Head_African"}; linkedItems[] = {"V_Chestrig_rgr", "ASTR_Helmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_Chestrig_rgr", "ASTR_Helmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Weapons[] = {"RH_m16a1","Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades respawnWeapons[] = {"RH_m16a1","Throw","Put"}; Magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"}; respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"}; }; }; class CfgGroups { class East { class ASTR //Your short faction name goes here again { name = "African Soho Tato Rebels"; //Full faction name class Infantry { name = "Infantry"; //Group name (Description) class ASTR_InfSentry //Group name short { name = "Sentry"; // name = "Sentry"; side = 0; //0 = Opfor faction = "ASTR"; rarityGroup = 0.3; //How often will this group show up? class Unit0 //First unit! { side = 0; vehicle = "ASTR_Grenadier"; // < Unit type (Use short unit name) rank = "CORPORAL"; //Unit rank position[] = {0,0,0}; }; class Unit1 //Second unit { side = 0; vehicle = "ASTR_rifleman"; // < Second unit rank = "PRIVATE"; position[] = {5,-5,0}; }; }; class ASTR_Sma_Pat_Team //Another example { name = "Small Patrol Team"; // name = "Small Patrol Team"; side = 0; faction = "ASTR"; rarityGroup = 0.5; class Unit0 { side = 0; vehicle = "ASTR_Marksman"; rank = "CORPORAL"; position[] = {0,0,0}; }; class Unit1 { side = 0; vehicle = "ASTR_rifleman_light"; rank = "PRIVATE"; position[] = {5,-5,0}; }; class Unit2 { side = 0; vehicle = "ASTR_rifleman_light"; rank = "PRIVATE"; position[] = {-5,-5,0}; }; class Unit3 { side = 0; vehicle = "ASTR_rifleman_light"; rank = "PRIVATE"; position[] = {10,-10,0}; }; }; }; }; }; }; ArmA 3 factions: West: "BLU_F" (NATO), "BLU_G_F" (FIA) East: "OPF_F" (CSAT), "OPF_G_F" (FIA) Guer: "IND_F" (AAF), "IND_G_F" (FIA) Civ: "CIV_F" (Civilians) Check this page for more info. 5 Share this post Link to post Share on other sites
boombastic 17 Posted November 10, 2015 dreamrebel Thank you very much! I'm sorry, I was busy last days. I'm afraid to be annoying and dumb, but I can't make this work... I have plenty of questions: ... can i replace this data... , what values i need to use here... , how properly pack this file into adon... e.t.c.... So maybe you can make already working addon with only one or two units and i will just unpack it to see how you did it? And the other thing, does your script allow to use just exported data from Virtual Arsenal or it still necessary to make annoying editing of it? Thank you! Share this post Link to post Share on other sites
dirtynorf 10 Posted November 10, 2015 Hi, I'm trying to do a similar thing. However I have custom weapon mods that use Joint Rails and I cannot get the unit to spawn with the attachments on the weapon. Currently I have it so a new weapon is made with these attachments, is there a different way? Like the VA export is, can I just spawn them with the rifle and then state which accessories they have without creating a new weapon class? Thanks, Share this post Link to post Share on other sites
Locklear 214 Posted November 10, 2015 Making a new class for a weapon with desired attachments is the way to do it. Share this post Link to post Share on other sites
DreamRebel 73 Posted November 15, 2015 @boombastic You're welcome! :) Sorry for my late reponse. Ok, no problem, will get it to work. (1) Yes, it's an example so you'll have to replace the data. (2) You'll use your own values and vanilla values combined, these are known as classnames. (3) You need a progam which allows you to create .PBO files. (4) It might be easier for you to send your files to me, then I will make them work. (5) No, you can't use the virtual arsenal to create units with an config. The scripting language used is different. You can use the classnames though. So basically yes, you will have to edit it in order to make it work. It might be easier to watch a proper tutorial first. @dirtynorf Like Locklear said, you'll need to create a new class for a weapon through a config. Share this post Link to post Share on other sites