General Kong 148 Posted April 30, 2016 So, After a failed attempt about a year ago to do some modding for Arma 3, I have decided to try again, I want to create some factions and associate units that uses CUP for personal use, specifacally for Zeus Here is what I have so far: class CfgPatches { class TEST_UNITS { units[] = {"AS_Soldier",}; weapons[] = {}; requiredVersion = 1.58; requiredAddons[] = {a3_characters_F, a3_characters_f_beta, a3_characters_f_gamma}; }; }; class cfgFactionClasses { class AS_FACTION //Faction Calling Name { displayName = "Al-Sadr Militia"; //Faction name in-game icon = ""; //Path to texture next to the faction name in editor "PBOname\filename.paa" priority = 1; //How far down it is on the menu side = 2; // 0 Opfor, 1 Blufor, 2 Independent }; }; class CfgVehicleClasses { class Men //Name of unit group e.g Air, Infantry, Armour { displayName = "Men"; //In-game name priority = 1; // How far down it is on the menu }; }; class CfgVehicles { class B_Soldier_base_F; //Calling classes class INI_Grunt: B_Soldier_base_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "Al-Sadr Militia"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Soldier"; //Class Name scope = 2; //makes it visible in the editor displayName = "Soldier"; //In-Game Name weapons[] = {"CUP_arifle_AKS74","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AKS74","Throw","Put"}; magazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; respawnMagazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; linkedItems[] = {"V_PlateCarrier1_blk","H_ShemagOpen_khk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"V_PlateCarrier1_blk","H_ShemagOpen_khk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; }; Now I wouldnt be surprised if I did something wrong, so any help would be appreciated Share this post Link to post Share on other sites
E_50_Panzer 37 Posted May 4, 2016 Hey there, good to know you're coming back into the modding fold. Anyway, what issues are you having? At a glance I don't see anything inherently wrong with this config. Share this post Link to post Share on other sites
General Kong 148 Posted May 4, 2016 hello E_50_Panzer, i have been speaking with modder Sparfell, who has helped me correct it and get my units ingame, right now it am trying to get more then one faction to show up Here is my Updated Config class CfgPatches { class TEST_UNITS { units[] = {AS_Soldier,AS_Machinegunner,AS_Officer,AS_Sniper,AS_Rocketeer,MIL_Soldier,MIL_Rocketeer,MIL_Officer,RC_Soldier,RC_Machinegunner,RC_Officer,RC_Sniper,RC_Rocketeer}; weapons[] = {}; requiredVersion = 1.58; requiredAddons[] = {a3_characters_F, a3_characters_f_beta, a3_characters_f_gamma}; }; }; class cfgFactionClasses { class AS_FACTION //Faction Calling Name { displayName = "Al-Sadr Militia"; //Faction name in-game icon = ""; //Path to texture next to the faction name in editor "PBOname\filename.paa" priority = 1; //How far down it is on the menu side = 2; // 0 Opfor, 1 Blufor, 2 Independent class RC_FACTION //Faction Calling Name { displayName = "Red Cell"; //Faction name in-game icon = ""; //Path to texture next to the faction name in editor "PBOname\filename.paa" priority = 1; //How far down it is on the menu side = 2; // 0 Opfor, 1 Blufor, 2 Independent }; }; class CfgVehicles { class O_Soldier_F; //Calling classes class I_soldier_F; //Calling classes class AS_Soldier: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Soldier"; //Class Name scope = 2; //makes it visible in the editor displayName = "Soldier"; //In-Game Name weapons[] = {"CUP_arifle_AKS74","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AKS74","Throw","Put"}; magazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; respawnMagazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; linkedItems[] = {"CUP_V_B_MTV","H_ShemagOpen_khk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_B_MTV","H_ShemagOpen_khk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class AS_Machinegunner: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Machinegunner"; //Class Name scope = 2; //makes it visible in the editor displayName = "Machinegunner"; //In-Game Name weapons[] = {"CUP_lmg_PKM","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_lmg_PKM","Throw","Put"}; magazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; respawnMagazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; linkedItems[] = {"CUP_V_B_MTV_MG","CUP_H_TK_Helmet","G_Balaclava_combat","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_B_MTV_MG","CUP_H_TK_Helmet","G_Balaclava_combat","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class AS_Officer: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Officer"; //Class Name scope = 2; //makes it visible in the editor displayName = "Officer"; //In-Game Name weapons[] = {"CUP_arifle_AKS74_pso","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AKS74_pso","Throw","Put"}; magazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; respawnMagazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; linkedItems[] = {"CUP_V_B_MTV","H_Beret_blk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_B_MTV","H_Beret_blk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class AS_Sniper: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Sniper"; //Class Name scope = 2; //makes it visible in the editor displayName = "Sniper"; //In-Game Name weapons[] = {"CUP_srifle_SVD_pso","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_srifle_SVD_pso","Throw","Put"}; magazines[] = {"CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M",}; respawnMagazines[] = {"CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M",}; linkedItems[] = {"CUP_V_B_MTV_Mine","G_Balaclava_blk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_B_MTV_Mine","G_Balaclava_blk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class AS_Rocketeer: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = "CUP_B_RPGPack_Khaki"; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Rocketeer"; //Class Name scope = 2; //makes it visible in the editor displayName = "Rocketeer"; //In-Game Name weapons[] = {"CUP_arifle_AKS74","CUP_launch_RPG7V","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AKS74","CUP_launch_RPG7V","Throw","Put"}; magazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M",}; respawnMagazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M",}; linkedItems[] = {"CUP_V_B_MTV_Mine","H_ShemagOpen_tan","G_Lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_B_MTV_Mine","H_ShemagOpen_tan","G_Lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class MIL_Soldier: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "MIL_Soldier"; //Class Name scope = 2; //makes it visible in the editor displayName = "Militiaman(AK)"; //In-Game Name weapons[] = {"CUP_arifle_AK74","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AK74","Throw","Put"}; magazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; respawnMagazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; linkedItems[] = {"CUP_V_OI_TKI_Jacket4_05","H_ShemagOpen_khk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_OI_TKI_Jacket4_05","H_ShemagOpen_khk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_O_TKI_Khet_Partug_02"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class MIL_Rocketeer: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = "CUP_B_RPGPack_Khaki"; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "MIL_Rocketeer"; //Class Name scope = 2; //makes it visible in the editor displayName = "Militiaman(RPG)"; //In-Game Name weapons[] = {"CUP_arifle_AKS74U","CUP_launch_RPG7V","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AKS74U","CUP_launch_RPG7V","Throw","Put"}; magazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M",}; respawnMagazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M",}; linkedItems[] = {"CUP_V_OI_TKI_Jacket4_06","H_ShemagOpen_tan","G_Lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_OI_TKI_Jacket4_06","H_ShemagOpen_tan","G_Lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_O_TKI_Khet_Partug_01"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class MIL_Officer: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "MIL_Officer"; //Class Name scope = 2; //makes it visible in the editor displayName = "Militia Leader"; //In-Game Name weapons[] = {"CUP_arifle_AKS74_pso","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AKS74_pso","Throw","Put"}; magazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; respawnMagazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; linkedItems[] = {"CUP_V_OI_TKI_Jacket4_06","CUP_H_TKI_Lungee_05","G_Bandanna_aviator","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_OI_TKI_Jacket4_06","CUP_H_TKI_Lungee_05","G_Bandanna_aviator","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_O_TKI_Khet_Partug_01"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class RC_Soldier: I_soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "RC_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "RC_Soldier"; //Class Name scope = 2; //makes it visible in the editor displayName = "Rifleman"; //In-Game Name weapons[] = {"CUP_arifle_AK74M","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AK74M","Throw","Put"}; magazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; respawnMagazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; linkedItems[] = {"V_PlateCarrier2_blk","G_Balaclava_oli","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"V_PlateCarrier2_blk","G_Balaclava_oli","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_GUE_Anorak_02"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class RC_Machinegunner: I_soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "RC_FACTION"; //Your Faction backpack = "B_AssaultPack_blk"; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Machinegunner"; //Class Name scope = 2; //makes it visible in the editor displayName = "Autorifleman"; //In-Game Name weapons[] = {"CUP_arifle_RPK74M","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_RPK74M","Throw","Put"}; magazines[] = {"CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M",}; respawnMagazines[] = {"CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M","CUP_45Rnd_TE4_LRT4_Green_Tracer_545x39_RPK_M",}; linkedItems[] = {"V_PlateCarrier2_blk","CUP_H_RUS_6B27_olive","G_Balaclava_oli","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"V_PlateCarrier2_blk","CUP_H_RUS_6B27_olive","G_Balaclava_oli","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class RC_Officer: I_soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "RC_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "RC_Officer"; //Class Name scope = 2; //makes it visible in the editor displayName = "Officer"; //In-Game Name weapons[] = {"CUP_arifle_AK74M_GL","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AK74M_GL","Throw","Put"}; magazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; respawnMagazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; linkedItems[] = {"V_PlateCarrier2_blk","H_Bandanna_khk_hs","G_Bandanna_oli","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"V_PlateCarrier2_blk","H_Bandanna_khk_hs","G_Bandanna_oli","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_GUE_Anorak_02"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class RC_Sniper: I_soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "RC_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "RC_Sniper"; //Class Name scope = 2; //makes it visible in the editor displayName = "Sniper"; //In-Game Name weapons[] = {"CUP_srifle_SVD_pso","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_srifle_SVD_pso","Throw","Put"}; magazines[] = {"CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M",}; respawnMagazines[] = {"CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M",}; linkedItems[] = {"V_PlateCarrier1_blk","G_Balaclava_lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"V_PlateCarrier1_blk","G_Balaclava_lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_GUE_Anorak_01"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class RC_Rocketeer: I_soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "RC_FACTION"; //Your Faction backpack = "B_AssaultPack_blk"; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "RC_Rocketeer"; //Class Name scope = 2; //makes it visible in the editor displayName = "Rocketeer"; //In-Game Name weapons[] = {"CUP_smg_EVO","CUP_launch_RPG7V","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_smg_EVO","CUP_launch_RPG7V","Throw","Put"}; magazines[] = {"CUP_30Rnd_9x19_EVO","CUP_30Rnd_9x19_EVO","CUP_30Rnd_9x19_EVO","CUP_30Rnd_9x19_EVO","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M",}; respawnMagazines[] = {"CUP_30Rnd_9x19_EVO","CUP_30Rnd_9x19_EVO","CUP_30Rnd_9x19_EVO","CUP_30Rnd_9x19_EVO","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M",}; linkedItems[] = {"V_PlateCarrier2_blk","G_Balaclava_lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"V_PlateCarrier2_blk","G_Balaclava_lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_GUE_Anorak_02"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; }; however, since i attempted that, now none of my units are showing up in Zeus again Share this post Link to post Share on other sites
E_50_Panzer 37 Posted May 4, 2016 I noticed this config does not have a CfgVehicleClasses , and all your units are looking for a "Men" vehicleclass. Maybe adding the CfgVehicleClasses back will work. Edit: In CfgPatches, I see a bunch of defined items are not in quotes, that could be another thing to change. Share this post Link to post Share on other sites
General Kong 148 Posted May 4, 2016 (edited) Tried that, doesnt work, however, when I go back and remove some of the new additions, and just have 3 extra units added, it works again class CfgPatches { class TEST_UNITS { units[] = {AS_Soldier,AS_Machinegunner,AS_Officer,AS_Sniper,AS_Rocketeer,MIL_Soldier,MIL_Rocketeer,MIL_Officer,}; weapons[] = {}; requiredVersion = 1.58; requiredAddons[] = {a3_characters_F, a3_characters_f_beta, a3_characters_f_gamma}; }; }; class cfgFactionClasses { class AS_FACTION //Faction Calling Name { displayName = "Al-Sadr Militia"; //Faction name in-game icon = ""; //Path to texture next to the faction name in editor "PBOname\filename.paa" priority = 1; //How far down it is on the menu side = 2; // 0 Opfor, 1 Blufor, 2 Independent }; }; class CfgVehicles { class O_Soldier_F; //Calling classes class AS_Soldier: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Soldier"; //Class Name scope = 2; //makes it visible in the editor displayName = "Soldier"; //In-Game Name weapons[] = {"CUP_arifle_AKS74","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AKS74","Throw","Put"}; magazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; respawnMagazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; linkedItems[] = {"CUP_V_B_MTV","H_ShemagOpen_khk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_B_MTV","H_ShemagOpen_khk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class AS_Machinegunner: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Machinegunner"; //Class Name scope = 2; //makes it visible in the editor displayName = "Machinegunner"; //In-Game Name weapons[] = {"CUP_lmg_PKM","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_lmg_PKM","Throw","Put"}; magazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; respawnMagazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; linkedItems[] = {"CUP_V_B_MTV_MG","CUP_H_TK_Helmet","G_Balaclava_combat","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_B_MTV_MG","CUP_H_TK_Helmet","G_Balaclava_combat","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class AS_Officer: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Officer"; //Class Name scope = 2; //makes it visible in the editor displayName = "Officer"; //In-Game Name weapons[] = {"CUP_arifle_AKS74_pso","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AKS74_pso","Throw","Put"}; magazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; respawnMagazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; linkedItems[] = {"CUP_V_B_MTV","H_Beret_blk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_B_MTV","H_Beret_blk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class AS_Sniper: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Sniper"; //Class Name scope = 2; //makes it visible in the editor displayName = "Sniper"; //In-Game Name weapons[] = {"CUP_srifle_SVD_pso","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_srifle_SVD_pso","Throw","Put"}; magazines[] = {"CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M",}; respawnMagazines[] = {"CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M","CUP_10Rnd_762x54_SVD_M",}; linkedItems[] = {"CUP_V_B_MTV_Mine","G_Balaclava_blk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_B_MTV_Mine","G_Balaclava_blk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class AS_Rocketeer: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = "CUP_B_RPGPack_Khaki"; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AS_Rocketeer"; //Class Name scope = 2; //makes it visible in the editor displayName = "Rocketeer"; //In-Game Name weapons[] = {"CUP_arifle_AKS74","CUP_launch_RPG7V","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AKS74","CUP_launch_RPG7V","Throw","Put"}; magazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M",}; respawnMagazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M",}; linkedItems[] = {"CUP_V_B_MTV_Mine","H_ShemagOpen_tan","G_Lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_B_MTV_Mine","H_ShemagOpen_tan","G_Lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_U_I_RACS_PilotOverall"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class MIL_Soldier: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "MIL_Soldier"; //Class Name scope = 2; //makes it visible in the editor displayName = "Militiaman(AK)"; //In-Game Name weapons[] = {"CUP_arifle_AK74","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AK74","Throw","Put"}; magazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; respawnMagazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M",}; linkedItems[] = {"CUP_V_OI_TKI_Jacket4_05","H_ShemagOpen_khk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_OI_TKI_Jacket4_05","H_ShemagOpen_khk","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_O_TKI_Khet_Partug_02"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class MIL_Rocketeer: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = "CUP_B_RPGPack_Khaki"; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "MIL_Rocketeer"; //Class Name scope = 2; //makes it visible in the editor displayName = "Militiaman(RPG)"; //In-Game Name weapons[] = {"CUP_arifle_AKS74U","CUP_launch_RPG7V","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AKS74U","CUP_launch_RPG7V","Throw","Put"}; magazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M",}; respawnMagazines[] = {"CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_30Rnd_545x39_AK_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M","CUP_PG7V_M",}; linkedItems[] = {"CUP_V_OI_TKI_Jacket4_06","H_ShemagOpen_tan","G_Lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_OI_TKI_Jacket4_06","H_ShemagOpen_tan","G_Lowprofile","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_O_TKI_Khet_Partug_01"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; class MIL_Officer: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AS_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "MIL_Officer"; //Class Name scope = 2; //makes it visible in the editor displayName = "Militia Leader"; //In-Game Name weapons[] = {"CUP_arifle_AKS74_pso","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"CUP_arifle_AKS74_pso","Throw","Put"}; magazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; respawnMagazines[] = {"CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M","CUP_100Rnd_TE4_LRT4_762x54_PK_Tracer_Green_M",}; linkedItems[] = {"CUP_V_OI_TKI_Jacket4_06","CUP_H_TKI_Lungee_05","G_Bandanna_aviator","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; respawnLinkedItems[] = {"CUP_V_OI_TKI_Jacket4_06","CUP_H_TKI_Lungee_05","G_Bandanna_aviator","ItemMap","ItemCompass","ItemWatch","ItemRadio",}; uniformClass = "CUP_O_TKI_Khet_Partug_01"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures }; }; P.S, wish there were spoiler tags, would make posting code abit more manageble EDIT: Sorry Didnt see your edit, ill try that now EDIT 2: Didnt fix it sadly Edited May 4, 2016 by generalkong Share this post Link to post Share on other sites
E_50_Panzer 37 Posted May 4, 2016 So, it seems one config can only take one faction. I'm quite certain there's a way around that, but I've only just moved up from Arma 2 to Arma 3 modding. RC Faction stuff will need its own pbo unless someone with more knowledge has any tips. Share this post Link to post Share on other sites
General Kong 148 Posted May 4, 2016 well, i guess we both learned something here if thats the case :P EDIT: just after trying out splitting it into 2 PBOs, seems to be reading one (Red Cell one) but not the other (Al Sadr one) EDIT 2: Have tried out referencing both pbos units in the CFGPatches of both, and it worked! 1 Share this post Link to post Share on other sites
E_50_Panzer 37 Posted May 5, 2016 well, i guess we both learned something here if thats the case :P EDIT: just after trying out splitting it into 2 PBOs, seems to be reading one (Red Cell one) but not the other (Al Sadr one) EDIT 2: Have tried out referencing both pbos units in the CFGPatches of both, and it worked! NIce! good to know it worked. Share this post Link to post Share on other sites
General Kong 148 Posted May 6, 2016 Righty, have hit into another block while trying to add vehiclesm im getting this error I am getting it either with or with out the "scope = 2" things (which i am assuming it referencing) Here is the code in question: class AS_URAL: CUP_WheeledVehicles_Ural { side = 2; scope = 2; displayname = "Ural Truck" vehicleclass = "Vehicles"; //Unit Group faction = "AS_FACTION"; //Faction added to, default Nato crew = "AS_Soldier"; //No need to touch this unless custom faction typicalCargo[] = {"AS_Soldier"}; //No need to touch this unless custom faction hiddenSelectionsTextures[] = {"CUP_O_Ural_TKA",}; //Path to textures or Whatever }; Share this post Link to post Share on other sites
Locklear 214 Posted May 6, 2016 It seems your CUP_WheeledVehicles_Ural class is missing the scope property, but your piece of code does not show the definition of that class. Share this post Link to post Share on other sites
General Kong 148 Posted May 6, 2016 It seems your CUP_WheeledVehicles_Ural class is missing the scope property, but your piece of code does not show the definition of that class. you mean this?: class CfgVehicles { class O_Soldier_F; //Calling classes class CUP_WheeledVehicles_Ural; Share this post Link to post Share on other sites
Locklear 214 Posted May 6, 2016 Yup. It seems the class is empty, which might be caused by the load order of addons. Please try making sure your addon is loaded after the one where CUP_WheeledVehicles_Ural is defined. It is done via listing the CfgPatches class of such addon in the requiredAddons[] property in the CfgPatches class of your addon. The trick is to find out a part of which addons the CUP_WheeledVehicles_Ural class is. Share this post Link to post Share on other sites
General Kong 148 Posted May 6, 2016 it is part of the CUP vehicles pack, and the PBO its in is called "CUP_WheeledVehicles_Ural", so if i have required addons : requiredAddons[] = {a3_characters_F, a3_characters_f_beta, a3_characters_f_gamma, CUP_WheeledVehicles_Ural}; it should work? EDIT: Righty, I have no idea i am trying to add the CUP packs into the required addons, but I dont know their "code" names to add them EDIT 2: Traded one bug for two it seems, now its going Along with: Ingame Share this post Link to post Share on other sites
Locklear 214 Posted May 7, 2016 I'd say some class in CfgVehicles has its vehicleClass property set to Vehicles, but there is no such class in CfgVehicleClasses, at least at the moment the game is looking for it. There's a CfgVehicleClasses reference on the community Wiki. Addon dependency might be the villain in here, too, but it's not that clear just from an error message. :) About the thing you should add to your CfgPatches requiredAddons[], as mentioned earlier, try looking for the name of the CUP vehicle pack CfgPatches class in the in-game config viewer (configfile >> CfgPatches). Share this post Link to post Share on other sites
General Kong 148 Posted May 7, 2016 Thank you for all your help Locklear, with it I was able to fix the vehicle and errors, Say hi to the team from me! and on that matter I would like to thank everyone else who helped me, Sparfell for putting up for my questions, E_50_Panzer for asking the right questions that got me brainstorming, and of couse, last but not least the CUP team, for the creation of content that inspired me to finally pick up the tools and stay on course this time :) Share this post Link to post Share on other sites
General Kong 148 Posted May 15, 2016 Edit: Got it all fixed :P 1 Share this post Link to post Share on other sites
General Kong 148 Posted May 19, 2016 Righty, I wanted to know, how do I copy a uniform (for instance, Kerry's uniform that he wears during adapt) so that it is usable by OPFOR or INDFOR? Share this post Link to post Share on other sites
Locklear 214 Posted May 19, 2016 A uniform and a soldier are linked via uniformClass properties. Once you know the character class from uniformClass in the ItemInfo subclass of the uniform, you need to change the modelSides[] property of the character to contain all the factions for which the uniform should be available. If you don't want to change the existing uniform, you can create a new one, inherit everything besides the uniformClass – you use that to link the copied uniform to a new soldier with modelSides[] set to your needs. Share this post Link to post Share on other sites
General Kong 148 Posted May 26, 2016 thank you for the answer Locklear :) two questions: 1. How can I randomise headgear? 2. How can I randomise the primary weapon of a unit? Share this post Link to post Share on other sites
Locklear 214 Posted May 26, 2016 The headgear randomization is documented in the guide. For the primary weapon, you'd probably have to write an SQF script for it; there might already be a community solution for that, but I'm not aware of any to suggest. Share this post Link to post Share on other sites
General Kong 148 Posted May 29, 2016 The headgear randomization is documented in the guide. For the primary weapon, you'd probably have to write an SQF script for it; there might already be a community solution for that, but I'm not aware of any to suggest. Ahh I see, thank you I was wondering, is there any way to use the RGB colors in configs? like setting a vehicle to be black? Share this post Link to post Share on other sites
Locklear 214 Posted May 30, 2016 Yes, there is. You can use the same syntax in a config, but the results are not amazing. Share this post Link to post Share on other sites
General Kong 148 Posted May 30, 2016 hmmm what would be the correct way to put it into a config? Like this? class TFO_HummingBird: B_Heli_Light_01_F { side = 2; scope = 2; displayname = "Hummingbird"; vehicleclass = "Vehicles"; //Unit Group faction = "TFO_FACTION"; //Faction added to, default Nato crew = "TFO_Soldier"; //No need to touch this unless custom faction typicalCargo[] = {"TFO_Soldier"}; //No need to touch this unless custom faction hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {}; //Path to textures or Whatever _obj setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"]; }; Share this post Link to post Share on other sites
Locklear 214 Posted May 31, 2016 Nope, setObjectTexture is a script command. You can use a procedural texture as a texture file, like: hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(1,0,0,1,co)"};. 1 Share this post Link to post Share on other sites