bertram 11 Posted March 2, 2017 I'm making a custom unit config for my group so that we can use them in DAC however I'm having an issue with the side of the unit in the config. My custom config.cpp. I'm just have one unit in there for now as I wan't to make sure I can get one working before I commit to making many more units. 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 JFV_Vietnam_Unit_Mod { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_Common", "A3_Characters_F", "A3_Characters_F_Beta", "A3_Characters_F_BLUFOR"}; }; }; class cfgFactionClasses { class JFV_Viet_Units //Faction Calling Name, this line will be used to define your faction for units { displayName = "JFV Vietnam Units"; //Faction name in-game priority = 2; //How far down it is on the menu side = 0; // 2 Blufor 0 opfor 1 independant I think. }; }; class CfgVehicleClasses { class JFV_Viet_Units //Name of unit group e.g Air, Infantry, Armour (You see this name in the ingame dropdown menu) { displayName = "NVA Infantry"; //In-game name }; }; class CfgVehicles { class B_Soldier_base_F; class JFV_soldier_F; class JFV_soldier_F : B_Soldier_base_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 = "JFV_Vietnam_Units"; //Your Faction vehicleclass = "JFV_Infantry"; //Unit Group displayName = "NVA Rifleman (AKM)"; nakedUniform = "U_BasicBody"; uniformClass = "MNP_CombatUniform_NKR_Sh"; genericnames = "AsianMen"; //Right now your soldiers will have African names, you can get rid of this line identitytypes[] = {"Head_Asian"}; //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[] = {"CUP_V_O_SLA_Carrier_Belt02", "H_LIB_DAK_PithHelmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; //Helmets, vests and small items go here respawnLinkedItems[] = {"CUP_V_O_SLA_Carrier_Belt02", "H_LIB_DAK_PithHelmet", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; Weapons[] = {"rhs_weap_akm","Throw","Put"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades respawnWeapons[] = {"rhs_weap_akm","Throw","Put"}; Magazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell"}; //Ammo goes here respawnMagazines[] = {"rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","rhs_30Rnd_762x39mm","HandGrenade","SmokeShell"}; }; }; I used this post as a guide, however I looked at unit configs for existing mods and other examples and can't find a discrepancy that would cause my config to have no entry for the unit's side. Share this post Link to post Share on other sites
swtx 42 Posted March 2, 2017 I'm posting below the example config layouts I use when building custom units and groups. You might compare mine against yours to see if there are any differences. class CfgPatches { class unit_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgFactionClasses { class a_units { displayName = "ARMY"; author = "YOURNAME"; icon = "Directory to faction Icon"; // Needs to be 16x16 in resolution and it needs to be in the form of a PAA. priority = 2; side = 1; // Blufor }; }; class CfgVehicleClasses { class army_units { displayName = "Army Battalion"; // Rename to what you want the sub group of the faction will be. You can have multiple subfactions (VehicleClasses) as long as the class name of the VehicleClass is different. Makes it work with zeus }; }; class CfgVehicles { class B_Soldier_base_F; class Army_Squadleader : B_Soldier_base_F { _generalMacro = "Army_Squadleader"; scope = 2; displayName = "Squad Leader"; // In-game name of unit faction = a_units; // Puts unit under new faction vehicleClass = "army_units"; // Puts unit in the vehicleclass icon = "iconManLeader"; nakedUniform = "U_BasicBody"; uniformClass = "U_B_CombatUniform_mcam"; // Uniform Class backpack = "B_AssaultPack_khk"; // Backpack Class linkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. respawnLinkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"arifle_MX_F","Binocular"}; // Weapons added to the unit. respawnweapons[] = {"arifle_MX_F","Binocular"}; // Weapons added to the unit. Should be identical to the weapons section magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","HandGrenade",}; Respawnmagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","HandGrenade",}; }; }; For groups: class CfgGroups { class EAST { name = "OPFOR"; // Name of Faction Side side = 0; // 0 = Opfor , 1 = Blufor , 2 = Indep , I think class Army //Faction Class name { name = "OPFOR Army"; //Faction Name class Infantry { name = "Infantry"; //Name of Sub Group - Infantry , SpecOps , Support , Motorized , Mechanized, Armored class RifleSquad { name = "Rifle Squad"; //Name of Group faction = "Your_Faction"; //Faction side = 0; //Side class Unit0 { side = 0; vehicle = "SquadLeader"; //Class name of desired solider rank = "SERGEANT"; // Rank position[] = {0,5,0}; //Position in the formation }; class Unit1 { side = 0; vehicle = "Grenadier"; rank = "CORPORAL"; position[] = {3,0,0}; }; class Unit2 { side = 0; vehicle = "MachineGunner"; rank = "PRIVATE"; position[] = {5,0,0}; }; }; }; class Mechanized { name = "Mechanized Squad"; class MechInfSquad { name = "Mechanized Infantry Squad"; side = 0; faction = "Army"; class Unit0 { side = 1; vehicle = "Name of Vehicle or Soldier"; rank = "SERGEANT"; position[] = {0,0,0}; }; class Unit1 { side = 1; vehicle = "Name of Vehicle or Soldier"; rank = "SERGEANT"; position[] = {5,0,0}; }; }; }: }; }; }; Share this post Link to post Share on other sites
bertram 11 Posted March 3, 2017 Thanks swtx, your example seemed to be much more complete than a lot of the examples I was looking at. There's a lot of unnecessary stuff in my config, for example the unit classname doesn't need to be declared twice and the game may have been looking for a side value in that initial classname. 1 Share this post Link to post Share on other sites