J. Sif 10 Posted March 30, 2017 Hello. I was hoping that someone could help me. I am trying to make a custom faction with custom units, using gear that is already in the game (as well as in a few mods such as in RHS, etc.). I managed to get the gear and units to spawn in, however all of the units come under one heading, "Men". I want them split off, for example, "Police Troopers" and "SWAT". See the picture below for reference. As I said, I want them split off into different subsections instead of just "Men". How would I do this? My code is below, in a config.cpp. Spoiler Quote class CfgPatches { class unit_config { units[] = {Police_Shotgunner,Police_Pistoler,Police_M4,Police_Sniper,Police_Shotgunner_SWAT,Police_Pistoler_SWAT,Police_M4_SWAT,}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgFactionClasses { class SifPoliceFac { displayName = "Police"; author = "Sif"; icon = "logo.PAA"; // 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 SifPoliceFac_Police { displayName = "Infantry"; }; class SifPoliceFac_SWAT { displayName = "Infantry (SWAT)"; }; }; class CfgVehicles { class B_Soldier_base_F; class Police_Shotgunner : B_Soldier_base_F { _generalMacro = "Police_Shotgunner"; scope = 2; scopeCurator = 2; displayName = "Police (Shotgun)"; // In-game name of unit faction = SifPoliceFac; // Puts unit under new faction vehicleClass = "SifPoliceFac_Police"; // Puts unit in the vehicleclass icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "U_Marshal"; // Uniform Class backpack = ""; // Backpack Class linkedItems[] = {"V_TacVest_blk_POLICE", "H_Cap_police", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. respawnLinkedItems[] = {"V_TacVest_blk_POLICE", "H_Cap_police", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"rhs_weap_M590_5RD"}; // Weapons added to the unit. respawnweapons[] = {"rhs_weap_M590_5RD"}; // Weapons added to the unit. Should be identical to the weapons section magazines[] = {"rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","SmokeShell","SmokeShell",}; Respawnmagazines[] = {"rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","SmokeShell","SmokeShell",}; }; class Police_Pistoler : B_Soldier_base_F { _generalMacro = "Police_Pistoler"; scope = 2; scopeCurator = 2; displayName = "Police (Pistol)"; // In-game name of unit faction = SifPoliceFac; // Puts unit under new faction vehicleClass = "SifPoliceFac_Police"; // Puts unit in the vehicleclass icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "U_Marshal"; // Uniform Class backpack = ""; // Backpack Class linkedItems[] = {"V_TacVest_blk_POLICE", "H_Cap_police", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. respawnLinkedItems[] = {"V_TacVest_blk_POLICE", "H_Cap_police", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"hgun_P07_F"}; // Weapons added to the unit. respawnweapons[] = {"hgun_P07_F"}; // Weapons added to the unit. Should be identical to the weapons section magazines[] = {"16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell",}; Respawnmagazines[] = {"16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell",}; }; class Police_M4 : B_Soldier_base_F { _generalMacro = "Police_M4"; scope = 2; scopeCurator = 2; displayName = "Police (M4)"; // In-game name of unit faction = SifPoliceFac; // Puts unit under new faction vehicleClass = "SifPoliceFac_Police"; // Puts unit in the vehicleclass icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "U_Marshal"; // Uniform Class backpack = ""; // Backpack Class linkedItems[] = {"V_TacVest_blk_POLICE", "H_Cap_police", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. respawnLinkedItems[] = {"V_TacVest_blk_POLICE", "H_Cap_police", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"rhs_weap_M4"}; // Weapons added to the unit. respawnweapons[] = {"rhs_weap_M4"}; // Weapons added to the unit. Should be identical to the weapons section magazines[] = {"rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","SmokeShell","SmokeShell",}; Respawnmagazines[] = {"rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","SmokeShell","SmokeShell",}; }; class Police_Sniper : B_Soldier_base_F { _generalMacro = "Police_Sniper"; scope = 2; scopeCurator = 2; displayName = "Police (Sniper)"; // In-game name of unit faction = SifPoliceFac; // Puts unit under new faction vehicleClass = "SifPoliceFac_Police"; // Puts unit in the vehicleclass icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "U_Marshal"; // Uniform Class backpack = ""; // Backpack Class linkedItems[] = {"V_TacVest_blk_POLICE", "H_Cap_police", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. respawnLinkedItems[] = {"V_TacVest_blk_POLICE", "H_Cap_police", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"rhs_weap_m24sws_blk","hgun_P07_F","Binocular"}; // Weapons added to the unit. respawnweapons[] = {"rhs_weap_m24sws_blk","hgun_P07_F","Binocular"}; // Weapons added to the unit. Should be identical to the weapons section magazines[] = {"16Rnd_9x21_Mag","16Rnd_9x21_Mag","rhsusf_5Rnd_762x51_m118_special_Mag","rhsusf_5Rnd_762x51_m118_special_Mag","rhsusf_5Rnd_762x51_m118_special_Mag",}; Respawnmagazines[] = {"16Rnd_9x21_Mag","16Rnd_9x21_Mag","rhsusf_5Rnd_762x51_m118_special_Mag","rhsusf_5Rnd_762x51_m118_special_Mag","rhsusf_5Rnd_762x51_m118_special_Mag",}; }; class Police_Shotgunner_SWAT : B_Soldier_base_F { _generalMacro = "Police_Shotgunner"; scope = 2; scopeCurator = 2; displayName = "SWAT (Shotgun)"; // In-game name of unit faction = SifPoliceFac; // Puts unit under new faction vehicleClass = "SifPoliceFac_SWAT"; // Puts unit in the vehicleclass icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "U_Marshal"; // Uniform Class backpack = ""; // Backpack Class linkedItems[] = {"V_TacVest_blk_POLICE", "rhsusf_opscore_bk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. respawnLinkedItems[] = {"V_TacVest_blk_POLICE", "rhsusf_opscore_bk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"rhs_weap_M590_5RD"}; // Weapons added to the unit. respawnweapons[] = {"rhs_weap_M590_5RD"}; // Weapons added to the unit. Should be identical to the weapons section magazines[] = {"rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","SmokeShell","SmokeShell",}; Respawnmagazines[] = {"rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","rhsusf_5Rnd_00Buck","SmokeShell","SmokeShell",}; }; class Police_Pistoler_SWAT : B_Soldier_base_F { _generalMacro = "Police_Pistoler"; scope = 2; scopeCurator = 2; displayName = "SWAT (Pistol)"; // In-game name of unit faction = SifPoliceFac; // Puts unit under new faction vehicleClass = "SifPoliceFac_SWAT"; // Puts unit in the vehicleclass icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "U_Marshal"; // Uniform Class backpack = ""; // Backpack Class linkedItems[] = {"V_TacVest_blk_POLICE", "rhsusf_opscore_bk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. respawnLinkedItems[] = {"V_TacVest_blk_POLICE", "rhsusf_opscore_bk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"hgun_P07_F"}; // Weapons added to the unit. respawnweapons[] = {"hgun_P07_F"}; // Weapons added to the unit. Should be identical to the weapons section magazines[] = {"16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell",}; Respawnmagazines[] = {"16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell","SmokeShell",}; }; class Police_M4_SWAT : B_Soldier_base_F { _generalMacro = "Police_M4"; scope = 2; scopeCurator = 2; displayName = "SWAT (M4)"; // In-game name of unit faction = SifPoliceFac; // Puts unit under new faction vehicleClass = "SifPoliceFac_SWAT"; // Puts unit in the vehicleclass icon = "iconMan"; nakedUniform = "U_BasicBody"; uniformClass = "U_Marshal"; // Uniform Class backpack = ""; // Backpack Class linkedItems[] = {"V_TacVest_blk_POLICE", "rhsusf_opscore_bk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. respawnLinkedItems[] = {"V_TacVest_blk_POLICE", "rhsusf_opscore_bk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"rhs_weap_M4"}; // Weapons added to the unit. respawnweapons[] = {"rhs_weap_M4"}; // Weapons added to the unit. Should be identical to the weapons section magazines[] = {"rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","SmokeShell","SmokeShell",}; Respawnmagazines[] = {"rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","rhs_mag_30Rnd_556x45_Mk318_Stanag","SmokeShell","SmokeShell",}; }; }; Share this post Link to post Share on other sites