Danidan 17 Posted January 5, 2018 Hello, I have make my custom units for arma 3 eden whit RHS and OPFOR. Everything works well! I have two questions that I can not solve. 1) This addons uses RHS and OPFOR to stuff my unit and create new class. Does this respect the copyright of these modes or not? (I need the original modes to use my mode.) 2) This addon currently needs to be used on client and server side. Which is a bit heavy to my team. I would like to use that only in eden. I will my mission is not dependent on the mode. Does anyone have an idea of how to do it? I would be super happy to be able to do that. Thanks becoup and long live the ARMA community! The script: Spoiler 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 BLUEFOR //Faction Calling Name, this line will be used to define your faction for units { displayName = "OFCRA BLUE UNITS"; //Nom dans le selecteur d'unité eden //icon = "images\LogoRed.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 = 1; // 1 Blufor 0 opfor 2 independant 3 Civil }; }; class CfgVehicleClasses { class OFCRA_BLUEFOR //Name of unit group e.g Air, Infantry, Armour (You see this name in the ingame dropdown menu) { displayName = "OFCRA_BLUEFOR"; //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 CDC_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Chef de camp "; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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"}; //Right now your soldiers will look African, you can get rid of this line backpack = "tf_rt1523g_rhs"; weapons[] = {"rhs_weap_m4a1","rhsusf_weap_m1911a1","Binocular","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_an_m8hc","rhs_mag_an_m8hc"}; items[] = {"ACE_morphine","ACE_morphine","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_EarPlugs","ACE_MapTools","ACE_microDAGR"}; linkedItems[] = {"rhsusf_iotv_ocp","rhsusf_patrolcap_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class CDG_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Chef d'escouade"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; // 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 = "tf_rt1523g_rhs"; weapons[] = {"rhs_weap_m4a1","rhsusf_weap_m1911a1","Binocular","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_an_m8hc","rhs_mag_an_m8hc","rhsusf_mag_7x45acp_MHP","rhsusf_mag_7x45acp_MHP","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag"}; items[] = {"ACE_morphine","ACE_morphine","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_EarPlugs","ACE_MapTools","ACE_microDAGR"}; linkedItems[] = {"rhsusf_iotv_ocp_Squadleader","rhsusf_ach_helmet_headset_ess_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class CDE_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Chef d'équipe"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; 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 = "rhsusf_assault_eagleaiii_ocp"; weapons[] = {"rhs_weap_m4a1_m320","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_m714_White","rhs_mag_m714_White","rhs_mag_m714_White","rhs_mag_m714_White","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_m18_red"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_morphine","ACE_EarPlugs"}; linkedItems[] = {"rhsusf_iotv_ocp_Teamleader","rhsusf_ach_helmet_headset_ess_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class Artilleur_GMG_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Fusilier automatique"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = "rhsusf_assault_eagleaiii_ocp"; weapons[] = {"rhs_weap_m240B","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhsusf_100Rnd_762x51","rhsusf_100Rnd_762x51","rhs_mag_m67","rhs_mag_an_m8hc","rhsusf_100Rnd_762x51","rhsusf_100Rnd_762x51","rhsusf_100Rnd_762x51"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_morphine","ACE_EarPlugs"}; linkedItems[] = {"rhsusf_iotv_ocp_Rifleman","rhsusf_ach_helmet_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class Artillieur_ADJ_GMG_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Artillieur adjoint GMG"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = "rhsusf_assault_eagleaiii_ocp"; weapons[] = {"rhs_weap_m4a1","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_m67","rhsusf_100Rnd_762x51","rhsusf_100Rnd_762x51"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_morphine","ACE_EarPlugs"}; linkedItems[] = {"rhsusf_iotv_ocp_Rifleman","rhsusf_ach_helmet_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class Fusilier_Auto_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Mitrailleur"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = "rhsusf_assault_eagleaiii_ocp"; weapons[] = {"rhs_weap_m249_pip_S","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhsusf_100Rnd_556x45_soft_pouch","rhsusf_100Rnd_556x45_soft_pouch","rhsusf_100Rnd_556x45_soft_pouch","rhsusf_100Rnd_556x45_soft_pouch","rhsusf_100Rnd_556x45_soft_pouch","rhsusf_100Rnd_556x45_soft_pouch"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_morphine","ACE_EarPlugs"}; linkedItems[] = {"rhsusf_iotv_ocp_Rifleman","rhsusf_ach_helmet_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class Fusilier_B: 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Fusilier"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = "rhsusf_assault_eagleaiii_ocp"; weapons[] = {"rhs_weap_m4a1","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_m67"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_morphine","ACE_EarPlugs"}; linkedItems[] = {"rhsusf_iotv_ocp_Rifleman","rhsusf_ach_helmet_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class Grenadier : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Grenadier"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = "rhsusf_assault_eagleaiii_ocp"; weapons[] = {"rhs_weap_m4a1_m320","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_m714_White","rhs_mag_m714_White","rhs_mag_m714_White","rhs_mag_m714_White","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_m67"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_morphine","ACE_EarPlugs"}; linkedItems[] = {"rhsusf_iotv_ocp_Grenadier","rhsusf_ach_helmet_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class Infirmier_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Infirmier"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = "rhsusf_assault_eagleaiii_ocp"; weapons[] = {"rhs_weap_m4a1","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_an_m8hc","rhs_mag_an_m8hc","rhs_mag_an_m8hc","rhs_mag_an_m8hc","rhs_mag_m18_red"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_morphine","ACE_EarPlugs","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing", "ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing", "ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine", "ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine","ACE_bloodIV","ACE_bloodIV","ACE_bloodIV","ACE_bloodIV","ACE_bloodIV"}; linkedItems[] = {"rhsusf_iotv_ocp_Medic","rhsusf_ach_helmet_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class Specialiste_AC_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Spécialiste AC"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = "rhsusf_assault_eagleaiii_ocp"; weapons[] = {"rhs_weap_m4a1","rhs_weap_maaws","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_morphine","ACE_EarPlugs"}; linkedItems[] = {"rhsusf_iotv_ocp_SAW","rhsusf_ach_helmet_ESS_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class Specialiste_AC_ADJ_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Spécialiste adjoint AC"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = "rhsusf_assault_eagleaiii_ocp"; weapons[] = {"rhs_weap_m4a1","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_m67","rhs_mag_maaws_HEDP","rhs_mag_maaws_HE"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_morphine","ACE_EarPlugs"}; linkedItems[] = {"rhsusf_iotv_ocp_SAW","rhsusf_ach_helmet_ESS_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class Fusilier_AC_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Fusilier AC"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = "rhsusf_assault_eagleaiii_ocp"; weapons[] = {"rhs_weap_m4a1","rhs_weap_M136","Throw","Put"}; magazines[] = {"rhs_m136_hedp_mag","rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_m67","rhs_mag_an_m8hc"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_morphine","ACE_EarPlugs"}; linkedItems[] = {"rhsusf_iotv_ocp_SAW","rhsusf_ach_helmet_ESS_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class Tireur_d_elite_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Tireur de précision"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = ""; weapons[] = {"rhs_weap_m14ebrri","rhsusf_weap_m1911a1","ACE_Vector","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhsusf_mag_7x45acp_MHP","rhsusf_20Rnd_762x51_m118_special_Mag","rhsusf_20Rnd_762x51_m118_special_Mag","rhsusf_20Rnd_762x51_m118_special_Mag","rhsusf_20Rnd_762x51_m118_special_Mag","rhsusf_20Rnd_762x51_m118_special_Mag","rhsusf_20Rnd_762x51_m118_special_Mag","rhsusf_20Rnd_762x51_m118_special_Mag","rhsusf_20Rnd_762x51_m118_special_Mag"}; items[] = {"ACE_morphine","ACE_morphine","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_ATragMX","ACE_EarPlugs","ACE_Kestrel4500","ACE_RangeCard"}; linkedItems[] = {"rhsusf_iotv_ocp_Rifleman","rhsusf_ach_helmet_camo_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; class Tp_reco : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Tireur d'élite reco"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = ""; weapons[] = {"arifle_MXM_F","hgun_P07_F","Rangefinder","Throw","Put"}; magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","MiniGrenade","MiniGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; items[] = {"FirstAidKit"}; linkedItems[] = {"V_Chestrig_rgr","H_Booniehat_mcamo","","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","NVGoggles"}; }; class Demolisseur_B : 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 = 1; //0 Means Opfor faction = "BLUEFOR"; //Your Faction vehicleclass = "OFCRA_BLUEFOR"; //Unit Group displayName = "Démolisseur"; nakedUniform = "U_BasicBody"; uniformClass = "rhs_uniform_g3_mc"; //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 = "rhsusf_assault_eagleaiii_ocp"; weapons[] = {"rhs_weap_m4a1","Throw","Put"}; magazines[] = {"rhs_mag_m67","rhs_mag_an_m8hc","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_m67","rhs_mag_an_m8hc","SatchelCharge_Remote_Mag","SatchelCharge_Remote_Mag"}; items[] = {"ACE_morphine","ACE_morphine","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_Clacker","ACE_DefusalKit","ACE_EarPlugs"}; linkedItems[] = {"rhsusf_iotv_ocp_Rifleman","rhsusf_ach_helmet_ocp","","ItemMap","ItemCompass","tf_microdagr","ItemRadio"}; }; }; class cfgWeapons // Configuration de l'arme { class rhs_weap_m4a1 { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "rhsusf_acc_ACOG3"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "acc_pointer_IR"; }; }; }; }; class CfgGroups { class West { class OFCRA_BLUEFOR //Your short faction name goes here again { name = "OFCRA Américan Force"; //Full faction name class Infantry { name = "Infantery Rifle Squad"; //Group name (Description) class OFCRA_Standard_Squad//Group name short { name = "Standard (8)"; // name = "Sentry"; side = 1; //0 = Opfor faction = "OFCRA_BLUEFOR"; rarityGroup = 0.3; //How often will this group show up? class Unit0 //Second unit { side = 1; vehicle = "CDG_B"; // < Second unit rank = "COMMANDANT"; position[] = {1,-5,0}; }; class Unit1 { side = 1; vehicle = "CDE_B"; // < Second unit rank = "CAPITAINE"; position[] = {2,-5,0}; }; class Unit2 { side = 1; vehicle = "CDE_B"; // < Second unit rank = "CAPITAINE"; position[] = {3,-5,0}; }; class Unit3 { side = 1; vehicle = "Artilleur_GMG_B"; // < Second unit rank = "SOLDAT"; position[] = {4,-5,0}; }; class Unit4 { side = 1; vehicle = "Infirmier_B"; // < Second unit rank = "SOLDAT"; position[] = {5,-5,0}; }; class Unit5 { side = 1; vehicle = "Tireur_d_elite_B"; // < Second unit rank = "SOLDAT"; position[] = {6,-5,0}; }; class Unit6 { side = 1; vehicle = "Specialiste_AC_B"; // < Second unit rank = "SOLDAT"; position[] = {7,-5,0}; }; class Unit7 { side = 1; vehicle = "Fusilier_B"; // < Second unit rank = "SOLDAT"; position[] = {7,-5,0}; }; }; class OFCRA_Standard_Squad_Maxi//Group name short { name = "Standard (12)"; // name = "Sentry"; side = 1; //0 = Opfor faction = "OFCRA_BLUEFOR"; rarityGroup = 0.3; //How often will this group show up? class Unit0 //Second unit { side = 1; vehicle = "CDG_B"; // < Second unit rank = "COMMANDANT"; position[] = {1,-5,0}; }; class Unit1 { side = 1; vehicle = "CDE_B"; // < Second unit rank = "CAPITAINE"; position[] = {2,-5,0}; }; class Unit2 { side = 1; vehicle = "CDE_B"; // < Second unit rank = "CAPITAINE"; position[] = {3,-5,0}; }; class Unit3 { side = 1; vehicle = "CDE_B"; // < Second unit rank = "CAPITAINE"; position[] = {4,-5,0}; }; class Unit4 { side = 1; vehicle = "Infirmier_B"; // < Second unit rank = "SOLDAT"; position[] = {5,-5,0}; }; class Unit5 { side = 1; vehicle = "Fusilier_AC_B"; // < Second unit rank = "SOLDAT"; position[] = {6,-5,0}; }; class Unit6 { side = 1; vehicle = "Specialiste_AC_B"; // < Second unit rank = "SOLDAT"; position[] = {7,-5,0}; }; class Unit7 { side = 1; vehicle = "Fusilier_B"; // < Second unit rank = "SOLDAT"; position[] = {8,-5,0}; }; class Unit8 { side = 1; vehicle = "Fusilier_Auto_B"; // < Second unit rank = "SOLDAT"; position[] = {9,-5,0}; }; class Unit9 { side = 1; vehicle = "Fusilier_Auto_B"; // < Second unit rank = "SOLDAT"; position[] = {10,-5,0}; }; class Unit10 { side = 1; vehicle = "Fusilier_B"; // < Second unit rank = "SOLDAT"; position[] = {11,-5,0}; }; class Unit11 { side = 1; vehicle = "Tireur_d_elite_B"; // < Second unit rank = "SOLDAT"; position[] = {12,-5,0}; }; }; class OFCRA_Standard_Mini //Another example { name = "Standard (6)"; // name = "Sentry"; side = 1; //0 = Opfor faction = "OFCRA_BLUEFOR"; rarityGroup = 0.3; //How often will this group show up? class Unit0 //Second unit { side = 1; vehicle = "CDG_B"; // < Second unit rank = "COMMANDANT"; position[] = {1,-5,0}; }; class Unit1 { side = 1; vehicle = "CDE_B"; // < Second unit rank = "CAPITAINE"; position[] = {2,-5,0}; }; class Unit2 { side = 1; vehicle = "Fusilier_Auto_B"; // < Second unit rank = "SOLDAT"; position[] = {3,-5,0}; }; class Unit3 { side = 1; vehicle = "Infirmier_B"; // < Second unit rank = "SOLDAT"; position[] = {4,-5,0}; }; class Unit4 { side = 1; vehicle = "Fusilier_Auto_B"; // < Second unit rank = "SOLDAT"; position[] = {5,-5,0}; }; class Unit5 { side = 1; vehicle = "Grenadier"; // < Second unit rank = "SOLDAT"; position[] = {6,-5,0}; }; }; class OFCRA_Special_Force //Another example { name = "Spécial Force Support (4)"; // name = "Sentry"; side = 1; //0 = Opfor faction = "OFCRA_BLUEFOR"; rarityGroup = 0.3; //How often will this group show up? class Unit0 //Second unit { side = 1; vehicle = "CDG_B"; // < Second unit rank = "COMMANDANT"; position[] = {1,-5,0}; }; class Unit1 { side = 1; vehicle = "Fusilier_AC_B"; // < Second unit rank = "CAPITAINE"; position[] = {2,-5,0}; }; class Unit2 { side = 1; vehicle = "Fusilier_Auto_B"; // < Second unit rank = "SOLDAT"; position[] = {3,-5,0}; }; class Unit3 { side = 1; vehicle = "Tp_reco"; // < Second unit rank = "SOLDAT"; position[] = {4,-5,0}; }; }; class OFCRA_Platoon_Leader //Another example { name = "Platoon Leader (2)"; // name = "Sentry"; side = 1; //0 = Opfor faction = "OFCRA_BLUEFOR"; rarityGroup = 0.3; //How often will this group show up? class Unit0 //Second unit { side = 1; vehicle = "CDC_B"; // < Second unit rank = "COLONEL"; position[] = {1,-5,0}; }; class Unit1 { side = 1; vehicle = "CDC_B"; // < Second unit rank = "COLONEL"; position[] = {2,-5,0}; }; }; class OFCRA_Marksman_Support //Another example { name = "Spécial Force Recon (4)"; // name = "Sentry"; side = 1; //0 = Opfor faction = "OFCRA_BLUEFOR"; rarityGroup = 0.3; //How often will this group show up? class Unit0 //Second unit { side = 1; vehicle = "CDG_B"; // < Second unit rank = "COMMANDANT"; position[] = {1,-5,0}; }; class Unit1 { side = 1; vehicle = "CDE_B"; // < Second unit rank = "CAPITAINE"; position[] = {2,-5,0}; }; class Unit2 { side = 1; vehicle = "Tp_reco"; // < Second unit rank = "SOLDAT"; position[] = {3,-5,0}; }; class Unit3 { side = 1; vehicle = "Tireur_d_elite_B"; // < Second unit rank = "SOLDAT"; position[] = {4,-5,0}; }; }; class OFCRA_Gunner_Support //Another example { name = "Gunner Support (4)"; // name = "Sentry"; side = 1; //0 = Opfor faction = "OFCRA_BLUEFOR"; rarityGroup = 0.3; //How often will this group show up? class Unit0 //Second unit { side = 1; vehicle = "CDG_B"; // < Second unit rank = "COMMANDANT"; position[] = {1,-5,0}; }; class Unit1 { side = 1; vehicle = "CDE_B"; // < Second unit rank = "CAPITAINE"; position[] = {2,-5,0}; }; class Unit2 { side = 1; vehicle = "Artilleur_GMG_B"; // < Second unit rank = "SOLDAT"; position[] = {3,-5,0}; }; class Unit3 { side = 1; vehicle = "Artillieur_ADJ_GMG_B"; // < Second unit rank = "SOLDAT"; position[] = {4,-5,0}; }; }; class OFCRA_Demolition //Another example { name = "Demolition Support (4)"; // name = "Sentry"; side = 1; //0 = Opfor faction = "OFCRA_BLUEFOR"; rarityGroup = 0.3; //How often will this group show up? class Unit0 //Second unit { side = 1; vehicle = "CDG_B"; // < Second unit rank = "COMMANDANT"; position[] = {1,-5,0}; }; class Unit1 { side = 1; vehicle = "CDE_B"; // < Second unit rank = "CAPITAINE"; position[] = {2,-5,0}; }; class Unit2 { side = 1; vehicle = "Demolisseur_B"; // < Second unit rank = "SOLDAT"; position[] = {3,-5,0}; }; class Unit3 { side = 1; vehicle = "Demolisseur_B"; // < Second unit rank = "SOLDAT"; position[] = {4,-5,0}; }; }; class OFCRA_AntiTank //Another example { name = "Anti-Tank Support (4)"; // name = "Sentry"; side = 1; //0 = Opfor faction = "OFCRA_BLUEFOR"; rarityGroup = 0.3; //How often will this group show up? class Unit0 //Second unit { side = 1; vehicle = "CDG_B"; // < Second unit rank = "COMMANDANT"; position[] = {1,-5,0}; }; class Unit1 { side = 1; vehicle = "CDE_B"; // < Second unit rank = "CAPITAINE"; position[] = {2,-5,0}; }; class Unit2 { side = 1; vehicle = "Specialiste_AC_B"; // < Second unit rank = "SOLDAT"; position[] = {3,-5,0}; }; class Unit3 { side = 1; vehicle = "Specialiste_AC_ADJ_B"; // < Second unit rank = "SOLDAT"; position[] = {4,-5,0}; }; }; }; }; }; }; 1 Share this post Link to post Share on other sites
Danidan 17 Posted January 7, 2018 who can help me about this? 1) This addons uses RHS and OPFOR to stuff my unit and create new class. Does this respect the copyright of these modes or not? (I need the original modes to use my mode.) Share this post Link to post Share on other sites
lordfrith 401 Posted January 7, 2018 well you have to be careful, it depends exactly what your mod contains. If your mod still requires RHS as a dependancy and doesn't edit or redistribute anything in the original mod it should be ok as it is your own work. If in doubt contact the mod authors and have a good read of their licence. Even if its not technically required its nice to maintain good manners in the community :D 1 Share this post Link to post Share on other sites