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Brandon Hakki

Adding cz to warfare

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Hello again.

 

as the tittle implies how do you go about adding the acr faction to warfare.

 

i see the squad team Barack’s ect ect.. config and I know to change and add units create to creat custom squads for use with usmc and ru etc.

 

my issue is how do I go about adding the Czech to warefare. Would I just replace all the units in the teams/squad with the Czech? I see in operation serpent that the Brit’s are set as _westfaction with the baf_soldier_mtp being the default template ( I do not know the correct term) in the faction config file. would I have to do the same for the czeck if so what do I use as the template soldier? Would it be the Czech_soldier_base_acr or something else. Or is there already a faction for them that I need to add somewhere else? Or do I just manually replace/create  my own barracks sqaud teams ect with all Czech ones and just do it that way. Ie replace usmc in these config files with czeck soldier/weapons/vec/ 

 

eddit: would I have to change something I. The pbo? 

 

i can’t find any information and with the way back machine dead (rip) what little resources I had are gone. I’ll eventually figure it out as I’ve learned a lot for trial and error but this so far has stumped me 

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I'm going to answer you in a very generic way because I've never edited a Warfare, but I was looking at the mission files and from what I saw, in theory you should only change the units of the West faction, ACR belongs to West.

 According to the version I saw, I'm going to leave it here as a reference because I don't know if it's very different from the one you want to edit.
 

https://www.mediafire.com/file/n4lze71dcoiyu38/WarfareV2_046Lite.Chernarus.7z/file

You should only go to the Common folder, inside it you will see Config, the files in the config folder are the ones you have to edit and change the West units,

You should not change the structures, only the units, soldiers and vehicles.

So you should grab the class list, make yourself a coffee and sit down to change the units, vehicles, weapons and magazines, and with that you should get what you are looking for.

I think @Opusfmspol had already given you his videos, he made some excellent videos on Warfare editing and I think he had also given you links and other information, did you not see any of that?

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There's a function in A2/OA BIS Warfare that assists in getting the current data in the factories:

 

BIS_WF_GetUnitData  (Review the script Common\Functions\Common_GetUnitData.sqf)

Spoiler

The script has an error occur when the factory type is passed in as an empty string.  To prevent that, copy the script into your mission folder.
Change this:


if (Count _units < 1) then
{
	//_units = BIS_WF_Common GetVariable Format["%1%2Units",_sideText,_type];
	_units = Call Compile Format["%1%2Units",_sideText,_type];
};

to this:


if (Count _units < 1) then
{
	if (_type != "") then 
	{
		//_units = BIS_WF_Common GetVariable Format["%1%2Units",_sideText,_type];
		_units = Call Compile Format["%1%2Units",_sideText,_type];
	};
};

And run it as as a custom script.

 

Warfare has five functions that assist in modifying the factory configs (changing unit types and values):

 

BIS_WF_RemoveUnitData  (Review the script Common\Functions\Common_RemoveUnitData.sqf)

BIS_WF_RemoveAllUnitData  (Review the script Common\Functions\Common_RemoveAllUnitData.sqf)

Spoiler

The script can cause issues in game when used because it does not remove the crews for vehicles.  To prevent that, copy the script into the mission folder.
At the end change this:
 


		Call Compile Format["%1%2Descriptions = []",_sideText,_x];
		Call Compile Format["%1%2Images = []",_sideText,_x];
		Call Compile Format["%1%2Factions = []",_sideText,_x];
	} ForEach _types;

To this:


		Call Compile Format["%1%2Descriptions = []",_sideText,_x];
		Call Compile Format["%1%2Images = []",_sideText,_x];
		Call Compile Format["%1%2Factions = []",_sideText,_x];
		if !(isNil (Format["%1%2Crews",_sideText,_x])) then {Call Compile Format["%1%2Crews = []",_sideText,_x];};
	} ForEach _types;

And run it as as a custom script.

 

BIS_WF_AddUnitData  (Review the script Common\Functions\Common_AddUnitData.sqf)

BIS_WF_ModifyUnitData  (Review the script Common\Functions\Common_ModifyUnitData.sqf)

BIS_WF_ModifyAllUnitData  (Review the script Common\Functions\Common_ModifyAllUnitData.sqf)

 

But switching over units in the factory is not all that has to be done.  Default faction, HQ identity, units, vehicles and loadouts also have to be redefined.  How to change those over is included in this post where I helped someone with switching West faction over to CDF.

 

- - - - Edit - - - -

this page has all the factions.  It's part of the A2/OA Script Commands page in the BIKI.

Czech HQ identity should be the same as used by A2 Resistance: "WFHQ_CZ"

 

baf_soldier_mtp is a BAF Rifleman in desert camo.  BAF_Soldier_W is woodland camo.  If you place a unit in the editor and in the init field put: hint typeOf this; when you preview, the hint will tell you what the unit classname is.  Czech also has desert and woodland camo.  Desert camo are under "Men", and woodland camo are under "Men (Woodland)".  They have different classnames.  Which one to use would depend on the mission map, woodland or desert setting.

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