Jump to content
Sign in to follow this  
CarlGustaffa

I want to create my own units and groups

Recommended Posts

Hi

I'm a complete newbie to "addon editing", but know a little about scripting and mission editing. Basically what I "need" is to make my own unit types. For this "excercise", I'm not going for any retexturing, just add some types I think is missing, using existing models, textures, and weapons.

Then I want to create my own group types that will show up in the editors create group menu (ex My 11-man squad).

But I'm unsure how to attack this. I mean, where do I look for resources and examples. Are there any official templates available. Do I need any specific tools? Bughunting considerations?

Share this post


Link to post
Share on other sites

Here's one of my units. Just replace the names with yours. The units configuration works the EXACT same way in ArmA as it did in OFP.

class CfgPatches

{

class Soldiers

{

units[] = {"Soldier1","Soldier2","Soldier3"}; ------> Each soldier that will be in your group their name should be up here.

weapons[] = {};

requiredVersion = 1.05;

};

};

Blah

Blah

Blah

class CfgGroups

{

class GunRunners ---->Name it whatever you want

{

name="My Special Forces"; --------> shows up in the editor (F2) East, West, etc.

class BlackOps -------> Name it whatever you want

{

name = "Black-Ops"; ------> Unit name in the editor (F2)

class BlackOpsunitcom -----> You can have 8 diferent groups. But each group should have a unique name in this part

{

name = "Regular Commandos" ------> Unit type in the Editor

class Unit0

{

side = 1;

vehicle = "Soldier1"; ---> vehicle means the name that you gave the soldier in class CfgVehicles

rank = "Major";

position[] = {0, +5, 0};

};

class Unit1

{

side = 1;

vehicle = "Soldier3";

rank = "Sergeant";

position[] = {3, 0, 0};

};

class Unit2

{

side = 1;

vehicle = "Soldier2";

rank = "Captain";

position[] = {5,0,0};

};

class Unit3

{

side = 1;

vehicle = "Soldier1";

rank = "CORPORAL";

position[] = {7,0,0};

};

class Unit4

{

side = 1;

vehicle = "Soldier2";

rank = "Lieutnant";

position[] = {9,0,0};

};

class Unit5

{

side = 1;

vehicle = "Soldier3";

rank = "Colonel";

position[] = {11,0,0};

};

};

Above is a 6 man team. When your counting start from "class Unit0" consider that soldier #1 in the group, "class Unit1" consider that soldier #2 in the group ..and so on.

TO CREATE ANOTHER UNIT WITH THE SAME GROUP OF SOLDIERS (Incase you want to have 2, 8 or 10 instead of six)

class BlackOpsunitnite -----> You can have 8 diferent groups. But each group should have a unique name in this part

{

name = "Regular Commandos" ------> Unit type in the Editor

class Unit0

{

side = 1;

vehicle = "Soldier1"; ---> vehicle means the name that you gave the soldier in class CfgVehicles

rank = "Major";

position[] = {0, +5, 0};

};

class Unit1

{

side = 1;

vehicle = "Soldier3";

rank = "Sergeant";

position[] = {3, 0, 0};

};

class Unit2

{

side = 1;

vehicle = "Soldier2";

rank = "Captain";

position[] = {5,0,0};

};

class Unit3

{

side = 1;

vehicle = "Soldier1";

rank = "CORPORAL";

position[] = {7,0,0};

};

class Unit4

{

side = 1;

vehicle = "Soldier2";

rank = "Lieutnant";

position[] = {9,0,0};

};

class Unit5

{

side = 1;

vehicle = "Soldier3";

rank = "Colonel";

position[] = {11,0,0};

};

};

Let me know who things turned out for you.

Share this post


Link to post
Share on other sites

Can you give a blank for creation a Single unit huh.gif

Like you do in upper post

Share this post


Link to post
Share on other sites

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 0

#define false 1

// type scope

#define private 0

#define protected 1

#define public 2

/////////////////////////////////////////////////////

class CfgPatches

{

class BIL

{

units[] = {"BilMedic", "BilSniper"};

weapons[] = {};

requiredVersion = 1.00;

requiredAddons[] = {"CAData","CACharacters","CAWeapons"};

};

};

/*///////////////////////////////////////CfgFaces Start//////////////////////////////////////////*/

class CfgFaces

{

class MyFace{

class Default

{

name = "MyFace Default";

texture = "\your pboFolderName\face1.jpg";

east = 1;

west = 0; // racs..

};

class Face1

{

name = "MyFace1";

texture = "\your pboFolderName\face1.jpg";

east = 1;

west =0; // racs...

};

class Face2

{

name = "MyFace2";

texture = "\your pboFolderName\face2.jpg";

east = 1;

west =0; // racs...

};

class Face3

{

name = "MyFace3";

texture = "\your pboFolderName\face3.jpg";

east = 1;

west =0; // racs...

};

};

};

/////////////////////////////////////////CfgFaces Ends////////////////////////////////////////////////////

class CfgVehicleClasses

{

class Bilunits // Name your class whatever you like here, then in each particular unit make sure you refer to this Ex. vehicleClass="Bil";

{

displayName = "Bil Soldiers"; // name that shows in Editor

};

};

class CfgVehicles

{

// EAST Units ////////////////////////////////////////////////////////////////////////////////////////////////////////

/*extern*/ class SoldierESaboteurPipe;

class BilMedic: SoldierESaboteurPipe

{

displayName="Bil Medic";

vehicleClass="Bil";

model = "\your pboFolderName\yourModel1"; // place the path to your model here

scope = 2;

enableGPS = 1;

picture = "\Ca\characters\data\Ico\i_SF_CA.paa"; // picture of the unit as it appears in the commandbar

faceType = "MyFace";

canHideBodies = 1;

nightVision = 1;

weapons[]={"AKS74UN","MakarovSD","NVGoggles","Throw","Put"};

magazines[]={"30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","30Rnd_545x39_AKSD","HandGrenade","HandGrenade","HandGrenade","HandGrenade","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD"};

class Wounds

{

tex[] = {};

mat[] = {"ca\characters\data\np_soldier_sabot_body.rvmat","ca\characters\data\np_soldier_sabot_body_wound1.rvmat","ca\characters\data\np_soldier_sabot_body_wound2.rvmat","ca\characters\data\np_soldier_sabot_hhl.rvmat","ca\characters\data\np_soldier_sabot_hhl_wound1.rvmat","ca\characters\data\np_soldier_sabot_hhl_wound2.rvmat"};

};

};

class BilSniper: SoldierESaboteurPipe

{

displayName="Bil Sniper";

vehicleClass="Bil";

model = "\your pboFolderName\yourModel2";

scope = 2;

enableGPS = 1;

picture = "\Ca\characters\data\Ico\i_SF_CA.paa";

canHideBodies = 1;

faceType = "MyFace";

nightVision = 1;

weapons[]={"KSVK","MakarovSD","NVGoggles","Throw","Put"};

magazines[]={"5Rnd_127x108_KSVK","5Rnd_127x108_KSVK","5Rnd_127x108_KSVK","5Rnd_127x108_KSVK","5Rnd_127x108_KSVK","HandGrenade","HandGrenade","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD"};

class Wounds

{

tex[] = {};

mat[] = {"ca\characters\data\np_soldier_sabot_body.rvmat","ca\characters\data\np_soldier_sabot_body_wound1.rvmat","ca\characters\data\np_soldier_sabot_body_wound2.rvmat","ca\characters\data\np_soldier_sabot_hhl.rvmat","ca\characters\data\np_soldier_sabot_hhl_wound1.rvmat","ca\characters\data\np_soldier_sabot_hhl_wound2.rvmat"};

};

};

};

Hope this helps I commented it out for you, so its easy to understand this will put two units in editor .....

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×