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Schancky

Help with making new class for a Mod

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Hi guys

Basically I want to do a re-texture of BIS's ArmA I civis that have been ported to ArmA II. The orgional civis are in game editor fine, and I have re-textured them to my new textures, but when I try to mkae my new units seperate from the original civis in the editor, only the news ones would show, as if they overwrite the original civis. I've re-named the PBO and tried re-names the classes in the config, but I am still not getting anything is the editor.

All I want is for the civis to be able to be selected in the editor and for my new re-textured civis to be selectable aswell, but under differet roots in the editor and as a seperate PBO.

Here is the orgional config for the Civis:

class CfgPatches {
class sah_civilian_patch {
	units[] = {"sah_civilian1_pants", "sah_civilian2_pants", "sah_civilian3_pants", "sah_civilian4_pants""sah_civilian5_pants", "sah_civilian6_pants", "sah_civilian7_pants", "sah_civilian1_shorts", "sah_civilian2_shorts", "sah_civilian3_shorts", "sah_civilian4_shorts""sah_civilian5_shorts", "sah_civilian6_shorts", "sah_civilian7_shorts"};
	weapons[] = {};
	requiredVersion = 1.0;
	requiredAddons[] = {};
};
};

class CfgVehicleClasses {
class sah_civilian_class {
	displayName = "Civilians";
};

class sah_civilian_class_shorts {
	displayName = "Civilians (shorts)";
};
};

class CfgFactionClasses {
class sah_civilian_faction {
	displayName = "Sahrani People";
	priority = 90;
	side = 1;
};
};

class CfgVehicles {
class All;	// External class reference
class AllVehicles;	// External class reference
class ThingEffect;	// External class reference
class Land;	// External class reference
class Man;	// External class reference
class CAManBase;	// External class reference
class USMC_Soldier2;	// External class reference

class sah_civilian1_pants : USMC_Soldier2 {
	scope = 2;
	displayName = "Civilian 1";
	model = "\sara_civilians\civil_1_tshirt.p3d";
	weapons[] = {};
	magazines[] = {};
	respawnweapons[] = {};
	respawnmagazines[] = {};
	side = 3;
	vehicleClass = "sah_civilian_class";
	faction = "sah_civilian_faction";
	picture = "\Ca\characters\data\Ico\i_null_CA.paa";
	identityTypes[] = {"Head_USMC"};
	icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";

	class Wounds {
		tex[] = {};
		mat[] = {"sara_civilians\data\civil_tshirt_body.rvmat", "sara_civilians\data\civil_tshirt_body_wound1.rvmat", "sara_civilians\data\civil_tshirt_body_wound2.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_white.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound1.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound2.rvmat"};
	};
};

class sah_civilian2_pants : sah_civilian1_pants {
	scope = 2;
	displayName = "Civilian 2";
	model = "\sara_civilians\civil_2_tshirt.p3d";
};

class sah_civilian3_pants : sah_civilian1_pants {
	scope = 2;
	displayName = "Civilian 3";
	model = "\sara_civilians\civil_3_tshirt.p3d";
};

class sah_civilian4_pants : sah_civilian1_pants {
	scope = 2;
	displayName = "Civilian 4";
	model = "\sara_civilians\civil_4_tshirt.p3d";
};

class sah_civilian5_pants : sah_civilian1_pants {
	scope = 2;
	displayName = "Civilian 5";
	model = "\sara_civilians\civil_5_tshirt.p3d";
};

class sah_civilian6_pants : sah_civilian1_pants {
	scope = 2;
	displayName = "Civilian 6";
	model = "\sara_civilians\civil_6_tshirt.p3d";
};

class sah_civilian7_pants : sah_civilian1_pants {
	scope = 2;
	displayName = "Civilian 7";
	model = "\sara_civilians\civil_7_tshirt.p3d";
};

class sah_civilian1_shorts : USMC_Soldier2 {
	scope = 2;
	displayName = "Civilian 1";
	model = "\sara_civilians\civil_1_tshirt_shorts.p3d";
	weapons[] = {};
	magazines[] = {};
	respawnweapons[] = {};
	respawnmagazines[] = {};
	side = 3;
	vehicleClass = "sah_civilian_class_shorts";
	faction = "sah_civilian_faction";
	picture = "\Ca\characters\data\Ico\i_null_CA.paa";
	identityTypes[] = {"Head_USMC"};
	icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";

	class Wounds {
		tex[] = {};
		mat[] = {"sara_civilians\data\civil_tshirt_shorts_body.rvmat", "sara_civilians\data\civil_tshirt_shorts_body_wound1.rvmat", "sara_civilians\data\civil_tshirt_shorts_body_wound2.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_white.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound1.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound2.rvmat"};
	};
};

class sah_civilian2_shorts : sah_civilian1_shorts {
	scope = 2;
	displayName = "Civilian 2";
	model = "\sara_civilians\civil_2_tshirt_shorts.p3d";
};

class sah_civilian3_shorts : sah_civilian1_shorts {
	scope = 2;
	displayName = "Civilian 3";
	model = "\sara_civilians\civil_3_tshirt_shorts.p3d";
};

class sah_civilian4_shorts : sah_civilian1_shorts {
	scope = 2;
	displayName = "Civilian 4";
	model = "\sara_civilians\civil_4_tshirt_shorts.p3d";
};

class sah_civilian5_shorts : sah_civilian1_shorts {
	scope = 2;
	displayName = "Civilian 5";
	model = "\sara_civilians\civil_5_tshirt_shorts.p3d";
};

class sah_civilian6_shorts : sah_civilian1_shorts {
	scope = 2;
	displayName = "Civilian 6";
	model = "\sara_civilians\civil_6_tshirt_shorts.p3d";
};

class sah_civilian7_shorts : sah_civilian1_shorts {
	scope = 2;
	displayName = "Civilian 7";
	model = "\sara_civilians\civil_7_tshirt_shorts.p3d";
};
};

And here is my attempted config trying to make new classes:

class CfgPatches {
class brit_off_duty {
	units[] = {"sah_civilian1_pants", "sah_civilian2_pants", "sah_civilian3_pants", "sah_civilian4_pants""sah_civilian5_pants", "sah_civilian6_pants", "sah_civilian7_pants", "sah_civilian1_shorts", "sah_civilian2_shorts", "sah_civilian3_shorts", "sah_civilian4_shorts""sah_civilian5_shorts", "sah_civilian6_shorts", "sah_civilian7_shorts"};
	weapons[] = {};
	requiredVersion = 1.0;
	requiredAddons[] = {};
};
};

class CfgVehicleClasses {
class brit_off_duty_units {
	displayName = "British Off Duty";
};

};

class CfgFactionClasses {
class brit_off_duty {
	displayName = "British Off Duty Units";
	priority = 90;
	side = 1;
};
};

class CfgVehicles {
class All;	// External class reference
class AllVehicles;	// External class reference
class ThingEffect;	// External class reference
class Land;	// External class reference
class Man;	// External class reference
class CAManBase;	// External class reference
class USMC_Soldier2;	// External class reference

class brit_off_duty_units : USMC_Soldier2 {
	scope = 2;
	displayName = "Civilian 1";
	model = "\sara_civilians\civil_1_tshirt.p3d";
	weapons[] = {};
	magazines[] = {};
	respawnweapons[] = {};
	respawnmagazines[] = {};
	side = 1;
	vehicleClass = "sah_civilian_class";
	faction = "sah_civilian_faction";
	picture = "\Ca\characters\data\Ico\i_null_CA.paa";
	identityTypes[] = {"Head_USMC"};
	icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";

	class Wounds {
		tex[] = {};
		mat[] = {"sara_civilians\data\civil_tshirt_body.rvmat", "sara_civilians\data\civil_tshirt_body_wound1.rvmat", "sara_civilians\data\civil_tshirt_body_wound2.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_white.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound1.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound2.rvmat"};
	};
};

class brit_off_duty_units : USMC_Soldier2 {
	scope = 2;
	displayName = "Civilian 2";
	model = "\sara_civilians\civil_2_tshirt.p3d";
};

class brit_off_duty_units : USMC_Soldier2 {
	scope = 2;
	displayName = "Civilian 3";
	model = "\sara_civilians\civil_3_tshirt.p3d";
};

class brit_off_duty_units : USMC_Soldier2 {
	scope = 2;
	displayName = "Civilian 4";
	model = "\sara_civilians\civil_4_tshirt.p3d";
};

class brit_off_duty_units : USMC_Soldier2 {
	scope = 2;
	displayName = "Civilian 5";
	model = "\sara_civilians\civil_5_tshirt.p3d";
};

class brit_off_duty_units : USMC_Soldier2 {
	scope = 2;
	displayName = "Civilian 6";
	model = "\sara_civilians\civil_6_tshirt.p3d";
};

class brit_off_duty_units : USMC_Soldier2 {
	scope = 2;
	displayName = "Civilian 7";
	model = "\sara_civilians\civil_7_tshirt.p3d";
};

};

My new PBO has all the textures and models from the original, but the diffused maps have been edited obviously.

Any help would really be appricated :)

Schancky

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class CfgPatches {

class brit_off_duty {

units[] = {"sah_civilian1_pants", "sah_civilian2_pants", "sah_civilian3_pants", "sah_civilian4_pants""sah_civilian5_pants", "sah_civilian6_pants", "sah_civilian7_pants", "sah_civilian1_shorts", "sah_civilian2_shorts", "sah_civilian3_shorts", "sah_civilian4_shorts""sah_civilian5_shorts", "sah_civilian6_shorts", "sah_civilian7_shorts"};

weapons[] = {};

requiredVersion = 1.0;

requiredAddons[] = {};

};

};

I think the units[] bit is your problem matey, you need to changethese from

"sah_civilian1_pants" ...etc.

to

"brit_off_duty_units" ...etc.

I think your PBO is only finding the sah_civilian1_pants as they are the ones defined in the units[] bit of the cfgpatches

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class brit_off_duty_units : USMC_Soldier2 {
	scope = 2;
	displayName = "Civilian 1";
	model = "\sara_civilians\civil_1_tshirt.p3d";
	weapons[] = {};
	magazines[] = {};
	respawnweapons[] = {};
	respawnmagazines[] = {};
	side = 1;
	vehicleClass = "[color="Red"]sah_civilian_class[/color]";
	faction = "[color="Green"]sah_civilian_faction[/color]";
	picture = "\Ca\characters\data\Ico\i_null_CA.paa";
	identityTypes[] = {"Head_USMC"};
	icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";

	class Wounds {
		tex[] = {};
		mat[] = {"sara_civilians\data\civil_tshirt_body.rvmat", "sara_civilians\data\civil_tshirt_body_wound1.rvmat", "sara_civilians\data\civil_tshirt_body_wound2.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_white.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound1.rvmat", "sara_civilians\data\civil_1_tshirt_hhl_wound2.rvmat"};
	};
};

The red part needs to be changed to brit_off_duty_units, the green one to brit_off_duty in order to have them show up in the correct classes.

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You also need to change the wound rvmats location and model paths if you want it to keep it standalone.

For changing the texture paths of the p3d I would use MoveObject by Mikero and you're done in 1 minute. I think it also works with rvmats, but you could do it manual anyway as I didn't binarize the rvmats.

It might help asking the author - for future projects - ...

class CfgPatches {
class brit_offduty_patch {
	units[] = {"brit_offduty1", "brit_offduty2", "brit_offduty3", "brit_offduty4","brit_offduty5", "brit_offduty6", "brit_offduty7"};
	weapons[] = {};
	requiredVersion = 1.0;
	requiredAddons[] = {};
};
};

class CfgVehicleClasses {
class brit_offduty_class {
	displayName = "Off-Duty";
};

class CfgFactionClasses {
class brit_offduty_faction {
	displayName = "British";
	priority = 90;
	side = 1;
};
};

class CfgVehicles {
class All;	// External class reference
class AllVehicles;	// External class reference
class ThingEffect;	// External class reference
class Land;	// External class reference
class Man;	// External class reference
class CAManBase;	// External class reference
class USMC_Soldier2;	// External class reference

class brit_offduty1 : USMC_Soldier2 {
	scope = 2;
	displayName = "Soldier 1";
	model = "\brit_offduty\civil_1_tshirt.p3d";
	weapons[] = {};
	magazines[] = {};
	respawnweapons[] = {};
	respawnmagazines[] = {};
	side = 1;
	vehicleClass = "brit_offduty_class";
	faction = "brit_offduty_faction";
	picture = "\Ca\characters\data\Ico\i_null_CA.paa";
	identityTypes[] = {"Head_USMC"};
	icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";

	class Wounds {
		tex[] = {};
		mat[] = {"brit_offduty\data\civil_tshirt_body.rvmat", "brit_offduty\data\civil_tshirt_body_wound1.rvmat", "brit_offduty\data\civil_tshirt_body_wound2.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_white.rvmat", "brit_offduty\data\civil_1_tshirt_hhl_wound1.rvmat", "brit_offduty\data\civil_1_tshirt_hhl_wound2.rvmat"};
	};
};

class brit_offduty2 : brit_offduty1 {
	scope = 2;
	displayName = "Soldier 2";
	model = "\brit_offduty\civil_2_tshirt.p3d";
};

class brit_offduty3 : brit_offduty1 {
	scope = 2;
	displayName = "Soldier 3";
	model = "\brit_offduty\civil_3_tshirt.p3d";
};

class brit_offduty4 : brit_offduty1 {
	scope = 2;
	displayName = "Soldier 4";
	model = "\brit_offduty\civil_4_tshirt.p3d";
};

class brit_offduty5 : brit_offduty1 {
	scope = 2;
	displayName = "Soldier 5";
	model = "\brit_offduty\civil_5_tshirt.p3d";
};

class brit_offduty6 : brit_offduty1 {
	scope = 2;
	displayName = "Soldier 6";
	model = "\brit_offduty\civil_6_tshirt.p3d";
};

class brit_offduty7 : brit_offduty1 {
	scope = 2;
	displayName = "Soldier 7";
	model = "\brit_offduty\civil_7_tshirt.p3d";
};
};

Edited by Icewindo

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Can one of you guys help me. I made a re-texture skin for my clan in Arma 2 of the BIS A-10. I want to keep the Original A-10 along with the re-textured one but I do not know what to do or what I need. I did some searching and couldn't find anything and I read this and was confuse. What files do I need to edit in the pbo. What do I change it too. I kinda want it in either the USMC location or a custom one for my clan. Thank you for taking the time to read this and your cooperation will be mentioned in my work of our clan vehicles. :cool:

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