Jump to content

tinymouse

Member
  • Content Count

    2
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About tinymouse

  • Rank
    Newbie

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. So I've been working on this for about 72+ hours I built the config fig file and my faction is present in the game, but if I change the side to anything but BLUFOR the uniform class seems to stop working. I really don't know what to do at this point and any help would be greatly appreciated. class CfgPatches { class unit_config { units[] = { "CusFac_Riffleman", }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; } }; class CfgFactionClasses {//Faction Class for units ie Nato --> PMC class CusFac { displayName = "PMC"; // Faction name but will be changed by Editor Categorie author = "Kebable"; priority = 0; side = 2; } }; class CfgVehicleClasses {//subclass for untis ie Nato --> PMC --> Men --> UNIT (outdated game required use CfgEditorSubcategories class CusFac_Units { displayName = "Car2"; } }; class CfgEditorCategories { class CusFac_Main_PMC { displayName = "PMC2"; } }; class CfgEditorSubcategories {// Sub cat maker for editor use this instead of CfgVehicleClasses class CusFac_Sub_Men { displayName = "Car"; } }; class CfgVehicles { class B_Soldier_base_F; class CusFac_Riffleman:B_Soldier_base_F { _generalMacro = "CusFac_Riffleman"; scope = 2; scopeCurator = 2; displayName = "Riffleman"; faction = "CusFac"; //use to asign category for faction, vics, and people VehicleClass = "CusFac_units"; //not used but still required //editorCategory = "CusFac_Main_PMC"; //sub category for unit, use for props editorSubcategory = "CusFac_Sub_Men"; //should be used with all assets side = 2; nakedUniform = "U_BasicBody"; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_khk"; identityTypes[] = {"Head_NATO","LanguageENG_F","G_NATO_default"}; linkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemRadio","ItemCompass","ItemWatch","NVGoggles"}; respawnlinkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemRadio","ItemCompass","ItemWatch","NVGoggles"}; weapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F"}; respawnWeapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F"}; magazines[] = {"30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"}; } };
  2. I've been working on this for about 72 hours and after reading over various documentation and forms I put together a config.cpp file that does display my custom faction and the unit with all of this equipment, but the side refuses to cooperate. changing side to side = 2; in CfgFactionClasses does nothing, and changing the side in the CfgVehicle does work but then breaks my test unit. I've looked over every form I could find and tore apart other mods and am still unable to fix this. any help would be greatly appreciated. class CfgPatches { class unit_config { units[] = { "CusFac_Riffleman", }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; } }; class CfgFactionClasses {//Faction Class for units ie Nato --> PMC class CusFac { displayName = "PMC"; // Faction name but will be changed by Editor Categorie author = "Kebable"; priority = 0; side = 2; } }; class CfgVehicleClasses {//subclass for untis ie Nato --> PMC --> Men --> UNIT (outdated game required use CfgEditorSubcategories class CusFac_Units { displayName = "Car2"; } }; class CfgEditorCategories { class CusFac_Main_PMC { displayName = "PMC2"; } }; class CfgEditorSubcategories {// Sub cat maker for editor use this instead of CfgVehicleClasses class CusFac_Sub_Men { displayName = "Car"; } }; class CfgVehicles { class B_Soldier_base_F; class CusFac_Riffleman:B_Soldier_base_F { _generalMacro = "CusFac_Riffleman"; scope = 2; displayName = "Riffleman"; faction = "CusFac"; //testing has shown this does nothing, SIDE is effeccted by something else VehicleClass = "CusFac_units"; //not used but still required editorCategory = "CusFac_Main_PMC"; //sub category for unit editorSubcategory = "CusFac_Sub_Men"; //should be used with all assets nakedUniform = "U_BasicBody"; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_khk"; identityTypes[] = {"Head_NATO","LanguageENG_F","G_NATO_default"}; linkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemRadio","ItemCompass","ItemWatch","NVGoggles"}; respawnlinkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemRadio","ItemCompass","ItemWatch","NVGoggles"}; weapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F"}; respawnWeapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F"}; magazines[] = {"30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"}; } };
×