Jump to content

DZGuymed

Member
  • Content Count

    20
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About DZGuymed

  • Rank
    Private First Class
  1. Thanks for your responses :) I managed to get it working now.
  2. Thanks, but now I have another question. The guy that talks to the player, he has his radio triggered with the on act. field of a waypoint. (the convo is in an sqf file) I want to make it so that when the sqf file is done being read, he will go to his next waypoint. I tried making a global variable in the init.sqf file which is basically: And then at the end of the sqf file with the radio conversation I put this: And then set the condition of the waypoint that he uses to talk to you as: So basically I wanted him to get his next waypoint when the variable was changed to 1, but I'm sure I went about this wrong. I am an sqf noobie, or rather someone who hasn't used it in years. Can someone show me a better way?
  3. Basically I have an sqf file with a very simply made radio exchange between two units: RCT1 sideChat "blah"; sleep 10; RCT1 sideChat "blah sleep 3; playerunit sideChat "blah"; sleep 2; RCT1 sideChat "blah"; sleep 5; RCT1 sideChat "blah"; sleep 4; RCT1 sideChat "blah"; sleep 7; RCT1 sideChat "blah"; sleep 5; playerunit sideChat "blah"; sleep 5; RCT1 sideChat "blah"; sleep 7; playerunit sideChat "Goodbye sir."; The exchange in game is triggered by a waypoint. What I want to do is trigger something or create a marker after the exchange is finished, but simply putting a createmarker command in the SQF after it seems to have no effect. What can I do? I'm so used to doing everything in the editor that I got totally bamboozled whenever I try to do pure scripting stuff. I tried doing this: RCT1 sideChat "blah"; sleep 10; RCT1 sideChat "blah sleep 3; playerunit sideChat "blah"; sleep 2; RCT1 sideChat "blah"; sleep 5; RCT1 sideChat "blah"; sleep 4; RCT1 sideChat "blah"; sleep 7; RCT1 sideChat "blah"; sleep 5; playerunit sideChat "blah"; sleep 5; RCT1 sideChat "blah"; sleep 7; playerunit sideChat "Goodbye sir."; _markerstr = createMarker ["markername",[_Xpos,_Ypos]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "DOT"; but I'm almost certain that's incorrect because nothing involving markers occurred in game before, during, or after the exchange.
  4. Thanks so much! I never realized that requiredAddons actually mattered; I thought that as long as you define the required class for each part of the addon you'd be fine. Adding all those classes to requiredAddons made it work.
  5. I'm not sure I have an RPT. Whatever that is... in my workfolder, I only have a config.cpp file. ---------- Post added at 06:15 PM ---------- Previous post was at 05:14 PM ---------- Wait... here is an RPT with the errors in it: http://pastie.org/1705885
  6. Here's a link to my entire config. http://pastie.org/private/oizehoytim6ysbibypujva Just in case anyone's wondering, I'm not releasing this. It's not release worthy, plus I only intended it for private use/skills testing.
  7. Thanks. I've managed to get the addon to compile, but when I select the aircraft in the editor and try to use it, I receive multiple turret related errors, such as GunSmoke, PrimaryGunner and FireAnim. I don't have any idea what to do next, so I'll just put the partially fixed config here. Thanks for the help so far. class Su34; class DZG_GUAF_Su34_AS: Su34 { displayName = "(GUAF-AF) Su-34 (Anti-Ship)"; weapons[] = {CMFlareLauncher}; magazines[] = {120Rnd_CMFlare_Chaff_Magazine}; class Turrets: Turrets { class MainTurret: MainTurret { weapons[] = {"GSh301", "80mmLauncher", "GLT_AS4_Launcher", "GLT_CH59_Launcher", "GLT_R77_Launcher", "GLT_R73_Launcher"}; magazines[] = {"180Rnd_30mm_GSh301", "40Rnd_S8T", "GLT_2Rnd_AS4", "GLT_4Rnd_CH59", "GLT_2Rnd_R77", "GLT_2Rnd_R73"}; }; }; vehicleClass = "DZG_AirVehicleClass"; faction = "GUAF"; crew = "DZG_GUAF_Pilot"; side = 1; class UserActions { class defaultAction { priority = 0; shortcut = ""; displayNameDefault = ""; position = ""; radius =2; onlyforplayer = 1; displayName = "GPS/INS System"; condition = "(isengineon this) && (player == (driver this))"; statement = "createDialog 'glt_airgpsmfd'"; }; }; };
  8. Thanks for the help guys, but when I compile in BinPBO, it fails and my log file gives me this: line 344: /CfgVehicles/DZG_GUAF_Su34_AS.Turrets: Undefined base class 'Turrets' Here's what I've come up with in my Su-34 config. class Su34; class DZG_GUAF_Su34_AS: Su34 { displayName = "(GUAF-AF) Su-34 (Anti-Ship)"; weapons[] = {CMFlareLauncher}; magazines[] = {120Rnd_CMFlare_Chaff_Magazine}; vehicleClass = "DZG_AirVehicleClass"; faction = "GUAF"; crew = "DZG_GUAF_Pilot"; side = 1; class Turrets: Turrets { class MainTurret: MainTurret weapons[] = {"GSh301", "80mmLauncher", "GLT_AS4_Launcher", "GLT_CH59_Launcher", "GLT_R77_Launcher", "GLT_R73_Launcher"}; magazines[] = {"180Rnd_30mm_GSh301", "40Rnd_S8T", "GLT_2Rnd_AS4", "GLT_4Rnd_CH59", "GLT_2Rnd_R77", "GLT_2Rnd_R73"}; }; class UserActions { class defaultAction { priority = 0; shortcut = ""; displayNameDefault = ""; position = ""; radius =2; onlyforplayer = 1; displayName = "GPS/INS System"; condition = "(isengineon this) && (player == (driver this))"; statement = "createDialog 'glt_airgpsmfd'"; }; };
  9. Hi everyone. I'm back with more config troubles. Today I decided I wanted to make a custom Su-34 loadout using the awesome missiles included in the GLT Missilebox, but since most of my config work relies on inheritance, I can't figure out how to make a turret config my anti-ship Su-34. (Turret as in the gunner seat of the plane, where the weapons technically are located.) I tried working off of the Su-34s original turret config, but I had no idea what to do with it. Here is my base config for the vehicle: class Su34; class DZG_GUAF_Su34_AS: Su34 { displayName = "(GUAF-AF) Su-34 (Anti-Ship)"; weapons[] = {CMFlareLauncher}; magazines[] = {120Rnd_CMFlare_Chaff_Magazine}; vehicleClass = "DZG_AirVehicleClass"; faction = "GUAF"; crew = "DZG_GUAF_Pilot"; side = 1; I'm basically asking if anyone could guide me in making a turret config that would work exclusively on this custom vehicle.
  10. DZGuymed

    new warfare island

    Hmm. Let me put this together. <sarcasm> #1: A four sided arena. There's totally something wrong with this. #2: No natural obstacles! Removed. #3: No buildings or houses. Yeah! No humans ever lived here! That's exactly a reason to fight! #4: No hills or mountains. Good, us gamers are all to fat to climb anyway. #5: Craters. Removed. </sarcasm> Edit: I could have offended some people with sarcastic remarks 2 and 5, so I'll just get rid of those now.
  11. DZGuymed

    RADAR - new idea

    I like the idea of the ability to switch radar on and off. It's not too realistic, but as the other guys said, it's a good compromise. I have to agree with 76. It's a suggestion thread, for the vanilla game. Though ACE does make the more a bit more realistic, it sort of nerfs a lot of features.
  12. I've gotten the duplicate classname errors in the logs before, but no dependency definition errors in the logs. I'll add the definitions anyway though. And, does the Line 25 error mean I should remove the BIS classname succeeding my own (DZG) classname? EDIT: I've messed with the syntax a bit (syntax is the hardest part of scripting for me) and came up with this: class CfgPatches { class DZG { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CACharacters2"}; }; }; class CfgVehicleClasses { class DZG_VehicleClass { displayName = "GUAF Units"; }; }; class CfgVehicles { class FR_Assault_R; class DZG_GUAF_CQB_Specialist: FR_Assault_R { displayName = "(GUAF) CQB Specialist"; weapons[] = {RH_HK53aim, RH_g18, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, SmokeShellGreen, SmokeShellYellow, HandGrenade_West}; vehicleClass = "DZG_VehicleClass"; }; class DZG_GUAF_Assault_Rifleman: FR_Assault_R { displayName = "(GUAF) Assault Rifleman"; weapons[] = {RH_acreotech, RH_usp, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, SmokeShellRed, SmokeShell, HandGrenade_West, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp}; vehicleClass = "DZG_VehicleClass"; }; class FR_Assault_GL; class DZG_GUAF_Assault_Grenadier: FR_Assault_R { displayName = "(GUAF) Assault Grenadier"; weapons[] = {RH_hk416glaim, RH_usp, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, HandGrenade_West, HandGrenade_West, SmokeShellRed, SmokeShell, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, FlareGreen_M203}; vehicleClass = "DZG_VehicleClass"; }; class FR_GL; class DZG_GUAF_Rifleman: FR_GL { displayName = "(GUAF) Rifleman"; weapons[] = {RH_mk14teot, RH_uspm, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, HandGrenade_West, HandGrenade_West, SmokeShell, SmokeShellRed, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp}; vehicleClass = "DZG_VehicleClass"; }; class DZG_GUAF_Grenadier: FR_GL { displayName = "(GUAF) Grenadier"; weapons[] = {RH_hk417sgleotech, RH_uspm, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, HandGrenade_West, HandGrenade_West, SmokeShell, SmokeShellRed, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203}; vehicleClass = "DZG_VehicleClass"; }; class FR_AR; class DZG_GUAF_Automatic_Rifleman: FR_AR { displayName = "(GUAF) Automatic Rifleman"; weapons[] = {RH_m27ceotech, RH_m93r, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {100Rnd_556x45_BetaCMag, 100Rnd_556x45_BetaCMag, 100Rnd_556x45_BetaCMag, 100Rnd_556x45_BetaCMag, 100Rnd_556x45_BetaCMag, SmokeShell, SmokeShellRed, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93}; vehicleClass = "DZG_VehicleClass"; }; class DZG_GUAF_Machinegunner: FR_AR { displayName = "(GUAF) Machinegunner"; weapons[] = {FFAA_Armas_MG3_eo, RH_p226, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {FFAA_762x51_Mg3, FFAA_762x51_Mg3, FFAA_762x51_Mg3, FFAA_762x51_Mg3, FFAA_762x51_Mg3, SmokeShell, SmokeShellRed, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp}; vehicleClass = "DZG_VehicleClass"; }; class FR_Marksman; class DZG_GUAF_Marksman: FR_Marksman { displayName = "(GUAF) Marksman"; weapons[] = {RH_mk14tacog, RH_g19, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, SmokeShell, SmokeShellRed, IRStrobe, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17}; vehicleClass = "DZG_VehicleClass"; }; class FR_TL; class DZG_GUAF_Team_Leader: FR_TL { displayName = "(GUAF) Team Leader"; weapons[] = {RH_Mk18glaeot, RH_g18, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Binocular}; magazines[] = {30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, SmokeShell, SmokeShellRed, IRStrobe, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203}; vehicleClass = "DZG_VehicleClass"; }; class FR_AC; class DZG_GUAF_FOO: FR_AC { displayName[] = "(GUAF) Forward Observation Officer"; weapons[] = {FFAA_Armas_Cetme_LC, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Laserdesignator}; magazines[] = {Laserbatteries, IRStrobe, IR_Strobe_Marker, SmokeShellRed, SmokeShellPurple, SmokeShellBlue, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911}; vehicleClass = "DZG_VehicleClass"; }; class DZG_GUAF_FAC: FR_AC { displayName[] = "(GUAF) Forward Air Controller"; weapons[] = {FFAA_Armas_Cetme_LC, RH_m1911sd, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Laserdesignator}; magazines[] = {Laserbatteries, IRStrobe, IR_Strobe_Marker, SmokeShellRed, SmokeShellPurple, SmokeShellBlue, SmokeShellOrange, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911}; vehicleClass = "DZG_VehicleClass"; }; class DZG_GUAF_AO: FR_AC { displayName[] = "(GUAF) Artillery Observer"; weapons[] = {FFAA_Armas_Cetme_LC, RH_m1911sd, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Laserdesignator}; magazines[] = {Laserbatteries, IRStrobe, IR_Strobe_Marker, IR_Strobe_Marker, SmokeShellRed, SmokeShellPurple, SmokeShellBlue, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911}; vehicleClass = "DZG_VehicleClass"; }; class USMC_SoldierS_Sniper; class DZG_GUAF_SniperF: USMC_SoldierS_Sniper { displayName[] = "(GUAF) Field Sniper"; weapons[] = {FFAA_Armas_Cetme_C_mira, RH_uspsd, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Laserdesignator}; magazines[] = {Laserbatteries, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, SmokeShellRed, SmokeShell, IRStrobe, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd}; vehicleClass = "DZG_VehicleClass"; }; class USMC_SoldierS_SniperH; class DZG_GUAF_SniperH: USMC_SoldierS_SniperH { displayName[] = "(GUAF) Heavy Sniper"; weapons[] = {FFAA_Armas_M95, RH_uspsd, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Laserdesignator}; magazines[] = {Laserbatteries, FFAA_127x99_AP, FFAA_127x99_AP, FFAA_127x99_AP, FFAA_127x99_AP, FFAA_127x99_AP, FFAA_127x99_HE, FFAA_127x99_HE, FFAA_127x99_HE, FFAA_127x99_HE, SmokeShellRed, IRStrobe, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd}; vehicleClass = "DZG_VehicleClass"; }; }; I still can't pack it, but I think it's a bit better. I get the following errors in my log file. Error reading binary file 'c:\users\myuser\documents\armawork\dzg\config.cpp' File c:\users\myuser\documents\armawork\dzg\config.cpp, line 79: Config: '"' encountered instead of '{' Config : some input after EndOfFile. Error 3 while parsing Error in config c:\users\myuser\documents\armawork\dzg\config.cpp W:\c\Poseidon\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked File c:\users\myuser\documents\armawork\dzg\config.cpp, line 79: Config: '"' encountered instead of '{' Config : some input after EndOfFile. Error 3 while parsing Error in config c:\users\myuser\documents\armawork\dzg\config.cpp W:\c\Poseidon\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked It says I have an ' instead of a { , but I do have a { on line 79...
  13. Hi everyone. I've made myself a config.cpp file that adds several fictional units to the game. Basically, when I try to pack the file in BinPBO, it fails to pack it. Now, when I shorten the config to 7 units, it packs perfectly. But when I try and pack it with all 13 units, that's when it fails to pack. I've looked at the file and fixed some syntax errors and stuff, but there are no errors that I see in the config that I haven't been able to get around before. Can someone help me find out what's causing BinPBO to fail packing? UPDATE: I've gotten BinPBO to pack the files correctly by changing the last to units' base unit to the Force Recon Marksman, but when I play the mod, only seven of the units show up in the editor, and only those seven are recognized by the game. Plus, they don't talk. They say one word of what they're supposed to say and dont communicate with the radio. Here's my config: class CfgPatches { class DZG { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class DZG_VehicleClass { displayName = "GUAF Units"; }; }; class CfgVehicles { class FR_Assault_R; class DZG_GUAF_CQB_Specialist: FR_Assault_R { displayName = "(GUAF) CQB Specialist"; weapons[] = {RH_HK53aim, RH_g18, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 33Rnd_9x19_g18, SmokeShellGreen, SmokeShellYellow, HandGrenade_West}; vehicleClass = "DZG_VehicleClass"; }; class FR_Assault_R; class DZG_GUAF_Assault_Rifleman: FR_Assault_R { displayName = "(GUAF) Assault Rifleman"; weapons[] = {RH_acreotech, RH_usp, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, SmokeShellRed, SmokeShell, HandGrenade_West, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp}; vehicleClass = "DZG_VehicleClass"; }; class FR_Assault_GL; class DZG_GUAF_Assault_Grenadier: FR_Assault_R { displayName = "(GUAF) Assault Grenadier"; weapons[] = {RH_hk416glaim, RH_usp, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, HandGrenade_West, HandGrenade_West, SmokeShellRed, SmokeShell, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, FlareGreen_M203}; vehicleClass = "DZG_VehicleClass"; }; class FR_GL; class DZG_GUAF_Rifleman: FR_GL { displayName = "(GUAF) Rifleman"; weapons[] = {RH_mk14teot, RH_uspm, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, HandGrenade_West, HandGrenade_West, SmokeShell, SmokeShellRed, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 12Rnd_45cal_usp}; vehicleClass = "DZG_VehicleClass"; }; class FR_GL; class DZG_GUAF_Grenadier: FR_GL { displayName = "(GUAF) Grenadier"; weapons[] = {RH_hk417sgleotech, RH_uspm, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, RH_20Rnd_762x51_hk417, HandGrenade_West, HandGrenade_West, SmokeShell, SmokeShellRed, 12Rnd_45cal_usp, 12Rnd_45cal_usp, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203}; vehicleClass = "DZG_VehicleClass"; }; class FR_AR; class DZG_GUAF_Automatic_Rifleman: FR_AR { displayName = "(GUAF) Automatic Rifleman"; weapons[] = {RH_m27ceotech, RH_m93r, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {100Rnd_556x45_BetaCMag, 100Rnd_556x45_BetaCMag, 100Rnd_556x45_BetaCMag, 100Rnd_556x45_BetaCMag, 100Rnd_556x45_BetaCMag, SmokeShell, SmokeShellRed, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93, 20Rnd_9x19_M93}; vehicleClass = "DZG_VehicleClass"; }; class FR_AR; class DZG_GUAF_Machinegunner: FR_AR { displayName = "(GUAF) Machinegunner"; weapons[] = {FFAA_Armas_MG3_eo, RH_p226, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {FFAA_762x51_Mg3, FFAA_762x51_Mg3, FFAA_762x51_Mg3, FFAA_762x51_Mg3, FFAA_762x51_Mg3, SmokeShell, SmokeShellRed, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp, 15Rnd_9x19_usp}; vehicleClass = "DZG_VehicleClass"; }; class FR_Marksman; class DZG_GUAF_Marksman: FR_Marksman { displayName = "(GUAF) Marksman"; weapons[] = {RH_mk14tacog, RH_g19, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, NVGoggles, Binocular}; magazines[] = {20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, 20Rnd_762x51_DMR, SmokeShell, SmokeShellRed, IRStrobe, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17, 17Rnd_9x19_g17}; vehicleClass = "DZG_VehicleClass"; }; class FR_TL; class DZG_GUAF_Team_Leader: FR_TL { displayName = "(GUAF) Team Leader"; weapons[] = {RH_Mk18glaeot, RH_g18, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Binocular}; magazines[] = {30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, 30Rnd_556x45_Stanag, SmokeShell, SmokeShellRed, IRStrobe, 33Rnd_9x19_g18, 33Rnd_9x19_g18, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203, 1Rnd_HE_M203}; vehicleClass = "DZG_VehicleClass"; }; class FR_AC; class DZG_GUAF_FOO: FR_AC { displayName[] = "(GUAF) Forward Observation Officer"; weapons[] = {FFAA_Armas_Cetme_LC, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Laserdesignator}; magazines[] = {Laserbatteries, IRStrobe, IR_Strobe_Marker, SmokeShellRed, SmokeShellPurple, SmokeShellBlue, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911}; vehicleClass = "DZG_VehicleClass"; }; class FR_AC; class DZG_GUAF_FAC: FR_AC { displayName[] = "(GUAF) Forward Air Controller"; weapons[] = {FFAA_Armas_Cetme_LC, RH_m1911sd, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Laserdesignator}; magazines[] = {Laserbatteries, IRStrobe, IR_Strobe_Marker, SmokeShellRed, SmokeShellPurple, SmokeShellBlue, SmokeShellOrange, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911}; vehicleClass = "DZG_VehicleClass"; }; class FR_AC; class DZG_GUAF_AO: FR_AC { displayName[] = "(GUAF) Artillery Observer"; weapons[] = {FFAA_Armas_Cetme_LC, RH_m1911sd, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Laserdesignator}; magazines[] = {Laserbatteries, IRStrobe, IR_Strobe_Marker, IR_Strobe_Marker, SmokeShellRed, SmokeShellPurple, SmokeShellBlue, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, FFAA_556x45_CedmeL, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911, 8Rnd_45cal_m1911}; vehicleClass = "DZG_VehicleClass"; }; class USMC_SoldierS_Sniper; class DZG_GUAF_SniperF: USMC_SoldierS_Sniper { displayName[] = "(GUAF) Field Sniper"; weapons[] = {FFAA_Armas_Cetme_C_mira, RH_uspsd, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Laserdesignator}; magazines[] = {Laserbatteries, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, FFAA_Mag_30Rnd_762x51, SmokeShellRed, SmokeShell, IRStrobe, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd}; vehicleClass = "DZG_VehicleClass"; }; class USMC_SoldierS_SniperH; class DZG_GUAF_SniperH: USMC_SoldierS_SniperH { displayName[] = "(GUAF) Heavy Sniper"; weapons[] = {FFAA_Armas_M95, RH_uspsd, Throw, Put, ItemGPS, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles, Laserdesignator}; magazines[] = {Laserbatteries, FFAA_127x99_AP, FFAA_127x99_AP, FFAA_127x99_AP, FFAA_127x99_AP, FFAA_127x99_AP, FFAA_127x99_HE, FFAA_127x99_HE, FFAA_127x99_HE, FFAA_127x99_HE, SmokeShellRed, IRStrobe, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd, 15Rnd_9x19_uspsd}; vehicleClass = "DZG_VehicleClass"; }; };
  14. Thanks for the link! I wouldn't of thought to look for tuts at the BIS Wiki' date=' I thought it was for mission editing and stuff. My units actually work now. One problem though, If anyone could help. If I choose to inherit my soldier from USMC Force Recon, he shows up in the FR folder, even though I used Cfgvehicleclasses to define the category he shows up in. Here's my Config.cpp file: [url']http://pastie.org/1645567[/url]
×