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DZGuymed

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Posts posted by DZGuymed


  1. 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:

    trigvar1 = 0;

    And then at the end of the sqf file with the radio conversation I put this:

    trigvar1 = 1;

    publicVariable "trigvar1";

    And then set the condition of the waypoint that he uses to talk to you as:

    this getVariable "trigvar1, 1";

    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?


  2. 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.


  3. Missing items in requiredAddons:

    http://pastebin.jonasscholz.de/1351

    My suggestion is to define all from BI, even when unnecessary.

    It is the least work and always works.

    That said you may want to make this a replacement addon instead.

    This way you don't have to modify missions or create new ones.

    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.


  4. You need to define all classes you inherit from.

    Use this (hack/trick):

    class Turrets;
    class MainTurret;
    class cfgVehicles
    {
    class Su34;
    class DZG_GUAF_Su34_AS: Su34
    {

    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'";
                                       };
                            };
                };


  5. 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'";
                            };
                };


  6. 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.


  7. Playing warfare/cti games last 10 years I think we need new island or islands to play good games.

    This is basic requirements:

    1.need to be big and equal from 4 sides.Should be side should have own airstrip and some kind of big base area as we have at west of sahrani in arma.

    2.shouldn't have area where AI cant go.Try to send ai from 1 point to another in takistan. Ai stack in rocks.Tanks stack etc.Ai should be useful anywhere in island.

    3.Shouldn't have a lot of structures as in chernorus and all players should have good performance on it. Most structures need to be destroyable.

    4.Shouldn't have big hill/mountains and big open areas and big forests .Maximum direct view is preferable around 1-2km.

    5.Should have a lot of craters with diameter max 2 km which can be used to build bases inside or hide or use for unexpected attack.

    any recommendations are welcome. I can donate something if anyone will do it.Unfortunately I tried to start do it myself but cant really due to personal reasons.

    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.


  8. 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.

    Wow! Just wow :(

    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.


  9. Myke;1871838']At first it looks like

    displayName = "(GUAF) Assault Rifleman";
    

    and at the end you have

    displayName[] = "(GUAF) Forward Air Controller";
    

    The first is correct' date=' the second isn't.[/quote']

    Oh... I didn't see that. Thanks for the heads up. Next time I do stuff like this, I'll be more thorough.

    I'm a noob at this, but eventually I'll get better. :)


  10. missing requiredAddons[] = {"CACharacters2"}; dependency definition.

    +

    Line 25 Rap: duplicate classname (+ more of these)

    Check the log. It is likely said there too.

    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...


  11. 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";
                };
    };


  12. Myke;1870012']Maybe this one helps you further: http://community.bistudio.com/wiki/Mondkalb%27s_Addon_Tutorial#Step_Eight:_Configuration_files

    Just skip the modelling and read the config sections. You can also skip the model.cfg as this is related to a 3D model which you don't have (a own made).

    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]


  13. Myke;1869566']Well' date=' best would be to inherit your new soldier from a BIS unit which comes closest to what you want. So if your new unit should be a medic, inherit it from a BIS medic soldier.

    If you base your new unit on a already existing, it will reduce your work to a minimum.

    class cfgVehicles {
    class AnyBISunit;
    class myOwnUnit: AnyBISunit {
    	displayName = "Ubersoldier";
    	weapons[] = {};
    	magazines[] = {};
    };
    };
    

    [/quote']

    Thanks for the info! I'll get started... first thing I have to do is find the right config file location. :j:

    Is it located in my ArmAWork folder? Or should I extract the characters.pbo file and work off of that? Sorry if this is a dumb question, I'm still new to this.

    UPDATE:

    So I tried using your provided sample as a base for my new unit. I replaced the parts saying AnyBISunit with the Force Recon Assault Rifleman and put it my own classname where it said myOwnUnit. I put in weapons and magazines classnames in the {} part of their repsective places. So then I binarized and ran the mod. I couldn't find it in the editor, and when I added it via the init.sqf file it said it could not load the vehicle classname. I then used eliteness to look at the characters.pbo and the config.bin and saw I had some missing classes and functions. Should I do something with those?


  14. Hey all, this is my first post.

    I recently downloaded the ArmA II mod tools in pursuit of creating custom soldiers for the game. I understand that you need to create a config.cpp file, but I can't find any information on creating such a config file. I already have a basic perception of what one looks like and what one looks like, as well as some of the required classes (eg CfgPatches, CfgVehicleClasses, CfgVehicles), but I don't know what to do with them.

    Just to clarify, this is what I mean by a unit:

    A custom soldier, with his own individual loadout and faction, that can be selected in the editor.

    If I didn't explain my question correctly, just tell me and I'll try to clarify. By the way, I'm new to the whole modding scene, at least when it comes to ArmA.

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