mr burns 132 Posted November 21, 2007 Wanted to prog a tool first but lost all my interest in learning to do that, so here comes a rather unpolished basic replacement config for all sides. Only added comments to make it a tut PS: Spotted some missing units on BluFor side (SpecOps & Pilot), but should be easy to fix for everyone on his own. If not, take it as a first lesson and find out how to. *hint* Using this on my own ArmA since some weeks and didn´t see any bugs. edit: wheres my pretty layout? *shakes fist at forums* Clicky for .cpp file ///////////////////////////////Default stuff, No changes here /////////////////////////////////// #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define private 0 #define protected 1 #define public 2 #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 ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 /////////////////////////////// ^^ Default Stuff ^^ /////////////////////////////// class CfgPatches { class <span style='color:red'>exact pbo name here, no spaces</span> { units[] = {}; weapons[] = {}; requiredVersion = 0.5; requiredAddons[] = {"CACharacters"}; }; }; class CfgVehicles { class CAManBase; /////////////////////////////// ToDo ////////////////////////////////////////////// //1. Add model paths into brackets - e.g.: \rlk_desertsol\soldier // It should look like this afterwards: model = "\rlk_desertsol\soldier"; //2. If wound textures don´t show up on the units, open the original unit config.cpp // and copy/paste the corresponding wound classes to each unit (just put it under the model line). // This it how it looks: // class Wounds // { // tex[] = {}; // mat[] = // { // "ca\characters\data\us_rukavy_hhl.rvmat", // "ca\characters\data\us_rukavy_hhl_wound1.rvmat", // "ca\characters\data\us_rukavy_hhl_wound2.rvmat", // "ca\characters\data\us_soldier_b_body.rvmat", // "ca\characters\data\us_soldier_b_body_wound1.rvmat", // "ca\characters\data\us_soldier_b_body_wound2.rvmat" // }; // }; // -- Reminder: every opened { bracket must be closed }; again after. // -- Have an eye on this and you won´t run into problems. //3. Delete any unused classes - e.g. if you replaced OpFor only, delete RACS and BluFor. //4. pbo the file and play. You can also delete my comments before /////////////////////////////////////////////////////////////////////////////////// ///////// OPFOR UNITS ///////// class SoldierEB : CAManBase { model = ""; }; class SoldierEG : SoldierEB { model = ""; }; class SoldierEMedic : SoldierEB { model = ""; }; class SoldierENOG : SoldierEB { model = ""; }; class SoldierE : SoldierEG { model = ""; }; class SoldierEMG : SoldierEB { model = ""; }; class SoldierEAT : SoldierEB { model = ""; }; class SoldierEAA : SoldierEAT { model = ""; }; class SoldierEMiner : SoldierEB { model = ""; }; class SquadLeaderE : SoldierEB { model = ""; }; class TeamLeaderE : SoldierEB { model = ""; }; class SoldierESniper: SoldierEB { model = ""; }; class SoldierECrew : SoldierEB { model = ""; }; class SoldierEPilot : SoldierEB { model = ""; }; class SoldierESaboteur: SoldierEB { model = ""; }; class SoldierESaboteurPipe: SoldierESaboteur { model = ""; }; class SoldierESaboteurBizon: SoldierESaboteurPipe { model = ""; }; class SoldierESaboteurMarksman: SoldierESaboteurPipe { model = ""; }; ///////// RACS UNITS ///////// class SoldierGB : CAManBase { model = ""; }; class SoldierGG : SoldierGB { model = ""; }; class SoldierGMedic : SoldierGB { model = ""; }; class SoldierG : SoldierGG { model = ""; }; class SoldierGAR : SoldierGB { model = ""; }; class SoldierGMG : SoldierGB { model = ""; }; class SoldierGAT : SoldierGB { model = ""; }; class SoldierGAA : SoldierGAT { model = ""; }; class SoldierGMiner : SoldierGB { model = ""; }; class OfficerG : SoldierGB { model = ""; }; class SquadLeaderG : OfficerG { model = ""; }; class TeamLeaderG : OfficerG { model = ""; }; class SoldierGSniper : SoldierGB { model = ""; }; class SoldierGCrew : SoldierGB { model = ""; }; class SoldierGCommando : SoldierGB { model = ""; }; class SoldierGGuard : SoldierGCommando { model = ""; }; class SoldierGMarksman : SoldierGCommando { model = ""; }; ///////// BLUFOR UNITS ///////// class SoldierWB : CAManBase { model = ""; }; class SoldierWG : SoldierWB { model = ""; }; class SoldierWMedic : SoldierWB { model = ""; }; class SoldierW : SoldierWG { model = ""; }; class SoldierWAR : SoldierWB { model = ""; }; class SoldierWMG : SoldierWB { model = ""; }; class SoldierWAT : SoldierWB { model = ""; }; class SoldierWAA : SoldierWAT { model = ""; }; class SoldierWMiner : SoldierWB { model = ""; }; class SquadLeaderW : SoldierWB { model = ""; }; class TeamLeaderW : SoldierWB { model = ""; }; class OfficerW : SoldierWB { model = ""; }; class SoldierWSniper : SoldierWB { model = ""; }; class SoldierWCrew : SoldierWB { model = ""; }; }; Share this post Link to post Share on other sites
BilOlson 0 Posted November 26, 2007 Great Tutorial (ofSorts).. I do have a question in which I cant seem to figure out....concerning Replacement Packs and hopefully you can help me out or someone has the answer. I have config working with all appropriate classes etc, but the unit(s) that are the "replacers" are the WP Insurgents I did the config work on...These units all have custom faces... Can't figure out how to implement them into replacement config.. tried a few diff ways... 1) just like it was done in your config... but then insurgents get East faces (white) 2) tried using FaceType in replacement config, but it dawned on me that it would replace other East Units faces with our insurgent faces, and I was right according to my test... So I'm figuring, I'm gonna have to redo original addon config, and lose the inheritance of BIS soldiers to ours? So it doesnt revert back to BIS Faces? Then again my head is swimming right now I could be utterly and completly wrong....Too many projects going, sigh.... Any help will be appreciated.. Share this post Link to post Share on other sites
mr burns 132 Posted November 26, 2007 Your solution #2 sounds reasonable. If the particular unit class you applied FaceType to shares it with another unit there´s no way to prevent it .. but im not good at this, better wait for a second opinion Share this post Link to post Share on other sites