// more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection, "\A3\characters_f_beta\heads\glasses\g_combat", "\A3\Characters_F\data\ui\icon_g_combat_CA.paa", ags\data\ui\icon_B_C_Compact_dgtl_ca.paa", /// Asst. Skppr 501. // How likely the enemies attack this character among some others. Growing in size and reputation with the acquisition of several influential rival companies, ION has emerged as the largest PMC to date in the United States, becoming a key player in the global security services market. Admin Password Password to become server admin. The config itself can be compared to a special kind of form that needs to be filled in to make stuff work in the game. Pastebin is a website where you can store text online for a set period of time. The aim of this guide is to provide a comprehensive tool containing all the necessary information needed for creating new or editing existing character and equipment classes, as well as to offer a handful of useful tips. // This means the vest can be put into a backpack. // This links this soldier to a particular uniform. Basic Advanced Global Settings. The ALiVE mod has a ORBAT creator which basically give you an easy to use UI to create a faction config. All ground holders are defined in the cfgVehicles class. Authentic, diverse, open - Arma 3 sends you to war. An important property in model classes is the sections[] array. The file to be included is looked for in the directory of the file it is being included in; other path can be specified within the quotation marks. The model for Kart driver's uniform's suitpack is located separately at \A3\Characters_F_Kart\Civil\Suitpacks\: Capacity of a uniform is defined in containerClass property in the ItemInfo subclass. Armed Assault, ArmA: Combat Operations, ArmA: Queen's Gambit, Arma 2, Arma 2: Operation Arrowhead, Arma 2: Combined Operations, Arma 2: British Armed Forces, Arma 2: Private Military Company, Arma 2: Army of the Czech Republic, Arma 2: Reinforcements, Arma 2: Firing Range and Arma 3 are trademarks or registered trademarks of Bohemia … As to the question of their … The example is given below. explosionDirY - used for directional explosions. To have an example, let's see how a new vest's config might look like. This is indeed possible, please see the Backpack configuration section of this guide for details. // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal. UNIT: Vertexmacht TO: Arma 3 Users OPSUM: Global Mobilization Update 1.1 . 1 comment // Define of a new class, which parameters are inherited from B_Soldier_base_F, with exception of those defined below. Rename the pbo to your chosen faction name and place it in the folder @myfaction/addons/myfaction.pbo Move your new @myfaction to the ArmA3 folder and run it like any other mod. When packed, the whole folder is transformed into a single .pbo file. (Please note that weapons need ground holders as well, but those are not covered in this guide.). This is where inheritance from some of the base classes is used, so usually only a handful of parameters is needed for a new character class to be defined. Autorifleman is defined as follows: Please note the config above contains macros to simplify the list of equipment. There are two base classes used as parents for other vests, the only difference is whether the vest's texture is set in config, or the one in the model is used. An important property is vehicleClass, it tells the game under which category the item should be listed in the editor. \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa, \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa, \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_indep_co.paa, For units spawned from a script, you can use. Those do not define any assets themselves, but they serve as a place where classes of particular assets are stored. Usually, there is actually no need to use the latter. In the config – add the following code to a soldier's class which inherits its init from a class with enabled randomization: This page was last edited on 5 January 2021, at 03:13. The.pbo files are created using Arma 3 Tools' Addon Builder, giving it a valid folder to start from. That can be done via adding the following code before any of the macros is used: You can, of course, define only the macros with the amount of magazines you actually use. Katiba bull… Should more variants of the same facewear exit, each one has to be defined as a new class and have a new model. Those are recognizable by square brackets at the end of their names (e.g., hiddenSelections[]). ... Arma 3. There are now four models for suitpacks, three of them located at \A3\Characters_F\Common\Suitpacks\. 2. share. Similarly, properties do not have any type per se, with exception of some being an array. A faction class name example is BLU_F for Nato. If you want to use the function mentioned above in a soldier's config, do not forget to add it to the soldier's init event handler, by adding the following code to the soldier's class in its config: Arma 3: Characters And Gear Encoding Guide. The config sample above means there are MyUniform.p3d, MyVest.p3d, MyHeadgear.p3d, and MyFacewear.p3d files in the same folder or in a subfolder. // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). Google is your best friend. outDirY - direction of projectile after hit of the object as vector. It is slightly confusing that similarly a uniform has to be linked with a character, but just one such link is enough, so in uniform config, it does not matter how many characters actually use the uniform. In the Bootcamp update, we polished a lot of headgear items and added some fancy facewear. Please also notice the universal model of the vest; it needs to be replaced by the path to an actual model. The pack currently contains 3 factions: A Civilian Faction Faction Name: CUP_CIV_ASIA An Insurgent Faction (OPFOR) Faction Name: CUP_INS_ASIA A fully fleshed out Conventional Military Force (IND) Faction Name: CUP_ARMY_ASIA The Military Faction has Infantry, Special Forces, Tanks, APCs, Turrets, Trucks, Jeeps, and Helicopters. Global Mobilization) are not contained within this category. Should another value be needed, it is defined in cfgVehicles as follows: Vests are pretty simple to configure. How to create a proper random spawning of enemies with Arma 3. This happens because name of a parameter from the #define line of the macro definition is used somewhere in the code of the macro, where it is replaced by a value used when calling the macro. Its content must contain a proper string without spaces or 'weird' characters and without a newline at the end. Properties can be compared to variables, as known from programming languages. Again, to make it clear, it is advisable to write names of parameters in capital letters. The classes for various capacity are already defined in the game config, so in most cases, SupplyXX can be used with XX replaced by the desired capacity value. This is usually used in order to have hiddenSelectionsTextures[] property working. You will see something like this: Not enough ratings 1983: A US Army Faction config. If you want to specify contents of a backpack, you do it in TransportMagazines, TransportItems, and TransportWeapons classes. Characters are configured in the cfgVehicles class, inheritance goes as follows: The last class in the second row in the table above is usually used for inheriting parameters into a new character class. If a character is wearing a certain backpack, you might want to specify items in that backpack. Due to how characters work in Arma 3, there always has to be a uniform linked with a character. 5) A message will appear giving the name of your output file (it will be in your Arma 3 directory) 6) Paste the contents of this file at the end of your config.cpp (after the faction stuff) and compile with Arma Tools 7) Put the pbo files from step six in a mod folder and start Arma 3 with that mod folder enabled WEAPONS (optional): Then only those properties which are different from the parent class need to be defined in the new class. This fades away if you switch manually to handgun and back at least once. See Arma 3 Function Viewer. If a macro continues on the next line of the code, the line has to have \ at the end. For example, a backpack for a BLUFOR Asst. It is therefore advisable not to keep everything in one file, but utilize .hpp files instead. Posted: January 18, 2018. Once a class is defined, it contains properties with assigned values. Here is an inheritance example: Facewear is defined in cfgGlasses base class. Any value assigned to such property has to be inside curly brackets (e.g., hiddenSelections[] = {"camo"};). Factions featured in semi-official Creator DLCs (i.e. Most of the models in Arma 3 need their model config. Although some properties, like armor or passThrough, are unchanged from the values in the parent class, it is a good idea to define them in the new vest's class as well, so they are clear and easily changeable. They are configured in the cfgVehicles section in your config.cpp. Please refer to each respective DLC's specific category to view articles related to their factions: For factions in … Description: This will add several new factions created using RHS assets. These cfgWeapons classes need an additional class to be configured to appear in the editor. All the content of all the listed classes has its place inside config.cpp, but the file can easily become very messy when it is filled with a lot of classes and their properties. All trademarks are property of their respective owners in the US and other countries. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews ... Config Viewer - CfgFactionClasses Last edited by Edgar The Eagle; Feb 9, 2014 @ 7:34pm #3. The config sample above means there are MyUniform.p3d, … We, the team behind the Global Mobilization - Cold War Germany Creator DLC, are excited to be rolling out the 1.1 update very soon - just in time before the Christmas holidays.. HOME; DEV HUB; UNITS; ART OF WAR ; Toggle navigation ... Take a closer look at the various factions in Arma 3. // The name of the author of the asset, which is displayed in the editor. Pastebin is a website where you can store text online for a set period of time. Every selection of the model that is to be used in config of a class using that model has to be defined in this array. Arma 3. Please remember that every model needs model.cfg in its folder, although every model in one folder is listed in that one model.cfg in that particular folder. Backpakcs are defined in the cfgVehicles class, and their base class Bag_Base is configured as follows: Usually, there will be just a handful of properties to set, when a new backpack is configured. Most of the models in Arma 3 need their model config. Red, SMG (Red), Green, SMG (Green) Games. Headgear is defined in the cfgWeapons class, and its config is pretty straightforward, similarly to vests. Español - Latinoamérica (Spanish - Latin America), Português - Brasil (Portuguese - Brazil). For the details, see below. In the code itself, just the name of the macro with values of the parameters is written in the code, where it is replaced by everything defined in the macro with parameters taken from what is written in the brackets once the macro is used. ... Class names have to be the same as the model names without the .p3d suffix. The new values of properties are used instead of the original ones. The macro syntax is quite simple. These class names can be find by opening the … I'm trying to add the FDF mod as a faction on my ALiVE mission. // If a property of a subclass needs to be adjusted, the subclass has to be declared as well, inheriting properties from its original parent class. // Character classes are defined under cfgVehicles. Three Middle-East factions : ... Class names have to be the same as the model names without the .p3d suffix. How to have a jet or helicopter fly by a position at a certain time. Save player`s loadout after closing arsenal in Arma 3. The macro is created for a uniform config, and then two new uniforms are configured using that macro. We usually write names of macros in capital letters to make it clear, when a macro is used in a code. explosionDirZ - used for directional explosions. // Which items the character respawns with. This guide covers the basics of creating config files for characters and their equipment in Arma 3. "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa", "\A3\Characters_F\BLUFOR\equip_b_bandolier", //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection, "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa", "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain", "\A3\Characters_F\BLUFOR\Data\equip1_co.paa". ... Parameter(s): 0 (Optional): STRING - end name (default: "end1") ARRAY in format [endName,ID], will be composed to "endName_ID" string 1 (Optional): BOOL - true to end mission, false to fail mission ... // 1 to call the function upon game start, before title screen, but after all addons are loaded (config.cpp only) ext = ".fsm"; // Set file type, can be … 3 years ago. Warlords for Arma 3 is a multiplayer mode set up as a sort of Sector Control / CTI hybrid supporting TvT, PvP as well as COOP and even solo play against the AI. A uniform is defined in the cfgWeapons class, usually as follows: A uniform is linked with a character thanks to certain properties in both configs: Please note the model property in a uniform config is actually not a model of the uniform, but a model of what we call a suitpack – the thing which appears on the ground when a uniform is placed in the editor, or when a character drops it. This is the only folder necessary to create the mod config.cpp structure: Generally, the first thing in your config.cpp file is the cfgPatches section. Soldiers are configured with the following characteristics: -Scope -Side -Faction -Dlc -author … Three Middle-East factions : - Kamistan : eastern style regular army - République du Damuz : western style regular army - D... CPC_Factions_CUP. If the existing class has a property defined as well, the new value is used for the new class. There are two types of ground holders for headger, the difference is in the model of the holder – one is better suited for helmets, the other for caps. You might have noticed that FIA soldier has basically the same line of class structure as AAF soldier, which is even reflected in the name of his base class, while FIA in the game is actually faction of BLUFOR. In order to give FIA soldiers a more distinct identity, we opted for a slightly complicated way of randomizing headgear and facewear of FIA soldiers. Due to how this works, be mindful with spaces and quotation marks when using macros. Faction name: CUP_AFR_UN-An African Civilian faction. Open addon\config.cpp. Description Discussions 1 ... A faction config I constructed based on one of my favorite periods of the US Military's history, the 1980s.