A faction class name example is BLU_F for Nato. // How likely the enemies attack this character among some others. Save player`s loadout after closing arsenal in Arma 3. Most of the models in Arma 3 need their model config. // How likely this character spots enemies when controlled by AI. Like its NATO counterpart, the ARCO has a fixed zeroing range of 300 m for its primary scope and a magnification strength of 2x, while the backup red dot sight is set to a zeroing of 200 m. The ARCO uses a crosshair reticle with an illuminated chevron, and is mainly optimised for use with 6.5 mm-chambered firearms (both caseless and cased). Custom factions can be used by changing the BLUFOR / OPFOR / Independent faction config classes in the Warlords Init module window in the editor. It has a backup red dot sight above the primary scope for use in close quarters combat. Experience true combat gameplay in a massive military sandbox. This includes: 1. Do not be distracted by the "Glasses"; originally, only various glasses and goggles existed – other kinds of facewear (for example balaclavas) have been added in the Bootcamp update. Three Middle-East factions : 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. Despite such technique is usually frowned upon in programming languages, where other methods can be used to achieve the same goal, there is no other way in config. Faction name: CUP_AFR_UN-An African Civilian faction. Advertiseme… The config sample above means there are MyUniform.p3d, … All ground holders are defined in the cfgVehicles class. UNIT: Vertexmacht TO: Arma 3 Users OPSUM: Global Mobilization Update 1.1 . In the Bootcamp update, we polished a lot of headgear items and added some fancy facewear. As we are using several WW2 Mods, I'd like to create my own Factions, so we can use these instead of 3 different versions of "Wehrmacht" etc. Please note that most of the properties in the example above are usually not needed. Character class config is quite complex, but there is no reason to define all the parameters every time a character class is defined. Description Discussions 1 ... A faction config I constructed based on one of my favorite periods of the US Military's history, the 1980s. If a macro continues on the next line of the code, the line has to have \ at the end. Having trouble with custom faction config I'm trying to create a custom faction by retexturing the vanilla independent models, I've figured out the retexture part, the problem I'm having is getting it to show up in the editor with the correct helmet and vest. These class names can be find by opening the … If you want to specify contents of a backpack, you do it in TransportMagazines, TransportItems, and TransportWeapons classes. Autorifleman's backpack config ///. In addition, if you put Throw or Put before the main gun, some animation glitches may occur (character automatically crouching on lowering a weapon). If a character is wearing a certain backpack, you might want to specify items in that backpack. 2. share. Most of the models in Arma 3 need their model config. Should another value be needed, it is defined in cfgVehicles as follows: Vests are pretty simple to configure. ... s side. // Which backpack the character is wearing. This is usually used in order to have hiddenSelectionsTextures[] property working. // This means the vest can be put into a backpack. ... Everything about the ARMA game series by Bohemia Interactive on reddit! This is indeed possible, please see the Backpack configuration section of this guide for details. 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.. // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well. 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. 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. For the details, see below. If empty, model textures are used. Also please note the macros in the magazines[] and respawnMagazines[] properties. Properties can be compared to variables, as known from programming languages. Arma 3> Workshop > Manofsteal2001's Workshop. For example, a backpack for a BLUFOR Asst. Posted: January 18, 2018. 1 Intro 2 Additional functionality compared to A2/OA 3 Model requirements {p3d} 4 Model config changes {model.cfg} 5 New config parameters {config.cpp} 5.1 Slotable weapons 5.1.1 Muzzle accessories 5.1.2 Sound Values 5.1.3 Optics 5.1.4 Side Accessory 5.2 Custom reload animations 5.3 Underwater weapons 5.4 Ammo changes on fly and on hit 5.5 Explosion shielding 5.6 … Factions featured in semi-official Creator DLCs (i.e. The identityTypes[] property can be optionally used to include the particular facewear into a pool which certain characters use for randomizing their facewear. Once you have your weapons configured the way you want them, you then need to actually create the soldiers you want. 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. It's listed under a Blufor faction. - vehicles are now optional, to use them install optional vehicle config as written in install instructions - Added Urals: covert, open, reammo, repair, ZU23 and BM21 - added: old '80s style South African and Rhodesian units to simulate Bush-wars 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. // Identity Types are explained in the Headgear section of this guide. Right now it is only available on the RC-Branch for public pre-release testing, but it will be rolled out to the … Its content must contain a proper string without spaces or 'weird' characters and without a newline at the end. © Valve Corporation. Get a sense of the big picture and explore the small details of each side's motivations, position and strength. explosionDirZ - used for directional explosions. open up eden editor and you'll see it under the tools tab. Not enough ratings 1983: A US Army Faction config. (The hashes serves for directly connecting the value with whatever is written around.) Pastebin is a website where you can store text online for a set period of time. 501. Cheers! Here is an inheritance example: Facewear is defined in cfgGlasses base class. You have to define those if you want to use them. Each folder must contain a file called config.cpp. There are many such classes, so only those important and relevant ones are listed below, together with examples of types of assets to be defined within them. 3. Vest_Camo_Base is defined in the cfgWeapons class as follows: Please note that several properties are actually missing from the config, like hiddenSelectionsTextures[] or displayName. The ACO (full name: Advanced Collimator Optics) is a collimator sight used by several BLUFOR, OPFOR and Independent factions in ArmA 3 . // Properties of the new class. The example is given below. outDirZ - direction of projectile after hit of the object as vector. Español - Latinoamérica (Spanish - Latin America), Português - Brasil (Portuguese - Brazil). /// Sample model.cfg with custom sections ///. I'm trying to add the FDF mod as a faction on my ALiVE mission. For clarity purposes, it is a good idea to name a ground holder class so it would have a prefix and a name of the original class the holder is for. Open addon\config.cpp. // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value. Due to how characters work in Arma 3, there always has to be a uniform linked with a character. Arma 3. Skppr outDirY - direction of projectile after hit of the object as vector. The best way is to define a new backpack class, inherit it from the backpack class of a bag you want a soldier to use, specify the contents of the bag, and use this new backpack class as a value of the backpack property in the soldier's config. If you put the handgun before main weapon and (ingame) lower your main weapon and raise it back again, you'll raise the handgun instead before the main gun switching animation kicks in. Help with custom Faction. The.pbo files are created using Arma 3 Tools' Addon Builder, giving it a valid folder to start from. Defining a new class in a config can be done in several ways. Start a mortar strike on an enemy position in Arma 3. // There is no need for this bag to appear in the editor, Virtual Arsenal, or Zeus. These cfgWeapons classes need an additional class to be configured to appear in the editor. When you're in Arma MP and connected to the server, type '#login mypassword' Command Password … Autorifleman is defined as follows: Please note the config above contains macros to simplify the list of equipment. // The same as above, but for the squad picture. // Declares an existing class, so it can be used further in the config. This guide covers the basics of creating config files for characters and their equipment in Arma 3. // The path to the model this character uses. Similarly, properties do not have any type per se, with exception of some being an array. List of CFP Factions completed and upcoming (Completed factions have their faction name listed to the right. Yeah, it's installed correctly. To have an example, let's see how a new vest's config might look like. 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. ... Altis 90's is a 1990's themed faction mod for Arma 3 using Global Mobilization. Add faction and loadouts Edit config.cpp. An important property in model classes is the sections[] array. Usually, there is actually no need to use the latter. I already have a Config.cpp: ... Arma 3. The macro syntax is quite simple. We usually write names of macros in capital letters to make it clear, when a macro is used in a code. Note that the engine expects weapons[] and respawnWeapons[] in a specific order, namely with main weapon before the handgun. // The name of the soldier, which is displayed in the editor. How to have a jet or helicopter fly by a position at a certain time. Here is H_HelmetB config for example: Headgear is usually inherited from the H_HelmetB class so only the properties that change have to be redefined (usually, it will be author, name, icon, model, texture, and values in the ItemInfo subclass). Basically, the value is related to the frequency with which a certain facewear appears on a character with that identity type defined in his config; 0 means the facewear is never selected for a character with that identity type. 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. Then only those properties which are different from the parent class need to be defined in the new class. 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. The new values of properties are used instead of the original ones. Authentic, diverse, open - Arma 3 sends you to war. Character classes have the identityTypes[] property defined, and it can contain an identity type for facewear, for example G_NATO_default. To get a new content into the game, an addon has to be created. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. // For inheritance to work, the base class has to be defined. Game updates, videos, pictures, discussions, help, and more. ... 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 … Faction name: CUP_AFR_M_CIV These factions are fully compatible with both Zeus and ALiVE. Due to how this works, be mindful with spaces and quotation marks when using macros. A new character class defined in config.cpp might look like an example below. It's mainly config work but there is also a few unique textures. How to script an artillery piece to fire on a certain position in Arma 3. Report Save. Such classes are called ground holders. 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 name of the author of the asset, which is displayed in the editor. // What ammunition the character respawns with. Three Middle-East factions : - Kamistan : eastern style regular army - République du Damuz : western style regular army - D... CPC_Factions_CUP. For example, if all the soldiers are defined in the cfgSoldiers.hpp file, the only thing needed is to include the .hpp file in config.cpp, like this: When using includes, please note the following: Spreading the content of config.cpp across several .hpp files will make the whole thing easy to navigate in, and it is strongly recommended. 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.