Addons & Mods Depot > ArmA - Configs & Scripting
Configs for re-skined units
The_Blink:
hey guys im new to configs and this is the first one ive ever needed to try
ive tried editing the config for a units form the BIS configs but got no luck
can anyone show a basic single unit config without weapons and on the civ side?
if you need more info just ask
thanks
Gnat:
definitely need more info.
First, what type of unit are we talking about?
man, car, plane .... ?
second, whats the exact name of the p3d
The_Blink:
sry lol
a man
the texture was taken form a racs airmen so ill use that and take the helmat off
Gnat:
Hmmm, haven't mod'ed men myself, but at a guess (untested);
This is the default Civilian (under CfgVehicles) ;
--- Quote --- class Civilian : CAManBase {
scope = 2;
access = 2;
side = 3;
displayName = "$STR_DN_CIVILIAN";
nameSound = "civilian2";
model = "\ca\characters\civil_1_tshirt";
accuracy = 0.600000;
camouflage = 1.200000;
threat[] = {0.000000,0.000000,0.000000 };
weapons[] = {"Throw","Put" };
magazines[] = {};
cost = 100000;
fsmFormation = "ca\characters\scripts\formationC.fsm";
fsmDanger = "ca\characters\scripts\formationCDanger.fsm";
formationX = 2;
formationZ = 5;
class Wounds {
tex[] = {};
mat[] = {"ca\characters\data\civil_1_tshirt_shorts_klapky_ksiltka_hhl.rvmat","ca\characters\data\civil_1_tshirt_shorts_klapky_ksiltka_hhl_wound1.rvmat","ca\characters\data\civil_1_tshirt_shorts_klapky_ksiltka_hhl_wound2.rvmat","ca\characters\data\civil_tshirt_body.rvmat","ca\characters\data\civil_tshirt_body_wound1.rvmat","ca\characters\data\civil_tshirt_body_wound2.rvmat" };
};
};
--- End quote ---
So your Civilian config should look like
--- Quote ---class CfgPatches
{
class TAG_MyCivilianAddon
{
units[] = {MyCivi};
weapons[] = {};
requiredAddons[] = {"CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};
};
};
class CfgVehicles {
class Civilian; // extend class
class MyCivi : Civilian
{
displayName = "My Man";
model = "\MyCivi\MyCivimodel.p3d";
class Wounds {
tex[] = {};
mat[] = {xxxxxxxxxxxxxxxxxxxxxx};
};
};
--- End quote ---
If the RAC Airman has mat[]= defined, you may be able to copy those definitions, otherwise you'll have to make your own wound textures.
The_Blink:
displayName = "My Man";(i rename this to whatever i want call it?)
class Wounds {
tex[] = {}; (do i add the texture i made to this?)
mat[] = {xxxxxxxxxxxxxxxxxxxxxx}(i add the wound texture here?)
am i right in my questions?
btw thank you bvery much
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