![]() TextPlural = "$STR_A3_nameSound_veh_infantry_pilot_p" ![]() TextSingular = "$STR_A3_nameSound_veh_infantry_pilot_s" Army desert factionĭlc = "WWAF" // Sets which mod it belongs to, name of class defined in cfgModsĮditorSubcategory = "WWAF_ed_men" // Editor Subcategory to be placed underĭisplayName = "Rifleman" // Name to be shown in the editor Scope = 0 // Can not be created by anyoneįaction = "WWAF_usarmy_d" // U.S. Army Desert soldier, redefining certain characteristics:Ĭlass WWAF_usarmy_inf_base: rhsusf_infantry_army_base Army Desert group inheriting the class of the RHS U.S. For example, here is a base class for my U.S. The most basic class, which has no model or texture or identity defined is "SoldierWB" however most custom gear is meant to be used with a specific model, so it is pretty common to simply inherit the base class from a soldier already using that addon. To create a unit, just like creating a weapon, you must inherit another class first. ![]() Soldiers are configured with the following characteristics: It is again considered good practice to include the definitions in their own folder. They are configured in the cfgVehicles section in your config.cpp. Once you have your weapons configured the way you want them, you then need to actually create the soldiers you want.
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