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- class CfgPatches
- {
- class sixsuccs
- {
- units[] =
- {
- "Clone_Phase_2_91st_NCO";//Post your Unit here
- };
- };
- };
- class CfgFactionClasses {
- class 91st_Mobile_Recon_Corps {
- displayName = "91st Mobile Recon Corps";
- };
- };
- class CfgEditorSubcategories {
- class 91st_Infantry {//Classname of the Subcatagories (EG Infantry, Helicopters)
- displayName = "91st Infantry"; //if you want to make custom subcategories under your faction like "men" or "vehicles"
- };
- };
- class CfgWeapons {
- //helmet//
- class SWLB_Clone_P2_Helmet;//InheritanceHelmet (Like, what helmet you want it to be based off)
- class Clone_Phase_2_Helmet_91st_NCO: SWLB_Clone_P2_Helmet {//Where you define your own Helmet, Classname
- author = "Vox";//Name of the creator
- scope = 2;//Do Not Change
- scopeArsenal = 2;//Do Not Change
- displayName = "Clone Phase 2 Helmet (91st NCO)";//Name of the helmet in the arsenal
- hiddenSelectionsTextures[] = {"\91st_Mobile_Recon_Corps\Data\91st_NCO_Helmet_CO.paa"}; //like "\YourAddon\YourFolder\Helmet.paa" Filepath to the texture goes here. Make sure you delete the P: part
- };
- //uniform//
- class SWLB_clone_Unifrom;//What Uniform you want to base it off
- class UniformItem;//Do not change
- class Clone_Phase_2_Armor_91st_NCO: SWLB_clone_Unifrom {//Clasename of your own uniform
- author = "Vox";//Name of the Creator
- scope = 2;//Do not change
- scopeArsenal = 2;//Do not change
- displayName = "Clone Phase 2 Armor (91st NCO)";//Name of it in the arsenal
- class ItemInfo: UniformItem {//Items or Values of the Armor. Reccomend you don't fuck with it.
- Armor = 10;//Armor values
- uniformModel = "-";//Do not change
- uniformClass = Clone_Phase_2_91st_NCO; //this has to be a class name of a unit, what wears this uniform and is defined in CfgVehicles. Refer to the top if you're confused
- containerClass = Supply100;//How much you can store
- mass = 40;//How Much it weighs
- modelSides[] = {6};//Do not change
- scope = 2;//Do not change
- type = 801;//Do not change
- uniformType = "Neopren";//Do not change
- };
- };
- };
- class CfgVehicles {
- class SWLB_Clone_base_p2;//What unit you want to base it off
- class Clone_Phase_2_91st_NCO: SWLB_Clone_base_p2 {//Your own Unit name
- author = "Vox";//Creator Name
- scope = 2; //Do not change
- scopeCurator = 2; //Do not change
- scopeArsenal = 2; //Do not change
- displayName = "Clone Phase 2 Armor (91st NCO)";//What its going to be called inside the arsenal
- faction = 91st_Mobile_Recon_Corps;//Make sure this matches up with your faction from earlier
- editorSubcategory = 91st_Infantry;//Make Sure this matches up with your subcatagory from earlier
- backpack = "";//If you want to give them a pack, your call
- uniformClass = Clone_Phase_2_Armor_91st_NCO; //uniform class name what is defined in CfgWeapons. Refer to the Uniform block of coding
- linkedItems[] = {Clone_Phase_2_Helmet_91st_NCO, ItemMap, ItemCompass, ItemWatch, ItemGPS, ItemRadio};//Make Sure that the first to items in this lines link back to the Armor/Helmet you made earlier
- respawnLinkedItems[] = {Clone_Phase_2_Helmet_91st_NCO, ItemMap, ItemCompass, ItemWatch, ItemGPS, ItemRadio}; //Make Sure that the first to items in this lines link back to the Armor/Helmet you made earlier
- hiddenSelectionsTextures[] =
- {
- "\91st_Mobile_Recon_Corps\Data\91st_NCO_Upper_CO.paa",
- "\91st_Mobile_Recon_Corps\Data\91st_NCO_Lower_CO.paa",
- ""
- };
- //like "\YourAddon\YourFolder\Body.paa" Filepath to the texture goes here. Make sure you delete the P: part
- hiddenSelections[] =
- {
- "Camo1",
- "Camo2",
- "Camo3"
- };// Do not touch
- model = "SWLB_clones\SWLB_clone_uniform.p3d";//Do not touch
- };
- };
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