Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
arma_editing:missions:framework:gear [2017/11/04 03:16]
Theowningone
arma_editing:missions:framework:gear [2017/11/22 14:57] (current)
Line 12: Line 12:
 \\ \\
  
-=== Class Mapping ===+==== Class Mapping ​====
 For each unit in Arma 3, vanilla or otherwise, the framework contains a mapping of what a certain unit's role is. For example, ''​rhsusf_army_ocp_rifleman''​ is of type ''​Rifleman''​. All class mapping data exists inside of the ''​ClassMapping''​ class, inside of the ''​Gear''​ class. ​ Units are defined via their classname as a property name, with their value being the role they are. An example: For each unit in Arma 3, vanilla or otherwise, the framework contains a mapping of what a certain unit's role is. For example, ''​rhsusf_army_ocp_rifleman''​ is of type ''​Rifleman''​. All class mapping data exists inside of the ''​ClassMapping''​ class, inside of the ''​Gear''​ class. ​ Units are defined via their classname as a property name, with their value being the role they are. An example:
  
Line 31: Line 31:
     rhsusf_army_ocp_explosives = "​Engineer";​     rhsusf_army_ocp_explosives = "​Engineer";​
     rhsusf_army_ocp_fso = "​JTAC";​     rhsusf_army_ocp_fso = "​JTAC";​
-    rhsusf_army_ocp_grenadier = "​Grenadier";​ 
-    rhsusf_army_ocp_helicrew = "​Pilot";​ 
-    rhsusf_army_ocp_helipilot = "​Pilot";​ 
-    rhsusf_army_ocp_javelin = "​CSW_HAT";​ 
-    rhsusf_army_ocp_javelin_assistant = "​CSW_HAT_Assistant";​ 
-    rhsusf_army_ocp_jfo = "​JTAC";​ 
-    rhsusf_army_ocp_machinegunner = "​MachineGunner";​ 
-    rhsusf_army_ocp_machinegunnera = "​MachineGunner_Assistant";​ 
-    rhsusf_army_ocp_marksman = "​Marksman";​ 
-    rhsusf_army_ocp_medic = "​Medic";​ 
-    rhsusf_army_ocp_officer = "​Commander";​ 
-    rhsusf_army_ocp_rifleman = "​Rifleman";​ 
-    rhsusf_army_ocp_riflemanat = "​Rifleman_AT";​ 
-    rhsusf_army_ocp_riflemanl = "​Commander";​ 
-    rhsusf_army_ocp_rifleman_1stcav = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_101st = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_10th = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_82nd = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_m16 = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_m4 = "​Rifleman";​ 
-    rhsusf_army_ocp_rifleman_m590 = "​Breacher";​ 
-    rhsusf_army_ocp_sniper = "​Marksman";​ 
-    rhsusf_army_ocp_sniper_m107 = "​Sniper";​ 
-    rhsusf_army_ocp_sniper_m24sws = "​Sniper";​ 
-    rhsusf_army_ocp_squadleader = "​Squad_Leader";​ 
-    rhsusf_army_ocp_teamleader = "​Team_Leader";​ 
-    rhsusf_army_ocp_uav = "​JTAC";​ 
-    rhsusf_army_ocp_arb_autorifleman = "​AutomaticRifleman";​ 
-    rhsusf_army_ocp_arb_autoriflemana = "​AutomaticRifleman_Assistant";​ 
-    rhsusf_army_ocp_arb_engineer = "​Engineer";​ 
-    rhsusf_army_ocp_arb_grenadier = "​Grenadier";​ 
-    rhsusf_army_ocp_arb_machinegunner = "​MachineGunner";​ 
-    rhsusf_army_ocp_arb_machinegunnera = "​MachineGunner_Assistant";​ 
-    rhsusf_army_ocp_arb_marksman = "​Marksman";​ 
-    rhsusf_army_ocp_arb_medic = "​Medic";​ 
-    rhsusf_army_ocp_arb_rifleman = "​Rifleman";​ 
-    rhsusf_army_ocp_arb_riflemanat = "​Rifleman_AT";​ 
-    rhsusf_army_ocp_arb_riflemanl = "​Commander";​ 
-    rhsusf_army_ocp_arb_rifleman_m590 = "​Breacher";​ 
-    rhsusf_army_ocp_arb_sniper_m107 = "​Sniper";​ 
-    rhsusf_army_ocp_arb_squadleader = "​Squad_Leader";​ 
-    rhsusf_army_ocp_arb_teamleader = "​Team_Leader";​ 
 </​sxh>​ </​sxh>​
 +
 +Class mappings can be overridden in an equipment set, but more on that later.
 +
 +\\
 +\\
 +
 +==== Equipment Sets ====
 +
 +Equipment sets are a set of rules with which to regear players. They exist inside of the ''​Sets''​ class inside, of the ''​Gear''​ config class. Each set is it's own subclass of the set's class. That subclass then contains some basic settings about said equipment set. The classname for the equipment set should only contain lowercase letters, numbers, underscores. For example, ''​rhs_usarmy''​. It also contains 2 (or 3) subclasses, those being:
 +  - Equipment
 +  - Definitions
 +  - ClassMapping
 +
 +But more on those later.
 +
 +An example of the basic settings:
 +<sxh c++>
 +class rhs_usarmy
 +{
 +    displayName = "RHS US Army";
 +
 +    replaceGoggles = 0;
 +
 +    medicClasses[] ​     = {};
 +    doctorClasses[] ​    = {"​Medic"​};​
 +
 +    engineerClasses[] ​  = {"​Vehicle_Commander"​};​
 +    repairClasses[] ​    = {"​Repairman",​ "​Engineer",​ "​Vehicle_Crew"​};​
 +
 +    eodClasses[] ​       = {"​Engineer"​};​
 +
 +    class Definitions
 +    {
 +        #include "​definitions.hpp"​
 +    };
 +
 +    class Loadouts
 +    {
 +        #include "​loadouts.hpp" ​
 +    };  ​
 +};
 +</​sxh>​
 +
 +  * **displayName** - This is the name of equipment set that is used in menus, make it pretty!
 +  * **replaceGoggles** - Determines if a user's custom face object (glasses, mask, etc.) should be replaced with the equipment set's values.
 +  * **medicClasses** - An array of classes that will be flagged as medics. Medics have basic field training, and can perform some advanced medical treatment.
 +  * **doctorClasses** - An array of classes what will be flagged as doctors. Doctors can perform all advanced medical treatment.
 +  * **engineerClass** - 
 +
 +\\
 +\\
 +
 +
 +
 +
 +=== Equipment ===
 +Equipment is defined in the ''​Equipment''​ class inside of your equipment set's class.
 +
 +
 +==== Property List ====
 +=== List of properties that support randomization ===
 +
 +Each of these properties are defined as an array, supporting randomization. Some examples and their descriptions:​
 +
 +  * ''​primaryWeapon[] = {};''​ This soldier will not get a primary weapon.
 +
 +
 +  * ''​primaryWeapon[] = {"​rhs_weap_m16a4_carryhandle"​};''​ This soldier will get an ''​rhs_weap_m16a4_carryhandle''​
 +
 +
 +  * ''​primaryWeapon[] = {"​rhs_weap_m16a4_carryhandle",​ "​rhs_weap_m16a4_carryhandle_grip"​};''​ This soldier will get a ''​rhs_weap_m16a4_carryhandle''​ or a ''​rhs_weap_m16a4_carryhandle_grip''​
 +
 +
 +  * ''​primaryWeapon[] = {"​rhs_weap_m16a4_carryhandle",""​};''​ This soldier has a chance to not get a primary weapon.
 +
 +The list of properties supporting randomization are as follows:
 +
 +  * ''​primaryWeapon''​
 +  * ''​primaryWeaponMagazine''​
 +  * ''​primaryWeaponMagazineSecondary''​
 +  * ''​primaryWeaponBipod''​
 +  * ''​primaryWeaponMuzzle''​
 +  * ''​primaryWeaponOptic''​
 +  * ''​primaryWeaponRailAttachment''​
 +  * ''​launcher''​
 +  * ''​launcherMagazine''​
 +  * ''​launcherOptic''​
 +  * ''​launcherRailAttachment''​
 +  * ''​sidearm''​
 +  * ''​sidearmMagazine''​
 +  * ''​sidearmMuzzle''​
 +  * ''​sidearmOptic''​
 +  * ''​sidearmRailAttachment''​
 +  * ''​binocular''​
 +  * ''​nightVision''​
 +  * ''​headgear''​
 +  * ''​uniform''​
 +  * ''​vest''​
 +  * ''​backpack''​
 +  * ''​facegear''​
  • Last modified: 7 years ago
  • (external edit)