Drongos Config Generator
YOU MUST MANUALLY INSTALL THE .DLL FILES
Drongo’s Config Generator (DCG) is a simple addon designed to allow the quick and easy creation of new factions (using existing assets). It is editor/loadout based and mostly WYSIWYG. It generates complete config.cpp files ready to be built into .pbo files.
Discord for my mods[discord.gg]
My Artillery/Cruise Missile/Loitering Munition mod
My Air Support mod
My Active Protection System mod
NOTE: Do not use the Faction, Group or Weapon modules in the same mission as each other. Also be aware that any factions made with 3rd-party mods will have those mods as a dependency.
INSTALLATION:
Copy ConfigDumpFileIO.dll (or ConfigDumpFileIO_x64.dll for 64 bit version of Arma 3) into your Arma 3 directory.
Install the pbo files as with any Arma mod.
TROUBLESHOOTING:
Turn off BattleEye
Make sure both of the above .dll files are in your Arma 3 directory
When making your faction, only load necessary mods
Start with a very small and simple test faction first (1-2 units, 1-2 groups)
If the desired uniforms aren’t showing up, try this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1474877262
Instructions:
FACTION:
1) Make and save a mission with all units (edited loadouts) and empty vehicles you wish to use.
2) In the Variable Name field of every unit, enter the desired Display Name of the class (eg. Rifleman, Rifleman_AT). Use _ instead of spaces.
3) Place a DCG Generate Faction module and enter the tag, faction name and side.
4) Press "Play Mission" and wait a few seconds.
5) A message will appear giving the name of your output file (it will be in your Arma 3 directory)
6) Paste the contents of this file into your config.cpp and compile with Arma Tools
7) Put the pbo files from step six in a mod folder and start Arma 3 with that mod folder enabled
GROUPS (optional):
1) Make a mission with units formed into the groups you want.
2) In the Callsign field of each group, enter the desired name of the group (eg. Fire Team, HQ section). Use spaces, not underscores.
3) Place a DCG Generate Groups module and enter the tag, faction name and side (must be the exact same as used with the Faction module).
4) Press "Play Mission" and wait a few seconds.
5) A message will appear giving the name of your output file (it will be in your Arma 3 directory)
6) Paste the contents of this file at the end of your config.cpp (after the faction stuff) and compile with Arma Tools
7) Put the pbo files from step six in a mod folder and start Arma 3 with that mod folder enabled
WEAPONS (optional):
NOTE: This is not necessary if you enable "Generate Weapons" in the faction module.
1) Make and save a mission with all units (edited loadouts) you wish to use (ONE WEAPON ONLY FOR EACH UNIT)
2) Note that only the weapon and weapon attachments will count (no magazines etc will be checked)
3) Place a DCG Generate Weapons module and enter the tag and addon name (you can use the same faction name from the Faction Generator)
4) Press "Play Mission" and wait a few seconds.
5) A message will appear giving the name of your output file (it will be in your Arma 3 directory)
6) Paste the contents of this file into your config.cpp and compile with Arma Tools
HOW TO USE MULTIPLE CONFIGS TOGETHER:
1) Create weapons first, then the faction, then groups.
2) Create a folder in your project folder with the name of your addon (eg. ProjectsMyCoolMod)
3) Under the folder above, create a subfolder called Weapons (eg. ProjectsMyCoolModWeapons)
4) Generate your weapons, rename the output file to config.cpp and copy it into ProjectsMyCoolModWeapons
5) Generate your faction.
6) Generate your groups.
7) Copy and paste the contest of the group file at the very end of your faction file (on a new line).
8) Save the faction file and rename it config.cpp.
9) Copy this file to ProjectsMyCoolMod.
10) Compile MyCoolMod, then copy the pbos and play.
Other Information
Factions:
Ranks control which units are used as crew:
LIEUTENANT: Vehicle crew
CAPTAIN: Armour crew
MAJOR: Helo crew
COLONEL: Fixed wing crew
If these are not defined, the system will use the very first defined man as the crew instead.
Groups:
NOTE: The dismounted men of vehicle groups must not be placed inside the vehicle (or they will be ignored).
Ranks control infantry Spec Ops and Support groups. Set the group leader’s rank.
COLONEL: Spec Ops
MAJOR: Support
Any other rank: Infantry
Ranks control vehicle Motorized, Mechanized, Armored, Airborne and Air groups. Set the group leader’s rank:
COLONEL: Armored
MAJOR: Mechanized
CAPTAIN: Airborne
LIEUTENANT: Air
Any other rank: Motorized
Known Bugs:
Uniforms on a unit a different side may cause problems
Identity etc is not currently generated (the base unit is used)
Group icons are not yet implemented
Credits:
WW3andMe: Concept, testing
Drongo: Scripting
Pennyworth: ConfigDumpFileIO.dll (see included license) https://github.com/pennyworth12345/ConfigDumpFileIO/releases
Some mods created with this tool:
Private Anti-Biohazard Service by [Black_Hawk_BG]_->_<-_X-Ray
Middle East Operators by [Black_Hawk_BG]_->_<-_X-Ray
Anstys Swiss Soldiers by Antsy
PMC Faction – DAGR Security LTD by X-Bar
Changelog
v0.18
Fixed: Typo: respawnLinkedItems[] was misspelled: resapwnLinkedItems[] (thanks to Georg Ravioli)
Fixed: Units with no weapons were causing an error
v0.17
Added: Put and Throw to weapons (thanks to Georg Ravioli)
Added: Vehicles now support camo changes (hiddenSelectionsTextures)
Added: Notification sound when generation is complete
Added: Airborne and Air groups
Fixed: Backpacks not showing correct contents
Fixed: Better error handling for unnamed vehicles
Fixed: Better error handling for unnamed groups
License:
Arma Public License Share Alike (APL-SA)
If you like my mods and want to see more, please consider pledging to my Patreon:
https://www.patreon.com/DrongoMods
A huge thanks to my Patrons and supporters.