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raphael
hello, i don't know if it's the good board to ask but i want to try to modify a unit to make it engineer or an other class, what i need ? i already have PBOview & the .exe of the bohemia interactive tools kit.

D@V£
Adding new classes of soldier is probably the easiest thing to do.
You'll need a pbo packer (I'd use binPBO), and notepad.

1. Create a folder for your addon in the dummy P:\ drive. (ie, P:\MyAddon)
2. In this folder, create a file called "config.cpp".
3. Open the file with notepad

This is sort of what you want in your config, for this example, I'll base it on one of the civilian classes. (Civilian2, to be precise)
CODE
//This is a comment. It isn't read by the game engine.

class CfgPatches //This tells the game about the addon, in general.
{
    class MyAddon //For conveniences sake, this should match the name of your PBO file
    {
        units[] = {}; //This doesn't need to be filled in, don't do it!
        weapons[] = {}; //This doesn't need to be filled in, don't do it!
        requiredVersion = 0.10; //Unless your addon requires features from later versions of the game, leave this be!
        requiredAddons[] = {"CAData","CAWeapons"}; //This tells the game what other addons are needed to load this addon.
    };
};


class CfgVehicles //This section defines new vehicles and infantry.
{
    class Civilian2; //This is an external class reference, it tells the game we wish to reference this class, rather than overwrite it. The class is from characters.pbo

    class TAG_Civilian2Engineer: Civilian2 //This tells the game we're creating a new vehicle class, based on Civilian2
    {
        displayName="Civil Engineer"; //This tells the game what the unit should be named in the editor
        canDeactivateMines=true; //This tells the game the unit can defuse mines
    };
};


4. Pack the folder into a pbo using binpbo, or the tool of your choice
5. ???
6. Profit!
raphael
oh great, thanks for your help !!!
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