Arma 3
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Drongos Config Generator
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Data Type: Mod
Mod Type: Character
File Size
Posted
Updated
102.648 KB
15 Jun, 2019 @ 4:25pm
4 Apr, 2021 @ 10:00pm
4 Change Notes ( view )

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Drongos Config Generator

Description
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://steamproxy.net/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. Projects\MyCoolMod)
3) Under the folder above, create a subfolder called Weapons (eg. Projects\MyCoolMod\Weapons)
4) Generate your weapons, rename the output file to config.cpp and copy it into Projects\MyCoolMod\Weapons
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 Projects\MyCoolMod.
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.
Popular Discussions View All (6)
20
27 Sep, 2023 @ 6:39am
Can't generate Faction!
CHR3S
6
4 Nov, 2023 @ 6:28pm
CUP Weapon Attachments - AK Platform
V L A X
2
11 Nov, 2023 @ 7:15pm
No .cpp file being created
Uncle Imshi
251 Comments
AngelKh_ 13 Jun @ 6:49am 
I have a problem: when I use the group creator, all the cfgs create invisible HQ units instead of the editor units.
PineCone227 18 May @ 9:17am 
@[Black_Hawk_BG]_->_<-_X-Ray I do have both .dll's in my root directory. This issue seems to be separate.
[Black_Hawk_BG]_->_<-_X-Ray 25 Mar @ 1:00pm 
sleeper, if you are talking about the project's location on your computer, it could be created anywhere, but it usualy can be in the main Arma directory, where the game is installed. For example, I always create a @Custom_Workshop folder there, as you can also find the initial one there.
[Black_Hawk_BG]_->_<-_X-Ray 25 Mar @ 12:57pm 
PineCone227, you need to have both .dll files located in your main game's directory. Then you will have all the attachements installed.
AngelKh, faces and voices are saved, as they appear in the unit's identity. The faces may get changed when you place the unit in the editor, they are custom objects.
Some objects, like those pre-defined in CUP, can take changes after beiung used with this configurator, for example.
The only problem that I currently found, was the absence of both ConfigDumpFileIO files on my computer, although I have always found them before. Does anyone have those files and would share them with me?
cup of joe 24 Mar @ 11:41pm 
What is the folder location? I can't find it!
AngelKh_ 22 Jan @ 1:56pm 
create faction module save faces and voices if i edit them?
Wiktox 11 Jan @ 8:05am 
Yeah the guy below is right some attachments don't generate correctly
PineCone227 2 Nov, 2023 @ 3:21pm 
Not all weapons get attachments assigned correctly - some will only get the name of their class set, but no LinkedItems.

Example:
class OAF_RH_fn57_RH_sfn57: RH_fn57 // Supposed to be suppressed pistol
{
displayName="FN Five-seven";
scope=1;
class LinkedItems
{
// just empty space here
};
};

class OAF_RH_fn57: RH_fn57 // unsuppressed pistol
{
displayName="FN Five-seven";
scope=1;
class LinkedItems
{
};
};
PineCone227 2 Nov, 2023 @ 3:01pm 
Some CUP weapons will cause configs to be generated without any attachments. Is there anything you can do on your side to fix this?
Cochise 19 Sep, 2023 @ 2:49am 
Having an issue with the Prairie Fire oh6a. No matter what I've tried I can't get the "copilot" and "doorgunner" in their correct positions. I've tried all the ranks, any ideas?