Arma 3
Drongos Config Generator
262 opmerkingen
McMillan 19 jan om 16:44 
Hi, I need some help with this mod. I'm using RHS AFRF to create a new faction, and when I add a Tank to my faction, the driver and the gunner are replaced (the commander still the original character). How can I solve this?

Another question, factions cereated by this mod are compatible with ALIVE mod?
Ainsley Harriott 2 jan om 15:40 
I know this mod isn't being worked on anymore but if anyone has a work around helicopter crews only replace the pilots in helicopters like Chinooks and the Ghost hawk and tank destroyers and some APCs only use rifleman units. So if anyone knows how to replace these that would be great
Glaphitus Kage 10 dec 2024 om 16:58 
I probably know the answer to this, but how would this handle compositions like vehicle ones? Would it just add each component to the faction, or can it actually recognize that the vehicles are part of a composition?
BORKTRAIN 11 nov 2024 om 7:16 
awesome mod! thank you!!
Glaphitus Kage 30 aug 2024 om 15:16 
Hey Just to let everyone know (since nobody answered) the factions generated by this mod DO WORK with DRO, and DCO.


One other thing to note is that if you are making groups I find that the mod doesn't work when I try to generate 150+ different groups at once(this could be because my computer starts chugging on the amount of AIs), but if you have this problem, try generating the groups for a specific role (Infantry, Armored, Airborne, Air, Motorized, Mechanized, etc.) one at a time, and then copying and pasting them into a single config file.

Also, due to the better config generation of this mod, making stat changes to different vehicles (more armor, more speed, etc.) is infinitely easier.
howitzerjunkie928 26 aug 2024 om 8:21 
Never mind lol, The mod is working great I was just dumb and didn't read the instructions on how to use it fully.
howitzerjunkie928 23 aug 2024 om 6:11 
I'm also getting the same issue as @Drunkchey not sure what is causing it.
Drunkchey 23 aug 2024 om 1:50 
configs wont generate, citing an "empty variable name error" despite all units having a variable name. it seems to be erroring on vehicle "1e8d871d600# 62015: rw.p3d". Can't identify what this is, tried removing all backpacks from units, generating without any vehicles so just some soldiers but it refuses to function, still trying to generate this vehicle that doesnt exist in eden. Have minimum amount of mods loaded and no TFAR or ACRE ofc.
Glaphitus Kage 20 aug 2024 om 9:35 
Cool mod! A couple questions though...will factions created with this be compatible with DRO and DCO? I have a few factions I made using the ALIVE Orbat creator, and those factions are not compatible with with DRO/DCO given how the Orbat creator generates the configs which has been a disappointment. If this mod does make factions work with DRO, can I take my Alive factions (which are quite large at this point) and generate a config for them that will make them compatible with DRO? Is there anyway that this could be doing quickly without needing to add every single unit to the faction (like importing the existing faction and just generating a proper config for it)?
Disco 19 aug 2024 om 12:02 
hi drongo, the exporting of config has stopped working for me.. ive tried reinstalling the mod & dll but hasnt fixed the issue. any idea whats happening?
andreipetrea32 10 aug 2024 om 3:23 
Do the factions work on Dynamic Recon Ops?
AngelKh_ 13 jun 2024 om 6:49 
I have a problem: when I use the group creator, all the cfgs create invisible HQ units instead of the editor units.
PineCone227 18 mei 2024 om 9:17 
@[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 mrt 2024 om 13:00 
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 mrt 2024 om 12:57 
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?
sleeper 24 mrt 2024 om 23:41 
What is the folder location? I can't find it!
AngelKh_ 22 jan 2024 om 13:56 
create faction module save faces and voices if i edit them?
Wiktox 11 jan 2024 om 8:05 
Yeah the guy below is right some attachments don't generate correctly
PineCone227 2 nov 2023 om 15:21 
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 om 15:01 
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 om 2:49 
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?
D. Sauter 31 jul 2023 om 7:19 
im having issues getting all the vehicles i've placed being added to editor and zeus placable lists. they're in the config to be sure, but i cant place them.
any suggestions?
B2TheW 3 jun 2023 om 17:06 
Everything worked except the helmets for all the units. For some reason in the editor the units have the correct helmet but when playing in Multiplayer the helmets change
ReeseyD 14 mei 2023 om 2:45 
Does this mod still work? Its not creating .cpp files anymore when it did months ago.
Cardoon 28 apr 2023 om 21:08 
If you want to make changes after-the-fact, you can just follow the steps in the description. Or save the mission before exiting so you can always come back to it later.
For Chaos! 24 apr 2023 om 19:09 
I am a bit lost I created the config file and have it set up, but I am not sure how to turn it into pbo with arma tools? Can someone help out here?
archangel.zip 16 apr 2023 om 17:05 
Lets say I make a custom faction with this tool and want to make changes to it later, is there a way I can edit the existing addon I created or do I have to start over from scratch?
luisherndez44 8 apr 2023 om 18:52 
anyway to fix that? I end up having to add in more magazines than necessary just to compensate.
Safari Mesh 1 feb 2023 om 19:17 
Seems like a weird bug but units with backpacks have their backpacks contents included in respawnItems[]
Not sure if this is necessary but it ends up replacing other items in the unit's vest like magazines and grenades.
Deston 10 nov 2022 om 20:12 
Where exactly is it in the directory?
OrkunHub 26 okt 2022 om 14:44 
Hey dude I created a faction mod with the help of your mod and gave you a credit for making it easier to deal with config files could you please add my mod to your "Some mods created with this tool" list?
RabidStoat 1 okt 2022 om 7:38 
@Roadhouse699 The turret gunners for Helis are defined within the turret section of the cfgvehicles: under each defined turret there is a gunnertype= line. For whatever reason Drongo's code doesn't change this and my attempts caused both base and new helicopters to lose all their inheritance values and vanish from the game.
Roadhouse699 1 okt 2022 om 6:10 
@RabidStoat I'm looking into something similar right now; having different units as vehicle crewmen in certain groups as opposed to their typical crew (eg. replacing the two riflemen in a Humvee with an Officer, Squad Leader, Medic, UAV operator, and Forward Observer to make a motorized platoon HQ).
Generally, it seems that vehicle crews are pre-defined as only one type of unit per vehicle from the line of code "TypicalCrew" in the config file. In the base game, helicopters have two different types of units crewing them, which is probably what's causing issues with an auto-generated config file. I wanna figure out how the base game does it so I can add the code myself.
RabidStoat 30 sep 2022 om 11:23 
The scripts fails to define turret gunners for helicopters, meaning that when the new vehicle is spawned it will have door gunners from the faction of the original inherited vehicle. Any solution to this?
I should note that attempts to manually redefine them in the cfg file have resulted in both new and original vehicles vanishing fro the game...
Roadhouse699 28 sep 2022 om 10:15 
Are there lines of code I can add to change the identity (voices, names, faces, etc.) of the units?
Le-Terrible 23 aug 2022 om 23:18 
Once again great mod, hours saved!
Roadhouse699 12 jul 2022 om 13:57 
Absolutely love this mod, I basically just use it to re-create existing factions with the loadouts I prefer to use.
nerfem 19 jun 2022 om 8:37 
I'm not sure what mod is causing that rw.p3d error (too stubborn to remove one at a time) but starting as Zeus with Zeus enhanced and showing all objects allowed me to delete the "Invisible Roadway LOD for the adaptive roadway" which was being seen as a vehicle. It then generated the appropriate faction.cpp but I needed to delete everything involving the "null" unit in it. Hope that helps anyone who hasn't given up
Lunar Starbreaker 16 jun 2022 om 6:13 
it also stopped working for me with the rw.p3d error
Jim Beam 29 apr 2022 om 20:37 
Anyone know how to fix the rw.p3d error?
YOBA PEKAREV 6 apr 2022 om 12:31 
Hi guys. I sort of did everything right, manually shoved the dll file into the game folder, made a simple faction, arranged the ranks, renamed everyone with an underscore. I press play, the download starts, it writes messages that infantry, equipment, etc. are being formed. And after the last technique is formed, nothing happens. There is no message that the file is ready. What am I doing wrong?
mfrisch100 1 apr 2022 om 5:08 
CFG Convert task failed.
File D:\SteamLibrary\steamapps\common\Arma 3\@FactionSW\addons\config.cpp, line 33: '/cfgWeapons/SpecOps_SW_arifle_SPAR_02_blk_F_rhsusf_acc_rotex5_greyacc_Ngal_Fsps_aimpoint_T1_3xMAG_up_BlackTier1_Harris_Bipod_Black.': '(' encountered instead of '='
Config : some input after EndOfFile.
Error reading config file 'D:\SteamLibrary\steamapps\common\Arma 3\@FactionSW\addons\config.cpp'
Class destroyed with lock count 1

I am getting the error above when i try to convert config.hpp into a pbo file. Does anyone have an idea how to fix this?
Ancient of Dayz 16 feb 2022 om 20:47 
Ok so when you set a units identity (language, uniform patches) it stays when a unit is spawned with zeus. So could there possibly be a way to update this mod so it also saves the Global Mobilization vehicle insignia you select in the editor (I know there is a way to manually go into the config and set this values but it can be extremely tedious) it would be great if the mod could automate this part.
Ancient of Dayz 15 feb 2022 om 16:05 
Has anyone found a way to get custom vehicle logos and insignia to stay? For example I am trying to make a faction with global mobilization assets, and you can choose all kinds of flags and logos to go on the sides of the vehicles. They are there when the units are setup before config generation in the editor, but when the faction units are spawned inti a mission by zeus the custom flags are gone or they are reverted back to the base faction the vehicle came from. (Such as east german trucks spawning with the east german logo instead of the custom one.)
V L A X 10 feb 2022 om 19:23 
It's always good practice to unload every single mod that is not necessary for your faction creation.
MEPPU° 10 feb 2022 om 16:00 
throwing my hat in the ring for the "rw.p3d" error. tried with and without ACE loaded, battleeye is off. i'm trying to create a faction for my private group which has a non-trivial amount of mods loaded (i tried earlier to make a faction that used a few 3CB factions vehicles in it which threw up errors, btw), so, it's far from a controlled environment. am going to unload everything except for that the faction needs, but it'll be a tedious ordeal lol. pray for me
Brickky 24 jan 2022 om 22:56 
Is it possible for vehicles to be saved with certain weapons done via 'add/removeWeaponTurret' and 'MagazineTurret'?
A RoadBlock made of Nuggets 21 jan 2022 om 3:23 
Would it be possible to apply the spec ops choice in groups to faction building aswell?
Maybe something like
Group leader rank -> Spec ops or Not
Non-Group Leader Rank -> Crewman selections
Bose 28 nov 2021 om 16:46 
When I generate a new faction with CDLCs i dont know why, they appear with the exact same random clothes of the CDLC
Henriksson 4 nov 2021 om 6:29 
Very good and super easy to use. Thank you so much for making this!