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I have an WIP Warlords Mission for Unsung.
The Factions for Unsung are as follows:
Unsung Factions
BLUFOR -
UNSUNG_W_US
UNSUNG_W_USAF
UNSUNG_W_USMC
UNSUNG_W_USN
OPFOR -
UNSUNG_E_NVA
UNSUNG_EV_VC
UNSUNG_EV_VCG
Independent -
UNSUNG_G_ARVN
UNSUNG_G_CIDG
Civilian
UNSUNG_C_Groups
And this is my custom assests list to get a basic mission working:
class CfgWLRequisitionPresets
{
class UNSUNGLIST // --- class name used in the Init module
{
class WEST // --- assets available for BLUFOR
{
class Infantry
{
class uns_men_US_5SFG_SP5 // --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
class uns_men_US_5SFG_SP3
{
cost = 100;
requirements[]={};
};
class uns_men_US_5SFG_MRK
{
cost = 100;
requirements[]={};
};
class uns_men_US_5SFG_AT
{
cost = 100;
requirements[]={};
};
class uns_men_US_5SFG_GL2
{
cost = 100;
requirements[]={};
};
class uns_men_US_5SFG_MED
{
cost = 100;
requirements[]={};
};
};
class Vehicles
{
class uns_willys
{
cost = 250;
requirements[]={};
};
};
class Aircraft
{
};
class Naval
{
};
class Gear
{
class uns_resupply_crate_US
{
cost = 200;
requirements[]={};
};
};
class Defences
{
class uns_M2_high
{
cost = 250;
requirements[]={};
};
};
};
class EAST// --- assets available for BLUFOR
{
class Infantry
{
class uns_men_NVA_68_AS5// --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
class uns_men_NVA_68_MRK // --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
class uns_men_NVA_68_AT2 // --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
class uns_men_NVA_68_HMG// --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
class uns_men_NVA_68_MED // --- must be asset class name
{
cost = 100; // --- Command Points required
requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
};
};
class Vehicles
{
class uns_nvatruck
{
cost = 250;
requirements[]={};
};
};
class Aircraft
{
};
class Naval
{
};
class Gear
{
class uns_AmmoBoxVC
{
cost = 200;
requirements[]={};
};
};
class Defences
{
class uns_dshk_high_NVA
{
cost = 250;
requirements[]={};
};
};
};
};
};
Cheers
R0adki11
Thank you so much for this.
hugely appreciated
Is that a Warlords Module?
Well this thread is about creating Missions for the Arma3 Game Mode called Warlords. As far as i am aware you can't use the other Modules with it. If you want the Spawn AI for other missions. I would suggest creating a new thread.