//Get this addons macro //get the macro for the air macro_patch_name(vehicles) //get generlized macros #include "../../../RD501_main/config_macros.hpp" //General name of the vehicle #define vehicle_addon mortar #define patch_name MODNAME##vehicle_addon##_Patches #define vehicle_classname MODNAME##_##vehicle_addon #define macro_new_mortar_class(name) vehicle_classname##_##name class CfgPatches { class macro_patch_name(mortar) { addonRootClass=macro_patch_name(vehicles) requiredAddons[]= { macro_patch_name(vehicles) }; requiredVersion=0.1; units[]= { macro_new_vehicle(mortar,republic), macro_new_vehicle(mortar,cis) }; weapons[]= { }; }; }; //remember to do the flares later on when I do effects. #include "../../common/sensor_templates.hpp" class DefaultEventhandlers; class CfgVehicles { class B_Mortar_01_F; class macro_new_vehicle(mortar,republic):B_Mortar_01_F { displayname = "Republic Plasma Mortar"; crew = "swop_clonetrooper"; forceInGarage = 1; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"LAAT\textures\gunship_2_d.paa"}; availableForSupportTypes[] = {"Artillery"}; class EventHandlers :DefaultEventhandlers {}; faction = macro_republic_faction editorSubcategory = macro_editor_cat(static_turrets) vehicleClass = macro_editor_vehicle_type(static_turrets) }; class macro_new_vehicle(mortar,cis):macro_new_vehicle(mortar,republic) { displayname = "C.I.S Plasma Mortar"; crew=macro_new_unit_class(opfor,B1_crew) forceInGarage = 1; side=0; faction = macro_cis_faction editorSubcategory = macro_editor_cat(static_turrets) vehicleClass = macro_editor_vehicle_type(static_turrets) hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"optre_vehicles\hev\data\pod_CO.paa"}; availableForSupportTypes[] = {"Artillery"}; }; };