Yes. I created my own faction. Unfortunately, you can't create UNITS for that faction without inheriting from a unit that already exists in a different one.
There is no option to create a new unit without inheritance of another, that I can see. I went ahead and generated a class name and saved that unit, as is. Here is the code it generates for that particular unit (keep in mind I understand that I must generate ALL the code for the faction, group and unit... this is just an example)
//////////////////////////////////////////////////////////////////////////////////
// Config Automatically Generated by ALiVE ORBAT Creator
// Generated with Arma 3 version 162.137494 on Stable branch
//////////////////////////////////////////////////////////////////////////////////
class EventHandlers;
class CBA_Extended_EventHandlers_base;
class CfgVehicles {
class B_mas_usd_Soldier_F;
class B_masusadeltaalive_Rifleman_01 : B_mas_usd_Soldier_F {
author = "HA M. Buchanan";
displayName = "Rifleman";
side = 1;
faction = "mas_usa_delta_alive";
uniformClass = "U_mas_usd_B_CombatUniform_mcam";
backpack = "B_mas_Kitbag_mul";
linkedItems[] = { "ItemMap" , "ItemCompass" , "ItemWatch" , "ItemRadio" , "ItemGPS" , "NVGoggles_mas_18" , "Binocular" , "V_mas_usd_PlateCarrier1_rgr" , "H_mas_usn_helmet_ops_sf_z" , "G_mas_wpn_wrap_t" };
weapons[] = { "arifle_mas_m4vlt_t" , "hgun_mas_m23_l_F" , "Binocular" , "Throw" , "Put" };
respawnLinkedItems[] = { "ItemMap" , "ItemCompass" , "ItemWatch" , "ItemRadio" , "ItemGPS" , "NVGoggles_mas_18" , "Binocular" , "V_mas_usd_PlateCarrier1_rgr" , "H_mas_usn_helmet_ops_sf_z" , "G_mas_wpn_wrap_t" };
respawnWeapons[] = { "arifle_mas_m4vlt_t" , "hgun_mas_m23_l_F" , "Binocular" , "Throw" , "Put" };
class EventHandlers : EventHandlers {
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base {};
class ALiVE_orbatCreator {
init = "_unit = (_this select 0);removeAllPrimaryWeaponItems _unit;{_unit removeSecondaryWeaponItem _x} foreach (secondaryWeaponItems _unit);removeAllHandgunItems _unit;{_unit removeItem _x} foreach (uniformItems _unit + vestItems _unit + backpackItems _unit);for '_i' from 1 to 2 do {_unit addItemToUniform 'FirstAidKit';};_unit addItemToUniform 'muzzle_mas_snds_M';_unit addItemToUniform 'muzzle_mas_snds_L';_unit addItemToUniform 'acc_flashlight';for '_i' from 1 to 3 do {_unit addItemToUniform '30Rnd_mas_556x45sd_Stanag';};_unit addItemToUniform 'Chemlight_green';_unit addItemToUniform 'Chemlight_blue';for '_i' from 1 to 2 do {_unit addItemToVest '30Rnd_mas_556x45_Stanag';};for '_i' from 1 to 2 do {_unit addItemToVest '30Rnd_mas_556x45_T_Stanag';};for '_i' from 1 to 2 do {_unit addItemToVest '12Rnd_mas_45acp_Mag';};for '_i' from 1 to 2 do {_unit addItemToVest 'SmokeShell';};for '_i' from 1 to 2 do {_unit addItemToVest 'HandGrenade';};_unit addItemToVest 'B_IR_Grenade';_unit spawn {sleep 0.1;_unit = _this;};_unit addPrimaryWeaponItem 'acc_mas_pointer_IR_top';_unit addPrimaryWeaponItem 'optic_mas_acog_eo';_unit addHandgunItem 'acc_mas_flash_gun';_unit addHandgunItem 'optic_mas_MRD';";
};
};
// custom attributes (do not delete)
ALiVE_orbatCreator_owned = 1;
};
};
So when I go to load the game, it is saying that I have not defined the parent class of my custom unit. I can see that at the top, just under cfgVehicles, the error is correct. I do not understand how to bypass this.