#arma3_config

1 messages · Page 1 of 1 (latest)

sullen fulcrum
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To add to this. You know probably that you can set over attributes the National emblems on the CLSA vehicles, well i tried everything but it wont show, can someone help me with the config?

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Im not very good in config

#

class CSLA_vehicleEmblems
{
class nation_bos
{
name="Bosnia and Herzegovina";
author="Chad Bosnian";
texture="\bos_Vehicle_insignias_CSLA\insignias\national_emblems\nation_bos.paa";
value="\bos_Vehicle_insignias_CSLA\insignias\national_emblems\nation_bos.paa";
picture="\bos_Vehicle_insignias_CSLA\insignias\national_emblems\nation_bos.paa";
};
};

rich sorrel
#

hey, I have a Arma 3 server and I'm currently trying to add my custom map made on the editor to the server but I keep getting this error message does anyone know how to fix it??? " Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.\na3_characters_f"

short dew
#

That looks like a typo, maybe missing a space? I guess "\n" and "a3_characters_f" should be separated, as a3_characters_f is vanilla conent

hearty sandal
#

It is mission btw, not map.

Mission/scenario is what you play, map/terrain is what mission is made on (Altis, Tanoa etc)

#arma3_scenario

rough hatch
#

is there any vehicle config paramater that sorta dictates how much indirect damage gets passed on to crew? I'm noticing that on static weapons, that damage doesn't seem to pass at all to the gunner, so if it's some mounted MG, explosives might destroy the turret itself but the gunner will come out completely uninjured

#

as if the turret is completely shielding them from the explosive damage

autumn timber
#

How do you change the minimum arming distance of a grenade?

shy knot
#

timeToLive I think

toxic stirrup
#

how the heck to fix that? Put author = to each class, nothing.

wintry tartan
#

Each class where? CfgWorlds >> Stratis >> author has $STR_a3_bohemia_interactive";, should work fine

wheat sluice
shy knot
#

For missile swapping to work, do you need missile selections in your visual LOD?

wintry tartan
#

Define missile swapping?

shy knot
#

I have an ATGM launcher on a vehicle. I'm trying to get the missiles to swap every time it fires but they all come out of the same spot

shy knot
#

Ok, I've got it moving now. I just need to get the location correct

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Here's where the box starts off

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And here's where it ends up

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It needs to move to the other launcher. What way would it need to go in model.cfg to move to the left?

hearty sandal
#

Make translation axis with length from one tube to another and use translate animation with offset from 0 to 1 and ammo count as source maybe

shy knot
#

Here's my setup. This got the results I wanted, at least in object builder. Testing in game now

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Gonna see if it does swap over

hearty sandal
#

If you want make things little easier and use simple offsets from 0 to 1, make the memory point axis the length you want the animation to translate

#

So you don't have to calculate the fractions

shy knot
#
 class missile_move_1
            {
                type = "translation";
                source = "Missiles_revolving";  
                minValue = 0.7;
                maxValue = 0.8;
                selection = "missile_move";
                begin = "missile_1";
                end = "missile_2";
                offset0 = 0;
                offset1 = 1.28;
            };
            class missile_move_2
            {
                type="translation";
                source="missiles_reloadmagazine";
                selection="missile_move";
                sourceAddress="clamp";
                begin = "missile_2";
                end = "missile_1";
                minPhase=0;
                maxPhase=0.1;
                minValue=0;
                maxValue=0.1;
                memory=0;
                offset0=0;
                offset1=-1;
            };```
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1 works

#

2 wont

hearty sandal
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Remove min max phase maybe

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And memory 1

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How come you added so many different variables there 😅

shy knot
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Mish mash of what I could find online lol

hearty sandal
#

Like stuff you don't have in the other one

shy knot
hearty sandal
#

👍

shy knot
# hearty sandal 👍

It works! Though the second missile comes from the first slot then zooms over to the second and goes forward after

#

That I should be able to fix

hearty sandal
#

Revolving plays smoothly between shots, ammo is instant

shy knot
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If revolving doesn't look "right", I'll switch it over

shy knot
#

Ok, this is still happening no matter what

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Is this a result of revolving?

hearty sandal
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What is this? 😅

shy knot
#

Missile 2 is starting from spot 1 for some reason, zooming over to spot 2 then going out

hearty sandal
#

What memorypoints are you moving with the animation?

shy knot
hearty sandal
#

does that selection contain both missile shooting memorypoints?

shy knot
#

It's just a single point that it shares with missile_1. Then, I call missile_move to translate over to missile_2

hearty sandal
#

it should be 2 points?

#

missile beg, missile end

shy knot
#

My memory missile points consist of missile_move, missile_1 and missile_2

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missile_move is a singular point, sitting in line with missile_1. missile_1 is 2 points. one in the middle of the launcher and the other a bit further out, acting as konec and usti respectively. missile_2 is the same as 1

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Could this just be bad memory points? Or incorrect ones?

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Though missile_move is the same point as where konec would be in missile_1

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Should missile_move be a separate point?

hearty sandal
#

no missile move is the animated selection

#

memoryPointMissile[]=
{
"pos_missile",
"usti hlavne"
};
memoryPointMissileDir[]=
{
"pos_missile_end",
"konec hlavne"
};

#

same as with gun position for missile and direction

shy knot
#

Though, it fires fine, just that missile #2 comes out of the wrong spot. Is that just a memoryPoint designation issue?

#

Though, I do have konec rakety and spice rakety setup as memory points

hearty sandal
#

it sounds to me it does not eiter animate the rocket start position or it does not exist

#

or it does not animate it early enough

shy knot
#

Is there anything I can look at to reference?

#

See what I’m missing?

#

I created a box and named it missile_move. It animates fine

#
"missiles", "maingun",
            "missile_1", "missiles",
            "missile_2", "missiles",
            "missile_move","maingun"```
#
class missile_move_1
            {
                type = "translation";
                source = "Missiles_revolving";  
                minValue = 0;
                maxValue = 0.7;
                selection = "missile_move";
                begin = "missile_1";
                end = "missile_2";
                offset0 = 0;
                offset1 = 1;
            };
            class missile_move_2
            {
                type="translation";
                source="missiles_reloadmagazine";
                selection="missile_move";
                begin = "missile_2";
                end = "missile_1";
                minValue=0;
                maxValue=0.65;
                offset0=0;
                offset1=1;
            };```
#

Then I have the respective config from the Stalker

#
class Missiles_revolving
            {
                source="revolving";
                weapon="OPTRE_M670_ATGM_Launcher";
            };
            class Missiles_reloadMagazine: Missiles_revolving
            {
                source="reload";
            };```
#
class EventHandlers
        {
            fired="[_this select 0,_this select 6,'missile_move','MissileBase'] call BIS_fnc_missileLaunchPositionFix; _this call (uinamespace getvariable 'BIS_fnc_effectFired');";
        };```
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Then the init

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Sorry for spam

#

Using the class browser, I see that the Stalker has C++ memoryPointMissile = ["spice rakety","usti hlavne"]; memoryPointMissileDir = ["konec rakety","konec hlavne"];

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Like you said, I’m probably missing the memory point missile code

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Testing it now

hearty sandal
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the points array work in pairs

shy knot
#

Tested the Stalker in game

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It does the same thing

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I think that's pretty much the limit of what A3 can do for missile swapping on vics

hearty sandal
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it has been done before

shy knot
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Well, it functions, doesn’t kill the vic when firing

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I’m done

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My head hurts now

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Thanks for the help goat

winter rain
shy knot
winter rain
nimble sequoia
#

What is the best way of preventing a vehicle from being moved by the driver when an animationSource is in a certain state (eg, if a ramp is open, disable vehicle movement)?
On ramp open, store fuel value, set fuel to zero; reset fuel when ramp is closed?

hearty sandal
#

fuel is bit unreliable as if you are next to fuel truck you might get refilled

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one way could be extending geometry legs down so tracks dont touch ground

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or raise wheels up

hearty sandal
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or disable engine perhaps

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@winter rain you got that tick tank work pretty well, what was the method you used for the deploy again? I forgot xD

stray sage
winter rain
# hearty sandal <@579391030667902999> you got that tick tank work pretty well, what was the meth...

im sorry i did nothing special with it.. its just setfuel 0
moving up the tracks / wheel contacts might be the only other good solution, but it can happen that the vehicle could jump and flip over. maybe it doesnt if the translation is like animPeriod = 5.0 to slow the animation down / smooth

Disable Engine is no variant by Arma3, you have to destroy the engine.. but this causes that the AI will disembark.. we solved that problem with our EMP Mines or EMP Cannon (C&C is just disableing vehicle for some seconds and you can reuse it after), we had to disable the AI FSM leaving vehicle so they stay in the vehicle while EMP'ed and engine has damage set to 1. but same like you said with refuel, you can/could repair 😛

other stuff like @stray sage works too but its not good for MP cause of looped script usage and you have to loop it in a short time parameter, and looped stuff in a very short time, everyone knows, it can cause lags / desync

Best 2 options would be just a disable command for the engine like disableEngine / enableEngine or a setFuelCapacity command to change to 0 so you cant refuel, but doesnt exist in A3

stray sage
#

Hence I said "if you cant find anything else", the reason I also suggested it is because other commands can be overridden by some scripts in game or any other mod that nullifies it. But yes it probably would not do good for MP setting... But wouldnt let any overridding be done on object itself.

#

Really depends on the conditions you are in as most cases in scripting. meowtrash

winter rain
#

true. but we did something similar for our subterran tank and if we reduced the loop the server was lagging a lot with only 6 testers and no made mission, just 6 vehicles, 6 players and subterran moves

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not lagging with frame drops, lagging with causing desync

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the other solution can be setFuel 0 and nearestObject scan for any kind of fuel truck to disable the action, or maybe its possible to disable the supply action at this moment

stray sage
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Indeed, it should be only applied as a last option, otherwise I would also use any options that does not rely on loops especially on positional matters.

winter rain
#

but a nearestObject scan is also again a looped methode xD

hearty sandal
#

im still gonna go with geometry moving to block wheel contact being the best option

#

😅

winter rain
#

like i said, it could work if the animperiod is slow, but it could make the vehicle going to jump

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if you destroy the wheels on a car you still can drive/move it

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other solution could be setFuel 0 and a check if vehicle gets fuel, always set it to 0

nimble sequoia
#

Thanks all for the suggestions.
Set fuel seems to be the safest way, with only the proximity of a fuel tanker to break it. Those relying on loops are unlikely to be acceptable, and moving the wheels to mess with the physx fills me with dread of the terrible edge case results that will inevitably occur.
A disable engine command would be perfect, please dedmen :-)

winter rain
#

yeah i also did the setFuel 0, and it doesnt care if you put it back to 1 after usage.
probably to disable the refuel truck, if possible to disable the supply action or do a fuel checker and if its getting to 0.1 just make it to 0 again

stray sage
#

As a user/player, it has always bothered me to see my fuel going to 0 for no reason, hence Im a bit against to such solutions, same thing for the suddenly destroyed engine as well, but it for some reason feels a bit better solution than someone stealing my fuel. 😅

novel lava
#

if you want hacky solutions can also disable the movement keys /disableAI

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maybe the speed limit stuff recently added can help too

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oh nevermind '0' isnt valid for setCruiseControl

hearty sandal
#

and teh handbrake disable is only for handbrake

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no force handbrake command 😅

stray sage
winter rain
#

still, HorribleGoat's solution could work if you just add a translation up animation to the wheels / tracks contact points

i just know, if you destroy all wheels you are still able to move it, but it falls down and not up.. so there is a 50/50 chance it could work without any hard knowledges, scriptings, and take off fuel. andthe animation happens only once

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but the animation should go slow and not fast cause of arma physics

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also could work if you place a second row landcontact above the main landcontact

and move the main landcontact up so the second landcontact gets in position of main landcontact

hearty sandal
#

yes cant be too fast 😄

winter rain
#

Arma space vehicles approved

winter rain
winter rain
#

it works for tanks if you just press forward but you can steer left and right

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and if you steer left and right many times you can go some centimeters forward.

also AI is turning if its in your group, in the direction where you are

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so no option. + always the engine noise + always turning wheels & tracks animations

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was a try worth Armad

hot pine
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you can still reverse & rotate unfortunately

sullen fulcrum
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Hello. Is it possible to implement target designation for the turret according to the co-pilot's view?

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Let's say I turned my head to the right and the turret turned the same way.

wintry tartan
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I never think that is a thing in Arma

sullen fulcrum
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It is a pity that the developers did not make this system at the config level

mortal dove
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Not sure there is much use of a slave system that would only properly work if someone had trackIR. (in regards to it being developed and made for vanilla)

nimble sequoia
#

@sullen fulcrum I might be mis-remembering but I think we implemented that for the Apache gunner in 3CB BAF Vehicles.

slim halo
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and never use setPos, as I always say 😛

nimble lodge
#

Question, how do I edit much much of my screen is covered by night vision?

stray sage
slim halo
#

u may not exactly want it
you're doing setVelocity and "setPos" already...

stray sage
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That being said, not something one should apply, I just threw it out as worst case solution as I do not know exactly what circumstances and conditions do exist

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Yes but setVelocityTransformation is locking both velocity and position. You cannot remove either in case you would need to... as I said I dont know circumstances and conditions.

stray sage
shy knot
woeful sail
#

So I have a sounds / music I want to play in game. I have followed at least 4/5 tutorials, the sound is seemingly reconized by the game cause I can SEE it in the list of sounds / music in a trigger. But when I attempt to play it, It doesn't start whatsoever.

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I've tried it as both wav / ogg

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I've tried making it a sound vs music

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I've tried something shorter.

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I'm seething

hearty sandal
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does your thingy that plays something play vanilla sound?

woeful sail
#

yup

hearty sandal
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how are you incorporating the sounds?

woeful sail
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Im using the trigger effects menu to test them

hearty sandal
#

are they in mission or addon?

woeful sail
#

And I legit just copied pasted the example given for CfgMusic into the desc.ext

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Then changed the info there to the name of my stuff

hearty sandal
#

so a mission?

woeful sail
#

yeah

hearty sandal
#

where is the file?

woeful sail
#

inside a music folder, next to the desc.ext

hearty sandal
#

in the mission folder I assume

woeful sail
#

yeah

hearty sandal
#

what pathing you have in the desc ext

woeful sail
#

directly in the mission folder

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next to the mission.sqm

hearty sandal
#

can you paste the path you have in the sound class for your file

woeful sail
#

C:\Users\User\Documents\Arma 3 - Other Profiles\Mayo\missions\Operation%20Santa.Winthera3\sounds\test.wav

#

C:\Users\User\Documents\Arma 3 - Other Profiles\Mayo\missions\Operation%20Santa.Winthera3\description.ext

#

or do you mean this

#

sound[] = { "\music\track1.ogg", db + 0, 1.0 };

hearty sandal
#

this yes

woeful sail
#

I've tried it with and without the leading \

hearty sandal
#

so soounds\test.wav does not correspond to music\track1.ogg

woeful sail
#

oh yeah my b

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There is also a track1.ogg in that path

hearty sandal
#

k

woeful sail
#

So it should work either way

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I imagine

hearty sandal
#

just making sure

woeful sail
#

np

hearty sandal
#

at least the structure sounds to be ok

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so its likely some config issue

woeful sail
#
author            = "Mayo";
onLoadName        = "Point Insertion";
onLoadMission    = "A group of NATO soldiers is tasked with sabotaging a coastal defense.";
loadScreen        = "images\loadScreen.paa";

class Header
{
    gameType =  Coop;    // Game type
    minPlayers =  1;    // minimum number of players the mission supports
    maxPlayers = 10;    // maximum number of players the mission supports
};

class CfgMusic
{
    tracks[] = {};
    class Atest
    {
        // display name
        name    = "Atest";

        // filename, volume, pitch
        sound[]    = { "\music\track1.ogg", db + 0, 1.0 };
    };
    class Ludwig9
    {
        name    = "Ludwig Van Beethoven's Ninth Symphony";
        sound[]    = { "\music\ludwig9.ogg", db + 10, 1.0 };
    };
};```
#

That is what is in the desc.ext

hearty sandal
#

try inserting a vanilla sound into that class instead of your file and see if that plays

woeful sail
#

uh

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Wym

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like a name of a vanilla class?

hearty sandal
#

no path to vanilla sound and the numbers used in it

woeful sail
#

where would I find the vanilla sounds to path to?

hearty sandal
#

"A3\Sounds_F\vehicles\soft\Offroad_01\Offroad_01_Gendarmerie_Siren_OneShot", 1, 1, 200

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this could work

woeful sail
#

sound[] = { "A3\Sounds_F\vehicles\soft\Offroad_01\Offroad_01_Gendarmerie_Siren_OneShot",1,1,200};
?

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That also didn't work

hearty sandal
#
    {
        name="$STR_A3_CfgMusic_Track15_MainTheme";
        sound[]=
        {
            "\A3\music_f\Music\LeadTrack01_F.ogg",
            1,
            1
        };
        duration=162.8;
        theme="safe";
        musicClass="Lead";
    };```
woeful sail
#

Well something

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I got sound music not found

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Lemme try your think

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thing

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Sound not found

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wtf

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whoops nvm forgot to remove the blank sound from the trigger

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I GOT IT WORKING

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HAHA

woeful sail
#

lol

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I was getting so mad

woeful sail
#

If I to play a sound on a moving object, do I use say3d or playSound3d?

tacit zealot
#

How do I add an identity type to an existing face? I'm going to try what I have below, but I think the inheritance is done wrong.

    class Default;
    class Man_A3: Default{
        class AfricanHead_01: Default{
            identityTypes[] += {"Head_Customlist"};
        };
    };
};```
hearty sandal
#

Does anyone know if there is config parameter to control when magazine proxy swaps to other type when swapping magazines from one type to another (banana -> drum etc) ?

hearty sandal
#

magazineReloadSwitchPhase = 0.5; it is

sullen fulcrum
#

If I wanted to make a vehicle automatically spawn and have the "Data Link Send" option on, what do I need to do?

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I want a scout vehicle to have the ability to call in cruise missiles

sullen fulcrum
#

Oh you legend thanks!

sullen fulcrum
modest compass
#

why am i getting error? "no entry .model"

wintry tartan
#

An error message itself won't solve anything but with the source. Show us it

modest compass
#

ı don't understand

winter rain
hearty sandal
#

No entry. XXXXX means you have a class that is missing model parameter. So your or some mods config is broken.

sullen fulcrum
#

How to install the pylons immediately for the co-pilot? + is it possible to make separate pylons for the pilot and copilot?

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Something like "turret="?

ebon pivot
#

hello how do i overwrite a value for everything in cfgvehicles

#

say, the gravityfactor

hearty sandal
#

but if any child class also changes that parameter you would have to then create a replacement config for those classes also

ebon pivot
#

It's okay now I did it but it breaks things

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gravityfactor does NOT like being touched

hearty sandal
#

yes indeed

#

what is it you try to do?

ebon pivot
#

trying to simulate low gravity for objects and stuff

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dont think setting gravityfactor to half is a good idea as its broken base muzzle flashes

hearty sandal
#

not possible

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the muzzles breaking your config just basically breaks whole base config stuff

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the gravityfactor has nothing to do with it

ebon pivot
#

well whatever ive done the muzzle flashes seriously doesnt like because i dont touch anything other than the gravityfactor

hearty sandal
#

you likely wrote the class inheritance structures wrong thus overwriting the other things

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you can link pictures here

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if you need

ebon pivot
#

it wasnt letting me paste them

hearty sandal
#

link

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not directly upload

ebon pivot
#

oh

#
class CfgVehicles {
    class All;
class Thing:All {
    gravityFactor = 0.5
    };
};
#

thats the config which does it

hearty sandal
#

do you have required addons set up in cfgpatches

ebon pivot
#
    requiredAddons[]=
    {
      "A3_Data_F",
      "A3_Weapons_F",
      "A3_Characters_F"
    };```
hearty sandal
#

you will likely want aow_loadorder instead of those

ebon pivot
#

replace them all with "aow_loadorder"?

hearty sandal
#

youll have to check what the actual name for it is

#

but yes

#

(pinned messages)

ebon pivot
#

ah sound will use that

#

upon further testing it seems to be a mod conflict never mind for the muzzle

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yeah this doesnt seem to be a config level thing

#

rip!

sweet crescent
#

Hey is the camouflage value in a unit's config the same as the camouflage coefficient unit trait?

wintry tartan
#

I believe so

sweet crescent
#

Seems weird because I'm pretty sure the vanilla sniper unit has a higher camouflage rating than the rifleman, yet the camouflage coefficient unit trait lower is more stealthy as far as I understand

wintry tartan
#

I believe sniper has lower config vaue

sweet crescent
#

I'll have to check again, I thought it was 2.1 for a sniper and 1.4 for the rifleman

wheat sluice
#

Nope. Snipers (with ghillie jackets) have always been 0.6. The Marksmen DLC Full Ghillie snipers are the only ones who have it at 0.4.

ebon pivot
#

any cfgworlds wizards here

#

i require assistance with g r a v i t y

hearty sandal
ebon pivot
#

ah so they would be

hearty sandal
#

and messing with it would likely break most things

ebon pivot
#

i want to break the things

normal kelp
#

is there a way to check in config if a uniform is a Ghillie suit?

nimble lodge
#

What do you mean? Isnt ghillie suits are their own uniforms? In that case just look for the name

#

for apex ghillie suits are called "fullGhillie", csat ones are "sniper" and base game are "GhillieSuit"

normal kelp
uncut pike
normal kelp
#

thats not going to work for anything other than vanilla ghillies

hearty sandal
#

there is no property "ghillie"

#

its just an uniform

#

you could check what camo properties they have but other uniforms could have low values too

shy knot
#

Is there any way to find out how the map is displayed? Like, is there any usable path for the map screen? Or is that done another way

#

Was curious if there’s a way to display the map, like a PiP display

little warren
#

what does this do i can't find much on it attenuationEffectType = "HeliAttenuation";

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i'm trying to figure out what i'm missing maybe because my helicopter will not start at full flying power when spawned in the air or pulled into the air via zeus

hearty sandal
little warren
#

but if you pull it up as its falling then its full power

#

other than that though everything else is fine such as flying and starting on the ground

hearty sandal
#

nope. but I would fix your config to inherit from some vanilla chopper and change only parts you need to actually change

little warren
#

my inherit class is Heli_Transport_01_base_F

little warren
# hearty sandal nope. but I would fix your config to inherit from some vanilla chopper and chang...

i don't get it still doesn't work

    class Air;

    class Helicopter_Base_F : Helicopter
    {

        class Turrets;
        class components;
    };

    class Helicopter_Base_H : Helicopter_Base_F
    {
        class HitPoints;
        class RotorLibHelicopterProperties ;
        class ViewOptics ;
        class Turrets : Turrets
        {

            class CopilotTurret ;
            class MainTurret ;
        };
        class CargoTurret;
        class AnimationSources ;
    };
    class Heli_Transport_01_base_F: Helicopter_Base_H
    {
        class Turrets: Turrets
        {
            class CopilotTurret;
            class MainTurret;
            class RightDoorGun;
        };
        class HitPoints: HitPoints
        {
            class HitGlass1;
            class HitGlass2;
            class HitGlass3;
            class HitGlass4;
            class HitHull;
            class HitEngine;
            class HitAvionics;
            class HitVRotor;
            class HitHRotor;
            class HitFuel;
        };
    };```
shy knot
#

Is it possible to display the map on a face like how PiP is done?

wintry tartan
#

I don't even think PiP is done like that, but I believe some of RHS vehicles done that. Basically using a satellite view texture on the map, and translate the UV if necessary

shy knot
wintry tartan
#

RHS vehicles?

shy knot
#

Not sure if it’ll be in the Config as I suspect it may involve some scripting or model work, but, I’ll take a look

wintry tartan
#

Not sure what's the goal for you but indeed it both needs config and script

shy knot
#

I’ll see if I can find any Config related stuff on it

#

Then go beat our script artist for the rest

shy knot
#

@wintry tartan Found that the M1152A1 SICPS has what I'm looking for

#

Any RHS devs in here I can talk to regarding the BFT screen?

nimble lodge
#

Question I am trying to write statement for ace interaction menu, I can do it over scripting but not sure how to do it in config.
It should say to unequip and remove current eyewear and add and equip specific eyewear.

nimble lodge
#

Because I assume additem and assignitem, unassigniten and removeitem wont work

stuck nest
#

Is it possible to somehow get a guns config file from the game? I'm after the SPMG's config files to add burst fire and semi-auto to.

nimble lodge
#

I am sure there, it will be located in one of the pbos in addons folder, or other folder depending on dlc

stuck nest
#

Would those be under Arma 3\Addons\ folder?

#

my bad you literally said that, just a matter of finding the right pbo now.

wheat sluice
#

Look in the Mark folder in the main directory (since it's a Marksmen DLC asset). Then unpack weapons_f_mark.pbo and then look for the SPMG's config in machineguns -> mmg_02.

stuck nest
#

Well I got the burst fire and semi-auto working, but they're silent.

wheat sluice
#

You'll need to include sound shaders for both of your custom firemodes. BI separated the config for that so it can be easy to miss. You can look at how they do it by opening the config in sounds_f_mark (same folder as where you unpacked weapons_f_mark).

#

Once you've unpacked everything, scroll all the way down the config until you find MMG_02_base_F. The sound sets used by the SPMG will be listed in the manual firemode class.

drowsy sonnet
#

Hi folks, I’m trying to add a retextured Taru to a mod but for some reason the vehicle is added into the mod but when in editor/game it only shows the base hex camo or black. Has anyone had any issues with the Taru before?

#

class CfgPatches
{
class SICON_Vehicles
{
units[]=
{"SICON_Mako"
};

    weapons[]={};
    requiredVersion=0.1;
    requiredAddons[]={};
    
};

};

class CfgVehicles
{
class O_Heli_Transport_04_F;

class SICON_Mako: O_Heli_Transport_04_F
{
   side = 1;
   scope= 2;
    faction = "SICON1";
    displayName = "Mako Light Lifter";
    hiddenSelectionsTextures[] = {
    "SICON1\data\Makohull_co.paa",
    "SICON1\data\Hull_co.paa",
    "SICON1\data\interior_co.paa",
    "SICON1\data\internaladditions_co.paa",
    "SICON1\data\controls_co.paa"};    

};

};
#

This is my config, it works fine with the other 5 vics in the mod

wintry tartan
stuck nest
#

I'm still having some sound issues, it's the "class CfgSoundShaders" right?

class CfgSoundShaders
{
class Rifle_Base_F;
class Rifle_Long_Base_F;
class MMG_02_base_F: Rifle_Long_Base_F
{
    class manual: Mode_FullAuto
    {
        class BaseSoundModeType;
        class StandardSound: BaseSoundModeType
        {
            soundSetShot[]=
            {
                "MMG02_Shot_SoundSet",
                "MMG02_Tail_SoundSet",
                "MMG02_InteriorTail_SoundSet"
            };
        };
        class SilencedSound: BaseSoundModeType
        {
            SoundSetShot[]=
            {
                "MMG02_silencerShot_SoundSet",
                "MMG02_silencerTail_SoundSet",
                "MMG02_silencerInteriorTail_SoundSet"
            };
        };
    };
};
};
wheat sluice
#

No. Those go into CfgWeapons.

#

And you need to change your own firemode classes to have those sound sets included (soundSetShot[]). Redefining manual will not affect anything since that's the default firemode.

stuck nest
#

Leme mess around with it

wheat sluice
#

Basically it'll look something like this:

class CfgWeapons
{
  blah blah blah
  ...
  class Firemode1: Mode_Burst
  {
        class BaseSoundModeType;
        class StandardSound: BaseSoundModeType
        {
            soundSetShot[]=
            {
                "MMG02_Shot_SoundSet",
                "MMG02_Tail_SoundSet",
                "MMG02_InteriorTail_SoundSet"
            };
        };
        class SilencedSound: BaseSoundModeType
        {
            SoundSetShot[]=
            {
                "MMG02_silencerShot_SoundSet",
                "MMG02_silencerTail_SoundSet",
                "MMG02_silencerInteriorTail_SoundSet"
            };
        };
  };
  class Firemode2: Mode_Semi
  {
        class BaseSoundModeType;
        class StandardSound: BaseSoundModeType
        {
            soundSetShot[]=
            {
                "MMG02_Shot_SoundSet",
                "MMG02_Tail_SoundSet",
                "MMG02_InteriorTail_SoundSet"
            };
        };
        class SilencedSound: BaseSoundModeType
        {
            SoundSetShot[]=
            {
                "MMG02_silencerShot_SoundSet",
                "MMG02_silencerTail_SoundSet",
                "MMG02_silencerInteriorTail_SoundSet"
            };
        };
  };
  ...
  blah blah blah
};
drowsy sonnet
stuck nest
rare garnet
#

Question,
I made a custom scene tested it and it loaded, but when I load a mod its main menu overrides mine any help?

rare garnet
#

looks like the other mod is overriding RscDisplayMain and RscDisplayLoading anyway to stop this without deleting their mod?

ebon pivot
#

Hello fellows, is there a way to force players to be permanently turned in with vehicle FFV slots?

#

or just to change FFV slots to regular passenger slots 😂

hearty sandal
#

There is a parameter to set animation source that toggles weapon use (like opening door)

ebon pivot
#

What would that parameter happen to be? Hours of trying to get ffv slots to no longer be ffv is making me want to cry

hearty sandal
#

Might have enable in its name. Don't remember all configs off the top of my head

ebon pivot
#

yeah fair enough, trying to find it on the wiki is... an experience to say the least

hearty sandal
#

Wiki don't always have all parameters listed. You need to get yourself all in one config dump file to search through

#

Or use advanced config viewer addon and read them in game

ebon pivot
#

have been using advanced config viewer but can't actually find anything that works

#

ive tried using c outGunnerMayFire = 0; inGunnerMayFire = 0;
but it doesnt actually do anything

#

i would just redefine the seats in the config but i cant actually find any examples of how to do that anywhere

#

so either im searching up the wrong thing or its done on the model level which i doubt

hearty sandal
#

No it's the parameter I mentioned

#

But I think it's only present if the vehicle actually uses it

shy knot
#

forceHideGunner = 1;

ebon pivot
#

also tried that, also did not work

hearty sandal
#

No that's not it

#

😅

ebon pivot
#

i think i might've found what i need now though, one moment lol

nimble sequoia
#
outGunnerMayFire = 0;
isPersonTurret = 0;
canHideGunner = 0;
gunnerForceOptics = 0;```
ebon pivot
# nimble sequoia ^^^

I'd already tried all those and still wasn't working for some reason -- managed to replace the FFV seats with regular ones now though, just having a particular issue for the mod for the copilot seat I think -- thanks, though! 🙂

stuck nest
tender fiber
#

hey if there is a folder with a space like "ranger green" is it possible for me to path it?, i'm trying to make a config to enable a vest texture from a mod, and the texture is located in a folder called "ranger green" how can i path it?

wintry tartan
#

You can probably just use _

nimble lodge
#

Anyone know, how do I define
_player addItem "NVG_Item_Name"; _player assignItem "NVG_Item_Name";
in ace statements for ace interactions

molten musk
#
_statement = {
params ["_target","_player","_actionParams"];
_player addItem "NVG";
_player assingItem "NVG";
};
stuck nest
#

@wheat sluice hey m8, could you possibly take a look at the config I got made up to see if you can spot anything wrong?

wheat sluice
#

Sure.

#

Chuck it on pastebin or something.

stuck nest
#

one second i'll slap it up on pastebin, sorry for the long response

#

Issue: Cannot hear audio on the new Burst and Semi-Auto mode.

wheat sluice
#

...there's a lot of unnecessary things in the config. I'll chuck a fixed one up in a bit. Gimmie a few mins.

#

You only want to change the SPMG right? It's not a custom standalone SPMG?

stuck nest
#

np, essentially i'm just trying to add burst fire and semi-auto to the SPMG, but at the bottom I also made it possible to load the 200 round 338nm magazines as a bonus.

wheat sluice
#

Got it.

stuck nest
#

I have tagged notifications enabled I think give me a tag if I don't see your response again

wheat sluice
#

@stuck nest Done. Chucked the fix on my Gdrive:
https://drive.google.com/file/d/1bFcKitXtYVuOuUFEy0dfR3vUfsfDa0fM/view?usp=sharing

Fixes include:

  • Trimming the config (there's a LOT of unnecessary classes like CfgSoundShaders that aren't needed since you aren't defining any new sound sets, etc.)
  • Simplifying the classes in CfgWeapons and only changing MMG_02_Base_F (everything you do here is inherited by its child classes)
  • Using the += assignment operator to limit potential conflicts with other mods that change the SPMG
  • Using a custom CfgPatches name (don't use the same name as vanilla!)

I've left a bunch of comments in the config so you can see where/why I made specific changes.

#

WRT to balancing, I'd suggest changing the Burst mode's reloadTime so that its RPM is higher by a bit to justify toggling it in the first place.

#

Should change the weight of the 200rnd mag too so that it's heavier to match the increased ammo count.

stuck nest
#

Ty I'll mess with it now

wheat sluice
#

...ignore the comment I made about 200Rnd_338_Mag not existing in vanilla. I forgot Tanks DLC added one for the Rhino MGS.

#

That being said, the rest of those comments still apply to the stuff in CfgMagazines.

stuck nest
#

Its beautiful now that it works, I also halved the chambering time, its audibly faster, its very fun now.

#

Is it possible to make it two round burst? I rather like the 3 round, but 2 is dope.

wheat sluice
#

Add the burst token to the Burst class. Give it a value of 2 to make it a 2-round burst.

#

It'll look something like this:

class Burst: Mode_Burst
{
  ...
  burst = 2;
  ...
};
stuck nest
#

Thanks m8, made it 2 round burst, also made it show the 2 round burst mode like the Apex weapons by adding this to the config of burst after making it 2 round.

textureType="dual";
nimble lodge
wintry tartan
#

Use "count (['MF_Division_Becaon_Orange_1_NVG', (...) " instead, the parser might confuse what you wrote since you didn't entirely wrapped it with quote

nimble lodge
wintry tartan
#

You got the idea

nimble lodge
#

Alright, testing

nimble lodge
wintry tartan
#

statement = { params ["_target","_player","_actionParams"]; _player addItem "MF_Division_Beacon_Orange_1_NVG"; _player assignItem "MF_Division_Beacon_Orange_1_NVG"; }; Oh hey, what it supposed to be?

nimble lodge
wintry tartan
#

A config doesn't take a code, but only string. If it is supposed to be a code, change it into a string

nimble lodge
#

copy, maybe thats what is causing the error

nimble lodge
#

statement doesnt give me errors anymore however now the issue is with the condition

condition = "count ([""nvg"", ""item"",""classes""] arrayIntersect assignedItems _player) > 0;"

nor

condition = "count (['nvg','item','classes'] arrayIntersect assignedItems _player) > 0;"

doesnt seem to work, as in no error, the option in interation is simply not appearing when items are equipped

sullen fulcrum
#

I've been looking on the wiki for an answer but couldn't find any mention of it after seeing a few missile configs with a higher typicalSpeed than maxSpeed.

Does anyone know if typicalSpeed affects damage for missiles with an explosive value below 1?

I did some quick testing with a quick config edit and it seemed to have no effect but I could've fucked it up.

#

I also thought damage increased if speed of the projectile is higher than typicalSpeed but in some testing by increasing the velocity of a bullet that doesn't seem to be true

#

Only penetration does

nimble lodge
#

If it is a missile I do not think speed has any correlation to damage in arma

sullen fulcrum
#

Right, thanks I was really confused for a while there

normal kelp
#

where do turrets get their crew from? like, turrets that aren't the main one

#

something like the loader or commander turrets

#

i figured it would be gunnerType but thats not set

hearty sandal
#

You sure it's not set?

#

Could be the typical cargo then

icy coral
#

are there any good explaining sites for the meanings of the Heli RTD stuff ?

#

dont really get all the stuff i wanna know about it from the biwiki entry

hearty sandal
#

If somewhere BI forums.

karmic forge
#

Would anybody be able to point out why pboproject is throwing an error when packing this section of my config?

{
    class rhs_mi8amtsh_base;
    {
        class AnimationSources;
        class Components;
        {
            class TransportPylonsComponent;
        };
        class Turrets;
        {
            class CopilotTurret;
            class MainTurret;
        };
    };```
It keeps saying this in the packing log
```unexpected character '{'
In File P:\AGLS\agls_mi17\config.cpp: circa Line 12 extraneous character(s). Expected class, define, or varname
In File P:\AGLS\agls_mi17\config.cpp: circa Line 12 extraneous character(s). Expected class, define, or varname```
wintry tartan
#

class rhs_mi8amtsh_base;
The semicolon is wrong, as well as other class XX; {}; are wrong

karmic forge
#

Oh my God thank you!

#

i shouldnt be writing configs at 5 am

icy coral
#

Im currently struggling to get my Heli to slingload 4000kg, i can hook it on but when i try to lift it up i get it up for 2-3 seconds because of the momentum probably but after that it drags me down again. I tried to increase the Enginenumbers in the RTD but no success really are there other parameters that come into the effect ?

icy coral
#

fixed - increasing liftForceCoef in the cfgvehicles helped

arctic sparrow
#

can anyone help me please. My vehicle collapses underground, I managed to deal with it in the tank, but I don't know how to do it with the car 😦 https://imgur.com/a/UQy26B3

hearty sandal
arctic sparrow
humble cape
#

is it possible to have a choke for shotguns that makes the spread smaller? I tried with dispersionCoef but that didnt seem to work

wintry tartan
#

dispersionCoef does only adjust the initial bullet's dispersion not the submunitions' AFAIK. Let me check enoch config

humble cape
#

Yea so I guess I would have to make a new ammo class, thus new mag. So I could maybe end up with like 2 mags such as
mag1 has ammo with submunitionConeAngle = 0.5
mag2 has ammo with like submunitionConeAngle = 0.1

#

and just change the angle

vocal patrol
#

I'm assuming it's not possible to rename the existing ingame ranks? Such as Private, Corporal etc.?

class CfgRanks
{
   class RankPrivate
   {
     rankPriority = 0;
     rankName = "Trainee";
     rankNameShort = "TR.";
     rankTexture = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
   };
   class RankCorporal
   {
     rankPriority = 1;
     rankName = "Team Member";
     rankNameShort = "TM.";
     rankTexture = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa";
   };
   class RankSergeant
   {
     rankPriority = 2;
     rankName = "Team Specialist";
     rankNameShort = "TS.";
     rankTexture = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa";
   };
   class RankLieutenant
   {
     rankPriority = 3;
     rankName = "Field Team Leader";
     rankNameShort = "FTL.";
     rankTexture = "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa";
   };
   class RankCaptain
   {
     rankPriority = 4;
     rankName = "Deployment Team Leader";
     rankNameShort = "DTL.";
     rankTexture = "\A3\Ui_f\data\GUI\Cfg\Ranks\captain_gs.paa";
   };
   class RankMajor
   {
     rankPriority = 5;
     rankName = "Mission Officer";
     rankNameShort = "MO.";
     rankTexture = "\A3\Ui_f\data\GUI\Cfg\Ranks\major_gs.paa";
   };
};
wintry tartan
#
  1. It actually might be impossible to change indeed
  2. However make sure your config modifies CfgRanks
  3. And you loaded the Mod for sure, as well
#

What's your CfgPatches?

vocal patrol
#

I might be dumb and do not have one, will write one up now.

#
class CfgPatches {
  class tru_rank_mod
  {
    name = "TRU Rank Mod";
    author = "Dozette";
    url = "https://www.youtube.com/channel/UCXeCCReu5hJ5FDPN0QkvzvA";
    requiredVersion = 0.1;
    requiredaddons[] = 
    {};
  };
};
#

Not sure what addon this would be under

#

Like UI_F something?

wintry tartan
#

If in doubt always use "A3_Data_F_AoW_Loadorder"

vocal patrol
#

okay thanks will try

#

hmmm getting error in game of bin\config.bin/CfgRanks/RankPrivate.rank

#

also bin\config.bin/CfgPatches/tru_rank_mod.units

wintry tartan
#

Aaannd where did you got the template for CfgRanks?

#

Also indeed CfgPatches does need units[] = {}; in it, even if you don't have any units there

vocal patrol
#

an old forum post but that was for CfgRanksCustom and that didn't seem to want to launch/do anything

wintry tartan
#
class CfgRanks
{
    class 0
    {
        rank = "Private";
        displayName = "$STR_PRIVATE";
        displayNameShort = "$STR_SHORT_PRIVATE";
        texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa";
    };
    class 1
    {
        rank = "Corporal";
        displayName = "$STR_CORPORAL";
        displayNameShort = "$STR_SHORT_CORPORAL";
        texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa";
    };
    class 2
    {
        rank = "Sergeant";
        displayName = "$STR_SERGEANT";
        displayNameShort = "$STR_SHORT_SERGEANT";
        texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa";
    };
    class 3
    {
        rank = "Lieutenant";
        displayName = "$STR_LIEUTENANT";
        displayNameShort = "$STR_SHORT_LIEUTENANT";
        texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa";
    };
    class 4
    {
        rank = "Captain";
        displayName = "$STR_CAPTAIN";
        displayNameShort = "$STR_SHORT_CAPTAIN";
        texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\captain_gs.paa";
    };
    class 5
    {
        rank = "Major";
        displayName = "$STR_MAJOR";
        displayNameShort = "$STR_SHORT_MAJOR";
        texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\major_gs.paa";
    };
    class 6
    {
        rank = "Colonel";
        displayName = "$STR_COLONEL";
        displayNameShort = "$STR_SHORT_COLONEL";
        texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\colonel_gs.paa";
    };
    class 7
    {
        rank = "General";
        displayName = "$STR_GENERAL";
        displayNameShort = "$STR_SHORT_GENERAL";
        texture = "\A3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa";
    };
};```Might be old a bit but this should be the vanilla CfgRanks
vocal patrol
#

So maybe I should take this and just change the displayName and displayNameShort?

#

Might experiment with texture much later once I can confirm it overwrites the names

wintry tartan
#

I am not even sure how it would work. Maybe you need to name those classes 0, 1, 2... maybe you need to set the rank = "Private";... as is

vocal patrol
#

Okay thanks will try it, cheers for helping on this forlorn hope lol

wintry tartan
#

You can experiment it as much as you want, indeed

#

But I can say these of rankPriority rankName rankNameShort rankTexture are not used in vanilla you probably just need to rename them to the corresponded name

vocal patrol
#

yep have matched the format you gave above

#

and added the units section to patches

wintry tartan
#

Does it work as it should?

vocal patrol
#

testing now

#

No error messages but doesn't appear to change the rank prefix or anything

#

Found the function fn_setRank but not sure if that helps or that's just for if you want to change someone's rank like in the init

#

Checked the config viewer in game and my mod IS changing the CfgRanks to match my ranks but that doesn't seem to apply? very odd

#

Also found this but at this point I'm wondering if it's worth it haha

#
class RscAttributeRank: RscControlsGroupNoScrollbars
{
    onSetFocus = "[_this,""RscAttributeRank"",'CuratorCommon'] call (uinamespace getvariable ""BIS_fnc_initCuratorAttribute"")";
    idc = 14769;
    x = "7 *                     (            ((safezoneW / safezoneH) min 1.2) / 40) +         (safezoneX + (safezoneW -                     ((safezoneW / safezoneH) min 1.2))/2)";
    y = "10 *                     (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) +         (safezoneY + (safezoneH -                     (            ((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
    w = "26 *                     (            ((safezoneW / safezoneH) min 1.2) / 40)";
    h = "2.5 *                     (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
    class controls
    {
        class Corporal: Private
        {
            idc = 13670;
            text = "\a3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa";
            x = "13 *                     (            ((safezoneW / safezoneH) min 1.2) / 40)";
            y = "0.5 *                     (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
            w = "1.5 *                     (            ((safezoneW / safezoneH) min 1.2) / 40)";
            h = "1.5 *                     (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
            tooltip = "$STR_Corporal";
        }
    };
};
#

Goes on for each rank under ui_f_curator

shy knot
#

For TransmissionRatios[], what would make a vehicle faster?

#

A lower or higher value

stray sage
# vocal patrol Checked the config viewer in game and my mod IS changing the CfgRanks to match m...

cfgRanks are used for readOnly purposes and does not have potential to do anything else, another person had asked in here and I had checked it out in fact out of curiosity. If you check certain places like 3DEN/Zeus, maybe you'll see the change in there(it has to be in use somewhere after all for this cfg type to exist or maybe it is defined solely for modders to pull info from it) but you will not be able to change ranks to your modified cfgRanks as it is not using it sadly. You would need to do your own system if only thing you are concerned about is changing the names iirc. Adding new items as new ranks definitely does not work, I am sure of it.

vocal patrol
dry mantle
#

Need some help, I some unit configs setup that appear in editor, but they wont appear in zeus, any idea what I'm missing?

hearty sandal
#

units array in cfgpatches

dry mantle
hearty sandal
#

dont remember.

quartz rampart
#

If I wanted to make a sound louder in CfgSounds could I juse increase the volume value? i.e from 1 to 1000 https://community.bistudio.com/wiki/Description.ext#CfgSounds When I try to convert a .wss to .wav using the one from Arma tools the .wav file is always 1kb and can't be played or edited in audacity.

// filename, volume, pitch, distance (optional)
sound[] = { "fx\wolf1.ogg", 1, 1, 100 };
shy knot
ebon pivot
#

anyone here able to help with ACE explosives trigger config as im losing my mind at this

shy knot
dry mantle
#

Quick question I'm trying to setup a door to open with model cfg animations but I dont want the door to rotate open

#

I want to translate it on the axis

#

any one know how I can do that?

nimble sequoia
# dry mantle any one know how I can do that?

Create two memory points in your model, place them at either end of the slide, name them door_01_axis.
In model.cfg:

{
    source = "door_01_open";
    type = "translation";
    selection = "door_01";
    axis = "door_01_axis";
    minValue = 0;
    maxValue = 1;
    offset0 = 0;
    offset1 = 1;
};```
dry mantle
#

thx 👍

quartz rampart
wintry tartan
#
descriptionShort = "Caliber: 7.62x39 mm<br />Rounds: 30<br />Used in: AK-12, AK-12 GL, AKM";```
karmic vector
#

How would I make a new faction under one of the FORs?

#

I would like to make a new faction under indfor

hearty sandal
#

create config file and add new classes you want

karmic vector
#

I see

hearty sandal
#

pack that into an addon and run it

karmic vector
#

Alr

gleaming sentinel
#

I'd like to make a custom missile type, so far I've started by looking at cfgAmmo stuff from the arma samples and from the Weapons_F pbo. All of it so far though relates to bullets and not missiles or bombs that would be deployed from an aircraft. Does anyone know where I could find examples or info on this?

#

Hmm I've found class called MissileBase, maybe this will have what I want

#

Another thing to ask for this, how do I enable it so that it can be selected in the aircrafts pylons? Is that just based on its class inheritance?

hearty sandal
#

if I remember right it would have to be added into a list what weapons that pylon can carry

#

possibly in the vehicles class itself

#

buut not completely sure I remember that right

wintry tartan
#

It uses some strange way to make something selectable. Secs please...

gleaming sentinel
#

Thanks!

quartz rampart
#

Is there a way to have a flare shot from a grenade launcher display color during daytime while it's falling to the ground?

wintry tartan
#

Please forgive me since I'm just about to launch myself into the bed, but the answer is yes, don't ask me how in 2:30 am brain

#

CfgLights iirc

quartz rampart
wintry tartan
#

Ye

dry mantle
#

Im trying to add a custom sound to an animations source, in the "sound =" spot im trying to add the directory to the sound I want to play

sound="sc_buildings\data\wallgate\gate.ogg";

But wont work, I get a cfg no entry,

gleaming sentinel
#

Im trying to add my custom missile to an airframes pylons using the setPylonLoadout command, however it just empties that pylon and the missile isnt selectable. I have it defined in cfgMagazines and cfgAmmo and ive tested swapping it with my players bullets and it spawnes and acts correctly under those circumstances. I just can't get it to go into the planes pylons

hearty sandal
#

Try copying existing missile magazine and ammo and give it new classname and such identifiers and try that

gleaming sentinel
#

Im working on that, so much undocumented terms though lol, like submunitionAmmo

#

I'll keep working at it

#

I can't even replace the pylons with ones from the weapons_f config notlikemeow.
Edit: I got this working, you for setPylonLoadout you need to reference the "PylonRack" class name, not the standard class name like the wiki implies

shy knot
#

It doesn’t use a path

gleaming sentinel
#

I've got the missiles showing on the pylons of the jet now, however they dont actually exist in the weapon list of the vehicle, cant switch to em or anything... running out of ideas as i've copy pasted all I can lol

#

Got it working I think, ill write how later

little phoenix
#

hey does anyone know if there is a way to kinda make reverse thrust water jet brakes? kinda like this
https://youtu.be/caYjQDmplKA?t=56

The Special Operations Craft-Riverine [SOC-R] is designed as a high speed boat with ample weapons and equipment capacity. The mission of the SOC-R craft is to perform Short Range Insertion (SRI) of Special Operation Forces in a riverine environment.

This boat has the ability to operate in waterways that are located well inland. The capacity o...

▶ Play video
#

couldnt find anything like it in the parameters idk if there is a way around it maybe?

dry mantle
timid osprey
#

Getting this error when packing:
https://i.imgur.com/yCNbif9.png

When I change it to @A3\Sounds_F it packs successfully, but throws an error in-game. What am I doing wrong?

nimble sequoia
#

Have you unpacked the A3 data to your P drive?

timid osprey
#

Yep. Guess I'll redo it. But does that mean to reference any other PBO I need an unpacked version of it in my P drive?

#

I don't remember that being a thing with Addon Builder

humble cape
#

Whats the latest arma 3 loadorder cfgpatch? I only know of A3_Data_F_Enoch_Loadorder but never found for the stuff after

wintry tartan
#

Check the pinned

hearty sandal
nimble lodge
#

is there a way to make a script execute on a vehicle the moment its spawned?

wintry tartan
#

init EH?

nimble lodge
#

I am familiar init.sqf in regards of mission files and stuff. can you put a init in a mod?

wintry tartan
#

Yup, like ```cpp
class EventHandlers
{
init = "whateveryouwant!";
// or alternatively
class YourClass
{
init = "thisalsowillwork";
};
};

nimble lodge
#

"thisalsowillwork" will be the code?

#

Okay I see thanks should work

#

Another question, I am retexturing and modifying a bit (speed, handling) Y-32, I am inheriting "O_T_VTOL_02_infantry_dynamicLoadout_F" but for some reason, the new Y-32 does not have radar, even tho as far as I am aware, I didnt edit anything that would mess with it

gleaming sentinel
#

I'm trying to make a custom missile lock onto a laser marked target, right now im using one of the vanilla jets cameras for the laser and firing the rocket from the jet. canLock = 2 and laserLock = 1 are both set in the cfgAmmo for the weapon as well as the cfgWeapon for the pylon, however it won't track the target

gleaming sentinel
#

A second issue with these rockets is that upon firing a visual rocket remains on the pylon, despite the ammo now being empty

gleaming sentinel
#

Where would I put that? I don't see it mentioned anywhere in the existing configs for rockets

gleaming sentinel
#

I mean, where in the config do I tell it to switch to that animation

shy knot
#

You don’t

#

It’s model.cfg

#

If you don’t have access to it, shit outta luck

gleaming sentinel
#

I havnt wrote the model.cfg for it yet, how would it know to animate after firing? In the past when doing doors and such I had to include an sqf file that told it to play the animation

shy knot
#

It’s a certain source

gleaming sentinel
#

Thanks, ill look into it some more

sullen fulcrum
#

Can anyone help with this? Friend of mine is trying to completely disable weapon sway. He's overridden the base game animation states to all have an aimPrecision coef of 0. This completely stops weapon sway in singleplayer, but for some reason doesn't work in multiplayer. The mod is running both clientSide and serverSide, and the results are the same with no other mods loaded. He's also tried replacing the core game files completely with the same results.

gleaming sentinel
#

@sullen fulcrum There are mods that do that on the workshop

sullen fulcrum
#

@gleaming sentinel I haven't seen any that do what he's trying to do. He wants weapon sway to be completely disabled, even while moving/injured/etc, which doesn't happen when most mods just use player setCustomAimCoef 0 or similar.

gleaming sentinel
#

Is submunition always a blank model? Im trying to swap the ammo when it gets close to its target, but instead it just vanishes

Edit: In case someone comes across this in the future, the solution is to not set submunitionParentSpeedCoef = 0 for some reason giving the object no speed and letting gravity bring it to the ground actually doesnt show a model... idk why, remember its arma so

gleaming sentinel
#

Its not the model as i've tried using base arma models that are used in base games cfgammo sections

nimble lodge
#

question, I have added this in the config for Y-32 (CSAT VTOL), and for some reason, radar stopped working, like radar is no longer there
https://pastebin.com/UZpcFe0S

wintry tartan
#

You probably didn't inherit class Components properly

#

The first one, I mean

#
class VTOL_02_base_F: VTOL_Base_F
{
    class Components: Components    // <- this
    {
        class SensorsManagerComponent
        {
            class Components
            {
                // [...]
            };
        };
        class VehicleSystemsDisplayManagerComponentLeft: DefaultVehicleSystemsDisplayManagerLeft
        {
            class Components
            {
                // [...]
            };
        };
        class VehicleSystemsDisplayManagerComponentRight: DefaultVehicleSystemsDisplayManagerRight
        {
            defaultDisplay = "SensorDisplay";
            class Components
            {
                // [...]
            };
        };
    };
};```
nimble lodge
#

but if I do class Component: Component, I will get an error saying that component is an undefined class

wintry tartan
#

Show us the entire config

nimble lodge
#

So originally my code was this:
https://pastebin.com/By9SebeF
But I ran into issues that Open Ramp stopped working because of AWS and radar stopped working because of component missile code.
So I decided to make everything from beginning to see what causes issues and thats how I know AWS and component code does it
New code
https://pastebin.com/KPXv0Yaf

wintry tartan
#

The first line,

class VTOL_02_infantry_dynamicLoadout_base_F;
class O_T_VTOL_02_infantry_dynamicLoadout_F: VTOL_02_infantry_dynamicLoadout_base_F
{
  class Components;
};```So `Components` is declared here. You can inherit it now
nimble lodge
#

to which pastebin did you respond?
because class VTOL_02_infantry_dynamicLoadout_base_F is in none of my stuff

wintry tartan
#

Latter

#

I meant, edit the first line so

nimble lodge
#

but in that case, isnt it defined correctly in the first pastebin?

#

where its defined under plane_base_f

wintry tartan
#

Ey?

#

Isn't the goal to inherit Components properly?

nimble lodge
#

yes?

#

nvm I will test this real quick

nimble lodge
#

Does not seem to be working, still no radar

twilit vigil
#

Quick question, how do I make it so that a function attached to a unit's init eventhandler in the config doesn't execute in EDEN but only once the actual mission is loaded?

wintry tartan
#

is3DEN command returns true if you're in Eden Editor but not in Preview and everything else

gleaming sentinel
#

Is there a way to have a custom missile be available to all hardpoints? There arent that many vanilla ones, but it seems a lot of modded aircrafts use there own pylon hardpoints... I can't exactly go out and find all these possible options and add them to the config, is there a better way?

twilit vigil
#

CBA likely has something for that

#

check their github

gleaming sentinel
#

I don't see anything for it on their function index page

tacit zealot
#

Any help on why my child-class dynamic loadout missiles don't show up when switching firemodes? They work just fine in the Pylons screen, and I can set them in presets, and it all works, but when I fly the plane, they just aren't an option. Literally all I did was make this missile so I could add it specifically to a hardpoint.

#
    class vn_missile_aim9e_mag_x1;
    class B47_missile_AIM9E: vn_missile_aim9e_mag_x1{
        hardpoints[] = {"B47_RD_AIM9E"};
    };
};```
gleaming sentinel
#

Im working on a missile right now Brendo, I encountered the same problem at first as well, I can share some of my config tomorrow if you'd like

tacit zealot
#

sure, ping me when you do

novel lava
#

Is there any way to have more than 8 wheels on a car sim vehicle?

#

It seems the game lets you have them physx wise but there's obviously no 5th hitpoint for the extra wheel

tacit zealot
gleaming sentinel
#

Mine works now, I dont use that paramater I dont think

tacit zealot
#

didn't work anyway

#

How'd you fix it?

gleaming sentinel
#

Ill have to check the code tomorrow, im on mobile rn

#

It had something to do with the pylon and magazine classes not being connected correctly I think

gleaming sentinel
#

@tacit zealot You dont happen to have made a model.cfg file yet have you?

tacit zealot
#

Nope, its literally a child class of a SOGPF weapon

gleaming sentinel
#

Im back on the issue of how to make a missile hide after i've fired it from a pylon. I've been told its through the model.cfg file as a animation source, and I tried that but it didnt work. I checked existing missiles with eliteness but they dont seem to have skeletons, making me think this is done some other way in the config

hearty sandal
#

Mayhaps it needs also cfgNoAIvehicle class

gleaming sentinel
#

I got one, it contains a model and simulation parameter

#

It uses proxyweapon as a parent, I based it off of the missile I used as reference

#

The model.cfg I tried looked like this

class CfgSkeletons 
{
    class Test_Skeleton
    {
        pivotsModel="";
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[] =
        {
            "camo",""
        };
    };
};

class CfgModels
{
    class p3dName
    {
        skeletonName = "Test_Skeleton";
        class Animations
        {
            class MagEmpty
            {
                type="hide";
                selection="camo";
                source="isEmpty";
                hideValue = 1;
            };
        };
    };
};
#

With the given class names swapped out

tacit zealot
gleaming sentinel
#

ah good to hear!

hearty sandal
gleaming sentinel
#

interesting, ill look into that a little more

gleaming sentinel
#

They just seem to have things relating to hiding the fire that comes out the back of the missile, nothing on hiding the proxy on the pylon, this rabbit hole is deep lol

tacit zealot
#

Hmm... new question? How do I add extra weapons to a unit's inventory? In my case, I have a pilot who is given a handgun, but I also want to give him the items vn_mx991 and vn_m_fighting_knife_01 as well for his survival kit.

gleaming sentinel
#

if your adding it into their inventory, then you could use any of addItemToUniform, addItemToBackpack, addItemToVest

#

Could probably just use addItem in its base form. And if its a useable item then you could assignItem after

gleaming sentinel
#

I fixed my issue with the missile not hiding btw, it had to do with the pylon in cfgMagazines not having a missile proxy in it

shy knot
#

What source would I use for a planes pylon to extend upwards after being selected

#

isSelected?

#

I tried that and it isn't working

#

Forgot to add the bays to the skeleton 🤦‍♂️

tacit zealot
twilit vigil
gleaming sentinel
#

autocenter saves the day

gleaming sentinel
#

Is there somewhere I can see a list of all the explosionEffects and Hiteffects and such? Its referenced in the config like this craterEffects="ImpactEffectsBig"; there is no file path and that "ImpactEffectsBig" hasnt been defined anywhere

#

I might have found them in data_f's config actually

molten musk
#

Effects , are those different than cfgCloudlets which IS used on particle effects

#
private _particles = "true" configClasses (configFile >> "CfgCloudlets") apply {configName _x};

private _display = findDisplay 49;
private _control = _display ctrlCreate ["RscControlsGroup", -1];
_control ctrlSetPosition [0,0,1,1];
_control ctrlCommit 0;

private _edit = _display ctrlCreate ["RscEditMulti", -1, _control];
private _height = count _particles * getNumber (configFile >> ctrlClassName _edit >> "sizeEx");
_edit ctrlSetPosition [0,0,1, _height];
_edit ctrlCommit 0;
_edit ctrlSetBackgroundColor [0,0,0,1];
_edit ctrlSetText (_particles joinString endl);
ctrlSetFocus _edit;
#

Cannot send picture. Debug gives List of effects

gleaming sentinel
#

What about crater effects? Those arent particle affects, and I don't see them anywhere in data_f

molten musk
#
createSimpleObject ["a3\data_f\krater.p3d", getPos player]
whole blaze
#

I'm trying to make a SFX play two sounds, one right after another. This is what I have so far, but it just keeps playing the first sound on repeat 😕

class ZVS_news_depot_fail_SFX {
    name = "[ZVS] TV (News)";
    sounds[] = {
        "ZVS_news_depot_fail",
        "ZVS_news_arrest"
    };
    ZVS_news_depot_fail[] = {"a3\music_f_oldman\music\radio\news\news_depot_fail.ogg",1,1,75,1,0,0,0};
    ZVS_news_arrest[] = {"a3\music_f_oldman\music\radio\news\news_arrest.ogg",1,1,75,1,-1,-1,-1};
    empty[] = {"",0,0,0,0,0,0,0};
};

If anyone has any info on what the values should be, it would be greatly appreciated 🙂 The wiki says a value of -1 should just play it till the sound ends?

little phoenix
#

hi so im trying to setup turrets on my boat and for some reason i cant move/shoot my turrets at all
in model viewer everything is fine the right parts move and no problem at all but when testing it ingame i cant do anything
the commander view says "laser OFF" but when i try to shoot to turn it on it doesnt do anything any ideas?

nimble sequoia
#

If all works in Buldozer your problem is likely to be in config.cpp.

hearty sandal
#

turret class sources not matching with model.cfg sources

teal mirage
#

so, i'm trying my hand at retexturing the SOG DLC pilot helmets since the textures were publicly released, however i'm having some config issues

#

`class CfgPatches
{
class 101AB_test_texture
{
units[]={""};
weapons[]={""};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Weapons_F",
"A3_Characters_F"
};
};
};

class CfgWeapons
{

class vn_b_helmet_svh4_01_01;

class vn_pilot_helm_101_a: vn_b_helmet_svh4_01_01 {
    author = "A. Brain";
    displayName = "Test texture";
    hiddenSelectionsTextures[] = {"\test_texture\Data\testtexture.paa"};
    };

};`

#

this is my current config, and the texture doesn't show up when i equip the helmet in the arsenal

#

just a wierd shadow

#

does anyone here see anything wrong? and or does anyone have a better helmet config premade template?

shy knot
teal mirage
#

don't think so, you mean multiple textures?

nimble sequoia
#

textures should have the correct suffix, usually _co
testtexture_co.paa

#

However, the main reason it won't work is because the helmet does not have hiddenSelections.

shy knot
#

^

#

No matter what you do, it will not work

nimble sequoia
#

To check if something supports re-texturing, go in game to the Config Viewer, search for the classname, and then look at its entry for hiddenSelections[]. If it is blank, like this example, you cannot retexture it.

teal mirage
#

but, it worked once...?

#

my caveman brain does not comprehend

little phoenix
#

thats what i see as the gunner

#

but nothing actually works i cant even move my head

#

same for the commander flir

torpid latch
#

Hey friendos, i've been trying my hand at retexturing a vest. I got it packed up using arma tools and I loaded it in my launcher. It does not show up as an item in eden launcher though. Any thoughts?

config here

`class CfgPatches {
class BNN_Vest_config {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F_EPC"};
};
};

class cfgWeapons {
class Vest_Base;
class VestItem;

class BNN_Vest1 : Vest_Base {
scope = 2;
displayName = "BNN Press Vest";
picture = "\A3\Characters_F_EPC\Data\UI\icon_V_PressVest_CA.paa";
model = "\A3\Characters_F_EPC\Civil\equip_press_vest_01.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"BNN_Vest\Data\bnn_vest_co.paa"};

class ItemInfo : VestItem {
    uniformModel = "\A3\Characters_F_EPC\Civil\equip_press_vest_01.p3d";
    containerClass = "Supply100";
    mass = 50;
    armor = 5*0.5;
    passThrough = 0.7;
    hiddenSelections[] = {"camo"};
};

};
};`

hearty sandal
#

Simplest way to sort it could be to inherit from the vanilla vest class to get all the default config parameters like scopeCurator 2 that is needed for the arsenal visibility. If you want it to show also as placeable object you need to create a cfgVehicles ground holder object that contains the vest item

torpid latch
#

Apologies as i'm nearly code illiterate and just learning

Would that require just to change the model and uniform model to \A3\Characters_F\BLUFOR\equip_b_vest02?

I don't mind leaving out vehicles as I just want to see what it looks like on person right now. That being said, that is literally all in my config, this guide I was following had uniform, vest, helmet, and the character. Is that needed?

hearty sandal
#

Where you have vest_basw you would have yäthe classname of the vanilla vest. Or just add the scopeCurator parameter. Character encoding guide on the wiki might have that mentioned

torpid latch
nimble sequoia
# teal mirage but, it worked once...?

Finally had time to look again... vn_b_helmet_svh4_01_01 of course has entries in both cfgVehicles and cfgWeapons.
In cfgWeapons it does indeed have a hiddenSelections[] = {"camo"} set up so can be retextured.

#

Maybe you need to include ItemInfo class with the retexture, not sure. I'm a vehicles man.

teal mirage
#

perhaps

tacit zealot
#

Is there a way to adjust the fuel consumption/flight time of aircraft configs? From what I've read, fuelCapacity and fuelConsumptionRate only work on TankX and Helicopter simulation, respectively, but I've seen planes that drink fuel quickly, so how do I adjust this?

wintry tartan
#

airplaneX also uses it

tacit zealot
solemn coral
#

How difficult would it be to make a mod that adds a round type to a RHS weapon?

hearty sandal
#

in case where one has to ask, it is quite complex thing from 0 to 1

solemn coral
#

Tried googling about making mods and making a new mag with different bullet type, found nothing and I don't even know where I would begin. I know how to find the configs and classnames. Beyond that I have no knowledge of mod making.

rough hatch
#

what do I need to set in a config for a vehicle that's using the same model as its parent for both to show up in virtual garage? now only the parent shows up in VG

hearty sandal
#

units array perhaps needs filling

wheat sluice
#

forceInGarage = 1 usually works.

quartz rampart
ebon pivot
#

setting the ammo of a magazine to just "" should make it a "blank", right?

#

or will it not fire any projectile at all

hearty sandal
#

might throw error

ebon pivot
#

is there a base fake ammo or something

#

wait firstly actually what determines what projectile is used

#

is it the ammo or something else

hearty sandal
#

different weapon simulation types expect certain types of ammo

ebon pivot
#

so i'd need to make a new type of ammo wouldnt i

#

which is compatible with 40mm grenade thingies

hearty sandal
#

what is it that you want to do exactly?

ebon pivot
#

create an impact 40mm grenade which doesnt actually do anything upon impact

#

so i can use with this without having smoke/flare/explosion

languid wing
#

I'm having some issues with #include "\AJ_PylonManager\defines.hpp"

#

I have read a few things on the forums saying you can or cant do it. Seems like something that should be doable though right?

#

says the file cant be found though

#

it worked fine before when all my files were in the same directory as the mission.sqm

hearty sandal
ebon pivot
#

Ah

hearty sandal
#

but set the ammos damage to 0 and set explosive to 0 so it does not explode

ebon pivot
#

Roger, will give that a try in the morning thanks :)

tacit zealot
#

Any good ways to calculate the drag on an airplane at a given moment? It's basically all I need in order to implement a specific excess power-based afterburner model. Preferabely in kilonewtons

solemn coral
mortal dove
solemn coral
#

How do I do that?

mortal dove
#

CfgMagazineWells

#

If you're loading/using CBA. They have a fair amount of MagWells.

#

For example:
CBA_556x45_MINIMI

this makes box ammo work on any m249 including RHS. (You will need to check the magwell for whatever mod/weapon you are wanting to use)

solemn coral
#

How do I check the magwell?

mortal dove
#

I just in the ingame config view > (double clicked) configfile > scrolled down to CfgMagazineWells > scrolled/looked at the options for the magazine well that I needed.

#

whatever mods you have loaded, their respective magazine well will show up under each one..

solemn coral
#

Alright, I'll try, I'm trying to add a mag to the RHS M24

mortal dove
#

For example.

solemn coral
#

So I found "CBA_762x51_5rnds" with the correct mags in the config, do I take that name to do it?

mortal dove
mortal dove
#

you add this to your config.

#
{
    class CBA_762x51_5rnds
    {
        yourmod_magazines[] =
        {
            "insert_classname_for_your_magazine"
        };
    };
};```
ebon pivot
#

i think this solves my question too thonk

#

cba magwells are for gls too arent they

mortal dove
#

Yes.

ebon pivot
#

time to figure out what they are

mortal dove
ebon pivot
#

is there an easy way to see which weapons use which

mortal dove
#

Honestly. I just used knowledge.
So I know that the marksman rifle I wanted to patch, used 7.62x51
So I looked for CBA_762x51
then looked at magazine size, some are defined by that, & some are defined by the weapon system.
I know the marksman rifle I needed, had the same ammo as the RHS M14.
So I magazineWell'd the CBA_762x51_M14
and it works perfectly.

ebon pivot
#

i shall simply magazinewell everything in that event

#

so im repeating

class CBA_40mm_EGLM {
        612th_Magazines[] = {
            "KJW_Grapple"
        };
    };```
over and over with **only** changing the `class` name, right?
#

within CfgMagazineWells obviously

mortal dove
#

Yes, as far as I'm aware.

ebon pivot
#

goated thanks

#

fml its still exploding

#
 class KJW_Grapple: 1Rnd_HE_Grenade_shell {
     displayName = "Ascension Cable";
     displayNameShort = "Ascension";
     scope = 2;
     explosionEffects = "";
     CraterEffects = "";
     explosionSoundEffect = "";
 };
};``` even though it shouldnt be..?
solemn coral
#

I've now got the mag to show up and use the vanilla "B_338_Ball" round, how would I make a custom round config, I did not find where the vanilla round config was stored either.

mortal dove
ebon pivot
#

no i shall do that now

#

i also need to get rid of the arming distance for it

#

so that it "detonates" upon impact regardless of range

mortal dove
ebon pivot
mortal dove
#

could you do the same?

ebon pivot
#

¯_(ツ)_/¯

#

i'll find out

orchid mulch
#

heyo, so I have output a config for vehicles but how would I go about changing what can go on a pylon? For instance I want to put the 50 cal miniguns on the RHSUSAF little bird

hearty sandal
#

are there such pylon weapon to use?

orchid mulch
#

yes, I have made some progress on the matter.
I found the gau-19 class which is also part of RHS usaf and it looks like so
class RHS_weap_gau19: HMG_127
what im pretty sure is the minigun class looks like
class LMG_Minigun_heli: LMG_Minigun
so I figure to start ill likely just need to add a new gau19 class and change its inheritance from the HMG to LMG_Minigun class?

orchid mulch
#

I want to say its rhsusf_c_melb

hearty sandal
#

cant say, I dont know RHS configs

orchid mulch
hearty sandal
#

it depends what you are editing

#

but like

#

even if there is a weapon called gau 19

#

it does not mean there is a pylon weapon that is gau19

orchid mulch
hearty sandal
#

no

#

thats not how it works

#

little bird/vehicles have only cfgVehicles config

orchid mulch
hearty sandal
#

weapons have cfgweapons config

#

then you would be editing the cfgvehicles class

#

or adding a new one preferably to not break the original

orchid mulch
#

adding a new one like duplicating the littlebird so there is a second one in the game?

hearty sandal
#

inheriting from the original and making a new variant

orchid mulch
#

any chance you could point me to a wiki/tutorial on how I would go about that?

hearty sandal
#

there is a wiki page about config structure that explains the inheritance part

shy knot
#

Is it possible to have different weapons for different animation sources when they are 1?

hearty sandal
shy knot
hearty sandal
#

I dont understand this selecting animation source

#

you select weapons

#

not the other way around

slender pier
#

Good day, I am trying to make a config file for custom textures for uniforms and vests but having a little bit trouble with loading vests into the game. I was wondering if someone could take a quick look at my config file and see what I am doing wrong?

https://pastebin.com/K6NU990A

Thanks for your time and help! foxlove

wintry tartan
#

What is the issue you have?

slender pier
wintry tartan
#

Ah found the issue. You wrote ILRP_Killaway_High_Vise_Vest outside CfgWeapons

slender pier
#

modDerpSad thank you

mortal dove
hearty sandal
#

one defines the rest by inheritance so one does not have to write all of the class again

mortal dove
#

hmm. thats odd. There are a few modded pylon weapons that are bombs and inherit on of the vanilla bomb properties. but it can be pylon'd onto helicopters that cannot carry any other bombs.

hearty sandal
#

no I meant in the helicopter class

ashen chasm
# orchid mulch yes, I have made some progress on the matter. I found the gau-19 class which is ...

https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts#Configuration

Hardpoint[] is only array of string, when one or more hardpoint from magazine and pylon are same, and mass of missile is OK, weapon can be used.
"hardpoints" array property of a pylon (configfile >> "CfgVehicles" >> <vehicle> "Components" >> "TransportPylonsComponent" >> "Pylons" >> <pylonClass> >> "hardpoints") and a magazine (configfile >> "CfgMagazines" >> <pylonMagazine> >> "hardpoints").
To make a weapon available on a different pylon you need to make those arrays have a common hardpoint. Either by adding one of the pylon hardpoints to a magazine. Or by adding one of the magazine hardpoints to a pylon. Or by adding your own hardpoint to both arrays.
Or, for one-off use you can make it by just using https://community.bistudio.com/wiki/setPylonLoadout with forced set to true (see Example 2 on that page)

ashen chasm
#

although that rides on inner miniguns being pylon-mounted and i'm not sure RHS does that 🤔

frail orbit
#

What is it angleRangeVertical in config sensor? How can this be imagined?

gleaming sentinel
#

@frail orbit Its the vertical elevation coverage in degrees. So if you were to hold one arm out in front of you, and you pointed your other arm 45 degrees above that horizontal arm, then your angleRangeVertical would be 45 degrees.

This would mean if something is right above you or behind you then you wouldnt be able to see it

#

_

Does anyone know if there is a list of all vanilla hardpoint classes somewhere? I tried using config viewer in game but it apparently doesnt include hardpoints

orchid mulch
orchid mulch
frail orbit
gleaming sentinel
#

No the angleRangeVertical is its overall sensor area, it should be sensing in that area at all times. If you want it to have a 5 degree smaller vertical radius then just use 40 degrees instead of 45

#

Atleast that is how I understand it. I have never used either parameters nor have I made a radar. Someone else here more experienced in that matter may be of more assistance

reef shore
#

yo bros does anyone know, in cfgweapons, what are the parameters for this token?
reloadMagazineSound[]={"A3\sounds_f\weapons\reloads\new_MX",db-8,1, 30}; /// custom made sounds

#

the first element seems to be the path to sound file, 2nd maybe volume but wat are the 3rd and 4th??

hearty sandal
reef shore
#

thanks chief

vagrant basin
shy knot
vagrant basin
#

Alright, will give a better look and such tomorrow

sick knoll
#

https://pastebin.com/rbxn6UvL
Okay, so the Pastebin above is the code used to create a pilot camera with 3 zooms using base game gunner optic models however, when put onto one bird this works exactly as expected zooming and all. While a second bird when you zoom-in it just breaks the camera entirely and goes back to the "cockpit" view. The camera controls just break completely and can't be re-entered until you place a new bird of the same type. (If you don't ever zoom in you can enter and exit the camera absolutely fine)

https://imgur.com/a/LScEMiN
Any help would be greatly appreciated

hearty sandal
#

How do you pack the addon?

vocal patrol
#

Hey guys, I'm working on a supply crate mod to hold some retextured gear I made, having two issues, one, the vanilla crates I'm using seem to add vanilla attachments and gear to the crate even if they're not in the config. An example would be the chemlight shields x 12 appearing in my Throwables crate even though the classname is not in the crate. Is there a way to 'clear' the crate before adding my specified items in the config?

#

2nd issue is some retextured kitbags I made are coming up with the issue of 'bin\config.bin/CfgVehicles/trucase6/TransportBackpacks/kitbag1blak.backpack'. The retexture mod pbo is already specified in required addons so I'm a little confused.

#
class trucase6 : Box_NATO_Uniforms_F
    {
        displayName = "TRU Uniforms Case";
        scope = 2; scopeCurator = 2;
        descriptionShort = "trusmallcase6";
        editorCategory = "tru_editor_cat";
        editorSubcategory = "tru_editor_supplies";
        //These code lines increase the storage Capacity of the box
        maximumLoad = 100000;
        transportMaxWeapons = 100000;
        transportMaxMagazines = 100000;
        transportMaxItems = 100000;
        transportMaxBackpacks = 100000;
        class TransportWeapons
        { // this class controls what weapons can be found in the box
        };
        class TransportMagazines
        { // this class controls what magazines can be found in the box
        };
        class TransportItems
        { // this class controls what magazines can be found in the box
        };
        class TransportBackpacks
        {        
                class kitbag1blak
                {
                    name = "kitbag1blak";
                    count = 5;
                };
                class kitbag2dirt
                {
                    name = "kitbag2dirt";
                    count = 5;
                };
                class kitbag3fire
                {
                    name = "kitbag3fire";
                    count = 5;
                };
                class kitbag4veil
                {
                    name = "kitbag4veil";
                    count = 5;
                };
                class kitbag5wolf
                {
                    name = "kitbag5wolf";
                    count = 5;
                };
                class B_Parachute
                {
                    name = "B_Parachute";
                    count = 5;
                };
        };
    };```
#

I've left the uniforms out for keeping the code bit above short.

sullen fulcrum
#

#arma3_config Im new to modding and I barely know the basics of programming however If anyone could do a favour for me and help me change something with a mod where Im trying to disable two triggers

One that forces you in firstperson ADS when right clicking or aiming
Two where zooming in is enabled again

#

mod is called cinemcam and so far im trying to make a custom versiob

shy knot
hearty sandal
#

Can't disable the aiming that's default behaviour, there is no 3rd person aiming

vocal patrol
#

is there a line you can add to a container config to clear the vanilla items then specify classnames of stuff to add?

#

like say I want to use the base game chemlight NATO box, but just have exactly 5 x blue chemlights and nothing else, is there a way to do that at the config level

hearty sandal
#

fill class transportXXX with the stuff you want it to have?

vocal patrol
#

so I've done that but it's still got some vanilla items appearing even though they're not specified

#

like a crate with launchers spawns 3 x random kitbags?

hearty sandal
#

you probably are inheriting from exisitng class but not replacing the other transportXXX classes that contain the other items

vocal patrol
#

Ah that will be it

#

How would I replace them?

hearty sandal
#

like in your config above

#

class transportXXXX {}; is empty

#

class transportXXXX : transportXXXX {}; would inherit from parent class

vocal patrol
#

hmmm I want to use the base game marked NATO crates that have labels on the model like 'Uniforms" etc. but are you saying by having my new trucase classnames inherit from them it's inevitable? or do you mean the stuff like class transportWeapons needs to specify something or it will inherit?

#

thanks for help btw

hearty sandal
#

I dont understand the new question

#

but you want to replace all transportXXXX classes in your new crate config so replace all the contents

vocal patrol
#

so how do I do that if a category like transportWeapons should be empty? like no wep classnames in that particular crate

#

when I get back to PC I will make a screenshot of the sections I'm confused by

#
class trucase4 : Box_NATO_WpsLaunch_F
    {
        displayName = "TRU Launchers Case";
        scope = 2; scopeCurator = 2;
        descriptionShort = "trusmallcase4";
        editorCategory = "tru_editor_cat";
        editorSubcategory = "tru_editor_supplies";
        //These code lines increase the storage Capacity of the box
        maximumLoad = 100000;
        transportMaxWeapons = 100000;
        transportMaxMagazines = 100000;
        transportMaxItems = 100000;
        class TransportWeapons
        { // this class controls what weapons can be found in the box
                class launch_I_Titan_short_F
                {
                    weapon = "launch_I_Titan_short_F";
                    count = 5;
                };
                class launch_B_Titan_short_F
                {
                    weapon = "launch_B_Titan_short_F";
                    count = 5;
                };
                class launch_B_Titan_F
                {
                    weapon = "launch_B_Titan_F";
                    count = 5;
                };
                class launch_B_Titan_olive_F
                {
                    weapon = "launch_B_Titan_olive_F";
                    count = 5;
                };
        };
        class TransportMagazines
        { // this class controls what magazines can be found in the box
                class Titan_AA
                {
                    magazine = "Titan_AA";
                    count = 25;
                };
                class Titan_AP
                {
                    magazine = "Titan_AP";
                    count = 25;
                };
                class Titan_AT
                {
                    magazine = "Titan_AT";
                    count = 25;
                };
        };
    }```
#

Here's a better example of a culprit

#

This crate has 3 x kitbags in it in-game

#

Are you saying I need to add a blank class TransportBackpacks to stop that?

#

or the initial class trucase4 : Box_NATO_WpsLaunch_F will mean there's always stuff going to add in?

hearty sandal
#

yes add blank transportXXX classes you want to be empty

vocal patrol
#

Thank you

#

That worked perfect!

#

Final issue with this mod is the backpack error when trying to add them to containers.
'bin\config.bin/CfgVehicles/trucase6/TransportBackpacks/B_Parachute.backpack'.

#
class trucase6 : Box_NATO_Uniforms_F
    {
        displayName = "TRU Uniforms Case";
        scope = 2; scopeCurator = 2;
        descriptionShort = "trusmallcase6";
        editorCategory = "tru_editor_cat";
        editorSubcategory = "tru_editor_supplies";
        //These code lines increase the storage Capacity of the box
        maximumLoad = 100000;
        transportMaxWeapons = 100000;
        transportMaxMagazines = 100000;
        transportMaxItems = 100000;
        transportMaxBackpacks = 100000;
        class TransportWeapons
        { // this class controls what weapons can be found in the box
        };
        class TransportMagazines
        { // this class controls what magazines can be found in the box
        };
        class TransportItems
        { // this class controls what magazines can be found in the box
                class combatfatigues1blak
                {
                    name = "combatfatigues1blak";
                    count = 5;
                };
        };
        class TransportBackpacks
        {    
                class B_Parachute
                {    
                    name = "B_Parachute";
                    count = 5:
                };
        };
    };```
#

Got rid of a bunch of uniforms to make the example shorter

#

Do I need to put the backpack classname in CfgPatches or something? I've put backpacks in a crate before in another mod but didn't seem to need to do anything except what I've done in my above example, very confused.

hearty sandal
#

B_Parachute might not be a backpack?

#

or you have wrong syntax in the class

vocal patrol
#

hmmm I will try something else, it's the steerable parachute

hearty sandal
vocal patrol
#

so what is the xx meant to be?

hearty sandal
#

does not matter

#

you have name =

#

you need backpack =

vocal patrol
#

AH

#

I missed that completely, feel so silly

#

Thank you so much

glacial spear
#

anyone have any experience with the ammo cfg "autoseektarget"
im trying to script a missile to fly to a location using setmissiletarget, then deleting the target and have it auto seek a new target, but unless the vanilla targeting system is in use at launch it dosent care

gleaming sentinel
gleaming sentinel
#

I've tried creating a new category with both CFgFactionClasses and CfgEditorCategories, but when including it in the "editorCategory" spot of the CfgVehicles class it just puts the module in the Other category instead.

#

ahah! I got it to show up using CfgFactionClasses and "category" instead of editorcategory

humble cape
#

I cant recall where I read this,but is doing math inside a string any different then just doing normally, like

firemode_something
{
  reloadTime = "0.1*5";
}

versus

firemode_something
{
  reloadTime = 0.1*5;
}
shy knot
wintry tartan
#

Both should work

vestal sundial
#

hi guys, how do I increase the amount of space in my vest?

carmine mauve
#

Eat less

vestal sundial
#

But how do i increase the amount of space in my vest in config?

carmine mauve
#

maximumLoad probably?

vestal sundial
wheat sluice
#

The value needs to be based on any of the SupplyX classes in CfgVehicles (based the ContainerSupply class).

#

e.g.

        class ItemInfo: ItemInfo
        {
            containerClass = "Supply100";
        };
#

Vanilla ContainerSupply classes are available ranging from Supply0 up to Supply10 which then jumps in increments of 10 to Supply20, Supply30, etc.

#

Supply500 capacity is the largest unless you define your own ContainerSupply class.

wheat sluice
# carmine mauve maximumLoad probably?

maximumLoad is one part of it but it won't directly increase the capacity of your vest (that's a property for CfgVehicles and not CfgWeapons where vest classes go).

vestal sundial
gleaming sentinel
#

I've run into another issue with the module I'm making. I'm using arguments and I need to be able to block off some settings based on the value of another, an example being:
If combo box has the value BLUFOR
then I want a edit box to be greyed out and inaccessible

Is anyone familiar with this and would be able to point me in the right direction?

stray sage
gleaming sentinel
#

Hmm thankyou, might just make that option be forced to be something later down the line if another parameter is set

stray sage
nimble lodge
#

Hey, I keep getting "no entry 'bin\config.bin/CfgVehicles/SensorTemplatePassiveRadar.side'." error, I am not sure what I did wrong, what usually causes it?
https://pastebin.com/tQkZeWhG

ebon pivot
#

does maxRelLength for ropes have a limit 🤔

hearty sandal
nimble lodge
#

wait they are suppose to be before vehices

hearty sandal
#

you have sensroTemplatePassiveRadar inside cfgVehicles and the engine is now looking for vehicle called sensorTemplatePassiveRadar that is missing side parameter

nimble lodge
#

Oh ye

#

okay thanks

hearty sandal
#

noEntry 'folder\config\mainclass\problemclass.missingparameter'

nimble lodge
#

In simular regard, now I am getting an error about "no entry 'bin\config.bin/CfgVehicles/rhsusaf_CH53E_USMC.side'." which is weird because code is very simple, and all these things are suppose to be in CfgVehicles

hearty sandal
#

rhsusaf_CH53E_USMC perhaps this does not exist then

#

since its not valid vehicle

#

or you are not loading RHS as required addon

nimble lodge
#

weird I was 99% sure that it was a valid vehicle, I will double check

#

......

#

its "rhsusf" and I wrote "rhsusaf"

hearty sandal
#

classic

nimble lodge
#

👏

fickle flax
#

yo im looking to make a custom faction in arma 3 for personal uses, how do i do this without ALIVE ORBAT?

#

im i beginner btw

hearty sandal
#

you set up Arma 3 tools and P drive development environment, create folder(s) for your new addon and create a text file in there you name config.cpp and write the config of things you want to create

fickle flax
#

thanks

fickle flax
hearty sandal
#

addon builder is the tool for pbo making in the Arma tools

fickle flax
#

thanks

urban temple
#

Im looking for a bit of help, Im currently trying to make some customised textures for my unit and was trying to open the config.bin file. Anyone know how to open the .bin file?

#

Ive looked on the wiki and found to use the Arma 3 tools' binarize function however it doesnt seem to be working properly

wheat sluice
#

Use CfgConvert. You can convert binarised (.bin) configs into a human-readable .cpp form with BINToCPP.bat or vice versa with CPPToBIN.bat (if you want to convert your config.txt/cpp into .bin).

#

It's a part of the Arma 3 Tools package so you should already have access to it.

ebon pivot
#

utterly 🅱️oronic question but ive had a brain blank -- how do i overwrite properties for already existing classes without having to redefine it all

ebon pivot
#
class CfgWorlds {
    //class CAWorld;
    class DefaultWorld;
    class CAWorld: DefaultWorld {
        class Lighting {
            starVisibilityCoefNV = 2000;
        };
    };
};``` this is what i have thus far but i think im going crazy
#

and yes im on rc build

#

terrains inheriting from CAWorld don't seem to inherit starVisibilityCoefNV 🤔

#

never mind its only for some modded terrains

#

this however does NOT have the impact i thought it did 💀

rancid lotus
#

Hey, I'm about to shoot myself with adding new AI units via config, and I'd love some help

#

So basically, I've used Drongo's config editor to get everything I need into the mod I'm making

#

All the AI units, all the groups

#

Everything works fine

#

Except

#

The uniforms

#

No matter what I do, the units don't use the correct uniform

#

I've triple-checked to make sure it has the proper classname in config

#

And it just lists as 'empty' and defaults back to whatever the source class uses

#

I'm pulling my hair out over this, any chance of some assistance? 😅

rancid lotus
#

please, I just want to go to sleep 😢

rancid lotus
#

Anyone have any clue why this wouldn't be working?

rancid lotus
#

Got it

#

Thanks lads

ebon pivot
#

anyone know the limit for StarEmissivity? its not on the wiki anywhere

#

like

#

even its existence

#

i know 20,000 is over the limit as it crashes my game

reef shore
#

yo bros im getting this message in-game and in rpt, how do i find out which addon is causing it?
Warning Message: Picture \gen3ts\ico\mc.paa not found

hearty sandal
reef shore
#

in the cfgpatches?

hearty sandal
#

Dunno but that name is the only clue that the error message contains

reef shore
#

damn i wish they would tell us the addon or pbo name

gleaming sentinel
#

I'm trying to apply Kimi's HMDs mod to a helicopter, this is normally easy as it just requires a config to be written. However the pbo that has the heli in it is obfuscated, and arma doesnt recognize it as being added in the "requiredAddons" sections. Is this a known downside to obfuscating pbo's or is there another way for me to go about it?

hearty sandal
#

Could be yes

tame rock
#

Hey guys are there any good faction tutorials? Not ones made with orbat or drongos config generator

tame rock
#

thank you

glacial spear
#

does anyone have experience with the auto seek function on missiles, after launch i script the missile target, then delete it when it gets close wanting it to auto seek new targets in the area, however it dosent work unless the vanilla targeting system was used at launch, at which point when deleteing the guidance target to get the missile were i want, it goes after the target from the vanilla targeting system instead of looking for one

rare garnet
hearty sandal
#

What is it you did to get that error?

rare garnet
#

I clicked the uniform in ACE Arsenal, but I think I may know what it is are units vehicles?

#

yup been stupid cheers tho

zenith drift
#

I'm looking at config for CBA_O_InvisibleTarget. CBA's invisible target vehicle. I'm trying to find a way to get AI to fire grenades at these targets. Is there any configuration entry which governs what types of weapons AI will use against a vehicle???

rare garnet
hearty sandal
#

it is probably in wrong place

rare garnet
#

i have copy and pasted my config and just renamed the class names and display that's it?

hearty sandal
#

blobdoggoshruggoogly somewhere you are trying to create that uniform but it does not exist

rare garnet
#
class CfgWeapons
{
    class TIOW_Mk7PowerArmor_1_UM;
    class ItemInfo;


    class 5TH_Apothecary_MK7_Power_Armour : TIOW_Mk7PowerArmor_1_UM
    {
        author = "E_50_Panzer/5th Red AUX";
        scope = 2;
        scopeArsenal = 2;
        scopeCurator = 2;
        displayName = "MK 7 Power Armor (Red Scorpions) Apothecary";
        hiddenSelections[] = {"Camo1","Camo2"};
        hiddenSelectionsTextures[] = {"5th-Scorpion-AUX\5th_Armor\SM_ARMOUR_1\RedScorpion_TIOW_SM_Armour1_Apothecary.paa",
        "5th-Scorpion-AUX\5th_Armor\SM_ARMOUR_2\RedScorpion_TIOW_SM_Armour2_Apothecary.paa"};    
        class ItemInfo: ItemInfo
        {
            uniformClass = "Red_Scorpions_MK7_Power_Armour_Apothecary";
        };
    };
    
};
#

I can spawn the unit and it has the uniform but when I try switch the uniform it breaks

hearty sandal
#

uniformClass = "Red_Scorpions_MK7_Power_Armour_Apothecary"; does this exist in cfgvehicles?

#

you need both unit and uniform

rare garnet
#

with the same classname?

ashen chasm
#

with different classnames but linking to each other blobdoggoshruggoogly

rare garnet
#
class CfgVehicles
{
    class TIOW_Tactical_UM_1;

    class 5TH_Apothecary : TIOW_Tactical_UM_1
    {
        author = "E_50_Panzer/5th Red AUX";
        scope = 2;
        scopeCurator = 2;
        scopeArsenal = 2;
        faction = "Red_Scorpions";
        editorCategory = "Red_Scorpions";
        editorSubcategory = "Red_Scorpions_Marines";
        displayName = "Red Scorpion Apothecary MK7";
        uniformClass = "Red_Scorpions_MK7_Power_Armour_Apothecary";
        hiddenSelections[] = {"Camo1","Camo2"};
        hiddenSelectionsTextures[] = {"5th-Scorpion-AUX\5th_Armor\SM_ARMOUR_1\RedScorpion_TIOW_SM_Armour1_Apothecary.paa",
        "5th-Scorpion-AUX\5th_Armor\SM_ARMOUR_2\RedScorpion_TIOW_SM_Armour2_Apothecary.paa"};
        linkedItems[] = {"ItemGPS","5th_mk7_pld_standard","5TH_Tactical_Marine_MK7_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
        RespawnlinkedItems[] = {"ItemGPS","5th_mk7_pld_standard","5TH_Tactical_Marine_MK7_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
        backpack = "5TH_Tactical_Marine_MK4_Power_Pack";
    };
};
hearty sandal
rare garnet
#

right

hearty sandal
#

and this is the thingy your error mentions

#

which it cant find

#

because it does not exist

#

and here too

ashen chasm
#

unit's "uniformClass" should contain an existing CfgWeapons uniform class name. Uniform's "uniformClass" should contain an existing CfgVehicles unit class name.
Vanilla for example:

class CfgWeapons
{
    class U_B_CombatUniform_mcam: Uniform_Base
    {
                ...
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="B_Soldier_F";
            containerClass="Supply40";
            mass=40;
        };
    };
}
...
class CfgVehicles
{
    class B_Soldier_F: B_Soldier_base_F
    {
        ...
        uniformClass="U_B_CombatUniform_mcam";
        ...
    };
}```
hearty sandal
#

the uniform item and the character refer to each other

rare garnet
#

I even looked at the wiki a few time and still didn't click, thank you as always

wheat sluice
#

The cost of the ammo also needs to be lower than the vehicle's value.

copper vapor
#

Hello, I'm working on s&s and we're trying to create a randomisation script. Wondering if anyone knows how i could check for the following:

Unit's loadout is unmodified (like no one edited it in Eden editor in an arsenal).

Greatly appreciate any help (I have a few ideas myself and have looked online I just want to see what people on here would do).

wintry tartan
#

Probably by comparing getUnitLoadout _this and getUnitLoadOut configOf _this

copper vapor
#

ily so much

#

@wintry tartan another question from someone in the team:

Would it be possible to create a duplicate of insignia, but it appears somewhere else on the uniform (wherever rank insignia would appear, like shoulders, sleeves etc.) and has an option for rank in arsenal or Eden properties.

wintry tartan
#

An insignia is a model part, so if you have a hiddenSelection on it, you can

copper vapor
#

how could they link the menu/arsenal option to the hidden selection texture?

wintry tartan
#

Unfortunately, it is hardcoded by BIS_fnc_setUnitInsignia

#

(IIRC)

copper vapor
#

wait so what does that mean

wintry tartan
#

You'll need to make your own function, yes

copper vapor
#

ok thanks

#

@wintry tartan couple more questions regarding the randomisation script, with the functions that get the unit loadout, how do i write that specifcally

if (unitloadout isEqualTo configloadout) then {hint "random gear"}

#

ik thats not actually how you write it btw

wintry tartan
#
private _unitLoadout = getUnitLoadout _this;
private _configLoadout = getUnitLoadout configOf _this;
if (_unitLoadout isEqualTo _configLoadout) then {/* randomize */};
copper vapor
#

bless u

#

and i can just put this in a sqf that gets executed at the start of the game yeah?

wintry tartan
#

I didn't even sneezed eyes_shaking

#

You can put this script into an init EH

copper vapor
#

is there any other way

wintry tartan
#

Oh, you probably need to use is3DEN as well

copper vapor
wintry tartan
#

init EH will run everytime even you place the soldier in Eden workspace, which is not an ideal situation

copper vapor
#

how can i make it so theres the script, and it is called at the start of the mission

#

without the player having to know anything about the script

wintry tartan
#

A soldier class can have an init EH

copper vapor
#

😘

copper vapor
#

@wintry tartan u mean this type of event handler??

this addEventHandler ["SelectedActionChanged", {
params ["_caller", "_target", "_enumNumber", "_actionId"];
}];

wintry tartan
#
class GrandParent;
class ParentClass: GrandParent
{
  class EventHandler;
};
class YourSoldier: ParentClass
{
  class EventHandler: EventHandler
  {
    class SnS
    {
      init = "whatever";
    };
  };
};
copper vapor
#

i put the variables at the start of the config but i get this

circa Line 1 Expected ]={

#

anyone have an idea on what to do?

shy knot
#

Your Config is messed up

copper vapor
#

i think ive fixed it now

copper vapor
#

anyone know where i can find the configs of bisfunctions?

wintry tartan
#

CfgFunctions?

copper vapor
#

yeah

#

where is that tho

wintry tartan
#

CfgFunctions is located in CfgFunctions

copper vapor
#

is that a pbo?? file?? document??

wintry tartan
#

Ingame

copper vapor
#

ah

#

thankyou

#

@wintry tartan the following is in a sqf

#

private _unitLoadout = getUnitLoadout _this;
private _configLoadout = getUnitLoadout configOf _this;
if (_unitLoadout isEqualTo _configLoadout) then {hint "joe"};

#

but it doesnt work

#

this is everything thats in the sqf btw, any ideas?

wintry tartan
#

How it does called?

copper vapor
#

ill show u the error

#

16:53:19 Error in expression <cript\rando.sqf"
private _unitLoadout = getUnitLoadout _this;
private _configLoa>
16:53:19 Error position: <getUnitLoadout _this;
private _configLoa>
16:53:19 Error configof: 0 elements provided, 2 expected