#arma3_config
1 messages · Page 1 of 1 (latest)
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";
};
};
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"
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
It is mission btw, not map.
Mission/scenario is what you play, map/terrain is what mission is made on (Altis, Tanoa etc)
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
How do you change the minimum arming distance of a grenade?
timeToLive I think
how the heck to fix that? Put author = to each class, nothing.
Each class where? CfgWorlds >> Stratis >> author has $STR_a3_bohemia_interactive";, should work fine
fuseDistance
timeToLive only determines how long the missile/explosive/bullet exists for before it disappears.
For missile swapping to work, do you need missile selections in your visual LOD?
Define missile swapping?
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
Ok, I've got it moving now. I just need to get the location correct
Here's where the box starts off
And here's where it ends up
It needs to move to the other launcher. What way would it need to go in model.cfg to move to the left?
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
class missile_move_1
{
type = "translation";
source = "Missiles_revolving";
minValue = 0.7;
maxValue = 0.8;
selection = "missile_1";
begin = "missile_1";
end = "missile_2";
offset0 = 0;
offset1 = 1.28;
};
class Missiles_revolving
{
source="revolving";
weapon="OPTRE_M670_ATGM_Launcher";
};```
Here's my setup. This got the results I wanted, at least in object builder. Testing in game now
Gonna see if it does swap over
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
Added in missile move 2 and that one wont function
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;
};```
1 works
2 wont
Remove min max phase maybe
And memory 1
How come you added so many different variables there 😅
Mish mash of what I could find online lol
Like stuff you don't have in the other one
Got it working. Now to test
👍
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
Ammo could be better source
Revolving plays smoothly between shots, ammo is instant
If revolving doesn't look "right", I'll switch it over
What is this? 😅
Missile 2 is starting from spot 1 for some reason, zooming over to spot 2 then going out
What memorypoints are you moving with the animation?
missile_move
does that selection contain both missile shooting memorypoints?
It's just a single point that it shares with missile_1. Then, I call missile_move to translate over to missile_2
So, I need two points now?
My memory missile points consist of missile_move, missile_1 and missile_2
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
https://cdn.discordapp.com/attachments/221488699484012566/1000718060761645056/20220724065540_1.jpg With my current setup, it works but the tracer line in Virtual Arsenal shows that it spawns at missile_1 then goes to missile_2 before going outwards
Could this just be bad memory points? Or incorrect ones?
Though missile_move is the same point as where konec would be in missile_1
Should missile_move be a separate point?
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
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
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
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');";
};```
Then the init
Sorry for spam
Using the class browser, I see that the Stalker has C++ memoryPointMissile = ["spice rakety","usti hlavne"]; memoryPointMissileDir = ["konec rakety","konec hlavne"];
Like you said, I’m probably missing the memory point missile code
Testing it now
the points array work in pairs
Tested the Stalker in game
It does the same thing
I think that's pretty much the limit of what A3 can do for missile swapping on vics
it has been done before
Well, it functions, doesn’t kill the vic when firing
I’m done
My head hurts now
Thanks for the help goat
is it working now?
if not i can help you if needed
https://www.youtube.com/watch?v=x8YwO8Sfv0U
Yeah, all good
That’s pretty neato
thank you
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?
fuel is bit unreliable as if you are next to fuel truck you might get refilled
one way could be extending geometry legs down so tracks dont touch ground
or raise wheels up
or disable engine perhaps
@winter rain you got that tick tank work pretty well, what was the method you used for the deploy again? I forgot xD
If you cant find anything else, you can always spam setVelocity and setPos for the duration. 
Along with a bit of flavor to handle collisions with epeContact(Start/End).
(DisableAI "Move" etc... for ai to make sure AI is not struggling to go anywhere on it.)
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
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. 
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
not lagging with frame drops, lagging with causing desync
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
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.
but a nearestObject scan is also again a looped methode xD
im still gonna go with geometry moving to block wheel contact being the best option
😅
like i said, it could work if the animperiod is slow, but it could make the vehicle going to jump
if you destroy the wheels on a car you still can drive/move it
other solution could be setFuel 0 and a check if vehicle gets fuel, always set it to 0
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 :-)
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
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. 😅
if you want hacky solutions can also disable the movement keys /disableAI
maybe the speed limit stuff recently added can help too
oh nevermind '0' isnt valid for setCruiseControl
Honestly , I think this would be the best solution, no loops, no one stealing my precious fuel in this economy, no engine trouble.
My only issue with this is , a maniac who assigns mouse buttons into what u would expect key buttons, which this time prevents you from overriding default behavior...
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
but the animation should go slow and not fast cause of arma physics
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
yes cant be too fast 😄
Arma space vehicles approved
ill try your variant now, i would be happy to get rid of the setfuel 0 because these damn zeus players can refuel the fuel xD
it works for tanks if you just press forward but you can steer left and right
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
so no option. + always the engine noise + always turning wheels & tracks animations
was a try worth 
cameraon setCruiseControl [-1,false] will prevent forward motion though
you can still reverse & rotate unfortunately
Hello. Is it possible to implement target designation for the turret according to the co-pilot's view?
Let's say I turned my head to the right and the turret turned the same way.
I never think that is a thing in Arma
If there is a possibility, it would be a #arma3_scripting rather a config
It is a pity that the developers did not make this system at the config level
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)
@sullen fulcrum I might be mis-remembering but I think we implemented that for the Apache gunner in 3CB BAF Vehicles.
just use setVelocityTransformation instead...
and never use setPos, as I always say 😛
Question, how do I edit much much of my screen is covered by night vision?
Depending on situation, such as the example of being able to move by crashes etc, u may not exactly want it, otherwise yes the example was originated from that actually.
u may not exactly want it
you're doing setVelocity and "setPos" already...
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
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.
Yes you are doing it, but you may want to stop either of them is what I mean, temporarily...
There’s ace values to determine how much of the screen is covered
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.
I've tried it as both wav / ogg
I've tried making it a sound vs music
I've tried something shorter.
I'm seething
does your thingy that plays something play vanilla sound?
yup
how are you incorporating the sounds?
Im using the trigger effects menu to test them
are they in mission or addon?
And I legit just copied pasted the example given for CfgMusic into the desc.ext
Then changed the info there to the name of my stuff
so a mission?
yeah
where is the file?
inside a music folder, next to the desc.ext
in the mission folder I assume
yeah
what pathing you have in the desc ext
can you paste the path you have in the sound class for your file
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 };
this yes
I've tried it with and without the leading \
so soounds\test.wav does not correspond to music\track1.ogg
k
just making sure
np
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
try inserting a vanilla sound into that class instead of your file and see if that plays
no path to vanilla sound and the numbers used in it
where would I find the vanilla sounds to path to?
"A3\Sounds_F\vehicles\soft\Offroad_01\Offroad_01_Gendarmerie_Siren_OneShot", 1, 1, 200
this could work
sound[] = { "A3\Sounds_F\vehicles\soft\Offroad_01\Offroad_01_Gendarmerie_Siren_OneShot",1,1,200};
?
That also didn't work
{
name="$STR_A3_CfgMusic_Track15_MainTheme";
sound[]=
{
"\A3\music_f\Music\LeadTrack01_F.ogg",
1,
1
};
duration=162.8;
theme="safe";
musicClass="Lead";
};```
Well something
I got sound music not found
Lemme try your think
thing
Sound not found
wtf
whoops nvm forgot to remove the blank sound from the trigger
I GOT IT WORKING
HAHA
If I to play a sound on a moving object, do I use say3d or playSound3d?
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"};
};
};
};```
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) ?
magazineReloadSwitchPhase = 0.5; it is
If I wanted to make a vehicle automatically spawn and have the "Data Link Send" option on, what do I need to do?
I want a scout vehicle to have the ability to call in cruise missiles
Oh you legend thanks!
Which one is it to have the vehicle spawn with the default radar type? When in editor its default but when spawned in by a spawner its off?
why am i getting error? "no entry .model"
An error message itself won't solve anything but with the source. Show us it
ı don't understand
show us what you did, pastebin your config. the error you have can be a lot
No entry. XXXXX means you have a class that is missing model parameter. So your or some mods config is broken.
How to install the pylons immediately for the co-pilot? + is it possible to make separate pylons for the pilot and copilot?
Something like "turret="?
hello how do i overwrite a value for everything in cfgvehicles
say, the gravityfactor
if you edit a parameter in a parent class that is inherited to all child classes you can mass change things
but if any child class also changes that parameter you would have to then create a replacement config for those classes also
It's okay now I did it but it breaks things
gravityfactor does NOT like being touched
trying to simulate low gravity for objects and stuff
dont think setting gravityfactor to half is a good idea as its broken base muzzle flashes
not possible
the muzzles breaking your config just basically breaks whole base config stuff
the gravityfactor has nothing to do with it
well whatever ive done the muzzle flashes seriously doesnt like because i dont touch anything other than the gravityfactor
you likely wrote the class inheritance structures wrong thus overwriting the other things
you can link pictures here
if you need
it wasnt letting me paste them
oh
class CfgVehicles {
class All;
class Thing:All {
gravityFactor = 0.5
};
};
thats the config which does it
do you have required addons set up in cfgpatches
requiredAddons[]=
{
"A3_Data_F",
"A3_Weapons_F",
"A3_Characters_F"
};```
you will likely want aow_loadorder instead of those
replace them all with "aow_loadorder"?
ah sound will use that
upon further testing it seems to be a mod conflict never mind for the muzzle
yeah this doesnt seem to be a config level thing
rip!
Hey is the camouflage value in a unit's config the same as the camouflage coefficient unit trait?
I believe so
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
I believe sniper has lower config vaue
I'll have to check again, I thought it was 2.1 for a sniper and 1.4 for the rifleman
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.
those people would be at #arma3_terrain. but honestly I dont think anyone has messed with it
ah so they would be
and messing with it would likely break most things
i want to break the things
is there a way to check in config if a uniform is a Ghillie suit?
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"
yes I'm asking how, given a classname, to check if it's a Ghillie
uniform player isEqualTo "GhillieSuit"?
thats not going to work for anything other than vanilla ghillies
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
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
what does this do i can't find much on it attenuationEffectType = "HeliAttenuation";
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
it affects how passengers hear sounds
would you know anything about my problem of my helicopter not starting a full power when spawned or dragged into the air via zeus it just falls
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
nope. but I would fix your config to inherit from some vanilla chopper and change only parts you need to actually change
my inherit class is Heli_Transport_01_base_F
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;
};
};```
Is it possible to display the map on a face like how PiP is done?
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
Any idea where I can look for some info?
RHS vehicles?
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
Not sure what's the goal for you but indeed it both needs config and script
On the OPTRE warthog interior, there’s this screen above the driver. It has a few buttons and one of them is labeled Map1. I was curious if I could add a map view onto it for the driver to look at in first person
I’ll see if I can find any Config related stuff on it
Then go beat our script artist for the rest
@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?
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.
Because I assume additem and assignitem, unassigniten and removeitem wont work
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.
I am sure there, it will be located in one of the pbos in addons folder, or other folder depending on dlc
Would those be under Arma 3\Addons\ folder?
my bad you literally said that, just a matter of finding the right pbo now.
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.
Well I got the burst fire and semi-auto working, but they're silent.
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.
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
Firstly, read this to make your code easy to read: https://support.discord.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline-
Want to inject some flavor into your everyday text chat? You're in luck! Discord uses Markdown, a simple plain text formatting system that'll help you make your sentences stand out. Here's how to d...
And, you probably need to read this as well: https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customization
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"
};
};
};
};
};
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.
Leme mess around with it
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
};
I’m copying and pasting on my phone it’s it’s not the neatest
I'll have to try a bit more tomorrow, I ended up breaking my config.cpp that I created and I can't seem to get it working again.
Question,
I made a custom scene tested it and it loaded, but when I load a mod its main menu overrides mine any help?
looks like the other mod is overriding RscDisplayMain and RscDisplayLoading anyway to stop this without deleting their mod?
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 😂
There is a parameter to set animation source that toggles weapon use (like opening door)
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
Might have enable in its name. Don't remember all configs off the top of my head
yeah fair enough, trying to find it on the wiki is... an experience to say the least
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
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
No it's the parameter I mentioned
But I think it's only present if the vehicle actually uses it
forceHideGunner = 1;
also tried that, also did not work
i think i might've found what i need now though, one moment lol
outGunnerMayFire = 0;
isPersonTurret = 0;
canHideGunner = 0;
gunnerForceOptics = 0;```
^^^
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! 🙂
~~I can't replicate the stuff I had going last night, every attempt now is not working.
I can't even get the default game configs to work like I did then when I tried from scratch the first time. That's what I get for not making backups.~~
I managed make a new working version, now to solve the sound problems.
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?
You can probably just use _
Anyone know, how do I define
_player addItem "NVG_Item_Name"; _player assignItem "NVG_Item_Name";
in ace statements for ace interactions
_statement = {
params ["_target","_player","_actionParams"];
_player addItem "NVG";
_player assingItem "NVG";
};
@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?
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.
...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?
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.
Got it.
I have tagged notifications enabled I think give me a tag if I don't see your response again
@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.
Ty I'll mess with it now
...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.
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.
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;
...
};
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";
I keep getting an error saying 'a' encountered instead of '=', but I dont understand why:
https://ibb.co/TB0y8kd
https://pastebin.com/wnNhjtp9
Supossidly it was in like 1130 which is the condition line under class Ace_Mf_Divisiontech_Category_Orange_1_NVG
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
so
condition = "count (['MF_Division_Beacon_Orange_1_NVG','Long','Ass'] arrayIntersect assignedItems _player) > 0;"
You got the idea
Alright, testing
Nop still exactly the same error
https://pastebin.com/4katmGPz
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?
Essentially when the option of "adjust the strap" is selected, the game should replace the current night vision goggles with "MF_Division_Beacon_Orange_1_NVG"
A config doesn't take a code, but only string. If it is supposed to be a code, change it into a string
copy, maybe thats what is causing the error
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
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
If it is a missile I do not think speed has any correlation to damage in arma
Right, thanks I was really confused for a while there
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
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
If somewhere BI forums.
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```
class rhs_mi8amtsh_base;
The semicolon is wrong, as well as otherclass XX; {};are wrong
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 ?
fixed - increasing liftForceCoef in the cfgvehicles helped
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
1 channel only pls. no crossposting
ok
is it possible to have a choke for shotguns that makes the spread smaller? I tried with dispersionCoef but that didnt seem to work
dispersionCoef does only adjust the initial bullet's dispersion not the submunitions' AFAIK. Let me check enoch config
https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit
You can check this out, this should do
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
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";
};
};
- It actually might be impossible to change indeed
- However make sure your config modifies CfgRanks
- And you loaded the Mod for sure, as well
What's your CfgPatches?
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?
If in doubt always use "A3_Data_F_AoW_Loadorder"
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
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
an old forum post but that was for CfgRanksCustom and that didn't seem to want to launch/do anything
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
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
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
Okay thanks will try it, cheers for helping on this forlorn hope lol
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
Does it work as it should?
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
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.
Ah that's a shame, thanks for the info
Need some help, I some unit configs setup that appear in editor, but they wont appear in zeus, any idea what I'm missing?
units array in cfgpatches
thanks that fixed it.
Do ai unit groups go in the unit array too?
dont remember.
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 };
If it’s an ARMA sound, I believe they’re binarized
anyone here able to help with ACE explosives trigger config as im losing my mind at this
Ace discord would probably help better
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?
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;
};```
thx 👍
Does anyone know how to add a formatted item description like this from a vanilla magazine for example?
https://gyazo.com/21668e9b6e31390cb825da853b3ca1dc
descriptionShort = "Caliber: 7.62x39 mm<br />Rounds: 30<br />Used in: AK-12, AK-12 GL, AKM";```
How would I make a new faction under one of the FORs?
I would like to make a new faction under indfor
create config file and add new classes you want
I see
pack that into an addon and run it
Alr
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?
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
It uses some strange way to make something selectable. Secs please...
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts
Take a look for hardpoints[]
Thanks!
Is there a way to have a flare shot from a grenade launcher display color during daytime while it's falling to the ground?
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
dayLight = 1?
https://community.bistudio.com/wiki/Arma_3:_CfgLights
Ye
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,
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
Try copying existing missile magazine and ammo and give it new classname and such identifiers and try that
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
.
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
class CargoDoorAnim
{
source = "user";
animPeriod = 5;
initPhase = 0;
sound = "ServoRampSound_2";
};```
It doesn’t use a path
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
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...
couldnt find anything like it in the parameters idk if there is a way around it maybe?
thanks
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?
Have you unpacked the A3 data to your P drive?
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
Whats the latest arma 3 loadorder cfgpatch? I only know of A3_Data_F_Enoch_Loadorder but never found for the stuff after
Check the pinned
Yes. And addon builder does not require it as it does not check file paths you have in your files.
is there a way to make a script execute on a vehicle the moment its spawned?
init EH?
I am familiar init.sqf in regards of mission files and stuff. can you put a init in a mod?
Yup, like ```cpp
class EventHandlers
{
init = "whateveryouwant!";
// or alternatively
class YourClass
{
init = "thisalsowillwork";
};
};
"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
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
A second issue with these rockets is that upon firing a visual rocket remains on the pylon, despite the ammo now being empty
You need a “hide” animation
Where would I put that? I don't see it mentioned anywhere in the existing configs for rockets
It’s a model.cfg thing
I mean, where in the config do I tell it to switch to that animation
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
It’s a certain source
Thanks, ill look into it some more
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.
@sullen fulcrum There are mods that do that on the workshop
@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.
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
Its not the model as i've tried using base arma models that are used in base games cfgammo sections
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
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
{
// [...]
};
};
};
};```
but if I do class Component: Component, I will get an error saying that component is an undefined class
Show us the entire config
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
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
https://community.bistudio.com/wiki/Class_Inheritance
Check this for more idea
to which pastebin did you respond?
because class VTOL_02_infantry_dynamicLoadout_base_F is in none of my stuff
but in that case, isnt it defined correctly in the first pastebin?
where its defined under plane_base_f
Does not seem to be working, still no radar
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?
is3DEN command returns true if you're in Eden Editor but not in Preview and everything else
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?
I don't see anything for it on their function index page
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"};
};
};```
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
sure, ping me when you do
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
It might have to do with the config parameter vn_turretindex[]. Try setting vn_turretindex[] = {0}; in your new weapon magazine.
Mine works now, I dont use that paramater I dont think
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
@tacit zealot You dont happen to have made a model.cfg file yet have you?
Nope, its literally a child class of a SOGPF weapon
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
Mayhaps it needs also cfgNoAIvehicle class
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
Fixed my problem - pylon weapon launcher didn't have my missile class in it, so I had to make a new one for my new missile types
ah good to hear!
now that I checked the sogpf missiles the proxy parts dont have animations, only the flying missiles might have stuff that deploy/hide/show when in flight
interesting, ill look into that a little more
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
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.
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
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
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 🤦♂️
This is in a unit config, not scripted. Cause hes a pilot, hes not wearing a backpack either
you'd have to work with the init eventhandler within the config
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
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
What about crater effects? Those arent particle affects, and I don't see them anywhere in data_f
createSimpleObject ["a3\data_f\krater.p3d", getPos player]
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?
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?
If all works in Buldozer your problem is likely to be in config.cpp.
turret class sources not matching with model.cfg sources
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?
Does the helmet have hiddenSelections?
don't think so, you mean multiple textures?
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.
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.
so ive checked and they 100% match ive double checked and redone all of them just to make sure
thats what i see as the gunner
but nothing actually works i cant even move my head
same for the commander flir
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"};
};
};
};`
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
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?
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
Hey I really appreciate all your help man. I couldn't understand what you mean at first but I figured it out and it works!
class cfgWeapons {
class Vest_Camo_Base;
class VestItem;
class BNN_Vest1 : Vest_Camo_Base {
Was my change.
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.
perhaps
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?
airplaneX also uses it
Bump?
For anyone else: 80 minutes for 1550 fuel units is the magic ratio
How difficult would it be to make a mod that adds a round type to a RHS weapon?
in case where one has to ask, it is quite complex thing from 0 to 1
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.
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
units array perhaps needs filling
forceInGarage = 1 usually works.
You'd want to open some of the vanilla configs under a3/weapon_f to see an example. You'd have to edit a weapon class's magazine array with a new mag with the custom ammo.
Look at how the Rubber Bullet mod configs. They have an example mag pbo inside their mod.
setting the ammo of a magazine to just "" should make it a "blank", right?
or will it not fire any projectile at all
might throw error
is there a base fake ammo or something
wait firstly actually what determines what projectile is used
is it the ammo or something else
different weapon simulation types expect certain types of ammo
so i'd need to make a new type of ammo wouldnt i
which is compatible with 40mm grenade thingies
what is it that you want to do exactly?
create an impact 40mm grenade which doesnt actually do anything upon impact
so i can use with this without having smoke/flare/explosion
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
well you still want there to be an ammo
Ah
but set the ammos damage to 0 and set explosive to 0 so it does not explode
Roger, will give that a try in the morning thanks :)
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
I used this and managed to make the rounds appear in the magazine category, but not able to be loaded into the weapon
probably need to change the magwell compat.
How do I do that?
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)
How do I check the magwell?
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..
Alright, I'll try, I'm trying to add a mag to the RHS M24
configfile >> "CfgMagazineWells" >> "CBA_556x45_STANAG"
https://i.gyazo.com/d599a6c01df3eb6db84bf517e77e8479.png
For example.
So I found "CBA_762x51_5rnds" with the correct mags in the config, do I take that name to do it?
- Find out what ammo type it uses.
- Find the corresponding ammotype in the magazine wells list.
- check the ammo in step 1, is listed under the RHS_Magaazines [] =
if thats the correct round...
you add this to your config.
{
class CBA_762x51_5rnds
{
yourmod_magazines[] =
{
"insert_classname_for_your_magazine"
};
};
};```
Yes.
time to figure out what they are
heres a few to show you they exist 🙂
https://i.gyazo.com/03c81aa2d9c1598b7f18ae1e93628cbe.png
is there an easy way to see which weapons use which
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.
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
Yes, as far as I'm aware.
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..?
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.
RHS has a practice UGL that doesn't have any damage.
Have you looked at how they config'd it?
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
also look at their impact UGLs then.
I know AFRF has them.
they have their own custom ammo for this
could you do the same?
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
are there such pylon weapon to use?
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?
right now im following the wiki
https://community.bistudio.com/wiki/Arma_3:_Replacement_Config_Tutorial
I'm at the part where I create the config for the new mod but I cant seem to figure out for sure what cfgpatches name to use in the required dependencies
I want to say its rhsusf_c_melb
cant say, I dont know RHS configs
alright ill figure that out, the wiki says
Add the cfgWeapons/cfgVehicles body
does it want both? and also im not entirely sure what to add here
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
well the aforementioned classes are in CfgWeapons config output so I would assume im editing cfgweapons. Do I need to output rhs littlebirds cfg weapons specifically and put it all in this file?
the gau19 goes on the outer pylon by default and im trying to add it to the inner pylon
weapons have cfgweapons config
then you would be editing the cfgvehicles class
or adding a new one preferably to not break the original
adding a new one like duplicating the littlebird so there is a second one in the game?
inheriting from the original and making a new variant
any chance you could point me to a wiki/tutorial on how I would go about that?
there is a wiki page about config structure that explains the inheritance part
Is it possible to have different weapons for different animation sources when they are 1?
please elaborate. how are 2 weapons 1?
Like, when a certain animation source is selected, can you select different weapons through animation sources or is that not possible
I dont understand this selecting animation source
you select weapons
not the other way around
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?
Thanks for your time and help! 
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
What is the issue you have?
The vest is not loading into the game at all
Ah found the issue. You wrote ILRP_Killaway_High_Vise_Vest outside CfgWeapons
thank you
what do you mean by .50cal minigun?
Also what can go on a pylon or not shouldn't be defined by inheritance.
one defines the rest by inheritance so one does not have to write all of the class again
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.
no I meant in the helicopter class
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 withforcedset totrue(see Example 2 on that page)
although that rides on inner miniguns being pylon-mounted and i'm not sure RHS does that 🤔
What is it angleRangeVertical in config sensor? How can this be imagined?
@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
its a GAU-19 that the RHS littlebird (AH6M) allows you to put on its outer pylons, it allows you to put the normal 762 minigun on the inner pylons but nothing else.
so I would need to do something like this in the config file?
class CfgMagazines
{
class innerPylon_minigun;
class PylonPod_outerPylonGauClass: innerPylon_minigun
{
displayName = "Gau Name";
model = "Gau Model Path";
count = 1;
hardpoints[] = {"SUU_63_PYLON","BRU_32_EJECTOR","US_BOMB"}; // Not Sure
pylonWeapon = "RHS Gau Class";
};
};
Now if I want to rotate this corner 5 degrees down, do I need to use aimDown to do this?
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
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??
https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundShader maybe this can help
thanks chief
So, how would I go about inserting the corresponding CBA code so that my single-use launchers work? Was directed towards this guide, but I'm still a bit confused https://github.com/CBATeam/CBA_A3/wiki/Disposable-Launchers
Looks pretty simple to me. Create your 3 launchers, base, loaded and used. Then add the EH and other CBA stuff in there
Alright, will give a better look and such tomorrow
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
How do you pack the addon?
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.
#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
You have to make an override or whatever. You can’t edit an already published mod that isn’t yours
Can't disable the aiming that's default behaviour, there is no 3rd person aiming
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
fill class transportXXX with the stuff you want it to have?
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?
you probably are inheriting from exisitng class but not replacing the other transportXXX classes that contain the other items
like in your config above
class transportXXXX {}; is empty
class transportXXXX : transportXXXX {}; would inherit from parent class
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
I dont understand the new question
but you want to replace all transportXXXX classes in your new crate config so replace all the contents
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?
yes add blank transportXXX classes you want to be empty
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.
hmmm I will try something else, it's the steerable parachute
you have wrong paramters in use
so what is the xx meant to be?
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
I'm trying to make a module right now, and I want to create a category for it. The examples use "CfgFactionClasses" But that is apparently outdated. I'm looking at this page here https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization#Mode_Sorting and there isn't really an explanation on "Mode" sorting... I need it to show up in the modules category. Any help is appreciated!
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
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;
}
I don’t think reloadTime uses a string?
reloadTime uses a float
Both should work
hi guys, how do I increase the amount of space in my vest?
Eat less
it is also
But how do i increase the amount of space in my vest in config?
maximumLoad probably?
I think yea
I assume you know how to edit vest configs already? If so, you need to edit the containerClass token in the ItemInfo class.
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.
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).
Thank you very much, yes i know
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?
In the context of 3den, I believe there is no way to do that without scripting. As far as I can remember, the only way to do that is to introduce your custom controls to be used by your module's attributes. From there, by using control EHs, you can simply detect the input of combo box and make the edit box react to that.. How you are going to do that is up to you and your design of course.
Hmm thankyou, might just make that option be forced to be something later down the line if another parameter is set
Of course , you always can give information that it will be negated if another attribute is set to BLUFOR , by using tooltips, the lazy way out. 😁
Your module's code is probably handling that situation already... if it is about giving a message, tooltip is the easiest. (If you can accept the fact that majority does not read tooltips of course.
)
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
does maxRelLength for ropes have a limit 🤔
you have classes in wrong place
wait they are suppose to be before vehices
you have sensroTemplatePassiveRadar inside cfgVehicles and the engine is now looking for vehicle called sensorTemplatePassiveRadar that is missing side parameter
noEntry 'folder\config\mainclass\problemclass.missingparameter'
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
rhsusaf_CH53E_USMC perhaps this does not exist then
since its not valid vehicle
or you are not loading RHS as required addon
weird I was 99% sure that it was a valid vehicle, I will double check
......
its "rhsusf" and I wrote "rhsusaf"
👏
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
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
thanks
i have my config folder setup and i want to binPBO it but i have no idea how to do that
addon builder is the tool for pbo making in the Arma tools
thanks
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
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.
Thanks alot 👍
utterly 🅱️oronic question but ive had a brain blank -- how do i overwrite properties for already existing classes without having to redefine it all
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 💀
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? 😅
Anyone have any clue why this wouldn't be working?
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
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
Something that contains /is called gen3ts
in the cfgpatches?
Dunno but that name is the only clue that the error message contains
damn i wish they would tell us the addon or pbo name
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?
Could be yes
Hey guys are there any good faction tutorials? Not ones made with orbat or drongos config generator
thank you
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
https://www.imgpaste.net/image/KtyKjS
https://paste.ofcode.org/tBD48XXTGuzenRUaQYRWCs
What have i done wrong? I Have a custom unit and custom uniform?
What is it you did to get that error?
I clicked the uniform in ACE Arsenal, but I think I may know what it is are units vehicles?
yup been stupid cheers tho
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???
Got a odd one keep getting
https://www.imgpaste.net/image/KtyPuX
No entry 'bin\config/CfgWeapons.CLASSNAME'. even when it exists
it is probably in wrong place
Not sure but I cleaned my config up a bit and it works now but getting another error unable to create entitiytype from x
https://www.imgpaste.net/image/KtyQzb
i have copy and pasted my config and just renamed the class names and display that's it?
somewhere you are trying to create that uniform but it does not exist
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
uniformClass = "Red_Scorpions_MK7_Power_Armour_Apothecary"; does this exist in cfgvehicles?
you need both unit and uniform
with the same classname?
with different classnames but linking to each other 
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";
};
};
right
and this is the thingy your error mentions
which it cant find
because it does not exist
and here too
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";
...
};
}```
the uniform item and the character refer to each other
this
I even looked at the wiki a few time and still didn't click, thank you as always
aiAmmoUsageFlags
The cost of the ammo also needs to be lower than the vehicle's value.
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).
Probably by comparing getUnitLoadout _this and getUnitLoadOut configOf _this
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.
An insignia is a model part, so if you have a hiddenSelection on it, you can
how could they link the menu/arsenal option to the hidden selection texture?
wait so what does that mean
You'll need to make your own function, yes
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
private _unitLoadout = getUnitLoadout _this;
private _configLoadout = getUnitLoadout configOf _this;
if (_unitLoadout isEqualTo _configLoadout) then {/* randomize */};
bless u
and i can just put this in a sqf that gets executed at the start of the game yeah?
is there any other way
Oh, you probably need to use is3DEN as well
how so
init EH will run everytime even you place the soldier in Eden workspace, which is not an ideal situation
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
A soldier class can have an init EH
😘
@wintry tartan u mean this type of event handler??
this addEventHandler ["SelectedActionChanged", {
params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
class GrandParent;
class ParentClass: GrandParent
{
class EventHandler;
};
class YourSoldier: ParentClass
{
class EventHandler: EventHandler
{
class SnS
{
init = "whatever";
};
};
};
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?
Your Config is messed up
i think ive fixed it now
no shit
anyone know where i can find the configs of bisfunctions?
CfgFunctions?
CfgFunctions is located in CfgFunctions
is that a pbo?? file?? document??
Ingame
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?
How it does called?


