#arma3_config

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wintry tartan
#

How does it called? AKA how did you call it?

copper vapor
#

i made it a function

#

then call it in the init eh in the config

wintry tartan
#

Show me the config

copper vapor
#

i had an idea

#

this is a lot to ask, but is there any chance you could edit this to be about vests instead?

wintry tartan
#

About vests what?

copper vapor
#

the code is the code that randomizes headgear, there is lots of terms and things that are specifically headgear, would you be able to change those terms to ones about vests and uniforms? then there would be two scripts, one that randomizes uniforms and one that randomizes vests

wintry tartan
#

Yes you can of course, use addVest

copper vapor
#

theres some other things refering to heagrear

#

one sec

copper vapor
#

this is what i did

#

and i call it with

           {
                init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitvest;};";
           };
          
       };```
#

i have random headgear above so ignore that stuff isnt defined

#

anyway my problem is ingame when i test the script it = false

#

any idea how to fix?

copper vapor
#

@wintry tartan πŸ‘€

wintry tartan
#

Are you sure that it is BIS_fnc_unitVest?

copper vapor
#

when i run the code, it just equals false

#

@wintry tartan would "head" need to be something like chest or body?

wintry tartan
#

What?

copper vapor
wintry tartan
#

Your question doesn't make any sense to me

copper vapor
#

see where it says head?

wintry tartan
#

Yes but why it does matter to make a randomized soldier?

copper vapor
#

but do u have an idea on whats wrong with the code?

wintry tartan
#

What code?

copper vapor
wintry tartan
#

You'll need to explain further

copper vapor
#

can you see any issues in the code?

wintry tartan
#

Depends

#
class vest
{
    init = "if (local (_this select 0)) then {[(_this select 0), [], []] call SAM_fnc_unitvest;};";
};```
1. Is this the code that runs the script?
2. Are you sure it only returns false?
copper vapor
#

yes to both

wintry tartan
#

How did you confirm it returns false?

copper vapor
#

wait one sec

copper vapor
#

i ran the script

wintry tartan
#

Ran the script how/what?

copper vapor
#

one sec

#

this

wintry tartan
#

Of course it will return false, you didn't pass anything into the script

copper vapor
#

but even if i load the game normally it dont work

#

like if i try to run the script how its intended

#

by starting the game and letting the config call it

untold wyvern
#

Trying to fix a problem with the RHS BRDM.
When you sit ontop on the BRDM AI is not shooting at you, so you can just sit there and shoot them and they do nothing.

Is there any way to disable/remove the seats on-top of the BRDM via a config edit? πŸ€”

ashen chasm
lethal dew
#

shzaslehROTtol

nimble sequoia
#

The texture maps are defined in the rvmat (material) files.

#

You have source files and permission to edit them?

hearty sandal
#

@narrow mauve learning by reverse engineering is not the best way to do things. most of the time you would just pick up wrong ways to do stuff

#

like how you are looking into completely wrong files at the moment

ashen chasm
# untold wyvern Trying to fix a problem with the RHS BRDM. When you sit ontop on the BRDM AI is ...

continuing on that: the built-in solution works with rhs_fnc_lockTop function. [veh, true] cll rhs_fnc_lockTop lockCargos every seat devs marked as on-top.
For the config edit: you sure can remove/disable the related turret configs in (configOf veh) >> >> "Turrets" >> "CargoTurret_*" (i.e. by inheriting the vehicle class and using the https://community.bistudio.com/wiki/Class_Inheritance#delete)
P.S. whatever i've said seems to only be true for the BTRs, not BRDM. BRDMs don't seem to have the list of on-top gunner positions created by devs. Config edit path still stands, or you can replicate the BTR function with {veh lockCargo [_x, true]} forEach [2,3,4,5,6,7]

untold wyvern
untold wyvern
#

Nvm iam too stupid to get it working properly, i tried this but then commander/gunner seat is not working

//BRDM FIX
    class rhsgref_BRDM2UM_ins;
    class AeoG_rhsgref_BRDM2UM_ins: rhsgref_BRDM2UM_ins
    {
        author = "AEOG";
        scope = 2;
        displayName = "BRDM-2UM";
        vehicleClass = "AeoGCars";
        maximumLoad = 3600;
        maxSpeed = 100;
        enginePower = 350;
        crewVulnerable = 1;
        class Transportmagazines{};
        class TransportItems{};
        class Transportweapons{};
        class TransportBackpacks{};
        class Turrets 
        {
            delete CargoTurret_03;
            delete CargoTurret_04;
            delete CargoTurret_05;
            delete CargoTurret_06;
        };
    };
ashen chasm
#

i guess this can work:

    class rhsgref_BRDM2UM;
    class rhsgref_BRDM2UM_ins: rhsgref_BRDM2UM
    {
        class Turrets;
    };
    class AeoG_rhsgref_BRDM2UM_ins: rhsgref_BRDM2UM_ins
    {
        author = "AEOG";
        scope = 2;
        displayName = "BRDM-2UM";
        vehicleClass = "AeoGCars";
        maximumLoad = 3600;
        maxSpeed = 100;
        enginePower = 350;
        crewVulnerable = 1;
        class Transportmagazines{};
        class TransportItems{};
        class Transportweapons{};
        class TransportBackpacks{};
        class Turrets: Turrets 
        {
            delete CargoTurret_03;
            delete CargoTurret_04;
            delete CargoTurret_05;
            delete CargoTurret_06;
        };
    };```the idea being "make the new `Turrets` subclass inherit from the old one, delete unneeded entries"
#

although that's already way out of my depth

untold wyvern
hearty sandal
#

main thing about turrets is that the inheritance chain has to be correct to be able to edit them

ashen chasm
#

how deep though? All the way to Default or whatever is the base-est of classes?

#

also, wouldn't just dumping the actual resulting config, editing it and explicitly listing the needed parts be easier at this point?

ashen chasm
untold wyvern
#

Throws lots of errors in the rpt

19:59:58 Warning Message: No entry 'bin\config.bin/CfgVehicles/NewTurret.scope'.
19:59:58 Warning Message: '/' is not a value
19:59:58 Warning Message: No entry 'bin\config.bin/CfgVehicles/NewTurret.model'.
19:59:58 Warning Message: '/' is not a value
...
#

iam just gonna use lockCargo, wasted enough time for that bug πŸ˜…

glacial spear
#

does anyone know if FiredNear event handler has a range limit

#

i would like to be able to filter through everything inside of 8km

untold wyvern
glacial spear
#

ah im being a bit blind thanks

#

ooh

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i could add a fired event handler to everything then do range and ammo checks to check what i need

untold wyvern
hearty sandal
#

unless theres very little shooting

rapid crystal
#

Is it possible to make an item in the glasses slot a flashlight?

hearty sandal
#

no

languid wing
#

having trouble getting the post Jets sensor system into some old helicopters my unit uses. I tried shoving the example on the wiki in just to see how it worked, it should have an active radar, but I cant turn it on in game

#

it should inherit Components from the base, and I have already initialized the sensor template

#
        class Components : Components
        {
            class ActiveRadarSensorComponent : SensorTemplateActiveRadar
            {
                class AirTarget
                {    
                    minRange = 6000;
                    maxRange = 6000;
                    objectDistanceLimitCoef    = -1;
                    viewDistanceLimitCoef    = -1;
                };
                class GroundTarget    // ranges for targets with ground background
                {
                    minRange = 3000;
                    maxRange = 3000;
                    objectDistanceLimitCoef = -1;
                    viewDistanceLimitCoef     = -1;
                };
                angleRangeHorizontal = 60;
                angleRangeVertical = 60;
            };
        };

this is the bit for the components, out of context

ashen chasm
languid wing
#

That looks about right. I must have overlooked that last night

#

thanks for pointing that out!

hallow quarry
#

is there a way to select which hiddentextureselections to change when making a reskin mod

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I want like the first 5 and then the 10th one

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I try to reskin firewill planes

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but they have around 30 hiddenselections

hearty sandal
#

yes, you list the original hiddenselection textures and then swap the ones you want change

hallow quarry
#

so I must put all 30

#
hiddenselections[]= {"camo1","camo2","camo3","camo4","camo5","fueltank","insignia","name_1","name_2","name_3","name_4","name_5","name_6","name_7","name_8","name_9","name_10","rank_tag","name_b_1","name_b_2","name_b_3","name_b_4","name_b_5","name_b_6","name_b_7","name_b_8","name_b_9","name_b_10","rank_b_tag","decal_nose","decal_wing","decal_tail","num_1","num_2","num_3","kill_1_1","kill_1_2","kill_1_3","kill_1_4","kill_1_5","kill_1_6","kill_1_7","kill_1_8","kill_1_9","kill_10_1","kill_10_2","kill_10_3","kill_10_4","kill_50_1","kill_100_1","kill_100_2","kill_100_3","kill_100_4","kill_100_5","kill_100_6","kill_100_7","kill_100_8","kill_100_9","mirror_1_tex","mirror_2_tex","mirror_3_tex","csms_1","csms_2","csms_3","csms_4","csms_5","csms_6","csms_7","csms_8","cam_tracking","cam_tracking_wso","ded_freq_1","ded_freq_2","ded_freq_3","mfd_overlay"};```
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"camo1","camo2","camo3","camo4","camo5","decal_wing","decal_tail"

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are the ones I want to change

hearty sandal
#

the list of textures

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but yes

hallow quarry
#

so I must put "" to the rest?

hearty sandal
#

no that makes them emtpy

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use what the original has

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and hey wont change

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copy paste the original list

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and change the ones you want to change

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dont overthink it

hallow quarry
#

hiddenselectionstextures[] = {"\FIR_F14\skin\a\nf102\body_co.paa","\FIR_F14\skin\a\nf102\leftfuse_co.paa","\FIR_F14\skin\a\nf102\rightfuse_co.paa","\FIR_F14\skin\a\nf102\leftwing_co.paa","\FIR_F14\skin\a\nf102\rightwing_co.paa",""};

#

this is the original

hearty sandal
#

well they are in same order

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so change the ones you want

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and ones you dont want to change inbetween use the "".

hallow quarry
#

ok

languid wing
#

back with more issues in the saga of Aj tries to modernize an old helicopter mod, somehow adding the config for pylons causes the Turrets base class to become undefined

#

without the class Components and stuff inside there, everything works as expected

slim halo
languid wing
#

It gets declared in the heli base class iirc, but I gotta put that project on hold since I’m going away for a few days

ebon pivot
#

hello everybody what is explosionSoundEffect actually using? is it a classname from CfgSounds or..?

#

(because i cant find DefaultExplosion in config viewer so im confused)

hearty sandal
ebon pivot
#

i use ADT but im yet to actually figure out how the search feature properly works

#

thank you πŸ˜…

#

ok thats not the format i was hoping for

#

is there any way to make the sound play upon impact of a gl round be an ogg file or similar

hearty sandal
#

you probably want the hitsound or whatever its called instead of the "effect type"

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as in how the sound is played

ebon pivot
#

errrr

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probably

ebon pivot
#

it is hitsound

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however idk how to change because no config dumpy

hearty sandal
#

well you should be able to find a hitsound = someSound and then look up class someSound

ebon pivot
#

they all have stuff like hitArmor[] etc

hearty sandal
#

yeh thats for hitting different types of things

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things sound different

ebon pivot
#

but would hitSound overwrite them all?

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or would i have to redefine all of them

hearty sandal
#

well you can copy paste the original and change the ones you want

ebon pivot
#

which is all of them ;-;

#

welp

hearty sandal
#

whatever is in the parent config for the thing you are making

ebon pivot
#

ya

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its er

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not changed

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granted i am using filepaths but still

hearty sandal
#

it does not take filepath

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it takes a sound class

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        hitMan[]=
        {
            "soundHitBody1",
            0.125,
            "soundHitBody2",
            0.125,
            "soundHitBody3",
            0.125,
            "soundHitBody4",
            0.125,
            "soundHitBody5",
            0.125,
            "soundHitBody6",
            0.125,
            "soundHitBody7",
            0.125,
            "soundHitBody8",
            0.125
        };```
#

        soundHitBody1[]=
        {
            "A3\Sounds_F\arsenal\sfx\bullet_hits\body_01",
            1.5,
            1,
            100
        };```
#

this is where you apply a file

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@ebon pivot

ebon pivot
#

bruh moment

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it does for the bulletfly thing so i assumed it'd be the same

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is the soundHitBody1 bit within the ammo's config or cfgsounds or something ignore me

hearty sandal
#

πŸ€ͺ

ebon pivot
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what does the number afterwards mean

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where youve used 0.125 here

crisp hazel
#

how do i determine which addon defined a class

crisp hazel
#

thanks

tepid saffron
#

Is there an upper limit on the size of a PBO (or of the unpacked contents I'm trying jam into a PBO)?

hearty sandal
#

pbo max size 2gb

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the resulting file

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binarize crashes above that

tepid saffron
#

I figured. Time for me to get smarter about mod structure, I guess.

hearty sandal
#

there is a reason why sogpf got so many separate packages πŸ˜„

hallow quarry
#

I am making a insignia addition to my mod and wanted to ask a thing

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I will add the AAF coat of arms in author shall I write this "Gamenator for creation,Bohemia Interactive for inspiration"?

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I ask cause I made the logo from a flag in the arma wiki on the page of the AAF

hollow wyvern
#

Is there a way to hide selections on headgears with animationsources to handle it afterwards with the "animationSource" function? I tested some things but without success and google didnt helped me either

brazen merlin
hallow quarry
#

ok

humble lodge
#

would anyone be able to help me with a composition from a mod? its the Halo jump mod from pandemics, im having trouble getting it to show up in my editor composition tab if anyone has experimented with the halo jump mod from pandemics and has also had trouble please let me know if im doing something wrong, im not making a composition, im just trying to add it to my list to use in editor, but im new to compositions, so im not sure if im missing something in the game, i followed the instructions for the mod in the workshop, it says i have to copy the compositions from the mod and put the composition folder in my arma profile but im sure if im missing a step or if i need to add something when i am in the editor, again im extremely new to compositions. i was suggested to come to this channel for help

austere musk
humble lodge
#

https://youtu.be/2lhwxIGQnGE This is the video of the mod, it has the maker of the mod explaining how to install and use it, im assuming that i have done something wrong due to it being an old mod and things have most likely changed. i am mostly assuming i havent done a step correctly and thats why it is not showing up but i am fairly new to compositions so i have no idea half the stuff, but i followed the steps on the video and it doesnt seem to work

south pumice
#

Hello,

I have a mod that adds an AT4 (anti-tank ammunition) in launcher slot on arma.

But I have a problem, it doesn't fit in a backpack, it's not a problem of mass or space in the bag. I know it's possible because RHS made an AT4 that fits in a bag.

I tried to add an allowedSlots[]={901}; to the AT4 config to "allow" it in the bags but it didn't change anything.

I have to admit that I'm out of ideas so that's why I'm coming here to see if anyone has a solution.

Thanks in advance.

shy knot
#

Not where it can go into

#

So, by placing allowedSlots[]={901}; you’ve essentially told the game, this can go into the backpack slot and the player can wear it. But, it’s a rocket launcher. If you inherit off the base game launcher(s), you’ll be fine

agile sequoia
#

Greetings,
I'm trying to create a UAV version of MK30 HMG Raised from the base game. But problem is, I'm a bit lost on exactly how I should go about inheriting from the turret config to be able to modify certain parameters.

molten musk
agile sequoia
wheat sluice
#

I would suggest taking a look at how BI themselves do it. Look for the HMG_01_A_base_F classname from the config.cpp in static_f.pbo (or just the static_f folder if you've unpacked everything to your P: drive).

#

Make your own custom class based on that but have it inherit from HMG_01_high_base_F instead of HMG_01_base_F.

#

Then add the faction-specific variants of your new Raised Mk30A as needed.

#

Just keep in mind that the raised Mk30 model (hmg_01_high_f.p3d) doesn't have the sentry/camera pod thing as part of its model so you will need to find a suitable replacement for the uavCameraGunnerPos/uavCameraGunnerDir memory points.

agile sequoia
#

One other problem I keep running into is, whenever trying to rap the config I find missing files error, even though the files are present.

I'm using Mikero's tools, Eliteness

#

example 1:
editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\B_HMG_01_high_F.jpg";

Above, it's referencing a file already found in one of the game's addons. Well, that's a problem.

And in other instances, even if the file or directory is present inside the config folder, same error. For example, I've unpacked stratis world scenes and tried modifying, but upon packing that error comes up.

wheat sluice
#

You have your P: drive set up correctly right?

#

If you're not using P: drive then you'll probably have to use some other pbo packing tool. The latest versions of Mikero's stuff will not allow you pack a pbo if it detects missing files.

agile sequoia
#

I don't really need to use the ARMA Tools in general, so I never did. Just installed everything Eliteness needed from Mikeros site

wheat sluice
#

Would suggest that you do get it set up. Makes life a lot easier especially if you're just starting out modding since the majority of tutorials will refer to it as a basis.

agile sequoia
#

So it's only giving that error since it expects the config files to be operated through P drive... and other files I guess

hearty sandal
#

Yes. Your modding environment is not set up right so tools can't work as they are intended to work. And use pboproject to pack.

south pumice
agile sequoia
#
class B_HMG_01_high_weapon_F;

class assembleInfo;

class B_HMG_01_high_A_weapon_F: B_HMG_01_high_weapon_F
    {
        author = "L";
        _generalMacro = "B_HMG_01_high_A_weapon_F";
        scope = 2;
        displayName = "Dismantled Autonomous MG (Raised) [NATO]";
        mass = 325;
        class assembleInfo: assembleInfo
        {
            primary = 0;
            displayName = "$STR_A3_CfgVehicles_B_HMG_01_high_weapon_F_assembleInfo0";
            assembleTo = "B_HMG_01_high_A_F";
            base[] = {"B_HMG_01_support_high_F","O_HMG_01_support_high_F","I_HMG_01_support_high_F"};
        };
    };
#

This is what I have and it's not exactly throwing Any errors, but when trying to assemble the HMG by using the backpacks, the option to assemble isn't there

ashen chasm
# south pumice Hello, I have a mod that adds an AT4 (anti-tank ammunition) in launcher slot on...

a) make sure you insert allowedSlots into the WeaponSlotsInfo subclass
b) make sure the mass there is low enough for the laucher to fit inside the bag
Here's the minimal example that works on my machine, launcher can be packed in both the vest and backpack.

class launch_MRAWS_olive_F;
class launch_MRAWS_olive_rail_F : launch_MRAWS_olive_F
{
    class WeaponSlotsInfo;
};
class launch_MRAWS_olive_rail_compact_F : launch_MRAWS_olive_rail_F
{
    class WeaponSlotsInfo : WeaponSlotsInfo
    {
        mass = 1;
        allowedSlots[] = {701, 901};
    }
}```
#

except it breaks everything else WeaponSlotsInfo-related, but the principle should be clear

ashen chasm
wheat sluice
#

Basically, your config should look something like this:

class B_HMG_01_weapon_F;
class B_HMG_01_high_weapon_F: B_HMG_01_weapon_F
{
  class assembleInfo;
};

class B_HMG_01_high_A_weapon_F: B_HMG_01_high_weapon_F
{
  ... blah blah blah ...

  class assembleInfo: assembleInfo
  {
      ... blah blah blah ...
  };
};
agile sequoia
#

I see now, I assume this means B_HMG_01_high_weapon_F won't get overwritten with this. And I'm guessing I can inherit the Turret config pretty much the same way.

agile sequoia
#
   class HMG_01_base_F;
    class HMG_01_high_base_F: HMG_01_base_F {
        class AnimationSources {
        class autonomous_unhide;
    };
        class Turrets {
        class MainTurret;
        };
    }; 

Would this be correct?

#

Probably not considering it throws an error regarding the source for Animations when placing the unit

dry mantle
#

What configs do I need to retexture a face? I already have the face retextured and set as a paa.

vagrant basin
#

If I'm trying to get my RPG18 to work properly, would I include this code along side the regular weapon listing, or in place of it?

class CfgWeapons {
class Launcher;
class Launcher_Base_F: Launcher {
class WeaponSlotsInfo;
};

class BWA3_PzF3: Launcher_Base_F {
    author = "$STR_BWA3_Author";
    scope = 1;
    scopeArsenal = 1;
    baseWeapon = "BWA3_PzF3_Loaded";

    magazines[] = {"BWA3_PzF3_Tandem"};
    magazineReloadTime = 0.1;
    reloadMagazineSound[] = {"",1,1};

    class EventHandlers {
        fired = "_this call CBA_fnc_firedDisposable"; // this weapon eventhandler is required!
    };

    class WeaponSlotsInfo: WeaponSlotsInfo {
        mass = LAUNCHER_MASS;
    };
};
vagrant basin
#

Not this exact code, but this with the RPG18 in place of the PzF3

vagrant basin
rough hatch
#

does anyone know why creating a new attachment class that inherits from a vanilla one add a premium DLC item marker to it? I have a weapon attachment that just inherits most things from acc_pointer_IR which is just a vanilla item, but my new item is marked like a DLC item when you view it in the inventory

wintry tartan
#

Show the config

rough hatch
#

something like this c++ class new_attachment_class: acc_pointer_IR { scope=2; displayName="New attachment"; model=""; _generalMacro = "new_attachment_class"; descriptionShort=""; descriptionUse=""; class ItemInfo: InventoryFlashLightItem_Base_F { mass=1; class Pointer { }; class FlashLight { }; }; };

#

it's an attachment that's supposed to be just a blank thing for activating an animation source on the weapon

#

so there's no model for it

wintry tartan
#

And it says what DLC?

modest compass
#

I'm getting iteminfo.scope error, what's wrong?

#

about 20th try but I couldn't solve the problem?

#

I'm adding a weapon laser to the game.

wintry tartan
#

Without checking your code nothing can be said

hearty sandal
modest compass
#

And it doesn't show up in the game

hearty sandal
#

Issue is what I said above @modest compass

modest compass
#

So what can I do as a solution?

hearty sandal
#

put classes in right places

#

Refer to the sample configs from arma 3 samples for the right places

modest compass
#

OK, thank you very much.

wheat sluice
#

This is what my config looks like:

    class acc_pointer_IR: ItemCore
    {
        class ItemInfo;
    };
    class DRE_acc_pointer_green_blk: acc_pointer_IR
    {
        author = "drebin052";
        scope = 2;
        displayName = "IR Laser Pointer [CSAT] (Black)";
        descriptionShort = "$STR_A3_cfgWeapons_acc_pointer_IR1";
        descriptionUse = "$STR_A3_cfgWeapons_use_pointer_IR0";
        model = "\a3r_weapons_acc\side\acc_pointer_green_blk.p3d";
        picture = "\a3r_weapons_acc\side\data\ui\gear_accv_pointer_green_blk_ca.paa";
        class ItemInfo: ItemInfo
        {
            mass = 10;
        };
        inertia = 0.2;
    };
#

The workaround is to use a blank model like "\A3\weapons_f\empty"; and it should be good to go.

rough hatch
#

that's really weird, I'll try using that empty model

languid wing
#

is there some way that I can tweak the IR grenades so they dont attract LOAL weapons?

#

from what I've seen I would have to change the allowsMarking flag on every weapon in cfgAmmo. which is somewhat unreasonable especially when you get into modded weapons

hearty sandal
#

no other way

languid wing
#

dang

frigid flower
#

Hey, anyone know if the way voices and identityTypes in Arma 3 are handled changed? I just went back to working on my mod, only to find that in the current version of the game none of the identity types have the correct (or any at all) CfgVoice voices assigned, despite them having worked perfectly in the past

The voices still work if I assign them manually via either the editor or the virtual arsenal, and the identities still assign the correct heads, facewear, etc, it's just that all the units spawn with no voice assigned by default (the setting is empty). Has anyone else encountered this? Nothing about my mod changed since last year, and it worked back then..

#

I've gone and looked at the current configs for the vanilla voices, their identities, and their units, but I couldn't find anything to suggest a change of any sort. But I must be missing something, else things would still be working. Any ideas what that might be?

hearty sandal
#

hard to say but could be some sort of config mistake

#

are you running some other mods with your mod?

vagrant basin
wheat sluice
#

rpg2k_CUP_launch_RPG18 does not exist in your config.

#

Hang on, I remember writing this config out. I'm pretty sure you used to have a custom rpg2k_CUP_launch_RPG18 class that you just inherited from CUP's one.

#

You shouldn't need to edit CUP's own RPG-18 class as this isn't meant to be a replacement config.

#

I'm guessing you're having trouble with making it disposable, hence why you just reused CUP's classnames? I'm not quite sure how CBA has their system set up but from the looks of it, you either need to add your custom RPG-18 class to their CBA_DisposableLaunchers class or add a new array to it specifically for your own RPG-18.

vagrant basin
wheat sluice
#

You need to chuck the full config through. The one that I can see on the pastebin doesn't have the rpg2k_CUP_launch_RPG18 in CfgWeapons and no magazines for rpg2k_Rifleman_RPG18 in CfgVehicles.

vagrant basin
#

I just now got it working.

#

And I'm so angry how simple the solution was

#

I changed "CUP_launch_RPG18" to "CUP_launch_RPG18_Loaded", and gave the unit the required rocket.

#

And it now works as intended

#

UPDATE: Well, not quite, as he doesn't actually dump the thing on the ground after firing. But for the sake of my sanity, I'll fix that in a future update

mortal dove
shy knot
#

So, I added a sound set to my rifle. But, now for some reason, it's telling me Value is not an array and the RPT isn't showing the error either

#

Nvm, I fixed it

#

Now, the muzzle flash is constantly showing when before I added sound sets it was only when fired

shy knot
#

Fixed that

wintry tartan
#
        class Shelter_base_F {
            class CamoNet_BLUFOR_F {
                class CamoNet_INDP_F {```What do these should do?
molten musk
#

Don't really know

#

I have big problem with this and just breaking all

wintry tartan
#

Let me rephrase: why did you write so?

molten musk
#

Because doenst know how to do it right. Readed 3 wiki explain how to inheritance, but really get it.

wintry tartan
#

*don't really get it?

molten musk
#

Yeah

#

I Don't 😁

wintry tartan
#

Okay so... uh... where should I start?

frigid flower
molten musk
#

Just getting same result myself or just broking classes

ashen chasm
#

replacing a value inside the config is still hell if any kind of inheritance is involved

languid wing
#

is there some lesser known flag somewhere to display the radius of a module in eden? Like the hide terrain objects module does, with the black circle showing the area?

#

I havent found any reference of how to do it in the modules documentation

languid wing
#

I've found some reference to a parameter called size3[] but afaik it is completely undocumented aside from a single forum thread

nimble lodge
#

I have edited a few skins on a few helicopters (RHS stuff + Kajman), and for some reason when I am in editor I am getting this error https://i.ibb.co/JKMWXC1/Capture3.jpg even tho I did not do anything with huron helicopter, I retextures otherss

hearty sandal
#

your config somehow breaks inheritance

frigid flower
#

On a related note, is it possible to make radio protocol AI barks like "Go, I'm covering!" louder?

delicate comet
#

hi random side question for a BI dev

#

what does CowsSlot stand for?

#

the slot name for scopes in the cfgWeapons config?

dusk jungle
#

Can somebody direct me to the class that defines this impact crater?

#

I see HitEffects class inside CfgAmmo entry, it has hit* values that direct to effect classes in the root of config, but each subclass inside effect class seems to be simulation = "particles"; or simulation = "light";, can't seem to find this crater anywhere

dusk jungle
novel lava
#

Yeah

#

I think the default is
craterShape="\a3\Data_f_orange\data\krater_maly";

#

or just blank

dusk jungle
#

getText(configFile >> "CfgAmmo" >> "rhsusf_40mm_HEDP" >> "craterShape") => ""
getText(configFile >> "CfgAmmo" >> "rhs_ammo_40mmHEDP_penetrator" >> "craterShape") => ""

novel lava
#

ok default is blank then - it is what sets it, when blank it just defaults to a specfic one thats defined somewhere else.

dusk jungle
#

I guess engine defaults it to something?

#

Alright

novel lava
#

cuz at least for example I use
craterShape = "\A3\weapons_f\empty.p3d";
to disable it

dusk jungle
#

Trying to figure why RHS's HEDP grenade multiplies impact effect by number of clients on the server.

#

Maybe somebody has an idea what's going on?

#

BE logs just single grenade and single penetrator entity so I thought it must by impact effect

novel lava
#

oh that's interesting - i wonder if its related to the penetrator being shotBullet

#

as at least dedmen said here: #community_wiki message
that shotBullet is always local so the client has their own version of the projectile

#

which might be causing this?

dusk jungle
#

SOG CDLC had (still has?) same issue but with vehicle explosions, they're multiplied by number of clients as well

#

Not sure if that's related though

novel lava
#

is that the big explosion or the small explosions afterwards (ie. secondaries)

dusk jungle
#

Primary explosion on vehicle's death

novel lava
#

strange

dusk jungle
#

Reproducible with just 2 players, number of particles multiplies by number of clients.

#

Promet SG shotgun is not affected by this bug

#

The only different I see so far by comparing two configs is that HEDP is shotShell and produces shotBullet submunitions, while shotgun is shotBullet that produces shotBullet submunitions

dusk jungle
#

So yeah, submunitioning global projectiles into local projectiles is a bad idea, their effects multiply by number of clients.

#

Local ammo to local submunition = ok
Global ammo to global submunition = ok
Global ammo to local submunition = nope

hallow quarry
#

is there a way to call a tailhook on a plane through config even a virtual tailhook

icy coral
#

is there a way to disable only the appereance in the virtual garage for a specific class ? it still needs to show up in the Editor. forceingarage = 0 doesnt work it seems

rare garnet
hearty sandal
#

its reference to hitgeometry component that receives damage instead of hitpoints

ashen chasm
#

iirc it's the named selection in the actual model think_turtle

rare garnet
hearty sandal
#

if I remember right yes armorComponent is the new one that should be used

mortal dove
#

How do I make sure my addon doesnt run/load when something that conflicts with it is loaded?

unreal anchor
#

Hello i hope anyone can help me.
I want to delete the showcases in the main menu in my mod config with delete Bootcamp for example. All showcases got deleted successfully except the showcase "Cultural Property". But i have it correctly in my config.

The part in my config:

{
    delete Bootcamp;
    delete EastWind;
    delete ApexProtocol;
    delete Orange_Campaign;
    delete Orange_CampaignGerman;
    delete Orange_Showcase_IDAP;
    delete Orange_Showcase_LoW;
    delete AoW_Showcase_Future;
    delete AoW_Showcase_AoW;
    delete OldMan;
    delete SP_FD14;

    class JoinServer
    {
        text = "Genisys Milsim Server";
        picture = "NK_Data\data\spotlight.paa";
        action = "connectToServer ['195.201.169.176', 2302, '2099']";
        actionText = "Genisys Milsim Server beitreten";
        condition = "true";
    };
};```
And `AoW_Showcase_Future` is the AoW Showcase "Cultural Property". So what is wrong? Is there another config for that? Or did i made a mistake?
hearty sandal
#

your required addon loadorder may be faulty so it gets loaded after

unreal anchor
hearty sandal
#

id recommend aow loadorder addon as it contains all vanilla ones

#

I think its in the pinned messages

#

@unreal anchor

unreal anchor
#

I dont know excactly what you mean. Loading A3_Data_F_AoW_Loadorder except of A3_Data_F_AoW and A3_Ui_F_AoW or loading that too? And at first oder last

hearty sandal
#

using just a3_data_f_aow_loadorder in your required addons

unreal anchor
#

Okay i changed it but its still the same. Everythin is fine except the Cultural Property Showcase. Thats still there

hearty sandal
#

are you sure you have the right classname?

#

check in game config viewer whats left in there after deleting the classes

unreal anchor
#

I checked it 10 times. πŸ˜„ Yes im sure. Thats why im asking if there is another part where that showcase be in. I checked the title, the picture, the video, and the classname.

unreal anchor
#

So i looked for it but the showcases are JoinServer (My Showcase) and as i thought the "AoW_Showcase_Future". And i deleted this as you can see above

#

Ignore the campaigns πŸ˜„

opal crater
#

You're trying to delete AoW_Showcase_Future before AoW_Showcase_AoW

#

it's possible one inherits from the other. Check your RPT.

unreal anchor
#

Oh yes, it worked. Thank you very much @hearty sandal @opal crater nicekyLove

prime dust
#

I'm having an issue with special letters (Γ„, Γ–, Γ… etc) getting messed up when I pack my addon with the Addon Builder and the config.cpp is binarized. Is there any workaround to this?

wintry tartan
#

Probably with pboProject?

prime dust
#

addon works fine besides that, it just turns those letters into gibberish

prime dust
# wintry tartan Probably with pboProject?

i tried to set it up, but pboProject keeps complaining about missing files when i try to pack my addon, as if it can't find any of the files i reference in the config.

wintry tartan
#

You can even create a dummy file with 0KB to satisfy it

prime dust
grand zinc
#

make sure your files are UTF-8 encoded

prime dust
wintry tartan
# prime dust what do you mean?

Whichever your missing files are, you can place a file with the same name in P drive, so pboProject will recognize the missing are not missing anymore

prime dust
wintry tartan
#

P drive

steady beacon
prime dust
steady beacon
prime dust
#

preach brother πŸ™

lament sluice
#

I'm creating a facewear mod, and I'm wondering how to prevent the equipment from showing up on civilians and soldiers. I don't want them in the pool at all. How would I do this?

jovial zephyr
#

Where do I put attachment classnames for a specific rifle? I would like a unit to have specific optics and grips attached.

        author = "warbirdguy1"; 
        _generalMacro = "B_soldier_F"; 
        scope = 2; 
        displayName = "Militia Rifleman (M16)"; 
        identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
        genericNames = "NATOMen"; 
        faction = "militia_faction";
        model = "\A3\characters_F\civil\c_poor.p3d";
        uniformClass = "nottoday_1"; 
        hiddenSelections[] = {"Camo","Insignia"}; 
        hiddenSelectionsTextures[] = {"WBG\wbg_units\data\nottoday_co.paa"};
        hiddenSelectionsMaterials[] = {"WBG\wbg_units\data\custom_camo.rvmat"};  
        weapons[] = {"Throw","Put","rhs_weap_m16a4_carryhandle","rhsusf_weap_m9"}; 
        respawnWeapons[] = {"Throw","Put","rhs_weap_m16a4_carryhandle","rhsusf_weap_m9"}; 
        magazines[] = {"rhsusf_mag_15Rnd_9x19_JHP","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag",}; 
        respawnMagazines[] = {"rhsusf_mag_15Rnd_9x19_JHP","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag",};
        linkedItems[] = {"rhsusf_acc_ACOG2","rhs_acc_grip_rk6","V_Chestrig_blk","B_AssaultPack_blk","H_Cap_usblack","ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit"}; 
        respawnLinkedItems[] = {"rhsusf_acc_ACOG2","rhs_acc_grip_rk6","V_Chestrig_blk","B_AssaultPack_blk","H_Cap_usblack","ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit"}; 

    };```
hearty sandal
jovial zephyr
nimble lodge
#

question, does arma take into account which part of your body armor protects, like looks at p3d and see what it covers, or does it solely works off

class Chest
        {
            hitpointName    = "HitChest";
            armor            = 1 ; //float [0 .. ∞]
            passThrough        = 1.0; //float [0 .. 1]
        };

value?

novel lava
#

its based on the character firegeo/hitpoints

nimble lodge
#

so if I put lets say class chest with armor = 5000, and place it under eyewear for example, will it actually protect the chest?

wheat sluice
#

Items in the facewear slot don't support HitPointsProtectionInfo.

nimble lodge
#

okay, than helmet?

wheat sluice
#

It should work if the helmet's model covered the hitpoint and it was configured to protect it.

novel lava
#

as said its based purely on the underlying character model so you could have a helmet that provided chest armour despite physically only being a helmet

sullen fulcrum
#

Hey y'all after being pointed in the right direction for posting here, Is there a value / coef in a helicopter config for roll? I know there's one for cyclicForwardForce and cyclicAsideForce but can't seem to find it for roll, in general. Does anyone know or can point me in the right direction?

hallow quarry
#

Is it able to turn any vehicle into unmanned

weak relic
#

fyi not a signing issue its the packing prosess

weak relic
#

alright all have a look in here thx

wraith ingot
#

Hey, I am completely new to this with 0 experience. How can I enable turret gimbal locking on an aircraft which has it disabled on the TGP? Like what do I type in and where

#

From some cursory research I'm pretty sure it's something to do with the enableDirectionStabilization

wintry tartan
#

Do you wanted to achieve it in a Mod or a mission/script?

wraith ingot
#

Just in a mission

#

I'm not trying to make a mod, just enable it for a mission

wintry tartan
#

Or, wait, a Targeting Pod am I right? I guess it is possible to do it with... the key which I forgot

wraith ingot
#

Yeah I know you can enable gimbal locking with ctrl + T

#

but the TGP i'm trying to use it with doesn't even have that function

wintry tartan
#

Mhm

wraith ingot
#

so I am trying to enable that function if that's possible

wintry tartan
#

Okay time to switch the channel to #arma3_scripting , since this channel is mainly for Mod config

wraith ingot
#

Ah okay

viral dragon
#

The config entry for camera lock stabilisation is located in "CfgVehicles" >> "Your_vehicle_className" >> "Turrets" >> "TurretName" >> "OpticsIn" >> "OpticModeName" and is called directionStabilized. It is described for each optics mode of each turret separately. Refer to e.g. B_UAV_02_dynamicLoadout_F for an example.

wintry tartan
#

I realized that directionStabilized isn't mentioned in BIKI so probably I have to slap Lou's face

wraith ingot
viral dragon
#

Might be under "PilotCamera" instead

wraith ingot
#

No dice there either, unfortunately

ashen chasm
#

if we still talk "bwi_a3_at6b" - then there are >> "Turrets" >> "MainTurret" >> whatever subclasses

wraith ingot
#

Hmm

#

That's exactly what I'm looking at and they don't seem to be there

#

Wait I think I'm just being dumb

ashen chasm
#

not like directionStabilized is in any of the optics classes. And not like i can provide a decent working way of changing the configs notlikemeow

wraith ingot
#

Yeah it isn't

#

So I'll need to figure out where to put it so that it will work

#

Maybe a problem for another time, I'm gonna walk to the shops now

#

Thank you all for all your help

dusk ravine
#

has anyone managed to get the sample mods from steam to work? I tried making the house sample into an addon to check, and it doesn't show up in the editor when I place it down

dusk ravine
#

I'll elaborate on my issue, the mod loads up fine but there's two errors that pop up:

  1. Script Samples_F\Test_House_01\scripts\fn_DoorClose.sqf not found in the main menu
  2. cannot open object samples_f\test_house_01\test_house_01_f.p3d when placing the house in the editor
#

keep in mind that nothing has been altered, aside from making the folder into a PBO for it to be loadable in the launcher

nimble lodge
#

I have a mod which contains multiple pbos, that mainly contains retexture files for different pieces of gear. However I have encountered an error. Once I try to load the server with a mission that contains the items in the mod, server gives an error saying something like: This mission can not load because of missing or not loaded addons:" and it gives name of some of the pbo in my mod. Any idea what could be causing the issue? (if you load the mission without those items and spawn them in the mission, in zeus, its all good)

sullen fulcrum
#

Don't suppose anyone can help me figure out a way of adding an ACE option onto a vehicle to change its skin/camo while the engine is off?

arctic sparrow
#

where in the model cfg file should I put Basic_Damper_Destruct_Axis can anyone give me an example ??

shy knot
#

It’s an axis

arctic sparrow
rigid sandal
#

Having a bit of an issue modifying a vehicle. Texture shows fine in Eden, but reverts to base texture when mission starts. Can't figure out where I went wrong. All other changes to vehicle config are working properly in game, it's only one texture that reverts to base on mission start. Texture section of config below.

wintry tartan
#

Do you mean you have a proper texture that you've set in hiddenSelectionsTextures and it doesn't have the texture in preview?

rigid sandal
#

Texture displays fine when the vehicle is placed in Eden, but reverts to the base texture when the mission is started (either single player or multiplayer).

rigid sandal
shy knot
rigid sandal
versed moss
#

I've tried reading the past folk who've had my issue, but I figured i'm just stupid or somethin πŸ‘΄

Retexturing again, this time using a different file format that worked for another mod (and the actual mod i'm retexturing!)
I keep getting the error;
"Cannot load texture jsdf_f14\skin\christina\body_co.paa."

My file path;
"Desktop\F-14 Tomcat JSDF branch - Copy\Addons\jsdf_f14\jsdf_f14\skin\christina"
And the actual .paa's are all straight and orderly, too

wintry tartan
#

Is it included into your pbo? Arma will not recognize a file that located outside a pbo

versed moss
#

Lemme check

shy knot
versed moss
versed moss
wintry tartan
#

So you have a folder that named Desktop\@F-14 Tomcat JSDF branch - Copy\Addons\jsdf_f14?

versed moss
#

That's my file path in general, although I don't actually have Desktop as the overall folder. (i was a little silly by adding the desktop part)

F-14 Tomcat JSDF branch-Copy\Addons\jsdf_f14\jsdf_f14\skin\christina is the complete file path of the mod folder, with "\jsdf_f14\skin\christina\body_co.paa" being the file path in the hiddenselectionstextures section

#

Sorry again for the confusion, I'm a bit tired

wintry tartan
#

And you pack what folder?

versed moss
#

I pack the jsdf_f14 folder that happens right after the Addons folder

wintry tartan
#

Then the file path will be \jsdf_f14\jsdf_f14\skin\christina\body_co.paa

versed moss
#

Lemme see if this works, brb

#

I feel so immensely stupid, I've spent three hours trying to figure this out

#

I really appreciate it man, you have a goodnight

willow notch
#

hello!
I'm looking to include some soft dependencies in my mod -- meaning that my mod won't require certain other mods, but if they're installed then it'll change a vehicle cfg array to use stuff from them. I see that it's possible to detect other mods using #if __has_include, but is there a way to add things to a config array dynamically (like push_back or +=) or will I have to make a separate case to replace the array for each possible mod combination?

shy knot
#

I did it with the Ace Arsenal Extended. If you turn on the ace compat with the ace arsenal extended, it'll activate. But, if you dont, it'll be disabled

willow notch
grand zinc
hallow quarry
#

Is there a way to change the seat of a pilot through config

hallow quarry
#

make the pilot use a cargo seat

#

instead of his default seat

#

I want to make a drone and put the AI on the cargo seat memory points

hearty sandal
#

no thats not possible. you can just use the same AI unit that the drones use if I recall right. it should be formless

#

@hallow quarry

hallow quarry
#

I want to say to mainturret and copilotturet to use a different seat

#

instead of their normal positions

#

I know you can write it for cargoturret

ashen chasm
#

one possible trap would be different LODs in the actual p3d, i suppose? Like commander/pilot/gunner/cargo have different hardcoded LODs?

hallow quarry
#

oh

hearty sandal
#

no

#

but they have named proxies

#

that define their positions

#

turrets have gunner proxies

#

cargo has proxies named cargo

#

driver/pilot has proxy called pilot

hallow quarry
#

oh

#

I see

#

so is it possible?

hearty sandal
#

I'll refer yo to my earlier answer πŸ˜…

languid wing
#

having some issues with the contents of my function not being seen

#
class CfgFunctions 
{
    class AJDJ
    {
        class CBRN
        {
            file = "AJ_CBRN_V2\functions";
            class test{};
        };
    };
};

Test is defined in there, the directory is CBRNOverhaul.Stratis\AJ_CBRN_V2\functions\fn_test.sqf

I'm not sure why it doesnt see it.

#

well, it shows up in the function viewer, but the function appears empty and if I execute it, it doesnt seem to run

shy knot
languid wing
#

which one? CBRN?

shy knot
#

You have a class inside a class

#

Functions should just be file only

languid wing
#

you've lost me, which one are you referring to?

shy knot
#

CBRN has class test inside it

#

That shouldn’t be done

languid wing
#

from what I understood from the wiki that was the way it was supposed to be

shy knot
#

That’s for a category

languid wing
#

yes, Tag > Category > Function

shy knot
#

class CfgFunctions
{
    class TAG
    {
        class Category1
        {
            class myFunction {};
        };

        class Category2
        {
            file = "Path\To\Category";
            class myFunction
            {
                file = "My\Function\Filepath.sqf"; // file path will be <ROOT>\My\Function\Filepath.sqf", ignoring "Path\To\Category"
            };

            class myFSMFunction
            {
                preInit        = 1;
                postInit    = 1;
                ext            = ".fsm";
                preStart    = 1;
                recompile    = 1;
            };
        };
    };
};```
languid wing
#

that's specifically targeting the file in the function class

#

I was looking at this example

#
class CfgFunctions
{
    class TAG
    {
        class Category
        {
            class myFunction {};
        };

        class OtherCategory
        {
            file = "My\Category\Path";
            class myFunction {}; // file path will be <ROOT>\My\Category\Path\fn_myFunction.sqf";
        };

        class DataCategory
        {
            requiredAddons[] = { "A3_Data_F" }; // Optional requirements of CfgPatches classes. If some addons are missing, category functions will not be compiled.
            class myDataFunction {};
        };
    };
};
#

specifically the "otherCategory" part

#
        class OtherCategory
        {
            file = "My\Category\Path";
            class myFunction {}; // file path will be <ROOT>\My\Category\Path\fn_myFunction.sqf";
        };
tacit zealot
#

Is it possible to make nested hitpoints? For example, I shoot off the top part of the wall, and then that breaks, then I shoot off the bottom part.

However, if I shoot off the bottom part first, the top part dies with it.

Or do I just have to not use that and only have one part that can be shot off at all?

hearty sandal
tacit zealot
#

Good to know, but I don't want to overcomplicate the object, since one damage part will do fine if I need it to

hearty sandal
#

πŸ‘

#

sometimes the simpler approach makes better results

arctic sparrow
#

can someone give me an example of a .cfg model for a barrel artillery pleas

shy knot
#

English?

arctic sparrow
#

I need an example model.cfg for an artillery vehicle that uses a cannon

shy knot
#

It’s basically the same as a normal tracked vehicle?

arctic sparrow
#

i try thx

languid wing
#

mannnnnn I really got set back a whole day because I included CfgFunctions inside itself

teal mirage
#

I've got a question about cfg sounds

#

I use the script below, the volume of the sound is the "300", my question is, what is the maximum volume for the cfg sounds

#

class CfgSounds
{
sounds[] = {};
class music1
{
name = "music1";
sound[] = {"\sounds\ride.wav", 300, 1};
titles[] = {0,""};
};
};

#

Is it 999, or more? Or less?

toxic swan
#

I'm having some trouble getting a custom inventory item to show up in the arsenal. My addon seems fine as my preinit functions in cfgfunctions are firing and I'm not seeing any errors on startup.

Here is my cfgweapons:

class CfgWeapons
{
    class ItemCore;
    class InventoryItem_Base_F;
    class GromArmband: ItemCore
    {
        author="Grom";
        scope = 2;      
        scopeArsenal = 2;
        scopeCurator = 2;
        displayName="Armband";
        descriptionShort="Wearable armband for PID of friendly/enemy units.";
        picture="\grom_armbands\textures\isrc_matrix_skull_512x512.paa";
        model="grom_armbands\models\armband_003.p3d";
        simulation= "ItemMineDetector";
        class ItemInfo: InventoryItem_Base_F
        {
            mass=5;
        };
    };
};

#

in my cfgpatches i've also defined the following: (only relevant content)

        requiredAddons[]=
        {
            "A3_Weapons_F"
        };
        requiredVersion=0.1;
        units[]={};
        weapons[]=
        {
            "GromArmband"
        };
#

the item is also not spawnable using the classname, seems to be absent from the cfg bin altogether πŸ€”

toxic swan
#

Resolved!
I just needed to create a transport vehicle then include the item in the vehicle's transportItems

rustic cape
#

is there a way to append an array from a parent class ? Lets say :

class MyParent {
  myArray[] = {1, 2};
};
class MyChild : MyParent  {
  myArray[] = {1, 2, 3, 4};
};
#

this seems unnecessary

#

is there something like += that would do smth like that :

class MyParent {
  myArray[] = {1, 2};
};
class MyChild : MyParent  {
  myArray[] += {3, 4};
};
#

?

hearty sandal
#

some arrays allowed that if I remember right. += was the syntax I think

rustic cape
#

I just found magazines[] += {"ACE_HuntIR_M203"}; in some very old config of mine

#

I guess these used to work

#

maybe ?

#

I'll see

arctic sparrow
#

what configuration to add in config.cpp to be able to switch between pilot and gunner?

shy knot
arctic sparrow
shy knot
arctic sparrow
#

but I will try again, if I fail, I will contact you in some time πŸ™‚

calm elk
#

guys,i have been trying to add sensors to helis but i cant wrap my head around it,can i get some help?

arctic sparrow
wintry tartan
#

Is addons\MR_Insignia your source folder?

#

I actually found an inconsistency with your name: MR_Insignias vs MR_Insignia

pallid sierra
#

im just gonna go to bed i think. must not be firing well up there

arctic sparrow
calm elk
#

oh,thanks

#

will do

calm elk
#

like 30 lines or so?

#

also where can i find the templates to edit them?

#

radar templates,i wanted to make some alterations but i cant even install them on my helis(outdated unit stuff)

calm elk
#

its weird,i set all the sensors data and stuff in the heli HPP file,but ingame it still refuses to lock or even acknowledge the enemy vehicle

hearty sandal
#

Have you packed your files into a pbo?

#

Is your hpp file included in the config.cpp of the vehicle?

slim mantle
#

Hey, I've got a vehicle I'm loading in and the MFD config of it is causing a small freeze to the game whenever I place the vehicle down.
I think this is just because of how gigantic my MFD config is (about 7k elements and 1.5k groups to turn them on/off, loading has increased consistently with the increase in MFD elements added to the mod), but I did notice this in the RPT whenever I place the vehicle down

d:\bis\source\dev\futura\lib\huddesc.cpp(5445)(func: MFDDesc::Load)  [AssertNoDlg]  MainThread=24860 countAll <= 200

This happens I think about 20 times, does anyone know what this might mean? Is it a sign of an error of some sort that I should be fixing?

hearty sandal
#

that is quiiiite a lot of elements

slim mantle
#

yeah turns out trying to stuff a whole blackhawk worth of MFDs in to arma is uhhhhh
not really what the MFD system was designed to be able to handle

#

especially since the MFD system only allows 50 strings and 50 integers to be inserted through SQF, I have to do some extra nasty workaround that bump the element count a fair bit also

slim mantle
#

what surprises me is that the RHS apache loads instantly and this is how the MFDs compare
Vehicle Elements Groups
RHS Apache 1830 275
Hatchet H-60 6360 1543
I'm vaguely guessing the main slowdown is caused by the simple expressions in the group conditions being loaded in on our 60, but figured I'd ask also about the RPT message above to see if maybe we have some kind of error going on

hearty sandal
#

you can debug it simply by commenting out half and see if that does anything

#

then try the other half

#

then half those

#

but yes you may have reached some safe limit

slim mantle
#

yeah loading time goes up pretty linearly with how much I'm enabling or not enabling, so unless there's some untraceable error that is evenly distributed through my MFDs I'm pretty much fucked πŸ˜„

calm elk
vast tartan
#

Any documentation for how Arma3 handles setting hidden texture selections through Editor? I have an object I've made with hidden texture selections, and want the textbox which allows you to enter the path to a texture in the Editor to appear.

calm elk
#

enabling the sensors in the config too,but no ingame effect still,no lock even with IR weaponry on "hot" targets

calm elk
#

how does one add sensors to mod vehicles like RHS?

#

also double checking,which file am i supposed to add the sensor enable code into again?

wintry tartan
#

config.cpp, yes

calm elk
#

only the vehicle's right? so i put the wiki code in and alter the variables?

#

also the classnames

#

wait can i use like AllVehicles : Air to mod every air vehicle at once?

#

or do i have to manually change each one(which is what im trying but failing)

wintry tartan
#

I don't know which vehicles you try to modify but most likely latter

calm elk
#

im trying to edit a Huey to have Laser and IR sensors

#

its that one huey with pylons

#

rhs i think

wintry tartan
#

Can you show the config you have right now?

calm elk
#

sure

#

does discord format code?

#

or is it going to sprawl out everywhere

wintry tartan
#

sqfbin or pastebin if it is long enough

calm elk
#

this i guess

#

thats what im putting inside the CPP

wintry tartan
#

Full config please

calm elk
#

oops,sorry

#

one sec

#

second result if you look for gunship should be the edited part

#

line 1936

wintry tartan
#

Okay at first glance you have a lot of unnecessary configs, which is not recommended

calm elk
#

the ones with 0 and blank results?

wintry tartan
#

No, more like almost everything else than you wanted to put

calm elk
#

i see,so i should dump it and just leave the sensor stuff?

wintry tartan
#

Basically, a config work in Arma series (prior to Arma Reforger which I don't know how to Mod yet...) supposed to include only the thing you wanted to modify and nothing else

calm elk
#

ah,so im not supposed to just edit the original,but to make a specific edit? like just put a single part,not the whole thing?

wintry tartan
#

Yes

#

It could be an apocalyptic consequence

calm elk
#

so i,in this case,have to just add the sensormanager to a replacement cfgpatches?

wintry tartan
#

So you want to modify rhs_uh1h_hidf_gunship?

calm elk
#

yes

wintry tartan
#

The entire SensorsManagerComponent is your work more like what you wanted to modify?

calm elk
#

yes,i tried

wintry tartan
calm elk
#

holy damn i was doing everything wrong

#

thanks dude

#

wait,i know you from somewhere?

wintry tartan
#

I am nobody

calm elk
#

OH

#

the better arsenal and search mods creator

#

that thing saved my unit so much time and trouble

#

you rock dude

wintry tartan
#

I always wanted to rewrite Enhanced Arsenal for good but I still don't have a time

calm elk
#

also about your plane loadout mod, it is the best thing ever since sliced bread

#

my cas pilots went nuts with it

wintry tartan
#

Oh BTW, the config I posted is not even tested yet so see if it works

calm elk
#

thanks for making A3 a better place, o7

#

i will

#

just firing up arma

#

so,it spat out an error

#

member already defined

#

nvm

#

found the culprit

#

myself

#

your code is fine,i messed up

#

ok so,not working,macers still not locking enemy target

#

tried scalpels too,i guess something wack with my config

calm elk
#

HOLY SHIT ITS FIXED

#

no clue wtf went down,but after restarting twice its working

#

once again,thanks polpox

calm elk
#

say,do i need to edit singular vehicles, or just the base works?

calm elk
#

i noticed something,i need a copilot to lock to targets,is there a fix?

humble cape
#

So I am trying to make the Seara MRLS into a controllable UAV, and so I have this

crew = "B_UAV_AI";
isUav=1;

but if I take controls, then take turret controls, I get an option to go to drivers seat, which when doing that makes me stuck in the seat and have no scroll wheel actions.

is there something I am missing?

humble cape
#

I tried this, #arma3_config message, and the same thing happened for the helicopter, switching to copilot seats makes me stuck and unable to do anything

#

Though if I try that on the merkava, no option to switch seats appears, therefore no problem. but with the Seara and the Taru the option to switch to seat XXX appears which can causes issues

calm elk
#

i can find 0 reason for the co-pilot being a necessity, and the macer works great on planes with a single crewmember, maybe its the aimdown setting? if anyone knows what im doing wrong please do tell

calm elk
#

mother of christ,it seems it was the primarygunner=1 in the copilot,im taking a long break

rustic cape
#

is there something funny going on with author property ? I have a "base" object declared as such :

class GSRI_helmet_modular : H_HelmetB {
    author = "$STR_GSRI_AUTHORS_PHILEAS";
    //other stuff
};

and in the exact same file, a few lines down, an other object as such :

class GSRI_helmet_modular_advanced : GSRI_helmet_modular {
    //stuff, but no overriden author
};
#

when visualizing it in the virtual arsenal, I can see my two objects. The first one has its proper author in the down right corner, as expected.

#

However, the second one is authored by "Unknown community author"

#

Even weirded, if I go in the config viewer from in-game, I can see that the author property declared in the base object AND the inherited property of the child class are both correctly set.

rustic cape
#

and it seems to be the same for basically all of my child object inheriting their author instead of declaring it.

#

(these are helmets, so this config exists in CfgWeapons btw)

molten musk
#

Hi,
Is there any guide to build own object, i mean i have item which shows in invertory (this i have) but when i drop it ground from invertory , cursorObject says it is "groundHolder", so I cannot create this with createVehicle.
So where i start to build?

rustic cape
#

Items are never dropped on the ground "as is". They must always be contained in some kind of holder. If you drag something from the inventory to the ground, a groundHolder is created on the fly, and then deleted when emptied by someone.

#

If you want to create your object as a vehicle, you need to define it under CfgVehicles instead of CfgWeapons/Magazines/whatever

ashen chasm
#

or both CfgWeapons and CfgVehicles. And link the classes together. Or some other dark magic.

molten musk
#

Nice, i like dark magic

ashen chasm
#

nah, i'm misremembering things

nimble sequoia
rustic cape
#

that's weird

#

config viewer sees it correctly

#

that might be a willingful behavior, in order to avoid carrying miss-attributed objects everywhere

#

but that seems strange to me, quite unconsistent

ashen chasm
#

that's some epic dark magic sqf for "_i" from 0 to (count _config - 1) do { _entry = _config select _i; if (istext _entry) then { if (configname _entry == "dev" && cheatsenabled) exitwith {_author = gettext _entry;}; if (configname _entry == "author") exitwith {_author = gettext _entry;}; }; };

#

from bis_fnc_overviewauthor which is called by arsenal and i suppose that's how it gets the author data

molten musk
#

Hmm,
If i define my object in cfgVehicles, which all things I need define there.
I just want object shown on ground without any special element , if ppl can pick it up, that is only what I need.
I have .p3d from A3 models

ashen chasm
#

i wonder if that's specifically written to skip inherited properties

#

like count (configFile >> "CfgVehicles" >> "B_Survivor_F") returns only 13, and the contents are mostly redefined inventory with nothing more. And author, of course.

#

count configProperties [configFile >> "CfgVehicles" >> "B_Survivor_F", "true", false] also returns 13, so yeah, count _config doesn't follow the inheritance. Maaagic

novel lava
quartz rampart
#

Is there a way I can remove cargo positions from a vehicle through a config patch?

#

I was interested in making some FFV slots for trucks but I'm unsure how to go about converting a cargo position into a turret to add the turning in and out features

humble cape
#

How can I make it so a seat/turret is only accessible form outside? I.E prevent driver from switching to gunner and vice versa from the inside

hearty sandal
#

they need to have setup with different compartments

humble cape
#

ah darn, I was thinking i could disable moving to driver/gunner seat for this uav issue I mentioned above a while ago

hearty sandal
#

compartments are config thing

humble cape
#

oh I thought that would be a p3d thing

#

ill try taking a stab at that then

slim halo
humble cape
#

changing compartments for driver and gunner to be different fixed my issue with the UAV showing "to driver seater" action which would then sorta break game, so theres that atleast

for #arma3_config message if anyone ever in the future runs into something similar lol

novel lava
#

cargoProxyIndexes[] to set which proxies are used for cargo

#

so if for example the model has 10 cargo proxies and you wanted proxy 2 and 9 to be FFV proxies you'd set:

cargoProxyIndexes[] = {1,3,4,5,6,7,8,10};
transportSoldier = 8;

FFV positions arent counted for transportSoldier

ionic wave
#

    class FirstAddon{

        name = "FirstAddon";
        author = "Me";
        url = "http://pewpew.com";

        requiredVersion = 1.60;
        requiredAddons[] = { "CAWeapons"};
        units[] = {};
        weapons[] = {};
    };
};

class cfgWeapons{
  class Pistol;
  class M9: Pistol{
      begin1[] = {"/m9",1,1,800};
      soundBegin[] = {"begin1",1};
  };
};```
I'm trying to make an alternative sound for m9 pistol as practice, but it doesn't change the sound in game. I dunno what I'm doing wrong **:(**
arma 2 btw
slim halo
#

begin1[] = {"/m9"
this is wrong. first of all I doubt it takes a path. second of all paths should be written with \ not /

#

requiredAddons[] = { "CAWeapons"};
are you sure that's correct?

#

that doesn't look like an addon name

ionic wave
#

let me take a screenshot

#
{
    class CAWeapons
    {
        units[]={};
        weapons[]=
        {
        //weaponsname here
        };
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "CAData",
            "CA_Anims_Char"
        };
    };
};```
#

I thought I should put CAWeapons as the name of this addon

#

this was inside config.cpp in weapons.pbo

slim halo
ionic wave
#

yes it does

slim halo
#

are you sure you're changing the right sound parameters?

#

dunno about A2 but A3 doesn't have something like that

ionic wave
#

I named this addon as @empty crane, but in game under expasions it doesn't show up,

slim halo
#

then your addon is not loaded at all

ionic wave
#

hmm... what the problem could be? :(

slim halo
#

have you added @M9 to the list of loaded mods?

ionic wave
#

in expansions, it doesn't show up nor in mod launcher as if they don't recognize it as a mod :((

slim halo
#

then your mod folder contents are not correct

molten musk
ionic wave
slim halo
#

no clue then blobdoggoshruggoogly

ionic wave
#

😭

#

Quite strange... I fixed it by changing name from addon folder to Addons

rustic cape
#

inheritance was fine, config viewer showed author properly

#

it is only the Virtual Arsenal that did not displayed it, for some reason

dry mantle
#

is there a way to give facewear functioning geo lod?

#

I tried adding geo lod to it but the item in a question, a shield, isn't registering bullet impacts and they just pass through

hearty sandal
#

no

#

facewear slot is meant as simple facewear slot

#

πŸ˜…

dry mantle
#

damn, so if I did it in the weapon slot and binded to a bone, would the shield then work and absorb bullets?

hearty sandal
#

weapon slot only follows the weapon bone

#

but yes

#

weapons have geometry and they can block bullets

quartz rampart
#

I've been able to create FFV slots on the truck I want in the old seat positions. Though there are extra slots (i.e Passenger 11, Passenger 12, etc.) that you can sit in but are invisible and inside of the truck. Any way to remove those?

dry mantle
#

Where could I find a list of all vanilla hand animations?

hearty sandal
#

they are not listed anywhere like that

dry mantle
# hearty sandal they are not listed anywhere like that

okay thanks. On another note. I haven't configured sounds for weapons before. Do I need to do cfgsoundshader first, then incorporate the soundshader into the cfgsoundset, then call that class into the weapon config in the soundshader list?

hearty sandal
#

if I remember right yes that is the order

raw zenith
languid wing
#

is there a way I can have multiple CfgFunctions in a mission file?

#

I'm trying to make my script as drag and drop as possible, but if the user has already defined CfgFunctions in description.ext then it freaks out about the redefinition

shy knot
hearty sandal
#

most likely you are actually missing one somewhere way above

#

it just manifests at the end

#

recommend using pboProject to pack your mods for config error checking on pack

opal crater
#
class CfgFunctions {
  #include "yourCoolOrNotScript\functions.hpp"
};
languid wing
#

yeah, that's what I ended up doing. I was hoping it could be as simple as just including my generic config in the description, instead of splitting it off into CfgFunctions and CfgSounds

#

not all that much more work for the end users though

slate viper
#
class CfgPatches
{
    class asp_veh_balanced_fix
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
                requiredAddons[]=
        {
            "rhs_c_troops", "rhsgref_c_troops", "rhsusf_c_troops"
        };
        author="MFive";
    };
};

class CfgVehicles
{   
    class All {};
    class AllVehicles: All {};
    class LandVehicle: AllVehicles {};
    class Tank: LandVehicle {};
    class Tank_F: Tank {};
    class APC_Tracked_03_base_F: Tank_F {};
    class RHS_M2A2_Base: APC_Tracked_03_base_F
    {   
        armor = 400; //Default = 290
        armorStructural = 5; //Default=280
        minTotalDamageThreshold = 0.005;
        explosionShielding = 1; //Default=15
        
        class HitPoints {}; //If here HitPoints: RHS_M2A2_Base - it writes an error...
            class HitHull: HitPoints {
                armor = 1;
            };
        };
    };    
};```

Help me get the HitPoint class, I just need to change the armor values. I was able to add only new ones, without existing parameters.
mortal dove
#

Tried not having class hitpoints in there?

Don't write it, just write in only values you are changing.

IIRC you should be able to only write in the things you want changing and everything else should stay the same.

hearty sandal
#

The inheritance is not correctly setup to inherit the previous hitpoints

molten musk
ashen chasm
#

πŸ€¦β€β™‚οΈ so what's your original problem? Spawning a thing you've coded somewhere on the floor? Create a weaponholder on the ground, then add your item to its inventory. Done

molten musk
#

Yeah, that

#

None of else

#

Thanks

#

Didn't realize to do that way. Can I get x model to weaponholderil?
I mean so i define somewhere that, so easiest way , is there some guide for to this?

hearty sandal
#

no guides unfortunately. pretty much no guides been made for any this specific thing

molten musk
#

Okey. I try find from Google/ wiki some examples.

hearty sandal
#

weaponholder is a invisible object that gets placed on ground and items/weapons go into it

#

it is like a invisible crate

#

you can find weaponholder configs from the ingame config viewer or if you make a all in one config dump file or even the arma3 samples have that if I remeber right

molten musk
#

Okay. But if I can get this working correctly, this will help me get my other designs "created". currently i have put the player in invertory and dropped the item on the ground or gave it to another player

slate viper
hearty sandal
#

you need to have the class you inherit in the parent class and in the child class. you can see examples in the vanilla configs and sample configs and the wiki page about config inheritance

slate viper
hearty sandal
#

not on me.

ruby basalt
#

Does anyone have solid documentation on how to implement vehicle PP effects in gunner turret views? I've tried to go off of some existing configs but I've never been able to get anything to apply. There are also a lot of different classes the PP effect names can be defined in and it'd be nice to know how that is supposed to apply.

dusk thunder
#

Hey guys,
I need help. I'm trying to implement optic model and I don't know how (I need to know what is the code for that).
I need to make the optic work with all the rail weapons
like RHS optic.

Thanks.

ruby basalt
#

IIRC I also had it applied to all the various views.

grand zinc
#

hm my examples are only thermal resolution, not normal resolution pp, and they are attributes to the thermal pp thing and not standalone pp's :sad:

ruby basalt
#

I mean I'd be fine with thermal resolution too, never got that working via script but I also haven't figured it out on the config side of things.

grand zinc
#

The same config that has opticsZoomMin/visionMode/memoryPointcamera gets
thermalResolution[] = {0.0, 640, 1.0, 320};
thermalNoise[] = {0.2,0.1,0.2,1,1,1,0,0.7};

slate viper
#

Well. Now the default settings of this M2A2 are loading but for some reason it creates a HitHell folder when I just need to change the HitHell in the HitPoints folder...
I can't figure out how to enter the folder exactly...
Here is what I have now:

class CfgPatches
{
    class asp_veh_balanced_fix
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
                requiredAddons[]=
        {
            "rhs_c_troops", "rhsgref_c_troops", "rhsusf_c_troops"
        };
        author="MFive";
    };
};

class CfgVehicles
{   
    class All {};
    class AllVehicles: All {};
    class LandVehicle: AllVehicles {};
    class Tank: LandVehicle {};
    class Tank_F: Tank {};
    class APC_Tracked_03_base_F: Tank_F {};
    class RHS_M2A2_Base: APC_Tracked_03_base_F 
    {   
        class HitPoints;
    
        armor = 400; //Default = 290
        armorStructural = 5; //Default=280
        minTotalDamageThreshold = 0.005;
        explosionShielding = 1; //Default=15
            class HitHull: HitPoints {
            class HitHull         
            {
                armor = 1;
            };            
      };
};
};```
ruby basalt
slim halo
rustic cape
#

Can add-on builder run on Proton ?

molten musk
#

Thanks Leopard20 for advanced dev tools mod. That just make life easier to get correct config path.

ripe siren
#

Has anyone had any success with implementing a customized radio protocol and adding it to their custom units in their own custom faction? I've made a spanish language voicepack replacing the most common .ogg voicelines and when I try to use my faction their all speaking american english. It only works when I go in the editor and manually change the speaker to my custom faction in the individual units. I'm following these guides for reference = https://community.bistudio.com/wiki/Arma_3:_Radio_Protocol

ripe siren
#

my voice config

#
{
class American_Spanish_Voice
{
units[] = {};
weapons[] = {};
identityTypes[] = {"HispMale"}; 
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgIdentities
{
class HispMale
{
name = "HispanicMale";
face = "whiteHead_01"; // doesnt have to be this one, you can use any head you want. Just look up the class names
glasses = "None";
speaker = "MALE01ESPA"; // your voice class defined below
pitch = 1;
nameSound = "Kerry"; // I believe this ties to the sound file for Kerry, I'm guessing you can change this but I havent bothered
};
};

class CfgVoice
{
voices[] + = {"MALE01ESPA"};
micOuts[] = {"micOut1","micOut2","micOut3","micOut4","micOut5","micOut6"};
preview = "preview.ogg";
default = "MALE01ESPA";
class ENG;
class MALE01ESPA: ENG
{
protocol = "RadioProtocolENG";
directories[] = {"\AmSpanishVoice\","\AmSpanishVoice\"};
identityTypes[] = {"HispMale"};
scope = 2;
displayName = "American Spanish";
author = "PineScentX";
};
};
};```
#

and part of my faction config with the voice under the identityTypes[] =

#
    {
    
   class O_G_Soldier_F;
   class O_PDF_Dingbat_01 : O_G_Soldier_F {
        author = "PineScentX";
        scope = 2;
        scopeCurator = 2;
        displayName = "Dingbat";
        side = 0;
        faction = "O_PDF";
        editorSubcategory = "Dig_Btn_cat";
        
        
        model = "\a3\characters_f\Civil\ArtTShirt_01_F.p3d";
        modelSides[] = { 0, 3 };
   
        hiddenSelections[] = {"camo1","insignia"};
        hiddenSelectionsTextures[] = {"\PDF\data\DBMaroonshirt1.paa",""};
        

        identityTypes[] = {"Head_PanAm","HispMale"}; 
        genericNames = "Panamanian_Names";

        uniformClass = "U_O_PDF_DINGBAT_01";

        linkedItems[] = {"ItemMap","ItemRadio","ItemCompass","ItemWatch","V_PDF_Alice_light"};
        respawnlinkedItems[] = {"ItemMap","ItemRadio","ItemCompass","ItemWatch","V_PDF_Alice_light"};
        Items[] = {"FirstAidKit"};
        respawnItems[] = {"FirstAidKit"};

        weapons[] = {"throw","put","arifle_AKM_F"};
        respawnWeapons[] = {"throw","put","arifle_AKM_F"};

        magazines[] = {"30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F"};
        respawnMagazines[] = {"30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F"};
        
        headgearList[] =
#

If anyone could help it would be appreciated, I don't know if there are any mods on the workshop that use custom radio protocols that I could dissect which would be helpful :\

dusk jungle
#

Where are these icons configured?

#

I found something in CfgLocationTypes:

    class RockArea: Hill
    {
        name = "Rock Area";
        color[] = {0,0,0,1};
        size = 12;
        shadow = 0;
        importance = 2;
        texture = "\A3\ui_f\data\map\locationtypes\rockarea_ca.paa";
    };
#

But I wonder where are map scale thresholds are defined (when icon hides and stops changing size with the zoom)

dusk jungle
#

Any idea which file to look into?

slim halo
dusk jungle
#

Thanks, looking at it

dusk jungle
#

Figured the formula for drawIcon size:
((0.05 / ctrlMapScale) max coefMin max coefMax) * size

#

No idea what the hell is 0.05 and where it comes from

#

Some kind of font size probably

dusk jungle
#

No idea how visibility is calculated and what the hell is importance πŸ€”

bleak mirage
#

Does someone know how to make an object invincible? You can edit the armour, but I want it to be totally indestructible.

nimble sequoia
hearty sandal
#

new object or old object

bleak mirage
nimble sequoia
#

That will be the Geometry or Geo Phys LOD's. Empty them out and I guess it won't collide with anything.
Or disable damage in Eden?

bleak mirage
#

Ah oke. I'll try that in the model. Want it to work even if you spawn it in zeus, so eden does not work. Thanks!

hearty sandal
#

damage = no named property in geometry lod for terrain objects
destrtype parameter and destructionEffects class for config/game placed objects

#

or damage eventhandler

north kayak
#

hi guys, i'm trying the retexture the white thingy that covers the second cockpit on the Buzzard. Through a process of... well... opening every single texture in air_f_gamma/Plane_Fighter_03/Data, i managed to find the correct texture to retex and change that hideous white thing. Only problem is: is there a way to change that texture through config? (for info it's air_f_gamma/Plane_Fighter_03/Data/Plane_Fighter_03_VP_kab_CO.paa)
I have checked all .rvmats and i don't see a way there, so i'm guessing the texture is hardcoded in the .p3d, but perhaps there's a way?

hearty sandal
#

if it does not come up in the vehicles hiddenselection array it cant be retextured

#

I think cockpits are not in there usually

nimble sequoia
north kayak
#

damn. here goes my dream of a decent looking backseat

#

cries in ugly white texture

#

thanks for the info lads

nimble sequoia
#

It depends how big you dream. As you've managed to get this far you've already demonstrated abilities beyond the norm, so perhaps push yourself to make a new aircraft or adapt an existing model (with permissions) to make exactly what you want. πŸ™‚

#

It's probably how most of us "modders" started out.

north kayak
#

haha maybe i will. Although to be fair, modelling and me don't really mix

humble cape
#

does the order of linkedItems[] for unit configs matter?

shy knot
#

I don’t believe so?

buoyant sonnet
#

so I'm trying to make custom loadout for respawn in Eden editor. I managed to setup basic loadouts for respawn, but I stuck when I tried to make a custom one.

  1. if I make one custom name for loadout(ex "CustomRifle"), is it not working in game?
  2. if that's working, where and how should I put this loadout settings?
vagrant basin
#

How do I change what weapons, ammo, and items a vehicle is carrying?

nimble sequoia
glacial spear
#

is there anyway i can make a vehicle unable to track the targets on it radar but only see them

potent loom
#

hello im trying to make an item like a trenching tool, but no dependent from ace, how i can make it?

this is my current code:

class CfgWeapons {
    
    class ItemCore;
    class CBA_MiscItem_ItemInfo;

    class CLV_AXE_ITEM: ItemCore {
        author = "FlyingTarta";
        displayName = "Tactical Axe";
        descriptionShort = "Axe to cut bushes and trees";
        //model = QPATHTOEF(apl,ace_entrchtool.p3d);
        picture = "clv_axe\img\clv_axe_item_img.paa";
        scope = 2;
        class ItemInfo: CBA_MiscItem_ItemInfo {
            mass = 10;
        };
    };
};
#

i have this error when add it with player additem "clv_axe_item and open the inventory:

Picture equip\w\w_clv_axe\img\clv_item_img.paa.paa not
found 
hearty sandal
#

means either that file is not packed into your pbo or its folder structure in pbo is different from what you have written and thus it cant be found

#

In case you have not set up P drive I recommend doing that and getting Mikeros toolset and use pboProject to pack your pbo

#

that way you get error debug when packing instead of having to go to ingame to see errors

potent loom
#

this is the file structure ( i pack the pbo with pbo manager for this tests)

└───addons
    β”‚   clv_axe.pbo
    └───clv_axe
        β”‚   config.cpp
        β”œβ”€β”€β”€fnc
        β”‚       fn_axe_canchop_bush.sqf
        β”‚       fn_axe_canchop_tree.sqf
        β”‚       fn_axe_initplayer.sqf
        β”œβ”€β”€β”€img
        β”‚       clv_axe_chop_icon.paa
        β”‚       clv_axe_chop_icon.png
        β”‚       clv_axe_item_img.paa
        β”‚       clv_axe_item_img.png
        └───sfx
                chop.ogg
                chop.ogg.sfl
#

the path in picture is correct

potent loom
hearty sandal
#

pbo manager is not correct pbo packing tool

#

despite the name

#

and unfortuntaely all of the above is very non standard practice so cant help with any of that

nimble sequoia
#

Try picture = "\clv_axe\img\clv_axe_item_img.paa";

potent loom
#

one last thing in the ACE arsenal, it appears on the "bipod" category, any ideas on how to change it to "misc items" ?

#

the misc category is from ace or cba?

shy knot
potent loom
shy knot
potent loom
cyan hollow
#

On APC_Tracked_03_base_F am I correct in reading this config that in order to turn the drivers reverse camera on somewhere there is an eventhandler that is performing two animate actions, one to hide the MFD and the other to swap the view to the reverse camera?

How would I leave the reverse camera on all the time?

Within the config there is these two entries under the animate array.
"driver_reverse_cam"
"driver_hide_mfd"

Both are set to 1.

I assume that I'd need to set both of these to 0 (animation start) in order to achieve that?

#

Or do I need an AnimationSources class to forceAnimate the above?

hot pine
#

somewhere there is an eventhandler it is done through animation source

#

I don't think you are able to override "gear" animation source via config

long oyster
#

Hey, guys, uh... to make my life faster and easier, anyone either have a tutorial for creating factions, or at least know which vanilla PBO factions (ie individual soldiers and groups) are in?

#

Nevermind, that was quick... with some use of... logic...

hearty sandal
long oyster
#

Yeah, I came in thinking "I'll spend an hour looking for it, FML" and came out thinking "Well, that was suspiciously easy"

shy knot
#

Is it possible for proximityFuseDistance to be used in shells?

cursive cliff
#

is there a way to make the footsteps from others louder?

#

like is there any seperate parameters to make it louder for external footsteps

#

or is it connected with there own

hearty sandal
#

dont think there is external footsteps no

cursive cliff
#

ah unlucky then

stiff scaffold
#

Im trying to get a CfgCommunicationMenu support to call a working script in a multiplayer mission on a dedicated server.

init.sqf -
if (!(isDedicated)) then {
waitUntil {!(isNull player)};
if ((typeOf player) in ["B_recon_JTAC_F"]) then {
_itemID = [player,"airSupport"] call BIS_fnc_addCommMenuItem;
};
};

description.ext -
class CfgCommunicationMenu
{
class airSupport
{
text = "Air Support";
submenu = "";
expression = "[] execVM 'scripts\SpawnCASair.sqf';";
icon = "scripts\customcasgt_ca.paa";
cursor = "";
enable = "1";
removeAfterExpressionCall = 0;
};
};

script.sqf -
scripts\SpawnCASair.sqf

The script is working fine when called via a trigger, but not when requested through the support menu?

stiff scaffold
#

when i add

#

[] execVM "scripts\SpawnCASair.sqf";

#

to the init.sqf the script runs when the server starts, how can i make it only run when it is called through the CfgCommunicationMenu ?

weak relic
#

Anyone got any idea on how to fix my issue? didnt want to clutter up to much in here πŸ˜› https://forums.bohemia.net/forums/topic/240090-not-showing-up-in-zeus/?tab=comments#comment-3466325

shy plank
#

Problem with animations on thingX simulated object - is anyone observe problem with animations in model configured as thingx class? In 3d editor and buldozer prwiev is ok but after compile to addon and run in DEV animation of object is blow up (some of elements animating around non existing axis) - I check model.cfg few times and under editor all animations working perfect but in game not, object is not used in proxy and other configs so it is not this problem of share access

wind pagoda
#

Existing mod

class CfgVehicles
{
    class LandVehicle;
    class Tank: LandVehicle
    {
        class NewTurret;
        class Sounds;
        class HitPoints;
    };
    class Tank_F: Tank
    {
        class Turrets
        {
            class MainTurret: NewTurret
            {
                class ViewGunner;
                class Turrets
                {
                    class CommanderOptics;
                };
            };
        };
        class UserActions;
        class AnimationSources;
        class ViewPilot;
        class ViewOptics;
        class ViewCargo;
        class HeadLimits;
        class HitPoints: HitPoints
        {
            class HitHull;
            class HitFuel;
            class HitEngine;
            class HitLTrack;
            class HitRTrack;
        };
        class Sounds: Sounds
        {
            class Engine;
            class Movement;
        };
    };
    class afuk_scimitar2a_base: Tank_F
    {
        //stuff
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    stabilizedInAxes = 0;
                    //stuff
                };
            };
        };
    };
};

My changes in my own seperate mod

class CfgVehicles
{
    class LandVehicle;
    class Tank : LandVehicle
    {
        class NewTurret;
    };
    class Tank_F : Tank
    {
        class Turrets
        {
            class MainTurret : NewTurret
            {
            };
        };
    };
    class afuk_scimitar2a_base : Tank_F
    {
        class Turrets : Turrets
        {
            class MainTurret : MainTurret
            {
                stabilizedInAxes = 3;
            };
        };
    };
};
#

I need some help in figuring out how this all works.
I'd like to edit the existing mods config. It defines it's own class afuk_scimitar2a_base.
Now the changes I've done works however I want to know if there is a better way to achieve this without redefining everything.
https://community.bistudio.com/wiki/Class_Inheritance#:~:text=It is not necessary to declare the base class'es
It says that in the wiki, I have afuk_vehicles in my required addons, however if I do something like
class afuk_scimitar2a_base : afuk_scimitar2a_base
it throws an error saying afuk_scimitar2a_base is undefined. So I'm a bit confused. Could someone teach me how to do this properly?

hearty sandal
#

same class can cant inherit from itself

#

what you have done is alright

dusk thunder
#

hi
I have a scope that can emit ir laser, im trying to create a function that spawns the scope in the accessories. the only problem is that i dont know where to find an example for that function

ashen chasm
#

define "spawns in the accessories", please. Attached to weapon? Stored in some crate? Just a scope on the ground?

#

available in the accessories list of some weapon in arsenal? Just compatible with weapon in general?

dusk thunder
#

i need to apply the scope to the accessories when equipped, any idea on how to automatically apply it to the accessories tab?

dusk thunder
#

Yes

hearty sandal
#

well you would need to check the eventhandlers to see if there is anything you can use there

dusk thunder
#

There is no command that I can add to CPP that will Spawn it ?

hearty sandal
#

dont think so

#

have you ever seen that kind of mechanic before?

dusk thunder
#

Yes it's like you wear a pilot's helmet and you get night vision

hearty sandal
#

I dont think thats possible with weapon attachments

dusk thunder
wind pagoda
# hearty sandal same class can cant inherit from itself

class Turrets : Turrets
class MainTurret : MainTurret

How do these work then? Knowing inheritence i know it's not logical but for arma i thought maybe it means copy everything without changing class name or something. Since i saw this being used in the mod itself. Not sure how it works.

hearty sandal
#

it inherits from these classes from inside another class

hearty sandal
#

but the main1 cant inherit from main1

#

class main1: main1 because on that level there is and can not be another class called main1

#

the inheritance is very logical

#

there might be main1 : main_base

#

and stuff like that

wind pagoda
#

I see, thanks for the graphics.

foggy niche
#

Does anyone know how to add nightvision to the Hellcat camera? πŸ€”

wheat sluice
#

Something like this:

    class Air;
    class Helicopter: Air
    {
        class Turrets;
        class HitPoints;
    };
    class Helicopter_Base_F: Helicopter
    {
        class HitPoints: HitPoints
        {
            class HitHull;
            class HitFuel;
            class HitEngine;
            class HitAvionics;
            class HitHRotor;
            class HitVRotor;
        };
        class Turrets: Turrets
        {
            class MainTurret;
        };
        class AnimationSources;
        class EventHandlers;
        class ViewPilot;
        class ViewOptics;
        class Components;
    };
    class Heli_light_03_base_F: Helicopter_Base_F
    {
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class OpticsIn
                {
                    class Wide
                    {
                        visionMode[]=
                        {
                            "Normal",
                            "NVG",
                            "Ti"
                        };
                    };
                };
            };
        };
    };

You can figure out the rest. Shouldn't take you too long to implement if you know config basics and inheritance.

foggy niche
tidal terrace
#

Hello there. Anyone knows maybe how to edit magazine capacities?

tacit zealot
#

How do I set an HE missile to self-destruct after it reaches the end of its timetolive?

shy knot
shy knot
tidal terrace
shy knot
tidal terrace
shy knot
tidal terrace
hearty sandal
#

Use ingame config viewer (there are nice mods that have better search tools) or make all in one config dump file that you can easily search through.

delicate comet
#

so if i inherit a helicopter that has fire from passenger seat turrets, and i want to delete those, how do i actually do that?

    class Turrets: Turrets
    {
        class CargoTurret_01 {};
        class CargoTurret_02 {};
        class CargoTurret_03 {};
        class CargoTurret_04 {};
        class CargoTurret_05 {};
        class CargoTurret_06 {};
    };

but this breaks the turrets that im not deleting, is this wrong?

hearty sandal
#

delete cargoTurret_xx; if I remember right

weak relic
wintry tartan
#

CfgPatches >> units must include those units in it

weak relic
#

may have gotten me one step closer but still no cigar unfortunately 😦

proper tangle
#

I was wondering- Is there a reason why config.cpp does not include types in the class fields?

ashen chasm
#

uhm, "types"? 5 is Number, "5" is String, {5} is Array and i don't think there can by any other type to be included?

wintry tartan
#

Actually, Engine determines which config is a number, a string or an array

ashen chasm
#

and i somehow remember funny things about getText _cfg returning a piece of code and getNumber _cfg returning its result for the same _cfg πŸ€”

wintry tartan
#

Yeah

#

That's... a strange Engine. More like ancient

ashen chasm
#

read: (mostly) primitive systems, just a huge number of them 🀣

proper tangle
#

would you not need an auto

ashen chasm
#

it's not C++

proper tangle
#

interesting

ashen chasm
#

it just happens to use the same filename extension and partially similar syntax πŸ€·β€β™‚οΈ

proper tangle
#

how odd lol

shy knot
#

Which is VERY similar to C++

simple surge
#

More Turrets questions:
I'm creating a vehicle that is identical to a vanilla neo-chinook, with the crew sword out for units from a custom faction. The pilot and copilot are swapped fine, but to do the door gunners I need to alter the turrets. Easy enough, but I can't find the Names of the turrets for the model I've inherited! Config viewer just gives me a blank page when I try to dig through it.
Any help on how to find the answers would be most appreciated

simple surge
#

OK found them after being redirected. Now I can't get a3 to launch because I haven't defined a base class for the turret. But I've got the turrets listed right there with the base class at the top of the file...
--edit--
OK they're defined and I'm not getting error messages, however my new helicopter has vanished from the entity list in Eden along with the original it was inheriting. WTF.

nimble sequoia
#

You have probably overwritten the base class, rather than inheriting from it.

simple surge
#

...shit.
Well I can backtrack to before I defined the turrets, but I'm out of ideas on how to proceed in that case.

nimble sequoia
#

Use Leopards "Advanced Developer Tools" from Steam - in game it replaces the Config Viewer with a much better one, especially when it comes to viewing Turrets and inheritance.

simple surge
#

OK thanks, I'll have a shout at that

humble cape
#

for CowsSlot on weapons, does += work to add additional scopes, or would I have to have all possible scopes listed? I have only seen += used for magazines and no where else

wheat sluice
#

You can use that operator but it's not necessary unless you want to restrict the weapon's optic choices. Otherwise, you can just inherit from CowsSlot_Rail and then modify the class to add whatever custom optics you have to compatibleItems like this:

class CowsSlot_Rail: CowsSlot
{
    class compatibleItems
    {
        optic_myCustomScope = 1;
    };
};
humble cape
#

I thoughtcompatibleItems was an array? I am basically trying to add a some scopes to a subclass of an existing weapon and I dont think its a good idea to just copy what it supports now + scopes I want

#

oh I think I see what you mean after looking through config viewer

#

would there be issues if you had both array and class for compatibleItems?

deep roost
#

anybody have examples of config to reskin CUP uniforms, vest and helmets? or a guide to reskinning mods/CUP mods?

#

textures are all good but config has been an issue thus far

hearty sandal
#

wiki has a character encoding guide @deep roost

tender agate
#

Could, by any chance, somebody help me with making an gasmask from facecover to nightvision? I am working on a zombie mission and the mod disallows facecovers, yet nightvision work just fine. So yea, best case scenario would be to change the category, so i can still have those gasmasks on my zeds πŸ™‚ (generally its possible, as there are nightvision-balaclavas) ^^
This is what i want, but cant have 😦 https://imgur.com/a/KmiXhiD

brazen merlin
#

out of curiosity, is it possible to add submunition to submunition to submunition..?

grand zinc
#

I think so, submunition is just another ammo class, which can have submunition again, right?

wintry tartan
#

Crashes the game

hearty sandal
#

ammo A has submunition B that has submunition C that has submunition B....

novel lava
#

I've atleast done a submunition that spawns a submunition, but the game does not like it if you loop it around

hearty sandal
#

maybe that is for the best πŸ˜…

#

failsafes are good

novel lava
#

I can't remember the result of it, I don't think it crashed the game I think it just didn't work

simple surge
nimble sequoia
#

post your config to hastebin.com and link here - one of us can look at it and tell you what looks wrong

simple surge
#

https://pastebin.com/Bw0YQZ6h
section I_MTS_RTU_H, the commented out section being the part I'm trying to redefine. I deleted the part where I'd define the baseclasses from the top so that I could actual see them in game.

simple surge
#

This was created with Drongo's config exporter and separated into hpp files for ease of finding bits. Starting to wonder if that was a mistake.
If anyone can show me how to fix I will name my secondborn after them

steep pawn
#

Is there any workaround to get a weapon name to display a & symbol without breaking the name completely?

hearty sandal
#

how have you written in in your config?

steep pawn
#

Just the & symbol like H&K

hearty sandal
#

displayname = "H&K"?

steep pawn
wheat sluice
#

Use &.

#

e.g. displayname = "Koffler &amp; Stock MP-V";

#

The reason why you get the question mark is because the engine thinks you're trying to input an escape for a symbol. Since 'K' isn't valid, it returns ? instead.

#

Should note that this applies to almost every special character for strings in Arma. If you need to display a symbol, refer to its XML counterpart.

winter cargo
#

how would i go about creating a reskinned variant of an item without creating an entirely new p3d?

hearty sandal
#

if the object does not support hiddenselections it cant be retextured

dry mantle
#

I'm getting this weird error that happens when I open inventory on my modded items. I have a picture set for arsenal but it has no inventory item picture, then I get that error, with a weird file path

Picture equip\w\w_sap\sap.paa.paa not found

Except that no directory exists or is listed as such.

remote mist
#

I'm working on something as a little bit of a joke, and I'm stumped on something: How would I make a magazine with multiple ammunitions? For example: a machine gun cycling through different coloured tracers.

nimble sequoia
hearty sandal
dry mantle
nimble sequoia
#

fixes your problem? πŸ˜‰

dry mantle
nimble sequoia
#

I'm not sure anyone remembers why some paths need backslashes or not, perhaps something to do with OFP times, but I do remember that it fixes the .paa.paa problem.

shy knot
#

Is it even possible to view where and what are inside simulation variables? Like, to look inside what makes up simulation

hearty sandal
#

not much. some debug stuff for physX are exposed in the diagExe

#

and possibly some other stuff too if I remember right

#

but other than that there is no access to other debug tools

shy knot
#

That’s probably for the best. I was curious if it was possible to create a custom simulation type

#

Me and my stupid ideas

hearty sandal
#

ah

#

no not possible

#

explored this some years back too πŸ˜…

#

there are all kinds of scripted solutions possible though. They can even be honed to work well enough in MP

#

AI use might be troublesome though

reef shore
#

yo bros how do you define what muzzle flash a weapon use? is it defined by the defined proxy of the named selection assigned in selectionFireAnim in config?

nimble sequoia
#

Put a proxy (link to a p3d model) on the end of the barrel with the flash type you want, give it a name (like zasleh), include it in the gun barrel selection (typical otochlaven), add
selectionFireAnim = "zasleh"; in config
and put zasleh in the model.cfg sections[]

reef shore
#

Ok nice thank you

deep roost
#

class CfgPatches
{
    class CUP_Units_CDF_PASGT
    {
        name = "CUP_Units_CDF_Uniform";
        units[] = {};
        weapons[] = {};
        requiredVersion = 1;
        requiredAddons[] = {""};
        author = "Orter";
    };
};

class CfgWeapons
{
    class ItemCore;
    class U_B_soldier_new: ItemCore
    {
        class ItemInfo;
    };
    class CDF_Uniform: U_B_soldier_new
    {
        author = "Orter";
        scope = 2;
        displayName = "CDF Uniform";
        model = "\CUP_Units_CDF_Uniform\Soldier_Light.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\CUP_Units_CDF_Uniform\data\soldier_co.paa"};
            
        class ItemInfo : ItemInfo
        {
            uniformModel = "\CUP_Units_CDF_Uniform\Soldier_Light.p3d";
            uniformClass = U_B_soldier_new;
            containerClass = Supply40;
            mass = 40;
        };
    };
};```
can anybody shed light on why this doesnt succesfully create a uniform? i dont crash or anything I just can't find my item in the editor, no errors.
wintry tartan
#

Are you sure that U_B_Soldier_new is a proper config to inherit?

deep roost
#

probably is not
im trying to make an individual item, not just inherit textures for a reskin to be clear

wintry tartan
#

Let me fetch some exmple after I'm back at PC

deep roost
#

okay

hearty sandal
#

You'll want to choose your own mod project tag_ prefix instead of using cup_

deep roost
#

will that only be an issue when publishing online? im making these just for myself

#

otherwise i can understand why

hearty sandal
#

It can cause issues if you happen to pick up same classnames. Good to do things properly even fo your own use

#

Saves a lot of confusion in helping you out too

#

Or you'll end up always answering why you don't have cup setup as dependency or this is not valid cup_ class to inherit from etc

deep roost
#

alright

wintry tartan
#

So uhh... I'm back. Before I start the thing, are you aware that an uniform is made from two parts: a CfgVehicles entry and a CfgWeapons entry?

deep roost
#

nope. that will likely be an issue
i assumed they were made in the same vein as a helmet or vest, but I have read something about needing to be attached to a character or something

wintry tartan
#

Well, if you use the common sense, it should only use CfgWeapons... but this is Arma (prior to Reforger), where the common sense wouldn't work!

deep roost
#

ofc lol

wintry tartan
#

So, let me allow to take some time to write minimum config

deep roost
#

ok, sounds good

wintry tartan
#

Damn Discord, let me send it!

#
class CfgPatches
{
    /* Not gonna explain here */
};

class CfgVehicles
{
    /* Keep it mind that this is just an official part of the config, and took it only for the reference */
    class C_Uniform_ArtTShirt_01_base_F;
    class C_Uniform_ArtTShirt_01_v1_F: C_Uniform_ArtTShirt_01_base_F
    {
        scope = 1;    // <- scope is 1 because you're not going to use this *unit*
        uniformClass = "C_Uniform_ArtTShirt_01_v1_F";    // <- probably mandatory to use the same name
        hiddenSelectionsTextures[] = {"a3\Characters_F_AoW\Uniforms\Data\U_C_ArtTShirt_01_v1_F_co.paa"};    // <- this is where you tweak the textures
    };
};```
#
class CfgWeapons
{
    class UniformItem;
    class Uniform_Base;
    class U_C_ArtTShirt_01_v1_F: Uniform_Base
    {
        scope = 2;    // <- unlike CfgVehicles entry, this is the uniform *item*, so should be scope = 2 unless you make this entry as a base class
        displayName = "$STR_A3_CfgWeapons_U_C_ArtTShirt_01_v1_F0";
        picture = "\a3\Characters_F_AoW\Uniforms\data\ui\icon_U_C_ArtTShirt_01_v1_F_ca.paa";
        model = "\a3\Characters_F_AoW\Uniforms\Suitpacks\suitpack_ArtTShirt_01_F.p3d";    // <- this is the model when you drop the uniform, not when you wear it
        hiddenSelections[] = {"camo"};    // <- same with above
        hiddenSelectionsTextures[] = {"\a3\Characters_F_AoW\Uniforms\Data\U_C_ArtTShirt_01_v1_F_co.paa"};    // <- same
        DLC = "Enoch";    // <- what, Bohemians? :P
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "C_Uniform_ArtTShirt_01_v1_F";    // <- this refers to the CfgVehicles unit above. This is the model when you wear it
            containerClass = "Supply20";    // <- Supply0 - Supply500 IIRC, the number should represent how many items you can put (related to somewhat confusing *mass* number just like below)
            mass = 30;    // <- how heavy the uniform is
        };
    };
};```
#

Here we go, because the characters limit I split it two

#

Somewhat lazy that taken from official config but effective to learn I guess

deep roost
#

yea np let me look over it one sec

wintry tartan
#

Of course if you know how to class inheritance you can inherit from any uniforms for the base of your uniform

deep roost
#

uniformClass = "C_Uniform_ArtTShirt_01_v1_F"; // <- probably mandatory to use the same name
what do you mean when you say its mandatory to use the same name?

wintry tartan
#

uniformClass of an unit should tell that the unit should wear the uniform by default. I don't really have a big experience with making uniforms so I say probably

deep roost
#

I see, so its not saying to use literally the same name ("C_Uniform_ArtTShirt_01_v1_F") but to use the same class name as the new uniform item? whatever that is

wintry tartan
#

Probably you need to experiment and see, maybe it just don't care if the unit shouldn't be spawned

deep roost
#

im not making any units for eden editor so maybe yeah, i will try some stuff anyway thx

untold wyvern
#

Anything special needed to get the main menu intro working on custom maps ?
Client executes the intro file, i hear sound but i get no picture.
Also weird, the main menu scene camera works after quitting from Editor but not from MP session.

deep roost
#

class CfgPatches
{
    class CUP_Units_CDF_Uniform
    {
        name = "CUP_Units_CDF_Uniform";
        units[] = {};
        weapons[] = {};
        requiredVersion = 1;
        requiredAddons[] = {""};
        author = "Orter";
    };
};

class CfgVehicles
{
    class CUP_Creatures_Military_CDF_Soldier_Base;
    class CDF_Soldier: CUP_Creatures_Military_CDF_Soldier_Base
    {
        scope = 1;   
        uniformClass = "U_CDF_Uniform";   
        hiddenSelectionsTextures[] = {"\CUP_Units_CDF_Uniform\data\soldier_co.paa"};  
    };
};

class CfgWeapons
{
    class ItemCore;
    class CUP_U_B_CDF_MNT_1: ItemCore
    {
        class ItemInfo;
    };
    class CDF_Uniform: CUP_U_B_CDF_MNT_1
    {
        author = "Orter";
        dlc = "CUP_Units";
        scope = 2;
        displayName = "CDF Uniform";
        model = "\CUP_Units_CDF_Uniform\Soldier_Light.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\CUP_Units_CDF_Uniform\data\soldier_co.paa"};
        class ItemInfo : ItemInfo
        {
            uniformModel = "\CUP_Units_CDF_Uniform\Soldier_Light.p3d";
            uniformClass = U_CDF_Uniform;
            containerClass = Supply40;
            mass = 40;
        };
    };
};```

am at the point where I think I'm inheriting *something* because the uniform item is in the arsenal with the same icon as what I'm trying to inherit from, but the actual model isnt loading in, can anybody shed some light on this?
wintry tartan
#

Do you mean the actual model is "\CUP_Units_CDF_Uniform\Soldier_Light.p3d"?

deep roost
#

yes

wintry tartan
#

You need to put model = "\CUP_Units_CDF_Uniform\Soldier_Light.p3d" in CfgVehicles part

deep roost
#
{
    class CUP_Creatures_Military_CDF_Soldier_Base;
    class CDF_Soldier: CUP_Creatures_Military_CDF_Soldier_Base
    {
        scope = 1;   
        uniformClass = "U_CDF_Uniform";   
        hiddenSelectionsTextures[] = {"\CUP_Units_CDF_Uniform\data\soldier_co.paa"};  
        model = "\CUP_Units_CDF_Uniform\Soldier_Light.p3d";
    };
};```
like this?
#

or is it UniformModel

wintry tartan
#

Former should be fine

deep roost
#

ok will give it a shot

deep roost
#

class CfgPatches
{
    class CUP_Units_CDF_Uniform
    {
        name = "CUP_Units_CDF_Uniform";
        units[] = {};
        weapons[] = {};
        requiredVersion = 1;
        requiredAddons[] = {""};
        author = "Orter";
    };
};

class CfgVehicles
{
    class CUP_Creatures_Military_CDF_Soldier_Base;
    class CDF_Soldier: CUP_Creatures_Military_CDF_Soldier_Base
    {
        scope = 1;   
        uniformClass = "U_CDF_Uniform";   
        hiddenSelectionsTextures[] = {"\CUP_Units_CDF_Uniform\data\soldier_co.paa"};  
        model = "\CUP_Units_CDF_Uniform\Soldier_Light.p3d";
    };
};

class CfgWeapons
{
    class ItemCore;
    class CUP_U_B_CDF_MNT_1: ItemCore
    {
        class ItemInfo;
    };
    class CDF_Uniform: CUP_U_B_CDF_MNT_1
    {
        author = "Orter";
        dlc = "CUP_Units";
        scope = 2;
        displayName = "CDF Uniform";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\CUP_Units_CDF_Uniform\data\soldier_co.paa"};
        class ItemInfo : ItemInfo
        {
            uniformModel = "\CUP_Units_CDF_Uniform\Soldier_Light.p3d";
            uniformClass = U_CDF_Uniform;
            containerClass = Supply40;
            mass = 40;
        };
    };
};``` former didnt work unfortunately
hearty sandal
#

If you are inheriting cup classes you need to use cup as required Addon

#

And I'd again recommend your own tag to avoid confusion in helping you.

nimble sequoia
#

Listen to Goat's advice and add yourTag_ to the front of all classes you are creating. Without that it's almost impossible to make helpful suggestions.

deep roost
#

Er yeah i did do that but everything stopped working lol. Id need to go through and try and do it properly

hearty sandal
#

have you checked out the character encoding guide on the wiki?

deep roost
#

yes, that and a lot of experimentation lol

pliant cliff
#

Cant find anything straight forwards online but how does CfgFactionClasses work in a config tyring to make a custom faction and cant find an example of the CfgFactionClasses part of a config

wintry tartan
#
class CfgFactionClasses
{
    class BLU_F
    {
        displayName = "$STR_A3_CfgFactionClasses_BLU_F0";
        priority = 1;
        side = 1;
        icon = "\a3\Data_f\cfgFactionClasses_BLU_ca.paa";
        flag = "\a3\Data_f\Flags\flag_nato_co.paa";
    };
    class OPF_F
    {
        displayName = "$STR_A3_CfgFactionClasses_OPF_F0";
        priority = 1;
        side = 0;
        icon = "\a3\Data_f\cfgFactionClasses_OPF_ca.paa";
        flag = "\a3\Data_f\Flags\flag_CSAT_co.paa";
    };
    class IND_F
    {
        displayName = "$STR_A3_CfgFactionClasses_IND_F0";
        priority = 1;
        side = 2;
        icon = "\a3\Data_f\cfgFactionClasses_IND_ca.paa";
        flag = "\a3\Data_f\Flags\flag_AAF_co.paa";
    };
    class IND_G_F
    {
        displayName = "$STR_A3_CfgFactionClasses_IND_G_F0";
        priority = 2;
        side = 2;
        icon = "\a3\Data_f\cfgFactionClasses_IND_G_ca.paa";
        flag = "\a3\Data_f\Flags\flag_FIA_co.paa";
    };
    class CIV_F
    {
        displayName = "$STR_A3_CfgFactionClasses_CIV_F0";
        priority = 1;
        side = 3;
        icon = "\a3\Data_f\cfgFactionClasses_CIV_ca.paa";
        flag = "\a3\Data_f\Flags\flag_Altis_co.paa";
    };
    class BLU_G_F
    {
        displayName = "$STR_A3_CfgFactionClasses_IND_G_F0";
        priority = 2;
        side = 1;
        icon = "\a3\Data_f\cfgFactionClasses_IND_G_ca.paa";
        flag = "\a3\Data_f\Flags\flag_FIA_co.paa";
    };
    class OPF_G_F
    {
        displayName = "$STR_A3_CfgFactionClasses_IND_G_F0";
        priority = 2;
        side = 0;
        icon = "\a3\Data_f\cfgFactionClasses_IND_G_ca.paa";
        flag = "\a3\Data_f\Flags\flag_FIA_co.paa";
    };
};```Data_f. There's nothing special
#

You can always check in-game config viewer, though. Highly recommend to learn how to use official or unofficial viewer

pliant cliff
#

that works thank you

long cargo
#

Can't wrap my head around what causes this error

No entry 'bin\config.bin/CfgWeapons/rhs_uniform_gorka_y_g.scope'.

hearty sandal
#

so a config you have(?) contains class rhs_uniform_gorka_y_g inside class cfgweapons that is missing scope parameter

#

probably due to broken inheritance or/and missing required addons