#arma3_config
1 messages Β· Page 2 of 1
Show me the config
i had an idea
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this is a lot to ask, but is there any chance you could edit this to be about vests instead?
About vests what?
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
Yes you can of course, use addVest
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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?
@wintry tartan π
Are you sure that it is BIS_fnc_unitVest?
i fixed that, still no luck. When i check the code with advanced programmer ingame it says _unit is undefined? i feel like this is a false error tho
when i run the code, it just equals false
@wintry tartan would "head" need to be something like chest or body?
What?
so the slot headgear goes on is head right?
Your question doesn't make any sense to me
see where it says head?
Yes but why it does matter to make a randomized soldier?
looked in the config and i guess it doesnt
but do u have an idea on whats wrong with the code?
What code?
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You'll need to explain further
can you see any issues in the code?
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?
yes to both
How did you confirm it returns false?
wait one sec
advanced dev tools
i ran the script
Ran the script how/what?
Of course it will return false, you didn't pass anything into the script
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
mhm
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? π€
iirc RHS does have it (disabling on-top seats) built-in in RHS-specific properties of the entity in 3DEN
shzaslehROTtol
The texture maps are defined in the rvmat (material) files.
You have source files and permission to edit them?
@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
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]
Thank you very much, removing the turrets works. Wanted to make it via Cfg edit because we run a DayZ like server and applying lockCargo would be sub optimal π
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;
};
};
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
Same outcome, thanks for the effort tho. Guess no BRDM for our players π
main thing about turrets is that the inheritance chain has to be correct to be able to edit them
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?
https://pastebin.com/j4MbUmBF just straight up filling the commander "turret" seems to work on my machine. But this is still hell
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 π
does anyone know if FiredNear event handler has a range limit
i would like to be able to filter through everything inside of 8km
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers
distance: Number - distance in meters between the unit and firer (max. distance ~69m)
possibly with https://github.com/CBATeam/CBA_A3/wiki/Adding-Event-Handlers-to-Classes-of-Objects#cba_fnc_addclasseventhandler just for the sheer ease of use
ah im being a bit blind thanks
ooh
i could add a fired event handler to everything then do range and ammo checks to check what i need
Perfect, thanks again. Works π
initserver
["AeoG_rhsgref_BRDM2UM_ins", "init", {
{
(_this select 0) lockCargo [_x, true];
}foreach [2,3,4,5,6,7]
}, true, [], true] call CBA_fnc_addClassEventHandler;
that does sound quite resource intensive
unless theres very little shooting
Is it possible to make an item in the glasses slot a flashlight?
no
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
Seems to need more composition levels https://community.bistudio.com/wiki/Arma_3:_Sensors_config_reference#Example_Config_-_inheritance_from_template
That looks about right. I must have overlooked that last night
thanks for pointing that out!
is there a way to select which hiddentextureselections to change when making a reskin mod
I want like the first 5 and then the 10th one
I try to reskin firewill planes
but they have around 30 hiddenselections
yes, you list the original hiddenselection textures and then swap the ones you want change
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"};```
"camo1","camo2","camo3","camo4","camo5","decal_wing","decal_tail"
are the ones I want to change
so I must put "" to the rest?
no that makes them emtpy
use what the original has
and hey wont change
copy paste the original list
and change the ones you want to change
dont overthink it
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
well they are in same order
so change the ones you want
and ones you dont want to change inbetween use the "".
ok
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
Have you declared it before inheriting it?
It gets declared in the heli base class iirc, but I gotta put that project on hold since Iβm going away for a few days
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)
I recommend making a all in one config dump file that is easy to search through
i use ADT but im yet to actually figure out how the search feature properly works
thank you π
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
you probably want the hitsound or whatever its called instead of the "effect type"
as in how the sound is played
well you should be able to find a hitsound = someSound and then look up class someSound
they all have stuff like hitArmor[] etc
well you can copy paste the original and change the ones you want
whatever is in the parent config for the thing you are making
it does not take filepath
it takes a sound class
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
@ebon pivot
bruh moment
it does for the bulletfly thing so i assumed it'd be the same
is the ignore mesoundHitBody1 bit within the ammo's config or cfgsounds or something
π€ͺ
how do i determine which addon defined a class
thanks
Is there an upper limit on the size of a PBO (or of the unpacked contents I'm trying jam into a PBO)?
I figured. Time for me to get smarter about mod structure, I guess.
there is a reason why sogpf got so many separate packages π
I am making a insignia addition to my mod and wanted to ask a thing
I will add the AAF coat of arms in author shall I write this "Gamenator for creation,Bohemia Interactive for inspiration"?
I ask cause I made the logo from a flag in the arma wiki on the page of the AAF
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
you can write what you want, nobody will care.
ok
No
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
https://cdn.discordapp.com/attachments/902544476386521138/1013144962189242449/unknown.png
Made a technique and for her animation shooter who hands are holding a turret, but why the shooter looks down and there is a gun itself I can not understand why. But if you go into the optics, everything is fine, but it shoots under itself
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
Hello! This video demonstrates the installation and usage for my new mod - Immersive HALO Jump.
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2138199320
RHS Version: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2143136804
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.
Allowedslots is where the item can be placed
Not where it can go into
So, by placing allowedSlots[]={901}; youβve essentially told the game, this can go into the backpack slot and the player can wear it. But, itβs a rocket launcher. If you inherit off the base game launcher(s), youβll be fine
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.
Hi,
Have some problems with Inheritance classes. Is there any other guide to this than this one
https://community.bistudio.com/wiki/Class_Inheritance
I could copy paste the entire config for static weapons but I'd like to keep things shorter
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.
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.
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.
I don't really need to use the ARMA Tools in general, so I never did. Just installed everything Eliteness needed from Mikeros site
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.
So it's only giving that error since it expects the config files to be operated through P drive... and other files I guess
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.
Aaah ok i see thx
But the base luncher dont fit in a bagpack this is my problem
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
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
"which slot can this be equipped to" is type. allowedSlots is "which inventories can this go in". π
"hgun_P07_F", for example, has type = 2 (handgun) and >> "WeaponSlotsInfo" >> "allowedSlots" = {801,701,901}; (uniform/vest/backpack)
You've got the gist of it but your inheritance, particularly its scope, is not quite correct. assembleInfo is a child class inside B_HMG_01_high_weapon_F so it needs to be inherited from there and not on its own. A (very basic) piccy of what I'm referring to:
https://i.imgur.com/NQbBL1a.png
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 ...
};
};
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.
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
Thx it's work β€οΈ
What configs do I need to retexture a face? I already have the face retextured and set as a paa.
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; }; };
Not this exact code, but this with the RPG18 in place of the PzF3
Tried implementing the fix, but the Addon Builder just threw back an error. Could anybody help me see where I've made mistakes? https://pastebin.com/VhC8ytgF
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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
Show the config
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
And it says what DLC?
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.
Without checking your code nothing can be said
You have class iteminfo in wrong place and engine is thinking its and actual item that requires parameter scope that is not present inside the class
And it doesn't show up in the game
Issue is what I said above @modest compass
So what can I do as a solution?
put classes in right places
Refer to the sample configs from arma 3 samples for the right places
OK, thank you very much.
It's because the engine thinks you're referencing a path to a model from an unknown premium DLC. I've got a custom side rail attachment that inherits from vanilla and it works just fine:
https://i.imgur.com/jcKMtiq.png
But if I change the model path and leave it empty like yours then the notification pops up:
https://i.imgur.com/nUT04Gv.png
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.
that's really weird, I'll try using that empty model
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
no other way
dang
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?
hard to say but could be some sort of config mistake
are you running some other mods with your mod?
How do I get the RPG-18 that one of my units is using to work correctly? I've tried all sorts of fixes, but nothing seems to be working, or the Addon Builder just throws back an error. Here's my config: https://pastebin.com/ApjS3xEg
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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.
The issue I'm running into is that I plop the RPG-18 Rifleman down in EDEN, I pull his launcher out, * click * no ammo. I've tried adding the required rocket to his magazines listing, but this doesn't solve the problem as he then still has no ammo in it.
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.
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
CBA has this, so long as you have inherited a launcher which already uses this feature.
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
Fixed that
class Shelter_base_F {
class CamoNet_BLUFOR_F {
class CamoNet_INDP_F {```What do these should do?
Let me rephrase: why did you write so?
Because doenst know how to do it right. Readed 3 wiki explain how to inheritance, but really get it.
*don't really get it?
Okay so... uh... where should I start?
https://community.bistudio.com/wiki/Class_Inheritance
Did you read this?
Dang it, I forgot to check for replies here, my bad. I am not
Yeah, this is one of them which i read and seems dont get how is done.
Understand 1 part , but when i must go in child classes and inheritance there from earlier , i dont know how is that done.
Just getting same result myself or just broking classes
replacing a value inside the config is still hell if any kind of inheritance is involved
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
I've found some reference to a parameter called size3[] but afaik it is completely undocumented aside from a single forum thread
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
your config somehow breaks inheritance
Fixed it! The problem was the PBO was only requiring A3_Dubbing_Radio_F to be loaded, adding A3_Dubbing_Radio_F_EXP as a required addon as well fixed it. I'm guessing A3_Dubbing_Radio_F_EXP replaces CfgVoices's voices[] array, so since it was loading after my mod it was breaking the identityTypes. Odd π but all gudo now
On a related note, is it possible to make radio protocol AI barks like "Go, I'm covering!" louder?
hi random side question for a BI dev
what does CowsSlot stand for?
the slot name for scopes in the cfgWeapons config?
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
craterShape = "xxx.p3d";
In CfgAmmo?
Yeah
I think the default is
craterShape="\a3\Data_f_orange\data\krater_maly";
or just blank
getText(configFile >> "CfgAmmo" >> "rhsusf_40mm_HEDP" >> "craterShape") => ""
getText(configFile >> "CfgAmmo" >> "rhs_ammo_40mmHEDP_penetrator" >> "craterShape") => ""
ok default is blank then - it is what sets it, when blank it just defaults to a specfic one thats defined somewhere else.
cuz at least for example I use
craterShape = "\A3\weapons_f\empty.p3d";
to disable it
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
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?
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
is that the big explosion or the small explosions afterwards (ie. secondaries)
Primary explosion on vehicle's death
strange
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
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
is there a way to call a tailhook on a plane through config even a virtual tailhook
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
what is convexComponent ?
example in class Helicopter_Base_F: Helicopter
class HitPoints: HitPoints
{
class HitHull: HitHull
{
name="hull_hit";
convexComponent="hull_hit";
};
};
I'm looking at https://community.bistudio.com/wiki/CfgVehicles_Config_Reference but does not have any info
its reference to hitgeometry component that receives damage instead of hitpoints
iirc it's the named selection in the actual model 
okay, so is it best to use the info from
https://community.bistudio.com/wiki/Arma_3:_Damage_Enhancement
and use the name and armorComponent setup?
as it seems convexComponent is obsolete?
if I remember right yes armorComponent is the new one that should be used
How do I make sure my addon doesnt run/load when something that conflicts with it is loaded?
yep
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?
your required addon loadorder may be faulty so it gets loaded after
Hmm thats my order:
requiredAddons[] = {
"A3_Data_F",
"A3_Data_F_Orange",
"A3_Data_F_AoW",
"A3_Ui_F_AoW",
"A3_Ui_F_Oldman",
"A3_Ui_F_Exp",
"A3_Characters_F"
};
Is there anything wrong
id recommend aow loadorder addon as it contains all vanilla ones
I think its in the pinned messages
@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
using just a3_data_f_aow_loadorder in your required addons
Okay i changed it but its still the same. Everythin is fine except the Cultural Property Showcase. Thats still there
are you sure you have the right classname?
check in game config viewer whats left in there after deleting the classes
I checked it 10 times. π 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.
Okay i try that
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 π
You're trying to delete AoW_Showcase_Future before AoW_Showcase_AoW
it's possible one inherits from the other. Check your RPT.
Oh yes, it worked. Thank you very much @hearty sandal @opal crater 
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?
Probably with pboProject?
addon works fine besides that, it just turns those letters into gibberish
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.
You can even create a dummy file with 0KB to satisfy it
what do you mean?
make sure your files are UTF-8 encoded
according to notepad++ they are.
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
the problem is that it seems to be "missing" all the files i've referenced to in the config. it seems to be missing even base Arma 3 files. where is it trying to look for these files from?
P drive
Sounds like your P drive isn't setup properly and you're not working in it but working in a different drive, did you unpack the game data? Pboproject can be a bit of a pain to setup properly but once it is it'll be your best friend
turns out this was the case. i hadn't unpacked the game data.
Nothing better than spending hours trying to figure shit out only to learn it was your own fault π
preach brother π
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?
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"};
};```
You would need to create a specific combination weapon config class and assign that to your units
Okay thanks. I will look into that when I am more awake.
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 .. β]
passThrough = 1.0; //float [0 .. 1]
};
value?
its based on the character firegeo/hitpoints
so if I put lets say class chest with armor = 5000, and place it under eyewear for example, will it actually protect the chest?
Items in the facewear slot don't support HitPointsProtectionInfo.
okay, than helmet?
It should work if the helmet's model covered the hitpoint and it was configured to protect it.
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
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?
Is it able to turn any vehicle into unmanned
Hello so not to clutter up the discord ill just link to my reddit post were it all is explained. https://www.reddit.com/r/Arma3Mods/comments/x4d802/mod_signing_problem/ Thank you in advance
fyi not a signing issue its the packing prosess
Have you put *.paa in included files?
Read this. It should explain everything:
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
alright all have a look in here thx
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
Do you wanted to achieve it in a Mod or a mission/script?
Or, wait, a Targeting Pod am I right? I guess it is possible to do it with... the key which I forgot
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
Mhm
so I am trying to enable that function if that's possible
Okay time to switch the channel to #arma3_scripting , since this channel is mainly for Mod config
Ah okay
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.
I realized that directionStabilized isn't mentioned in BIKI so probably I have to slap Lou's face
There doesn't seem to be an option for "Turrets" in the classname
Might be under "PilotCamera" instead
No dice there either, unfortunately
if we still talk "bwi_a3_at6b" - then there are >> "Turrets" >> "MainTurret" >> whatever subclasses
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
not like directionStabilized is in any of the optics classes. And not like i can provide a decent working way of changing the configs 
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
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
I'll elaborate on my issue, the mod loads up fine but there's two errors that pop up:
Script Samples_F\Test_House_01\scripts\fn_DoorClose.sqf not foundin the main menucannot open object samples_f\test_house_01\test_house_01_f.p3dwhen 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
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)
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?
where in the model cfg file should I put Basic_Damper_Destruct_Axis can anyone give me an example ??
Basic damper destruct axis should be put where it says
Itβs an axis
thank you i already fixed it π
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.
Do you mean you have a proper texture that you've set in hiddenSelectionsTextures and it doesn't have the texture in preview?
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).
Eden Editor
https://imgur.com/a/PjyWehC
Same vehicle after hitting play.
https://imgur.com/a/4Vl1eCn
Your WDL APC class likely has some stuff your missing
Can you tell me what I'm missing? Because obviously I can't figure it out or I wouldn't be posting here.
I've tried reading the past folk who've had my issue, but I figured i'm just stupid or somethin π΄
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
Is it included into your pbo? Arma will not recognize a file that located outside a pbo
Lemme check
You only do the PBO path. So, it should be My_Source_Folder/data/texture_co.paa
sorry lemme fix my message, I meant to include the fact that i'm not on the P drive in case that was important, forgor that that would be important too, it doesn't have the Desktop in the path
Yeah I have "Desktop\@F-14 Tomcat JSDF branch - Copy\Addons\jsdf_f14" set as my root with Addons as the destination, it should have it all
So you have a folder that named Desktop\@F-14 Tomcat JSDF branch - Copy\Addons\jsdf_f14?
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
And you pack what folder?
I pack the jsdf_f14 folder that happens right after the Addons folder
Then the file path will be \jsdf_f14\jsdf_f14\skin\christina\body_co.paa
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
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?
Just dont include them in requiredAddons
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
huh, alright, I guess it would be that simple. Thanks!
can you show a example of how you want these arrays with different mods?
Is there a way to change the seat of a pilot through config
in what way?
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
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
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
one possible trap would be different LODs in the actual p3d, i suppose? Like commander/pilot/gunner/cargo have different hardcoded LODs?
oh
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
I'll refer yo to my earlier answer π
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
Why is there a nested class?
which one? CBRN?
you've lost me, which one are you referring to?
Category
Thatβs for a category
yes, Tag > Category > Function
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;
};
};
};
};```
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";
};
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?
There is no game feature for that but it is possible to create such a system. One way could be through damage eventhandlers
Good to know, but I don't want to overcomplicate the object, since one damage part will do fine if I need it to
can someone give me an example of a .cfg model for a barrel artillery pleas
English?
I need an example model.cfg for an artillery vehicle that uses a cannon
Itβs basically the same as a normal tracked vehicle?
i try thx
mannnnnn I really got set back a whole day because I included CfgFunctions inside itself
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?
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 π€
Resolved!
I just needed to create a transport vehicle then include the item in the vehicle's transportItems
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};
};
?
some arrays allowed that if I remember right. += was the syntax I think
I just found magazines[] += {"ACE_HuntIR_M203"}; in some very old config of mine
I guess these used to work
maybe ?
I'll see
what configuration to add in config.cpp to be able to switch between pilot and gunner?
They need to exist in the model for that to be possible
in model.cfg or proxi in p3d ??? I use heli samples from bis and cannot switch between pilot and gunner there
There needs to be a gunner and pilot proxy for you to switch seats
but in the sample of the model from bis there are these proxies and it is impossible to switch anyway, π¦
but I will try again, if I fail, I will contact you in some time π
guys,i have been trying to add sensors to helis but i cant wrap my head around it,can i get some help?
succeeded :), I had to add the appropriate commands in config.cpp
Is addons\MR_Insignia your source folder?
I actually found an inconsistency with your name: MR_Insignias vs MR_Insignia
I think... i might vomit hahahahahahaha
im just gonna go to bed i think. must not be firing well up there
unpbo the finished helicopter addon from bis from the arma 3 adddon folder and there in the config.cpp file you will have the lines you need to add to your mod. I was doing it. It will look something like this https://community.bistudio.com/wiki/Arma_3:_Sensors_config_reference
is it supposed to be really small?
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)
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
Have you packed your files into a pbo?
Is your hpp file included in the config.cpp of the vehicle?
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?
that is quiiiite a lot of elements
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
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
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
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 π
it is i think,will double check
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.
enabling the sensors in the config too,but no ingame effect still,no lock even with IR weaponry on "hot" targets
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?
config.cpp, yes
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)
I don't know which vehicles you try to modify but most likely latter
im trying to edit a Huey to have Laser and IR sensors
its that one huey with pylons
rhs i think
Can you show the config you have right now?
sqfbin or pastebin if it is long enough
Full config please
oops,sorry
one sec
second result if you look for gunship should be the edited part
line 1936
Okay at first glance you have a lot of unnecessary configs, which is not recommended
the ones with 0 and blank results?
No, more like almost everything else than you wanted to put
i see,so i should dump it and just leave the sensor stuff?
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
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?
so i,in this case,have to just add the sensormanager to a replacement cfgpatches?
So you want to modify rhs_uh1h_hidf_gunship?
yes
The entire SensorsManagerComponent is your work more like what you wanted to modify?
yes,i tried
https://sqfbin.com/ucozobekekidudanobam
Probably this is enough
I am nobody
OH
the better arsenal and search mods creator
that thing saved my unit so much time and trouble
you rock dude
I always wanted to rewrite Enhanced Arsenal for good but I still don't have a time
also about your plane loadout mod, it is the best thing ever since sliced bread
my cas pilots went nuts with it
Oh BTW, the config I posted is not even tested yet so see if it works
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
HOLY SHIT ITS FIXED
no clue wtf went down,but after restarting twice its working
once again,thanks polpox
say,do i need to edit singular vehicles, or just the base works?
i noticed something,i need a copilot to lock to targets,is there a fix?
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?
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
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
mother of christ,it seems it was the primarygunner=1 in the copilot,im taking a long break
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.
where do this one is coming ?
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)
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?
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
or both CfgWeapons and CfgVehicles. And link the classes together. Or some other dark magic.
Nice, i like dark magic
nah, i'm misremembering things
Most modders do explicitly redefine author in each child class. I've never bothered to check why but assumed it's because it doesn't get inherited 'correctly'.
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
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
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
that looks epic, indeed
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
I don't know if its on purpose but that's what it does do
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
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
they need to have setup with different compartments
ah darn, I was thinking i could disable moving to driver/gunner seat for this uav issue I mentioned above a while ago
compartments are config thing
It only happens when the inheritance tree is broken
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
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
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
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
hmmm... CAWeapons is classname of that was defined inside cfgPatch class in config.cpp which cfgWeapons were...
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
yes that's correct. does it list M9 in the weapons?
yes it does
are you sure you're changing the right sound parameters?
dunno about A2 but A3 doesn't have something like that
I named this addon as @empty crane, but in game under expasions it doesn't show up,
then your addon is not loaded at all
hmm... what the problem could be? :(
have you added @M9 to the list of loaded mods?
in expansions, it doesn't show up nor in mod launcher as if they don't recognize it as a mod :((
then your mod folder contents are not correct
So I only need to do the settings for cfgVehicles and if yes.
How do I complete the itemCore/invertory item setting settings. Icon, weight, etc?
this is the format
@m9\addons\pistols.pbo
inside pistols.pbo is config.cpp and m9.wss
no clue then 

Not sure to understand though. What I did is call a baseclass from A3, and stick my custom class and subclass under it
inheritance was fine, config viewer showed author properly
it is only the Virtual Arsenal that did not displayed it, for some reason
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
damn, so if I did it in the weapon slot and binded to a bone, would the shield then work and absorb bullets?
weapon slot only follows the weapon bone
but yes
weapons have geometry and they can block bullets
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?
Where could I find a list of all vanilla hand animations?
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?
if I remember right yes that is the order
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
The error explains what's wrong
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
no, make it an include file.
class CfgFunctions {
#include "yourCoolOrNotScript\functions.hpp"
};
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
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.
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.
The inheritance is not correctly setup to inherit the previous hitpoints
If you want to create your object as a vehicle, you need to define it under CfgVehicles instead of CfgWeapons/Magazines/whatever
I got this answer, and tryied ask earlier.
How do I define invertory info in cfgVehicles, or do i need do in vehicles own class and somehow (dont know how) define same my new vehicle in cfgWeapons to get itemCore etc (mass, icon, name)
π€¦ββοΈ 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
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?
no guides unfortunately. pretty much no guides been made for any this specific thing
Okey. I try find from Google/ wiki some examples.
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
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
Yes. Could you help me set up inheritance correctly?
RHS mod, M2A2 Bredley vehicle
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
Have a link? I didn't find it, unfortunately. At least some example.
not on me.
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.
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.
What effects for example?
I tried by making a duplicated CfgOpticsEffect class of something visible like the BWTV effect (my intent is to use a blur and/or resolution effect once I get it working) and applied it to the turret via https://community.bistudio.com/wiki/Turret_Config_Reference#gunnerOpticsEffect.5B.5D_.3D_.7B.7D
IIRC I also had it applied to all the various views.
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:
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.
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};
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;
};
};
};
};```
Thank you, I certainly did not expect it to be its own thing and now I don't have to mess with PP effects that I don't even know how or if they work for my context.
If by "folder" you mean class, you should declare HitPoints where it was defined
Can add-on builder run on Proton ?
Thanks Leopard20 for advanced dev tools mod. That just make life easier to get correct config path.
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
and this forum topic https://forums.bohemia.net/forums/topic/179369-configuring-new-voice-profile/
Im looking to use a custom voice for characters in a mod Im working on. So by this I mean the standard voice a soldier uses whenever an instruction is given, responses, etc. Ive spent a fair amount of time looking through the games pbos and configs. I can see CfgVoices, CfgIdentities and CfgFaces...
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 :\
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)
map control config itself iirc
Any idea which file to look into?
I think coefMin and coefMax but not sure
Thanks, looking at it
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
No idea how visibility is calculated and what the hell is importance π€
Does someone know how to make an object invincible? You can edit the armour, but I want it to be totally indestructible.
Try an empty fire geometry LOD?
new object or old object
That works, but it still flies away when you explode something near it, or drive against it. Can you prevent this too?
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?
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!
damage = no named property in geometry lod for terrain objects
destrtype parameter and destructionEffects class for config/game placed objects
or damage eventhandler
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?
if it does not come up in the vehicles hiddenselection array it cant be retextured
I think cockpits are not in there usually
It doesn't look like that texture is included in a hiddenSelection, so no, it's hard-coded in the p3d.
These are changeable using "camo1" and "camo2":
a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_body_1_indp_co.paa
a3\air_f_gamma\plane_fighter_03\data\plane_fighter_03_body_2_indp_co.paa
damn. here goes my dream of a decent looking backseat
cries in ugly white texture
thanks for the info lads
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. π
It's probably how most of us "modders" started out.
haha maybe i will. Although to be fair, modelling and me don't really mix
does the order of linkedItems[] for unit configs matter?
I donβt believe so?
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.
- if I make one custom name for loadout(ex "CustomRifle"), is it not working in game?
- if that's working, where and how should I put this loadout settings?
How do I change what weapons, ammo, and items a vehicle is carrying?
class TransportItems {}
class TransportMagazines {}
class TransportWeapons {}
thank you
is there anyway i can make a vehicle unable to track the targets on it radar but only see them
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
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
this is the file structure ( i pack the pbo with pbo manager for this tests)
ββββaddons
β clv_axe.pbo
ββββclv_axe
β config.cpp
ββββfnc
β fn_axe_canchop_bush.sqf
β fn_axe_canchop_tree.sqf
β fn_axe_initplayer.sqf
ββββimg
β clv_axe_chop_icon.paa
β clv_axe_chop_icon.png
β clv_axe_item_img.paa
β clv_axe_item_img.png
ββββsfx
chop.ogg
chop.ogg.sfl
the path in picture is correct
yea, ill need to learn to use it some day lol
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
Try picture = "\clv_axe\img\clv_axe_item_img.paa";
it worked π
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?
Because youβre inheriting and using misc item from CBA
yea i didnt want to inherit from the trenching tool, but i didnt find how to change it to "misc"
Could check the BIKI and see if thereβs anything about how to order them
Yea but I donβt think misc items are from vanilla
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?
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
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...
The best solution!
level up!
Yeah, I came in thinking "I'll spend an hour looking for it, FML" and came out thinking "Well, that was suspiciously easy"
Is it possible for proximityFuseDistance to be used in shells?
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
dont think there is external footsteps no
ah unlucky then
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?
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 ?
Anyone got any idea on how to fix my issue? didnt want to clutter up to much in here π https://forums.bohemia.net/forums/topic/240090-not-showing-up-in-zeus/?tab=comments#comment-3466325
Hey im having some issues with my reskin not showing up in Zeus anyone got any ideas added in the scopeCurator but does not seme to work for me π Spoiler class CfgEditorCategories { class UNITAF { displayName = UNITAF; }; }; class CfgEditorSubcategories { class UNICrates { displayName = UNICrates...
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
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?
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
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?
i need to apply the scope to the accessories when equipped, any idea on how to automatically apply it to the accessories tab?
is this for arma3?
Yes
well you would need to check the eventhandlers to see if there is anything you can use there
There is no command that I can add to CPP that will Spawn it ?
Yes it's like you wear a pilot's helmet and you get night vision
I dont think thats possible with weapon attachments

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.
it inherits from these classes from inside another class
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
I see, thanks for the graphics.
Does anyone know how to add nightvision to the Hellcat camera? π€
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.
Thank you that will help π
Hello there. Anyone knows maybe how to edit magazine capacities?
How do I set an HE missile to self-destruct after it reaches the end of its timetolive?
Create copy or overwrite magazine > edit count=X; Where X is how many rounds you want in said magazine
Likely will have to script it. As, I dont think any config variable exists for that
Alright, thanks for answer (tbh I wasnt expecting that) So, where I can find those magazines? In cfgmagazines?
What mag are you trying to change?
6.5mm 30rnd for MX
Either overwrite or create a custom copy and inherit from that mag. Then only add in count=X; where X is how many rounds you want
Alright, but I cannot find magazines anywhere. Theyre somewehere packed?
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.
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?
delete cargoTurret_xx; if I remember right
Last part of guide
anyone know have tried adding the scopeCurator = 2 and including unofficial ones but still nothing in Zeus. showing up as normal in Eden tho :/
CfgPatches >> units must include those units in it
may have gotten me one step closer but still no cigar unfortunately π¦
I was wondering- Is there a reason why config.cpp does not include types in the class fields?
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?
Actually, Engine determines which config is a number, a string or an array
and i somehow remember funny things about getText _cfg returning a piece of code and getNumber _cfg returning its result for the same _cfg π€
read: (mostly) primitive systems, just a huge number of them π€£
I get that- I was more wondering how it can be valid C++?
would you not need an auto
it's not C++
interesting
it just happens to use the same filename extension and partially similar syntax π€·ββοΈ
how odd lol
ARMA 3 uses a βcustomβ language called ASL or ARMA scripting language
Which is VERY similar to C++
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
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.
You have probably overwritten the base class, rather than inheriting from it.
...shit.
Well I can backtrack to before I defined the turrets, but I'm out of ideas on how to proceed in that case.
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.
OK thanks, I'll have a shout at that
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
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;
};
};
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?
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
wiki has a character encoding guide @deep roost
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 π (generally its possible, as there are nightvision-balaclavas) ^^
This is what i want, but cant have π¦ https://imgur.com/a/KmiXhiD
out of curiosity, is it possible to add submunition to submunition to submunition..?
I think so, submunition is just another ammo class, which can have submunition again, right?
Crashes the game
ammo A has submunition B that has submunition C that has submunition B....
I've atleast done a submunition that spawns a submunition, but the game does not like it if you loop it around
I can't remember the result of it, I don't think it crashed the game I think it just didn't work
OK so by defining the base classes of the turrets and then adding the new classes to my own helicopter I have somehow removed all its parent classes. Other than the helicopter it's copying.
And its somehow removed that helicopters parents too.
Jesus, divide by zero..
post your config to hastebin.com and link here - one of us can look at it and tell you what looks wrong
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.
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
Is there any workaround to get a weapon name to display a & symbol without breaking the name completely?
how have you written in in your config?
Just the & symbol like H&K
displayname = "H&K"?
yeah to that effect, in-game it just shows "H?"
Use &.
e.g. displayname = "Koffler & 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.
how would i go about creating a reskinned variant of an item without creating an entirely new p3d?
what type of item? Retexturing is done by hiddenSelections (assuming the object is set up with those)
if the object does not support hiddenselections it cant be retextured
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.
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.
Add a backslash \ to the beginning of your picture path.
Fired eventhandler that spawns different ammo when you shoot
what does adding a backlash do exactly?
fixes your problem? π
okay I'll try it out, just trying to understand why it fixes it. \
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.
Is it even possible to view where and what are inside simulation variables? Like, to look inside what makes up simulation
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
Thatβs probably for the best. I was curious if it was possible to create a custom simulation type
Me and my stupid ideas
ah
no not possible
explored this some years back too π
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
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?
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[]
Ok nice thank you
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.
Are you sure that U_B_Soldier_new is a proper config to inherit?
probably is not
im trying to make an individual item, not just inherit textures for a reskin to be clear
Let me fetch some exmple after I'm back at PC
okay
You'll want to choose your own mod project tag_ prefix instead of using cup_
will that only be an issue when publishing online? im making these just for myself
otherwise i can understand why
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
alright
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?
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
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!
ofc lol
So, let me allow to take some time to write minimum config
ok, sounds good
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
yea np let me look over it one sec
Of course if you know how to class inheritance you can inherit from any uniforms for the base of your uniform
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?
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
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
Probably you need to experiment and see, maybe it just don't care if the unit shouldn't be spawned
im not making any units for eden editor so maybe yeah, i will try some stuff anyway thx
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.
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?
Do you mean the actual model is "\CUP_Units_CDF_Uniform\Soldier_Light.p3d"?
yes
You need to put model = "\CUP_Units_CDF_Uniform\Soldier_Light.p3d" in CfgVehicles part
{
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
Former should be fine
ok will give it a shot
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
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.
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.
Er yeah i did do that but everything stopped working lol. Id need to go through and try and do it properly
have you checked out the character encoding guide on the wiki?
yes, that and a lot of experimentation lol
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
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
that works thank you
Can't wrap my head around what causes this error
No entry 'bin\config.bin/CfgWeapons/rhs_uniform_gorka_y_g.scope'.
you read it like "what problem" configbin\mainclass\subclasswithproblem . problemparameter
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