#arma3_config
1 messages Β· Page 3 of 1
i dont know what that means
I configged a unit
the uniform it wears is the RHS yellow gorka
rhs_uniform_gorka_y_g
so it likely means your config is not built right
oof
How does one go about changing the impact sound effect of a projectile? I don't care about different sounds for metal/wood/etc. I have a certain sound I want used in all situations.
I tried some entries in my ammo class but it didn't work.
Doesn't it come from the penetration material in the Fire Geometry of the object being hit.
The penetration material (rvmat) generally has an associated .bisurf file, with entries such as soundHit = Tyre;
Idk, but kinda like how cannon shells have that thump-boom on every surface, I want to apply a laser fizzle to every surface
Check out some configs from A3. Thereβs soundHit1,2,3,4, etc
This is how I have my ammo config set up, and it's still not doing the hit sound
class B47_WZ_Laser_Pulse: B47_WZ_Laser_Flashlight{
hit=45;//22 for B_50BW_Ball_F
caliber=4;//2.2 for SC Plasma
penetrationDirDistribution = 0.01;
typicalSpeed=350;
model = "\A3\Weapons_f\Data\bullettracer\tracer_green";
tracerScale = 2.0;
whistleDist = 32;
laserSplash[] = {"\b47_wz_factions\data\sounds\weapons\plslsr_hit.wss",2,1,3000};
soundHit[] = {"laserSplash",1};
aiAmmoUsageFlags = "64 + 128 + 256";
ace_rearm_caliber = 30;
audibleFire = 15;
visibleFire = 55;
};```
I'm a total noob to config files and I simply want to change this into a balaclava/cfg glasses- what can I change here so pboproject doesnt throw errors at me?
{
class ClemMarauders_Headgear
{
weapons[] = {"MRDR_NomadHead"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};
};
class cfgWeapons
{
class ItemCore;
class H_HelmetB: ItemCore
{
class ItemInfo;
};
class MRDR_NomadHead: H_HelmetB
{
author = "Clem";
displayName = "Nomad Pressure Mask";
model = "\MaraudersA3\data\Nomad\NomadHead.p3d";
class ItemInfo: ItemInfo
{
uniformModel = "\MaraudersA3\data\Nomad\NomadHead.p3d";
class HitpointsProtectionInfo
{
class Head
{
hitpointName = "HitHead"; // reference to the hit point class defined in the man base class
armor = 10; // addition to armor of referenced hitpoint
passThrough = -10000; // multiplier of base passThrough defined in referenced hitpoint
};
};
};
};
};```
Is it possible to define modules that will then be available in Eden editor with mission files, or is this limited to addons?
Ok, seeing as description.ext can't edit CfgPatches, it seems to be impossible 
Such things are addons only I believe
How can I add additional facegear to my mod? currently I have added two but the new one I added seems to have completely replaced the other and they both exist with their own files
cant post images :p
they have their own separate files with data/config.cpp model.cfg, p3d etc etc the pbo packages correctly with no issues
they have different names as well
I guess I have to package them as a single PBO?
Multiple pbos are not even a concern
Also regarded to the images, you can post link to the image like imgur
yea but its more of a pain in the butt than windows shift s ;p
but i dont think i need to post images if multiple pbos arent an issue
since its packing perfectly
may it be an issue with my cfg?
We can't really say anything since we don't know what it contains
i have a feeling i have them arranged in a way they derive directly from arma- they dont have a puzzle piece in arsenal
{
class ClemMarauders_Headgear
{
weapons[] = {"MRDR_NomadHead"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};
};
class CfgGlasses
{
class None;
class G_Combat : None
{
author = "Clem";
displayname = "Nomad Pressure Mask";
model = "\MaraudersA3\data\Nomad\NomadHead.p3d";
picture = "\A3\Characters_F\data\ui\icon_g_combat_CA.paa";
identityTypes[] =
{
"NoGlasses",0,"G_NATO_default",300,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",50,"G_NATO_SF",300,"G_NATO_sniper",0,
"G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",00,"G_HAF_default",50,"G_CIVIL_female",0,"G_CIVIL_male",0
};
mass = 4;
};
};```
both cfg's are identical excluding class names, display names p3d etc
Im just not very good at understanding script so im a copypaster
Why you want to overwrite G_Combat?
I dont know none of this was written by me
so is that my issue? theyre overwritting combat goggles?
the same combat goggle i suppose
What's other config?
{
class ClemMarauders_Captain
{
weapons[] = {"MRDR_CaptainHead"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};
};
class CfgGlasses
{
class None;
class G_Combat : None
{
author = "Clem";
displayname = "Pirate Captain's Pressure Mask";
model = "\MaraudersA3\data\PirateCaptain\PirateCaptain.p3d";
picture = "\A3\Characters_F\data\ui\icon_g_combat_CA.paa";
identityTypes[] =
{
"NoGlasses",0,"G_NATO_default",300,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",50,"G_NATO_SF",300,"G_NATO_sniper",0,
"G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",00,"G_HAF_default",50,"G_CIVIL_female",0,"G_CIVIL_male",0
};
mass = 4;
};
};```
literally the same minus some stuff
Both uses G_Combat, which means both are overwriting the same goggle
OKAY so thats not inheriting from g_combat
its just overwritting that class
they need unique classes there
thank you let me re-try
The colon : means class child: parent, right is the parent
so parent is none here
Yes
gotcha tysm
awesome, worked flawlessly
now time to find out why second helmet rig isnt functioning even though weights are assigned and autocenter is 0
:p
Anyone smart for CfgMissions able to take a look at my issue in #arma3_scenario? Can't figure out why I'm having no preview image 
Oh wait I never actually included config I'll just post here
class CfgMissions {
class Challenges {
class My_Trainings {
author = "me";
briefingName = "My Trainings";
overviewPicture = "My_Menu\missions\TrainingSimIcon.paa";
overviewText = "This is some overview text";
class Six12th_Basic {
author = "me";
briefingName = "My Basic Training";
directory = "My_Menu\missions\Six12th_Tutorial.VR";
overviewPicture = "My_Menu\missions\TrainingSimIcon.paa";
overviewPictureUnowned = "My_Menu\missions\TrainingSimIcon.paa";
loadScreen = "My_Menu\missions\TrainingSimIcon.paa";
overviewText = "This is some more overview text. Shocker!";
overviewScript = "\A3\Modules_F_Beta\FiringDrills\scripts\overviewScript.sqf";
};
};
};
};```
this adds the category and mission file correctly to the challenges section, the **only** problem that I am having is it is not showing up in the image preview in the challenges screen... Description.ext has basically everything that can be an image set to this too
Hello, i am playing with grenades. I was able to create ammo, magazine (so they are item that can by stored in inventory) but i am not able to make them work (throw them) i deduced that my mistake is somewhere in my CfgWeapons class but i can not find where.
class CfgAmmo
{
class Default{};
class Grenade:Default{};
class GrenadeHand:Grenade{};
class GrenadeHandOP:GrenadeHand
{
hit = 20;
indirectHit = 20;
indirectHitRange = 15;
};
};
class CfgMagazines
{
class Default;
class CA_Magazine: Default{};
class HandGrenade: CA_Magazine{};
class HandGrenadeHoly:HandGrenade
{
ammo = "GrenadeHandOP";
displayName = "[S&O]Holy hand Grenade";
descriptionShort="Holy hand Grenade";
displayNameShort="Holy hand Grenade";
};
};
class CfgWeapons
{
class Default{};
class GrenadeLauncher{};
class Throw: GrenadeLauncher
{
class ThrowMuzzle: GrenadeLauncher{};
class HandGrenadeMuzzle: ThrowMuzzle
{
magazines[]+={"HandGrenadeHoly"};
};
};
};```
Got a problem, my AI will draw the rocket launchers I made, but they won't actually fire at anything no matter how close/far the enemy is. Any idea how I can make the AI use my launchers (they are inheriting from rpg32)?
RPG-32? Is that a vanilla weapon?
RPG-42, which is based on RPG-32 IRL, that's where I place my bet
Yep
So any idea how I can get the ai to fire the launcher
Hello im having this problem with a tank, where when i spawn in on 3den the trask is on the ground, but when the mission starts its kees floating a few centimeters from the ground
i tried moving this dots to match the track model, but when i do it, the PhysX changes and it doesn't work properly
so when i solve the model issue, i have problems with the physx, any idea on what's happening here?
Probably your geo physX model isnβt right?
Updated, VN loadorder is the only change so far
It could be a number of things but it's most likely that you haven't matched the maxCompression and maxDroop in class Wheels {} with the model.cfg damper movement (offset0 and offset1 multiplied by the damper axis length).
Inheritance borked
Ok, Iβll try with that
Thank you
Where is the best place to learn how to import vehicles into the game if i get a finished model?
define finished model?
Basics of how config works can be found on the BI wiki, there are couple of good tutorials from El Tyranos and sokolonko on how to get stuff into the game, might not always cover absolute everything but they can be good reference.
Then there are the Arma 3 Samples that can be used as reference
@hearty sandal Another A3 modder has some models he made for his mod and can sell them but it doesn't include configs just the model
Hi quick question
What did I forget to set or what should I set because every time I shoot it releases dust on the floor
https://prnt.sc/vEl1Q75pVO6i
Thanks for the help
Check, using the in-game config viewer, what you have set (or inherited) in your weapons class GunParticles {}.
These define the smoke effects, casing ejections etc that you get on firing. You may have one you are not aware of, with undefined memory points.
Thank you
hi im tying to make integrated bipod to the model, i have used the default model cfg and its still not working as intended
https://prnt.sc/8PApaJMJ5ioz
Can I use hiddenSelectionsMaterials[] for a vehicle without breaking damage/wreck material? How do I make it so Damage >> mat[] will recognize it properly?
Or, is there no dice?
have you tried adding it to the damage material list?
I remember playing around with this awhile back but I think it works OK if you do that for vehicles but not so well for units iirc
class CfgVehicles
{
class Tank_F;
class MBT_02_base_F: Tank_F
{ hiddenSelectionsMaterials[] = {
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02_body.rvmat",
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02_turret.rvmat",
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02.rvmat",
"A3\Armor_F_gamma\MBT_02\Data\mbt_02_cannon_camonet.rvmat"
};
class Damage
{
tex[] = {};
mat[] = {
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02.rvmat",
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02_damage.rvmat",
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02_destruct.rvmat",
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02_body.rvmat",
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02_body_damage.rvmat",
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02_body_destruct.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_tracks.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_tracks_damage.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_tracks_destruct.rvmat",
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02_turret.rvmat",
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02_turret_damage.rvmat",
"P:\plp\PLP_DeWax\data\vehicles\armor\MBT_02\MBT_02_turret_destruct.rvmat",
"A3\Armor_F_Gamma\MBT_01\Data\MBT_01_scorcher.rvmat",
"A3\Armor_F_Gamma\MBT_01\Data\MBT_01_scorcher_damage.rvmat",
"A3\Armor_F_Gamma\MBT_01\Data\MBT_01_scorcher_destruct.rvmat"
};
};
};
};```Don't mind P: prefix, I'm doing the debug in Diag exe so. And this doesn't really work for damage/wreck rvmats
hmm
IFA3 did something similar for the DAK tanks to remove the zimmerit and I'm pretty sure that worked
Do you have that vehicle/config?
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.
formating came out a bit weird
Hmm I see no difference than mine
yeah
gimmie a sec i'll double check if its actually working as I remember it being a pain in the neck at one point
Yeah nevermind it doesn't work
Hello
Im loking for some tutorials for congiguaring FFV for my heli
I was tried many ways but i cant find any solution for why the cargoturrets not working
I created 9 proxys that all of them are type of cargo and the index numbers are drom 1 up to 9 the indexes from 6 to 9 are theposition of FFV that i want create and i used the fallowing code
{
gunnerAction = "bell_Cargo01"; //passenger_bench_1// generic animation for sitting inside with rifle ready
gunnerGetInAction = "ChopperMedium_C_Lin_H"; // <-- animation for entry in the turret
gunnerGetOutAction = "ChopperMedium_C_Lout_H";
gunnerCompartments = "Compartment2"; /// gunner is not able to switch seat
memoryPointsGetInGunner = "pos Cargo L"; /// specific memory points to allow choice of position
memoryPointsGetInGunnerDir = "pos Cargo L dir"; /// direction of get in action
gunnerName = "Passenger Gunner (Left Bench 1)"; /// name of the position in the Action menu
proxyIndex = 7; /// what cargo proxy is used according to index in the model
maxElev = 15; /// what is the highest possible elevation of the turret
minElev = -42; /// what is the lowest possible elevation of the turret
maxTurn = -20; /// what is the left-most possible turn of the turret
minTurn = 95; /// what is the right-most possible turn of the turret
isPersonTurret = 1; /// enables firing from vehicle functionality
enabledByAnimationSource = "DoorL1_Open"; /// doesn't work unless the said animation source is 1
playerPosition = 2;
selectionFireAnim="";
};
};```
What happened? The FFV gunners are not in seats and cant TURN around
They are invisible
Transportsolders are 5 (4 for ffv and 5 for cargo)
Cargoproxyindex = {1,2,3,4,5}
Now all i want to know are :
- What the proxy addres i must use (i used a proxy from helitransport of a3)
- How should i define the proxys to cargoturrets (proxy index not working for me)
- How should i make it working
Do you have cargo proxies in the model?
Yes 9 proxys for cargo
12345 for normal cargo
6789 for FFV
All with same like proxy if help
A3/somting i dont remember/helitransport/cargo
Yes it is
The proxys work when they are normal cargo
Then it could indicate the sitting action can't be found
So let me back home and send some photos for more informations then we can figure out why this happening
i used this code 1 month ago or so,what's wrong with it
the description.ext
respawnOnStart = 1;
respawn = 3;
respawnDelay = 2;
reviveMode = 0;
respawnTemplates[] = { "Tickets" , "Counter" , "MenuPosition" };
and in initPlayerLocal.sqf
_playerTickets = [player, 3, true] call BIS_fnc_respawnTickets;
Try it with a standard BI FFV animation and comment out the enabledByAnimationSource to simplify the testing:
//enabledByAnimationSource = "DoorL1_Open";```
Also check that you have a View-Cargo 0 LOD and that the cargo proxies are present in it.
UP?
So, we're getting this menu warning whenever OPTRE is loaded. We are inheriting UniformItem inside cfgWeapons. Is that how it's supposed to be? Or should it be somewhere else
It only needs to be referenced by your class within the scope of ItemInfo:
class CfgWeapons
{
class UniformItem;
class Uniform_Base;
class U_MyUniformItem: Uniform_Base
{
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="MyUniformClass";
containerClass="Supply40";
mass=40;
};
};
};
However in your case, the error says CfgVehicles. Are you sure you didn't mix it up with Item_Base_F which is used for the pickup object which you can put down in Zeus and the editor?
...which looks like this?
class CfgVehicles
{
class Item_Base_F;
class Item_U_MyUniformItem: Item_Base_F
{
class TransportItems
{
class U_MyUniformItem
{
name="U_MyUniformItem";
count=1;
};
};
};
};
Do you know of any tools to accurately find out where this error comes from? Iβve found some of them but I donβt know where this could be
The error means you have a class uniformItem inside class cfgVehicles and it expects that to have scope parameter in it. you can search through your project cpp hpp etc files via notepad++ search in files function
@shy knot
The error reads main class/problem class/ problem variable
I donβt have notepad++ installed. I use VSC
I found it
I found it. Thanks
Has anyone else found odd behaviour when making flashlights where SP and MP performance seem very different?
If I generate a light (reflector) using console commands, I can tweak settings until I get something sensible.
If I then put these into the config of a weapon flashlight light, it has no power what so ever. It's like the attenuation calculations are in mm for distance as opposed to m!
So if I make the weapon flashlight purely from single player testing (config tweak, re-pack, re-test, repeat etc.) and get something sensible, when this is then used in MP environments, is as bright as a sun - almost like what would happen if I used those values in a light (reflector) in the console...
Anyone have any ideas as to what's going on here?
any mods in use?
ACE3 among others
test stuff without mods first
in case some have some sort of view postprocessing stuff happening
Good point - although I'll only be able to test SP like this. I will get errors as I'm using ACE3 visual pointers with the mod as well.
But at least if that looks like MP, it will be a help
or could be in MP your code is generating multiple lights on top of each other?
That was my first suspicion until I tried generate the same light through the console. (Although I don't know that with the way the code works, it would be 'the same')
I'll double check but this part of the light, I think is just inherited from Vanilla flash lights with some values tweaked
Running just CBA gives the same results in SP. Which maybe points at the MP generating 1 light per player?
Hello, I'm trying to make a hidden selection textures function for my model and I wanted to ask if anyone has any good advice or a tutorial
\a3\data_f\proxies\Heli_Transport_01\Cargo01
the proxy copied in view cargo LOD too
there is a character encoding guide on BI wiki that could be good to read. I recall it also deals with hidden selections
can you send my link to this
thank for help
this is my config.cpp
that not work there is a little problem with my proxys , they work fine when i dont use cargoturrets and the cargo sit on each seat but when i use cargo turrets the 4 seats always stay free and the 4 solders are going to seat on an invisible one as the video
.
@worthy beacon pls put config cpp to pastebin or sqfbin so we dont need to download it
Done
Sorry i dont have discord nitro
And i ignored sound classes
can anybody explain this error on launch?:
Addon 'CUP_Units_CDF_6B3' requires addon
'cup_creatures_people_military_cdf'
the problem is that the second line changes to whatever I have in my requiredAddons[] = section in my config
which is confusing
I want to make a dependency mod, no content, just a workshop mod that requires all the mods in our collection so we don't have to distribute the launcher preset HTML.
Is it as simple as adding the mods into the required addons like this?
class CfgPatches
{
class Your_Custom_Class
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"Addons","You","want","to","use","as","dependencies"};
};
};
Or are there extra steps to make it require all the mods in our collection in the launcher?
Yep, just add all the mods you guys use to required addons and then make them all dependencies
Or just make a collection
we have a collection we just want to remove the need for preset HTMLs by making a dummy mod that requires everything in the collection
I meant pastebin.com or sqfbin.Com π
Done
is there a animation class for bell_Cargo01 action?
Yes and it working fine for cargo
And it also wont work when i use the vanilla animations
How come this:
moveVelocity[]=
{
"20*directionX",
"15*directionY",
"15*directionZ"
};
``` leads to the following error:
```sqf
20:26:08 Error Undefined variable in expression: directionx
20:26:08 Error in expression <15*directionY>
20:26:08 Error position: <directionY>
20:26:08 Error Undefined variable in expression: directiony
20:26:08 Error in expression <15*directionZ>
20:26:08 Error position: <directionZ>
20:26:08 Error Undefined variable in expression: directionz
Hello i want to change the weapon of the mortar for the one i changed the firemode, but i dont know how to do it, any guidance? 
class cfgvehicles {
class rhs_2b14_82mm_msv;
class nsn_podnos: rhs_2b14_82mm_msv {
class Turrets: Turrets {
class MainTurret {
Weapons[] = {"nsn_weap_2b14_modded"};
};
};
};
};
class cfgweapons {
class rhs_weap_2b14;
class nsn_weap_2b14_modded: rhs_weap_2b14 {
modes[] = {"Single1","Single2"};
};
};
edit:
with this i have this error:
No Entry bin\config.bin/CfgVehicles/nsn_podnos/Turrets/MainTurret.primaryGunner
Inheritance fucked
yea but i dont know how to make the inheritance, i follow this guide:https://community.bistudio.com/wiki/Turret_Config_Reference
and ended up with this:
class cfgvehicles {
class rhs_2b14_82mm_msv;
class mypodnos : rhs_2b14_82mm_msv {
class Turrets {
class MainTurret;
};
};
class nsn_podnos: mypodnos {
class Turrets : Turrets {
class MainTurret : MainTurret {
Weapons[] = {"nsn_weap_2b14_modded"};
};
};
};
};
class cfgweapons {
class rhs_weap_2b14;
class nsn_weap_2b14_modded: rhs_weap_2b14 {
modes[] = {"Single1","Single2"};
};
};
but nsn_podnos >> Turrets>> MainTurret has only the weapons parameter
idk what im doin wrong π¦
the mortar is from RHS and i have requiredAddons[] = { "rhs_c_heavyweapons" }; in the cfgpatches
Is there any way to have an NVG have the modeloptics overlay, but no NVG effect? I've tried setting "Normal" twice in the vision modes to no effect, and can't find anywhere in the config to define my own.
I think you are overwriting in main turret weapons with your new weapon , so you need do new turret class under main turret like HorribleGoat example.
#arma3_config message
Is there any other help other than the BiWiki on civilian presence, specifically adding a CivilianPresence_Preset, from new unit types?
Essentially wanting to use 3cb factions civs with the module.
looks like this is literally everything there is to it: ```sqf
class CfgPatches
{
class Meme_Preset
{
author="Local memer";
name="Memer preset for moduleCivilianPresence";
url="https://www.arma3.com";
requiredAddons[]=
{
"A3_Modules_F_Tacops"
};
requiredVersion=0.1;
units[]={};
weapons[]={};
};
};
class CivilianPresence_Presets
{
class Civ_European
{
class UnitTypes
{
meme_units[] =
{
"B_Survivor_F"
};
};
};
class Meme
{
defaultValue = "Meme";
name = "Meme";
picture = "\a3\Data_f\flags\flag_Altis_co.paa";
value = "Meme";
class UnitTypes
{
meme_units[] =
{
"B_Survivor_F"
};
};
};
};```
Civ_European to add new units to the existing preset, Meme to create a new preset π€·ββοΈ
with defaultValue and value containing the class name, name is the displayed name, picture is the displayed icon and array(s) inside the UnitTypes subclass contain unit class names (and you can just add another array of your own (with new name) to existing preset to extend it without messing up previously added units)
Thanks, much better layout and explanation than the wiki
i need help with a few issues im having
trying to make a series of vehicles on a common chassis. the chassis side works fine, just needs tweaking
the MGS version has an issue where the muzzle flash is constantly showing, and the gunners sight doesnt track in elevation
the APC has a seat that faces the internal wall, instead of being sat on the seat itself
the logistics vehicle has a commander and gunner seat that shouldnt exist at all, given it doesnt have the proxies for either fixed by introduction of blank turret segment in config
New rephrasing of my previous question: is it possible to have an NVG with a permanent overlay? Specifally, it is an integrated NVG for a helmet.
ohhh you mean the problem is on the cfgWeapons, ill look into that, thank you
I findout the problem isnt from the config it returne to the p3d model but i dont know where is the problem . I used the test heli of arma 3 samples config and its wont worke again . Do you have any idea?
Muzzle flash
- name the muzzle flash proxy in the p3d (typically
zasleh) - check that proxy is not included in any other selections such as
camoorzbytek - reference it in your vehicle turret config (
selectionFireAnim = "zasleh";) - add
zaslehto the model.cfg sections [] array
Ah
I dont have the selectionFireAnim in the config it seems
Is ghat under animation sources
"reference it in your vehicle turret config (selectionFireAnim = "zasleh";) "
Rog, being dukb
Didnt seem to work
Possibly found the issue. Trying now
still bugged
camera fixed
is it possible to have 2 bikeys in the keys folder of a mod? Lost my old private bikey reinstalling windows
hrmmm, cause its being reaaaally weird. Apparently folks are getting errors for old bisign keys after inserting the new key, even after removing duplicates and doing fresh repacks for the new pbos with the new key
unsure if i should ask this here or there: https://discordapp.com/channels/105462288051380224/105463219954442240/1031718961059987528
Hello everyone, I was messing around to get Polpox's example uniform config. I made some progress but ran into a problem of a .paa not being able to load. I touched something and now the entire thing stopped working. Does anyone have an idea what could be wrong?
class CfgPatches
{
class TimmyCasualProject
{
author = "Timmy Taliban";
version = "0.1";
units[] = {};
weapons[] = {};
requiredVersion = "0.1";
requiredAddons[] = {"A3_Characters_F"};
};
};
class CfgVehicles
{
class Uniform_Base;
class TimmyCasual: Uniform_Base
{
scope = 1; // <- scope is 1 because you're not going to use this *unit*
uniformClass = "U_Rangemaster"; // <- probably mandatory to use the same name
hiddenSelectionsTextures[] = {"\timmy_test\data\red_test.paa"}; // <- this is where you tweak the textures
};
};
class CfgWeapons
{
class UniformItem;
class Uniform_Base;
class TimmyCasual_Test: 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 = "Timmy Casual Test";
picture = "\A3\characters_f\data\ui\icon_U_C_miller_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; // <- this is the model when you drop the uniform, not when you wear it
hiddenSelections[] = {"camo"}; // <- same with above
hiddenSelectionsTextures[] = {"\timmy_test\data\red_test.paa"}; // <- same
DLC = "Enoch"; // <- what, Bohemians? :P
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "U_Rangemaster"; // <- 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
};
};
};
Is your folder named timmy_test in addons folder? And path to .paa is
@NameOfAddon/addons/timmy_test/data/red_test.paa
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
You can find from RPT file issue , if there is something which cannot be loaded/ wrong path.
@grizzled mason π
I will try the .rpt tomorrow. Its getting late for me π΄
I have a question
I have mod A and mod B. Mod A adds the av-8b harrier from cup and mod b the AV8b harrier from Firewill. B requires A .I want to make it when B is loaded the cup harrier disappears from the list and is replaced by the one from firewill. Is it possible? and if yes what should I write
Id in A is FLPMC_AV8B, in B is FLPMC_AV8BFIR
if you don't own any of those mods (A/B), i'd say you need to make one more mod (let's call it C) which depends on both A and B, and there, say, set scope=1 for CUP/modA harrier/34 for them to not show up in any lists.
This seems like simple solution π
I made both A and B
Then you can set the cup one to scope 1 in B
It can still be loaded by missions etc so those won't break, but it won't be visible in editor
Oh cool
I accidentally did something like that in the last but it was cause I named 2 pbos the same
I mean the thing I'm asking for
By accident
unsure if its a here question or #arma3_model. having some issues with getting my gunner to show up in game with a open topped vehicle. View Gunner LOD is in the p3d, gunnerAction is set, and added proxytype = CPGunner and proxyIndex to the config turret. In game a unit spawns in the turret, but doesnt actually show up
belive its viewGunnerInExternal right?
Yes that sounds familiar
i tried that and its still not showing up
Then it could be turned in/out thing
should a proxy also be there in basic LODs of vehicle as well?
Firegeometry and reslods
whatcha mean by turn in/out?
Gunners can turn in and out, like when peeking out of hatch
ahh
might need to just play around with my inheritence some more. possible i screwed up somewhere
Btw is it possible to write this
class FLPMC_SU34;
class FLPMC_SU34 : FLPMC_SU34{}
I want to change a few things in said class like add more weapons from firewill.
class Parent;
class FLPMC_SU34: Parent
{
};```Where `Parent` is the proper parent class
Same classname can't be used twice
Yes, if you want to see that player in external view.
But if you use same inheritance and required addons are set up so that your addon loads correctly after the original then all changes made to the class are applied on top of the original class and change it.
Mod A has
Class plane
Class fighter : plane
{weapon = missile}
Mod B has mod A as required Addon and structure
Class plane
Class fighter : plane
{weapon = bomb}
And due to the required Addon loadorder, it overwrites the weapon
Class fighter name stays the same
Ok thanks
Just to make sure plane refers to the original plane that mod A uses as a parent and fighter is the one I made
Thanks yes
I made some reskins for cup and then I wanted to add some firewill weapons. But I'm going to do it in my firewill mod for modularity
Otherwise I would do it in one pbo. Thanks for the help
@faint spruce you could try editing the destruction effects class
what is the process of making custom identities?
ive found a tutorial online but it only covers making custom faces for the player, id like to make custom identities for units that i can then mod into the game.
ive got a texture and everything set to go just need to know what do i need to do config wise and or do i need to do anything in blender? vertex groups etc
did some research/testing. when i Turn Out, the gunner character is seen in the animation i wanted. so you were correct that its something to do with the turn in/out mechanic
do you have gunneraction and gunnerinaction defined?
gunneraction is, but gunnerInaction is not. vanilla turret configs for the offroad and LSV doesnt have it
correction, doesnt have gunnerInAction for the MG turret, but does for the FFV seats. (soft_F_exp for the configs for the vehicles if needed)
idk why i would need it for the same turret setup as the offroad though?
i think thats where im messing up
let me forcehide gunner and see what it does
i wonder if its needed for tank inherited vehicles then. since it looks like car vehicles dont require it. forceHideGunner does nothing on its own
possibly
may be obvious, but is a gunner proxy present on all LODs (including external)?
yup
its a turn in/out issue so far
alright, so i did get it to work. needed forceHideGunner = 1;, viewGunnerInExternal =1;, OutGunnerMayFire = 1; and inGunnerMayFire = 1; in my turret config.
@wintry tartan apologies for the double ping i realised i posted in the wrong channel
so ive checked the bust and all that but now im stumped so ive got the texture but ive also got the model (mine has to be a custom model for the head as it has custom elf ears)
but usually when i put models into the cfg its
** "\myfilename\addons\nameof3dobject.p3d"**
But from what i can tell with any head/face/identities is all done like this:
class CfgIdentities
{
class SomeGuy
{
face = "WhiteHead_10";
glasses = "G_Tactical_Clear";
name = "Adams";
nameSound = "Adams";
pitch = 1.0;
speaker = "Male01ENG";
};
};
exact word of the text from BI wiki. how am i going to get my custom model to display the face texture and sit correctly on the standard skeleton??
confused as the usual workflow ive seen thus far is:
Define model
then if needed
Hidden selection
Define texture
whoo, boy, custom head model seems to be a ride and a half
35 bones/vertex groups on model, a bunch of memory points, CfgHeads, CfgFaces, CfgIdentities
1100+ lines base class, arrays with 75 materials
dang all that and all im trying to do is make some knife eared mofo's
even so point still stands why in the sweet flying fuck does the head/identities follow a different convention to the rest of the game ive experienced so far?
like theres probably a good reason but im salty, mainly because i dont understand shit and im asking the wrong questions apparently, punching in the queries into google comes up with the same results each time.
got to love it. nothing better than when you think your on a roll something comes along and is like nope DENIED PUNK.
i'd say the most realistic way would be to get a sample bust from Arma 3 Samples, change (possibly replace) whatever isn't touched by mimic animations, sculpt whatever is touched by mimic animations if needed, UV unwrap, texture, make needed config entries (starting with a premade bust should make inheritance lift most of the work there)... Here's screenshot with mimic-touched verts colored orange (if i haven't missed any): https://cdn.discordapp.com/attachments/737175675818999898/1032040936957542452/unknown.png
i see most of that is already mentioned in #arma3_model, though
thanks, i appreciate the input and got that far already. im at the config part.
thats whats confusing me.
logically speaking id have to use a new bust (based off the original) with the edited ears. so itd be a new p3d model right?
so why is it then in the head cfg literally is just "miller" eg just like this.
Don't get me wrong im not completely naΓ―ve i understand they arent using a new headmodel but where are they referencing their own model from?! thats whats getting me, how do i get my model, to display my texture on the head, in the game, using my cfg.
what i dont get is the way im meant to form the config in regards to the head/identity.
thus far all ive done is weapons and or vehicle re textures and they are pretty simple:
define model.
Define texture
(hidden selections)
but this im like woah what the hell and im confused as nothing is really covered about it. and when you go on the wiki its just like oh yeah just change the name to this from this.
Ok thats great but the wiki doesnt explained why and who or where or really anything?
the only place i see the models mentioned in this context is CfgHeads. I guess the relevant parts would look like this: https://sqfbin.com/siriqapifocodakidowi
this may actually be of use
except "AfricanHead_01" is actually one level deeper, being configfile >> "CfgFaces" >> "Man_A3" >> "AfricanHead_01"
so to clarify,
this cfg is referencing another cfg?
yes, as they frequently do
or is this all the same file
damn then thats the next step for me then thus far ive been doing either all giant cfg file or lots of singular files that dont reference each other
but im guessing as long as i dont fuck up the pathing of like textures etc it should be relatively straight forward?
CfgHeads entry = model + mimic animations + selection names + some materials (?)
CfgFaces entry = CfgHeads classname + textures + some more materials (??)
CfgIdentities = CfgFaces classname + facewear + voice
ok ok, im still bamboozled but thats an issue of why is there repeating textures and materials and i still dont know what half of this stuff does but as long as it works ill take it.
ill give it a go trying my cfg with this and let you know if it works.
thanks for the help thus far though, much appreciated was losing hope and patience haha
it is rather complex thing where the differenc cfg classes work together
it can take few tries to figure it out
but that experience will be good for understanding how the config works together
and irredeemably skew your perception preventing you from ever working with other systems π€£
and i thought uniforms were black magic
So I'm trying to make a primary weapon able to lock onto aircraft, is this possible at all? Or is it solely limited to weapons in the rocket slot when the weapon is for infantry?
you mean like rifle?
Yeah.
Handheld automatic missile launcher 
Something dumb that sounds cool to figure out more about config editing
I believe the locking stuff is done in cfgAmmo
Or just make bullets that look like bullets but are actually missiles
I've implemented this I think but cannot get it to track still
Create a βbulletβ but inherit from a missile that can lock
So, basically, copy a missile Config and change the model to a bullet
Because bullet missiles are fun
Not writing it right now but for additional context the rifle has canLock=2; and lockAcquire=1; set right now, and the ammo has
airLock=2;
autoSeekTarget=1;
airFriction=0.0;
maneuverability=30;
missileLockMaxDistance=3000;
trackLead=1;
weaponLockSystem=16;
missileLockCone=120;
Did this, put onto server and got Cannot create non-ai vehicle
Hi There. I hope I'm in the correct place to ask for some advice with moving an camera position for jet targeting pod. I managed to mod the angles of the restricted movement of the A-149 targeting pod but now need to learn how to lower the camera position slightly lower to not have the view obstructed by the 3d model. If someone can point me to learning material on how to do this it would be highly appreciated !
Currently trying to make cyanide for OPTRE, does anyone have any insight on how I would go about doing that? Thanks :)
cyanide?
Ye
meaning what exactly?
When you got into the ace medical menu, you can click on your head, then take the cyanide and it kills you
you probably need to check out ace documentation if there is anything about adding new "medical" items
or ask in ACE discord
it is fairly important to provide proper context when asking stuff
Can someone explain to me why my addon only works when the config file isn't binarized? I spent over 8 hours trying to figure out what was broken, only to find out it works in normal .cpp π
for context, i am trying to load the mod locally and the config.cpp was binarized with CfgConvert (didnt use addon publisher tool)
your workflow is likely completely wrong
you should at least be building your pbo with addon builder
preferably from with pboProject for error checking
and from properly set up P drive development environment
Can i set CfgDifficultyPresets >> defaultPreset inside my profile file? or do i have to make a mod to change the config to set the default preset?
ya you were right. using the addon builder, the config.bin works fine. also adds texheaders as well
how do I add stuff to pre existing texture sources
do I have to write first
class TextureSources }```
{code}
};```
What are you trying to retexture?
cup su34
I have some skins for cdf
and takistan
I just want to add them to the index
it worked
I've got a weapon I'm trying to add in that won't appear in the arsenal at all for some reason. I've set Scope=2; and scopeArsenal=2; but it still refuses to show up.
Most i've found are really esoteric fixes like changing the class name for some reason.
Is this a common rookie thing that's easy to fix?
You should paste your config so someone could help you out if you have something wrong in your config
It's 2200 lines long since I'm adding to an existing one and inheriting from a few 40k mod sources. If someone wants to look at the entire thing because they have an idea of the issue, I'll DM them it.
You can paste part of weapon code and how its build
Solid, wasnt sure if that alone would be any help
One moment
class Steve_30k_SM_GL_1;
class CONS_GL : Steve_30k_SM_GL_1
{
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
displayName = "[CONS] Astartes Grenade Launcher";
descriptionShort = "Consecrators Pattern Grenade Launcher"
magazines[] =
{
"Steve_30k_SM_GL_HE",
"Steve_30k_SM_GL_Smoke",
"Steve_30k_SM_GL_RAD",
"CONS_Buckshot_GL_mag",
"CONS_Flame_mag"
};
};
magwell wasnt supposed to be there, whoops.
Do you have in patches correct mod if you interhase steve_30k_SM_GL_1 from there or have you intherhase that somewhere else. Does you weapon shown in arsenal ?
Youβre missing baseWeapon
baseWeapon=βMy Modded Weapon Class Nameβ;
Solid, thanks
That would hide it outright? Interesting. I'm still really new to this.
You need to define baseWeapon in all custom weapons for it to show up
Iβve had this exact issue before
Gotcha
Unless itβs a retexture of the exact same weapon
If it still doesn't show up, do I pray to code gods or something?
Then thereβs something else youβre missing
It's just the Steve_30k_SM_GL_1; with different damage values and two extra ammo types.
In cfgVehicles or CfgWeapons?
class M6G_Army: OPTRE_M6G
{
dlc="Echo Company Armory";
author="MacTavish";
scope=2;
scopeArsenal=2;
displayName="M6G Magnum (Army)";
baseWeapon="OPTRE_M6GC";
model="\OPTRE_Weapons\Pistol\M6G";
hiddenSelections[]=
{
"camo1"
};
hiddenSelectionsTextures[]=
{
"Echo_Company_Armory\data\Weapons\M6G_Army_co.paa"
};
magazines[]=
{
"OPTRE_12Rnd_127x40_Mag",
"OPTRE_12Rnd_127x40_Mag_AP",
"OPTRE_12Rnd_127x40_Mag_APT",
"OPTRE_12Rnd_127x40_Mag_JHP",
"OPTRE_12Rnd_127x40_Mag_JHPT",
"OPTRE_12Rnd_127x40_Mag_NARQ",
"ECHO_12Rnd_127x40_Mag_NARQT"
};
};```
So I had baseWeapon earlier but thought off reading how it works and because it was inheriting steve_GL, I needed to use the same baseWeapon as in the original code.
Well the flame rounds don't work but I think that's an error in my writing
Unless the rounds donβt exist. Add them to magazines of your modded weapon
Yeah I just typo'd the GL out of CONS_Flame_GL_Mag
Just to find that I typed something incorrectly
becausing im not used to needing a ; past the bracket
Yeah, I came from Java as well. I had issues as well lol
Good thing it works now
Have fun
I have a question for pylons
if I select two categories eg B_missile_pylon and X_pylon and they have a common weapon will that weapon show twice
so if a agm-65 is available in both pylons will I see
AGM-65
AGM-65
Easiest way it test that out.
It should if you config that correcly.
Have you start config or starting depending is answer to your question yes or no
I have my dependencies correctly
I want to make an addon for my mod to give firewill weapons to a plane
I want to add some weapons but I'm afraid I may mess up the thing
Test and see, and here is lot of knowledge ppl who will help you out if got some issues with configs
ok
worst case scenario I'll just use smaller subsets
instead of B_missile_pylon
I'll break it down to smaller ones
ayo are there example Cfg's for making identity's and faces
if so where
ive looked in samples and im scratching my head
ive found the model cfg for the bust etc, i just need the cfg which tells me what references waht
*what
this is what ive come up with so far theres no CTD or any errors when i pack the pbo's but the head is not showing up inthe list
i havent added the textures etc yet because im still learning how to do the textures other than co textures
Only reference is the vanilla config. You can browse it in game with config viewer or use the diag command to export full loaded config out so you can read it with (insert your choice of text editor{notepad++} )
Custom identities is one of those things that is rarely made so nobody has documented it.
how do I do multiple functions? π
class CfgFunctions
{
class ratchet
{
class elevator_handling
{
file = "ratchet_stuff";
class elevatorInit{};
};
class elevator_ui
{
file = "ratchet_stuff";
class elevatorUI();
};
};
};
with "fn_elevatorInit.sqf" and "fn_elevatorUI.sqf" in a folder under the mission called "ratchet_stuff"
oh
thats fair enough, im guessing the same rhymes true for Turrets as well or are they classed as "immobile vehicles?"
it's {} not ()
because i was looking through samples the other day and saw configs for boats, planes, vtols, helis and land based vehicles but no turrets
*static
class CfgFunctions
{
class RTW // tag
{
class ratchet_stuff // category
{
class elevatorInit{}; // fn in category
class elevatorUI {};
};
};
};
call RTW_fnc_elevatorUI;
Depends are doing via description in mission or in config.cpp in addon
The function will be loaded:
from config:
from description.ext:
Is it possible to have the impact damage modifier on a specific piece of clothing instead or being tied to a unit class?
Well yes/no, like you noticed there's no static weapon sample but their config is pretty much same as cars or tanks with turret but without the stuff for moving.
ah fair enough that makes sense
Hello, got a question regarding the initserver.sqf.
I made the file for some scenarios to have 'native' zeus mode in IFA mod maps.
I made them compatible with Zeus Enhanced in where there can be a spawn menu loop for the curator. To solve that I made the initserver.sqf file with the following content:
if (isNull getAssignedCuratorLogic player) then {
setPlayerRespawnTime 0; }```
This used to work before. But not anymore. Has something changed that I am not aware of or did I make a typo somewhere?
I tried to use BankRev to pull my previous made scenarios apart, but for some reason that fails. :/
I still have the original scenarios I made, unedited but now they also don't work anymore in regards to that spawn menu loop.
Feel free to ping me when you reply.
do you have to recreate a private bikey every time you go to modify your mod and resign it?
no, you can sign any number of PBOs with a single private key. But having a different private key per version allows for, say, only allowing certain versions on the server
hey idk where to ask this but:
the wiki doesn't list "Extended Map Content Tactical Ping" in the settings
whats the config option for it called
okay so i found after digging through the config a var called "mapContentPing" and also "tacticalPing=3"
wiki doesn't list mapContentPing and tacticalPing is supposedly only from 0 to 1
Is there a way to assign a certain head to a helmet?
Say, when I select a certain helmet, itβll change the characters head to a custom one?
Maaaaaaaaaaaaaaaybe a super complicated script will do
Not through config alone. Would have to tap into whatever selection system is I used. Perhaps through inventory eventhandlers or some such.
It should work just fine with the free tools and you should not need to do anything with texheaders anyway
@pulsar finch
What is it you try to do?
Why
It's not needed for any normal modding process
Whose work are you trying to change?
If its open source you don't need to hack it like that
You just need to use the source files
Its not used in normal process
Its not how textures are assigned
It gets written for binarized stuff
So you sure you are working on some open source stuff from github?
As it does not exist prior binarization
Then you are doing forbidden stuff
Mod stealing is not allowed
Link to the github page?
One can release mod with license that it can be edited but if they want to allow that, they also need to release the original unbinarized source files as binarized stuff is not really editable anymore.
At that point retexturing needs to be done via config and hiddenselections assuming the mod is set up properly for that
Hi im trying to give units random headgear/googgles via a eventhandler using BIS_fnc_unitHeadgear
however this adds the random gear upon hitting the button play
so when units are spawned after the mission begins by zeus, those new units wont have any random gear
is there a spawned by any zeus condition then execute sqf/function?
cannot seem to find anything about curators as condition
thanks
I assume it would be related to CuratorObjectPlaced
Which eventhandler are you using?
init="if (local (_this select 0)) then {[(_this select 0), nil, ['G_Bandanna_blk',0.5,'G_Bandanna_khk',0.5,'G_Bandanna_oli',0.5,'G_Bandanna_tan',0.5,'G_Balaclava_TI_blk_F',0.6]] call BIS_fnc_unitHeadgear;};";
so this only takes effect upon hitting play, and not for units spawned via zeus or config
hence why im thinking of using a function with condition that the entity must be spawned by zeus
i have figured out the function, however my issue is the condition
hi im tying to make integrated bipod to the model, i have used the default model cfg and its still not working as intended
https://prnt.sc/8PApaJMJ5ioz
config.cpp, line 14: /CfgVehicles/: 'c' encountered instead of '{'
I keep receiving this error. Could someone help me better understand why?
I've been trying to edit the helo reskin config of a rather old mod, it's supposed to be simple in theory yet proving not so for some reason...
Possibly some typo with your config code. Put the config into pastebin.com and copy the link here so we can see it for further review.
True, tried to see if there's anything wrong with the repacking and that's a negative, so probably this.
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.
line 19, missing {
{
class I_Heli_light_03_dynamicLoadout_F;
class AW159_Armed_dynamicLoadout: I_Heli_light_03_dynamicLoadout_F
{ // <<<< this one
class SimpleObject
{
Funny how a single missing thing makes for a headscratching search late night. Thank you
There won't be a modder here that this hasn't happened to. After a while it becomes the first thing to look for. π
π
@nimble sequoia You've also seen the lines for adding equipment, such as Transport Backpacks and magazines etc.
There's an error inside the editor that it's out of scope and so it doesn't get implemented, defaults to the old equipment config lines.
Is there an easy fix?
Can you show me the error message please
Do you actually need that class TransportBackpacks {} entry, as it's unchanged from the parent class you are inheriting.
I'm unsure due to being rusty, last I touched these were years ago.
But my intent is to provide the Bluefor version with bluefor gear.
What would be the necessary way to do it?
First I suggest you comment out all the class TransportXXXX stuff just to see if your retexturing works.
I don't see anything obviously wrong with the code, but good idea to narrow it down to specific parts of the code.
Retex didn't work the way I wanted due to hiddenselections overwrititng everything. So reverting to a simpler approach which should work
Well, that does work. Just doesn't scratch the itch as much as hoped
So I've managed to get my gun to work, but for whatever reason it wants to use it's original magazine from the weapon I inherited from.
class Cons_AutoCannon_Mag
{
Count=24;
displayName="24Rnd 60mm Autocannon Drum";
ammo="Cons_Autocannon_Round";
scope=2;
scopeArsenal=2;
scopeCurator=2;
initSpeed=2000;
maxLeadSpeed=100;
tracersEvery=1;
mass=75;
modelSpecial="Steve_30K_weps\Mags\Models\Auto_Cannon_Mag_1.p3d";
model="Steve_30K_weps\Mags\Models\Auto_Cannon_Mag_1.p3d";
modelSpecialIsProxy=1;
};
I don't see anything in the magazine config that would be keeping it from showing in the arsenal, and it's declared in the gun itself
class Steve_Auto_Cannon_1;
class Cons_Autocannon : Steve_Auto_Cannon_1
{
Author="Consecrators";
scope=2;
displayName="[CONS] Space Marine Autocannon";
baseWeapon="Cons_Autocannon";
magazines[]={"Cons_AutoCannon_Mag"};
descriptionShort="[CONS] Consecrator Pattern Auto Cannon.";
};
Thanks again. To give an update, it's all working now.
Retex had to be done the old fashion way with hiddenselections rather than my thoughts of having a list of textures on the same model, much like the civilian HummingBird version done by BI.
As for the gear config, it was truly out of scope due to that parenthesis typoπ
Interestingly, one must have the base class scope parameter set to 1 or 2 to have the inheriting classes be able to redefine the gear, 0 means parent unit will force it upon the next generation.
I guess it's your turn now π
You have ; missing at the ending parenthesis here.
Its there in the code i just forgot to copy it.
the problem doesn't seem to reproduce with the config as close to yours as i could get (rebasing the weapon/magazine/ammo to vanilla Mk20): https://sqfbin.com/tepekufizeyumuvajuni π€
With that packed i can see both weapons and their magazines in Arsenal and crate equipment editors in 3DEN.
What can be checked:
- loading order/
CfgPatches >> requiredAddons[], your mod should load after whatever it's taking for a base CftPatches >> weapons[]should contain your weapons (although when i've tried to pack addon without it - the weapon/mag still showed in a arsenal/equipment on crates_weaponCfg >> magazineWell[]can lead to inherited weapon still accepting parent magazines if it's used.- magazine config should probably be inherited as well, what you've posted gives a bunch of errors on my end π€
I'll check magazinewell when i get home, i appreciate it
Hi, is there any more references to mine configuration somewhere. Mostly the Magnetic part of the mines? which values ββshould be used and what can be determined with them? the purpose would be to have a counter for the mine 5 times when it is activated from the vehicle.
https://community.bistudio.com/wiki/Arma_3:_CfgMineTriggers_Config_Reference
Yeah, you need to set mag well array to empty
Thatβs your issue
It is empty right now
Not physically looking at it but id written magazineWell[]={};
Yeah, add that in and it should be using your mag now
I'll check when i get home then
How do I make one of my guns compatible with a scope from another mod?
I did not have a ; on the end by the way, found out this morning
Did that and it dropped Steve's 12rnd Autocannon but still ignored my Cons autocannon
Let's say I reskinned a gun from RHS, and I want to make that reskin compatible with optics from another mod.
I managed to make it so the gun can use optics from the mod, but when I select the optic, it appears as invisible on the gun. However when aiming down my sights, I aim down using the ''invisible'' optics instead of the iron sights of the gun, and if I'm using a 2D sight, the sight overlay actually appears.
What can I do to fix this?
class rev_rpg7v2_OD: rhs_weap_rpg7
{
baseWeapon="rev_rpg7v2_OD";
displayname="PSRL-1";
scope=2;
picture="\rhsafrf\addons\rhs_inventoryicons\data\weapons\rhs_weap_rpg7_ca.paa";
model="\rhsafrf\addons\rhs_weapons\rpg7\rhs_rpg7v2";
hiddenSelections[]=
{
"Camo1"
};
hiddenSelectionsTextures[]=
{
"revenant_weapons\data\rev_rpg7v2_od.paa"
};
class WeaponSlotsInfo : WeaponSlotsInfo {
class CowsSlot {
compatibleItems[] += {"rhsusf_acc_ACOG_USMC", "rhsusf_acc_eotech_552"};
};
};
};
};
That's the gun's config in itself.
Hi, you should paste lines where you inheritance your wpn and when paste code here use
```cpp
cfgVehicles {};
```
π
cfgVehicles {};
If that is your whole config it would work because there is any line where you nheritance
https://community.bistudio.com/wiki/Class_Inheritance
My whole config is this one
class CfgPatches
{
class rev_weapons
{
units[]={};
weapons[]=
{
"rev_rpg7v2_OD",
};
requiredVersion=1;
requiredAddons[]=
{
"rhs_main"
};
};
};
class CfgWeapons
{
class rhs_weap_rpg7;
class hlc_rifle_awmagnum_BL;
class WeaponSlotsInfo;
class rev_rpg7v2_OD: rhs_weap_rpg7
{
baseWeapon="rev_rpg7v2_OD";
displayname="PSRL-1";
scope=2;
picture="\rhsafrf\addons\rhs_inventoryicons\data\weapons\rhs_weap_rpg7_ca.paa";
model="\rhsafrf\addons\rhs_weapons\rpg7\rhs_rpg7v2";
hiddenSelections[]=
{
"Camo1"
};
hiddenSelectionsTextures[]=
{
"revenant_weapons\data\rev_rpg7v2_od.paa"
};
class WeaponSlotsInfo : WeaponSlotsInfo {
class CowsSlot {
compatibleItems[] += {"rhsusf_acc_ACOG_USMC", "rhsusf_acc_eotech_552"};
};
};
};
};
I read something about the inheritance and I think I need to define the optics I'm using, but I did it and it didn't work either way. Maybe I defined that inheritance in the wrong place.
modifying the inherited stuff afterwards is hell 
try this, seems to work on my machine: https://sqfbin.com/lutazoburoniyimolaha
at least for replacing the available optics
and https://sqfbin.com/atafiqikururarepihuy seems to work for extending the weapon compatibility
have i mentioned that working with inherited stuff is hell? 
Hmm, how does module functions work?
I mean how do I get my own rcsdisplay shown or if i sync module to triggers where do I define what triggers does ?
Trying get list of bombs and sync them to areas (triggers or markers) and get type of bomb, count of bomb and count of empty bombs (fake) to this list
https://community.bistudio.com/wiki/File:A3_3den_ModuleDescription.jpg
(Cannot past my own pic but its same like in wiki example pic)
hi, my bomb proxy stays behind on the pylon, while the fired proxy is dropped. What did I miss in the setup?
Perhaps bad hide animation?
thanks, forgot to update the chat here. There was a bad model entry that caused it, removing it resolved the problem. I think the model for the rack is the empty pylon?
https://media.discordapp.net/attachments/737175675818999898/1034192651353866290/unknown.png?width=787&height=676 looks like empty pylon with 4 proxies
i need some help with garage animations
i have 2 garage animations to choose from and i dont want the player being able to deselect both
i have used force animate to ensure they cant both be selected at the same time, but you can still deslect both, any help would be appreshated
you should have just 1 that hides the first parts and shows second parts
as in swaps them around
how would i have two model cfg selections work off of one input would that be in the vehicle cfg or the model cfg
I appreciate this writeup. I found the issue and sadly it wasn't anything related though.
Previous config writer wrote cfgMagazine not cfgMagazines.
use same animationSource
but different hide and unhide values
yes the source= parameter can be same
and then that source will power all the animations that have it as a source
car wheels work this way for example
so if source is user the can both link to the cfgvehicele animation source
thank you local memer you saved me
user is generic source and should not be used
Iβm trying to link it to the vehicle garage what should I use
you should have specifically defined animation sources in your cfgVehicles class for the thing
inside class animationSources
Yes
class yourThingy
{
class animationSources
{
class yourAnimationSource1
{source= user} <<- yes here you use user
}
}
so yes here you use user as a source
but in model.cfg you use source = YourAnimationSource1
the wiki pages for model.cfg are your friend in these matters
Hello all, I am having trouble understanding how custom clothing items can be added to units.
uniformClass = xxx is the one I specifically am having issues with.
Below is a snip of the uniform class.
{
scope = 2;
displayName = "Tee w/ Jeans OIF Veteran 1 (Tan)";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"WBG\wbg_units\data\oif_vet_tan_1.paa"};
class ItemInfo : UniformItem {
uniformModel = "-";
uniformClass = "civilian_1";
containerClass = "Supply40";
mass = 30;
};
};```
Below is a snip of the only unit that can wear have the uniform assigned with any inventory space.
```class civilian_1: B_soldier_F {
side = 3;
author = "Project America";
_generalMacro = "B_soldier_F";
scope = 2;
displayName = "Civilian 1";
identityTypes[] = {"Head_NATO", "G_NATO_default"};
genericNames = "NATOMen";
faction = "civilian_common";
model = "\A3\characters_F\civil\c_poor.p3d";
uniformClass = "oif_vet_tan_1";
hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"WBG\wbg_units\data\oif_vet_tan_1.paa"};
hiddenSelectionsMaterials[] = {"WBG\wbg_units\data\pants_tshirt.rvmat"};
weapons[] = {"Throw","Put"};
respawnWeapons[] = {"Throw","Put"};
magazines[] = {};
respawnMagazines[] = {};
linkedItems[] = {"c_oif_1","ItemWatch"};
respawnLinkedItems[] = {"c_oif_1","ItemWatch"};
};```
Why can I use the same uniform in other units in the pack? Whenever I assign the uniform to a unit that is not explicitly called out in the uniform items uniformClass the uniform will have zero storage space and appears as "empty" when in the virtual arsenal.
Lets say I try to take uniform oif_vet_tan_1 and give it to civilian_2 also. For some reason this unit will not have any storage space and appear as an empty selection in the Virtual Arsenal.
Any ideas?
I'm not sure if this belongs here or in #arma3_scripting but I'm having trouble with my CfgSounds for my mission
// description.ext
class CfgSounds
{
sounds[] = {};
class door_pound_zombie
{
name = "[BW] Door Pounding with Zombies";
sound[] = {"sounds\door_pound_zombies.ogg", db+10, 1.0};
titles[] = {0, ""};
};
};
The sound appears in game when looking at the "Sound" options in a trigger, but the play button does not play anything
My Mission File Directory Goes
Blackwing.Space2
scripts

<scripts>
sounds

door_pound_zombies.ogg
description.ext
initServer.sqf
mission.sqm
onPlayerRespawn.sqf
readme.md
You can try onActivation field playSound3D
https://community.bistudio.com/wiki/playSound3D
playSound3D [getMissionPath "sounds\door_pound_zombie.ogg", thisTrigger]; //Β to play a mission directory sound "";
Or https://community.bistudio.com/wiki/say3D
thisTrigger say3D "door_pound_zombie";
Or if you want use trigger effect sound you may have config sound to cfgSFX
https://community.bistudio.com/wiki/CfgSFX
I thought it might not have been playing because it wasn't loading properly, but it was
Is there anyway to allow mission specific sounds to be able to be played through the "Play Sound" module in Zeus?
Or does that require the sounds to be a part of a mod
Which sounds you mean?
The sound(s) I have defined in CfgSounds
Have you tried play them through module?
Yeah, they didn't show in the menu at all
From what I've read, the Play Sound module only looks through the addons
Which is annoying, but a very scuffed way I thought to do it is to have a radio trigger (or anything like it) which just plays the sound
best hell = automated hell. https://sqfbin.com/heniquzedavayawumubu seems to produce mostly valid config.bins to modify config classes with inheritance 
P.S. comment-less version, the one linked above seems to confuse the parser https://sqfbin.com/luhahaloyivimifivozo
P.P.S. it looks like i'm overcomplicating things for myself, and only going to the deepest/highest direct ancestor of the inherited class is enough. But the stuff seems to somewhat work, so whatever
I have a turret definition with these parameters, but the initTurn looks all wrong. The 270 value is actually the best looking, the crew member roughly looks to 220 degrees with it. When I put 180 in, I get a view of roughly 270 degrees. Any ideas? Some mempoint astray? cpp initElev = 0; minElev = -89; maxElev = 30; initTurn = 270; // this is totally wrong and weird minTurn = 90; // CLOCKWISE maxTurn = 270; // CCW
Hey quick question, does someone know for what the config.xml is getting used ? I saw some in the bohemia files, there are 3 in the anims_f.pbo (config.xml, config_def.xml, config_proper.xml). And some of the stuff in the config.xml is already getting definied in the config.bin
no, it's facing rear
gunner and turret need to always face forward in the model and then the init turn takes care for the actual pointing direction
ah, that the gunner is currently facing backwards is then another config problem!
AI has problems with that
FFV turret character proxies can face away from front, but as soon as there's a weapon in the turret, it and the character proxy must be aligned forwards in the p3d as HG says.
So I already have a fully functional tank, but someone has given me the idea to give it VTOL flight. Would converting it be absolutely annoying to do?
It would be a massive challenge, would need a lot of fudging and may not work that well. Whether that would be fun or annoying, only you can answer that.
The simple answer would be no, as you have to choose either tank or flight type simulation, can't have both.
this
How do i force gunners sight to be the only first person view for a vehicle
99% sure, if someone can confirm this (can't find my old models I did this on), but it should be part of the turret entry of
gunnerForceOptics = 1;
Ooh iβll look now
Yeah, just checked the namer ("B_APC_Tracked_01_rcws_F"), and that's the way to do it (under the NewTurret class)
<3
Solid. Appreciate the response. Wasn't sure if I would be able to keep the turret actuation and pintle guns without doing a ton of effort.
Just having a plane that looks like a tank would be enough for me as a side project, since its just a funny little abomination someone mentioned
inb4 GTA-looking tank with a turret always looking back
It doesnt need to roll as long as the guns work 
model.cfg
class msn_equip_Swap
{
source="msn_equip_Swap";
selection="msn_equip_american";
type="hide";
hideValue=0;
unHideValue=0.5;
};
class msn_equip_Swap
{
source="msn_equip_Swap";
selection="msn_equip_british";
type="hide";
hideValue=1;
unHideValue=0.5;
};
cfgvehicle
class msn_equip_Swap
{
displayName = "Swap American Mission Equipment for British";
author = "Apache mod development team";
forceAnimatePhase = 0;
forceAnimate[] = { "fcr_enable", 1};
onPhaseChanged = "";
source = "user";
initPhase = 1;
animPeriod = 0.001;
};
so this should work?
it only seems to work for one for one of the model animations, the first inline with the same class name as the cfg vehicle
never mind i sorted it using a phase change
class CfgFunctions // Functions library
{
class ZEEK { // ZEEK_fnc_example
class FunctionsA { // the function category
class example {}; // a function
}
}
}
This is the correct definition of <root>/FunctionsA/example.sqf right?
ZEEK_fn_example.sqf but yes
I just realized that <root> is the functions/ folder not the mission folder?
depends where its defined
but you shouldnt need to use the full path for executing the code in a mission
Well, I had created FunctionsA/ in the mission root folder, but it said it could not find functions/FunctionsA/example.sqf
I moved FunctionsA/ to the functions folder, and I get an error in init.sqf which only contains call ZEEK_FunctionsA_example;
It says undefined variable in expression
in functions/FunctionsA/fn_example.sqf the only code is hint "hello";
what is the init.sqf side
what do you mean side
what is in init.sqf
I said here
it only contains call ZEEK_FunctionsA_example
which should be looking for functions/FunctionsA/fn_example.sqf π€ or did I mess something up
oh mb
The error says "undefined variable"
according to the wiki:
from description.ext: <ROOT>\Functions\Category\fn_functionName.sqf
and I have Functions\FunctionsA\fn_example.sqf
what is in class example {};
nothing
from what I got from the wiki, that is just prototyping the name of the function?
you need file = "your\path\here"; i believe
π€
so file = "functions/FunctionsA/fn_example.sqf"
what does biwiki mean by from description.ext: <ROOT>\Functions\Category\fn_functionName.sqf
in the example config it doesn't supply anything
mission root -> functions folder -> category folder -> fn_functionname.sqf
is it not automatically setting the path
i believe it should do but iirc i had similar issues without file = there in the past
implied
no need to define it
its the same location as the description.ext effectively
I have added file = "Functions\FunctionsA\example.sqf"; to the class
let me see now
It now returns "script Functions\FunctionsA\example.sqf not found "
your file is named fn_example.sqf, right?
yes
I think something is missing, because the wiki is framing it like it is aware of the path based on the class definition
then you need fn_example.sqf in the file = line π
here you only have example.sqf
ah
call ZEEK_fnc_example, no?
he hasnt pathed it properly in description.ext yet
The error is now "undefined variable in call ZEEK_FunctionsA_example;"
it is pathed properly now
class CfgFunctions // Functions library
{
class ZEEK { // ZEEK_fnc_exampleFunc
class FunctionsA { // the function category
class example {
file = "Functions\FunctionsA\fn_example.sqf";
}; // a function
}
}
}
ZEEK_fnc_example
is what you should be calling
π€
the category is just a config organisation thing
and function viewer organisation
ya most people just create different pbos for that level of organisation and such
ok
So in the CfgFunctions you need to specify the path from root for each function, and each function is separated into categories (which are different folders inside of Functions)
but its different for missions/mods
?
should be the same
And when you call a function from CfgFunctions you call TAG_fnc_funcName, and the engine uses the CfgFunctions to find the right script?
dont know if thats accurate for what the engine does or not but for all intents and purposes yes
And you can use the default path without explicitly specifying the file=whatever
I tried this, but it was throwing an error
oh you dont have functions ignore, for mods
With the wrong function name in call?
CFGFunctions is just a convention. It is a scripted method that essentially does this:
TAG_fnc_name = compileFinal "<file-contents-as-string>";
I see
Well I am a beginner so I am trying to learn the best conventions so I do not get unorganized
Is triggerDistance for cluster munitions triggered only for the ground not for actual objects/target position?
Yeah seems like so, it only triggers when I aim down to the terrain, not to a vehicle... bugger, I thought my idea can be accomplished
yeah I encountered a similar issue with the bombs I was working on - it DOES work if your munition locks onto stuff and then it will trigger from the objects distance iirc
cuz AI always lock even with dumb munitions this can cause issues with it too
if they miss.
class B_HMG_01_high_F: HMG_01_high_base_F {
class Turrets {
class MainTurret;
};
};
class GMG_01_high_base_F;
class B_GMG_01_high_F: GMG_01_high_base_F {
class Turrets {
class MainTurret;
};
};
Unless I'm mistaken, code for both the GMG and HMG are the same, yet the HMG works without a fuss and the GMG throws out an error upon editor loading completion, not to mention it disappears from the editor completely.
What am I missing here?
B_GMG_01_high_F doesn't have class Turrets defined inside it; B_HMG_01_high_F does.
comparison: https://sqfbin.com/edodoyibuyorupunipac
its inheritance tree looks like this: https://sqfbin.com/hixusiyozarovegopehu
class NewMeme: B_GMG_01_high_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret {};
};
};```
Then I'm assuming I just need to do as shown above?
π€·ββοΈ the only way i could make stuff work was by going as high up the inheritance tree as i could. I don't really understand configs well.
Filling class NewMeme in that template with your values should produce an inherited turret (at least i believe it should).
I see, I'll try going one level higher to see if it works
Looks like everything finally works, thank you for the assistance @ashen chasm
ye. And it looks like i've overcomplicated things for myself and going all the way deep into inheritance isn't needed π€¦ββοΈ
Hey I am looking to change RHS US army desert faction to OPFOR, anyone knows where I can find the file that defines that faction?
i'm pretty sure each and every unit has the side defined in its config directly π€
I am pretty sure you still need a CfgPatches to make sure everything is tidy
so you intend to redefine faction and each and every unit? Factions seem to be located in class CfgFactionClasses in configFile root
why not just do side swapping on mission level?
because I will have to use group side module every 10s that way
I know I can premake an opfor squad that I could just copy paste, but than I will need to use CTRL + SHIFT + C, CTRL + SHIFT + V, which every time I do, seems to lag the server
unit compositions perhaps then?
thing is, what you want to do is not as easy as you might think
group side or [_unit1, _unit2] join _groupOfNeededSide π€·ββοΈ
there is no 1 file and one class to change
you would have to rewrite/copy a huge amount of config
I know some mods use CfgPatches.hpp for factions (including my mod) because we finalize them using ALIVE. Was hoping maybe RHS used something simular
no thats has nothing to do with this
Sorry I mean autogen.hpp looking file
cfgPatches is needed yes, but does not affect this stuff at all
no idea what is autogen.hpp.
and no idea how alive does things
they have their own systems
Anyway, I know a lot of faction mods and mods in general use Alive to generate factions, because their system is easy to use. I hoped RHS use simular system, nvm then
I will try compositions
will check if they lag
alive methods are only for alive
Like I mentioned above, not really, because it generates a file that you can put into your own mod. It takes existing units, their loadouts, vehicles etc auto generates auto classes and inheritance which you can export into hpp files and than put into a mod.
Anyway, doesnt matter, thanks for help! I kinda forgot to use compositions and immediatly went for more difficult approach
I'm thinking of rewriting a block of code for easier future modifications in terms of factions and what not. I tried to inherit some subclasses the way below, but it's not really paying off showing an error that there should be a '{' instead of ':'
class HMG_01_base_F {
class AnimationSources {
class autonomous_unhide;
};
class Turrets {
class MainTurret;
};
};
class HMG_01_high_base_F: HMG_01_base_F {};
class GMG_01_base_F {
class AnimationSources {
class autonomous_unhide;
};
class Turrets {
class MainTurret;
};
};
What other way would be viable here? From my understanding of how sub class inheritance works, if you want to create a new class called A, you have to go through class C, then B and then finally A getting the pass from them in terms of inheritance, wherein it's a descending order from C.
Problem is, Animation sources only gets defined in HMG_01_base so I don't really have a lot of breathing room of stepping back higher on the tree, unlike Turrets class.
I intend to create a GMG_01_high_A_base_F out of the HMG_01_high_base_F, and then create subsequent B, I and O faction versions of the Auto Turret.
I'm probably wasting a bit of time considering I know of alternative methods to make things work, but I want to learn the more organized way of doing things if possible.
i don't think you can pull the contents of class out of it and inherit-shove it into a parallel inheritance "tree". It only seems to work down the same tree π€
the existing hierarchy seems so be:
GMG_01_base_F -> GMG_01_high_base_F -> B_GMG_01_high_F for the crewed high.
GMG_01_base_F -> GMG_01_A_base_F -> B_GMG_01_A_F for the autonomous one. And GMG_01_A_base_F has >> AnimationSources >> autonomous_unhide inherited from GMG_01_base_F.
Inheriting GMG_01_A_high_base_F from GMG_01_A_base_F looks close to the crewed tree, i guess?
like https://sqfbin.com/ogulasokevavewisilot - (only blue one, with simple object subclass omited). Shows in editor, places alright, shoots reds, disassembles and reassembles
I guess that's a viable option, but it's also possible to just copy the entire animation sources classs, seeing it's quite small now. Thanks for the entire turret tree, it'll be a good reference.
after some testing, auto unhide subclasss in anim class is probably referring to a memorypoint, as copy pasting and using the code does nothing for me (trying to create smoke after auto mg damage). in which case, i'd probably have to change that point to something else
https://sqfbin.com/luhahaloyivimifivozo for the mostly working tree generator
nice
auto unhide animation on the low Mk32 seems to show/hide the drone brain under the tripod
and high one doesn't seem to have it (?)
and as such it can't be damaged/disabled on the high one (?)
Quick question, is it possible via model.cfg to make a sort of T-72 type autoloader?
Where the carousel rotates and brings the round up?
what you need is an animation for that
on model cfg you can define bones and ranges, i never done some complex animations on vehicles, but you can made with sqf if you define all bones for each moving part
it is possible but how much control do you want to have on that?
you could perhaps tie it to reload source and if you really want it complex it could perhaps even be made to adapt to pick each shell one at a time
but that does become quite complex
Iβm just looking to do an animation in model.cfg with an autoloader. Nothing fancy like, index HE and it picks up HE. No. I just want it to pick a round and then put it in the breach
Was curious if that was possible through model.cfg and not having to do a whole RTM for it
Though, I was just told about what kind of autoloader this dev wants to put in their vehicle. But I have yet to see it modeled in the vehicle myself. Good to know itβs at least possible
They have a T72 or T64 type autoloader in mind atm
Yeah that sounds like it would be possible.
It's definitely possible. No difference really to the animations that run belts of bullets through guns, using reload/revolving/reloadMagazine animationSources.
well, "only rotate in one direction until you get to a round of needed type. Even if it means doing an almost full turn" doesn't exactly sound like an easy animation to parametrize π€
If you want easy, Arma is the wrong engine π
but the revolving source would be your best bet, with an appropriately sized magazine
*three magazines that change accordingly XD
No, but OP already said that wasn't required
ye, i've missed that, sorry
then yes, "rotate one index, fling the feeding arms" sounds really possible
In some SOG:PF vehicles we have the different shell types displayed and although we don't show them being picked, they are removed based on the type remaining in inventory.
class HMG_01_A_base_F: HMG_01_base_F {
class Turrets {
class MainTurret;
};
};
class GMG_01_base_F;
class GMG_01_A_base_F: GMG_01_base_F {
class Turrets {
class MainTurret;
};
};
While trying to touch up already working code, now it's throwing up errors. I'd like to understand what's wrong with the modifications I've made in the above sample, versus a working one like below:
class HMG_01_high_base_F;
class B_HMG_01_high_F: HMG_01_high_base_F {
class Turrets {
class MainTurret;
};
};
class GMG_01_base_F;
class GMG_01_high_base_F: GMG_01_base_F
{
class Turrets {
class MainTurret;
};
};
class B_GMG_01_high_F: GMG_01_high_base_F {};```
I'm very much aware of more long drawn solutions that have been shown to me recently, but I'd like to keep things short and well, got to learn which parts are more sensitive of course.
"complete" as in "down to the first ancestor ever"? Like in https://sqfbin.com/ogulasokevavewisilot (down to "CfgVehicles">>"All")? And here i thought it's just me being crazy π€£
after a bit more of testing it seems like if you want to keep the inheritance working - every { needs to have a : before it. Like https://sqfbin.com/atavaliridosasusamad
complete from whatever base class you inherit from to last vehicle class you have
Beginner here, can someone summarize what Configs are as a concept in engine/scripting? Any caveats I should know?
Tricky is how I'd describe them, for the moment
Not quite sure what you mean there
Is it mandatory to fill out units[], weapons[], magazines[] and ammo[] in CfgPatches?
I used your depth 2 fix, letter by letter and still the same trouble...
Guess I have no choice but the long way that HorridGoat suggested, huh?
define "same trouble", i don't think i've seen it posted anywhere π€·ββοΈ
class vn_air_uh1d_01_base: vn_air_uh1d_base
{
class Turrets;
};
class vn_air_uh1d_01_01: vn_air_uh1d_01_base
{
class Turrets: Turrets
{
class CopilotTurret;
class MainTurret;
class LeftDoorGun;
};
};
class PJ_B_SACF_uh1d_01_01: vn_air_uh1d_01_01
{
faction="COTS_B_FAZ";
side = 1;
scope = 2;
scopeCurator = 2;
scopeArsenal = 2;
displayName = "UH-1D DustOff";
crew = "COTS_B_FAZ_Crewman";
typicalCargo[] = {"COTS_B_FAZ_Crewman"};
class Turrets: Turrets
{
class CopilotTurret: CopilotTurret
{
gunnerType = "COTS_B_FAZ_Crewman";
};
};
editorPreview = "\vn\editorpreviews_f_vietnam\air\preview_vn_b_air_uh1d_01_01.jpg";```
should be something like this
youu probably dont have P drive set up?=
// Marking the Turrets Section
class StaticMGWeapon;
class HMG_01_base_F: StaticMGWeapon
{
class Turrets;
};
class HMG_01_A_base_F: HMG_01_base_F
{
class Turrets: Turrets
{
class MainTurret;
};
};
class GMG_TriPod;
class GMG_01_base_F : GMG_TriPod
{
class Turrets;
};
class GMG_01_A_base_F : GMG_01_base_F
{
class Turrets : Turrets
{
//line 62 class MainTurret;
};
};```
aand what are you packing the pbo with?
so that's the case...
no, but it would help you if you set up stuff the right way
and using mikeros pboProject would be very useful to get config error checking on packing instead of when you start game
odd, shows no errors
but it expects the P drive dev environment to be set up
or do you already use these?
and the error means you are missing some { and/or }; somewhere in your config
Guess I'll try checking more
pastebin the whole config perhaps?
(or setup modding tools so you have p drive and mikeros tools and let PboProject do the checking)
Sure
I don't usually have the time or energy to do anything big, these small missions or configs are all I try to have fun with from time to time, so never really needed it
what do you use to pack the pbo then?
and I get the sentiment but it would have already been less time to set it up than debug this issue
Mikeros Tools, I recently came back to playing ARMA after a long pause
And it's what I used to use back then too
so pboProject?
Looks like MakePBO, I'm using Eliteness GUI
ah
then you get no checking
its not really the right way
or well it works too I suppose if you dont have errors
cant spot anything in your config so got no more advice
Usually don't, I'm just getting into quite the debacle ever since going into the turret class dealings lol
make sure you are actually running the latest pbo and not old version
well you might have tons of errors, just nothing that is immediately apparent.
Perhaps..
it seems to point to the line 43 before the actual error π€·ββοΈ
line 6766: class HMG_01_high_A_base_F : HMG_01_A_base_F:
Once again, needle in a haystack problem...
π
So this darn thing happened while copy pasting things, just found a second instance of it elsewhere. Guess the actual problem's me going senile.
Thank you both for the extensive error disposal.
Question, are the turrets of helos like the Kajman and Blackfoot baked into their models? I was wondering if it'd be possible to change some things on that front with config...
the models are all one yes
Even more ambitious, change the FLIR of the MQ-12 Falcon into a gunpod, but guess that's impossible without touching the model....
you can not do any visual changes
How difficult... would it be to rip off a turret from one of the choppers and bake it into the Falcon, for a complete beginner?
I'm a little put off the Falcon doesn't come with a remote turret as well, considering I've seen it in other games
Well, guess I can always just config it to have some extra gun/missile types on the pylons instead, still not as fun as an actual rotating turret
impossible and not allowed
driverOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UGV_01_Optics_Driver_F.p3d";
Are the optics external then?
that is the overlay that is show when in optics mode
I see
Say, there's the laser designator in the config's weapons line. If I were to change that to a minigun, does that mean the flir would start shooting bullets?
I mean, it's 2035+.... it wouldn't be too stupendous to see a flir pod that shoots 6.5 rounds, eh?
Update: Silly as it sounds, I did it. And it's rather satisfying, if only something could be done about the visual change, it'd be perfect...
How serious are these warnings? will they cause issues if I use this modset?
15:32:26 Warning Message: Error: creating weapon srifle_DMR_06_olive_F with scope=private 15:32:27 Warning Message: Error: creating weapon G_Balaclava_oli with scope=private
https://pastebin.pl/view/f6169415
I'm asking in this channel cause they seem to be config related
It hides the Mk14 (Olive) DMR and Balaclava facewear, so yeah, kinda bad.
One of your mods either has bad inheritance set up or deliberately sets them to scope=0 for whatever reason.
Is there any way I can easily find which mods causing this without having to strip mods one by one?
No easy way to do it since it modifies vanilla content. Just gotta take them out one by one.
Probably start by checking which one of the mods edits vanilla stuff since neither of those classnames are from mods.
thanks for the help really appreciate it
just run https://community.bistudio.com/wiki/configSourceModList/https://community.bistudio.com/wiki/configSourceAddonList on affected configs. If the mods aren't totally broken - they'd be there π€·ββοΈ
oops, sorry, replied to wrong message
@hidden garnet ^
Modlist doesn't look too long judging by the rpt. A few of the larger mods there like CUP and RHS can also be ruled out.
This one looks problematic: @Ukrainian Factions Project. Mod description has a bunch of known issues listed; this in particular Unit randomisation issues (If you have an issue with unit randomization - disable it via 3den unit settings) could be a culprit?
The MQ-12 Falcon has an armor value of 25, which I increased to 32 for some more fun. How much is too much, when it comes to the armor values?
And also, within HitEngine, there's minimalHit = value, what does that enable?
https://community.bistudio.com/wiki/Config_Properties_Megalist#armor_.28global.29 that's just flat hitpoint bar, change, test, back up a bit if too durable π€·ββοΈ
https://community.bistudio.com/wiki/Config_Properties_Megalist#minimalHit minimal threshold of damage. Everything below doesn't make a dent at all.
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#armor_.28integer.29 this has some baselines for the armor values
Thank you
How do I correctly localize attributes of a module in the editor?
It doesn't seem to like any of the things I tried.
Neither LLSTRING, CSTRING @STR.. worked.
What can I ascertain from CfgWeapons?
all weapons are defined there. not quite sure what you mean
Hey folks, I'm trying to make an OPFOR version of the UCAV Sentinel designed for Air-Air (For an AC7 inspired mod & mission). Two problems I'm having and I can't see where I'm going wrong: Firstly, the texture I made isn't applying. Secondly, I'm having issues with the pylons (They keep showing up as empty/unavailable).
If anyone has some insight, that would be helpful.
class PTGA_UCAV: B_UAV_05_F
{
faction="PTGA_Aurelians";
side=0;
displayName="Aurelian Combat Drone";
hiddenSelections = ["Camo1","Camo2","Camo_engine_fire"];
hiddenSelectionsTextures[]={"PTGA\data\UAV\UAV_fuselage_01_co.paa","PTGA\data\UAV\uav_fuselage_02_co.paa","a3\air_f_jets\uav_05\data\uav05_engine_fire_ca.paa"};
crew="O_UAV_AI";
model = "\A3\Air_F_Jets\UAV_05\UAV_05_F.p3d";
typicalCargo[]={"O_UAV_AI"};
class Components: Components
{
class TransportPylonsComponent
{
class Bays
{
class BayLeft1
{
autoCloseWhenEmptyDelay = 2;
bayOpenTime = 0.5;
openBayWhenWeaponSelected = 1;
};
class BayRight1
{
autoCloseWhenEmptyDelay = 2;
bayOpenTime = 0.5;
openBayWhenWeaponSelected = 1;
};
};
class Presets
{
class AA
{
attachment = ["PylonMissile_Missile_AA_R77_x1","PylonMissile_Missile_AA_R77_x1"];
displayName = "$STR_A3_CAS_PRESET_DISPLAYNAME";
};
class Empty
{
attachment = [];
displayName = "$STR_empty";
};
};
class pylons
{
class pylon1
{
attachment = "PylonRack_Missile_AMRAAM_C_x2";
bay = 1;
hardpoints = ["B_BIM9X_RAIL","B_BIM9X_DUAL_RAIL","B_AMRAAM_C_RAIL","B_AMRAAM_C_DUAL_RAIL","O_R73","O_R77"];
maxweight = 1500;
priority = 1;
UIposition = [0.5,0.25];
};
class pylon2: pylon1
{
attachment = "PylonRack_Missile_AMRAAM_C_x2";
bay = 2;
hardpoints = ["B_BIM9X_RAIL","B_BIM9X_DUAL_RAIL","B_AMRAAM_C_RAIL","B_AMRAAM_C_DUAL_RAIL","O_R73","O_R77"];
maxweight = 1500;
mirroredMissilePos = 1;
priority = 2;
UIposition = [0.15,0.25];
};
};
UIPicture = "\A3\Air_F_Jets\UAV_05\Data\UI\UAV_05_3DEN_CA.paa";
};
};
};
is someArray = [element, element2]; even a valid syntax? I've only seen someArray[] = {element, element2}; in use π€
We'll find out
The array syntaxes have been changed, checking it now
Fixed it
Syntax was borked
How can i make a character able to aim and use his weapon when inside the turret or the cargo seat of a vehicle ?
Add CargoTurrets to your vehicle with the isPersonTurret = 1 token. Subtract one from transportSoldier for each CargoTurret that you include.
You can use the vanilla Offroad as an example of how to set up FFV in passenger positions.
This class in particular is a good starting point: Offroad_01_unarmed_base_F
How do I make a magazine-exclusive firemode? ie Rhino's cannon and its ATGM has exclusive firemode Top-Down
https://community.bistudio.com/wiki/Arma_3:_Missile_flight_profiles
Oh, this is what it is?
What I read is: it is only missile exclusive, not just for a bullet, am I correct?
Yeah it seems so. Sadge that it might indicates what I wanted to do is impossible
is it possible to make loadouts that are random?
class AI_Loudouts
{
class MinerLoadout
{
uniformClass = "U_C_WorkerCoveralls";
backpack = "B_LegStrapBag_coyote_F";
linkedItems[] = {"V_Safety_yellow_F","H_Construction_headset_yellow_F","G_Respirator_white_F","ItemCompass","ItemWatch","ItemRadio"};
weapons[] = {};
items[] = {"FirstAidKit","FirstAidKit","FirstAidKit"};
magazines[] = {};
};
};
so the headgear could be yellow, white, red, etc.
for a mission config*
would I need to create new loadouts for each varriation
What would be a reason of a magazine item showing a "premium item" label when seen in the inventory?
I've been looking for a concrete answer and what seems to be pointing towards it's inheritance and empty model fields, however, when inheriting we just use CA_Magazine as parent and that's it, no dlc or other mods content. Could it be that patches for magazines needs to be declared too?
Any insight would be appreciated
Thereβs a Config section where each item is listed out in what dlc itβs in and marked
It can be seen in the all in one Config
randomisation is best done on mission level as otherwise you can never have any exact loadout
thank you, turns out that leaving models with empty strings will prompt a dlc pop-up. Assigned them the weapons empty model and the problem was solved.
Hello I was wondering what the rules are regarding adding things to default assets in the games, for example;
class CfgVehicles
{
class ThingX;
class Land_Microwave_01_F: ThingX
{
simulation = "house";
author="$STR_A3_Bohemia_Interactive";
class Eventhandlers {init = "(_this select 0) allowdamage false;";};
};
};
I was told this violates the TOS, does anyone know if that's true? I want to be safe before I do anything, the goal was to stop specific objects from being destroyed and not having physics at a mod level.
Hey all, I'm having some trouble getting the new Modded Keybinding system to work: https://community.bistudio.com/wiki/Arma_3:_Modded_Keybinding. I've tried adding the following to my missionFile description.ext, config.cpp in a serverMod, and config.cpp in a client mod and none of them work to make this come up in the menu or in the config viewer.
class CfgUserActions
{
class FK_groupPing // This class name is used for internal representation and also for the inputAction command.
{
displayName = "3D Group Ping";
tooltip = "Create a 3d marker in the game world that your entire group can see.";
onActivate = ""; // _this is always true.
onDeactivate = ""; // _this is always false.
onAnalog = ""; // _this is the scalar analog value.
analogChangeThreshold = 0.1; // Minimum change required to trigger the onAnalog EH (default: 0.01).
};
};
class CfgDefaultKeysPresets
{
class Arma2 // Arma2 is inherited by all other presets.
{
class Mappings
{
FK_groupPing[] = {
0x25, // DIK_K
"256 + 0x25", // 256 is the bitflag for "doubletap", 0x25 is the DIK code for K.
"0x00010000 + 2" // 0x00010000 is the bitflag for "mouse button".
};
};
};
};
class UserActionGroups
{
class ExileKeybinds // Unique classname of your category.
{
name = "Exile"; // Display name of your category.
isAddon = 1;
group[] = {"FK_groupPing"}; // List of all actions inside this category.
};
};
The first paragraph of that wiki page explains it all:
As of 2.06, mods are able to define keys that can be bound by the user in the keybindings.
This means it has to be in a mod, and won't work in mission files (too late to register configs).
Yes, this was an attempt after trying both a serverMod and a client mod with the same configs and the same issue. I should clarify that in my OP
this config as-is does work on my machine (added CfgPatches section, packed into PBO, loaded into the game) π€·ββοΈ https://cdn.discordapp.com/attachments/737175675818999898/1036857691106197544/unknown.png
Is it possible for particles that are ejected as an effect from a weapon (eg shell casing), to not clip underground but lie on the surface as an object with physx? The casing model has Geometry (with mass), Geo Physx and LandContact LOD's.
TLDR; how to stop a particle going underground?
I don't think there's a reliable way (unfortunately)
I think there was the intention of having PhysX driven particles that could do that but I think it was abandoned
I ended up using Thing simulation (or thingX) but you wouldn't want to have too many of those around
Thanks Polpox and Kerc.
I had to go unfortunately, but am back now, heh-
How might I achieve that?
I did get a way to work, but it's kind of large and annoying to set up xD
params ["_unit","_occupation"];
if (isNil "ratchet_loadoutLoadoutArray") then { ratchet_loadoutLoadoutArray = [
["Miner",
[
missionConfigFile >> "AI_Loudouts" >> "MinerLoadout_1",
missionConfigFile >> "AI_Loudouts" >> "MinerLoadout_2",
missionConfigFile >> "AI_Loudouts" >> "MinerLoadout_3",
missionConfigFile >> "AI_Loudouts" >> "MinerLoadout_4"
]
]
];
};
_output = (configFile >> "EmptyLoadout");
{
if((toLower (_x select 0)) == (toLower _occupation)) exitWith {
_output = selectRandom (_x select 1);
};
} forEach ratchet_loadoutLoadoutArray;
_unit setUnitLoadout _output;
then config file has each loadout defined.
If I could have it so It's storing it that's an issue, I feel.
Maybe I could have a fake config file using SQF. Or maybe a combination. Config file has base loadout, then SQF has stuff that can be replaced.
loadouts = [
["Miner",[
[], // Weapons
["U_C_ConstructionCoverall_Black_F"], // uniforms
["B_LegStrapBag_coyote_F"], // Bag
["V_Safety_orange_F","V_Safety_yellow_F"], // Vest
["H_Construction_headset_orange_F","H_Construction_basic_orange_F"], // Helmet
["G_Respirator_white_F"], // Facewear
[["First Aid Kit",3]], // Items/Mags
[true,true,"",false,false] // Compass, Watch, Radio, Night Vision, GPS (?)
]
];
maybe something like this
or maybe if only the headgear/facewear need to be randomized you can use https://community.bistudio.com/wiki/BIS_fnc_unitHeadgear π€·ββοΈ
I don't know if I want more though so π
Anyone able to help with getting an ACE CSW mortar to work, ive got the ammo and mags made but they are getting deleted when put into the weapon system
has anyone here had a cfg for weapons retexting? couldnt find a good one in the forum as well
The turretalready is a cargoturret ans isPersonTurret is already set to 1. I've watched Offroad_01_unarmed_base_F config but i don't much understand how to make the character able to aim adding FFVActions since the animation is a move and not a gesture. Could you give me better explanations ?
step A: find some weapon with hiddenSelections enabled (i.e. arifle_MXC_Black_F);
step B: make a config that inherits from A and replaces author, displayName, baseWeapon, hiddenSelectionTextures[]. And don't forget to insert your weapon into CfgPatches' requiredAddons[]. Like ```sqf
class CfgPatches
{
class Meme_Weapon
{
author="Local memer";
name="Memed non-pink MXC";
url="https://www.arma3.com";
requiredAddons[]= {};
requiredVersion=0.1;
units[]={};
weapons[]={"arifle_MXC_Pink_F"};
};
};
class CfgWeapons
{
class arifle_MXC_Black_F;
class arifle_MXC_Pink_F: arifle_MXC_Black_F
{
author = "Local memer";
displayName = "!MEMED non-Pink MXC";
baseWeapon = "arifle_MXC_Pink_F";
hiddenSelectionsTextures[] = {"\A3\Characters_F_Orange\Headgear\Data\H_PASGT_blue_press_CO.paa"};
};
};```
step C: pack, load
step D: ???
step E: Profit!
Probably better to ask this in the ace discord
sadly didnt work im actually retexting a rocket launcher
which one?
the cfg
class CfgPatches
{
class TYPE_4_AT_RECOILESS_RIFLE
{
author="FreeBird0964";
name="Type 4 Rocket Launcher";
url="https://www.arma3.com";
requiredAddons[]= {};
requiredVersion=0.1;
units[]={};
weapons[]={"type_4_at"};
};
};
class CfgWeapons
{
class MLV_M20A1_launcher;
class type_4_at: MLV_M20A1_launcher
{
author = "Type 4 7cm Rocket Launcher";
displayName = "FreeBird0964";
baseWeapon = "MLV_M20A1_launcher";
hiddenSelectionsTextures[] = {"\type_4_at\texture\weapon\m56_co.paa"};
};
};
retexting a bazooka and call it the type 4 lol
which mod/dlc?
does the base launcher have hiddenSelections[] in its config?
nah
does the p3d model have selections defined that can be used to retexture it?
cant open the p3d with o2
then this is not a config question as the model/base config aren't set up for retexturing π€·ββοΈ
do you have any alternate ways?
if the model does not have retexturing setup it can not be retextured
you would have to talk to the author of the mod for that
Does anyone knows how to make a character able to move and aim when in the CargoTurret of a vehicle ?
with vanilla cargo animations?
not with a vanilla cargo animation
with vanilla FFV animations?
yes, the move is extended from Crew
now I dont understand
here is the config of the animation:
class CfgMovesMaleSdr: CfgMovesBasic {
skeletonName = "OFP2_ManSkeleton";
gestures = "CfgGesturesMale";
class States {
class Crew;
class charlieco89_PEPA_METZ : Crew {
file = "Charlieco89_RTM\charlieco89_PEPA_METZ.rtm";
canPullTrigger=1;
showWeaponAim=1;
disableWeapons=0;
disableWeaponsLong=0;
speed=1;
rightHandIKBeg=0;
rightHandIKEnd=0;
};
};
when i say move, i mean animation
so custom sitting animation?
yes it's a custom animation, the character is standing up, holding a metal bar
you would likely need to make a new FFV action set for it
the samples have a example of that called Test_FFV_Poses_F
do i really need to make new rtm files or can i use vanilla animation, use coeectTo and interpolateTo ?
your pose sounds like it might not fit with any vanilla one but you can try
I've tried to add some vanilla action just for testing but it doesn't seem to be doing something. Am I missing something ?
class Actions {
class FFV_BaseActions;
class ffv_01_Actions: FFV_BaseActions /// FFV positions have just a limited set of actions
{
upDegree="ManPosCombat"; /// this is for AI to properly handle raising and lowering of weapon
stop="AidlPercMstpSlowWpstDnon_G01"; /// "stop" is played as a standard action if nothing else occurs
stopRelaxed="AidlPercMstpSlowWpstDnon_G01"; /// "stopRelaxed" is played for AI instead
default="AidlPercMstpSlowWpstDnon_G01"; /// "default" is chosen if there is no engine input, but engine sends "stop" by default
Stand="charlieco89_PEPA_METZ"; /// "stand" action is used to lower the rifle
HandGunOn="AidlPercMstpSlowWpstDnon_AmovPercMstpSrasWpstDnon"; /// "handGunOn" is played if the soldier wants to switch to pistol
PrimaryWeapon="AidlPercMstpSlowWpstDnon_G01 "; /// "primaryWeapon" is used to go back to rifle from any state
Binoculars="charlieco89_PEPA_METZ"; /// "binoculars" is self-explanatory - used to switch to binoculars
die="charlieco89_PEPA_METZ"; /// "die" and "unconscious" actions are used when the solider dies
Unconscious="charlieco89_PEPA_METZ"; /// actually, when soldier hits damage == 1, "unconscious" is sent first
civil="charlieco89_PEPA_METZ"; /// "civil" action is used to switch to unarmed
};```
{
upDegree="ManPosHandGunStand";
stop="AidlPercMstpSlowWpstDnon_G01";
stopRelaxed="AidlPercMstpSlowWpstDnon_G01";
default="AidlPercMstpSlowWpstDnon_G01";
Binoculars="AidlPercMstpSlowWpstDnon_G01";
throwGrenade[]=
{
"GestureThrowGrenadePistol",
"Gesture"
};
Stand="AidlPercMstpSlowWpstDnon_G01";
die="AidlPercMstpSlowWpstDnon_G01";
Unconscious="AidlPercMstpSlowWpstDnon_G01";
GetOutLow="AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutLow";
GetOutMedium="AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutMedium";
GetOutHigh="AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHigh";
GetOutHighZamak="AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHighZamak";
GetOutHighHemtt="AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHighHemtt";
GetOutSDV="AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHigh";
};
};
};
class CfgMovesMaleSdr: CfgMovesBasic {
skeletonName = "OFP2_ManSkeleton";
gestures = "CfgGesturesMale";
class States {
class Crew;
class charlieco89_PEPA_METZ : Crew {
actions = "ffv_01_PistolActions";
file = "Charlieco89_RTM\charlieco89_PEPA_METZ.rtm";
canPullTrigger=1;
showWeaponAim=1;
disableWeapons=0;
disableWeaponsLong=0;
speed=1;
rightHandIKBeg=0;
rightHandIKEnd=0;
aiming="aimingRifleSlingDefault";
aimingBody="aimingUpRifleSlingDefault";
};
};
};```
what is the block name ? [code][/code] ?
I mean how do i use code block ?
Add start of your code ```cpp
and end of code ```
oh so this ` is what we call a second pin, i didn't know that
#arma3_config message
this is in pinned message at this channel
second pinned message
Is this inheritance correct?:
class CfgVehicles {
class Car_F;
class Wheeled_APC_F:Car_f
{
class AcreRacks;
class Rack_1;
};
class rhs_btr_base: Wheeled_APC_F {
class AcreRacks: AcreRacks {
class Rack_1: Rack_1 {
allowedPositions[] = {"crew"};
};
};
};
};
I just want to change allowedPositions
Original:
//class Car_F; // defined earlier.
class Wheeled_APC_F: Car_F {
class AcreRacks {
class Rack_1 {
displayName = CSTRING(dash); // Name is displayed in the interaction menu.
shortName = CSTRING(dashShort);
componentName = "ACRE_VRC103";
allowedPositions[] = {"driver", "commander", "gunner"}; // Who has access "inside" - anyone inside, "external" - provides access upto 10m away, "driver", "gunner", "copilot", "commander"
mountedRadio = "ACRE_PRC117F";
intercom[] = {"intercom_1"};
};
};
};
your position of rack_1 in the apf_f is not right
it needs to be under acreracks it seems
or inside the class
Like so?:
class Wheeled_APC_F:Car_f
{
class AcreRacks: AcreRacks{
class Rack_1;
}
};
are you defining your new FFV action as the gunner action of your FFV turret?
is there acreRack to inherit from in car_f?
no
Intermediate base class in 3...2...
I see, but i'm like... not seeing how to make it work
I'll try some things brb
just like in the original
if you dont intend to change the original, keep it like it was
class Wheeled_APC_F:Car_f
{
class AcreRacks
{
class Rack_1;
};
};```
I see. I'll try that
and when your mod config has acre confgi and whatever other configs you need to inherit from in required addons your config loads after those and applies whatever changes you want on top
do you mean i should use
gunnerAction = "ffv_01_PistolActions"
instead of
gunnerAction = "charlieco89_PEPA_METZ"
?
Thanks, that worked. Yeah I'm loading my mod after rhs_c_btr
whats your cargo turret class like?
original "rhs_btr_base" >> "AcreRacks" >> "Rack_1" isn't inheriting anything at all π€
yeah, but HorribleGoat help worked out
I can see the overridden config in the config viewer in-game
Now I just need to figure out how to add intercom usage to the BTR commander in the turned out seat(FFV)
the damn ACRE thing is so confusing
the turret class is like:
allowLauncherIn = 1;
allowLauncherOut = 1;
body = "";
canHideGunner = 0;
gun = "";
gunnerAction = "charlieco89_PEPA_METZ";
gunnerCompartments = "Compartment2";
gunnerInAction = "charlieco89_PEPA_METZ";
gunnerName = "Ladder Top";
isPersonTurret = 1;
maxElev = 45;
maxTurn = 0;
memoryPointsGetInGunner = "pos cargo pa";
memoryPointsGetInGunnerDir = "pos cargo pa dir";
minElev = -5;
minTurn = 0;
proxyIndex = 2;
```
{
limitsArrayBottom[] = {[0,0],[0,0],[0,0],[0,0]};
limitsArrayTop[] = {[0,0],[0,0]};
};
class TurretSpec {
showHeadPhones = 0;
};
class ViewGunner {
continuous = 0;
initAngleX = 5;
initAngleY = 0;
initFov = 0.75;
maxAngleX = 85;
maxAngleY = 150;
maxFov = 1.25;
maxMoveX = 0;
maxMoveY = 0;
maxMoveZ = 0;
minAngleX = -75;
minAngleY = -150;
minFov = 0.25;
minMoveX = 0;
minMoveY = 0;
minMoveZ = 0;
};
class ViewOptics {
initAngleX = 0;
initAngleY = 0;
initFov = 0.3;
maxAngleX = 30;
maxAngleY = 100;
maxFov = 0.35;
maxMoveX = 0;
maxMoveY = 0;
maxMoveZ = 0;
minAngleX = -30;
minAngleY = -100;
minFov = 0.07;
minMoveX = 0;
minMoveY = 0;
minMoveZ = 0;
speedZoomMaxFOV = 0;
speedZoomMaxSpeed = 1e+010;
};
};```
How can I have multiple || (OR) conditions?
Having more than 2 of these spits errors of invalidness at me.
So need 1 OR 2 OR 3 OR 4 OR 5
where?
((((1 OR 2) OR 3) OR 4) OR 5)
Having done lots of googling and config reading, I'm thinking that the information/config entries I want don't actually exist in Arma but I thought I'd ask...
I'm looking to tweak some plane flight models. What I was expecting to see if arrays of lift and drag coefficients vs. angle of attack of the wing.
However, this doesn't appear to exist anywhere.
'Envelope' in the Wiki is defined as
The lift properties (G) of the wing dependent of the actual speed of the aircraft. Each of the positions in the array corresponds to a relative speed expressed as a proportion of the 125% of maxSpeed of the vehicle. Relates directly to angleOfIndicence and airplane's mass and can be used to simulate various wing sizes and camber.
So does this mean we can tweak the overall performance of a wing only as a function of its speed and not angle of attack and that's somewhere hard coded in the game?
Nope, this still spat an issue.
Here is code
condition="
(((((('ResPack' in (items player)) || ('ResPack_40' in (items player)))
|| ('ResPack_30' in (items player)))
|| ('ResPack_20' in (items player)))
|| ('ResPack_10' in (items player)))
|| ('ResPack_5' in (items player)))";
End of line encountered '(' instead of '='
Does the error contain a line number?
it doesn't generates an error for me
somethiing else must be wrong in your script
Line number point in general direction of a problem, not directly at it. I've seen the difference of at least 4 lines between stated line number and its real position
sometimes the debugger doesn't return a line number :/
especially concerning action's conditions
Got a line and this condition was the line and the end of line encounter error that was reported
There is nowhere else around it, that has brackets.
class ACE_SelfActions
{
class ACE_Equipment
{
class CTG_open_ResPack
{
displayName = "Open Resuscitation Pack";
condition="
(((((('ResPack' in (items player)) || ('ResPack_40' in (items player)))
|| ('ResPack_30' in (items player)))
|| ('ResPack_20' in (items player)))
|| ('ResPack_10' in (items player)))
|| ('ResPack_5' in (items player)))";
exceptions[]=
{
"isNotInside",
"isNotSitting"
};
statement = "call CTG_fnc_open_ResPack; playSound3D ['ResPack\sfx\zip1.ogg', player,false,getposASL player, 0.6, 1, 0, 0, true];";
icon = "\ResPack\img\res_kit.paa";
};
};
};
\ResPack\config.cpp, line 94: '/CfgVehicles/CAManBase/ACE_SelfActions/ACE_Equipment/CTG_open_ResPack.': '(' encountered instead of '='
try putting your condition into one line.
As expected. Did nothing
Is this using addon builder with ext logging? as using it without doesnt give error until you launch with addon, which does give the error and termimates
"!(['ResPack', 'ResPack_40', 'ResPack_30', 'ResPack_20', 'ResPack_10', 'ResPack_5'] findIf {_x in [player] call CBA_fnc_uniqueUnitItems} == -1)";
Try this as your condition?
didnt get anything from addon builder about the issue.
looks like it worked
well addon builder and loading it didnt complain... however
tried opening self interact and this occured
params [
["_unit", objNull, [objNull>
22:38:00 Error position: <params [
["_unit", objNull, [objNull>
22:38:00 Error Params: Type Bool, expected Object
22:38:00 File /x/cba/addons/common/fnc_uniqueUnitItems.sqf, line 28
22:38:00 Error in expression <r _unit select 0);
};
};
_allItems arrayIntersect _allItems
}>
22:38:00 Error position: <arrayIntersect _allItems
}>
22:38:00 Error Type Array, expected Bool
22:38:00 File /x/cba/addons/common/fnc_uniqueUnitItems.sqf..., line 87
22:38:00 Error in expression <{_x in [] call CBA_fnc_uniqueUnitItems} == -1) && {[ACE_player, _target, ["isNot>
22:38:00 Error position: <== -1) && {[ACE_player, _target, ["isNot>
22:38:00 Error GIO pre stack size violation```
That is a nightmare to read. Just make your conditional check a function that you call
Its not a nightmare at all.. its fairly simple to read.
And what do you suggest the function to be?
my suggestion is: don't use new lines inside config strings π€·ββοΈ Literally your condition without any newlines works. As in: condition = "(((((('ResPack' in (items player)) || ('ResPack_40' in (items player))) || ('ResPack_30' in (items player))) || ('ResPack_20' in (items player))) || ('ResPack_10' in (items player))) || ('ResPack_5' in (items player)))";
or escape newlines with the \ as the literally last character of line
Could you use
(['ResPack','ResPack_5','ResPack_10','ResPack_20','ResPack_30','ResPack_40'] findIf {_x in items _player} != -1)
I literally did this. Like I have already said. AND it didn't work. #arma3_config message
I only use new lines to make things easier to read.
Which is I pasted the config of the whole thing, and I dont see anything else wrong with it, and no one has made any mention of anything being wrong.
AS I also mentioned, I removed that suggestion of yours and replaced it with MikeMF's suggestion AND it launched without an issue. ofc it broke ACE interactions. BUT thats not the point. The condition (The one you say works but it clearly doesn't whenever I have used it) was the reason why it wouldn't work.
MikeMF's condition caused some kinda error in which I am hoping Prisoners' works.
oo, I missed this, I didn't realize that you already provided that check method for condition
Is there documentation on what the "simulation" attribute on an ItemCore derived class does and what values it takes?
if you get yourself the all in one config dump file you can find class itemcore and search for simulation after that
also the wiki might have config reference page for it or cfgWeapons where it might be listed
@last cedar
I checked the Wiki, if it's in there it's beyond my search abilities.
How do I get the config dump file?
there is a diag scripting command to export all loaded config

