#arma3_config

1 messages Β· Page 3 of 1

long cargo
#

Only present in uniformClass

hearty sandal
#

i dont know what that means

long cargo
#

I configged a unit

#

the uniform it wears is the RHS yellow gorka

#

rhs_uniform_gorka_y_g

hearty sandal
#

so it likely means your config is not built right

long cargo
#

oof

tacit zealot
#

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.

nimble sequoia
tacit zealot
#

Idk, but kinda like how cannon shells have that thump-boom on every surface, I want to apply a laser fizzle to every surface

shy knot
tacit zealot
#

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;
    };```
dense forum
#

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
                    };
                };

            };
        
        };
};```
livid trail
#

Is it possible to define modules that will then be available in Eden editor with mission files, or is this limited to addons?

livid trail
#

Ok, seeing as description.ext can't edit CfgPatches, it seems to be impossible sadge

hearty sandal
#

Such things are addons only I believe

dense forum
#

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?

wintry tartan
#

Multiple pbos are not even a concern

#

Also regarded to the images, you can post link to the image like imgur

dense forum
#

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?

wintry tartan
#

We can't really say anything since we don't know what it contains

dense forum
#

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

wintry tartan
#

Why you want to overwrite G_Combat?

dense forum
#

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

wintry tartan
#

What's other config?

dense forum
#
{
    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

wintry tartan
#

Both uses G_Combat, which means both are overwriting the same goggle

dense forum
#

OKAY so thats not inheriting from g_combat

#

its just overwritting that class

#

they need unique classes there

#

thank you let me re-try

wintry tartan
#

The colon : means class child: parent, right is the parent

dense forum
#

so parent is none here

wintry tartan
#

Yes

dense forum
#

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

hearty sandal
#

No connection to model.cfg

#

Ah fixid on model makers. πŸ‘πŸ‘Œ

ebon pivot
#

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 thonk

#

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
hazy crow
#

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"};
        };
    };
};```
dry mantle
#

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)?

nimble sequoia
wintry tartan
#

RPG-42, which is based on RPG-32 IRL, that's where I place my bet

dry mantle
#

So any idea how I can get the ai to fire the launcher

potent loom
#

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?

shy knot
wintry tartan
#

Updated, VN loadorder is the only change so far

bright leaf
#

how do i know what causes this error?

nimble sequoia
shy knot
potent loom
#

Thank you

bright leaf
#

Where is the best place to learn how to import vehicles into the game if i get a finished model?

hearty sandal
#

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

bright leaf
#

@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

hearty sandal
#

dont buy

#

very risky

#

and if its lifemods its very very risky

echo grail
#

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

Lightshot

Captured with Lightshot

nimble sequoia
dusk thunder
#

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

Lightshot

Captured with Lightshot

wintry tartan
#

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?

novel lava
#

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

wintry tartan
#
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
novel lava
#

hmm

#

IFA3 did something similar for the DAK tanks to remove the zimmerit and I'm pretty sure that worked

wintry tartan
#

Do you have that vehicle/config?

novel lava
#

formating came out a bit weird

wintry tartan
#

Hmm I see no difference than mine

novel lava
#

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

wintry tartan
#

Damn

#

Left my house to slap Ded's face

worthy beacon
#

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 :

  1. What the proxy addres i must use (i used a proxy from helitransport of a3)
  2. How should i define the proxys to cargoturrets (proxy index not working for me)
  3. How should i make it working
hearty sandal
worthy beacon
#

12345 for normal cargo
6789 for FFV
All with same like proxy if help

hearty sandal
#

What's the path to the proxy?

#

Does it end with "cargo"

worthy beacon
#

A3/somting i dont remember/helitransport/cargo

#

Yes it is

#

The proxys work when they are normal cargo

hearty sandal
#

Then it could indicate the sitting action can't be found

worthy beacon
#

So let me back home and send some photos for more informations then we can figure out why this happening

hollow kelp
#

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;
nimble sequoia
# worthy beacon The proxys work when they are normal cargo

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.
shy knot
#

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

wheat sluice
#

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;
            };
        };
    };
};
shy knot
hearty sandal
#

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

shy knot
fair hearth
#

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?

hearty sandal
#

any mods in use?

fair hearth
#

ACE3 among others

hearty sandal
#

test stuff without mods first

#

in case some have some sort of view postprocessing stuff happening

fair hearth
#

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

hearty sandal
#

or could be in MP your code is generating multiple lights on top of each other?

fair hearth
fair hearth
#

Running just CBA gives the same results in SP. Which maybe points at the MP generating 1 light per player?

elder mason
#

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

worthy beacon
#

the proxy copied in view cargo LOD too

hearty sandal
hearty sandal
#

dont have it at hand

#

googling bi wiki character encoding guide should bring it up

worthy beacon
hearty sandal
#

@worthy beacon pls put config cpp to pastebin or sqfbin so we dont need to download it

worthy beacon
#

Sorry i dont have discord nitro

#

And i ignored sound classes

deep roost
#

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

twin plume
#

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?

shy knot
twin plume
hearty sandal
worthy beacon
worthy beacon
hearty sandal
#

is there a animation class for bell_Cargo01 action?

worthy beacon
#

And it also wont work when i use the vanilla animations

teal canyon
#

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
potent loom
#

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? meowawww

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

potent loom
# shy knot 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 😦

the mortar is from RHS and i have requiredAddons[] = { "rhs_c_heavyweapons" }; in the cfgpatches

tacit zealot
#

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.

molten musk
mortal dove
#

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.

ashen chasm
# mortal dove Is there any other help other than the BiWiki on civilian presence, specifically...

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 πŸ€·β€β™‚οΈ

#

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)

mortal dove
neat iron
#

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

tacit zealot
#

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.

potent loom
worthy beacon
nimble sequoia
neat iron
#

Ah

#

I dont have the selectionFireAnim in the config it seems

#

Is ghat under animation sources

nimble sequoia
#

"reference it in your vehicle turret config (selectionFireAnim = "zasleh";) "

neat iron
#

Rog, being dukb

neat iron
#

Possibly found the issue. Trying now

#

still bugged

neat iron
#

muzzle flash fixed

#

just need camera fix

neat iron
#

camera fixed

dry mantle
#

is it possible to have 2 bikeys in the keys folder of a mod? Lost my old private bikey reinstalling windows

hearty sandal
#

no

#

well yes

#

but not for 1 pbo

dry mantle
#

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

gleaming kiln
grizzled mason
#

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
        };
    };
};
molten musk
#

Is your folder named timmy_test in addons folder? And path to .paa is
@NameOfAddon/addons/timmy_test/data/red_test.paa

#

!rpt

charred sealBOT
#
Arma 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.

molten musk
#

You can find from RPT file issue , if there is something which cannot be loaded/ wrong path.

#

@grizzled mason πŸ‘†

grizzled mason
hallow quarry
#

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

wintry tartan
#

This command should do the trick

ashen chasm
#

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.

hearty sandal
#

This seems like simple solution πŸ‘Œ

hallow quarry
#

I made both A and B

hearty sandal
#

Then you can set the cup one to scope 1 in B

hallow quarry
#

Oh ok

#

I'll see what I can do when I get back home from uni

hearty sandal
#

It can still be loaded by missions etc so those won't break, but it won't be visible in editor

hallow quarry
#

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

paper path
#

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

hearty sandal
#

There's property to show/hide proxies

#

In config

paper path
#

belive its viewGunnerInExternal right?

hearty sandal
#

Yes that sounds familiar

paper path
#

i tried that and its still not showing up

hearty sandal
#

Then it could be turned in/out thing

ashen chasm
#

should a proxy also be there in basic LODs of vehicle as well?

hearty sandal
#

Firegeometry and reslods

paper path
hearty sandal
#

Gunners can turn in and out, like when peeking out of hatch

paper path
#

ahh

#

might need to just play around with my inheritence some more. possible i screwed up somewhere

hallow quarry
#

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.

wintry tartan
#
class Parent;
class FLPMC_SU34: Parent
{
};```Where `Parent` is the proper parent class
hearty sandal
#

Same classname can't be used twice

nimble sequoia
hearty sandal
#

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

hallow quarry
#

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

hearty sandal
#

Yes

#

If I understand right what you want to do

hallow quarry
#

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

hearty sandal
#

@faint spruce you could try editing the destruction effects class

latent monolith
#

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

paper path
hearty sandal
#

do you have gunneraction and gunnerinaction defined?

paper path
#

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)

hearty sandal
#

inaction is for the turned in state

#

but not all vehicles need it

paper path
#

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

paper path
hearty sandal
#

possibly

ashen chasm
paper path
#

its a turn in/out issue so far

paper path
#

alright, so i did get it to work. needed forceHideGunner = 1;, viewGunnerInExternal =1;, OutGunnerMayFire = 1; and inGunnerMayFire = 1; in my turret config.

latent monolith
#

@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

ashen chasm
#

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

latent monolith
#

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.

ashen chasm
#

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

latent monolith
# ashen chasm i'd say the most realistic way would be to get a sample bust from Arma 3 Samples...

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?

ashen chasm
latent monolith
ashen chasm
#

except "AfricanHead_01" is actually one level deeper, being configfile >> "CfgFaces" >> "Man_A3" >> "AfricanHead_01"

latent monolith
#

so to clarify,

this cfg is referencing another cfg?

ashen chasm
#

yes, as they frequently do

latent monolith
#

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?

ashen chasm
#

CfgHeads entry = model + mimic animations + selection names + some materials (?)
CfgFaces entry = CfgHeads classname + textures + some more materials (??)
CfgIdentities = CfgFaces classname + facewear + voice

latent monolith
hearty sandal
#

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

ashen chasm
#

and irredeemably skew your perception preventing you from ever working with other systems 🀣

hearty sandal
#

πŸ™

latent monolith
ashen chasm
#

everything is black magic

#

some things are just 75 layers of it

upper sluice
#

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?

hearty sandal
#

you mean like rifle?

upper sluice
#

Yeah.

#

Handheld automatic missile launcher azmoShrug

#

Something dumb that sounds cool to figure out more about config editing

shy knot
#

Or just make bullets that look like bullets but are actually missiles

upper sluice
shy knot
#

So, basically, copy a missile Config and change the model to a bullet

#

Because bullet missiles are fun

upper sluice
#

Gotcha, I'll try that next

#

Took an OW break

upper sluice
mortal dove
crystal aspen
#

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 !

shrewd osprey
#

Currently trying to make cyanide for OPTRE, does anyone have any insight on how I would go about doing that? Thanks :)

shrewd osprey
#

Ye

hearty sandal
#

meaning what exactly?

shrewd osprey
#

When you got into the ace medical menu, you can click on your head, then take the cyanide and it kills you

hearty sandal
#

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

grizzled mason
#

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 πŸ˜…

#

for context, i am trying to load the mod locally and the config.cpp was binarized with CfgConvert (didnt use addon publisher tool)

hearty sandal
#

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

delicate comet
#

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?

grizzled mason
hallow quarry
#

how do I add stuff to pre existing texture sources

#

do I have to write first

class TextureSources }```
#

{code}
};```
grizzled mason
hallow quarry
#

cup su34

#

I have some skins for cdf

#

and takistan

#

I just want to add them to the index

#

it worked

upper sluice
#

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?

molten musk
upper sluice
molten musk
#

You can paste part of weapon code and how its build

upper sluice
#

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.

molten musk
#

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 ?

shy knot
#

baseWeapon=β€œMy Modded Weapon Class Name”;

upper sluice
#

That would hide it outright? Interesting. I'm still really new to this.

shy knot
#

I’ve had this exact issue before

upper sluice
#

Gotcha

shy knot
#

Unless it’s a retexture of the exact same weapon

upper sluice
#

If it still doesn't show up, do I pray to code gods or something?

shy knot
upper sluice
#

It's just the Steve_30k_SM_GL_1; with different damage values and two extra ammo types.

molten musk
#

In cfgVehicles or CfgWeapons?

upper sluice
#

Weapons

#

@shy knot that fixed it, I'm dumb.

shy knot
# upper sluice <@266493686940958720> that fixed it, I'm dumb.

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"
        };
    };```
upper sluice
#

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

shy knot
#

Unless the rounds don’t exist. Add them to magazines of your modded weapon

upper sluice
#

Yeah I just typo'd the GL out of CONS_Flame_GL_Mag

shy knot
#

Lol

#

Happens to me all the damn time

#

I do all these edits

upper sluice
#

im coming off java and forgot like

#

20 ;'s

shy knot
#

Just to find that I typed something incorrectly

upper sluice
#

becausing im not used to needing a ; past the bracket

shy knot
#

Good thing it works now

#

Have fun

upper sluice
#

I still like this better lmfao

#

Thanks man

hallow quarry
#

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

hallow quarry
#

so if a agm-65 is available in both pylons will I see
AGM-65
AGM-65

molten musk
#

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

hallow quarry
#

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

molten musk
#

Test and see, and here is lot of knowledge ppl who will help you out if got some issues with configs

hallow quarry
#

ok

#

worst case scenario I'll just use smaller subsets

#

instead of B_missile_pylon

#

I'll break it down to smaller ones

latent monolith
#

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

latent monolith
#

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

hearty sandal
#

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.

tawdry coral
#

how do I do multiple functions? πŸ˜…

#
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

latent monolith
latent monolith
#

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

molten musk
#

Depends are doing via description in mission or in config.cpp in addon

#

The function will be loaded:
from config:

from description.ext:

west schooner
#

Is it possible to have the impact damage modifier on a specific piece of clothing instead or being tied to a unit class?

hearty sandal
latent monolith
jade depot
#

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.
pallid sierra
#

do you have to recreate a private bikey every time you go to modify your mod and resign it?

ashen chasm
#

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

delicate comet
#

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

shy knot
#

Is there a way to assign a certain head to a helmet?

#

Say, when I select a certain helmet, it’ll change the characters head to a custom one?

wintry tartan
#

Maaaaaaaaaaaaaaaybe a super complicated script will do

hearty sandal
#

Not through config alone. Would have to tap into whatever selection system is I used. Perhaps through inventory eventhandlers or some such.

hearty sandal
#

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

gleaming kiln
#

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

hearty sandal
#

Which eventhandler are you using?

gleaming kiln
#

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

dusk thunder
#

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

Lightshot

Captured with Lightshot

agile sequoia
#

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...

nimble sequoia
agile sequoia
#

True, tried to see if there's anything wrong with the repacking and that's a negative, so probably this.

nimble sequoia
#

line 19, missing {

#
{
    class I_Heli_light_03_dynamicLoadout_F;
    class AW159_Armed_dynamicLoadout: I_Heli_light_03_dynamicLoadout_F
    {    // <<<< this one
            class SimpleObject
            {
agile sequoia
#

Funny how a single missing thing makes for a headscratching search late night. Thank you

nimble sequoia
#

There won't be a modder here that this hasn't happened to. After a while it becomes the first thing to look for. πŸ™‚

agile sequoia
#

πŸ˜‚

agile sequoia
#

@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?

nimble sequoia
#

Can you show me the error message please

agile sequoia
#

This one says side, there's another which says 'scope' too

nimble sequoia
#

Do you actually need that class TransportBackpacks {} entry, as it's unchanged from the parent class you are inheriting.

agile sequoia
#

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?

nimble sequoia
#

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.

agile sequoia
#

Retex didn't work the way I wanted due to hiddenselections overwrititng everything. So reverting to a simpler approach which should work

agile sequoia
#

Well, that does work. Just doesn't scratch the itch as much as hoped

upper sluice
#

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.";
    };
agile sequoia
# nimble sequoia First I suggest you comment out all the class TransportXXXX stuff just to see if...

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 typoπŸ˜…
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.

agile sequoia
upper sluice
ashen chasm
# upper sluice So I've managed to get my gun to work, but for whatever reason it wants to use i...

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 πŸ€”
With that packed i can see both weapons and their magazines in Arsenal and crate equipment editors in 3DEN.
What can be checked:

  1. loading order/CfgPatches >> requiredAddons[], your mod should load after whatever it's taking for a base
  2. 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
  3. _weaponCfg >> magazineWell[] can lead to inherited weapon still accepting parent magazines if it's used.
  4. magazine config should probably be inherited as well, what you've posted gives a bunch of errors on my end πŸ€”
upper sluice
molten musk
shy knot
#

That’s your issue

upper sluice
#

Not physically looking at it but id written magazineWell[]={};

shy knot
#

Yeah, add that in and it should be using your mag now

upper sluice
#

I'll check when i get home then

stoic sphinx
#

How do I make one of my guns compatible with a scope from another mod?

upper sluice
#

Did that and it dropped Steve's 12rnd Autocannon but still ignored my Cons autocannon

stoic sphinx
#

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.

molten musk
stoic sphinx
#

I don't get it

#

u_u

molten musk
stoic sphinx
#

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.

ashen chasm
#

modifying the inherited stuff afterwards is hell notlikemeowcry

ashen chasm
#

at least for replacing the available optics

#

have i mentioned that working with inherited stuff is hell? notlikemeowcry

molten musk
gritty rune
#

hi, my bomb proxy stays behind on the pylon, while the fired proxy is dropped. What did I miss in the setup?

gritty rune
# shy knot 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?

glacial spear
#

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

hearty sandal
#

you should have just 1 that hides the first parts and shows second parts

#

as in swaps them around

glacial spear
#

how would i have two model cfg selections work off of one input would that be in the vehicle cfg or the model cfg

upper sluice
hearty sandal
#

but different hide and unhide values

glacial spear
#

so i can have two model cfg entries with the same animatiosource class name

#

great

hearty sandal
#

and then that source will power all the animations that have it as a source

#

car wheels work this way for example

glacial spear
#

so if source is user the can both link to the cfgvehicele animation source

stoic sphinx
hearty sandal
glacial spear
#

I’m trying to link it to the vehicle garage what should I use

hearty sandal
#

you should have specifically defined animation sources in your cfgVehicles class for the thing

#

inside class animationSources

glacial spear
#

Yes

hearty sandal
#
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

glacial spear
#

Oh okay I think I get it

#

Il give that a go tomorrow

hearty sandal
#

the wiki pages for model.cfg are your friend in these matters

jovial zephyr
#

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?

wintry fox
#

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
ico1scripts
ico3ico2<scripts>
ico1sounds
ico3ico2door_pound_zombies.ogg
ico1description.ext
ico1initServer.sqf
ico1mission.sqm
ico1onPlayerRespawn.sqf
ico2readme.md

molten musk
# wintry fox I'm not sure if this belongs here or in <#105462984087728128> but I'm having tro...

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

wintry fox
#

Or does that require the sounds to be a part of a mod

molten musk
wintry fox
#

The sound(s) I have defined in CfgSounds

molten musk
wintry fox
#

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

ashen chasm
#

best hell = automated hell. https://sqfbin.com/heniquzedavayawumubu seems to produce mostly valid config.bins to modify config classes with inheritance blobcloseenjoy
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

gritty rune
#

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

cursive cliff
#

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

hearty sandal
#

is the proxy pointing forward?

#

@gritty rune

gritty rune
hearty sandal
#

gunner and turret need to always face forward in the model and then the init turn takes care for the actual pointing direction

gritty rune
hearty sandal
#

AI has problems with that

nimble sequoia
#

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.

upper sluice
#

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?

nimble sequoia
#

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.

hearty sandal
#

this

neat iron
#

How do i force gunners sight to be the only first person view for a vehicle

true fossil
#

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;

neat iron
#

Ooh i’ll look now

true fossil
#

Yeah, just checked the namer ("B_APC_Tracked_01_rcws_F"), and that's the way to do it (under the NewTurret class)

neat iron
#

<3

upper sluice
#

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

ashen chasm
#

inb4 GTA-looking tank with a turret always looking back

upper sluice
#

It doesnt need to roll as long as the guns work Pepega

glacial spear
# hearty sandal ```cpp class yourThingy { class animationSources { class yourAnimationSo...

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

glacial spear
#

never mind i sorted it using a phase change

sullen fulcrum
#
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?

ebon pivot
#

ZEEK_fn_example.sqf but yes

sullen fulcrum
ebon pivot
#

depends where its defined

#

but you shouldnt need to use the full path for executing the code in a mission

sullen fulcrum
ebon pivot
#

how are you trying to find it

#

what is returning the error

sullen fulcrum
#

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";

ebon pivot
#

what is the init.sqf side

sullen fulcrum
#

what do you mean side

ebon pivot
#

what is in init.sqf

sullen fulcrum
#

it only contains call ZEEK_FunctionsA_example

#

which should be looking for functions/FunctionsA/fn_example.sqf πŸ€” or did I mess something up

ebon pivot
#

oh mb

sullen fulcrum
#

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

ebon pivot
#

what is in class example {};

sullen fulcrum
#

nothing

#

from what I got from the wiki, that is just prototyping the name of the function?

ebon pivot
#

you need file = "your\path\here"; i believe

sullen fulcrum
#

πŸ€”

ebon pivot
#

so file = "functions/FunctionsA/fn_example.sqf"

sullen fulcrum
#

what does biwiki mean by from description.ext: <ROOT>\Functions\Category\fn_functionName.sqf

#

in the example config it doesn't supply anything

ebon pivot
#

mission root -> functions folder -> category folder -> fn_functionname.sqf

sullen fulcrum
#

is it not automatically setting the path

ebon pivot
#

i believe it should do but iirc i had similar issues without file = there in the past

sullen fulcrum
#

is <ROOT> implied

#

or

ebon pivot
#

implied

#

no need to define it

#

its the same location as the description.ext effectively

sullen fulcrum
#

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 "

ebon pivot
#

your file is named fn_example.sqf, right?

sullen fulcrum
#

yes

#

I think something is missing, because the wiki is framing it like it is aware of the path based on the class definition

ebon pivot
#

then you need fn_example.sqf in the file = line πŸ˜„

ebon pivot
sullen fulcrum
#

ah

ashen chasm
#

call ZEEK_fnc_example, no?

ebon pivot
#

he hasnt pathed it properly in description.ext yet

sullen fulcrum
#

The error is now "undefined variable in call ZEEK_FunctionsA_example;"

sullen fulcrum
#
class CfgFunctions // Functions library
{
    class ZEEK { // ZEEK_fnc_exampleFunc

        class FunctionsA { // the function category

            class example {
                file = "Functions\FunctionsA\fn_example.sqf";
            }; // a function
            
        }

    }

}
ebon pivot
#

is what you should be calling

sullen fulcrum
#

πŸ€”

ebon pivot
#

the category is just a config organisation thing

sullen fulcrum
#

what is the purpose of categories if they are not used by the user

#

dang ok

ebon pivot
#

and function viewer organisation

#

ya most people just create different pbos for that level of organisation and such

sullen fulcrum
#

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

#

?

ebon pivot
#

should be the same

sullen fulcrum
#

I mean you don't store it in description.ext

#

for mods

ebon pivot
#

correct but cfgfunctions as a whole

#

in mods its in a config.cpp

sullen fulcrum
#

And when you call a function from CfgFunctions you call TAG_fnc_funcName, and the engine uses the CfgFunctions to find the right script?

ebon pivot
#

dont know if thats accurate for what the engine does or not but for all intents and purposes yes

ashen chasm
#

And you can use the default path without explicitly specifying the file=whatever

sullen fulcrum
ebon pivot
#

oh you dont have functions ignore, for mods

ashen chasm
sullen fulcrum
#

hmm

#

let me try now

#

Ah, it works

#

that makes sense

shrewd blade
sullen fulcrum
#

I see

#

Well I am a beginner so I am trying to learn the best conventions so I do not get unorganized

wintry tartan
#

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

novel lava
#

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.

agile sequoia
#
    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?

ashen chasm
#

B_GMG_01_high_F doesn't have class Turrets defined inside it; B_HMG_01_high_F does.

agile sequoia
#

Then where should I inherit from, for the GMG?

#

Or is that unnecessary completely?

ashen chasm
agile sequoia
#
  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?
ashen chasm
#

πŸ€·β€β™‚οΈ 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).

agile sequoia
#

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

ashen chasm
#

ye. And it looks like i've overcomplicated things for myself and going all the way deep into inheritance isn't needed πŸ€¦β€β™‚οΈ

agile sequoia
#

That did help me find the core issue finally πŸ˜„

#

It had escaped me before.

nimble lodge
#

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?

ashen chasm
#

i'm pretty sure each and every unit has the side defined in its config directly πŸ€”

nimble lodge
#

I am pretty sure you still need a CfgPatches to make sure everything is tidy

ashen chasm
#

so you intend to redefine faction and each and every unit? Factions seem to be located in class CfgFactionClasses in configFile root

hearty sandal
nimble lodge
#

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

hearty sandal
#

unit compositions perhaps then?

#

thing is, what you want to do is not as easy as you might think

ashen chasm
#

group side or [_unit1, _unit2] join _groupOfNeededSide πŸ€·β€β™‚οΈ

hearty sandal
#

there is no 1 file and one class to change

#

you would have to rewrite/copy a huge amount of config

nimble lodge
#

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

hearty sandal
#

no thats has nothing to do with this

nimble lodge
#

Sorry I mean autogen.hpp looking file

hearty sandal
#

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

nimble lodge
#

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

hearty sandal
#

alive methods are only for alive

nimble lodge
#

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

agile sequoia
#

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.

ashen chasm
#

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 πŸ€”

#

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?

ashen chasm
agile sequoia
#

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

ashen chasm
agile sequoia
#

nice

ashen chasm
#

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 (?)

agile sequoia
#

Probably so

#

any ideas as to what could be an alternative

shy knot
#

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?

potent loom
#

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

hearty sandal
#

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

shy knot
#

Was curious if that was possible through model.cfg and not having to do a whole RTM for it

shy knot
#

They have a T72 or T64 type autoloader in mind atm

hearty sandal
#

Yeah that sounds like it would be possible.

nimble sequoia
ashen chasm
#

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 πŸ€”

nimble sequoia
#

If you want easy, Arma is the wrong engine πŸ˜‰

#

but the revolving source would be your best bet, with an appropriately sized magazine

ashen chasm
#

*three magazines that change accordingly XD

nimble sequoia
#

No, but OP already said that wasn't required

ashen chasm
#

ye, i've missed that, sorry

#

then yes, "rotate one index, fling the feeding arms" sounds really possible

nimble sequoia
#

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.

agile sequoia
#
    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.

hearty sandal
#

you must keep turret inheritance complete

#

otherwise you break them

ashen chasm
ashen chasm
hearty sandal
#

complete from whatever base class you inherit from to last vehicle class you have

sullen fulcrum
#

Beginner here, can someone summarize what Configs are as a concept in engine/scripting? Any caveats I should know?

agile sequoia
#

Interesting..

#

Thank you for the insights @hearty sandal @ashen chasm

agile sequoia
hearty sandal
teal sluice
#

Is it mandatory to fill out units[], weapons[], magazines[] and ammo[] in CfgPatches?

hearty sandal
#

yes

#

otherwise some things wont work

#

like Zeus

agile sequoia
ashen chasm
#

define "same trouble", i don't think i've seen it posted anywhere πŸ€·β€β™‚οΈ

hearty sandal
#
    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

hearty sandal
#

youu probably dont have P drive set up?=

agile sequoia
#
// 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;
        };
    };```
hearty sandal
#

aand what are you packing the pbo with?

agile sequoia
#

so that's the case...

hearty sandal
#

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

agile sequoia
#

odd, shows no errors

hearty sandal
#

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

agile sequoia
#

Guess I'll try checking more

hearty sandal
#

pastebin the whole config perhaps?

#

(or setup modding tools so you have p drive and mikeros tools and let PboProject do the checking)

agile sequoia
agile sequoia
hearty sandal
#

and I get the sentiment but it would have already been less time to set it up than debug this issue

agile sequoia
#

Mikeros Tools, I recently came back to playing ARMA after a long pause

#

And it's what I used to use back then too

hearty sandal
#

so pboProject?

agile sequoia
#

Looks like MakePBO, I'm using Eliteness GUI

hearty sandal
#

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

agile sequoia
#

Usually don't, I'm just getting into quite the debacle ever since going into the turret class dealings lol

hearty sandal
#

make sure you are actually running the latest pbo and not old version

hearty sandal
agile sequoia
#

Perhaps..

ashen chasm
#

it seems to point to the line 43 before the actual error πŸ€·β€β™‚οΈ

#

line 6766: class HMG_01_high_A_base_F : HMG_01_A_base_F:

hearty sandal
#

there we go

#

πŸ‘

agile sequoia
#

Once again, needle in a haystack problem...

#

πŸ˜‚

#

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.

agile sequoia
#

Thank you both for the extensive error disposal.

agile sequoia
#

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...

hearty sandal
#

the models are all one yes

agile sequoia
#

Even more ambitious, change the FLIR of the MQ-12 Falcon into a gunpod, but guess that's impossible without touching the model....

hearty sandal
#

you can not do any visual changes

agile sequoia
#

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

agile sequoia
#

driverOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UGV_01_Optics_Driver_F.p3d";

Are the optics external then?

hearty sandal
#

that is the overlay that is show when in optics mode

agile sequoia
#

I see

agile sequoia
#

I mean, it's 2035+.... it wouldn't be too stupendous to see a flir pod that shoots 6.5 rounds, eh?

agile sequoia
#

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...

hidden garnet
#

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

wheat sluice
#

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.

hidden garnet
#

Is there any way I can easily find which mods causing this without having to strip mods one by one?

wheat sluice
#

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.

hidden garnet
#

thanks for the help really appreciate it

ashen chasm
#

oops, sorry, replied to wrong message

#

@hidden garnet ^

wheat sluice
#

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?

agile sequoia
#

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?

ashen chasm
agile sequoia
#

Thank you

last cedar
#

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.

sullen fulcrum
#

What can I ascertain from CfgWeapons?

hearty sandal
remote mist
#

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";
        };
    };
    
  };
ashen chasm
remote mist
#

We'll find out

#

The array syntaxes have been changed, checking it now

#

Fixed it

#

Syntax was borked

faint spruce
#

How can i make a character able to aim and use his weapon when inside the turret or the cargo seat of a vehicle ?

wheat sluice
#

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

wintry tartan
#

How do I make a magazine-exclusive firemode? ie Rhino's cannon and its ATGM has exclusive firemode Top-Down

#

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

tawdry coral
#

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

fleet adder
#

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

shy knot
#

It can be seen in the all in one Config

hearty sandal
fleet adder
stuck nest
#

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.

verbal quiver
#

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.
    };
};
strong shuttle
#

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).

verbal quiver
ashen chasm
nimble sequoia
#

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?

wintry tartan
#

I don't think there's a reliable way (unfortunately)

novel lava
#

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

nimble sequoia
#

Thanks Polpox and Kerc.

tawdry coral
#

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

ashen chasm
tawdry coral
#

I don't know if I want more though so πŸ˜…

stiff mesa
#

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

sullen fulcrum
#

has anyone here had a cfg for weapons retexting? couldnt find a good one in the forum as well

faint spruce
ashen chasm
# sullen fulcrum has anyone here had a cfg for weapons retexting? couldnt find a good one in the ...

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!

shy knot
sullen fulcrum
ashen chasm
#

which one?

sullen fulcrum
#

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

ashen chasm
#

which mod/dlc?

sullen fulcrum
#

mod mlv was given by the dev

#

have you retexted a rocket launcher?

ashen chasm
#

does the base launcher have hiddenSelections[] in its config?

sullen fulcrum
#

nah

ashen chasm
#

does the p3d model have selections defined that can be used to retexture it?

sullen fulcrum
#

cant open the p3d with o2

ashen chasm
#

then this is not a config question as the model/base config aren't set up for retexturing πŸ€·β€β™‚οΈ

sullen fulcrum
#

do you have any alternate ways?

hearty sandal
#

you would have to talk to the author of the mod for that

faint spruce
#

Does anyone knows how to make a character able to move and aim when in the CargoTurret of a vehicle ?

hearty sandal
faint spruce
hearty sandal
#

with vanilla FFV animations?

faint spruce
#

yes, the move is extended from Crew

hearty sandal
#

now I dont understand

faint spruce
#

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

hearty sandal
#

so custom sitting animation?

faint spruce
hearty sandal
#

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

faint spruce
hearty sandal
#

your pose sounds like it might not fit with any vanilla one but you can try

faint spruce
# hearty sandal 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";
            
        };
    };
};```
hearty sandal
#

if you paste config please use code block blobcatsweats

#

(second pin)

faint spruce
hearty sandal
#

πŸ˜…

faint spruce
#

I mean how do i use code block ?

molten musk
faint spruce
molten musk
hearty sandal
ionic warren
#

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"};
            };
        };
    };
hearty sandal
#

your position of rack_1 in the apf_f is not right

#

it needs to be under acreracks it seems

#

or inside the class

ionic warren
hearty sandal
hearty sandal
hearty sandal
#

then not like that

#

cant have : AcreRacks if there is no AcreRacks to inherit from

ashen chasm
#

Intermediate base class in 3...2...

ionic warren
#

I'll try some things brb

hearty sandal
#

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;
        };
    };```
ionic warren
#

I see. I'll try that

hearty sandal
#

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

faint spruce
ionic warren
hearty sandal
ashen chasm
ionic warren
#

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

faint spruce
# hearty sandal whats your cargo turret class like?

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;
                };
                };```
mortal dove
#

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

ashen chasm
#

where?

faint spruce
fair hearth
#

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?

mortal dove
# faint spruce ```((((1 OR 2) OR 3) OR 4) OR 5)```

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 '='

ashen chasm
#

Does the error contain a line number?

faint spruce
#

somethiing else must be wrong in your script

ashen chasm
#

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

faint spruce
#

especially concerning action's conditions

mortal dove
#

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 '='

cloud saddle
#

try putting your condition into one line.

mortal dove
mortal dove
cloud saddle
#

"!(['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?

mortal dove
#

looks like it worked

mortal dove
#

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```
bleak crest
mortal dove
#

Its not a nightmare at all.. its fairly simple to read.
And what do you suggest the function to be?

ashen chasm
#

my suggestion is: don't use new lines inside config strings πŸ€·β€β™‚οΈ 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

molten musk
#

Could you use

(['ResPack','ResPack_5','ResPack_10','ResPack_20','ResPack_30','ResPack_40'] findIf {_x in items _player} != -1)
mortal dove
#

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.

molten musk
last cedar
#

Is there documentation on what the "simulation" attribute on an ItemCore derived class does and what values it takes?

hearty sandal
#

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

last cedar
hearty sandal