#arma3_config

1 messages · Page 4 of 1

last cedar
#

Ah! thx, I'll look for that. Really hoped there was more comprehensive documentation, tho

faint spruce
#

Does anyone have an idea about how can i make a character able to aim and use his weapon when inside of a CorgoTurret ?

last cedar
#

Different question, in CfgUIGrids, the pattern for variables is


class Variables {
  VARNAME[] = { { X, Y, W, H }, A, B };
};

What are A and B for?
When I see them defined they're usually a cell size, like GUI_GRID_W/H, but they do not see to do anything. At least I've not seen any effect yet.

faint spruce
#

Which parameter determines the position of the gunner in a CargoTurret ?

shy knot
jade turret
#

hello any helpers out here?

wintry tartan
#

...With what?

jade turret
#

i'm creating a config for a heli but i have a problem (its my first time doing a config btw)

fair hearth
#

Anyone here know much about the 'radar' displays in the left and right panels?
I.e. VehicleSystemsDisplayManagerComponentLeft/Right

I think I should have inherited all of this info plus the sensors in SensorsManagerComponent from the Vanilla Wipeout (or what ever it's called.)

However, when I pan the TGP camera about, the 'radar' display doesn't update the cones where the TGP is looking like the vanillla plane.

Any ideas what causes this / what I've missed to ensure this works?

jade turret
#

i cant post pictures in here

jade turret
wintry tartan
#

Why?

jade turret
#

so i could show the issue

#

it wont post here

wintry tartan
#

Well, in case you don't know, you've done two do NOT's in IRCs.

  1. Do not ask to ask, just ask.
  2. Do elaborate than “I have a problem”
jade turret
#

nvm

#

ill ask someone else

harsh hamlet
#

Guys, im having an issue. I've signed some files with a server key and its accepted on every other files, but when I try to join my server, 2 addons aren't taking the key despite using the same key as the other files, any helpers?

wintry tartan
#

¯_(ツ)_/¯

harsh hamlet
#

I have a screenshot, if needed

#

Oh, it let me post it

jade turret
#

lol you can post pictures

wintry tartan
#

Which software you've used to pack the pbo?

harsh hamlet
#

PBO manager

hearty sandal
wintry tartan
#

Oh that's why

#

Do NOT use PBO Manager to pack

#

Use at least Addon Builder from Arma 3 Tools to pack

harsh hamlet
#

I'll give that a go

#

Thank you

#

Been a long time since I've done this kekw

hearty sandal
#

to post pictures, you have to post the link to it, direct embed does not work for regular users

wintry tartan
#

Also, in case you don't know, a PBO cannot have more than 2 Gigs or will fail to sign silently. I don't think it is a case this time though

hearty sandal
#

and you may need to verify yourself at the bot channel 🤔

#

dont remember if that was requirement

jade turret
wintry tartan
#

A selection can have one texture, nothing more or less

hearty sandal
#

this 👆

jade turret
#

oh alright, those names like camo1 can be named anything actually?

hearty sandal
#

they are selections on the model

wintry tartan
#

No, a model defines camo1, the exact name should be used

jade turret
#

so how would i get those names on a model to use it in the config?

hearty sandal
#

check the original config

wintry tartan
#

For what purpose? If it is just a retexture, you don't even need to think about it

jade turret
#

so last question

#

the original config is a BIN file, how do i convert it to CPP

hearty sandal
#

for retexture you need to just inherit the original class to get all the stuff from it to your new config class that you dont need to change

#

also retexturing is making a new mod, not altering the original

wintry tartan
#

An official integrated way is CfgConvert

jade turret
#

alright, thank you for the help you both, i'll try to make this mod

wintry tartan
#

But EVERY loaded config in game is always readable in in-game Config Viewer

jade turret
#

ye

shy knot
#

Is there a formula for degrees a second for turret traverse?

nimble sequoia
tawdry coral
#

One of the mods I have uses stuff from another mod. One of which is a helicopter. The mod has it's own version of pilots, so the crew is set as such. crew = "NewPilot"; however in game, the driver is 'NewPilot' but the gunners are still old units.

nimble sequoia
#

For example:

crew = "NewPilot";
class Turrets: Turrets
{
    class MainTurret: MainTurret
    {
        gunnerType = "NewGunner";
    };
};```
tawdry coral
#

ah, that makes sense 😅
gunnerType is the unit I want in there?

nimble sequoia
#

Yes, a man class.

tawdry coral
#

if it's left to "" would it just use the crew of what ever is the current class?

#

seperate question, is there a way to go back a page in the config viewer? xD

nimble sequoia
tawdry coral
#

wait- where would turrets be? 😅

nimble sequoia
tawdry coral
#

in the config view

#

link?

nimble sequoia
#

Steam Arma 3 workshop, search

tawdry coral
#

is it client side? Or will I get in trouble for using it on a server? (I can see myself accidently loading it xD)

#

either way, I'ma use it, but ya know :P

nimble sequoia
#

General rule, don't load any mods that the server doesn't tell you are ok.
Sensible server owners will have bikey checking enabled which will prevent anyone joining with disallowed mods.

tawdry coral
#

that's fair

tawdry coral
#

hia again 😅

#

So I'd want to do:

class NewHeli : OldHeli {
  ...
  class Turrets : Turrets {
    class MainTurret : MainTurret {
      gunnerType = "NewMan";
    };
  };
};

yea?

#

That'd make it so it was ONLY changing the turret's man right?

ashen chasm
#

if you define all parent classes correctly, then yes

tawdry coral
#

someone else has defined OldHeli and it's turrets, and that file is a bin

#

oh actually maybe I should also ask

#

Is it ok to make something using someone elses stuff like this? 😅

#

Assuming I will have dependancies and credit and stuff

ashen chasm
#

you can always browse all loaded stuff via in-game config editor

tawdry coral
#

oh yea I know.

fiery anvil
#

Been having trouble with my Space Marine helmets and setting up other colored variants of them

#

The 2nd variant always just uses the texture of the 1st one and never what it's supposed to use

hearty sandal
fiery anvil
hearty sandal
#

yes

#

though techincally its the opposite way, you set the camo selection to the faces that have that texture

#

camo selection comes second

#

and surface can have texture even without camo selection

nimble sequoia
# tawdry coral That'd make it so it was ONLY changing the turret's man right?

Yes, although you will also need some lines before what you have posted to make the OldHeli class and it's turrets available.
As long as your NewHeli has a unique class name (usually each modder or team has a tag, that they put before all their classes, such as uk3cb_newHeli) then your mod requires the existing mod as a pre-requisite and just creates new classes built on it.
There may be some mods that put exceptions on this, so check their license first, but most are happy for you to build on or modify, through code, as long as they are kept as a workshop pre-requisite and not ripped/repacked.

teal sluice
#

Can someone explain me this:

In my mpmission I have several GUI settings definied in description.ext. Some went to RscTitles, some are directly into description.ext - why is it?

kindred viper
#

What value do I need to change to simply move a part of an MFD/HUD of a vehicle in a certain direction without breaking its dynamic movement?

#

There's an aircraft which has an incorrectly centred impact point - it points above where the impact actually is. However the MFD itself shows the correct range to where said impact point should be, just not the visual part of it. I want to write a compat that fixes this

hallow quarry
#

do we know how much does +25 in armor does. I want to make a vehicle variant and the original has 150 in the "armor =". So I would like to know how much strocnger it would be with 175 armor

hearty sandal
hallow quarry
#

οk

#

so is there a way to calculate in game what will happen

#

like the vehicle will survive an extra missile

hallow quarry
#

like a damage calculator

ashen chasm
#

with the damage calculation spread over at least half a dozen places with not all of them readily available from the game (or game files)? I kinda doubt it, tbh

hearty sandal
#

Missiles often have far more power than needed for a kill so I don't think armor is the place to do such change. It would also affect other weapons. You may want to look into setting up some sort of damage eventhandler

hallow quarry
#

oh ok

worldly crag
hearty sandal
#

whats the usecase? It sounds like rather complicated calculation and im not sure if one can even reasonably do so.

#

perhaps there is some other way to do what you need it for @worldly crag

worldly crag
#

the use is aimed to find the the minimum distance to stay safe, during a CAS mission, when a bomb hit the target and friendlies are around. Does it make any sense?

hearty sandal
#

well given that the situation is always moving and even if one calls a strike to X spot that is safe way away, people can move into the danger zone before the strike hits. so that kind of accuracy may not really be worth the effort

worldly crag
#

Yeah sure . But this is the worst situation. However, we need to start from a certain range. Do you know how to calculate it or where tables of indirect range are for all weapons are?

hearty sandal
#

I dont and there are no ready tables for that

#

You can never make it safe as bombs and rockets never hit that accurately either.

worldly crag
#

weapons accuracy is another important variable but for my purpose I will not take it into consideration assuming that it will always hit the given point.

#

I know that it is a painful process but I want to go for it. is there any wiki page where to find the list of "cgfAmmo" for each weapon?

hearty sandal
#

no

#

dont think so

#

you can parse such data out of the config with scripting commands

worldly crag
#

ok thank you so much

rustic cape
#

I'm trying to understand the mod support feature of enableDebugConsole

#

I think if it accepts 2 as a value, it probably also accept 1

#

but where are we supposed to add this parameter ?

#

since it is supposed to go in a signed addon, it is not supposed to go in mod.cpp

#

sooooo.... CfgPatches ?

grand zinc
#

config root

#

next to CfgPatches, not inside it

rustic cape
#

that is unusual

#

is there other parameters using this same technique ?

#

how would be handled multiple mods having this parameter with different values ? Keeping the most permissive one ?

grand zinc
ashen chasm
#

highlander.jpg

hallow quarry
#

is there a way to turn the MLRS into a mobile sam

hearty sandal
tacit zealot
#

Is it possible to have a weapon with a permanently attached muzzle device not built-in to the model? i.e. it has a sound suppressor attachment that the player cannot remove

hearty sandal
#

Yes no

novel lava
#

...it is? i thought you had to build it into the weapon model to achieve that

hearty sandal
#

Oh true correct I read the question wrong

tacit zealot
#

My first thought was that there might be something that "locks" the suppressor slot, similar to how Fighter Pilot helmets have an integrated NVG, but that system is quite different.

shy knot
tacit zealot
#

Funny thing is - I'm doing the opposite. I want to use a magazine-swapped AK-12 (Apex) and a long suppressor for the barrel to make a fake SVD

shy knot
#

You can make the suppressor be the only option for the muzzle or make a new class that inherits from the AK and make it have the suppressor by default

tacit zealot
#

That was my plan to make it default, but that means I need to disable removing it

shy knot
#

Not sure if that’s possible tbh. Though, I haven’t looked into doing that

hearty sandal
#

Could perhaps be done through inventory eventhandlers but it's a bit hacky.

shy knot
#

So, I have a vehicle, it works and everything. The only issue I'm having is that when you place it down in eden, it shows one color but then randomizes to another color

#

Anyway to stop that so it remains on the color it was spawned as?

hearty sandal
#

it might inherit a property to do so

shy knot
hearty sandal
#

could be. check the vehicles config in game config viewer to see what it has eaten

stray sage
# shy knot So, I have a vehicle, it works and everything. The only issue I'm having is that...

That happens with all assets depending on their config(incl. vanilla assets, commonly can be seen on civilian cars). The reason of difference is because, each time vehicle is created, it goes through a randomization(separately in 3den and on mission start if there is no 3den attribute to manipulate the particular feature of the vehicle, which would be specifically changing the feature after this randomization is done). If you do not want it to happen, you should use
_vehicle setVariable ["BIS_enableRandomization", false];
If you want it never to happen, since it is your vehicle, you could write it into init function of your vehicle and it should be working. If you want particular feature to not be randomized such as color but still keep randomization on animations like hideAnims, then I believe you would need to write a tiny script and config for 3den interface to store the randomized color in 3den and preserve it on mission start.
If this does not solve your problem, then it is probably something else.

viral dragon
#

I'm making a simple config mod to switch around some weapon sounds. I have not done this before but I've got it mostly working. However, one entry is giving me trouble:
https://pastebin.com/dPytacPt
In this weapon, I'm overriding the soundSetShot property in the StandardSound property of the Single fire mode. This works fine for other weapons I'm doing the same for. But for this weapon, it generates an error:

No entry 'bin\config.bin/CfgWeapons/US85_MAAWS/Single.SilencedSound'.
Here's the thing: the weapon I'm modifying does not have a SilencedSound property. None of the weapons it inherits from have that property. I know a lot of weapons do, but the original weapon does not, and it did not cause this error before I modified it. Yet, as far as I can tell, I've done nothing to make it think it needs that property when it didn't before. So...I'm confused.

ashen chasm
#

class BaseSoundModeType {}; always looks sus. Is your intention to clean the contents of that class there? 🤔

viral dragon
#

I mean, I guess? I just copied that from the JSRS config.
As far as I can see, that class is empty in all cases anyway. (Before I modify it, I mean)

ashen chasm
#

maybe try to add sounds[] = {"StandardSound"}; into the class Single so it doesn't search for default silenced sound then? 🤔 At least vanilla MRAWS seems to redefine that

#

and the root Mode_SemiAuto you inherit from defines sounds[] = {"StandardSound","SilencedSound"}; so that's probably where it comes from

viral dragon
#

The original US85_MAAWS Single class already does that. Shouldn't that be inherited since I don't change it?

#

As it turns out, no, it is not inherited. My mod is just resetting every property to the Mode_SemiAuto default. That's...bad. I guess it means JSRS is also doing that but that's their problem.
So how do I only insert my modified properties without having to manually write out every property that the original class changes from its parents?

ashen chasm
#

well, when i test that on my machine (although with merging the config in diag branch) it doesn't seem to rewrite that 🤔 Maybe the loading order is in play here somewhere as well?

viral dragon
#

I don't really know enough to diagnose that

#

My mod's requiredAddons includes the addons I'm changing and using sounds from. That should mean my mod is loaded after them...I think.

ashen chasm
#

yes, it should

viral dragon
#

Okay, I looked at the other classes I'm changing, and this MAAWS class is the only one that's affected by this. All the others retain their other original properties.

ashen chasm
#

maybe it has some other inheritance path or something?

#

like Single being redefined at US85_launcherBase or US85_Launcher_AT level?

#

leading to class Single: Mode_SemiAuto jumping over that?

#

as in: it can have no definition in US85_MAAWS config at all and still show up there because it's present in some parent class notlikemeowcry

viral dragon
#

It looks like US85_MAAWS:Single is inherited unchanged from US85_Launcher_AT:Single, which is where the changes are actually made. I don't want to make my changes at the US85_Launcher_AT level, because that would affect other weapons that inherit from it.

ashen chasm
#

like, for the vanilla, if you enter configfile >> "CfgWeapons" >> "launch_MRAWS_sand_F" >> "Single" into the debug console, you get bin\config.bin/CfgWeapons/launch_MRAWS_base_F/Single output

#

then you probably need to define US85_Launcher_AT:Single base class, then inherit your Single from that Single meowsweats

#

into something like ```hpp
class US85_launcherBase;
class US85_Launcher_AT: US85_launcherBase
{
class Single;
};

// MAAWS
class US85_MAAWS: US85_Launcher_AT
{
    class Single: Single
    {
        class BaseSoundModeType {};
        class StandardSound: BaseSoundModeType
        {
            soundSetShot[] = {"Launcher_MRAWS_Shot_SoundSet","Launcher_MRAWS_Tail_SoundSet"};
        };
    };
};```
viral dragon
#

Okay, I'll try that

#

That seems to have fixed it. Thanks for the help!

tawdry coral
#

can I make markers for a mission?

mortal dove
tawdry coral
#

sorry. I was wondering why drawIcon wasn't working and was thinking I had to make the texture be in the config or something for it to work. I got it to work however! Thank you ^^

#

To the AI, Helipads are a special thing that actually is prefered to land on compared to just random ground, right?
How does a helipad become a helipad? I assume something in the config tells the game the object is a helipad?

hearty sandal
#

it tied to the parent class

#

all classes under/child of the "default helipad" class

tawdry coral
#

what is the default class? HeliH?

hearty sandal
#

dont remember off the top of my head but that sounds familiar

tawdry coral
#

Maybe CUP is overwriting it then? Idk-

hearty sandal
#

no they are not

tawdry coral
#

wait why is this-

#

Parents: All, Static, Building, NonStrategic, HeliH, Helipad_base_F <- Config Viewer for the vanilla invisible helipad.
HeliH is apparently from addon "CUP_CAMisc"

ashen chasm
#

the same config can be define in multiple addons. HeliH is present in base 🤷‍♂️

#

CUP touches it - CUP shows as the last addon modifying it

tawdry coral
#

Well, another thing shows A3_(something I forget what 😅 ) and also another addon

#

so- huh

hearty sandal
#

many mods do that for one reason or other. it does not matter

#

for the AI behavior the heliH is the starting point of "this is helipad" detection

ebon pivot
#

Is there a mode for CfgGlasses that lets you keep diving facewear on above and beneath water?

iron wagon
#

so after some time being away from Arma, I received an error report from a user that my mod comes out with errors on the main menu, and checking myself I found out that it seems my mod now removes all weapons from the game

ebon pivot
ashen chasm
#

looks like some base class got rewritten/cleared/deleted, tbh

ebon pivot
#

yup

iron wagon
#

I dont have a config entry for arifle_MX_ACO_pointer_F

ebon pivot
#

ok so yeah you broke a base class

#

what weapons do you have config entries for

iron wagon
#

I have an entry for Rifle_Base_F

#

class Rifle_Base_F
{
class GunParticles;
class WeaponSlotsInfo;
};

ashen chasm
#

well, there you go

ebon pivot
#

youve not done the inheritance properly for that

ashen chasm
#

any { without : breaks inheritance 🤷‍♂️

ebon pivot
#

you need to find the base class of Rifle_Base_F and inherit Rifle_Base_F from that

#
class baseclass;
class Rifle_Base_F: baseclass
    {
     class GunParticles;
     class WeaponSlotsInfo;
    };```
#

should be roughly how it looks with baseclass replaced with whatever the base class of rifle base is

ashen chasm
#

seems to inherit from Rifle in vanilla

#

also that WeaponSlotsInfo looks kinda sus, given that vanilla definition of it is inside Rifle as well and Rifle_Base_F doesn't do anything explicit with it

iron wagon
#

thank you both, that solved the problem

tender rain
#

Anyone know how to make rhs foregrips work on a custom weapon

ashen chasm
#

For starters you need to have 3 weapon models and classes

#

And then some property magic to make foregrips point to a proper "sibling" class

#

And maybe an event handler, but i'm not sure about that

#

🤔 or maybe the magic actually uses hardcoded classname suffixes, i need to actually chech

ashen chasm
ashen chasm
#

or i guess you can just add RHS grips into the compatible items list of the UnderBarrelSlot on your weapon (if they aren't already there) if you don't need RHS functionality of changing the weapon class to match the equipped grip (they seem to use it to change the recoil config)

pallid magnet
#

Heya palls, i'm considering the possibility of making a mod much like those "eden editor extended objects" types that make it so hidden assets show up in the browser to place down. I'm trying to have the Saigon Embassy from SOG PF. It's possible to spawn a functional one using createvehicle but it's a hassle to then add objects inside/carve out the ground for the basement by loading in the mission every time I make changes.

I'm very much so a script kiddie but I've made configs for stuff like retextures/insignias/music addons. Would that be within my grasp?

I unpacked PBOs of similar mods to see how they pulled it off but I can't seem to get a readable format out of them.

Many thanks for any help!

opal crater
#
class whateverIsTheParentClassOfEmbassy;
class embassyPartN: whateverIsTheParentClassOfEmbassy {
  scope = 2;
};
#

that's basically all you need, just with proper classes.

ashen chasm
#

the question actually sounds more about multi-object building/object. Kinda like vanilla carrier

#

or maybe i'm misreading again

hearty sandal
#

the reason why its not included in editor is because its not really properly usable without exact alignment

#

which the editor does not have easy tools for

ashen chasm
#

well, center object + function(s) to create/update the building around it would work as well. Just like carrier :3

opal crater
#

yeah

hearty sandal
#

yeh we just did not have time to set that up

opal crater
#

Or make it snappable to eachother like Contact platforms

#

I disagree scripted way is better.

#

The best way is scripted in editor ;P

hearty sandal
#

its better from my point of view since I have no time to make any fancy upgrades like that for the DLC 😜

pallid magnet
opal crater
#

but we're talking mods here ^^

hearty sandal
#

mods can do only so much in this case as some features might need adding of named selections to the model

opal crater
#

I don't see need for that in this case.

#

Snapping can be done with positions in model space

#

Object that moves other parts with itself carrier style, the same

hearty sandal
#

Im not against that 😄 but I still believe it needs some points that dont exist to work

#

at least for easy offset calculation

ashen chasm
#

big brain move: aling origins of the parts to usable/snappable grid

hearty sandal
#

nope

#

they are designed for Terrain use only

#

and no changes to centering can be done so the map dont break

#

and well, there isnt really much time to do anykind of changes at all

ashen chasm
#

nah, it's kind of a joke, since for already existing and delivered assets it'd obviously require to redo the models and everywhere they're used

hearty sandal
#

the way they are placed for the terrain project the aligning is easy. such tools just dont exist in mission making

pallid magnet
opal crater
#

this is completely wrong

#

the embassy classes are subclasses of CfgVehicles

#
class CfgVehicles {
  class properParent;
  class land_vn_embassy_01_01: properParent {
    scope = 2;
  };
};
#

You can get the parent class of the embassy from config viewer.

pallid magnet
#

Thanks for taking the time to show me!

tacit zealot
#

Can I make a missile's guidance start at time after launch? initTime only is when the motor ignites, but I want the missile to track after that.

pallid magnet
#

So I went ahead and tried declaring the parent class which I think is the 1st entry in here? Then, inheriting from it to set the attribute. No luck with that though mc_cry

class CfgVehicles {
  class Land_vn_building_town_base;
  class land_vn_embassy_01_01: Land_vn_building_town_base
  {
    scope = 2;
  };
};
tacit zealot
#

Make sure your cfgPatches is set up with the proper required addons?

summer parrot
#

Not sure where to put this--I'd like to make a new weapon and ammo type, specifically a smart micromissile that either tracks an IR laser or body heat, with variable effects like AP, HE, and micronuke skinned as selecting some metamaterial nonsense.

For 'simplicity' I think I'd like it to be compatible with the Type 115's underbarrel

pallid magnet
#

I've read about this yeah... That's what I got on but it's really a shot in the dark at this point

class CfgPatches
{
    class EmbassyModTest
    {
        requiredAddons[] = {"structures_f_vietnam_04"};
    };
};```

From what I've read in this https://community.bistudio.com/wiki/Class_Inheritance
pallid magnet
hearty sandal
#

👌

delicate cypress
#

need a bit of help here

#

i cant embed pics here damnit

#

1s

#

is there any way of showing or hiding those "selections" via config?

#

as in, is there a way I can use that "light_r" name to show the light on or off (only the texture change, I dont want to actually cast light) in the config?

agile sequoia
#

In an old Huey mod, the copilot can fire rockets but not the pilot. How do I transfer firing ability to the pilot?

Quite sure there's a config entry I've missed after looking around

delicate cypress
hearty sandal
#

and depends a lot on how the model is made

delicate cypress
#

Ideally, the vehicles of each branch should have their different logos

#

I'd like to know if its possible to hide/show components (not animations!) like in the simple object viewer via config so I can get the correct icon on the correct faction

hearty sandal
#

what the simple object viewer does is toggle animations

#

so those parts should have animations you can toggle via config too

delicate cypress
#

I tried doing it via AnimationSources, but only the ones on the "Animations" tab worked

#

the ones in the "selection" did not. I don't know if I need to use a different thing than AnimationSources for those

hearty sandal
#

no but likley the component system overwrites what you do in animation sources

delicate cypress
#

is there any way of overiding the component system?

hearty sandal
#

should be possible to set whatever combination you want as default for each class

delicate cypress
#

hm. How would I go about it?

#

Again, ive gotten stuff to appear and disappear with the AnimationSources but this seems to be beyond me

#

animationList ?

agile sequoia
#

I'm not too experienced, so I'm not sure which config entry controls that aspect. And goes without saying it doesn't have dynamic loadouts

shy knot
nimble sequoia
#

How do you change the size of the icon displayed under an asset in the Eden Editor?
It doesn't appear to be mapSize as using values from 0.1 to 1000 made no difference to the icon size.

tawdry coral
#

Im not sure, but mapSize might be how zoomed in before it is no longer seen? But not sure... 😅

burnt oracle
#

Hey so i guess it's here i should ask my question.
So i've seen a few mod modifying the principle interface (idk how is it in english i mean the first interface where you choose to go MP or SP or editor.) I would like to add our unit logo wich would link to our server if you click on it. Does anyone knows how to do that ? I can't find anything on internet..

tawdry coral
hearty sandal
long marsh
#

hi.

burnt oracle
opal crater
#

Sorry but no, I'm not in a mindset to explain basics right now. Maybe someone else will be kind enough. hide

mortal dove
slate viper
#

Tell me, is there a way to edit the config and apply the settings without restarting the game?

hearty sandal
hearty sandal
echo cedar
#

when defining weapons for a faction do i use the same class with multiple units?

class DSF_arifle_MSBS65_F: arifle_MSBS65_F
  {
    displayName="Officer"; // From here
    scope=2;
    class LinkedItems
    {
      class LinkedItemsMuzzle
      {
        slot="MuzzleSlot";
        item="";
      };
      class LinkedItemsOptic
      {
        slot="CowsSlot";
        item="optic_ico_01_f";
      };
      class LinkedItemsAcc
      {
        slot="PointerSlot";
        item="acc_pointer_IR";
      };
    }; // To here
// Repeat here?
  };
ashen chasm
#

does not compute

#

weapon class is a weapon class. It's not constrained to a unit or faction. Multiple units from multiple factions can use the same weapon in their default loadout.

#

renaming a weapon to "Officer" seems... questionable

echo cedar
fair oar
#

Maybe someone here can help me, I tried to make a hidden selection change over an custom attribute in 3den, so that I wont clutter the Texture selection with different registration number variations. What I did is basically run setobjecttexture over the attribute selection.
All works fine when I spawn the unit (a SOG Huey in this case - but I feel like this is a general question and not SOG specific) and I can change the decal in my attributes tab and it stays persistent on mission startup.
But, if I select another color variation over the arsenal, that overwrites my Attribute, I can change it again in 3den but on mission startup it get's overwritten again, it feels like the arsenals texture selection runs after my attribute.

Is there a way to circumvent that?

sullen fulcrum
#

You guys give me pain especially cup config

fair oar
wind fog
#

How do i make helmets, vests and guns placeable in the editor as objects? i did it awhile ago on another mod, but ive forgetton how

tawdry coral
#

how would I make a sign config wise-
Inherit from House_F? What goes into the requiredAddons?

#

A3_structures_f?

#

OH WAIT

tawdry coral
#

i forgot I had to put the existing object at the top 😅

hearty sandal
#

first pinned message has the A3 full required addon name

ionic warren
#

How can I basically undo a config from a mod?

#

I want to not have this config on soundSetBulletFly and soundSetSonicCrack

ashen chasm
#

i doubt merging config is revertible. Or preventable. So i can only assume re-applying proper values afterwards is the way. Or modifying the offending mod if you have the access to its sources. Or removing the offending PBO if mod author is a sensible person and moved the overrides to a separate config and PBO.

ionic warren
#

Could I perhaps just recreate the bulletBase config he created, but omitting the those values?

#

And putting that .pbo as a requirment, so it loads after

ashen chasm
#

only replacing the properties in question should be enough

ionic warren
#

but with what tho

#

These values need to be unset

ashen chasm
#

🤷‍♂️ load without the offending mod, get the values that work for you

ionic warren
#

I'll check, but I think this is blank on BulletBase

ashen chasm
#

vanilla is hpp soundSetBulletFly[]= { "bulletFlyBy_SoundSet" }; soundSetSonicCrack[]= { "bulletSonicCrack_SoundSet", "bulletSonicCrackTail_SoundSet" }; if my dump isn't derped

ionic warren
#

interesting

#

yep, that's right

#

I'll see if I can do the thing, thanks

hearty sandal
#

We don't harass people here.

calm pilot
#

Hi folks, i don’t know where to post this question: where can i find some good tutorial on how to create a faction mod without using alive orbat?

stuck nest
#

Would it be possible through config editing to make the camera under the aircraft of the FA 181 wasp 2 in jets dlc have stabilization on the pilot camera?

wintry tartan
#

Yes, but doesn't have the stabilized camera already?

stuck nest
#

let me try again and make sure it wasn't a fluke

wintry tartan
#

It can be enabled/disabled by a key that I don't remember rn

stuck nest
#

i'll check under controls first before proceeding

#

ctrl +T seems to have did it, disregard ty @wintry tartan

wintry tartan
#

Better safe, better safe

stuck nest
#

I had absolutely no idea that was an option, been messing with jets for a few months now even, i feel silly, thanks lol

wintry tartan
#

No worries. It happens when it happens

hearty sandal
calm pilot
#

Alright then, so i will have to slowly figuring out how to do

unreal heron
hearty sandal
sullen fulcrum
shy knot
#

I setup my turret the exact same as a previous one and in third person, the view will rotate. But, it won't in first person

shy knot
#

Nvm

echo cedar
#

G'day all

How do i get an item thats in a players inventory to add an addAction to the player with the item?

i have an item config that is setup and the item is ingame, now i want it to add a addAction to the player which will call a script added by another mod

wintry fox
#

How do you add the faster swimming to a uniform?
Like the vanilla wetsuits for example

#

Like what all would you add to the config

#

I've been looking at some uniforms from a mod and they all have this uniformType = "Neopren"; line. Googling that brought up a type of rubber that's used in swimsuits, is that it?

wheat sluice
#

Yes.

    class U_MyUniformClass: Uniform_Base
    {
                ...
        class ItemInfo: UniformItem
        {
                        ...
            uniformType = "Neopren";
                        ...
        };
    };
#

Specifically you add it to the ItemInfo class.

wintry fox
#

Alright cool, saved me just compiling the mod just to see if that was it lol, appreciated!

hallow quarry
#

is there a place where I can find the aggressor helmet config

shy knot
hallow quarry
#

I may need some help to find the hidden selections tho

#

I've been scrolling

shy knot
#

It’s alphabetical

hallow quarry
#

it's empty

#

the hiddenSelections[]

vagrant idol
#

then there are no hiddenselections for that helmet

hallow quarry
#

found the pbo

#

will use that

#

in the enoch folder

ashen chasm
#

O_o what for, though? If the config isn't set up for hiddenSelections, the model isn't likely to support them either

wheat sluice
#

The Avenger Helmet (H_HelmetAggressor_01_F.p3d) only uses one selection (camo). It's the same for the variant with a cover (h_helmetaggressor_01_cover_f.p3d).

#

You can find its config in A3_Characters_F_Enoch_Headgear. Its config.cpp is located in Enoch\characters_f_enoch\headgear.

hallow quarry
#

I also have another question when making a uniform based on the vanilla one who do I call in cfgVehicles

#

cause I know I need the entity both in cfgWeapons and vehicles

nimble sequoia
#

Ghost Busters

north sluice
#

Is there a way to edit the speed at which base arma sources play?

For example im trying to link an animation to the wheelL and wheelR sources of a tank but it plays too quickly for my liking.

Ive tried toying with the physX to make wheel rotation slower and attempting to inherit from the base sources but to no avail

hearty sandal
shy knot
north sluice
north sluice
shy knot
#
class wheel_koll1
            {
                type="rotationX";
                source="wheelL";
                selection="koll1";
                axis="";
                sourceAddress="loop";
                minPhase=0.5;
                maxPhase=1;
                minValue=0.5;
                maxValue=1;
                memory=0;
                angle0=0;
                angle1=-6.283185;
            };```
north sluice
#

Not quite. I used the animTocfg blender tool to export animations for bones so they are all direct translations of bones

hearty sandal
#

wheels and most other engine driven animations should be done with procedural animation classes like in the samples

#

you will never get the wheel rotation match with direct translation

north sluice
#

Gotcha, will adapt it then

nimble sequoia
north sluice
nimble sequoia
#

Yeah, physx uses purely code values for it's calculations.

icy coral
#

im running into a problem with our APC atm, It only starts firing at enemy Vehicles if they are really close to Target 30m or closer. Weapon and Ammo is all inheriting from Vanilla. What makes it completly strange is that it fires normal on Air Units there the Range doesnt matter really. Any Ideas ? i also already tried just giving it Vanilla Weapon and ammo but same problem with that.

lime knot
#

Any tips on changing the arma character model? Going from a human to a more "robotic" model that players can spawn in? Keeping the same form and animations but change the physical shape itself.

shy knot
wheat sluice
# hallow quarry cause I know I need the entity both in cfgWeapons and vehicles

You don't need to reference the vanilla uniform classes directly in most cases. It's simpler to just create your own custom uniform class in CfgVehicles instead and set the scope to private so that the dummy uniform class won't be visible in Zeus or the editor. The advantage of this approach is that it gives you more control over the uniform's attributes and minimises the risk of conflicts with other mods if they happen to replace or inherit the same things from vanilla.

#

So, for example if you wanted to make a custom version of the NATO Combat Fatigues that has zero weight then:

    class U_B_MyCombatUniform: Uniform_Base
    {
        author="Gamenator";
        scope=2;
        displayName="Combat Fatigues [NATO] (MTP, Light)";
        picture="\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
        model="\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
        hiddenSelections[]=
        {
            "camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_blufor_co.paa"
        };
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="Uniform_B_MyCombatUniform";
            containerClass="Supply40";
            mass=0;
        };
    };

...where Uniform_B_MyCombatUniform is the name of your custom uniform class in CfgVehicles.

#

In CfgVehicles...

    class Uniform_B_MyCombatUniform: B_Soldier_F
    {
        scope=1;
        scopeCurator=0;
        uniformClass="U_B_MyCombatUniform";
        // blah blah blah all your uniform visual stuff goes here like wounds, hiddenselections, etc.
    };
hearty sandal
icy coral
hearty sandal
#

Is the turret pointing to some other direction that forward initially?

#

@icy coral

icy coral
#

No it’s pointing normal direction

#

It’s weird, turret config looks fine, Ai aims at the target but just doesn’t shot. If a player is gunner everything works normal

nimble sequoia
icy coral
#

Will Check that later when I’m at my pc

hearty sandal
icy coral
#

Yes will check it again but should be

icy coral
#

armor is 450 so shouldnt be that

nimble sequoia
#

Reduce it

#

Try 30 for example.

icy coral
#

will do

nimble sequoia
#

just a hunch, might not work

icy coral
#

didnt change anything :/

#

still tracking the target but not shooting

#

gunner proxy is aligned to turret

#

ifrit was 400m away, vehicle doesnt shoot but tracks it, ifrit is 30m infront of the vehicle and blasts it.

#

with a enemy heli in the air it doesnt matter, the apc is shooting at it even if its 400 meters away

nimble sequoia
#

It's to do with relative cost/threat/armor values of targets and weapons

icy coral
#

i lowered the cost of ammo to 1

#

to check if he fires then but no

#

The vanilla apcs are engaging just normal

hoary mirage
#

So I'm trying to create a config for some custom uniforms for my unit and I'm running into an undefined base class "UniformItem" whenever I try to load it, I've defined the class and everything, and google turned up nothing useful

class CfgPatches {
    class TFF_Uniforms{
        units[] = {
            "TFF_Rifleman_Winter"
        };
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {
            "A3_Characters_F",
            "A3_Characters_F_Exp",
            "A3_Data_F",
            "A3_Data_F_Exp"

        };

    };
};

class CfgVehicles{
    class B_CTRG_Soldier_F;

    class TFF_Soldier_Winter_Base : B_CTRG_Soldier_F{
        author = "Task Force Fenris";
        scope = 0;
        displayName = "Rifleman";
        uniformClass = "TFF_Uniform_Winter";
        faction = "TFF_Faction";
        vehicleClass = "TFF_Men_Winter";
        hiddenSelectionsTextures[] = {"TFF_Uniforms\data\Field\Winter\TFF_Uniform_A_Winter.paa"};
    };

    class TFF_Rifleman_Winter : TFF_Soldier_Winter_Base
    {
        author = "Task Force Fenris";
        scope = 2;
        displayName = "Rifleman";
        uniformClass = "TFF_Uniform_Winter";
        hiddenSelectionsTextures[] = {"TFF_Uniforms\data\Field\Winter\TFF_Uniform_A_Winter.paa"};
    };
};

class CfgWeapons
{
    class Uniform_Base;
    class UniformItem;

    class TFF_Uniform_Winter : Uniform_Base {
        author = "Task Force Fenris";
        scope = 2;
        displayName = "TFF Field Uniform A - Winter";
        picture = "\A3\characters_f_exp\BLUFOR\data\ui\icon_U_B_CTRG_Soldier_F_ca.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
        hiddenSelections = {"camo"};
        hiddenSelectionsTextures = {"TFF_Uniforms\data\Field\Winter\TFF_Uniform_A_Winter.paa"};

        class ItemInfo : UniformItem {
            uniformClass = "B_CTRG_Soldier_F";
            containerClass = "Supply40";
            mass = 40;
        };
    };
};
ashen chasm
#

as in hiddenSelections[] and hiddenSelectionsTextures[]

#

and uniformClass = "B_CTRG_Soldier_F"; in "CfgWeapons" >> "TFF_Uniform_Winter" >> "ItemInfo" should point to "TFF_Rifleman_Winter" instead

hoary mirage
#

I'll try that, thanks

hallow quarry
#

I want to add some scopes on the Promet

#

what lines I'm looking to update

hallow quarry
#

I want to add the ones from cup

shy knot
wintry fox
#

Can only one unit correspond to a uniform class?

#

I have two units that have "BNA_KC_Uniform_Trooper" set as their uniformClass; however, only one is showing up in the Eden Editor. Is it because they both have the same uniform class or is it possibly because of another error?

shy knot
wintry fox
#

That's what I had presumed, but when I had two units who both had the same uniform, only the first appeared

#

The uniform that the first unit is wearing does have an ItemInfo class that has a uniformClass that specifies the unit that wears it, is it because of that?

wintry fox
#

I work on this mod with another developer, who had done most of the work that is currently in the mod before I joined. I noticed that the textures for each uniform are also set in the unit's class, instead of the uniform class itself, is that normal?

shy knot
#

So, if it’s inheriting from the previous uniform, it’ll have the same item info

wintry fox
#

Alright, that's stuff I knew already (been doing a bit of configging already), but hadn't come across having multiple units wear the same uniform yet

I noticed that the textures for each uniform are also set in the unit's class, instead of the uniform class itself, is that normal?
Was also curious about this, as this seems odd to me if this is how uniform textures are set normally or if this was just a choice by the other developer

#

I guess I had just done something wrong, as the new unit has the uniform and is working properly

vagrant idol
#
    class FakeMagazine;

    class GH_DummyFood: FakeMagazine
    {
        author = "honger";
        scope = 2;
        scopeArsenal = 2;
        displayName = "[GH] DummyFood";
        picture = "\vn\weapons_f_vietnam\ui\icon_vn_prop_drink_01_ca.paa";
        model = "\A3\Structures_F_EPA\Items\Food\BottlePlastic_V2_F.p3d";
        icon = "iconObject_circle";
        descriptionShort = "A bottle you can drink out of.";
    };``` why isn't this showing up in Arsenal? What do I have to add to make custom magazine appear there? Do FakeMagazines have hardcoded the visibility parameter so it's impossible to overwrite them?
#

I can spawn the magazine through console so there are no errors, it simply does not show up in Arsenal

ashen chasm
#

the arsenal seems to filter out magazines with type = 0, find a proper value for that, i suppose

#

both 1 and 131072 seem to place newly created item into the "All magazines" category in Arsenal

vagrant idol
#

alright, thx

ebon pivot
#

Is there any way to make units keep their NVGs and/or backpack appearing on their head when not in use in a vehicle?

outer wyvern
#

Hello, Is my editorPreview config correct? if my mod structure like this

editorPreview = "\MP_Group_M_faction\MP_GroupM_Data\ptl.jpg;"

└📁@MyModName
⠀└📁Addons
└ MP_Group_M_faction.pbo
⠀└🗒️config.cpp
⠀└📁MP_GroupM_Data
└ 🖼️ ptl.jpg

hearty sandal
#

No

shy knot
wintry fox
#

Hello it's me again

I was setting up the inventories for some units in config.cpp, and the other developer I work with created some shortcuts to use when giving multiple of the same item, like this:

#define ITEM_2 (a) a, a
#define ITEM_3 (a) a, a, a
#define ITEM_4 (a) a, a, a, a
#define ITEM_5 (a) a, a, a, a, a
#define ITEM_6 (a) a, a, a, a, a, a
#define ITEM_7 (a) a, a, a, a, a, a, a
#define ITEM_8 (a) a, a, a, a, a, a, a, a
#define ITEM_9 (a) a, a, a, a, a, a, a, a, a
#define ITEM_10(a) a, a, a, a, a, a, a, a, a, a

I added the #defined ITEM_10 line, but it appears to only give 9 of whatever item is substituted for a.

My first question is, is there a better way to do something like this besides this large block? If not, is there a reason as to why it only gives 9 of whatever item instead of 10? I checked their uniform and vest (these particular units did not have a backpack, and still had plenty of space) and they only had 9 of the given item

#

Looking again, it appears to only be with ammo, and not other items, so I think it may be adding the magazine to the gun, hence why there's 9 in the bag and 1 in the gun itself

wintry fox
#

Yeah that's what is was

somber fiber
#

Hi, how i can tweak a vehicle mod to make them more "bulletproof" in the window area ?

hearty sandal
#

you could create invisible blocks with whatever material you deem necessary and attachTo them over the windows in vehicles init eventhandler

somber fiber
hearty sandal
#

a bit hacky way but should work

wintry fox
#

How can you inherit from classes defined in a header file?
I used a header file to reduce the number of lines in my main config.cpp file; however, I still want to inherit from those classes. I added an #include header.hpp at the top of my file (which is also a header file) but when launching the game, it gives a "Preprocessor failed with error - Invalid file name(empty filename)" warning.

When googling the warning, I found this page that says that it's caused from having an include in a header file:
https://epochmod.com/forum/topic/37470-warning-message-preprocessor-failed-with-error/

#

Realized I was just dumb and didn't put the filename in parenthesis, but I'm now getting an error saying that a class is already defined, but it's only defined once throughout any of my files

hearty sandal
#

and it is somewhere twice if it says it is

#

you just did not find it yet

#

the problem of include is that these can be difficult to find

#

try notepad++ and find in files tool

wintry fox
#

I use VS Code, which has the same tool, and these are the only two results. One of which being the file that it is defined in, and the second being cfgPatches

#

The line that it says the error is on doesn't even make sense. It says the error is on line 19 of rank_units.hpp, but this is line 19

#

@hearty sandal do you have any ideas?

hearty sandal
#

whats the exact error and where does it pop up?

wintry fox
#

Happens after clicking play

#

I made sure that all of my files were saved and recompiled the pbo to see if maybe I just forgot to do that, error still occurs

#

Bit more info on some files
rank_units is just a header file that defines a unit for each rank (in an Arma unit) that can be placed in Eden/Zeus.

// rank_units.hpp
class BNA_KC_Unit_CR: BNA_KC_Unit_Trooper
{
  // unit inventory, items, etc.
};

class BNA_KC_Unit_SCT: BNA_KC_Unit_Trooper
{
  // unit inventory, items, etc.
};
// more units below here, but you get it

There's a file called custom_units that defines units for people who have custom helmets and armor, which uses the classes from rank_units as a base.

// custom_units.hpp
#include "rank_units.hpp"  // File containing all of the rank unit classes
class BNA_KC_Unit_Keeli: BNA_KC_Unit_CMD
{
  // custom armor, helmet, etc.
};
hearty sandal
#

header file isnt really a Arma construct. a HPP file can be named anything and can be included pretty much anywhere

#

even the file extension can be anything. HPP just have been adopted for convenience sake

#

include in arma context means the file is injected into where ever it is included in at runtime

#

and if you have same class name twice somewhere they will conflict

#

so somewhere in the config.cpp together with the included files that class appears twice

#

if you want debug on packing stage Id recommend using Mikeros tools and PboProject from there

wintry fox
#

Ah I see, I primarily use Python, so I was more in the mind set of how import works

hearty sandal
#

Arma syntax is more C++ style if I recall right, but not really same either

#

but yes, pythons import is very different

wintry fox
#

Yeah rank_units is included the in the main config.cpp file. After removing the include at the top I realized I was kind of back at my original problem. Took another look at my config file and realized that custom units is included before the ranks, hence the undefined error

#

The joys of programming

#

Anyways thank ya Goat! Appreciate the help, you guys here are always super helpful for scripting / config making / Arma-ing

echo cedar
#

what is this reffering to.
No Entry 'bin\config.bin/CfgWeapons/iteminfo.scope'

#

im also getting:
No Entry 'bin\config.bin/CfgVehicles/ItemCore.side'

hearty sandal
#

You've created vehicle classes called iteminfo and itemcore and they lack entry side.

sacred gate
#

Hi. I have a like a garage gate. Currently I'm just hiding this, but I've seen, that there is an animation type, where the texture just gets smaller like the bottom of the gate just "pressing" into the upper half. Has anyone an idea how this animation type is called?

upper sluice
#

Similar to a few things but not quite the same?

hearty sandal
#

yes

upper sluice
ashen chasm
#

flashbacks of inserting intermediate hidden base class to have inheritance chain deep enough to actually be able to edit the deeply nested subclass

upper sluice
#

Hey that smells like Java

#

I remember that pain

upper sluice
#

I would like to add two reserve racks/magazines of missiles to a plane, how is this handled? I'm not seeing documentation on how reserve magazines are handled at all, and google is no help

#

Looking at another vehicle, it looks like I just repeat the entry into magazines[]?

hallow quarry
#

does anyone know the cfgvehicles needed to reskin the aaf officer uniform and the aaf pilot coveralls

hearty sandal
#

you can open the config viewer to a specific units config in the editor and see their class

hallow quarry
#

what shall I be looking for specifically

#

cause I put I_Soldier_universal_F and I_officer_F

#

first had textures messed up and second didn't change the uniform

hearty sandal
#

you create new classes instead of try alter the original ones

#

check the wiki for config inheritance page and the character encoding guide

hallow quarry
#

ok

upper sluice
#

How do you adjust time between bursts when doing a burst weapon?

Do reloadTime in both the weapon and the burst classes?

wheat sluice
#

reloadTime only needs to be adjusted in the weapon's Burst class.

crimson charm
#

Trying to look up how to add extra entry to a vehicles texturesources. Not really finding much luck. Trying to add a custom skin for an aircraft to be available at the "apperences" entry.
I am trying to apply it to the Phantom4 with base classname: vn_air_f4c_base.
As the SOG dlc already have the config with textureSources I was trying to add it with:

class CfgVehicleTemplates
{
  class vn_air_f4c_base;
  class vn_air_f4b_base_custom: vn_air_f4c_base
  {
    class textureSources
    {
      // This texture source will be available for every defined factions
      class custom_skin
      {
    // Display name of the texture
    displayName = "custom_name";
    // Author of the texture
    author = "author";
    // Paths to the texture files, in the same order as the hidden selections
    textures[] = { "data\vn_air_f4b_ext_01_co.paa" };
    // This source should be available for the following factions
    factions[] = {"B_MAVC"};
      };
    };
  };
};

But it doesn't seem to work. Any help appreciated. Essentially trying to make a custom skin that can be selected and applied via the virtual garage "apperences" tab.

gleaming sentinel
hearty sandal
#

configCppFolder\data\texturename_co.paa might be better since pboname does not necessarily say anything to new folks,.

crimson charm
upper sluice
hearty sandal
#

is it a hand held weapon or vehicle weapon?

upper sluice
#

Handheld

#

Taking a AOD lascannon and making it burst fire

hearty sandal
#

in vehicles this is done by simply having magazine the size of the burst and handling the cooldown with magazine reload

upper sluice
#

Thats what I feared, and what me and my partner kinda inferred looking at vanilla burst patterns

hearty sandal
#

then you will need to do more scripting to disable firing in certain conditions

upper sluice
#

Considering the use case of the weapon, its just not worth the effort

#

I'll look into that for my next project though, trying to make an aircraft fire from all four barrels at once on CD

#

The Lascannon was just done so that one of our members had something he enjoyed to practice texturing on

hearty sandal
#

there are few ways multi shot things work just fine

upper sluice
#

Have you touched the AOD Xiphon much?

hearty sandal
#

no, just seen pictures

upper sluice
#

It has four LC barrels so the intent is to add a burst that shoots all four, and a full auto that shoots at 4x the current semi rate.

#

It looks like one of those simple yet semi-complicated projects

#

Since I dont want the burst spammable

#

More than likely it'll just be a separate weapon and I'll just call the magazines heat sinks

hearty sandal
#

vehicles are bit easier for that stuff

pallid sierra
#

what can I use in a config string to do a line break?

hearty sandal
#

was it \

pallid sierra
#

I should say visible line break, \ usually is just for code organization... This is what I'm doing currently

    class hyp_armaRespawn
    {
        title = "/*------------------------------------------------------------------\
            $STR_HYP_PARAMS_ARMARESPAWN_MENUTITLE\
            ---------------------------------------------------------------------*/";
        texts[] = {""};
        values[] = {""};
    };
#

I tried \n but it errors out

#

just trying to make things to break up the params menu

hearty sandal
#

or was that for something else 🤔

#

you sure that one can take it?

pallid sierra
#

I'm not, thats why i was wondering if you could lol

#

it might require single line

#

but anyways, it looks like it won't pull in that string like that anyways and I have to add the /*----- stuff to the string table itself

#

unless i do some sort of macro to combine them?

heavy marlin
#

Hey Ansible2, id love to get in contact with you to ask a few questions about how the HEV patch functions behind the scene, to help us replicate the effects of your patch for our new pods.

modest compass
#

How can I get the front of the car to lift when I step on the gas?

#

There is damper animation, but what should I pay attention to in the config?

hearty sandal
#

front of the car to lift?

#

damper animation is for contact with gound

#

why would the front lift?

modest compass
#

Excuse me, I was also going to ask about the damper animation setting.

#

😅

nimble sequoia
#

It's correct that the front of the car should lift during acceleration, due to the torque generated by the wheels on the ground.
If you see no lift, or "dip" when braking hard, your damper spring strengths in class Wheels {} might be too high.

hearty sandal
#

this is what I was kind envisioning the question was about 😅

modest compass
karmic fjord
#

does anyone know how to add a overlay on goggles like is done with by the blindfolds in contact?

#

cheers

vagrant idol
#

oh wait, misread your message - you would have to define your overlay in config and then use same thing as the code above

karmic fjord
#

cheers

vagrant idol
gilded jungle
#

is it possible for an npc to be a driver and a turret gunner? with the gun set to 360 degrees?

nimble sequoia
#

Drivers can have weapons but they're not separately steerable from the vehicle.
NPC's can be drivers and turret gunners.

velvet laurel
#

Not sure if this is the right channel for this, but I am trying to make a custom custom skeleton. I think I've got it mostly correct but I'm sure there's something I've either missed or am doing incorrectly. When I have the config all written up, it shows up like this in game. The model just doesn't load in. I have tried it on a different skeleton and it does load in (incorrectly though as there are some shared and non-shared bone names, see pic 2). Pic 3 is the model in object builder and how it should look. any advice/points/ideas?

sullen fulcrum
#

@ebon pivot Out of these which would be classnameparent ["O_MBT_02_base_F","MBT_02_base_F","Tank_F","Tank","LandVehicle","Land","AllVehicles","All"] the first one is the actual classname and the parent would be MBT_02_base_F?

ebon pivot
#

O_MBT_02_base_F is the classname of your vehicle? Shouldn't be

#

Should be O_MBT_02_cannon_F

#

then parent is the base_f

#

so should look like

class CfgPatches {
  class yourfantasticmod {
    author = "you";
    requiredAddons[] = {
      "A3_Data_F_AoW_Loadorder"
    };
    requiredVersion = 1;
  };
};

class CfgVehicles {
  class O_MBT_02_cannon_F : O_MBT_02_base_F {
    hiddenSelectionsTextures[] = {"yourmod\data\tex1.paa", "yourmod\data\tex2.paa", "yourmod\data\tex3.paa"}
  };
};```
sullen fulcrum
#

Thank you so much ill let you know if i get it working. Currently at the point where i thought i understood what i was doing now slightly more lost than i was before

ebon pivot
#

welcome to modding in arma 3

all this should be inside a config.cpp, which should be inside a folder named @yourmod which contains a data folder with tex1.paa, tex2.paa, tex3.paa

sullen fulcrum
#

now if i wanted to reference a classname from a mod say RHS how would i tell it the directory to check @ebon pivot

ebon pivot
#

You'll need to look in the mod files for that or use advanced developer tools config viewer instead

sullen fulcrum
#

So i already have a config and a bunch of assets can i add it to the same mod as my patch mod? Wait one and ill send a block and let me know if you think itll work

ebon pivot
#

Yes though it'll add a dependency on the rhs mod

sullen fulcrum
#

        
class B_G_Offroad_01_F;
    {
        crew = "Custom_Uniform_TShirt";
        side = 1;
        scope = 2;
        faction = "SBR_Faction";
        displayName = "SBR Offroad 4x4";
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"SBR_Addons\Data\offroad_base_co.paa"};
        class EventHandlers
        {
            init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";
        };  
    };```
ebon pivot
#

needs to inherit from its parent class

#

class B_G_Offroad_01_F : parentclass like with the tank

sullen fulcrum
#

class B_G_Offroad_01_F : B_G_Offroad_01_F

ebon pivot
#

no thats the same class

#

you need to go into config viewer again

sullen fulcrum
#

Okay so find the class in config viewer

#

okay

#

word

ebon pivot
#

You can just place in 3den and right click and select find in config viewer

sullen fulcrum
#

Can i send my whole config? It started as a template and im working off it a bit, everything seems to work but the vehicle skins

#

idk if im allowed to send files

#
    class LandVehicle;
    class B_G_Offroad_01_F;
    class B_G_Offroad_01_armed_F;
    class B_MRAP_01_F;
    class B_MRAP_01_HMG_F;
    class B_Heli_Light_01_F;
    class Custom_Offroad_F: B_G_Offroad_01_F
    {
        crew = "Custom_Uniform_TShirt";
        side = 1;
        scope = 2;
        faction = "SBR_Faction";
        displayName = "SBR Offroad 4x4";
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"SBR_Addons\Data\offroad_base_co.paa"};
        class EventHandlers
        {
            init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";
        };  
    };
    class Custom_Offroad_HMG_F: B_G_Offroad_01_armed_F
    {
        side = 1;
        scope = 2;
        crew = "Custom_Uniform_TShirt";
        faction = "SBR_Faction";
        displayName = "SBR Offroad 4x4 (HMG)";
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"SBR_Addons\Data\offroad_base_co.paa"};
        class EventHandlers
        {
            init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";
        }; 
    };
    class Custom_Hunter_F: B_MRAP_01_F
    {
        side = 1;
        scope = 2;
        crew = "Custom_Uniform_TShirt";
        faction = "SBR_Faction";
        displayName = "SBR M-ATV MRAP";
        hiddenSelections[] = {"Camo1","Camo2"};
        hiddenSelectionsTextures[] = {"SBR_Addons\Data\hunter_base_co.paa","SBR_Addons\Data\hunter_adds_co.paa"};```
#

At least i dont get why theres classes at the top instead of one by one? I should just delete all tat and add the class before each vehicle or ?

#

class O_MBT_02_cannon_F : MBT_02_base_F {

#

So the parent is the second one in MBT_02_base_F?

sullen fulcrum
#

Update got it working I wasn’t understanding what a parent class was

#

Added a new t100 in the editor. The base texture file but separating the textures in hiddenselextionstextures with “tex1”,”tex2”,”tex3” and defining hidden selections as the same but camo1 2 and 3 above it

fair oar
#

Is the personal NVG being hidden while in a vehicle hard-coded, or can I maybe configure it to be shwon regardless? (preferably on the NVG not on every vehicle)

wintry tartan
#

AFAIK it is hardcoded. Nothing you can do

fair oar
#

I was expecting that answer, but hoping for another.

hearty sandal
#

It is unfortunate since a lot of mods have made use of the nvg slot for various apparel pieces.
Was there a vehicle config parameter for hidenvg? Or was it in animation config? Or do I remember completely wrong? It could be useful to have a live command to control that if wanted and possibly on the item level too.

wintry tartan
#

I've tried to find the same solution before, and apparently was no luck

hearty sandal
#

Do nvgs display on the ATV?

wintry tartan
#

Don't think so

#

Ehh, now it turns out I was confused with something else

#
showNVGDriver = 1;
showNVGCargo[] = {1};```Quad bike does have this, sorry for the confusion @fair oar
#

Oh yeah now I remembered, I was looked for the way to show backpack in a vehicle... it actually is impossible unlike NVG

fair oar
#

So that's a vehicle parameter?

wintry tartan
#

Yup

fair oar
#

A bit more inconvenient, but works for my purpose. Thanks for the help.

wintry tartan
#

Yeah it is nice to overwrite this param entirely, but... anyways

ebon pivot
#

Its due to physics collisions performance costs iirc

#

Only open top vehicles will have it enabled by default and even then most don't

hearty sandal
#

Nvgs don't have collision

#

They can visually pop through the roof though

vagrant idol
#

so backpacks are intentionally disabled in vehicles only because they would clip through the seats?

hearty sandal
#

Most likely

vagrant idol
#

😬

abstract crypt
#

I could use some advice on weapon sounds if anyone has any to give. I am working on my own gun and for most part i have based the config on the GM6 Lynx. The weapon works, it shoots and all that good stuff 😄 My only problem at the moment is that i can't hear the shot and i am not sure why. I tried to have my own custom sounds for it but couldn't get it to work. Then i wanted to test it with the vanilla sounds and basically copied the entire GM6 CfgWeapons config but still no sound.

Interestingly all the other sounds seem to work like bullet impact, reload sound etc.

Can anyone point me in the right direction?

ebon pivot
#

show config

abstract crypt
#

the cfgweapons?

ebon pivot
#

yes

abstract crypt
#

sec

ebon pivot
#

chances are youve not done your inheritance properly

abstract crypt
abstract crypt
ebon pivot
#

GM6_base_F >> Single >> StandardSound >> soundSetShot[] is missing there

#

I believe it needs a CfgSoundSets entry for each one unless you want to reuse the GM6 ones

abstract crypt
#

For right now i would be content to just reuse the GM6 ones to simply get it working. Then i can always add something custom later when i understand how it all works.

abstract crypt
ebon pivot
#

Look in config viewer to check if that's your issue 🤷

abstract crypt
ebon pivot
#

defined in A3_Sounds_F from the looks of it

reef shore
#

yo bros how do you define different reload anims for different mags on the same weapon?

wheat sluice
#

Add reloadAction to the magazine itself:

    class 150Rnd_556x45_Drum_Mag_F: CA_Magazine
    {
                ...
        reloadAction="GestureReloadSPAR_02";  // Uses the SPAR-16S's unique reload animation
                ...
    };
#

Rinse and repeat for each unique magazine.

reef shore
#

thanx

little pawn
#

Reposting from #arma3_scripting after being told this would be the correct channel

Im looking at a old mod years out of maintanence that looks cool but none of the stuff spawns in zeus
What kind of code would that faction be missing to let is be usable in zeus?
Its already fully working in eden

nimble sequoia
#

Check if the class names are included in CfgPatches { units [] = "..." }.

zenith mortar
#

hello I have gotten a new pc and for some reason now whenever I pack the pbos for my mod I get this error...I have reinstalled arma 3 tools and verified game files and it makes no difference

18:18:07: Convert model 5th-Scorpion-AUX\5th_Armor\MK4\Model\MK4.p3d -> P:\temp\5th-Scorpion-AUX\5th_Armor\MK4\Model\MK4.p3d

18:18:07: <model = "5th-Scorpion-AUX\5th_Armor\MK4\Model\MK4.p3d">

18:18:08: </model>

18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
18:18:08: Extensions:
=== Binarize end: MK4.p3d ===

hearty sandal
tawdry coral
#

How is something told to allow you to breath under water. Is it vestType = "Rebreather";?

zenith mortar
#

and now i cant pack my PBOs

nimble sequoia
# zenith mortar and now i cant pack my PBOs

I've always had those "Cannot read registry" messages, and CAN pack pbo's. So they're not related.
Look in the pboProject binlog for more information about what is wrong with your mod.

wheat sluice
little pawn
wheat sluice
#

Try adding scopeCurator = 2; to each of the classes or whichever public class is the parent.

queen viper
#

some vehicles can be seen in editor but not in zeus, where in config do i have to change that?

wintry tartan
#

Make sure your units/vehicles are in CfgPatches >> units[]

queen viper
#

like some vehicles does show, but some don't

#

It's retex from rhs

tawdry coral
#

I am stumped-

#

class CfgFunctions
{
    class ratchet
    {
        class ratchet_elevator
        {
            tag="ratchet";
            class elevator_handling
            {
                file = "ratchet_stuff\elevator";
                class elevatorInit{};
            };
            class elevator_ui
            {
                file = "ratchet_stuff\elevator";
                class elevatorUI{};
            };
            class elevator_teleporting
            {
                file = "ratchet_stuff\elevator";
                class elevatorTeleport{};
            };
        };
    
        class ClockStuffs
        {
            file = "ratchet_stuff";
            class InitClock{};
        };
        class RandomLoadout
        {
            file = "ratchet_stuff";
            class selectRandomLoadout{};
        };
        class MarkerStuff
        {
            file = "ratchet_stuff";
            class InitNewMarker{};
        };
        
        class InvincibleThing
        {
            file = "ratchet_stuff";
            class forceIMS_Invincible{};
        };
    };
    class ratchet_internal
    {
        class RandomLoadoutInternal
        {
            file = "Loadouts";
            class initLoadouts{};
        };
    };
};
#

elevator scripts are not being found-

#

Oh wait, Script 'ratchet_stuff\elevator' not found so I need it to have the script name too?

#

why didn't the others need that? Like, InitNewMarker

#

which I named wrong, not camelCase, woops, but oh well xD

ashen chasm
#

"File" on function class points to specific file. "file" on category class points to folder that contains files

tawdry coral
#

elevator_teleporting is a catagory and ClockStuffs isnt?

#

oh, other way around

#

but still, one is and one isn't?

ashen chasm
#

ratchet is TAG, ratchet_elevator is category, elevator_teleporting is function, elevatorTeleport is some undefined whatever?

#

ClockStuffs is category, InitClock is function, no whatevers within

tawdry coral
#

So- uh- I guess the thing I have is actually not for description.ext-

ashen chasm
#

CfgFunctions is 3 levels deep everywhere

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

    class TAG_WeaponManagement
    {
        tag = "TAG"; // the function will be named TAG_fnc_myOtherFunction
        class Category
        {
            class myOtherFunction {};
        };
    };
};
#

oh-

#

I am smart xD

#

I've jsut realized in the example, TAG_WeaponManagment is not under TAG

ashen chasm
#

by the looks of it ratchet_elevator with all its contents should be moved directly to CfgFunctions

tawdry coral
#

I thought the thing was under the TAG.

#

Oop, I put an extra \ while we were talking. x3

#

ah yes, now it's the normal "path\to\XEH_arsenalInit.sqf" not found error ^.^

#

which is annoying and idk what it's from, but it keeps me from loading a mission, alt tabbing out while it loads, and clicking in and accidently firing a nuke at friendlies 😅

#

actually, I wonder if there's a way to fix that- to scripting chat

ashen chasm
#

in every mission or only in some specific one?

tawdry coral
#

what, the error?

pure bobcat
#

Hi, Im having issues adding smokes (countermeasures) to a boat.
They were supposed to appear in the commander seat, and they do, but when Im pressing C to deploy, it only subtracts ammunition and does nothing else.
I do have the TransportCountermeasuresComponent in the class Components listed.

I recently did it in the exact same way in a car mod and it worked perfectly fine, copied over the code and checked the spelling/naming hundreds of times at this point. No idea why the smokes wouldn't deploy.

My countermeasures have a custom muzzleEffect defined in cfgAmmo. When I call it directly as a function from the debug console, the smokes pop up, so clearly the actual ammunition is not getting deployed at all. Any ideas why this would happen?

molten musk
#

How do i define module to show in curatormode?

sullen fulcrum
#

Need help converting a texheader.bin to a cpp or editing the texheader inorder to do retextures i do not own Miikero nor have used it. Any information about it will help online fourms are usless ive searched a lot

nimble sequoia
# sullen fulcrum Need help converting a texheader.bin to a cpp or editing the texheader inorder t...

Rather than trying to debinarise a mod, which may not be legal, you can simply open the asset (eg vehicle, weapon) in game using the Config Viewer to see all of it's config entries.
Better yet, install Leopards Advanced Developer Tools from Steam, to improve the Config Viewer.
Then search for hiddenSelections[] to see the names of the selections which can be retextured.
You can ask the mod's author if they would provide you with a template to help in re-texturing.

sullen fulcrum
#

Now not sure where to ask this one but I’ve been trying to make a bikey and it keeps just giving me a bisign?

#

The private key is in the DS folder and the other bisign is in the mod folder generated from addon builder

nimble sequoia
# sullen fulcrum The private key is in the DS folder and the other bisign is in the mod folder ge...

This video tutorial might be of use: https://youtu.be/iq4iJOmz8s4

This tutorial will show you how to sign your addon or mod for Arma3. I will walk you step by step through acquiring the tools, locating the folder, creating a private key, checking the keys, signing your addon or mod, and verifying that everything works and is legitimate.

Below are the timestamps for each step:

...

▶ Play video
molten musk
# molten musk How do i define module to show in curatormode?

Hi, got this work.
I didn't find any example etc from wiki.
How do I define rscdisplay when curator placed/ doublecliked.
curatorInfoType = "RscDisplayAttributeModuleNuke"; // Menu displayed when the module is placed or double-clicked on by Zeus

#

Do i config that like normal rcsdisplay GUI?

grand zinc
tardy geyser
#

Hello, I have a problem on my weapon's iron sight, after define ironsight parts on weapon and copy backsight_axis and foresight_axis from arma 3 sample into memory LOD, I put this in model.cfg
class BackSight_optic
{
type="rotation";
source="hasOptics";
selection="backsight";
axis="BackSight_axis";
memory=1;
minValue=0;
maxValue=1;
angle0=0;
angle1=1.570796;
};
(same as foresight)
and both sights rotation in correct angle, But they also "fly away" from weapon itself, even change position everytime I remake both axis in memory LOD, it's anything wrong?

nimble sequoia
tardy geyser
nimble sequoia
#

Do they rotate correctly in Buldozer when adjusting only the animation source "hasOptics"?
If yes, is there another animation source which causes them to "fly away"?

tardy geyser
#

hmm....yes, they rotate correctly in Buldozer, but I don't found any animation that cause sights fly away

hearty sandal
#

How are you packing it into a pbo?

#

Flying away means no axis is found or axis is in wrong place

tardy geyser
#

using addon builder

hearty sandal
#

As it defaults to model 0,0,0 coordinate

nimble sequoia
#

It sounds like there is an animation using an undefined axis ... Ah ninja'd by HG

#

Check whether your sights are included in any other named selections

tardy geyser
hearty sandal
#

Hiddenselection texturing selections are fine. Only multiple animation selection cause conflict

nimble sequoia
#

More accurately, are the objects included in any other selections that are bones in the skeleton? Things like camo and zbytek should not be bones, just sections[]

hearty sandal
#

That yeah

tardy geyser
#

nope

#

but I found trigger's movement not right in Buldozer. I will delete other axis to check how it works

#

nonono....not working, and iron sights now fly to my character's leg

nimble sequoia
#

I'd recommend you use a consistent case when naming selections and axis points, either all lower case, or camel-case. So backsight and backsight_axis.
OB can get confused if both exist in a p3d. eg camo and Camo

#

You changed something not related to your iron sights, but now your sights animate differently?

tardy geyser
sullen fulcrum
sullen fulcrum
#

So the issue is that video finishes with a bisign not a bikey how do I get a bikey

hearty sandal
sullen fulcrum
#

Oh I see they are in the folder.

hearty sandal
# pure bobcat anyone? ;_;

if I remember right tanks needed some eventhandler to be correctly set up or inherited for smokes to work. could be same thing (boats might not have it by default so you may need to look into tank configs)

#

OR
Worst case boats cant have smokes at all

molten musk
#

Still doesn't get how to configure rcsdisplay for module (which active when placed or double clicked by Zeus), tested basic dialog and rcs

pure bobcat
hearty sandal
#

then you may need to verey carefully compare the 2 to figure out the difference

#

or iherit from the boat where it works so you get all the same data and parts for it ready

pure bobcat
hearty sandal
#

perhaps it needs deeper inheritance tree to properly get all the properties and not overwrite any vanilla inheritance

pure bobcat
hearty sandal
nimble lodge
#

I put their classes in units[] and scope is =2

pure bobcat
hearty sandal
nimble lodge
hearty sandal
#

perhaps zeus is set to not show modded stuff?

nimble sequoia
#

Where is class tdar_factions {} defined?

nimble lodge
nimble lodge
nimble sequoia
#

Is your pbo called MF_TDAR_Vehicle_Stuff.pbo?

nimble lodge
#

vehicles folder contains this config which I pasted, and also a couple other folders for 2 other aircraft that I made long ago but decided to transfer it to this mod. Those aircraft seem to be working fine and do show up

#

I hope it doesnt have to be all lower case or smth?

molten musk
#

So I got the curator module's rcsDisplay working, but I don't understand what I need to set the current display to and how I can get it to run the function with certain values.
so how do I assign certain values ​​to the function that this performs?

little phoenix
#

hi im not sure if this is the right place but when building with mikeros tools i keep getting this error
<rebuilding units[]= and friends>...cfgPatches.RHICC.units[]= has been altered
cfgPatches.RHICC.magazines[]= has been altered
cfgPatches.RHICC.ammo[]= has been altered
adjusting for any obfuscated pbos that might affect this file...

#

it wont let me build at all

#

any ideas?

little phoenix
#

fixed HPP files were being excluded

molten musk
#

You should post your cfg (use www.sqfbin.com if that is long)
No1 cannot help wo content

proven ocean
#

Hello, I've been trying to retexture RHSUSAF Fast helmet with multicam cover (photo 1), but my results was messed up and it has headset, but it shouldn't (photo 2). Also my config looks like this:

   class lmu_opscore_mc_cover: rhsusf_opscore_mc_cover {
       author = "Baseinu valytojas";
       displayname = "LITHUANIAN MULTICAM COVER FAST HELMET";
       hiddenSelections[] = {"camo1","camo2"};
       hiddenselectionstextures[] = {"\rhsusf\addons\rhsusf_infantry2\gear\head\opscore\data\opscore_co.paa","\lmu_uniforms\Data\fsc_mc_co.paa"};
       hiddenSelectionsMaterials[] = {"\rhsusf\addons\rhsusf_infantry2\gear\head\opscore\data\fs_cover.rvmat"};
       model = "\rhsusf\addons\rhsusf_infantry2\gear\head\opscore\opscore_cover";
       picture = "";
   };```
Can someone help me to fix this?
P.S. this simillar config worked on retexturing RHSUSAF Mich helmets
nimble sequoia
agile sequoia
#

what config entry within a vehicle determines its size in the a3 world?

shy knot
proven ocean
agile sequoia
potent loom
#

any idea what can be causing this?

hearty sandal
potent loom
#

always, doesnt matter if its locking a target or just fire them with out a target

hearty sandal
#

Perhaps something wrong with the missile memorypoints

#

Maybe they don't exist or they don't follow the turret or they are wrong in config

hearty sandal
#

you class components at the end there is totally outside of everything

arctic sparrow
hearty sandal
#

No, I have to work. Look how the samples from arma 3 samples on steam are set up.

arctic sparrow
#

ok io try 🙂

digital pier
#

Hello getting my feet wet with mod addons ...
Trying to wrap my brain around addon functions how to go about doing them.
I see references to class CfgFunctions {}, but, for instance, using ACE, cargo addon as an example, I do not see where this is defined.
https://github.com/acemod/ACE3/tree/master/addons/cargo
Are the functions automatically compiled? Or with preInit/postInit? And so on...

GitHub

Open-source realism mod for Arma 3. Contribute to acemod/ACE3 development by creating an account on GitHub.

arctic sparrow
#

please help how to find the lines with this error??? 😦

nimble sequoia
arctic sparrow
ashen chasm
#

lines 47-50 don't make any sense sqf class Components; { class Right; };

nimble sequoia
#

Yep, that's the error

ashen chasm
#
        class Reflectors
        {
            class Right;
        };```here's the original
*from A3 Samples*
arctic sparrow
#

thx i try 🙂

ashen chasm
#

so move class Components; either above Reflectors or below the entirety of it 🤷‍♂️

arctic sparrow
#

but this is a radar component for a helicopter, if you type reflection it will work?

static tulip
#

i want to config my mods so that only certain weapons/equipment/vehicles are actually loaded, but don't know how

#

and btw you might have to explain this to me like im 5 because i dont know how to do any of this lmao

wintry tartan
#

While I ain't available to teach you A to Z rn, you need to install Arma 3 Tools from Steam and launch it

#

Not the best tool to develop, but should work

grand zinc
#

So you don't know how to create a mod or a config?
I can show you how to hide other mods weapons with a config snippet, but can't teach you all the other stuff on the way there

arctic sparrow
#

hi , can any of you help me in adding sensors and radar to the helicopter ??

#

I don't know what I'm doing wrong, because I keep getting an error while packing the addon 😦

molten musk
molten musk
#

And what error you get

arctic sparrow
ashen chasm
#

sigh why are you doing this to yourself?

#

line 423 of your snippet. class Components : Components. Where is it supposed to get the parent "Components" from, it isn't defined/imported anywhere?

#

the closest "Components" in the inheritance path of "C_Test_Heli_01_unarmed_F" would be all the way down in "Air". So for this to work you'd need to start defining base classes all the way down at "AllVehicles"

#

can be somewhat automated with this script snippet, i suppose. Define your new vehicle class without the "Components", load the config into the game, run the snippet on your classes "Components" property/subclass - the snippet output would contain a full-depth working inheritance tree (that you'd need to merge with what's already in your config by hand) sigh

arctic sparrow
tender folio
#

anyone know why a carx vehicle just wouldnt move at all? engine comes on but movement inputs dont seem to change rpm at all, wheels dont even try to spin, and vehicle stays completely still. Gone through physx config a few times now but nothing I change seems to influence it at all.

physx.hpp (for ref this is a very small, very light vehicle about the size of an RC Car)
https://sqfbin.com/azakajedeyoyenusuhed
obviously can provide p3d details and full config if needed

hearty sandal
#

its probably too small to work

tender folio
#

I'm a bit confused as I've looked to other mods with similarly sized vehicles and copied most of their values to test and just cant seem to get mine to move

hearty sandal
#

try higher weight

tender folio
hearty sandal
#

start with the geometry mass and see if that does anything

#

and then adjust wheels and springs accordingly

#

nothing happening could indicate simulation does not start at all

shy knot
#

CarX could have some sort of minimum required weight to get going

tender folio
#

okay bumping up the mass from 100 to 200 seemed to fix it

#

so yeah carx seems to have a minimum mass somewhere between the two

static tulip
hearty sandal
#

Unfortunately there are no simple easy to understand way to do what you want. it can be quite a big task to create a all covering compatiblity addon

static tulip
#

im not making a mod, i just want to config existing ones

#

i want to use a good deal of mods for something but don't want to load in like every vehicle or weapon

#

especially the vehicles, because those really slow down the game's loading if there's too many

#

is there a way i can simply go into the files and just change 1s to 0s to disable stuff

nimble sequoia
#

Simple answer is no. Arma is a highly customisable, but complex sandbox, and as such even basic modding is beyond the comprehension of those with 5-year old minds.
In order to speed up loading times, disable all DLC's or mods for which you do not need their content, put the game files onto a fast SSD, or wait a few seconds longer than you'd like.

hearty sandal
rancid lotus
#

Hey, so- anyone here familiar with PBOProject and able to help me out with errors I'm having with #include?

#

So, our unit/unit mod team have been working to switch over to using Mikero's Tools/PBOProject instead of AddonBuilder (a long overdue switch, I know)

#

We're in the process of editing our mod files to be likeable to PBOProject, however we're having a persistent issue when it comes to #include files

#

(Can't paste screenshots here but I'll try to describe)

#

TL;DR, PBOProject simply does not want to find #include files, even though the paths are correct

#

We've tried everything- triple-checking the paths, editing the contents of the files, even adding in a $PBOPREFIX$ file to see if it'd help

#

We've got P Drive set up and mod files ported there (input/output for PBOProject)

nimble sequoia
#

Perhaps include a screenshot of your work folder/sub-folders that you are building, along with the relevant config snippets that have the #include.
Also any error messages that pboProject outputs - from the binlog.

#

@rancid lotus ^

outer wyvern
#

Is there a simple way to insert a hpp script from a mission into the mod so that it is available in all missions?

rancid lotus
#

Anyways, we're having a new error now- none of the image files are being seen by PBOProject, even though they're clearly there

#

rapWarning: missing file(s)*****
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 17: \41Dress\icons\41stLogo.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 29: \41Dress\icons\modular\Ship1.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 45: \41Dress\icons\modular\1-1.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 57: \41Dress\icons\modular\1-2.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 69: \41Dress\icons\modular\1-3.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 80: \41Dress\icons\modular\2-1.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 92: \41Dress\icons\modular\2-2.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 104: \41Dress\icons\modular\2-3.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 116: \41Dress\icons\modular\1-4.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 128: \41Dress\icons\modular\1Plt.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 139: \41Dress\icons\modular\2Plt.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 150: \41Dress\icons\modular\1Coy.paa
\41st_ODST_Internal_Assets\41Dress\icons\markers\marker.hpp circa Line 162: \41Dress\icons\modular\S-3.paa
[etc.]

#

Any clues what could be causing it?

hearty sandal
rancid lotus
hearty sandal
#

The folder structure

rancid lotus
#

Yeah

#

Basically, it's P:\41st_ODST_Internal_Assets\41Dress

#

41Dress is the addonn

hearty sandal
#

your missing this folder from the path

rancid lotus
#

Do I need that for the config texture references?

#

Does PBOPrefix affect that in any way?

hearty sandal
#

I dont use pboprefix since I let pboProject take care of that

#

so dont know if the checking takes that into account

rancid lotus
#

Okay

#

I'll check it out then

arctic sparrow
#

hi :), could any of you send me a sample model.cfg for vheeled APC?? PLEASE

rancid lotus
#

Out of curiosity, just to save me having to go in and change every single individual texture path

hearty sandal
rancid lotus
#

Is there any way to point PBOProject towards just a root of 41Dress, instead of 41st_ODST_Internal_Assets\41Dress?

#

I.e. via PBOPrefix?

#

I'm still getting the hang of all this

#

Don't mind changing all texture paths individually, buuuut I reckon it'll save me a lot of time and hassle

arctic sparrow
hearty sandal
rancid lotus
#

We managed to figure it out, but we're getting a new error with our .paa files

#
icons\Apollo.paa: Error. AlphaFlag value is not 1 or 2. is -255
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
41Dress.pbo not produced due to error(s)
Job(s) completed in 18secs on Thu Dec  8 21:32:55 2022```
#

@hearty sandal Any ideas...?

hearty sandal
#

if it has transparency _CA is used as suffix most commonly

rancid lotus
#

Gotcha, okay

nimble sequoia
#

Apollo.paa, ahem.

hearty sandal
#

😅

gritty rune
#

trying myself against PIP for a LSO platform monitor on Nimitz eventually. First step fails, a cube with a PIP texture. No picture is displayed, config is: ```cpp
class CfgVehicles
{
class ThingX;
// class JS_JC_FA18E;
class ttt_cube_pip: ThingX // JS_JC_FA18E
{
displayName = "Cube PIP";
model = "\ttt_cube_pip\cube.p3d";
scope = 2;
// side = 1;
class RenderTargets
{
class OppositeCubeSide
{
renderTarget = "rendertarget0";
class CameraView1
{
pointPosition = "pip0_pos";
pointDirection = "pip0_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.7;
};
// BBoxes[] = { PIP0_TopLeft, PIP0_TopRight, PIP0_BottomLeft, PIP0_BottomRight };
};
};
};

};

nimble sequoia
#

I'm unable to look at your p3d, but have you set the texture on one of the exterior faces as #(argb,512,512,1)r2t(rendertarget0,1.0) and remembered to UV map it?

gritty rune
nimble sequoia
#

Assume the two faces are in the same plane, like tri's making a rectangle?

gritty rune
#

no, separate faces, I first tried to make a 'display', then this did not work, so I put a side of the cube as rendertarget0 as well. Looks in blender like:

nimble sequoia
#

Which two faces are the rendertargets?

gritty rune
#

normals look ok to me in blender and ob

#

the small one and the bigger one behind it

#
#(argb,256,512,1)r2t(rendertarget0,1.0)``` is assigned to the face(s)
nimble sequoia
#

Simplify to only 1 face. Remove the UV.
In OB, look at the rendertarget face (view, look at face).
Go to UV window. Unwrap to make UV. Resize to fill width of UV space.

#

256,512? try 512, 512

gritty rune
#

no joy, I must fail very fundamentally

#

I copied the F18 mirror in, black, hmm

#

now all pip faces are black, maybe something I misunderstood on the camera pos and dir?

#

pip0_pos and pip0_dir

#

left is pip0_pos, right is pip0_dir

nimble sequoia
#

Pip faces - plural? Did you try my suggestion?

gritty rune
#

let me change the p3d, sorry

#

nope, I left only the mirror of the F-18 in the scene, and it's black. It's working on F-18 though. Anything needed for model.cfg maybe? Does it need to be a bone?

nimble sequoia
#

no

gritty rune
#

ok, they are bones in f-18 so they can be hidden, mirrors turned

nimble sequoia
#

They shouldn't be bones (but you can include the selection in another bone) or sections[]. Don't include them in hiddenSelections (camo) or damage (zbytek).

gritty rune
#

thanks for the drawing!

nimble sequoia
#

Well I'm sorry about it! but I don't have a PC at the moment, as it blew up and I'm waiting for a replacement!

gritty rune
#

it seems my blender uvmap never makes it to the p3d?

hearty sandal
hearty sandal
gritty rune
#

ugh ogh, seems there are two uvmaps overlapped

gritty rune
hearty sandal
#

could be th surface unwrap goes to the wrong uvset

gritty rune
#

well, seems I happily unwrapped the geo lod

nimble sequoia
#

My initial gut feel is that you had a UV issue, I still think that's likely the cause.

gritty rune
#

most likely, the face stays black even now

livid trail
livid trail
#

Tried even with \ as windows uses but no luck

#

I do run it in eden when map is loaded, hope that is not the problem

hearty sandal
#

no running from eden is good

livid trail
#

And I am on Dev Build, according to the version in main menu

hearty sandal
#

and you run it from the debug console yes?

livid trail
#

yes

#

Tried both vanila console and Advanced Developers Tools, but don't expect there to be a difference

hearty sandal
#

try starting the game and run it live

livid trail
#

willco

#

only loaded mods are rhsafrf and advanced dev tools for info

#

hope I don't need a mounted drive or anything like that

hearty sandal
#

it is possible it cant access your F drive.

livid trail
#

that's a big F

#

(haha, I think I am funny sometime)

nimble sequoia
#

Does he need to run the diag .exe?

livid trail
nimble sequoia
#

If you're on dev build it's in the same folder as the normal .exe

livid trail
#

oh, found it

#

missed it due to it having different icon facepalm

#

ranaming it to arma_x64.exe and running normally from launcher is valid right? (Don't want to handle mods manually through cli)

nimble sequoia
#

nooo

#

Actually, I'm not sure how to run it through the Launcher, as I use A3Sync which makes changing the exe easy

livid trail
#

I use a3sync to look at rpt live dogeKek
I am a workshop enjoyer

nimble sequoia
livid trail
#

Alright, it worked, thank you!

vagrant basin
nimble sequoia
#

typicalCargo[] = {rpg2k_ca_crewman"}; missing an opening ", line 325

vagrant basin
hearty sandal
livid trail
#

Yeah, trying to add CSW to uaz ags, hope I'll manage

#

I might be back sometime tomorrow for more help

sullen fulcrum
#

How do you go about building an Arma 3 script mod / textures?

#

Is there any references for this?

#

And how do you test it?

#

I want it to use CBA_A3

livid trail
vagrant basin
nimble sequoia
vagrant basin
nimble sequoia
#

You have no idea, but you still don't want to check?

vagrant basin
#

Don't worry, I'll double check. Will especially ask the CWR guys about it, since they made the vehicle

gritty rune
#

back on my PIP problem. I just found out, calling a SQF PIP function works fine: sqf ["rendertarget0", f18] call BIS_fnc_PIP;

#

the pic of the f18 center is shown on the face

#

I guess I can then just add that to the init scripts, but somehow it doesn't sound right

ashen chasm
vagrant basin
sullen fulcrum
#

How would I add a require dependency group?

#

I need it to support the IVAS mod, the ACE3 and TFAR as requirements

wintry tartan
#

requiredAddons does

sullen fulcrum
#

in the required patches

#

Ah k nvm I've found the samples.

keen oyster
#

so im trying to modify the 12.7mm APDS rounds

#

and I dont actually know how to get into the config files

#

i got arma 3 tools, but have no idea how to use them

#

i just got the tools to fill up the project drive i believe

keen oyster
#

oook

#

i found some config files lol

keen oyster
#

.. i think i got it!

#

Explosive Lynx rounds lmaoooooo

keen oyster
#

hmmm, in order to make it explode on impact (aka not deflect or overpen), i reduced the caliber and had it make a submunition, only issue is that i havent made a custom one so its using a 120mm tank penetrator 😂

gonna have to fix that

keen oyster
#

i think that bit broke it, undoing the submunition 🤣

remote salmon
#

Hey, wondering if anyone can help me. I am working on a custom handgun but using a template to help me bring the first iteration in-game. I am using blender and the plugin to merge it the easiest however since a texture is linked on the original every time I remove the original it refuses to export. Here is the last remaining texture on the model to fix my issues however I can't locate where it is on the model. https://gyazo.com/121449b6e50e2d6d368d63c68b9fbc95 Is there any easy way in object builder to just remove all textures?

hearty sandal
remote salmon
hearty sandal
#

👍

dusk kelp
#

Do anyone of you know how to set item to take less place in inventory? At the moment one of medical items from one of the mods takes too much and doesn't allow medic to have other backpack than Bergen. Is it possible to downgrade the needed inventory space of an item somehow?
Addon depends on ace and cba if that matters

wintry tartan
#

It should be mass parameter

dusk kelp
#

Sadly it's only about weight of an particular item

#

Not the space it needs in eq

#

Well, other item which have similar mass parameter takes less space than the item of trouble

wintry tartan
#

In Arma 3 weight means the space the item going to occupy in inventory

dusk kelp
#

Ah, then it's strange that items which gave same value have different place they needs

arctic sparrow
#

hello to you 🙂 , could someone help me where to enter model.cfg and config cpp. hiddenSelectionsTextures[] = ??

hearty sandal
#

in config.cpp. you can find examples in the Arma 3 samples

arctic sparrow
wintry tartan
#

We should be able to help you

hearty sandal
#

you also need the selections for hiddenselections defined in the model.cfg Sections array

#

in the samples you can find "camo" selections in the p3d, in model.cfg sections and in config.cpp hiddenselections

arctic sparrow
#

I already know where to put it in config.cpp, but I don't know where to define tow mdel.cfg 😦

hearty sandal
#

open one of the sample model.cfg and find a sections array with "camo" defined in it

arctic sparrow
#

ok :), maybe i can do it 🙂

#

and the last question, can I also specify in config.cpp class textureSource ??

sullen fulcrum
#

How do I set up the radar so that it only sees vehicles with an active radar?

keen oyster
#

tonight im going to try to make new ammo for the revolver

#

feels kinda left out as it uses .45 ACP like some of the other pistols but only has 6 rounds, making it a poor choice

vagrant idol
#

rhino has higher initial velocity and 2x better penetration depth than ACP-C2, so even with same base damage it will deal higher % of it to armoured units

#

but yeah different calibers are always welcome (as long as it's not some Universal Ammo System adding 1000s of them staresmile)

keen oyster
#

im going to see if i can find out why my adding submunitions to a bullet the other day caused everything to self destruct. If i can solve that then i think i could do some really cool things with the Rhino

#

i got APHE 12.7mm working last night

#

i think ill try for some sort of explosive round on the rhino too 🤔

#

either something where it bounces a few times, exploding each time it bounces, or does some sort of initial hit and then explodes a second later? or maybe just a straight up explosive round that has a lower projectile velocity.

keen oyster
#

how do i make a gun use custom bullets?

#

im trying to make the revolver able to fire 2 type of bullets, so i made another type of ammo (copy paste and rename of the .45 ACP cylinder ammunition) and changed the gun's config to let it accept the new type as well. I dont, however, see where the magazine actually defines what bullets it uses.

#

ok i think i found it

chilly tulip
#

@keen oyster That's just ammo in the magazine config?