#arma3_config
1 messages · Page 5 of 1
Nah, that's CfgMagazines
🗿
It's a bit weird because I think older versions of Arma were different.
but generally in A3 the magazine definition goes in CfgMagazines.
AND i found out how the Lynx defines normal vs APDS ammo
so i tried my best to emulate that
except for the 45ACP rounds
ah cool, so im in the right spot
hmmm
i think i actually did it
Entries in magazines in the weapon config point to CfgMagazines.
oh yeah one other thing about this
wait i can just check the lynx
yaaay
i did it right
OH
ok
so
as of rn
i have only made a mod with the CfgMagazines file
do i need to separate the config for the Rhino into its own file setup or just slap it into the "Addons" folder of my mod?
uh oh
(i needed to mod that config to let the Rhino accept 2 types of magazines)
?
As long as it's in a config.cpp then it can go wherever really.
Only limiting factor I recall there is that you can't define the same thing twice in the same config.cpp.
they are different config files so that shouldnt be an issue?
oh yeah
new question
so
the last folder i modded was directly in "weapons" (the file)
so i named it "weapons".cpp or whatever
but this new config file is here
so what do i name it?
File path isn't related to config path.
so what do i name it lol, it's called "config.cpp" just like the OTHER config file :/
(CfgWeapons, as you called it)
Well, Arma only loads config.cpp by itself.
if you want to split stuff up then you can use #include
whaaa...
i dont get it lol
i have a config.cpp file
named just that
that is in the CfgWeapons spot
i named it "weapons.cpp" in my mod and it worked
i named it after the file it's in
A recommendation from a moderator, please do not spam Enter
sorry.. it's a habbit of mine lol
Make your posts more longer so you won't fill the screen up
shrugs
whatever, my knowledge on this subject is limited and I can't tell what you're asking.
does config file name matter?
It should be named config.cpp and nothing else, that's what I understand. Maybe wrong, but it is habit of every Arma modders
and if i have multiple config files, one from the revolver file and one from the weapons file, what should i do?
did i do something wrong in the first place to have multiple config files?
Multiple config files in a pbo is possible. Just place them in different folder in the pbo
.. alright let's try that XD
only problem is I have no idea what is wrong assuming something goes wrong, could be a script error or a naming error 😆
Well, if it does something wrong, you can try to fix it. Or outsource to us
(aka posting what exactly was wrong, and its config)
yup, that's the plan! Though i've only done modding for Minecraft and Space Engineers, not very similar to these :P
Alright, ill post the config if it doesnt work then, thank you!
what a shame, it did not, in fact, work. It's giving me an error in this line here of the revolver config. I added line 63 and now it is mad at line 62 when i try to binarize the file.
😂 im missing a comma
Ehh, why would you want to re-define almost everything you've already got?
hmm? i dont understand the question
are you asking why im defining a completely new magazine?
No, re-defining things already defined in base game
Let me write a very quick example how a config work should be done
uh, i dont think i am. im just adding onto what is already there. that config file was all there by default except that 63rd line. Sure lol, im probably doing it wrong and would really appreciate an example of how to do it correctly
You can just make a change with a line of code, without copy and pasting the entire config
class CfgPatches
{
class test
{
addonRootClass = "A3_Weapons_F";
requiredAddons[] = {"A3_Weapons_F_Pistols_Pistol_Heavy_02"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};
};
class CfgWeapons
{
class Pistol_Base_F;
class hgun_Pistol_heavy_02_F: Pistol_Base_F
{
displayName = "a new displayname";
};
};```
As long as your CfgPatches is correct, this is how it should be
ALSO, it didnt work :P
I just tested it and the new ammo didnt show up, so i need to fix. I dont know how to tell it to add a new ammo type via the way you showed though....
do you know what file references the `VTOL_02_signs_CA.paa"
I want to remove it to make an unmarked Xian
but I don't see it in config or rvmat
I do believe it doesn't have a hiddenSelections entry. Let me verify it
I could throw a wild guess and go write camo_5 as in the blackfoot
Indeed it is not even defined as a section of p3d, that's not something you can do
I'll give it a try
No it doesn't have camo_5
ok so i have this here, i believe this is what defines each magazine?
the top is the vanilla revolver cylinder, bottom is mine. The bottom one does not show up as an option when i tried to equip in the arsenal, what do i need to do to fix that?
Vanilla arsenal unfortunately have a direct way to change magazine
*doesn't
i cannot change what shows up in there?
⚰️
Ye sorry
aaaaand i have no idea how to work with the ACE arsenal either
Err, can't you just add it to magazines on the weapon config?
the first magazine in magazines[] array is always loaded in the vanilla arsenal afaik
but then how does the APDS for the lynx work? it has 2 magazines in its array (normal and APDS) and both show up in game
eeeh whatever, i dont care to bang my head against the ground for days figuring out this whim of mine 😂, ill just replace the ammo with explosive ammo, problem "solved". Anybody know what I need to do to make subparts work? when i tried to copy paste a 120mm penetrator's subpart information from a tank shell to a bullet it killed the mod.
"loaded", not "shown as compatible"
your best bet would be to get the all in one config dump with the diag_ script command for it so you can easily search though all config at once
or use the advanced developertool mod for excellent in game config viewer
ok
here's the minimal example that works on my machine 🤷♂️ https://sqfbin.com/ibigosamojilixaxilut https://cdn.discordapp.com/attachments/737175675818999898/1051342453925490698/image.png
that file is directly linked from xian's p3d
i guess the only unmarked xian can be black then 🤷♂️
it just felt off that the Nato one has the texture listed and the other didn't
welp, the emblems aren't set up as a retexturable selection
dang it
well that's annoying
oh well
I'll just pretend it's not there
but yea Gamenator was asking on my behalf but I'm here now so
time to make a texture with those places hastily painted over, with brush marks and such 🤣
if only knew how to replace the texture
cause the numbers and stuff are a separate part of the mesh and are above the rest of the model
i mean the base texture with solid black regions under the numbers/winged lion (or whatever that animal is), so they don't stand out
yeah i could do that
Or you can probably make a ticket through #arma3_feedback_tracker so they can update the model
so im using the "explosive = .." value to get my HE bullets, but they have a rather large smoke and explosion effect, how do i reduce that?
good point
The size of the explosion and visual effect are defined differently
ah ok, so i used indirect damage and its distance for the explosion, so what do i use to make the explosion visuals smaller?
It is defined in a super complex way. You can probably find a better effect for it, let me see
ah alright
Which is the current explosionEffects?
i didnt set one...
Then check in config viewer
all i did was say "explosive = .9;" which is enough for it to apply some sort of explosion effect by default
Oh wait, it should be explosionEffects = "ExplosionEffects"; right now
yeah i looked, nothing set and idk what it defaults to, i DO see that Titan AA missiles have a line saying
"explosionEffects="AAMissileExplosion"; so i should be able to copy and change that
explosionEffects = "ExploAmmoExplosion"; should be rather small explosion
alright I've opened a ticket on the feedback tracker
for the time being, I'll take artemoz's advice by making the texture black where the decals are
now that i think about it, using CfgMagazineWells to add a new compatible magazine is a (more) proper way 🤔 https://sqfbin.com/ebumuxiligocegezowov
why would it tell me this option for an explosion..
IF that explosion does not exist
this is a certified typo moment
would look nice converted to simple object in some vehicle graveyard environment
the typo should be fixed now
this is why you don't copy and paste without making sure everything's right
yay
How can I set the config to overwrite base values of item from other .pbo?
I know what value I have to change
doesnt exactly know how to only recall a classname without overwriting it as new item
Adjust requiredAddons[] to do it. Not sure what else to say
Open top hatchback plane? 😅
convertible
You can't adjust another mod's item. Will have to make a 2nd version of it.
you actually can if you really need it 🤷♂️
I was told no-
kewords "really need it"
Although I have a question. Want to make a module. Not sure what I do need and what I don't 😅
I don't need a menu, but I do need to grab the units to apply to.
🤷♂️ what defines a "module"? An invisible logic object with piece of code in its init that's generally doing something with objects that are linked to it in the editor?
ohhhh ok. I was wondering what attributes where. So I don't need attributes. Maybe for moduledesc, but that is not strictly needed.
and when I palce a module onto something in zeus, that's just synching it to the object yea?
oh also, does it matter if I do functions before or after a module?
class CfgVehicles
{
class moduleThing
{
function = "afunction";
};
};
class cfgfunctions {
class afunction{};
};```
Is there a good resource I can read regarding multiple config.cpp's within an addon's heirarchy? I have My_Addon\config.cpp and I also want to add another building without modifying the original config, so it would be like My_Addon\Building2\Config.cpp
When I do this, the highest level config.cpp takes precedent and I don't get my 2nd config/building. Is there a term or wiki page? I guess this would be called nested configs
Thanks!
Literally nothing to read 🤣
Yeah lol 2 sentences; I guess it's not as detaield as I was hoping. I'm still skimming through server search.
🤷♂️ worked just like that when i've tested. PBO with two folders, each one has its own separate unique config.bin (and CfgPatches subclass). Both were loaded alright
Unpacked game assets are organised the same as well
usually I've seen single config.cpp in the addon folder root that gets packed into pbo and rest of the config parts are included in it through #include "\other\folder\otherconfig.hpp" files
multiple cpps sounds like trouble
hey, look, 2 more sentences: https://community.bistudio.com/wiki/CfgPatches#Sub-folders
What gives Diving Goggles the ability to have clear vision in water? Looked into the config and I cant see what actually makes them capable of this?
like many other features it might be tied to the class of the goggles 👇 this sounds like better answer
mode = 1
right as i was testing it
So is it tied to the class or not?
mode=1; in CfgGlasses class
thank you!
How can I Change the time it takes for the gear in a jet to retract? It's not a fixed value for all aircrafts is it?
gearRetracting
gearDownTime
gearUpTime
gearsUpFrictionCoef```
Thanks! Somehow I missed it in the docs
how could i assign a faction to independent forces?
i tried side=2; and side=0; however upon loading the game the faction is still BLUFOR
faction or its units?
at least in my testing, changing the side of faction seems to do nothing (?).
Changing the side of unit in CfgVehicles on the other hand moves it (and whatever inherits from it) to the corresponding side tab in 3DEN (leaving other units alone. i.e. changing B_Soldier_F's side to 2 only moves a dozen or so units, making NATO be present in both west and independent tabs), makes it spawn at that side, etc.
for a faction + units
or are sides for those declared as seperate variables?
editor/createVehicle seem to only use side declared in unit's config
you can get the weapons config from the ingame config viewer
there is also a gun config sample in the Arma 3 Samples on Steam
dumb question but: would anyone be willing to go and make a unrestricted pylon mod(aka any pylon based weapon can go on any aircraft/heli with pylons) ? i know thats stupid and unrealistic but my group uses unconventional things and would love to have something like that and its a lot easier to not have to go in and copy/paste an old script i found that idk if it even works or not
not really possible to make it universal without making a compatibility mod for all other mods.
I could really use some advice in understanding the basics on how animations work in the model.cfg. I am trying to create a reload animation for my gun and with that i obviously want the bolt of the weapon to be pulled back and released. I have been looking at different configs and can make some things "semi work", but its clear to me that my lack of knowledge in this is hindering progress.
I think that one of my main problems lies in that i don't understand the "source=" value. Where or how is this defined? For example "source="reload" or "source="reloadmagazine".
I also have two memory points in my 3D model called "bolt_axies" where does that come into play? I know what its being used for, just not where that name specifically is defined.
{
type="translation";
source="reload";
selection="bolt";
sourceAddress="clamp";
minPhase=0.1;
maxPhase=0.66;
minValue=0.1;
maxValue=0.66;
memory=0;
offset0=0;
offset1=2;
};
class bolt_back
{
type="translation";
source="reload";
selection="bolt";
sourceAddress="clamp";
minPhase=0.66;
maxPhase=0.96;
minValue=0.66;
maxValue=0.96;
memory=0;
offset0=0;
offset1=-2;
};
class bolt_reload
{
type="translation";
source="reloadmagazine";
selection="bolt";
sourceAddress="clamp";
minPhase=0.73;
maxPhase=0.75;
minValue=0.73;
maxValue=0.75;
memory=0;
offset0=0;
offset1=2;
};
class bolt_reload_back
{
type="translation";
source="reloadmagazine";
selection="bolt";
sourceAddress="clamp";
minPhase=0.755;
maxPhase=0.79;
minValue=0.755;
maxValue=0.79;
memory=0;
offset0=0;
offset1=-2;
};```
this is the code im working with currently
You'll find some good information here:
https://community.bistudio.com/wiki/Model_Config
A translation animation moves a selection (named piece of mesh in the p3d), in a direction defined by two axis memory points.
The source for the animation can be either hard coded (as in your examples) or user defined in config.cpp.
Typically animation sources will run from 0 (minValue) to 1 (maxValue) - however weapon reload sources often run backwards (1 to 0). The actual time in seconds for the animation to run is usually found by multiplying by the weapon config.cpp reloadTime or magazineReloadTime.
The distance moved at minValue is given by offset0 times the distance between the axis memory points.
The distance moved at maxValue is given by offset1 times the distance between the axis memory points.
Your examples are missing a line axis = "bolt_axis";, assuming that the axis memory points are so named.
During each shot the reload source goes from 1 to 0, so the bolt moves back (time 1-0.96 to 1-0.66) by 2 times the axis separation, and then forwards again by the same amount (at time 1-0.66 to 1-0.1).
Further, when the magazine is empty and being replaced, the reloadMagazine source will run from 1 to 0, resulting in another bolt movement (back at time 1-0.79 to 1-0.755, and forwards at time 1-0.75 to 1-0.73).
Well you called it, it was 100% that missing an axis which is why this didn't work. Your explanation is also very helpful which i will be putting to good use. What gets me is that I was obviously looking at other model.cfg files for reference and to see how it was done but these did not contain an axis which is why mine also doesn't. Is this something that is lost in the binarization of the file?
Thank you so much for your help by the way!
Both translation and rotation type animations use axis, with type hide being the odd one out.
I understand, but let me provide an example. I was looking at the vanilla GM6 Lynx model.cfg to see how it was setup and config looks like this.
{
type="rotation";
source="reload";
selection="carrier";
sourceAddress="clamp";
minPhase=0.55;
maxPhase=0.6;
minValue=0.55;
maxValue=0.6;
memory=0;
angle0=0;
angle1=-0.6108653;
};
class carrier_reload_rot_last
{
type="rotation";
source="isemptynoreload";
selection="carrier";
sourceAddress="clamp";
minPhase=0;
maxPhase=1;
minValue=0;
maxValue=1;
memory=0;
angle0=0;
angle1=-0.6108653;
};```
As you can use, it uses rotation and translation but doesn't define a axis.
and this of course is why i made a mistake because i didn't see it in the config hence i didn't put it in mine
They're both rotation's, but yes, does look wrong to me. If an axis is not defined, it will use the "object centre" as default.
I see, thank you again!
How did you get the model.cfg? Might be a problem of the method
I used a website that allows you to upload the p3d file which sort of unbinarizes it. The 3D model itself will be scrambled so you can't steal the model (which is perfect) but it allows you to see how its setup and it also provides a model.cfg file. I don't know what the rules are here in regards to this so i will refrain from linking the site unless its okay?
It's probably not doing it right. I'd refrain from sharing that link yeah.
Mikeros toolset has eliteness that can read P3d and show various internal properties. Model.cfg included
I usually get on well with the sample files that come with Arma, but man sometimes they drive me a little nuts too xD
oh thats good to know! I'm aware of the toolset, but i have been doing okay so far without. But maybe its time to check it out 😄
It will likely save you from many issues
Fundamentally all model. Cfg animations work the same way though so when you see one you've seen them all. (one that uses all the variables that is..)
The animation source is what affects the behavior the most as all sources don't work the same way
Yea thats why i was seeking a basic understanding of how its working. This is the first mod im working on that really makes use of this. Most of the other stuff i have done hasn't required me to mess with animations.
Your help the other week with the RTM files let me release a first version of the gun i was working on. Finally understanding how it works made it possible for me to do a proper animation. Now i just need to create a reload animation but i think i understand the process based on a video i watched.
Thank you for your help.
A shoulder mounted 50cal?!
Do you know if the distance between the two axis vertices defined as memory points matters, or if its literally inconsequential?
Ahh yes 😄 its an actual gun called the M82A2
As I explained, it's very important for translations, and not important for rotations.
bit silly i know, but it looked like a unique project
In a translation, the actual distance moved is equal to: (offset1-offset0) x distance between axis memory points
I see thats what i was going to ask next, so 1 and 0 is basically max and min movement being all the way from 1 point to the other?
If you mean offset0 = 0 and offset1 = 1, then yes.
aye
If offset1 =2 then it moves 2x the distance between axis points
So the normal process will be to put the axis points on the end of the bolt in the back and forward positions and use 0 and 1 for the offsets in the model.cfg.
Dis
But remember that the animation sources often run in reverse for reload types.
yea i remember you saying that.
Well this totally put me on the path again, thank you guys again!

Have fun, and come back to show progress 🙂
will do!
@native lance this thingy:
ok so any tips on overwriting "hex" then?
wait so instead of "hiddenSelections[] = {" its texture list?
thank you so much that is what i needed
both if I recall right
I don't think its both because its working fine with only texture list
do groundWeaponHolders inherit anything?
In what sense?
like how you can inherit classes to create a new class using the data from the former
im probably talking out of my ass and im approaching a problem completely wrong, i think i figured it out
The other might be required for it to work in some specifc situation. Dont remeber exactly how that went off the top of my head
it is good to mimic the existing classes inheritance
On Custom Compositions there are groups which I can't find nor don't look like these exist anywhere else?
How would I create a custom one?
https://gyazo.com/9915981e305da51b3561d5d455acdc38
Hello
I have a big problem with my new bell 214 helicopter that i wondering what is going on and idk why the FFV config is not working for me
When i use 'class cargoturrets' or somting like this the man who must be on the seat that i created a proxy for it for doing FFV , sit on an invisible seat and its my very big problem qith ffv
I can do every things about the ffv config exept solving this problem
Here is the config.cpp
And its a video about it
https://drive.google.com/file/d/15dyulK68-drsWz01v5UDlwWd5NT7AdDe/view?usp=sharing
sounds like either missing proxy or gunner action animation that does not match the position you want it to be in
I used the vanila heli script but it also wont work
I used a script that used on uh60 and it wont work again
Im gonna be crazy after 3 mounths that i working on it@hearty sandal
from the video it looks like you are missing proxies
@hearty sandal i sent you a pic that i cant send it here
Would you please check it?
youll need to approve the rules so you can post pictures
@hearty sandal it not work
using \a3\Data_f\proxies\Heli_Light_02\Cargo Instead \a3\data_f\proxies\Heli_Transport_01\Cargo01
and its also not work
do you have the proxies in other LODs too?
yes
would you mind check the p3d file with streaming or something?
@hearty sandal
sorry dont have time
is there any thing about named property or other things except proxies?
are you packing the pbo with pboproject?
no im using addon builder
id recommend pboProject for config error checking
@hearty sandal is there any hope for me if I delete the proxies and create new one ?
cant say off the top of my head
my wager is config error
but your config is over thousand lines. its not really something I want to read through
😅
i can make it simple if you would
by removing every lines that about PhysX and sound and etc
https://sqfbin.com/niquhixufimefopejima@hearty sandal
here is the Simplified cfg that just about cargo
try it through pboproject
im going to do it
In this screenshot you have 9 cargo proxies selected on the left, but only 5 proxy triangles in red on the model?
@nimble sequoia
Show me wireframe with 4 FFV (proxies 6-9) selected please
Not related, but you should only have 1 named property in resolution LOD's of "lodnoshadow = 1" - get rid of all those others.
done
Is there really 9 cargo proxies in there or are some of them same triangle?
@nimble sequoia as i findout from pbo project and locking other configs like RHS uh60 and heli test of a3samples the config have no problem
the heli work fine with 9 passagers if i dont use class cargoturrets
That's what I was checking...looks like 9 to me
now im going to kill my pc with shooting in the CPU
Can you try adding the following lines to your cargo turrets
commanding = 2;```
yes i can do
and also make sure that each cargo turret has it's own unique get-in memory points
wait !!! we cant use same memorypoint???
For turrets - not advisable
let me give it a try
If those things don't work I could do a call with you to look in more depth
OK , thank you sir
Another thing - have you checked by using the games config viewer that the cargo turrets actually exist on the helicopter? They can sometimes get "lost" if there are further child classes which try to change some aspects of the turrets (eg crewman classes), but don't fully respect the turret inheritances.
im going to check
wont work again
the seats are still hiden
If you want to do a call it will have to be soon.
im free today if you have time just tell me when
Im working on some factions using the Alive Orbat creator i was wondering if anyone knows how to add Unit Randomization without using CFP?
How do I enable my sounds to use vehicle interior attenuation? using both playSound3D and say3D
been reading https://community.bistudio.com/wiki/Arma_3:_Sound:_Filters but I'm not sure where to go from here
The cfgSounds is in description.ext
Am I recalling incorrectly that you can evaluate expressions/do math in volume param for sounds?
Say I want to play a sound effect on a vehicle that's quiter outside the vehicle than when you're in the crew
I've got no experience with config writing but I'm wanting to learn.
As a first project, I'm wanting to make a version of an MG that has the artillery controls (pg Up & pg down for elevation / mouse for azimuth) to allow for indirect fire.
What would be some good starting resources to read to help?
Rifle type weapons cant have that kind of controls
Sorry, I should have specified static MG
Like the tripod mounted ones
Im not sure if you can properly turn them into such weapons
buuut id recommend starting from something not as unconventional
and once you understand how configs work try that out
so start simpler
create a just a new version of a static MG and change its name
Yeah fair enough, any idea where to start reading about how it works?
BI wiki has pages that explain config inheritance and structure. BI forums has lot of answered questions, Arma 3 Samples have commented example configs
That's great but right now I can't even find the config file I need for the MG vehicle.
check out the texts first.
I've had a look at them but it seems to be assuming I already have the file I want to edit in front of me.
well there is the all in one config dump script command you can use to dump full game config out to look at
and you may want to look up how to setup the modding tools and P Drive development environment
Yeah, so I've managed to get the AZ & EL to display and for it to be picked up by ACE artillery tables. Not got Pg Up & Down controls but that wasn't as important as getting the information.
Sadly the maths from ACE is way off so I'll need to look into that.
I have a weird issue with some vehicles where they continue rolling forward after they blow up, what might cause that to happen? would it be something to do with the handling config or what?
Anyone familiar with a vehicle that has ambient interior noise that I can reference as an example?
I'm having an issue with a "config.bin", I canablised a mod so that I can access one of its features without having to download other mods, everytime I remove the "required addons" that I don't need anymore the mod dosent work.
Dose this have somthing do with the "signatures" or is there another issue?
this is not good practice
Sounds like the required addons are... required...
Is it possible for the driver of a vehicle to raise/lower the guns? Or is that hard coded to a gunner
Basically not possible as far as I know (only 90% sure though). Driver can have weapons, but they're not steerable.
In order to control weapons you need to be in a turret, but then the player doesn't have the hard-coded driver vehicle control.
didnt the 1 man tank system allow both driving and and turret operating
Which one?
Those are questions for the offtopic / amImad channel 😉
In a way, by playing as gunner with an AI driver, you get to drive the vehicle through the commands he sends to the driver - slightly indirect, but it does work.
If this is a thing, I need this 👀
The old school auto M1A1 and T-80 from OFP? Pretty sure it doesn't work anymore in post-OFP games since turrets work differently now.
class M1AbramsAuto: M1Abrams { scope=1; displayName="$STR_DN_M1A1_AUTO"; hasGunner=0; hasCommander=0; };
Makes more sense to use the UAV system anyway since it's natively supported by A3 as opposed to OFP's all-in-one approach.
@winter rain you experimented with the single driver tank
yes i did some experiments that worked but at least i had to stay at Killzone_Kid's Script at all
http://killzonekid.com/arma-scripting-tutorials-one-man-tank-operation/
use this, in your EventHandler Init
Do you need include/ add to 1st line of config.cpp
cfgPatches {
class myAddon {
....
};
};
Before any else of configs , like functions weapons etc.
So what is the order of how the configuration is read, or does it matter
Nope. You can place it anywhere in the config, whether it's before CfgWeapons, after CfgVehicles, or between CfgFunctions and CfgSoundShaders, etc. So long as it actually exists in the config the engine will parse it.
For readability purposes it should be kept at the top though.
Thanks for info.👍
error when i open my game "picture "\blahblah\blahblah.paa" not found". no model, no icons, nothing shows up?
Bad pathing
yeah i figured. i found a way ty
I'm sorting out configs for a skin for TeTeTe3's Su-35, and there's this really annoying part of the init script executed in the eventhandler that randomises hull numbers and I want to stop it, however the same init script also handles the afterburners and MFD's and everything I've tried to remove the hull numbers and retain the other functionality either doesn't work, or it causes the afterburners, MFD's etc to stop functioning. Any way I can make an init event handler that executes two scripts with a delay in between?
I've tried making a separate sqf that gets executed by the EH and in theory then executes the default init script and then the script that removes the numbers a second after, yet in practice caused the afterburners and MFD's to stop working
the latest method I've tried is
{
init[]=
{
"_this execVM '\js_jc_su35\scripts\Init_SU35.sqf'",
"sleep 1",
"_this execVM '\PW_A3_SU35\script\removenumbers.sqf'"
};
};
and it returns "init is not a value"
I don't think that is a valid syntax for eventhandler at all
What does the original class eventhandlers look like?
{
init="_this execVM '\js_jc_SU35\scripts\init_SU35.sqf'";
};
this is from the original config out of the Su-35 mod itself
executing the script outside of the eventhandlers class causes it to not work
can there only be one init EH or can there be more than one?
there can be more
ooo
that's useful
thanks
I may have also found the sum of all evils was that I hadn't configured addonbuilder to pack the sqf files either so
that may have something to do with it
I may be stupid
and would you look at that
it works
sorry about that
is this comment syntax kosher in config files?
/*
class CfgVehicles
{
class ReammoBox;
class B_Soldier_F;
class B_diver_F;
...
};
*/
I know it's too much trouble for what it's worth but it's good to know in the future
Are arma 3 servers safe to play on in downloading the game rn
Do any servers have viruses
This channel is specifically devoted to mod config related issues, but no, I doubt anyone could put remote execution software in a mod file
so no, as long as you only download stuff off the steam workshop, you're good to go
some mods like TFAR and ACRE require external downloads tho, but they're quite popular with the community
The block comment? Yes, that's fine.
This is a bit model.cfg and p3d related, but what do I need to have alternating muzzle flashes?
right now I have it where projectiles alternate, but both barrels have muzzle flash show at same time
heck I am not even sure if I have seen anyone even do so
you either have single muzzle flash you move around via appropriate eventhandler (ammo or revolving perhaps)
or you use hide animation to hide the non shooting one
second one sounds easier, is there an example I can follow?
Okay time to learn hide animation 
Just checking, but, flashlights inbuilt into helmets aren’t a thing right?
no
there is the script attached head light mod and the new attachto improvements with bone animation following would make it even easier
so I am still relatively new to model.cfg stuff, so for this alternating muzzle flash would this be correct for model.cfg?
class Animations
{
class zaslehrot
{
type="hide";
source="muzzle1_flash"; //tbh not sure
selection="zasleh1"; // actually defined in p3d
axis="zasleh1_axis"; // actually defined in p3d
sourceAddress = loop;
minValue = 0.0;
maxValue = 4.0;
angle0 = 0.0;
angle1 = 6.2831855;
animPeriod = 0.0;
initPhase = 0.0;
memory = true;
};
class zaslehrot_2
{
type="hide";
source="muzzle2_flash"; //tbh not sure
selection="zasleh2"; // actually defined in p3d
axis="zasleh2_axis"; // actually defined in p3d
sourceAddress = loop;
minValue = 0.0;
maxValue = 4.0;
angle0 = 0.0;
angle1 = 6.2831855;
animPeriod = 0.0;
initPhase = 0.0;
memory = true;
};
}
not quite
hide uses unique paramters for hiding and showing the part
and custom source might not work the best here
ah okay, so maybe I dont know anything at all. tbh was kinda just shooting in the dark looking at https://community.bistudio.com/wiki/Model_Config#AnimationSources
anything else i should probably read up on before trying again 
you should be able to find examples of hide animations in some of the Arma3 samples
okay iwll do
How could I go about adding an extra spare track (from Ace) in a vehicle's config?
While looking for how to do so, I found this reddit post: https://www.reddit.com/r/armadev/comments/u85kpx/adding_ace3_cargo_items_in_vehicle_config, which does have a script that accomplishes this, but I'm not entirely sure what to do with it. I also found this thread: https://forums.bohemia.net/forums/topic/218252-ace3-add-more-spare-parts on the Bohemia forums with the much simpler [_vehicle, 2, "ACE_Track", true] call ace_repair_fnc_addSpareParts;, but I'm not sure where I'd put this in a config (or how to call a script when an object is placed in general)
2 votes and 4 comments so far on Reddit
hello guys, i searched a bit but found nothing about adding more spare parts on vehicles with ACE3 mod, right now it adds only 1 wheel or spare track for every vehicle, i wish to add some more to each vehicle, and i cant do manually because they are randomly spawned. in ACE3 addon menu, under log...
You can do it via config, using ACE_Cargo
class ACE_Cargo
{
class Cargo
{
class Track
{
type = "ACE_Track";
amount = 2;
};
};
};
Is it possible to have #if within a #define?
https://community.bistudio.com/wiki/PreProcessor_Commands#.23ifdef
This is not what you're looking for?
No, I meant #define'ing some config structure that does have #if
Aa, okey. My mistake
in bulldozer when I press enter to cycle through the animations I have maingun mainturret, drivewheel and time, but I dont get revolving. is there something I have to do for it to show in model.cfg? I have a entry under Animations as such
class MuzzleFlashROT
{
type = "rotationX";
source = "revolving";
sourceAddress = "loop";
selection = "zasleh";
axis = "";
centerFirstVertex = true;
minValue = 0;
maxValue = 4;
angle0 = "rad 0";
angle1 = "rad 360";
memory = 1;
};
anyone have knowledge about CfgFormations? just wanting to customize a formation and don't really understand the placement.
check Sections subclass of configfile >> "CfgWeaponCursors" >> "rocket" , it uses diagonals to scale 🤷♂️
uMin/uMax - horizontal coordinates in the texture normalized to 0...1, 0 is on the left.
vMin/vMax - vertical coordinates in the texture normalized to 0...1, 0 is on the top.
xOffset - horizontal direction of section movement. Negative is left, 0 is no movement, positive is right. Actual value doesn't seem to matter, i get similar results with 1 and 1000.
yOffset - vertical direction of section movement. Negative is up, 0 is no movement, positive is down. Actual value doesn't seem to matter, i get similar results with 1 and 1000.
I got that to work but main issue is the remaining parts in the middle
https://cdn.discordapp.com/attachments/615983518882725912/1056647881509056667/20221225195843_1.jpg
How did you get that to not appear?
did you change any other CfgWeaponCursor classes? Did you change a weapon class?
No, currently this is all I change other than some should-be irrelevant things such as the 3rd-person camera position
i've managed to reproduce what's on your screenshot by making changed in the arifle class. Defining my own class and weapon that for it works alright. Wait a minute
I think I need to overwrite the Top, Bottom, Left and Right Sections - just now noticed they're defined for the arifle class
yep, deleting them helps. hpp delete SectionBottom; delete SectionTop; delete SectionRight; delete SectionLeft;
Yee, now it works!
Tons of thanks for the help!
Would pulsing lights be done via script?
Or is there some rvmat/Config value I can work with
neither of these require external downloads, other than the workshop item
class MarkerLights {} have an inbuilt blinking option:
blinkingStartsOn = 1;
blinkingPattern[] = {0.1, 0.9};
blinkingPatternGuarantee = 1;```
class Reflectors {} can be rotated and turned on/off by animation sources.
Sads but understandable
hello
I'm having an interesting issue with my mod regarding cfg groups because i have it all done and it works perfectly in the 3den editor but partially in zeus because some work and others don't even though they are the almost the same and there is no reason they should not show up in zeus because they are all in the directory that gives it to zeus
also here is a little bit of the config file
would be easier if we could actually look at the file properly. Screenshots dont really help.
fair enough but I'm not really sure how to do that
{
units[] = {
//inf
"RM_NOD_rifleman",
"RM_NOD_crewman",
"RM_NOD_helipilot",
"RM_NOD_helicrew",
"RM_NOD_fighterpilot",
"RM_NOD_soldier_GL",
"RM_NOD_soldier_AA",
"RM_NOD_soldier_HAT",
"RM_NOD_soldier_LAT",
"RM_NOD_soldier_MG",
"RM_NOD_soldier_med",
"RM_NOD_survivor",
"RM_NOD_rifleman_ammo",
"RM_NOD_rifleman_eng",
"RM_NOD_rifleman_lte",
"RM_NOD_rifleman_para",
//squad
"RM_NOD_INF",
"RM_NOD_W_INF",
"RM_NOD_AB",
"RM_NOD_sentry",
"RM_NOD_ATT",
"RM_NOD_AAT",
"RM_NOD_HQ",
"RM_NOD_TankSection",
"RM_NOD_SPGSection_Scorcher",
"RM_NOD_MRLSSection_Scorcher",
"RM_NOD_TankDestroyerSection",
"RM_NOD_TankDestroyerUPSection",
"RM_NOD_LTankSection_Assault",
"RM_NOD_LTankSection_Recon",
"RM_NOD_LTankSection_AA",
"RM_NOD_LTankSection_AT",
"RM_NOD_LTankPlatoon_combined",
"RM_NOD_LAT_MOTO_INF",
"RM_NOD_HAT_MOTO_INF",
"RM_NOD_AA_MOTO_INF",
"RM_NOD_MotInf_Reinforce",
"RM_NOD_MotHInf_Reinforce",
"RM_NOD_MECHInf_APC2",
"RM_NOD_MECHInf_APC1",
//viv```
sqfbin.com is a thing
idk what that is but apparently their servers are down
oof
uploading configs as files (to discord or any other hosting) is a thing then 🤷♂️
not sure if i need to ask this here but how can i find the memory point of the blackwasp's targetting pod. or does anyone know its memory point?
you can read the config for the vehicle to find the name or use https://community.bistudio.com/wiki/selectionNames in game to read the selection names for memorylod
i noticed that most things like darter or blackfoot have pip as the pod.
i used selectionNames but couldnt find it
does the wasp just not have a pod?
Dont know, does the targeting pod activate the same way as in other planes?
it does
but in the blackwasp it seems more that there also is no visible moving pod
so i thought its either a camera position made each time or i cant find it
is it a pylon weapon
why do you need the point exactly?
To get the vectorposition of the camera
With the darter i saw you could take the vector and see how the camera is pointing id like to do that for the wasp
well youll have to check its config to figure out what point it uses
or it its a pylon
Is it possible to add interaction (addAction or ace action) to rope so player can interact with any segment of the rope to perform an action?
evening all! quick question. I'm working on trying to make a civilian faction be hostile to the other factions or available to have the side become hostile through zeus. How do i go about this? I stumbled across this code, but the config doesnt like it.
_civilian= [addRating -10000];
civilian setFriend [civilian, 0];
more a scripting or mission making matter
ah okay. much appreciated
is there a way to set a blinking pattern on a point light / reflector, either with scripts or config? I can't use a marker light because of the limit of 6 lights
How have you determined that there is a limit to 6 MarkerLights { } ?
I'm aware dynamic lights are limited to 16 sources, although the maximum hard-coded limit is actually 32 which can be accessed by modding.
I added 7 of them and got an error popup on the dev build of arma 3 😄
saying that markerlights are limited to 6 and anything above will be merged
Thanks, interesting to know that.
What type of object you got there?
Vehicle, jet
Im considering having my lights as separate objects and attaching them
One thing to consider here is that will it basically break the light scene with that many light sources and can it be made with less. Do they all need to be actual light sources or can they just be emissive surfaces for example
Hey guys, I'm trying to change the speed of my rocket, but I can't figure out how to do it yet? Please tell me which parameter is responsible for the speed of the rocket? maxSpeed does not work
class CfgAmmo
{
class ammo_Missile_CruiseBase;
class ammo_missile_test : ammo_Missile_CruiseBase
{
model = "\A3\Weapons_F_Sams\Ammo\Bomb_05_F_fly.p3d";
proxyShape = "\A3\Weapons_F_Sams\Ammo\Bomb_05_F_fly.p3d";
muzzleEffect = "";
effectsMissile = "";
effectsSmoke = "";
maxSpeed = 80;
};
};
CfgMagazines' initSpeed it is IIRC
of CfgWeapon's. Or both in some setups
although rocket 🤔
i'd say this bunch is likely to have an effect: hpp class ammo_Missile_CruiseBase: MissileBase { ... initTime=0.30000001; thrustTime=200; thrust=35; maxSpeed=194.444; maneuvrability=16; maneuvDependsOnSpeedCoef=0.40000001; airFriction=0.44999999; sideAirFriction=0.5; ...
@wintry tartan@ashen chasm Ty, will try
https://community.bistudio.com/wiki/Config_Properties_Megalist#initTime can help with decyphering what's what in configs 🤷♂️
can you please tell me what the mistake is? The speed has not changed
class CfgMagazines
{
class VehicleMagazine;
class DB_magazine_switchblade : VehicleMagazine
{
ammo = "DB_ammo_switchblade";
scope = 1;
initSpeed = 15;
maxLeadSpeed = 15;
model = "\A3\Weapons_F_Sams\Ammo\Bomb_05_F_fly.p3d";
};
};
class CfgAmmo
{
class ammo_Missile_CruiseBase;
class DB_ammo_switchblade : ammo_Missile_CruiseBase
{
model = "\A3\Weapons_F_Sams\Ammo\Bomb_05_F_fly.p3d";
proxyShape = "\A3\Weapons_F_Sams\Ammo\Bomb_05_F_fly.p3d";
maxSpeed = 15;
};
};
Did you try this ^
Does anyone know in which config the layout position is defined for the icons in CfgActions?
Trying to have those icons appear lower down on the screen if possible
Hi, Is there any public API that can record data such as the number of players on the server, the current mission, etc.. so that I can subsequently request this data from a URL thanks to the mod and transfer it to the main menu?
Is there anyway to have a gunner view that faces the rear?
Or does the guy have to be facing the rear himself
If the gunner is mounting a vehicle gun, the weapon and gunner must face forwards in the p3d model.
Include the gunner proxy in the weapon turn selection (eg otocvez) and then set the initial turn in the turret config initTurn = 180;
So, I have a seat where the gunner shouldn’t turn at all. As it’s just a normal seat. The gun is facing the rear though and the ADS view he has faces the front
Anyway to reverse his gunnerview?
If you don't want the gunner to move with the gun, then you can turn his proxy in the p3d.
Ah, so moving his proxy is the only way?
Very unlikely to be the only way, but it's the correct way.
Would reversing the turret in the model to face the incorrect way, then set init turn to 180 work?
Weapons must face forwards in the p3d
Would setting it forward in the model, then set initTurn of the turret to 180 change anything?
Or not at all
Isn't that just repeating the question? #arma3_config message
Yeah, it’s 5am. I got to get up early like, all week. So, my brain is still waking up
The way all vehicle weapons should be set-up is that they must face forwards in the p3d, and then you rotate them to the desired initial angle (like left, right or rear) using the config.cpp turret initTurn value.
Alright, I’ll give it a shot
If you have rear facing weapons, like from a ramp on a helicopter, it makes the p3d look very odd, but that's just the way it has to be for the ballistics to work.
I could use some help again folks. So I am making a p320 and everything works fine so far however I wanna do two different magazine types with two different models. I have it configured in the p320 like this currently: https://gyazo.com/14c8b71a172541bdd0b980fb1bd1e848 and here is the model which I removed the magazine from since it only showed the 1 type. https://gyazo.com/11d858f3e078d8a87b589c62c8191147
Now I tried the A3\Data_f\proxies\weapon_slots\MAGAZINESLOT.p3d and could not get it to work, the weapon fires, reloads, takes both mags from the inventory. But will not show either magazine in the gun, much less two different
@nimble sequoia Ok, doing a little playing with it. using
maxValue="rad -180";
minValue="rad +180";
angle0="rad -90";
angle1="rad +90";``` is causing the camera to change where it looks. If I can just edit these values enough, I can pull it off
@remote salmon Use this code
class CfgNonAIVehicles
{
class ProxyWeapon;
class ProxyMagazine: ProxyWeapon
{
model = "\OPTRE_Weapons\SRM77\SRM77_10rnd_Mag.p3d";
simulation = "magazine";
};
};```
```cpp
class OPTRE_10Rnd_127x99: OPTRE_8Rnd_127x40_Mag
{
dlc = "OPTRE";
modelSpecial = "\OPTRE_Weapons\SRM77\SRM77_10rnd_Mag.p3d";
modelSpecialIsProxy = 1;
model = "\OPTRE_Weapons\SRM77\SRM77_10rnd_Mag.p3d";
displayName = "10Rnd SRM77 Magazine";
displayNameShort = "12.7x99";
picture="\OPTRE_Weapons\br\icons\magazine.paa";
ammo = "OPTRE_B_127x99_Ball";
initSpeed = 900;
count = 10;
tracersEvery = 0;
lastRoundsTracer = 8;
};```
You need a CfgNonAIVehicles entry
You then need a modelSpecial and modelSpecialIsProxy in your mag config
So pretty much add that NonAIVehicles config to my weapon one, then add both those proxies in the same spot? and in theory it should work? Lol
You need the first code block. You then need to add modelSpecial = "Path/To/Model.p3d"; and modelSpecialIsProxy = 1; to your mag class
It'll then work
Alright, I'll give it a shot. Thank you.
CfgNonAIVehicles is a separate class altogether though
I figured as much.
I'm gonna ask a really dumb question, do I need to add a specific path for the proxy or just title it ModelSpecial in the pistol p3d?
You just need the proxy in the correct spot so the mag looks like it’s loaded into the pistol. After you’ve done that, do the Config I sent
Wait
It’s mag slot
Ignore all that
Ok so, should I have the original mag on the model or proxied in?
No, the proxy needs to be magazineslot or whatever it is
The proxy will then use the modelSpecial path
A3\Data_f\proxies\weapon_slots\MAGAZINESLOT.p3d This one correct?
inb4 the classes are tracked by the model name
Ok, is there an easy way to make the model appear in bulldozer for I can see the placement when I move it? because when I add that proxy I get nothing in the preview.
Could see if it’ll pop up in buldozer
If not, have fun with checking in game
Awesome Lmfao
Let me go make sure the config works, then I'll start playing with placement
For testing purposes (especially when you are repositioning magazine) it is good to directly link in proxy to p3d containing your magazine so you can easily see it in buldozer
https://community.bistudio.com/wiki/Arma_3:_Magazine_Proxies 🤔
Could switch the proxy path to your mag p3d and position that
Then switch it back to the magazineslot proxy
So I tried that earlier when I was originally trying to get it to work, do i just rename the proxy to change it or a different section?
also it does work, I just have to position the mag now
I thank both of you greatly
You just rename the proxy
Again, both of you thank you so much for the help.
Right click in object builder and rename. Dont do anything outside that with it. As moving a selection to proxy then selecting an already existing p3d will wipe that p3d
This have helped be get more done in 15 minutes then 3 hours lol
https://gyazo.com/978a4fbd09331ae93ac15bda4f28e62d So here is the last two issues I am running into
Disregard that, the different models are showing just the ones positioning is messed up. However they are still not actually showing the model in the reload.
You only need one proxymag
And modelSpecialIsProxy should be 1
You dont need it for other mags
Only the default mag
It'll work with the others
So I need the proxy mag and the normal mag on the model?
No
You don't need the normal mag on the model. The mag proxy works just fine
Your code is incorrect
Listen
You can only have one proxymag
You do a proxy mag for the default mag
So, proxymag2 is default
Remove the extended one
You don't need to do any of this for the extended mag
Only the default
Oh, so I just setup the proxy for the default, then add the regular class / model config for the others? Correct?
You have your a3 magazine proxy and your gun has no mag correct
Your proxy IS your magazine
That's correct, No Physical mag model on the gun, just the proxy.
Ok, then, you add the non extended mag into cfgnonaivehicles
The code I posted
Yup.
then, you add modelSpecial="Path/To/Model.p3d"; in place of model
Then modelSpecialIsProxy=1;
Those 2 go in your mag class
After that
That's it
It works just fine now, only issue being there is still no physical model on the reload. Even after double checking all that.
You need to add your memory points onto the gun or the mag
One of those
Alright, Well I really appreciate the help and walking me through this
I'll look into the memory points by myself then. Thank You so much though.
hmmm good question
they are mostly just collision lights
some of them pulse though, so would be beneficial to use a normal markerlight
or blink rather
but I guess it could be a "flare" only, with no actual dynamic light
How can you change the order in which tracks defined in cfgMusic are sorted?
I tried adding tags to the display names, assuming that it was sorted alphabetically, but that didn't seem to work. It also doesn't appear to be based on the order they are defined in cfgMusic itself either, as they are sorted there as well.
Why it does matter?
Just to have songs from similar media/artist/whatever together
Say I want to play some star wars music but not sure which, but the two songs in the Play Track list are separated by 100 songs from other things
Description.ext only defines what it going to have, there's no order that matters so much. I think you have something I don't know/not referring
I forgot to specify that this is for an addon, not a mission
when you connect to a server
directly from the launcher
what screen do you see now then?
i mean i want to change the loading screen image
i should edit this?
configFile >> "RscDisplayWelcome" >> "controlsBackground" >> "Picture"
im not fully sure what screen you mean
when you join to a server from the launcher, this loadscrean appears, i want to change that for a personalizated background image
I dont know if that one can be changed.
and its not like you made the game. In my opinion its appropriate to keep it as it is
Isn't this a splashscreen?
i have splash screens disabled, so i guess not
Mhm, let me see
i think is this rsc: configFile >> "RscDisplayStart"
its not the spash screen, it cames after, i saw this in dayz, and was curius if that was posible
what im sure how to do its to override a class 
Override?
class CfgPatches
{
class PLP_test
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Data_F_AoW_Loadorder"};
};
};
class RscStandardDisplay;
class RscControlsGroup;
class RscPictureKeepAspect;
class RscDisplayStart: RscStandardDisplay
{
class controls
{
class LoadingStart: RscControlsGroup
{
class controls
{
class Logo: RscPictureKeepAspect
{
text = "\A3\Ui_f\data\Logos\arsenal_1024_ca.paa";
};
};
};
};
};
class RscDisplayLoadMission: RscStandardDisplay
{
class controls
{
class LoadingStart: RscControlsGroup
{
class controls
{
class Logo: RscPictureKeepAspect
{
text = "\A3\Ui_f\data\Logos\arsenal_1024_ca.paa";
};
};
};
};
};
class RscDisplayNotFreeze: RscStandardDisplay
{
class controls
{
class LoadingStart: RscControlsGroup
{
class controls
{
class Logo: RscPictureKeepAspect
{
text = "\A3\Ui_f\data\Logos\arsenal_1024_ca.paa";
};
};
};
};
};```This does it flawlessly
this is what i dont understand:
class RscDisplayStart: RscStandardDisplay
RscDisplayStart already exists, and you modify it
i don't understand entirely how classes work
what you do there is external base classes?
https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes
Nothing. I only do modify the texture path part
Defining itself does nothing to do with the existed class
im trying to change the background, but i cant understand how to do it 
If there is a class like this:cpp class A { B = 1; C = 3; };re-defining in a other config likecpp class A { B = 2; };This only changes the B variable
Literally similar even if you inherit, if you inherit properly
ok, so i want to change this:
configFile >> "RscDisplayNotFreeze" >> "controlsBackground" >> "Map"
but this isnt working, im not sure what im doing wrong
class RscStandardDisplay;
class RscDisplayNotFreeze: RscStandardDisplay
{
class controls
{
class LoadingStart: RscControlsGroup
{
class controls
{
class Logo: RscPictureKeepAspect
{
text = "\mymod\mylogo.paa";
};
};
class controlsBackground
{
class map
{
text = "\mymod\myimage.paa";
};
};
};
};
};
Not working how? You can copy n paste my config though...
i mean, your config worked, but i want to change the background too
could anyone help me understand why this is not working for a retextured helmet?
Your path is invalid
Also is the intention of the new config just to replace the texture and nothing else?
yes
class cfgPatches
{
class PTF_Clothes
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {
"rhsusf_infantry"
};
};
};
class cfgWeapons
{
class rhsusf_ach_helmet_headset_ucp_alt;
class PTF_Helmet_Black_Infantry_Mich2000_WD : rhsusf_ach_helmet_headset_ucp_alt
{
displayName = "[Inf] MICH 2000 (WD) [Personal - K.Black]";
author = "Paramarine Task Force";
hiddenSelectionsTextures[] = {
"ptfhelmets\data\ptf_mich_covered_rhino_wd_co_black.paa",
"rhsusf_infantry\gear\head\data\ach_acc_tan_co.paa"
};
};
};
```Then this is fine. Also use indents wisely. I do not know if the path is correct but this is a valid and smallest config
wanted to change a few things from the main one but with this i was able to get it working thank you
is there a way to set up either the turret config or maybe animation config so that with a CargoTurret, when the unit turns in their view is centered? now if you turn out to a FFV position, look somewhere to the side and then turn in, the unit will be in that turned in animation but their torso will be rotated in the direction they were looking in before
the RHS kamaz does it with the cabin FFV seat but I've set mine up in seemingly the same way and yet mine behaves different
check your gunnerInAction vs gunnerAction
and what about them?
sounds like your turned-in animation is not the one you want.
it is the one I want
also, is there a way to control the speed of hatch animations? the animPeriod in the model.cfg animation doesn't seem to affect it and I don't know what else would control its speed
Yes quite possible, but it's not simple and requires combo's of p3d selections in different LOD's and config values + animations. Figuring it out for yourself could take a long time, so best bet is to examine working examples such as RHS or our SOG:PF vehicles.
Hey y'all. I've looked online and can't quite find anything about this idea. Is it possible to replace the zeus falcon that flies around with another model? For example the monitor from the Halo franchise.
Suppose it's more relevant in here than #arma3_scripting -- what are valid conditions for #if for preprocessor commands? Could I use it to check if a parameter of a class is defined, i.e uniformClass in order to distinguish the difference between backpack and uniform in a macro?
So I'm trying to create an addon to add the RHS feature of the vehicle commander being able to swap between FFV and a gun turret.
I kinda understand what I need to do but part of the RHS script calls one of their functions rhsusf_fnc_findPlayer I can't find anything helpful about it on Google and I'm not sure where to actually find it in the files.
Anyone know where to look?
function viewer ingame will help you
Alt+F to access it from the editor iirc
Thanks
Got it
It's literally just a single line.
missionNamespace getVariable ["bis_fnc_moduleRemoteControl_unit", player];
its getting the remote controlled unit if there is one or else it returns the player
So I'm trying to create a variant of a vehicle with an extra turret seat. I've made sure to inherit all the turrets from the original vehicle and it works just fine.
But when I add my new turret on the original 4 turrets all break.
Really have no idea why it's happening.
class Turrets {
class L111A1_MainTurret : L111A1_MainTurret {};
class L7A2_1_Turret : L7A2_1_Turret {};
class Right_Passenger_Cabin : Right_Passenger_Cabin {};
class Left_Passenger_Cabin : Left_Passenger_Cabin {};
//New turret for switch
class Commander_FFV : CargoTurret {
primaryGunner = 0;
gunnerName = "Commander: (Personal Weapon)";
proxyType = "CPCargo";
proxyIndex = 3;
isPersonTurret = 1;
minElev = -10;
maxElev = 60;
minTurn = -90;
maxTurn = 90;
gunnerAction = "UK3CB_Jackal_Commander_BAF";
gunnerGetInAction = "GetInLow";
gunnerGetOutAction = "GetOutLow";
memoryPointsGetInGunner = "pos codriver";
memoryPointsGetInGunnerDir = "pos codriver dir";
gunnerCompartments = "Compartment1";
memoryPointGunnerOptics = "";
LODTurnedIn = 1200; // Cargo View
LODTurnedOut = 1200; // Cargo View
class HitPoints {};
};
};
class Turrets: Turrets {
Like so?
class Turrets: Turrets {
class L111A1_MainTurret : L111A1_MainTurret {};
class L7A2_1_Turret : L7A2_1_Turret {};
class Right_Passenger_Cabin : Right_Passenger_Cabin {};
class Left_Passenger_Cabin : Left_Passenger_Cabin {};
//New turret for switch
class Commander_FFV : CargoTurret {
primaryGunner = 0;
gunnerName = "Commander: (Personal Weapon)";
proxyType = "CPCargo";
proxyIndex = 3;
isPersonTurret = 1;
minElev = -10;
maxElev = 60;
minTurn = -90;
maxTurn = 90;
gunnerAction = "UK3CB_Jackal_Commander_BAF";
gunnerGetInAction = "GetInLow";
gunnerGetOutAction = "GetOutLow";
memoryPointsGetInGunner = "pos codriver";
memoryPointsGetInGunnerDir = "pos codriver dir";
gunnerCompartments = "Compartment1";
memoryPointGunnerOptics = "";
LODTurnedIn = 1200; // Cargo View
LODTurnedOut = 1200; // Cargo View
class HitPoints {};
};
};
yes
Thanks
Are you adding that 3rd CPCargo proxy to the model or converting an existing cargo seat to a turret?
Adding another
Is it your model? It's just that I recognise that code.
It's 3CB stuff and yes I got permission.
is it possible to overide the config of multiple objects with the same identical parameters in an easier way? (rather than copy paste each individual classname) I want to do this, but for all 40mm smoke classes + modded ones
class CfgAmmo {
class G_40mm_Smoke
{
simulation = "shotSmoke";
deflectionSlowDown = 0;
};
};
Does adding fuel to an airplane (jet) increase it's mass and therefore change it's performance (in-game)?
is there a way to set a cargoTurret to default to turned in instead of defaulting to turned out? like when you first get into that seat?
Don't think so. For AI it's controlled by effective Commander based on combat status.
To force-in or force-out you can separate the turrets to make them manually switchable for players, but AI will be stuck in one or other.
Read the preprocessor macros wiki page
Oh, didn't even realise A3 debug was a preprocessor thingy
presume theres no way to figure out if a classname is a backpack or vest for example inside of a macro then?
how do i append the old intros to the main menu cfgmissions?
Q: trying to find a wiki reference if possible for the known A3 cfg classes... i.e.
class CfgSuchAndSuch {
// ...
};
thanks...
Possible classes are accessible in config viewer no?
A binarized config does not actually read any #includes at runtime, or does it?
you responding to me? not config viewer no... I mean like top level areas, class CfgVehicles {} and such.
Yes you can
ok well I hacked my way around it with some scripting. but I am really after a wiki page as a reference if possible.
In the first place, why?
cuz I am adding a couple of custom ones for this mod I am working on, do not want to step on any configFile toes inadvertently, so helps to have the reference handy.
so is there one or not?
You mean you don't want to overwrite any of official config?
okay when anyone wants to address the question seriously, that would be fantastic. thanks... cheers 🍻
When anyone tries to understand the actual question 100%ly a troll, ok
I'm 100% sure that BIKI states not EVERY config that is valid to be used by the game. Since there is a lot of things that aren't supposed to be edited by end users
Indeed, binarize a config.cpp makes it so. So if you want to make a config change depends on the situation using PreProcessors you need not to binarize them
More like your initial question, binarize will process PreProcessor commands in it - which makes the config standalone
Thx. I was doubting myself there.
Some mod was including a non-pbo'd header file and treated it as if it was read at runtime, but it never was.
Goes to show, I guess, that no one ever used that feature xD
I do. One of my Mod changes the config depends on the loaded Mods thanks to unbin'd configs
I meant the feature on the specific mod.
I know CBA does it, too, but by compiling a file, not #including it
Hey, does anyone have an example of a model.cfg for a M14 style rifle like the hunting rifle/DMRs in arma?
I have been trying to make a custom ebr style rifle and having a base for the CFG to go off of would be a lot easier then starting from complete scratch on it
You can look at the configs for arma's own rifles, no?
I found the p3d for the hunting rifle and the regular config but no model config since they are binarized? Unless I’m looking in the wrong spot.
You might be able to use the arma 3 tools to de-binarize them
iirc it was called cfgconvert or something like that?
or just unpack the full arma 3 files using the arma tools and work off of that
I was already able to get that https://gyazo.com/633997bb4efd664caaa0460db77e71c2
model.cfg is baked into p3d, dunno if we can pick it up from binarized p3d
I'm referring to this kind of file. https://gyazo.com/9473aab9c140547dd11270df6a0459d0
That's what I was afraid of and why I was hoping someone might have one.
Aaah ok 
also not viewable through ingame config browser I'm guessing?
Not ingame
Dont be a dick with people who try to help and you might find answers.
To give you meaningful answer it is important to first understand what you try to do so one can tell if you are doing something that works or does not.
Eliteness works just fine if all you need is a reference model.cfg.
Are you sure that you're in the right channel? config_makers is for the ones who write their config.cpp not SQF scripts -> #arma3_scripting
My bad!
is there a simulation type that works with ropes (attached to object) and the object won't move on its own?
attachTo doesn't work with terrain and map objects.
Disabling simulation freezes the ropes
Arma is not happy about ropes attached to massless objects including through another object.
no
ropes have very limited use in vanilla so they have a bit limited ways to be used
but attachTo should work
if you describe what you want to do in #arma3_scripting better answers may be found
for tankX simulation, what controls the tanks rotation speed on a spot, for the hull not turret
tankTurnForceAngMinSpd =
tankTurnForceAngSpd =
latStiffX =
latStiffY =
frictionVsSlipGraph[] = ```
can someone help me in dms real quick
no
youll have to ask here
and wait for someone to answer if they know
thats how the channel works
nevermind, disregard, fixed it
actually never mind, i need help
this still applies
yeah i know man, im trying to show the config file
msg is too long and i cant upload the file for some reason
start from explaining the problem
put it in pastebin and the link to here
👆
and if horriblegoat doesn't know the answer to your question... you're doing it wrong 😉
oh I know nuffing
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
error msg at the bottom
class rhsusf_hgu56p_visor has no { following it
or ;
yes true, it looks like an inheritance, so should read
class rhsusf_hgu56p_visor;
Keep going, keep asking questions when you get stuck, that's why we hang out here, helpful souls that we are.
good to know
also im getting line 29, undefined base class, what mistake did i make there?
Are you getting that after making the correction we talked about?
yes
one too many };s in the lines above that
lemme correct it
luckily you dont have a too complex multi thousand line config here but my recommendation is to always simplify when you are starting and get errors like this
and probably get a text editor that highlights matching brackets and autoformats :3
so for example you got 3 helmet classes here I would start from a config that has only 1 helmet and once that works fully I would add next one and debug that part until it works
notepad++ is good one for that
You can use block comments to remove large chunks for debugging as HG says,
/*
code
*/
i did try it with one helmet, and it worked, after i added the other two is when i got the problem, i thought maybe i accidentally removed something i shouldnt have
best to add 1 thing at a time
and if something breaks, go back to when it worked and try again
aight, will do
everyone make mistakes with typos and such so its normal
sometimes it helps to get second pair of eyes on config too
but to help your own work, its best to work in small manageable chunks
YESS!!!!
it works perfectly
the euphoria
Thank you all
tl,dr is that im really good at the re texturing part, but i couldn't find anyone for configs so i have to learn it
This is how it usually goes. 😅 everyone has their own projects. Congratulations on the success 👍 🎉
Trying to get a rear turret gunner setup. Everything else works besides the first person view is inside the vehicle even though I've told the game to use the view pilot lod. https://pastebin.com/QjfjuWNA
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
what of it does not work?
The gunner of the turret is unable to see anything in first person view. His view is inside the vehicle
I’ve designated the view pilot LOD for it to use
But it won’t
ah okay thanks ,I only tried the first 3 before
is there a gunner proxy?
can you try if you copy the pilot lod as a gunner lod and use the default gunner viewlod config parameters
There is a gunner proxy yes. It’s just a copy of the co pilot gunner seat but index 2
is it in all relevant lods? is the proxy index in the gunner config correct?
Yeah, the turret code is in that pastebin
does it work without the forced lod parameters
I think I found the reason. The view pilot wasn't updated...
Hopefully that's it
Yep, apparently the view pilot wasn't updated for some reason
👍
Is there a way to restrict ffv positions to only certain items/weapons? I have a plane with a spotter position but I only want people to use binos. The other option is just to remove their weapons and give it back when they exit via scripts
Hey boys, what's the easiest way to have bullets come out of a different memory point when I am using eye? Basically I have the eye point at a perfect position for my sights on my rifle, however the bullets come out higher on the sights then I would prefer. Is there a way to have a different memory point the bullets come out of? or is it only the eye?
Eye position and where the bullet came out is unrelated. I guess you would need a script than a config
you have to take the animation you want to use and create a new action list sans the actions you dont want to use
see reyhards post here: #arma3_config message
Cheers buddy will take a look thank you 👍
Does anyone know where the random names AI are assigned when they are created are held?
Hmm, found this configfile >> "CfgVehicles" >> "O_Soldier_base_F" >> "genericNames" which gives me 'TakistaniMen', but then where is Takistana Men 🤔
inb4 CfgNames
Nope
CfgWorlds >> "GenericNames" >> "TakistaniMen" of course 🙃
Abbas = "Abbas";
Abdul_Aziz = "Abdul-Aziz";
Abdul_Basir = "Abdul-Basir";
Which gives a list of stuff such as aboive
params [
["_class","",[""]]
];
private _factionNameType = getText (configfile >> "CfgVehicles" >> _class >> "genericNames");
private _firstNames = configfile >> "CfgWorlds" >> "GenericNames" >> _factionNameType >> "FirstNames";
private _firstNamesCount = (count _firstNames) - 1;
private _name = getText (_firstNames select round (random _firstNamesCount));
private _lastNames = configfile >> "CfgWorlds" >> "GenericNames" >> _factionNameType >> "LastNames";
private _lastNamesCount = (count _lastNames) - 1;
_name = format ["%1 %2",_name,getText (_lastNames select round (random _lastNamesCount))];
_name
Finally 🙃
is += supported in model cfg for skeletonBones[] ?
oh woah discord got new colors for markdown
How do I add hidden selections to a model? (Have original source files)
It needs hidden selections added in order to (easily) change the god-awful grass texture it currently has
A hiddenSelection must be added into secrion[] of model.cfg
and how should that look? in terms of layout
Minutes please
class CfgModels {
class Default {
sectionsInherit = "";
sections[] = {};
skeletonName = "";
};
class Vehicle: Default {
sections[] = {
"cislo",
"grupa",
"side",
"sektor",
"clan",
"clan_sign",
"podsvit pristroju",
"poskozeni",
"L svetlo",
"P svetlo",
"zasleh"
};
};
class Tank: Vehicle {
htMin = 60; // Minimum half-cooling time (in seconds)
htMax = 1800; // Maximum half-cooling time (in seconds)
afMax = 200; // Maximum temperature in case the model is alive (in celsius)
mfMax = 100; // Maximum temperature when the model is moving (in celsius)
// mFact & tBody used to simulate main gun heat
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
tBody = 250; // Metabolism temperature of the model (in celsius)
sectionsInherit = "Vehicle";
sections[] = {
"zadni svetlo",
"brzdove svetlo",
"PasOffsetP",
"PasOffsetL",
"karoserie",
"pas_L",
"pas_P",
"motor",
"vez",
"zbran",
"clan",
"clan_sign",
"Light_L",
"Light_R",
"zbytek"
};```
From Arma 3 Samples Test_Tank_01
cheers
I'm having an issue where i'm animating ironsights flipping down in my model cfg that works fine in buldozer when I preview the animation, but in game they fly off the model
any way to show/hide markerlights? I tried hiding the memory point that is assigned to its position, but it didn't work
hey, anybody smart in configs would want to help me with making a program that offers a caveman simple GUI interface for doing the config.cpp for textures?
i got the code part down, i just need clarification on the stuff i have missed or simply outright wrong when it comes to settings paths and what they do to make sure that the program itself can actually work
how would this program work though?
i can show you in vc what i have so far
does it tackle inheritance for the original class correctly? setting up cfgPatches required addons and units[] array?
it uses a template of one setup correctly
and i could use checkboxes to load the correct type
i need guidance on this tbh, if anybody want to hop in vc i show whats up
does it work with weapons, gear, uniforms, units and any type of vehicle?
currently it works with vest and helmet
VC can be a tall order
as those i understnad
somewhat*
we could add multiple types later on, as of now im testing if it works as intended
and it pretty much does
but the template i use is questionable in quality as it is pretty old
Afternoon again collective knowledge of the arma discord
So, I am making an M4 and want it to remove the carry handle whenever an optic is mounted but leave the carry handle if there is no optic
here is what I have https://gyazo.com/a862bb1e4bbf87779f699510557a9546
However it's the opposite at the moment it start with no carry handle, then when I put an optic on the carry handle reappears and blocks it. I have tried changing the values and even switching to unhide and a couple others. No luck as of yet. Any help would be appreciated as I am sure I am just missing something simple
I'm having an issue where my body uniforms (IE a vehicle and weapon cfg entry) duplicate in vanilla arsenal, but not in ace.
cfg_weapons here
class sns_arvn_og107_russian_klmk_tucked_1_longsleeve: sns_107_old_french_lizard_shortsleeve_1a
{
scope=2;
displayName="[BL] Guerilla KLMK Pants";
class ItemInfo: ItemInfo
{
uniformClass="sns_arvn_og107_russian_klmk_tucked_1_longsleeve";
};
};
Cfg_vehicles here:
class sns_arvn_og107_russian_klmk_tucked_1_longsleeve : simc_SF_TS // Longer sleeves
{
scope = 2;
scopeArsenal = 2;
author = "Dopest Ghast in stad or nil-acht-neun or Brijnvag [Texture edit by Melon]";
picture = "\simc_uaf_67_preview\icons\arvn_ts_ca.paa";
displayName = "[BL] Guerilla KLMK Pants (Mixed)";
uniformClass = "sns_arvn_og107_russian_klmk_tucked_1_shortsleeve"; //the uniform item
model = "\simc_uaf_68\TS_tuck.p3d"; // The path to the model this character uses.
hiddenSelections[] = {"camo","camo2","insignia","rank","nom","gas"};
hiddenSelectionsTextures[] = {
"\sns_cuban_grey_lizard_camo_1a\data\sns_arvn_og107_surplus_russian_klmk_pants_khaki_top.paa","",
"",
""};
};
-Making scope1= in weapons results in it not duplicating in vanilla arsenal, but disappearing from ace.
-Making it scopeArsenal=1 in cfgweapons, but scope=2 in cfgvehicles, makes it not duplicate in vanilla arsenal but again disappear from ace.
What is the proper setup for cfg_weapon and cfg_vehicle entries to have an item not duplicate in vanilla arsenal but also show up in ace arsenal?
Edit: Think I got it. scope=2; scopeArsenal=2; in weapons, but 1 scope 1 arsenal in vehicles. Seems to do it.
hasoptic most likely is 0 when no optic and 1 when optic is on
oh thats how you had it. XD first looked like it was -1
anyway
then its 0 when optic is on and 1 when optic is off
so swap the hid unhide values
at work so cant check, is there a config for “is countermeasure” on magazines? like if i iterate over “magazinesAllTurrets” classes, can i determine which is a countermeasure vs offensive mag?
I swap just the hide an unhide values and all values. Still just get this
Still won't hide the handle correctly
Nevermind, I ended up fixing it
Is there any way to increase durability of vanilla crate?
I know how to override values via config, but don't know which field should be changed
The closest I found is armor and damageResistance
Change the crate's armor value to something ridiculously high.
the thing is that B_SupplyCrate_F is durable
and Box_Syndicate_Ammo_F is not
it's very fragile
and they both has 200 armor value
so the latter is very vulnerable to gunfire and even falling from 1-2 meter height could make it cooking off
Hey there! so I need to use a mod that is not signed, and on the off chance that I do needed it signed to run it on the server. How do I sign someone else's mod, basically?
binarized configs don't have any includes. Includes are only a thing for unbinarized text config files
The answer is, as with many things, use a unique prefix.
Like ACE mod would use ACE_ for a global class. That way you cannot step on anyone
@wintry tartan What I don't understand here tho is how that would fix the problem of a mod I do not require and that hence can be loaded after mine deleting my spotlights.
If you add the Mod into requiredAddons, will be loaded after every requiredAddons have loaded
yeah, but I don't want to require a bunch of mods that I don't use all the time just to catch that case
My point was that without requiring it, I wouldn't know how to fix it
Therefore the usage of __has_include is there
Is it aware of mods that get loaded after mine?
I mean, does #if __has_include detect mods that get loaded after mine.
And even if so, how could I undo what the mod has not yet done?
Undo what? Sorry I think I don't get that part
My mod removes the vanilla spotlights and install its own.
Some mods like FoW do the same, and will erase my spotlights if it gets loaded after my mod.
Since I don't want my mod to require FoW just to catch that case, I am at a loss how to prevent the issue.
Short of making a special mod that only does the spotlight fix in case we have FoW in the modset.
You can make a config like:
- If FoW is in your game (
__has_includeand#ifcan detect it) - Add FoW addon(s) into the requiredAddons that is in the CfgPatches of your Mod that changes the Spotlights (inside of
#if) - Pack the pbo and leave config unbinarized
- So the Mod's config can change itself regarded to loaded Mods, offers no error messages
The actual usecase is in the pbo's subfolder of the Mod I suggest
Hope this makes sense. Can't make a good example since I'm not home
Iam porting a terrain from A2 to A3.The terrain build is using a prefix for the build.Iam trying to repack with Addon Builder and have specified the prefix in Addon Builder options .But the terrain wont show in menu.If i depbo the addon the structure seems good.I'am sure ive repacked addons with prefix before but cant seem to get this one.The adon prefix is =kct= .I have written that,and only that in the addon builder options.Any ideas anyone? What am i doing wrong?
Thanks
Sorry, I got sidetracked.
It makes perfect sense, thank you!
I did not know for certain that the information of which mods would be loaded was already available at that time. But thinking about it, it is probably required to establish the loadorder in the first place.
What benefits do I lose with an unbinarized config?
If you leave them unbin'd, may the filesize is bigger than binned one
Mayhaps it does have some downside than that which I'm not aware
According to the hemtt manual it takes longer to load and you run the risk of an invalid config being loaded
I am having difficulties figuring how exactly the path has to be structured to recognize the .bin
To make matters worse, even a straight up requirement does not bring back the spotlight. They must do sth else to it.
Is there a way to dump out all the paths of the mods/addons being loaded?
Unbinned loads (much) slower
I just have the CfgPatches in there with the gated require. Just don't know what path to use.
Can't think of a way. Besides looking inside the mods pbo
Good to know, it makes sense yeah
Okay just tried my experiment of bin vs unbin config. When I make a config with some macros that expand themselves into 27000 variables (just like zipbomb), and I put the macro 3 times into a config.cpp
It takes 5 more seconds to load if is unbinned (17 vs 12 seconds)
not an option, it's obfuscated :((
May have to ask the devs.
Curious. That's a lot in relative terms, but practically negligible
Just need proper pbo tools then that don't hickup on obfuscated ones.
Armake may be able to give you file listing
Any one here know much about repacking pbo with prefix in the file path?
Iam porting a terrain from A2 to A3.The terrain build is using a prefix for the build.Iam trying to repack with Addon Builder and have specified the prefix in Addon Builder options .But the terrain wont show in menu.If i depbo the addon the structure seems good.I'am sure ive repacked addons with prefix before but cant seem to get this one.The adon prefix is =kct= .I have written that,and only that in the addon builder options.
if prefix/filepaths were wrong, it would still show in menu, but then throw file not found when you click on it
the terrain isnt showing ingame
ive tried repacking with the original config but same result.
if i unpbo after repacking the structure seems correct.
It makes me think its config then if using a prefix is as simple as defining it in the AddonBuilder options.Then why wont the original config wont run either.In the form it comes from steam ,Iam surprised it runs at all.Arma 2 config.I'll keep plugging away at it and if it still wont work i might post it up here and make a challenge out of it..:)
Edited out prefix .Terrain loads except of course for the textures.I dont really want to edit 660,932 RVMats so i cant really go down that road.
It would be better to remake things like that anyway since A2 wrp might be missing stuff A3 uses
Assuming permissions are all in order.
Ive never used visitor.Havnt edited arma terrain since ofp.Prolly will in A4
Just to be sure, All i have to do is add =kct= to the prefix box in Addon Builder options and that should write the prefix into the build?
mh
?
Can you send screenshot, it should be prefix==kct=
maybe it also doesn't like the double =
ah nvm its not
i still dont like it
but still wrong prefix shouldn't break loading of its config 
just make it confusing to track down errors afaik
it runs without prefix
i add prefix and if i unpbo after pack it gives me the prefix folder/directory
but no read cfg..
confusing
gonna go make another cup of tea
I'll give that a try.
What is the path supposed to look like, tho?
Same as it looks to me, on disk or what?
Like, what relation of prefixes and folders does it expect? According to Polpox' example it's not a z path and there's no "add-ons" in the path. But trying it naively I've not even been able to recognize my own add-ons that way.

has_include expects the full path to the file
it might be a z path as you say, there could be add-ons in the path, whatever the addon maker decided he wants to have
ok , 1st I had a , instead of a . in my list of files for addon builder to include.
2nd, i had to write the prefix and the folder name. =KCT=\Fayshkhabur
3rd i edited the list of files to add to be .CPP instead of .cpp
lastly the cfgpatches name was BMFayshkhabur.I renamed it to Fayshkhabur.
It works ingame again now.
Huge thanks Dedmen!! Thanks for your time.:)
Okay, that worked, thank you!
Sadly that didn't fix my initial issue and I've yet to get my spotlight back :/
Is it possible to add something to CfgNonAIVehicles? Ive tried adding a new flag proxy, but I keep getting:
Result code=-1073741819
Binarize task failed
Updating base class RscButtonMenuCancel->RscShortcutButton
Im not touching the class it mentions at all, but it complains about it
pboProject would probably catch it
I had horrendous errors using pboProject while building perfectly fine addons
not sure if its a problem with my environment but couldnt find anything and moved back to addon builder

not really much that can be done with addon builder regarding that
you can try piecing together the config one class a t time perhpas
to see where it breaks
ah bummer
maybe someone else can do that for me later
it didnt build, I just packed it without binarizing and it works ingame perfectly fine
getting some warnings about the P3d though, perhaps that's the problem
this is not very solid practice. 
logical operators don't work in preprocessors, right?
I can't do #if A && B or sth like that?
correct
Hi all, not sure if this is config related but any direction is appreciated. Trying to find where the link is defined so that the launcher offers to auto-subscribe to mods when joining a server. Is this setup by the mod and its workshop profile or the server/mission?
This is mainly for anyone in the future who wants to do alternating muzzle flashes, this is what I eventually got to work after many hours of pain
model.cfg
class zasleh1AltShow // right gun
{
type = "hide";
source = "muzzleAlt";
selection = "zasleh1";
sourceAddress = "loop";
minValue = 0;
maxValue = 2;
hideValue = 0.499;
unHideValue = 1;
};
class zasleh2AltShow: zasleh1AltShow // left gun
{
selection = "zasleh2";
hideValue = 0;
unHideValue = 0.499;
};
class zasleh2AltSho2:zasleh2AltShow
{
hideValue = 0.999;
unHideValue = 1.499;
};
and then config
class AnimationSources
{
class muzzleAlt
{
source = "ammo";
weapon = "myCoolGun";
};
};
Hi there! I'm trying to create a 1-round version of Jets DLC's PylonRack_Bomb_SDB_x4 (4 GBU SBDs on a rack). My goal is a single pylon-mounted SBD, which would be fitting on UAVs like the Greyhawk. The following config works as I hoped (appears on the pylon, can successfully attack a target with it), except the bomb doesn't disappear from the pylon once it's used. Here's my config... ```cpp
class CfgPatches {
class d2x_jets_weapons {
author = "DMOrchard";
requiredAddons[] = {
"A3_Air_F_Jets",
"A3_Data_F_AoW_Loadorder"
};
units[] = {};
};
};
class CfgMagazines {
/extern/ class magazine_Bomb_SDB_x1;
class PylonMissile_Bomb_SDB_x1_d2x : magazine_Bomb_SDB_x1 {
pylonWeapon = "weapon_SDBLauncher_d2x";
hardpoints[] = {"SDB_x1_d2x","O_BOMB_PYLON","B_BOMB_PYLON"};
count = 1;
displayName = "GBU SDB x1";
model = "\a3\weapons_f_sams\ammo\bomb_05_f.p3d";
};
};
class CfgWeapons {
/extern/ class weapon_SDBLauncher;
class weapon_SDBLauncher_d2x : weapon_SDBLauncher {
magazines[] = {"PylonMissile_Bomb_SDB_x1_d2x"};
};
};
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts#Magazine_and_weapon sounds like a custom magazine model that has this specific bomb as a proxy is needed 🤷♂️
Would this be the model property in my CfgMagazines entry? Because PylonRack_Bomb_SDB_x4 was using model="\A3\Weapons_F_Sams\Ammo\PylonPod_Bomb_05_x4_F";, whereas I've switched to model = "\a3\weapons_f_sams\ammo\bomb_05_f.p3d";
...Just noticed the absence of ".p3d" in the original config. This isn't one of those types of errors, is it? 🤦🏻♂️
\A3\Weapons_F_Sams\Ammo\PylonPod_Bomb_05_x4_F has 4 \a3\weapons_f_sams\ammo\bomb_05_f proxies inside it that are shown/hidden depending on ammo count 🤷♂️
If lack of a proxy inside the P3D is my issue, then I guess I'm out of luck.
maybe try to use another pylon magazine model that only has i munition on it. like model = "\a3\Weapons_F_Orange\DynamicLoadout\PylonMissile_1x_BombCluster_02_F.p3d";
seems to work alright in my testing
Thx artemoz, that did the trick! I ended up using model = "\a3\Weapons_F\DynamicLoadout\PylonMissile_1x_Bomb_02_F.p3d";
Hello, I’m interested in putting together a custom equipment mod for my a3 exile server and am not really sure where to start. My idea is to have a high capacity uniform, vest and backpack using standard in game models (like carryall backpack for example) then add these items to a custom trader. Any tips you all can provide me would help tremendously!
inherit existing classname of whatever you want to change, to a new classname (yourmod_classname)
then you only need to change the variables you want to change.
So
class B_AssaultPack_mcamo; //maximumLoad = 160
class yourmod_AssaultPack_mcamo : B_AssaultPack_mcamo
{
maximumLoad=200;
displayName = "Whatever you want it to be called";
};```
Therefore you will have both the original backpack and your higher capacity one available.
@mortal dove I will have to give this a shot, thank you!
this will sound like a total noob question (which is fine with me bc thats what i am) how would I go about naming it? CustGearconfig.cpp for example? i'm really new to all of this lol
oh no no, I meant naming the file itself. like config.cpp or init.sqf. what ext should i use? Or am i making things more complicated than they need to be? lol
10-4. So then I would be able to have this as, lets say, a mod for my server that i upload to the workshop. This would put the information into the server, I would just need to configure the items into my traders?
i know I'm probably skipping so many basic lessons in scripting to get these things implemented which is probably not a good idea 🤣
I dont actually know anything about how exile works. But presumably all you need is the classname of the item you want to add? If so, just add your classname.
yeah, the files I have for the traders are separated into two different files: class list and pricing info basically
i'll look in to this more, it looks like im at least headed the right way with this. thanks again!
so I have a vehicle where if the armor=120 infantry with small arms will shoot it, but if the armor value is any higher they wont. I need the armor to be higher then 120 for other balancing, and the crew of the vic is exposed so small arms would be effective against it. Any other values besides armor I should play around with?
Does fireSpreadAngle work on weapons? I can use that to basically have 2 shotguns where one would have like a choke to make spreads tighter?
Hi, where do I find sounds which current gun uses in shot sounds?
Currently found them from soundShaders class , but that doesn't help me get via gun those configs.
I mean , I would check gun _x and get sounds which that use on shots.
So where do I find path to sounds (via gun class)
you cant find the sound file via gun class, you have to go through the shaders and then figure out the sound file from the shader class
well, you can get the sound set from the gun. And the sound shader(s) from sound set.
Thx, I will check this out and see if I can get those.
👍
something like sqf private _wepConfig = configFile >> "CfgWeapons" >> (currentWeapon player); private _modeName = getArray (_wepConfig >> "Modes") select 0; private _modeConfig = if (_modeName == "this") then {_wepConfig} else {_wepConfig >> _modeName}; private _soundsName = getArray (_modeConfig >> "sounds") select 0; private _soundsConfig = _modeConfig >> _soundsName; private _soundSets = getArray (_soundsConfig >> "soundSetShot"); private _soundSetConfigs = _soundSets apply {configFile >> "CfgSoundSets" >> _x}; private _soundShaders = flatten (_soundSetConfigs apply {getArray (_x >> "soundShaders")}); private _soundSamples = _soundShaders apply {[_x, getArray (configFile >> "CfgSoundShaders" >> _x >> "samples")]}; _soundSamples 🤷♂️
Awesome 👍
👍 yes this is what I meant! thanks for the elaboration!
Yeh! This work,Seems weapons use very many different sounds XD
There is like 50 in mx.
Now i only need find what i use on my own setup. Thanks alot for this. this helps me alot
Multiply by 2 for silenced. Add some for reloading/zeroing. Don't forget the grenade launcher. And some older sound set for mx seems to exist as well.
Yeah, seems so. But now I get all sounds because in shaders I just found mid, dist, close sounds. Now I got all sounds and this helps me alot .
So I would have to create a whole other mod just for this? @wintry tartan
Not entirely “whole” is needed, you just can make a Mod that only modify a single variable of a part of a Mod
oh okay awesome, how would I do that?
Creating a Mod, aka a PBO needs some software to proceed properly. You at least should to have Arma 3 Tools from Steam and “proper” text editor
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
This has... yeah, almost every info you need to learn (includes something not necessary ASAP)
installing Arma 3 tools now
That is like reading another language to me lol
It is lol