#arma3_config

1 messages · Page 5 of 1

keen oyster
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im in the config in "weapons"

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which i think is the magazine config

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im veeeery new to Arma modding

chilly tulip
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Nah, that's CfgMagazines

keen oyster
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🗿

chilly tulip
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It's a bit weird because I think older versions of Arma were different.

keen oyster
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yeaaaah.

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so uh

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i DID find out where i can make new ammo

chilly tulip
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but generally in A3 the magazine definition goes in CfgMagazines.

keen oyster
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AND i found out how the Lynx defines normal vs APDS ammo

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so i tried my best to emulate that

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except for the 45ACP rounds

keen oyster
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hmmm

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i think i actually did it

chilly tulip
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Entries in magazines in the weapon config point to CfgMagazines.

keen oyster
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oh yeah one other thing about this

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wait i can just check the lynx

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yaaay

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i did it right

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OH

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ok

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so

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as of rn

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i have only made a mod with the CfgMagazines file

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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?

chilly tulip
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uh oh

keen oyster
keen oyster
chilly tulip
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As long as it's in a config.cpp then it can go wherever really.

keen oyster
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:D

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so now we have

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APHEDS 12.7mm rounds

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and it looks like HE .45ACP rounds

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🤣

chilly tulip
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Only limiting factor I recall there is that you can't define the same thing twice in the same config.cpp.

keen oyster
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oh yeah

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new question

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so

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the last folder i modded was directly in "weapons" (the file)

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so i named it "weapons".cpp or whatever

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but this new config file is here

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so what do i name it?

chilly tulip
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File path isn't related to config path.

keen oyster
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so what do i name it lol, it's called "config.cpp" just like the OTHER config file :/

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(CfgWeapons, as you called it)

chilly tulip
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Well, Arma only loads config.cpp by itself.

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if you want to split stuff up then you can use #include

keen oyster
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whaaa...

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i dont get it lol

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i have a config.cpp file

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named just that

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that is in the CfgWeapons spot

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i named it "weapons.cpp" in my mod and it worked

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i named it after the file it's in

wintry tartan
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A recommendation from a moderator, please do not spam Enter

keen oyster
wintry tartan
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Make your posts more longer so you won't fill the screen up

chilly tulip
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shrugs

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whatever, my knowledge on this subject is limited and I can't tell what you're asking.

wintry tartan
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It should be named config.cpp and nothing else, that's what I understand. Maybe wrong, but it is habit of every Arma modders

keen oyster
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and if i have multiple config files, one from the revolver file and one from the weapons file, what should i do?

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did i do something wrong in the first place to have multiple config files?

wintry tartan
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Multiple config files in a pbo is possible. Just place them in different folder in the pbo

keen oyster
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.. 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 😆

wintry tartan
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Well, if it does something wrong, you can try to fix it. Or outsource to us

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(aka posting what exactly was wrong, and its config)

keen oyster
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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!

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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.

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😂 im missing a comma

wintry tartan
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Ehh, why would you want to re-define almost everything you've already got?

keen oyster
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are you asking why im defining a completely new magazine?

wintry tartan
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No, re-defining things already defined in base game

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Let me write a very quick example how a config work should be done

keen oyster
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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

wintry tartan
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You can just make a change with a line of code, without copy and pasting the entire config

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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";
    };
};```
keen oyster
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.-.

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wooow

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well yeah i have indeed been doing it very wrong

wintry tartan
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As long as your CfgPatches is correct, this is how it should be

keen oyster
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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....

hallow quarry
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do you know what file references the `VTOL_02_signs_CA.paa"

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I want to remove it to make an unmarked Xian

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but I don't see it in config or rvmat

wintry tartan
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I do believe it doesn't have a hiddenSelections entry. Let me verify it

hallow quarry
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I could throw a wild guess and go write camo_5 as in the blackfoot

wintry tartan
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Indeed it is not even defined as a section of p3d, that's not something you can do

hallow quarry
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I'll give it a try

wintry tartan
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No it doesn't have camo_5

hallow quarry
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it's weird that it's unlisted

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the texture in any file

keen oyster
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ok so i have this here, i believe this is what defines each magazine?

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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?

wintry tartan
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Vanilla arsenal unfortunately have a direct way to change magazine

ashen chasm
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*doesn't

keen oyster
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i cannot change what shows up in there?
⚰️

wintry tartan
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Ye sorry

keen oyster
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aaaaand i have no idea how to work with the ACE arsenal either

chilly tulip
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Err, can't you just add it to magazines on the weapon config?

ashen chasm
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the first magazine in magazines[] array is always loaded in the vanilla arsenal afaik

keen oyster
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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.

ashen chasm
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"loaded", not "shown as compatible"

hallow quarry
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where would the VTOL_Base_F class config be located

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I have a suspicion

hearty sandal
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or use the advanced developertool mod for excellent in game config viewer

hallow quarry
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ok

keen oyster
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😩

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guess im just too dumb to figure it out 🤣

ashen chasm
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i guess the only unmarked xian can be black then 🤷‍♂️

hallow quarry
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it just felt off that the Nato one has the texture listed and the other didn't

ashen chasm
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welp, the emblems aren't set up as a retexturable selection

hallow quarry
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dang it

crisp violet
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well that's annoying

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oh well

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I'll just pretend it's not there

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but yea Gamenator was asking on my behalf but I'm here now so

ashen chasm
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time to make a texture with those places hastily painted over, with brush marks and such 🤣

crisp violet
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if only knew how to replace the texture

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cause the numbers and stuff are a separate part of the mesh and are above the rest of the model

ashen chasm
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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

crisp violet
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yeah i could do that

wintry tartan
keen oyster
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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?

wintry tartan
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The size of the explosion and visual effect are defined differently

keen oyster
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ah ok, so i used indirect damage and its distance for the explosion, so what do i use to make the explosion visuals smaller?

wintry tartan
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It is defined in a super complex way. You can probably find a better effect for it, let me see

keen oyster
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ah alright

wintry tartan
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Which is the current explosionEffects?

keen oyster
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i didnt set one...

wintry tartan
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Then check in config viewer

keen oyster
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all i did was say "explosive = .9;" which is enough for it to apply some sort of explosion effect by default

wintry tartan
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Oh wait, it should be explosionEffects = "ExplosionEffects"; right now

keen oyster
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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

wintry tartan
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explosionEffects = "ExploAmmoExplosion"; should be rather small explosion

keen oyster
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:D thank you

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yeah it looked like C4 went off every time i fired 😂

crisp violet
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alright I've opened a ticket on the feedback tracker

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for the time being, I'll take artemoz's advice by making the texture black where the decals are

ashen chasm
keen oyster
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why would it tell me this option for an explosion..
IF that explosion does not exist

crisp violet
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this is a certified typo moment

ashen chasm
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would look nice converted to simple object in some vehicle graveyard environment

crisp violet
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the typo should be fixed now

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this is why you don't copy and paste without making sure everything's right

dusk kelp
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How can I set the config to overwrite base values of item from other .pbo?

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I know what value I have to change

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doesnt exactly know how to only recall a classname without overwriting it as new item

wintry tartan
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Adjust requiredAddons[] to do it. Not sure what else to say

hearty sandal
crisp violet
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convertible

tawdry coral
ashen chasm
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you actually can if you really need it 🤷‍♂️

tawdry coral
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I was told no-

ashen chasm
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kewords "really need it"

tawdry coral
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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.

ashen chasm
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🤷‍♂️ 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?

tawdry coral
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ohhhh ok. I was wondering what attributes where. So I don't need attributes. Maybe for moduledesc, but that is not strictly needed.

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and when I palce a module onto something in zeus, that's just synching it to the object yea?

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oh also, does it matter if I do functions before or after a module?

class CfgVehicles
{
  class moduleThing
  {
    function = "afunction";
  };
};

class cfgfunctions {
  class afunction{};
};```
rain scarab
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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

rain scarab
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Thanks!

ashen chasm
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Literally nothing to read 🤣

rain scarab
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Yeah lol 2 sentences; I guess it's not as detaield as I was hoping. I'm still skimming through server search.

ashen chasm
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🤷‍♂️ 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

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Unpacked game assets are organised the same as well

hearty sandal
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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

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multiple cpps sounds like trouble

rain scarab
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Okay, seems sound

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Thanks

ashen chasm
mortal dove
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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?

hearty sandal
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like many other features it might be tied to the class of the goggles 👇 this sounds like better answer

ashen chasm
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right as i was testing it

mortal dove
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So is it tied to the class or not?

ashen chasm
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mode=1; in CfgGlasses class

mortal dove
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thank you!

pure bobcat
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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?

nimble sequoia
pure bobcat
summer halo
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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

ashen chasm
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faction or its units?

ashen chasm
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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.

summer halo
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or are sides for those declared as seperate variables?

ashen chasm
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editor/createVehicle seem to only use side declared in unit's config

hearty sandal
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you can get the weapons config from the ingame config viewer

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there is also a gun config sample in the Arma 3 Samples on Steam

stray hull
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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

wintry tartan
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Maybe it is way easier to do in scripts

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I know, achievable in configs too but

hearty sandal
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not really possible to make it universal without making a compatibility mod for all other mods.

abstract crypt
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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;
            };```
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this is the code im working with currently

nimble sequoia
# abstract crypt I could really use some advice in understanding the basics on how animations wor...

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).

abstract crypt
# nimble sequoia You'll find some good information here: https://community.bistudio.com/wiki/Mode...

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!

nimble sequoia
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Both translation and rotation type animations use axis, with type hide being the odd one out.

abstract crypt
# nimble sequoia Both `translation` and `rotation` type animations use axis, with type `hide` bei...

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;
            };```
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As you can use, it uses rotation and translation but doesn't define a axis.

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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

nimble sequoia
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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.

abstract crypt
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I see, thank you again!

hearty sandal
abstract crypt
# hearty sandal 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?

hearty sandal
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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

abstract crypt
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I usually get on well with the sample files that come with Arma, but man sometimes they drive me a little nuts too xD

abstract crypt
hearty sandal
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It will likely save you from many issues

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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..)

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The animation source is what affects the behavior the most as all sources don't work the same way

abstract crypt
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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.

nimble sequoia
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A shoulder mounted 50cal?!

abstract crypt
#

Do you know if the distance between the two axis vertices defined as memory points matters, or if its literally inconsequential?

abstract crypt
nimble sequoia
#

As I explained, it's very important for translations, and not important for rotations.

abstract crypt
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bit silly i know, but it looked like a unique project

nimble sequoia
#

In a translation, the actual distance moved is equal to: (offset1-offset0) x distance between axis memory points

abstract crypt
nimble sequoia
#

If you mean offset0 = 0 and offset1 = 1, then yes.

abstract crypt
#

aye

hearty sandal
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If offset1 =2 then it moves 2x the distance between axis points

nimble sequoia
#

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.

hearty sandal
#

Dis

nimble sequoia
#

But remember that the animation sources often run in reverse for reload types.

abstract crypt
#

yea i remember you saying that.

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Well this totally put me on the path again, thank you guys again!

hearty sandal
nimble sequoia
#

Have fun, and come back to show progress 🙂

abstract crypt
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will do!

hearty sandal
#

@native lance this thingy:

native lance
#

ok so any tips on overwriting "hex" then?

#

wait so instead of "hiddenSelections[] = {" its texture list?

native lance
hearty sandal
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both if I recall right

native lance
#

I don't think its both because its working fine with only texture list

winter cargo
#

do groundWeaponHolders inherit anything?

wintry tartan
#

In what sense?

winter cargo
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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

hearty sandal
hearty sandal
mortal dove
worthy beacon
#

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

hearty sandal
#

sounds like either missing proxy or gunner action animation that does not match the position you want it to be in

worthy beacon
#

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

hearty sandal
#

from the video it looks like you are missing proxies

worthy beacon
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@hearty sandal i sent you a pic that i cant send it here

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Would you please check it?

hearty sandal
#

youll need to approve the rules so you can post pictures

worthy beacon
#

Tnx

worthy beacon
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@hearty sandal it not work
using \a3\Data_f\proxies\Heli_Light_02\Cargo Instead \a3\data_f\proxies\Heli_Transport_01\Cargo01

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and its also not work

hearty sandal
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do you have the proxies in other LODs too?

worthy beacon
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yes

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would you mind check the p3d file with streaming or something?

#

@hearty sandal

hearty sandal
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sorry dont have time

worthy beacon
#

is there any thing about named property or other things except proxies?

hearty sandal
#

are you packing the pbo with pboproject?

worthy beacon
#

no im using addon builder

hearty sandal
#

id recommend pboProject for config error checking

worthy beacon
#

@hearty sandal is there any hope for me if I delete the proxies and create new one ?

hearty sandal
#

blobdoggoshruggoogly cant say off the top of my head

#

my wager is config error

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but your config is over thousand lines. its not really something I want to read through

#

😅

worthy beacon
#

i can make it simple if you would

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by removing every lines that about PhysX and sound and etc

hearty sandal
#

try it through pboproject

worthy beacon
#

im going to do it

hearty sandal
#

you cargoturret classes are outside class turrets.

#

in the base class

nimble sequoia
# worthy beacon

In this screenshot you have 9 cargo proxies selected on the left, but only 5 proxy triangles in red on the model?

worthy beacon
#

@nimble sequoia

nimble sequoia
#

Show me wireframe with 4 FFV (proxies 6-9) selected please

worthy beacon
#

@hearty sandal they are inside as i checked now

nimble sequoia
#

Not related, but you should only have 1 named property in resolution LOD's of "lodnoshadow = 1" - get rid of all those others.

hearty sandal
#

Is there really 9 cargo proxies in there or are some of them same triangle?

worthy beacon
#

@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

nimble sequoia
#

That's what I was checking...looks like 9 to me

worthy beacon
#

now im going to kill my pc with shooting in the CPU

nimble sequoia
#

Can you try adding the following lines to your cargo turrets

            commanding = 2;```
worthy beacon
#

yes i can do

nimble sequoia
#

and also make sure that each cargo turret has it's own unique get-in memory points

worthy beacon
nimble sequoia
#

For turrets - not advisable

worthy beacon
#

let me give it a try

nimble sequoia
#

If those things don't work I could do a call with you to look in more depth

worthy beacon
#

OK , thank you sir

nimble sequoia
#

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.

worthy beacon
#

the seats are still hiden

nimble sequoia
#

If you want to do a call it will have to be soon.

worthy beacon
obsidian goblet
#

Im working on some factions using the Alive Orbat creator i was wondering if anyone knows how to add Unit Randomization without using CFP?

dull bolt
#

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

midnight horizon
#

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?

hearty sandal
midnight horizon
#

Like the tripod mounted ones

hearty sandal
#

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

midnight horizon
#

Yeah fair enough, any idea where to start reading about how it works?

hearty sandal
#

BI wiki has pages that explain config inheritance and structure. BI forums has lot of answered questions, Arma 3 Samples have commented example configs

midnight horizon
hearty sandal
#

check out the texts first.

midnight horizon
#

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.

hearty sandal
#

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

midnight horizon
#

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.

rough hatch
#

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?

dull bolt
#

Anyone familiar with a vehicle that has ambient interior noise that I can reference as an example?

obsidian goblet
#

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?

mortal dove
#

Sounds like the required addons are... required...

shy knot
#

Is it possible for the driver of a vehicle to raise/lower the guns? Or is that hard coded to a gunner

nimble sequoia
hearty sandal
#

didnt the 1 man tank system allow both driving and and turret operating

nimble sequoia
#

Which one?

hearty sandal
#

the BI vanilla one that allows 1 man to run whole tank

#

or did I dream that

nimble sequoia
#

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.

shy knot
wheat sluice
# hearty sandal the BI vanilla one that allows 1 man to run whole tank

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.

hearty sandal
#

@winter rain you experimented with the single driver tank

winter rain
molten musk
#

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

wheat sluice
#

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.

molten musk
#

Thanks for info.👍

wooden ember
#

error when i open my game "picture "\blahblah\blahblah.paa" not found". no model, no icons, nothing shows up?

shy knot
#

Bad pathing

wooden ember
crisp violet
#

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"

hearty sandal
#

I don't think that is a valid syntax for eventhandler at all

crisp violet
#

I figured, it was worth shot

#

but now I'm just stumped

hearty sandal
#

What does the original class eventhandlers look like?

crisp violet
#
        {
            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?

winter rain
crisp violet
#

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

ocean gyro
#

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

sullen fulcrum
#

Are arma 3 servers safe to play on in downloading the game rn

#

Do any servers have viruses

ocean gyro
#

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

nimble sequoia
toxic solar
#

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

hearty sandal
#

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

toxic solar
#

second one sounds easier, is there an example I can follow?

hearty sandal
#

no

#

but its just normal model.cfg stuff

toxic solar
#

Okay time to learn hide animation sunglasscry

shy knot
#

Just checking, but, flashlights inbuilt into helmets aren’t a thing right?

hearty sandal
#

no

#

there is the script attached head light mod and the new attachto improvements with bone animation following would make it even easier

toxic solar
#

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;
    };
}
hearty sandal
#

not quite

#

hide uses unique paramters for hiding and showing the part

#

and custom source might not work the best here

toxic solar
hearty sandal
#

you should be able to find examples of hide animations in some of the Arma3 samples

toxic solar
#

okay iwll do

wintry fox
#

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)

wintry fox
#

You can do it via config, using ACE_Cargo

class ACE_Cargo
{
  class Cargo
  {
    class Track
    {
      type = "ACE_Track";
      amount = 2;
    };
  };
};
wintry tartan
#

Is it possible to have #if within a #define?

wintry tartan
#

No, I meant #define'ing some config structure that does have #if

molten musk
#

Aa, okey. My mistake

toxic solar
#

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;
};
hearty sandal
#

should not

#

is zasleh defined as a bone?

toxic solar
#

under cfgSkeletons? no it is not

#

oh good now it shows up

#

thanks

wooden ember
#

anyone have knowledge about CfgFormations? just wanting to customize a formation and don't really understand the placement.

ashen chasm
#

check Sections subclass of configfile >> "CfgWeaponCursors" >> "rocket" , it uses diagonals to scale 🤷‍♂️

ashen chasm
#

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.

lunar knot
ashen chasm
#

did you change any other CfgWeaponCursor classes? Did you change a weapon class?

lunar knot
#

No, currently this is all I change other than some should-be irrelevant things such as the 3rd-person camera position

ashen chasm
#

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

lunar knot
#

I think I need to overwrite the Top, Bottom, Left and Right Sections - just now noticed they're defined for the arifle class

ashen chasm
#

yep, deleting them helps. hpp delete SectionBottom; delete SectionTop; delete SectionRight; delete SectionLeft;

lunar knot
#

Yee, now it works!
Tons of thanks for the help!

shy knot
#

Would pulsing lights be done via script?

#

Or is there some rvmat/Config value I can work with

grand zinc
nimble sequoia
# shy knot Would pulsing lights be done via script?

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.
wintry tartan
native lance
#

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

mortal dove
#

would be easier if we could actually look at the file properly. Screenshots dont really help.

native lance
#

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```
ashen chasm
native lance
#

idk what that is but apparently their servers are down

ashen chasm
#

oof

#

uploading configs as files (to discord or any other hosting) is a thing then 🤷‍♂️

inner jolt
#

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?

hearty sandal
inner jolt
#

i noticed that most things like darter or blackfoot have pip as the pod.

inner jolt
#

does the wasp just not have a pod?

hearty sandal
inner jolt
#

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

hearty sandal
#

why do you need the point exactly?

inner jolt
#

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

hearty sandal
#

well youll have to check its config to figure out what point it uses

#

or it its a pylon

red locust
#

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?

hearty sandal
#

no dont think so

#

it would need to be added to the character

runic heart
#

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];

hearty sandal
runic heart
#

ah okay. much appreciated

pure bobcat
#

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

nimble sequoia
pure bobcat
#

saying that markerlights are limited to 6 and anything above will be merged

nimble sequoia
#

Thanks, interesting to know that.

hearty sandal
pure bobcat
#

Im considering having my lights as separate objects and attaching them

hearty sandal
# pure bobcat Vehicle, jet

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

bleak scarab
#

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;
    };
};
wintry tartan
#

CfgMagazines' initSpeed it is IIRC

ashen chasm
#

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; ...

bleak scarab
#

@wintry tartan@ashen chasm Ty, will try

ashen chasm
bleak scarab
# wintry tartan CfgMagazines' initSpeed it is IIRC

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;
    };
};

lunar knot
#

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

outer wyvern
#

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?

shy knot
#

Is there anyway to have a gunner view that faces the rear?

#

Or does the guy have to be facing the rear himself

nimble sequoia
shy knot
#

Anyway to reverse his gunnerview?

nimble sequoia
#

If you don't want the gunner to move with the gun, then you can turn his proxy in the p3d.

shy knot
nimble sequoia
#

Very unlikely to be the only way, but it's the correct way.

shy knot
nimble sequoia
#

Weapons must face forwards in the p3d

shy knot
#

Would setting it forward in the model, then set initTurn of the turret to 180 change anything?

#

Or not at all

nimble sequoia
shy knot
#

Yeah, it’s 5am. I got to get up early like, all week. So, my brain is still waking up

nimble sequoia
#

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.

shy knot
#

Alright, I’ll give it a shot

nimble sequoia
#

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.

remote salmon
#

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

shy knot
#

@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

remote salmon
shy knot
#

It'll then work

remote salmon
#

Alright, I'll give it a shot. Thank you.

shy knot
#

CfgNonAIVehicles is a separate class altogether though

remote salmon
#

I figured as much.

remote salmon
shy knot
#

Wait

#

It’s mag slot

#

Ignore all that

remote salmon
#

Ok so, should I have the original mag on the model or proxied in?

shy knot
#

The proxy will then use the modelSpecial path

remote salmon
#

A3\Data_f\proxies\weapon_slots\MAGAZINESLOT.p3d This one correct?

shy knot
#

Yes

#

That’s your proxy

ashen chasm
#

inb4 the classes are tracked by the model name

remote salmon
#

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.

shy knot
#

If not, have fun with checking in game

remote salmon
#

Awesome Lmfao

#

Let me go make sure the config works, then I'll start playing with placement

ashen chasm
shy knot
#

Could switch the proxy path to your mag p3d and position that

#

Then switch it back to the magazineslot proxy

remote salmon
#

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

remote salmon
#

Again, both of you thank you so much for the help.

shy knot
#

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

remote salmon
#

This have helped be get more done in 15 minutes then 3 hours lol

remote salmon
#

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.

shy knot
#

And modelSpecialIsProxy should be 1

#

You dont need it for other mags

#

Only the default mag

#

It'll work with the others

remote salmon
#

So I need the proxy mag and the normal mag on the model?

shy knot
#

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

remote salmon
#

Oh, so I just setup the proxy for the default, then add the regular class / model config for the others? Correct?

shy knot
#

Your proxy IS your magazine

remote salmon
#

That's correct, No Physical mag model on the gun, just the proxy.

shy knot
#

The code I posted

remote salmon
#

Yup.

shy knot
#

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

remote salmon
#

It works just fine now, only issue being there is still no physical model on the reload. Even after double checking all that.

shy knot
#

One of those

remote salmon
#

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.

pure bobcat
#

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

wintry fox
#

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.

wintry tartan
#

Why it does matter?

wintry fox
#

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

wintry tartan
#

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

wintry fox
#

I forgot to specify that this is for an addon, not a mission

wintry tartan
#

Still doesn't make sense

#

Also I don't know how valid your musics are...

potent loom
#

its posible to change the load screens?

#

something like dayz?

hearty sandal
#

which load screen?

#

@potent loom

potent loom
#

directly from the launcher

hearty sandal
#

what screen do you see now then?

potent loom
#

i should edit this?
configFile >> "RscDisplayWelcome" >> "controlsBackground" >> "Picture"

hearty sandal
#

im not fully sure what screen you mean

potent loom
#

when you join to a server from the launcher, this loadscrean appears, i want to change that for a personalizated background image

hearty sandal
#

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

wintry tartan
#

Isn't this a splashscreen?

potent loom
#

i have splash screens disabled, so i guess not

wintry tartan
#

Mhm, let me see

potent loom
#

i think is this rsc: configFile >> "RscDisplayStart"

potent loom
potent loom
wintry tartan
#

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
potent loom
#

this is what i dont understand:
class RscDisplayStart: RscStandardDisplay

RscDisplayStart already exists, and you modify it

wintry tartan
#

?

#

How can I modify it without modify it?

potent loom
wintry tartan
#

Nothing. I only do modify the texture path part

#

Defining itself does nothing to do with the existed class

potent loom
wintry tartan
#

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

potent loom
#

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";
                };
            };
        };
    };
};
wintry tartan
#

Not working how? You can copy n paste my config though...

potent loom
somber turtle
#

could anyone help me understand why this is not working for a retextured helmet?

wintry tartan
#

Your path is invalid

#

Also is the intention of the new config just to replace the texture and nothing else?

wintry tartan
#
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
somber turtle
rough hatch
#

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

narrow swallow
#

check your gunnerInAction vs gunnerAction

rough hatch
#

and what about them?

narrow swallow
#

sounds like your turned-in animation is not the one you want.

rough hatch
#

it is the one I want

rough hatch
#

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

nimble sequoia
burnt prairie
#

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.

ebon pivot
#

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?

midnight horizon
#

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?

ebon pivot
#

Alt+F to access it from the editor iirc

midnight horizon
#

Thanks

#

Got it

#

It's literally just a single line.
missionNamespace getVariable ["bis_fnc_moduleRemoteControl_unit", player];

ebon pivot
#

its getting the remote controlled unit if there is one or else it returns the player

midnight horizon
#

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 {};        
            };
        };
midnight horizon
#

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 {};        
            };
        };
nimble sequoia
#

yes

midnight horizon
#

Thanks

nimble sequoia
#

Are you adding that 3rd CPCargo proxy to the model or converting an existing cargo seat to a turret?

midnight horizon
#

Adding another

nimble sequoia
#

Is it your model? It's just that I recognise that code.

midnight horizon
#

It's 3CB stuff and yes I got permission.

ivory barn
#

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;
};
};

nimble sequoia
#

Does adding fuel to an airplane (jet) increase it's mass and therefore change it's performance (in-game)?

rough hatch
#

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?

nimble sequoia
grand zinc
ebon pivot
#

presume theres no way to figure out if a classname is a backpack or vest for example inside of a macro then?

high osprey
#

how do i append the old intros to the main menu cfgmissions?

digital pier
#

Q: trying to find a wiki reference if possible for the known A3 cfg classes... i.e.

class CfgSuchAndSuch {
  // ...
};

thanks...

wintry tartan
#

Possible classes are accessible in config viewer no?

last cedar
#

A binarized config does not actually read any #includes at runtime, or does it?

digital pier
digital pier
#

ok well I hacked my way around it with some scripting. but I am really after a wiki page as a reference if possible.

wintry tartan
#

In the first place, why?

digital pier
#

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?

wintry tartan
#

You mean you don't want to overwrite any of official config?

digital pier
#

okay when anyone wants to address the question seriously, that would be fantastic. thanks... cheers 🍻

wintry tartan
#

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

wintry tartan
#

More like your initial question, binarize will process PreProcessor commands in it - which makes the config standalone

last cedar
#

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

wintry tartan
#

I do. One of my Mod changes the config depends on the loaded Mods thanks to unbin'd configs

last cedar
#

I meant the feature on the specific mod.
I know CBA does it, too, but by compiling a file, not #including it

remote salmon
#

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

limber citrus
remote salmon
limber citrus
#

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

remote salmon
wintry tartan
#

model.cfg is baked into p3d, dunno if we can pick it up from binarized p3d

remote salmon
remote salmon
limber citrus
#

also not viewable through ingame config browser I'm guessing?

wintry tartan
#

Not ingame

hearty sandal
wheat sluice
wintry tartan
#

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

red locust
#

is there a simulation type that works with ropes (attached to object) and the object won't move on its own?

red locust
#

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.

hearty sandal
#

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

toxic solar
#

for tankX simulation, what controls the tanks rotation speed on a spot, for the hull not turret

nimble sequoia
languid aurora
#

can someone help me in dms real quick

hearty sandal
#

no

#

youll have to ask here

#

and wait for someone to answer if they know

#

thats how the channel works

languid aurora
#

nevermind, disregard, fixed it

languid aurora
#

actually never mind, i need help

hearty sandal
languid aurora
#

msg is too long and i cant upload the file for some reason

hearty sandal
#

start from explaining the problem

nimble sequoia
#

put it in pastebin and the link to here

hearty sandal
#

👆

nimble sequoia
#

and if horriblegoat doesn't know the answer to your question... you're doing it wrong 😉

hearty sandal
#

oh I know nuffing

languid aurora
#

error msg at the bottom

nimble sequoia
#

class rhsusf_hgu56p_visor has no { following it

ashen chasm
#

or ;

nimble sequoia
#

yes true, it looks like an inheritance, so should read
class rhsusf_hgu56p_visor;

languid aurora
#

im new to this, i've been doing it for like a month now

#

so

nimble sequoia
#

Keep going, keep asking questions when you get stuck, that's why we hang out here, helpful souls that we are.

languid aurora
#

also im getting line 29, undefined base class, what mistake did i make there?

nimble sequoia
#

Are you getting that after making the correction we talked about?

languid aurora
#

yes

ashen chasm
#

one too many };s in the lines above that

languid aurora
#

lemme correct it

hearty sandal
#

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

ashen chasm
#

and probably get a text editor that highlights matching brackets and autoformats :3

hearty sandal
#

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

nimble sequoia
#

You can use block comments to remove large chunks for debugging as HG says,
/*
code
*/

languid aurora
hearty sandal
#

best to add 1 thing at a time

#

and if something breaks, go back to when it worked and try again

languid aurora
#

aight, will do

hearty sandal
#

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

languid aurora
#

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

hearty sandal
shy knot
#

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

shy knot
#

I’ve designated the view pilot LOD for it to use

#

But it won’t

toxic solar
hearty sandal
#

can you try if you copy the pilot lod as a gunner lod and use the default gunner viewlod config parameters

shy knot
hearty sandal
#

is it in all relevant lods? is the proxy index in the gunner config correct?

shy knot
hearty sandal
#

does it work without the forced lod parameters

shy knot
#

Hopefully that's it

#

Yep, apparently the view pilot wasn't updated for some reason

hearty sandal
#

👍

steady beacon
#

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

remote salmon
#

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?

wintry tartan
#

Eye position and where the bullet came out is unrelated. I guess you would need a script than a config

novel lava
steady beacon
wheat mural
#

Does anyone know where the random names AI are assigned when they are created are held?

wheat mural
#

Hmm, found this configfile >> "CfgVehicles" >> "O_Soldier_base_F" >> "genericNames" which gives me 'TakistaniMen', but then where is Takistana Men 🤔

ashen chasm
#

inb4 CfgNames

wheat mural
#

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

wheat mural
#
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 🙃

toxic solar
#

is += supported in model cfg for skeletonBones[] ?

#

oh woah discord got new colors for markdown

mortal dove
#

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

wintry tartan
#

A hiddenSelection must be added into secrion[] of model.cfg

mortal dove
wintry tartan
#

Minutes please

wintry tartan
# mortal dove and how should that look? in terms of layout
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
willow oasis
#

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

pure bobcat
#

any way to show/hide markerlights? I tried hiding the memory point that is assigned to its position, but it didn't work

brave prism
#

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

pure bobcat
brave prism
#

i can show you in vc what i have so far

pure bobcat
#

busy af

hearty sandal
brave prism
#

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

hearty sandal
#

does it work with weapons, gear, uniforms, units and any type of vehicle?

brave prism
#

currently it works with vest and helmet

hearty sandal
#

VC can be a tall order

brave prism
#

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

remote salmon
#

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

#

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

tight horizon
#

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.

hearty sandal
#

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

ebon yew
#

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?

remote salmon
#

Nevermind, I ended up fixing it

balmy birch
#

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

wheat sluice
#

Change the crate's armor value to something ridiculously high.

balmy birch
#

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

latent pier
#

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?

grand zinc
grand zinc
last cedar
#

@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.

wintry tartan
#

If you add the Mod into requiredAddons, will be loaded after every requiredAddons have loaded

last cedar
#

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

wintry tartan
#

Therefore the usage of __has_include is there

last cedar
#

Is it aware of mods that get loaded after mine?

wintry tartan
#

No, but the #if does

#

Or if you mean I'm aware, yes

last cedar
#

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?

wintry tartan
#

Undo what? Sorry I think I don't get that part

last cedar
#

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.

wintry tartan
#

You can make a config like:

  1. If FoW is in your game (__has_include and #if can detect it)
  2. Add FoW addon(s) into the requiredAddons that is in the CfgPatches of your Mod that changes the Spotlights (inside of #if)
  3. Pack the pbo and leave config unbinarized
#
  1. 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

pseudo kite
#

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

last cedar
wintry tartan
#

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

last cedar
#

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.

last cedar
#

Is there a way to dump out all the paths of the mods/addons being loaded?

grand zinc
last cedar
#

I just have the CfgPatches in there with the gated require. Just don't know what path to use.

grand zinc
#

Can't think of a way. Besides looking inside the mods pbo

wintry tartan
#

Good to know, it makes sense yeah

wintry tartan
#

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)

last cedar
last cedar
grand zinc
pseudo kite
#

Any one here know much about repacking pbo with prefix in the file path?

wintry tartan
#

What, what's the matter of it?

#

Why you would want to do that?

#

Also “repack”?

pseudo kite
#

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.

grand zinc
#

if prefix/filepaths were wrong, it would still show in menu, but then throw file not found when you click on it

pseudo kite
#

the terrain isnt showing ingame

#

ive tried repacking with the original config but same result.

#

if i unpbo after repacking the structure seems correct.

pseudo kite
#

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..:)

pseudo kite
#

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.

hearty sandal
#

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.

pseudo kite
#

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?

grand zinc
#

you can open the pbo in notepad++ to verify the prefix

#

its right at the start

pseudo kite
#

k.thnaks

#

notepad says this prefix =kct= $PBOPREFIX$.txt

#

looks right

grand zinc
#

mh

pseudo kite
#

?

grand zinc
#

Can you send screenshot, it should be prefix==kct=

#

maybe it also doesn't like the double =

#

ah nvm its not

pseudo kite
grand zinc
#

Like that,

pseudo kite
#

i still dont like it

grand zinc
#

but still wrong prefix shouldn't break loading of its config Think

pseudo kite
#

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

last cedar
grand zinc
#

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

pseudo kite
#

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.:)

last cedar
pure bobcat
#

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

hearty sandal
#

it is possible.

#

you probably have a config error somewhere

pure bobcat
#

:/

#

would be nice if addon builder could tell me where the problem is

hearty sandal
#

pboProject would probably catch it

pure bobcat
#

not sure if its a problem with my environment but couldnt find anything and moved back to addon builder

hearty sandal
#

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

pure bobcat
#

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

hearty sandal
#

this is not very solid practice. blobcatsweats

last cedar
#

logical operators don't work in preprocessors, right?
I can't do #if A && B or sth like that?

grand zinc
#

correct

stable vault
#

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?

toxic solar
# toxic solar so I am still relatively new to model.cfg stuff, so for this alternating muzzle ...

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";
    };
};
tepid saffron
#

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"};
};
};

ashen chasm
tepid saffron
#

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? 🤦🏻‍♂️

ashen chasm
#

\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 🤷‍♂️

tepid saffron
#

If lack of a proxy inside the P3D is my issue, then I guess I'm out of luck.

ashen chasm
#

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

tepid saffron
#

Thx artemoz, that did the trick! I ended up using model = "\a3\Weapons_F\DynamicLoadout\PylonMissile_1x_Bomb_02_F.p3d";

shadow canopy
#

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!

mortal dove
#

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.

shadow canopy
#

@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

mortal dove
#

Naming the item?

#

displayName = "Whatever you want it to be called";

shadow canopy
#

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

mortal dove
#

config.cpp as its a mod

shadow canopy
#

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 🤣

mortal dove
#

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.

shadow canopy
#

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!

toxic solar
#

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?

toxic solar
#

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?

molten musk
#

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)

hearty sandal
#

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

ashen chasm
#

well, you can get the sound set from the gun. And the sound shader(s) from sound set.

molten musk
ashen chasm
#

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 🤷‍♂️

molten musk
#

Awesome 👍

hearty sandal
molten musk
ashen chasm
#

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.

molten musk
vale quail
#

So I would have to create a whole other mod just for this? @wintry tartan

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

vale quail
#

oh okay awesome, how would I do that?

wintry tartan
#

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

vale quail
#

installing Arma 3 tools now

vale quail
wintry tartan
#

It is lol