#arma3_config
1 messages · Page 6 of 1
I didn't expect changing the value of ammo damage would require this tbh, not a single tutorial on google for it at all either
also beware, getting comfortable with Arma configs can irreparably rewire your brain into not understanding any other data structure 
Well fortunately and unfortunately you can learn this so you can mod almost everything, and this should be the great messy way to do only one thing
There are a bunch of alternatives, too.
I am personally very fond of the hemtt way.
I have a plane with a pilot and spotter, I have set the spotter as a cargo turret so it can use binos (FFV), I got it working to not fire personal weapons but I have found that it seems to have two positions in the back. If I use hasGunner = 0 it removes the position I don't want to use, but now my character spawns in the roof and in the middle of the seat in 1st person view as well as personal weapons now working. Is there any way to get around this?
gunnerAction = "gunner_binos";
personTurretAction = "gunner_binos";
animationSourceHatch = "";
outGunnerMayFire = 0;
isPersonTurret = 1;
viewGunnerInExternal = 1;
hasGunner = 1;```
If you only want to have a "turned-out, bino's turret", you'll need to use something like `canHideGunner = 0;` in addition.
Thanks @nimble sequoia, so another dumb question, I have another plane and added a second turret, everything works except in 1st.person the character model is stuck in the middle of the plane model, but shows properly in 3r.d person any tips/suggestions?
Going through some cfgCloudlets configs, I see a lot of simple expressions with calculations that seemingly have no point, such as:
(surfNormalX / 1) * 60
"0 + (speedX/1)"
etc. What could be the significance of diving by 1, adding a 0 + etc?
This sounds like you have the turrets character proxy only in the first resolution LOD and not in the Cargo/Pilot/Gunner LOD (which one can be altered by config).
Probably because such are there after some macros
on the merkava for the gunner, what determines when the cannon shots to show cannon muzzle flash versus showing the coax MG muzzle flash. I thought it would be selectionFireAnim but both are zasleh
only the machinegun triggers selectionFireAnim the cannon uses a hide animation tied to the 'reload' source
at least that's generally how its done
huh so I did see that a few times , but with that approach you wont get a muzzle flash on the last shot
but then the merkava still gets a muzzle flash on the last shot
i dont think it does?
like yeah reloading doesnt work on the last shot but I'm pretty sure the markava doesnt get a muzzleflash on its last shot as a result
it does, let me try again
Yeah both the last shot on cannon and MG do have muzzle flashes
interesting
it definitely is just using reload source though
class muzzle_hide_cannon
{
source = "reload";
weapon = "cannon_120mm";
};
Legend! I'm now ashamed it took me so long to sort this out. FNG
How are sounds applied to surfaces? (Have a building/object that has no footstep sounds at all)
roadway and a3\data_F\surface.paa files connecting to cfgSurfaces config
i realized one of my mods that i have the problem with uses relative paths (i think) where the path starts from the name of the folder the cpp is in
cant do this
P: represents the root of the game engine file system
so in game P:\somepath is \somepath
so in all mod files you never put P: in paths
uh yeah idk then, kinda odd I guess 
it might have another animation for the last shot
its what i was doing for the longest time
and it worked
just that i had to mount p: every time
things seem to work fine now though
its common mistake but absolute no no
Which part of the config defines how much speed an aircraft looses on a turn?
Look at:
airFrictionCoefs1[]
airFrictionCoefs2[]
envelope[]
draconicForceXCoef
draconicTorqueXCoef```
draconicForceXCoef and draconicTorqueXCoef are different
Thanks! I will check
Another question, is there a way to "simulate" afterburner. I tried adding ridiculious numbers at the end values of thrustcoef but it doesnt seem to work. I assume each value is for different power setting
Yes, it can be simulated, but not within the vanilla configs, you need to use scripting, and it's somewhat complex.
You can check out what we did in the SOG:PF DLC with afterburners on the F-4 Phantom and MiG-19.
ThrustCoef values are the effect of the thrust on the aircraft at different speeds (up to 150% of it's maxSpeed).
The graph shows the BI Gryphon response.
Does anyone know how BI calculated their hit/impact and splash values?
Specifically it there a guide somewhere or a formula I am missing?
when a heli is lowering its sling ropes there is a winch sound effect playing… where is that set in configs?
looked around for awhile in sound effects and vehicle configs but couldnt find it
quick question, i'm having some trouble trying to retexture some base game vehicles
Tigris, ifrit, lsv, polaris, rhino, xian, taru w/pods and typhoon
none are accepting the retextures im trying to apply.
class Plastic_Tigris_O_Green : O_APC_Tracked_02_AA_F
{
scope=2;
scopeCurator=2;
author="Nightwolf";
faction="Green_Nation";
editorSubcategory="Green_AA";
displayName="Plastic ZSU-39 Tigris";
side=0;
crew="Plastic_Rifleman_O_M16A2_Green";
hiddenSelectionsTextures[]={PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN};
};
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customization#Base_class
Think you need to do this, maybe
Hmm
Pretty much I just went into the base pbo and snagged the config for the Madrid and copied it over before tweaking it
Is it possible to have CM flares attached to a turret? Whenever I try the flares dont spawn at the memory point where the turret has moved, just where it initially was if that makes sense
Is the memory point linked to the MainTurret memory point group
Hi, i need some help with my config pls.
I have a config for a vehicle. I this config i use a evenhandler "Init".
Now i have a fnc that only runs on the server.
in this fnc get some Variables from the server and after a little calculation i want send the return to an Variable for each client and remote with setVariable.
Now the Problem, the Variable is still only on the server. I used a lot of variants but nothing worked.
As an an example:
_veh setVariable ["blabla",_var,true];
[[_veh,_var],{ (_this # 0) setVariable ["blabla",(_this # 1),true] }] remoteExecCall ["call",0];
[[_veh,_var],{ (_this # 0) setVariable ["blabla",(_this # 1),true] }] remoteExecCall ["call",0,true];
It seems that the vehicle cannot be sent back to all clients. The vehicle is every time objectNull.
FNC:
if !(isServer) exitWith {}; // Server
private _mhqs = (missionNamespace getVariable ["MBMC_mhqs",[]]) - [objNull];
private _num = call {
if (_mhqs isEqualTo []) exitWith { 1 }; if ((count _mhqs) == 1) exitWith { 2 }; if ((count _mhqs) == 2) exitWith { 3 }; 1};
_this setVariable ["MBMC_mhq_num",_num,true]; // doesn´t work only on sever not on the clients
_mhqs pushBackUnique _this;
missionNamespace setVariable ["MBMC_mhqs",_mhqs];
CFG:
class EventHandlers: EventHandlers {
class beo_client_eh { init = "(_this # 0) call beo_fnc_client_eh_mhqInit"; };};
I hope someone can tell me the problem or a solution.
https://pastebin.com/PMPSKmdi seems to work on my machine 🤔
although i've tested only in SP. I wonder if "Init" is called earlier than the object gets transferred over the network 🤔
yep, seems to only assign server-side in MP 🤔
it is indeed
I actually tried to use mem points I 100% know follow the turret (the place where rocket spawns, spice rakey and somethingelse rakety) and it had the flares spawn
relative to hull instead of turret
Some objects don't seem to be animated when their memory points move, this may be one of those cases.
Hey there, I am new to configs, so I might need a little help with this.
Looking at two different modsets I got, I understand that one of them is editing the values using CfgPatches (?).
The behaviour of the vest, mainly how much one can survive, differs. When I got the vests Config, the difference in is this.
The main difference is
armor = "5*0";
passThrough = 1;
hitpointName = "HitBody";
Does setting armor outside of the HitpointsProtectionInfo have any effect? Even though it's set to 5*0 which is 0?
What will setting passThrough to 1 in that part of the config cause? It's an armored vest afterall, can't be destroyed right?
So, I find out that I need a short delay for my Problem. For now my solution is to use a "CBA_fnc_waitAndExecute" function.
[{
params ["_veh","_num"];if ( !(isNull _veh) || {alive _veh} ) then { _veh setVariable ["MBMC_mhq",_num,true]; }},[_this,(count _mhqs)],0.5] call CBA_fnc_waitAndExecute;
Maybe a function (CBA_fnc_execNextFrame) will suffice.
If anyone has a better solution please let me know, thanks.
Hey, so according to the Wiki you can add custom magazines with adjusted hit values etc to the game via a config, good so far, but is there a way to find out the Magwell (names) ? Having troubles to find these for the CfgMagazineWell.
best bet would be to get yourself a full config dump (scripting command is available) so you can search through it easily
class arifle_MX_Base_F : Rifle_Base_F
{
...
magazineWell[] =
{
"MX_65x39",
"MX_65x39_Large"
};
...```
aight, might have to take time and look into it thanks
lol, already went through there, unfortunately not what I was looking for (ADR97), thanks tho
ADR97 doesn't seem to have any wells in vanilla, though
"official mod" (c)
lol my hopes are destroyed, thanks very much nonetheless
which can be a bummer
nothing prevents you from adding them 🤷♂️
If I would have the competence maybe yeah,
use CBA, it adds magazineWell[] ={ "CBA_57x28_P90"};
I am adding passanger proxies for a tank so that people can sit on the outside. Whenever I do this for some reason the muzzle flash for machine guns for the gunner stop showing up. the muzzle effects for the cannon for gunner still work. Object builder wise I am pretty sure its all correct and the configwise I am using the same from another tank that works fine (muzzle flashes for cannon and MG show). Any ideas why?
For your passenger proxies, you're putting them in turrets or as cargo?
I have them under class Turrets if thats what you mean, and isPersonTurret = 2 so they can shoot
You may need to set selectionFireAnim = ""; in the cargoTurret
I need help I cant change faction config in warlords and when i am changing faction config nothing happening in the game and i have RHSUSAF mod but I dont know how I use that in faction config
I have Mod RHSUSAF and RHSAFRF and I want the store to be US forces, but they are NATO forces, and I don't want to be NATO forces, and I don't know how to change faction config?
in warlords
okay will try that
yep that fixed it, im gonna go cry now. it makes sense just never really thought of it
What determines the air resistance or terminal speed of a falling object or parachute?
can #if __has_include() be nested?
// Yes, it can.
Hey, me again, managed to get many things working now, currently am working an a 40mm based on the BS-1 Tishina.
Only thing: Is there a way to implement it's features properly ? EG. Non explosive, armor penetration etc ? Still important, needs to be for a grenade launcher (GP25)
How accurate is this page about missiles and rocket penetration
https://community.bistudio.com/wiki/Arma_3:_Damage_Description
Or is there a better place for explanation on penetration for rockets/missiles
i have mod RHSUSAF and RHSAFRF and How I put the codes inside this? Can you give me an example of how to write?
I'm thinking about that supposed mm of penetration / ((15 * projectile speed) / 1000) formula for calculating caliber in ammo config, if that is to believed, the vanilla 105mm gun has about 660mm of penetration, does that actually seem right?
are vanilla tank guns just made overpowered on purpose?
has anyone done any testing on how much mm the vanilla tank guns can penetrate?
Rhino's 105mm indeed does penetrate a 640mm thick block of armor and gets stopped by 650mm one
you've tested that?
oof, that's 120mm. Yes, i've tested that
can you help?
ah yeah I was calculating it with typicalSpeed and not initSpeed
with initSpeed it does come out to about 640
wait you mean you tried the 120mm not the 105mm?
yes, Rhino is using 120 and i was under wrong assumption it had 105
update in 2018 changed it to the 120
i've tested right now, game is still running
and now it suddenly pens. I'm still confused
also I do wonder why some vanilla shells have different initSpeed and typicalSpeed values
after actually adding 105mm to Rhino i again get the expected result. 650mm seems to reliably stop "40Rnd_105mm_APFSDS" (mag class as it defines both speed and ammo with its pen :3), 640mm is penetrated with around 130 m/s remaining speed on the projectile.
okay so that formula is all correct then
does arma take distance into account for penetration? that might be also useful to test
what distance were you testing at?
which gives roughly 0.7% of kinetic energy that is roughly equal to 0.7% of overpenetration value ((645-640)=5 mm over 645), but that might be a coincidence. Distance is dead close, roughly 14 meters. I get camera clipping if i get closer 🤣
that's most likely just a coincidence, "12Rnd_120mm_APFSDS_shells_Tracer_Red" with supposed 880/650 loses 3/4 of its speed (~435 left from starting 1670), meaning only ~6.8% of KE is remaining 
That is already an example how it is done.
Have inherited the properties of the Sochor (Just to add a unique Ammo) but I cannot use Artillery Computer. Any ideas?
Well, I want to start with mod in warlords But I don't know how to change(faction config)؟ Because It's my first time . can you help me?
I don't know how warlords is set up specifically so can't really be much of help.
I'm making some vest however the stats for each vest in the arsenal are not updating to match what the vest's armor value is.
Hey guys, I'm looking for some immediate assistance! I've thrown together a custom retextured gas mask but it doesn't seem to appear in my game, I've enabled it and says the mods enabled just no mask shows up
how did you pack the pbo?
and where does it not show up?
I used PBO manager
I also put it in "addons" as well because I was watching an older video before the workshop was out as a way to test it but neither work
I put it in both, I put it in addons after not having any luck with it
well you did not put it "correctly" in arma 3\addons for it to run
but that folder is not to be touched
Oh well I just deleted the Arma 3\addons one but the !workshop one is still in there
are you actually starting the mod?
you can also add it to the launchers mod list as local mod
google isn't really a good help either imho
but check in game with the config viewer if your new config is in there
It is not, I'm using the SCP overlord retexture as a reference, they're showing up but mine doesn't show up next to them
could be you have not packed the pbo correctly
pbo manager is not quite correct tool for that
Im gonna guess you are not using P drive mod development environment either
No I'm not, just don't really see what could be the problem
Like looking at this and then mine, I really don't see the issue
my guess is that either you dont even pack the config in there or its not in right place so its not even read
Should be
this shows absolutely nothing
It shows the location in the top
for the pbo
the pbo might be empty all I know
well there is something in there because its no 0 kb
no its not
Im not familiar with non P drive modding except that nearly every time I've seen someone do it, it breaks stuff.
so cant really help any further
Id recommend setting up the mod environment and using pboProject so you get actual packing debug
Alright I'll give it a shot
actually
this is your actual startup command right?
or did you add the modfolder as local mod to the mod list
and you put the mod into the !workshop folder?
Yup
then thats the problem
!workshop mods needs full path to the folder
mod=@foldername works only if the folder is arma 3\foldername
ohh okay
Okay it' showing up but now I have a minor problem Ibelieve
My mask doesn't show just the visor
hiddenSelectionsTextures[] = {"Custom_Mask\Data\APR_Mask_02_Foley_CO.paa"}; So that'll have to be like A3@CUSTOMMASK\Custom_Mask\Data\APR ?
a3@custom*
\
Nope wasn't that
I am stumped
Edit just figured it out
what was the problem?
For hiddenselection I just did Custom_Mask\Data\APR_Mask_02_Foley_CO and took out the .paa, loads no problem
Okay maybe not?
Can someone confirm whether #if __hasInclude() is supposed to be nestable or not?
I thought it worked, but it's not working anymore and I am doubting myself.
Nested #if had some issues, I know Dedmen was fixing that for me but I do not recall if it's in current release build.
Try dev/profiling branch to be sure.
It was Prof V4, that sounds like right after 2.10 release
Well on the regular build it gives me an "empty file name" error when I nest them.
How you've done BTW?
I am trying to execute a script onto a vehicle as it spawns, the script adds an add action command to a xion (csat vtol) that allows it to open its ramp
this addAction ["<t color='#01AC01'>Open Door",
{
params ["_target", "_caller", "_actionId", "_arguments"];
_target animateDoor ['Door_1_source', 1];
},
[], 7, true, true, "", "_this == driver _target"];
this addAction ["<t color='#AC0101'>Close Door",
{
params ["_target", "_caller", "_actionId", "_arguments"];
_target animateDoor ['Door_1_source', 0];
},
[], 7, true, true, "", "_this == driver _target"];
so I put this into a config file, but it dont seem to work?
init="[(_this select 0)] exec ""\MF_Plane_Configs\MF_Y_32X\scripts\door.sqf""";
what am I doing wrong?
Does it throw error or does nothing just happen?
i tried to make a custom faction on warlords, it doesn't work,can someone help me? :c
This config.cpp will not work I IDK why (It is part of a mod)
class CfgFunctions
{
class GTF
{
class acre1
{
class signalboost
{
file = "\ACRE_Changes\An_PRC_117F_signal_boost.sqf";
preInit = 1;
postInit = 1;
};
};
class acre2
{
class channelName
{
file = "\ACRE_Changes\Radio_channel_names.sqf";
preInit = 1;
postInit = 1;
};
};
};
};
This is the SQF file An_PRC_117F_signal_boost.sqf, the time skip is in there for trouble troubleshooting.
skipTime 12;
[{
params ["", "", "", "_transmitterClass"];
if ("ACRE_PRC117F" in _transmitterClass) exitWith {
[1,0]
};
_this call acre_sys_signal_fnc_getSignalCore
}] call acre_api_fnc_setCustomSignalFunc;
the pbo is called "ACRE_Changes"
you might get more direct advice in the ACREs discord (they are sharing server with ACE)
Already been there the ACRE code should work, besides thats why I added the skiptime to tell if it works
@urban cargo Check in config viewer that it's actually loading the config.
I suspect you have prefix issues but better check first.
Not as far as I can tell, there are no errors
What would it be listed under?
CfgFunctions/GTF
It is not there, do you know wat the problem is?
Is that your entire config.cpp?
Yes
IIRC CfgPatches is a requirement, like if you don't declare an entry there first then it doesn't add anything into config.
Found the wiki for it thx
This is the new one it is still not showing upp
class CfgPatches
{
class ACRE_Changes
{
name = "GTTFs mod";
author = "Mattifine";
requiredAddons[] = { "A3_Functions_F" };
};
};
class CfgFunctions
{
class GTF
{
class acre1
{
class signalboost
{
file = "\ACRE_Changes\An_PRC_117F_signal_boost.sqf";
preInit = 1;
postInit = 1;
};
};
class acre2
{
class channelName
{
file = "\ACRE_Changes\Radio_channel_names.sqf";
preInit = 1;
postInit = 1;
};
};
};
};
Figured it out! The file was not being binarized
That's not a requirement (for that, anyway). I don't binarize anything personally.
Tho me personally i have to say,
had occasionally Problems due to not binarizing
You don't need set own file path for each functions.
You could do
class CfgPatches
{
class ACRE_Changes
{
name = "GTTFs mod";
author = "Mattifine";
requiredAddons[] = { "A3_Functions_F" };
};
};
class CfgFunctions
{
class GTF
{
class acreChanges
{
file = "\ACRE_Changes\"
class signalboost
{
preInit = 1;
postInit = 1;
};
class channelName
{
preInit = 1;
postInit = 1;
};
};
};
};
And name those files by class in folder
fn_singalboost.sqf
fn_channelName.sqf
Little bit easier to read
Also you really do not have to run both post and pre init
postInit is fine. Though running it twice probably has no negative side effects besides wasted cpu cycles
Heyo, looking for a bit of help on a uniform config. I apply the new PRO_COLOR_Green to replace the actual texture but all it does is put a stupid green square on the shoulder instead of the uniform. I've been using this same config for all of my other content without fail.... uniforms are my greatest bane when it comes to configs
class Plastic_macv_01_07_Green_SOG : vn_b_uniform_macv_01_07
{
displayname = "Plastic US Fatigues 1 Green";
scope=2;
scopecurator=1;
scopearsenal=2;
class ItemInfo: UniformItem
{
uniformmodel="-";
containerclass="Supply50";
mass=20;
uniformtype="neopren";
uniformclass="Plastic_macv_01_07_B_Green_SOG";
};
};
class Plastic_macv_01_07_B_Green_SOG : Plastic_Baseman_B_Green
{
author="Nightwolf";
scope=1;
scopeCurator=0;
scopeArsenal=1;
icon="iconMan";
displayname = "Plastic US Fatigues 1 Green";
faction="Plastic_Test";
editorpreview="";
editorSubcategory="Green";
model = "\vn\characters_f_vietnam\BLUFOR\uniforms\vn_b_macv_bdu_01";
nakedUniform = "Plastic_macv_01_07_Green_SOG";
uniformClass="Plastic_macv_01_07_Green_SOG";
backpack="";
hiddenSelectionsTextures[]={PRO_COLOR_GREEN,PRO_COLOR_GREEN};
Items[]=
{
"FirstAidKit"
};
RespawnItems[]=
{
"FirstAidKit"
};
linkedItems[]=
{
"ItemMap",
"ItemWatch",
"ItemRadio",
"ItemCompass"
};
respawnLinkedItems[]=
{
"ItemMap",
"ItemWatch",
"ItemRadio",
"ItemCompass"
};
};
your baseman config probably does not have correct set of hiddenselections defined
@hearty sandal
class Plastic_Baseman_B_Green : B_Soldier_base_F
{
displayName = "Base Plastic Man Green";
nakedUniform="Plastic_macv_01_07_Green_SOG";
uniformClass = "Plastic_macv_01_07_Green_SOG";
hiddenSelectionsTextures[] = {PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN};
faceType="Man_A3";
IdentityTypes[]={"ArmyMen_Green"};
};
B_soldier_base does not have same hiddenselections[] = array as teh sog uniform
okay so i need to snag that from the vehicle config then
i'll give that a go. thanks
that is my guess yes
@hearty sandal you sir.... are a fucking genius.... that fixed not only the fatigues but all the other... but then broke the two uniforms that were working XD
different uniforms may have different setups
youll need individual base setups for them
awesome thank you again
another question. for the weapons, the SOG PPSH-41 does not like the retexture system at all. only the sling will retexture
class Plastic_ppsh41_Green_SOG : vn_ppsh41
{
displayName="Plastic PPSH-41 Green";
baseWeapon = "Plastic_ppsh41_Green_SOG";
hiddenSelectionsTextures[] = {PRO_COLOR_GREEN,PRO_COLOR_GREEN};
};
looks like it has not been set up for retexturing with hiddenselection for the body of the gun
only the strap
I'll ask if its just a bug
does shotShell support having submunitions? tryna make canister shot for tanks shell
ah nvm, I was missing a few things
What does useAction=x mean in CfgMagazines? The wiki page for cfg magazines just says that it takes an integer
https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#useAction.3D0
useAction=1;
useActionTitle="$STR_ACTION_PUTBOMB";
looks like its related to using the put action to place mines
That's what I was thinking it might be, since the item I was looking at had an action to place it
Does 0 enable the action?
The mod has useAction=0 in the config, yet there's an action to place it
Id assume useAction=1 is when its enabled since only mine/bomb objects have it like that
Apparently I was looking at a version of the explosive in an optional addon, so it wasn't normally loaded as part of the mod, which makes sense
👌
Is it possible in config to change a squads starting formation? they always seem to be in the V formation
Open up group attributes and change the formation
What is entry side?
I am also getting the following error with the factions mod I am putting together.
No Entry 'bin\config.bin/CfgWeapons/iteminfo.scope'
those mean you have your parent classes put in wrong places
youre now trying to create a weapon class called iteminfo
same for anythin in cfgvehicles that is missing .side
youre put class in wrong place and the game is seeing it as new vehicle that lacks bunch of parameters
Ok I will look at some other configs to see what I am doing wrong then. That is a good start.
check sample configs and compare where you have put the parent classes that throw the errors
I went down the rabbit hole of parent classes and killed many of the errors.
Now I am just down to weapons which is a hassle so I will save for the AM.
Thanks for the feedback.
👍
FYI it didn't get much attention, but starting with 2.12 you can add lasers and flashlights to a optic attachment.
So you can have lasers integrated into optics. But side laser attachment takes priority, so if side laser is there your optic one won't work
Hmm do we have such optic IRL?
There are some ye (I don't know names)
Plus you can just ducttape a flashlight onto it 😄
It is pretty much same to implement into rail accessory ye?
cool
Wilcox boss 🙂
Generally used on shorter guns with no space for lasers etc and is very expensive but this is arma and both are of no object to anyone
Oh nice, thanks
And obviously using cbas stuff you could fairly easily make all its configurations etc
so missiles can track things
can you
- make a gun fire a missile
- make a missile act as a tracking bullet
- allow the user to lock infantry (i know that one AT launcher with ACE can do this)
no
womp womp
rifle and pistol can fire bullets and shells and greandes
that would also explain why trying to make a bullet fire missile submunitions caused my mod to stop working then 🤔
missile ammo makes the weapon launcher
so i could theoretically just make the planned 20mm antimaterial rifle a rocket launcher?
that fires technically missiles
bullet that turns into missile via submunition should work
well i tried to have a submunition on impact for a HEAT style 12.7mm round
but the mod failed to work whenever i put a submunition down
though it is entirely possible that i just did it incorrectly
that would be my guess 😅
but in that case would the GUN be able to lock? or would i need the munition to lock independently (which i think they can do?)
nvm i looked it up :P
Hello there!
Simple question.
I got configFile >> "ACE_Medical_Injuries" >> "damageTypes" >> "bullet" >> "VelocityWound" >> "weighting" and I want to edit the "weighting".
How would this config look like? 
I am new to this and got no idea. Where would I "register" this in my CfgPatches? units?
Would it look something like this?
class ??? {
class bullet {};
class VelocityWound : bullet {
weighting[] = {my values};
};
};
I am new to this and got no idea. Where would I "register" this in my CfgPatches? units?
only vehicles and weapons are registered in CfgPatches. so you don't register this at all because its neither
"ACE_Medical_Injuries" >> "damageTypes" >> "bullet" >> "VelocityWound" >> "weighting"
that is all nested, so
class ACE_Medical_Injuries {
class damageTypes {
class bullet {
class VelocityWound {
weighting[] = {my values};
and count the } by yourself.
I can't tell if any of the classes are supposed to inherit something, you can see that in config viewer ingame, if yes then that makes it a bit more complicated
So I'll need to recreate the entire structure~~?~~
Got it, thank you for the info!
The "parents" field is empty all the way, so I guess no inheritance there
Alright
adding "ace_medical_damage" into requiredAddons[]
and having
class ACE_Medical_Injuries {
class damageTypes {
class bullet {
class VelocityWound {
weighting[] = {values};
};
};
};
};
does it, thank you Dedman!
I want to remove/replace the rain sound on vehicles(Because it's snowing, but they make the rain sound effect). What's the config that I need to look into?
Anyone know if it's possible to add custom rhs decals? (like the ones at the bottom of this page https://www.rhsmods.org/w/afrfdecals)
I poked around in rhs_decals.pbo and tried overriding some but it did not work. Any help would be appreciated.
Hi there!
I'm making a sniper version of the Mosinaghan rifle mod, which by default has a unique and non-replaceable sniper optic (attached directly to the gun and integrated with the weapon model). I've looked up a lot of document but the basic sight they did are all about iron sight. What config code I should write if i want to replace the basic/initial iron sight to where I can press the right mouse button and open a high power scope?If possible, I'd like to use the MOS optic from arma3(which is using my own scope model, but bring up the MOS sight screen when I right-click).
I don't think you can do what you want if the original mod is not set up for attachments.
Well then, do you mean I need to make a separate model for the scope and then attach it to the weapon?
HG did mean you can't attach an attachment if the model doesn't even support it
What polpox said. This is one of those no can do situations
I see... So I need to set up the optic proxy first right? Even i don't want to use other optics.
In the first place you cannot modify a binarized p3d
👆This. Unless the original author gives you source files to use, you can not make the alterations.
Well, I think I am the original author for this mod. 😂 I modified it in blender and then import it into object builder and then save it as p3d file.
So you have made the mosinaghan originally?
I'm not sure I understand the original question right
And where the problem is
Umm actually it's not the model exactly in that game, it's created by another author and he post the model online for free.
Also I am not going to sell it or post it.
I just want to make myself a mod, with the thing i love.
Selling or posting is irrelevant in the IP theft policy. We do not condone ripping etc for any purpose.
You say it was extracted from a game now it was not?
Yea that is what I want to do at first but I failed.
This is what my mod looks like.
It is from a game but not actually from that game. That is what I mean. 🥲
I'm sorry my English is not very good. 🥲
Your wordings is still confusing. I know where it from (a Sketchfab model) and it is based on the game, but not from the game directly
Yes
OK so now that that's out of the way, you wanted the scope to be replaceable with the in game Scopes?
Well, in short, I want it can open the scope when right click. But I don't have idea about how to define this scope.
closest things i can think of would be: https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Optics wiki page and "Test_scope3D_01" from Arma 3 Samples package 🤷♂️
Appreciate that! Will have a look on it.
This is what it looks like when I right click now.
Is there a way to delay a weapon animation? Say i base it on "reload" source but i want it to trigger a little delayed
animation can play at different stages of a source
but the actual reload action starts when reload is done/started
what is it you want to do? its usually easier to answer the exact use case than hypoteticals
I'm playing around a little with the gun i made and am doing a sort of alien/fallout style version of it. I have added some "piston" looking things to it and am currently messing with an animation for it that either sinks it into the gun or pops it out of it( i haven't decided yet). But it would be cool to have a fast ripple going, so that when you fire it sinks or extends the one closest to the character first and then the next and so on.
and you would like it to happen between each shot?
Yea, you get what i mean though, right? (i might not have explained it well)
I have been trying to find something on here, https://community.bistudio.com/wiki/Model_Config but i got nothing so far xD
I was looking at animPeriod
well you would have to change the time between each shot in the weapons config
and use relaod as source and then time the sequence between 0-1
so one piston moves between 0-0.2 second 0.2-0.4 and so on
the actual time it takes between shots is not a model.cfg controlled
you are suggesting this i assume to increase the time so i have time to cycle the animations in the desired intervals?
yes
there is reload and reload magazine paramters, first one is time between shots and second time it takes to change magazine
Do you by chance remember what defines this? I assume its in cfgweapons somewhere?
ahh perfect
no thats perfect, thanks for the info!
the sample weapon config is good reference
and there is also the wiki page that explains some of the cfgweapons stuff (cfgweapons config reference)
hehe yea i have dissected that a few times
does anyone have a magazines[] macro? I remember seeing one somewhere but I forgot save it, copy pasting the same mag X times isn't that clean :/
(for vehicle magazines)
Is there anything involving thermal imaging quality?
Like, do gen 1 or gen 2 thermals?
Or would that involve other stuff
You could use a custom super blurry effect in CfgOpticsEffect and add that to the sight's opticsPPEffects array.
Anyone that could give me a quick hint as to what the values mean that are defined after a sound in cfgweapons? The samples config isn't terribly useful in this regard.
db i assume is the volume, but the 1 and 30 im not sure about
one of them i think is the speed?
I'm not sure thats it tbh. In cfg weapons you define things like shown in my picture above, where you point out the actual directory of the sound file. I'm not sure what creating a class in cfg sound shaders would do here
pitch and distance
Can i in the cfgweapons simply change a sound to a different directory, or do i need to have certain config for it to work in cfgsounds?
My issue is that when i change the drysound to a different file, then it won't play it. Even if i make a copy of the original and put it in my custom directory and link to that it wont play
what class/parameter are you refering to in cfgweapons?
I'm trying to change the drySound
drySound[] = {"GX_M82A2000\Data\Sound\GX_M82A2000_Dry.wav", 1, 1, 10};
i tried it in wav and wss just to see
it makes no difference
it just won't play
if you change it to some other vanilla sound in vanilla path does that work?
like drysound from some other weapon or car horn or something
but in A3\ path
would anyone know if there are configurable parameters for shotgun ammo?
all I can find is it has a different simulation type, shotSpread
something like increase the pellet count and configuring spread
have you looked into how vanilla shotgun weapon/ammo and magazines are configured?
ooh yes I was just having a look now and the one shotgun I found (contact dlc) uses submunitions, which is what I expected it to use
I had looked last night and didn't see that, I blame it 4 am coding haha
we do recommend sleeping before modding.
it often solves many problems
haha true, make that another horriblegoat tip of the day
https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit will explain what to adjust
thanks for the link, I'm aware of the parameters already, I've messed with it for another mod of mine 
are model cfg animations possible for non-weapon items? things like backpacks for example
for other than character stuff yes
but for backpacks, no
so possible for weapons but not for uniforms, vests, backpacks, nvgs, facewear? if my reading is gud
correct
ok thank you again goat
vehicles and buildings also animate via model.cfg
characters and wearables are animated by the character animations
hmm wondering how it would work if I wanted to animate some section of a backpack then
you cant
oh true I read your possbile as not possible
sorry
oh wait
yes
possible for weapons
and not for the others
so what you said was right
and in line with what I said
😵💫
if you explain what you would have wanted to do I can perhaps give better advice
I was thinking of techmarine servo arms, which would be part of the backpack
something like an idle animation for them so they just move around a bit
(not for one of the models currently available but for a new one)
only possible if the arm is attached on the character via scripting
and separate object with its own animations
I have plans for a shoulder mounted turret attached that way.
should work but Arma being Arma, can offer no guarantee 😅
spicy!
agreed, one can only hope
very 😄
Is there a way to disable a units view being locked to their turret without disabling their ability to fire a weapon?
For example:
the use case is a commander position in a tank with a 3d cupola view
gunnerFireAlsoInInternalCamera = 0;
changes it so they're in free look unless they go into optic mode, but they're unable to fire smoke launchers unless they go into optic mode
if there's no turret animations defined in the model.cfg it works but soon as there is one it locks their view to the turret (so limited speed and rotation)
an example of the problem i guess is the GM leopard commander position where they must have used gunnerFireAlsoInInternalCamera = 0; as you can't use its smoke launchers from the cupola view
can selectionFireAnim be an array?
Maybe this if i get it correctly
Set it to = 2 probably
https://community.bistudio.com/wiki/Turret_Config_Reference#turretFollowFreeLook_.3D_0
Yeah tried that - only change is how it handles third person iirc
it stops the third person camera being locked to it
What happens with value 1?
yup, anything vanilla works. I have also tried to take the vanilla dry sound file out of its directory and included it in my own simply to see if it would play, and it does not
cant remember tbh but it didn't solve this issue
I think 1 and 2 are identical with the difference being that 1 only works if you have a turret with a weapon
And if you add the arma's dummy weapon like the FakeWeapon?
well I have a weapon so I dont need to
Okey
i'm starting to think its not possible because GM had to just disable the ability to fire the smoke launchers from the cupola view
What is the cupola view?
the 3d free look interior of the tank commanders cupola
the leopards have a cupola and a periscope for the commander
they have gunnerFireAlsoInInternalCamera = 0; set so you can only fire it when using the periscope (optic view)
gunnerOutFireAlsoInInternalCamera if you add this as test to be true?
Yeah thats for when you're turned out
gunnerFireAlsoInInternalCamera
gunnerOutFireAlsoInInternalCamera
When i look at this 2, the positions of Fire and Also are different at both
Maybe a typo? Maybe a try worth?
There's a Out but no In
so what try?
gunnerFireAlsoInInternalCamera = 0;
gunnerOutFireAlsoInInternalCamera = 1;
gunnerInFireAlsoInInternalCamera
Cause the other has a Out before Fire
oh I doubt that i think its just how they named them
I dont know, i always try such and had sometimes success 
like ill try it anyway but i very much doubt it'll work lol
yeah no dice
gunnerInFireAlsoInInternalCamera = 1;
gunnerFireAlsoInInternalCamera = 0;
gunnerOutFireAlsoInInternalCamera = 1;
if I changed the second one to 1 it'll work but then the view will be locked to the turret
Locked inside?
usePip 'unlocks' it from the turret...but instead its forced to face directly forward
yes
PiP=2?
yeah
1 and 2 makes no difference in this instance
it just locks the view facing foward
InGunnerMayFire = true;
Have you tried this?
If true, the gunner will be able to fire the turrets weapons while inside the vehicle.
Not sure if it lets it turn aswell
But maybe it does
true is being inherited yeah
that's for like, if you have a gun thats only available turned out
so you would set that false and outGunnerMayFire true
Yeah im just looking for options, sometimes the weird stuff works at least 🤣
really usePip should be what fixes it but it seems so weird, like I don't even know what 1 does over 2
Elevationmode is set to normal i think?
yeah thats normal - thats jsut for artillery
Me either im using mostly 2
Yeah i know had to use it also for my artilleries
like per the wiki:
usePip 0 should be what I want, and usePip = 1 should be what I'm encountering now
but instead 1 and 2 seem identical
and 0 acts like 1
Other option would work if you figure out how that smoke is done and add it as new defined weapon but AI wont use it auto
Im sure its a weapon and has a simulation on it
well I could script something that isn't the problem just don't want to have to do it
it's kinda strange because this is a very common set up for a tank, especially ones that don't have remote controlled weapons
Yeah trying vanilla like is best way mostly when its given already
But you dont have to script maybe
Just find the definition class of this smoke launcher
Maybe there is something you could use of
well its not just the smoke launcher
its any weapon
the way i'd fix it via scripting is just force fire them, like add a scripted keybind on the existing inengine ones that force it to fire regardless of gunnerFireAlsoInInternalCamera
Have you also tried this
cameraDir = ""
I know its also for arty but i try everything first 
i think thats the default inherited anyway
and doesn't work unless elevationmode is set iirc
Is there way to get these true to static object? Non vehicle.
I want attach my rope to pole.
fromObject has to be transport vehicle, alive with rope attachment enabled
player breathing sounds different when underwater ... i want to apply this to when they are wearing a regulator mask on land .. am i going to have a rough time?
That most likely means your folder structure in pbo does not match the path you give the sound
is it possible to have an object that doesn't have physics (i.e it doesn't move) like a house sim type, but has an inventory?
basically a static box
I think not anymore 👇
you can use house sim actually
I had to do it to an ammobox because it worked as a weaponholder and physx didn't like that
so I just did it like a normal ammobox but set
simulation = "house";
works and doesn't have physics

Excellent! For some reason I thought it did not work anymore! 👍👍👍👍👍
maybe it was turrets that I remembered 🤔
well turrets used to be static objects didnt they
before A3 physX
now staticTurret seems to be tankX
dont remember what it was in A2 🤔 have to check
cant find a A2 config dump but from what I could trace it from A2 config.cpps class static was simulation=house and that propagated to class staticweapon and further up
It actually diverges from StaticWeapon (and onwards for StaticMGWeapon, StaticATWeapon, etc.) and uses tank instead:
class StaticWeapon : LandVehicle {
GhostPreview = "M2StaticMGPreview";
vehicleClass = "Static";
driverOpticsModel = "\ca\weapons\optika_empty";
simulation = "tank";
class Eventhandlers : DefaultEventhandlers {
init = "if(isNil 'BIS_Effects_Init' || isNil 'Corepatch_Effects_Init') then {call compile preProcessFileLineNumbers '\CorePatch\CorePatch_FIS\data\scripts\init.sqf';}; _this call compile preprocessFileLineNumbers '\ca\communityconfigurationproject_e\ai_madetankgunnersuseatandheammo\muzzle\init.sqf';";
fired = "_this call BIS_Effects_EH_Fired; _this call BIS_CPP_Muzzle_ForceReload;";
};
};
ah
there we go
then it was never fully static
thanks @wheat sluice
can always init create a static anchor object and attachTo on it 😄
and AI will not have a problem with?
dont know. what problem could AI have with that?
Not technically directly config related but I'm having a bit of an issue with the Addon Builder
Not anything technical, it works fine, but I'm trying to make it so that it takes the source files from directory SomeDirectory/x, but packs them into SomeOtherDirectory/y.pbo
The Addon Builder says (screenshot below), which gives me the idea that I should put "C:\etc\etc\y.pbo" for the destination directory, but that ends up creating a folder called y.pbo, with the actual addon (called y.pbo) inside of it
Am I just misunderstanding something?
You need to set the addon prefix. Click on OPTIONS and then type in the desired prefix (in this case, just 'x' minus quotes).
I might have to give more specifics here, since it seems like I'm doing it wrong
I'm also doing this through the command line because I work on an aux mod for a unit as well as my own personal mods, so I make bat files to auto-pack things for me.
@REM pack.bat
del "addons/ModName.pbo"
<Addon Builder Path> "...\@ModName\source" "...\@ModName\addons\ModName.pbo" -prefix="ModName"
What part am I doing incorrectly here?
I've also been looking at the wiki page for the addon builder, which has a slightly different description than the one you said (although it may just be a misinterpretation)
https://community.bistudio.com/wiki/Addon_Builder
asked in #arma3_scripting and moved over to here but was just wondering if
the size of a rope segment a engine defined parameter?
im looking to make a 1 segment rope that is 1.5m long that will swing but if i set up the config for the rope i cant seem to define a size for it and even if the size of the model is different the game will just squish it to be 0.5m for referance the sizes are at the top of the pic but you can see that the segments are all the same size
https://cdn.discordapp.com/attachments/713230732407078953/1068767420833075200/image.png
Can you show me what you got so far?
I can tomorrow
@wheat sluice could you give me a hand?
Can't really help you with CL I'm afraid, since I don't know how your environment is configured.
Surely you can just build it manually via the GUI?
You only have to manually tweak the OPTIONS -> Addon prefix field every time you build addons for your unit vs. personal.
Yeah I can, I just find it a bit annoying at times to have to go to the Arma 3 Tools and then to the addon builder. Not a huge deal at all, I just like to automate things when I can
Could you explain the addon prefix more though?
The description you gave makes it seem like it would just be the mod name, but the description on the wiki says it's a relative file path
"relative path to files used in addon, if not present then this value is calculated automatically."
It's documented on the BIKI:
In simple terms, Addon Prefix is a virtual (in-game) path to the root of an addon. This virtual path should be unique to prevent collision with other addons. The addon prefix is added to the PBO properties by the packing tool.
Anyway to have side gunners actually look to the side instead of forward?
Thats not the problem, its literally a copy paste. Done the same with the 3d model for the gun and that works just fine. Here:
Rotate the gunner proxy in the model if he is static, or include the gunner proxy in the rotating part of the weapon, such as otocvez.
What can I use to reliably filter out suppressors? Right now I've been using:
hyp_arsenal_wl_weaponItems = hyp_arsenal_wl_weaponItems select {
private _config = (configFile >> "CfgWeapons" >> _x);
getNumber (_config >> "scope") >= 2 and
{!("muzzle_snds_H" in ([_config] call BIS_fnc_returnParents apply {configName _x}))}
};
is this fine? or do I need to use a different config value
This is what we tried: CfgNonAIVehicles, CfgVehicles https://github.com/ampersand38/sling-load-rigging/blob/new-rope/addons/slingload/CfgNonAIVehicles.hpp
what config value would you use to grab all the explosives out of CfgMagazines? I'm not seeing something that looks unique enough. Do I have to go through CfgAmmo to filter, then grab the associated magazine?
I think? you can use type = 512 but it looks like the config value is actually a text type = "2* 256"
I'm trying to run a killed EH on every op4 unit that dies using a mod. I want a simpel script to run every time op4 dies. IE like
//Config.cpp
class CfgVehicles
{
class CAManBase //Make this op4?
{
class EventHandlers
{
class killed
{
call "fnc_script"; //Only run for op4
};
};
};
};
How can I achieve this?
How do you make a vest count as a rebreather?
I know to make a uniform a wetsuit, you add uniformType = "Neopren"; to the uniform's ItemInfo class, but I can't seem to find how to make a vest a rebreather. I've been looking on the wiki to see if I can look at the config for one of the base game ones, but I haven't had any luck
vestConfig >> "ItemInfo" >> "vestType" = "Rebreather" seems to work. I get rebreather sounds and no sight distortion with this: https://pastebin.com/ALed77Hr
class V_HarnessO_brn: Vest_NoCamo_Base
{
class ItemInfo;
};
I've seen this before but never really understood the purpose, by the looks of it it just inherits the ItemInfo class from Vest_NoCamo_Base, and then later you just change the vestType. That way you don't need to re-define the rest of the ItemInfo class, correct?
I don't seem to be getting the sound effects at all, but also it seems like the facewear overlay doesn't show when swimming?
If I start swimming while in FPV, it will stay there until I exit first person and go back, where it will no longer be there
Easier to do via mission EH killed?
EntityKilled
Triggered when an entity is killed.
addMissionEventHandler ["EntityKilled", {
params ["_unit", "_killer", "_instigator", "_useEffects"];
if (_unit side == east) then {
[_unit] call fnc_script
};
}];
unit: Object - entity that was killed
Depends what you want to happen when opfor unit dies. Some text or effect ?
That is server side , so if you achieve event for everyone you need use remoteExec
I have a sidegun turret but I can only shoot it. It won't rotate any direction
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Am I missing anything code wise?
Or is it model related
does it animate in buldozer?
Yeah
turret and gun source definitions in turret config and in animations classes match?
class ObsTurret: mainturret
{
source="obsTurret";
selection="sidegun1_turret";
axis="sidegun1_turretaxis";
minValue="rad -45";
maxValue="rad +45";
angle0="rad -45";
angle1="rad +45";
};
class ObsGun: maingun
{
type="rotationZ";
source="obsGun";
selection="sidegun1_gun";
axis="sidegun1_gunaxis";
};```
Si
Could it be model related?
as far as I can see you are not defining the source names in config,cpp
you have the selection names
but not obsTurret and obsGun
unless my eyes are 💤
yeh
Hmmm. I added that back in just a little bit ago and it still wouldn’t work
I’ll look at it again
@wintry tartan sorry about yesterday i was very sleepy are you around today to see if you can help fix the rope segments?
https://community.bistudio.com/wiki/Arma_3:_Ropes
As I've already linked this, have you tried this?
Ah I've only saw NonAIVehicles part
ya forgot to add in the cfgvics
Tried to leave maxExtraLenght 0?
so in ropes type they say
const float maxRopeStretchLength = (desiredLength * maxRelLength) + maxExtraLength;
if (currentLength > maxRopeStretchLength) { /* breaks */ };
This is basically how Engine handles the rope, I guess
so i think maxExtralength is just part of define how it brakes
Added them, still won't work
Puts me in free look
I can shoot but not move the gun
Do guns facing to the side work?
Or do they need to be facing front then rotated in config
Ok, tried having the gun face front then get rotated in config
It now shoots straight
This engine gives me pain
I have a question for the AMV-7 Marshal
Is the turret a seperate model?
cause I saw in code there's a no turret variant
It is an animation to hide turret
It is impossible to have multiple working parts into multiple p3ds
(sort of, at least)
oh ok
Yes, all vehicle weapons must face the front in the p3d model, and then you rotate them using the config.
I have a question is there a way to call the display name of an item as is and add extra text at the end?
eg for the Marshal
I want it to call the name AMV-7 Marshal (or Badger IFV with ace) and add the words Unarmed or Medevac
Just replace the displayName
I mean is there a way to just add to the string
No
Have you added this to your new turret?
animationSourceGun = "RailGun_Left_src";```
you have to add your defined source for gun and turret
I'd like to make a change to the stamina system, so when player is moving in the 2xCtrl 2xC tempo (slow jog or whatever you can call it), his stamina goes up or at least stays at current level. In vanilla it goes down, very slowly but it does.
I figured out that having an eventhandler or oneachframe checker for animation would take a lot of resources, so how would I go about changing this through config, if possible?
Not sure if this would help:
{
staminaDuration=60;
staminaCooldown=10;
staminaRestoration=30;
aimPrecisionSpeedCoef=5;
terrainDrainSprint=-1;
terrainDrainRun=-1;
terrainSpeedCoef=0.89999998;
};```
so far, i had no success with changing values
Needs to be added in your Character cfgVehicles:
```movesFatigue="CfgMovesFatigue";```
thats how vanilla is done
i have changed it to my own name so as example class __CfgMovesFatigue_Custom__ and did it in my Character __movesFatigue="CfgMovesFatigue_Custom";__
maybe you got more luck or someone else would know how to
for some reason I thought 'duty' in cfgMoves was related
but I don't see anything written suggesting that
I did spot an undocumented
stamina = -0.1;
``` in animations
with sprint being -1
so if you set that to 0 in the respective animation it might stop draining and slowly restore
at least all the 'stopped' animations seem to have it set to 0
alright, I'll try it out tomorrow hoping it will work, can I overwrite existing moves or would I have to make them as new ones and "attach" them back to characters? Never played with animations
Hey, I'm new here so go easy on me. I'm having a bit of trouble with some mods I made and was wondering if anyone can help. They're a couple of simple baby's-first-mods that nag me with some annoying issues.
I have a music mod over at https://steamcommunity.com/sharedfiles/filedetails/?id=2913965256 and, again, mostly works fine--except that the music album is a jumbled mess with no rhyme or reason to the order of its tracks. How do I order the tracks in the Zeus editor? Some people say that ArmA just orders the tracks by length and there's nothing I can do about it, but I feel like that's entirely not true. I swear I've seen other mods order the tracks sanely instead of just by length. Again, I'll post the config if anyone wants to help.
Also trying to learn how to do flagpoles and banners but I'm having trouble finding information.
where can i find the value role and where its defined and what constitutes a defined role as I looked on the wiki and cant find anything
Examples:
MachineGunner
Rifleman
I think you can just write anything in it
[BIS_fnc_showRespawnMenuInventoryList] Correct role config for item '5th_MK7_Imperialis_Tactical_Marine' was not found, class default used instead!
I think it expects the role to be a defined one
get all in on config dump and search through it for the rifleman etc definition maybe?
or mayhaps its this
can do, just wondering if folk knew how these roles worked
so its just a UI thing
ah theres some info in https://community.bistudio.com/wiki/Description.ext
Still having this issue, anyone have a fix?
https://community.bistudio.com/wiki/Arma:_All-in-one_Config
Search the Config that is generated for a base class of the thing you want and look at how it's configured
What makes an object amphibious/floatable? Is it a model side not config side I'm afraid so far?
Oh wait, I've just found canFloat.
Hey, can somebody explain, what cfgModels is actually used for?
I'm having a trouble with assigning texture to a model through HiddenSelections
Better to leave what you got in this chat so far
"leave" as in "post"?
Yea
oh. one sec
if I meant literally I'll probably add “as is” at the last part of it :D
And the issue so far is just you can't apply texture on it?
Which I mean, is there anything else to solve?
yeah. no errors
the material is set to the default.rvmat (actual path in there but too lazy to go into it and copy); if it isn't set it just displays grey/black tiled 'missing texture' texture
Oh just realized that you have some issues in your filepath/names
- You can't have a space in a file name (at least not very recommended). If you want to make a space you can use
_ - You don't have suffixxes in the textures. Usually it is
_co.paaif it doesn't have a solid (have no transparent part) oart,_ca.paaif it has - The CfgModels className should be completely same with the p3d name. In this case, your p3d name should be
DGF_keycardmodel.p3d
(I think. I ain't a model pro but I think I know a bit of config)
Yeah i was thinking how the cfgModel is needed in any way if the classname i define inside of it doesn't go anywhere.
@wintry tartan It works! Thank you very much!
👍
I want to create a dependency which would add aircraft like RHS F22 and SU-57 targeting pods/cameras. Anyone know which part of the config from basegame aircraft I need to rip off to do so? I mean just general direction of it
Model geometry
Gotcha, I "added it" and the camera is now on pilots face and isnt movable
I think you need to define the optics, if you haven't already
Example I found that works, the RenderTargets class felt related
class RenderTargets {
class Gunner01_pip {
renderTarget = "rendertarget0";
class CameraView1 {
pointPosition = "Cannon_pip_pos";
pointDirection = "Cannon_pip_dir";
renderVisionMode = 2;
renderQuality = 2;
fov = 0.40000001;
};
};
};
class PilotCamera {
class OpticsIn {
class Wide {
opticsDisplayName = "WFOV";
initAngleX = 0;
minAngleX = 0;
maxAngleX = 0;
initAngleY = 0;
minAngleY = 0;
maxAngleY = 0;
initFov = "(60 / 120)";
minFov = "(60 / 120)";
maxFov = "(60 / 120)";
directionStabilized = 1;
visionMode[] = {
"Normal",
"NVG",
"Ti"
};
thermalMode[] = {
0,
1
};
gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d";
opticsPPEffects[] = {
"OpticsCHAbera2",
"OpticsBlur2"
};
};
class Medium: Wide {
opticsDisplayName = "MFOV";
initFov = "(12 / 120)";
minFov = "(12 / 120)";
maxFov = "(12 / 120)";
gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d";
};
class Narrow: Wide {
opticsDisplayName = "NFOV";
initFov = "(4 / 120)";
minFov = "(4 / 120)";
maxFov = "(4 / 120)";
gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d";
};
class VeryNarrow: Wide {
opticsDisplayName = "NFOV";
initFov = "(2 / 120)";
minFov = "(2 / 120)";
maxFov = "(2 / 120)";
gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d";
};
};
minTurn = -180;
maxTurn = 180;
initTurn = 0;
minElev = -20;
maxElev = 90;
initElev = 5;
maxXRotSpeed = 1;
maxYRotSpeed = 1;
maxMouseXRotSpeed = 0.5;
maxMouseYRotSpeed = 0.5;
pilotOpticsShowCursor = 1;
controllable = 1;
};
Thanks I was looking at something simular, I will check it out in a second
Sadly same issue
did you change the memory points in CameraView1?
oh shit, I forgot
I am adding units to my teams faction mod.
Is it possible when a unit is placed for the unit to be randomly given a weapon from a list of lets say 4~12 weapon classnames? All weapons would use the same magazines so no need to randomize the magazines and respawnMagazines
Think similar headgear randomization on civilians.
Anyone know a way to change the unit type of helicopter door gunners easily? Like without using an entire inheritance structure or by using event handlers or something.
You can try something like this using event handlers:
_weapons = ["arifle_MX_F","arifle_MX_Black_F","arifle_MX_khk_F"];
_this addWeapon (selectRandom _weapons);
in cfgVehicles:
class EventHandlers {
class rand_weapons {init = "_weapons = ['arifle_MX_F','arifle_MX_Black_F','arifle_MX_khk_F']; (_this select 0) addWeapon (selectRandom _weapons);";};
};
is there a way to add a turret to the AMV-7 other than the one the AMV-7 normally has
cause I saw this image
I think from official arma 3
if you zoom in you see it has an HMG or GMG turret
Not without editing the model, no. And that's not possible until BI releases the sample MLODs whenever (which is supposedly coming with patch 2.12).
oh
cause I had in mind a AMV-7 with RCW-30 turret
I made a Medevac/unarmed ' variant
by just not calling the turret
All that involves is hiding the turret via AnimationSources and disabling the turret's seats. The turret is still present.
The actual dual feed 12.7mm/40mm RCWS turret needs to be added to the p3d itself.
oh ok
if they give the MLODs I'll try to make it
the MLODs are the objects needed to make the p3d right?
MLOD = unbinarised model that can be opened/exported in Object Builder
ok
ODOL = binarised model that we can't edit but the game can still load
P3d files are ODOLs then
You can have MLOD p3ds. They just get binarised by the engine once they load, hence why you might've experienced some mods have a strange lag spike when their assets get placed for the first time in-game.
oh
yea I've seen that
if I hide the turret is the hitbox of it still there? The turret one
for my AMV carriers
Give it a try and see if you can shoot through where the turret would usually be. If you see a ricochet then it means the geo hasn't been hidden.
ok
I gave it a test rifle rounds pass through but the cup rpg blew up
could be drop off will try with a metis
Is there a loadorder that loads after all dlc/cdlc without requiring said dlc?
In binarized config, no. Unbinarized, you can use __has_include
Ta. Just have to uncheck config binarization? Or well it not do it automatically?
What pieces of code are used to make a helicopter accelerate faster?
Combination of mass & liftForceCoef iirc
Gotcha, Thanks
It’s more of an art than a science
i need help regarding maybe cfgs and ammo types?
how do i make my own ammo type? via cfg
Don't know which software you use, but I think you need to specify to do so
Hello, i've come across an error in MikeForce after trying to do some modifications. I've used this same file in another Mike Force that i've edited and it works. So curious what I am doing wrong, or if something decided to completely bork.
This is what the line looks like as is in the file:
(Line 142) // VN HAM init
(Line 143) #include "config\init.hpp"
I put this up in the Mike Force Modification thread in the SOG discord as well. But figured more eyes would be great. Thanks in advance!
The error is in the included file, or it looks like maybe even cfgFunctions from that error message.
Once it’s compiled and those files are included the line # isn’t going to be the same as the one you see in your file. Look for /vn_logistics/
Does anyone have any docs for weaponPoolAvailable= ;
Anyone knows how I can get the class name of a mod?
I need it for requiredAddons[]
Hey! I am having trouble creating a custom Eden Editor Module category. I have followed the guide from https://community.bistudio.com/wiki/Modules#Module_Category, but it does not work and I can't figure out why.
CfgVehicles.hpp:
config.cpp:
CfgVehicles.hpp:
class Attributes: AttributesBase
{
class Units: Units
{
property = "TFHC_Mainbase_Active";
};
class doSpawn: Checkbox {
//property = "TFHC_Mainbase_Active";//
displayName = "Mainbase Active";
typeName = "BOOL";
defaultValue = "false";
};
};
};
};```
What exactly needs to be put into property?
Wait, the string that gets into property has to be inserted into units[] in config.cpp right?
I see, let me test that real quick
Still no custom category :/ The module goes to Other, just like before..
CfgVehicles.hpp:
class Attributes: AttributesBase
{
class Units: Units
{
property = "TFHC_Mainbase_Active_Units";
};
class Yield: Combo {
property = "TFHC_Mainbase_Active_Yields";
displayName = "Mainbase Active";
typeName = "BOOL";
defaultValue = "false";
};
};
};
};```
try this
Tried. Put "TFHC_Mainbase_Active_Units" into units[] in config.cpp. Still no custom category, the Mainbase Module is still listed under the Other category
ahhh i see i didn't see before wait a sec
class CfgFactionClasses
{
class My_class;
class TFHC_Modules: My_class
{
displayName = "Mainbase Module";
};
};```
^ in config
I don't actually know if it works but yolo right?
Well, the BIKI page tells me to use NO_CATEGORY when creating a custom category. That section is quite unprecise and confusing, to be honest xD
Still not getting a custom category for my modules. The Mainbase Module is still under the Other category
I can't get behind that xD I absolutely do not understand the correlation between CfgFactionClasses and CfgPatches and where to put what, so that my custom category will be used.
Yeah, and so does its function. The module can be found and placed in the editor and does what it is supposed to, the function simply gives hint ("It's activated!"), when the "doSpawn" checkbox is ticked
class CfgFactionClasses
{
class Mainbase;
class TFHC: Mainbase
{
displayName = "Mainbase Module";
};
};```
For some reason i think that these might impact the class
```sqf
class CfgFunctions
{
class TFHC
{
class Mainbase
{
file = "mainbase\functions";
class test {};
};
};
};```
Hey, I got it to work!
Give me a second, I'll tell you what I did and what was missing. TL;DR: I'm an idiot
First of all, the module's classname has to be put into units[] in config.cpp.
Second, I was missing category = "TFHC_Modules"; in the Module's definition.
It's working now.
Hi all! Is there a feature (I'm told it's a CBA_A3 thing, but I'm having trouble finding documentation) that a modder could incorporate into configs that allows users to disable/hide factions? ...either in Eden & Zeus, or just Zeus? I'm trying to accomodate a complaint that my mod adds too much clutter 🙄
@little tundra Thank you so much for your help, really appreciate it
allgood
is a function for zeus. ill send something in a sec
Not CBA but Zeus enhanced
in short you choice the factions on or off can be force but server but i believe they could turn it off if they want to see less
iirc MRH has a similar thing
Ahhh, thanks! So it's only a mission level thing, right? This complainer, telling me that I can enable something in my mod that will allow him to hide my factions in Eden, hasn't got facts straight?
if you modded the factions you could set them to only viewable in zeus
Alright. And I assume that's an "absolute" setting, not toggleable in-game, correct?
what setting?
Setting factions to be only viewable in Zeus. If I do that to my modded factions, they'd be hidden from view in Eden editor?
yes
So I could satisfy this one complaint, but only at the expense of other mission makers, correct?
scope = 2; // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only).```
Hi guys, I'm trying to create a config to make a modded facewear into a backpack, using the facewear mod as a dependency, would someone mind checking the config I've written and let me know if I've gone wrong anywhere?
sure
Should I DM it to you?
how ever you wish
Oh right, scope = 1 and scopeCurator = 2 probably. Thanks for the help, Jupster!
I am having a problem with converting a config.cpp to bin
I am getting an error while doing it, and I am a newbie so I could use some help
The system cannot find the drive specified.
File C:\Users\ ...\Desktop@Uniform Test\config.cpp, line 12: /CfgPatches.graves_pcu1: Undefined base class 'B_Soldier_base_F'
Config : some input after EndOfFile.
Error reading config file 'C:\Users\ ...\Desktop@Uniform Test\config.cpp'
Class destroyed with lock count 1
Press any key to continue . . .
I am really lost, so if anyone could tell me what I am doing wrong
After making my patch, packing it into a pbo, publishing to the workshop, subbing to it and the dependencies, when I try to launch the game I get the following error
This is my code
Missing semicolon at the end of line 13.
Arma is a simple yet terrifying complex World
Err I some what managed to overcome my problem but now I am getting an error saying
Config : some input after EndOfFile.
what does it mean?
Wont be able to assit for 12 hours if you still require help i can lend a hand then
You a clue never heard of it
Might try ny luck Does anyone have any docs for weaponPoolAvailable= ;
I just found on some Arma forum it means apparently bracket issue?
do I have some bracket mistake?
if so I am blind af but I can't see it
anyone? for the love of god please
11 hours and 30 min
@bleak hill I don't write config but that line is probably supposed to be class Bag_Base; not class FOG_TraumaRollBackpack;
I'll give that a try
Any chance you can help me out as well?
I looked. Can't see anything wrong.
why the heck am I getting an error then I am losing my mind
sounds normal for Arma :P
you have to learn what each error means the hard way because they're all bullshit.
Ok so what does Config : some input after EndOfFile means
I am new at this none of the errors mean anything to me
I don't know, I don't write config :P
It is a bracket issue.
Check your brackets when { opens, there must be a }; ending it.
oh, line 25
extra bracket rather than a missing one.
I thought you saved me lol but still getting the error
any other bracket I messed up?
all I see is darkness xD
If its still an issue then perhaps it's from another part of the config you aren't sharing.. considering this is part of a config for Ripped Assets I wouldn't be surprised.
hmm, are classnames allowed to start with numbers?
As that config there works fine for me and doesnt show any issues. That looks like the case.
IIRC Vanilla has some classnames starting with numbers (Ammo or Magazines)
ah yeah, nothing in CfgWeapons or CfgVehicles but probably allowed.
Sometimes those sorts of errors are just a bad hidden character from a paste.
If its an issue, it didn't appear when I pbo and launched the file
SQF has a specific failure mode for those, seen it a lot recently for some reason. Not sure about config.
I fixed it. Thank you and @chilly tulip for the help
Glad to hear.
Classnames (generally) can do but some things don't like paths/pbo names starting with numbers
Typically good practice to not begin them with numbers but it's mostly for scripts and stuff -- I know some ACE/CBA bits can have issues with beginning with numbers
Hi fellas. So I created custom missile config for planes but AI does not want to launch them aganist air targets. How can I fix this issue?
Have you inherited off a base game AA middle?
I have a question, I am trying to modify Antistasi Plus, just adding a new template for the PLA faction mod. My difficulty is this error, which has stumped me for the past couple of days. Is there any tips to deal with such an issue, I'm just simply wanting to add a new faction. I've checked the core folder after i've converted it into a PBO, and it has that file that it says it cannot find.
I've inherited games R73 launcher for short range missiles while for long range missiles I inherited R77.But for ammo wise I mixed them myself (such as tracking,range etc)
File pathing correct?
Doesnt look to be
There's your issue
but thats the thing.The config I mentioned was for soviet era missiles and they inherited from Pooks.While for my Western missiles they work with no issue
You should have your file path go off your source folder. Not the local mod folder
they are already,wait let me show you what I mean
cfgweapons: class weapon_R73Launcher;
class sov_r3_aa2s_launcher: weapon_R73Launcher
{
burst=1;
multiplier=1;
displayName="R3S";
magazineReloadTime=1;
magazines[]=
{
"1Rnd_R3S",
"pylon1rnd_R3S"
};
aiRateOfFire = 1;
aiRateOfFireDistance = 3000;
};
cfgammo: class ammo_Missile_AA_R73;
class sov_r3s_missile_ammo: ammo_Missile_AA_R73
{
proxyShape="\pook_Missilebox\FRL_R3\FRL_R3.p3d";
model="\pook_Missilebox\FRL_R3\FRL_R3fly.p3d";
simulation="shotMissile";
irLock="true";
laserLock="false";
airLock="true";
airFriction=0.1;
cmimmunity = 0.5;
lockSeekRadius = 100;
maneuvrability = 20;
missileLockCone = 75;
missileKeepLockedCone = 75;
missileLockMinDistance = 10;
missileLockMaxDistance = 4000;
missileLockMaxSpeed = 600;
thrust = 200;
thrustTime = 10;
};
and lastly cfgmagazine class ammo_Missile_AA_R73;
class 1Rnd_R3S: ammo_Missile_AA_R73
{
model="\A3\weapons_F\ammo\mag_univ.p3d";
displayName="R-3S";
ammo="sov_r3s_missile_ammo";
};
class pylon1rnd_R3S: 1Rnd_R3S
{
displayName="R-3S";
displayNameShort = "R-3S";
descriptionShort = "Soviet reserve engineered of the AIM-9B missile.";
image="\a3\ui_f\data\gui\cfg\hints\Miss_icon_ca.paa";
model="\pook_Missilebox\pylons\AApylon_wingtip.p3d";
count=1;
hardpoints[]=
{
"SOV_AA2_RAIL"
};
pylonWeapon="sov_r3_aa2s_launcher";
mass=125;
simulation="ProxyMagazines";
};
this is the pretty much same layout for the other missiles but for some reasons with soviet ones AI does not lock onto enemy planes
inb4 the problem is caused by the quotes on *Lock members of ammo class. Because in-game and in the config dumps i have i can only see number values there 🤔
BIS_fnc_getCfgData always returns one of 0,1,2 values for all lock (airLock, irLock, laserLock) types when i check in-game config. No strings, no quotes no nothing. Only numbers.
https://community.bistudio.com/wiki/TokenNameValueTypes#Boolean doc only mentions true/false without any quotes or direct integer values as well
so instead of true or false I should add 1 or 2?
sorry I didnt wrote it above but I can lock on enemy targets when I pilot the plane with custom missiles,its just AI does not want to
I think your right, how would I fix that exactly?
I've changed the Script_component to include the files home and it still shows the same error
You're file pathing should be source folder > hpp file
like this: "\x\A3AEPLA\addons\core\Includes\script_mod.hpp"
@dusky mist does Antistasi got any documentation for this setup and for what goes where?
He's working on Antistasi Plus, not on Antistasi.
Hence the documentation we have might not be applicable.
Typical case of Not our version - not our problem.
what's the relative path to that file inside the PBO? What's the PBO prefix of the PBO?
Nevertheless, the maybe not applicable documentation can be found here: https://official-antistasi-community.github.io/A3-Antistasi-Docs/dev_guide/A3AExtender.html
antistasi plus have documentation. But even following to the word I still have problems.
and I tried the A3Aextender, which the script didn't work.
I just want to add simply a template and I have been looking through anything to get it done lol.
I really wish there was at least a short video tutorial for the A3Aextender lol
ah, thanks for clarification
I've been working with both plus and antistasi. To see which one I can actually get to work
people got the Antistasi one to work
Yeah I've heard, i placed comments on their mods asking how they've done it. Only got one response so far
and it basically went that they fiddled with the files to see what worked and what didn't
if you work with Antistasi, not Antistasi Plus, join our discord. We support our stuff.
I thought getting the pathing right this time would work this time, but it continues to show that mod_script cannot be found
im in it
I placed a message in the help last night
been working on this for the past 2 days lol
Mod integrated event system
... discription
Just saw your message.
You posted at the time of the day where most are inactive.
I'd repost and add more information to it.
Thanks, I hope I can figure it out
Stop QAing my stuff, that's illegal!

(I didn't write it through)
though
Source folders never have and should never have addons as their nested folder. Source folders use data as the nested folder
well technically it can be anything. there are some more common folder structures and it can be easier to follow how BI sets up their folders so one has easily accessible reference
x\ pathing was something ACE started as their standard? or CBA? 🤔 I always forget
I was like "wait, are we doing that wrong" but ACE also has addons in the path :P
x\ for CBA
z\ for ACE
🤪
\m\ for "muh memes" 😛
thanks!
I mean it does help finding your folders when they are at the bottom of the list 😅
Is there like an array/memory point on vehicles for where their eject/dismount locations are?
Looking through the CfgVehicles_Config_Reference page but nothing came up on the simple search therms I used.
there is but the config references do not cover all the parameters
best way to find stuff is the all in one config dump of all loaded configs
Yea I had a look through it in the config viewer but it's too much data 😅
oh wait the actions are the animations
theres another list for the positions
memoryPointsGetInGunner="pos cargo LR";
memoryPointsGetInGunnerDir="pos cargo LR dir";
memoryPointsGetInCargo[]=
{
"pos cargo r",
"pos cargo l"
};
memoryPointsGetInCargoDir[]=
{
"pos cargo r dir",
"pos cargo l dir"
};
memoryPointsGetInDriverPrecise="pos driver";
memoryPointsGetInCargoPrecise[]=
{
"pos cargo r",
"pos cargo r"
};
Thx, I'll have a look at them tomorrow 
Is it more generally not allowed to have preprocessor conditions inside each other?
Arma used to have issues with it, but I hope its fixed now
Well for a construct like this
#if __has_include("xx")
#if __has_include("ww")
#endif
#endif
I get an "empty filename" error on Addon initialization, even though each __has_include works individually.
And I seem to get the same for
#if __has_include("xx")
#ifndef WW
#endif
#endif
too

Hey is there any way to change what order music appears in for Zeus and in the editor? For some insane reason ArmA defaults to track length and not something more sane like alphabetical order.
Assume I have access to the mod and can change its music track config to correct this if the solution exists.
you already answered it yourself - Arma 3 sorts music by file length. You want different order, make a new module/player/wherever you need that different listing
3den Enhanced has its own jukebox thing where you can sort audio files by different categories.
hello how do I make a item eg a weapon, to be able to placed down from eden editor
I think that was fixed on dev branch
So it'll be there soon
🙏
Any word on the r2t aspect issue, btw?
Nu
Hey Goat, do you know if this is usable via scripting? Or is this just mainly used by the game engine?
Eg. I want to get the position and use it in scripting. I'll move to #arma3_scripting if it's possible, else I have to find another way.
Might have found it using selectionPosition just then.
There are scripting commands to read config variables and commands to read memorypoints from model
Yes that
Hi, I'm looking to replace the Arma3 logo in the main menu, so from the RscDisplayMain..StandardDisplay..controls..logo..ActivePicture...... and all that once I use a "custom" PAA done by me it does not appear, but when I use a PAA already available in the game files no problem and I do not understand why.
Any ideas ?
- Any error?
- How's your config?
Any error, I don't see any problem also in the config viewer
:/
class CfgPatches {
class 14eGamingNewMainMenu {
author = "Vaskii#3449";
requiredAddons[] = {"A3_Ui_F"};
requiredVersion=1.6;
units[] = {};
weapons[] = {};
};
};
class RscStandardDisplay;
class RscPictureKeepAspect;
class RscControlsGroup;
class RscActivePicture;
class RscDisplayStart: RscStandardDisplay {
class controls {
class LoadingStart: RscControlsGroup {
class controls {
class Logo: RscPictureKeepAspect {
text="\14eGaming_menu\logo.paa";
};
};
};
};
};
class RscDisplayLoadMission: RscStandardDisplay {
class controls {
class LoadingStart: RscControlsGroup {
class controls {
class Logo: RscPictureKeepAspect {
text="\14eGaming_menu\logo.paa";
};
};
};
};
};
class RscDisplayNotFreeze: RscStandardDisplay {
class controls {
class LoadingStart: RscControlsGroup {
class controls {
class Logo: RscPictureKeepAspect {
text="\14eGaming_menu\logo.paa";
};
};
};
};
};
class RscDisplayMain: RscStandardDisplay {
class controls {
class Logo: RscActivePicture {
text="\14eGaming_menu\logo.paa";
onButtonClick="connectToServer ['***.**.**.**', 2302, '*****'];";
tooltip="Se connecter | Persistent v10"
};
class LogoApex: Logo {
text="\14eGaming_menu\logo.paa";
onButtonClick="connectToServer ['***.**.**.**', 2302, '*****'];";
};
};
};
Resolution of the paa?
Perhaps because it is you miss _ca suffix
Have you tried to use the latest loadorder?
doesn't work too
it's frustrating not to find why, because in my mod.cpp there is no problem for my PAA
Most likely path does not match the folder structure in pbo
But if so it should return an error
if the path wasn't good, he would tell me that he couldn't find the PAA
maybe you have to check the function too
onUnload= "[""onUnLoad"",_this,""RscDisplayMain"",'Menu'] call (uinamespace getvariable 'BIS_fnc_initDisplay')";
scriptName="RscDisplayMain";```
like that you have wrote in the gui channel
yes, but suddenly I just want to modify the menu with the existing elements and not rewrite all the menu and I had the problem with it too
so in the fnc is nothing about any logos etc?
Either the loadorder is wrong or the path to/the image itself
the fnc should not interfere
class RscStandardDisplay;
class RscActivePicture;
class RscDisplayMain: RscStandardDisplay {
class controls {
class Logo: RscActivePicture{
text = QPATHTOEF(branding,menu\tacg_e_logo_wide_ca.paa);
tooltip = CSTRING(Logo_Tooltip);
url = "https://www.reddit.com/r/tacg/";
action = "";
onButtonClick = "";
};
class LogoApex: Logo{
};
};
};
this works for me
Does your icon work in all the other places you put it?
my icons only work in mod.cpp, so why I don't understand why it doesn't work once it's build and that for any PAA
afaik the paths in the mod.cpp are resolved differently than from within your addons
Do you have any such paths in your mod that work?
At least you can try packing a copy of the file into the addon instead and use a proper path, rather than trying to use it from the root directory
But I am quite certain that your paths are the issue
Hopefully this can help you work some things out..
https://i.gyazo.com/a0ac4ea6a10e5fcb7f6971257f712a53.jpg
.. will grab the config for this too dw.
the path is correct
That's not the path you have in the config you posted above
yes, I redid everything as simple as possible to check if something else is confusing with
but even that doesn't work
Your config is fine otherwise, it has to be the path.
but the path is good, I lose hope :cc
I just tried to rebuild an existing mod and I have the same problem, which is really not normal
Howdy. If anyone happens to know off the top of their head, can I use HiddenSelectionsTextures and HiddenSelectionsMaterials to make multiple "skins" of a single P3D building I made? I gave it named selections but it's not reflecting the changed textures when compiled.
Trying to do this instead of duplicating the p3d and only changing texture names, to save on filesize.
it works yes
Nice timing haha! I forgot to add my "camoX" selections to the model.cfg, it just loaded up and looks like its working. Thanks!
how you did it?
maybe i can help you to make it easier / better
cause i did it a bit special xD
My second color variant in the config.cpp is only this:
{
displayName = "Strip Mall (A) Blue";
hiddenSelectionsTextures[]=
{
"\Bro_Objects\Bro_StripMall\paa\SM_Blue_Details_co.paa",
"\Bro_Objects\Bro_StripMall\paa\SM_Blue_ExtWall_co.paa",
"\Bro_Objects\Bro_StripMall\paa\SM_Blue_Interior_co.paa",
"\Bro_Objects\Bro_StripMall\paa\SM_Blue_Floor_Ceiling_co.paa",
"\Bro_Objects\Bro_StripMall\paa\SM_Blue_Doors_co.paa"
};
hiddenSelectionsMaterials[]=
{
"\Bro_Objects\Bro_StripMall\paa\SM_Details.rvmat",
"\Bro_Objects\Bro_StripMall\paa\SM_ExtWall.rvmat",
"\Bro_Objects\Bro_StripMall\paa\SM_Blue_Interior.rvmat",
"\Bro_Objects\Bro_StripMall\paa\SM_Blue_Floor_Ceiling.rvmat",
"\Bro_Objects\Bro_StripMall\paa\SM_Doors.rvmat"
};
};```
I tried to simplify it down as much as possible and it works in game, I'm satisfied with this for now
ok i can help you to make it a stage better
Sure
hiddenSelectionsTextures[]={"tg_defense\data\colors\beam_gdi_co.paa","tg_defense\data\colors\gdi_mud_co.paa"};
class Attributes
{
class ChooseColor
{
displayName="Choose Color";
tooltip="Choose your favourite Color";
property="ChooseColor";
control="Combo";
expression="_value = call compile _value; _this setObjectTextureGlobal [0, _value # 0]; _this setObjectTextureGlobal [1, _value # 1];";
defaultValue="0";
typeName="STRING";
class values
{
class Gold
{
name="Gold";
value="['tg_defense\data\colors\beam_gdi_co.paa', 'tg_defense\data\colors\gdi_mud_co.paa']";
picture="#(argb,8,8,3)color(0.7,0.6,0.4,1,co)";
};
class Red
{
name="Red";
value="['tg_defense\data\colors\beam_red_co.paa', 'tg_defense\data\colors\red_mud_co.paa']";
picture="#(argb,8,8,3)color(0.7,0,0,1,co)";
};
class Blue
{
name="Blue";
value="['tg_defense\data\colors\beam_blue_co.paa', 'tg_defense\data\colors\blue_mud_co.paa']";
picture="#(argb,8,8,3)color(0,0,0.7,1,co)";
};
class Cyan
{
name="Cyan";
value="['tg_defense\data\colors\beam_cyan_co.paa', 'tg_defense\data\colors\cyan_mud_co.paa']";
picture="#(argb,8,8,3)color(0,0.7,0.7,1,co)";
};
class Green
{
name="Green";
value="['tg_defense\data\colors\beam_green_co.paa', 'tg_defense\data\colors\green_mud_co.paa']";
picture="#(argb,8,8,3)color(0,0.7,0,1,co)";
};
class Orange
{
name="Orange";
value="['tg_defense\data\colors\beam_orange_co.paa', 'tg_defense\data\colors\orange_mud_co.paa']";
picture="#(argb,8,8,3)color(0.7,0.5,0,1,co)";
};
class Purple
{
name="Purple";
value="['tg_defense\data\colors\beam_purple_co.paa', 'tg_defense\data\colors\purple_mud_co.paa']";
picture="#(argb,8,8,3)color(0.5,0,0.7,1,co)";
};
class Pink
{
name="Pink";
value="['tg_defense\data\colors\beam_pink_co.paa', 'tg_defense\data\colors\pink_mud_co.paa']";
picture="#(argb,8,8,3)color(0.7,0,0.7,1,co)";
};
class Grey
{
name="Grey";
value="['tg_defense\data\colors\beam_grey_co.paa', 'tg_defense\data\colors\grey_mud_co.paa']";
picture="#(argb,8,8,3)color(0.5,0.5,0.5,1,co)";
};
};
};
};```
so you can choose your colors you want defined in Attributes
i did as example my walls with this, can choose different colors without scripting etc
just with 1 model
Ooh, I see that. That's smart
I bake my textures so color changing looks kind of awkward usually
also you can do the same with setObjectMaterials
as in changing the rvmat?
yeah
Huh, sweet
or with flags you can do the same instead of adding 100 flags
so you can add 1 flagpole but you can choose 100 different flags
is there any option to make the slingload ropes via config shorter? maybe any slingload entry to add?
Not that I know of.
For C_man_1 in cfgVehicles, does armor, armorStructural and explosionShielding have anything to do with damage? I essentially wanted to make a vest more resistant to explosives but hitpoints for vest didnt have explosionShielding but I saw that C_Man_1 did
You can add explosionShielding to vests too and it will reduce the damage you get from indirect blasts. It won't do much on its own unless you also tweak the armor value and passThrough multiplier though.
And including protection for other exposed body parts (neck, pelvis, etc.) would be needed to provide proper damage reduction.
Something like this for instance gives very good blast protection but does not stop bullets from killing you (provided you also include hitpoints for the neck/diaphragm/abdomen too):
class HitpointsProtectionInfo
{
class Chest
{
hitpointName = "HitChest";
armor = 24;
passThrough = 0.9;
explosionShielding = 0.1;
};
};
oh okay, I didnt see any other vest having explosionShielding in its config, I assume if its not present the default value is 1?
would armorStructural also work?
How does game figure out which turrets are UAV unit turrets and which aren't?
Take UGV for example, it has isUAV = 1, and a turret for passenger
Can't see anything indicating its a seat for non-UAV unit
Before FFV it was a simple cargo seat (I guess UAV units never occupy cargo seats?)
Anyone have any luck making a "dumb" bomb that AI will use?
Don't think so but you could try. I doubt it'll work though since VestItem other XXItem properties are pretty limited when it comes to what tokens are allowed for their subclasses.
After a reinstallation of window no more worries the PAA appears :x
hello what equation do these values here follow. I want to make an overhaul of some planes to make them less sluggish
envelope[]={0,0.11,0.43000001,0.97000003,1.72,2.6900001,3.8699999,5.27,6.8899999,8.7200003,9.6999998,9.6000004,9.1999998,8.5,8.1999998,8};
thrustCoef[]={1.76,1.6900001,1.62,1.6799999,1.74,1.8099999,1.89,1.95,1.96,1.96,1.92,1.4,0.40000001,0,0,0};
elevatorCoef[]={0.30000001,0.5,0.66000003,0.51999998,0.49000001,0.46000001,0.43000001,0.40000001,0.34999999,0.30000001,0.25,0.18000001,0.17,0.16,0.15000001,0.15000001};
aileronCoef[]={0.40000001,0.5,0.80000001,0.94999999,1.02,1.04,1.03,1.01,1,0.69999999,0.60000002,0.55000001,0.5,0.44999999,0.40000001,0.34999999};
rudderCoef[]={0.5,1.8,2.5999999,2.75,2.8,2.8499999,2.9000001,2.95,2.98,3.01,2.7,1.1,0.89999998,0.69999999,0.5,0.30000001};```
Like they turn a bit faster on their axis
and are a tiny bit more agile
Envelope is documented: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#envelope
I'm guessing that the others work in a similar manner.
But if you don't want to change the speed-relative behaviour then you could just increase all the coefficients.
I'll try it out, guess I'll use the handle damage eh to hint out to me the damage to see if it's really divided or not lol
How do you define bounding boxes?
We've attempted using the dimensions[] parameter on our class with two memory points in there for the different points it would use to create the box
But we can't seem to get it to work
we think that something is stopping it changing from the default bounding box size
Hi, history question. Lots of CfgVehicles classes end with "_F" suffix eg. Car_F. What does the "_F" suffix stand for?
"Futura" aka Arma 3's internal codename when it was still in development:
https://arma3.com/news/arma-3-4th-anniversary
