#arma3_config
1 messages · Page 8 of 1
@regal gate is there any chance in the future that the new laser code can work for IR lasers too, not just visible?
not my turf
what code can i use to make a Helicopter Pilot slot be able to use the FLIR camera, move it, lock it...
would that be something to push to the feeback.bistudio tracker? or is there someone else in the discord I could @
Ded should have the responsibilities for it, but not recommended to ping actually
Ahhhh is there a way I could get in contact with them and ask then?
Or is there a way for me to just comment piggybacking on your feedback tracker push
you can make a new feedback ticket. Or try dropping a comment on existing one if there is any that are still open. Closed one probably get looked at less

thing is, its very niche request and the signalling problem can be perhaps solved by coming up different way to signal the pilot than using the ir laser that also enemy is using
and it would mean everyone who would want to signal pilots with the wider laser would need to carry a alternate signalling device
and if you forget to take that with you or drop it accidentally youre still in same problem spot
you could make IR flashlight for same purpose now maybe 🤔
I mean not just signaling for pickup, there's a need for your CAS laser designation from your ground controller to be visually distinct from the rifle mounted laser systems used by other soldiers
Like this is a thing, and that's why the Izlid exists, and forgetting your proper gear or dropping it is a consequence/risk you could claim for just about any piece of mission critical gear
That's why there's dedicated pouches that offer retention
right so it would be realistic to have such a device. That could speak in favor of making it possible
but is it just for range?
would the beam width be really be different looking from high up in the air
though putting this info and the clip into the feedback ticket could help to explain your case
Yes
The beam being thicker would definitely make it stand out among other lasers
would increase performance cost of normal lasers.
Yes new FT ticket
Oh I see what you mean. I'll start a new ticket then instead of adding onto the one I made. While I have you here. Would you confirm or deny that there's no way to swap the laserbeam.p3d with a slightly larger one for just a specific laser attachment without swapping it for all attachments?
Looking at this bit on the wiki here
class CfgCoreData
{
gunLightModel = "ca\ca_e\data\gunLight.p3d";
rayModel = "ca\ca_e\data\laserBeam.p3d";
};
can't swap model
So then I'm gonna assume there's just straight up no way to have a specific IR laser attachment have a thicker beam than the others. And adding the editing ability to IR laser code that visible laser has would make it way more performance draining. Ahhh well. Thanks for answering. Maybe I'll look into making a really focused laser-like IR light
Just a side comment, funnily enough, I've already modelled an IZLID for someone else.
is there a way to give a blackfish vehicle transport larger sensor range? or any vanilla vehicle? maybe through description.ext or something
or for tigris from like 5km active radar to 10km ?
Config replacement only (via SensorsManagerComponent under the Components class). It can't be changed by scripting or anything else in-game.
thank you
Actually I think I just commented on your YouTube channel last night lol

Oh, huh, I see it. I did this for some folks over on the ACE3 discord.
For the VolumeLight proxy and Reflectors.selection to be hidden, does it need anything else?
A: Needs to be in CfgModels sections[]. no bone, no animation.
Can you hide a proxy magazine via model.cfg?
What could help me make a Helicopter pilot be able to use and move a FLIR camera? i know it has something to do with either ViewPilot or MainTurret, can someone point me on the right direction? what command enables the Pilot to acess the FLIR camera? and what command allow him to move it freely just like in the Hatchet UH_60 mod?
yes you should be able to hide any proxy
I haven't been able to, I assume it's just creating a selection named "magazine" which is the proxy and in the model.cfg I do something like
class magazine_hide {
type = "hide";
source = "reloadmagazine";
selection = "magazine";
minValue = 0.0;
maxValue = 1.0;
hideValue = 0.23;
unHideValue = 0.83;
animPeriod = 0.0;
initPhase = 0.0;
};
class no_magazine {
type = "hide";
source = "hasmagazine";
selection = "magazine";
minValue = 0.0;
maxValue = 1.0;
hideValue = 0.5;
unHideValue = 0.83;
animPeriod = 0.0;
initPhase = 0.0;
};
snippet, ofc
and the magazine proxy is a3\data_f\proxies\weapon_slots\MAGAZINESLOT.p3d
config for the magazine being
class myMag {
//...
modelSpecial = "\A3\Weapons_F_Exp\Launchers\RPG7\rocket_rpg7_item.p3d";
modelSpecialIsProxy = 1;
//...
};
do you have a bone named magazine in your cfgskeleton?
aha!, forgot that
would it possibly be less performance draining if there was just a config line in the Class Pointer config that would allow you to alter what model was used instead of laserbeam.p3d
There will be no altering of the model
for animate[] in class SimpleObject I have an animation where the source is time, the class in model cfg is leftcircle. in the simpleobject class I have
class SimpleObject
{
eden=1;
animate[]=
{
{"leftcircle",0},
{"time",0}
};
//rest of the stuff
};
``` but the circle still spins (it uses time to just spin around)
so does animate[] not allow setting the time for anything that uses it as a source?
Time is always moving forward.
If you want static part and automatically turning part you need to have 2 parts you hide/unhide
If you just want a bigger laser you could always just script it with https://community.bistudio.com/wiki/drawLaser fnc.
Not even to use my own model?
howdy, im trying to make a custom faction for testing using drongo's config maker but get met with this when trying to build a pbo
not sure if I follow that part, do you mean go into p3d, copy and paste the section that spins with time, but have it be a different selection and only show it when simple object?
Yes, because you can't set time to zero.
Create a leftcircle_static (a copy of leftcircle), normally hidden by animation, and only shown when simpleObject.
The same method can be used in game should you want your players to have control over leftcircle and be able to stop it spinning through some useraction. To hide leftcircle you'll need to set-up a dummy parent bone that can be hidden, as you can't apply two animations (hide and time spin) to the same bone.
Ah okay, is there something that does in base game I could look at?
As reference
Not that I'm aware of. I use it on vehicles with windscreen wipers and heli blades that fold etc (3CB/SOG), probably not the first or only one to do it though.
Bones
"leftcircle", "leftcircle_dummy",
"leftcircle_static", ""```
Make a config animationSource "leftcircle_hide" with initPhase 0
Make model.cfg animations to hide "leftcircle_dummy" when "leftcircle_hide" is 1
and another animation to hide "leftcircle_static" when "leftcircle_hide" is 0
and the third animation is using time source to spin "leftcircle"
Okay I will try that out
Hi guys, I'm trying to add one rocket to a helicopter from the RHS, but there is a problem -
- I can select this rocket in the pylons, but I can't select it in the game, as if it doesn't exist.
- for some reason, there is no rocket on one of the pylons.
Please tell me how can I fix this? Here is the config and a screenshot of how it looks:
you can select it in the pylons but you can't in game? Not sure what you mean. In game is the only way of selecting pylons..
If you mean in the config, then you're not selecting anything. Technically you can throw anything in the attachment=, providing it exists ofc.
Not sure you can use the cruise missile as your magazine. Just changing the model probably isn't going to work as the Magazine IS the pylon. The "rhs_pylon_m_kh38m_ext" model, which is rhs_mag_Kh38mae, inherits from an AGM pylon weapon; the cruise missile, nor the pylon model are pylonsMagazines.
it's also good practice to add your created ammo, magazine etc to the cfgPatches. Sometimes this helps.
and pylons can be controlled by gunner and not pilot in two+ seaters
in a config, how do i prevent AI from spawning with a specific item equipped, for example, a hat
make its item list not include the hat
(some mods infuse randomization scripts into their units that do stuff after unit is placed no matter what gear they got)
yeah the problem is when i spawn in AI from project Opfor, they are wearing this big dumb looking hat. i was hoping theres a way to make it so only blufor or only players can wear that hat
As an alternative you might want to take a look at the 3CB Factions mod which is actively being developed and maintained, and comes with all sorts of gear randomisation (or not) options:
https://steamcommunity.com/sharedfiles/filedetails/?id=1673456286
appreciate it, i will look into it, however i dont really want to have to change mods in the middle of a campaign.
yeah there isnt really much you can do about that without extensive config work and adding another mod on your list.
well you could run some script on the spawned units maybe to change their gear
It would be pretty simple to script this with CBA XEH
I might have to look into that.
Anyone happen to know what the mass in ItemInfo represents? I thought it was the mass in terms of stamina and how much you can have in your backpack. But when looking at the item in the arsenal, this ends up being 0.02kg (0.05lb).
Can't seem to find where in config the weight/mass is set, if that mass variable is not it.
class crowsew_ctrack: CBA_MiscItem {
author = "Crowdedlight";
displayName = "C-TRACK (2km)";
scope = PUBLIC;
scopeCurator = PUBLIC;
model = QPATHTOF(data\c_track\c_track.p3d);
picture = QPATHTOF(data\c_track\ctrack_picture_ca.paa);
icon = QPATHTOF(data\c_track\ctrack_icon_ca.paa);
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 1;
};
};
Mass equals volume too.
ACE has a formula to convert to real weight
Would anyone happen to have the rundown on how PBOPREFIX works? having some trouble understanding its specific usecases and how I should be using it for overriding existing files in the game.
overriding existing files is generally not a thing.
You can only override whole folders, and even then its random if it works or not, generally not supported
PBOPREFIX is literally a prefix for the filepath your pbo will be loaded at.
Default is pbo filename
so test.pbo containing config.cpp
will be ingame path /test/config.cpp
test.pbo with prefix "helloworld"
will be /helloworld/config.cpp
that's it
Because of what I said with overriding folders, you really really really really don't want two pbo's to be loaded at same folder.
if two mods have test.pbo and neither uses pboprefix, stuff will implode
Same as if two mods use same pboprefix
Ahh okay. My usecase is more specific to DayZ, there seems to be a way to override the animgraph animation files similarly to how people override satmap textures for a map, but I havent been able to figure it.
Enfusion's mod override system is absolutely completely different
im assuming its still generally ill advised to rip out all of the wires just to add my own version with tweaks lol
oh its is? okay
I figured since it was still half RV it shared the same principles as ARMA modding
For DayZ questions you can ask in DayZ Modders discord (they renamed themselves but its still DayZ modders discord) https://discord.gg/enfusionmodders
ahhh yeah Im actually in here, unfortunately nobody around knew how PBOPREFIX worked in there so I just brought my question here
appreciate the help though, I did need a better understanding of how that file worked and that was a good explanation
Ohh, thanks! Will check the ace github to see if I can find the formula. Would make it easier than guessimate.
Many Thanks!
Enjoy their many uses of macros
Is it possible to turn gunner proxies into FFV seats?
with some difficulty
if they can turn out
the turn out action could perhaps be FFV instead of static one
I have a vehicle that, one variant has side turrets, the other does not. Currently the non turreted variant doesn’t allow anyone to sit in the seats where the side gunners would be
Is there any way to fix that
simplest way is to make the variants different models with respective proxies and configs
Inherit non turreted one of turreted one and just make
class turrets {};
Should disable turret stuff
I’ve already gone the 2 separate models way
Thanks tho
Getting binarize error 3 in my config, though I can't seem to find out what the issue is https://pastebin.com/CPNcvtTg
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.
try making the p3d simple box to rule out issues with it
then cut out parts of config to see if it starts to pack at some point
the sheer size of that is not really easy to try to debug by eye anymore
Are you using pboProject? If so, switch on noisy output and have a look at the log, it should tell you what line the error is near.
I have. All PBOProject gives me is error in Config.cpp
I’ve narrowed it down to the Config and not any of the includes
It won’t state what line(s) the errors are on
Screenshot the DOS (black) box when it completes.
Is there anything else at the end of the pack log or bin log?
stripping ""P:\temp\OPTRE_Vehicles_Air.bin.log""
0:26:17: Error 3 while parsing
0:26:17: Error in config OPTRE_Vehicles_Air\Falcon\config.cpp
0:26:18: No speaker configuration found.
0:26:17: Error 3 while parsing
0:26:17: Error in config OPTRE_Vehicles_Air\Falcon\config.cpp
0:26:19: No speaker configuration found.
0:26:17: Error 3 while parsing
0:26:17: Error in config OPTRE_Vehicles_Air\Falcon\config.cpp
0:26:19: No speaker configuration found.
Bin log
I'm at a loss
I'm not seeing anything wrong in the config
It gets to binarizing and then errors out
Running addon builder causes this
Oh my fucking god
I found out what's wrong
It was my units array
What the actual fuck
@hearty sandal @nimble sequoia Thanks for helping. All good now. And now to go laugh/cry myself to sleep after somehow messing up the units array
What had you done with the array???
Missing ,
oof 😅
hey, i want to create a customisable "reflector cone" mod
can someone help me explain on how to make all the values customisable 😅
customisable in what whay exactly?
class CfgPatches
{
class Para_Reflector_Cone
{
author="";
requiredAddons[]={};
requiredVersion=0.1;
units[]={};
weapons[]={};
};
};
class CfgVehicles
{
class Lamps_base_F;
class ParaDox_Reflector_Cone: Lamps_base_F
{
scope=2;
scopeCurator=2;
displayName="Reflector_Cone_Customisable";
model="a3\Structures_F_Enoch\VR\Helpers\Reflector_01_F";
simulation="house";
DLC="Enoch";
icon="iconObject_circle";
editorCategory="EdCat_Things";
editorSubcategory="EdSubcat_Lamps";
reversed=1;
class Hitpoints{};
class AnimationSources{};
class Reflectors
{
class Light_1
{
color[]={1,1,1};//this value
ambient[]={1,1,1};//this value
intensity=100;//this value
size=1;
innerAngle=15;//this value
outerAngle=60;//this value
coneFadeCoef=6;//this value
position="Light_1_pos";
direction="Light_1_dir";
hitpoint="";
selection="";
useFlare=1;
flareSize=1;//this value
flareMaxDistance=100;//this value
class Attenuation
{
start=1;//this value
constant=1;//this value
linear=1;//this value
quadratic=1;//this value
hardLimitStart=1;//this value
hardLimitEnd=10;//this value
};
};
};
};
};
I dont think you can make all of those customisable
Basically, I wanted to create a reflector cone where you can set these values in the object attributes using sliders or checkboxes
{
class Light_1
{
color[] = {1,1,1}; // RGB normalised, 0 to 1
ambient[] = {1,1,1}; // RGB normalised, 0 to 1
intensity = 100; // brightness, 0 to 10000+
size = 1;
innerAngle = 15; // degrees, 0 to 180, less than outerAngle
outerAngle = 60; // degrees, 0 to 180, more than innerAngle
coneFadeCoef = 6; // typically 0 to 10
position = "Light_1_pos"; // memory point for light origin
direction = "Light_1_dir"; // memory point for direction of light
hitpoint = ""; // point in HitPoints LOD
selection = ""; // res LOD selection used in damage/destruction animation
useFlare = 1; // 0 or 1
flareSize = 1; // typically 0 to 10
flareMaxDistance = 100; // metres, typically 0 to 2000
class Attenuation
{
start = 1; // metres
constant = 1; // affects attenuation curve
linear = 1; // affects attenuation curve
quadratic = 1; // affects attenuation curve
hardLimitStart = 1; // metres, less than hardLimitEnd
hardLimitEnd = 10; // metres, more than hardLimitStart
};
};
};```
thanks for the effort 👍 , I think I'll have a look around at how other mods have done similar things to find out.
to find out what?
does anyone know if slingloading is limited to max. 4 rope attachments?
I've never tested the limit, but BI use 6 on a boat.
hm. i just tested 6 but only saw 4 ropes
i'll check the boat
yup, boat has 6. time to investigate what i did wrong
heh, i just did 8 attachment points. works fine.
I want to create a reflector cone where i can set these values in the object's attributes using sliders or checkboxes to make the values customizable, but I have to figure out how to add:
class attributes{} and so on..
Can anyone tell me the DIK keycode for Middle Mouse Button in Arma 3?
EDIT: Using CBA by the way. I'm pretty sure the answer is 0xF3
There’s a file you can include or you can you know
Google it
I did, hence the edit. Maybe don't be so snarky and unhelpful =D
Oh, I’m sorry, how about you word your stuff better to not be “pretty sure”
Because at the time of the edit, I was only "pretty sure" after doing my searching. Some of us aren't as well versed in coding Arma as yourself. And I'll add that the wiki's are generally lacking in beginner concepts hence asking here on the Discord. Thanks so much for your assistance and welcome to my block list
Hey folks, I have been digging through wikis for a couple weeks and I am not seeing anything when searching around in here about this. Could someone point me to where (or explain how) vehicle's seats are classified? Am I able to reclassify them?
Each seat is defined by the character proxy in the model, which is either driver, gunner, commander or cargo type and has a unique index within those types.
These proxy types and indices are linked in the config.cpp, where they are classified as driver/pilot, cargo or turrets.
Driver/Pilot is a special case and has control of the vehicle movement.
Cargo positions are typically passengers with no functionality.
Turreted positions generally have weapons, either vehicle mounted or as hand-held Firing From Vehicle (FFV).
Can you reclassify them (without access to editing the original p3d model)? Yes, to a certain extent.
Thank you, I am reading around and don't think this will actually fix my issue. We are using the HMDs mod to get the IHADSS with AH-6 and AH-64. For the little bird, the IHAADS only activates for the co-pilot if they take controls, and this causes it to deactivate for the pilot. I've been trying to think of a way to get the IHADSS to work for the pilot and the gunner at the same time. I was thinking that maybe if it was the seat classification. But I now suspect this isn't my solution.
Anyone know where the death screen sound is defined? I'm looking to replace the death screen radio noise with A2's Abandoned Battlespace via config
How do I define the point where the crew member of a vehicle will turn out from?
it turns out from the position of the crew proxy
the action/animation tied to it can alter the visual position
or the proxy itself can be part of animated selection
depends a bit on what exactly you would like to do
Another question, is it possible to have a pilot control the front turret of a helicopter?
Like, wherever the pilot looks, the turret follows?
Why are you using the IHADSS? The HMD mod (Kimi) doesn't use IHADSS, it doesn't actually require any helmet.
If you'd like a working HMD (that uses Kimi's HMD as a base) for AH-6 (and every other RHS helicopter, I actually have one on steam)
We actually use our own addon that was based also based on Kimi's HMD mod. The guy who mad it left our unit a long time ago. Did you get the HMD to work for the pilot and co-pilot of the AH-6?
That is sick, thanks! I'll check out your stuff then.
USAF (Though some have their own HMDS), All of RHS and 3CB Factions are included. Rather than just some aircraft like most other compats.
I think one of the AH64 mods (rhs maybe) has that. possibly the pilot camera animation sources could be used for that
is there an example of a sourceAddress = "mirror"; animation? (ie going back and forth 0..1..0..1..) mine seems to work in model viewer but in game it looks like loop (going 0..1 then jumping back to 0)
how do you play the animation?
whats its source?
hrotor and vrotor
those probably play 0-1 on repeat
ah.. makes sense
what you want is 2 animations going from 0-0.5 and 0.5-1.0
does one of those need to be for a dummy bone?
no they can affect same bone
Awesome! I'll give it a shot.
👍
Is there a source to use for when a UAV is placed down, to play an animation for “init”?
Working on a plane.cfg, and I've found an issue that when AI fly said vehicle, they love to climb as high and as fast as they possibly can once in combat (or even outside of combat at times). They never go down unless they've taken damage in some way, and they never go for guns. Said AI also dislike going after ground targets as well. I know there's a few values that are mostly for AI or calculations used in conjunction with other values (such as MaxSpeed). Aside from that, what values should I look at to try to rectify this behavior?
You set max operational Alt?
Do you mean altNoForce?
Or is there a different value
because if so I do have altNoForce set, and it's set pretty high by Arma standards because the goal of this CFG is to try to recreate publicly available performance stats as best as I can
Yes I have that pulled up
I know what altNoForce does with regards to the flight model, but does it lead to this behavior in AI specifically?
Alt full force and alt no force are probably what you’re looking for
I'm not sure if that's entirely the cause, but I'll see if lowering it helps
Yeah I'm aware
do you inherit your config from any vanilla plane?
is it a normal sized and normally flying plane?
play animation on whom?
I have an unmanned turret that I’d like an animation to play when it’s placed down
I believe you could put it in the turrets cfgVehicle class init then
inherit from a modded plane, as it is a rebalance I'm working on.
does the original plane work with AI normally
Id suppose you could try rollback your changes and see where the AI starts behave different
I can really do that with only a couple of values
most changed values depend on the big MaxSpeed value (because they're the coefs that base their values on the MaxSpeed value)
Going to try altnoforce for sure but it's not ideal
If I can change max speed and redo all the coef values to match what they would be with the old values performance wise, but better with regards to AI, then that'd be ideal
Ok, getting a weird bug
When I have my vehicles default camo on
Everyone can get in fine
But, when I change camo
It only takes 3 people
Seems to only happen in Eden
Ok, issue again
I have glass setup that can be damaged and everything
It gets damaged, the material changes, etc
But, it wont disappear
Got everything in this flashlight mod working just fine, then I decided to try to use a flashlight model from CUP instead of vanilla but I'm having issues pathing to the model and inventory photo.
picture="\cup_weapons_west_attachments\flashlight\data\ui\gear_acc_flashlight_black_ca.paa"; model="\cup_weapons_west_attachments\flashlight\CUP_surefire_flashlight.p3d";
That's what I currently have...what am I missing? I thought maybe the file path wasn't going back far enough but that didn't seem to do it either
Use a model.cfg hide animation based on the animationSource glass hit.
Thx. Also, I have a pilot camera but it refuses to point the direction I give it in config
camDir and camPos
And that's gunner1 and gunnerview respectively
Think I just have to change the driver optics point to not be the sling camera
Changed it, but it wont move or anything
Wait, I may just be blind
Yep, I'm blind lol
Is there anyway to attach the gun to the pilot camera?
Is it possible to attach a scrollwheel action to a specific uniform item?
I've seen it done with mods like the Psykers and Chaplains mod, but thats attached to Eden settings and a specific character slot rather than just an equipped inventory item.
Would it be best to just run an xqf script searching if X item is in Y slot and handle the action creation that way?
if you want to add the action for someone picking up the uniform in-mission, you'll likely need to add action to camanbase with condition to check for uniform.
No as in, I am wearing X piece of kit, and because of that I always have Y scrollwheel action
Picking up the uniform is fine as is
Actions on units need to be defined in the units
Pieces of gear font have actions
Useractions are part of cfgVehicles entities
Like said before action can detect if unit is wearing x piece of gear and do stuff
So turns out the maxspeed value is what caused my issue, I had to reduce it and scale all the other values that use MaxSpeed accordingly, fixed the issue while keeping flight performance largely intact
Now I have another question: Is it known how the game calculates pitch rate (and even the other angles) based on speed?
i.e. elevatorSensitivity * elevatorCoef[] = Radians/Second or something like that
hey idk if this is the right channel but i have imported a gun and it dont have sound for some reason.
if anyone has any insight that would be great
You should to post the config whatsoever
i dont understand what you mean sorry
The config, you made
want the whole thing? or what part
Whole. Nobody knows what is the flaw as of yet since you say no exact info
good point
i dont have it defined is i assume the issue but idk how to define it lol
Yeah seems you haven't defined the gun sounds
yeah thats what i thought
how/where do i define the sound
this was the first one i imported and i was following a tutorial for 75% of this but was unable to do it right
Check Arma 3 Samples' Test_Weapon_01
yeah i was looking at that but was not sure how to translate that to mine
You can also inherit from a base A3 weapon and use the sounds from there
tried that but dont think i did it right
yeah so i copy pasted but its still silent https://i.imgur.com/hGLLAhK.png
I don’t think test weapon has any sounds
ima try to use another one
but i still think im doing it wrong
yeah still not working
Because no sounds were defined
thats right out of the vector config tho? it has sounds
sorry my brain is beyond smooth
Pulled from arifle_SPAR_01_base_F
class Single: Mode_SemiAuto {
class BaseSoundModeType {
}
dispersion = 0.00073;maxRange = 250;maxRangeProbab = 0.2;midRange = 150;midRangeProbab = 0.7;minRange = 2;minRangeProbab = 0.5;reloadTime = 0.07;
class SilencedSound: BaseSoundModeType {
SoundSetShot = ["SPAR01_silencerShot_SoundSet","SPAR01_silencerTail_SoundSet","SPAR01_silencerInteriorTail_SoundSet"];
}
class StandardSound: BaseSoundModeType {
soundSetShot = ["SPAR01_Shot_SoundSet","SPAR01_Tail_SoundSet","SPAR01_InteriorTail_SoundSet"];
}```
As you inherited, rifle_base_F
no soundsets are defined.
Hence, why similar to your config you should be doing what the arifle_SPAR_01_base_F does with defining the soundsets, to be used.
yeah i figured soundset was waht i was after but vermin config dont have them somehow
and i cant find the spar config is it in weapons_f?
Then look for what does. Usually it will be it's parent
where did u find the spar config if you dont mind me asking all these questions i really appreciate the help
Bets way of searching the a3 (P drive) is to use a tool like ultrasearch. It's much faster and more indepth than windows explorer search
(or searching any folder tbh)
i assume i can find ultrasearch on google
Using their file content search, will even look inside pbos (somehow).
Here's 2 for the price of 1
weapons_f_exp
ty very much
we are getting there lol
think i fixed this testing now
success! now i gotta figure out reload sound which is prob similar and we goated ty so much @mortal dove
sorted that too thank you both
even beter is allconfig dump file saved form live game so it can be used to search for stuff and how they connect with parent classes
Is it possible to add a targeting camera to an aircraft that didnt have one before?
I tried this: https://pastebin.com/qpGHH1sC
But it just adds the targeting pod to the pilots face, and locks it meaning it cant move
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
What what I understand I need to change point position to different memory point, but that doesnt seem to work?
ah, that would indeed. (had I known that such a thing exists)
Trying to add ACE Goggles functionality to the gas masks from Global Mobilization, but running into an error:
No entry 'bin\config.bin/CfgGlasses/gm_ge_facewear_m65.identityTypes'.
Here's my cfgGlasses entry:
class cfgGlasses
{
class gm_ge_facewear_base;
class gm_ge_facewear_m65: gm_ge_facewear_base
{
ACE_Overlay="a3\ui_f_enoch\data\objects\data\optics_apr_ca.paa";
ACE_OverlayCracked="";
ACE_Resistance=2;
ACE_Protection=1;
ACE_Overlay_Angle=180;
};
};
The overlay works as it should, but I get the aforementioned error. What am I missing here?
error clearly says what you are missing and it is identityTypes. https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Facewear_configuration
Including the identityTypes[] = line does not make the error go away. It was my assumption that I should be inheriting all the values from the base class in the first place, so why would it make me redefine them?
iirc in what you have now you just overrides the original mask without including the required identityTypes parameter
are you sure you have the proper pbo added in your requiredAddons?
Hi! We recently had plans to implement a fixed-wing craft missile mod of our own on ArmA 3.
We've already got the missile model ready but now we're stumped on the config.
What do we exactly do? We want to implement this missile with these following plane mods:
Pook's Soviet Pack:
- Su-30
- MiG-29
RHS:
- Mig-29
Stock Arma 3:
- Neophron
- Shikra
We need some help with the config and scripting stuff as first-timers, thanks!
requiredAddons is set to require gm_core and gm_characters_ge_characters.
Took a look at CUP facewear and noticed none of them are set to inherit values from base classes.
Not sure why, but I got it working using this config instead:
class cfgGlasses
{
class None;
class gm_ge_facewear_m65: None
{
ACE_Overlay="a3\ui_f_enoch\data\objects\data\optics_apr_ca.paa";
ACE_OverlayCracked="";
ACE_Resistance=2;
ACE_Protection=1;
ACE_Overlay_Angle=180;
};
};
No errors.
Most likely your previous config broke the original inheritance.
Is there a known way to calculate roll/pitch rate at a given speed based on the plane.cfg values?
Don't remember seeing anything like that published at least
guessing I just gotta do trial and error for it then
Might be the only way
It's basically trial and error, but the way I've done it is to make graphs of the arrays of Envelope, ThrustCoef, ElevatorCoef, AileronCoef and RudderCoef v Speed, trying to adjust the curves to what I know of real life performance and in comparison with existing aircraft designs.
I've also found some issues with setting max speeds to realistic values for jets such as F-4 Phantom (Mach 2.2), in that although they can be made to work quite well for human player control, AI seems to be unable to land them safely, whereas at max speeds around 1500kph (mach 1.2) they're perfectly fine. Might be fixable, but something to watch out for if your jets need to work under AI control too.
yeah I fixed this by lowering max speed and adjusting all the coefs to match the lower speed value
Maxspeed isn't the actual in-game max speed it's just a value for calculations (hence why final values on all the coefficients go up to either 125% or 150% of maxSpeed)
So I guess as long as the true top speed is 150% of the maxSpeed value it should be alright
Thing is, I'm trying to figure out how to take all these values and output the turn rate it degrees/second
so I can base all the values off of an actual EM diagram/doghouse plot
I've graphed out all the values just not sure how they interact to determine how something turns
I know elevator/aileron Sensitivity is the strength of the surface, and elevator/aileron coefs are how much influence said surfaces have at a given speed, but converting that to any form of actual units is where I'm lost
I guess I can try comparing the values with an in-game test and then try working backwards to figure out the calculation involved, but I imagine it also is dependent on stuff like the mass of the model and such
I've tried to work out the same and came up with nothing useful either.
Geometry mass and CofG are taken into account somehow.
Is the geometry shape important? The sweep of the wings? How is the lift/drag calculated based on shape, if at all?
Having struggled with this, I then came at it from a different direction and asked "how many players actually care about this sort of accuracy in flight model?". The answer was surprising to me, with the majority of those polled having very little interest in the detail, just that it needed to vaguely feel right.
well my goal is to get as close as possible as I can in arma
I had good results so far, but I want to see if I can make them even better
does anyone have any helpful way of bracket checking as addon builder is complaining of input after endoffile despite the fact I've got an equal number of { to }
semi colons everywhere they should be too
only "funky" thing I could be doing is {{4,5,6},{1,2,3}} arrays in arrays
nvm had forgotten [] before the arrays 😅
I’d recommend using PBOProject, it tells you where your shit went wrong
does anyone know how I can inherit a vehicles stock weapons, and change it to something different? Im changing the weapon in the MainTurret but when I call class MainTurret the vehicle spawns with no definition of anything in its new MainTurret apart from my new definition of weapons()
class MainTurret;
class CfgVehicles {
class B_MBT_01_TUSK_F;
class B_rail_gun_tank : B_MBT_01_TUSK_F
{
author="DISCO";
_generalMacro="B_rail_gun_tank";
crew="B_crew_F";
typicalCargo[]=
{
"B_crew_F"
};
side=1;
faction="BLU_F";
scope=2;
scopeCurator=2;
forceInGarage=1;
displayName="Rail Gun Tank";
class Turrets: Turrets
{
class MainTurret: MainTurret
{
weapons[]=
{
"TG_GDI_MMK2_RailGun_Left_Weapon",
"HMG_127_APC",
"missiles_titan"
};
magazines[]=
{
"TG_GDI_MMK2_RailGun_Magazine",
"500Rnd_127x99_mag",
"5Rnd_GAT_missiles"
};
};
};
};
};
Your inheritance is not set up correctly. Both Turrets and MainTurret are not classes that exist outside of CfgVehicles. You need to inherit them from B_MBT_01_TUSK_F (which in turn inherits from B_MBT_01_cannon_F and so on):
class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Tank_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class Turrets;
};
};
};
class MBT_01_base_F: Tank_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics;
};
};
};
};
class B_MBT_01_base_F: MBT_01_base_F{};
class B_MBT_01_cannon_F: B_MBT_01_base_F{};
class B_MBT_01_TUSK_F: B_MBT_01_cannon_F{};
class B_rail_gun_tank : B_MBT_01_TUSK_F
{
author="DISCO";
crew="B_crew_F";
typicalCargo[]=
{
"B_crew_F"
};
side=1;
faction="BLU_F";
scope=2;
scopeCurator=2;
forceInGarage=1;
displayName="Rail Gun Tank";
class Turrets: Turrets
{
class MainTurret: MainTurret
{
weapons[]=
{
"TG_GDI_MMK2_RailGun_Left_Weapon",
"HMG_127_APC",
"missiles_titan"
};
magazines[]=
{
"TG_GDI_MMK2_RailGun_Magazine",
"500Rnd_127x99_mag",
"5Rnd_GAT_missiles"
};
};
};
};
};
I cant update an addons config file without exiting the game right? I have to relaunch the gane form launcher for config changes to take effect, nothibg to help debug faster?
diag_mergeConfigFile can
is there a page with all vehicle memory points?
no, there are no fixed names for them
each is defined somewhere in the configs
(config.cpp or model.cfg)
or you can also have your own names for various scripting purposes
ok
Anyone know how to insert quotation marks into in-game strings?
I'm making a patch for ACE Arsenal Extended and RHS and I'm trying to give camos a long name in the description variable. However I don't know how to properly insert quotation marks inside the string.
class ERDL_BRN
{
label = "ERDL-BRN";
description = "ERDL "Highland" Brown";
image = "z\aceax\compats\RHS\data\camo\erdl_brn.paa";
};
class ERDL_GRN
{
label = "ERDL-GRN";
description = "ERDL "Lowland" Green";
image = "z\aceax\compats\RHS\data\camo\erdl_grn.paa";
};
This technically works but it causes the description in-game to also be surrounded with quotation marks, as seen here:
I've got a texture mod that retextures the Taru pods and has a couple of flags and banners etc. These objects show up in Eden fine, and the main vehicles like the Taru or Kajman show up in Zeus but the pods and flags/banners are NOT showing up in Zeus. They have both SQF scope = 2; scopeCurator = 2;
so I have no idea why they're not showing, any ideas?
I think best you can do is ‘
Zeus module set to all addons including unofficial
Yep, that's all set, still not there.
Ok, next thing, they in the proper array in cfgPatches
Alright, I'll just do that in the meantime
I do recall that ACE renames the MAR-10 to the Noreen "Bad News" ULR though
quotation marks included
I'll look into it anothe time
I think it is “” not ""
Are you using EditorCategory?
You need to have those classnames into CfgPatches
This and Displayname should not be the same for EditorCategory (for Objects) & Faction Displayname, dont know why but if it has the same it also wont show up in ZEUS, normal Eden Editor it does 🤷♂️😅
Here's one of the entriesSQF class tarucargoblak : Land_Pod_Heli_Transport_04_box_F { scope = 2; scopeCurator = 2; author = "Dozette"; displayName = "Taru Cargo Pod (Blak)"; side = 3; faction = "tru_faction_obj"; editorCategory = "tru_editor_cat"; editorSubcategory = "tru_editor_pods"; textureList[] = {"taru1blaktexammo", 1}; hiddenSelections[] = {"camo_1","camo_2"}; hiddenSelectionsTextures[] = {"\trutexturemod\data\textures\vehicles\taru\tarupod1blak.paa","\trutexturemod\data\textures\vehicles\taru\tarupod2blak.paa"}; };
I've tried it with side = 1 as well
Does tru_editor_cat has the same display name like tru_faction_obj?
Also if you have a side=3 or 2 or 1 or 0 you dont have to add editorCategory, only Faction
For empty objects like a crate or house you use editorCategory
yeah it does
class cfgFactionClasses
{
class tru_faction
{
displayName = "Taniwha Response Unit"; // Name on ingame menus
priority = 0; // Position in list.
side = 1; // Opfor = 0, Blufor = 1, Indep = 2.
flag = "\trutexturemod\data\logos\flag.paa";
icon = ""; // Leave as is
};
class tru_faction_obj
{
displayName = "Taniwha Response Unit"; // Name on ingame menus
priority = 0; // Position in list.
side = 3; // Opfor = 0, Blufor = 1, Indep = 2.
flag = "\trutexturemod\data\logos\flag.paa";
icon = ""; // Leave as is
};
};```
So add only as a test a 2 in to the display name
Also probably remove editorCategory or make it as test inactive with // in front of it, if you got a defined side 0 - 3 you can go with Faction=
I mean here to remove EditorCategory or // in front of it
Thanks will try it
Gonna put this here because I think it fits,
A) can procedural textures be used at a config level? (My guess is yes)
B) can you script values at the config level too?
As we know setObjectTexture on a vest doesn’t work but hiddenselections do. Is there at the config level a way to say, have a patch display a players name?
A. Yes
B. I think no, if I understand your Q correctly
But you can use Ui2Tex as well to change a part of a texture
Couldn't get it to work, likely doing something wrong sorry
This? @vocal patrol
The pod classnames? They're in under units, is that what you mean?
class CfgPatches {
class tru_texture_mod
{
name = "TRU Texture Mod";
author = "Dozette";
url = "";
units[] =
{
"tarubenchblak",
"tarubenchdirt",
"tarubenchfire",
"tarubenchveil",
"tarubenchwolf",
"tarufuelblak",
"tarufueldirt",
"tarufuelfire",
"tarufuelveil",
"tarufuelwolf",
"taruammoblak",
"taruammodirt",
"taruammofire",
"taruammoveil",
"taruammowolf",
"tarucargoblak",
"tarucargodirt",
"tarucargofire",
"tarucargoveil",
"tarucargowolf",
"tarutransportblak",
"tarutransportdirt",
"tarutransportfire",
"tarutransportveil",
"tarutransportwolf",
"tarumedicalblak",
"tarumedicaldirt",
"tarumedicalfire",
"tarumedicalveil",
"tarumedicalwolf",
"tarurepairblak",
"tarurepairdirt",
"tarurepairfire",
"tarurepairveil",
"tarurepairwolf",
"truflagprop",
"trubannerprop",
"trubillboardprop"
};```
Indeed, units is somewhat mandatory to add one into Zeus
Thought this might be the case. Thankyouu
I know it is possible to animate memory points, I just don't seem to be able to do it. Would anyone have an example on how the animation config would look like?
The memory points need to be part of a selection in the model, which is then defined as a bone in the model.cfg.
though not all technical memorypoints animate
@fringe radish what kind of points are you trying to animate?
how are they used
I'm trying to figure out if its possible to animate the muzzleEnd, muzzlePos memory points
should be
but may depend a bit on the use case
might this be a launcher of sorts
with multiple rockets mayhaps? 😅
yep, character launcher not vehicle weapon
haha yes
I was pointed towards a BI func (BIS_fnc_missileLaunchPositionFix) but that only seemed to work with vehicles so I'm trying the fallback option of animating the memory points
yeah so you would probably need to use ammo as animation source
and for each ammo count you would have a translation animation that would move the muzzle positions to the position you want
something like this
or any pattern you want
this can perhaps be easiest by setting up translation axis for each stage with memory points
so you dont have to calculate distances that you need to move the points
yep got it. I have this so far to test it in object builder since I have the magazine as a proxy (won't show up in bulldozer)
https://pastebin.com/nzHLkXaK
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.
that test selection is a cylinder that I placed in the mesh, to check if its actually moving the memory points. Not sure if that's ideal
I haven't tested that with ammo as source yet, trying to figure out what to put where
reload 0 -> reload 1
trying to give an aircraft a targeting camera, is there a way to define the memory point for "pilotcamera" in the config or could it be a model.cfg thing?
memoryPointDriverOptics in CfgVehicles
thanks!
No clue where to ask this so I guess this might be the best fit? I have a mod that I made with copyrighter music that I don't own and such. If I publish it as private and only share it with my group I'm safe from any legal problems right? Also as a private mod am I able to put it up on a dedicated server?
Or would I have to keep it a local mod?
If I publish it as private and only share it with my group I'm safe from any legal problems right?
No
Also as a private mod am I able to put it up on a dedicated server?
Private is not unlisted
Or would I have to keep it a local mod?
If you are going to share with everyone on your server, it is going to be a redistribution
So pretty much can't do anything with it :/
I guess I probably should've found out before making it
Pirating a movie and giving copies to friends, is still pirating. Just because they're "friends" doesn't make it any less so.
(Movie is easier to relate to than music, same applies to music)
Is it possible to have more than two muzzles in a character weapon?
If so, how is the tertiary, 4th, etc muzzle mag handled since there isn't a UI slot for it?
it is possible and the answer to the second question, is it isn't lol
its been awhile but Im pretty sure it just doesnt show the muzzle magazines past the second one
interesting, will have to test it out sometime
Does anyone know the file that LauncherCore is described in? Im looking into a few of the cores in general to see how they work.
just look in config viewer ingame, or make a AIO config export?
Why do you need to know where its defined, you probably don't, its much easier to just look things up in config viewer than trying to find where its defined
Not sure, but Launcher and Launcher_Base_F are in A3_Weapons_F
Because doing things the backwards way is more fun /s
Because I'm a complete novice and dont know simpler ways.
Good then that i didn't just answer your question then 😉
Now you know better ways
config export via diag_exportConfig command, can dump all the config into a single file that you can then open in notepad++ to see all the things
^^ that has saved me countless hours ever since I learned about it
And this is all in config viewer?
nu that's a script command to export the config
config viewer is ingame.
In eden on top in the tools menu I think
I see
Root task wise, Im tryna understand how to take a primary and make it a launcher. Im finding that requires getting a solid understanding of how all the launchers work in general.
Primary weapon and Launchers are quite fundamentally different :u
Advanced Developer Tools config viewer is so good that it's not even worth to export it outside the game ;D
You can't.
I figured. The only thing that actually needs to stay the same is the model.
Thats why I was trying to learn those fundamental differences to see how it works, doable or not.
I think one of the first things I asked about in here was the exact opposite, making a primary shoot launcher bullets
Its simply not one of my projects if its not filled with crackhead ideas the engine doesnt support

If youre familiar with the AOD shoulder rocket, im tryna make that a MANPAD.
Blessed be the 40k fuckery.
Sounds fun
Could someone point me in the direction of a tutorial or source to put a custom skin the master arm/virtual garage? I would like to get some skins in there without the use of requiring a mod.
You need a mod for that
Oh 😦
You can't do it like KOTH for example? Or is that specifically because they aren't using the virtual garage and have their own menu?
Okay so I'm scheming. Is there a way to set a drawLaser function to work as a laser designator? Or is that functionality locked behind being a binocular
Hello
I'm stuck in my object attributes.
If I have 3 different attributes.
Which is correct way get current object call function where is these 3 attributes.
If I use one, I can call my function from expression.
But if I have 3, how do I get all 3 to params and call my function.
I do not get.
Do I have use init eh, get all values which I add in expression of attribute.
Which is correct way add do config for my object
Thanks for your help! ❤️ https://youtu.be/FhTYvSmyNA0?t=42
👍 🔥
can the hit property in CfgAmmo evaluate expressions?
like hit = 20 * 1.5?
it will get auto-quoted to "20 * 1.5"
and some of numerical properties support simple expressions.
So could work.
cool, will have a look, thanks
is there a variable to make the copilot camera of a helicopter controllable
copilot camera is usually a turret, so need to define animationSourceBody and Gun
https://community.bistudio.com/wiki/Turret_Config_Reference#animationSourceBody_.3D_.22mainTurret.22
oh thanks
the way I want to do it is through code
I think the chopper doesn't have a copilot camera
are mainturret and maingun default
does anyone know if the "weapondirection " call works on binoculars?
how are you? I have a server and I want to put keys in the mods so that the players cannot enter if they do not have those mods and if they have other mods they cannot enter either
Not quite sure what's the question/unclear. Do you want to sign your own pbo?
In your server config set verifySignatures = 2;
https://community.bistudio.com/wiki/Arma_3:_Server_Config_File
I don't get to generate a key
@glass matrix ^?
it was a test xd
I already found out how to do it, thank you very much
Tries to keep gun pointing at direction despite movement.
so 3 will keep it stuck in place and 0 will keep it moving
cause I want it to be moving by the copilot
and so far it's frozen in place aiming forward
Is this a custom vehicle? It should not disable gunner input, that usually means some other issue
it's based on the cup mi-8
it has turrets those turrets are the mgs on front rear and side
want me to paste my code file in pastebin and then here?
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.
I posted all the stuff needed
not my reskins in the same file cause they work
Most likely the turret class inheritance breaks
Can't look right now anyway so just an educated guess
I just want to add that there is no default camera on copilot
on the original
I tried using the points of the front mg turret
yea probably pushing it all with code
does the turret itself work?
just not the camera?
or what exactly is the issue 😅
so I took the CUP MI-8
and added pilot camera. That was easy then I tried to add a camera with the same memory point to the copilot. so far the attributes work (NVG and the such). the only issue my copilot camera is unable to move
I dont think you can move same points with different sources
if its tied to the points of the turret, the turret is what controls the points
or it needs its own points in the model to work right
or maybe animations in the model even
im not really sure if this kind of addition can be made
oh I'll put it in CUP discord to see if someone can help
Personally I deal with making new stuff where eveything is easy when you can just add all stuff
this kind of "hacky" addition is a lot more unknown territory
is there any config reference for cfgActions?
not much
what you can easily find on google from BI wiki is all there is
there are unfortunately no complete guides on how that stuff works
Not sure if this is the right place but does anyone know where i can find a good wlktrough of how to add dynamic mfd's and byttons to a plane model i made?
You can't.
Good place to ask but unfortunately there are not much written down on those
Like many of the more advanced features, making them relies mostly on being able to read the vanilla configs and deduce how to recreate that
Well, at least you can now in Ui2Tex, but should require tons and hours of experience and knowledge
iirc, Xi'an's HUD is something like 100 kb worth of config 
Not HUD, MFD
same(-ish) system iirc
Not really. MFD is not a vanilla function
Every vanilla planes' MFDs are model side
more like "every side"
mempoints/bones in model(?) and dozens of lines of config on top of that
Not sure if this is the right place for this but do not see a better option:
What decides the order mods are sorted into when sorting by mod in the arsenal, why is the contents of one mod sorted higher or lower than another? Is there a way to fix a mods position relative to one another? I notice the DLCs stay the same.
I've made several retexture mods for various factions. Everything runs fine but I'm wondering if there is a way to set their order when sorting by mod in the arsenal. I always run the same mods in the same order via a preset. Generally the arsenal order stays the same but occasionally it will change and load in a new order for months until it changes again. Just a little frustrating so I'm wondering if there is a solution.
It might just be load order
Do you mean load order as controlled in the launcher? I've tested that and it doesn't seem to have an impact.
ye
It seems to be the order that the mod patches the game, rather than the launcher load order, so I'm trying to figure out a reliable way to order that, if only for my own mods.
cfgpatches MYmodTAG__PBONAME_###
another reason why tagging your work is important
Sorry, I'm not able to completely follow.
if cfgPatches classname affects the order it is important to use coherent naming conventions with your mod files
Ahh. I was not thinking about the alphabetical order of the cfgPatches classname, I was thinking it would be something resulting from requiredAddons.
I've tried testing this but it also seems to not have an impact.
I created a new pbo in each of my mods and for the patch class name I put 001_myTAG_PBONAME in the mod I wanted to load first and 002_myTAG_PBONAME in the one to load second, etc.. but nothing changed. Is there something I'm missing or another idea?
is anyone aware of a naming error on the black wasp pylons?
this is the second time I've remade this config and the BIM-9X's are still ending up in the center bays instead of the side bays
ugh its probably just me, I suppose I'll remake it again
config inheritance?
ah yes, I've done that as far as my understanding of it goes
class DefaultEventHandlers;
class CfgVehicles
{
class Plane_Base_F;
class Plane_Fighter_01_Base_F : Plane_Base_F
{
class Components;
};
class B_Plane_Fighter_01_F : Plane_Fighter_01_Base_F
{
class Components : Components
{
class TransportPylonsComponent
{
/...
the reason that I asked if there was an error is because some things aren't matching up
This is part of my config for the stealth black wasp. Everything about this is working correctly in game. The AIM-9s are put in the correct place (the side bays) and it all works right.
class PylonBayRight1
{
attachment = "USAF_MISSILE_1Rnd_AIM9X_Int";
bay = 2;
hardpoints[] = {"B_USAF_AIM9X", "B_BIM9X"};
maxweight = 1200;
priority = 10;
UIposition[] = {0.5,0.25};
}
class PylonBayLeft1 : PylonBayRight1 //left outer bay
{
bay = 1;
mirroredMissilePos = 5;
UIposition[] = {0.16,0.25};
}
Then this is part of my config for the non stealth black wasp. These missiles are in a completely different and incorrect place. They show up in the inner pylons in the center bays
class pylonBayRight1
{
attachment = "PylonMissile_Missile_BIM9X_x1";
bay = 2;
hardpoints[] = {"B_BIM9X", "B_USAF_AIM9X"};
maxweight = 1200;
priority = 10;
UIposition[] = {0.5,0.25};
};
class pylonBayLeft1 : pylonBayRight1
{
bay = 1;
mirroredMissilePos = 5;
UIposition[] = {0.16,0.25};
}
I didn't just copy paste it over, I copied it out of the config for each plane then altered the values I wanted in both cases
can you show full class TransportPylonsComponentclass B_Plane_Fighter_01_F?
class pylons // Pylons are indexed to aircraft model's proxies IDs in the order they are written in class Pylons
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts#vehicle_config_-_CfgVehicles
and you change the order of pylon classes compared to vanilla
Could anyone help me figure out how to add ACE or Vanilla interactions to an item? The basic gist is that I want to make a tripod for MMGs that the AG would deploy and the gunner would mount the gun to.
by "mount" do you mean a) turn into a static turret; or b) rest on/deploy bipod?
if b) with ace you can just use the SSWT kit
Turn it into a static, we've been running the SSWT, but I wanted a way to get lower profile and better performance, since running the SSWT in essence performs the same as a bipod
We were running DZN's tripod, but I'm really trying to emulate the Gun team vibe and force cooperation
If there's an easier way to just have another player be able to attach the tripod I'm game too
static weapon turrets are vehicles, so it may be a much bigger problem than you're imagining.
but anyway, you can't add an action to an item. you can add the action to the player, and have the action's condition check for the item.
Roger!
Hello! I'm trying to setup some RequiredAddons for my addon and whenever I add anything other then "A3_Modules_F" I get the error in the screenshot. My addon has ui elements, but none that touch titlesingleplayer. The required addons im trying to use in my case are cba and ace.
Edit:
Removing the defines and controls files fixes it
your config is likely breaking something in vanilla or the other mods you try to use as required addons
Wouldnt it continue to not work then when the defines and controls are removed?
the hand held mmgs?
Affirmative
its not exactly possible
Damn.
have you tried the normal backpack deployable static weapons?
I mean, theoretically they can copy WS gun drone.
In my defines, things like RscText, etc, are all defined. These are base clases, does them being defined here cause the problem? Thats how it was exported from the games ui creator
If so, is there a way for me to include them from the games files?
How do I work with stringtable.xml?
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACEAX">
<Package name="compat_3cbfac">
<Key ID="STR_ACEAX_compat_3cbfac_augsr_carbine">
<English>AUG-SR Carbine</English>
</Key>
<Key ID="STR_ACEAX_compat_3cbfac_auga1_carbine">
<English>AUGA1 Carbine</English>
</Key>
I have stuff in the file set up like this but I don't know how to reference it all from other files
Thanks, I'll check it out.
How do I make randomized headgear for my units?
Hello guys, can you help me with configure pylons, on my fighter... Where this setting takes place in configs?
sure
thanks
What are you supposed to do for inheritance if a class is newly defined? i.e changing a property off something with no base class 
if you cant inherit you need to add all properties/values to it
working wrong way, idk why it just spawn unit with random facewear and no headgear
So do we, since we don't know how you've wrote
facewear is tied to identity
and some mods add another layer of randomization on their units
fine
I'll send you a link to pastebin
Not you or HG or me, just paste here
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.
so this is something for ALIVE then?
I made it using ALIVE orbat creator
unfortunately I got no clue on how that works, best bet I think would be asking in ALIVE discord
since its their own separate system
it worked but now i wonder how do i make random uniforms? do i need new event handler?
when do you want them to be random?
when I spawn them
problem with any unit randomization is that you cant then set any exact loadout for that unit
not a problem for me
it will be random always.
well you can make init evenhandler that swaps gear then yes
class EventHandlers: EventHandlers
{
init="if (local (_this select 0)) then {[(_this select 0), [], nil] call BIS_fnc_unitHeadgear;};";
};
like this but unituniformgear?
personally, dont know. but maybe
is modifying the health of a vehicle not as simple as just setting something to higher/lower as i cannot seem to see anything on the biki for cfgvehicles
armor = is the overall health value of an object
ah thank you
some hitpoint destruction can also "instant" kill a vehicle
no wonder i cant destroy the turret its got armor of 400 
is there a way to edit all Vanilla Helicopters at once?, like i want to edit the pilotCamera of all heli's and make sure that this is applied to all of them
Class CfgVehicle
{
class AllHelicopters
{
class pilotCamera
{
};
};
};
no
i'd need to select each and all of them?
even if i edited the Helicopter_Base?
that wouldn't override every vanilla helicopter?
no since they define their own values
what i want to do is to add a FLIR camera to all heli's and make sure the pilot can operate them, for that i'll change the memoryPointDriverOptics to the same as the memoryPointGunnerOptics, so the pilot has acess to the same camera the pilot has
you can try if injecting it through the base helicopter class works but I am a bit doubtful
Has anyone been working on a compatibility patch between ACE and cold war rearmed? It seems to have changed the value of armor vehicles have making AT almost obsolete.
If not anyone know any resources to get into making one?
there arent really any resources on how to make a compatibility patch. Its mainly just understanding how configs work and patching non working values with working ones in various places around config
how do i add a gun attachament to my units gun?
Is there any way to change the chat color of the BattlEye Client Global Chat?
or better said: does anybody know the RscConfig for that? its not in RscChatListDefault, or at least it doesn't have the specific name for that
Anyone know what the most recent loadorder is for RequiredAddons?
Thankyou!
Hi there,
I’m trying to get my p3d model to appear in the itemWatch slot within the config.cpp.
So far I can get it to appear in the watch slot list to equip in virtual arsenal, but the model isn’t appearing on the player.
(Basically, trying to get a toothpick model to appear on the player model’s mouth without using up a facewear slot or NVG slot)
Any pointers would be appreciated.
I can copy my current config here tomorrow
A watch doesn't have visible model
So is there no way to have cosmetic models appear using the other slots? (Not including NVG, face, uniform, vest & backpack)
Not possible, unfortunately. ItemWatch simulation doesn't support usage of the uniformModel and modelOff tokens. You can only define model (the model that appears when the object is placed on the ground via WeaponHolder) and uiModel (the model that appears when you pull out the watch in first/third person).
Your best bet is to simply combine the model of a toothpick with whatever model you're using in the facewear/NVG slot. If you don't have access to the model then you're pretty much SOL.
small thing like toothpick could be just attachedTo-ed since it wont be visible on the first person view anyway
how do I add attachment to my units gun
What kind of?
like a scope
Thanks for your reply
i have questions: 1. i can't manually reload my vehicle weapon, and 2. the weapon info doesn't show up on the interface, even though .. anyone has any idea what's up with that?turretInfoType = "RscOptics_Offroad_01"; is set
the error is in the text
you are trying to inherit userActions but have not defined the parent base class where it should come from in the previous classes
autogen.hpp sounds dangerous 😅
how do I change my units voices
actually how do I find voices, I know I need to use Identify type and I'm using it but no idea where do I find RHS voices
Guys, hello, i have little problem with my pylons. I dont have pylons on my vehicles, but i can install them with zeus, but when i use my vehicle, i cant use my pylons. How can i fix this problem?
are these custom vehicles you are making?
if you dont have pylons set up in your model you wont be able to use them
so, complete your setup with all the required parts
I take classes from 3AS, and wright config
is it a new model that uses pylons?
Models and all consumables taken from 3AS
consumables?
Yes
I have problem in config
Star Wars mod for Arma 3
I have problem with config, I write my pylons based on 3AS but I don’t how to fix it my problem
Star wars stuff is banned from here as they are no approved by the IP owner
youll have to consult the people who made the mod
Can anyone who worked on weapon and ammo configs confirm that only shells and submunitions work with the artillery computer while rockets and missiles don’t?
Guys. Any tips how to make the custom torch object burning when the mission starts. Torches are map placed. I did the object the same as A3 configs for barrel fire or campfire, but... somehow I got a feeling I need to place down a memory point or do I just tinker/experiment with verticalOffset value?
If I place the object in editor(3den) it is burning, but map placed dont. Any ideas?
yes - if you look at vanilla MLRS they're shotShell
with a submunition that switches the model to one with the engine off after a set period of time
Interesting that you say a period of time. Isn't the parameter actually the distance to impact?
Also, you can't animate these submunitions correct?
Yea misremembered
Fair enough.
Is there vanilla anything that is map/TB placed that is burning? I dont have anything in my mind, if there is something ill follow that question 😅
campfire
Campfire placed on map is also turned off with no option to turn it on
thats some sort of config problem there im fairly sure
configs are good, but somehow objects placed on map, upon loading, need to be activated somehow
Probably you should be able with its ID
having an issue with a config where when changing weapons on pylons it retains the empty magazine for the default weapon and puts the new weapon on the pylon.... better explained with a picture
only happens with my compat for the wipeout, the black wasp's dont suffer from this issue, but I dont see much difference in my work between the different planes
I dont even know what to look for so I'm just gonna sqfbin the whole class
You may have wrong inheritance. Are you sure Plane_CAS_01_base_F is the base?
class Plane_CAS_01_base_F : Plane_Base_F
{
class Components;
};
class B_Plane_CAS_01_dynamicLoadout_F : Plane_CAS_01_base_F
like this you mean?
Meant double check the vanilla parent for B_Plane_CAS_01_dynamicLoadout_F
Oh I see, give me one second
oh huh, looks like it isnt right
looks like it should be Plane_CAS_01_dynamicLoadout_base_F
Try it out and see if works
yup, just made the change and loading up now
yeah, that was exactly the problem lol
sweeeeeet
good to know that's a symptom of incorrect inheritance, I'll keep that in mind for next time
👍
I'm trying to understand something in my model.cfg but can't seem to come to the right conclusion. I have a small radar on my vehicle that spins around when the sensors on it are activated. That works perfectly.
My problem is that when the vehicle gets destroyed that it doesn't stop spinning. I guess my question is if there is a "counter" animation that you define for when the vehicle is destroyed or if my problem is that the sensors don't get destroyed on my vehicle hence the thing still spinning? (not sure if the last thing is even possible)
This here is what activates my radar:
{
type = "rotation";
source = "activesensorsphase";
selection = "Radar";
axis = "Radar_H_Axis";
sourceAddress = "loop";
minPhase = 0;
maxPhase = 0.02;
minValue = 0;
maxValue = 0.02;
angle0 = 0;
angle1 = 6.283185;
memory = 1;
};```
you hide the spinning one and unhide a broken one
really? I didn't think thats how its actually done. Because my solution so far has been to hide the spinning one like you said, i just haven't unhidden a non spinny one. Is it alright to do this? Isn't there some performance loss to some invisible spinning radar? (i know its minimal but still)
no hide animation makes the mesh nonexisting (scale 0)
ahh i see, so it technically does "stop" it
yes
Thanks!
that is usually the case 😅
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.
It's apparently at line 709
which is wierd
what does the error say?
build failed, result code=1, cfg convert task failed file ...\fpgp_2_uni\config.cpp, line 709" /CfgVehicles/: Missing '}'
something something class destroyed with lock count 1
if you use notepad++ you can for example fold all classes and start unfolding them one by one
I used an XML validator
ah you did not use pboProject did you 😅
I use default arma tools
right
and no P:/ drives
I can send you the PBO
no
I could not build your stuff
its not exactly valid for what I consider proper workflow
and well I dont really do that involved helping
I dont know what XML validator is but in notepad++ it use c++ language for showing .cpp documents and you can fold an unfold classes. that can often be helpful in tracing classes that dont close right
It all seems fine
sanity check: do find-replace count of left { vs right }, make sure they are actually different number.
Then you can binary search to find where it is.
I went trough it like that and found nothing lol
?
if you can't find highlighted matching braces, you can verify like this https://cdn.discordapp.com/attachments/1080854001265954828/1087805434364186744/image.png
Oh
yeah that's a pretty useful thing to know
dark mode NP++ Maybe I should give that a go. 
for some reason its the only program I still use with white background
I should probably start using P:\ drives and Mikero's tools like a sane human being
dunno why
well, some dont like the very nitpicky checking it does 😅
its not for everyone
if your thing works at least most of the time may be there is no need to fix it. 
I'm using default tools for over a year now and I never really ran into a huge amount of issues
you'll need to change the default current-line highlight color xD https://cdn.discordapp.com/attachments/1080854001265954828/1087806182518964345/image.png
the annoying thing with not using P:\ drives is the fact that I can't use Model Viewer
(I can but texture paths are messy)
well I mean you could but its a huge pain in the ass to change the pathToTextures setting for each folder
I literary use my desktop as a work drive
well this went down the rabbit hole fast xD
IDE drip n_n (also static xD)
I'm running a retex of the Rhino and the textures aren't applying. Anyone know why that happens?
wrong path perhaps
Without reading the config nobody can say why
I'm trying to define a custom damage type for ACE.
class ACE_Medical_Injuries {
class wounds {
class RadiationBurn {
bleeding = 0.05;
pain = 0.8;
causeLimping = 1;
causeFracture = 1;
};
};
class damageTypes {
class radburn {
thresholds[] = {{0, 1}};
selectionSpecific = 0;
noBlood = 0;
class RadiationBurn {
weighting[] = {{0, 1}};
};
};
};
};
I can call the damage and it seems to work just fine, but the name is undefined in the medical damage log and only comes up as "1x ".
How do I define the damage type's name?
https://github.com/acemod/ACE3/blob/master/addons/medical_gui/functions/fnc_updateInjuryList.sqf#L109-L132 looks kinda tightly coupled to ACE's medical_damage system. It's probably better to ask in ACE discord, link is available in #channel_invites_list
although defining entries like <Key ID="STR_ACE_Medical_Damage_Abrasion"> in your mod's stringtable.xml may work 
Defining the stringtable.xml seems to have worked, thank you!
<?xml version="1.0" encoding="utf-8"?>
<Project name="Radiation Damage">
<Package name="Radiation_Damage">
<Key ID="STR_ACE_Medical_Damage_RadiationBurn">
<English>Radiaiton Burn</English>
<Japanese>熱傷</Japanese>
<French>Brûlure thermique</French>
<Russian>Термический ожог</Russian>
<German>Thermische Verbrennung</German>
<Polish>Oparzenie</Polish>
<Chinesesimp>热灼伤</Chinesesimp>
<Korean>화상</Korean>
</Key>
<Key ID="STR_ACE_Medical_Damage_RadiationBurn_Minor">
<English>Minor Radiation Burn</English>
<Japanese>小さな熱傷</Japanese>
<French>Légère brûlure thermique</French>
<Russian>Незначительный термический ожог</Russian>
<German>Leichte thermische Verbrennung</German>
<Polish>Pomniejsze oparzenie</Polish>
<Chinesesimp>轻微热灼伤</Chinesesimp>
<Korean>작은 화상</Korean>
</Key>
<Key ID="STR_ACE_Medical_Damage_RadiationBurn_Medium">
<English>Medium Radiation Burn</English>
<Japanese>中くらいの熱傷</Japanese>
<French>Brûlure thermique modérée</French>
<Russian>Средний термический ожог</Russian>
<German>Mittlere thermische Verbrennung</German>
<Polish>Średnie oparzenie</Polish>
<Chinesesimp>中度热灼伤</Chinesesimp>
<Korean>꽤 큰 화상</Korean>
</Key>
<Key ID="STR_ACE_Medical_Damage_RadiationBurn_Large">
<English>Major Radiation Burn</English>
<Japanese>大きな熱傷</Japanese>
<French>Sévère brûlure thermique</French>
<Russian>Сильный термический ожог</Russian>
<German>Schwere thermische Verbrennung</German>
<Polish>Duże oparzenie</Polish>
<Chinesesimp>重度热灼伤</Chinesesimp>
<Korean>심각한 화상</Korean>
</Key>
</Package>
</Project>
is there a base game standing FFV animation other than the one for offroad turnedout?
Possibly passenger_inside_6
I need some help finalizing my unit's uniform config and compiling it. I'm at a loss and have read through everything I could to figure this out. I even have a friend who codes C++ for a living and even he can't figure out what the issue is with the uniforms just not showing up in the arsenal.
vanilla arsenal?
the editor loadout editor or one placed down in a mission?
@void ruin
One to be placed onto a mission.
I've got the PBO packed and on the workshop, I think I did that the right way, but for some reason the Arsenal, any of them, it just simply won't show the uniforms. I'm about at my wits end because I know it's absolutely something simple I'm overlooking.
But no, we have spyder addons for loadout management since we have a lot of guys either new or older veterans and it's just easier that way. But even with a full virtual arsenal the uniforms won't show up.
If you wanna get into a voice call with me or dm me, or whatever to walk me through the steps while I show the code I'm more than willing to do that. Like I said, I am at my wits end lol.
have you tried in eden loadout manager without any other mods?
I have, yeah.
Soz I dont really do DM help
The problem really has to be in the config.cpp I created
answers get lost there. here they benefit others who struggle with same things and can use chat search history 😅
Yeah I completely agree.
Scope = 2 and Scopecurator =2 are the things you need
I didn't wanna overload this channel with my config without first knowing it would be alright lol.
I have scope = 2 there, where does the curator go in the config?
class rhsusf_army_acu_uniform;
class TFL_ACU_Uniform_base : rhsusf_army_acu_uniform
{
scope = 1;
author = "Major Patrick";
faction = "rhs_faction_usarmy_wd";
};
after or before scope 2 inside the uniforms scale
So there's my first line under cfgpatches
class TFL_ACU_Uniform_Base : rhs_uniform_acu_ocp
{
author = "Major Patrick";
picture = "\rhsusf\addons\rhsusf_inventoryicons\data\uniform\rhs_uniform_acu_ocp_ca.paa";
scope = 2;
model = "
Then there's that. Is it calling up two different locations for the same item and just nullifying them both with the scope?
And is scopeArsenal a redundancy that no one uses?
oh
we dont support TFL
its all stolen assets from other games and mods
so basically you wont get help here for that
TFL and its makers are not welcome here
We're not the Task Force Lima you're talking about lol.
We've only been a unit for like 2 months.
you have picked a rather bad name then
I've made this config with the help of the 3rdID guys and going off the Bohemia wikis too.
And learned the texture editor in Arma 3 tools by myself and the BI wiki stuff. So I guess we did pick a bad name lol.
I wanted "Task Force Red" but I wasn't paying for the servers lol
you can pass on note that changing it is recommended due to the stigma attached to tfl
I wouldn't shoot every pit bull because one attacked someone, so I don't get the correlation.
But I'll tell the CO.
I think the scope thing was the right adjustment, though. So thanks for that at least.
Now I just have to remember to remove mod requirements from it.
Yeah dude we have like 38 people in our server lol.
Most of us were Onward TFL guys who decided Arma would be more fun.
yes but here you were just about to get hammer
Lmao crazy how that goes honestly.
We didn't even know another one existed
Should I confirm I'm not with that particular unit to continue to get help or...
I can DM you our website with the perscom on it.
its alright, I'll believe you.
For posterity's sake, considering we're actively trying to recruit here
I was in the Army for almost ten years, I think honor comes before most anything else so for what it's worth, I shot you the website's link.
We were that and then we turned into another one lol.
So at least that's sorted out then. Let's get back to the config help baha
Cause again, I'm melting internally man. I was a damn 11B. I don't know hardly anything about coding anymore outside of json and DOS
configs get easier once you get past the initial hump
I hope so. A guy who codes C++ professionally in the server can't even figure out what's wrong, because it tosses up 0 error codes.
I've even got the mod on workshop, a bikey, it's pbo packed, and the bisign is working but it just won't show up anywhere.
the vanilla tools dont really throw much errors
and well the not being visible in arsenal is not exactly error either. 😅 just means its not configured to be visible there
I added the scope = 2; scopeCurator = 2; scopeArsenal = 2
I remember a lot of these class callings from C. I should've learned more coding lol.
the config has similar structure yeah
In the required addons section do I add the addon itself? I did that, loaded and got the "Requires addon TFL Uniforms"
addon itself no
you would add anything you need to load before
like the RHS addon
or its cfgPatches class
Right because it's a hiddentexture there based on the camo breakout in that .paa right?
its a config loadorder thing
the game needs to load the other addon first so your addon can use the config from it
and then apply your changes
Right alright. Now we're making good progress.
So for example here
class rhsusf_army_acu_uniform;
class TFL_ACU_Uniform_base : rhsusf_army_acu_uniform
That should be my class, the second one, on every line thereafter?
class TFL_ACU_Uniform_pv2 : TFL_ACU_Uniform_base Like said that there, the ACU_Uniform_base should be rhsusf_army_acu_uniform, correct?
Or is the : TFL_ACU_Uniform_Base a call back to the original tag below CFG Patches
oh 🦌 there gonna be angry people in the morning with all that TFL XD
Lmao. Well they'll understand I hope. I'm just a random XO from a new 2 month old unit haha
Im sure they do. Might just take a moment and couple cups of coffee
anyway if you put your config to pastebin.com and link it here I can take a quick look
Sweet
https://pastebin.com/5rcXqycN @hearty sandal
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.
so the cfgVehicles classes are the units
and the cfgWeapon classes are the items
so inside a unit the uniformClass = refers to a uniform item
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide this might help a bit to connect the dots
you are currenty refering to the unit inside the units uniform class instead of a uniform item (what the unit would wear)
Hey there, something I need little help with.
(Even when starting with UI sentence, config related)
I am adding custom UI to RscTitles (should be alright)
class RscTitles {
titles[] = {IMF_spectatorUIRsc};
#include "includes\IMF_spectatorUIRsc.hpp"
};
Where I am using RscText.
I define it in IMF_spectatorUIRsc.hpp as
class RscText; (also tried adding {}).
And it seems like it is "overwriting" the basic RscText. I am adding all the necessary information in my own class ie:
class IMF_spectatorUIRsc {
idd = -1;
duration = 1e+011;
movingenable = true;
onLoad = "uiNamespace setVariable ['IMF_spectatorUI', _this #0]; IMF_spectator = true;";
onUnload = "IMF_spectator = false;";
class Controls {
class IMFtimer:RscText {
idc = -1;
style = 2;
onLoad = "[(_this #0)] call IMF_fnc_spectatorTimer;";
x = safeZoneX + 0.005;
y = safeZoneY + safeZoneH - 0.09;
h = 0.08;
w = 0.32 * 3 / 4; //w == h
lineSpacing = 1;
sizeEx = 0.045;
fixedWidth = 1;
deletable = 0;
fade = 0;
access = 0;
type = 0;
shadow = 1;
font = "RobotoCondensed";
colorBackground[] = {0,0,0,0.5}; // timer backround color
colorShadow[] = {0,0,0,1};
tooltipColorText[] = {1,1,1,1};
tooltipColorBox[] = {1,1,1,1};
tooltipColorShade[] = {0,0,0,0.65};
colorText[] = {1,1,1,1};
text = "";
};
};
};
BUT UI from other mod (for example ace) that inherit from RscText get broken, as it does not get all the attrubutes RscText has.
The wierdest part is that RscText still has the attributes in it, when inspected with config viewer.
When I don't load this part of the PBO, they are in there.
Any ideas what I might be doing wrong?
Screenshots of RscText, the "broken" ui and my SpectatorUI
Figured out that my current implementation creates another RscText in .\RscTitles\RscText which will be then used by other UI elements. Of course it's empty and that's what's causing the issues.
Changed what I could figure out how to change, and still nothing.
I feel like I'm on a scavenger hunt trying to get understanding of this problem lol
Trying to figure out how exactly the configs work, I've managed to get a simple custom box object into the game, however my textures don't seem to load for it for some reason. I thought my path was fine but unsure. This is the absolute path to the texture: "C:\Steam\steamapps\common\Arma 3@Test\addons\box_test\textures\boxtexture.paa", but from what I've read I should only set the path to the texture from the addon's folder itself, yet I still get this error
Would appreciate any ideas
Now that I think about it I can't decide if this belongs here or in #arma3_texture 😅
Most people will suggest that you should set-up a P:\ drive which you can easily do using the A3 Steam tools.
You should also use the suffix _co (for a non-transparent texture) before converting to .paa
Then your path and file would be:
p:\box_test\textures\boxtexture_co.paa
Ah... I was unsure if I should leave the P drive in the path name, gotcha. Will definitely try this when I get home, thanks 👍
When you put it in config code it would look like this:
hiddenSelectionsTextures[] = {"\box_test\textures\boxtexture_co.paa"};
Do I need to put that into the config for the object if I’ve already linked the texture in Object builder in the model file still or do I only need to do one of them?
In the p3d model, you'll have selected the faces you want to retexture and given them a named selection, such as camo1.
You'll also have applied an initial texture (_co.paa) and material (.rvmat).
In model.cfg you'll have a sections[] = {"camo1"};
In config.cpp you'll have:
class myBaseBox: someOtherClass
{
scope = 0;
hiddenSelections[] = {"camo1"};
};
class myBlueBox: myBaseBox
{
scope = 2;
displayName = "Blue Box";
hiddenSelectionsTextures[] = {"\box_test\textures\boxtexture_blue_co.paa"};
};
class myRedBox: myBaseBox
{
scope = 2;
displayName = "Red Box";
hiddenSelectionsTextures[] = {"\box_test\textures\boxtexture_red_co.paa"};
};```
Gotcha, I was trying to somewhat reverse engineer the A3 samples but it seems I didn't do that great of a job at it 😅
I'll fix my config according to this when I get home, thanks a lot for the help 👍
Unsure if this should be here or #arma3_model, but is it possible to turn a weapon from a primary to a secondary without model access?
Yes, indeed it is config
Is it as simple as just copying across the model and magazines that are compatible and such?
What level is that assigned at? Model or config?
config. but the different pose between rifle and pistol is likely to break things
and that cant be changed
Am I unable to change which animation is used to the P07 or something?
correct
when you use primary weapon the underlying animation set is the "rifle up at shoulder pointing forward"
and weapon holding animation is blended on top of that
when you use secondary weaapon or launcher they both have their respective movesets
pistol up and launcher up
Oh right -- so it doesn't even matter that it's a pistol in the primary weapon slot in the first place, anim would still be moved?
rgr, so should just be matter of using same model and such? nothing else aside from
class myclass: somepistol {
displayName = "blah";
model = "mymodelpath";
};``` and magazine bits?
i shall use the cpw in the intermediary then
it does not show up 😅
shows up in config viewer just fine, inherits from p07 and changes the model and displayname and somehow that makes it disappear 🤔
What scope = and scopeCurator = is set?
2, same as p07
Where does it not show up?
either primary or secondary weapon tab in arsenal
scopeArsenal = 2
(in theory it could be undefined and then scope should be used but IDK)
also make sure you list your weapons and vehicles in CfgPatches arrays
Yep, what veteran says.
If it's not in cfgPatches array it definitely doesn't show in Zeus, same I guess for Arsenal.
Is it possible via CfgMagazines, CfgAmmo or CfgWeapons to disable bullet casings that are dropping when a weapon has been fired?
class CfgWeapons {
class hgun_P07_F;
class myfancygun: hgun_P07_F {
model = "\A3\Weapons_F_gamma\Smgs\pdw2000\pdw2000_F.p3d";
displayName = "myfancygun";
scopeArsenal = 2;
};
};``` is contained in `weapons[]` too
still not showing up in arsenal 
ah, baseWeapon needed changing
Presume there's nothing I can do to fix that offset from config side?
If it’s not your p3d, then no
Well, hand anim
But that’s it
sadge
If you want the proper hand anims, you need it to be a primary
Primary, secondary hand anims are hard coded
Well you can change the support hand but the pistol proxy is glued to the right hand.
ya i'd figured its nbd
I've been thinking of making an upgraded animation set with the pistol having its own bone like weapon. In theory that would allow actual holster placement on uniform level too and if nothing else, same control on hand anims as with rifles and launchers. But it's not the simplest task.
I'm wondering if there's something specific I need to do in order to make the Door States control in 3den work on my custom buildings- the doorway to the left there is just a single object with bone Door_01, the door state is locked in editor, but in game it's still openable. Even running ACE and trying it too, the lock doesn't happen. https://i.imgur.com/hs1aG2a.jpeg
what does the door action look like
class Door_01_Open
{
displayName = "Open Door";
radius = 2;
position = "Door_01_trigger";
onlyForPlayer = 1;
condition = (this animationPhase 'Door_01') < 0.5;
statement = ([this, 'Door_01'] call BIS_fnc_DoorNoHandleOpen);
};
class Door_01_Close: Door_01_Open
{
displayName = "Close Door";
condition = (this animationPhase 'Door_01') >= 0.5;
statement = ([this, 'Door_01'] call BIS_fnc_DoorNoHandleClose);
};
};```
maybe this is related
Ooh, okay. I'll try implementing that
might be good idea to check some vanilla house configs as reference
ones that you can lock doors in
this was just from quick search on all in one config, didnt even look what object it was for
Sounds good but I've not a clue what it means 😅
in short, full vanilla animation replacement with a bit different method in animating some things
possible could also add more bones for stuff like capes and wings and such
just so they are there if people want to make stuff with them
Oh right, sounds pretty useful -- biggest pet peeve is you can't hide primary weapons in this game afaik
(when "holstered")
those are more difficult things I suppose
actually no biggest pet peeve is sliding around when swapping to pistol from nothing but its not a vanilla feature so meh
Yeah I'd figured
hiding weapons is more animation property but it could be useful as a just scripting command for some stuff
like vehicle sitting animations hide stuff via the animation config
i hate that tbh but i get why its done
There are things that can be improved but it is quite big task
indeed -- i wouldnt even know the first thing about models, i refuse to mount a p drive

although I dont mount P drive either 😄
I have physical drive for that
all of my mods are made in a folder in my documents
☣️
ive also mostly scripted several mods on the toilet/in the bath and just had to do bugfixing ingame before releasing them
the grind never stops
though i might learn modelling purely to make some better moustache mods
there arent enough good ones
I am trying to add a camera to an aircraft that previously didnt have it. I assume this is the code that defines it? However I am having an issue, the camera spawns where the pilots face is, and it can not be moved https://pastebin.com/qpGHH1sC
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.
if it does not have memorypoints to put the camera to you are probably out of luck
Cant I attach a camera to like a wheel memory point or smth?
It might roll around with the wheel XD you can try it out but I think it might not work out
what is the default cfgEditor category?
In making a compat for something, I cannot overwrite their cfgEditor as it's set to a custom one.
for typicalSpeed wat happens to hit if the projectile moves at a higher speed?
Does anyone know how to make as example a MG Turret not being interested at Aircrafts?
I mean, I did already threat[] = {1,1,0}; and the Sensor Components also have class AirTarget {}; so its like inactive, the MG Turret is also not shooting at any Air Targets but they still follow them and get busy on them and Ground Targets kill these MG's while the MG's dont shoot back cause of being busy watching/following the Air Target.
Is there any easy entry to solve that?
its increases
same with caliber
I've got a short config here, I need a second set of eyes I can't find out where my brackets went wrong
pleasee halp

Line 87 you are missing 2 brackets
probably 3 cause you also dont close class CfgWLRequisitionPresets
2 at line 87 and 1 at line 132
I had wrote it like this, and I no longer have the error.
Not sure if it's right, but it works? 


