#arma3_config

1 messages Β· Page 9 of 1

dapper maple
#

yes it works, thank you πŸ™‚

nimble lodge
#

I assume that:

class ItemInfo: blabla
        {
        mass=1;
    };

Defines how much the item weights in the inventory, my question is, what defines how much "space" it takes up in the inventory?

#

Or am I understanding arma inventory system incorrectly

ebon pivot
#

you are, space in inventory is linked to mass unfortunately

wheat sluice
#

^ that.

You can only change what slots that it can be placed in (vest, uniform, backpack) by using allowedSlots[]. Unlike Reforger, it's not possible to set how much volume an item occupies.

shell solar
#

@grand zinc hey mate, do you happen to know anything about changing the size of the bounding box? ive been told its broken, but the work arounds are causing us issues so i wanted to double check there isnt anything we can try

hearty sandal
#

πŸ‘† in reference to character hit geometries seemingly not being able to be larger than about 2 meters radius

narrow musk
#

I've created a VR entity with a rifle
I had to inherit from a rifleman for ammo and medical stuff
I put this in its conif
nakedUniform = "U_O_Soldier_VR";
uniformClass = "";
but it just appears with the uniform of the inherited rifleman, even if the uniform slot says its empty

hearty sandal
#

check that thats what reads in its config in game

narrow musk
#

oh I had to change the character model aswell

arctic trench
#

How would one, If possible. Make a vehicle be able to reverse faster?

shy knot
#

"R1",
-1.45

#

Something like this

#

Take a value and play around with it

arctic trench
#

@toxic solar ^^

toxic solar
#

woah

#

crazy

#

here I was editing MOI values kekega

arctic trench
#

thank you

hearty sandal
# grand zinc Dunno what you mean

He talks about characters hit geometry not detecting beyond X size sphere out of its model center. And so far nobody has figured out why or how to debug the matter further. I think the sphere is about 2 meters in radius but have not had time to make a exact measurement test case.

grand zinc
#

Β―_(ツ)_/Β―

hearty sandal
#

I guess you have not come across anything related to that either. Might you think of anything that could be used to debug that kind of thing?

#

Characters seem to have different rules about this because if same P3d is turned static object or vehicle the geometry works

grand zinc
#

there is that render draw mode that renders hit geometry

#

could check there if it actually even uses the geometry that you think

hearty sandal
#

It does use it yea. And animation classes have boundsphere set big enough to cover it

shell solar
#

we know it uses it, and we know how to change boundsphere, but we cant change the bounding box, which means that anything outside of the box cannot be interacted with. which is why im asking

livid trail
#

Hey there. I would like to kill everyone inside a vehicle, when it blows up.
My idea is to create a script that will loop through the crew of a vehicle and just kill them.

The problem I have now and is config related - is there a option to add a function call on the killed event to the base functions, like Tank_F, so it would be automatically on all the vehicles using the base class?

hearty sandal
livid trail
#

Might be possible it's caused by it. Will do some tests.

hearty sandal
#

Most likely related. Or some other mod

#

Start from figuring out what mod does it.

livid trail
hearty sandal
#

Well if it's a mod causing it you can see either if you can play without it or you can try reaching out to the mod maker to see if they have way to disable it

smoky python
#

I'm having some trouble with my config file. Would anyone be able to point me in the right direction?
I can't seem to figure out how to use the rolled variant of the uniform, also the White (Full) variant is appearing invisible
I've push the project up here.
https://github.com/tyen901/TNC

hearty sandal
smoky python
#

@hearty sandal
I am trying to create custom versions of the cup CYRE uniforms. There are two variants, one with sleeves rolled down and one with them rolled up.
I don't seem to be able to use the rolled down version. When I view the uniforms in the virtual armory they use the rolled down version.
Also, the white version named TNC_B_CRYE_M81_FULL is invisible.

#

I feel like I'm making an obvious mistake and it's tripping me up πŸ™‚

livid trail
livid trail
#

Ok, not fixable using "normal means" in ace.
Is there a way to execute a script on vehicle death, that can be added into the Tank_F class?

hearty sandal
#

yes killed eventhandler can do that

arctic trench
#

cause the main thing we are trying to do is make it reverse faster, without it going 60km/h

opal crater
#

eg.

// initServer.sqf
["Tank_F", "killed", {
    params ["_vehicle", "_killer", "_instigator"];
    {_x setHitPointDamage  ["hitHead", 1, true, _killer, _instigator]} forEach crew _vehicle;
}, true] call CBA_fnc_addClassEventHandler;
#

you might want to use fullCrew to handle cargo units.

livid trail
smoky python
arctic trench
hearty sandal
#

what Id do is simplify your config first

#

make just 1 class for both things and try to get them working

#

then add the variants only after the first ones work

sleek kelp
#

hello everyone, how do i change the category of the vehicle? I used the arma 3 samples car but want to put the vehicle grouped with the apcs.

hearty sandal
nimble sequoia
ionic warren
#

How do I create a config that overrides a specific hidden selection entry?

#

Like, how can I skip the first 2 hidden selections without deleting them?

#
class my_thing :  other_mod_thing{
        hiddenSelectionsTextures[] = {"",
                          "myTexture.paa",
                          "",
                          "",
                          ""};
    }

is this correct?

wintry tartan
#

"" is transparent. You cannot overwrite only a selection without redefine the entire

sleek kelp
#

I have another problem now. Even though i added the memory points and proxy for the gunner and the get in and out actions in the config, when i test it in game theres no option to get in the vehicle as gunner

grand zinc
#

I have no idea

shell solar
#

my bad

ionic warren
#

Now I can't get the hiddenSelectionTextures to apply. I'm not sure what is going on...

    class my_thing : other_mod_thing
    {

        hiddenSelectionsTextures[] =
        {
            "other_mod_thing_1.paa",
            "my_mod_thing_2.paa",
            "other_mod_thing_3.paa",
            "other_mod_thing_4.paa"
        }
    };

I'm inheriting all the classes that other_mod_thing inherits from too.

#

the thing shows up ingame with the textures from the original mod, mine are not being applied

#

if I call setObjectTexture [1, "my_mod_thing_2.paa"], it works

hearty sandal
ionic warren
#

it's a uniform

sleek kelp
#

im trying to add a ramp to my apc, it somewhat works, the only problem is that the ramp just snaps to either the closed or open position. I tried changing the animPeriod value but theres no diference.

shy knot
toxic swan
#

I'm attempting to make a drone drop a 40mm grenade but am having trouble getting the grenade to fall. Everything else seems to be working fine IE my projectile is lobbed across all planes, consistent w/ the drone's velocity and is exploding when impacting rigid bodies but just wont descend. I've tried tweaking the coefGravity attribute with no notable changes, am I missing something?
My CfgAmmo class inherits BombCore, here is my CfgAmmo:
https://pastebin.com/gNmhyuPT

Any help will be greatly appreciated 1000

shy knot
#

But before that, a magazine

nimble sequoia
#

If you own the SOG DLC, you can examine the configs for dropping grenades out of helicopters.

shy knot
#

That too

toxic swan
#

I will pop open SOGPF as well and see what I can find, thanks!

#
class CfgMagazines
{
    class VehicleMagazine;
    class GFG_6Rnd_40mm_adim_HE: VehicleMagazine
    {
        author="Grom";
        scope=2;
        count=6;
        ammo="GFG_40mm_adim_HE";
        displayName="40mm ADIM HE (Magazine)";
        displayNameShort="40mm ADIM HE (Magazine)";
        descriptionShort="40mm ADIM HE (Magazine)";
        initSpeed=0;
        maxLeadSpeed=41.666698;
        nameSound="gfg_release";
        weight=15;
        class EventHandlers
        {
            init="systemChat str _this";
            deleted="systemChat str _this";
        };
    };
};

#
class CfgWeapons
{
    // GFG_Weapon_40mm_adim
    class Default;
    class GrenadeLauncher: Default
    {
        class ThrowMuzzle;
    };
    class GFG_Weapon_40mm_adim: GrenadeLauncher // Weap acting as the drone pylon
    {
        scope=2;
        ammo="GFG_40mm_adim_HE";
        cursorAim="gl";
        cursor="";
        value=3;
        type=0;
        displayName="40mm ADIM (Weapon)";
        reloadTime=0.1;
        reloadAction="";
        magazineReloadTime=0.1;
        magazines[]={"GFG_6Rnd_40mm_adim_HE"};
        initSpeed=1;
        canLock=1;
        autoReload=1;
        autoAimEnabled=0;
        ffMagnitude=0.1;
        ffFrequency=1;
        ffCount=1;
        recoil="Empty";
        dispersion=0.0072499998;
        aiDispersionCoefY=6;
        maxLeadSpeed=15;
        optics=0;
        muzzlePos="usti granatometu";
        muzzleEnd="konec granatometu";
        cartridgePos="";
        cartridgeVel="";
        minRange=30;
        minRangeProbab=0.1;
        midRange=200;
        midRangeProbab=0.69999999;
        maxRange=400;
        maxRangeProbab=0.050000001;
        textureType="semi";
        opticsZoomMin=0.25;
        opticsZoomMax=1.25;
        opticsZoomInit=0.75;
        class EventHandlers
        {
            init="systemChat 'weapon->init:';systemChat str _this;";
            deleted="systemChat 'weapon->deleted:';systemChat str _this;";
        };              
    };
};
shy knot
toxic swan
#

Regarding the vehicle magazine, I pretty much worked off of the wiki and established it by looking at the configs in A3_Data_F. I'll jump into it now and see If I can come to any conclusions, thanks!

shy knot
fleet pulsar
#

render target not working, they dont have a rvmat, ive tried reversing but no luck, and i have the memory points but im lost any ideas?

toxic swan
shy knot
#

With a certain code for the texture

#
#(argb,256,512,1)r2t(rendertarget1,1.0)```
fleet pulsar
#

thank you ill give that a go!

fleet pulsar
fleet pulsar
#

thank you brother

sleek kelp
#

hey everyone. The turret in my vehicle works well visually (the turret selection rotates and the gun tilts) but the camera and shooting direction stay static. What should i do to fix this?

winter rain
#

Probably it might be that you have to add gunnerview and konec- / usti hlavne to mainGun selection (Memory LOD)

sleek kelp
#

im going to try that, thanks

sleek kelp
#

cool it works now : ) thanks again

hallow quarry
#

Hello is there a way to move the point where the flares come out of a vehicle

narrow swallow
hallow quarry
#

I am doing it as an overhaul to the vanilla littlebird. Will this work?

narrow swallow
#

If you can't change the model, you'll have to use existing memory points.

hallow quarry
#

Oh ok

toxic solar
#

I have a few ammos and magazines with different initspeed values. lets say the ammo is at typeicalSpeed =500 and the magazine is at initSpeed = 1000 that means when I shoot the ammo should go at 1000 m/s (assuming the weapon has initSpeed = -1)
so I have this tiny script just for checking in game purposes for muzzle velocity and the velocity of a round as it goes

player addEventHandler ["Fired", {
    params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
    
    systemchat format ["%1 %2",time, vectorMagnitude velocity (_projectile)];
    [_projectile] spawn {
        while {alive (_this select 0)} do {
            hint format ["%1 %2",time, vectorMagnitude velocity (_this select 0)];
        };
    };
}];

What I notice is the muzzle velocity is that of the magazine (1000, initspeed from mag) but the hint (which is the velocity as the projectile goes) starts at 500 (the typicalSpeed on ammo).
any ideas why?

toxic solar
#

ah, it was ace adv ballistics, I guess it changes it, how it determines wat to takeidk

mystic plover
#

In a weapons config. What would a weapons fire rate be called?

tawdry coral
#

2 things. 1: Is 'play music' module from a mod or no? :P

#

I think it's curator, so
2:

class CfgMusicClasses
{
    class AAA
    {
        displayName = "NAME";
    };
};

displayName is only used for user viewing the category of music right? Like, if I have 20 songs and I put them into 1 category, I'd only need to change display name to alter the category name I see in the module?

dense flare
#

hello guys, So, i am trying to change a drone precision for my mission where drones are going to drop grenades (script already working). However the drone precision towards waypoints is 15, making it very unprecise.

im trying to change its propperties via config.cpp, however is not working and i can't find anything that will help me. The documentations on Bohemia wiki do not provide any insight on how to acess that.

I've tried a million things and this is the last code i have tried.

heres my code:

class CfgPatches
{
  class UAV_01_base_F {
    units[] = {"I_UAV_01_F"};
    weapons[] = {};
    requiredVersion = 0.1;
    requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"};
  };
};

class CfgVehicles {
  class UAV_01_base_F;
  class I_UAV_01_F: UAV_01_base_F {
    precision = 1; 
  };
};
dense flare
#

wish i could just:

class.attribute = something; 
restive summit
#

If a base vehicle in CfgVehicles has TransportItems, does using class TransportItems{}; on a class that inherits from the base class remove all of those items or do I need to specify and set each sub-class' count to 0?

Here's are examples of what I mean:

// EXAMPLE 1
class BASE_CLASS {
    class TransportItems {
        class _xx_FirstAidKit {
            name = "FirstAidKit";
            count = 10;
        };
    };
};

class SPECIFIC_CLASS : BASE_CLASS {
    class TransportItems{};
};

// EXAMPLE 2
class BASE_CLASS {
    class TransportItems {
        class _xx_FirstAidKit {
            name = "FirstAidKit";
            count = 10;
        };
    };
};

class SPECIFIC_CLASS : BASE_CLASS {
    class TransportItems {
        class _xx_FirstAidKit {
            name = "FirstAidKit";
            count = 0;
        };
    };
};

Do both of these examples remove the FirstAidKit or does only Example 2?

wheat sluice
# restive summit If a base vehicle in CfgVehicles has TransportItems, does using `class Transport...

Only Example 2.

Example 1 will not do anything as you're neither overriding nor deleting anything in the subclass (TransportItems{};).
Example 2 works but you're better off just using the delete keyword to get rid of the item altogether like this:

        class TransportItems
        {
            delete _xx_FirstAidKit;
        };

On second thought, Example 1 actually does work too since you're doing it in the child class. So yes, both methods will work (in addition to using delete).

smoky python
#

If anyone has any pointers, I'd really appreciate it.

smoky python
hearty sandal
#

the color change needs to be done on p3d level

#

the different slots are not meant for cosmetics

smoky python
#

The example I'm working with creates them as cosmetics like this

    {
        scope = 2;
        author = "Simc";
        displayName = "Nomex Gloves Folded (Green, White Liner)";
        descriptionShort = "Glove, Nomex";
        model = "\simc_uaf_69\nomex_fold";
        picture = "\simc_uaf_67\icons\nomex_ca";
        hiddenSelections[] = {"nomex"};
        hiddenSelectionsTextures[] = {"simc_uaf_69\data\len_gloves_nomex_1_co"};
        identityTypes[] = {};
        mass = 10;
    };
    class simc_nomex_fold_alt: None
    {
        scope = 2;
        author = "Simc";
        displayName = "Nomex Gloves Folded (Green, Black Liner)";
        descriptionShort = "Glove, Nomex";
        model = "\simc_uaf_69\nomex_fold";
        picture = "\simc_uaf_67\icons\nomex_ca";
        hiddenSelections[] = {"nomex"};
        hiddenSelectionsTextures[] = {"simc_uaf_69\data\len_gloves_nomex_2_co"};
        identityTypes[] = {};
        mass = 10;
    };```
These work fine which makes me a bit confused
smoky python
#

Those examples are in the cfgglasses class

hearty sandal
#

glasses probably support hiddenselections then

#

nvg dont

zenith drift
#
    class Single : something
}

class gun B : gunA {
    class Single : something
    class CustomMode : Single
}```  In that example, is gun B's "customMode" inheriting from gun B's "Single", or from gun A's "Single"?
hearty sandal
#

Bs single

#

but B single: something is not right

#

since A does not have someting

#

A has single

zenith drift
#

I'm trying to sort out why when I try to change the Ai attributes for fire modes for certain CUP vehicle machine guns, it messes up the sounds, and causes those modes to become visible to the player.

#

In my modification, There must be something wrong with the way the fire modes are inheriting.

#

Does "inheritsFrom" properly get the parent class of a fire mode?

#

I'm writing my modification using a script, a snippet of which is shown here: _cfg = configFile/'CfgWeapons'/_weapon/_mode; _inherit_name = configName inheritsFrom _cfg; _modes_str = _modes_str + _TAB + "class " + _mode + " : " + _inherit_name + " {" + _mode_const + "};" + _LB; There must be something about the inheritance that is wrong. But I don't know what or how to find out.

hearty sandal
#

no idea how to read that so blobdoggoshruggoogly

zenith drift
#

It's just creating a text string like this: class CUP_Vhmg_PKT_veh_Noeject : CUP_Vhmg_PKT_veh { class manual : MGun {}; class close : manual {close_const}; class short : close {short_const}; class medium : close {medium_const}; class far : close {far_const}; };

#

I'm just inserting into each mode some constant strings that do nothing but modify ai related parameters, I don't understand why it's screwing up sounds, or making the modes show to the player.

#

The only thing I can think of is that the inheritance must be somehow wrong. But why?

hearty sandal
#

how do you pack the pbo?

#

and well you have a bit weird way of picking out the classes so likely you are not constructing the classes in right way

zenith drift
#

With Arma 3 Tools addon builder. It shows no errors.

#
    class manual : MGun {};
    class close : manual {close_const};
    class short : close {short_const};
    class medium : close {medium_const};
    class far : close {far_const};
};```  What does it mean here when both this weapon and it's mode "manual" both inherit from MGun?
#

The problem lies somewhere between the these two weapons:class CUP_Vhmg_PKT_veh : MGun { class manual : MGun {}; class close : manual {close_const}; class short : close {short_const}; class medium : close {medium_const}; class far : close {far_const}; }; class CUP_Vhmg_PKT_veh_Noeject : CUP_Vhmg_PKT_veh { class manual : MGun {}; class close : manual {close_const}; class short : close {short_const}; class medium : close {medium_const}; class far : close {far_const}; }; PKT_veh has correctly configured fire modes. However the fire modes in PKT_veh_Noeject are messed up. I think it has something to do with the inheriting of MGun to PKT_veh_Noeject's "manual" class. But I'm not sure.

zenith drift
#

Nevermind. I have sorted out my problem.

hearty sandal
#

the config you pasted there does not look right to me

#

so Im assuming the class structure was not right

winter wagon
#

Would a question about the default.cfg on a dedicated server be relevant here ?

hearty sandal
#

or the other server_ channels

winter wagon
vagrant crypt
#

Repost because OP in General but can someone explain to me like im 5 how to get the Dynamic airpot config to work. Im not the most advanced scripter but I am trying to get the airports on the Columbia map to cooperate. I found the AI Airpot Helper Object in the Global Mobilization which did fix my issue. But the unit doesnt want to make GM a requirement for players. So I am back at square one. Thanks in Advance. https://community.bistudio.com/wiki/Arma_3:_Dynamic_Airport_Configuration

wintry tartan
#

Actually, vanilla has one for USS Freedom. See if it does work for you first?

nimble lodge
#

If there are 2 configs that modify the same thing in different ways, which config will "come up on top", what determines it?

wintry tartan
#

CfgPatches' requiredAddons does

nimble lodge
#

I am not sure how that works, is there a wiki or? Do I have to put addon I want to replace as "required"?

wintry tartan
sleek kelp
#

im getting an infinite loop of "no entry" error messages in my mod, how do i fix this? If i add the line they ask in the config a different error message pops up

dusk jungle
#

Seems to be

lockWhenDriverOut = 0;
```in all vanilla A3 assets
#

Seems to be used in RHS

sleek kelp
#

i just dont understand why i need these defines im not using a commander turret, theres not even a commanderΒ΄s slot in the vehicle. Excuse my ignorance , im not much of a programmer ;_;

dusk jungle
#

Did you inherit this turret from somewhere? Looks like it has subturret defined in it

sleek kelp
#

im not sure

#

i can share the config

#

oh wait

#

maybe, because i used the turret from the tank sample i put it in the car sample

dusk jungle
#

Yeah, tanks usually have additional turret on top of the main turret

sleek kelp
#

is there a way to just remove the commanders turret from the code?

dusk jungle
#

Not that advanced with configs

#

There was delete keyword, maybe use it?

#

delete Turrets; inside your main turret

sleek kelp
#

hmmmm, like so?

dusk jungle
#

I thought you were inheriting it from somewhere

#

In your case just delete entire inner Turrets

sleek kelp
#

ohhhh

dusk jungle
#

The whole class and its contents

sleek kelp
#

ok

#

im gonna try it

#

thanks

#

i was trying to just delete the part that was giving me problems like the commander optics class, that was probably my mistake

dusk jungle
#

Many properties have to be defined to something even if you don't want the features they provide

vagrant crypt
nimble lodge
#

I am making a config, but I want it to only be activated after lets say a mission executes a function.
Essentially at certain point I want

class CfgImprecision
{
    class Primary
    {
        verticalRadius = 0;
        horizontalRadius = 0;
    };

to be activated, but not from very begining. Is there a way to do it, as in how should I go about it?

hearty sandal
#

if yes, then no you cant swap configs that way

nimble lodge
#

Okay so essentially we have a mod of which part of it does

verticalRadius = 0;
horizontalRadius = 0;

And I would like to overwrite by using requiredaddons, but I do not want overwrite it all the time, just when I want to. Is there a way to do it?

hearty sandal
#

assuming you mean live during the game

#

you can of course restart game with different mods loaded

nimble lodge
#

different mods loaded in this specific scenario will not work

#

Thanks for help

hearty sandal
nimble lodge
#

Well not nessicerity like live live, I dont mind having it for specific ops as maybe set something up in a mission file like function activation or smth I dunno.

hearty sandal
#

but I was asking what the effect is iin case there would be something you could do through scripting to have same effect

sullen fulcrum
#

I need a config foor a structure with doors

#

can some one help me?

#

i just want the doors can open

hearty sandal
#

you can check out the sample house in the Arma 3 samples on steam

#

it is a bit more complex thing than you might thing though

ionic warren
#

I remember seeing that we can set random textures with hiddenSelectionsTextures, can someone link me some documentation?

#

like, you set an array of arrays or something

tender fiber
#

What does Uniform_Base do? could it be used to override already existing settings of an Uniform?

example
class AlreadyExistingUniform: Uniform_Base
{
modelSides[]={0,1,2,3,4,5,6,7};
};

shy knot
tender fiber
#

so if i add this and only change modelsides will it only change that?

dusk jungle
tender fiber
#

this is what i want

#

because to make a change about an already existing uniform and it's own classname i would have to inherit it from something right? and i was thinking i could do this using Uniform_Base without altering nothing else from the Uniform code

dusk jungle
#

It will have to be something like:

class Uniform_Base;
class AlreadyExistingUniform:Uniform_Base {
    modelSides[]={0,1,2,3,4,5,6,7};
};
#

If AlreadyExistingUniform is really a first child of Uniform_Base and not something else

#

otherwise it will cause some errors

tender fiber
#

if the AlreadyExistingUniform inherits from a AlreadyExistingUniform_Base made by the mod creator but he only changes the modelSides on the child would i need to use the AlreadyExistingUniform_Base?

dusk jungle
#

Yes, whatever it was inheriting in original config

tender fiber
#

wouldn't it make so the config from AlreadyExistingUniform_Base, that he changed in AlreadyExistingUniform, wouldn't turn back to the code seen in AlreadyExistingUniform_Base, like

{
scope = 0;
modelSides[]={0};
};

AlreadyExistingUniform: AlreadyExistingUniform_Base
{
scope = 2;
modelSides[]={0};
};```

and if i did wanted to change only the model sides for the  `AlreadyExistingUniform` to `modelSides[]={0,1,2,3,4,5,6,7};`
#

i'd have to do this

    modelSides[]={0,1,2,3,4,5,6,7};
};```

but wouldn't it revert the `Scope = 2;` to `Scope =0;`?
dusk jungle
#

No, you're modifying the class, not redefining it from scratch

tender fiber
#

i see, well that was my query, ty

dusk jungle
#

I mainly do scripts and you can quickly get actual parent class through script like this:

configName inheritsFrom(configFile >> "CfgWeapons" >> "U_B_CTRG_Soldier_2_F")
``` => `"Uniform_Base"`
tender fiber
#

cool

#

ty for the help

hallow quarry
#

I have a general modding question
If I want to make a pylon that doesn't exist yet (eg. Dual rocket Poniard from firewill) Will I need a new model or can I call them and put them on a holder he uses

ebon vapor
#

hello, I am trying to do a hide/unhide but I have an error in the skeleton could you help me?

hearty sandal
#

what error do you get and when exactly?

ebon vapor
hearty sandal
# ebon vapor

this does not explain what error you have though. start from there

#

what exactly is the issue

ebon vapor
hearty sandal
#

could be your P drive is not set up correctly

ebon vapor
#

when i press my button i want the neon to be on/off

hearty sandal
#

sure sure, but if you get this kind of error in buldozer, it likely means your tools are not set up correctly and dont work right

ebon vapor
#

I never had this error

#

is not my first model

hearty sandal
#

so buldozer has worked before

ebon vapor
#

yes

hearty sandal
#

if you try it with some other model you have made does it work there or give same error?

ebon vapor
#

yes in other model is work

hearty sandal
#

try delete your model.cfg and see if that works

#

so that buldozer opens up without the error

ebon vapor
#

without the model.cfg it works

hearty sandal
#

odd then.

#

try deleting all text in the model.cfg and try again

#

and then add things back 1 class at a time to see where it breaks

#

although there is no skeleton for this name

#

could be that

ebon vapor
#

yes is works im delete Skelet

hearty sandal
#

try recreate it part by part to see where it breaks then

ebon vapor
#

all good is works

hearty sandal
#

yay another car store plaform has neon lights

ebon vapor
#

just one

#

thanks for your help

novel lava
#

Does anyone know if the pilotCamera stuff is limited to only aircraft or can tanks use it for ie. a driver periscope

narrow swallow
#

TIL in the M2 turret and offroad armed, you can press Reload to switch to a full[er] magazine. Can't seem to find what in the config makes them behave differently though?

novel lava
#

type

#

type = 1;

#

it changes it to primaryweapon type (so same as infantry)

#

usually vehicle weapons are type = 65536; iirc

novel lava
novel lava
#

not a big deal just something to be aware of

hallow quarry
#

Hi I have a question about general modding for pylons

frigid flower
#

Does anyone know what plane/helicopter config causes roadway LODs to explode aircraft on collision? I'm trying to program WMO compatibility with my Osprey, so that players can walk around inside it, but it keeps exploding the moment someone disembarks into the walkable interior. It seems to be related to rotor damage, but I'm not sure..

nimble sequoia
hazy wigeon
#

what does the units parameter in the cfgPatches do?

mortal dove
#

How do I get a modded building, to have it door state editable in 3den?
I have looked an example from Vanilla, "Land_i_House_Big_02_V2_F" and I presume it has something to do with the simpleobject animate[]={"door_1_rot",0}, etc" but dont understand what each of the 5 values: rot, handle_rot_1, etc mean?

fiery anvil
#

Where can I ask for some pbo and pbo manager help? I am having an issue

wintry tartan
#

pboManager is not for packing pbo anyways

wintry tartan
fiery anvil
#

I was asking a genuine question for an answer.

#

But after some prodding I solved my issue

tender fiber
#

I Need some help here, i have an extension mod for a existing mod that uses Mikero Obfuscation, every time they update their mods the Textures change ID's, would it work if i used getObjecttexture added it to a string that would be my hiddenSelectionTextures so i don't have to update it everytime they update their mod?

in all of that text i want to know if i use the string i made using getObjecttexture and put the values it in the hiddenSelectionTextures it would work

wintry tartan
#

Do you need to overwrite hiddenSelectionTextures?

tender fiber
#

no

#

i just need it's values

#

it's a Ace3 Arsenal Extention for a mod

#

that mod uses Obfuscation and every time they pack their mod the Texture name changes, i wanted to make a script inside of the pbo to grab the textures, put them in a string, and add them to the hiddenSelectionTextures

like
hiddenSelectionTextures[]={MyString};

wintry tartan
#

Sounds like it is way easier to implement in script side not config side

tender fiber
#
{
    class CfgWeapons 
    {
        class my_model
        {
            // ...
            textureOptions = { "bloodtype" };
            class bloodtype
            {
                label = "Blood type";
                values[] = {"A", "B", "AB", "O"};
                hiddenselection = "selectionName";
                class A
                {
                    texture = "path\to\texture.paa";
                    // material = "path\to\material.rvmat"; (if you use material on an option, you MUST set it on all options to avoid undefined behavior)
                };
                // ...
            };
        };
    };
};```

this is the code used in the config, this code is used by the Ace3 Arsenal Extended to generate buttons in the Arsenal for customization, this one changes textures based on the `hiddenSelection`, the buttons are each of the `values[]={};`, i need to insert the textures inside the config, would the script be able to do that?
wintry tartan
#

Mmmaybe. I know nothing about ACE so can't say

tender fiber
#

it's not much about ace, it's more about knowing if creating a string with the textures in them and adding it to the hiddenSelectionTextures would work

wintry tartan
#

If the fetched paa path is correct, I see no reason that wouldn't work

hearty sandal
#

what type of object are you talking about and are you sure it can be targeted with setHiddenSelectionTexture command?

tender fiber
#

It's a Unit, and it's Uniform Texture

#

in this case it isn't a setHiddenSelectionTexture command

wintry tartan
#

*setObjectTexture

hearty sandal
#

that yesa

#

😴

wintry tartan
#

And an uniform accepts it

tender fiber
#

in the Ace3 Arsenal Extended mod documentation when you want to make a customizable uniform you have 2 ways of doing it

  1. is using 3D, get all 3D's when you select the button for RolledUpSleeves and Glove=On it will select the 3D that has these features

  2. is changing just the Texture of the object, i don't know how he does it, but it works

hearty sandal
#

*p3d

#

is the model format

#

and only option for dynamically changing texture is setObjectTexture commands

tender fiber
hearty sandal
#

Since this is very ACE specific, have you considered asking in ACE discrord?

tender fiber
#

this is not theirs

#

ACE Arsenal Extended is a other mod made by some guy that uses the ACE Arsenal

hearty sandal
#

ah

tender fiber
#

he made a whole mod to add buttons to the ace arsenal that make this customisation things

hearty sandal
#

asking the expert would still probably yield you best answers

tender fiber
#

my issue is not about his mod

#

is if regularly a HiddenSelectionTextures would accept a String made by me

hearty sandal
#

yes but he would be the one to know how it works

#

no I dont think you can live feed it

#

at least not into normal config

tender fiber
#

I can't add a script to a config?

hearty sandal
#

no

#

I dont think you can

tender fiber
#

because the main idea is

textures = getObjectTextures Uniform;

and doing like hiddenSelectionTextures [textures] ={}; or hiddenSelectionTextures [] ={textures};

hearty sandal
#

no thats not a thing

tender fiber
#

F

rancid lotus
#

Hey, question (wasn't sure which channel to put this in):

On Windows, is it possible to set up P drive on a drive other than C:/? Or can it only ever be on C:/?

wintry tartan
#

It can be anywhere

rancid lotus
#

Oh really? Cool

#

How do you set it with Arma3p then?

#

Wait, doh, goofy aah moment

#

Thanks!

wintry tartan
#

πŸ‘

rancid lotus
#

Also; is it possible, with PBOProject, to not have it keep the local .paa files in P drive? Or is it required to keep the original .pngs and the converted .paa files?

#

I only ask for storage limitation reasons, it's a bit heavy to keep two copies of the same image

#

I know it removes the .png for the final packed addon, but still

#

Any insight would be appreciated πŸ˜„

hearty sandal
#

You can manually delete the originalal png. But you will then lose it unless you have source master files elsewhere

potent loom
#

im doing a turret with wheels, i want to make it toweable like the zu in rhs, how its done? its defined as a car?

dusk jungle
#

Check RHS's ZU config?

opal crater
#

it's not that simple. They have whole towing framework which swaps turret with a vehicle that is towable.

winged plover
#

anyone know if its possible to make your own magazines?

narrow swallow
#

yup, making a 1000rnd mag would be a great first project.

winged plover
#

more looking for 8 or 12 round shotgun mag type thing

winged plover
winged plover
wheat sluice
#

Keep in mind that creating a new magazine in CfgMagazines is not the only thing you'll need to do.

If the weapon uses magazineWell[], you'll need to add it to that magwell array too or else your new magazine won't be feedable. If it doesn't, then you'll need to add the magazine to the weapon's magazines[] array.

rain scarab
#

Search isn't pulling up what I'm looking for. I'm trying to replace the HMG_m2 and HMG_M2_Mounted with a custom shot sound I made, I've got this. I had it working at one point with a single sample but it stopped working at some point after I added the remaining samples, and this is before I was committing to git so I lost that work nervous
https://pastebin.com/rBd5iPRx

#

I think maybe I'm misunderstanding something here. The sound files are already .wss's and I don't think I made any clerical errors or typos, but maybe I'm messing up the soundset or soundshader configs.

rain scarab
#

Nvm. My wavtowss didn't like something and was putting out bad data, so the wss 's were corrupt.

rain scarab
#

Oh and the samplerate I had to move from 44.1k to 48k hz

dusk jungle
#

I wonder when did mortar's gunner position change and why?

#

You look 45 degrees to the side in first person now, can't observe where your shells land unless looking through optics

#

gunnerAction = "Mortar_Gunner"; is same, is this a change in model then, with proxy moved?

#

Wondering if this can be fixed through config without touching the model

novel lava
#

only by changing the animation if they moved the proxy

dusk jungle
#

Looks like proxy "proxy:\a3\data_f\proxies\mortar\gunner.001" was moved. No way to fix without having another animation or moving proxy back

potent loom
livid trail
#

Hey there, need a little help. I am making a custom way of loading mortars, for that i need to reduce the time it takes to "load" the magazine into the turret. I am using addMagazineTurret on the turret to add it, but after that it still takes 5 seconds to be fully loaded in, I want to lower this time to almost zero.

I looked at the config of the mag I use and the mortar base I use, but can't seem to find anything reloadTime related in there. I found that magazineReloadTime is probably what I need, but I got no idea where should I put this. Any help would be appreciated!
I am editing the rhs podnos rhs_2b14_82mm_Base

wheat sluice
#

The classname that you're trying to edit is in CfgVehicles. You need to edit the mortar weapon itself which is located in CfgWeapons:

    class rhs_weap_2b14: mortar_82mm
    {
        displayName="$STR_RHS_2b14_NAME";
        magazines[]=
        {
            "rhs_mag_3vo18_10",
            "rhs_mag_3vs25m_10",
            "rhs_mag_53_va_832a_10",
            "rhs_mag_d832du_10"
        };
    };

All you need to do is add magazineReloadTime = X;. Replace X with your desired time in seconds and add this token to the weapon class to reduce the switching time (note that this does not affect firing speed per volley which is handled in the firemode subclasses).

    class rhs_weap_2b14: mortar_82mm
    {
        magazineReloadTime = 1;  // decreases magazine switching time to 1 second
    };
livid trail
#

Copy that. Figured it out like 2 seconds before you pasted your message.
I got a question though. How important is to add the inheritance in the config? Because I never saw mortar_82mm.

wheat sluice
#

RHS has it set up that way to inherit from the vanilla Mk6 Mortar. So yeah, keep the inheritance chain unless you intend on changing it to something else.

livid trail
#

copy, thanks for the info

#

So something like this would be correct then right?

class CfgVehicles {
    class mortar_82mm;
    class rhs_2b14_82mm_Base: mortar_82mm {
        class ACE_Actions {
            class ACE_LoadRound {
                selection = "usti hlavne";
                distance = 2.5;
                condition = "alive _target";
                showDisabled = 1;
                priority = 5;
                displayName = "Reload mortar";
                class ACE_LoadRound_HE {
                    displayName = "Load HE";
                    statement = "[_target, 'tbd_shell_82mm_he', 'rhs_mag_3vo18_10'] call TBD_fnc_loadShell;";
                    condition = "[_target, 'tbd_shell_82mm_he'] call TBD_fnc_checkShell";
                    showDisabled = 0;
                };
            };
        };

        /*class Attributes {
            class rhs_ammoslot_1 {
                defaultValue = "0";
            };

            class rhs_ammoslot_2 {
                defaultValue = "0";
            };

            class rhs_ammoslot_3 {
                defaultValue = "0";
            };
        };*/
    };
};

class CfgWeapons {
    class mortar_82mm;
    class rhs_weap_2b14: mortar_82mm {
        magazineReloadTime = 0.2;
    };
};
narrow swallow
#

you can script load a weapon instantly by:

  1. log all compatible mags
  2. remove mags and weapon
  3. add all copies of desired mag
  4. add weapon (instantly loads desired mag since that is all that's available)
  5. add other compatible mags
wheat sluice
#

Wrong external references. mortar_82mm is a CfgWeapons class so it doesn't exist in CfgVehicles.

Try this instead:

class CfgVehicles 
{
    class LandVehicle;
    class StaticWeapon: LandVehicle
    {
        class Turrets
        {
            class MainTurret;
        };
        class EventHandlers;
        class ViewPilot;
        class VehicleTransport;
    };
    class StaticMortar: StaticWeapon{};
    class rhs_2b14_82mm_Base: StaticMortar 
    {
            class ACE_Actions
        {
            class ACE_LoadRound
            {
                selection = "usti hlavne";
                distance = 2.5;
                condition = "alive _target";
                showDisabled = 1;
                priority = 5;
                displayName = "Reload mortar";
                class ACE_LoadRound_HE 
                {
                    displayName = "Load HE";
                    statement = "[_target, 'tbd_shell_82mm_he', 'rhs_mag_3vo18_10'] call TBD_fnc_loadShell;";
                    condition = "[_target, 'tbd_shell_82mm_he'] call TBD_fnc_checkShell";
                    showDisabled = 0;
                };
            };
        };
    };
};

class CfgWeapons 
{
    class mortar_82mm;
    class rhs_weap_2b14: mortar_82mm
    {
        magazineReloadTime = 0.2;
    };
};
#

Gah discord formatting. Don't mind the funky looking braces; it's just discord being a pain with tab spaces...

livid trail
wheat sluice
#

You can unbinaise the config in the pbo directly (if the modder did not encrypt their pbos) or use the Config Viewer in the editor to look at the inheritance layout.

livid trail
wheat sluice
#

In RHS' case, they have their configs split off from the actual models/texture pbos so you only need to unpack rhs_c_heavyweapons.pbo and unbinarise the config.bin to take a peek.

livid trail
#

Copy that, will give it a go. But some of the things I am editing/will edit in the future are sadly obfuscated, so the ingame config viewer is my only option.

#

so I can use these "parents", but what is All, AllVehicles? Is that something I don't care about? monkaHmm

wheat sluice
#

Don't worry about going that far up the inheritance chain. Those are just core A3 classes that don't need to be referenced.

livid trail
livid trail
stiff scaffold
#

Can anyone tell me why the submenu is not showing when support menu is opened?

#

`class CfgCommunicationMenu
{
class Attack;
class Infantry: Attack
{
text = "K9 Support";
expression = "BIS_k9support = TRUE;";
icon = "scripts\customk9gt_ca.paa";
removeAfterExpressionCall = 0;
};

class menu_comms_1
{
    text = "Call K9";
    submenu = "#USER:MENU_COMMS_1";
    expression = execVM "scripts\customK9script.sqf";
    icon = "";
    cursor = "";
    enable = "1";
    removeAfterExpressionCall = 0;
};

};`

#

I can select "K9 Support" but there is not submenu option to "Call K9"?

stiff scaffold
#

I was just looking at that. No. I dont understand how I would do that

wintry tartan
#

Is not a part of config but a script

#

I barely have the experience with it, but IIRC it should do

stiff scaffold
#

would it be defined as "#USER:BIS_MENU_SOM_Support"? An existing submenu?

wintry tartan
#

As the article suggested can be anything

stiff scaffold
#

Would the expression then have to be its own script based on the submenu example?

#
wintry tartan
#

Well that's how it works. Have no chance to run a game right now so you need to try it out

stiff scaffold
#

Thanks, Im trying to figure it out

wintry fox
#

How would I make a new type type of magazine, that is the same as a currently existing type, but simply has a different number of bullets?

I was looking at both the CfgMagazines page and the CfgAmmo page, but didn't seem to find anything that was quite what I was looking for.

wintry tartan
#

CfgMagazines, count = 30; does

wintry fox
#

Guess I'm just blind then lol

#

Yep

dusk jungle
#

Trying to modify an animation:

class CfgMovesBasic;
class CfgMovesMaleSdr:CfgMovesBasic {
    class States {
        class AmovPercMstpSnonWnonDnon;
        class AmovPknlMstpSnonWnonDnon:AmovPercMstpSnonWnonDnon {
            ConnectTo[] = {
                "AmovPknlMstpSnonWnonDnon_gear",0.02,
                "AmovPercMstpSnonWnonDnon_gear",0.02,
                "AmovPknlMstpSnonWnonDnon",0.02,
                "AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWpstDnon",0.02,
                "AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWrflDnon",0.02,
                "AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon",0.02,
                "AmovPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon",0.02,
                "AmovPknlMstpSnonWnonDnon_AmovPercMsprSnonWnonDf",0.01,
                "AmovPknlMstpSnonWnonDnon_AmovPpneMstpSnonWnonDnon",0.02,
                "AmovPknlMstpSnonWnonDnon_AmovPknlMstpSrasWlnrDnon",0.01,
                "AmovPknlMstpSnonWnonDnon_AwopPknlMstpSoptWbinDnon",0.02
            };
        };
    };
};
```And this breaks animations completely
#

What am I doing wrong?

#

ConnectTo[] is the same one that game uses already, I didn't modify it yet

#

Looks like I break config tree somehow

hearty sandal
dusk jungle
#

Gonna try it

#

One thing I'm not sure about is States, it doesn't inherit anything and I can't do class States:States {

dusk jungle
#
20:54:12 Loading movesType CfgMovesMaleSdr
20:54:12 Warning Message: No entry 'bin\config.bin/CfgMovesMaleSdr/States/StandBase.connectFrom'.
20:54:12 Warning Message: Size: '/' not an array
20:54:12 Warning Message: Size: '/' not an array
```and such
#

My previous "breaks animations completely" was not even close to be this bad, just broke unit animations without ton of errors

hearty sandal
#

πŸ€”

dusk jungle
#

Changed my ConnectTo[] to just test = 123;

#

getNumber(configFile >> "CfgMovesMaleSdr" >> "States" >> "AmovPknlMstpSnonWnonDnon" >> "test") => 123

#

Yet animations are broken, its looping seemingly random animations when you do movement

ornate cedar
#

Some maps have unspecified data for "AIAvoidStance" and "grassCover" for certain terrain, but have the "access" option set to 2, which prohibits modifying the configuration. How can I bypass this restriction or make sure that my mod loads with its parameters before them?

hearty sandal
#

you probably cant. you could perhaps try making a derivate terrain with new config class and displayname

#

so they both exist

fluid roost
#

how do i edit a class in cfgpatches?

hearty sandal
#

Perhaps you could explain what is it you want to do?

hearty sandal
fluid roost
#

it's open source, how would i edit it myself?

hearty sandal
#

I don't think think it's that easy. blobdoggoshruggoogly

fluid roost
#

and how would i put it back into the mod?

fluid roost
#

could you please walk me through it?

wintry fox
#

I'm currently trying to figure out how to overwrite CfgSounds entries from another mod.
I've read these guides
https://community.bistudio.com/wiki/Arma_3:_Replacement_Config_Tutorial
https://pmc.editing.wiki/doku.php?id=arma:config:overwriting

But I have likely misunderstood something, as those have not worked for me.

class CfgPatches
{
  class KC_Flamers_RemoveSound
  {
    units[]={};
    weapons[]={};
    requiredAddons[] = { "WBK_PhoenixTreal_FlamethrowerMOD" };
  };
};

class CfgSounds
{
  sounds[] = {};
  // Overwrite default WBK sound effects with a "empty" sound file
  class hit_by_flame_1
  {
    sound[] = {"KC_Flamers_RemoveSound\NoBurningSound.ogg", 0, 0};
  };
  class hit_by_flame_2: hit_by_flame_1 {};
  class hit_by_flame_3: hit_by_flame_1 {};
  class hit_by_flame_4: hit_by_flame_1 {};

  class burnttodeath_distant1: hit_by_flame_1 {};
  class burnttodeath_distant2: hit_by_flame_1 {};
  class burnttodeath_distant3: hit_by_flame_1 {};
  class burnttodeath_distant4: hit_by_flame_1 {};
  class burnttodeath_distant5: hit_by_flame_1 {};
  class burnttodeath_distant6: hit_by_flame_1 {};

  class burnttodeath1: hit_by_flame_1 {};
  class burnttodeath2: hit_by_flame_1 {};
  class burnttodeath3: hit_by_flame_1 {};
  class burnttodeath4: hit_by_flame_1 {};
  class burnttodeath5: hit_by_flame_1 {};
  class burnttodeath6: hit_by_flame_1 {};
};
narrow swallow
wintry fox
#

The sounds are still the base sounds

fluid roost
narrow swallow
wintry fox
#

Yes

narrow swallow
#

and with your replacement loaded, CfgSounds >> hit_by_flame_1 >> sound is not what you set, but is still what the original mod has?

wintry fox
#

Correct

narrow swallow
#

maybe there is another addon modifying it, can check with configSourceAddonList

wintry fox
#

Where would that be located at?

narrow swallow
wintry fox
#

Also to confirm this, you can inherit sounds correct?
So that the sound[] = {...} line doesn't have to be rewritten for all of them

narrow swallow
#

I would expect so. You'll know if _1 is noSound and _2 has sound =p

wintry fox
#

I did finally get it working, and it seems as though you cannot inherit with them; as the _2, _3, etc. sounds only had updated configs when I specified the sound in each config

dusk jungle
#

I didn't do

requiredAddons[] = {"A3_Anims_F_Config_Sdr"};
#

Decided to dump entire animations config with and without my patch and noticed that with my patch enabled both changed classes appear at the very top, probably breaking inheritance somehow?

#

With required addons in place it all works properly now

hearty sandal
#

ah rigth it did not patch the original

wintry fox
hearty sandal
#

tie what? the disabling of sounds

wintry fox
#

Yes

hearty sandal
#

I dont think you can

#

you are essentially replacing piece of config

#

the old part does not exist anymore

wintry fox
#

That's kind of the answer I was expecting, figured I would ask anyway

hearty sandal
#

if you want both to exist you need 2 weapons with separated sounds

wintry fox
#

I think I might just have it as an optional file that people can add if they so choose

narrow swallow
#

is there an existing seated "brace" position animation?

shy knot
sharp whale
#

Hi there,
anyway to get a path which pbo or better which config file is causing this error?

sharp whale
hearty sandal
#

And usually against the licensing of mods

tawdry coral
#

How does building destruction get defined? Specifically unit damage by collapsing buildings.

ashen chasm
#

i guess the damage part is defined in configOf _building >> "DestructionEffects" >> "DamageAround" (or whatever subclasses with simulation="damageAround"; are there) tanking

hearty sandal
#

this πŸ‘†

#

most buildings inherit the destruction effects from base classes

sleek kelp
#

guys im sorry to bother you again with this question, but how do you setup the vehicle config to play an turnout/in animation for the driver? I have already made the animation, it plays on buldozer, but i have no clue how to make it work in game. I have already tried user actions and for some reason it doesnt work.I have also added the lines driverAction =
driverInAction = , but there was no change.

hearty sandal
#

it gets enabled when you have all the right config parts in

sleek kelp
#

what parts are those? I have checked the tank sample and it has these animations implemented, but i cant find anything related in the config, only in the model.cfg where theres the HatchDriver animation.

hearty sandal
#

hatchdriver animation is powered by engine animationsource when turnout/in action is done

#

did you define different driverAction (for turned out state) and driverInAction (for turned in state)

sleek kelp
#

i wrote this: driverAction = "driver_apcwheeled2_out";
driverInAction = "driver_apcwheeled2_in";

ashen chasm
#

check if you have forceHideDriver=0; in the config, apparently that's what should enable turning in/out tanking

sleek kelp
#

no i dont have it, im going to add it an test it

ashen chasm
#

and a bunch of actions notlikemeow

#

although driver_apcwheeled2_in seems to be present in vanilla-ish config dump i have here

hearty sandal
#

are you sure you are testing correct pbo and not old one?

#

or packing right folder or editing right config

sleek kelp
#

it should be the new one, i selected overwrite old one. But ill delete and re pack maybe thats the problem

ashen chasm
#

literal hpp class CfgVehicles { class B_MBT_01_cannon_F; class MemeBT_01_cannon_F: B_MBT_01_cannon_F { displayName="MEME"; forceHideDriver=0; }; };adds the "Turn Out" action to Slammer blobdoggoshruggoogly

#

except the driver doesn't seem to be rendered when turned out tanking

hearty sandal
#

most likely because there is no action for him

#

what type of vehicle was this @sleek kelp

sleek kelp
#

i started with the car sample because its supposed to be a wheeled 8x8apc with turret

hearty sandal
#

it is possible Cars dont have turnout for drivers.

#

is the feature really important? πŸ˜…

sleek kelp
#

thats weird, the vanilla apcs have it right?

hearty sandal
#

cant say I remember

#

how do you have the config set up? do you inherit from vanilla apcs?

sleek kelp
#

hmmmm, no i think. how do i do that?

hearty sandal
#

well how do you have it now I suppose?

sleek kelp
#

i inherit from class car

#

im not sure if thats what you were asking, but im kinda of a noob im config making

hearty sandal
#

yes that

#

but car should still be alright base

#

wheeled apc base have these

#

and this

sleek kelp
#

ooooh i think i might know what the problem is, i have driverForceOptics at 1

hearty sandal
#

there you go

#

that could indeed be the cause

sleek kelp
#

same results 😒 , maybe i have to change the class car to something else?

ashen chasm
#

"B_APC_Wheeled_01_cannon_F" has it with ["B_APC_Wheeled_01_base_F","APC_Wheeled_01_base_F","Wheeled_APC_F","Car_F","Car","LandVehicle","Land","AllVehicles","All"] inheritance path and "carx" simulation blobdoggoshruggoogly

sleek kelp
#

This is actually driving me crazy i have spent the last 5hrs on this. Anyways thank you for your help guys. if i find a solution ill post it.

velvet current
velvet current
velvet current
fast matrix
#

If I am making an override mod, to tweak a few variables on an existing mod to work within my unit's server, is it possible to repack the pbo with just the various config.cpp files in order to keep it lightweight?
(Is this where makepbo -n comes in?)

wheat sluice
#

You only have to reference them once and then inherit from them for any model classes afterwards.

velvet current
wheat sluice
#

Like this:

class CfgModels
{
        class Default
    {
            ...
    };
    class ArmaMan: Default
    {
            ...
    };
        class PCUDubokPantsDubok: ArmaMan{}; 
        class PCUM81PantsMM14: ArmaMan{}; 
};
velvet current
#

maybe that happened cuz it was made by addon builder before I tried to make my own uniform?

wheat sluice
#

Addon Builder doesn't warn you about errors in the model.cfg

#

It's best to run it through CfgConvert's CPPtoBIN first to check if your syntax is valid.

velvet current
#

it's not mine addon, I just tried to make my own uniform, I really don't have a idea how it working

#

what should I do?

wheat sluice
#

Get rid of all the duplicate Default and ArmaMan classes from your model.cfg. Leave only one of each at the top of the CfgModels namespace like in the example I showed above.

#

BUT

velvet current
#

but?

wheat sluice
#

Check if any of the models have different selections from each other and see if any of them need unique sections[].

velvet current
#

I don't get it

#

oh

#

this?

wheat sluice
#

So for example, if PCUDubokPantsDubok.p3d uses camo1 and camo2 as selections but PCUM81PantsMM14.p3d only uses camo, you need to define them in each class separately.

#

Yes.

wheat sluice
#

In most cases, they can all inherit from ArmaMan and it'll work out of the box.

#

But just check to see if each model has their own unique selection names to be sure.

velvet current
#

I think they should work now

sleek kelp
#

Is there a way to play an animation when boarding a vehicle, like with the rhs's Stryker rear door?

wheat sluice
#

πŸ‘ Good. You can run it through CPPtoBIN to be safe in case you missed a brace or anything, but that should be good to binarise.

velvet current
#

is it in arma 3 tools?

wheat sluice
#

Yep.

#

Look in the CfgConvert folder and you'll see 'CPPToBIN.bat'.

velvet current
#

Thanks

#

how do i use it

#

it crashes

wheat sluice
#

Drag your model.cfg onto the batch and it'll start converting it.

velvet current
#

oh k

wheat sluice
#

If it converts successfully, then your config is good to go. If not, it'll pause and tell you what line has the error.

velvet current
#

thanks

#

now it's model.bin

wheat sluice
#

You can delete the extra model.bin file that gets generated afterwards. This is just for testing after all.

velvet current
#

oh

#

now I pray it works

#

thanks for help

wheat sluice
velvet current
#

It lags

#

bruh

#

alteast i tried

wheat sluice
#

Is your model binarised? Also doesn't seem like your materials (rvmat) and textures are properly packed.

#

Shadow LOD hasn't been closed too from the looks of it.

velvet current
#

I didn't make this model I only retextured it in object builder

#

but before it I debinarized it

wheat sluice
#

Uh...just to be clear, you didn't unbinarise this model from someone else's mod, did you? I'm afraid I can't help you any further if that's the case.

velvet current
#

This mod is deleted from steam workshop and I'm not trying to post it on steam workshop

#

I just use it for self education to know how do I use object builder

sleek kelp
vagrant idol
#

they are simpler and not broken, in contrast to what's on your screenshot.

velvet current
vagrant idol
#

Formerly part of Arma 3 Tools, this application contains all necessary samples to get started with Arma 3 content creation. The collection covers a broad spectrum of topics, from scenario design to mod making. Along with every sample comes commented code and relevant documentation to allow you to understand how they work.Note: These samples are ...

wheat sluice
sleek kelp
#

oh ok thanks, ill try it

#

like so: cargoDoors[] = {"open_door"}; ?

wheat sluice
#

Yep. It'll be whatever you named the door as in AnimationSources.

sleek kelp
#

holy... i didnt expect this to work first try, thank you

#

do you happen to know how to setup the turn out/in animations

wheat sluice
#

animationSourceHatch. It's a bit limited though and doesn't work for all vehicle simulation types IIRC.

#

Haven't had the chance to test it myself though, so take that last bit with a grain of salt.

sleek kelp
#

the driver starts turned out, but the 1st person view doesnt change and i cant turn in

fallen kindle
#

is it possible to add pylons to a vehicle just by its config?

#

I mean, without setting proxies in the p3d

#

since I want to add some funcionalities to another mod heli

fleet adder
#

How does one modify the cowSlot and pointerSlot entry ion the config to allow new attachment to vanilla weapons?

tried

class SlotInfo;
class PointerSlot : SlotInfo
{
    compatibleItems[] = { "acc_flashlight", "acc_pointer_IR", "myItem"};
};

and

class SlotInfo;
class PointerSlot : SlotInfo
{
    compatibleItems[] += { "myItem"};
};

The item is correctly defined, it already exist, i just cannot equip it into vanilla weapons

shy knot
wheat sluice
#

That guide doesn't seem to have been updated to reflect Contact + 2.02 changes from the looks of it. The side rail slot on all compatible vanilla weapons were changed to inherit from PointerSlot_Rail rather than the old PointerSlot class.

fleet adder
#

:OOOOOO

wheat sluice
#

Just edit the PointerSlot_Rail like so to add your own attachment:

class PointerSlot_Rail: PointerSlot
{
    class compatibleItems
    {
        mySideRailAttachment = 1;
    };
};
#

No need to tamper with arrays (that's the old method).

fleet adder
#

@regal gate Idk if that page is maintained anymore but this info is very much relevtant ^

fleet adder
regal gate
#

or, well, @wheat sluice plz do

wheat sluice
regal gate
#

sooo…

#

what should I do with the page, I am genuinely ignorant of all this

wheat sluice
#

Not sure how it could be explained. I guess maybe adding a disclaimer to warn the reader about the existence of the new attachment slot classes that were added with Contact?

Classes like:
PointerSlot_Rail
PointerSlot_Pistol
PointerSlot_Launcher
MuzzleSlot_65
etc.

#

The guide's info is still relevant if you only intend on using the old CowsSlot/MuzzleSlot/PointerSlot classes but not for editing vanilla weapons.

fleet adder
#

specially this point

external classes CowsSlot and PointerSlot are used for standard optics and side accessory. That means these classes are outside cfgWeapons and changeable for all weapons at once

fleet adder
sleek kelp
#

hello everyone, is there a way to change the driver view model when playing a user action ?

#

im trying to make a turn out animation via user actions given that it doesnt work any other way. So far is going well i just need to remove the turned in view and allow free look when the hatch is open

nimble lodge
#

I got

no entry 'bin\config.bin/CfgVehicles/MFD.scope'

error. My code looks like this more or less

CfgVehicles
{
  class MFD;
  class Othermoddedaircraft;
  class newAircraftname: Othermoddedaircraft
  {
      class MFD
      {
      };
  };
};

I am a bit confused how this works

nimble lodge
wheat hatch
#

Ayyo, I need some guidance. I've made a faction retexture mod, and with my latest update, I've been having this error No entry 'bin\config.bin/CfgWeapons.'. popping up. I can send the logs, but I cant seem to locate the issue in my actual config

#

I think I've narrowed it down to one specific config, but I still cant find the issue

fathom fiber
#

class H_HelmetB: ItemCore
{
class ItemInfo;
};
class 15_helmet: H_HelmetB
{
author="Slacks";
displayName="Phase 1.5 Clone Helmet";
//picture = "";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\89th_Dune_Company_Aux_Mod\Data\helmets\phase15\data_CO.paa"};
model = "\89th_Dune_Company_Aux_Mod\Data\helmets\phase15\phase15.p3d";
class ItemInfo: HeadgearItem
{
uniformModel = "\89th_Dune_Company_Aux_Mod\Data\helmets\phase15\phase15.p3d";
hiddenSelections[] = {"camo"};
mass = 2;
};
};
class captain_rex_helm: 15_helmet
{
author="Slacks";
displayName="Captain Rex P2 Clone Helmet";
//picture = "";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\89th_Dune_Company_Aux_Mod\Data\helmets\captain_rex\captain_rex_CO.paa"};
class ItemInfo: HeadgearItem
{
uniformModel = "\89th_Dune_Company_Aux_Mod\Data\helmets\phase15\phase15.p3d";
mass = 2;
};
};

#

Okay I made a model and put it in the game. However Idk how to add alternate textures.

#

I tried all sorts of ways, but it all keeps giving me the plain texture of the model.

sweet birch
#

Is there a way to make a tank's turret follow the target automatically? and all you have to do is mark the target and shoot

hearty sandal
sweet birch
#

The idea is a single-crew anti-aircraft vehicle, where the gunner marks the target and the turret automatically moves following that target.

only gunner without commander

fathom fiber
wintry tartan
#

hiddenSelectionsTextures is the way to go. If it doesn't work, is a model issue

fathom fiber
#

How do I know what to fix with the model?

#

@wintry tartan

wintry tartan
fathom fiber
#

It does. Which is weird.

wintry tartan
#

Are you 100% sure?

fathom fiber
#

Yes.

wintry tartan
#

How do you pack the PBO?

fathom fiber
#

Addon builder

wintry tartan
#

Do you have any error messages ingame?

fathom fiber
#

No I dont.

wintry tartan
#

Just empty (white or white/black checker) texture?

fathom fiber
#

No it shows one of my two textures

#

Like the variants

wintry tartan
#

Not sure what you mean

#

One variant of your helmet works fine while other doesn't?

fathom fiber
#

Like you know how you can have one texture for a helmet model then with the same model us another texture

#

Like a retexture

wintry tartan
#

Can I have a pic?

fathom fiber
#

Of the code or model

#

Sorry I just got home @wintry tartan

wintry tartan
#

The result of it and how it should be

fathom fiber
#

@wintry tartan

#

and here is the model.cfg code

#

could it be because I assigned the rv mat to 1 material?

novel lava
#

delete the comma after camo

#

in sections

#

might not be the cause but it probably isnt helping

fathom fiber
#

I did that already

#

Still nothing D:

#

does my material in the model in blender need to be called camo?

novel lava
#

no but a vertex selection called camo needs to exist

#

thats what is connected to the material

fathom fiber
#

like the vertex group?

#

nvm dumb question

novel lava
#

yeah sorry I mainly do this sort of thing in object builder

fathom fiber
#

I can pull up object builder

shy knot
#

@fathom fiber you also need to have it in the Config. You’ve done that right?

fathom fiber
#

defining the camo?

#

Yes

shy knot
#

Ok, haven’t been following. Just popped in

fathom fiber
#

Idk what I am doing wrong at this point I am getting sofrustrated I've been also googling for hours

shy knot
#

ItemInfo should have your hiddenSelections

fathom fiber
#

Testing now

#

Negative

shy knot
#

Adding hiddenSelections and hiddenSelectionsTextures didn’t work?

fathom fiber
#

Still the original texture on the second

shy knot
#

Does your p3d contain the selection β€œcamo”?

fathom fiber
#

Yes

shy knot
#

Is it assigned to the model. Is it in the p3d when you open object builder

fathom fiber
#

How do I check

shy knot
#

Open object builder with your p3d

fathom fiber
#

This is my first time putting a model in arma 3 sorry.

shy knot
#

You have ARMA tools right?

fathom fiber
#

Yes

#

I have it open with model now

shy knot
#

Go to ARMA tools

#

Object builder

#

Open your p3d

#

You should see a window with β€œcamo” inside it

#

Is it there

fathom fiber
#

This is all I see

shy knot
#

Ok, yep

#

Camo doesn’t exist

#

See where head is?

#

Right click in there

#

New

#

Then camo

#

Select the model/part of model you want

#

Also, hiddenSelections can only be on one texture sheet

#

Well, for camoX

fathom fiber
#

Thats fine

shy knot
#

Select the relevant texture in your p3d and assign that to your camo selection you just made by hitting redefine

fathom fiber
#

I think I did it

#

nope

#

wdym select relevant texture in my p3d?

shy knot
#

How many textures does your model have

fathom fiber
#

Just one

shy knot
#

Select the entire helmet

fathom fiber
#

Okay and then press redefine

shy knot
#

Right click in the selections window

#

Where head is

#

New

#

Or if you’ve already made it

#

Redefine by right clicking on the selection in the window

fathom fiber
#

Okay just did that

#

we shall see now πŸ˜„

shy knot
#

Now, when you select camo, it should pop up in red

#

Well, light up

fathom fiber
#

yu p

shy knot
#

Save and test that

fathom fiber
#

YESSS

#

Thank you!

warm crystal
#

can I limit what kind of item classes i can put in a vehicle's inventory or is it a scripting matter?

wheat hatch
#

What are you trying to put in there @warm crystal ?

warm crystal
#

ammunition only, so preventing vests and other things from being there

wheat hatch
#

IIRC the easiest way would be to create an array for it, in the array you would define the classnames of the items you want in the vehicle, then you put the array class name into the vehicle linkeditems

#

As for preventing certain items, thats a bit beyond my limited knowledge

warm crystal
#

ah ok thanks, maybe i could forcefully use a mission script to remove items that arent in the predefined array

wheat hatch
#

Well, you could have a script that cleared the inventory then spawned the items back in

#

Are you worried about players putting certain items in that they shouldnt?

wheat hatch
#

@warm crystal

warm crystal
fleet adder
#

Is there a way to add a model to a proxy via config only without involving the modification of the base p3d that i want to add the models to?

For example:

Base weapon side proxy

V

Attach a "permanent" attachment via config using the side proxy as ref

V

Still have the side slot avaiable for actual attachments?

hearty sandal
#

More a reforger kind of thing I'm afraidπŸ˜…

fleet adder
#

sad

supple mango
#

is there a way to add armor values to a mod that doesnt have any? IE a compat mod/CFG?
and can it be done with through ACE?

wintry tartan
#

Most likely you can. Don't know how due to lack of details

stone cove
#

does anybody have allinone config with the latest western sahara dlc? i would appreciate that if somebody help me with that

wintry tartan
stone cove
#

thanks but i need the whole classes

#

not just class names

wintry tartan
#

Hmm, what exactly you need?

stone cove
#

mainly i need the new GLX class in detail

wintry tartan
stone cove
#

wonderful thank you

mortal dove
#

extracting config AIO
How does one do this? (for a mod, specifically)

lean bloom
#

Hello, is there some good and comprehensible resource one could read that clearly explains the various parameters in CfgCloudlets?

I am simply trying to make mortar smoke last more than the pitiful default value, even though no matter how much I tinker with CfgCloudlets, all the parameters only seem to affect the size / intensity etc. of the smoke, but not its duration.

Or is the duration of particle effects hard-defined, and it can only be artificially "prolonged" by periodically spawning new ones?
For example in this case particleShape = "WarFXPE\ParticleEffects\Universal\smoke_02";

Even though honestly I have no clue how I would even reference the exact locations of the initial submunitions that get ejected out of a mortar shell upon its explosion in order to periodically create new particles to replace the old ones.

nimble sequoia
# mortal dove extracting config AIO How does one do this? (for a mod, specifically)
sullen fulcrum
#

How does one get a new weapon class to inherit everything from another. I am apparently not understanding the wiki to well

ashen chasm
#
class CfgWeapons
{
  class ExistingWeapon;
  class MyNewWeapon: ExistingWeapon
  {};
};``` ![blobdoggoshruggoogly](https://cdn.discordapp.com/emojis/748124048025714758.webp?size=128 "blobdoggoshruggoogly")
sullen fulcrum
#

Ah I see where I messed up

ebon pivot
#

dont ever use {} for inheriting a class as itll be empty unless you define something

ebon pivot
#

define a property

#

you have to make a change

#

else its just the same class

#
class cfgweapons {
  class myclass;
  class myotherclass: myclass {
    displayName = "pee"; //change makes it different to myclass
  };
  class myotherotherclass: myclass {}; //no change means its the same as myclass. myotherotherclass will be empty
};```
sullen fulcrum
#

Thank you

ashen chasm
#

the game seems to straight up skip adding an empty class from the config tanking
disregard that, it was just mis-formatted config, the empty class gets added alright in its pointless glory

ebon pivot
#

its pointless glory πŸ˜‚

sleek kelp
#

how can i make a variant of a vehicle using a diferent model? i tried simply inheriting the base class to a new one with the other model, but when i test the vehicle the only thing that works is the movement

whole quarry
#

I have a vehicle that allows you to hide certain parts of it in the garage. However, by default they are not hidden . How can I make a version that has them hidden by default. What command should I be looking for or do I have to define my own base class of the vehicle in order to have them enabled by default?

ebon pivot
#

you'll have to inherit it and change their default values

whole quarry
ebon pivot
#

yes

sullen fulcrum
#

This should create a new weapon correct? That should be found in game

ebon pivot
#

not the unfolded variant but yes

#

scopeArsenal may be required as well though

sullen fulcrum
#

Even if the parent has sopeArsenal?

ebon pivot
#

yes ive had issues when not redefining it for some reason

#

im assuming ur only asking because its not creating a new weapon

sullen fulcrum
#

Yes, I have literally been trying all day

ebon pivot
#

send entire config

sullen fulcrum
ebon pivot
#

are the guns defined in ibl_core.pbo

#

may need ibl_weapons or whatever their weapons pbo is

#

but yeah try redefine scopearsenal i have problems w it sometimes

sullen fulcrum
#

so scopeArsenal = 1

ashen chasm
#

it may also need to have a different baseWeapon (or whatever that parameter is called) to get shown in the arsenal

languid wing
#

Is there some value somewhere in cfgWeapons for abbreviations of weapons for aircraft? Like the black wasp shows β€œGBU” when you have a GBU-12 on a pylon

shy knot
#

Or description short

#

One of those

nimble sequoia
#

Except "GBU" returns zero matches in the AiO dump, so the example isn't correct.

languid wing
#

It may be LGB

nimble sequoia
#
        {
            author = "Bohemia Interactive";
            scope = 2;
            displayName = "GBU-12";
            descriptionShort = "500lb, high-explosive, laser-guided bomb";
            displayNameShort = "Bomb";
            ammo = "Bo_GBU12_LGB";
            initSpeed = 0;
            maxLeadSpeed = 25;
            count = 2;
            nameSound = "cannon";
        };```
languid wing
#

I’ll have to go back and look, the thought just kinda came across my mind that I might have been looking in the wrong place

#

I’d been buried in CfgVehicles previously

nimble sequoia
#

You're more than likely looking for displayNameShort in the magazine definition.

granite dock
#

hoy, getting an error upon firing a custom missile I've made.
I can't seem to find the issue here as it isn't very specific (unless it is? πŸ˜„)
I've set up CfgMagazines,Ammo,Weapons for the munition, Thinking either I've made an error in these files or I'm missing something, can post script if needed

molten musk
granite dock
novel lava
#

hmmm should? I'm pretty sure this worked for me

        class HitEffects
        {
            Hit_Foliage_green = "";
            Hit_Foliage_Dead = "";
            Hit_Foliage_Green_big = "";
            Hit_Foliage_Palm = "";
            Hit_Foliage_Pine = "";
            hitFoliage = "";
            hitGlass = "";
            hitGlassArmored = "";
            hitWood = "";
            hitHay = "";
            hitMetal = "";
            hitMetalPlate = "";
            hitBuilding = "";
            hitPlastic = "";
            hitRubber = "";
            hitConcrete = "";
            hitMan = "";
            hitGroundSoft = "";
            hitGroundHard = "";
            hitWater = "";
            hitVirtual = "";
        };
cloud perch
#
{
    class MiG_Retexture { //e.g. UH_80_unique
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"PRACS_SLA_Air"};
    };
};


class cfgVehicles
{
    class PRACS_SLA_MiG21; 
    class Mako_MiG_FlakMagnet: PRACS_SLA_MiG21    
        { 
            _generalMacro = "PRACS_SLA_MiG21"; 
            scope = 2;
            scopecurator = 2;
            side = 2; 
            faction = "IND_F";                  
            displayName="MiG-21 'Flak Magnet'";
        crew = "I_pilot_F"  
        hiddenSelections[]= {"camo1","camo2","camo3","camo4","camo5","camo6","camo7"};
        hiddenSelectionsTextures[]= {"Data\Mig21Camo\MiG21\empty.paa","Data\Mig21Camo\MiG21\empty.paa","Data\Mig21Camo\MiG21\empty.paa","Data\Mig21Camo\MiG21\empty.paa","Data\Mig21Camo\MiG21\grey3_1_txt3.paa","Data\Mig21Camo\MiG21\grey3_2_txt.paa","Data/Mig21Camo\MiG21\grey3_3_e.paa"};
        typicalCargo[] = {"B_Helipilot_F"}; 
            availableForSupportTypes[] = {"Drop","Transport"};
            class EventHandlers
            {
                init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";
            };  
       };
}

so I've just written up a config file for a custom skin i'm making, and it's allowing me to load in the game, but the vehicle i'm making the skin for is just black when i spawn it in, i've verified the file pathing is correct, so i'm a bit lost on where to go from here

ashen chasm
#

can you set that same texture onto another vehicle with setObjectTexture?

cloud perch
#

let me double check, it was working when i had it as a jpeg

cloud perch
#

but when i spawn in the new vehicle that should have the skin by default, it just shows up all black and i can't even manually edit the skin

mortal dove
#

"Data\Mig21Camo\MiG21\empty.paa"
pretty sure you need "yourpboname\Data\Mig21Camo\MiG21\empty.paa"

cloud perch
#

alright, i'll try that, it may also have something to do with the fact that the imagetopaa converter isn't converting the files for some reason

#

but of course, it doesn't say why, just failed to process

#

it worked the first time

mortal dove
#

Not the right size, usually

cloud perch
#

weird, cause i took the textures straight out of the files

mortal dove
#

so why are you converting them? If they havent changed?

cloud perch
#

no, that's not what i mean, i took the PAAs out of the files, slapped some stuff on them in gimp, didn't change the resolution

#

but i had to take the .PAAs and make them jpegs so gimp could edit them

#

and now i need to turn them back

#

also Data is the name of the PBO

mortal dove
#

jpegs? png is the default IIRC
anyway, anything that creeped over the canvas border could edit the size even by a pixel. double check.
and generally dont get rid of your pre-paa file until you're happy. No need to reconvert it back to the editing format everytime.

mortal dove
cloud perch
#

alright, let me get on that real quick

#

and i did double check, gimp is saying the images are 1024x1024 exactly

mortal dove
#

your hiddenSelections[] is wrong

#

hiddenSelections[] = {"num1", "num2", "num3", "num4", "camo1", "camo2", "camo3"};

cloud perch
#

oh? weird, when i run that through the init, it has me do 0, 1, 2, 3 for the numbers

#

i'll change that then, also

#

if i want them to be empty, can i just have them as 2 quotations with nothing in between?

mortal dove
cloud perch
#

i need a blank texture?

#

ok, well i'll try it with the blank texture i made, cause that was what i was doing in the editor

#

then if that doesn't work, i'll try just empty quotes

mortal dove
#

also.
having it declared in units[] = {}; may help.

cloud perch
#

possibly

#

let me try and fix it here

#

how would i declare it? i'm not familiar with units

#

and would that allow it to be spawned in zeus?

cloud perch
#

scratch that, figured it out and it's working beautifully

grizzled mason
#

everything is working? meowheart

cloud perch
#

seems so, i can spawn it in in eden, zeus, fly it, and it looks great

grizzled mason
#

great to hear FeelsFingerGuns

cloud perch
#

this may not explicitly be a config issue, but i feel like this is the best place to ask

i've duplicated a modded vehicle and put a custom skin on it via another mod, but the new vehicle isn't capable of going as fast as the original for some reason

#

even though the new vehicle is just a copy of the old one with the paint changed

full trout
pallid sierra
#

hence the CfgPatches

full trout
#

Yeah thats fine

#

I just want this done honsetly

pallid sierra
#

its not fine cause you aren't at the point at which you'll be able to make a mod correctly. and while I could sit here and slug through whatever ALIVE created for you and download your mods and figure it out, that doesn't do you any good in the end does it? plus I have my own projects I'm working on. I'm going to leave you with a couple of things you need to read.

Creating Vehicle Customization Skins With CfgVehicleTemplates in description.ext
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customization

Creating Vehicle Customization Skins with setObjectTexture/setObjectTextureGlobal using the filepath of the texture: ie "\A3\soft_f\MRAP_01\data\MRAP_01_base_CO.paa"
https://community.bistudio.com/wiki/setObjectTextureGlobal

#

You can find filepaths for textures by looking in the config of the vehicle itself:

Example for the "M-ATV" from vanilla:

configFile >> "CfgVehicles" >> "B_MRAP_01_F" >> "TextureSources" >> "Blufor" >> "textures"
when you go there you get:

[
    "\A3\soft_f\MRAP_01\data\MRAP_01_base_CO.paa",
    "\a3\soft_f\mrap_01\data\mrap_01_adds_co.paa",
    "\a3\data_f\vehicles\turret_co.paa"
]

which are the 3 file paths to the texture that the M-ATV uses

#

I suggest using a good config viewer such as Advanced Developer Tools which will let you look through the config with ALT+G while in the editor
@full trout

full trout
#

Im gonna first take off all my mods and just load ALIVE and just CUP. Or just try it with ALIVE and vanilla units while looking through all of those

pallid sierra
full trout
#

Im not gonna give up on this man

pallid sierra
#

mods aren't always written up to BI standards either so keep that in mind

full trout
#

this is what it generated

#

Im gonna read through what you sent now

#

I think I am understanding

toxic solar
#

does caliber effect how much damage is done to a unit like infantry. I noticed between a few ammo classes that I made were the only differences was caliber that damage didnt change when shooting at a rather heavily armored target. I had caliber =0, 1,2,4 and 6 and they all did the same damage

ashen chasm
#

hit, typicalSpeed and actual bullet velocity affect the damage iirc, and caliber only checked for geometry penetration tanking

full trout
#

@pallid sierra I finally got it to work

#

all it took is a config.cpp

#

and not use alive orbat

pallid sierra
#

Yeah, alive is a good starting point for generating things fast it seems. I don't use it but glad it worked out for you. Good job on figuring it out.

full trout
#

I really do appreciate your help. You pointed me in the right direction. I had downloaded Drongos Config Generator

toxic solar
novel lava
# toxic solar dang okay thats tragic, thanks. I was tryna make JHP and AP rounds so I guess th...

you can do that but things get a bit weird
for AP rounds you'd have lower hit, but higher caliber
for JHP higher hit, but lower caliber

The problem tho is when AI get involved, for small arms its not a big deal but for vehicles it becomes Stupid, as the AI basically use 'hit' for evaluating how powerful something is. IE. in tank vs tank, AI will prioritise the highest hit ammo available to them against a tank

#

caliber kinda does affect damage tho but against people it barely matters

toxic solar
full trout
#

@pallid sierra Hey, I'm sorry to bother you. I would like to add a flag everytime I spawn in a vehicle now. I got this far in the config but I think the init is not being called right.

#

class CBA_Extended_EventHandlers_base;
class EventHandlers {
init = "_this call ForceFlagTexture ""@FlagsBanners_Ukraine\addons\flags\flag_Ukraine_co.paa"";";
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base {};
};
};

pallid sierra
#

But your code is wrong anyways. You don't call engine commands. You just use them.

#

object forceFlagTexture "blahblah"

full trout
#

So take out the class CBA_Extended_EventHandlers_base;?

#

class EventHandlers
{
init = "object forceFlagTexture "blahblah"";

#

@pallid sierra

pallid sierra
pallid sierra
full trout
#

@pallid sierra Yes, I am trying to attach that flag. which is just "this forceflagtexture"

#

class EventHandlers: EventHandlers
{
init = 'if (local (this select 0)) then { (this select 0) forceFlagTexture "@FlagsBanners_Ukraine\addons\flags\flag_Ukraine_co.paa" }'
};

#

I put this code in

pallid sierra
pallid sierra
#

@full trout


class CfgVehicles
{
    class MRAP_01_base_F;

    class B_MRAP_01_F: MRAP_01_base_F
    {
        class EventHandlers;
    };

    class B_TestFaction_Test_01: B_MRAP_01_F
    {
        faction="B_TestFaction";
        side=1;
        displayName="Test";
        hiddenSelectionsTextures[]={"a3\soft_f\mrap_01\data\mrap_01_base_co.paa","a3\soft_f\mrap_01\data\mrap_01_adds_co.paa",""};
        crew="B_helipilot_F";

        class EventHandlers: EventHandlers
        {
            init = "if (local (this select 0)) then { (this select 0) forceFlagTexture '@FlagsBanners_Ukraine\addons\flags\flag_Ukraine_co.paa' }";
        };
    };
};
full trout
#

@pallid sierra Last help needed here...

`private _seed = [1,101] call BIS_fnc_randomInt;
if (_seed >50) exitWith {false};

_rdmFlag =

["@FlagsBanners_Ukraine\addons\flags\flag_Ukraine_co.paa",
"@FlagsBanners_Ukraine\addons\flags\flag_Ukraine_Army_co.paa",
"@FlagsBanners_Ukraine\addons\flags\flag_Lviv_co.paa"]

call BIS_fnc_selectRandom;

this ForceFlagTexture _rdmFlag;`

#

How do I format this in the init?

#

init = "if (local (this select 0)) then { (this select 0) private _seed = [1,101] call BIS_fnc_randomInt; if (_seed >50) exitWith {false}; _rdmFlag = '["\@FlagsBanners_Ukraine\addons\flags\flag_Ukraine_co.paa","\@FlagsBanners_Ukraine\addons\flags\flag_Ukraine_Army_co.paa","\@FlagsBanners_Ukraine\addons\flags\flag_Lviv_co.paa"]' call BIS_fnc_selectRandom; this ForceFlagTexture _rdmFlag; }";

pallid sierra
# full trout <@177167602768936960> Last help needed here... `private _seed = [1,101] call BI...
//Place in an sqf file and get that filepath
params [["_veh", objNull, [objNull]]];

if !(local _veh) exitWith { false };
if (random 1 > .5) exitWith { false };

private _flag = selectRandom [
    "\@FlagsBanners_Ukraine\addons\flags\flag_Ukraine_co.paa", 
    "\@FlagsBanners_Ukraine\addons\flags\flag_Ukraine_Army_co.paa", 
    "\@FlagsBanners_Ukraine\addons\flags\flag_Lviv_co.paa"
];

_veh forceFlagTexture _flag;

true;

then in the config.cpp

class EventHandlers: EventHandlers
{
    init = "(this select 0) execVM 'my\file\path\randomUkraineFlag.sqf'";
};
#

or make it into a function and register it with the function library and call that instead of execVM a script every time one of them spawns.

full trout
#

class EventHandlers: EventHandlers { init = "(this select 0) execVM 'randomUkraineFlag.sqf'"; };

#

Can I just do this?

#

or the long file path in missions folder?

pallid sierra
# full trout Can I just do this?

depends if that is the path to your file. typically people do a long path starting with the addon name depending on your %PBOPREFIX%

myAddon\scripts\myFile.sqf

full trout
#

So actually neither of what I said works

pallid sierra
#

look further into creating addons and file organization/pathing within an addon/mod

full trout
#

hypothetically speaking. if I do that correctly it should work?

pallid sierra
#

yup

full trout
#

this ?

#

x\testmod\addons\test

pallid sierra
#

if that's how you have it set up

full trout
#

'x\testmod\addons\test\randomUkraineFlag.sqf'";

pallid sierra
#

i can't confirm anything because I don't know how you have everything set up. you'll have to play around

full trout
#

x\testmod\addons\test

#

fuck it. Ill try it

full trout
#

Ill get back to this later lol

grizzled mason
#

with no .pbo prefix in the pbo name

carmine spire
#

Hey guys. I am just breaking into making my own mods. mainly just to try and cut down on big mod packs just for 1 or 2 vehicles. I have managed to get the local mod loaded up and working in Eden Editor...custom army and units show up. However playing and using Zeus the units and army don't appear in Zeus menu even though I have "all addons (including unofficial ones)" turned on. Any thoughts on how I can fix that? I borrowed a config off the forums as a template.

hearty sandal
carmine spire
#

was worth a try

hearty sandal
#

you can create derivate mods that use the original ones as dependencies and create your own factions and such

carmine spire
#

still interesting learning this stuff though

#

thats the kicker, sometimes its upwards of 20+gb of dependancies

hearty sandal
#

yes well

#

that can not be solved

carmine spire
#

be nice if reforger can help cut down on necessary mods size by making things more modular

#

mhmm

#

still though it is nice being able to switch sides and make custom armies out of the basic assets, so on that level back to my original question, they arn't apearing it in the zues menu, not exactly sure why

winged plover
#

I am once again asking for your support Mr. Goat

#

recoil_auto_primary_1outof10

#

where would i find where this is defined / where i can find any recoils

#

recoil_spar is from arma 3 but idk where i can find a list of them

ashen chasm
#

configFile >> "CfgRecoils" blobdoggoshruggoogly

winged plover
#

secondary question, i think i have found how to make my own but not sure where i define it

winged plover
#

like can i just have a cfgRecoil in the pbo

sullen fulcrum
#

Is there a way to hide the magazine proxy on a specific weapon?

Example: I'm adding compatibility for using the same rifle grenades between SOG and another mod, but proxies are different and the SOG rifle grenade appears attached to the side of the gun facing right.

What I'd like to do since I can't fix the proxies, is just get rid of the magazines appearing on the grenade launcher at all, but still appear on guns where it does work

#

I haven't been able to find anything in the configs for this other than removing the special model of the magazine itself, which will remove it completely

hearty sandal
hearty sandal
#

Off the top of my head cant think of anything that could be done about that

hearty sandal
#

it like all config would go into your mods config.cpp

full trout
#

@pallid sierra I just wanted to say thank you for your hard work that you provided for me, and all of your patience. I really appreciate you writing out some scripts for me. I got everything to work and I just wanted to give you a big thank you! 😁

shy knot
#

Is it possible to make the pilot camera rotate the turret on an aircraft?

hearty sandal
shy knot
hearty sandal
#

well you can try attaching gun memorypoints to the camera bones for sure

#

not exactly sure if that will work

#

but it could

rain scarab
#

I'm feeling like a dope at the moment, my RPT is full of these errors https://i.imgur.com/KnU55Sz.png as if my base class, Land_Bro_FP_Object didn't inherit a single thing from the cfgvehicles, which looks like:

{
    class Ruins_F;
    class House_F;
    class Land_Bro_FP_Object: House_F
    {
        scope = 0;
        scopeCurator = 0;
        author = "Bromine";
        editorCategory = "Bro_FP1";
        keepHorizontalPlacement = 1;
        destrType="DestructNo";
        class DestructionEffects{};
        class SimpleObject
        {
            eden=1;
            animate[]={};
            hide[]={};
            verticalOffset=0;
            verticalOffsetWorld=0;
            init="''";
        };
    };
};```
Am I going crazy? Did I miss something obvious? I can provide more elements of whatever here
#

My patches include "A3_Structures_F" in the required addons field.

ashen chasm
#

is it the only config file that touches the class?

rain scarab
#

I think I've got it working now- total PEBKAC. I messed up the inheritances for the classes in the nested configs for each object

#

Also I had moved the category name and was looking in the wrong spot facepalm

sullen fulcrum
#

hey

#

so

#

i found a mod and it's door animations don't work

#

anyone know how to fix them

#

this is what the config animations look like

hearty sandal
sullen fulcrum
#

the door doesn't even show up with ' open door ' when i do scroll wheel

hearty sandal
#

what you have shown here is the animation sources config, which seems to be alright. but there are quite many other parts that need to be right for animations to work

#

is this a editor/mission placed building?

sullen fulcrum
#

and when it does(on certain doors) it doesn't even open

sullen fulcrum
hearty sandal
#

what mod are they from?

#

if its a config problem, you can make a patch mod that loads after the original mod and overrides some parts of the confiig

#

but if it is a model problem, then you cant do anything about that

sullen fulcrum
#

i can check when i finish this mission in dying light

hearty sandal
#

you would have to learn how to read and write config files to determine if there are all required things set up correctly in the config

#

and then write a config that uses the original one through requiredAddons connection and then by using same classnames your new config would patch things over the old one

sullen fulcrum
#

could i send you the config

hearty sandal
#

no, I dont really have time or energy to debug someones elses mess (unfortunately many mods in workshop are a mess)

sullen fulcrum
#

i cant open arma rn cause if i open the launcher is closes my game

shy knot
#

Unless you ask the author for the models

raven snow
#

y'all, im trying to make a Broma Equipments compat for ACE Arsenal Extended

#

when i try to run the file through the addon builder, i get this

#

i checked the file that throws the error but cant find the "P" or whatever

uncut pike
#

@raven snow show the config.

raven snow
#
  class aceax_BRM_compat {
    units[] = {};
    weapons[] = {};
    requiredVersion = "1.0";
    requiredAddons[] = {"aceax_gearinfo"};
  };
};
#include "XtdGearModels.hpp"
#include "XtdGearInfos.hpp"
#

i very probably have it terribly wrong

#

first time heh

#

for the record, i used the compat making tool the author of ACEAX provided and it got me these files

uncut pike
#

PatrolPack.hpp is where the error is. This bit isn't helpful.

raven snow
#

oh yeah that

uncut pike
#

No spaces in class names

raven snow
#

ah

uncut pike
#

Use an underscore

raven snow
#

oooh yeah

#

thanks

uncut pike
#

Or just stick them together. πŸ«‚

raven snow
#

i suppose it also needs a ; at the end too?

uncut pike
#

No as you class scope begins on the next line

raven snow
#

ight

#

forgot the golden rule, dont use spacebar XD

uncut pike
#

Well... You can use it on the right places πŸ˜…

raven snow
sullen fulcrum
#

Does some one have any video of configs of accesories to guns with anpec and light?

raven snow
#

oor should i just try pboproject instead of the arma tools addon builder

#

ive heard that a lot

opal crater
#

HEMTT is also a good option.

raven snow
opal crater
#

It's pretty well explained in the docs and is present in the template repo. If simple config file stopped you, you will also have troubles with using pboProject due to pDrive setup πŸ™ˆ

spring sun
#

part of CfgAnimationSourceSounds:

class DoorMovement { loop = 0; terminate = 1; trigger = "(phase factor[0.05,0.10]) * (phase factor[0.95,0.9])";

#

What is trigger?

raven snow
#

i did the project.toml file, i did the $PBOPREFIX$ thing

#

BRUH

#

okay

#

so the one thing ive forgotten to do

#

is put all of the stuff in mod\ addons

raven snow
#

it works now lol

grave yoke
#

For some reason I can't get a custom weapon that's inheriting a CUP classname to attach the linked items that I specified. I'm not getting any errors so I'm at a loss, this is what I have: ```sqf
class CfgWeapons {
class CUP_arifle_M16A4_Grip;
class sog_arifle_M16A4_Grip_acc_ANPEQ_15_Flashlight_Black_L_optic_ACOG: CUP_arifle_M16A4_Grip {
scope = 1;
displayName = "SOG M16A4 Grip ACOG ANPEQ 15 Flashlight Black";
class LinkedItems {
class LinkedItemsOptic {
slot = "CowsSlot";
item = "CUP_optic_ACOG";
};
class LinkedItemsAcc {
slot = "PointerSlot";
item = "CUP_acc_ANPEQ_15_Flashlight_Black_L";
};
class LinkedItemsMuzzle {
slot = "MuzzleSlot";
item = "";
};
class LinkedItemsUnder {
slot = "UnderBarrelSlot";
item = "";
};
};
};
};

shy knot
#

How would I add a modded plane to the CAS module?

potent loom
#

Any ideas on how to add an "damaged" alarm to a plane? i cant find where is defined in the configs

feral arch
#

Is there anyway of executing code when a certain unit type is spawned? I got pretty close however the code would execute when the unit was placed in 3den and not when I tested the mission, is there anyway of doing this?

hearty sandal
pallid sierra
#
"CUP_PicatinnySideMountM16" - laser
"CUP_PicatinnyTopMountM16" - optic
#

if you look under WeaponSlotInfo you'll find the slots you can use, and under each one there is a linkProxy which should be where the slot is for the game