#arma3_config
1 messages Β· Page 9 of 1
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
you are, space in inventory is linked to mass unfortunately
^ 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.
@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
π in reference to character hit geometries seemingly not being able to be larger than about 2 meters radius
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
check that thats what reads in its config in game
oh I had to change the character model aswell
How would one, If possible. Make a vehicle be able to reverse faster?
Edit the gear ratio
"R1",
-1.45
Something like this
Take a value and play around with it
@toxic solar ^^
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.
Β―_(γ)_/Β―
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
there is that render draw mode that renders hit geometry
could check there if it actually even uses the geometry that you think
It does use it yea. And animation classes have boundsphere set big enough to cover it
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
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?
This should already normally happen
Forgot to mention we got ace running.
Might be possible it's caused by it. Will do some tests.
Will look into it once I get to a PC. Do you want an update once we find out?
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
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
Can you explain the problem a bit more
@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 π
It's ace. Can't play without it. Gonna ask on their server. If I find nothing, I'll return
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?
yes killed eventhandler can do that
You wouldnt happen to also know if we can cap out the reverse speed to a certain number?
cause the main thing we are trying to do is make it reverse faster, without it going 60km/h
If you're using ACE you're using CBA and that means you can use XEH and fix it easily even in a mission.
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.
Certainly a way that avoids configs, thank you
Play with the gearing
Should I just take the p3d files and use them instead of trying to link with the cup mod?
solid , will do π«‘
no. that is forbidden
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
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.
look up the editorcategory wiki page that shoudl help
side = 1;
editorSubcategory = "EdSubcat_APCs";```
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?
"" is transparent. You cannot overwrite only a selection without redefine the entire
yes that last line was what was missing,thanks.
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 any suggestions?
my bad
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
check that its not using the virtual garage attribute thing to set textures
I figured it out... I forgot to also change the uniformClass
it's a uniform
π
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.
Memory point for axis, animation source, model.cfg animation
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 
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
You need a weapon that uses the ammo
But before that, a magazine
If you own the SOG DLC, you can examine the configs for dropping grenades out of helicopters.
That too
My bad I should've included those configs as well, brb with those
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;";
};
};
};
Did you copy what the base game GMG does??
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!
http://tikka.ws/class/ @toxic swan
ARMA3 class, config browser
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?
Oh sick! I wasn't aware of CfgMagazineWells, I give that a peep as well, thanks again!
rendertarget is a selection on a model
With a certain code for the texture
#(argb,256,512,1)r2t(rendertarget1,1.0)```
thank you ill give that a go!
do I just change the rendertarget bit right dependent on which one it is?
Yes
thank you brother
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?
Probably it might be that you have to add gunnerview and konec- / usti hlavne to mainGun selection (Memory LOD)
im going to try that, thanks
cool it works now : ) thanks again
Hello is there a way to move the point where the flares come out of a vehicle
They are defined by
memoryPointCM[] = {"flare_launcher1", "flare_launcher2"};
memoryPointCMDir[] = {"flare_launcher1_dir", "flare_launcher2_dir"};
I am doing it as an overhaul to the vanilla littlebird. Will this work?
If you can't change the model, you'll have to use existing memory points.
Oh ok
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?
ah, it was ace adv ballistics, I guess it changes it, how it determines wat to takeidk
In a weapons config. What would a weapons fire rate be called?
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?
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;
};
};
wish i could just:
class.attribute = something;
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?
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).
I'm having trouble changing the texture or rvmat of a pair of gloves.
Here's the config file and rvmat.
I'm really quite stumped.
https://github.com/tyen901/TNC/blob/main/tnc_gear/config.cpp
https://github.com/tyen901/TNC/blob/main/tnc_gear/data/nitrile_gloves.rvmat
If anyone has any pointers, I'd really appreciate it.
Thanks!
I'm still pretty stumped on this. While the tnc_uniforms pbo is working as expected, I just can't seem to get the textures or material to change on the gloves in the tnc_gear
nvg items dont work with hiddenselections if I remember right
the color change needs to be done on p3d level
the different slots are not meant for cosmetics
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
are these nvg items?
Those examples are in the cfgglasses class
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"?
Bs single
but B single: something is not right
since A does not have someting
A has single
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.
no idea how to read that so 
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?
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
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.
Nevermind. I have sorted out my problem.
what was the solution?
the config you pasted there does not look right to me
so Im assuming the class structure was not right
Would a question about the default.cfg on a dedicated server be relevant here ?
no server related stuff best asked at #server_admins
or the other server_ channels
Thanks ! I'll post it there π
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
Actually, vanilla has one for USS Freedom. See if it does work for you first?
If there are 2 configs that modify the same thing in different ways, which config will "come up on top", what determines it?
CfgPatches' requiredAddons does
I am not sure how that works, is there a wiki or? Do I have to put addon I want to replace as "required"?
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
Seems to be
lockWhenDriverOut = 0;
```in all vanilla A3 assets
Seems to be used in RHS
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 ;_;
Did you inherit this turret from somewhere? Looks like it has subturret defined in it
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
Yeah, tanks usually have additional turret on top of the main turret
is there a way to just remove the commanders turret from the code?
Not that advanced with configs
There was delete keyword, maybe use it?
delete Turrets; inside your main turret
hmmmm, like so?
I thought you were inheriting it from somewhere
In your case just delete entire inner Turrets
ohhhh
The whole class and its contents
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
Many properties have to be defined to something even if you don't want the features they provide
how do I use the one on the freedom? Place the ship under the map?
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?
is it core configs?
if yes, then no you cant swap configs that way
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?
no
assuming you mean live during the game
you can of course restart game with different mods loaded
What does this affect that you need to swap live?
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.
doing it by config still not possible without starting game
but I was asking what the effect is iin case there would be something you could do through scripting to have same effect
I need a config foor a structure with doors
can some one help me?
i just want the doors can open
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
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
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};
};
Uniform base is just a base class that all uniforms can inherit off of and then BI can add what's needed for that specific uniform
so if i add this and only change modelsides will it only change that?
This will change modelSides only for AlreadyExistingUniform, not for Uniform_Base
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
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
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?
Yes, whatever it was inheriting in original config
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;`?
No, you're modifying the class, not redefining it from scratch
i see, well that was my query, ty
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"`
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
hello, I am trying to do a hide/unhide but I have an error in the skeleton could you help me?
what error do you get and when exactly?
this does not explain what error you have though. start from there
what exactly is the issue
could be your P drive is not set up correctly
when i press my button i want the neon to be on/off
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
so buldozer has worked before
yes
if you try it with some other model you have made does it work there or give same error?
yes in other model is work
try delete your model.cfg and see if that works
so that buldozer opens up without the error
without the model.cfg it works
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
yes is works im delete Skelet
try recreate it part by part to see where it breaks then
all good is works
yay another car store plaform has neon lights
Does anyone know if the pilotCamera stuff is limited to only aircraft or can tanks use it for ie. a driver periscope
I briefly tried to put it in car/tank, did not seem to do anything, when same change in civ plane at least let you go into different view.
It's possible to put memoryPointDriverOptics on a rotating thing and script rotation based on aim input though π
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?
type
type = 1;
it changes it to primaryweapon type (so same as infantry)
usually vehicle weapons are type = 65536; iirc
yeah probably doesn't work for them then rip
one draw back to this is it will be the first weapon selected though, so if you like put it on a tanks coaxial MG it will be the 'default' weapon instead of the cannon
not a big deal just something to be aware of
Hi I have a question about general modding for pylons
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..
If you put Roadway LOD's inside aircraft, they also just fall out of the sky when dragged up in Eden or Zeus, rather than spawn with engines on and flying. Someone said someone knew a way around it, but I never found any solution.
what does the units parameter in the cfgPatches do?
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?
Where can I ask for some pbo and pbo manager help? I am having an issue
pboManager is not for packing pbo anyways
Also "don't ask to ask just ask"
I was asking a genuine question for an answer.
But after some prodding I solved my issue
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
Do you need to overwrite hiddenSelectionTextures?
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};
Sounds like it is way easier to implement in script side not config side
{
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?
Mmmaybe. I know nothing about ACE so can't say
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
If the fetched paa path is correct, I see no reason that wouldn't work
what type of object are you talking about and are you sure it can be targeted with setHiddenSelectionTexture command?
It's a Unit, and it's Uniform Texture
in this case it isn't a setHiddenSelectionTexture command
*setObjectTexture
And an uniform accepts it
in the Ace3 Arsenal Extended mod documentation when you want to make a customizable uniform you have 2 ways of doing it
-
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
-
is changing just the Texture of the object, i don't know how he does it, but it works
*p3d
is the model format
and only option for dynamically changing texture is setObjectTexture commands
on this code i can select 1 hiddenselection as shown or multiple if i replace it by hiddenselections[]={"Camo1", "Camo2"}; and on texture replace it to textures[]={"Texture1", "Texture2"};, this will allow me to edit multiple textures
Since this is very ACE specific, have you considered asking in ACE discrord?
this is not theirs
ACE Arsenal Extended is a other mod made by some guy that uses the ACE Arsenal
ah
he made a whole mod to add buttons to the ace arsenal that make this customisation things
asking the expert would still probably yield you best answers
my issue is not about his mod
is if regularly a HiddenSelectionTextures would accept a String made by me
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
I can't add a script to a config?
because the main idea is
textures = getObjectTextures Uniform;
and doing like hiddenSelectionTextures [textures] ={}; or hiddenSelectionTextures [] ={textures};
no thats not a thing
F
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:/?
It can be anywhere
Oh really? Cool
How do you set it with Arma3p then?
Wait, doh, goofy aah moment
Thanks!
π
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 π
You can manually delete the originalal png. But you will then lose it unless you have source master files elsewhere
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?
Check RHS's ZU config?
it's not that simple. They have whole towing framework which swaps turret with a vehicle that is towable.
anyone know if its possible to make your own magazines?
yup, making a 1000rnd mag would be a great first project.
more looking for 8 or 12 round shotgun mag type thing
would you happen to know where to start?
this is probably closest https://community.bistudio.com/wiki/Arma_3:_Replacement_Config_Tutorial
oki will look into it thank you
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.
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 
https://pastebin.com/rBd5iPRx
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I 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.
Nvm. My wavtowss didn't like something and was putting out bad data, so the wss 's were corrupt.
Oh and the samplerate I had to move from 44.1k to 48k hz
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
only by changing the animation if they moved the proxy
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
damn i didnt saw this on the rhs page π thankyou!
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
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
};
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.
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.
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;
};
};
you can script load a weapon instantly by:
- log all compatible mags
- remove mags and weapon
- add all copies of desired mag
- add weapon (instantly loads desired mag since that is all that's available)
- add other compatible mags
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...
Any tricks of how to come up with the correct inheritance tree?
Will give it a go though!
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.
That would most probably not work in our case. And as I edit the classes anyway, just changing the magazineReloadTime is the simplest sollution.
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.
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? 
Don't worry about going that far up the inheritance chain. Those are just core A3 classes that don't need to be referenced.
Works great, no errors, thank you!
Hopefully people will appreciate it, that mortars are now "more fun" on our event
Alright, so just from "somewhere" π
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"?
https://community.bistudio.com/wiki/Arma_3:_Communication_Menu#Submenu
Have you defined this?
I was just looking at that. No. I dont understand how I would do that
Is not a part of config but a script
I barely have the experience with it, but IIRC it should do
would it be defined as "#USER:BIS_MENU_SOM_Support"? An existing submenu?
As the article suggested can be anything
Would the expression then have to be its own script based on the submenu example?
f2k sel in the following link made a suggestion: https://forums.bohemia.net/forums/topic/167611-how-do-you-use-submenu-with-communicationmenu/
I was wondering if anyone knows how to add submenus when using the Comms Menu system. class CfgCommunicationMenu { class whatever { text = my things; // Text displayed in the menu and in a notification submenu = ; // Submenu opened upon activation (expression is ignored when submenu is not empty....
Well that's how it works. Have no chance to run a game right now so you need to try it out
Thanks, Im trying to figure it out
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.
CfgMagazines, count = 30; does
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
maybe you will need to define the whole parent chain or at least level deeper
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 {
Did
class StandBase;
class AmovPercMstpSnonWnonDnon:StandBase {};
class AmovPknlMstpSnonWnonDnon:AmovPercMstpSnonWnonDnon {
```and got 23 megs or RPT errors
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
π€
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
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?
you probably cant. you could perhaps try making a derivate terrain with new config class and displayname
so they both exist
how do i edit a class in cfgpatches?
With text editor?
Perhaps you could explain what is it you want to do?
It's something the author would have to fix in their source files
it's open source, how would i edit it myself?
I don't think think it's that easy. 
change this line https://github.com/milaq/arma3_timemarkers/blob/master/config.cpp#L6
and how would i put it back into the mod?
could you please walk me through it?
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 {};
};
"not worked" meaning...
the value didn't change? error?
The sounds are still the base sounds
managed to do it using addon builder
Did you go into config viewer to verify that the other mod's CfgPatches is WBK_PhoenixTreal_FlamethrowerMOD?
Yes
and with your replacement loaded, CfgSounds >> hit_by_flame_1 >> sound is not what you set, but is still what the original mod has?
Correct
maybe there is another addon modifying it, can check with configSourceAddonList
Where would that be located at?
it's a script command you can run in debug console https://community.bistudio.com/wiki/configSourceAddonList
Also to confirm this, you can inherit sounds correct?
So that the sound[] = {...} line doesn't have to be rewritten for all of them
I would expect so. You'll know if _1 is noSound and _2 has sound =p
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
I figured what the issue was btw
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
ah rigth it did not patch the original
So now that the sounds are being overwritten correctly, how could I tie overwriting these sounds to an option in CBA's "Configure Addons" menu?
tie what? the disabling of sounds
Yes
I dont think you can
you are essentially replacing piece of config
the old part does not exist anymore
That's kind of the answer I was expecting, figured I would ask anyway
if you want both to exist you need 2 weapons with separated sounds
I think I might just have it as an optional file that people can add if they so choose
is there an existing seated "brace" position animation?
No. Youβll have to make one from scratch
Hi there,
anyway to get a path which pbo or better which config file is causing this error?
Rpt. Other than that, no
aight thanks tryin' to fix my 12GB modpack from 2016 -.-
Just use steam collections. Mob packs are pain in the ass
And usually against the licensing of mods
How does building destruction get defined? Specifically unit damage by collapsing buildings.
i guess the damage part is defined in configOf _building >> "DestructionEffects" >> "DamageAround" (or whatever subclasses with simulation="damageAround"; are there) 
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.
its inbuild feature not useraction
it gets enabled when you have all the right config parts in
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.
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)
i wrote this: driverAction = "driver_apcwheeled2_out";
driverInAction = "driver_apcwheeled2_in";
check if you have forceHideDriver=0; in the config, apparently that's what should enable turning in/out 
no i dont have it, im going to add it an test it
and a bunch of actions 
although driver_apcwheeled2_in seems to be present in vanilla-ish config dump i have here
it still didnt work ;_;
are you sure you are testing correct pbo and not old one?
or packing right folder or editing right config
it should be the new one, i selected overwrite old one. But ill delete and re pack maybe thats the problem
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 
except the driver doesn't seem to be rendered when turned out 
most likely because there is no action for him
what type of vehicle was this @sleek kelp
i started with the car sample because its supposed to be a wheeled 8x8apc with turret
it is possible Cars dont have turnout for drivers.
is the feature really important? π
thats weird, the vanilla apcs have it right?
cant say I remember
how do you have the config set up? do you inherit from vanilla apcs?
hmmmm, no i think. how do i do that?
well how do you have it now I suppose?
i inherit from class car
im not sure if thats what you were asking, but im kinda of a noob im config making
yes that
but car should still be alright base
wheeled apc base have these
and this
ooooh i think i might know what the problem is, i have driverForceOptics at 1
same results π’ , maybe i have to change the class car to something else?
"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 
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.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
that happens when I'm trying to wear a uniform that I added
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?)
Uh...why did you redefine the Default and ArmaMan classes multiple times? 
You only have to reference them once and then inherit from them for any model classes afterwards.
It was working before I added a new uniform
Like this:
class CfgModels
{
class Default
{
...
};
class ArmaMan: Default
{
...
};
class PCUDubokPantsDubok: ArmaMan{};
class PCUM81PantsMM14: ArmaMan{};
};
maybe that happened cuz it was made by addon builder before I tried to make my own uniform?
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.
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?
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
but?
Check if any of the models have different selections from each other and see if any of them need unique sections[].
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.
oh right
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.
I think they should work now
Is there a way to play an animation when boarding a vehicle, like with the rhs's Stryker rear door?
now it looks like this
π 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.
is it in arma 3 tools?
Drag your model.cfg onto the batch and it'll start converting it.
oh k
If it converts successfully, then your config is good to go. If not, it'll pause and tell you what line has the error.
You can delete the extra model.bin file that gets generated afterwards. This is just for testing after all.
cargoGetInAction[] and cargoGetOutAction[]. Values in the array are the name of the anim defined in CfgMovesBasic -> ManActions (i.e. GetInAMV_cargo).
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.
oh right, how do I binarize it
I didn't make this model I only retextured it in object builder
but before it I debinarized it
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.
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
i meant an animation for the vehicle itself, not the characters entering. Like opening the door before entering.
you can do that with models from arma samples instead of ripping someone else's stuff.
they are simpler and not broken, in contrast to what's on your screenshot.
sure, where do I find arma samples?
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 ...
In that case, cargoDoors[]. Value for this will be the name of the class for that door in the vehicle's AnimationSources.
Yep. It'll be whatever you named the door as in AnimationSources.
holy... i didnt expect this to work first try, thank you
do you happen to know how to setup the turn out/in animations
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.
the driver starts turned out, but the 1st person view doesnt change and i cant turn in
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
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
Shouldnβt you be inheriting from PointerSlot?
this is how its done in here:
https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Slotable_weapons
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.
:OOOOOO
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).
@regal gate Idk if that page is maintained anymore but this info is very much relevtant ^
Thanks for you help Drebin, appreciated
plz guide me
or, well, @wheat sluice plz do
Vanilla MX:
https://i.imgur.com/1biHIwb.png
Note parent class for PointerSlot is PointerSlot_Rail.
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.
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
to add to this:
This class is as you say, is only available to some weapons + post enoch weapons.
I changed this parent class
asdg_FrontSideRail
and it allowed me to have all the remaining weapons missing using the rail system to have my attachments with the exceptions of CMRs
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
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
so correct one would look something like this?
CfgVehicles
{
class MFD;
class Othermoddedaircraft;
{
class MFD
{
};
};
class newAircraftname: Othermoddedaircraft
{
class MFD
{
changes blablabla
};
};
};
But "othermoddedaircraft" doesnt have MFD class by default
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
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.
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
https://youtu.be/Yr9TUmObw6g?t=279
similar to this, but in a land vehicle
Be commander, give orders to gunner
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
If someone can help Me with this it would be much appreciated
hiddenSelectionsTextures is the way to go. If it doesn't work, is a model issue
- https://community.bistudio.com/wiki/Model_Config#cfgModels
sections[] = {};should have"camo"in it in this case - The model should have
camoselections
It does. Which is weird.
Are you 100% sure?
Yes.
How do you pack the PBO?
Addon builder
Do you have any error messages ingame?
No I dont.
Just empty (white or white/black checker) texture?
Like you know how you can have one texture for a helmet model then with the same model us another texture
Like a retexture
Can I have a pic?
The result of it and how it should be
@wintry tartan
and here is the model.cfg code
could it be because I assigned the rv mat to 1 material?
delete the comma after camo
in sections
might not be the cause but it probably isnt helping
I did that already
Still nothing D:
does my material in the model in blender need to be called camo?
no but a vertex selection called camo needs to exist
thats what is connected to the material
yeah sorry I mainly do this sort of thing in object builder
I can pull up object builder
@fathom fiber you also need to have it in the Config. Youβve done that right?
Ok, havenβt been following. Just popped in
Idk what I am doing wrong at this point I am getting sofrustrated I've been also googling for hours
ItemInfo should have your hiddenSelections
Adding hiddenSelections and hiddenSelectionsTextures didnβt work?
Still the original texture on the second
Does your p3d contain the selection βcamoβ?
Yes
Is it assigned to the model. Is it in the p3d when you open object builder
How do I check
Open object builder with your p3d
This is my first time putting a model in arma 3 sorry.
You have ARMA tools right?
Go to ARMA tools
Object builder
Open your p3d
You should see a window with βcamoβ inside it
Is it there
This is all I see
Ok, yep
Camo doesnβt 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
Thats fine
Select the relevant texture in your p3d and assign that to your camo selection you just made by hitting redefine
How many textures does your model have
Just one
Select the entire helmet
Okay and then press redefine
Right click in the selections window
Where head is
New
Or if youβve already made it
Redefine by right clicking on the selection in the window
yu p
Save and test that
can I limit what kind of item classes i can put in a vehicle's inventory or is it a scripting matter?
What are you trying to put in there @warm crystal ?
ammunition only, so preventing vests and other things from being there
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
ah ok thanks, maybe i could forcefully use a mission script to remove items that arent in the predefined array
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?
@warm crystal
yep just trying to limit what goes into the AL-6 drone's small box, dont want there to be weapons or armor
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?
No
More a reforger kind of thing I'm afraidπ
sad
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?
Most likely you can. Don't know how due to lack of details
does anybody have allinone config with the latest western sahara dlc? i would appreciate that if somebody help me with that
https://community.bistudio.com/wiki/Western_Sahara_classNames
If this works for you
Hmm, what exactly you need?
mainly i need the new GLX class in detail
wonderful thank you
extracting config AIO
How does one do this? (for a mod, specifically)
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.
Here is the All in One Config for Apex, as of June 11th stable branch update (1.62.137494).I will be updating these periodically and will include dumps with some of the larger and more popular mods. All of these will be view able from this directory, dependent on what game version the dump was on...
How does one get a new weapon class to inherit everything from another. I am apparently not understanding the wiki to well
class CfgWeapons
{
class ExistingWeapon;
class MyNewWeapon: ExistingWeapon
{};
};``` 
Ah I see where I messed up
dont ever use {} for inheriting a class as itll be empty unless you define something
what do you do instead?
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
};```
Thank you
the game seems to straight up skip adding an empty class from the config 
disregard that, it was just mis-formatted config, the empty class gets added alright in its pointless glory
its pointless glory π
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
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?
you'll have to inherit it and change their default values
How do I change the default values? Redefine the same thing just with the different value that I want?
yes
This should create a new weapon correct? That should be found in game
Even if the parent has sopeArsenal?
yes ive had issues when not redefining it for some reason
im assuming ur only asking because its not creating a new weapon
Yes, I have literally been trying all day
send entire config
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
so scopeArsenal = 1
it may also need to have a different baseWeapon (or whatever that parameter is called) to get shown in the arsenal
^ yeah base weapon
Is there some value somewhere in cfgWeapons for abbreviations of weapons for aircraft? Like the black wasp shows βGBUβ when you have a GBU-12 on a pylon
Display name short
Or description short
One of those
Except "GBU" returns zero matches in the AiO dump, so the example isn't correct.
It may be LGB
{
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";
};```
Iβll have to go back and look, the thought just kinda came across my mind that I might have been looking in the wrong place
Iβd been buried in CfgVehicles previously
You're more than likely looking for displayNameShort in the magazine definition.
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? π)
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
I would say you'll get more help when you paste your script/ config.
And if it's long, use sqfbin or pastebin
https://sqfbin.com/casegobenezemewudufe this work?
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 = "";
};
{
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
can you set that same texture onto another vehicle with setObjectTexture?
let me double check, it was working when i had it as a jpeg
yes, if i set it with the command in the editor, it will apply
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
"Data\Mig21Camo\MiG21\empty.paa"
pretty sure you need "yourpboname\Data\Mig21Camo\MiG21\empty.paa"
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
Not the right size, usually
weird, cause i took the textures straight out of the files
so why are you converting them? If they havent changed?
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
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.
and no. change that. something unique.
alright, let me get on that real quick
and i did double check, gimp is saying the images are 1024x1024 exactly
your hiddenSelections[] is wrong
hiddenSelections[] = {"num1", "num2", "num3", "num4", "camo1", "camo2", "camo3"};
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?
(edit) Well yes but no.
If you dont want it appearing and it only has a number, and no other textures then yes "" should work.
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
also.
having it declared in units[] = {}; may help.
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?
scratch that, figured it out and it's working beautifully
i dont think imageToPAA takes jpeg
everything is working? 
seems so, i can spawn it in in eden, zeus, fly it, and it looks great
great to hear 
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 what you linked here #arma3_scripting message
is creating a mod
hence the CfgPatches
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
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
that's a good plan. learning with vanilla first is very important.
Im not gonna give up on this man
mods aren't always written up to BI standards either so keep that in mind
this is what it generated
Im gonna read through what you sent now
I think I am understanding
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
hit, typicalSpeed and actual bullet velocity affect the damage iirc, and caliber only checked for geometry penetration 
@pallid sierra I finally got it to work
all it took is a config.cpp
and not use alive orbat
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.
I really do appreciate your help. You pointed me in the right direction. I had downloaded Drongos Config Generator
dang okay thats tragic, thanks. I was tryna make JHP and AP rounds so I guess that idea is sorta out the window
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
yeah I was wanting this to be against people, so the caliber part is tragic. I did see thats wat RHS does for their pistol JHP/FMJ/AP bullets
@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 {};
};
};
I believe cba automatically converts init event handlers from the base game to it, so you could use the base games init handler
But your code is wrong anyways. You don't call engine commands. You just use them.
object forceFlagTexture "blahblah"
So take out the class CBA_Extended_EventHandlers_base;?
class EventHandlers
{
init = "object forceFlagTexture "blahblah"";
@pallid sierra
are you wanting to add a flag and attach that flag to the vehicle?
class EventHandlers: EventHandlers
{
init = "if (local (this select 0)) then { (this select 0) forceFlagTexture '@FlagsBanners_Ukraine\addons\flags\flag_Ukraine_co.paa' }";
};
@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
you have to make sure your inheritance is set up correctly before these lines
https://community.bistudio.com/wiki/Class_Inheritance
@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' }";
};
};
};
@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; }";
//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.
class EventHandlers: EventHandlers { init = "(this select 0) execVM 'randomUkraineFlag.sqf'"; };
Can I just do this?
or the long file path in missions folder?
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
So actually neither of what I said works
look further into creating addons and file organization/pathing within an addon/mod
hypothetically speaking. if I do that correctly it should work?
yup
if that's how you have it set up
'x\testmod\addons\test\randomUkraineFlag.sqf'";
i can't confirm anything because I don't know how you have everything set up. you'll have to play around
Ill get back to this later lol
Ill take a look at this later
Usually directories for pbo are like
pbo_name\folder1\folder2
with no .pbo prefix in the pbo name
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.
one thing to note for starters most mods dont allow you to split their assets so you may be starting modding on the wrong foot
was worth a try
you can create derivate mods that use the original ones as dependencies and create your own factions and such
still interesting learning this stuff though
thats the kicker, sometimes its upwards of 20+gb of dependancies
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
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
configFile >> "CfgRecoils" 
secondary question, i think i have found how to make my own but not sure where i define it
ty i think your right
like can i just have a cfgRecoil in the pbo
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
yes you can have cfgRecoils class where you add your own recoil classes to be used
no
Off the top of my head cant think of anything that could be done about that
would it be it own file or?
it like all config would go into your mods config.cpp
@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! π
Is it possible to make the pilot camera rotate the turret on an aircraft?
a turret with a separate gunner?
The aircraft only has a pilot. Is it possible to use the pilot camera to rotate the turret?
well you can try attaching gun memorypoints to the camera bones for sure
not exactly sure if that will work
but it could
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.
Inheritance tree is not correct
is it the only config file that touches the class?
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 
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
how does "door animations " dont work exactly manifest?
the door doesn't even show up with ' open door ' when i do scroll wheel
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?
and when it does(on certain doors) it doesn't even open
correct
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
im not sure it's in chinse
i can check when i finish this mission in dying light
how would i do that
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
could i send you the config
no, I dont really have time or energy to debug someones elses mess (unfortunately many mods in workshop are a mess)
i cant open arma rn cause if i open the launcher is closes my game
There could also be some p3d stuff needed. Which, legally, you cant do
Unless you ask the author for the models
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
@raven snow show the config.
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
PatrolPack.hpp is where the error is. This bit isn't helpful.
No spaces in class names
ah
Use an underscore
Or just stick them together. π«
i suppose it also needs a ; at the end too?
No as you class scope begins on the next line
Well... You can use it on the right places π
you wouldnt be able to help with this, would ya?
Does some one have any video of configs of accesories to guns with anpec and light?
oor should i just try pboproject instead of the arma tools addon builder
ive heard that a lot
HEMTT is also a good option.
It forces certain, opinionated project structure tho (used by ACE and CBA with great success for years):
https://brettmayson.github.io/HEMTT/
@last cedar has nice project template for it:
https://github.com/TACHarsis/hemtt-mod-template
i tried that, but got stuck at the .toml file thing it needs
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 π
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?
yeah uh, it won't budge
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
it works now lol
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 = "";
};
};
};
};
How would I add a modded plane to the CAS module?
np bud
Any ideas on how to add an "damaged" alarm to a plane? i cant find where is defined in the configs
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?
init eventhandler in the units config
your slots might be different for CUP
"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
