#arma3_config
1 messages Β· Page 10 of 1
Hey, is PBOPREFIX outdated? If so, what's the better way to set filepaths?
Surefire way is to setup folder structure on P drive so that you don't need to worry.
How, just with like P:\Allmods\SpecificPBOs format?
Commonly I advice on simple p:\yourProjectTAG\TAG_specificFolder_01\
Sweet, okay
Also- is there a way to mass-replace texture paths for .p3ds, in the way you can with VSCode's Search/Replace feature?
Mass-renaming .p3d paths is getting old π’
For your own p3ds?
Well the vs code search replace would probably work
I use replace in files tool in notepad++
Ah okay
Really?
When I tried to open .p3d in text editor it just throws whacky characters at me
I can only open it in ObjectBuilder
Scroll around a bit and you see file paths are readable
Ohhhhhh
Most of it is machine code
Will it not mess it up if I mess with it in text editor?
(sorry sorry please don't kill me)
As long as you don't mess with the non path stuff
Done it without issues many times
Mikeros tools also might have something for that moveObject or moveFolder or something like that was it?
Sweeet!
Oh does it?
SWEET, will check it
Any online tutorials forr it?
~~God I wish I'd known this existed instead of trying to do it manually π’ ~~
Mikeros tools all come with their instructions files and you can also ask guidance in his discord
Perhaps you left out or added something
\41st_ODST_MFR_Declassified_Assets\41Props\Props\BunkBed\bed.p3d DeP3d:premature EOF
Or if you used vs code that could do something on its own. Have not tried anything else but notepad++
True true
"conflicting model.cfgs need to be brought in from different sources"
Any clue what this error is for movefolder?
Wait, so what does MoveFolder even do anyway? Can it be used to mass-rename .p3ds, .rvmats etc?
Is it possible to run PBOProject as a container?
best to take mikero tool specifc questions to his discord for more exact answers I think
Cool
No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'.
Any idea what might be causing this error? We know it's in our mod
wrongly built inheritance
class itemInfo is not a weapon
your config has a class inside cfgWeapons called iteminfo and it does not belong there
How No entry error message is read
u need to make ur own font thats like this, then release it as a mod π call it goatfont
I am curious about something. So I am trying to change the ammo the weapon uses. I want to change it from 7.62 to 5.56 (for example) magazines. The weapon has its own modeled magazine, so on exterior it will not change which is fine. From what I understand I need to use MagazineWells in the config. My questions: Is there a list of magwells classes somewhere? if I add lets say 5.56 magwell from basegame, will the weapon be auto capatable with CUP and RHS 5.56 mags?
consult https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Magazine_compatibility_groups on how and where magazine wells are defined
Okay I know this and this doesnt answer my questions. 1st question is in regards of magwells. Is there a place where all default magwells are written or do I need to extract basegame and check individual weapons to see what they are?
2nd question required knowledge of RHS and CUP mods. Do they modify basegame weapons so they could use CUP and RHS mags, or does their mod make their stuff be part of the base 5.56 mag well?
mod compatibility depends on mod, but CUP adds its magazines into compatible vanilla magwells
U answered my second question
π§ if magazine wells are defined in configFile >> "CfgMagazineWells" then you can check the vanilla wells in the in-game config viewer
is there any documentation on how custom proxies work?
I know RHS has one for their gripod system, but besides that it doesnt look like there is any mention for custom proxies anywhere else
how do you know they have custom proxies?
they state it in their wiki
P3D part
Weapon need additional proxy (in our case _rhsusf\addons\rhsusf_weapons\rhs_gripproxy, you can create new one you don't want to create dependency). Position of that proxy can be changed as you wish but you need to take into account that animations need change then too, which is as simple as moving -LeftHand selection in Object Builder.It's worth to mention that that process of creating custom hand animations could be simplifed by coping this animation [load .rtm and then click on "copy" in that context menu which you get after pressing right mouse button on animation window] & pasting over selection [load your current hand anim, select -LeftHand selection & choose "Copy over selection" from previously mentioned menu]
is it just part of the weapon or does it also have its own slot in the weapon?
Hi I dont know where to start and this is bugging me a lot... I am trying to pack a .pbo for a mod using pbo project and for some reason the pbo file wont appear after packing successfully. I dont get any errors in my bin logs and I have had no issues with my other mods with almost the exact same content. For the sake of testing I used the arma 3 addon builder and I found that this specific pbo does pack but nothing appears in game which is weird....Help
is... your output folder defined?
try searching for the addon in game via script and check if anything returns, might point you to some internal issue that is not being caught if not
The attachment is handled in the bipod slot, i too assumed they were using a custom weapon model with the grip but doesnt seem to be the case
I just find it weird that they use a custom proxy for that
I dont think its possible to do it like that so I think you have mistaken how it works
this is weird because all this mod does is reskin my pre existing mod and I was going to re upload it
maybe its .pbo project being stoopid
andddd all my stuff is broken
im literally at my wits end
i would send this to someone since I have no idea what ive done
do you use P drive?
if you unpack your not working pbo does it contain files?
does pboProjects console say anything'
thats weird it says build successful but I get nothing
logs bin logs say nothin
thats the interesting thing it seems with pbo project it doesnt show at all but if I use addon builder I get this
yet there is no errors
arma doesnt say anything neither do the debugging tools I use
I have changed the directory already to no avail
the only thing I think might be causing issues is the dreadnought Dos sent me but I doubt it
still not clear if there was a pbo created when you build with pboProject?
no
Addon builder needs to be setup with what files to include in its packing process to work properly
^^^^^^
In the weapon configs, do I add every single attachment one by one (laser/flashlight) or is there a way to just say "I dont care add all"?
You can go about it two ways:
This will give your weapon access to any vanilla + modded side rail accessories (so long as that mod properly added it to PointerSlot_Rail)
class WeaponSlotsInfo: WeaponSlotsInfo
{
class PointerSlot: PointerSlot_Rail
{
iconPosition[] = {0.2, 0.2};
iconScale = 0.25;
};
};
This is the older way that only lets specific attachments to be mounted:
class WeaponSlotsInfo: WeaponSlotsInfo
{
class PointerSlot
{
linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
displayName = "$STR_A3_PointerSlot0";
compatibleItems[] =
{
"YourSideAttachment_00",
"YourSideAttachment_01",
"YourSideAttachment_02"
};
iconPicture = "\A3\Weapons_F\Data\UI\attachment_side.paa";
iconPinpoint = "Center";
iconPosition[] = {0.2, 0.2};
iconScale = 0.25;
};
};
you can use the default cowsslot pool used for vanilla weapons or define them 1 by 1 as debrin said
So essentially not writting in any specific attachments will give you all attachments
is description.ext capable of modifying cfg classes that are not base game
or is it more of a "whitelist" of stuff it can modify
You can define what ever proxy you want for a slot, it's just convention to use the BI proxies for the optics, muzzle device, laser/light and bipod slots. Weapons can have up to 5 attachment slots even though ingame the engine only supports 4 "types" of attachment. The grip slot in RHS operates as a copy of the bipod slot, so the grip has its own proxy for weapons that can fit either a grip or a bipod in order that grips and bipods aren't attached in the same place. IIRC we have on some weapons like the AN-94, two optics slots: one for Russian side dovetail mount, and one for picatinny type optics
that is very interesting
i might be able to abuse that
:D, thanks for the info
We actually have a separate proxy for vert grips and afgs too on some weapons. Because the grip script relies on switching the weapon to a new classname for different handanims, we can swap the proxy path for the grip slot per grip-type and the AFGs will spawn in a different place on the model compared to VFGs or bipods
I have:
class PointerSlot: PointerSlot
{
linkProxy="\A3\data_f\proxies\weapon_slots\SIDE";
iconPicture="\tb_arifle_MRC\ui\attachment_side.paa";
iconPinpoint="Center";
iconPosition[]={0.2,0.40000001};
iconScale=0.2;
};
And the only stuff I can see is basegame laser and flashlight, no modded stuff is appearing like RHS or CUP
You need to inherit from PointerSlot_Rail, not the old PointerSlot class.
Alternately, if you use CBA or some other mod that uses its own rail systems (like CUP), inherit from asdg_FrontSideRail instead.
Supply300 is the capacity
and i assume, mass is the weight of the item?
Indeed
okay, and what's the maximum supply i can put into?
Supply500 IIRC
thx!
Actually you can make your own SupplyXXX in CfgVehicles
I'm trying to figure out the armor system in ARMA3, the question arose: if you make a FireGeometry armor element of such a shape as shown in the picture, will penetration be calculated depending on the actual thickness at the point of impact? Will there be different thickness in these three cases?
yes
the longer answer:
arma basically looks at how long the shell/bullet is inside the component, or rather the 'distance' inside it.
If the round leaves the component on its own such as in 3 then it behaves as expected, it left early and therefore probably required less penetration power.
If the component has a material set on it with a set thickness (a plate material) this acts as a 'cut off' so the round only needs to travel X thickness before it will be booted out the otherside of the component.
Thank you!
so in short this means stuff like sloped armour does increase effectiveness
whether or not this effectiveness is accurate to other simulations or reality is another thing entirely, but it does improve it
what makes something an APC (Drivable in water)
Inheriting from a class, a value set to true?
A few memory points and Config values
Model needs a Geometry Buoyancy LOD + canFloat = 1; set in config.
for CfgWorlds in Description.ext, what ratio / size should pictureMap be?
1:1
if a magazines mass is 1, does that mean it will take up 1 space in the container?
Yes, though it's only for the magazine's weight and nothing else. You could make a rocket weigh 1 "mass" and it'll fit perfectly inside a uniform's container even if it doesn't make sense visually.
If you want to simulate volume, you'll need to use allowedSlots[]. Just keep in mind that it's not really defining the object's volume per say and more just restricting what inventory slots that it can fit in (i.e. vest only, vest + backpack, uniform only, etc.).
Hi, I have a question about configs in my mod that should only be activated when the specific mod is activated.
So e.g. GM is active then the gm_patch.pbo should be activated with config inside. But if GM is not active now, it should not be loaded.
Is this possible?
Yes. __has_include does
and don't binarize your config.cpp to get preprocessor to run at every load
Anyone has a basic config for plants? Arma 3 samples has a p3d sample but no configs
Plants dont have config by default
they are meant as terrain objects only
Ah so if you want to use them in editor they will just show up?
no
they are not meant to be used in editor by default
but you can figure out some similar object and use its config as reference
Yea I was thinking of just using a wall or hbarrier config and it should work
FYI, I do something similar to this for them to show up in 3den: ```cpp
class Static;
class epochz_plant : Static
{
author = "Grahame";
destrType = "DestructTent";
scope = 2;
};
class epochz_t_betula2f : epochz_plant
{
model = "\a3\vegetation_f_enoch\tree\t_betula_pendula_2f.p3d";
displayName = "Betula 2f";
};```
Thank you for this! <3 Helped me pull all the a2 data structures snap points.
Hey, can you pls tell me what's the mistake off the directory is.
#if __has_include("\a3\gm\addons\gm_core.ebo")
class CfgPatches { class beo_client_gm_patch { requiredVersion = 0.1; units[] = {}; weapons[] = {}; requiredAddons[] = {"gm_core"}; author = "MBMC"; }; }; #include "cfgVehicles.hpp"#endif
I don't know if you can hide CfgPatches either
And __has_include takes a file in it, not the pbo/ebo itself
And probably you can't put line break between #if and __has_include
hmm on the wiki they say __has_include based on file exist and there is a example with pbo.
fileExists "\a3\data_f\config.bin"; // returns true
for has include to work as you're expecting you need to not binarize the config too.
it's not an example with pbo
it's a file inside pbo.
inside data_f.pbo to be precise.
not sure what pboprefix is used by GM
but it will be something like
\gm\gm_core\config.bin
Correct, #if __has_include("\gm\gm_core\config.bin")should work
okay thanks im testing it. thank both of you.
not sure if this is a config or model question but
I'm trying to make my prop switch to a wreck model once its destroyed, but when its destroyed it remains the same model & textures with no effects or anything.
So far I put a Wreck LOD inside the base p3d, with a proxy pointing towards the Wreck p3d. The wreck p3d is basically a decimated version of the base p3d alongside the other lods (geometry, fire geo, etc... besides the wreck lod, obviously) and a new texture. In the prop class I have destrType = "DestructWreck"; and I also have another class entry for the wreck itself, inheriting off of Land_Wreck_MBT_04_F from A3_Props_F_Tank_Military_Wrecks with just a model/texture swap.
am I missing anything else?
Hello, I made reskin for a vehicle for my custom faction and is showing in editor on his original faction and not in my costum faction
can someone help me
@topaz flame Did you change the faction classname? ie: cfgPatches/cfgFactionClasses?
Yes I have my custom cfgPatches and cfgFactoryClasses
Can you send the config.cpp in here?
Because your config taking the classnames from that mod.
Can you post the config of that mod in here?
if the faction classes are the same thats where the problem is
that classname is already defined. So if you want to make your own "faction" with this config you have to change the cfgFactionClasses
sorry, it was an error of attention, I wanted to tell you that I don't use any mode with Romania
:)))
sorry for my bad attention
Its alright, did you find the fix in the code?
@pallid sierra is this the correct way to call multiple fncs? class EventHandlers {init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;}, if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitUniform;}";};
BIS_fnc_unitUniform isn't a function (doesn't exist)
Reseve.hpp ( //Main Macro
//Faceware macros for helmet classes
//#define STANDARD_FACEWEAR_MACRO allowedFacewear[] = {"", 8, "rhs_scarf", 1, "G_Aviator", 1};
#define HELMET_FACEWEAR_MACRO allowedFacewear[] = {"", 7, "rhs_scarf", 2, "G_Aviator", 1};
//#define CREW_FACEWEAR_MACRO allowedFacewear[] = {"", 3, "rhs_scarf", 5, "G_Aviator", 2};
//#define CREW_ESS_FACEWEAR_MACRO allowedFacewear[] = {"", 3, "rhs_scarf", 7};
#define DISABLE_FACEWEAR_MACRO allowedFacewear[] = { };
//Uniform Macro
#define UNIFORM_MACRO(pool) class EventHandlers: EventHandlers {
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitUniform;}";
};
uniformList[] = { pool };
//Helmet Macro
#define HEADGEAR_MACRO(pool) class EventHandlers: EventHandlers {
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;}";
};
headgearList[] = { pool };
#define DISABLE_HEADGEAR_MACRO headgearList[] = { };
//-Headgear pools
#define UA_HELMET_POOL
"UKR_M92_Bandage", 10,
"CUP_Ger_M92_helmet_mlod", 10,
"Kaska", 10,
"LWHGhille", 5,
"LWH", 1,
"LWHMC", 1,
"H_B_afou_1M_model_I_slings_black", 1 )
I just need to know if thats the correct way to call it. @pallid sierra
no. you need to write the code like actual code, just with " around it
which means you use ; between lines of code
"if (local (_this select 0)) then {[(this select 0), [], []] call BIS_fnc_unitHeadgear}; [(_this select 0), [], []] call BIS_fnc_unitUniform}"
Thanks! I really appreciate your work as always.
Hi there, is there a way to make glass bulletproof by config or only by p3d?
what is wrong with this?
class CfgWeapons
{
class ItemCore;
class InventoryItem_Base_F;
class MF_MCR_Conversion_Kit: ItemCore
{
author = "Marki";
displayName = "MCR Conversion Kit";
model = "\A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d";
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
simulation= "Land_Ammobox_rounds_F";
picture = "\MF_MRC\item\MCR_CK.paa";
descriptionShort = "Conversion Kit for MCR Rifle";
class ItemInfo: InventoryItem_Base_F
{
mass=90;
};
};
};
Item does not appear in Misc in arsenal
you would set up the hit geometry with a penetration material that bullets cant get through
try to change baseWeapon member of your newly defined class 
baseweapon?
so do you mean just set a box in "Fire Geometry" that protects driver and cargo ?
depends what kind of accuracy you want your firegeometry to be
you can compare the different sample models in Arma 3 samples on steam on how they are set up
so i did it with the box way but i thought there has to be a smarter way. :S
smarter in what way?
the hit geoemtry can accurately represent different parts of an object with different materials applied
it is very exact
i think i don't undrstand you the right way. π¦ Is there an wiki link to look it up?
thought i can set it up in config under "class HitPoints: HitPoints" with an armor value in the best way like
class HitGlass1: HitGlass1 { armor = 1; };
no the damage modeling and penetration calculation is model based. if you make a armor component that is 10cm thick and give it correct penetration material, then you got 10cm of armor
the config hitpoints determine the health and effects of some specific parts
armor = is the health
ahh, okay i got it. I thought penetration is based by armor not by thickness and material.
Is there a way to have CfgRespawnInventory classes inherit from each other? Like, can I have a base loadout and then extend that with a class that adds 4 different items just for that new loadout?
Can you have multiple sounds for drySound[]? I assume no since it is "sound" and not "sounds", but I want to check.
Preferably, I'd like to have multiple sounds and one is chosen at random
(This is also specifically for a vehicle horn, in the case that it changes anything)
I think I've never heard that is a case. Maybe is better and easier to make the horn actual magazine
Can you set multiple firing sounds for a weapon fire-mode?
As far as I've seen/done (for other weapons), each firing mode can only have a single sound.
Or would each different sound effect have to be it's own horn "weapon"?
AFAIK a mode can have multiple fire sounds. Can't get you an example ASAP but
I did find this example on https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Sound_Values which seems to have multiple firing sounds:
class Single: Mode_SemiAuto
{
class StandardSound : BaseSoundModeType // Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
{
begin1[] = { "A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", db0, 1, 500 };
begin2[] = { "A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", db0, 1, 500 };
begin3[] = { "A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", db0, 1, 500 };
soundBegin[] = { begin1, 0.33, begin2, 0.33, begin3, 0.34 };
};
};
Pretty much that's what I mean
Is there a recommended file format at all?
I've seen .wav, .wss, etc. used for firing sounds but is there really any difference for it?
Also how would I do the magazine / ammo for the "horn gun"?
Since it would just be playing a sound effect and not actually producing a projectile
Uh...isn't that example for weapon sounds a bit outdated? Sound shaders have more or less replaced that old school method.
Not something I would know at least
If there is a much better/easier way to do it I'd be happy to hear
Check #arma3_audio and take a look at the pinned comments, especially the ones by kju and LAxemann. The links there should help you get started.
Yep. BI does exactly this for the Apex Protocol campaign to swap loadouts for the same role but for different missions:
// Apex Protocol CfgRespawnInventory
class Rifleman
{
displayName = $STR_A3_ApexProtocol_class_Rifleman;
role = "Assault";
weapons[] = {"arifle_SPAR_01_khk_F","hgun_P07_khk_F","Rangefinder"};
magazines[] = {"30Rnd_556x45_Stanag_red","30Rnd_556x45_Stanag_red","30Rnd_556x45_Stanag_red","30Rnd_556x45_Stanag_red","30Rnd_556x45_Stanag_red","30Rnd_556x45_Stanag_red","30Rnd_556x45_Stanag_red","30Rnd_556x45_Stanag_red","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Red","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"};
items[] = {"FirstAidKit","optic_nightstalker","muzzle_snds_M"};
linkedItems[] = {"V_PlateCarrier2_rgr_noflag_F","H_HelmetB_TI_tna_F","optic_ERCO_khk_F","bipod_01_F_blk","acc_pointer_IR","ItemRadio","ItemMap","ItemCompass","ItemGPS","ItemWatch"};
uniformClass = "U_B_CTRG_Soldier_F";
};
class Rifleman_Night: Rifleman
{
items[] = {"FirstAidKit","optic_nightstalker"};
linkedItems[] = {"V_PlateCarrier2_rgr_noflag_F","H_HelmetB_TI_tna_F","optic_ERCO_khk_F","bipod_01_F_blk","muzzle_snds_M","acc_pointer_IR","NVGogglesB_grn_F","ItemRadio","ItemMap","ItemCompass","ItemGPS","ItemWatch"};
};
I don't think so, if DartRuffian just wants to make "simple horn sounds", which doesn't need to have "advanced sound shaders"
Iβm making a vehicle weapon system that has thermal imaging capability. Iβm using thermalnoise[] to give it a grainy effect, but does anyone know if thereβs a way to create/edit a banding noise effect?
Maybe one of the parameters of thermalnoise[], I guess Iβm a little confused to the difference of intensityX0 and intensityX1
class hssn_og107_1964_C_1_1_0_0_1_1_1: U_simc_OG107_mk3_tuck_trop
{
uniformClass="U_hssn_og107_1964_C_1_1_0_0_1_1_1";
model="\simc_uaf_65\og107_mk1_tuck_trop.p3d";
hiddenSelectionsTextures[]=
{
"NovaUniforms\data\og107_mk1_greenbelt_co.paa",
"Novauniforms\data\garry_ca.paa",
"Novauniforms\data\garry_ca.paa",
"Novauniforms\data\garry_ca.paa"
};
};
I dont know what Im doing wrong :(
you are trying to create a weapon called hssn_og107_1964_C_1_1_0_0_1_1_1
oh wait no its still in sfgvehicles
It is under CFGvehicles for a uniform...
so it means your inheritance is not right
it is the same like everyother one in the class, just this one keeps on calling for weapon stuff, when I added the selectionfireanim it kept asking for more
mhm
How do you change the magazines for an alternate fire mode, for example a UGL?
From what I had seen in the config viewer it looked like you applied them in the firemode, which seemed odd but I tried it anyway to see if that was correct.
class BNA_KC_DC15A_UGL: JLTS_DC15A_ugl_plastic
{
class EGLM: EGLM
{
magazines[] =
{
"3Rnd_UGL_FlareWhite_F",
"3Rnd_UGL_FlareRed_F",
"3Rnd_UGL_FlareGreen_F",
"3Rnd_Smoke_Grenade_shell",
"3Rnd_SmokeRed_Grenade_shell",
"3Rnd_SmokeGreen_Grenade_shell",
"3Rnd_SmokeYellow_Grenade_shell",
"3Rnd_SmokePurple_Grenade_shell",
"3Rnd_SmokeBlue_Grenade_shell",
"3Rnd_SmokeOrange_Grenade_shell",
"ACE_HuntIR_M203"
};
}
};
If it is done this way, I might just have the wrong class-name for the gl fire-mode
Checked if I was modifying the correct class by changing the displayName of the firing mode, EGLM is definitely the right class but the magazines seems to be either not setting properly or is getting combined with another set of magazines; as there are magazines listed that I did not set.
Checking in-game using the Advanced Developer Tools mod does show the correct values listed in the magazines property
After doing a search for one of the ammo types still listed, I found that there was also a declaration for magazines in GL_3GL_F. I added the class to my inheritance tree and then overwrote it with magazines[] = {}; to remove any additional magazines it might have set.
Upon re-packing the mod and testing, the ammo types still appear despite no additional occurrences of the ammo in the class.
I also tried setting the magazines property in GL_3GL_F to the same list as EGLM to see if there was some issue there but the result remained the same.
At this point I am unsure as to why there are extra magazines listed.
Does your muzzle still have entries defined in magazineWell[]? Without your full config it's hard to tell, but I can see from your screenie that your BNA_KC_DC15A_UGL muzzle class still has access to the vanilla UGL magazines + those added by CBA.
If you have magazineWell[] defined, it takes precedence over whatever magazines you list in magazines[]. Unless you override the entries in magazineWell[], your GL will still be able to load vanilla + CBA grenades.
Yeah, I had asked about this same issue in another server and they also pointed it out:
"Check for a magazineWell string in [the] base code, that one could be used to add a set of "magazines""
I had seen it but since it didn't have any of the extra class-names for the ammo showing up I didn't think it was the cause of the issue
Hello
can you tell me how to include a dialog in a config.cpp
The same way with description.ext
I did this but when I create a dialog in game it can't find the resource
Can't say what's wrong when I don't know what is your code
here it is
and what does config.cpp look like?
And how do you open the resource?
here is part of the cpp
class Manual
{
displayName="<t color=""#4EB1BA"">Controle de la voiture</t>";
position="PIP0_pos";
radius=100;
condition="player != vehicle player";
statement="createdialog 'hud_vehicle';";
shortcut="";
onlyForplayer=1;
showWindow=0;
};
What is this?
it's an addiction to open the dialog from my car
here is my config
...Have you included hud_vehicle.hpp?
yes in my description.ext
u wot?
What
I had included it in my config it did not work
Excuse me, I thought you're asking how to include it into config.cpp properly and you haven't showed the attempt?
here is the config where i included
CfgVehicles is not where a dialog should belong
where should I put it?
The root
is it good?
Yes... probably
thank you, I will try
how can i tell what fov i need to make my targeting pod a certain magnification
so the 20.0x is 0.015 fov in the cpp
so what would 50x be
you're set then?
ahah, yeh me neither. Someone else will... πΆββοΈ
nvm i found it
was literally just a constant value divided by magnification
0.3 / 30x zoom = 0.01fov for config
CBA has a function for this specific thing
im trying to change some proprieties of the RHS_M252 mortar and add it to another faction, how i can change the weapon to another one?
class RHS_M252_D {
class Turrets {
class MainTurret;
};
};
class RHS_M252_D_nsn_opfor: RHS_M252_D {
side = 0;
faction = "nsn_opfor";//faccion
class Turrets {
class MainTurret {
weapons[] = {"rhs_mortar_81mm_nsn"};
};
};
};
Hi there,
class HitEngine { armor = 0.8;
is lower or higher more protection?
Hi all.
How to make the air radar that could detect a moving person?
I googled but didn't find anything other than class SensorTemplateMan which is not suitable as it is not a radar
for required addons, do I need to do it in every cfg file, or can I do required addons in the overall config file only?
config.cpp - overall config
units
config.cpp - unit config
Assuming all things in the other config files require the same stuff*
oh ah ha
unit config requires config.cpp cfgPatches class from overall config
You only need one requiredAddons per pbo
The game uses it to order the loading of configs, required ones are always loaded before the config itself.
If your unit config requires overall, and overall requires other things. Then they will be loaded in correct order.
if your unit config doesn't require overall, it might be loaded at wrong time
Alright. And```
class CfgPatches
{
class OverallConfig {
...
};
};
class CfgPatches
{
class UnitConfig
{
addonRootClass = "OverallConfig";
...
requiredAddons[] = { "OverallConfig" };
...
};
};
I'd do it like this? AddonRootClass and required addons are whatever the class of the `overallconfig` after the first class is?
I feel like I could ask that better heh-
*per config, since a PBO can have multiple configs... am I right?
I think he means you only need one full requiredAddons per pbo, the rest can require that full one
buut, idk x3
Oh I forgot to update this upon the GM 1.5 so I've just done
Mh.. I'm not sure if the pbo's are ordered by requiredAddons, or if the separate configs are ordered
I was thinking pbo's are ordered when I wrote that, but not actually sure
Hm- I think this'd work? (I wanna make sure, it should work in my head, but ya know xD)
class CfgVehicles
{
class B_Soldier_A_F;
class CustomUnitBase: B_Soldier_A_F
{
class HitPoints
{
};
};
class CustomUnitRifleman: CustomUnitBase
{
};
};
I change hitpoint stuff in Unit Base, then inherit from unit base for the rest and they all will have the new values?
Why doesn't the UAV picture disappear from the map after I destroyed it? What needs to be changed in the config to make the picture disappear?
UAV turned into a wreck, but the picture on the map is such that itβs as if nothing happened to it
how do I make my driver not able to move to gunner from the driver seat? I want him to have to get out to change seat
turret needs to be set as different compartment
Is there a way to randomize the order sound effects for gunshots?
I have my sounds set up but they always play in the same order that they're listed in the weapon's config.
class StandardSound: StandardSound
{
begin1[] = {"BNA_KC_Gear\Weapons\Data\Audio\BNA_KC_DC15A_Fire1", 1, 1, 1800};
begin2[] = {"BNA_KC_Gear\Weapons\Data\Audio\BNA_KC_DC15A_Fire2", 1, 1, 1800};
begin3[] = {"BNA_KC_Gear\Weapons\Data\Audio\BNA_KC_DC15A_Fire3", 1, 1, 1800};
begin4[] = {"BNA_KC_Gear\Weapons\Data\Audio\BNA_KC_DC15A_Fire4", 1, 1, 1800};
soundBegin[] = {begin1, 0.25, begin2, 0.25, begin3, 0.25, begin4, 0.25};
};
Maybe sound sets? Though, ARMA 3 doesnβt really do randomization
This Soundshaders page is talking about probability https://community.bistudio.com/wiki/Arma_3:_Sound:_SoundShader
i just found this in my RPT: 13:36:28 Cannot find base EventHandlers for x\ELD_magicTriangle\addons\trenches\config.bin/CfgVehicles/Trench_base/EventHandlers/
i assume this means something is wrong with my config.
the config entry in cfgVehicles looks as follows:
class Trench_base: Rocks_base_F
{
autocenter = false;
armor = 5000; /// just some protection against missiles, collisions and explosions
class EventHandlers;
class EventHandlers: EventHandlers {
init = "diag_log 'trench init'; _this call (uiNamespace getVariable 'ELD_magicTriangle_scripts_fnc_initTrench');";
dragged3DEN = "_this call ELD_magicTriangle_scripts_fnc_3DENUpdateTrench;";
unregisteredFromWorld3DEN = "_this call ELD_magicTriangle_scripts_fnc_3DENUnregisterTrench;";
registeredToWorld3DEN = "_this call ELD_magicTriangle_scripts_fnc_3DENReregisterTrench";
AttributesChanged3DEN = "[_this#0, true] call ELD_magicTriangle_scripts_fnc_3DENUpdateTrench;";
};
};
did i mess up the way i register the EHs?
yes
class Rocks_base_F : itsParent
{
class EventHandlers;
}
class Trench_base: Rocks_base_F
{
class EventHandlers: EventHandlers {
}
}
But are you sure the EventHandlers class inherits from EventHandlers, I would not expect that
Why is UAV not removed from the map with this in config: destrType = "DestructWreck"; ?
https://youtu.be/-fjofvoiBZY
It is removed from the map only with this destrType = "DestructDefault";
destruct wreck keeps the vehicle there but turns on the wreck lod
I assume what you see on this vehicle dffers from how vanilla equivalents work?
Hmm, I just tested it and game shouldn't draw UAV vehicles if their crew is dead.
My main problem is that the white laser cross is not removed after the death of the UAV, if it using befor laser mark
https://cdn.discordapp.com/attachments/189399686766002176/1102975618414559372/UAV_CROS.png
My guess what's happening: Your UAV crew are proper soldiers and not simulation = "UAVPilot", they're invincible so game keeps drawing the UAV when it dies because crew is still alive
Lasing keeps working for the same reason maybe?
Game has special drawing conditions for UAVs (which you can't disable and which sucks), maybe it keeps drawing if vehicle isUAV = 1 while crew are normal soldiers and not UAV units?
Another reason to support this could be the case, its MQ9 Reaper ported from A2\OA which didn't have special simulation for UAV crew
Execute:
crew m2 apply {[typeOf _x, getText(configOf _x >> "simulation")]}
```and post output here (before you blow it up)
Also execute and post output of:
crew m2 apply {alive _x}
after you blow it up
@frail orbit
Ok
also do you use mods on top of this
like one of those that makes pilots survive crash
Thank you, my theory is incorrect then. I did some test myself and UAV always stopped from being displayed when its crew died, and yours looks to be dead too.
No idea what's going on then π€
If I kill this UAV in flight, then all the pilots die.
When killed on the ground, 1 pilot does not die
So I was sort of right then?
Having live UAV crew in dead UAV keeps drawing it
No idea why though, I don't think you can even make them invincible with allowDamage, can you?
Looks like I'll have to make a handler that kills the crew
https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#EntityKilled could be a good fit
Single EH to handle everything
We're you running additional mods on top? @frail orbit
Try without anything extra
Any mod development should be done without extra mods present first to ensure they don't interfere
yes, I need a config that would then be created correctly on my own (because I need an example of the correct configuration), it seems to me that we have moved away from the original topic, I asked for some command to search for a config, like :
copy To Clipboard getText (configFile >> "cfgVehicles" >> "I_mas_BTR60" >> "picture");
only for config search
You can find config examples from Arma3 samples on steam
Also if you do mods that use some other mod you must not copy models from them. You must use the other mod as dependancy
so I found it and I don't understand where the config is here. Because in the rest of the mods everything is connected to something
I don't copy models, I make my own, but I need a config (example) for the concept of how and what to do
Then the Arma 3 samples on steam is the starting point
there is no example of "btr"
Okay, I get it. I will then look for a config in fashion with my hands
That contain the different parts you need to put together
First get the vehicle to be a car
Then figure out how turret needs to be set up
Hey- two questions for more experienced config makers out there.
- Are there any benefits to using macros versus hand-typing/normal text in configs?
- Any recommendations on where to start regarding learning how to use macros (e.g. CBA)?
In large scale projects it can save time if you can affect some tweak to the macroed config that easily propagates to multiple classes and/or config files
But it can also make things difficult if you then later need to make individual changes
Hmm... okay
Does it offer any benefit whatsoever for in-game performance?
I'd presume not but I'm also dumb as a nail, so
No
macros save you crap tons of time for doing repetitive tasks and so on
and force a standard on what you create making it easier for others to understand
you must be doing it wrong πΏ
What could cause a missile to do a bunch of loops then hit the locked target
may need bit better steering so it hits the first time
It circles around CMs and then hits regardless
how would you want it to behave?
Once locked, it either goes after CMs and misses or it ignores them and hits. Since this is a roughly future missile, Iβd try and get it to hit slightly higher than vanilla but still balanced to not make it op and hit 100%
Id perhaps copy vanilla parameters and see if that makes it work like vanilla
and then try tweaking them
if it does not work like vanilla then that could be related to different model setup
It still happens with vanilla values. Perhaps itβs something p3d related
Are there any βexampleβ missiles to look at?
dont think so no.
well arma 2 ones perhaps
could be mass center related for example
so it turns wonky
@hearty sandal when switching to the base ARMA missile with our values, it works fine. But when we use our missile model, it tracks wonky
Could that be mass related?
yeah that would be my first choice to test
Is direct center fine?
Most likely
What it is hardpoints[] in this config?
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts
that determines what pylonMagazines are compatible with a pylon
What is it elements in this array?
hardpoints[] = {"B_MISSILE_PYLON", "DAGR"};
a bit lower on that very page: hardpoints[] = {"B_BOMB_PYLON"}; // magazine with at least one same hardpoints name will be attachable
elements seem to be just random strings not defined anywhere outside of magazine/pylon config 
somebody know why this is happening?
define "this" with at least some context, maybe?
it's subcategorie For suplie bcs i want to create crate for my Clan "kat+ace medical crate"
and idk what i need to do in the config
or if u know how i can put the crates in to Ammo Category class
https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization#Object related doc.
Probably check editorCategory and editorSubcategory properties of an object that's already where you want to place yours π€·ββοΈ
Showing code also helps instead of a random ass screenshot and "this"
notepad++
not off the top of my head
you can get arma3 samples from steam and check the gear config examples
it does not make it any easier im afraid
youll need to learn to read configs, make a new one for your config patch mod that uses the mod you want to modify as a dependency and that way when you write the classes in your config, they will load after the original one and overwrite them
(you do not edit the original files or pack them )
what kind of private mods?
they are not very private if you did not make them
we dont support that crap here
you get no help for that
youre supporting ripped mods by using them
we dont do that here
if you want to stay here you stop using that crap
nope
youve already stated your business
you get no help
they were private private mods that cant be talked about and you knew they were ripped
logic says, something is wrong
ye, that is red flag.
I dunno. I dont see what you got.
but thats what people call private private mods are
if people cant put them on steam workshop and share them thought alternate means then 99% of time its some shady mod
and we dont support shady mods here
that stuff is not really modding
its just taking/stealing stuff
from other games
ok so whats your googledrive mods name then?
yeh I could have guessed
thats total shitshow of a "mod"
stolen stuff from COD and various mod authors
absolutely 110% banned
workshop
here
I wish I could believe you.
time will tell.
no drama
IP theft is just not tolerated
and thiefs get banned
someone figured they call their mods "private mods" to make them sound better
real name is stolen content mods
and those been forbidden since first Arma games
its nothing new
both
why do you ask
this really leads nowhere
there is very little that you need to understand, IP theft is forbidden = people doing so get banned
I dont know what you mean by that
and why would you care about people like that
well Im really not interested wasting time talking about people like that.
with what? you are not using the mod anymore
not possible
@prime hazel ? why did you delete the messages
thats one mod where a loot of the stuff is stolen from
so yes.
its not an alternative, it is the original
nope. I dont really care about stuff like that. camo is camo.
class CfgWeapons
{
class ACE_Morphine;
class CBA_MiscItem_ItemInfo;
class ItemInfo;
class Ace_ElasticBandage;
class NovaGlue: ACE_Morphine
{
scope=2;
scopeCurator=2;
scopeArsenal=2;
displayName="[NOVA] Morphine-Superglue";
picture="\NovaItem\Swag.paa";
class ItemInfo: ItemInfo
{
mass=0.5
};
};
};
class CfgVehicles
{
class ACE_morphineItem;
class ACE_tourniquetItem;
class ACE_epinephrineItem;
class NovaGlueItem: ACE_morphineItem
{
scope=2;
scopeCurator=2;
scopeArsenal=2;
displayName="[NOVA] Morphine-Superglue";
vehicleClass="Items";
class TransportItems
{
class NovaGlue
{
name="NovaGlue";
count=1;
};
};
mass=0.5;
};
};
Is there a reason why my item is not appearing in the ace3 arsenal?
Is it listed in CfgPatches?
I hope this is the right channel. π«£
Anyone here into modding? Im trying to speed up the switch to pistol animation, to make them more usefull, but dont know the class and name of the animation.
The faster swimming mod, speeds up swimming this way, is a similar structure possible for changing to pistols?
{
speed=0.38;
};
The site with all animations, but its hard to find which one is correct:
https://community.bistudio.com/wiki/Arma_3:_Moves
Or is another approach better? π€ Like changing "animation speed coefficient" the moment when drawing a pistol, but how to detect if the player is drawing their pistol, and reduce it again when the pistol is drawn.
Yeah
There is eventhandlers that detect when animations change. That could be a way to tap into it without modding the base config
@hearty sandal So far ive only changed a few numbers in cfg's, dont know much yet, what would be the line of code to detect switch to pistol animation?
oh I dont really know off the top of my head but there is a wiki page about eventhandlers you can check out. you can even add them live to unit so you can test it in game without making it a mod
is it possible to have multiple reload animations for the same weapon that have different chances of playing ie a normal reload that plays 90% of the time and a botched one that plays the other 10%
Can someone point me to where i can read more about these properties ? BI Wiki has no info about some of them
class CfgPatches
{
class NovaGlue
{
author="H";
requiredAddons[]=
{
};
requiredVersion=0.1;
units[]=
{
};
weapons[]=
{
"NovaGlue",
};
};
};
class CfgWeapons
{
class ACE_Morphine;
class CBA_MiscItem_ItemInfo;
class ItemInfo;
class Ace_ElasticBandage;
class NovaGlue: ACE_Morphine
{
scope=2;
scopeCurator=2;
scopeArsenal=2;
displayName="[NOVA] Morphine-Superglue";
picture="\NovaItem\Swag.paa";
class ItemInfo: ItemInfo
{
mass=0.5
};
};
};
class CfgVehicles
{
class ACE_morphineItem;
class ACE_tourniquetItem;
class ACE_epinephrineItem;
class NovaGlueItem: ACE_morphineItem
{
scope=2;
scopeCurator=2;
scopeArsenal=2;
displayName="[NOVA] Morphine-Superglue";
vehicleClass="Items";
class TransportItems
{
class NovaGlue
{
name="NovaGlue";
count=1;
};
};
mass=0.5;
};
};
Bump :)
requiredAddons probably
try hpp class CfgWeapons { //class CBA_MiscItem_ItemInfo; //class ItemInfo; //class Ace_ElasticBandage; class ACE_ItemCore; class ACE_Morphine: ACE_ItemCore { class ItemInfo; }; class NovaGlue: ACE_Morphine { scope=2; scopeCurator=2; scopeArsenal=2; displayName="[NOVA] Morphine-Superglue"; picture="\NovaItem\Swag.paa"; class ItemInfo: ItemInfo { mass=0.5 }; }; };
or hpp class CfgWeapons { class CBA_MiscItem_ItemInfo; //class ItemInfo; //class Ace_ElasticBandage; class ACE_Morphine; class NovaGlue: ACE_Morphine { scope=2; scopeCurator=2; scopeArsenal=2; displayName="[NOVA] Morphine-Superglue"; picture="\NovaItem\Swag.paa"; class ItemInfo: CBA_MiscItem_ItemInfo { mass=0.5 }; }; };
i don't see "ItemInfo" class in the CfgWeapons with CBA+ACE loaded. So your config looks kinda suspiciously close to broken inheritance. And ACE arsenal seems to care for at least mostly filled "ItemInfo" subclass
I now have a sinister third problem
Cannot activate the treatment :(
class ACE_Medical_Treatment_Actions
{
class Ace_ElasticBandage;
class NovaGlue: Ace_ElasticBandage
{
displayName="Apply Glue";
displayNameProgress="Glue GAMING";
items[]=
{
"NovaGlue"
};
consumeItem=1;
category="bandage";
medicRequired=1;
};
};
i don't see such a base class, so smells like broken inheritance again
I see
Cannot apply it:(
class ACE_Medical_Treatment_Actions
{
class BasicBandage;
class NovaGlue: BasicBandage
{
displayName="Apply Glue";
displayNameProgress="Glue GAMING";
items[]=
{
"NovaGlue"
};
};
};
anyone got a solution for adding a Modded Nightvison with white color instead of green without changing the OE Nightvision?
Hi, im trying to work through the physx for my vehicle atm,
Issue: during sharp turns the wheels on the inside part of a turn will lift on the ground, this doesnt affect driving performance but isnt visually pleasant
What I've done: Ensured the steering axis's wasn't scuffed, adjusted springStrength
Any ideas?
damper is working right as far as i can tell, likewise the translation axis looks fine
hello I am fixing a plane mod that's dead (with an overhaul) and I want to ask where is the hud that helps you aim when in cockpit situated with code
I mean the MFD
I want to add a gun reticle when selecting guns
Also how do I fix the speed in which the elevators move. it seems that the original mod maker made them too fast
So POOK Soviet air force pack has outdated configs and making errors, how do I make a config update?
This guy made a config update for the mod Caucasus Insurgency, because the owner of Caucasus Insurgency is long gone and has not updated the Caucasus Insurgency mod since 2017.
https://steamcommunity.com/sharedfiles/filedetails/?id=2795057856&searchtext=Caucasus+Insurgency
Curious about naming things.
class CfgPatches
{
class RCHT_93REG_93rd_Units // CREATOR _ MOD _ 'OWNER' _ ASSET TYPE
{
addonRootClass = "RCHT_93REG_Base"
requiredVersion=0.1;
requiredAddons[]={"RCHT_93REG_Base"};
units[]=
{
"93rd_Soldier_BASE",
"93rd_Soldier_M16",
...........
Is this good practice? RCHT shows it's a mod by myself, 93REG means it's the addons provided by @93rd Regiment, 93rd shows it's stuff concerning the- faction? group? and then Units shows it's units specifically.
Then 93rd_Soldier_BASE is find for a name too right?
If addon maker define field magazines[] in every child class but all of them inherits same base class should i change value of this property to mine value in all child classes manually ?
Another question. What can affect to ammo ballistic ? I have 2 same vehicles that have same weapon e.g. SPG-9 (same weapons in config too), same magazines for weapons, but ballistics of these 2 vehicle turrets are different. What can be an issue ?
differently aligned gunbeg/gunend memorypoints that make different trajectory perhaps.
Looks as a possible issue. Appreciate for answer
if property is defined in a class it will overwrite whats in parent class
even if its the same
So i have to change property in every child class because they defines this property too. Sounds like a ton of monkey job. Thank you)
correct yes. otherwise the child classes will just use what they have defined in them
sometimes modding is a lot of monkey work
especially when trying to mod something someone else made and its done a bit wrong π
well
I suppose you could also try redefining the classes without the parameter
that should I think remove it from them if the config overwrite goes correctly
and then they would use the inherited parameter from the parent class instead
like these ?
class ChildClass: BaseClass {};
hmm no that wont work. that would just use the other config unchanged
there is a mechanic to delete parameters and classes too
maybe that needs to be used
Can you provide an example ?
Hi, Id like to remove the useractions (flip) from the default BIS crew served weapons. Here is the relevant config if I copy it out: class CfgVehicles { class AT_01_base_F; class O_static_AT_F: AT_01_base_F { class UserActions { class PressXToFlipTheThing { condition = alive this AND not canmove ...
from quick googling this seems to be it
delete does not work on properties.
ah
So lets say I was given permission to re-pack a vehicle by CUP into my mod, do I need to play around with configs? or once I have the file I can just upload it straight to SteamWorkshop.
don't as you won't get it.
in both classes that i look these properties have same values. Or do i need to check these points in 3d model ?
points in p3d yes
they might not be straight
in one of them or maybe not in either
inb4 monster in-game mempoint viewer script gets born
can you share link to it ?
So I found this cool British army 1965 mod, and I want the British DPM uniform, but hesitant to download an entire mod for that, what if said creator allowed me to take the PBO of that and repack it.
Yes I know, but this is assuming that is already done.
but its not right
Alright since you insist, I will get said approval from him first.
Then once I get owners approval, I will come back here.
How does that sound?
π
otherwise it is basically "im saying Im gonna get permission to do this normally forbidden thing and want your help to do it but really im not really gonna even ask"
Alright I will take a screenshot first of said approval them come back here.
what do you mean by this ? Is there any possible way to view mempoints ingame ?
you can use script commands do draw lines between the points or calculate their direciton etc
but its really not very meaningful as you cant change them if they are not your models
Seems more legal way is override optics texture for ballistics that i need. Is it?
the only way yeah if they are not your models and author cant fix them
Got it. Thank you
Checked it. Both of turrets have same angle between theirs gunbeg and gunend memorypoints. They both have 180 degrees
check that 2 of the 3 coordinates in modelspace are the same
@graceful plume
also different aimpoint might result in different looking ballistics
oh and turret could have different zeroing setup
do u mean discrete zeroing ?
yes
i am not using it at all
can you explain what exactly you are doing?
could help to understand the problem a bit more
is it ok i'll post screenshots here ?
sure
Alright. What i got. I have these 3 vehicles. They are have the same optic texture, same weapon in MainTurret config, same magazines
But ballistic of all of these 3 vehicle are different. I can't get what can be an issue.
well one thing at least is that each gun is at different height
can it really greatly affect ballistics?
how much difference are you seeing?
if aiming at the bottom of the letters in scope:
right vehicle: ~1200m
middle: ~1600m
left: ~1500m
to me sounds about right
the height changes the view position and thus the aim angle and thus the ballistic arc
inb4 different FOV in turrets
that could be factor too
Turret FOV are same
place VR blocks underneath so all guns are level and re-test
i have tested it by KK_fnc_trueZoom script and it shows that FOV are same
["CUP_B_UAZ_SPG9_ACR","CUP_Sh_PG9_AT",945.567],
["CUP_B_Hilux_SPG9_BLU_G_F","CUP_Sh_PG9_AT",948.991],
["CUP_O_LR_SPG9_TKM","CUP_Sh_PG9_AT",948.39]```
[vehicle classname, projectile classname, distance of impact calculated by projectile HitPart EH] 
aimed at horizon like
there is also "CUP_I_4WD_AT_ION" with "M_SPG9_HEAT" that somehow weirds my EH out and doesn't get logged, but flies to 1600 meters 
and also this gem of config consistency: getNumber (configfile >> "CfgAmmo" >> "M_SPG9_HEAT" >> "airfriction") // 0.45 getNumber (configfile >> "CfgAmmo" >> "CUP_Sh_PG9_AT" >> "airfriction") // -0.00045
You are looking at CUP vehicles. But mine is 1 from CUP 1 from UK3CB and 1 is from RHS
bruh
as far as i'm concerned. And after downloading goddamn 2.5 gigs of dev build and UK3CB. And after creating my own config that replaces Milan in UK3CB with the CUP SPG9. The shots land at the same range after i've fixed the FOVs in "class ViewOptics" of the turret. https://pastebin.com/BdcJE5K8 the entirety of my config. Reticle/weapon/mag/FOV are literally the entirety of its contents π€·ββοΈ
and without FOV correction UK3CB LR landed shots at ~630 meters compared to ~940 of CUP's UAZ
sup boys so trying to apply recoil to a gun i have made i put this cause in the cfgrecoils its there but it does not want to work
the gun just has 0 recoil
this is what i put
have also tried this
https://i.imgur.com/EGimXTt.png
which was in the cfg for that
Is it possible to prevent a specific firing mode from working underwater?
I was trying to make a version of a rifle that has a UGL, and allow the "main" rifle firing modes (Single, Burst, FullAuto, etc.) but not allow the actual grenade launcher to shoot underwater.
I tried specifying canShootInWater = 0; to the GL config but that still allowed firing underwater
wtf does this mean?
https://i.imgur.com/JLxxuKm.png
you got some funky text on that line
or somewhere above it
i figured it out luckily
it was a extra }; in another cfg that that one was including
any idea about this Mr.Goat
^
is that a vanilla recoil class?
anyone knows how to make a config mod? eg. rhs armor fix and all that
i found a gear mod that i really really really like, but its configs are all broken (vest with no armor, etc), i've adjusted the values by copying the mod as a local one and playing around with the values to the point where i've like the values adjustments and now i just gotta actually make the mod
Are you asking how to adjust values from another mod without outright copying the entire mod?
yes
https://i.imgur.com/ojjKcK8.jpeg this is what im trying to use
or really any recoil at this point
specifically btw, i just need to adjust the vests armor values, and maybe helmets
what i can give you also is the classname of the item if you need that or a video to point me in the right direction is fine
You'll need to create your own mod, rather than editing the mod itself.
There's tons of tutorials out there for doing so if you don't know how.
Take all of the addons that you are editing and add them as requiredAddons in the CfgPatches. Note that the actual addon name and the file name of the .pbo (mod) file(s) may be different.
Then you can take the classname of whatever you are editing, make it inherit from the same base class as before, and then make your changes.
That's the jist of it
right i get that part, but idk how to write the config itself
and i havent found a video specifically on config fix type mods
for replacement configs you dont inherit the existing one you just use the same name in new config and it overwrites the parts you change
wait really?
this is to be expected
I meant it as in you'd inherit from the same base class
video is A very bad format for config tutorials
(still dont know how to do that though, im basically code illiterate π)
this yes
could you please explain further? or perhaps teach me how to write it?
and B theres so many things that can be done in config its not really reasonable to have all of them turorialized
however its not TFL you found right?
no
Then you can take the classname of whatever you are editing, make it inherit from the same class as before, and then make your changes.
Say there's a gun called Gun from an addon called CoolGun. Add CoolGun as a required addon for your mod.
To make changes to it, you would do:
class CfgWeapons
{
class arifle_MX_Base_F;
class Gun: arifle_MX_Base_F // or whatever the base class is
{
displayName = "My Even Cooler Gun";
};
};
The original Gun from CoolGun will now have it's name updated
i've seen TFL stuff in pictures, i dont get it, what is there that literally milgp or usp cant do
but thats besides the point
π π
like damn, my vest now has...a flag on it, oh wow, there is a sticker on this JLTV, how ground breaking
Id recommend you start your new config addon small. first just a folder and new config.cpp and class cfgpatches in it
you can refer to what cfgpatches contains from the wiki or the Arma3 Samples
then add single item you want to alter and work on that until it works packed in game
any words of wisdom for my issue mr goat?
tou could try some bigger recoil just to see if it has any effect
i tried the spar one as well
still no effect
is there an issue that could make it not work that is not the recoil if that makes sense
so let's use the actual vest's classname of 6b43_rifleman1
that would be
class CfgWeapons
{
class 6b43_rifleman1_fix(?);
class Gun: 6b43_rifleman1 // or whatever the base class is
{
displayName = "6B43 (whatever variant it is)";
//below is the fixed config
picture = "";
model = "\VKBO\vest\6b43_rifleman1.p3d";
hiddenSelections[] = {"Camo1"};
hiddenSelectionsTextures[] = {""};
class ItemInfo: VestItem
{
uniformModel = "\VKBO\vest\6b43_rifleman1.p3d";
containerClass = "Supply100";
mass = 20;
hiddenSelections[] = {"Camo1"};
class HitpointsProtectionInfo
{
class Neck
{
HitpointName = "HitNeck";
armor = 8;
PassThrough = 0.4;
};
class Chest
{
HitpointName = "HitChest";
armor = 15;
PassThrough = 0.3;
};
class Diaphragm
{
HitpointName = "HitDiaphragm";
armor = 15;
PassThrough = 0.3;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 15;
passThrough = 0.3;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.3;
};
};
};
};
};
};```
basically?
also i'll fix the brackets later
cause i use the spar recoil else where and it works
hiddenSelectionsTextures[] = {""};
Are you wanting to remove the textures from it?
no?
it just came like that
put only the stuff you want to change in your config
the full config (with fixed values) is
class 6b43_rifleman1: Vest_Camo_Base
{
author = "MeetTheWoo";
scope = 2;
side = 3;
displayName = "6b43 Rifleman 1";
picture = "";
model = "\VKBO\vest\6b43_rifleman1.p3d";
hiddenSelections[] = {"Camo1"};
hiddenSelectionsTextures[] = {""};
class ItemInfo: VestItem
{
uniformModel = "\VKBO\vest\6b43_rifleman1.p3d";
containerClass = "Supply100";
mass = 20;
hiddenSelections[] = {"Camo1"};
class HitpointsProtectionInfo
{
class Neck
{
HitpointName = "HitNeck";
armor = 8;
PassThrough = 0.4;
};
class Chest
{
HitpointName = "HitChest";
armor = 15;
PassThrough = 0.3;
};
class Diaphragm
{
HitpointName = "HitDiaphragm";
armor = 15;
PassThrough = 0.3;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 15;
passThrough = 0.3;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.3;
};
};
};
};```
Interesting
You only need to include the parts you're changing
right
how it works is with the cfgPatches required addons is that the required mods gets loaded first and its config read into game
then your mod is loaded and read on top of it applying your changes
so and im really sorry because i do not know, but what would that look like all written out? do i just remove everything but the class HitpointsProtectionInfo?
Are you changing anything else?
nope
Then yeah, that's all you'd need
so to check it would be
class CfgWeapons
{
class 6b43_rifleman1_fix(?);
class Gun: 6b43_rifleman1 // or whatever the base class is
{
displayName = "6B43 (whatever variant it is)";
class HitpointsProtectionInfo
{
class Neck
{
HitpointName = "HitNeck";
armor = 8;
PassThrough = 0.4;
};
class Chest
{
HitpointName = "HitChest";
armor = 15;
PassThrough = 0.3;
};
class Diaphragm
{
HitpointName = "HitDiaphragm";
armor = 15;
PassThrough = 0.3;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 15;
passThrough = 0.3;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.3;
};
};
};
};
};
};```
and thats it?
thats all i need?
class 6b43_rifleman1_fix(?);
class Gun: 6b43_rifleman1 // or whatever the base class is
This probably needs to be changed
Don't know what mod that you're editing, but it's not likely that there's actually something called Gun, that would create a new item inheriting from the old
so what do i do here?
would you happen to have an example of a cfgrecoils? just so i can understand it
If you want to have the example of CfgRecoils, just check CfgRecoils?
that is not working for what every reason
im trying to use the one i have highlighted
but the gun just has 0 recoil
The classname that you are editing should be the name that follows class.
If you are trying to edit the class 6b43_rifleman1, the header (basically the class whateverClass: baseClass part) should be: class 6b43_rifleman1, followed by whatever the original item inherits from.
ah π @wintry tartan Excellent advice π π π π
would this be its own file or included in the same one as the gun
It doesn't even matter
It is just a config, just like completely same matter with others
class CfgWeapons
{
class 6b43_rifleman1_fix: 6b43_rifleman1;
{
displayName = "6B43 (whatever variant it is)";
class HitpointsProtectionInfo
{
class Neck
{
HitpointName = "HitNeck";
armor = 8;
PassThrough = 0.4;
};
class Chest
{
HitpointName = "HitChest";
armor = 15;
PassThrough = 0.3;
};
class Diaphragm
{
HitpointName = "HitDiaphragm";
armor = 15;
PassThrough = 0.3;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 15;
passThrough = 0.3;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.3;
};
};
};
};
};
};```
so like this? also 6b43 rifleman1 is the base class, (which in of itself is inherited...from something else apparently)
no you use the actual name of the class you want to override
The classname needs to be the same as the one you are editing. Currently, you are creating a new item that is inheriting from the old
otherwise you create a duplicate thing with same name but different class
chalk it up as me being a bit dense, but...uhm, what does that look like? also i fixed it (kinda) is it like what i've written or something else?
class 6b43_rifleman1: Vest_Camo_Base
this is the original item from the mod, if thats what you're asking
then you use that
class 6b43_rifleman1: Vest_Camo_Base
{
...
};
OHHHHHHHHHHHHHHHHHHHHHHHHH
same class structure so it overwrites the original
and then thats it? nothing else i need to fix?
also add class Vest_Camo_Base; above it
Should be good after that ^
and then put this into a config.cpp, pack it into a pbo, load it on top of the original mod?
class Vest_Camo_Base;
class 6b43_rifleman1: Vest_Camo_Base
{
your stuff
};
also will need the cfgPatches class on top
whith the cfgPatches class of the original config in the required addons array list
with new classname
Missing class before Vest_Camo_Base?
final code check
i copied the one from this example and it still has 0 recoil
huh?
like this
ohhhhhhhhhhhhhh
(like in the original)
Are you SURE it is defined properly ingame?
im not sure what you mean
In game config viewer has what you have in the config.cpp?
ill look
moment of truth, im testing it
how would i go about finding my thing
By find it in Config Viewer?
You already know how to browse Config Viewer

barely lol
where would it be under?
CfgRecoils
dont even show up
cc @hearty sandal this is the config cpp btw, i probably did it wrong XD
You haven't done this
What doesn't?
my thing
i specifically remember doing that...ah fuck me...
Also
class A; // <- this semicolon is invalid
{
};
so its like this?
class Vest_Camo_Base
class 6b43_rifleman1: Vest_Camo_Base```
No
class A; <- this is valid
class B: A <- also valid
{
};
class C; <- invalid
{
};
polpox said to remove the semi colon 
No
Then are you 100% sure what you fire is the one you try to modify?
thank you but i need this to work, sooner rather than later XD
cant put a timelimit on learning this stuff
i can...if school's starting may 15th
alright, final check
Semicolon
Also make the wise indent
whats a wise?
class A
{
class B
{
};
};```Not wise
```cpp
class A
{
class B
{
};
};```wise
well im modifying the base but im firing one that is inheriting from base
right
im gonna take my own advice. π΄ good luck
should work now, thank you goat!
Polpox too!
Goat too!
thank you to everybody
and DartRuffian


if i sent the config would you be willing to take a look
cause i think it may be something else
If you want someone to take it a look just post it
Are you sure requiredAddons is correct?
not sure that was just what i was taught to do it like that lol but i have that on other guns that work fine
would that effect recoil not working?
Not sure because I do not know which weapon you're modding
yeah i have no clue why it didnt work @wintry fox you got a lead? the fix just didnt apply
Are you modding a Mod or you're making a completely new weapon?
porting
That doesn't explain anything
im porting an arma2 weapon from the samples from the wiki
So is a new weapon
Have you tried to apply them into the weapon itself not the weapon modes?
i have not as other examples i have seen are in the modes 1 sec ill try
Also have you tried to inherit from Rifle_Base_F not Rifle
i will also try that
it worked thank you sir
Have you checked your .rpt logs?
what would that tell me?
It would include error logs
ah true
where do i find that on my local pc at least
i only know for the server lmao
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
Okay so the issue is that you didn't make a CfgPatches
Your mod is just the data within CfgWeapons itself without anything else
oh right
would that be the issue...?
CfgPatches is a mandatory part of it you can't skip
The CfgPatches is basically what Arma looks for when loading a mod
Did you use the official addon builder from the Arma 3 tools?
yep
wait
oops
there we go
this, is the same cfg patches as the mod im inheriting from
All of the code for the vest (including class Vest_Camo_Base; should be in a CfgWeapons
class CfgWeapons
{
class Vest_Camo_Base;
class 6b43_rifleman1: Vest_Camo_Base
{
...
};
};
right
Missing a final }; for the CfgWeapons
damn...Appreciate for checking it by yourself. Can you compare CUP SPG-9 or UK3CB one's with RHS SPG-9 ? Both of CUP and UK3CB works good with your hint after setup same FOV but it doen't work for RHS SPG-9. With the same weapon/mag/FOV/reticle.
Is it necessary to setup ViewOptic class if i have OpticsIn with 2 classes ? I quess that ViewOptic class only works when OpticsIn are miss
cc @wintry fox helpppp
Means that vest is set to private, which means that other mods can't inherit from it
Which is, interesting
thats weird, cuz the og mod loads just fine
Vest_Camo_Base is probably from that mod
sounds like just a...base game thing though no? cause the mod works without any dependencies
or well
oh yeah it might be...
but then what do i do now?
I personally haven't really run into the issue, I mostly mod StarSim (Star Wars) assets and none of the ones I've ever worked with have had it set to private
well shit
assuming im ok with creating new items, @wintry fox is it ok if i sayβ¦just create a new vest entirely with the provided 3d model and so on?
Yeah
You can just change the header for your class (header is the class 6b43_rifleman1: Vest_Camo_Base part)
Then you can just inherit from 6b43_rifleman1, rather than editing it directly
right iβll give that a shot
i fixed the error, i duplicated
class Vest_Camo_Base;
class 6b43_rifleman1: Vest_Camo_Base
{
class Vest_Camo_Base;
class 6b43_rifleman1: Vest_Camo_Base
{```
twice buttttttttt the values still havent applied @wintry fox any ideas?
n ono
i meant
i duplicated that, and that caused the issue
is what i meant
sorry
Gotcha
right, so how do we fix the values not applying?
To confirm, this error here was because you copy pasted part of the config, correct?
yep
so if you look here
notice how the class is duplicated
i fixed that
Then that should have fixed it
it did but...
its still not applying the armor values
ideally i should have about level 4 protection plates on
but its still showing as 0 armor
Have you actually tried shooting something with it to see if it has the updated values?
yes
the bullet went right through
question: does the load order effect which mod's values has precedent?
(it doesnt, just tested)
Oooh I just noticed that it wasn't in the right spot
HitpointsProtectionInfo should be inside an ItemInfo class.
So right above class Vest_Camo_Base; (doesn't actually matter where you put it), put class VestItem;
π
Then, in your config, put:
class ItemInfo: VestItem
{
class HitPointProtectionInfo
{
// Put all of your armor stuff here
};
};
It does, but load order is determined by addon requirements, not the order in the launcher
howdy gents i am back but with a question about clothing this time.
trying to config a model i imported as goggles and not hat slot but it does not seem to want to work.
I followed what the wiki said but it did not work
https://i.imgur.com/2grSB16.png
code checkkkk
Look good, but make sure you also add the addon that the vest is from to your requiredAddons
the specific addon is the name of the pbo that its in, correct?
It can be different, look for the CfgPatches in that pbo file
It may just be in a file called Config.cpp, but more than likely it's been binarized into a Config.bin file
still didnt work, dammit...
that pbo doesnt have one
^
then what do i do?
Do you have the arma 3 tools?
Arma 3 Tools is a complete tools suite for the Real Virtuality game engine powering Arma 3. It allows you to produce your own content for the game.Samples of usage and work are available in the Arma 3 Samples application.Key toolsTerrain Builder This is a terrain creation tool. It allows users to build their own virtual worlds from scratch.Objec...
244
yea
Open it and look for CfgConvert with all of the tools
I assume you're using something like pbo manager to actually look at the mod files?
yes
got it, then what?
Do you see a Config.bin file in the pbo?
uhhhhh no actually
It might be in a folder inside the pbo as well
A single addon (pbo) can sometimes be split into "sub-addons", and have multiple configs
Nice
Copied what?
Oh the other values
Not sure why that would be what caused it to not work, but hey it works

real 
btw to maintain consistency, since the modset is RHS based, what other mod is better to use values for than well...rhs
right? hope they dont mind...
?
the armor values are from RHS numbers wise
Well if it's an RHS vest, it would make sense to use the stats for their vests
its not but...it is a vest that they have, ya get me?
its 6b43
I have no idea what vest that is
I've not really messed with RHS
fair enough XD
Found some oddity. When you spawn "B_MBT_01_cannon_F" (M2A1 Slammer), getAllHitPoints doesn't return selection for HitComGun subturret:
tank = createVehicle ["B_MBT_01_cannon_F", getPos player, [], 0, ""];
[
getAllHitPointsDamage tank select 1 select (getAllHitPointsDamage tank select 0 find "hitcomgun")
,getText(configOf tank >> "Turrets" >> "MainTurret" >> "Turrets" >> "CommanderOptics" >> "HitPoints" >> "HitComGun" >> "name")
]
```=>`["","hit_com_gun_point"]`
Tested with HandleDamage, this selection isn't mentioned there either, looks like game doesn't load this selection name for some reason and this hit point always remains invincible?
class HitComGun {
armor = 0.1;
material = -1;
armorComponent = "hit_com_gun";
name = "hit_com_gun_point";
visual = "-";
passThrough = 0;
minimalHit = 0.1;
explosionShielding = 1;
radius = 0.15;
isGun = 1;
};
```Config piece
Wondering what's going on here
the hitpoint might not actually exist in the model
if the selection doesnt exist in the hitpoint lod it doesn't initialize it
What does curator scope do? I assume its like scope but for curator. But then, whatd protected abd private be?
2/public available in Zeus, 1/private, not available in Zeus (base classes and such that are not meant to be used) 0/protected, used by some BI stuff usually, no relation to Zeus.
Does 1 mean if it's placed, it will be visible if you regiser objects, and 0 would be no even with setting all objects to be editable objects?
basically, I kinda wanna have an object that I can use a script to attach physics objects too. But zeus' can't see said object.
dunno if this is the place to ask this but how would I go about basically duplicating an existing smoke grenade and pretty much just giving it a new name/class
1 should work for that
Config class inheritance does that.
Class oldsmoke;
Class newSmoke : oldsmoke
{CHNAGES YOU WANT TO MAKE};
Ye, but then a little worried it'll let zeus' see if they edit all objects
any objects already existing*
roger, is there perhaps a wiki you could point me towards that would even show me how I should be creating this new object? I know how to set up a mod itself with pbo's, but I dont know how to create the PBO that would inerit and rename the smoke grenade
Can't control whether Zeus can edit an object in the config. That would be more mission script, and possibly Zeus mod.
thanks, so from what I am understanding I should be doing something like this?
and from looking at the in-game config view I dont see what attributes give the item its name
class configfile
{
class SmokeShellBlueEffect;
};
class SupplyDrop
{
class SupplyDropSmokeShell : SmokeShellBlueEffect
{
};
};
See how ace does grenade names https://github.com/acemod/ACE3/blob/master/addons/realisticnames/CfgMagazines.hpp#L400
ah understood, thank you thats much more helpful
what does this mean?
I think I did it right, just like the ACE guys did it?
class CfgMagazines
{
class CA_Magazine;
class HandGrenade: CA_Magazine;
class MiniGrenade: CA_Magazine;
class SmokeShell: HandGrenade;
class SmokeShellBlue: SmokeShell;
class SupplyDropSmokeShell: SmokeShellBlue {
displayName = 'Supply Drop Smoke (NATO)';
descriptionShort = 'Drops some standard 5.56 ammunition, AA, AT, and some medical.';
}
}
line 18 is class CA_Magazine;
Because Arma, add ; next to }
};
so class CA_Magazine {};? or you really mean class CA_Magazine };
i mean end of
class CfgMagazines
{
class CA_Magazine;
class HandGrenade: CA_Magazine {};
class MiniGrenade: CA_Magazine {};
class SmokeShell: HandGrenade {};
class SmokeShellBlue: SmokeShell {};
class SupplyDropSmokeShell: SmokeShellBlue {
displayName = 'Supply Drop Smoke (NATO)';
descriptionShort = 'Drops some standard 5.56 ammunition, AA, AT, and some medical.';
};
};
ah you meant that ending bracket, I fixed that just after I posted here with no change
I should have updated the code, my bad
Repost
TL;DR
How make GL not able to shoot in water while other fire modes can
Hello, I've been trying to make a faction config work for the last month, I'm pretty sure the config is right as I manually checked all the items. When I generate and load the PBO in game tho, I have several duplicated and/or missing items, totally not matching the config and making it totally unusable. Pls help
Feels like he's forcingly putting the backpack items into the rest of the loadout, duplicating them and overwriting those that should be in the vest/uniform
This is the expected (exported) loadout
This is the one loaded from config
i mean, the screenshots have different inventories selected so it's kinda hard to see.. but the total load also seems to be increased
Yeah sorry, but yeah the total amount is different, that's the point
It's because of all the backpack duplicated items
As you can see in the first image, uniform and vest shouldn't be full...
from what i see in vanilla config it seems like unit's magazines[] property only contains uniform/vest contents, backpack contents are set separately in backpack's config and then the unit just gets pre-packed backpack π
class B_soldier_AAR_F: B_Soldier_support_base_F
{
...
backpack="B_Kitbag_rgr_AAR";
role="Assistant";
};
class B_soldier_AAT_F: B_Soldier_support_base_F
{
...
backpack="B_Carryall_mcamo_AAT";
};
class B_soldier_AAA_F: B_soldier_AAT_F
{
...
backpack="B_Carryall_mcamo_AAA";
};```
Yes, I have a backpack initialized and assigned for every unit
and the backpack's contents are not listed in unit's magazines property?
Maybe I should remove from the magazines[] all the items in the backpack
Yeah exactly, that may be the cause
They are listed
That's how Drongos config generates them
well, my point was: none of the vanilla units i check does that. Uniform/vest contents get into unit config, backpack contents go into backpack config
and also a lonely FirstAidKit gets added into the uniform from god knows where
ah, "Items[]" property, it seems
I'll try removing the items[] and magazines[] items present in the backpack, thanks
Is there a way to retexture buildings in Arma 3 such as facades on houses or roofs? Such as in "Winter 2035" by Crazy Mike
no
" or roofs? Such as in "Winter 2035" by Crazy Mike" huh?
How did he manage then? π
It does do in pboPrefix magic
its not retexture in way its commonly meant
it essentially creates textures that in the new pbo have same path as original ones and thus replaces them
retexturing generally means you create a new additional texture
Which means that any building using that texture will get that texture replaced, however theres no way to create variants, I suppose? π€
Issue at hand is, we're trying to create a Nordic map, fitting to that would be buildings with wooden planks on the outside, instead of creating our own buildings (and going insane by it) we thought about "retexturing" the GM buildings, basically applying the wooden planks instead of the normal plaster facade, only issue then being, every GM building using that facade would get wooden planks as a facade instead π€
as far as I could pick up by now


