#arma3_config

1 messages Β· Page 10 of 1

grave yoke
#

@pallid sierra thanks for the info that worked

rancid lotus
#

Hey, is PBOPREFIX outdated? If so, what's the better way to set filepaths?

grand zinc
#

its not

#

but depends on what tool you pack pbo's with

hearty sandal
rancid lotus
#

Sweet, okay

#

And yeah, I use PBOProject

#

I have ascended past Addonbreaker

rancid lotus
hearty sandal
rancid lotus
#

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 😒

hearty sandal
#

For your own p3ds?

rancid lotus
#

Yeah, for my team's

#

We make the 41st ODST Declassified Assets mod

hearty sandal
#

Well the vs code search replace would probably work

rancid lotus
#

For .p3ds?

#

Yeah, it works for cpp/hpp/rvmat, but not for .p3ds

hearty sandal
#

I use replace in files tool in notepad++

rancid lotus
#

Ah okay

hearty sandal
#

As long as its not someone else's binarized p3d

#

It should work

rancid lotus
#

Really?

#

When I tried to open .p3d in text editor it just throws whacky characters at me

#

I can only open it in ObjectBuilder

hearty sandal
#

Scroll around a bit and you see file paths are readable

rancid lotus
#

Ohhhhhh

hearty sandal
#

Most of it is machine code

rancid lotus
#

Will it not mess it up if I mess with it in text editor?

#

(sorry sorry please don't kill me)

hearty sandal
#

As long as you don't mess with the non path stuff

rancid lotus
#

Hm, okay

#

Will test it

hearty sandal
#

Done it without issues many times

#

Mikeros tools also might have something for that moveObject or moveFolder or something like that was it?

rancid lotus
#

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 😒 ~~

hearty sandal
#

Mikeros tools all come with their instructions files and you can also ask guidance in his discord

rancid lotus
#

Seems to have broken when I manually edited it, so dang

#

And will do, thanks!

hearty sandal
rancid lotus
#

\41st_ODST_MFR_Declassified_Assets\41Props\Props\BunkBed\bed.p3d DeP3d:premature EOF

hearty sandal
#

Or if you used vs code that could do something on its own. Have not tried anything else but notepad++

rancid lotus
#

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?

rancid lotus
#

Is it possible to run PBOProject as a container?

hearty sandal
rancid lotus
#

Cool

rancid lotus
#

No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'.
Any idea what might be causing this error? We know it's in our mod

hearty sandal
#

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

hearty sandal
toxic solar
nimble lodge
#

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?

ashen chasm
nimble lodge
# ashen chasm consult <https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Ma...

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?

ashen chasm
#

mod compatibility depends on mod, but CUP adds its magazines into compatible vanilla magwells

nimble lodge
#

U answered my second question

ashen chasm
#

🧠 if magazine wells are defined in configFile >> "CfgMagazineWells" then you can check the vanilla wells in the in-game config viewer

nimble lodge
#

which is great that means I can add only 1

#

Thanks I will check

fleet adder
#

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

hearty sandal
fleet adder
#

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]

hearty sandal
#

is it just part of the weapon or does it also have its own slot in the weapon?

zenith mortar
#

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

fleet adder
#

is... your output folder defined?

zenith mortar
#

yep the rest of the pbos in the mod appear

#

this aint my first rodeo

fleet adder
#

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

fleet adder
#

I just find it weird that they use a custom proxy for that

hearty sandal
#

I dont think its possible to do it like that so I think you have mistaken how it works

zenith mortar
#

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

hearty sandal
#

do you use P drive?

#

if you unpack your not working pbo does it contain files?

#

does pboProjects console say anything'

zenith mortar
#

logs bin logs say nothin

hearty sandal
#

but there is a pbo?

#

change output folder and try again

zenith mortar
#

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

hearty sandal
zenith mortar
#

no

shy knot
fleet adder
#

^^^^^^

nimble lodge
#

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"?

wheat sluice
#

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;
            };
        };
fleet adder
#

you can use the default cowsslot pool used for vanilla weapons or define them 1 by 1 as debrin said

nimble lodge
#

So essentially not writting in any specific attachments will give you all attachments

ebon pivot
#

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

untold temple
# fleet adder I just find it weird that they use a custom proxy for that

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

fleet adder
#

i might be able to abuse that

#

:D, thanks for the info

untold temple
#

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

nimble lodge
wheat sluice
#

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.

weak barn
#

is it mass or the supply for carry capacity?

wintry tartan
#

Supply300 is the capacity

weak barn
#

and i assume, mass is the weight of the item?

wintry tartan
#

Indeed

weak barn
#

okay, and what's the maximum supply i can put into?

wintry tartan
#

Supply500 IIRC

weak barn
#

thx!

wintry tartan
#

Actually you can make your own SupplyXXX in CfgVehicles

fading talon
#

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?

novel lava
#

yes

novel lava
#

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.

fading talon
#

Thank you!

novel lava
#

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

tawdry coral
#

what makes something an APC (Drivable in water)
Inheriting from a class, a value set to true?

shy knot
wheat sluice
#

Model needs a Geometry Buoyancy LOD + canFloat = 1; set in config.

undone patio
#

for CfgWorlds in Description.ext, what ratio / size should pictureMap be?

wintry tartan
#

1:1

coral knoll
#

if a magazines mass is 1, does that mean it will take up 1 space in the container?

wheat sluice
#

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.).

subtle crater
#

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?

wintry tartan
#

Yes. __has_include does

ashen chasm
#

and don't binarize your config.cpp to get preprocessor to run at every load

viral rover
#

Anyone has a basic config for plants? Arma 3 samples has a p3d sample but no configs

hearty sandal
#

they are meant as terrain objects only

viral rover
#

Ah so if you want to use them in editor they will just show up?

hearty sandal
#

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

viral rover
#

Yea I was thinking of just using a wall or hbarrier config and it should work

robust path
#

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";
};```
viral rover
#

That's what I was looking for

#

Thank you

narrow swallow
subtle crater
# wintry tartan Yes. __has_include does

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

wintry tartan
#

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

subtle crater
#

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

opal crater
#

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

wintry tartan
#

Correct, #if __has_include("\gm\gm_core\config.bin")should work

subtle crater
#

okay thanks im testing it. thank both of you.

fringe radish
#

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?

topaz flame
#

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

full trout
#

@topaz flame Did you change the faction classname? ie: cfgPatches/cfgFactionClasses?

topaz flame
#

Yes I have my custom cfgPatches and cfgFactoryClasses

full trout
#

Can you send the config.cpp in here?

topaz flame
#

yes

#

look for gepard

#

thats the vehicle with the problem

full trout
#

What did the mod that you are retexturing from?

#

is it another Romanian mod?

topaz flame
#

yes

#

why

#

:)))

full trout
#

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

topaz flame
#

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

full trout
#

Its alright, did you find the fix in the code?

full trout
#

@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;}";};

full trout
#

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

pallid sierra
#

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}"

full trout
#

Thanks! I really appreciate your work as always.

sharp whale
#

Hi there, is there a way to make glass bulletproof by config or only by p3d?

nimble lodge
#

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

hearty sandal
ashen chasm
nimble lodge
#

baseweapon?

ashen chasm
#

yes, baseWeapon

#

arsenal filters out weapons that have already seen baseWeapon

sharp whale
hearty sandal
#

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

sharp whale
#

so i did it with the box way but i thought there has to be a smarter way. :S

hearty sandal
#

the hit geoemtry can accurately represent different parts of an object with different materials applied

#

it is very exact

sharp whale
#

i think i don't undrstand you the right way. 😦 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; };

hearty sandal
#

the config hitpoints determine the health and effects of some specific parts

#

armor = is the health

sharp whale
#

ahh, okay i got it. I thought penetration is based by armor not by thickness and material.

undone patio
#

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?

wintry fox
#

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)

wintry tartan
#

I think I've never heard that is a case. Maybe is better and easier to make the horn actual magazine

wintry fox
#

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"?

wintry tartan
#

AFAIK a mode can have multiple fire sounds. Can't get you an example ASAP but

wintry fox
#

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 };
  };
};
wintry tartan
#

Pretty much that's what I mean

wintry fox
#

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

wheat sluice
#

Uh...isn't that example for weapon sounds a bit outdated? Sound shaders have more or less replaced that old school method.

wintry fox
#

Not something I would know at least
If there is a much better/easier way to do it I'd be happy to hear

wheat sluice
#

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.

wheat sluice
# undone patio Is there a way to have CfgRespawnInventory classes inherit from each other? Like...

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"};
    };
wintry tartan
solar maple
#

I’m making a vehicle weapon system that has thermal imaging capability. I’m using thermalnoise[] to give it a grainy effect, but does anyone know if there’s a way to create/edit a banding noise effect?

#

Maybe one of the parameters of thermalnoise[], I guess I’m a little confused to the difference of intensityX0 and intensityX1

topaz kettle
#
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 :(

hearty sandal
#

oh wait no its still in sfgvehicles

topaz kettle
hearty sandal
#

so it means your inheritance is not right

topaz kettle
#

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

wintry fox
#

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

wintry fox
#

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

wintry fox
#

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.

wheat sluice
#

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.

wintry fox
lavish moat
#

Hello

can you tell me how to include a dialog in a config.cpp

wintry tartan
#

The same way with description.ext

lavish moat
wintry tartan
#

Can't say what's wrong when I don't know what is your code

lavish moat
ashen chasm
#

and what does config.cpp look like?

wintry tartan
#

And how do you open the resource?

lavish moat
#

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;
            };
wintry tartan
#

What is this?

lavish moat
#

it's an addiction to open the dialog from my car

wintry tartan
#

*addAction, gotcha

#

...and how is the full config?

lavish moat
wintry tartan
#

...Have you included hud_vehicle.hpp?

lavish moat
#

yes in my description.ext

ashen chasm
#

u wot?

wintry tartan
#

What

lavish moat
#

I had included it in my config it did not work

wintry tartan
#

Excuse me, I thought you're asking how to include it into config.cpp properly and you haven't showed the attempt?

lavish moat
wintry tartan
#

CfgVehicles is not where a dialog should belong

lavish moat
#

where should I put it?

wintry tartan
#

The root

lavish moat
#

is it good?

wintry tartan
#

Yes... probably

lavish moat
#

thank you, I will try

lavish moat
#

I think it works even less kekw_nc

unreal phoenix
#

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

still dirge
#

x = 50 * 0.015 / 20

#

@unreal phoenix that? πŸ˜›

unreal phoenix
#

but 1x mag is 0.3 fov

#

feel like its a quadratic line

still dirge
#

you're set then?

unreal phoenix
#

idk how to do that shit

still dirge
#

ahah, yeh me neither. Someone else will... πŸšΆβ€β™‚οΈ

unreal phoenix
#

nvm i found it

unreal phoenix
#

was literally just a constant value divided by magnification

#

0.3 / 30x zoom = 0.01fov for config

shy knot
#

CBA has a function for this specific thing

potent loom
#

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"};
            };
        };  
    };

sharp whale
#

Hi there,

class HitEngine { armor = 0.8;

is lower or higher more protection?

frail orbit
#

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

tawdry coral
#

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

grand zinc
#

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

tawdry coral
#

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-

wintry tartan
tawdry coral
#

buut, idk x3

wintry tartan
#

Oh I forgot to update this upon the GM 1.5 so I've just done

grand zinc
tawdry coral
#

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?

frail orbit
#

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 it’s as if nothing happened to it

fleet pulsar
#

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

hearty sandal
#

turret needs to be set as different compartment

wintry fox
#

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};
};
shy knot
hazy wigeon
#

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?

grand zinc
#

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

hazy wigeon
#

i'm pretty sure it's done that in all the samples i looked at

#

also thanks

frail orbit
hearty sandal
#

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?

dusk jungle
#

Hmm, I just tested it and game shouldn't draw UAV vehicles if their crew is dead.

frail orbit
dusk jungle
#

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

frail orbit
#

Ok

hearty sandal
#

also do you use mods on top of this

#

like one of those that makes pilots survive crash

dusk jungle
#

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 πŸ€”

frail orbit
#

If I kill this UAV in flight, then all the pilots die.
When killed on the ground, 1 pilot does not die

dusk jungle
#

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?

frail orbit
#

Looks like I'll have to make a handler that kills the crew

hearty sandal
#

We're you running additional mods on top? @frail orbit

hearty sandal
#

Try without anything extra

#

Any mod development should be done without extra mods present first to ensure they don't interfere

soft wasp
#

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

hearty sandal
#

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

soft wasp
#

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

soft wasp
hearty sandal
#

Then the Arma 3 samples on steam is the starting point

soft wasp
#

there is no example of "btr"

hearty sandal
#

No

#

But there is a car and a tank

soft wasp
#

Okay, I get it. I will then look for a config in fashion with my hands

hearty sandal
#

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

rancid lotus
#

Hey- two questions for more experienced config makers out there.

  1. Are there any benefits to using macros versus hand-typing/normal text in configs?
  2. Any recommendations on where to start regarding learning how to use macros (e.g. CBA)?
hearty sandal
#

But it can also make things difficult if you then later need to make individual changes

rancid lotus
#

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

hearty sandal
#

No

ebon pivot
#

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

hearty sandal
#

hah πŸ˜„

#

not necessarily

#

easier that is

ebon pivot
#

you must be doing it wrong πŸ—Ώ

shy knot
#

What could cause a missile to do a bunch of loops then hit the locked target

hearty sandal
#

may need bit better steering so it hits the first time

shy knot
hearty sandal
#

how would you want it to behave?

shy knot
#

Once locked, it either goes after CMs and misses or it ignores them and hits. Since this is a roughly future missile, I’d try and get it to hit slightly higher than vanilla but still balanced to not make it op and hit 100%

hearty sandal
#

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

shy knot
#

It still happens with vanilla values. Perhaps it’s something p3d related

#

Are there any β€œexample” missiles to look at?

hearty sandal
#

dont think so no.

#

well arma 2 ones perhaps

#

could be mass center related for example

#

so it turns wonky

shy knot
#

@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?

hearty sandal
#

yeah that would be my first choice to test

shy knot
#

Is direct center fine?

hearty sandal
#

Most likely

frail orbit
narrow swallow
#

that determines what pylonMagazines are compatible with a pylon

frail orbit
ashen chasm
#

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 blobdoggoshruggoogly

fervent crest
#

somebody know why this is happening?

ashen chasm
#

define "this" with at least some context, maybe?

fervent crest
#

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

ashen chasm
shy knot
hearty sandal
#

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.

topaz kettle
#


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?

grand zinc
#

Is it listed in CfgPatches?

trail sparrow
#

I hope this is the right channel. 🫣

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? πŸ€” 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.

topaz kettle
hearty sandal
trail sparrow
#

@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?

hearty sandal
#

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

sand crystal
#

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%

graceful plume
#

Can someone point me to where i can read more about these properties ? BI Wiki has no info about some of them

topaz kettle
# topaz kettle ```cpp class CfgWeapons { class ACE_Morphine; class CBA_MiscItem_ItemI...
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 :)

narrow swallow
ashen chasm
# topaz kettle ```cpp class CfgPatches { class NovaGlue { author="H"; r...

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

topaz kettle
#

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;
    };
};
ashen chasm
#

i don't see such a base class, so smells like broken inheritance again

topaz kettle
#

I see

#

Cannot apply it:(

#
class ACE_Medical_Treatment_Actions
{
    class BasicBandage;
    class NovaGlue: BasicBandage
    {
        displayName="Apply Glue";
        displayNameProgress="Glue GAMING";
        items[]=
        {
            "NovaGlue"
        };
    };

    };

sharp whale
#

anyone got a solution for adding a Modded Nightvison with white color instead of green without changing the OE Nightvision?

sly ice
#

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

hallow quarry
#

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

hallow quarry
#

Also how do I fix the speed in which the elevators move. it seems that the original mod maker made them too fast

sullen fulcrum
#

So POOK Soviet air force pack has outdated configs and making errors, how do I make a config update?

sullen fulcrum
tawdry coral
#

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?

graceful plume
#

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 ?

hearty sandal
graceful plume
hearty sandal
#

even if its the same

graceful plume
hearty sandal
#

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 πŸ˜…

#

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

graceful plume
hearty sandal
#

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

graceful plume
#

Can you provide an example ?

hearty sandal
#

from quick googling this seems to be it

opal crater
#

delete does not work on properties.

hearty sandal
#

ah

sullen fulcrum
#

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.

hearty sandal
#

you wont get though

#

start from getting the permission

opal crater
#

don't as you won't get it.

graceful plume
hearty sandal
#

points in p3d yes

#

they might not be straight

#

in one of them or maybe not in either

ashen chasm
#

inb4 monster in-game mempoint viewer script gets born

graceful plume
sullen fulcrum
#

@hearty sandal I mean not CUP specifically

#

Lets say some mod maker out there

hearty sandal
#

still get that permission first

#

otherwise your questions sound really sketchy

sullen fulcrum
sullen fulcrum
hearty sandal
#

but its not right

sullen fulcrum
#

Alright since you insist, I will get said approval from him first.

#

Then once I get owners approval, I will come back here.

hearty sandal
#

that is the correct way of doing things

#

if you want to do stuff like that

sullen fulcrum
hearty sandal
#

πŸ‘

#

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"

sullen fulcrum
#

Alright I will take a screenshot first of said approval them come back here.

graceful plume
hearty sandal
#

but its really not very meaningful as you cant change them if they are not your models

graceful plume
#

Seems more legal way is override optics texture for ballistics that i need. Is it?

hearty sandal
#

the only way yeah if they are not your models and author cant fix them

graceful plume
hearty sandal
#

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

graceful plume
hearty sandal
#

yes

graceful plume
#

i am not using it at all

hearty sandal
#

can you explain what exactly you are doing?

#

could help to understand the problem a bit more

graceful plume
#

is it ok i'll post screenshots here ?

hearty sandal
#

sure

graceful plume
#

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.

hearty sandal
#

well one thing at least is that each gun is at different height

graceful plume
#

can it really greatly affect ballistics?

hearty sandal
#

how much difference are you seeing?

graceful plume
#

if aiming at the bottom of the letters in scope:
right vehicle: ~1200m
middle: ~1600m
left: ~1500m

hearty sandal
#

to me sounds about right

#

the height changes the view position and thus the aim angle and thus the ballistic arc

ashen chasm
#

inb4 different FOV in turrets

hearty sandal
#

that could be factor too

graceful plume
#

Turret FOV are same

opal crater
#

place VR blocks underneath so all guns are level and re-test

graceful plume
#

i have tested it by KK_fnc_trueZoom script and it shows that FOV are same

ashen chasm
#
["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] ![blobdoggoshruggoogly](https://cdn.discordapp.com/emojis/748124048025714758.webp?size=128 "blobdoggoshruggoogly")
#

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 notlikemeow

#

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

graceful plume
#

You are looking at CUP vehicles. But mine is 1 from CUP 1 from UK3CB and 1 is from RHS

ashen chasm
#

bruh

ashen chasm
#

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 πŸ€·β€β™‚οΈ

#

and without FOV correction UK3CB LR landed shots at ~630 meters compared to ~940 of CUP's UAZ

winged plover
#

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

#

which was in the cfg for that

wintry fox
#

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

winged plover
hearty sandal
#

or somewhere above it

winged plover
#

i figured it out luckily

#

it was a extra }; in another cfg that that one was including

hearty sandal
#

πŸ‘

#

those can indeed add up

winged plover
#

any idea about this Mr.Goat

winged plover
hearty sandal
#

is that a vanilla recoil class?

winged plover
#

yeah should be

#

its from the cfgrecoils

meager salmon
#

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

wintry fox
#

Are you asking how to adjust values from another mod without outright copying the entire mod?

winged plover
#

or really any recoil at this point

meager salmon
#

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

wintry fox
# meager salmon yes

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

meager salmon
#

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

hearty sandal
meager salmon
#

wait really?

hearty sandal
wintry fox
hearty sandal
#

video is A very bad format for config tutorials

meager salmon
#

(still dont know how to do that though, im basically code illiterate 😭)

meager salmon
#

could you please explain further? or perhaps teach me how to write it?

hearty sandal
#

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?

meager salmon
#

no

wintry fox
# meager salmon (still dont know how to do that though, im basically code illiterate 😭)

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

meager salmon
#

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

hearty sandal
#

πŸ‘ πŸ‘

meager salmon
#

like damn, my vest now has...a flag on it, oh wow, there is a sticker on this JLTV, how ground breaking

hearty sandal
#

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

winged plover
#

any words of wisdom for my issue mr goat?

hearty sandal
winged plover
#

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

meager salmon
# wintry fox Then you can take the classname of whatever you are editing, make it inherit fro...

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

winged plover
#

cause i use the spar recoil else where and it works

wintry fox
#

hiddenSelectionsTextures[] = {""};
Are you wanting to remove the textures from it?

meager salmon
#

no?

hearty sandal
#

put only the stuff you want to change in your config

meager salmon
#

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;
                };
            };
        };
    };```
wintry fox
#

Interesting
You only need to include the parts you're changing

hearty sandal
#

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

meager salmon
#

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?

wintry fox
#

Are you changing anything else?

meager salmon
#

nope

wintry fox
#

Then yeah, that's all you'd need

meager salmon
#

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?

wintry fox
#
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

winged plover
#

would you happen to have an example of a cfgrecoils? just so i can understand it

wintry tartan
#

If you want to have the example of CfgRecoils, just check CfgRecoils?

winged plover
#

that is not working for what every reason

winged plover
#

but the gun just has 0 recoil

wintry tartan
#

This is an outdated system

wintry fox
# meager salmon so what do i do here?

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.

hearty sandal
#

ah πŸ˜„ @wintry tartan Excellent advice πŸ‘ πŸ‘ πŸ‘ πŸ‘

winged plover
wintry tartan
#

It doesn't even matter

#

It is just a config, just like completely same matter with others

winged plover
#

ill give it a try

#

ty

meager salmon
# wintry fox The classname that you are editing should be the name that follows `class`. If y...
    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)
hearty sandal
#

no you use the actual name of the class you want to override

wintry fox
#

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

hearty sandal
#

otherwise you create a duplicate thing with same name but different class

meager salmon
hearty sandal
#

whats the classname and its parent in the original

#

this line

meager salmon
#

class 6b43_rifleman1: Vest_Camo_Base
this is the original item from the mod, if thats what you're asking

hearty sandal
#

then you use that

wintry fox
meager salmon
#

OHHHHHHHHHHHHHHHHHHHHHHHHH

hearty sandal
#

same class structure so it overwrites the original

meager salmon
#

and then thats it? nothing else i need to fix?

hearty sandal
#

also add class Vest_Camo_Base; above it

wintry fox
#

Should be good after that ^

meager salmon
#

and then put this into a config.cpp, pack it into a pbo, load it on top of the original mod?

hearty sandal
#
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

hearty sandal
wintry fox
hearty sandal
#

yes

#

got lost in copypaste it seems

#

πŸ‘

meager salmon
hearty sandal
#

no

#

πŸ˜…

winged plover
meager salmon
#

huh?

hearty sandal
#

not inside each other

meager salmon
#

ohhhhhhhhhhhhhh

hearty sandal
#

(like in the original)

meager salmon
#

alright

#

i think i've got it

wintry tartan
winged plover
#

im not sure what you mean

wintry tartan
#

In game config viewer has what you have in the config.cpp?

winged plover
#

ill look

meager salmon
#

moment of truth, im testing it

winged plover
wintry tartan
#

By find it in Config Viewer?

wintry tartan
meager salmon
winged plover
#

where would it be under?

wintry tartan
#

CfgRecoils

winged plover
meager salmon
wintry tartan
wintry tartan
meager salmon
#

wait..did i

#

omg

#

omfg

#

HOW

#

i remember i did

winged plover
meager salmon
#

i specifically remember doing that...ah fuck me...

winged plover
#

im blind

#

it does

wintry tartan
#

Also

class A;  // <- this semicolon is invalid
{

};
winged plover
#

more zoomed in

meager salmon
wintry tartan
#

No

hearty sandal
#

this

#

exactly this

wintry tartan
#
class A; <- this is valid
class B: A <- also valid
{

};
class C; <- invalid
{

};
meager salmon
wintry tartan
#

No

hearty sandal
#

not that one blobcatsweats

#

you remove these

meager salmon
#

i did...and i forgot to hit save

#

thats why it was broken...

hearty sandal
#

we also recommend 😴

#

πŸ˜„

wintry tartan
meager salmon
#

thank you but i need this to work, sooner rather than later XD

hearty sandal
#

cant put a timelimit on learning this stuff

meager salmon
wintry tartan
#

Semicolon

meager salmon
#

wait

#

FUCK

wintry tartan
#

Also make the wise indent

meager salmon
#

whats a wise?

wintry tartan
#
class A
  {
    class B
{
};
  };```Not wise
```cpp
class A
{
  class B
  {

  };
};```wise
winged plover
meager salmon
#

right

hearty sandal
#

im gonna take my own advice. 😴 good luck

meager salmon
#

should work now, thank you goat!

hearty sandal
#

Polpox too!

wintry tartan
#

Goat too!

meager salmon
#

thank you to everybody

hearty sandal
#

and DartRuffian

wintry fox
hearty sandal
winged plover
#

if i sent the config would you be willing to take a look

#

cause i think it may be something else

wintry tartan
#

If you want someone to take it a look just post it

winged plover
wintry tartan
#

Are you sure requiredAddons is correct?

meager salmon
#

ok problem, it uh

#

didnt work

winged plover
#

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

winged plover
wintry tartan
#

Not sure because I do not know which weapon you're modding

meager salmon
wintry tartan
#

Are you modding a Mod or you're making a completely new weapon?

wintry tartan
#

That doesn't explain anything

winged plover
#

im porting an arma2 weapon from the samples from the wiki

wintry tartan
#

So is a new weapon

winged plover
#

ye

#

ig

wintry tartan
#

Have you tried to apply them into the weapon itself not the weapon modes?

winged plover
#

i have not as other examples i have seen are in the modes 1 sec ill try

wintry tartan
#

Also have you tried to inherit from Rifle_Base_F not Rifle

winged plover
#

i will also try that

winged plover
meager salmon
wintry fox
#

It would include error logs

meager salmon
#

ah true

#

where do i find that on my local pc at least

#

i only know for the server lmao

wintry tartan
#

!rpt

charred sealBOT
#
Arma 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.

wintry fox
#

Okay so the issue is that you didn't make a CfgPatches

#

Your mod is just the data within CfgWeapons itself without anything else

meager salmon
#

founddd it

meager salmon
#

would that be the issue...?

wintry tartan
#

CfgPatches is a mandatory part of it you can't skip

wintry fox
#

The CfgPatches is basically what Arma looks for when loading a mod
Did you use the official addon builder from the Arma 3 tools?

meager salmon
#

yep

#

wait

#

oops

#

this, is the same cfg patches as the mod im inheriting from

wintry fox
#

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
  {
    ...
  };
};
meager salmon
wintry fox
#

Missing a final }; for the CfgWeapons

meager salmon
#

yep, fixed

#

testing now

#

ahhhhh dammit..

#

what does that mean?

graceful plume
meager salmon
wintry fox
# meager salmon

Means that vest is set to private, which means that other mods can't inherit from it

Which is, interesting

meager salmon
wintry fox
#

Vest_Camo_Base is probably from that mod

meager salmon
#

or well

#

oh yeah it might be...

#

but then what do i do now?

wintry fox
#

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

meager salmon
#

well shit

meager salmon
#

assuming im ok with creating new items, @wintry fox is it ok if i say…just create a new vest entirely with the provided 3d model and so on?

wintry fox
#

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

meager salmon
#

right i’ll give that a shot

meager salmon
# wintry fox `Vest_Camo_Base` is probably from that mod

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?
wintry fox
#

Why?

#

All you needed to do was change the class-names

meager salmon
#

i meant

#

i duplicated that, and that caused the issue

#

is what i meant

#

sorry

wintry fox
#

Gotcha

meager salmon
#

right, so how do we fix the values not applying?

wintry fox
# meager salmon

To confirm, this error here was because you copy pasted part of the config, correct?

meager salmon
#

notice how the class is duplicated

#

i fixed that

wintry fox
#

Then that should have fixed it

meager salmon
#

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

wintry fox
#

Have you actually tried shooting something with it to see if it has the updated values?

meager salmon
#

yes

#

the bullet went right through

#

question: does the load order effect which mod's values has precedent?

#

(it doesnt, just tested)

wintry fox
#

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;

meager salmon
#

πŸ‘€

wintry fox
#

Then, in your config, put:

class ItemInfo: VestItem
{
  class HitPointProtectionInfo
  {
    // Put all of your armor stuff here
  };
};
wintry fox
winged plover
#

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

wintry fox
#

Look good, but make sure you also add the addon that the vest is from to your requiredAddons

meager salmon
wintry fox
#

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

meager salmon
#

still didnt work, dammit...

meager salmon
meager salmon
#

then what do i do?

wintry fox
#

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...

Recommendations

244

meager salmon
#

yea

wintry fox
#

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?

meager salmon
wintry fox
#

Do you see a Config.bin file in the pbo?

meager salmon
#

uhhhhh no actually

wintry fox
#

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

meager salmon
#

YOOOOOOOOOOOO

#

YOU WOULD NOT BELIEVE IT BUT

#

I GOT IT TO WORK

wintry fox
#

Nice

meager salmon
#

wanna know how? i uh

#

copied it from uhhhh another mod

wintry fox
#

Copied what?

meager salmon
#

the values

#

look

wintry fox
#

Oh the other values

#

Not sure why that would be what caused it to not work, but hey it works

meager salmon
#

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...

wintry fox
#

?

meager salmon
wintry fox
#

Well if it's an RHS vest, it would make sense to use the stats for their vests

meager salmon
#

its 6b43

wintry fox
#

I have no idea what vest that is
I've not really messed with RHS

meager salmon
#

fair enough XD

dusk jungle
#

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

novel lava
#

the hitpoint might not actually exist in the model

#

if the selection doesnt exist in the hitpoint lod it doesn't initialize it

tawdry coral
#

What does curator scope do? I assume its like scope but for curator. But then, whatd protected abd private be?

hearty sandal
#

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.

finite surge
#

Anyone know what I gotta do?

tawdry coral
#

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.

orchid mulch
#

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

hearty sandal
tawdry coral
#

Ye, but then a little worried it'll let zeus' see if they edit all objects

#

any objects already existing*

orchid mulch
narrow swallow
orchid mulch
narrow swallow
orchid mulch
#

ah understood, thank you thats much more helpful

orchid mulch
#

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;

molten musk
#

Because Arma, add ; next to }
};

orchid mulch
molten musk
#

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.';
    };
};
orchid mulch
#

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

wintry fox
agile nexus
#

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

ashen chasm
#

i mean, the screenshots have different inventories selected so it's kinda hard to see.. but the total load also seems to be increased

agile nexus
#

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...

ashen chasm
#

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 πŸ’€

#
    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";
    };```
agile nexus
#

Yes, I have a backpack initialized and assigned for every unit

ashen chasm
#

and the backpack's contents are not listed in unit's magazines property?

agile nexus
#

Maybe I should remove from the magazines[] all the items in the backpack

agile nexus
#

They are listed

#

That's how Drongos config generates them

ashen chasm
#

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

agile nexus
#

I'll try removing the items[] and magazines[] items present in the backpack, thanks

sand ocean
#

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

sand ocean
#

" or roofs? Such as in "Winter 2035" by Crazy Mike" huh?

#

How did he manage then? πŸ˜„

wintry tartan
#

It does do in pboPrefix magic

hearty sandal
#

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

sand ocean
#

Which means that any building using that texture will get that texture replaced, however theres no way to create variants, I suppose? πŸ€”

hearty sandal
#

correct no variants

#

which what I assumed you meant with the first question

sand ocean
#

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 πŸ€”

#

as far as I could pick up by now