#arma3_config
1 messages Β· Page 12 of 1
I would expect this
class ModuleCAS_F: Module_F
{
class Arguments
{
class Vehicle
{
class values
{
class LIB_FW190F8
{
name = "$STR_LIB_DN_FW190F8";
value = "LIB_FW190F8";
};
};
};
};
};
class ModuleCASMissile_F: ModuleCASGun_F
{
class Arguments
{
class Vehicle
{
class values
{
delete LIB_FW190F8;
};
};
};
};
If that delete doesn't work, maybe it works moving it into separate config
config viewer shows the same picture when the class doesn't define it's own subclass and it's fully taken from the parent. I.e. "HeadLimits"/"MarkerLights" on the screenshot would show the same "Path". But running configFile >> "CfgVehicles" >> "ModuleCASMissile_F" >> "Arguments" would most likely return "configFile/CfgVehicles/ModuleCAS_F/Arguments". And no parents are shown because there isn't a subclass that inherits anything, there's a subclass that's defined in class parent 
Relevant part of config dump: https://sqfbin.com/jikademizoxucabodeba
Ill try it, I thought this was how it should be but i swapped it around after it started complaining but I think that was unrelated, gonna test
working on it at 4 am was probably not the smartest idea
all this has done so far is break inheritance
as in, I get rpt errors like:
19:04:52 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCASMissile_F/Arguments/Vehicle.displayName'.
19:04:52 Warning Message: '/' is not a value
19:04:52 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCASGunMissile_F/Arguments/Vehicle.displayName'.
19:04:52 Warning Message: '/' is not a value
and the class is broken
it looks like it defines an empty class Arguments in ModuleCASMissile_F, instead of having none and searching through inheritance tree 
But between mods that works, but I guess only if the class is defined in the parent, not if it comes in via inheritance. 
which seem to return us to "if you patch the class definition from another config - it works, if the class wasn't defined at all - it doesn't"?
words cannot describe my confusion right now
I've added editor previews to another batch of skins I've made and despite the filepath being correct and the images being the correct format they don't show up in the editor
oh no wait nevermind just realised what was wrong
I used forward slashes instead of backslashes
god dammit 
I have a question, how would I make a replacement config for weapon models? What I want to do is have the NiArms weapon & magazine models replace those from 3CB Factions, including the weapons used by the AI. For example, 3CB Factions M14 model replaced with the NiArms M14 Model, 3CB Factions MP5 Model replaced with NiArms MP5, etc. This would be the first time I tried to make any sort of config, so any potential templates or examples would be appreciated.
Can anyone one help me find the soundshaders for the A-164 wipeout please?
Its config is stored in sounds_f.pbo. Look for class Plane_CAS_01_base_F and jump down to soundSets. You'll find the list of soundshaders there in the same config file.
If you're after the actual sound files, they're stored in sounds_f_vehicles.pbo (inside the air -> cas_01 folder).
which display do I edit to add my mod to the "showcase" center icon on the main menu?
answer: CfgMainMenuSpotlight
No it's not wrong and won't break things. Some vanilla configs even do that
e.g. turrets iirc
Is it possible to disable turning out on a vehicle via config? I have a tank that I turned into a UGV, but it doesn't fire because the UAV AI always turns out of the turrets.
Thanks for the reply!ππ» I found them.I musta had the search field incorrect..
Hi guys. Im have a trouble with hitPoints. So, im creating house, which have windows and glasses and now I need to make it so that when it hits, the glass is replaced with broken glass and it partically done. Destroyed selection is hides, but when i shoot on the window nothing happens. Can someone give me a cfg sample? (im checking arma 3 samples but...)
house sample had windows with hitpoints if I remember right
also you can open up the vanilla configs and check out the configs for those
through unpacked A3 data or ingame config viewer of All In One config dump file
How can i check model.cfg?
well samples should have enough model.cfgs as reference
yes, forceHideGunner = true property for Turret class.
Yes, but ofc in vehicle not turret
Hmm... somehow that makes my issue worse. The hatches are closed, but I still don't have the standard gunner view for the tank I'm working with. Previously, I could solve this by selecting "Turn In" from the UAV Turret controls, but now that I'm force turned in, this option just doesn't exist.
Driver seat is working fine though.
Here's a pic. Not sure it helps much.
May need to set canHideGunner and a bunch of ___GunnerOut___ properties https://community.bistudio.com/wiki/Turret_Config_Reference
Current config below, base class inherits from CUP M60A3:
forceInGarage = 0;
author = "brendob47";
editorSubcategory = "EdSubcat_Drones";
crew = "O_UAV_AI";
typicalCargo[] = {"O_UAV_AI"};
class Turrets: Turrets{
class MainTurret: MainTurret{
gunnerType = "O_UAV_AI";
gunnerForceOptics = 1;
forceHideGunner = 1;
uavCameraGunnerPos="gunnerview";
uavCameraGunnerDir="gunnerview_dir";
class Turrets: Turrets{
class CommanderOptics: CommanderOptics{
//CUP_LockTurret = 1;
magazines[] = {};
weapons[] = {"CUP_Vhmg_M85_M60_Commander"};
dontCreateAI = 1;
gunnerType = "O_UAV_AI";
gunnerForceOptics = 1;
forceHideGunner = 1;
};
};
};
};
reportOwnPosition=1;
driverForceOptics = 1;
forceHideDriver = 1;
memoryPointDriverOptics = "driverview";//driverview
unitInfoType="RscOptics_AV_driverNoWeapon";
driverOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Driver_F.p3d";
isUav=1;
uavCameraDriverPos="driverview";
uavCameraDriverDir="driverview_dir";
cargoCanControlUAV=0;
};```
gunnerview_dir doesn't exist in the model, I think. Also base game ugv doesn't use uavCameraGunner___, so try wihtout, perhaps?
Well, I tried a few different things out to no avail, then I figured something out by swapping the UAV AI with a Crewman - the gunner is still turned out! The hatch is just closed, screenshots are taken under UAV Control.
Here's what my turret class looks like now:
gunnerForceOptics = 1;
forceHideGunner = 1;
canHideGunner = 1;
//magazines[] += {"SmokeLauncherMag"};
//weapons[] += {"SmokeLauncher"};
//uavCameraGunnerPos="gunnerview";
//uavCameraGunnerDir="gunnerview_dir";
gunnerOutFireAlsoInInternalCamera = 1;
gunnerOutForceOptics = 1;
gunnerOutOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_APC_01_w_F.p3d";
//viewGunnerInExternal = 0;//maybe try setting this to 1
gunnerUsesPilotView = 1;//maybe try setting this to 1
memoryPointGunnerOutOptics = "gunnerview";```
canHideGunner = 0
Ugh, now he just turns out and is visible turned out
I also realized that the black view in the above screenshot is actually just the inside of the "hatch" area facing forward
I fixed it
isPersonTurret = 0;
Is it possible to have the #if __has_include preprocessor command search directories rather than having to explicitly define it?
I.e, instead of going #if __has_include("\rhsusf\addons\rhsusf_main\CfgFunctions.hpp") you can go #if __has_include("\..\addons\rhsusf_main\CfgFunctions.hpp") or something to that effect. Im worried about having these 'soft dependencies' no longer working cus a server owner bundled it into another addons folder
That's not possible to do.
ah, shame
Yes possible, but I don't want to.
Also what addons folder its in doesn't change the path
where are the properties that you can change via this menu in zeus defined?
Has anyone ever seen a tank get destroyed and still have it's lights on (Reflectors inside class Turret, ie weapon spotlights)?
Hello, im trying to hide a part of a model through hiddenselection and im having difficulties.
So my base object has two selections, camo1 and camo2
both selections have overlaping parts and im trying to hide all the camo2 parts
They must not have overlapping mesh
Also hiding with hiddenselections is very bad for performance
Hiding should be done with hide animation
Or variants should be separated to different p3ds
How do I do that?
But the item I'm retexturing has overlapping mesh
P3d is restricted so no way
"overlapping mesh" as in "multiple meshes that take the same space" or as in "a bunch of vertices that are marked as both camo1 and camo2"?
hello, on one of my buildings I want to use the "sound_air_condition_1" and I would like to know how that memory point should be used to make it work ? Can someone help me ?
More like the latter one
Let me describe it more clearly
I'm trying to retextue a uniform
The entire uniform is part of camo1
But some parts like the belt are also part of camo2
I want to remove camo2 parts
You mean the wreck had lights?!
Yes. Only seems to happen with tanks and not all the time.
Personally never seen it but I guess it could be a bug 
I've reported it to BI as such.
Do you need a model.cfg for static buildings with no animations? I'm struggling to find any tutorials relevant to adding purely static buildings
No
You only need model.cfg if you need animations or retexturable parts in your model
Also model.cfg is used to change the thermal imaging parameters
Mmmm, okay. I've largely figured it out now. How do you implement collisions and stuff? The object in question is fairly simple but atm it has no collisions. I assume its something to do with LODs but I have no idea where to even start with them
You need the geometry LOD
And you must give it a mass and each convex component must be named as wiki says
Also you should check out the A3 samples on Steam
is how high helicopter's dust effects determined found in config or is it a memory point?
i.e the dust effects when you hover above the ground
cant see anything related searching through config viewer but could've sworn i have done before
can someone tell me what im missing?
myb ; at the very end ?
nope, didnt fix it:(
in the front or end?
i tried but now it says missing '}' in line 574
How long is your config, that part. You should get an extension to highlight (sqf, c, or something which shows config highlights) , so you see if you have { too much in your config
I mean is that all in CfgVehicles or is that some own part in config.cpp
im pretty new to all this but here is the config
i cant find the problem myself
Try this to see if this works. Also Install Visual Studio Code it tells you where you are missing what.
?
I have managed to get the emissive textures working, and the main texture working, but I am struggling to get both
I'm using "a3\data_f\lights\car_panels.rvmat" for an emissive material, I might switch to a custom one.
It has not helped
//Line 9
class Params
{
...
//Line 130
class Params
{
...
So test if you just remove line 129 & 130 & 131
};
class Params
{
Does anyone know if proximityExplosionDistance works? didnt see it on the config wikis, and in single player if I shoot the titan AA which has proximityExplosionDistance = 10 it didnt seem to work (exploded on impact and I watched it via splendid camera at slow speeds)
You makin a proximity-fused weapon?
I have an issue with a vehicle config, where the sound occlusion is "inverted" so that the muffled sounds play when in third person and the clear sounds play when in first person, so I hear the car clearly when in first person but muffled when outside. The soundsets should be good, it's just the vanilla hatchback soundsets but with new shaders, also copied from the hatchback, just changed the sample. What could be causing this?
Edit: I realised it's probably because the hatchback uses different samples for INT and EXT whereas mine only has 1 sample that is used in both
I don't think a proximity detonation is possible. I never saw that. I mean I may have missed it too since I wasn't looking for it. But if it don't work then it don't work. May want to talk to BIS about that.
Was there some trick to making hiddenSelectionsMaterials work with damage material swapping in a vehicle?
Yeah only on vehicles though
you just have to add the new material to class damage
on units this doesn't work for whatever reason
This doesn't work. It ignores the material in hiddenSelectionsMaterials and swaps to the damage material paired with the rvmat actually used in the p3d.
I thought there might have been a way around it, but after some heavy experimenting last night it appears it's still broken.
Thanks for the reply though, appreciate it.
That's one of the worst feature in this game
huh?
Material swapping with hiddenselections was added in Arma3 if I recall right. The damage swap has existed since OFP? But never got updated to work through actual used material and only reads what's on the P3d for damage material swap it seems.
ππDedmen ππ
maybe fix one day
if push comes to shove can intentionally break the damage classes and script it π¬
Yeah it's an option
i have issues regarding the gun sounds dont play when fired. can someone pls point out what wrong i did?
Modes is what tells the game full auto, single, burst, etc, right?
well first, what file type I didn't scroll down all the way xD
I haven't messed with making weapons, or sounds for said wepaons, but, I'd check logs and try to play the sound via console.
(I assume you can play the sound via console xD)
also I assume you are only having issues with sound. Other then sound, the weapon works exactly as intended.
there are some issues but rn my concern is the sound but i think some of the mentioned issues will be addressed soon
also im curious about the sound via console
how do you do that? id like to know
this has me scratching my head. Trying to make an apers mine and it works, but it appears on the arsenal's magazine tab instead of in the explosives one... I'm inheriting from vanilla classes so I'm not sure whats going on... The CFGVehicles entry works just fine and it appears in the correct editor category
class Sparky_JSDF_overhaul_JSDF_Type87AP_Mag: APERSMine_Range_Mag
{
displayName = "Type 87 Anti-Personnel Mine";
ammo = "JSDF_A_mine_Type87AP";
model = "\JSDF_Wep\_ammo\Am_Type87\JSDF_A_mine_Type87AP";
weaponPoolAvailable = 1;
};```
^ cfgmagazines entry
Have you added the magazine to the Put muzzle?
Mines don't automatically become "placeable" unless you include them to the array.
class CfgWeapons
{
class Default;
class Put: Default
{
muzzles[] +=
{
"Sparky_JSDFType87APMuzzle"
};
class PutMuzzle;
class MineMuzzle;
class Sparky_JSDFType87APMuzzle: MineMuzzle
{
magazines[] =
{
"Sparky_JSDF_overhaul_JSDF_Type87AP_Mag"
};
autoReload = 0;
enableAttack = 1;
showToPlayer = 0;
};
};
};
Its placeable. It works. The only issue is that they appear on the magazines tab of the virtual arsenal, not on the explosives one
wait. That worked. Thank you!
I'm trying to create a custom animation, its just a hide one, and it wont come up in game when I use animationNames object
what type of object?
I have it defined like this under model.cfg:
class Animations {
class IT_Foot_L_Hide {
source = "IT_Foot_L_Hide";
type = "hide";
selection = "IT_Foot_L";
hideValue = 1.0;
};
};
And this in config:
class AnimationSources {
class IT_Foot_L_Hide {
displayName = "HideLeftFoot";
source = "user";
animPeriod = 0;
initPhase = 0;
};
};
cfgvehicle, in my case a uniform
uniforms dont use those animations
Is there any way to create a custom one that they will use?
no
they animate through RTM
or at least I cant remember ever seeing separate model.cfg animation work on uniforms
Ok, All im trying to achieve is a hide effect, I can kind of do it through hiddenselections, but for some reason half the selections wont hide
I'm pretty sure I have it defined correctly, so I trust you
but hidden selections are poor way to hide things
as the mesh is still drawn
just fully transparent
do you suggest an alternative lol
That would work, but would take up a ton of storage space
do you know if parts of the uniform model can use proxies?
and sometimes accepting the fact that Arma is not quite designed for fashion variation can save you a lot of grey hair
π
I find arma is rarely designed for the things I want it to do haha
@hearty sandal I know that proxies can be used with cars and stuff in order to create variants that can be changed in the garage, is there a way to modify a uniforms proxies in a similar way? Like hide the helmet proxy for example
thanks for your help
π sorry theres no other good way to do that
np
How do you actually, make these
Ello, can someone help me write a simple config for a uniform retexture?
I'm suspecting I messed the file path up to the model used but I can't figure out how to do it after going through 3 guides
Without looking your config, no
preferably on https://sqfbin.com/ if it's more than 30 lines long π
pastebin has cpp syntax highlighting πΏ
Why wouldnt it?
Is there a way to give an item a visible description in the inventory?
descriptionShort = "Your text goes here.";
Works for headgear, vests, and facewear items.
Field Manual entries are handled elsewhere under CfgHints.
When it comes to a vehicle ingame, is there a way in the configs to make a certain spot in a vehicle always turned out?
IE the commander is always turned out but the driver and gunner are not. I am not sure if the turnout stuff is determined in the config or in the model itself
it is possible to disable turning in or turning out
Interesting. Do you have a sense of where I should be looking in the cfg to disable that? Either turning in or out
gunnerAction= and gunnerInAction= to begin with
inAction can look like turned out and then with empty gunnerAction it should never try to "turn out"
Gotcha, thank you. I'll tinker around in there and see what I can do
be warned doing that makes AI treat them as if the unit is turned in (aka won't fire on them)
Ah drat
hold on I had to figure out how to force 'always turned out' recently lemme see what I did in the end
it is possible though
I think it was just
canHideGunner = 0;
forceHideGunner = 0;
and only gunnerAction defined
π good call
Did that fix the AI issue you mentioned or was it still ap roblem?
Hell yeah, great work kerc.
this set up was for a static weapon though and I wanted all the crew to be treated as 'turned out'
this was important for making it work for whatever reason
It's usually to tell AI to turn in when in combat or not
Gotcha. Yeah, I'm going to see if I can get the SOG m113's to have AI turn out always for the ACAV support guns. Then see if I can do it for the BTR-50's MG too.
in that case set hideProxyInCombat = 0; in the specific turrets you want turned out
Lifesaver kerc and horriblegoat, thanks!
Very cool, already works. They clip through the flip bits. I'll dig around but there any way to force the hatch to stay open as a model? Otherwise it works from testing it - main gunner, side gunners all fire. Going to do a test to see if the AI try and shoot the turned out gunners to see if I did what kerc mentioned right
Yup they shoot the folks on top nice and tidy
I've gotten two steps forward one step back with the hatch. I figured out the way to force the hatch to be open is to edit the hatchCargo initPhase in AnimationSources to read 1, not 0. However, I get the following error. At the same time once ingame it seems to work fine - the hatch is open by default. The code I am currently using, copied from the ingame cfg and tinkered with until it loaded right/no CTD but still that error. Any idea what I can do to get rid of that error popping up?
Edit: Think I fixed it. I just included the full animationsources section, not just the initphase.
Hell yeah. It seems to work. Thanks again you two.
help, im trying to play Inshallah https://steamcommunity.com/sharedfiles/filedetails/?id=959690876 on a dedicated server, but when i just it just says
how does CfgEditorSubcategories work? I don't really understand how to put classes under a new subcategory
It's basically CfgVehicleClasses but for listing stuff in the editor.
i.e. EdSubcat_Cars would be displayed like this:
BLUFOR
NATO
Cars <-- any BLUFOR >> NATO vehicle in CfgVehicles with editorSubcategory = "EdSubcat_Cars"; defined goes under here
sorry, I wasn't being specific enough. So with "MySubcategory", do you just enter it into the editorSubcategory and it will work fine?
In replacement of class in the quotes: editorSubcategory = "EdSubcat_AAs";
If you've created the class in CfgEditorSubcategories then yea, that's all you have to do.
class CfgEditorSubcategories
{
class MySubcategory
{
displayName = "My Custom Subcategory";
};
};
class CfgVehicles
{
class some_external_class;
class my_vehicle_class: some_external_class
{
editorSubcategory = "MySubcategory";
};
};
Hi, I have a question, what parameter is responsible for the timer for starting the rocket engine after the shot?
Or is it based on animation?
initTime
when my addon adds a class to CfgVehicles, how do i make it so it doesnt appear in the Empty tab in editor?
parsed when PBO is binarized. that's when I pack it right, I don't need to make the config file be a .bin?
if you binarize when packing
oh- so otherwise it doesn't work?
It does. But its always binarized on launch
oh so binarized just makes the game boot faster, sorta?
If you pre binarize it, it just saves time during launch cause game doesnt have to.
ah yes
But if you use some pre processor checks like if file exists. You must not binarize it. As these wont check on runtine, but rather at packing tine
ah so sometimes it's better to not make them be .bin files? :P
Sometimes. But normally, its better to do so.
Sometimes it's not better no, it's never better.
But sometimes you use a feature that only works if you don't.
Specifically only #if __has_include
It's still worse than binarized, but no other way to make it work
Well, now I can have my stuff in a single folder, with files for vests, helmets, uniforms, etc. Might be a little annoying to do the patches weapons array though xD
is it possible to have 3 seperate fire modes? As an example, Normal rifle, standard UGL, and then the fire mode that is seen in some scifi franchise mods on the workshop (||stun||)
(Trying to not violate the rule via IP name dropping, but also want people to know what I'm talking about xD)
I mean just saying stun would be enough and not this much edging on becoming an issue..
but sure you can have as many firemodes as you want
so here's something really weird
- I make a custom faction with custom units, vics, etc
- I make a different version of the same faction, just swapping out some headgear, vests etc. to make it basically a different era
- the latter inherits directly from the former's unit classes and just swaps the faction and equipment
- the former faction's units do not appear in zeus
- the latter's do
I am thinking that it must be something to do with the way the faction is configured, since all units (men) for that faction do not work but they do for all my other factions
zeus needs units be listed in the cfgpatches units[] array
Does anyone know how (running an exile server) to put a vehicle as one of the vehicles that you can roll up to, scroll wheel and either rearm, repair or refuel at? I've dug through every config and sqf file I can find, but have no idea what list to add them too
I want to get rid of the modern stuff and replace them with the older (Iron Curtain, GM or Prairie Fire) stuff, but none of them are set as that as default (I can't rearm at a 10t ammo truck for example) but have no idea how to make them able to do so
Is this vanilla or ACE?
It's already part of the "base game" package, the zamak etc allows it, I just can't find the list of where it is to add new vehicles to it
Vanilla
Another example, the bobcat allows repair, rearm and refuel, but where is that defined in the classes/configs? (In exile)
transportFuel, transportAmmo, transportRepair in the vehicle config.
Sorry for the silly question, is that in the addons part or is it elsewhere?
Not sure what you mean.
Where is this vehicle config sorry? I want to add others to that list, I'm just having trouble finding it
You'd need to make a mod that added those config entries to specific vehicles.
But that's what I'm trying to find. It already exists, I know because I found it before months ago but can't find it again, and it already contains vehicles such as the Bobcat, I'm trying to add more vehicles to it
Again, this is an Exile server, so it probably comes as part of that, but where I don't know
You mean you have your own version of Exile?
Not exactly, I (months ago, the server shut down for a good 4) found how to add other vehicles to the list of ones that you can, if you've sat in the driver seat, roll your tank/apc/heli up to and scroll wheel > refuel/rearm/repair, depending on the vehicle
So generally, data can be added to config from any config.cpp inside an addon PBO.
Mods might have a method to read from external data but that would be proprietary.
Yeah, and that's what I've been scouring: Where the bloody hell does Exile define which vehicles are ones I can resupply from??
If you're not running your own version then I fail to see how that matters.
Because I want to add other vehicles from CDLCs like prairie fire or Iron Curtain to those lists
Wait, this isn't vanilla refuel/rearm/repair functionality?
Ah whatever. I probably pointed you to the wrong place and you need to find Exile support.
It is.
Exile has no system for that (by default).
but SOG Prairie Fire already has the refuel/rearm/repair stuff set?
That's what I'm trying to figure out, if it's vanilla where do I find it? I assumed it was part of Exile
I would test myself, but Arma insists on doing a 35.8gb workshop download every time I hit play, and I have no idea why
because SOG Prairie Fire got an update recently.
I know, I got the DLC today, unsubscribed from the compat data mod, and ever since it's been downloading a 35.8gb file every time I hit plau
*play
At least it has the common decency to be faster each time lol
I'm writing a config patch to add more variants of vests of a mod. In the source mod, vests have this entry: sqf overlaySelectionsInfo[]= { "arms_hide", "legs_hide" }; and then uniforms have a corresponding entry: sqf hideProxySelections[]= { "arms_hide", "legs_hide" };My question is, can I hide these proxies/selections within a vest CfgWeapons or do I have to add more uniforms with that entry?
I understand that a vest that has arms and legs parts will be displayed fully only when uniform doesn't have any hideProxySelection, but can I do the same without declaring new hiding/non-hiding uniforms?
to put it simpler, can I just make three vest classes that would already be "full", with one proxySelection and two proxySelections instead of making three different uniforms? It's kinda crucial to me to avoid having player change uniforms for different proxies instead of switching armor.
what you describe is not vanilla feature
Re-arming on the bobcat etc is a vanilla feature π€
Looks like you have a lot of syntax issues with class specifiers and brackets.
line 51, missing class. Line 81, missing class. Line 100, missing end bracket. Line 101 missing class. Line 122 probably two extra end brackets.
you mind fixing it?
shrugs
cause i'm new to this
I don't know acex specification.
Ok thanks
Not sure if you can have a dot in a class specifier either.
(class 14.5inch)
Oh, lines 51-53 probably aren't supposed to be there.
Uh, with CFGWorlds, what is the correct image resolution ratio for the pictureMap and pictureShot images
2048x2048 is the default for pictureMap and 1024x512 for pictureShot. You can get away with smaller power 2 resolutions but it will be pixelated.
Thanks so much.
Hey you all, this is my first time importing an object into the game and I cant find it, can someone check and see if there is something wrong with my config?
- Better to copy and paste the config not image
- Can't find where?
- CfgModels is wrong whatsoever, but that's unrelated with the availability
Cant find in eden editor
and here is the config
class CfgPatches
{
class BearsExampleWithTriangles
{
addonRootClass = "A3_Armor_F_Beta";
requiredAddons[] = {"A3_Armor_F_Beta","A3_Data_F","A3_Weapons_F_Gamma"};
requiredVersion = 0.1;
units[] = {"BearsExampleWithTriangles_green","BearsExampleWithTriangles_red","BearsExampleWithTriangles_blue"};
weapons[] = {};
magazines[] = {};
ammo[] = {};
};
};class cfgVehicles
{
class Thing;
class BearsExampleWithTriangles_green: Thing{
scope = 2;displayname = "BearsExampleWithTriangles (green)"; model = "MyWorkFolderBox\examplewithtriangles"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_green_co.paa"}; }; class BearsExampleWithTriangles_red: BearsExampleWithTriangles_green{ displayname = "BearsExampleWithTriangles (red)"; hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_red_co.paa"}; }; class BearsExampleWithTriangles_blue: BearsExampleWithTriangles_green{ displayname = "BearsExampleWithTriangles (blue)"; hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_blue_co.paa"}; };};
!code
```sqf
// your code here
hint "good!";
```
β
// your code here
hint "good!";
Replace sqf with cpp
Not gonna lie Im a bit confused on what you're trying to tell me @wintry tartan
I cant send the message in that template? when I hit enter
I only said please use the proper formatting
Sorry Im just slightly stupid
class CfgPatches
{
class BearsExampleWithTriangles
{
addonRootClass = "A3_Armor_F_Beta";
requiredAddons[] = {"A3_Armor_F_Beta","A3_Data_F","A3_Weapons_F_Gamma"};
requiredVersion = 0.1;
units[] = {"BearsExampleWithTriangles_green","BearsExampleWithTriangles_red","BearsExampleWithTriangles_blue"};
weapons[] = {};
magazines[] = {};
ammo[] = {};
};
};
class cfgVehicles
{
class Thing;
class BearsExampleWithTriangles_green: Thing{
scope = 2;
displayname = "BearsExampleWithTriangles (green)";
model = "MyWorkFolderBox\examplewithtriangles";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_green_co.paa"};
};
class BearsExampleWithTriangles_red: BearsExampleWithTriangles_green{
displayname = "BearsExampleWithTriangles (red)";
hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_red_co.paa"};
};
class BearsExampleWithTriangles_blue: BearsExampleWithTriangles_green{
displayname = "BearsExampleWithTriangles (blue)";
hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_blue_co.paa"};
};
};```
Nice okay I could get the message in the template but it wouldnt let me send the message idk I couldve been doing something wrong
Anyways, regarded to the unavailability - Have you searched the Assets Browser?
unavailability is regarding me not being able to find the object? Answer if yes: Im not sure what the assets browser is
The right hand of Eden Editor, Ctrl+F
That's why I asked you to use Ctrl+F, it may not in the props
Then you may forgot to load the pbo
Hm, then try to put class BearsExampleWithTriangles_green into the search field
in asset browser?
Yes
okay lemme relaunch
nothing? 
Then check config viewer
where do I find that?
ConfigFile > CfgVehicles > Bears...
not there
Which i would assume is an issue
Then the Mod is not loaded
Or your config is not loaded properly
Are you 100% sure what you've packed into the pbo has the config?
So i'll reiterate my process and you can tell me if the tutorial i followed missed something
I went to arma tools, then addon builder, and put in this information, and clicked pack
this is the addon source directory's folder
It does have no config.cpp
this isnt it?
No
do I need to rename it to jsut config.cpp?
It should be config.cpp to be exact
Yes
Okay re-packing right now
Loading Arma now (I re-loaded)
:)
So it does have a few issues
it couldnt load the textures
and I can walk through it
Im guessing regarding the "being able to walk through it" it's missing some type of class code in the config?
CfgModels?
Oh the seperate config
the CfgModels
OH
Is that what you meant earlier? that the extension is supposed to be a .cpp?
Let's move on to #arma3_model
Okay
anybody good in acex menu?
Depends what you are looking for?
I tried importing it in-game and its not working
- i need to know the required files for it because i think i got them wrong
β οΈ ACEX was merged into ACE3 v3.14.0! β οΈ
You have ace?
or trying get only ACEX features?
you mind doing vc?
i do have ace
i need the ace weapons menu
There is ACE own discord, i bet you get answer to your issue from there easier than here
thanks alot!
He's trying to do something with aceax not acex.
ACE Arsenal Extended is not our addon.
Blame the mod author for using our prefix π
Can somebody help me out with a inventory icon issue. I've made a retexture for the vanilla RPG-32 and I made an inventory icon with the same dimensions as the vanilla icons (512x256 I think?). However it appears at half-size and I can't for the life of me figure out why.
Appears the same way in the arsenal.
Here's the config
displayName = "RPG-32 (Black)";
picture = "\7R Factions\7r_factions_csat\data\icons\7r_csat_rpg32_blk_x_ca.paa";
hiddenSelectionsTextures[] = {"\7R Factions\7r_factions_csat\data\7r_csat_rpg32_blk_co.paa","\A3\Weapons_F\Launchers\RPG32\data\RPG_32_optics_CO.paa"};
};```
All other icons I've made appear fine, however this is the first weapon icon I've made. So maybe I'm missing something.
@hearty sandal I apologise for wasting your time yesterday, thank you for trying to help, I apologise, there is no list and it is basegame, I was misremembering, sorry
Can anyone point me in the right direction to a backpack mod example? I'm good with the model and such I'm just struggling with the configs
So, arma will scream and cry if I put forward slashes in my cfgSounds instead of backslashes, right?
or am I free of this in description.ext and modmaking
Wait, classnames can have hyphens, right?
IIRC the config parser freaks out if you try that.
Oof.
So, some questions.
with CFGSounds, for making an addon as opposed to using it in description.ext, does the file path need a leading backslash?
Is there a reason to have the MAINPREFIX be z?
not really. We use x
Is there anyway to rotate an object when placed?
I've tried using both the EventHandlers class and CBA's extended event handlers, but neither seems to have worked.
Specifically I've tried using (_this select 0) setVectorUp [0,-1,0]; and [(_this select 0), [0, 0, 270]] call BIS_fnc_setObjectRotation;
I used
(_this select 0)because the specific object I'm using's_this(for lack of better phrasing) also has the model used for the object
In both cases the object was placed as normal with no rotation
hi im trying to learn scripting and modding. Trying to make an item (cd) and have it in the arsenal. Can anyone show me how to or point me in the right direction?
First you need to make a config.cpp file. Then in it define a cfgWeapons class to define the item itself, and a cfgVehicles class to define the "dropped" item.
For example, check out the ACE bandages (see cfgWeapons.hpp and cfgVehicles.hpp files):
https://github.com/acemod/ACE3/tree/master/addons/medical_treatment
I think the A3 samples on Steam also has item samples.
Then finally you pack the config.cpp file into a .pbo, according this guide:
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
Thanks mate, will read into it
yo guys im not sure if im right here. please redirect if this is the wrong channel.
having a mod in work containing props.
ton of models, ton of textures.
however often there are a couple different textures for single models.
how do we do that thingy, where we are just putting the model in the mod once and making it possible to change the teture in the editor via something like a dropdown menu? i dont really now the name for that so i couldnt fit anything in the biki yet
(ping for answer if possible)
Hiddenselections would be the first step
alright thanks.
so just assuming we have added those for each now from how i understood there is only one texture in the game when placing that object.
to change it i have to add one of the hiddenselections in the objects config part.
is there a possibility to make the textures selectable in the attribute part with some kind of drop-down chart? because listing up the names of all hiddenselections would be uncomfortable for mission makers i suppose
Is there anyway to rotate an object when placed?
I've tried using both the EventHandlers class and CBA's extended event handlers, but neither seems to have worked.
Specifically I've tried using (_this select 0) setVectorUp [0,-1,0]; and [(_this select 0), [0, 0, 270]] call BIS_fnc_setObjectRotation;
I used
(_this select 0)because the specific object I'm using's_this(for lack of better phrasing) also has the model used for the object
In both cases the object was placed as normal with no rotation
(Reposting)
where are things like property[]+={"nuts"}; supposed to work? 
i.e what are the conditions for it to work? i was under the impression it was more than just muzzles
trying to make full body armor, however for whatever reason there doesn't appear to be any armor value that's actually assigned to these parts when I test them in-game
We could add -= support.. π€
But meh
yeah theres very little instances it's actually useful aside from just unit mods not having to redefine everything
though if its just a simple copy paste with changing + to - yes plz
Hey- so
Niche case, but I need help with some PreProcessor nonsense
So basically, we're trying to set up macros so that we can color voice lines (i.e. red for enemy character, blue for friendly character) in preprocessor
Problem is though, that for structured text, the # key needs to be used when defining hex code color
[0,"<t color='#0040ff'>Kayla:</t><br/><t color='#ffffff'>All hands! Prepare to repel boarders!</t>"]```
^For example
However, when we try to bind this to a macro, such as...
#define IMAGE(path) <img ='##path##'><img>
#define BLUE(tx) <t color='#0040ff'>##tx##</t>
#define WHITE(tx) <t color='#ffffff'>##tx##</t>
#define KAYLA(tx) IMAGE(pic.paa)##BLUE(Kayla)##<br/>WHITE(tx)
[something something]
KAYLA(Prepare to repel boarders!)
...It just doesn't want to include the # in the actual macros
Am I missing something here?
anyone know what may have happened to cause this with our textures? The rvmats and textures were working fine before we imported and config'd two new shoulder variants for the armor, and then it suddenly shit the bed (base, custom, and prior armor colorations)
asking here because we've deduced it has to be something on the importing/config end. rvmat and texture paths are confirmed to be correct
Black usually indicates wrong pathing in rvmat
or wrong pathing for the texture 
those are the 2 options really

we got it figured out
"When I moved the Sniper shoulders around to align them properly it proper wankered the uv"
oof
Any help? π₯Ή
Normal languages have string escaping for that, but Arma either doesn't have any or doesn't have any documented.
try:
#define HASH #
#define BLUE(tx) <t color='HASH0040ff'>##tx##</t>
No joy :/
The # doesn't show up in string form
could anyone help me add armor values to the arms and legs? I've even copied the config from the wiki website that has protection in the arms, but it doesn't seem to actually do anything. Dunno if I'm just being an idiot or what
Can Arma 3's parser handle the \ used normally by C++ for multiline macros?
yes.
we figured it out
π still quite an obscure cause
oh fuck I had already said that
its been a day
π΄ time
also, where would be my best channel to make a suggestion about an asset? notably the big excavation site dump truck. wondering if it could be added to the a3samples for turning into a vehicle via config, or if the necessary features could be added like land contact it would require
not going to happen in current Arma3 development stage
such things can be perhaps done once the A3 public datapacks get released
understood, where can I follow for updates about those?
(should be my last question, sorry to keep you up XD)
nowhere really. π it will likely be announced in news once it happens
that works just fine, thanks for all the information
classic 
Try
#define HASH #
And then use that
Am slow. But I'd say veterans Example should have ## as separator
If that doesn't.
#define HASH(x) #x
'HASH(#)##00112233'
How would I go about changing the count of a magazine to be larger? In particular I tried to change the SOG:PF M16 magazines to be their full count, and descriptions to match, but neither of those worked. I know for a fact that I'm doing something wrong, but I've only ever messed with factions before so I'm totally clueless as to what it is. (I more or less just eyeballed what the formatting was from a mod that changed the tracer count in the magazines so I have absolutely, positively, no idea what I'm doing at all)
also wondering since I want to be able to have practically unlimited capacity mags for certain AI to have in missions, like machine gunners in fighting positions and such, but I figured that changing something existing would be an easier first step than adding something new in
the ammo count in the mags is era appropriate though
I don't really care about that I just want to know if what I'm doing is the right way to achieve what I want to achieve. I'm not looking for opinions of it.
It is an absolute myth that loading them to full capacity actually reduced reliability. I know it was a practice that was done at certain times, in certain units within the U.S. military because people believed it to be true, but again, that really doesn't have much to do with the question of "am I doing this properly".
Since you bring that up the veteran advisors who were there approved of the setup. So I dont think it is a myth. Anyway, good luck with it
Like I said it was a practice that was done (and has been known to continue up to the present day, by the way, among U.S. troops in Iraq and Afghanistan), because people believed that it was necessary for reliability. I know it's a documented thing, I'm just looking to use the guns in other contexts than the U.S. military context, and I don't want that myth modeled if I'm using them in a faction that never would've experienced that myth floating around. Somehow none of my vintage 20 rounders malfunction when loaded fully, and it was as far as I know never noted as being an issue in other militaries that used the M16. On top of that it's not even how spring wear works - because springs wear out from the action of compressing and stretching over time, not by being compressed too much. So I'd say yeah, it's probably a myth that it's actually necessary for reliability.
You can look it up for yourself, it's well documented to be a myth that it was actually necessary - it's not a myth that people actually did download their mags, but I really do not care about that part of it.
but again I just want to know how to do it, I shouldn't have to justify why I'm doing it and go off-topic from what the channel is
ok
- Is your CfgPatches set up correctly so that SOGPF's addons are loaded first?
- Is your inheritance for each classname correct?
What you've shown should be working but it's hard to tell without a full view of your config.
can I sort these Field Manual entries in any way? I created them in order Introduction, Feedback, Credits in Description.ext, but the outcome is neither by that order nor alphabetical.
how would I go about adding armor to a uniform?
I tried adding a hitpointsprotectioninfo but that didn't seem to do anything
It's a bit confusing but HitPointsProtectionInfo doesn't work with uniforms. You have to define the uniforms armor and HitPoints in CfgVehicles, not on the uniform's item in CfgWeapons.
If you take a look at the vanilla O_Soldier_base_F class for instance, you can see how CSAT Fatigues (U_O_CombatUniform_ocamo) get their protective attributes.
the functions of the editor do not work, to be more precise, the function viewer and configuration viewer do not work, for some reason this happens only with my mod (that is, when I start the game with CUP everything works), I did not change any parameters, could it be because you need to prescribe some kind of mandatory paremeter, what would turn it on?
Again it's up to the Mod you load
this is a mod that I made, I have no restrictions on the operation of these functions, that's why I'm asking why. After all, it should work π
yes, for some reason these buttons don't work
How's your config?
I have several .pbo files, but CORE is the most common
this is the whole config, CORE .pbo
class CfgPatches {
class NinthCompany_Core {
units[] = {};
weapons[] = {};
worlds[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_UI_F", "A3_Data_F", "A3_Weapons_F", "A3_Characters_F"};
};
};
class R_core_version
{
mode_version = 1.2;
};
class cfgMods {
author = "my name";
};
You sure this thing does that?
maybe there is some solution, while it seems to me that we are conducting a useless dialogue, because it does not lead to an answer
I have a clear question how to make the function and configuration view buttons work when I play with my mod. Because at the moment it does not work, you are asking empty questions. I assume you don't know the answer:(
If I knew, I wouldn't have written here:(
I'm not saying you know it. I'm just trying to narrow down what's the cause
If I have zero clue about the config I'm not here either
Unfortunately, I don't understand myself, I can't give an exact answer why it doesn't work, I assumed that you know and can guess what's the matter
I'm not saying you must know why it doesn't work either
Nobody knows how it doesn't work at this point so I'm trying to know, nothing else
And yes, I don't know the exact answer right now. This is your "responsibility" to provide more info
In short. It's something in your mods config breaking the game.
understood, I'll double-check, thanks:)
Most likely you redefine some base configs.
I only determined the configuration of the basic clothing for retexturing, there is no such thing as a redefinition of the base
Well if X does not work with your mod loaded, then your mod is breaking it somewhere. 
yes, kaaaak, okay, I'll check, I'll look at other people's work:)
if you can, comment out parts of your config and try again and see if it starts to work at some point
and then try to trace at which point it works and does not
I found a bug, thanks for the help)
getting error some input after endoffile in description.ext
class CfgMusic
{
sounds[] = {};
class new_order_blue_monday
{
name = "new_order_blue_monday";
sound[] = {"sounds\new_order_blue_monday.ogg", 3, 1.0};
titles[] = {0,""};
};
};
class CfgSounds
{
class foreshadowExpl
{
name = "foreshadowExpl";
sound[] = {"sounds\foreshadowExpl.ogg", 3, 1};
titles = {};
};
class chinese_pilot
{
name = "chinese_pilot";
sound[] = {"sounds\chinese_pilot.ogg", 2.5, 1};
titles = {};
};
class distant_explosions
{
name = "distant_explosions";
sound[] = {"sounds\distant_explosions.ogg", 1, 1};
titles = {};
};
class BattleAmbience_01_16bit
{
name = "BattleAmbience_01_16bit";
sound[] = {"sounds\BattleAmbience_01_16bit.ogg", 1, 1};
titles = {};
};
class btw_ambience_battle_calm_02
{
name = "btw_ambience_battle_calm_02";
sound[] = {"sounds\btw_ambience_battle_calm_02.ogg", 1, 1};
titles = {};
};
};
i really can't see where the error could be - all brackets are closed....
titles[] = {0,""}; vs titles = {};
nah, tried that a few minutes ago and still is a bit funky sometimes
but ill keep it
cheers
keep what?
titles[] = {0,""};
same stuff in https://community.bistudio.com/wiki/Description.ext#CfgSounds so
mightve fixed it
though visual studio code still thinks there's an error at the end of description.ext
titles[] vs titles
defining arrays without [] tends to break stuff 
even empty ones
oh shit didn't spot that one
most likely why it error'd so hard
it worked 50/50 but yeah it still broke stuff
Question, what decides if a player can fall out of a vehicle seat once it flips? Like I noticed that if vehicle flips, it ejects players from some seats (like exterior ones), but what config distates which seats strap you down and which dont?
How to disable the insignia through the arma 3 mod ?
I tried to reassign the standard classes, but nothing has changed in the end
I've been asked if I can increase the server's max view range, which I've found out is forced by default to 1600m, however I can't find the .armaprofile to change it and have no access to Zeus to use the command, do you guys know a way I can change the max forced render distance?
you really should find the .arma3profile
Not sure what you mean by "no access to Zeus"
You can also use setViewDistance & setObjectViewDistance on the server using the debug console.
I'm a tit, I forgot the 3 when searching, according to the profile the view distance is 5000 which doesn't match the server's. I don't have Zeus access because although I do the backend stuff, it's an Exile server and I don't know how to get on zeus in the server, as well as the Exile settings in the description.ext saying not to edit the Debug Console setting, so I'm a bit reluctant to touch that. Sorry, I probably should have said it was exile when I asked the question
Does anyone know how I would do a music pack as a mod?
what kind of music
Just like, songs?
songs would require permission to share from their rights owners
so it is most likely a no go situation
sharing music like that would be piracy
which is stricktly forbidden
Really? What if the mod is private and you just use it for your unit?
Cause I see a lot of music packs on the workshop with plenty of copyright songs from really popular artists
you can always report those so they get removed
they are forbidden and get removed and will eventually result in being banned from the workshop
private sharing is still piracy
Still against Valve EULA (to upload it to the Workshop) π€·ββοΈ
Check out https://community.bistudio.com/wiki/Intellectual_Property for a bit more info before running into this rabit hole
You know every time you talk to me it always feels condescending, so I think I'm gonna go now. Thanks for the info, later
I have just answered your questions
Its not condesending if I tell you something you did not want to hear.
You will need 2 files. 1 .hpp and one config.cpp
Config
class CfgPatches
{
class Yourmusicclass
{
name = "Big boi Music Pack";
author = "You";
requiredVersion = 1;
requiredAddons[] = {};
units[] = {};
weapons[] = {};
worlds[] = {};
};
};
class CfgMusic
{
#include "bigboi.hpp"
};
class CfgMusicClasses
{
class Revo_MusicClass_ArmaColdWarAssault
{
displayName = "My custom stealthy shit";
};
class Revo_MusicClass_ArmaResistance
{
displayName = "Not so custom non stealthy thingy";
};
};
and hpp file
class Verycoolsong
{
name = "cool 1";
sound[] = {"bigboimusicpack\music\yeboi.ogg",db+0,1};
duration=175;
musicClass = "My custom stealthy shit";
};
class verycoolsong2
{
name = "cool 2";
sound[] = {"bigboimusicpack\music\nahnoi.ogg",db+0,1};
duration=215;
musicClass = "Not so custom non stealthy thingy";
};
sorry for the late response. I'm not sure where to find the CSAT fatigue's config. Would you be able to perhaps show me? Would be a great help
You can look for the classname using either the Config Viewer in the Eden Editor or unpack the characters_f.pbo in Arma 3's main addons directory. Debin the pbo's config and then look for the classname there.
will attempt to do that
I think I have it somewhat working, but for whatever reason it duplicated all of the vanilla arma equipment. I'm not sure why as I don't have any of them listed
Hello, how in vest is defined how much it takes damage from explosion?
where do you change your mod's (main menu) icon?
mod.cpp
No
so i need both
Yes
ok thx
does anyone know if there is a way to make ffv turret seats show the nvg on soldiers heads?
I do not think there is a way. I've struggled with it a while ago
Same with backpack
damn. thought so. i tried everything i can think of, but no chance
Fun fact but you can kill AIs and somehow it suddenly appears on the corpse π
sounds like a bug to me, maybe we should write a ticket and ruin dedmens day 
also have a turret[0] seat which for the hell of it won't show an nvg either
heh, ai switches to nvg as well if i kill him
maybe this is a general turret something something issue
I actually forgot if I've sent a feedback or not
#arma3_feedback_tracker message
Ded even reacted to this π Not a ticket though
god damnit, no nvg in prowler? i will never be able to unsee this now
hm at least top gunner should be able to, though. it's just a normal turret position
when i made the marid (hmg) variant, i've enable the nvg for the top gunner
But is not a FFV turret, so...
yea
that's what i'm saying. at least prowler top gunner could show nvg :p
same with the other gunners on the offroad and such i guess
Essentially I've tried to find the same answer when I made Enhanced Artwork Supporter but no dice actually
Well, I will make a ticket whatsoever
https://feedback.bistudio.com/T157752
Oh wait, I've made one already about the feature
should specify that the issue is with ffv?
Nope, the issue itself exists on every seats AFAIK
Feature on the other hand, I don't think seats other than FFV needs
wait, is showHMD supposed to be for nvgs or is it rather the 2d hud overlay
Good question
It should be for nvgs afaik
if it does, i have no idea how it works
added it to root vehicle class and even in turret config, but no change
FFV is kinda a separate vehicle of its own since it has its own separate view draw
These work as you would expect in the root of the vehicle class:
showNVGCommander = 1;
showNVGDriver = 1;
showNVGGunner = 1;```
but don't seem to for FFV, where they are the same as backpacks, magically reappearing some seconds after character death.
I already submitted a feature request for ffv option
I can pack my pbo unbinarized just fine, but I run into this error when I try to binarize it. Any idea how I can fix?
I don't get any errors when I boot up the game either, at least none that pop up
being able to make unbinarized pbo is not really a feat. so best not to think about that.
what kind of a mod are you trying to pack up?
just a mod that added a single uniform with more armor
so just a config file?
custom model and textures so there's a p3d and paa files, but besides that it's just a config file with the models.cfg
as in you have a folder with just a single config.cpp file in it and you try to pack that folder?
then you need to simplify the project to bare bones (just a config file) so move everything else out of it to someplace else
then test if the config packs alone
alright
since addon builder checks very little it should just pack it up
then if that works start adding other files and see where it breaks
well, I'm not exactly sure how I'd simplify the p3d file
make copy
I have it opened in object builder currently
there's only 1 lod for it
π€
it's 30mbs
here's how it looks in object builder
ah, my bad
I'm not sure what the correct terms are since I've been self learning for most of it
good to learn new things
anyway, its most likely something wrong with your visual model
(lod 1.0)
like it being untriangulated
and it is very high poly for a uniform too
the polycount is not the issue here though
but just a general note
I can decimate it to a lower polycount in the future, but I didn't think that'd be the problem
Looking at it in blender with the armatools addon, I don't see any problems with the model (first time adding a uniform so I'm not sure how different it is compared to a vest); It's weightpainted with the vertexs listed, and it has Arma Object Properties, with the textures pathed correctly
its not really something you see by eye like that.

but you can for example delete everything in lod 1.0 in ob and save it and see if that packs
My guess is, it will
what does it look like in blender?
it looks like this in blender, I hid all the other stuff so the uniform can be seen (obv when I export as p3d, I unhide everything)
it binarizes when I delete the lod1 model

wat da hail wrong with the model
it binarizes now
idk what I did differently but the model now binarizes
the problem now
is that it'snot showing the right model
for whatever reason it shows the opfor soldier model
means your config is wrong most likely
would you be alright with taking a look at my config? I tried going off of the arma 3 vanilla one, but I probably got messed up trying to add my own classnames and what was suppose to change
got it to work fully!
π
And generally I dont get that involved with anyones projects π dont have that much free time
Q: about item configurations, through arsenal, virtual arsenal, etc... do they generally have a description or tooltip? where would I find that, usually?
as is generally found in player inventory, i.e. name of the item, and a blurb about what it is.
although not generally found in ACE virtual arsenal for whatever reason. nominally, the name of the item and class name there. already know the display name of the item, so not as value added IMO.
because pictures worth a millennia of words... tooltip(s) in question highlighted in yellow.
https://pasteboard.co/vYeZxlWoEad0.jpg
I don't see anything that jumps out as that in the 3den editor config viewer. unless it is somehow a string table entry? i.e. "Used to pack medium to large..." (?)
Add this token to the weapon/magazine class:
descriptionShort = "My description of the item";
...or if you use a stringtable.xml/stringtable.csv:
descriptionShort = "$STR_MYADDON_MYSTRINGTABLE_itemDescription";
Make sure you include the $ prefix when pulling strings from a stringtable.
thanks. figured it out:
https://pasteboard.co/IUojIA705Yqo.jpg
Hello, so I wanted to try experimenting with loalDistance on the titan AA, so I have the following
class M_Titan_AA: MissileBase
{
autoSeekTarget = 1;
lockSeekRadius = 2500;
flightProfiles[] = {"LOALDistance"};
class Direct {};
class LOALDistance : Direct
{
lockSeekDistanceFromParent = 1;
};
cmImmunity = 0.03; // for testing purpose to make it easier to see what happens when missile loses lock
};
and I am shooting against the base game shikra. The problem is the missile does this 360 turn after losing lock once I add the above config. Here is an image to try and describe wat happened
any ideas how to make the missile not do a u turn after losing lock, only happens when I have the loalDistance stuff
Why did it lose lock in the first place?
AutoseekTarget = 0, this will stop the missile doing it, but means you can't fire blindly at a target and have it look and lock a target by itself, basically disables LOAL. Or you could limit the angle the seeker looks for targets and limit its tracking
missileKeepLockedCone
missileLockCone
These are in degrees, the last one is the seeker cone arc and the first one is the seeker cone angle that the target has to stay in to keep lock whilst in flight, the last one is probably what you want to edit to stop this behaviour without losing LOAL
plane flared off
yea id like autoseekTarget = 1; to have the loal ability.
I think missileLockCone is small enough, its at missileLockCone = 4 since I thats wat titan AA has. missileKeepLockedCone = 75 so ill reduce that
ill try that out and see wat happens
Also try lowering the missiles turning ability to help keep the missile from being able to turn like that
ill try that as well
tell me how this goes, I'd like to fix a missile that I configed that has this same issue
sometimes it does 2-3 loops before losing all energy or hitting the target
I suspect here to cross between config and gui... I would like to display weapons inventory, possibly using the fancy accessories overlay displays. Is that at all identifiable via the weapon config, since obviously the outline must ostensibly be different from weapon to weapon?
or is it mostly up to the author best guess, place some overlays on the screen in a judicious manner?
I believe I have it working with
missileKeepLockedCone = 25;
maneuvrability = 8;
``` and I believe the titan AA thrust and thrusttime is low enough that even if it tries to loopy loop, it doesnt have enough thrust by the time it does
I think this works atleast
so far no issues but hey
Does anyone know what determines the order/priority AI have when getting into a vehicle?
Like when you as a commander of a squad, order AI to get into a vehicle without specifying particular positions?
I'm trying to figure it out as I'm having AI take the commander position and sub turrets over the main gunner position
Like, which seat an AI will choose or who goes before the other?
logically it would read proxy indexes as a list
but from front to back or back to front?
alternatively or in addition using the commanding value maybe?
and when ordering getin driver is the first one if I rember right, then option for gunner, then for passenger
Check primaryGunner = 1 on main turret, and primaryObserver = 1 on commander turret, then commanding = 0 on the rest of the turrets you have. This should make you AI load in the correct order like HorribleGoat said
thats set but commanding is -1 on the extras
im not sure what this does
0 didnt make a difference
Can I do a condition expression on a 3den attribute to check if a boolean on the same object is true/false
that seems to be a no
can I make something resizeable via eden scale thing, I assume no unless it's logic.
well not very well
the scale setting is pretty wonky
I would suggest not bothering
I guess you're seeing the issue when there are 4 turrets in the vehicle. We have the same thing happening in SOG:PF with a couple of tanks, but imo it's a non-issue, and possibly even expected correct behaviour.
If you place the people in the vehicle from Eden, they sit in driver, commander, gunner, then other turret.
If you spawn in game and as group leader order them to enter without you, they go, driver, commander, other and leave gunner for group leader. So when you get in you are gunner and can move to another seat if you wish.
There are no A3 vehicles with 4 turrets to compare with.
It's not "fixed" by turret proxy number, commanding, primaryGunner/Observer.
Yeah
That's the conclusion I'm coming to aswell
I thought it might go backwards in like, turret indexes
I need some help with RVMATs, specially damage ones
I've used the vanilla ones as references but I can't quite understand how to "scale" the damage textures
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0.0, 0.0, 0.0};
};```
how does that exactly work?
I assume is some sort of coordinate system but I have no idea how to "visualize" it
aside[] and up[] are the scale of the UV for that stage's texture
especially for damage texture overlays, try changing to something like:
up[] = {0, 2, 0};```
and observe the affect on the bullet hole scale
dir[] and pos[] allow you to move the damage textures around on your base _co, but you probably won't need to change from {0,0,0} unless you get very advanced.
Aha, i see. Thanks!
One question
Which coordinates relate to each number?
Axis rather
X,Y,Z
gotcha
so the last number has no real use?
alright
Im trying to set up a modded warlords gamemode for my group. I want to have custom units and vehicles show in the purcahse menu, custom units included. How would I go about adding units with custom loadouts to said purchase menu?
Hey I done goofed
Im trying to change a weapon type from 1 to 4
IE make a primary weapon into a launcher slot weapon
What did I break here?
Try this:
{
class rhsusf_weap_rifles
{
requiredAddons[] =
{
"RHS_USAF"
};
requiredVersion = 0.1;
units[] = {};
weapons[] =
{
"rhs_weap_m32_Base_F"
};
};
};
class CfgWeapons {
class Rifle_Base_F;
rhs_weap_m32_Base_F: Rifle_Base_F
{
scope = 2;
author = "Mooilater";
_generalMacro = "rhs_weap_m32_Base_F";
baseWeapon = "rhs_weap_m32_Base_F";
displayName = "Moo's M32";
descriptionShort = "Moo's M32";
type = 4;
};
};```
Cheers
The weapons[] probably shouldn't be Rifle_Base_F either.
but I'm not actually sure what those arrays do.
true, I'll edit
The displayName and descriptionShort won't do anything because both M32s override them.
oh, except you made it scope 2. Kinda weird.
I just filled the field I done care if thats overwritten
I just want to change the type
and I made it scope 2 because thats what the default mod CPP says
It's not generally good practise to be changing someone elses class either.
Can you explain what it is you're trying to achieve?
I adapted some code I found online and I clearly screwed it up
I want to make that M32 into a launcher slot weapon instead of a primary
Are you trying to make a new weapon based on one from the RHS pack?
no just change the slot
I found two scope 2 M32s based on rhs_weap_m32_Base_F. rhs_weap_m32 and rhs_weap_m32_usmc.
Not an exhaustive check.
Normally base weapons will not be scope 2, as you don't want them to appear in weapon lists, only their child derivatives.
I just double checked and I must have made a typo as the RHS mod has them as scope 1
yeah, it seems more logical to either make another one from the base, or inherit one of those two.
So I will change that back to scope 1
Unless you want to change the originals rather than add another one with your name/type spec.
Im new to arma modding so what should I be doing to "clone" this and make it a type 4 weapon?
class myTag_MyNewBaseWeapon: existingBaseWeapon
{
scope = 1;
changes to base weapon
};
class myTag_MyNewWeapon_1: myTag_MyNewBaseWeapon
{
scope = 2;
displayName = "MyNewWeapon 1";
changes for weap 1
};
class myTag_MyNewWeapon_2: myTag_MyNewBaseWeapon
{
scope = 2;
displayName = "MyNewWeapon 2";
changes for weap 2
};```
myTag will be something like "moo_" that is unique to you and goes at the start of all your new classes
Makes sense
I shall give that a go
So would it be under scope = 1; that I indicate that its a type 4?
Theres nothing else I wish to change
Or do I need to copy all the variables from the RHS CPP about ammunition as well?
class myTag_MyNewBaseWeapon: rhs_weap_m32_Base_F
{
scope = 1;
type = 4;
};```
cool cool thats what I thought excellent
Thanks
All the other items in the class will be inherited.
And then you make the scope 2 weapons based on that "base", usually changing things like camo schemes, or other cosmetics
That makes sense
Im not phased about changes from the base in regards to that so I dont need to touch it right?
In this way you haven't "broken" RHS, and "your" weapons will have their own class names.
Cool cool that makes sense
I would much rather make a non destructive patch
and then going back to CfgPatches
Calling back to it above all this?
{
class moo_weap_rifles // same as folder/pbo name
{
requiredAddons[] =
{
"RHS_USAF"
};
requiredVersion = 0.1;
units[] = {};
weapons[] =
{
"moo_MyNewWeapon_1",
"moo_MyNewWeapon_2"
};
};
};```
You're welcome. We all had someone help us at the start to make sense of it, and I'm no expert on this subject, so someone else might make corrections.
haha I will keep tweaking and if it doesnt work I will come back π
If it doesnt work it will be user error I imagine not you haha
I can't speak for whether the type = 4; will do what you expect, but you should at least see 1 or 2 new weapons in game with your name, so can tweak the configs from there until they do what you want.
From the digging I have done
Type 1 is rifles
Type 2 is pistols
Type 4 is launchers
there is no type 3
or rather there was no info on what type 3 is
Probably bino slot thinking about it
{
class Moos_M32 // same as folder/pbo name
{
requiredAddons[] =
{
"RHS_USAF"
};
requiredVersion = 0.1;
units[] = {};
weapons[] =
{
"Moos_M32_1",
};
};
class rhs_weap_m32_Base_F;
class Moos_M32_1: rhs_weap_m32_Base_F
{
scope = 1;
type = 4;
};
class Moos_M32_1: rhs_weap_m32_Base_F
{
scope = 2;
displayName = "RHS M32 Moo learned to use as a launcher";
// changes for weap 1
};
So what did I break here?
it wont binarise
Same class defined twice.
You don't actually need to binarise this stuff btw, although I guess at least you get some error checking with it.
ACE binarizes nothing, for example.
huh interesting
change your first class Moos_M32_1 to class Moos_M32_base
Sweet
Second one is probably supposed to inherit it too.
class Moos_M32_base: rhs_weap_m32_Base_F
{
scope = 1;
type = 4;
};
class Moos_M32_1: Moos_M32_base
{
scope = 2;
displayName = "RHS M32 Moo learned to use as a launcher";
// changes for weap 1
};```
Ahh I see where I screwed up
I was calling up the same class twice instead of having the initial as the base to call on
that makes sense
What are you using to build the project? (almost everyone will follow-up to say use a p: drive and mikero's pboProject).
Arma tools
and yeah I have been told that but I couldnt find a complete download of Mikeros pboProject
It's ok to get you going, but it doesn't give you any clues as to why things break. In fact, it will happily build broken configs.
the installer on there website was missing a DLL or my PC was purging that DLL
This is the link for the free tools: https://mikero.bytex.digital/Downloads
and there is an all-in-one installer Mikero_AiO_Installer_Beta_v1.2.1.35.exe if you prefer that route
I will give the AIO a go
Mmkay
Its all installed and its still not creating a PBO file
its erroring out and saying it hit the end of the file
with pboProject?
yeah
So you created a p: drive
you unpacked a3 to the p drive
I just ran the installer for the AIO and then ran PBO Project
ok, let's see the config code
{
class Moos_M32 // same as folder/pbo name
{
requiredAddons[] =
{
"RHS_USAF"
};
requiredVersion = 0.1;
units[] = {};
weapons[] =
{
"Moos_M32_1",
};
};
class rhs_weap_m32_Base_F;
class Moos_M32_base: rhs_weap_m32_Base_F
{
scope = 1;
type = 4;
};
class Moos_M32_1: Moos_M32_base
{
scope = 2;
displayName = "RHS M32 Moo learned to use as a launcher";
// changes for weap 1
};
with line numbers
cfgPatches isn't closed with a };
and take the trailing comma out after "moos_m32_1"
look at the indentations
line 16
I removed the second weapon as it wasnt necessary
or rather I didnt think it was neccesary
well I closed cfgPatches and it started screaming hallelujah at me
thats new haha
{
class Moos_M32 // same as folder/pbo name
{
requiredAddons[] =
{
"RHS_USAF"
};
requiredVersion = 0.1;
units[] = {};
weapons[] =
{
"Moos_M32_1"
};
};
};
class CfgWeapons
{
class rhs_weap_m32_Base_F;
class Moos_M32_base: rhs_weap_m32_Base_F
{
scope = 1;
type = 4;
};
class Moos_M32_1: Moos_M32_base
{
scope = 2;
displayName = "RHS M32 Moo learned to use as a launcher";
// changes for weap 1
};
};```
ahh I see where I screwed up
so its in the correct slot now
I have it selected but no firing and no holding haha
I need to fix some names as well
well done, one step closer
In game, look in the Splendid Config Viewer, find your class and have a look through all the config entries for stuff that looks like it might be related to whatever issues you see
I suspect what you are trying to do is going to be very complex
Probably
I didnt think it would be but here we are haha
I have committed now
Couldnt I copy all the config from the RHS mod ?
for animations etc
The only difference to my limited knowledge would be the type
which I have sorted
You'll need a weapon expert to help further as trying to convert a rifle to a launcher doesn't sound simplistic to me.
Sweet
If you know anybody who would be happy with me bugging them can you let me know please
Thanks for your help
Just ask your questions here, they'll reply if they can.
main issue is the underlying holding pose
it may not very easily convert to rifle hold
If the animation is already made from RHS I can use that right?
Im testing that currently
my guess is, it will look wonky
because the hand animation system works so that there is a underlying base pose
and then the hand animation is blended with it from wrists
and since launcher pose is very different from rifle pose
it usually looks wonky
So how would I go about fixing that
you are not the first one to try this stuff π
Oh I imagine haha
well like if its wonky looking then you can try making new animation that fits how the launcher is held
what in the object's config determines whether AI will fire at the object?
they will fire at an empty car but wont fire at an ammo box, what is specifically different in the car class that affects this?
to my knowledge they dont usually fire at empty cars, only if that car belongs to a group ie. https://community.bistudio.com/wiki/addVehicle
or if a unit was in it and got out of it
i mean, when doing doTarget, doFire.
they will fire at empty vehicles but not at objects
ah
so, what exactly is different about an object? i want to create an object class that they could fire at
i found out that it depends on something in the object's model
they will fire at some objects whose class aint different but model is
it's certainly not the lack of hitbox though
Could be they don't fire at things they can't damage?
damageResistance determines that iirc
Hello! Is there a way to get my mod to check if another mod that conflicts is loaded? Not sure what to do after then, maybe a UI pop-up?
Can you not pass a variable from the condition of a UserAction to the statement, or is that only for addAction?
I know this image exists, and I know the filepath is correct, but for some reason I'm getting an error that it's not found
displayNameDefault = "<img size=2 image='\a3\ui_f_data\IGUI\Cfg\Actions\loadVehicle_ca.paa'>";
I thought it might have been because I didn't have a backslash at the beginning of the path, but I added it and am still getting the error
This is the image file in PBO Manager
compare your path there to the folder structure once more
pay attention to the last folder
oh nevemind
crosseyed saw it wronf
what "ui_f_data", though?
Base Arma stuff, it's in Arma 3\Addons
I even extracted the pbo to a folder and used vscode to copy the exact relative file path (only adding \a3\ to the beginning)
Seems a bit odd that it's split up like that
Thanks for the help π
pbo names mean close to nothing 
Yeah, I just didn't think the prefix would be split up to be (kind of) a separate directory
and i guess the idea is to move resources (models/pictures/whatever) to separate archives so they can be removed from server files (don't quote me on that)
I guess that makes sense, don't necessarily need those on a server
now i want to download the server again to check π
well, server still has "ui_f_data", but it's like 3% the size
with all .paa's replaced with 172 byte big 8x8 white squares π
Apologies that I aint the most versed in arma 3 configs, but need some help getting data from a gui into a function.
This is my config, everything works other than the dropdown and the checkbox which show up as blank in the diag_log:
https://pastebin.com/VGdtCW6b
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
didn't put in #arma3_gui because I specifically need help grabbing data
Try https://community.bistudio.com/wiki/cbChecked for checkbox 
and private _camoCtrl = findDisplay 1901 displayCtrl 1902; private _camo = _camoCtrl lbData (lbCurSel _camoCtrl); for listbox 
no
also no.
changing damageResistance doesn't do anything. also, objects they fire at and objects they dont fire at have the same damage resistance (0.004)
i could inherit from a class and only change the model, and they would suddenly start/stop firing at it
apparently this is determined by something in the model itself
or something else that's calculated from the model geometry.
the size of model doesn't affect this. whether it has physics or not also doesn't affect this.
So take something they do fire at, such as a car, and remove all it's LOD's one by one. See if they stop firing at it.
is this done by editing the model?
yes
before i do it though.. if it works, what would it mean?
the model needs at least one LOD?
It would answer at least one of the questions you asked yourself just above here
they fire at a very few arbitrary objects like a TV and a notebook, there's nothing special about them or their config, i haven't looked into their model files though
a notebook has physics just like a roadcone, but they dont fire at that
I haven't read the whole thread - are you trying to make AI shoot at inanimate objects?
yes. and they do that. just not all of the objects for some reason. i have found a few by trial and error. and inside their config, there's nothing unusual. i could inherit from them, and just changing the model makes a difference on AI shooting at them
Can you give an example please?
an example of what
TV works, notebook works
suitcase works
any empty vehicle works
So you're saying that if I place a suitcase in Eden, with an AI beside it, that the AI will open fire on it when previewed?
if you doTarget, doFire, it should
that's the thing, they would target anything, but won't fire at most things except for these few
Ok, it's not normal behaviour. AI do not shoot at anything that does not contain an enemy unit.
"doTarget" - Targeting may not work as expected when trying to target a unit on the same side (friendly). (biki)
So if you haven't set a "side" for the object, who knows what will happen
nah they aim at anything for me, only doFire changes
"doFire" - Order the given unit(s) to fire on the given target (without radio messages). The target is set with doTarget or commandTarget. The target can be a unit or a vehicle, but not an object.
Last bit seems relevant.
that's what the doc says, but reality's different. there's these few exceptions that aren't units but are still fired upon
Those are possibly thingX type objects so they have more simulation and probably also part of that is being targetable
i've gone through a lot of objects and trial and error, those few (suitcase, tv, notebook) work but their config aint different from others
Can you give an example of one that doesn't work as well?
one that you have tested and confirm doesn't work - I only have limited time to help
road cone
How about destructType. Those are different for the two examples
I get a massive list when typing in "radio". be specific
FM_radio seems most likely what you mean, as it is also a Land_x type
wait, i need to confirm firstly. do they fire at the suitcase or notebook for you?
I'm not trying it, you already have confirmed it
I'm looking at their configs for differences
which class does notebook/suitcase/tv inherit from in your config?
I wasn't looking at notebook, it's the first time you mentioned it
suitcase
Have you made a mod class inheriting Land_Suitcase_F, but changed it's model from
"\A3\Structures_F\Items\Luggage\Suitcase_F.p3d"
to something else, and that stops your experiment working?
Are you able to make your own p3d and use that instead?
not yet, i haven't learned the modeling side of modding yet
i haven't opened a single model file
Ok. So you think you know that it's something in the model p3d, but can't change it or experiment with it.
What's your next step?
i'll use the suitcase for now but will try to look into the model file some time later. i'm using it as a dummy target to make units fire at anything i want
If it was me, I'd be making a p3d with a box in it, adding the usual LOD's such as Geometry and Fire Geometry, seeing if that works according to your test conditions. If it does, I'd remove some of the LOD's to see if they are required to make it work.
It's actually very simple to do, with a little knowledge of Object Builder.
It could be one of the LOD properties, such as "damage = building" - a map making expert might know.
ok i'll try to open the p3d and check the lods
You can't open the a3 p3d, that's not allowed. You'd have to find something similar in the samples, or make one yourself.
it opens it as binarized and still shows the LOD list
(like, it only shows the bounding box)
ok it's not helpful. i was expecting the bounding box to change between LODs
actually, it is. there's no firegeometry LOD at all. only shadowvolume, viewgeometry, geometry, and resolutions
nothing that's relevant for firing/damage/etc
anyway, this is still exploiting a bug. i guess what i'm really looking for is a way to spawn any inanimate object as a unit, so that AI fires at it
How would I go about converting an existing mod faction from BluFor to Independent?
Also, how do I edit arsenal restrictions for BluFor and OpFor? Cant really find anything useful
This worked cheers
is there a way for me to remove the pilot camera in a helicopter
i want no camera available
Use delete on the class:
class CfgVehicles
{
class Helicopter_Base_H;
class Heli_Transport_01_base_F: Helicopter_Base_H
{
delete PilotCamera;
};
};
Gets rid of the pilot cam for the UH-80 Ghost Hawk.
I got buried again, is there an answer to this?
There's no way to specify incompatible mods in config, as far as I know.
You can detect them with CfgPatches or whatever on init and then do... something
Having a kind of odd issue
I was giving some horns with custom effects to some vehicles, one already had a horn weapon while the other didn't.
First one worked perfectly, created a new weapon that inherits from CarHorn, changed the sound, yata yata.
Went on to the second vic that does not have a horn. I added it to the weapons[] and it shows up fine but it doesn't play any sound at all.
// Vehicle
weapons[] = { "BNA_KC_Juggernaut_Alarm" };
// CfgWeapons
class BNA_KC_Juggernaut_Alarm: CarHorn
{
displayName = "Alarm";
drySound[] =
{
"BNA_KC_Vehicles\VehicleSounds\Data\Audio\ATTE\alarm.ogg",
400,
1,
400
};
};
(Volume is really loud because I was checking to make sure it wasn't just playing super quiet)
They are two completely different vehicles, is there maybe something else that is either missing / shouldn't be there to cause this issue?
I looked around in the config viewer but I didn't notice anything that struck me as causing an issue
(Ping with replies)
i'd propose to first check the "weapon" on the vehicle where other horn works to understand what's the problem, horn or vehicle.
Some vehicles (i.e. tanks) don't play drySound, i guess it's decided by their simulation property 
vest has a config entry:
overlaySelectionsInfo[]=
{
"arms_hide",
"legs_hide"
};```
uniform has a config entry based on vest's to hide vest parts:
```sqf
hideProxySelections[]=
{
"arms_hide",
"legs_hide"
};``` how do I make it so I can hide the selection within vest config instead of a uniform hiding it?
i see vanilla assets using hiddenSelections without matching texture to (apparently?) hide part of the model
https://sqfbin.com/nisitigacelejucevubu
with this result from the same model:
left variant hides big radio, right variant hides small radio 
hidden parts also seem to be part of "camo2" selection for retexturing (judging by the texture) 
So I'm a little murky on if this would absolutely require animations being made special, but is it possible to mod a unit so it always plays default animations at double speed, including their total unit speed?
The actual script commands to get a unit to move quick like that are a bit unreliable-seeming.
Anyone know of anyway to increase the distance in which bullet impacts are visible for other people in multiplayer.
At this point players are unable to see the i@pacts past around 800 meters, however the shooter can see them fine
how do I customize arsenal restrictions for BluFor and OpFor for warlords?
nope its still there
think i got it
Is your inheritance correct? Does your CfgPatches have the right requiredAddons so that your changes actually override the helicopter's pilotcam?
Interesting...
The vehicle it works on has carx simulation, and I believe the second has tankx simulation
I haven't ever made a vehicle from the ground up before, what exactly would changing the simulation of a vehicle do?
anyone? Rn im looking at "eastAllowedItems" and "westAllowedItems". Is that heading into the right direction?
