#arma3_config

1 messages · Page 13 of 1

nimble sequoia
#

Horns only work natively for carx simulation. In SOG:PF we added them to tanks and boats through a system of event handlers and functions, so not simple.

wintry fox
#

Do you by chance know what "defines" a weapon as a horn? Like is it because it inherits from CarHorn or because it doesn't actually shoot anything?
Or do you have to use EH and functions

#

Could you try taking a "normal weapon" and make it a horn?

cunning reef
#

Anyone willing to help me finish up my test aux mod in a short bit?

#

I got the files set up and all I just need help with packing

#

Like the things with MakePbo

wintry fox
#

Just use the official Addon Builder

cunning reef
#

I was told I really shouldn't

#

And I should use mikero's tools instead

#

I mean what im looking to do is just get an aux mod for halo armor retextures set up

#

So when one releases an update for that mod later I can start implementing unit armors

wintry fox
cunning reef
#

I guess I could try it

cunning reef
#

Hmm

#

it worked but

#

something else did not

#

How do I make sure that when I have a mod that retextures something

#

that the thing its retexturing actually has references to draw from?

#

so that the texture is applied to an actual item

#

cuz this is the result I got

cunning reef
#

Yeah I got that reaction too

#

But hey

#

With how small the mod is

#

It looks like it worked

wintry fox
hearty sandal
#

Well it passes all kinds of user errors. You can make fully functional mods with it for sure. But from long years of watching the scene I can tell all kinds of errors and bad practices slip in.

wintry fox
#

I have noticed that sometimes I'll forget a semicolon and it builds fine, then notice it later on when I'm working on that part again

#

I assume that's what you mean by "user errors"

foggy cave
#

how do I customize arsenal restrictions for BluFor and OpFor for warlords?

hearty sandal
#

Builds fine because it does not check any of that. It assumes it's fed gold.

wintry fox
foggy cave
#

cant get it to work though

wintry fox
wintry fox
#

I'd probably just stick with just setting up the items for each side, and then just using the first one
Second solution is definitely more interesting, but takes a good bit of set up

Up to you if it's worth it

dire warren
#

Trying to make my own texture a priority for the vehicle that is spawning in.

The vehicle will spawn in with a default van texture, rather than my own.

is there something i'm missing here in my config?

class DefaultEventHandlers;
class EventHandlers;
class cfgVehicles
{
class C_Van_02_vehicle_F;
class Custom_Van_F: C_Van_02_vehicle_F
{
author = "UncleDurge";
editorPreview = "Norm_Van\Data\Textures\20230622173524_1.jpg";
forceInGarage = 1;
faction = "CIV_F";
vehicleClass = "Cars";
Side = 3;
crew = "C_scientist_F";
displayName = "OOBAC Utility Van";
class TextureSources
{
class Custom_Van_F
{
displayName = "OOBAC";
author = "Shyska";
textu res[] = {"Norm_Van\Data\Textures\NormalVan.paa"};
factions[] = {"CIV_F"};
};
};
textureList[] = {"Custom_Van_F",1};
animationList[] = {"Door_1_source",0,"Door_2_source",0,"Door_3_source",0,"Door_4_source",0,"Hide_Door_1_source",0,"Hide_Door_2_source",0,"Hide_Door_3_source",0,"Hide_Door_4_source",0,"lights_em_hide",0,"ladder_hide",1,"spare_tyre_holder_hide",1,"spare_tyre_hide",1,"reflective_tape_hide",1,"roof_rack_hide",1,"LED_lights_hide",0,"sidesteps_hide",1,"rearsteps_hide",0,"side_protective_frame_hide",0,"front_protective_frame_hide",1,"beacon_front_hide",0,"beacon_rear_hide",1};
class PlateInfos
{
name = "spz";
color[] = {0,0,0,1};
plateFont = "RobotoCondensedLight";
plateFormat = "RC - ####";
plateLetters = "ABCDEFHIKLMOPRSTVXYZ";
};
class eventHandlers
{
init = "(_this select 0) setVariable ["BIS_enableRandomization", false];";
};
};
};

wintry fox
#

There's a space

#

Also code blocks help a lot when sending code:
```
Your code here
```

Makes it look like:

Your code here

You can also add cpp after the three backticks ( " ` " ) if it's a config

dire warren
#

oh wow I can't believe i missed that. Thank you for the information about posting and that little detail i missed. 🙂

#

A new issue popped up now, '/cfgVehicles/Custom_Van_F/eventHandlers.BIS_enableRandomization': ' " ' encountered instead of ' = '
I'm not sure whats going on now.

molten musk
dire warren
#

okay, I appreciate the help, I am still very new to arma 3 modding 😄

#

now I just need to know how to make my texture the default texture for the van now.
any advice?

wintry fox
#

How do you make custom grenades?
I made a new class in CfgMagazines that inherits directly from HandGrenade, but it shows up in the magazines section and can't be thrown as a grenade

#

Looked around in this channel more, and found someone else who had the same thing previously

#

Only thing is that I can't find where the "Throw weapon" Dedmen mentioned is
I would assume it'd have been in CfgWeapons but I can't seem to find it in the config viewer

#

Okay I did find it, but it wasn't coming up when I searched for it with the advanced developer tools

#

Is it just like:

class GrenadeLauncher;
class Throw: GrenadeLauncher
{
    magazines[] += {"BNA_KC_Grenade_DroidPopper"};
};
#

It was not, but this was:

class ThrowMuzzle;
class Throw
{
    muzzles[] += {"BNA_KC_Grenade_Muzzle"};
    class BNA_KC_Grenade_Muzzle: ThrowMuzzle
    {
        displayName = "[KC] Droid Popper";
        magazines[] += {"BNA_KC_Grenade_DroidPopper"};
    };
};
#

Only thing is that is still shows as "M67" in the top right (by the current weapon), even though I have the name set in the muzzle, ammo, and the magazine. So I'm not exactly sure which config I need to change for it to show correctly

wheat sluice
#

Did you change the displayNameShort token in your magazine class? This is probably your culprit if you're able to cycle through/throw your custom grenade but the only problem is the display name on the HUD.

wintry fox
#

Considering I didn't realize that's what set it, sounds about right

#

Just realized I could've looked through the config viewer and seen where it was coming from, but I was working on something else and a little bit of mismatched text wasn't bothering me

latent monolith
#

so im trying to pack my pbo it worked yesterday but today its not confused as to why?

#

errors listed below

#

im using Mikeros PboProject

#
Processing \Rage&Wrath\addons...
<scanning files to pack>
............
</endscan>
using bis "binarize_x64.exe" for wrp, p3d or rtms
<copying/crunching to temp>
        verifying master \Rage&Wrath\addons\model.cfg
        verifying master \Rage&Wrath\addons\model.cfg
        verifying child \Rage&Wrath\addons\eyes\model.cfg
......\Rage&Wrath\addons\config.cpp
\Rage&Wrath\addons\data\RageEyesTwo_co.paa
\Rage&Wrath\addons\eyes\config.cpp
\Rage&Wrath\addons\data\RageEyes3_co.paa
\Rage&Wrath\addons\data\RageEyes2_co.paa
\Rage&Wrath\addons\eyes\RageEyes2_co.paa
1 File(s) copied
1 File(s) copied
1 File(s) copied
1 File(s) copied
1 File(s) copied
1 File(s) copied
</end copy/crunch>
<Bis Binarising...>

binarise reports a crash status of 2
.It has not completed correctly.
</Bis binarise>
addons.pbo not produced due to error(s)
Job(s) completed in 1secs on Fri Jun 30 13:59:54 2023
#

using the example model.cfg with my own classes added

class CfgModels
{
    class Default
    {
        sectionsInherit="";
        sections[] = {};
        skeletonName = "";
    };

    class ArmaMan: Default
    {
        htMin = 60;          // Minimum half-cooling time (in seconds)
        htMax = 1800;        // Maximum half-cooling time (in seconds)
        afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
        mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
        mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
        tBody = 37;  // Metabolism temperature of the model (in celsius)

        sections[] =
        {
            "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",
            "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide"
        };
        skeletonName = "OFP2_ManSkeleton";
    };
    class RageEyesTwo: ArmaMan {};
    class RageEyes: ArmaMan {};
    class RageEyesThree: ArmaMan {};
};
#

and this is the config file itself

nimble sequoia
#

What are the names of your p3d's? Do they match the class names in the model.cfg?

hearty sandal
#

Crash 2 could indicate issue with p3d

long cargo
#

Does anyone know what the Enoch head identityType is called, can't find it on Google and not able to check it in-game

latent monolith
wheat sluice
latent monolith
chilly tulip
#

Is there any way to make Arma throw an error when a mod tries to overwrite a particular config entry?

#

Looking for a way to fail more obviously when people load two different versions of the same mod.

opal crater
#

hm, returns only one entry if I load two mods with same pboprefix

#

So won't work for this use case most likely

chilly tulip
#

Yeah, and we have to keep the same CfgPatches entry because people write extension mods for it.

undone patio
#

so, how does the addon builder know to include a subfolder's config.cpp and how does that Work

chilly tulip
#

I think it just looks in every folder?

undone patio
#

And it'll just automatically fold the patches in together?

chilly tulip
#

Any folder within the pbo containing a config.cpp/bin (and cfgpatches class) is automatically an addon in it is own right.

#

Gonna guess that it doesn't do anything without a CfgPatches.

undone patio
#

hmm, ok

undone patio
#

I must be doing it wrong

#

The central / main file must need to grab them somehow

#

or it doesn't look too deeply for extra cpp files

#

I bet it's the latter actually now that I think of it

pallid sierra
#

@undone patio I really recommend using HEMTT.

undone patio
#

See I tried to get HEMTT set up and it just didn't work for me

#

but the problem was that the extra CPP was 2 levels deep instead of 1

pallid sierra
#

HEMTT requires github use, but I think its the best utility so far

north lintel
#

I would like to make a retexture for ACE wirecutters, but the code is written for it in this maner that only class name ACE_wirecutter has enabled script and adding to config class My_wirecturers: ACE_wirecutter does anything (obviusly beacuse the ACE_wirecutter is stated in scripts and not My_wirecturers). Theres is any way to add my class (or making the game thinks that is) to ACE without editing said script?

strong shuttle
# north lintel I would like to make a retexture for ACE wirecutters, but the code is written fo...

You could provide a PR to the ACE codebase to update the function which checks if you have a wirecutter (see: https://github.com/acemod/ACE3/blob/ba4fcf615de2ea1bbfbf3453194b2af55871e53d/addons/logistics_wirecutter/script_component.hpp#L90-L94) so it checks for items which are either ACE_wirecutter or are a child of that class.

Otherwise the only thing you can do is make a copy of fnc_interactEH.sqf and attach that to your mod.

ebon pivot
#

Tag me in a bit and I'll do that pe

#

Pr

north lintel
#

Tbh i dont know what a PR is, or atleast i dont know acronym for it. And first verse states that the My_wirecturers is child of ACE_wirecutter, and its not working in game. Also i tried to change the fnc_interactEH.sqf and script_component_hpp, still didn't worked

ebon pivot
#

done

north lintel
#

did my severe skill issue lead to ace being updated?

ebon pivot
#

no

#

someone asked the same thing a while ago so i changed one line of code that is yet to be merged

zinc kindle
#

Having some inheritance issues:

class CfgWeapons
    // Luchnik fatigues
    class GVAR(U_Aegis_O_Soldier_03_base) : U_O_officer_noInsignia_hex_F
    {
        scope = 0;
        scopeCurator = 0;
        scopeArsenal = 0;
        displayName = "Luchnik Fatigues";
        descriptionShort = "Luchnik Fatigues";
        class ItemInfo : ItemInfo
        {
            uniformClass = QGVAR(Aegis_O_Soldier_03_base);
        };
    };
    class GVAR(U_Aegis_O_Soldier_04_base) : U_O_officer_noInsignia_hex_F
    {
        scope = 0;
        scopeCurator = 0;
        scopeArsenal = 0;
        displayName = "Luchnik Fatigues (Rolled-up)";
        descriptionShort = "Luchnik Fatigues";
        class ItemInfo : ItemInfo
        {
            uniformClass = QGVAR(Aegis_O_Soldier_04_base);
        };
    };

    // Obr 88 fatigues
    class GVAR(jam_obr88_base) : U_O_officer_noInsignia_hex_F 
    {
        scope = 0;
        scopeCurator = 0;
        scopeArsenal = 0;
        displayName = "Obr. 88 Fatigues";
        descriptionShort = "Obr. 88 Fatigues";
        class ItemInfo : ItemInfo {
            uniformClass = QGVAR(jam_soldier_obr88);
        };
    };
    class GVAR(jam_obr88_rolled_base) : U_O_officer_noInsignia_hex_F 
    {
        scope = 0;
        scopeCurator = 0;
        scopeArsenal = 0;
        displayName = "Obr. 88 Fatigues (Rolled-up)";
        descriptionShort = "Obr. 88 Fatigues (Rolled-up)";
        class ItemInfo : ItemInfo {
            uniformClass = QGVAR(jam_soldier_obr88_rolled);
        };
    };
    class GVAR(jam_obr88_tshirt_base) : U_O_officer_noInsignia_hex_F 
    {
        scope = 0;
        scopeCurator = 0;
        scopeArsenal = 0;
        displayName = "Obr. 88 Fatigues (T-shirt)";
        descriptionShort = "Obr. 88 Fatigues (T-shirt)";
        class ItemInfo : ItemInfo {
            uniformClass = QGVAR(jam_soldier_obr88_tshirt);
        };
    };
};
#

The first 2 classes inherit correctly, the last 3 don't inherit anything at all but no errors are thrown

#

I don't see any mistakes, what could be causing this?

ebon pivot
#

what are you using to build?

zinc kindle
#

Hemtt

#

binarises fine.

ebon pivot
#

could it be an issue with the note perhaps?

zinc kindle
#

that'd be cursed...

molten musk
zinc kindle
#
class CfgPatches
{
    class ADDON
    {
        name = QUOTE(COMPONENT);
        units[] = {};
        weapons[] = {};
        requiredVersion = REQUIRED_VERSION;
        requiredAddons[] = {
            "A3_Characters_F_Enoch",
            "A3_Supplies_F_Enoch_Bags"};
        author = "Seb";
        VERSION_CONFIG;
    };
};
#

But as I said, some things inherit correctly even if it is the exact same class

strong shuttle
zinc kindle
#

bruh I can't include that as character limit

#

I am inheriting it

#

from what I wrote, the first 2 inherit just fine

#
    // Uniforms
    class Uniform_Base;
    class U_O_officer_noInsignia_hex_F : Uniform_Base
    {
        class ItemInfo;
    };
    // Luchnik fatigues
    class GVAR(U_Aegis_O_Soldier_03_base) : U_O_officer_noInsignia_hex_F
    {
strong shuttle
zinc kindle
#

character limit is frustrating, I can barely fit the config in a post.

strong shuttle
#

but which errors do you get when running hemtt with full debugging? (-vvv)

#

and I've never seen a character limit on configs though 🤔

zinc kindle
#

I mean on discord, limit of 2000 chars per single post.

#

but I'll see what hemtt syas

strong shuttle
#

It could be due to scope = 0, which prevents you from using the classes (except for inheritance).

While for uniforms you need to be able to connect a uniform to an unit (through uniformClass), so it needs to be scope = 1 on both CfgWeapons and CfgVehicles.
This will allow connecting the 2, but won't show up in the Arsenal, 3den or Zeus.

zinc kindle
#

I am just inheriting it from it, I know it isn't gonna be in the arsenal

#

but it literally isn't recognising it is supposed to be inhereting from U_O_officer_noInsignia_hex_F, its as if it is a raw config

#

no mention of config issues in -vvv

strong shuttle
#

so it builds correct, which means everything is fine

zinc kindle
#

yep

#

GVAR(U_Aegis_O_Soldier_03_base) and similar does inherit from U_O_officer_noInsignia_hex_F, in-game, but GVAR(jam_obr88_base) doesn't.

#

The fact that one does and one doesn't is so confusing.

#

from config utils in-game:

/*
    INCLUDE INHERITED ENTRIES: false
    SHOW CLASSES ONLY: false
    UNLOCALIZED TEXT: true
    CONFIG PATH: bin\config.bin/CfgWeapons/acp_main_jam_obr88_base
    SOURCE ADD-ON(S): acp_main
*/

class acp_main_jam_obr88_base
{
    scope = 0;
    scopeCurator = 0;
    scopeArsenal = 0;
    displayName = "Obr. 88 Fatigues";
    descriptionShort = "Obr. 88 Fatigues";
    class ItemInfo: ItemInfo
    {
        uniformClass = "acp_main_jam_soldier_obr88";
    };
};

/*
    INCLUDE INHERITED ENTRIES: false
    SHOW CLASSES ONLY: false
    UNLOCALIZED TEXT: true
    CONFIG PATH: bin\config.bin/CfgWeapons/acp_main_U_Aegis_O_Soldier_03_base
    SOURCE ADD-ON(S): acp_main
*/

class acp_main_U_Aegis_O_Soldier_03_base: U_O_officer_noInsignia_hex_F
{
    scope = 0;
    scopeCurator = 0;
    scopeArsenal = 0;
    displayName = "Luchnik Fatigues";
    descriptionShort = "Luchnik Fatigues";
    class ItemInfo: ItemInfo
    {
        uniformClass = "acp_main_Aegis_O_Soldier_03_base";
    };
};
#

maybe i've got a hidden character somewhere...

strong shuttle
#

Hidden characters would also break hemtt, since it would produce incorrect configs.
So I still have the feeling it's an issue with scopes (it's been a while I worked configs though, so it could be something else as well).

zinc kindle
#

hmm, I'll take them out and see what happens. I don't see why it would affect anything though

strong shuttle
#

it's still Arma in the end 🤣

zinc kindle
#

didn't work, gonna try just a different class

#

using a different class worked

#

idk

dire warren
#

I have a quick question. I'm trying to make my texture the default texture on a custom vehicle, the current default texture is an orange van. how would i go about forcing my texture to be what gets applied to the van model?

#

example image

#

trying to post my config but I can't seem to post it

#
class EventHandlers;
class cfgVehicles
{
    class C_Van_02_vehicle_F;
    class Custom_Van_F: C_Van_02_vehicle_F
{
        author = "Shyska";
        editorPreview = "Norm_Van\Data\Textures\20230622173524_1.jpg";
        forceInGarage = 1;
        faction = "CIV_F";
        vehicleClass = "Cars";
        Side = 3;
        crew = "C_scientist_F";
        displayName = "OOBAC Utility Van";
        class TextureSources
        {
            class Custom_Van_F
            {
                displayName = "OOBAC";
                author = "Shyska";
                textures[] = {"Norm_Van\Data\Textures\NormalVan.paa"};
                factions[] = {"CIV_F"};
            };
        };
        textureList[] = {"Custom_Van_F",1};
        animationList[] = {"Door_1_source",0,"Door_2_source",0,"Door_3_source",0,"Door_4_source",0,"Hide_Door_1_source",0,"Hide_Door_2_source",0,"Hide_Door_3_source",0,"Hide_Door_4_source",0,"lights_em_hide",0,"ladder_hide",1,"spare_tyre_holder_hide",1,"spare_tyre_hide",1,"reflective_tape_hide",1,"roof_rack_hide",1,"LED_lights_hide",0,"sidesteps_hide",1,"rearsteps_hide",0,"side_protective_frame_hide",0,"front_protective_frame_hide",1,"beacon_front_hide",0,"beacon_rear_hide",1};
        class PlateInfos
        {
            name = "spz";
            color[] = {0,0,0,1};
            plateFont = "RobotoCondensedLight";
            plateFormat = "RC - ####";
            plateLetters = "ABCDEFHIKLMOPRSTVXYZ";
        };
        class eventHandlers
        {
            init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";
        };
    }; ```
hearty sandal
dire warren
#

I'll give it a go 🙂

hearty sandal
#

I would think the texture list was enough but perhaps also the HS config needs to be there too. Or you are just missing some hiddenselection definition somewhere

dire warren
#

its definitely a selectable texture for the van but I just need it to default to mine

dire warren
#

sadly this did not work

dire warren
#

is there anything else i would be missing

wintry tartan
#

hiddenSelectionsTextures?

nimble sequoia
#

textures[] = {"Norm_Van\Data\Textures\NormalVan.paa"};
That texture name isn't recommended. Should be normalVan_co.paa
Also add hiddenSelectionsTextures [] as Polpox suggests.

dire warren
#

okay I'll try that next 🙂

dire warren
#

I have made the changes, this unforunately still did not work

#

would there be anything else that i might have missed or would cause a problem?

wintry tartan
#

What is your current config?

dire warren
#
{
    class My_Mod_Config 
    {
            units[] = {};
            weapons[] = {};
            requiredAddons[] = {"A3_Soft_F_Orange_Van_02"};
    };
};```
#
//*****   FACTIONS ***************
//********************************
class cfgFactionClasses
{
    class Custom_Faction
    {
        displayName = "OOBAC";
        priority = 3;
        side = 3;
        icon = "";
    };
};

class uniformSlotInfo
{
    slotType = 0;
    linkProxy = "-";
};```
#
//***** Vehicles *****************
//********************************

class DefaultEventHandlers;
class EventHandlers;
class cfgVehicles
{
    class C_Van_02_vehicle_F;
    class Custom_Van_F: C_Van_02_vehicle_F
{
        author = "UncleDurge";
        editorPreview = "Norm_Van\Data\Textures\20230622173524_1.jpg";
        forceInGarage = 1;
        faction = "CIV_F";
        vehicleClass = "Cars";
        Side = 3;
        crew = "C_scientist_F";
        displayName = "OOBAC Utility Van";
        class TextureSources
        {
            class Custom_Van_F
            {
                displayName = "OOBAC";
                author = "Shyska";
                textures[] = {"Norm_Van\Data\Textures\normalVan.paa"};
                hiddenSelectionsTextures[] = {"Norm_Van\Data\Textures\normalVan.paa"};
                factions[] = {"CIV_F"};
            };
        };
        textureList[] = {"Custom_Van_F",1};
        animationList[] = {"Door_1_source",0,"Door_2_source",0,"Door_3_source",0,"Door_4_source",0,"Hide_Door_1_source",0,"Hide_Door_2_source",0,"Hide_Door_3_source",0,"Hide_Door_4_source",0,"lights_em_hide",0,"ladder_hide",1,"spare_tyre_holder_hide",1,"spare_tyre_hide",1,"reflective_tape_hide",1,"roof_rack_hide",1,"LED_lights_hide",0,"sidesteps_hide",1,"rearsteps_hide",0,"side_protective_frame_hide",0,"front_protective_frame_hide",1,"beacon_front_hide",0,"beacon_rear_hide",1};
        class PlateInfos
        {
            name = "spz";
            color[] = {0,0,0,1};
            plateFont = "RobotoCondensedLight";
            plateFormat = "RC - ####";
            plateLetters = "ABCDEFHIKLMOPRSTVXYZ";
        };
        class eventHandlers
        {
           init = "(_this select 0) setVariable ['BIS_enableRandomization', false];";
        };
    };
};```
#

Sorry I don’t have nitro I couldn’t post it all in one bracket

wintry tartan
#

You have no hiddenSelectionsTextures still

dire warren
#

Shoot okay I’ll fix that when I have a moment

#

hiddenSelectionsTextures[] = {"Norm_Van\Data\Textures\normalVan.paa"}; was this not correct?

wintry tartan
#

It is correct, despite you want to have _co.paa suffix (for config and the file itself too)

dire warren
#

so it would be normalVan_co.paa?

dire warren
#

I missed the _co part, thank you 😄

dire warren
#

unfortunately its still not working correctly 😦

wintry tartan
#

Again, please don't say only “doesn't work” but how it doesn't work and how is your current config

dire warren
#

my apoligies. I'm not really sure what to do at this point as I have done what was recommended. I am still very new to this.

nimble sequoia
dire warren
#

I appreciate the help with this project I hope i'm not being obnoxious with questions and just not knowing what to do.

molten musk
#

Hello,
Is there any example config for modules that are available in Zeus mode?
Or Does anyone know a mod from which I could take a model of how to do it right

gritty rune
#

Hi, I have an animation that is not controllable in Eden appearance editor. The displayName is shown, but I cannot click on it. I suspect that AnimationSource controlled animations are not elgible? Here are the settings from model.cfg and config.cpp->AnimationSources cpp class wingtip_l: RotationF8 { source = "wingfold_source"; selection = "wingtip_l"; axis = "wingtip_l_axis"; minValue = 0.000000; maxValue = 1.000000; angle0 = (rad 0); angle1 = -(rad 94); }; class wingtip_r: RotationF8 { source = "wingfold_source"; selection = "wingtip_r"; axis = "wingtip_r_axis"; minValue = 0.000000; maxValue = 1.000000; angle0 = (rad 0); angle1 = (rad 94); }; class wingfold_source { displayName = "Fold Wings"; source = "user"; initPhase = 0; animPeriod = 7; sound = "wings_folding_snd"; SoundPosition = "wings_folding_snd_src"; };

hearty sandal
#

It probably needs a specific class animationSource defined, just the procedural user may not be suitable

novel lava
#

its because the garage for whatever reason uses 'animate' rather than 'animatesource'

#

to fix it you need to do two things, one, you need one of your model.cfg animations to have the same name as the source

#

ie wingtip_l becomes class wingfold_source

#

and then you need to add useSource = 1; to the animationsource in the vehicle animation source config

#

the reason for both is garage will only check the status of the animation using 'animationPhase' so if the class name isn't the same it won't work - useSource will make it use animateSource when enabling it on and off but the detection is still the old way

#

the garage component stuff is kinda bad in that way and it definitely needs improvement tbh

gritty rune
#

works, just as you described it, thanks once more!

novel lava
#

np if you couldn't tell i've had to deal with a lot lol

wintry fox
#

Or would you have to use an eh to just apply the patch when they spawn?
I know there's BIS_fnc_setUnitInsignia, but I was just curious

wintry fox
#

Oh actually that gives an error saying that it'd expects type Object, not Any
Turns out I just forgot to do params ['_entity']; and then change this to _entity

brazen sluice
#

How can I create a gun for the game? (I have made a model, that's it)

#

The only thing I've ever modded into the game is a retexture.

hearty sandal
#

Then there are couple of videos from El tyranos, sokolonko and battlestad that can give you pointers

brazen sluice
#

Ok thank you very much

wintry fox
#

Having a weird issue where two helmets with the exact same configs (besides some textures/displayName), but only one's built in NVGs are working.

They both have the exact same parent classes, where both have subItems[] = {"Integrated_NVG_TI_0_F"};.

#

On the one that isn't working, when trying to switch to nightvision, it just immediately switches back to normal vision

wintry fox
#

I figured out it's due to a script attached to the helmet, which just swaps what helmet the player is wearing when changing to Night vision, Thermals, etc.

The only difference in the configs is just some values for the script to work with:

BNAKC_Helmet_Toggle = 1;
BNAKC_Helmet_Off = "BNA_KC_Helmet_Phase1_Pilot_Blue";
BNAKC_Helmet_On  = "BNA_KC_Helmet_Phase1_Pilot_Blue_Bacta";
wintry fox
#

Figured out the issue, apparently Arma will reset the vision mode when a helmet with built in NVGs is placed onto you.

The solution was just to remove the built in NVGs using subItems[] = {};, since Arma (from what I found) doesn't let you script changing the vision mode of a unit

wintry fox
#

I'm having some issues with inheriting HitPoints from a vehicle.
This is the (relevant) inheritance of the vehicle I'm trying to modify:
[..."Wheeled_Apc_F","3AS_Jug_base_F","3AS_B_Jug_01_base_F"]

Looking at that, this is how I set up inheriting the HitPoints

class 3AS_Jug_base_F;
class 3AS_B_Jug_01_base_F: 3AS_Jug_base_F
{
    class HitPoints;
};
class 3as_Jug: 3AS_B_Jug_01_base_F
{
    class HitPoints
    {
        class HitBody;
        class HitHull;
    };
};
class BNA_KC_Juggernaut: 3as_Jug
{
    class HitPoints: HitPoints
    {
        class HitBody: HitBody
        {
            ...
        };
        class HitHull: HitHull
        {
            ...
        };
    };
};

However when looking at the vehicle in-game, my version does have the proper HitBody and HitHull classes, but none of the others, and the direct parent (3as_Jug) only has those classes as well but are completely empty

#

I've done inheritance for other vehicles, weapons, etc. and been able to do it fine, just can't tell what I'm missing here

nimble sequoia
wintry fox
#

Yep that's what I must've missed
Haven't tried it in-game because I just woke up

ebon pivot
#

Addon builder is complaining of an error at L30 here, and my vscode plugin for macros isn't recognising it either but I've no clue what the issue is, anyone able to give any help?

#

'(' encountered instead of '=' apparently but we all know addon builder is full of shit

ashen chasm
#

i don't think it starts complaining about stuff before substituting all the macros, though. So L30 of the resulting file, i suppose?

ebon pivot
#

that's another include for my function macro which has been fine previously but will double check that too

#

no issues here either

#

exact message

ashen chasm
#

so, are there any instances of "hello" in the file? 🤣

ebon pivot
#

yeah where i try and use the macro on the next bit 💀

ashen chasm
#

blobdoggoshruggoogly so that gets expanded into hello(CBR, Coyote Brown) that can't be parsed?

ebon pivot
#

it seems so

opal crater
#

you can't pass a "macro" as an argument

ebon pivot
#

its not a macro its just a word at the moment

opal crater
#

well, that produces invalid syntax

ebon pivot
#

but noted i shall change them all to the macro instead once i end up using it

#

oh duh

opal crater
#

hello(CBR, Coyote Brown) is not a valid config

ebon pivot
#

maybe i need to have a nap before doing anything else

opal crater
#

|| maybe change your font ||

ebon pivot
#

it helps me read it

#

its now complaining of # encountered instead of = notlikemeowcry

#

i hate macros now

#

still at the MACRO_CAMOS bit though

#

meh, packs fine without macro #2 and ig im not saving any effort doing it that way

wintry fox
#

Is there a way to tweak a grenade's physics once thrown or is it all model based?
My grenade tends to bounce around quite a bit and I'd prefer it to roll instead of bounding as much.

wintry fox
ashen chasm
#

ACE marks all the terrains as well. I'd say why bother?

wintry fox
#

Yeah, I just thought it might've been modifying the original in some way, but couldn't find anything

potent loom
#

this is new ? is awsome CatCoffee

wintry tartan
#

Yes coming in 2.14

wintry fox
#

Replacing the weapon on a turret breaks all vehicles with a MainTurret (or at leas the vehicles that use LMG_Minigun_Transport as their MainTurret).
I'm sure it's just an issue with my inheritance but I can't figure out what.
Vehicle: [..."LSV_02_base_F","LSV_02_armed_base_F","O_LSV_02_armed_F"]
Gun: [..."MGun","LMG_RCWS"]

These are the relevent configs

// CfgVehicles
class LSV_02_base_F;
class LSV_02_armed_base_F: LSV_02_base_F
{
    class Turrets;
};
class O_LSV_02_armed_F: LSV_02_armed_base_F
{
    class Turrets: Turrets
    {
        class MainTurret;
    };
};
class BNA_KC_Hornet_Armed: O_LSV_02_armed_F
{
  ...
  class Turrets: Turrets
  {
    class MainTurret: MainTurret
    {
      weapons[] = { "BNA_KC_Mounted_MG" };
      ...
    };
  };
};
// CfgWeapons
class LMG_RCWS;
class LMG_Minigun_Transport: LMG_RCWS
{
    class manual;
};
class BNA_KC_Mounted_MG: LMG_Minigun_Transport
{
    ...
    class manual: manual
    {
        sounds[] = { "StandardSound" };
        class BaseSoundModeType
        {
            weaponSoundEffect = "";
            closure1[] = {};
            closure2[] = {};
            soundClosure[] = {};
        };
        class StandardSound: BaseSoundModeType
        {
            begin1[] = { ... };
            soundBegin[] = { "begin1", 1 };
        };
    };
};
#

There are also a couple other uses of class LMG_RCWS;, which are also used for inheritance for other weapons

nimble sequoia
ebon pivot
#

Bear in mind adt only shows where they were initially defined; doing MainTurret: NewTurret {}; will empty the class and such -- you still need to do it properly

wintry fox
nimble sequoia
#

Check your rpt log for "Updating Base Class" messages.

ebon pivot
#

my favourite way to do inheritance, break it all anyway and just fix what the game complains about

wintry fox
#

Do I have them inheriting from the wrong classes?
As far as I have learned, everything looks right, but clearly isn't

#

Realized the part of the rpt I posted were from a test build on the addon
Re-packing now

#
23:19:38 Updating base class LMG_Minigun->LMG_RCWS, by BNA_KC_Vehicles\vehicleweapons\config.bin/CfgWeapons/LMG_Minigun_Transport/ (original a3\weapons_f\config.bin) -- FIXED

23:19:38 Updating base class HMG_127_APC->LMG_RCWS, by BNA_KC_Vehicles\vehicleweapons\config.bin/CfgWeapons/HMG_127_MBT/ (original a3\weapons_f\config.bin) -- FIXED

23:19:39 Updating base class Turrets->Turrets, by BNA_KC_Vehicles\armored\config.bin/CfgVehicles/B_MBT_01_TUSK_F/Turrets/ (original a3\armor_f_epc\mbt_01\config.bin)

23:19:39 Updating base class MainTurret->MainTurret, by BNA_KC_Vehicles\armored\config.bin/CfgVehicles/B_MBT_01_TUSK_F/Turrets/MainTurret/ (original a3\armor_f_epc\mbt_01\config.bin)
wintry fox
#

Staring at the log and still no clue
I looked at it and thought maybe I accidently skipped a parent class because of LMG_Minigun->LMG_RCWS, but I double checked and LMG_Minigun_Transport's direct parent is LMG_RCWS.

#

Although if the mod is breaking the order of things, that would explain why I might not see something that's missing

#

Nope, apparently I had changes in the mod before I checked the parent classes for LMG_Minigun_Transport

#

Thanks to both of yall 👍
(Feels like that comes off as sarcasm, it's not)

molten musk
wintry fox
#

Click the "Tree View" button (or press Ctrl+H) and it brings up that list

molten musk
#

I have that, but how do I get imported config like that

#

Thanks, I will try.
I got same kind of problem in my own mod.
I think I have not the correct parents in all my new objects.

wintry fox
ashen chasm
#

BNA_KC_Vehicles\armored\config.bin/CfgVehicles/B_MBT_01_TUSK_F/Turrets/ wut

wintry fox
#

?

ashen chasm
#

the message states that your config is somehow changing B_MBT_01_TUSK_F class

wintry fox
chilly tulip
#

I'm a config noob but I'm guessing that the issue is that Mainturret is defined right back in Car_F so you have to go back to that.

ashen chasm
#

try cpp class Car_F; class LSV_02_base_F: Car_F { class Turrets; }; class LSV_02_armed_base_F: LSV_02_base_F { class Turrets: Turrets { class MainTurret; }; }; class O_LSV_02_armed_F: LSV_02_armed_base_F {}; class BNA_KC_Hornet_Armed: O_LSV_02_armed_F { ... class Turrets: Turrets { class MainTurret: MainTurret { weapons[] = { "BNA_KC_Mounted_MG" }; ... }; }; };
as O_LSV_02_armed_F doesn't define any turrets on its own blobdoggoshruggoogly

wintry fox
ashen chasm
#

class LMG_Minigun_Transport: LMG_Minigun from vanilla config dump, if we're still on that

wintry fox
#

Oh no I fixed that, I just meant like I might've checked the inheritance for the turrets after I had put in the config to change the weapon for the turret

ashen chasm
#

then i'm confused. Are there any problems in work here right now? notlikemeow

wintry fox
#

I might have just worded it poorly, apologies for the confusion

ashen chasm
#

no problem, i have my fair share of reading and understanding problems on my end

wintry fox
#

My PC just Power cycled due to the weather here, thank you GitHub

ashen chasm
#

"teacher, sir, the weather killed my homework"

tacit zealot
#

On the Mk45 Hammer:
1 - How can I set the camera view to move with the gun? I've tried the code below to no avail, and the weapon/turret is otherwise configured as direct fire:

cameraDir = "";
                minCamElev = -9.5;
                maxCamElev = 80.5;
                //animationSourceBody = "MainTurret";
                animationSourceCamElev = "MainGun";```
2 - Is there any way to move the gunner get in point?  It's on the top-right of the turret and requires a scaffold to get in, as well as get out without hurting yourself.

1 is fixed, OpticsIn classes had a `directionStabilized = 1` in there idk why
heady iron
#

So, super simple question now, but does anyone have any suggestions for learning the basics of configs? I've got some experience with scripting, but I have no idea about configs, all the way from what exactly they do, to where those files go, to etc etc.
I've looked online for guides or tutorials, but haven't found what seem to be good ones.

#

Or suggestions for how to go about learning this new area?

latent monolith
#

So im looking to make a vehicle that can load other vehicles what code do i need to do this and im assuming ill need proxies too

wintry fox
# wintry fox ``` 23:19:38 Updating base class LMG_Minigun->LMG_RCWS, by BNA_KC_Vehicles\vehic...

I'm back to fixing these last two
I didn't make this config, someone else on the same team as I did, so not 100% sure on exact specifics of things.

It's also quite a lengthy config.
Vehicle Inheritance: [..."Tank","Tank_F","MBT_01_base_F","B_MBT_01_base_F","B_MBT_01_cannon_F"]
Hierarchy for the CommanderOptics is attached

class Tank_F;
class MBT_01_base_F: Tank_F
{
    class Turrets;
};
class B_MBT_01_base_F: MBT_01_base_F
{
    class Turrets: Turrets
    {
        class MainTurret;
    };
};
class B_MBT_01_cannon_F: B_MBT_01_base_F
{
    class Turrets: Turrets
    {
        class MainTurret: MainTurret
        {
            class Turrets;
        };
    };
    class AnimationSources;
};
class B_MBT_01_TUSK_F: B_MBT_01_cannon_F
{
    class Turrets: Turrets
    {
        class MainTurret: MainTurret
        {
            class Turrets: Turrets
            {
                class CommanderOptics;
            };
        };
    };
    class AnimationSources: AnimationSources
    {
        class muzzle_hide_cannon;
        class muzzle_rot_cannon;
        class muzzle_rot_cmdr;
        class recoil_source;
        class commander_gun_recoil;
    };
};
class BNA_KC_MBT_Slammer: B_MBT_01_TUSK_F
{
    ...
    class Turrets: Turrets
    {
        class MainTurret: MainTurret
        {
            class Turrets: Turrets
            {
                class CommanderOptics: CommanderOptics
                {
                    weapons[] =  { ... };
                    magazines[] = { ... };
                };
            };
            weapons[] = { ... };
            magazines[] = { ... };
        };
    };
    class AnimationSources: AnimationSources
    {
        class muzzle_hide_cannon: muzzle_hide_cannon { ... };
        class muzzle_rot_cannon: muzzle_rot_cannon { ... };
        class muzzle_rot_cmdr: muzzle_rot_cmdr { ... };
        class recoil_source: recoil_source { ... };
        class commander_gun_recoil: commander_gun_recoil { ... };
    };
};
#

Is it because the inheritance needs to go up to LandVehicle in order to get the original CommanderOptics?

#

This is what it looks like with the mod loaded, which adds Turrets: Turrets and a MainTurret: MainTurret to B_MBT_01_base_F and B_MBT_01_cannon_F

ashen chasm
#

Pretty much yes. You need to provide a parent class every time you open a curly bracket, and with multiple nested classes it becomes ugly... Just press Ctrl+C in ADT's tree inheritance view, it'd give you a proper full config with inheritance and all blobdoggoshruggoogly

#

By the eye there seems to be no way to go except full inheritance tree in this example anyways

#

"Full" as in "up to All"

toxic solar
#

on a vehicle I gave it missiles_titan_AA and a LMG_M200. when shooting the machine gun the muzzle flash works, but with the missile launcher it doesnt. as far as I can see the titan has the correct selectionFireAnim, so what is differenent between missile launchers vs I guess guns that makes it so the muzzle flash doesnt show?

tacit zealot
#

Check the vehicles animationSources and match them to the weapon you added

toxic solar
wintry fox
#

I think this should be good then, will give it a try:

class All
{
    class AnimationSources {};
};
class AllVehicles: All
{
    class NewTurret {};
};
class Land: AllVehicles {};
class LandVehicle: Land
{
    class CommanderOptics: NewTurret {};
};
class Tank: LandVehicle {};
class Tank_F: Tank
{
    class Turrets
    {
        class MainTurret: NewTurret
        {
            class Turrets
            {
                class CommanderOptics: CommanderOptics {};
            };
        };
    };
};
class MBT_01_base_F: Tank_F
{
    class AnimationSources: AnimationSources {};
    class Turrets: Turrets
    {
        class MainTurret: MainTurret
        {
            class Turrets: Turrets
            {
                class CommanderOptics: CommanderOptics {};
            };
        };
    };
};
class B_MBT_01_base_F: MBT_01_base_F {};
class B_MBT_01_cannon_F: B_MBT_01_base_F
{
    class AnimationSources: AnimationSources {};
};
class B_MBT_01_TUSK_F: B_MBT_01_cannon_F
{
    class AnimationSources: AnimationSources
    {
        class muzzle_hide_cannon;
        class muzzle_rot_cannon;
        class muzzle_rot_cmdr;
        class recoil_source;
        class commander_gun_recoil;
    };
    class Turrets: Turrets
    {
        class MainTurret: MainTurret
        {
            class Turrets: Turrets
            {
                class CommanderOptics: CommanderOptics {};
            };
        };
    };
};
#

Yep, no more Updating base classes

#

Thank y'all so much for the help, especially artemoz for saying you can just copy paste it lmao

#

I do have a couple questions about the Updating base class "error" though. Is it necessarily always a bad thing?
Because I play Star Sim, which already has a bit of a reputation for editing base classes, and I can definitely see that in the logs. However, there's also a lot of stuff that gets updated from other base arma addons

#

Also if I had to guess, I don't need classes where it's just nothing at the beginning
For example, I went to go fix a different vehicle, and it was:

class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Car: LandVehicle {};
class Car_F: Car
{
    class HitPoints
    {
        class HitBody {};
        class HitHull {};
    };
};
class Wheeled_Apc_F: Car_F {};
class 3AS_Jug_base_F: Wheeled_Apc_F
{
    class HitPoints: HitPoints
    {
        class HitBody: HitBody {};
        class HitHull: HitHull {};
    };
};
class 3AS_B_Jug_01_base_F: 3AS_Jug_base_F {};
class 3as_Jug: 3AS_B_Jug_01_base_F
{
    class HitPoints: HitPoints
    {
        class HitBody: HitBody {};
        class HitHull: HitHull {};
    };
};

I would guess that I don't need anything before class Car: LandVehicle {};, and could just do class Car;

wintry fox
tacit zealot
#

What would be a good way to simulate a mortar-launchable firework shell? I'm not very good with particle effects, but I have made custom cloudlets/weapon effects for a chalk round before.

ashen chasm
brazen merlin
#

in weapon config, we have bullet1[], 2, 3, etc. those define the sfx played when casings are ejected. does anyone know if there is a way to detect when which sound plays? like, reading the current surface or something?

novel lava
#

im interested in that too because everything regarding those casings seems to be some hard coded black magic with zero documentation or configurability lol

brazen merlin
#

i did some testing on stratis and it seems that every surface plays the same sfx

#

it's bullet9-12

#

only exception is water, where it plays no sound at all

boreal heron
#

Does anyone know what would cause this to occur the first time Zeus is opened by a user. And how to track it down to fix?

14:55:35 Warning Message: No entry 'bin\config.bin/CfgEditorCategories.'.
14:55:35 Warning Message: No entry '.displayName'.
14:55:35 Warning Message: '/' is not a value
14:55:35 Warning Message: No entry 'bin\config.bin/CfgEditorCategories.'.
14:55:35 Warning Message: No entry '.displayName'.
14:55:35 Warning Message: '/' is not a value
14:55:35 Warning Message: No entry 'bin\config.bin/CfgEditorCategories.'.
14:55:35 Warning Message: No entry '.displayName'.
14:55:35 Warning Message: '/' is not a value
grand zinc
#

Try setting -debug start parameter.

It will probably be some vehicle setting its category to ""

boreal heron
#

That werthless thing is just a HC module not running properly in Eden mode

grand zinc
#

You could do a full config dump and search for things setting their category to empty

#

or...

#

"isText (_x >> 'editorCategory') && (getText (_x >> 'editorCategory') == '')" configClasses (configFile >> "CfgVehicles") that script

boreal heron
#

Yeah i'm looking through the CFGViewer now

#

Wil try that script

#
[bin\config.bin/CfgVehicles/blud_satcombunker_base,bin\config.bin/CfgVehicles/blud_satcombunker_a,bin\config.bin/CfgVehicles/blud_satcombunker_c,bin\config.bin/CfgVehicles/blud_satcombunker_d]
grand zinc
#

Bad blud, bad

#

That'll be Vidda

boreal heron
#

Yeah it is

#

blud_satcom.pbo

#

wonderful

#

Welp, getting rid of this map on rotation

tacit zealot
boreal heron
tacit zealot
#

I set my base class vehicles to scope and scopeCurator = 2 so that way I dont need to keep rewriting it in the config for the vehicles in each faction

stuck nest
#

Is it possible to keep a crosshair visible while aiming a weapon via a config tweak?

hearty sandal
#

no that would require quite a bit of work

#

assuming you mean when aiming with scope or such

stuck nest
#

My friend made a bow and when you right click to aim in it does the generic centering on the screen but the crosshair turns off.

hearty sandal
#

it would probably need a sight config added

#

you should have started with the second info

#

the first one is pretty generic and does not really connect with the actual issue

stuck nest
#

Is there a wiki entry on the cfgweapon page that i can read about the sight config?

wintry fox
#

I've had a seemingly random issue pop up with a custom horn weapon.
It's been working fine, but people started noticing that only the driver (not even other vehicle crew) can hear the horn sound effect. The vanilla CarHorn and TruckHorn work fine.

// CfgVehicles
class BNA_KC_ReallyBigCar: 3as_ReallyBigCar
{
    ...
    weapons[] =
    {
        "BNA_KC_ReallyBigCar_Horn"
        // "BNA_KC_ReallyBigCar_Alarm" // Another horn that isn't working, same set up as BNA_KC_Juggernaut_Horn
    };
    ...
};
// CfgWeapons
class BNA_KC_ReallyBigCar_Horn: TruckHorn
{
    displayName = "ReallyBigCar Horn";
    drySound[] =
    {
        "BNA_KC_Vehicles\VehicleSounds\Data\Audio\ReallyBigCar\horn_0.ogg", // soundPath
        500,        // soundVolume
        1,          // soundPitch
        500         // maxDistance
    };
};
#

This only appeared to start happening after we were having issues updating the mod on Steam (#arma3_troubleshooting message), but given that it's also not working on a local version, I don't see how that could be the reason

tacit zealot
#

Is it possible to prevent the fade-out/hide of UI (when enabled) for specific unit classes? I have a unit to which I have modified the unitInfoType of to give the impression of a visor/helmet display, but it will disappear the same way a regular soldier's will when the corresponding setting is enabled.
Edit - solved with hideUnitInfo = 0;

tacit zealot
#

Part 2 - where can I find a list of info types, or make my own?
^class rscInGameUI
Part 3 - I have the units set to contain an irTarget, but how can I make AI fire at them with (IR) launchers if available? I've tried setting type to 1, but units will not switch to launcher, even if that is the only weapon available to them.

graceful plume
#

Why model of weapon magazine stays default when i'm trying added custom magazines via magazineWell ?
New magazine shows in arsenal for my weapon but not applies visual to it

wintry tartan
#

Because the weapon model has no magazine proxy

tawdry coral
#

what's the difference between .inc and .hpp for defines?

wintry tartan
#

Nothing

tawdry coral
#

is there a limit to the IDC values? could I do 44234520201 or is that too high xD

wintry tartan
#

If there is, probably 16 or 32 or 64 bit

#

But never heard one

tawdry coral
#

1111-22-33-44
so 1111 shows it's a mod made by myself. 22 shows it's my 22nd mod that does stuff with UI. 33 is this is the 33rd display being used by the mod, and 44 is, this is the 44th control for this display.

#

Wait, how does define work with sqf

#

Does doing the define before the cfgFunction make it see it or-

#
#include "\3denEnhanced\defines\defineCommon.inc"```
oh
tawdry coral
#

Might not be able to use such high numbers

#

4474010101 control can't be found

#

ok, control 4474101 can be found.

tawdry coral
#

I'ma go with 4474 01 01
myself, mod number, ctrl number

#

44740101 also doesn't work

tawdry coral
wintry fox
tawdry coral
#

why the ogg

#

drySound[] = {"A3\Sounds_F\weapons\horns\truck_horn_3",1,1,300};

#

idk it that'd cause it tho

#

maybe check in config viewer, and also I recommend replacing the names to avoid any issue with mods for intelec property stuffs x3

tawdry coral
wintry fox
#

Was for testing purposes

wintry fox
tawdry coral
#

That's the discord rules.

#

I posted a battle droid in a screenshot as it happened to be the unit that was present and got told not to be bohemia person so 🤷‍♂️

wintry fox
#

Oh I thought you were meaning just on steam

tawdry coral
#

good luck

graceful plume
#

How to edit recoil on vehicle turret ? E.g. for any MBT

wintry fox
chilly tulip
#

So 16777215

#

Some numbers above that will be represented accurately but some won't.

dense gyro
#

I have a server with 2 clients
1 client has a mod that edits weapon skins with

class srifle_DMR_03_redcamo_F: srifle_DMR_03_F
    {
        displayName="MK-I EMR 7.62 mm (Red Camo)";
        hiddenSelections[]=
        {
            "camo1",
            "camo2"
        };
        hiddenSelectionsTextures[]=
        {
            "camo1.paa",
            "camo2.paa"
        };
    };

the server and other client dont have it installed

is it intentional the non-modded client will not show the base weapon but instead fallback to an invisible model?
shouldn't the other client even know the weapon is changed?

is there a workaround to change weapon textures client-side?

wintry fox
#

If it's a completely new weapon, the server and un-modded client don't know what srifle_DMR_03_redcamo_F is, so it just looks like you're holding nothing

dense gyro
wintry fox
#

Yep

dense gyro
#

but im guessing it would then be impossible to have 2 different textures on the same gun

wintry fox
#

Not as far as I'm aware, haven't ever heard of anything like it at least

dense gyro
#

like temporarily the loaded in config not the file itself ofcourse

wintry fox
#

Not that I've heard of

dense gyro
#

if only setobjectexture worked on weapons 😔

tacit zealot
#

Any ideas why my custom weapon/magazine don't show up and don't fire on my custom Mk41 (both as gunner AND UAV Operator)? I basically made custom derivatives of each weapon/magazine/ammo I want, and plugged those in.

    class ammo_Missile_mim145;
    class B47_WZ_MIM104_ASAT_VLS: ammo_Missile_mim145{
        author = "brendob47";
        missileLockCone = 360;//170 standard, figured this will make it act like a VLS and be able to hit anywhere.
        missileKeepLockedCone = 120;
        class Components{/*trimmed*/};
        };
    };```
```c++
    class B47_WZ_18Rnd_MIM104_ASAT_VLS: magazine_Missiles_Cruise_01_x18{
        author = "brendob47";
        scope = 2;
        ammo = "B47_WZ_MIM104_ASAT_VLS";
        displayName = "MIM-104 ASAT VLS";
        initSpeed = 0;//60 25
        count = 18;
    };```
```c++
    class B47_WZ_MIM104_ASAT_VLS: weapon_VLS_01{
        //For Mk41 USS Liberty VLS I guess.
        //Check Mk41 VLS particles.
        author = "brendob47";
        baseWeapon = "B47_WZ_MIM104_ASAT_VLS";
        scope = 2;
        displayName = "MIM-104 ASAT VLS";
        magazines[] = {"B47_WZ_18Rnd_MIM104_ASAT_VLS"};
        class GunParticles{
            class FirstEffect{
                directionName = "Usti hlavne";
                effectName = "MLRSFired";
                positionName = "Konec hlavne";
            };
        };
    };```
#

Mk41 vehicle config. Based off one that I know for a fact works so I'm not posting that.

    class B47_WZ_Mk41_ASAT_base: B47_WZ_Mk41_base{
        author = "brendob47";
        displayName = "Mk41 (ASAT)";
        threat[] = {0,0,1};

        class Turrets: Turrets{
            class MainTurret: MainTurret{
                magazines[] = {"B47_WZ_18Rnd_MIM104_ASAT_VLS"};//ESSM is for evaluation. B47_WZ_18Rnd_RIM162_VLS
                weapons[] = {"B47_WZ_MIM104_ASAT_VLS"};
            };
        };

        class AnimationSources{
            class Missiles_revolving{
                source="ammo";
                weapon="B47_WZ_MIM104_ASAT_VLS";//weapon_VLS_01
                animPeriod=0.001;
            };
        };
    };```
lucid inlet
#

hey guys, so, i'm trying to fix a old mod (last time i can confirm the dev was active was january this year, on the BI Forums) , and so i have some questions.

#

This error din't break the mod, but then when i decided to try the mod again today, this second error happened:

#

This one straight up crashed the game, so i decided to investigate, and come up in the dta folder, on the bin.bin file, with has a config and some shaders

#

Those are outdated it seems, so i grabbed the ones from the dta file in the base game and replaced them.
Eureka, i was able to open the game without crashing.

#

But then, this happens...

#

If someone could give me a hand on how what may be causing this, and how to fix it, i would appreciate.

hearty sandal
#

This is not fixable and the mod is likely to be removed

lucid inlet
# hearty sandal It should not be sharing those files to begin with

sorry, i didn't understand (not a native english speaker).
The mod shouldn't be using those files, or i shouldn't be touching the mod files? (or both?).
I know a lot of modders don't like people tweaking their work, so i don't plan to share this without consent from the author, it would be for personal use, and learning (i plan on doing some mods of my own, and learning from other people works is a easy way to understant a lot of things).

hearty sandal
#

But also for learning that mod clearly is not good material

#

If you want reliable material to learn from and that you can get advice with use the arma3 samples from steam

lucid inlet
#

ok, i'm going to take a look.
Thanks

grand zinc
tawdry coral
#
#define DEFINED_MACRO "xyz"
onLoad = "uiNamespace setVariable [""DEFINED_MACRO"", _this select 0];"; // -> `uiNamespace setVariable ["xyz", _this select 0];`

This seems to work. Is this ok to use?

lucid inlet
#

after some tweaking, i wasn't able to fix the mod, but to understand it, and how it works.

#

What it does is basically the same thing as the Mid Detail Texture mod, but it used a transparent RGB noise texture, and them darkned some terrain textures, so the noise texture doesn't become too bright (possible to see in the image example).

#

I'm probably going to do my own project above this idea for now.

tawdry coral
grand zinc
#
#define DEFINED_MACRO "xyz"
onLoad = 'uiNamespace setVariable [DEFINED_MACRO, _this select 0]'; // -> `uiNamespace setVariable ["xyz", _this select 0];`
#

or use a QUOTE macro

lucid inlet
#

fullDetailDist is a interesting thing

#

i'm getting more FPS, WTF

lucid inlet
#

Is the value of some settings hardcoded in the engine or is there some way to bypass the limit with mods?
For exemple, HDR has a maximum value of 16, and Dynamic Lighting has a maximum value of 32.
Theres also a limit for particles quantity.

dry frost
#

copilot seat and regular cargo seats use external noise, however pilot seat and FFV seats use internal sound?

Where's attenuation defined? Or is it done in the model/cfg

ashen chasm
#

soundAttenuationTurret=""; in turret cfg tanking

#

attenuationEffectType in vehicle's cfg for pilot, i guess?

dry frost
#

whys none of this in cfgTurrets/cfgVehicles config reference wiki pages?

wintry tartan
#

Either it is new or nobody noticed

#

But as far as I can see is from early Arma 3 so it is simply forgotten

ashen chasm
#

*nobody cared

dry frost
ashen chasm
#

Probably. I don't really know. I've just searched through config dump for entries that look relevant

wintry tartan
#

AttenuationsEffects probably

novel lava
dry frost
#

isPersonTurret = 2;

Fixed my issue, why, I have no idea

wintry tartan
hearty sandal
#

but there are still hard coded maximums that cant be increased

#

cant make dynamic light maximum a 100000

hearty sandal
#

No

#

well technically you can change the action so the pose animation is different

#

but that may not really work very well either

#

since some things are tied to the direction of the proxy in the model

#

yes

#

no arma animation system is rigid. forget pretty much anything you know from other engines

#

and "for personal use" clashes badly in my ears

#

so good luck, I dont want to take part of such stuff

graceful plume
#

DriverOpticsIn

wintry fox
#

Was trying to make to make a pistol UGL similar to another weapon I found, but I think it's a bit off.

I thought it might have been that I didn't have a value for cameraDir or discreteDistanceCameraPoint, but after plugging in the same values as the one I was referencing, it still was shooting off to the right.

class EGLM: UGL_F
{
    displayName = "Flare Launcher";
    magazines[] =
    {
        "UGL_FlareWhite_F",
        "UGL_FlareRed_F",
        "UGL_FlareGreen_F"  // TODO: Replace with custom blue flare
    };
    magazineWell[] = {};

    cameraDir = "OP_look";
    discreteDistance[] = { 100 };  // Array of ranges
    discreteDistanceInitIndex = 0; // Default range index
    discreteDistanceCameraPoint[] = { "OP_eye" };
};
novel lava
#

do you have the muzzle memorypoints set up

#
        muzzlePos = "Usti hlavne";
        muzzleEnd = "Konec hlavne";
#

UGL_F will use something else by default for the underbarrel

wintry fox
#

Gotcha, are those just the default values or the specific ones for what I'm looking for?

#

Not too familiar with Slovak(?)

novel lava
#

that's the 'default' for like, the actual weapons muzzle

#

if you want it to fire from something else like a barrel below the main weapon you need to define it in the model itself and then set them here

wintry fox
#

Gotcha

#

Not my own model, so not sure if it has any memory points like that set up.

Is there a way I could just have it use the normal muzzle's memory points? When checking in the config viewer, it has the same values for muzzlePos and muzzleEnd as the one in my EGLM class, although that obviously isn't working as expected

novel lava
#

what I posted should be what you want

#

if it still doesnt work check the main weapon class in config viewer and see what they changed for muzzlePos etc

wintry fox
#

Oh yea I just looked again because I thought they were the same, it's usti granatometu and konec granatometu for Pos/End respectively

#

Thanks!

#

That fits a bit better

wintry fox
#

How can I change the camera angle for when using the UGL?
I was looking around for cameraDir or discreteDistanceCameraPoint values in the rest of the config, but couldn't find anything

toxic solar
#

what part of RscOptics_LaserDesignator makes it so the distance, bearing and all that only show when ur aiming down sight but not with model? I have a scope where it has a 1x that is on the model and when I go to the 2x/4x that is just like the image (I am not sure wat its called) then it shows there. I was hoping I could try to have RscOptics_LaserDesignator show when aiming down the 1x on model

graceful plume
#

is it possible to add in animationSource of sometank_classname class that can hide selections by user input without implementing it in class Animations in model.cfg ?
it cound be done by hideSelection also and it works only on simple object's but mine is physx vehicle

nimble sequoia
graceful plume
#
  1. what could be causing the nose of the uav plane to stick up on high speed ?
  2. Is it possible make driver and gunner controls unaccessable for player through action or uav terminal ?
digital pier
#

Q: where do I go in a given inventory item config to discover mass? is that generally ItemInfo? assuming that is in SI kg units, correct? thanks...

molten musk
graceful plume
lucid inlet
#

Is there some way to make tracers be visible at longer distances, other than putting sampling at 200%?

nimble sequoia
#

Mass value is just a number based partly on weight and partly on volume. It cannot be properly determined imperically but instead by comparison with vanilla game items.

digital pier
#

mainly I am thinking as compared to its container, which has loading, mass, pretty well defined, correct?

graceful plume
digital pier
#

so connecting the dots, why would gear items be any different than its container(s)? 🤷‍♂️

#

however bottom line config wise that's where I can find it, usually, if it can be found there, i.e. mass declared in ItemInfo.

wintry fox
#

How can you change the muzzle-flash of a weapon?
I'm trying to swap the muzzle-flash of a weapon I'm working on to the muzzle-flash of another weapon.

Some of the things I've found seem to imply that it's tied to the model itself; however, I also have no experience modelling so I may have misinterpreted it.

nimble sequoia
#

It's a proxy in the model

wintry fox
nimble sequoia
#

You'll either need to edit the model to change the muzzle flash to one of your own making, or edit the existing muzzle flash proxy, both of which require you to have editing rights on the models.

wintry fox
#

I see, I definitely don't have access to edit the models

hearty sandal
#

Then you are out of luck with that one.

tawdry coral
#

Er- Can you add new ammo for a weapon to use? I can't remember-

#

I didn't make the weapon/vehicle :P

hearty sandal
#

ammo is pretty much just config thing

tawdry coral
#

how would I do this? x3

hearty sandal
#

ah the difficult questions

ashen chasm
#

for this specific weapon or for all weapons that use the same magazine style?

meager torrent
#

test

#

its driving me insane

#

also just to be sure:
the mission description.ext is not able to load new modules right?
because that would make my life less miserable

meager torrent
#

well, after snooping through the ace repo, i found an Edit-field config that works

#

seems the biki lied to me

wintry fox
dry frost
#

@polar locust from memory yes, you need to create an entry under cfgVehicles for the uniform

polar locust
#

okay

#

one for each uniform right?

#

damn cause I have uniforms I want to add but haven't made the unit yet for it

dry frost
#

the unit doesn't have to be visible, use scope = 1

wintry fox
polar locust
#

okay that helps

polar locust
#

@wintry fox @dry frost okay I am having trouble getting the model to show up if I mess with the pathing

#

I'm wearing the correct uniform but the dude is in his underwear

#

hrm

polar locust
#

problem for another night

polar locust
#

but now there is double of everything in the arsenal

polar locust
#

I have a interesting problem

#

the units I made have the uniform texture but no uniform in their inventory and the uniform in the arsenal has no texture

polar locust
boreal heron
#

Why are you tagging me

dry frost
polar locust
#
{     
    //************************************************************************************************************************************************************************************************
    //*****             Units                *********************************************************************************************************************************************************
    //************************************************************************************************************************************************************************************************
    class B_Soldier_F; 
    
    class CDN_Soldier_M81: B_soldier_F {
        author = "TheWarWolf"; 
        _generalMacro = "B_soldier_F"; 
        scope = 2; 
        displayName = "Soldier (M81)[CDN]"; 
        picture = "\Custom_Uniform\Data\icon_civ_shirt.paa";
        identityTypes[] = {"Head_NATO", "G_NATO_default"}; 
        genericNames = "NATOMen"; 
        faction = "JTFNATO_Faction";
        model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; //Default NATO 
        uniformClass = "CDN_Uniform_M81"; 
        hiddenSelections[] = {"Camo","Insignia"}; 
        hiddenSelectionsTextures[] = {"\Custom_Uniform\Data\m81_uniform_cdn_co.paa"}; 
         weapons[] = {"Throw","Put"}; 
        respawnWeapons[] = {"Throw","Put"}; 
        magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; 
        respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
        linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
    };```
#
{ 
    //********************************************************************************************************************************************************************************************
    //*****            Uniforms              *****************************************************************************************************************************************************
    //********************************************************************************************************************************************************************************************
    class ItemCore; 
    class UniformItem; 
    class Uniform_Base: ItemCore 
    { 
        class ItemInfo; 
    }; 

    class CDN_Uniform_M81: Uniform_Base 
    { 
        author = "TheWarWolf";
        scope = 2; 
    displayName = "Combat Uniform (M81)[CDN]";
        picture = "\Custom_Uniform\Data\icon_civ_shirt.paa"; 
        model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; 
        hiddenSelections[] = {"Camo","Insignia"}; 
        hiddenSelectionsTextures[] = {"\Custom_Uniform\Data\m81_uniform_cdn_co.paa"};
        class ItemInfo : UniformItem 
        { 
            uniformClass = "CDN_Uniform_M81"; 
            containerClass = "Supply40"; 
            mass = 5; 
        }; 
    }; ```
polar locust
#

it goes on, I have 8 uniforms

polar locust
tawdry coral
#

dumb question, having a brain fart b/c too many things open at once, brain go brr
x="0.5 - 8 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
This in a UI's config would mean it will resize properly right? Like, resolution change, or something that affects the HUD

#

brain fart disipating, I think I'm right

tacit zealot
#

Any ideas on what lyingLimitSpeedCombat, lyingLimitSpeedEngage, and lyingLimitSpeedHiding do? I'm trying to figure out a way if I can prevent certain infantry classes from going prone. I've already figured out how to discourage crouching, but they still go prone all the time which breaks the immersion of what I'm going for.

ashen chasm
# polar locust ```class cfgWeapons { //**************************************************...

configFile >> "CfgWeapons" >> YOUR_uniform_class >> "ItemInfo" >> "uniformClass" should point to CfgVehicles class that uses that uniform. Yours tries to point to itself. Check https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Uniform_configuration (or literally any working config) blobdoggoshruggoogly
Also, configFile >> "CfgWeapons" >> YOUR_uniform_class >> "model" should point to the model that loose uniform laying on the ground has. I.e. "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d" from the same link. Unless you want headless people to be left on the ground where the empty uniform was dropped blobdoggoshruggoogly

polar locust
undone patio
#

I'm trying to decipher my switch from Addon Builder to HEMTT.

  • config.cpp is in one of the folders in Addons.
  • $PBOPREFIX is x\MOD\addons\audio for this folder.
  • How do I reference a file like audio\snd\ui\bingus.ogg?

I've tried both
x\MOD\audio\snd\ui\bingus.ogg
and
\MOD\audio\snd\ui\bingus.ogg

chilly tulip
#

wouldn't that be x\MOD\addons\audio\audio\snd\ui\bingus.ogg?

#

Generally it's prefix + path-within-PBO

undone patio
#

I think I was missing "addons" is what broke it

#

I had forgotten to type that

chilly tulip
#

Assuming that you meant you had snd\ui\bingus.ogg inside the audio PBO, yeah.

undone patio
#

yeah

tacit zealot
#

Is it possible to add sensors to a soldier? I want a certain class to have a built in Man Sensor

tacit zealot
#

Welp, one item removed from the todo list at least

wintry tartan
#

Diag exe, diag_mergeConfigFile

pallid sierra
#

what's a good way to capture custom gear previews for use in the arsenal?

ebon pivot
#

That's just for editor objects, no?

pallid sierra
#

yah i believe its just for objects, not equipment

tawdry coral
#

what does a / mean-
Why do so many things seem to have / or .?
(. is not a valid material, or expecting array, received /)

grand zinc
#

Its a path separator

teal canyon
#

With skipWhenMissingDependencies, would it be possible to include compatibility patches within mods directly to avoid making tons of extra mods for compats?

Using ace as an example to illustrate what I mean

@ace
  ace_advanced_ballistics.pbo
  ...
  ace_rhsafrf_compat.pbo
  ace_rhsusaf_compat.pbo

instead of

@ace
@ace_rhsafrf_compat
@ace_rhsusaf_compat
etc
grand zinc
#

yes

#

ACE is working on that

tepid arrow
#

hi, how do i fix custom items' models appearing on it's side? I want them to be upfront. Is that something i have to tinker with the model with?

hearty sandal
#

default groundholders are made in the way that the items (magazines) in them are flat on their side

wintry fox
#

Can't figure out why this base class is being updated:

18:21:52 Updating base class NewTurret->NewTurret, by BNA_KC_Vehicles\armored\config.bin/CfgVehicles/Wheeled_Apc_F/NewTurret/ (original BNA_KC_Vehicles\armored\config.bin)

Here is my inheritance for the vehicle

class All {};
class AllVehicles: All {
    class NewTurret {};
};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Car: LandVehicle {};
class Car_F: Car {
    // HitPoints is here for another vehicle
    class HitPoints {
        class HitBody {};
        class HitHull {};
    };
};
class Wheeled_Apc_F: Car_F {
    class NewTurret: NewTurret {};  // <--- Inheritance is somehow messed up here, but why?
    class Turrets {
        class MainTurret: NewTurret {};
    };
};
class APC_Wheeled_02_base_F: Wheeled_Apc_F {
    class Turrets: Turrets {
        class MainTurret: MainTurret {};
    };
};
class APC_Wheeled_02_base_v2_F: APC_Wheeled_02_base_F {
    class Turrets: Turrets {
        class MainTurret: MainTurret {};
    };
};
class O_APC_Wheeled_02_rcws_v2_F: APC_Wheeled_02_base_v2_F {
    class Turrets: Turrets {
        class MainTurret: MainTurret {};
    };
};
class BNA_KC_APC_OLV20: O_APC_Wheeled_02_rcws_v2_F {
    ...
    class Turrets: Turrets {
        class MainTurret: MainTurret {
            weapons[] = {...};
            magazines[] = {...};
        };
    };
};
ebon pivot
#

why on earth are you doing {} so much

wintry fox
#

Hierarchy viewer copy/pasting with advanced dev tools

ebon pivot
#

it hurts to look at and causes issues like this

wintry fox
#

I tried with and without and still was getting the same result

ebon pivot
#
class APC_Wheeled_02_base_F;
class APC_Wheeled_02_base_v2_F: APC_Wheeled_02_base_F {
    class Turrets;
};
class O_APC_Wheeled_02_rcws_v2_F: APC_Wheeled_02_base_v2_F {
    class Turrets: Turrets {
        class MainTurret;
    };
};
class BNA_KC_APC_OLV20: O_APC_Wheeled_02_rcws_v2_F {
    ...
    class Turrets: Turrets {
        class MainTurret: MainTurret {
            weapons[] = {...};
            magazines[] = {...};
        };
    };
};```
#

should be all you need

#

you really shouldnt be going that far back

#

just causes you more issues than it fixes

wintry fox
# ashen chasm Pretty much yes. You need to provide a parent class every time you open a curly ...

"Is it because the inheritance needs to go up to LandVehicle in order to get the original CommanderOptics?"

"Pretty much yes. You need to provide a parent class every time you open a curly bracket, and with multiple nested classes it becomes ugly... Just press Ctrl+C in ADT's tree inheritance view, it'd give you a proper full config with inheritance and all blobdoggoshruggoogly"

From what I have been told before, you needed to inherit all the way up to the original in a lot of cases

ebon pivot
#

ive only ever had issues when ive inherited up to the original as opposed to doing what i sent above

chilly tulip
#

What you pasted doesn't work. It blanks MainTurret on O_APC_Wheeled_02_rcws_v2_F.

#

And no, I don't know how to fix it :P

ebon pivot
#

what i sent or what dart sent

#

if its what dart sent its likely due to {};

chilly tulip
#

What you sent.

ebon pivot
#

errrrr

#

how peculiar

#

its nearly 2am so im not going to try dig further into it right now

chilly tulip
#

Got a working one:

class Car_F;
class Wheeled_Apc_F: Car_F {
    class Turrets {
        class MainTurret;
    };
};
class APC_Wheeled_02_base_F: Wheeled_Apc_F {
    class Turrets: Turrets {
        class MainTurret;
    };
};
class APC_Wheeled_02_base_v2_F: APC_Wheeled_02_base_F {
    class Turrets: Turrets {
        class MainTurret;
    };
};
class O_APC_Wheeled_02_rcws_v2_F: APC_Wheeled_02_base_v2_F {
    class Turrets: Turrets {
        class MainTurret;
    };
};
class BNA_KC_APC_OLV20: O_APC_Wheeled_02_rcws_v2_F {
    class Turrets: Turrets {
        class MainTurret: MainTurret {
//            weapons[] = {...};
//            magazines[] = {...};
        };
    };
};
ebon pivot
#

do you not need to class Turrets;? thonk

#

god i love inheritance

chilly tulip
#

Might be a special case because that first class Turrets doesn't have anything in it except the MainTurret.

#

but I don't fully understand it.

ebon pivot
#

who knows

#

just arma things

hybrid terrace
#

hi, with cfgmagazines how do i define what type of weapons can use the ammo type?

#

biwiki dont explain it very well

#
{
    class CA_Magazine;
    class 5Rnd_127x108_Mag;
    class AM_MAG: 5Rnd_127x108_Mag
    {
        displayName="20x102mm Anti Material Round";
        displayNameShort="AMx";
        ammo="20mm_AM";
        initSpeed=1006;
        count=1;
        tracersEvery=1;
        mass=5;
    };
};```
#

it says its for the GM6 but when i go to add it in it wont let me

wintry tartan
#

A weapon doesn't use ammo. A magazine does

#

Do you mean you don't know how to let a weapon use a magazine?

hybrid terrace
#

lemme rephrase, i made custom ammo (that works) then its in this magazine, but when i try to put the magazine in the GM6 its red (wont load into gun)

wintry tartan
#

CfgWeapons, weapon class, magazines[] defines

#

And/or magazineWells[]

hybrid terrace
#

oh so i have to make a cfgweapons too

wintry tartan
#

You don't. You only need to redefine/update a part of it

#

I don't know if GM6 has magWell, but if it does better to use it

hybrid terrace
#

dont think it does

#
{
    class GM6_base_F;
    class Rifle_Long_Base_F;
    class Julz_Ammo_GM6_F: GM6_base_F
    {
        magazines[]=
        { "AM_MAG"
        };
    };
};
``` would work?
wintry tartan
#

No, this makes all magazines other than yours incompatible

hybrid terrace
#

oh, dont want that

#

what would be the right way?

wintry tartan
#

Does vanilla GM6 would use it too?

hybrid terrace
#

yeahj

#

it would onlky be used by vanilla GM6

wintry tartan
#

Then use GM6_base_F's magazines[]

#

Also you want to use +=

hybrid terrace
#

in future it would also work with another rifle from a mod my community runs

hybrid terrace
wintry tartan
#

array[] = {} //(re)define, previous config will be deleted
array[] += {} // add entries into the existed array

hybrid terrace
#

im sorry, this has just confused me more :v

wintry tartan
#

What's unclear?

hybrid terrace
#

oh wait no im silly, rereading what u said :p

wintry tartan
#

Also your last CfgWeapons config won't modify vanilla GM6

hybrid terrace
#

yeah removed the cfgweapons part, dont need (right)

wintry tartan
#

What, you need it

#

I thought you want to use your custom magazine with vanilla GM6

hybrid terrace
#

yes

wintry tartan
#

Then you need

hybrid terrace
#
{
    class CA_Magazine;
    class 5Rnd_127x108_Mag;
    class AM_MAG: 5Rnd_127x108_Mag
    {
        displayName="20x102mm Anti Material Round";
        displayNameShort="AMx";
        ammo="20mm_AM";
        initSpeed=1006;
        count=1;
        tracersEvery=1;
        mass=5;
    };
};

class CfgWeapons
{
    class GM6_base_F;
    class Rifle_Long_Base_F;
    class Julz_Ammo_GM6_F: GM6_base_F
    {
        magazines[]=
        { "AM_MAG"
        };
    };
};```
So that should be correct?
wintry tartan
#

No

#

You want to modify GM6_base_F

hybrid terrace
#

mb magazines has += now

#

modify the base?

wintry tartan
#

Yes

#

You're only making an alternative GM6 base class, that doesn't influence any of existed GM6

hybrid terrace
#

oh, so how do i modify? (never done that before)

wintry tartan
#

The same way. GM6_base_F: (whatever the base it has) and do the rest

#

Probably
class GM6_Base_F: Rifle_Long_Base_F?

hybrid terrace
#

oh so remove the third line about my ammo?

wintry tartan
#

Third line?

hybrid terrace
#

class Julz_Ammo_GM6_F: GM6_base_F

wintry tartan
#

That is not what you want to make, so yes

hybrid terrace
#

ty, im sorry as im still learning i seem a bit clueless

wintry tartan
#

You're making clue

hybrid terrace
#

yay!

#

okay still not working

wintry tartan
#

With what error/issue?

hybrid terrace
#

same thing, mag isnt working with gm6

wintry tartan
#

You would want to tell us more than it doesn't work, troubleshoot 101

#

Are you sure your config is loaded?

hybrid terrace
#

yeah 100% i rebuild with addon loader every time

wintry tartan
#

And relaunched the game too?

hybrid terrace
#

yep

wintry tartan
#

How's your config right now?

#

The entire

hybrid terrace
#
class CfgPatches
{
    class Julz_Ammo
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Weapons_F"
        };
    };
};
class CfgMods
{
    class Mod_Base;
    class Julz_Ammo: Mod_Base
    {
        name="Julz Ammo";
        author="JulzPlays";
    };
};

class CfgAmmo
{
    class Default;
    class BulletCore;
    class B_20mm;    
    class 20mm_AM: B_20mm    
    {
        ACE_caliber=20;
        ACE_bulletLength=75.5;
        ACE_bulletMass=110.16;
        ACE_ammoTempMuzzleVelocityShifts[]={-26.549999,-25.469999,-22.85,-20.120001,-16.98,-12.8,-7.6399999,-1.53,5.96,15.17,26.190001};
        ACE_ballisticCoefficients[]={0.67000002};
        ACE_velocityBoundaries[]={};
        ACE_standardAtmosphere="ASM";
        ACE_dragModel=1;
        ACE_muzzleVelocities[]={1000};
        ACE_barrelLengths[]={763.7};
        hit=60;
        typicalSpeed=1000;
        indirectHit=1;
        indirectHitRange=0.1;
        explosive=0.1;
        visibleFire=10;
        audibleFire=5;
        visibleFireTime=3;
        dangerRadiusBulletClose=16;
        dangerRadiusHit=40;
        suppressionRadiusBulletClose=10;
        suppressionRadiusHit=14;
        cost=50;
        airFriction=-0.00042;
        fuseDistance=3;
        tracerScale=20;
        tracerStartTime=0.050000001;
        tracerEndTime=20;
        caliber=4.2;
        deflecting=18;
        class CamShakeExplode
        {
            power=1;
            duration=1;
            frequency=10;
            distance=1;
        };
        class CamShakeFire
        {
            power=10;
            duration=0.5;
            frequency=20;
            distance=5;
        };
        class CamShakePlayerFire
        {
            power=10;
            duration=1;
            frequency=20;
            distance=5;
        };
        class CamShakeHit
        {
            power=10;
            duration=2;
            frequency=20;
            distance=5;
        };
        model="\A3\Weapons_f\Data\bullettracer\tracer_red";
    };
};
class CfgMagazines
{
    class CA_Magazine;
    class 5Rnd_127x108_Mag;
    class AM_MAG: 5Rnd_127x108_Mag
    {
        displayName="20x102mm Anti Material Round";
        displayNameShort="AMx";
        ammo="20mm_AM";
        initSpeed=1006;
        count=1;
        tracersEvery=1;
        mass=5;
    };
};

class CfgWeapons
{
    class GM6_base_F;
    class Rifle_Long_Base_F
    {
        magazines[]=
        { "AM_MAG"
        };
    };
};```
wintry tartan
#

You're wrong

hybrid terrace
#

figured

wintry tartan
#

Also += too

hybrid terrace
#
{
    class GM6_Base_F: Rifle_Long_Base_F
    {
        magazines[]+=
        { "AM_MAG"
        };
    };
};```
wintry tartan
#

And you need class Rifle_Long_Base_F; too

hybrid terrace
#

after GM6 base>?

wintry tartan
#

before

#

Also I think your requiredAddons is wrong too, you want to use the pinned one

hybrid terrace
#

"A3_Data_F_AoW_Loadorder"

wintry tartan
#

Ye

hybrid terrace
#
{
    class Rifle_Long_Base_F;
    class GM6_Base_F: Rifle_Long_Base_F
    {
        magazines[]+=
        { "AM_MAG"
        };
    };
};```
wintry tartan
#

Ye

hybrid terrace
#

woooo it works

#

you da best POLPOX

wintry tartan
wintry tartan
#

Does CfgCloudlets/effect config can be merged by diag_mergeConfigFile? I doubt if I'm making change on the fly

novel lava
#

Im pretty sure it doesnt work no

wintry tartan
#

Sad

patent flax
#

Any obvious things to look out for when attempting to troubleshoot why a launcher (that inherits directly from launch_I_Titan_short_F) can't lock targets?

#

Config is:```

class CfgWeapons
{
class launch_I_Titan_short_F;
class xeen_caf2025_Javelin_base: launch_I_Titan_short_F {
displayName = "Javelin";
model="CAF2025\addons\xeen_weapons_cpr\Javelin\Javelin.p3d";
scope=2;
baseWeapon="xeen_caf2025_Javelin_base";
};
};```

#

So no part of it is really being changed from the base titan, and I can get into the titan UI, just can't lock anything

#

I'm not sure what memorypoints or other model-specific items the engine uses to calculate what can be locked

wintry tartan
#

Show the entire config please

patent flax
chilly tulip
#

Can you sanity check that you can still lock fine with the Titan?

patent flax
#

Yeah, and I can

#

another interesting thing. If I press the 3 key to switch between direct and top attack - On the titan this behaves as expected, the UI highlights the TOP or DIR panels, but on my model it doesn't change. But up in the top right corner with the ammo status etc, I do see the firemode switching

primal halo
#

is there a benefit in converting a cpp file to bin file?

ebon pivot
#

quicker loading times, always binarize ur pbos unless you know specifically why you shouldnt

primal halo
ebon pivot
#

some specific macro stuff which shouldnt be done in the main config anyway

primal halo
#

Gotcha, thanks!

primal halo
#

How would I increase a vest inventory capacity? I thought it was mass but obviously I was wrong

ashen chasm
#
    class V_Rangemaster_belt: Vest_NoCamo_Base
    {
        ...
        class ItemInfo: ItemInfo
        {
            ...
            containerClass="Supply40"; // << THIS HERE
        };
    };```
ashen chasm
# primal halo How would I increase a vest inventory capacity? I thought it was mass but obviou...

Capacity of a uniform is defined in containerClass property in the ItemInfo subclass. The classes for various capacity are already defined in the game config, so in most cases, SupplyXX can be used with XX replaced by the desired capacity value. The defined capacities are 0–10, then 10–250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. Should another value be needed, it is defined in cfgVehicles as follows:
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Uniform_configuration relevant doc blobdoggoshruggoogly

chilly tulip
#

Wow, that must be some fallback to the days of cell-based inventory...

ashen chasm
patent flax
graceful plume
#

is someParamInConfig = .4; means someParamInConfig = 0.4 ? Correct ?

wintry tartan
#

.4 is 0.4 indeed

primal halo
#

is there any chance that in Noteped++ you can change different values at once?
i don't really know how to ask this but I mean, I have one config which I wrote different display names that I don't like now and there is a lot of them and I can't be bother going one by one, is it possible to change like displayName = (new name) at once? (for everything)

slim halo
primal halo
slim halo
#

Did you enable regex?

primal halo
#

oh whoops lol, my bad, it works now, thanks!

primal halo
slim halo
#

Remove the first =

slim halo
primal halo
#

Well actually I thought about it, maybe its not that bad, once I change all the picture values I can just replace everything normally

primal halo
primal halo
ebon pivot
#

you should bin it

#

__has__include is the only one it matters for iirc

#

youll know not to bin it

primal halo
#

Alrighty, thanks

lament sluice
#

Is there any documentation for creating groups in a config?

primal halo
#

uhm ok so this is the weirdest thing ever happened to me, no idea how and I also don't see any answer on google

#

when I go to ACE arsenal, it starts as a mission, the area is just VR area and nothing else, no arsenal no ai nothing

#

what the heck?

hearty sandal
#

@primal halo in the future no crossposting on multiple channels

#

but best you continue here

boreal heron
#

Does anyone know why Binarizing my mod makes the functions stop working with an error

Unable to find function "MyMod\functions\functionscript"?

It works when not binarized

hearty sandal
#

wrong pathing probably

boreal heron
#

It literally works when not binarized..?

hearty sandal
#

still

#

whats the actual path?

boreal heron
#

Config.cpp

class CfgFunctions {
    #include "functions\CfgFunctions.hpp"
};

cfgFunctions.hpp

    class SimplePersist {
        file = "sp_player\functions\sp";
hearty sandal
#

is sp_player your actual addon folder structure

boreal heron
#

yep

hearty sandal
#

as in P:\sp_player\functions\sp

boreal heron
#

otherwise the weird things with Prefixes occur

hearty sandal
#

so what folder you pack from/wheres config.cpp

boreal heron
hearty sandal
#

I dont know what that means

boreal heron
#

Thats the addon builder

#

Addon source dir is top, Addon dest dir is bottom

hearty sandal
#

are you creating your mods in the arma3\workshop folder?

#

I got to admit I dont know how to help with this kind of workflow. Personally I use the P: drive method.

boreal heron
pallid sierra
#

So if what I'm reading is correct, I need to make a unit for every single custom uniform I create and link them together?

ashen chasm
#

yes, each and every uniform needs to have at least CfgVehicles unit that's using it

hearty sandal
#

correct. Uniform = cfgVehicles unit that represents the uniform when worn (also where new textures are applied via hiddenselections) and cfgWeapons uniform item that goes into inventory. Both things being linked to each other with config entries

ebon pivot
#

its quite nice to just macro uniforms though

hearty sandal
#

shh

#

those things can be used once one understands how it works

ebon pivot
#

i love macros

hearty sandal
#

macros confuze learning though.

#

😄

ashen chasm
#

you know what else can be done after understanding how it works? "I don't want to touch it with 10-foot pole" 🙃

ebon pivot
#

only for the weak minded

#

macros are based and redpilled and wagwan

#

these are all phrases that mean good used by the youth

wintry tartan
#

What kind of ammo EHs are available? It seems AmmoHit is only used for the Training Mine

novel lava
#

I think some of these are only scripted though so you need to use the init eventhandler and add them

wintry tartan
#

Yeah figured out similar. What I've tried is to explode submunition ASAP but doesn't work. Even AmmoHit is undocumented as far as I can see we need to dig into Dedmen's knowledge

primal halo
#

Is there a way to add TFAR radio for all of the items at once (backpacks) that I want, or do I need to do it class by class?

echo trench
#

Hello all, I am trying to add two functions one a keybind using CBA, and a function that is built of KAT. Here is the code and the error -

Error - Script \roll\functions\fn_WELSHY_ROLL.sqf not found

Config - https://pastebin.com/fBAsff1j
Roll - https://pastebin.com/3twmz8rY

Folder Structure - Addons/roll/functions/fn_WELSHY_ROLL

Any help would be fantastic

chilly tulip
#

What's your mod's prefix?

echo trench
#

WELSHY_KAT

chilly tulip
#

In that case you should have file = "WELSHY_KAT\roll\functions";

echo trench
#

I'm messing around with the CBA keybinds also - FNC_WELSHY_KAT_RECOVERY_CBA = { ["Tactical Recovery Position","Roll interface Key", {[_this] call FNC_WELSHY_KAT_RECOVERY}, {}, [DIK_NUMPAD1, [false, false, false]]] call cba_fnc_addKeybind; }

How do I add this to the game as it's a function and I am not sure how to get it into appear in the Controls area

digital pier
#

Q: so far so good sorting out inventory manager, weapon compat items+mags ... minor snafu, however, I am having 'pistol mags' land in arsenal virtual items buckets other than 'primary', where I think maybe they should probably land. I think they are being classified as secondary or even GL? what are the CONFIG "type" for a pistol mag, anyone happen to know?

digital pier
#

The problem is, for inventory manager purposes, I do not know I have a corresponding pistol platform at the moment that I am classifying the magazine class candidate. All I have is a getNumber (_config >> "type") equal to 16, that's it.

Unless perhaps I can drill into the magazine ammo config to better find that out?

wintry tartan
#

A magazine only have the info that it is a weapon magazine. The weapon declares which magazine can be used

digital pier
#

No, I get the weapon to magazine relationship, I am leaning into the scripting command compats accordingly, such as the arsenal buckets can be aligned, that level of filtering is working great.

What I have are the magazine classes apart from any knowledge of a corresponding weapon platform class. Am I stuck there, then? Or perhaps need to do the filtering a bit more creatively.

I would like to screen the magazines forward of dealing with the actual inventory items, and classify them appropriately as magazines not 'secondary' or 'GL'. the only other way I can think of is to dissect the ammo config, perhaps.

Unless there are any other config insights.

#

meh I may be going about it all wrong, the config, the types, are what they are. thinking I just introduce a dedicated sidearm category, and that just be the bucket.

wintry tartan
#

Well, to be exact, a muzzle not the weapon itself have its compatibility, if I read you right

digital pier
#

okay I think I have a Wiener 🍔 🌭 ...
trying to declaratively as possible define my arsenal buckets, inventory categories...
for rifles launchers, may have primary mags and secondary (GL) mags...
for pistols, declare icons as the mag icons, hybrid stepchild however, in that the arsenal grouping is that of the 'secondary' mags.
and with appropriate platform compats filtered, works fantastic.

#

key also is that the cat items in the view are themselves also cached, which helps performance.

molten musk
echo trench
molten musk
# echo trench How do I then execute this as It does not appear when I start

CBA Keybinding is easy to use for addon and mission makers, too. Simply create a function that performs some action on a keypress, and then associate that function name with a keybinding by calling CBA_fnc_addKeybind (usually in your init.sqf or XEH_clientInit.sqf). There is no need to remove your keybinding; it will not appear when your mod or mission is unloaded, and keybinds which are not defined in future versions of your mod or mission will also disappear.

And see
https://cbateam.github.io/CBA_A3/docs/files/keybinding/fnc_addKeybindToFleximenu-sqf.html

echo trench
primal halo
#

did anyone ever used or uses OCAP mod?

#

I need help with the config since their discord is literally not responding

#

some team they got

#

I have no idea how to set it up properly, I am supposed to define my server IP and also something called "secret" in the config, and I have no idea what the heck is that

molten musk
# echo trench Ah I see, so an fn_init.sqf? Then have the cba fnc then add my fns in a list bel...

init.sqf the file which you need to create in the mission folder, or if you use that in an addon, add in XEH_clientInit.sqf.
Which is used via

class Extended_PreInit_EventHandlers {
    class ADDON {
        init = QUOTE(call COMPILE_SCRIPT(XEH_preInit));
        clientInit = QUOTE(call COMPILE_SCRIPT(XEH_preClientInit));
    };
};

You can see how CBA defines client init
https://github.com/CBATeam/CBA_A3/tree/master/addons/common

GitHub

Community Base Addons for Arma 3. Contribute to CBATeam/CBA_A3 development by creating an account on GitHub.

sullen lotus
#

if MyAddon.pbo has an Icons folder in it with a test.paa file in it, what should the icon path in the config look like?

#

i tried \MyAddon\Icons\test.paa but it failed

wintry tartan
#

What is the PBOPrefix?

sullen lotus
#

where do i check that

wintry tartan
#

Okay, how do you pack it?

sullen lotus
#

filebank

wintry tartan
#

I have no experience with it 🤔 Where exactly is the original folder?

sullen lotus
#

i mean filebank is from the Arma3 tools it's very minimal, i only have to specify the source folder and it outputs a pbo beside it

#

by original folder you mean like, where my source files are?

wintry tartan
#

Yes

sullen lotus
#

they're in an arbitrary folder on hard drive, not in arma directory

wintry tartan
#

Well, actually you can check your pbo's pboprefix by checking the pbo with a text editor or binary editor. This is what 3den.pbo says

#

Okay let me rephrase: what is the filepath?

sullen lotus
#

G:\ArmaModding\Addons\MyAddon

#

yeah i checked with the text editor, what do i need to change it to

wintry tartan
#

What your prefix says?

sullen lotus
#

just ArmaModding\Addons\MyAddon

wintry tartan
#

Then ArmaModding\Addons\MyAddon\Icons\test.paa should be the correct path for the paa

sullen lotus
#

uh, i mean it's only the folder where i build the pbo, but then i move it to the game directory afterwards. the packed pbo is not there

#

should i change that prefix to where the packed pbo goes

wintry tartan
#

You misunderstood what PBOPrefix does

#

PBOPrefix tells the game where is the PBO ingame

sullen lotus
#

well it doesnt look like filebank cares about generating that prefix right

wintry tartan
#

So in your case the game thinks ArmaModding\Addons\MyAddon\Icons\test.paa exists

#

If I get everything right

sullen lotus
#

if prefix points to where the addon is, and path in icon is added to path in that prefix, then i guess icon should be just \icons\test.paa, no?

wintry tartan
#

If your pbo has icon prefix and test.paa is located in the pbo not in its subfolder, yes

sullen lotus
#

ok i used addon builder for once, it allows to specify the prefix in GUI

#

i thought the prefix had to refer to some real folder rather than just being a label

wintry tartan
#

It is just a label

boreal heron
#

Its not

#

If you mess with the prefix, signing doesn't work properly

#

prefix needs to match the Addon\mod folder name

#

So
$prefix = MyAddon
P:\modding\addons\MyAddon\

sullen lotus
#

i'm trying to make my mod compatible with all arma games, including the oldest lol

#

it's cool that the file format hasn't changed, and not much has changed in the scripting API

boreal heron
#

Anyone know why this happens
ErrorMessage: File sp_general\BIS_AddonInfo.hpp, line 5: .BIS_AddonInfo: Member already defined.
Application terminated intentionally

#

Building with the Addon Buiilder, two mods, one is SP_general, another is SP_player

chilly tulip
#

Do you have BIS_AddonInfo.hpp already in the files or something?

boreal heron
#

Yes in each addon, Addon builder automatically throws it in

chilly tulip
#

I mean before that.

boreal heron
#

This is how it's extracted out

#

this is before builder does its weirdness

#

So I'm building it with them already present

#

But this is getting thrown in after the build

#

but then throwing this error

chilly tulip
#

Actually I think the error means that BIS_AddonInfo.hpp has been double-included somehow.

#

Normally addon builder adds #include "BIS_AddonInfo.hpp" to the top of each config.cpp.

boreal heron
#

I reset the enture project from Git and it's gone away now ;/

tawdry coral
#

How would I make custom controls for eden attributes? (Examples welcome x3)

tawdry coral
#

@loud matrix Ok, here we go.
What do you have so far

loud matrix
#

I'm trying to have changeable texture on this

#

board

tawdry coral
#

oh- again not the right channel, my bad haha 😅
Thought ya just meant the config. One last channel switch ok? xD

loud matrix
#

o..ok

lament sluice
#

Is there any documentation on how to add items to backpacks when making a config?

tawdry coral
#

What do you mean add to a backpack. Like, magazines, first aid kit, when you get the backpack?

tepid saffron
#

I've got a new PC. Do I need to re-do my bikey, or can I simply copy the files over from the old PC?

chilly tulip
#

You can copy the files.

#

Like if you're using addon builder directly you just pass it the path to your private key file.

lament sluice
#

I'm not sure how to put stuff in it since I put 10 magazines in the respawnmagazines and magazines array, but only 6 show up in the vest

echo trench
#

Heya all, is it possible to add on to existing config entries. Such as if I had an item called blast bandage to an existing config I wanted e.g. add blast bandage to a the class bandages in a different file. If so how would I do it?

chilly tulip
#

Some RHS tanks have a separate flag object attached to them on init. How would they be doing that?

#

Doesn't seem to be an init value on the class.

chilly tulip
#

ah right, EventHandlers

lucid inlet
#

Is there someway to make the terrain clutter render shadows?

stuck nest
#

Is it possible to disable a players heads visibility while they wear an armor piece?

#

I have a set of armor from a friend that is a once piece alien body. The problem is the head stays visible, but the head is attached to the actual torso piece of the armor, so the player ends up with two heads.

primal halo
#

I am doing a test run on a backpack/s I made, and it doesn't show up in the editor, only in arsenal, is there anything I need to add so it will show up in the editor?

wintry tartan
#

Show us the config

barren umbra
#

I'm having trouble getting my new mine to appear in the explosives tab in arsenal. It keeps showing up in magazines tab. I'm inheriting from ATMine_Range_Mag in the cfgMagazines. I set the type to type = "2*256"; and it still shows up in magazines.

tawdry coral
chilly tulip
#

@barren umbra 512 is TYPE_MAGAZINE_SECONDARY_AND_PUT, so the arsenal must have an additional discriminator.

#

Possibly it just grinds through everything in configFile >> "CfgWeapons" >> "Put". That's what the Antistasi arsenal does.

barren umbra
#

@chilly tulip With is weird as I copied that type from the APERS mine, also all of the mines have 512 (or "2* 256") type. What's the type number for a put magazines only?

chilly tulip
#

There isn't one.

tawdry coral
#

class Cfg3DEN
{
    class Attributes // Attribute UI controls are placed in this pre-defined class
    {
        // Base class templates
        class Default; // Empty template with pre-defined width and single line height
        class Title: Default
        {
            class Controls
            {
                class Title;
            };
        }; // Two-column template with title on the left and space for content on the right
        class TitleWide: Default
        {
            class Controls
            {
                class Title;
            };
        }; // Template with full-width single line title and space for content below it

        // Your attribute class
        class RCHT_LightMod_LightSettings: Title
        {
            attributeLoad = "(_this controlsGroupCtrl 100) setVariable ['RCHT_LIGHT_COLOR',_value]; [(_this controlsGroupCtrl 100)] call ratchet_LightMod_fnc_onColorPrevLoad";
            attributeSave = "(_this controlsGroupCtrl 100) getVariable ['RCHT_LIGHT_COLOR',[255,255,255]]";
            h = 26 * CTRL_DEFAULT_H + 70 * pixelH;
            class Controls: Controls
            {
                class GroupTitle: Title
                {
                    text = "Lighting Parameters";
                    tooltip = "Rachet's Lighting Parameters";
                };
                class ColorPreview: ctrlStructuredText
                {
#

this is the control I've made.

#
class Land_RCHT_Basic_Light: House_F
    {
        scope                = 2;                                        /// makes the lamp invisible in editor
        scopeCurator        = 0;                                            /// makes the lamp visible in Zeus
        displayName            = "Light Bulb";                                    /// displayed in Editor
        model                = "\RCHT_LightMod\data\LightBulb.p3d";    /// simple path to model

        armor                = 5000;    /// just some protection against missiles, collisions and explosions
        
        editorCategory = "EdCat_Signs";
        editorSubcategory = "EdSubcat_RoadSigns";

        hiddenSelections[] = {"camo1"};
        hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(0.5,0.5,0.5,1.0,CO)"};
        hiddenSelectionsMaterials[] = {"usertextureprops\usertexture.rvmat"}; //

        class Hitpoints {};
        class AnimationSources {};
        
        class Attributes // Entity attributes have no categories, they are all defined directly in class Attributes
        {
            class RCHT_Light_Params0
            {
                displayName="Color Stuff";
                tooltip="COLORZ";
                property="RCHT_Light_Params0";
                control="RCHT_LightMod_LightSettings";
                expression="_this setVaraible ['RCHT_LIGHT_COLOR',_value];";
                defaultValue="_this getVariable ['RCHT_LIGHT_COLOR',[255,255,255]];";
            };
        };
    };

this is the object I want to use the control.

#

What have I done wrong xD

#

wait, catagory

#

wait no, what.
I am still confused xD

tawdry coral
#

oh wait

tawdry coral
#

it's not actually updating, but horray xD

#

i think I'm ynderstanding now

#

can I not do onChanged or onChar?

gleaming sentinel
#

quick question, does the function defined in a module call on jip clients?

#

All I could find was this part of the wiki:

isGlobal = 1;    // 0 for server only execution, 1 for global execution, 2 for persistent global execution

but it doesnt explain what the different numbers actually mean

opal crater
#

2 means jip

gleaming sentinel
#

Thankyou!

willow notch
#

Hi guys, I'm pretty new to config editing. I want to add a full-auto firemode to the MAR-10. I've declared the full auto class and inherited it but ran into an issue where the gun plays no sound in the full-auto mode.

#
    class srifle_DMR_02_F {
       
        class AutoFire : Mode_FullAuto {
        reloadTime = 0.1; // full auto MAR-10 baybee
        };
        
        modes[] = {"Single","AutoFire"};
    };
};```
#

Have I done this wrong? Is there a better way?

chilly tulip
#

You need more inheritance specification to modify fire modes. I have an example here somewhere.

willow notch
#

Damn, figures. I'd love that example if you could find it.

ebon pivot
#
class A;
class B: A {
  class Z;
};
class C: B {
  class X: Z {
    propertyyouwanttochange = 5;
  ];
};```
#

inheritance is a pain in the ass

chilly tulip
#

I think this was my minimum spec:

class CfgWeapons
{
  class Rifle_Base_F;
  class arifle_MX_Base_F : Rifle_Base_F { class Single; };
  class arifle_MX_F : arifle_MX_Base_F { class Single; };

  class JJ_arifle_MX_test1 : arifle_MX_F {
    displayName = "JJ MX test 1";
    class Single : Single {
      dispersion = 0.2;
    };
  };
};
#

Works out shorter if you want to modify an existing class rather than adding one.

willow notch
#

Oh christ, you guys really aren't joking

ebon pivot
#

why're you class Single; there twice john? 😅

willow notch
#

That'll get me on the right path though, thanks John

chilly tulip
#

Maybe I could have skipped the second one? Not sure.

ebon pivot
#

fairly sure you could've just done

class CfgWeapons
{
  class arifle_MX_Base_F;
  class arifle_MX_F : arifle_MX_Base_F { class Single; };

  class JJ_arifle_MX_test1 : arifle_MX_F {
    displayName = "JJ MX test 1";
    class Single : Single {
      dispersion = 0.2;
    };
  };
};```
chilly tulip
#

IIRC that didn't work.

ebon pivot
#

odd, that's how ive always done it

chilly tulip
#

And I had to go right to where Single was defined in the first place.

ebon pivot
#

stupid question but do you do your requiredaddons properly

chilly tulip
#

nah, I think I assumed that it loaded basegame shit first

ebon pivot
#

still need this

willow notch
#

Thanks again, John, I got it to work

#

Had to dump an all in one config and go take a peek at the FullAuto class as implemented in a similar class

foggy niche
#

https://forums.bohemia.net/forums/topic/212650-vehicle-glass-problem/
I have this problem with an existing mod from the workshop. Is there anything I can do to fix this? I can only make config adjustments. Maybe as a workaround you can't completely destroy the glass and it stays as it is in the second screenshot. Is that possible? 😅

nimble sequoia
#

As we have very little idea what the problem was/is, and the OP never replied, it's almost impossible to suggest a solution.

foggy niche
hearty sandal
#

The life mod stuff is unfortunately usually pretty poorly made and more often than not ripped from somewhere.

foggy niche
#

As said the bug occurs when the car windows shatter

hearty sandal
#

you could try modify the hitpoints class for the windows perhaps.

#

but be sure to make your mod a separate config patch mod instead of repacking the old one

foggy niche
#

Yes it will be a separate mod

foggy niche
hearty sandal
#

some on the wiki but probably not much

#

and not specifically what you are looking for

molten bobcat
#

Foreword: I'm not entirely sure if it's the right channel to ask in (I was thinking about #arma3_texture too but it's more of a config question in the end), so if it's wrong or something, I apologize.

The question: Is it possible to change the texture of an item if it doesn't have hiddenSelectionsMaterials in its config?

hearty sandal
#

well if it has not hiddenselections at all

#

hiddenSelectionsMaterials is for swapping the material

#

hiddenSelectionsTextures is for swapping the texture

#

but they both also require the hiddenSelections be defined in config and model

#

if model has no hiddenselections then it cant use them

molten bobcat
#

I'm actually not sure if there are any

#

Though there are none in the config itself so I'm assuming there are none at all

hearty sandal
#

yep that would be the case pretty much always

molten bobcat
#

Thanks for the answer 👍🏽

#

(it's actually good there's no way to retexture in this case because I already retextured another similar item and found one that looked more akin to my retexture)

foggy niche
hearty sandal
#

well not exactly. dunno how well the thing is made in the first place

wheat mural
#

Where would I find what items are meant to spawn in a vehicle? I might be beiing stupid but can't find anything in the config viewer

chilly tulip
#

@wheat mural TransportWeapons/Items/Magazines/Backpacks

wheat mural
chilly tulip
#

Yes.

#

Well, vanilla config viewer does flake out on the harder stuff sometimes...

#

but I would have thought those were safe-ish.

#

pylons and turrets tend to break it.

wheat mural
#

Doesn't help I'm looking at 3CB vehicles

#

😛

hearty sandal
#

use one of the advanced config viewer addons

#

like leopards advanced dev tools or what was it called

wheat mural
#

tis fine, i think i have enough now

queen storm
#

uhh, how do I enable special characters and accents on stuff like displayName?
Used to be fine a year ago but now that I'm back at it the strings all come up messed up.

undone patio
#

What part of the config parameters actually says to Arma 3's engine "I go in the NV slot"?

chilly tulip
#

itemType maybe?

sleek kelp
#

Hello, how do i increase the damage of a custom weapon? i started with the weapon sample but nothing in the config seems to me to be related to impact penetration or damage

hearty sandal
chilly tulip
#

hit and caliber, mostly

hearty sandal
#

muzzle velocity too

#

magazine might be able to change that

sleek kelp
#

oh ok, thanks

chilly tulip
#

I think muzzle velocity is relative, so at some specified value the damage is hit and otherwise it's scaled down.

sleek kelp
#

alright ill see if tweaking the hit value fixes it, thank you

chilly tulip
#

I'm still trying to work out how exactly Arma calculates the damage results from that, because some parts make no sense to me.

tacit zealot
#

Is there a config parameter I can use that will make an asset immediately delete upon destruction?

ebon pivot
#

just add a killed eh in the init and deletevehicle it? thonk

tacit zealot
#

Would this suffice? None of the docs I'm finding online show example in the configs, only scripting.
killed = "deleteVehicle this";

wintry tartan
#

(_this#0)

tacit zealot
#

That deletes the rubble as well, which I don't want.

wintry tartan
#

Wat?

tacit zealot
#

Oh, I'm turning vanilla Radar buildings into actual radars which can datalink to anything else.
I've solved my problem by setting the destruction type to destrType = "DestructBuilding"; which works for everything I'm doing.
I just have one more issue where the static weapon version of the object spawns "above" ground-level relative to the regular building version (See attached - rubble doesn't line up with the ground because the building spawned too high). Is there anything I can do in the config to lower/anchor the spawn point?
https://cdn.discordapp.com/attachments/912505058275516456/1133188436422049855/107410_20230724200427_1.png

sullen fulcrum
#

anyone have some ideas for config of how i could get a bullet's weight reliably for any type of gun (launchers excluded) (without ace) ? and it's velocity had a dig around and coul'dnt find anything

viral dragon
#

That kind of stuff is part of the magazine/ammo config, not the gun. You could try getting the gun's compatibleMagazines, picking one, and hoping for the best - but there could easily be other magazines with different properties.

sullen fulcrum
#

ok then would a secondary weapon (think underbarrel grenade launcher) count in its compatible magazines or is that in a second array like secondary magazines or something?

chilly tulip
#

uh, depends what form of compatibleMagazines you use.

#

you can specify a muzzle or not.

hearty sandal
sullen fulcrum
hearty sandal
#

Might be simpler to just use damage and maybe caliber as reference. Don't over think it.

ashen chasm
#

diameter isn't a thing as well 🙃

sullen fulcrum
#

ah didnt know calibre would be what is reffered to and is there an actual stat for damage?

sullen fulcrum
#

thx

rancid lotus
#

Hey! Quick question- any recommended VSCode extensions for editing .cpp files? I have all the right SQF files, and .hpp works fine, but it always throws errors when I'm working with config.ccp directly

#

(I know SQF but not C/C++, so any help with configuring Intellisense for Arma modding would be appreciated!)

native ether
#

I have a question ? What we need to do if we want to change the default value of the gui "GuerAllegiance" that manage friends of the "Independent" faction ?

rancid lotus
#

They're still broken on mine

undone patio
#

Hmm.

#

I don't have any issues with cpp files

#

but I'm not 100% sure which of my extensions would be fixing it

grand zinc
#

I haven't seen any extension for Arma .cpp files.
Most likely because .cpp is usually associated with C++, which Arma config files are not

undone patio
rancid lotus
#

I'm pretty sure it's because it reads in C++ instead of Arma preprocessor jargon

undone patio
#

Can you post a screenshot?

#

I basically just installed all of these

#

you probably just want Language Updated

#

okay yeah I uninstalled everything but language updated and the aforementioned Dev Tools

#

and things still look good

undone patio
#

Anyway, I have a question

#

what makes a GPS a GPS to arma

#

like, what makes it capable of being used, what makes it count as a GPS

#

what makes it go in the GPS slot

#

I'm looking at "simulation =" but there's zero documentation as to what that actually means

#

the CFGWeapons config reference page just unhelpfully says "it's a string" and nothing else

ashen chasm
#

configFile >> "CfgWeapons" >> typeOf _GPSItem >> "ItemInfo" >> "type" should be set to 621, probably blobdoggoshruggoogly

#

https://sqfbin.com/hafororusuxaqohigese GPS and UAV terminals don't seem to have much in common. So that's either "simulation==ItemGPS or ItemInfo>>type==621 goes into the slot", or hardcoded somewhere, or i am misunderstanding something terribly blobdoggoshruggoogly

undone patio
#

thank you very much

#

but I wonder if this means you can't have a dummy item in the GPS slot to represent an EMP-fried GPS

#

I have no idea where it could be defining type=

teal canyon
#

How do I identify grenades in config? In CfgMagazines to be exact

#

Looking at nameSound seems promising but is there a better way?

chilly tulip
#

Only methods I've seen do expensive lookups in CfgWeapons >> "Throw" >> "muzzles"

graceful plume
#

how to adjust sway on some_weapon ? (or some_optic)

tacit zealot
#

Currently attempting to make an illumination flare dropped by the Demining Drone. Current config is below, but for some reason, as soon as I add the simulation = "shotIlluminating" line, I am no longer able to fire the weapon from the drone.
Ammunition is made by taking the demining charge base class and sorta merging it with the 82mm mortar flare.

    class B47_WZ_DeminingFlareW: BombDemine_01_Ammo_F{
        author = "brendob47";
        hit = 5;
        indirectHit = 2;
        indirectHitRange = .2;
        submunitionAmmo = "";
        craterEffects = "ImpactEffectsMedium";

        lightColor[] = {0.95,0.95,0.95,0};
        simulation = "shotIlluminating";
        simulationStep = 0.05;
        size = 1;
        thrust = 0;
        timeToLive = 90;
        flareSize = 50;
        intensity = 900000;
        brightness = 190;
        effectFlare = "CounterMeasureFlare";
        //model = "\A3\weapons_f\ammo\shell";
        smokeColor[] = {1,1,1,0.5};
        triggerSpeedCoef = 1;
        triggerTime = -1;
    };```

Solved using a custom ammo class derived from the regular one, but with a submunition.  Submunition is base off flarecore with flare properties of 82mm mortar (but not the artillery properties) and a trigger time of 0.
frigid flower
#

Found it! The radio noise you hear on death is defined in CfgMusic as RadioAmbient1. Replacing the config itself in either a mission's description.ext or in a mod's config.cpp changes the death 'music' to whatever else. Very epic

echo trench
#

Hey all getting an issue with my building. I've created a single door build based of the samples provided. Everything matches up but for some reason my door does not open, with no error which is visible. The options to open the door appear in game and in eden, not sure what could be casuing the issue as I've followed the samples the best I can.

Config - https://pastebin.com/SUqbMK7k
Functions (Sample House Functions) - https://pastebin.com/WgiiMHQ8
Model.cfg - https://pastebin.com/fF3rQ164

ashen chasm
#

and are the actual function files there?

hearty sandal
#

first of all does the door animation work in buldzoer preview? @echo trench

echo trench
hearty sandal
#

if model.cfg and p3d are set up right the buldozer viewer will combine them and the animations will work

#

that is the first step of making model.cfg animations

#

if buldozer dont load the animations, model.cfg is faulty

teal canyon
hearty sandal
echo trench
#

So having a look at my model.cfg and in bulldozer "Door_1_Source" appears in sample, appears that everything lines up with both of the model.cfgs. The sample has the mention of the source, and so does mine. Could it be an issue with my OpenDoor actions and animationsources? https://pastebin.com/ZUzqNQBa

hearty sandal
#

so config is irrelevant at this stage

echo trench
hearty sandal
#

no connection between model.cfg and p3d perhaps

#

as in the cfgModels class does not match with the p3d name

ashen chasm
echo trench
#

Oof, I see. Works now. Thanks, sorry 😅

#

So instead of using the functions within the samples (copied over), is there a better way to locate them, as they must be in base arma. Could I reference them in the base game's Building data?

hearty sandal
#

what the userAction does is up to you, you can use the vanilla door function but it expexts your door to be set up in certain way

#

or you can run whatever scripting commands you want via the user action