#arma3_config
1 messages · Page 13 of 1
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?
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
Just use the official Addon Builder
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
I've never used Mikero's, but I haven't ever had a problem with just the normal addon builder
I guess I could try it
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
That you know of. 
Yeah I got that reaction too
But hey
With how small the mod is
It looks like it worked
What kind of problems can it cause?
Genuinely curious, I don't frequent here too often unless I'm having some issues or notice people have questions I know the answer too
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.
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"
how do I customize arsenal restrictions for BluFor and OpFor for warlords?
Stuff like that yes.
Builds fine because it does not check any of that. It assumes it's fed gold.
I'm sure there's a better way, but you could just do two different limited arsenals
cant get it to work though
Should be as simple as:
[_arsenalObject, ["arifle_MX_F"], false, true, 1, 1] call BIS_fnc_addVirtualItemCargo;
For the meanings of the parameters, check out:
https://community.bistudio.com/wiki/BIS_fnc_addVirtualItemCargo
There is a bit more complex solution, but it's there if you want to go that route.
https://forums.bohemia.net/forums/topic/215170-virtual-arsenal-–-filtered-by-side-and-role-solved/
This script was developed for WARMACHINE game mode. Check it out.
this looks fun... 😂
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
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];";
};
};
};
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
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.
init = "(_this select 0) setVariable ['BIS_enableRandomization',false];";
You need use single ' or double quotes "" "" when using string in quote
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?
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
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.
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
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
What are the names of your p3d's? Do they match the class names in the model.cfg?
Crash 2 could indicate issue with p3d
Does anyone know what the Enoch head identityType is called, can't find it on Google and not able to check it in-game
ill check
the model Cfgs listed as:
class RageEyesTwo: ArmaMan {};
class RageEyes: ArmaMan {};
class RageEyesThree: ArmaMan {};
the p3ds themselves are:
RageEyes.p3d
RageEyesTwo.p3d
RageEyesThree.p3d
Head_Enoch for Livonian faces (LDF soldiers/looters/deserters/civvies also share Head_Euro).
Head_Russian for Russian faces (Spetsnaz also share Head_Euro, Head_Enoch, and Head_Asian).
Thanks!
fixed the issue there was an old p3d clash

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.
hm, returns only one entry if I load two mods with same pboprefix
So won't work for this use case most likely
Yeah, and we have to keep the same CfgPatches entry because people write extension mods for it.
so, how does the addon builder know to include a subfolder's config.cpp and how does that Work
I think it just looks in every folder?
And it'll just automatically fold the patches in together?
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.
hmm, ok
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
@undone patio I really recommend using HEMTT.
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
HEMTT requires github use, but I think its the best utility so far
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?
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.
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
done
did my severe skill issue lead to ace being updated?
no
someone asked the same thing a while ago so i changed one line of code that is yet to be merged
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?
what are you using to build?
could it be an issue with the note perhaps?
that'd be cursed...
What do you have in cfgPatches?
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
So how does the config know what U_O_officer_noInsignia_hex_F is?
You should include them in your config
class CfgWeapons
class U_O_officer_noInsignia_hex_F; // <-- like this
// Luchnik fatigues
class GVAR(U_Aegis_O_Soldier_03_base) : U_O_officer_noInsignia_hex_F
{
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
{
that was not in the example, so not possible to know that...
character limit is frustrating, I can barely fit the config in a post.
but which errors do you get when running hemtt with full debugging? (-vvv)
and I've never seen a character limit on configs though 🤔
I mean on discord, limit of 2000 chars per single post.
but I'll see what hemtt syas
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.
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
so it builds correct, which means everything is fine
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...
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).
hmm, I'll take them out and see what happens. I don't see why it would affect anything though
it's still Arma in the end 🤣
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];";
};
}; ```
Try adding the hiddenselection config too perhaps.
I'll give it a go 🙂
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
its definitely a selectable texture for the van but I just need it to default to mine
sadly this did not work
is there anything else i would be missing
hiddenSelectionsTextures?
textures[] = {"Norm_Van\Data\Textures\NormalVan.paa"};
That texture name isn't recommended. Should be normalVan_co.paa
Also add hiddenSelectionsTextures [] as Polpox suggests.
okay I'll try that next 🙂
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?
What is your current config?
{
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
You have no hiddenSelectionsTextures still
Shoot okay I’ll fix that when I have a moment
hiddenSelectionsTextures[] = {"Norm_Van\Data\Textures\normalVan.paa"}; was this not correct?
It is correct, despite you want to have _co.paa suffix (for config and the file itself too)
so it would be normalVan_co.paa?
^
I missed the _co part, thank you 😄
unfortunately its still not working correctly 😦
Again, please don't say only “doesn't work” but how it doesn't work and how is your current config
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.
This should be in the main part of your van class, not inside the TextureSources
hiddenSelectionsTextures[] = {"Norm_Van\Data\Textures\normalVan_co.paa"};
I appreciate the help with this project I hope i'm not being obnoxious with questions and just not knowing what to do.
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
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"; };
It probably needs a specific class animationSource defined, just the procedural user may not be suitable
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
Thanks a lot, testing
works, just as you described it, thanks once more!
np if you couldn't tell i've had to deal with a lot lol
Oh mai gad.
Can you give a unit a patch in a config?
Looked on the CfgVehicles Reference and didn't see any mention of "patch" or "insignia"
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
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
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.
You can take a look at the sample weapon in arma3 samples on steam for starters
Then there are couple of videos from El tyranos, sokolonko and battlestad that can give you pointers
Ok thank you very much
You're missing the postInit eventhandler for BIS_fnc_initVehicle.
see https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customization#Base_class
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
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";
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
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
Try:
{
class HitPoints: HitPoints
{
class HitBody;
class HitHull;
};
};```
Yep that's what I must've missed
Haven't tried it in-game because I just woke up
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
i don't think it starts complaining about stuff before substituting all the macros, though. So L30 of the resulting file, i suppose?
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
so, are there any instances of "hello" in the file? 🤣
yeah where i try and use the macro on the next bit 💀
so that gets expanded into hello(CBR, Coyote Brown) that can't be parsed?
it seems so
you can't pass a "macro" as an argument
its not a macro its just a word at the moment
well, that produces invalid syntax
hello(CBR, Coyote Brown) is not a valid config
maybe i need to have a nap before doing anything else
|| maybe change your font ||
it helps me read it
its now complaining of # encountered instead of = 
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
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.
I did notice that it put the logo of my mod on the direct parent vehicle, although there's no actual changes to the original's stats
(Meant to turn off ping)
ACE marks all the terrains as well. I'd say why bother?
Yeah, I just thought it might've been modifying the original in some way, but couldn't find anything
this is new ? is awsome 
Yes coming in 2.14
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
If it helps, this is the parent tree to refer to avoid breaking inheritance:
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
Not really, I still don't see why exactly it breaks other vics. I've done the same setup for other vehicles and haven't run into issues with them.
Check your rpt log for "Updating Base Class" messages.
my favourite way to do inheritance, break it all anyway and just fix what the game complains about
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)
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)
Where do you get this config reference?
Advanced Developer Tools mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168
Click the "Tree View" button (or press Ctrl+H) and it brings up that list
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.
I just need to fix these last two, Turrets and MainTurret
BNA_KC_Vehicles\armored\config.bin/CfgVehicles/B_MBT_01_TUSK_F/Turrets/ wut
?
the message states that your config is somehow changing B_MBT_01_TUSK_F class
There is a version of the tank in the aux mod I work on, guessing it was the other dev on it
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.
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 
I thought it did, although that might have also been from the same issue as here, where I double checked the inheritance after I had already made changes
class LMG_Minigun_Transport: LMG_Minigun from vanilla config dump, if we're still on that
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
then i'm confused. Are there any problems in work here right now? 
This part was needed, I was just fixing other stuff so I hadn't gone back to fix this part yet
(Which I appreciate)
I might have just worded it poorly, apologies for the confusion
no problem, i have my fair share of reading and understanding problems on my end
The vehicle weapon inheritance was fixed
The Turret stuff in the vehicle config was not fixed, but you provided the inheritance for it
Hopefully that clears that up
My PC just Power cycled due to the weather here, thank you GitHub
"teacher, sir, the weather killed my homework"
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
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?
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
Ledgend thank you!
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
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 
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"
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?
Check the vehicles animationSources and match them to the weapon you added
yeah I could do that using reload ,but then the muzzle flash wont happen for the last shot which isnt a big deal just figured there would be a better fix
I wish I knew about that...
That saves so much time
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;
Although I did try doing the "full" inheritance for this, to see if it would remove the logo of my mod next to the original vehicle, and it did not.
Whether it had the the inheritance above or not
It's not editing anything from what I can tell, I just find it obnoxious that the original vehicle is (for whatever reason) being "defined" in my mod
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.
logic about "not needing anything above" should go something like this: https://sqfbin.com/rejuvogodadeyufobupo (examples should be read bottom-to-top, notes are numbered) 
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?
im interested in that too because everything regarding those casings seems to be some hard coded black magic with zero documentation or configurability lol
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
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
Try setting -debug start parameter.
It will probably be some vehicle setting its category to ""
Unfortunately even with Debug it doesn't show more information.
That werthless thing is just a HC module not running properly in Eden mode
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
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]
Can confirm. I set my vehicle base classes to empty factions.
Sorry for ping
Why? Is there a shortcut reason for doing it or something?
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
Is it possible to keep a crosshair visible while aiming a weapon via a config tweak?
no that would require quite a bit of work
assuming you mean when aiming with scope or such
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.
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
Is there a wiki entry on the cfgweapon page that i can read about the sight config?
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
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;
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.
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
Because the weapon model has no magazine proxy
what's the difference between .inc and .hpp for defines?
Nothing
ty
is there a limit to the IDC values? could I do 44234520201 or is that too high xD
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
Might not be able to use such high numbers
4474010101 control can't be found
ok, control 4474101 can be found.
Ok, I guess it's 32 bit integer limit. Since 32 bit is 2,147,483,647 and 4,474,010,101 > 2,147,483,647 x3
I'ma go with 4474 01 01
myself, mod number, ctrl number
44740101 also doesn't work
Somewhere between 4474101 and 44740101 is the limit
so nvm this x3
Reposting this;
TL:DR: Custom horn weapon is only playing for the driver, no one else. Vanilla horn works fine
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
also maybe make volume not be 500
Was for testing purposes
Not how IP works lol
If it was, then the biggest StarSim (Star Wars) mods would have already been taken down
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 🤷♂️
Oh I thought you were meaning just on steam
good luck
How to edit recoil on vehicle turret ? E.g. for any MBT
Checked it with a base-game sound, still doesn't play for anyone other than the driver
If you have to address them with SQF numbers then anything above 24-bit is unsafe.
So 16777215
Some numbers above that will be represented accurately but some won't.
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?
Is srifle_DMR_03_redcamo_F the weapon you're modifying or a completely new weapon?
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
so if it would be a direct override, like "srifle_DMR_03_F" the server and client would handle it like normal?
Yep
but im guessing it would then be impossible to have 2 different textures on the same gun
Not as far as I'm aware, haven't ever heard of anything like it at least
hmmm thats unfortunate, and there is no way to overwrite the cfg from sqf right?
like temporarily the loaded in config not the file itself ofcourse
Not that I've heard of
if only setobjectexture worked on weapons 😔
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;
};
};
};```
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.
The mod i'm trying to fix is called ANZINS Terrain. (https://steamcommunity.com/sharedfiles/filedetails/?id=1593674891&searchtext=terrain)
It stopped being updated in 2019, but i remember it was working until atleast late 2020 (maybe early 2021) (edit: from a comment in the steam page, it was still working late 2021), with the only error popping on the screen being the following:
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.
It should not be sharing those files to begin with
This is not fixable and the mod is likely to be removed
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).
The mod should not contain those files.
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
ok, i'm going to take a look.
Thanks
don't replace them, just delete them
#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?
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.
that seems to be a no b/c it doesn't fail, but it doesn't set the variable either
I wouldn't expect that to work as its quoted 🤔
#define DEFINED_MACRO "xyz"
onLoad = 'uiNamespace setVariable [DEFINED_MACRO, _this select 0]'; // -> `uiNamespace setVariable ["xyz", _this select 0];`
or use a QUOTE macro
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.
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
soundAttenuationTurret=""; in turret cfg 
attenuationEffectType in vehicle's cfg for pilot, i guess?
whys none of this in cfgTurrets/cfgVehicles config reference wiki pages?
Either it is new or nobody noticed
But as far as I can see is from early Arma 3 so it is simply forgotten
*nobody cared
Whats the possible values for this? Is it the same as attenuationEffectType?
Probably. I don't really know. I've just searched through config dump for entries that look relevant
🤦♂️ good idea, thanks
AttenuationsEffects probably
there's an awful lot of stuff that isn't on there unfortunately
isPersonTurret = 2;
Fixed my issue, why, I have no idea
no
Yes actually, if configfile >> "CfgVideoOptions" works
but there are still hard coded maximums that cant be increased
cant make dynamic light maximum a 100000
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
DriverOpticsIn
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" };
};
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
Gotcha, are those just the default values or the specific ones for what I'm looking for?
Not too familiar with Slovak(?)
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
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
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
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
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
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
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
Don't think so. Without an animation in model.cfg, the animationSource does nothing.
Similarly with hiddenSelections, you'd need to add the selection name to model.cfg sections[], but in any case, that's a bad way to hide mesh.
Got it, thank you
- what could be causing the nose of the uav plane to stick up on high speed ?
- Is it possible make driver and gunner controls unaccessable for player through action or uav terminal ?
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...
getNumber (configFile >> "CfgWeapons" >> "YourItemClass" >> "ItemInfo" >> "mass")
well ace calculate with this to KG
https://github.com/acemod/ACE3/blob/master/addons/common/functions/fnc_getWeight.sqf
it depends by type. Magazines have mass property inside its config. Weapons in ItemInfo subclass of your weapon class.
I'm using definition that 1 kg = 22 mass
Is there some way to make tracers be visible at longer distances, other than putting sampling at 200%?
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.
22 mass seems rather arbitrary? is that defined anywhere?
mainly I am thinking as compared to its container, which has loading, mass, pretty well defined, correct?
- No. Just my observation
- Yup
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.
found this recent topic along similar lines, though...
https://forums.bohemia.net/forums/topic/237905-wrong-mass-values-for-magazines/
Maybe I am wrong but on wiki is description of this parameter: Mass is a new unit used to describe weight and volume of an object used. Each container has a set capacity in the same units. (really?) when I try to make function for calculate mass of needed ammo/price of ammo when it is builded dur...
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.
It's a proxy in the model
Yeah, I ended up finding a post on the forums (https://forums.bohemia.net/forums/topic/224719-help-with-muzzle-flashes-on-multiple-weapon-barrels/) about someone trying to change the muzzle-flash.
Really all I'm trying to do is shift the red in the muzzle-flash to blue, if that makes it any easier
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.
I see, I definitely don't have access to edit the models
Then you are out of luck with that one.
Er- Can you add new ammo for a weapon to use? I can't remember-
I didn't make the weapon/vehicle :P
yes
ammo is pretty much just config thing
how would I do this? x3
ah the difficult questions
for this specific weapon or for all weapons that use the same magazine style?
test
i cant figure out why the Edit box is not showing in the editor module.
Its 99% the code from the docu, and the other input (dropdown) works fine.
https://pastebin.com/7vYvL7gh
someone pls help
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
well, after snooping through the ace repo, i found an Edit-field config that works
seems the biki lied to me
I found a solution for what I was trying to do here, but I noticed that using discreteDistanceCameraPoint[] = { "eye" };, to make it use the correct angle when ADS'ing, makes the UGL cursor appear at the end of the barrel.
I know you can change what cursor is used, but if possible I'd prefer to keep the UGL cursor but just fix the placement.
@polar locust from memory yes, you need to create an entry under cfgVehicles for the uniform
okay
one for each uniform right?
damn cause I have uniforms I want to add but haven't made the unit yet for it
the unit doesn't have to be visible, use scope = 1
Yes
okay that helps
@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
problem for another night
well I sorta fixed it
but now there is double of everything in the arsenal
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
@wintry fox @boreal heron @dry frost any ideas?
Why are you tagging me
Without posting part of your config no one can see where you’re going wrong
{
//************************************************************************************************************************************************************************************************
//***** 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;
};
}; ```
here is part of my config
it goes on, I have 8 uniforms
If I am not using this unit and set the scope to 1. What can I delete without breaking it?
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
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.
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) 
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 
Thanks for the link. I'm a bit rusty. this is an old mod of mine that I'm completing.
that worked. thanks alot
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\audiofor 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
wouldn't that be x\MOD\addons\audio\audio\snd\ui\bingus.ogg?
Generally it's prefix + path-within-PBO
Assuming that you meant you had snd\ui\bingus.ogg inside the audio PBO, yeah.
yeah
Is it possible to add sensors to a soldier? I want a certain class to have a built in Man Sensor
I think not
Welp, one item removed from the todo list at least
Diag exe, diag_mergeConfigFile
what's a good way to capture custom gear previews for use in the arsenal?
That's just for editor objects, no?
yah i believe its just for objects, not equipment
what does a / mean-
Why do so many things seem to have / or .?
(. is not a valid material, or expecting array, received /)
Its a path separator
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
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?
you need either custom groundholder for them or rotate them in the model
default groundholders are made in the way that the items (magazines) in them are flat on their side
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[] = {...};
};
};
};
why on earth are you doing {} so much
Hierarchy viewer copy/pasting with advanced dev tools
it hurts to look at and causes issues like this
I tried with and without and still was getting the same result
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
"Is it because the inheritance needs to go up to
LandVehiclein order to get the originalCommanderOptics?""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
"
From what I have been told before, you needed to inherit all the way up to the original in a lot of cases
ive only ever had issues when ive inherited up to the original as opposed to doing what i sent above
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
What you sent.
errrrr
how peculiar
its nearly 2am so im not going to try dig further into it right now
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[] = {...};
};
};
};
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.
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
A weapon doesn't use ammo. A magazine does
Do you mean you don't know how to let a weapon use a magazine?
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)
oh so i have to make a cfgweapons too
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
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?
No, this makes all magazines other than yours incompatible
Does vanilla GM6 would use it too?
in future it would also work with another rifle from a mod my community runs
where would i use this? in the cfgmagazine
array[] = {} //(re)define, previous config will be deleted
array[] += {} // add entries into the existed array
im sorry, this has just confused me more :v
What's unclear?
oh wait no im silly, rereading what u said :p
Also your last CfgWeapons config won't modify vanilla GM6
yeah removed the cfgweapons part, dont need (right)
yes
Then you need
{
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?
Yes
You're only making an alternative GM6 base class, that doesn't influence any of existed GM6
oh, so how do i modify? (never done that before)
The same way. GM6_base_F: (whatever the base it has) and do the rest
Probably
class GM6_Base_F: Rifle_Long_Base_F?
oh so remove the third line about my ammo?
Third line?
class Julz_Ammo_GM6_F: GM6_base_F
That is not what you want to make, so yes
ty, im sorry as im still learning i seem a bit clueless
You're making clue
With what error/issue?
same thing, mag isnt working with gm6
You would want to tell us more than it doesn't work, troubleshoot 101
Are you sure your config is loaded?
yeah 100% i rebuild with addon loader every time
And relaunched the game too?
yep
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"
};
};
};```
You're wrong
figured
{
class GM6_Base_F: Rifle_Long_Base_F
{
magazines[]+=
{ "AM_MAG"
};
};
};```
And you need class Rifle_Long_Base_F; too
after GM6 base>?
before
Also I think your requiredAddons is wrong too, you want to use the pinned one
"A3_Data_F_AoW_Loadorder"
Ye
{
class Rifle_Long_Base_F;
class GM6_Base_F: Rifle_Long_Base_F
{
magazines[]+=
{ "AM_MAG"
};
};
};```
Ye
Does CfgCloudlets/effect config can be merged by diag_mergeConfigFile? I doubt if I'm making change on the fly
Im pretty sure it doesnt work no
Sad
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
Show the entire config please
Updated
Can you sanity check that you can still lock fine with the Titan?
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
is there a benefit in converting a cpp file to bin file?
quicker loading times, always binarize ur pbos unless you know specifically why you shouldnt
Alright, thank you
Well, out of curiosity in what occasions I should not .bin my file?
some specific macro stuff which shouldnt be done in the main config anyway
Gotcha, thanks!
How would I increase a vest inventory capacity? I thought it was mass but obviously I was wrong
class V_Rangemaster_belt: Vest_NoCamo_Base
{
...
class ItemInfo: ItemInfo
{
...
containerClass="Supply40"; // << THIS HERE
};
};```
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
Wow, that must be some fallback to the days of cell-based inventory...
Legend, thank you
nah, fallback to cell-based is bit-masking the amount of consumed slots in magazine type 🤣
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#Magazine_Sizes this part. 256 = 1 slot primary mag, 2*256 = 2 slot primary mag, 3*256 = 3 slot primary mag...
Just circling back to give the answer to this. I had ACE loaded so needed to add the appropriate config as outlined at https://ace3.acemod.org/wiki/framework/javelin-framework.html
It's not enough to just inherit from the base titan
is someParamInConfig = .4; means someParamInConfig = 0.4 ? Correct ?
.4 is 0.4 indeed
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)
Enable regex then:
Find: displayName *?=.*?;
Replace: displayName = "new thing";
uhm it says 0 occurrences were replaced
Did you enable regex?
oh whoops lol, my bad, it works now, thanks!
will it work for picture as well?
if so does it needs to be, picture= *?=.*?; as well?
Remove the first =
It'll work with anything that follows the word spaces = anything; pattern
so the one with the picture works, but it removes my backslash, so the path for my picture is like "\1\2\3.paa"
and when I do that, it replaces it with "123.paa"
Well actually I thought about it, maybe its not that bad, once I change all the picture values I can just replace everything normally
Use \\ instead
1\\2\\3
Yes that works, thank you!
Hey when you said macros yesterday, just to make sure because I am binarizing some of my files, if one of my cofnig.cpp for example has #include "name.hpp", does it matter if I .bin it or not?
you should bin it
__has__include is the only one it matters for iirc
youll know not to bin it
Alrighty, thanks
Is there any documentation for creating groups in a config?
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?
@primal halo in the future no crossposting on multiple channels
but best you continue here
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
wrong pathing probably
It literally works when not binarized..?
Config.cpp
class CfgFunctions {
#include "functions\CfgFunctions.hpp"
};
cfgFunctions.hpp
class SimplePersist {
file = "sp_player\functions\sp";
is sp_player your actual addon folder structure
as in P:\sp_player\functions\sp
otherwise the weird things with Prefixes occur
so what folder you pack from/wheres config.cpp
I dont know what that means
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.
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?
yes, each and every uniform needs to have at least CfgVehicles unit that's using it
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
its quite nice to just macro uniforms though
i love macros
you know what else can be done after understanding how it works? "I don't want to touch it with 10-foot pole" 🙃
only for the weak minded
macros are based and redpilled and wagwan
these are all phrases that mean good used by the youth
What kind of ammo EHs are available? It seems AmmoHit is only used for the Training Mine
I think some of these are only scripted though so you need to use the init eventhandler and add them
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
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?
Class by class
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
What's your mod's prefix?
WELSHY_KAT
In that case you should have file = "WELSHY_KAT\roll\functions";
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
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?
or should I perhaps classify them differently when I detect the base weapon was a pistol, perhaps, perhaps? indeed it seems probably that is the case:
#define TYPE_MAGAZINE_SIDE_GL 16
Meaning the mag is a type side(arm) or GL, and so on.
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?
A magazine only have the info that it is a weapon magazine. The weapon declares which magazine can be used
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.
Well, to be exact, a muzzle not the weapon itself have its compatibility, if I read you right
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.
// Register a simple keypress to an action
#include "\a3\ui_f\hpp\defineDIKCodes.inc"
["WELSHY_KAT", "MyKey", ["Tactical Recovery Position","Roll interface Key"], {[_this] call FNC_WELSHY_KAT_RECOVERY}, {}, [DIK_NUMPAD1, [false, false, false]]] call cba_fnc_addKeybind;
}
https://cbateam.github.io/CBA_A3/docs/files/keybinding/fnc_addKeybind-sqf.html
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
Ah I see, so an fn_init.sqf? Then have the cba fnc then add my fns in a list below?
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
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
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
What is the PBOPrefix?
where do i check that
Okay, how do you pack it?
filebank
I have no experience with it 🤔 Where exactly is the original folder?
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?
Yes
they're in an arbitrary folder on hard drive, not in arma directory
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?
G:\ArmaModding\Addons\MyAddon
yeah i checked with the text editor, what do i need to change it to
What your prefix says?
just ArmaModding\Addons\MyAddon
Then ArmaModding\Addons\MyAddon\Icons\test.paa should be the correct path for the paa
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
You misunderstood what PBOPrefix does
PBOPrefix tells the game where is the PBO ingame
well it doesnt look like filebank cares about generating that prefix right
So in your case the game thinks ArmaModding\Addons\MyAddon\Icons\test.paa exists
If I get everything right
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?
If your pbo has icon prefix and test.paa is located in the pbo not in its subfolder, yes
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
It is just a label
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\
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
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
Do you have BIS_AddonInfo.hpp already in the files or something?
Yes in each addon, Addon builder automatically throws it in
I mean before that.
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
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.
I reset the enture project from Git and it's gone away now ;/
How would I make custom controls for eden attributes? (Examples welcome x3)
@loud matrix Ok, here we go.
What do you have so far
oh- again not the right channel, my bad haha 😅
Thought ya just meant the config. One last channel switch ok? xD
o..ok
Is there any documentation on how to add items to backpacks when making a config?
What do you mean add to a backpack. Like, magazines, first aid kit, when you get the backpack?
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?
You can copy the files.
Like if you're using addon builder directly you just pass it the path to your private key file.
Well, I just put backpack = "inserthere", but nothing is showing up in it
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
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?
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.
ah right, EventHandlers
Is there someway to make the terrain clutter render shadows?
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.
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?
Show us the config
cough 😅
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.
oh wait, under defines in 3den enhanced. The mod saves the day again xD
@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.
@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?
There isn't one.
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
oh wait
it's not actually updating, but horray xD
i think I'm ynderstanding now
can I not do onChanged or onChar?
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
2 means jip
Thankyou!
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?
You need more inheritance specification to modify fire modes. I have an example here somewhere.
Damn, figures. I'd love that example if you could find it.
class A;
class B: A {
class Z;
};
class C: B {
class X: Z {
propertyyouwanttochange = 5;
];
};```
inheritance is a pain in the ass
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.
Oh christ, you guys really aren't joking
why're you class Single; there twice john? 😅
That'll get me on the right path though, thanks John
Maybe I could have skipped the second one? Not sure.
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;
};
};
};```
IIRC that didn't work.
odd, that's how ive always done it
And I had to go right to where Single was defined in the first place.
stupid question but do you do your requiredaddons properly
nah, I think I assumed that it loaded basegame shit first
still need this
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
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? 😅
Hey guys, Im having a strange problem with a mod im working on, see for yourself.... Thats the car without any damage Right here with some of the declared damage But instead of the windows disappearing they turn into this black mess.... dunno what to do, alredy searched through the whole model.cf...
Just thought I'd say, 6 years later and I'm still here. 🙂
As we have very little idea what the problem was/is, and the OP never replied, it's almost impossible to suggest a solution.
I could send you the link to the workshop car, there you see what I mean. However my question would be whether you can make it so that shot windows are not removed, but remain in this state with the bullet holes inside. Because the problem occurs only when the car glass is completely destroyed.
No if the model is not set up for that, you can't fix it through config
The life mod stuff is unfortunately usually pretty poorly made and more often than not ripped from somewhere.
But I can surely change with the config that broken car windows are not removed, right? That would be the only workaround I can think of.
As said the bug occurs when the car windows shatter
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
Yes it will be a separate mod
Can I find more info on this somewhere? 👀
some on the wiki but probably not much
and not specifically what you are looking for
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?
no
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
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
yep that would be the case pretty much always
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)
Do you have any idea what exactly I should modify there?
well not exactly. dunno how well the thing is made in the first place
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
@wheat mural TransportWeapons/Items/Magazines/Backpacks
Would that be visible in config viewer? basically looking to check what it wants to spawn via script
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.
use one of the advanced config viewer addons
like leopards advanced dev tools or what was it called
tis fine, i think i have enough now
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.
What part of the config parameters actually says to Arma 3's engine "I go in the NV slot"?
itemType maybe?
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
those are defined in the ammo
hit and caliber, mostly
oh ok, thanks
I think muzzle velocity is relative, so at some specified value the damage is hit and otherwise it's scaled down.
alright ill see if tweaking the hit value fixes it, thank you
I'm still trying to work out how exactly Arma calculates the damage results from that, because some parts make no sense to me.
Is there a config parameter I can use that will make an asset immediately delete upon destruction?
just add a killed eh in the init and deletevehicle it? 
Would this suffice? None of the docs I'm finding online show example in the configs, only scripting.
killed = "deleteVehicle this";
(_this#0)
That deletes the rubble as well, which I don't want.
Wat?
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
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
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.
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?
uh, depends what form of compatibleMagazines you use.
you can specify a muzzle or not.
Bullets weight is not a config thing. Why do you need it?
diamater would propably work too tlfr making a script that when a player shoots a tree adds a var to it that will eventually "destroy it" and wanting to make it into a mod eventually
Might be simpler to just use damage and maybe caliber as reference. Don't over think it.
diameter isn't a thing as well 🙃
ah didnt know calibre would be what is reffered to and is there an actual stat for damage?
thx
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!)
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 ?
Hmm.
I don't have any issues with cpp files
but I'm not 100% sure which of my extensions would be fixing it
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
Can you explain what you mean by "broken"?
Like, it throws errors on practically every line even thought he config is fine
I'm pretty sure it's because it reads in C++ instead of Arma preprocessor jargon
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
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
configFile >> "CfgWeapons" >> typeOf _GPSItem >> "ItemInfo" >> "type" should be set to 621, probably 
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 
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=

How do I identify grenades in config? In CfgMagazines to be exact
Looking at nameSound seems promising but is there a better way?
Only methods I've seen do expensive lookups in CfgWeapons >> "Throw" >> "muzzles"
how to adjust sway on some_weapon ? (or some_optic)
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.
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
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
and are the actual function files there?
first of all does the door animation work in buldzoer preview? @echo trench
Yes, they are physically there - https://gyazo.com/ecd08079a223b005952cb0de94f81d0b
Saw it worked in the sample, how do I get it to work in OB? Would it simply just work, if its set correctly or do I need to enable something?
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
Okay, I figured out how to detect frag grenades by cross checking with CfgAmmo, next question: best way to find smoke grenades? Chemlights, ACE flashbangs etc use smoke grenade simulation so that can't be used 
you are again running ahead, forget functions stuff for now, focus on getting the base to work
Okay I will see what is wrong with my cfg
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
buldozer only reads model.cfg and p3d
so config is irrelevant at this stage
So if my defines line up, what would be my issue "anim" appears but no animation follows?
no connection between model.cfg and p3d perhaps
as in the cfgModels class does not match with the p3d name
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?
the functions are just one way to run the code.
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