#arma3_config
1 messages · Page 14 of 1
Wildly specific thing here: Does anyone know the classname for the "Showcase Cultural Property" CfgMainMenuSpotlight? I have not had success in AoW_Showcase_Future or AoW_Showcase_AoW.
The UI element in question: https://i.vgy.me/3Z88q5.png
The mission is Showcase_Future.Altis, but I can't find its CfgMainMenuSpotlight entry.
It's these:
https://github.com/ArmaForces/Mods/blob/master/addons/main_menu/CfgMainMenuSpotlight.hpp#L38
If it's not being removed your required addons is not right.
Thanks! This helped perfectly. I had the inheritance right but I must have missed some items in the list or made a typo in my patches.
Is there a way to tell which pbo a faction's CfgGroups file lives in via the config viewer? I can see it in the config viewer, but am struggling finding it externally.
Actually, I think I have been looking in the right place. However, I'm stumped - IFA Wehrmacht has separate config.bins for the infantry and the vehicles. I need to refer to this file for adding a custom faction to GM's Force Recon, can I refer to two files?
#if __has_include("\rhsusf\addons\rhsusf_main\config.bin")
__EXEC(tmpidx=tmpidx+1;tmpidx11=tmpidx;) // keep this line unchanged!
#define GM_FR_CUSTOM_TEMPLATE_NAME_11 ,"RHS US Army"
#define GM_FR_CUSTOM_TEMPLATE_CLASS_11 ,"rhs_usarmy"
#define GM_FR_CUSTOM_TEMPLATE_INDEX_11 ,__EVAL(tmpidx11)
#endif```
This is the format it expects.
My paths are \WW2\addons\WW2_Assets_c_Characters_Germans_c_GER_Wehrmacht\config.bin & \WW2\addons\WW2_Assets_c_Vehicles_Groups_c\config.bin
#if _has_include("a")
#if _has_include("b")
// content
#endif
#endif
I'm trying to add a path for my mod to recognize an rvmat. how would I go about doing that? ```class CfgPatches
{
class aNormal_Cube
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgVehicles {
class Static;
class bottle : Static {
scope = 2;
model = "Normal_Cube\Data\Normal_Cube.p3d";
textures[] = {"Normal_Cube\Data\Normal_Cube.paa"};
displayName = "Normal Cube";
faction = "Empty";
vehicleClass = "Small_items";
};
};```
this is what I have so far
reconize in which case?
normally its done in your model to add texture path and material path
if you got hiddenselections you can define these in your config file for different textures or materials
configSourceAddons/SourceMods script command
the addons one should list you the CfgPatches classname of the pbo. Which is usually very close to the pbo name
veteran mod has a script or a config (can't tell which one is it) that disables RMB zoom, how do you do that? I would like to do one as well
I’ll try hiddenSelections
did anyone ever notice that using the mk45 hammer ship cannon with cluster munition will turn it into a shotgun?
the first few shots are working, but after moving a bit / changing the angle, suddenly all cluster munition explodes instantly when leaving the barrel
is that not due to the projectile's height above ground immediately causing it to split?
That's awesome
hmm. sounds like a potential reason
i just looked it up, it has a fuse distance of 0
guh
Jesus
let's see what happens if i change it
probably nothing, possibly everything
Is there any way to identify the file full file path? I've got an error indicating I've got the initial part wrong - normally I grab it from a mod's mod.cpp as its referenced somewhere there, but for IFA that's not the case.
To clarify I want to get \THIS BIT\addons\WW2_Assets_c_Characters_Germans_c_GER_Wehrmacht\config.bin
it's not becoming a shotgun when placed on the boat. so whatever is going on must have something to do with the ground distance
the normal artillery tank also shoots shotgun clusters. nice.
pretty sure clusters worked fine before. i guess something broke at some point
Current as of fixes below
// CfgVehicles
class I_G_Soldier_base_F;
class I_ArmaPride_Soldier_Base_F : I_G_Soldier_base_F
{
author = "Hypoxic";
scope = 2;
};
class I_ArmaPride_Soldier_Fatigue_1_1: I_ArmaPride_Soldier_Base_F
{
hiddenSelectionsTextures[] = {"\h\ArmaPride\characters\data\uniforms\fatigue_1\fatigue_1_1_co.paa"};
uniformClass = "H_ArmaPride_Fatigue_1_1";
};
// CfgWeapons
class U_BG_Guerilla2_1
{
class ItemInfo;
};
class U_ArmaPride_Fatigue_Base: U_BG_Guerilla2_1 {};
class U_ArmaPride_Fatigue_1_1 : U_ArmaPride_Fatigue_Base
{
displayName = "Pride Fatigues (Red/Black)";
hiddenSelectionsTextures[] = {"\h\ArmaPride\characters\data\uniforms\fatigue_1\fatigue_1_1_co.paa"};
modelSides[] = {0,1,2,3};
side = 3;
scope = 2;
arsenalScope = 2;
class ItemInfo : ItemInfo
{
uniformClass = "I_ArmaPride_Soldier_Fatigue_1_1";
};
};
need to inherit the rest of ItemInfo from the base class for the uniform, but its not bringing the other attributes in. What am I doing wrong?
Last time I had to change ItemInfo I just copy-pasted the whole damned thing rather than inheriting :P
I mean, this is correct in how I'm inheriting? It looks correct.
hmm looks like the error is somewhere in the defining/inheriting of U_ArmaPride_Fatigue_Base pulling in U_BG_Guerilla2_1
ok, so I changed it to:
class U_BG_Guerilla2_1
{
class ItemInfo;
};
class U_ArmaPride_Fatigue_Base: U_BG_Guerilla2_1 {};
and now it works
guess you can't define, inherit, and inherit subclass of base in the same step
alright so my character is still naked after this. I have my uniform class pointing to my unit class, and vis versa. what am I missing?
Really since when?
No.
But you can guess.
WW2 is either IFA3 or SPE.
Go into their folder, scroll through obi till you get "assets_c_characters"
Well I guess with allAddonsInfo you may be able to script it. But it's way easier to just look at it with eyes, know what mod it is, and go to it's folder
Ah didn't read the full text, IFA then
dont know. never used it since it was introduced. just know that now all cluster ammunition is bugged
Wtf
Explains a few things
it at least feels like it is actually related to terrain height, since the ship placed gun will fire just fine. but on land, even the base game artillery tanks will bug out. the cluster shell explodes the moment it leaves the barrel.
would be nice if someone else could try to confirm it, though.
I can confirm Laser Guided Shells from arty do the same thing
Same with Guided HE
time for a ticket, i guess
did a quick search yesterday and couldnt find anything about it. so maybe it's not an old issue
I don't know tbh
How does one set up a config for a new face model to use? I already have everything made and into arma tools but cannot figure out config
Is it possible to disable the muzzle flash from showing when a vehocle weapon/regular weapon fires? I have a couple energy weapons configged that shouldnt have it, as well as a vehicle main gun with a muzzle flash on the coax. Setting flash="" and selectionfireanim="" doesnt help
hide / unhide with maxHoldsterValue
is 1 or 0 hide muzzle flash?
Is the function of clicking the Spotlight1 for Quick Play hard-coded in a way that cannot be changed with a mod?
Trying to change the Spotlight1 from Quick Play to instead open a TS3 server via the url=""; field, which it opens... but it also opens Quick Play in game no matter what. Also, I am still trying to determine what idc=1021 is doing for the config and why this spotlight disappears if I should remove or change it.
Hello all, not too sure if this is the right place. Does anyone know where I can find information on how to code switching between two uniforms in your inventory through ace self interactions ?
Depending on what you're doing, it might be easier to add the actions by script than config.
I'm trying to understand rvmat files a bit more, what exactly goes into one?
there is a wiki page or two about rvmats and example ones in P:\A3\data_f\ like default_super.rvmat that can be used as a base
(assuming you have P development drive set up)
There seems to be a hidden multiplier per hitpoint for general damage (beyond passthrough or armor/armorStructural). Is that in config somewhere or just engine?
It seems to be weirdly low for body hitpoints (chest/diaphragm/abdomen at least).
hmm, I think there's just a rule that any HitHead >= 1 forces general damage to 1.01. No equivalent for HitBody >= 1 even though that's equally fatal.
I seem to have picked a bouquet of oopsie daisies while trying to add something to my mods code. Arma claims that line 41 is the issue here as it encountered a ; instead of a {
perhaps I'm missing something as a whole but I would like to see if some one else could help me and look at the problem class DefaultEventHandlers; class EventHandlers; class cfgVehicles { class C_Van_02_vehicle_F; class C_Offroad_01_F; class Whale_Van_F: C_Van_02_vehicle_F class Whale_Offroad_F: C_Offroad_01_F
this is line 36 through 43
post the whole code (pastebin) cause I can't see what is underneath, but you don't have a {}; at the end of class Whale_Van_F: C_Van_02_vehicle_F for your inherits
same thing with the line underneath
class C_Van_02_vehicle_F;
class C_Offroad_01_F;
class Whale_Van_F: C_Van_02_vehicle_F
class Whale_Offroad_F: C_Offroad_01_F
{
author = "UncleDurge";
editorPreview = "Norm_Van\Data\Textures\Whale_Van\20230622173524_1.jpg";
forceInGarage = 1;
faction = "CIV_F";
vehicleClass = "Cars";
Side = 3;
crew = "C_scientist_F";
displayName = "OOBAC Utility Van";
hiddenSelectionsTextures[] = {"Norm_Van\Data\Textures\Whale_Van\normalVan_co.paa","\a3\soft_f_orange\van_02\data\van_wheel_co.paa","\a3\soft_f_orange\van_02\data\van_glass_dirty_CA.paa"};
class TextureSources
{
class Custom_Van_F
{
displayName = "OOBAC";
author = "Shyska";
textures[] = {"Norm_Van\Data\Textures\Whale_Van\normalVan_co.paa","\a3\soft_f_orange\van_02\data\van_wheel_co.paa","\a3\soft_f_orange\van_02\data\van_glass_dirty_CA.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];";
};```
yup thats the issue then
author = "UncleDurge";
editorPreview = "Norm_Van\Data\Textures\Whale_Pickup\20230622173515_1.jpg";
forceInGarage = 1;
faction = "CIV_F";
vehicleClass = "Cars";
Side = 3;
crew = "C_scientist_F";
displayName = "OOBAC Offroad";
hiddenSelectionsTextures[] = {"Norm_Van\Data\Textures\Whale_Pickup\NormalOffroad.paa","\a3\soft_f_orange\van_02\data\van_wheel_co.paa","\a3\soft_f_orange\van_02\data\van_glass_dirty_CA.paa"};//*replace with appropriate textures
class TextureSources
{
class Custom_Van_F
{
displayName = "OOBAC";
author = "Shyska";
textures[] = {"Norm_Van\Data\Textures\Whale_Pickup\NormalOffroad.paa","\a3\soft_f_orange\van_02\data\van_wheel_co.paa","\a3\soft_f_orange\van_02\data\van_glass_dirty_CA.paa"};//*replace with appropriate textures
factions[] = {"CIV_F"};
};
};
textureList[] = {"C_Offroad_01_F",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 could not post the whole thing discord dissallowed me from doing so
If you want to copy a new class from a previous one (without modifying anything), you need {}; at the end
class Child_1: Parent_1 {};
// Before
class Whale_Van_F: C_Van_02_vehicle_F
// After
class Whale_Van_F: C_Van_02_vehicle_F {};
oh I see, thank you for helping me with that. I'll push that through into the next mod update 🙂
I'm still learning arma's codes the wiki helps some but I find it still hard to follow that some times
and for any other custom vehicle class I make would have to be in that format as well right?
Yup
you normally have the {}
and you see how you have already filled it in other instances
awesome! thank you so much! 😄
Hello! I'm new to all this config editing stuff, but I'm trying to edit the CfgWLRequisitionPresets so I can add some vehicles to my Warlords scenario. The problem is I simply don't know how to edit or add things to a config file. Do I need a special program or something? Trying to edit them in the Eden Editor by double clicking or just typing in the fields doesn't do anything as far as I can tell, but then again I'm day 1 new to all this. Could anyone give me some tips or guidance?
So what you are going to be doing is creating a mod which can be a lengthy process. Everyone will also have to have your mod in order play with your changes.
Are you okay with that?
I'm fine with that, but if there was a way to avoid that it'd be preferable, I'm not planning on playing this with friends I just like shooting bots solo actually.
No way to avoid changing a config like that outside of a mod I'm afraid. So you'll need a IDE, like visual studio code first.
Luckily I already have visual studio!
Vscode, not normal VS.
Yup
It came with the laptop thankfully
Do you use GitHub? If so, hemtt will be the recommended mod packer. If not, then you'll probably just use addon builder that comes with Arma 3 tools.
I have an account, but I've never used it for anything besides school
Aw homework 😦 haha
I guess I'll be back after a little light reading!
What's a good way to add an action to a unit whenever he is wearing a certain custom backpack class? Config-only, must be able to work for any unit as long as he is wearing the backpack.
So this script isn't made for an addon but it's made for a mission
That's a little bit unfortunate
I was experimenting with adding a custom sound through event handler for an addon
"de encrypt an sqf file" what?
its either decrypt or encrypt. de encrypt is not a thing.
There is no encryption for SQF.
Also sqf files are #arma3_scripting , this channel is #arma3_config
i bet theyre seeing loads of macros 
Or what he wants is to open a EBO file
If he wanted ebo, why does he say sqf
It's the only thing I could think of that is "encrypted".
Does removeEventHandler work on config-entry event handlers?
no
Why can't you use sqf? Make a function that fires pre or post init depending on what you need? Load the function into your addon with cfgfunctions
Then execute an event handler post init you can use and remove.
The eventual goal is to make the sqf a function, but me and my code friend are working with execVM for now.
The script is one that is fired on hitPart (automatic repair script) but I had issues with it firing when the vehicle was destoryed, so my friend added in a line that checks if the vehicle is alive and does an exitWith before firing off the code.
class B47_WZ_NanoRepair{
init = "this setVariable ['NanoRepairInProgress', false, true];";
hitPart = "_unit = (_this select 0) select 0;\
if (_unit getVariable ['NanoRepairInProgress', false]) exitWith {};\
if ((crew _unit) isEqualTo []) exitWith {};\
if (!alive _unit) exitWith {};\
[_unit, (crew _unit)] execVM '\b47_wz_factions\scripts\NanoRepair.sqf';";
};```
I'm planning to move all those if/exitwith checks into the SQF.
or put this into an sqf file, then under the init handler, you execute that sqf file. and then you can have a removable EH in the sqf file. just when you make the EH, save it into the object's variable namespace
Another question - is there a simple config edit I can do (besides editing hitpoints) that protects crew from getting killed in certain vehicles?
im sure if you mess with the armor/penetration system you can but that's going to be WAY more complicated than you expect
just make the crew immune to damage until the vehicle is dead or they dismount
alright...
here goes nothing
first attempt at modding particle effects
from game files
it crashed the game 🐸
This is art in its own. You should get a t-shirt made
it's alright
i'm going to make it
I got the particles going
...should've changed mist
this is confusing
only Default class is defined
in my case
but...this class doesn't exist in the config
🤔
class Blood: Default
{
interval="0.01/((hit interpolate [0.1,100,0.1,100])/30)";
circleRadius=0;
circleVelocity[]={0,0,0};
...``` if i understand what you're talking about 
then you have class BloodMist: Blood {... in your config without class Blood; above 
ooh it's a core class so it doesn't have to be defined in every config
just referenced
/extern/ class Blood;
found this on forum
Is it possible to edit configs from the mission side? Tried editing cfgimprecision
No
thx
Description.ext can only add a bit of additional sounds and such, nothing else can be done
mod it is
I'm having some issues with signing mods, if anyone could assist. Trying to follow online videos on the topic.. Here are my steps in case someone knows what im doing wrong.
- Created my PBO (SHGT_main) inside an addons folder under my mod folder [SHGT Dev Tools].
- Created a private key under a seperate folder in the DSUtils
- Pressed "Process files"
The mod itself works fine
How are you creating your PBO?
arma 3 tools -> Filebank. It made an empty PBO file? Then i stuck my stuff in there...
Was that wrong?
I don't know. I thought normally you could sign any old PBO but it doesn't work when you try to load the thing with verification.
I use addon builder command line to both create the PBOs and sign them personally.
Ok doing it this way. So the bisign key is what goes in my key folder yeah?
That was much easier
The .bikey (public key) goes in the key folder.
Oh so the .bisign key stays in the addons folder yeah?
Yeah, next to the addon PBO it's for.
If you have multiple PBOs then it makes a .bisign for each.
Note that you sign using the private key (.biprivatekey)
Yes sign using the private and then the public bikey goes in the key folder, got it
all signed i think...Thanks!
How can you remove the inventory from an object?
Not the items in an object, but the ui itself.
I know you can use an Event Handler to just close the menu a bit after it opens, but I was looking to just remove the option altogether. I didn't see anything that seemed like an obvious toggle in the config
The inventory on an object, not the player's inventory
Basically just turning off the simulation / making it a simple object, but I've added an action to it, which would also cause the action to dissapear
lockInventory scripting command. Not config related
Oh I thought it might have been a config value, nice 👍
How do you check the path of a file in an addon?
What's the usecase/example?
I'm trying to do a config load depending on if another addon is detected
And I am not sure how the file path is determined still
Literally that part of the article explains
And/or this
https://community.bistudio.com/wiki/addonFiles
However: __has_include is going to be useless if your intention is just to make a compat Mod, unless you have a very special case
https://community.bistudio.com/wiki/CfgPatches#Configuration
skipWhenMissingDependencies = 1;
Since 2.14
We are still on 2.12 though? We don't know when 2.14 is even coming
2.13 already has that and you can test it
If you wanted to achieve in 2.12 anyways, here's the deal:
https://community.bistudio.com/wiki/allAddonsInfo
https://community.bistudio.com/wiki/addonFiles
https://community.bistudio.com/wiki/fileExists
These scripting commands will help you
Well, the only thing I'm not understanding is that the filepath starts with the prefix correct? Not the @myfile? The example with ace is confusing me a little since it includes \addons
is there documentation on adding a custom sound to particle effects ?
all I managed to do was to change the particles
but my main focus was to have a custom sound, which failed spectacularly
project files
It appears there's none, I looked everywhere
Isn't it an CfgAmmo value?
Yeah no, it all comes down to learning to read the configs and being able to deduce how they work together.
Documentation is unfortunately very sparce and you can do so so many things. It's just not realistic to cover everything in specific tutorials. (some more would be nice to have though)
I've added CfgAmmo but no luck
Hmm, so engine driven part
It's alright, I went too specific
I built up the mod files from p drive configs etc
to see how it could be done, I think I got close though
Just a little bit more
A config just flew over my house
Is there any easy way (or rather, any way really) of modifying a single parameter of an existing class without having to create a whole new class?
What I'm trying to do is to change a hidden item's scope from 1 to 2
Edit: Found a solution
You just specify the class-name and what it inherits from and change the value
// SomeMod
class Uniform: Uniform_Base
{
scope = 1;
};
// Your mod
class Uniform_Base;
class Uniform: Uniform_Base
{
scope = 2;
};
Then just put the original addon in the requiredAddons of your mod
How can I make an object emit a looping sound, without using scripts? Like how Bohemia has some buildings that constantly emit an AC unit noise, or wire fences that make noise when it's windy. I can't find anything in the configs.
class Land_wpp_Turbine_V1_F: House_F
{
...
simulation="fountain";
sound="Windturbine";
...
``` seems to be the way 
and "Windturbine" seems to reference a class from configFile >> "CfgSounds"
Hmm..
this cfgammo config uses
custom hitalienarmour as opposed to hitman etc
meaning it's custom
so...how did he do that
what is hitalienarmour
is it a named selection for firegeometry bisurf file ?
or...what
I got as far as defining impacts
but hits are confusing me
Haven't messed with it so much so can't really say
potential disappointment.
dont use chatgpt for arma stuff
Haven't your grandmother told you
yep she's apologizing for stuff that don't exist when I point them out
Is it possible to make an Laser Target in config that can be targetted by all sides?
Perhaps some sort of landmine with a laser target that everyone can select.
I think this are definitions of cfgCloudlets etc (cfgCloudlets is 1 of 3 cfg classes you need to do i think) for particle effects
And with this cfgAmmo it gets expanded with 2 new class definitions
Sound can be defined also there if im right, i have to look for it if you cant find a solution
Well there's this
class ImpactAlienArmour
{
class SparksLight
{
simulation = "light";
type = "SparksLightSabot";
position[] = {0, 0, 0};
intensity = 0.001;
interval = 1;
lifeTime = 0.5;
};
class ImpactSparks1
{
simulation = "particles";
type = "AlienDrone_01_ImpactAlienArmour_lines";
position[] = {0, 0, 0};
intensity = 1;
interval = 1;
lifeTime = 1;
};
class ImpactSparks2
{
simulation = "particles";
type = "AlienDrone_01_ImpactAlienArmour_flare";
position[] = {0, 0, 0};
intensity = 1;
interval = 1;
lifeTime = 1;
};
class ImpactSparks3
{
simulation = "particles";
type = "AlienDrone_01_ImpactAlienArmour_sparks";
position[] = {0, 0, 0};
intensity = 1;
interval = 1;
lifeTime = 1;
};
class Sound
{
simulation = sound;
type = Drone_HitAlienArmor_SFX;
position[] = {0, 0, 0};
intensity = 1;
interval = 1;
lifeTime = 10;
};
};```
How do I define
Type = drone_HitAlienArmor_SFX
For sound simulation
Give me a second i did also such definitions
Alright
You need to do a class cfgSFX
Oh... It can't be that simple
💀
In your case loop=0;
Well the game was telling me duck.wav is missing from SFX
It gave half a lead to the root of the problem
With
1)CfgSoundShaders
2)CfgSoundSets
3)CfgEnvSounds
All 3 together needed
- definition of a memory point in the model (this is defined in cfgEnvSounds)
Yes you need to define it in cfgSFX and this class you need to add in class sound
Its good how it is so you can work very modulary with most of stuff
It...still didn't work
here's how the relevant parts look
here's the config
the particles work as shown here
it's just the sound that's giving me PTSD
How is the memory point defined in CfgEnvSounds?
And how does the SoundSet come into play? CfgEnvSounds seems to just take a file path
Im trying to make a config for devs ctab mod to be able to place the ctab in the gps slot instead of misc , can someone help me
Is a units array required in a new model for headgear?
class CfgPatches
{
class USMC_DI_HAT
{
units[] = {};
weapons[] = {"USMC_DI_HAT"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};
};
vs
class CfgPatches
{
class USMC_DI_HAT
{
weapons[] = {"USMC_DI_HAT"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};
};
Because that's how the item appears with Zeus right?
cfgweapons is under weapons, cfgvehicles is under units
your headgear should be in weapons and cfgweapons
thanks a bunch
god bless
Good ✌
however...it seems there's a 15 seconds limit on this
(the time it takes for bullet to fade out)
it's either engine limit or it can be modified
still, changing lifetime makes no difference
where did you change the lifetime?
why 26'000?
try with 30 instead of 26'000
what do you have in cfgCloudlets?
just the blood particle effects
no sound in cloudlets
anyway
with 30 it lasts 3 seconds
will test 300
yep same issue
as soon as this disappears
the sound cuts off
at 15 seconds mark
eh doesn't matter that much
a lot of cool effects can be configured with that much time frame
im not sure whats going on with my mods, but multiple of my missions i have tried to make, whenever I need to setup a description.ext, they never seem to be read. for context I am trying to use the HALs mod along with the Misery mod. But I cannot seem to get hals to work. I followed the instruction on the wiki. But this seems to be an issues with several mission. Is there somthing with the setup of a mission I am missing? The description is in the root file, so I am not sure what else to do
Try asking on their discord or asking creator.
this seems to be a consistent problem though.
Have you tried without mods yet?
Also post your description.ext file on pastebin and link it here
@sweet moon
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.
well whats in that included file?
Hia! Looking at a map config file, I noticed ils stuff. That's invisible AI helpers right, not the visible runway rectangle and numbers?
ilsPosition[]={703.33002,1343.205};
ilsDirection[]={0.95810002,0.052336,-0.28650001};
ilsTaxiIn[]={901.40503,1247.474, 830.42401,1287.504, 723.96503,1305.428, 732.05402,1333.6281, 732.05402,1333.6281};
ilsTaxiOff[]={1069.074,1234.6639, 1013.252,1219.509, 963.23102,1212.8409, 901.40503,1247.474};
drawTaxiway=0;
I asked someone and got permission to make a private branch of their terrain. I can only have what I can decrypt, so I can't access the wrp file x3
Runway looks funny, curious if it was wrp file or config file that did the runway on the map
oooo, maybe it is in the config
is there any way for me to extract a mod weapon's config file, since they're binarized?
Asking so I can learn how other people set them up
(I know that's a big no-no when it comes to models, but dunno if the same applies to configs)
CfgConvert in Arma 3 Tools can do it.
OH. Right.
Thanks
I think people binarize config for performance rather than disguise. You can extract config from in-game anyway.
right. Man, I'm slow/dumb today.
Maybe a more conceptual question, but anyways:
I'm trying to make a Counter-UAV gun mod. In theory, I would want it to be able to "fire"/emit EM waves all the time, without having to reload or anything.
Would it make sense/how can I implement that with cfgmagazines n stuff? Is there any way to do that?
I'm just now trying to learn how configs work and stuff, so I'm completely new to this side of things.
I was thinking that I could just have it use mags with blanks, maybe, since it won't actually be shooting anything (I've got a "Fired" EH that would only call a function when this gun is equipped to handle the C-UAS effects), but dunno if that makes sense, or how I could set it up so it doesn't need to actually reload the mag.
Maybe just set the mag to 1000 or whatever?
some high number of ammo should suffice
and possibly some scripting either in the fired event or some other that replenishes the ammo count when its low enough
Oh, good idea.
If the goal is to not hae any reloading or anything, do I still need to make a "magazine" model for when I declare the mag type in the config and stuff?
idk if it was intentional, but I think a security measure was done on a config I found. Tried running it through and it apparently had a smiley face instead of end of line, but the mod works fine xD
you can use the in game config viewer then
yea
does underscore (_) appear in game if I write it in display name?
so displayname: test_1_a
for example
nvm, found it myself
displayname = "write_name here"
is a string type and shows exactly what you write in it
hello i am trying to add a sensor to RHS su-25 to be similar to that of the neophron - but i can not get it to work. I have tried using the cfg patch template but it seems to always throw an error when i try to cfg convert it with arma tools
Can someone pls show me the proper format or show me an example of their cfg where they added a sensor to a plane/heli?
post what you have so far
ok keep in mind its my first lol
one moment
@pallid sierra https://sqfbin.com/iwulobawabiponatobul
whats the error you get?
@pallid sierra tells me it cant find drive specified
i went to the neophrons cfg and took the sensor from there and it just doesnt seem to stick
what program gives you error and whats the exact error?
arma tools and at first it would say undefined base class but then i got that figured but it kept saying when i try to convert it that it cant find the drive specified
does my cfg appear to be correct?
not that is screaming out at me, will have to take a longer look, but you know you don't have to convert it right? you don't have to binarize it. especially with a short length like that.
do you use github? if you do, use hemtt, its by far the easiest packer i've used so far
no need for p drive crap
i will take a look but i think i just use pbo manager
im very green with cfg
also i would like to note im trying to make this a patch so i can use it in multiplayer
hemtt will do all of that if you set up your addon paths correctly. it will even sign the addons as well.
you are going to need a CfgPatches
wow it even signs the mod that is great
and yes i figured so i actually just got it to work the game load but the plane is no longer in the rhs category and is not present in editor
if you run into problems with hemtt that the documentation doesn't cover, hop over to the ACE discord, they are the devs of it
that is great i appreciate the info
Does anyone have advice to how to config "blanks" ammo? I've looked through several RHS blanks ammo configs, and can't quite tell how they manage to make it a blank, rather than regular, round.
look at the config for the "blanks" ammo that contact dlc uses
yeah, I'm looking at it, but not sure what I should be looking for.
That is... as far as I can see, they still have all the right settings and values for a "normal" bullet. Not sure what it changes to make it a blank.
they use a submunition simulation which might not work in the main game. others probably use a handleDamage event handler to modify theirs
Ah okay.
I'm trying to make a blank ammo thing for my gun project. So, I'd have to define a new type of ammo in CFGammo, give it normal properties, etc, then have a "handle damage" that's added to all objects, with a check for the ammo class such that if its the projectile, damage gets cancelled or something? Roughly that's the idea?
the handle damage event handler would be added to the player unit
and checks to see if they were hit by your ammo type
Well, presumably would be added to vehicles as well, no? otherwise my blank rounds might start doing damage to vehicles and things.
how does the submunition simulation work?
I just saw that RHS might be doing the same thing, as they have a rhs_ammo_blank class which then has hit value of 0. As best as I can find, RHS doesn't have a handleDamage EH, so I don't think they went that way.
what does it have under simulation
rhs_ammo_blank has "shotBullet" under simulation. rhs_ammo_556x45_blank has rhs_ammo_blank under submunition
while rhs_ammo_blank doesn't have anything under submunition (i.e. "")
now that I've checked, all the different rhs blank ammo (rhs_762x51/rhs_556_45) have the rhs_ammo_blank as submunition
Do you think, Hypoxic, if I did something similar, with a submunition that has hit=0 as the submunition for it, I'd basically have a blank round?
i got it to work - my first cfg patch was a success
congrats!
its kind of uncharted territory atm. RHS might be the only people that have attempted it. maybe reach out to them?
hey folks! two questions:
I made a weapon, set it as a launcher on config, bc no one will want this anti-drone gun as a primary. I can put it in my inventory, but cannot switch to it.
- is this likely a config error? its properly in the launcher slot, once Im on my inventory, but I can't switch to it.
- Can I change how/where the model is "equipped"? In the Arsenal, it shows up on the shoulder, but I'd like to displace it so it's grabbed like a "normal" rifle. Is this a config issue, or a handsanim issue? (as in I need to modify/make my own handsanim)
--Relatedly, I'm wondering if issue 1 is bc of issue 2, that the config or handsanim is messed up.
what simulation is its ammo
armas launchers are hard coded to only accept certain sims otherwise you get stuff like that
I think only works with shotRocket/missile and maybe shotShell
Shell becomes goes in rifle I think.
@heady iron what you want will be difficult as you will need to move the model in the weapons P3d to get the offset you want. The launcher bone will alway be on top of the shoulder.
Same applies to the hand anim, you will need a new one where the gun is grabbed in very different way and it might blend poorly with the launcher holding hand pose
making it *primary and * storable in backpack may solve the "need to carry together with a proper primary" problem
Augh. Shame. I might just make a workable primary version (thanks, artemoz, for the suggestion--my unit, which is why Im modding in the first place, has a 2-primaries mod anyways so it'll be fine), and once I have time, try to see if I can do the offset/new hand anim
Question, what defines animation in a vehicle seat?
driver/gunner/cargoAction =
Hello i have edited the RHS su-25 to use skin from Ukraine faction and was able to change side, add sensors etc. But i am now stuck trying to change the pylons in the cfg and the patch doesn't seem to stick (or) I just don't have the correct base class. When i place the plane in the editor it still has its original pylon. Any help is greatly appreciated
Can you show us code for your pylons?
yes im trying to put it on sqfbin but it keeps putting random spaces
Okay what exactly are you trying to do?
because you set what you want your aircraft to be able to equip under hardpoints[]= {"shit", "load", "of", "weapons_classes"};
I am attempting to override/change the loadout that spawns when you place the jet in editor and have (thought i did at least) changed the hardpoints and attachment
the reason i want it to be different at "editor spawn" is so when you use the class in warlords it will be equipped with the custom pylon at spawn
Couldn't you just have a CBA Class init EH that changes all the pylons? (If you can't figure out the config stuff, I mean)
Okay so hardpoint line defines all weapons that the aircraft can equip in pylon editor or arsenal, attachment will define the weapon that will be placed on that pylon by default. And you can create custom loadouts somewhere in the same config file, under loadouts
Ye changing attachment in theory should be enough
unless its being overwritten by loadout option
yes exactly i have tried to dig to find the loadout of which it is using by default but the files are all split up and it doesnt display the whole vehicle config in one file so im lost
this is what spawn on it no matter what i do and i cant find RHS_su25_Base anywhere but find only factions that are linked to the dynamic loadout.hpp but i cant figure out how to have my plane inherit a different loadout
it doesnt help that im very new with cfg/scripting etc..
and when my config doesnt throw an error and i start the game - nothing changes editor still uses that loadout
how does one do this for a server? In the event this aircraft is spawned i can use a script to set pylon loadout?
init event handler in the vehicle's config
I've never scripted for vehicles, so no idea how to change pylons via script.
BUT, CBA Class handlers are handlers that apply to every vic/object of a class. If you set it to init type, that means that whenever a vic of that class is initiated, script will run. If your script changes pylons, presto.
Or that, what Hypoxic says.
don't need to use CBA and create a dependency if you don't want to
who doesn't use CBA, heresy /jk
So if its too hard to locate and build a config that works, this is the easier option? I feel like im very close to getting it right in the config but it seems to be one bit of info missing to let it work
i'll be home in a couple of hours and i can look through the rhs stuff
like i was able to get the sensors to work, skin etc... but pylons are fighting me
i would GREATLY appreciate that!!!!!!!!!!
Anyways, question:
I've got my gun working correctly. BUT, whenever I try to use the sights, it just looks straight up. Video attached. I imagine this is a config error; what do I need to fix? My eye memory point on the model is on top of the rails; I am pretty sure I set that up correctly.
Relevant bit of config:
discreteDistance[] = {100};
discreteDistanceCameraPoint[]= {"eye"};
magazineReloadTime=5;
weaponInfoType="RscWeaponEmpty";
opticsZoomMin=0.1083;
opticsZoomMax=0.1083;
opticsZoomInit=0.1083;
cameraDir="look";
I got that adapted from another config.
Or, am i missing another entry specifically for that?
Is it possible to have a sub-sub category?
Buildings
Public Service
Police Stations
PD 1.p3d
Fire Stations
FD 1.p3d
....
In editor you mean?
Yeah
Neither have I. Thought I'd ask. Thank you for your time and help 🙂
Goat, any thoughts on my config question above? I'm not sure how to fix my config for when I go into the closer view.
Maybe missing the barrel points and eye point from the model
I have a vehicle that is visible in the Eden editor but the crew doesn't spawn with it. It spawns empty. When I check Zeus it's not there but can be spawned via script. Any idea how to diagnose this?
Have you got a View Pilot LOD?
I've got both of those.
No... I didn't know I needed that. Is that for when you're aiming down the barrel?
Yes, it's the "first person" view.
shit. lol
I assumed it would just be something having to do with the eye memory point.
Just make a copy of your first res LOD for now.
When I put a scope on the gun, I can view down it, though since I haven't made a handanim, and my gun is chunky, the view is "through" the gun.
But without scope, my view just looks up to the sky, as I showed in video above.
Thanks, I was following an online tutorial and they didn't mention that Lod, so I thought it was a vehicle-only one
Take a look again at the A3 Samples, "test_weapon_01_f.p3d" for what LOD's you should expect to be including.
Question, how do I untint sunglasses in first person? I am not really sure how arma defines those tints in config, and couldnt find it
you should not have them as model in first person
typically no headhear/glasses/etc that goes in front of your eyes has mesh in first person lod
its just empty
I mean if you put on sports glasses + bandana facewear. I thing its G_bandanna_sport or smth.
I used it as reference in config and in first person it gives off red tint
I am looking for a way to remove it. And cant reallt figure out how they did it. I assume its post process or smth
is it from some mod?
Nop base game
Base game glasses tint your first person view
I think
Only other mod I can think of that couls do it would be ace
Nvm I read around a bir and I think its ace
yep sounds about right
i need some help
im trying to use the SubmunitionCreated eventhandler
but i dont know where to connect it
iv tried connecting it to the primary and submunition ammo config
My aircraft goes backwards on it's own without power on entering the game, I had this problem before and fixed it, but can't remember what it was. CoG is in the middle of the 3 wheels of the gear.
does it have to be added via script
Can you post a link to your config.cpp & model.cfg (parts involving physx and wheel/suspension anims), including class Wheels {}.
Hope the links work:
Config.cpp - https://codefile.io/f/mhpCOpEV6H
Physx.hpp - https://codefile.io/f/sGoVffJHcV
Model.cfg - https://codefile.io/f/bS49L8oKe6
Create collaborative code files online for your technical interviews, pair programming, teaching, etc.
Create collaborative code files online for your technical interviews, pair programming, teaching, etc.
What is the mass of your vehicle in the Geometry LOD?
And what are the distances between the memory points gear_1_damper_axis, gear_2_damper_axis and gear_3_damper_axis?
40000.000
ok, first thing is that your class Wheels is supporting a total mass of 1500+3350+3350 = 8,200kg, but your plane weighs 40,000kg
so increase sprungMass values by x4.88
You might then also want to increase the springStrength, to somewhere between x25 and x100 of the sprungMass, depending on the stiffness of the suspension required
Vertical distance between damper memory points: Gear 1 = 0.366 Gears 2&3 = 0.639
ok, you want to make those gear damper axis distances = 1.0m in your p3d
as your maxCompression and maxDroop are 0.15m, and that matches the model.cfg animation translations
that is, as long as you actually want a +-0.15m travel
Ok making a quick test
I'd normally set the gear damper axis mem points to 1.0m, then measure from the p3d the desired suspension travel (usually limited by gear strut lengths or clipping with attachment points), then use those numbers in the class Wheels and model.cfg
@nimble sequoia your help is much appreciated, starting Arma for a quick test
Lastly you may also need to increase your springDamperRate for the wheels, perhaps double
I'm assuming your front and back wheels are level with each other and are modelled at 50% extension in the p3d.
@nimble sequoia I will adjust as you just stated, but first and foremost... it is no longer going backwards... you are a genius!
Well done, glad that helped a bit 🙂
4.88 being the ratio of 8200 to 40000, in case that wasn't clear
Is a units array required in a new model for headgear?
What do you mean? What are you trying to achieve?
class CfgPatches
{
class USMC_DI_HAT
----> units[] = {}; <----
weapons[] = {"USMC_DI_HAT"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};
};
Can I remove that line altogether
units[] = {};
Nah just reading through it sounds complicated. Haven't modified/created a vehicle like that yet.
No
Keep the line,just leave it empty
Try and see
i know its some months ago, do you probably know if its possible to add a second rope and still use the vanilla options to hook the vehicle while flying/hovering over it? im not a fan to land and hook the ropes manually to the vehicle and also id like to keep the AI working with it like it does in vanilla
in short id like to have 2 ropes (1 left and 1 right) but still can only hook 1 vehicle not 2
Yes, it works fine with multiple ropes, they all hook at the same time in the hover.
i mean this here
slingLoadMemoryPoint= "slingLoad0" , is it possible to add one more?
not this here
slingLoadCargoMemoryPoints[]={"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"};
anyone know what minObjInTownSquare does for CfgWorld?
it defines if an area is considered a town
town can has its own ambient sounds and animals etc
oh
does that also go for eden stuff or just stuff that's apart of the terrain already
what about pictureShot? I've never seen the images it's set to use when looking at Altis' config xD
Ah yea, I thought so.
And the pictureShot thing- seems like it is meant to be either loading screen or mission select screen? But I don't recall ever seeing the image it has in game. xD
ui_stratis_ca.paa is 1024 x 512 resolution image, landscape view of the terrain. It is shown on the terrain selector when browsing which terrain you want to load into mission editor. from pmc
Terrain Selector, what is that? It's not eden, is it? B/c I only see the pictureMap normally
It's a legacy token from A2 that used to show a snapshot of the selected terrain like this:
https://i.imgur.com/3ZnBEyL.png
Its been replaced by the satmap display so it's pretty much redundant nowadays.
Always curious why they split cherno up into multiple maps
And Taki's... yeah for zero reason
inb4 for tiny 256MB RAM machines 🙃
or for AI to not wander 20 km away during a story mission due to pathing mishap
you guys have not made terrains with Visitor2 have you 😄
I mean you would not ask if you had I think
chernarus is even more a masterpiece when you are familiar with the tools they used 😅
i mean, compared to enfusion editor, the previous map tools are like from stone to iron
Hey folks,
I'm getting the following error. It tells me that /dronegun_recoil is not an array, and I'm a bit confused. From my gun's config:
class CfgRecoils
{
class dronegun_recoil
{ // x y a b
muzzleOuter[] = {0.01,0.01,0.001,0.001};
muzzleInner[]={0.01,0.01,0.001,0.001};
kickBack[] = { 0.0001, 0.0001 };
permanent = 0.01;
temporary = 0.1;
};
};
class CfgWeapons
...
class RUF_DroneGun: Rifle_Base_F
{
...
recoil="dronegun_recoil";
I wrote this up following other examples on the wiki, so I'm a bit confused. It should be fine, no?
I dunno, I haven't found a weapon that actually uses the new recoils yet.
maybe they never implemented it.
Hmmm. All I wanted was to reduce or eliminate my gun's recoil. I thought to just reduce all the values from the example in the CfgRecoil page.
Any suggestions for how to do that, instead?
What value is used for the firing rate on a mode?
Adding a burst mode to a gun and wanting to make it shoot a bit faster than the single shot
reloadTime IIRC
If you mean "how fast the AI shoots with it" then that's another matter.
thanks, appreciate it!
what property points to the destroyed model of a vehicle?
destrType =
If on a vehicle, and destrType = "DestructWreck"; then add a Wreck LOD, and in that LOD place a proxy pointing to a Wreck model p3d.
try MX, it uses new recoil in my testing #arma3_config message
But it also seemingly still uses old recoil for AI. So it's not "no weapon that actually uses new recoil", it's more like "no weapon that doesn't use old recoil"
and quick sqf query shows that each and every infantry weapon in vanilla A3 references class-style CfgRecoil entry in the weapon itself 
More soggy wood to iron 😄
can you think of any reason why a class reflector light wouldn't work on a building? i have the memory points, the config entry, im sure the memory points are where they're supposed to be, and yet it doesnt work at all 😓
well this is a new one, it spawned the light alright, just at the world origin 🥴
@grand zinc any ideas besides typos in the memory points names?
{
class light_blue_1
{
position = "reflector_1_pos";
direction = "reflector_1_dir";
hitpoint = "";
selection = "";
color[] = {1000,1000,1200};
ambient[] = {10,10,12};
intensity = 800;
size = 100;
innerAngle = 120;
outerAngle = 130;
coneFadeCoef = 6.5;
blinking = 1;
useFlare = 1;
flareSize = 100;
flareMaxDistance = 100;
dayLight = 1;
class Attenuation
{
start = 100;
constant = 0;
linear = 2;
quadratic = 0.5;
hardLimitStart = 10;
hardLimitEnd = 15;
};
};
class light_blue_2: light_blue_1
{
position = "reflector_2_pos";
direction = "reflector_2_dir";
hitpoint = "";
};
};```
ok it seems that class reflectors doesnt like buildings when they're set to be indestructible
What do you want to do, i mean for what is it supposed to be?
I never had issues with Class Reflectors for structures but i also got a other solution if i know for what you need it
i wanted to have a light reflector on an indestructible building, nothing special, turns out that it didnt even look so good so i wasted a bunch of time 🙃
This seems to be the case yeah. Lights for thing like that need to be separate entities
I'd say save the code. If mgiht not look good, but if ya ever need to try something similar, you can look back and see how ya got it working that time.
Then again, I have alot of random files with weird names for "It might be useful later"- hmmm-
building lights in general are tricky to make nice since light bleeds through object and there are no dynamic shadows cast
Don't those get overridden by the ones in the fire modes though? Or does the new recoil system also move the reference from mode -> weapon...
ah, wait, i've overridden literally everything in that test
I guess it's the usual Arma thing where you have to start the game three times with three different config to figure it out :P
both class and arrays, test says nothing
People who wrote the Arma config seem confused sometimes too. Like aiDispersionCoefX/Y are always read from the weapon but tend to be specified in modes.
but only overwriting the class part does remove the recoil for me as well 
can you make new marker colors
yes, cfgmarkercolors or something like that iirc
ah ok. It looked like ya could, but I am done modding for today b/c brain goes brrr, and so- xD
Is it possible to assign two separate explosion effect types to an ammo, or two lights to an effect? Like a bright short effect + long dim effect, or an effect of one color then one of another.
yes is possible
How can I do it?
I think I just need another class
CfgCloudlets
CfgLights
I've added a second effect class to my class which is pointed to by ExplosionEffects. I already got the cfgLights working
everytime i open a pbo this pops out
how do you open a pbo and what program is this from?
and what is it you try to do
1 i made a vest
2 i made multiple texture to it
3 i wanted to make those texture selectable
4 i trid doint the ACEAX manual but failed
5 i read that the ACE Arsenal Extended Config helper will auto gen a config for you
and this is where i got it from
no idea how that works 
How do you specify what magazine a weapon should have by default, kinda like how you can specify linked items?
The first entry in magazines[] should do
Alright, couldn't find if it just picked the first one from there or if it was a seperate property
Heya all, can someone give me a hand.
i need to grab the class names of some gear from a mod for a loot spawning script im using, im struggling to figure out how to view the .pbo files in such as way as to find these class names
@wintry fox Default for what purpose?
3CB Factions GLs specify grenades from 3CB BAF at the start of the magazines array, so you can't just pick the first one, but I don't think anything in Arma does that, so it was only a problem for us.
i'm under impression that, for example, vanilla arsenal does load the first magazine from magazines[] array when selecting weapon 
like, quite literally, in line 1938 onwards, _fnc_addWeapon subfunction sqf private _magazines = getArray (if (_x == "this") then { _weaponCfg >> "magazines" } else { _weaponCfg >> _x >> "magazines" }) select { getNumber (_magazineCfg >> _x >> "scope") == 2 }; if (count _magazines > 0) then { private _magazine = _magazines select 0;
I haven't used the vanilla arsenal for a while, so I just checked it and it doesn't put mags in the gun at all?
it what?
It looks like what happens is that when the mission starts, units with unloaded weapons get a magazine pulled from their equipment.
i can't say i've ever noticed that
That line doesn't seem to define _magazineCfg so maybe it's an old bug.
vanilla "arifle_AKS_F" gets "30Rnd_545x39_Mag_F" loaded on my machine
_magazineCfg = configFile >> "CfgMagazines" is couple of lines above 
oh, I guess that's just _magazineCfg = configFile >> "CfgMagazines"
Oh, is this in-game arsenal or in-editor?
afaik 3DEN "Edit loadout" uses vanilla arsenal?
ah, apparently I bugged it out by not having a vest on.
yeah, no vest, no mag in the gun.
i've checked on "B_Survivor_F" with no vest and it worked. Some other shenanigan should be in place
(no uniform either)
meh, it's 4k lines long and A3, not like there's much chance for fixes 🙃
Similarly if you don't have a giant backpack and you add a weapon like a javelin, you won't get a missile in the launcher.
Looks like 3CB Factions does still have the broken magazine entries, but the select { getNumber (_magazineCfg >> _x >> "scope") == 2 }; in the arsenal code works around that.
These days you can use compatibleMagazines instead.
But yeah, just selecting the first entry is not 100% reliable.
probably not the right channel to ask, but since it feels semi-config related... can anyone confirm that the deploy sound of helicopter flares is broken? when using the counter measures now, all i hear is some kind of trail sound, but not the actual "flare is shot out of the launcher"-sfx anymore
oh wait, the sound is still there, just kinda silent
if its this tk tk tk then yeah, its silent
yeah that
How can I change the crater texture used for an ammo type? I've looked at the crater type specified, and nothing in it mentions the decal.
craterShape property, i guess?
in class CfgAmmo defined:
craterShape="\a3\Data_f_orange\data\krater_maly.p3d";
change it to a custom one
also you can change effects of it with this:
CraterEffects="ArtyShellCrater";
ArtyShellCrater is again a definition with cfgCloudlets etc
I've found an existing crater Effects I think will be good for now, thanks.
Are vehicle headlights Reflectors?
Trying to increase the brightness of a vehicle's headlamps because you can barely tell they're on
Yes
Alright, that's what I guessed from reading the wiki, but when looking at the vehicle I was modifying the four classes it had under Reflectors were all blank
What config parameters (if any will work) will make an ammo with EffectsFly in fact does work on bullets.shotBullet simulation glow? I remember trying a while back adding flare config parameters and it did nothing.
How would I add an insignia to a unit through hiddenSelections? I've tried hiddenSelections[]={"insignia"}; hiddenSelectionsTextures[]={"\simc_uaf_67\patches\82d_sub_ca.paa"};
for a S & S insignia but it just won't show up in game.
insignia is special thing
Ok, so I can't apply the concept from this page then?
https://community.bistudio.com/wiki/Arma_3:_Unit_Insignia#Objects
where are you starting and what is your end goal? ... you can drop a unit in from Eden and select an insignia under Attributes -> Identity ... assuming the Insignia is defined in the Mission Configs ... the stuff about adding hidden sections to cfgvehicles would only apply if you're adding new modded stuff that doesn't already ahve them (the vanilla assets should already be setup)... if you want to add your own insignia you need to add CfgUnitInsignia into Config.cpp and Description.ext. as it says ... if you don't want to set them in the editor use the script command wherever you're creating the unit or put [your_unit_object, "BI"] call BIS_fnc_setUnitInsignia where "BI" is the name the Config or to set insignia for all units on a side run this when the mission starts
// Define the side
_side = west; // Use "west" for BLUFOR, "east" for OPFOR, "independent" for Independent, "civilian" for Civilian
// Loop through all units on the side
{
// Set the unit insignia
[_x, "BI"] call BIS_fnc_setUnitInsignia;
} forEach allUnits select {_x side == _side};
Creating something similar to the Western Sahara CDLC where the units already have insignia on them. Ex: Placing them down in the editor will have the insignia on them already.
Its not adding them when creating a mission. I'm creating a custom faction
making a new faction config for existing assets (are they already setup for insignia?) or adding your own new assets?
if the former try setting all three textures, assuming your Units are setup like this:
hiddenSelections[] = {"camo1","camo2","insignia"};
hiddenSelectionsTextures[] = {"\lxws\characters_f_lxws\data\clothes\UN_Soldier_Camo_F_1_co.paa","\lxws\characters_f_lxws\data\clothes\UN_Soldier_Camo_F_2_co.paa","\lxWS\data_f_lxws\img\insignia\UN_ca.paa"};
Well, As I said earlier, I was using the S & S assets from the workshop, so I'm pretty sure it's set up already. With hidden selections, I guess I still don't understand what "camo1" and "camo2" are. Am I supposed to put the texture of the uniform there?
ah gotcha sorry i though you were just referring to the S&S patch, didn't think of the unit itself... and yes as far as I understand it, camo1 and camo2 of a basic unit would be their uniform textures .. but I got that one from WS by dropping a unit in the editor and then using Config Viewer, woud suggest doing the same with your unit, they may have more/less camo slots idk
seems way overly complicated for changing a patch but this is arma afterall haha
yeah lol, ok thanks
For debriefings, can you somehow newline in the description field? is that just a <br /> situation?
IIRC Debriefing supports Structured Text? I don't think is a config related tho
https://community.bistudio.com/wiki/Structured_Text
Nice
It hates if you try to multiline it tho
but that's a small price to pay for froggy chair
Huh, how does it look?
just a config parse warning
like as the mission loads
oh and it takes <t> tags too
nice nice nice
How actually did you wrote in config?
class CfgDebriefing
{
class End1
{
title = "Team Lost";
subtitle = "Catastrophic Reality Disruption";
description = "PRIMARY OBJECTIVE SUCCESSFUL // GREYSTONE SERVERS PLUNDERED <br />EICOM ASSETS NOTIFIED // MAJOR DISRUPTIVE EVENT <br />RECOVERY OF REVENANTS PENDING // <t color='#6262E6'>I CANNOT LOSE THEM AGAIN.</t>";
pictureBackground = "";
picture = "respawn_unknown";
pictureColor[] = { 0.1, 0.1, 1, 1 };
};
class End2
{
title = "Situation Complete";
subtitle = "Anomalous Circumstances Survived";
description = "";
pictureBackground = "";
picture = "KIA";
pictureColor[] = { 0.6, 0.1, 0.1, 1 };
};
};```
wanna see it working?
Which line it says is wrong?
oh it's
if there's a return
in SQF you can hit return and it won't complain
it'll just pick up on the next line
like sqf fakeArray = [ "FOO", "BAR", "BINGUS" ];
is fine in sqf
but in description.ext it'll yell at you
Yeah AFAIK config doesn't like it
anyway here I'm working on this being fully MP-compatible :)
Or no, sorry, it shouldn't
I need help with the hitpoints in my config. Let's say my mortar has wheel and I want them to disappear upon taking enough damage. The hitpoint selection is called "WheelL" and the actual skeleton part is called "LWheel". Hitpoints class :
class HitLTrack: HitLTrack{armor = 0.25;passThrough=0;material = -1;name = "WheelL";visual = "LWheel";radius = 0.1;}; Model config: class WheelsL_destruct{type="hide";selection="LWheel";source="HitLTrack";minValue = 0;maxValue = 1;hidevalue = 0.9;}; Do I need an animation sources entry as well? Also, I have hitpoints for the barrel, but the damage textures don't get applied to anything. Turret class: class HitTurret: HitTurret{armor = 1;material = -1;name = "Gun";visual = "HellCannon1";passThrough = 1;radius = 0.1;};
Anything related to the topic would be good.
Yes, you need an animation source
{
class HitLTrack
{
source = "Hit";
hitpoint = "HitLTrack";
raw = 1;
};
};```
You also need a bone in the model.cfg skeleton for "LWheel".
For the damage texture, apply a selection called "HellCannon1" to the barrel in the res LOD's, and add "HellCannon1" to the model.cfg sections[]
Hello arma3_config_makers, I've created War Lords custom asset config, but I don't know how to use it in the War Lords scenario I've crafted, can anyone help me?
What have you made for *Warlords?
Well, in the Eden Editor I made a custom scenario using all the WL modules, and then I made a config file for use in the Asset List field of the WL Init.
Yes exactly, one of those!
This is not for init or anywhere else but as the guide says description.ext
Ah, I'm sorry I'm new to all this so I get confused pretty easily
You can always ask anything related to these channels, but you also want to read the guide very carefully :>
Ha, I really thought I did! I seemed to have gotten everything else working besides that
Eventually the guide will lead you anywhere
I'll take a second crack at it starting from the parameters! Thanks for the tip!
gl 👍
I think I'm back on track, but the part that I want to make sure I get right, and the guide doesn't explicitly state, is that when I'm adding things like a blacklist and custom asset list to the description it says "Use this syntax in your scenario's description.ext" and doesn't give any guidance on where exactly to put them relative to the Params class that it had me just copy and paste. I'm 100% new to programming so I'm not sure where to put these changes so that they'll have effect.
I guess what I mean to ask more directly is, does the class CfgWLRequisitionPresets go nested in Params or seperate of it?
It should be in the root of description.ext
Root, which I mean - not nested by a class
Got it, thank you
I'm trying to learn programming and all the lingo at the same time trying to make a scenario for Arma so it's a lot all at once lol I appreciate the help
Anytime. We're all here to try whatever you want. I mean, if we can
I keep receiving this error, but I can't seem to find it in any of the configs I've edited or in the configs the guide provided. It seems to wipe my entire Asset list once in game so neither faction can request anything.
It is a script error not config error - which means your config makes the script failed
Can't really say which is your faulty move or something since I don't really know what really you've done, but you can try to narrow down by deleting what you've done one by one or such
Well the only thing I would have changed from what the guide gave me was the asset list so I guess that means I have to go through it line by line to find something I might have messed up
Or, you can probably share your current config too
Can I just click and drag it here?
Is it starting to do it after adding CfgWLRequisitionPresets?
I'm not sure, the only error messages I get are in the Arma 3 Eden Editor and it doesn't give me more than what that small window displays. I don't know how to run the file outside of the Eden Editor
As far as I can see line 896 missed a semicolon but not sure if it does it
Oh, and don't forget that
Description.ext only saved/loaded/reset when you save the mission in Eden Editor
Ah got it, I'll shut everything down, add the semi colon and see what happens.
Alright, edited 896 and saved I'll see if its any different now
Ah same error message as before unfortunately.
Then start to narrow down which part causes it. Like removing a class and see if it works
Thanks for the tip I'll start digging line by line and see what comes u
up!
AH. I'm such an idiot
I figured it out
The guide specifically states to use ['MyWLAssetList'] as the name of the asset list
And I have no idea why but I cut the [' '] from MyWLAssetList
@wintry tartan Thanks so much for the patience and help, I really appreciate it!
quick question. I'm making a simple retexture mod and I'm having trouble understanding filepaths in config files. Example, I have a texture's filepath in the config as:
"\A3_Aegis_ODE\Armor_F_Aegis_OD\AFV_Wheeled_01\Data\AFV_Wheeled_01_EXT1_green_CO.paa"
The filepath for my mod is this:
@A3_Aegis_ODE\Addons\armor_f_aegis_od.pbo
However whenever I try this the texture (or any of the textures I have) cannot be found
filepaths in config have to match what gets packed into the pbo
The filenames match if that's what you mean?
folder structure must also match
inside the pbo and the config
path to PBO is meaningless
whats inside the pbo it what matters
Gotcha. I removed the A3_Aegis_ODE part of the path and it's working now, thanks
The artillery computer needs 45-90 degrees of elevation in order to properly work correct?
You mean minimum 45?
If the max elevation is less than 90 degrees then it'll give you a minimum range.
Yes, so it needs to be between 45 and 90?
Nah even that is a luxury rn. I only have 44.5-52 and making 100 different firing modes for different artillery charges doesn't sound appealing...
I assumed min 45 with my reverse-engineered artillery range calc. 45 does reliably give you the longest range because Arma artillery shells don't have air resistance.
@rose haven looks like you need a pbo prefix file
Thank you @pallid sierra, I've added the file attribute now and it works nicely.
This is how it looks now in case anybody is interested
I also managed to sign and publish it on the workshop for my unit to use now 🎉
requiredAddons[] = {}; should have something if you don't want to break anything. Fortunately not this time though
What should I put in the requiredAddons if no addons are required?
Check the pinned
Ye
I suppose it does require Arma 
Which means, your config will be loaded after every vanilla config
It does not override anything so it shouldn't matter too much, but I'ma update it
This is a very good habit to have
And I've just updated it so the post has SPE44 too
Thanks, I'm very interested in making sure everything is according to conventions
I've made a custom artillery unit based off a vanilla asset, but it doesn't want to fire when given a fire mission waypoint. It's an unmanned turret.
Ammo:
class B47_WZ_R_Seraph: Sh_155mm_AMOS{
author = "brendob47";
//effectsMissile = "missile2";
effectFly = "FX_Missile_AA";
effectsMissile = "FX_Missile_AA";
explosionEffects = "AAMissileExplosion";
model = "\A3\Weapons_F_Jets\Ammo\Missile_SAM_01_fly_F.p3d";
//HEAT-MP 105 penetrator warhead
hit = 450;
caliber = 28.6667;
indirectHit = 85;
indirectHitRange = 10;
muzzleEffect = "B01_fnc_effectFiredJetMissile";
warheadName = "HEAT";//HE
};```
Magazine:
```c++
class B47_WZ_Seraph_21Rnd: 12Rnd_230mm_rockets{
author = "brendob47";
ammo = "B47_WZ_R_Seraph";//R_230mm_HE
displayName = "Seraph Rocket";
displayNameMFDFormat = "SERAPH";
displayNameShort = "Seraph";
count = 21;
};```
Weapon:
```c++
class B47_WZ_Seraph: rockets_230mm_GAT{
author = "brendob47";
displayName = "Seraph Launcher";
magazines[] = {"B47_WZ_Seraph_21Rnd"};
magazineReloadTime = 300;
/*artillery fire modes that are basically just edits of the vanilla rocket arty to have the righth numbers*/
};```
Vehicle:
```c++
class B47_WZ_Mk49_Seraph_base: B47_WZ_Mk49_base2{
//some trimmed stuff
displayName = "Mk49 Seraph MRL";
crew = "B_UAV_AI";
typicalCargo[] = {"B_UAV_AI"};
threat[] = {0.6,0.6,0.1};
artilleryScanner = 1;
class Turrets: Turrets{
class MainTurret: MainTurret{
maxElev = 85;
magazines[] = {"B47_WZ_Seraph_21Rnd"};
weapons[] = {"B47_WZ_Seraph"};
};
};
class AnimationSources{/*trimmed*/};
class TextureSources{/*trimmed*/};
};```
Artillery mode works when player controlled, but won't follow a Fire Mission waypoint.
Is it possible via configs to make a players backpack stay visible inside of a vehicle?
No
Darn. So its not animation related or vehicle related?
Vehicle
Is there a more efficient way than config eventHandler init to make a unit always use its laser (without in-mission scripting)?
Do you have available for support {"Artillery"} ?
Also you need evelationmode = 3;
Might be the elevationmode. Will try when I get back to PC
In MainTurret
Fixed, thanks.
Is there any way to block the destruction of a building class in config? I'm thinking bridges.
you mean that you cant destroy a house?
I mean I don't want bridges to get accidentally destroyed.
Geometry LOD
Property
damage no
I guess that's no then? I need a config method.
is it a bridge of a mod or vanilla?
The one I'm staring at right now is vanilla but I think there are similar issues with CUP.
vanilla bridges should not be destroyable, not sure if CUP has done it similar
It's Land_Bridge_Concrete_PathLod_F. It's definitely destroyable.
I think they're used on Tanoa although this is Isla Duala.
ah wait, might be mixing up objects.
other solution is you find out its ID and make a init.sqf in your mission and make ID number allowdamage false
there is a option to show MAP ID's, used it once in Arma 3 for sure, and i know its possible to use its ID for triggers
old trick in older games like OFP to toggle out Lamps
or
Open Debug Console and type in execute field:
do3DENAction "ToggleMapIDs";
and press local exec to toggle IDs on or off
Had the wrong object anyway. Not sure what that one was but it wasn't the bridge object. Real one is Land_ibr_mostd_bez_lamp
has a fairly obvious destrType property so I'll try changing that.
sighs
Turns out these bridges are impassable to AI anyway so this map was a waste of time :/
most bridge models may be made wrong Im afraid
Is that fixable by reworking the model or is that failure just embedded into that map?
Is it an error in the pathing LOD or something? Or what makes the bridges impassable?
inb4 no pathing lod at all
AI-friendly bridges seems important. At worst, a mission-maker/zeus could hide the map bridge and replace with a properly-made model
Yeah that was my first guess
I always take care for my stuff to make AI compatible. A lot mod devs dont care sadly
There could be a lot missed for bridges
In 3D model
class road property, memory points, wrong geometry / phys
In config if i got it right in mind, simulation road
I did a lot bridges, platforms, even bridges with tunnels inside the bridge for infantry and all AI compatible 🙄
also bridge object needs to be made in front-back direction so the driving pathing is correct. it cant be sideways
and bridge parts have to be all placed pointing same direction so their lanes dont get mixed up in between
even curving bridges are possible when done right
is there any documentation around nvm forgot to look at the cfgpatches page lmaoskipWhenMissingDependencies for CfgPatches yet? Cannot seem to find any
what does ace_nightvision_bluRadius do?
Is there a way to "hide" a crew when in a vehicle/turret so he can't get hit by projectiles? Having an issue where a super armored tank doesn't break, but the crew easily gets killed by like two 40mm autocannon rounds.
Maybe https://community.bistudio.com/wiki/Config_Properties_Megalist#crewExplosionProtection can help. Or not.
Can any of y'all think of a way to make a "blank" launcher ammo? What settings should I overwrite from, say, class RocketBase, to do so?
my poor mans way would be to delete the model, effectsMissile, crater effects, hit, caliber, indirecthit, all that jazz from the ammo config
My gun originally thought it was a hat:
Then a suicide vest:
But I got it now. I'd forgotten indirecthit
so, im having fun XD
What is it?
Looks like a UAV jammer.
That's what it is.
I've got a rifle version working, just fine-tuning a launcher version.
I may have missed it but have you posted your config yet?
Scripts are working too: depending on how good your aim is, drone will be destroyed, or disabled (will either land where it is, or return to operator) or "freeze" for a couple of min where it is, with the operator disconnected for a couple of min.
Not yet. I was mostly looking for advice on what settings to look for to make the launcher version "shoot" blank ammo.
What I currently have:
cfgAmmo
{
class DroneGun_blank_launcher : RocketBase
{
hit = 6;
cost = 0.1;
indirecthit = "0";
triggerTime = 0.001;
simulationStep = 0.001;
soundSetBulletFly[] = {};
soundSetSonicCrack[] = {};
explosive = 0;
explosionEffects = "";
explosionPos = "";
explosionSoundEffects = "";
explosionSoundEffect = "";
explosionType = "";
effectFlare = "";
effectsFire = "";
effectsMissile = "";
effectsSmoke = "";
muzzleEffect = "";
model = "\A3\weapons_f\empty";
soundFly = "";
soundSetExplosion[] = {};
soundHit[] = {};
soundImpact[] = {};
CraterEffects = "";
soundEngine[] = {};
};
};
The working rifle is using the same ammo?
Oh, for rifle, I patterned mine after rhs's blank ammo:
class DroneGun_blank : B_556x45_Ball
{
hit = 6;
cost = 0.1;
submunitionAmmo = "DroneGun_ammo_blank";
submunitionDirectionType = "SubmunitionModelDirection";
triggerTime = 0.001;
simulationStep = 0.001;
soundSetBulletFly[] = {};
soundSetSonicCrack[] = {};
};
class DroneGun_ammo_blank : B_556x45_Ball
{
hit = 0;
timeToLive = 0.01;
simulationStep = 0.01;
model = "\A3\weapons_f\empty";
};
Not really sure why RHS has submunition, and then a blank submunition, but it works so
Once I get a "blank" launcher ammo I'm happy with, I'll be publishing this on Workshop, so you'll be able to see whole thing.
Why do you need DroneGun_blank to have a hit?
How is the DroneGun working exactly?
I figured it'd run a script onFired.
For the rifle version (DroneGun_blank/DroneGun_ammo_blank), I straight-up just based it off RHS's blank ammo. They had a hit = 6, didn't seem to hurt, so I just left it like that.
But does it kill drones?
But yes, I've added a "fired" EH for CAManBase, with an initial weapon check. If it's my DroneGun, it calls scripts.
the scripts handle the effects.
I see.
So, I guess I could have hit = 0 instead of 6 there, but as I said, it seemed to make no difference.
You're not getting any errors with DroneGun_blank_launcher?
I can't see anything jumping out at me.
It may be the weapon config.
I think it's mostly fine now. I neutralized the entries that brendob47 recommended above and its mostly fine now.
Cool.
just need to double-check scripts, etc etc and I can publish it. Excited. First mod I do start-to-finish.
🤞 It's raining drones, hallelujah!
ah, only thing I need to remove is backblast effect/damage.
Is there a way to disable a gun emitting light whenever it shoots through config? I'm working on an integrally suppressed gun where the suppressor is part of the model and not an attachment but don't want a muzzle flash light to emit every time it's shot.
I fixed this bug a while ago, but it seems something has caused it to pop back up.
I have an EGLM on this pistol to make it act like a flare gun (as well as the normal firing mode), but the cursor is appearing on the muzzle and not where the gun is aiming.
Changing cameraDir to "UGL look" (from the base UGL_F class) caused the cursor to appear off to the right and below the gun and the camera when aiming down sights to look very off.
class EGLM: UGL_F
{
displayName = "Flare Launcher";
magazines[] =
{
"3Rnd_UGL_FlareWhite_F",
"3Rnd_UGL_FlareRed_F",
"BNA_KC_3Rnd_UGL_FlareBlue"
};
magazineWell[] = {};
cameraDir = "UGL look"; // Was previously "eye"
discreteDistance[] = { 100 }; // Array of ranges
discreteDistanceInitIndex = 0; // Default range index
discreteDistanceCameraPoint[] = { "eye" };
// Muzzle memory points
// Makes the flares shoot as intended
muzzlePos = "Usti hlavne";
muzzleEnd = "Konec hlavne";
};
Pictures
cameraDir = "eye";anddiscreteDistanceCameraPoint[] = { "eye" };cameraDir = "UGL look";anddiscreteDistanceCameraPoint[] = { "eye" };cameraDir = "UGL look";anddiscreteDistanceCameraPoint[] = { "eye" };(Non-ADS'd)
How can I set up my config just in case someone's got ace loaded?
That is: I use a base class for my launcher. If I have ace loaded, then I get a bunch of the ace backblast settings that get added to that base launcher class. How can I set up a check in my config, so that I dont get an error "missing x" if I dont have ace laoded?
Or would I need an "Ace Compat" mod to set those config entries in case ace is loaded?
Are you just adding ace specific properties, or vanilla properties as well?
If you're just adding ace specific stuff, then there shouldn't be any issue with having them in the config. They just won't do anything unless ACE (or technically any mod) went to go look for them
If its just vanilla, then my config is fine.
But, if ace is loaded, then I need my config to have (im guessing, forgot the exact entry name):
ace_backblastrange=0
Then yeah, you can just have it in there
cool, thanks!
i didn't know if this was gonna be the thing to force me to learn how all the #def/#include macros thing work 😛
which I've avoided learning.
I just use 'em mainly for TextureSources (i.e. the garage menu textures) if I'm making multiple vehicles that all use the same textures
They're just like any other tool, use them how they're meant to
I've seen people try to make whole mods (mostly retextures) out of just macros
Anyone able to provide any pointers as to why this is happening? 
it is clearly right there
inb4 hpp is not in "Include" list of Addon Builder (or is in "Exclude" list)
ive never had hpp in the include list and never had this problem
theyre not included when extracting it, same all my other pbos ive used hpps in
i dont have pboprefix i leave that blank
#include functions\script_component.hpp
Then it should work, only add parent folder
did you uncheck "binarize" then? Binarization runs preprocessor and includes whatevers
no, its binarizing 🤷
its in the same folder as them tho
works fine in the config.cpp
wait, binarization only helps config 
yes
Like i said do it like i said
oh hang on
i might be stupid
one moment
XEH_PostInit and preinit are including the scriptcomponent file
guh
thats probably it, my bad
function header extension is automating the includes so forgot to change them 
and i say: if hpp isn't in pbo - i don't think anything can include it at runtime 
i added hpp regardless
will be useful to anyone who extracts the pbos in any case
thank u both
just need to find out if i can run code in the file header extension that checks for XEH in the filename 
the macros still arent expanding though, wtf 
even in function viewer
and running str on the function returns {} whattttt
They usually don't expand in function viewer. You just have to know how they expand. (At least that I've seen, even with ADT)
cba's expand
oh nvm they just typed them straight out tf
functions arent working though and still have the str issue so
Does anyone know how to initalize a script on a unit post-initalization should they equip an item? I want to addaction when the player has a specific item in their inventory but they may not pickup/have the item the whole mission
Use the take event handler
Thanks!
I assume it works similar to other event handlers so I'll take a look at wiki, I appreciate the quick response!
I usually just have a second tab with the macros pulled up for reference
yeah my macros just arent working for some inexplicable reason
Are you trying to add cba things without using cba?
no i have this structure
with just the ones i need -- config is expanding fine and that has #include "macro_function.hpp" which also includes macro_general.hpp with no issues
Do you know if the "take" evh accounts for items equipped through arsenal?
or just taken out of inventories
ace or default arsenal?
we use ACE
looking through the ace scripted event handlers for the arsenal I don't see one that would apply. I would just test out the base game's EH first and see if it fires. just write a generic system chat code to test
ty
ah, game didnt like macro in cfgfunctions classname
i feel this is just set up wrong. if using cba, you should include the whole cba macro file into your root macro file, then you can change the component and stuff after you include that.
// root script_component.hpp
#include "\x\cba\addons\main\script_macros_common.hpp"
#include "\x\cba\addons\xeh\script_xeh.hpp"
#define COMPONENT fieldmanual
#define COMPONENT_BEAUTIFIED FieldManual
im not trying to use cbas macros im using my own
weirdly executing the scripts is fine it just seems to be postinit etc
probably doesnt like having macros in those classes too actually
is the post init even running at all? errors?
side note, you like that minecraft font? i'm finding it hard to read, what does ( vs { vs < look like?
i find it easier to read because medical
({[<>]})
problem was forgetting ## in one of the macros
Use ctrl+shift+c in editor
It copies the preprocessed code to clipboard
Or just copyToClipboard toString my_fnc if it's already created by the game
dw i thought they were meant to expand when re-extracted/viewed in functions viewer
we chillin now
can I add an item to a config array that exists in a parent class after inherit? or do I have to redefine the whole array?
uhm, is it changed already to support inherited arrays?
because it sure wasn't half a year ago, but i've seen some talks about changes
Yeah, I used it for adding grenade muzzles
class GrenadeLauncher;
class Throw: GrenadeLauncher
{
muzzles[] += { "BNA_KC_DroidPopper_Muzzle", "BNA_KC_BactaBomb_Muzzle" };
class BNA_KC_DroidPopper_Muzzle: ThrowMuzzle
{
displayName = "[KC] Droid Popper";
magazines[] = { "BNA_KC_Grenade_DroidPopper" };
};
class BNA_KC_BactaBomb_Muzzle: ThrowMuzzle
{
displayName = "[KC] Bacta Grenade";
magazines[] = { "BNA_KC_Grenade_BactaBomb" };
};
};
exists in a parent class after inherit
I'm trying to get a targeting camera/turret to do the vanilla toggle between locking on to the ground / targets and being free thing, but I can't get it to do anything but locking onto only the ground.
class Throw;
class Meme_throw: Throw {
muzzles += {"Meme_Muzzle"};
};``` is how i understand the question
pretty sure it was
i used with aceax
yup looks like someArray[] += {"YourValue"}; works even in the scenario I'm using it in
Actually, I lied...
it should contain the whole part from image 1 + the "test" from image 2
class Whatever
{
class TestMain
{
arguments[] = {"1", "2", "3"};
};
class TestClone: TestMain
{
arguments[] += {"4"};
};
};
does not work, test clone will just have {"4"}
#arma3_feedback_tracker message may work on perf/prof or dev, though
god, do i love consistency
hmmmm I'm having a bit of trouble. I'm sure it's something silly, BUT:
I need an isSelected anim to offset my model when it's equipped, otherwise model is funny when in the back. However, no matter what I try, I can't get it to move the model in the other X direction.
here's my config within CfGModels, class, classanimations. I get the same result no matter if I put in offset1 = ".5" or "-.5"
class offset_when_equipped
{
type = "translationX";
source = "isSelected";
sourceAddress = "clamp";
axis = "";
selection = "camo1";
minValue = "0";
maxValue = ".5";
offset0 = "0";
offset1 = ".5";
};
I need the offset to move gun forward, not back:
translationX takes the value and ignores offsets. Change minValue/maxValue and the value you feed to animate 
by value you mean the distance between the two axis mem points?
i mean ```
class MUH_anim
{
type="translationX";
minValue = "-5"; // negative axis direction in meters
maxValue = "5"; // positive axis direction in meters
and `_obj animate ["MUH_anim", -3]; // move the selection -3 meters away from neutral`
now that i think about it, it's likely to not work with source="isSelected"; as it likely only outputs 0 or 1
yeah, im running into that trouble. In the axis memory points, I set them up so they're 1m apart on the x axis.
Then, i want the "isSelected" anim to move the gun "forward" along the x axis (I think it's negative direction?) But no matter how I change the values, I only seem to be able to move the gun in the opposite X direction of what I want.
moving what i've sent in DMs out for further reference:
in my (limited) testing translationY animation type with user source took the value passed by user directly as direct offset in meters
and for weapons X is pointing towards the stock, so isSelected returns 1, weapons get shifted back 🤷♂️
so defining an axis with proper direction, changing the animation type to straight translation and linking it to axis should be the most sane course of action
apparently some shenanigans in config.cpp may be performed, but i'd consider that the less (or least) sane option
Hmmm how exactly do I define direction? I'ev got two memory points along the same line, just offset along x axis, as my translation axis. Unless that's what you mean by "proper direction".
two points define a line. Their order defines direction on that line 
Yeah okay. Just wanted to make sure I understood. I'm feeling particularly dumb today XD
tbh, i wouldn't consider this corner of arma modding very logical or well-documented
Yeah. When using translationX, I couldn't really have minValue as a higher number than maxValue. So, since I needed to move my model in the negative X direction, i couldn't manage to do it.
yes translationX /Y dont use axis memorypoints and have default length of 1 unit of offset = 1 meter
plain "translation" uses axis memorypoints and length of 1 unit of offset is distance between axis points
offset0 would be 0 and offset1 would be -123
or if you need sarting offset offset0 can be -42 and offset1 can be 50
it seems to totally ignore the offsets, though?
should not
but also depends on animation source what min and max values can be
most engine sources run between 0 and 1 min/max
and some backwards from 1 to 0
dont ask me why
with hpp class meme { type="translationX"; source="user"; selection="bolt"; minValue=-2; maxValue=1; offset0=-3; offset1=5; };
typically one needs min/max be just 0 and 1 for simplicitys sake
you cant animate bolt with user action
and min max values cant be like this
offsets do nothing, distances are 1 meter back, 2 meters front 
you cant access weapon animations through scripting/user actions
as weapon has no entity scripting commands can target
Bit of a separate question now.
Can I have multiple selections written in as part of one animation?
Or would it be better to just have the exact same anim, just different selection in each?
multiple animations can target single bone
mutlitple bones in this case can not control single mesh
I mean the inverse. Can the same animation animate multiple bones? Or should I have one anim per bone?
(if I want them to have the same translation)
if multiple bones are used, then they need to be chained in modelcfg skeleton config
and the mesh that moves is weighted to the last bone in the chain
no
since animation only animates single selection
got it, thanks.
bones can be chained though
so animation that moves first bone will also move the rest
since the rest in the chain are connected to the first bone
then third bone can be animated separately at different time and it will move its own selection and all that are parented to it
and so on
if things are meant to move together and later have separate moves but still follow the first animation then they are typically chained in parent/child chain
(and then the axis of one animation can be part of selection and get animated by another anim as well... see door handles)
like door and door handle
its boneception
animating door moves the handle with the door
but animating the handle animates only it
nice okay. Gonna test, thanks!
literally this, except you need to write everything in text 🙃 https://raw.githubusercontent.com/Pauan/blender-rigid-body-bones/master/Simple.gif
ah trebuche
Thanks for the help, @ashen chasm and Goat (already tagged you elsewhere). Anim offset was last thing I needed for 1.0
Mod is live on workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3018212379&searchtext=
cuz uhhh.... oops XD
Pretty nice. Such concept is always nice
Pretty shame Contact did not implement such in Engine
Is why I wanted to do it. Crows' EW mod also has some drone jammer stuff.
But, as far as I can tell, all it does is disconnect operator from UAV.
My mod tries to do more: it can completely disable, or force it to land (where it's recoverable by enemy) or force it to return to operator.
I also try and distinguish between mil-grade and commercial drones, making the former more resistant to jamming
Coolio. Concept itself is very, very interesting to have. Enjoyable or useful are other issues though, I hope it is
Same, I hope so too XD
Since its my first mod, if you have the time to test, id love feedback. But no worries if not.
Yeah, even a lot of vanilla things are broken at that point - but it is there, just because cool...
ooh another EW mod ill need to make my own compatible with 
I am here now
I am working on editing an existing config to attach a vehicle to an aircraft. However I am trying to duplicate the script.
I can get the attach to effects to work but I can’t get them to release. I can’t post config till later
hey guys
does anyone know if the material property in hitpoints config does anything? or is it deprecated?
https://community.bistudio.com/wiki/Arma_3:_Jets_Hitpoint_Configuration
threre is material = -1 and I've found other values in the game config but couldn't figure out what they do
there's also this BIS thread but they didn't come to any useful conclusion:
https://forums.bohemia.net/forums/topic/118468-class-hitpoints-explained/
depends what you mean by attach. if it's just aesthetic you can use a proxy
if the vehicle is supposed to be useful, you should either use ViV (vehicle-in-vehicle), or use the attachTo command (not recommended)
Well it attached the vehicles as needed
but when I detach them
it only drops 1 of the two vehicles
i’ve tried to make sure my class names don’t class
but I’m missing something I think
well I guess we're gonna need to see the config then
I can’t post it in a past bin atm
i’ll post it later since I can’t put files here
I can DM you if you want
you can DM it and I'll put it here
I've been working on a mortar for a bit and I wanted to remove the vanilla "Disassemble" action because I'm using ACE's system. So I added delete assembleInfo; to my class but the action is still there. Probably for the exact reason it states on the wiki, although nothing inherits from my mortar's class.
"Classes from which other classes derive cannot be deleted unless the child classes are deleted first."
- Source
So instead, I just emptied the class with class assembleInfo {};, but that gives some errors in the .rpt file because the class is obviously still there, but there's no data to use.
11:50:11 Warning Message: No entry 'bin\config.bin/CfgVehicles/BNA_KC_Deployable_M190/assembleInfo.primary'.
11:50:11 Warning Message: '/' is not a value
11:50:11 Warning Message: No entry 'bin\config.bin/CfgVehicles/BNA_KC_Deployable_M190/assembleInfo.base'.
11:50:11 Warning Message: No entry 'bin\config.bin/CfgVehicles/BNA_KC_Deployable_M190/assembleInfo.assembleTo'.
11:50:11 Warning Message: '/' is not a value
11:50:11 Warning Message: No entry 'bin\config.bin/CfgVehicles/BNA_KC_Deployable_M190/assembleInfo.displayName'.
11:50:11 Warning Message: '/' is not a value
11:50:11 Warning Message: No entry 'bin\config.bin/CfgVehicles/BNA_KC_Deployable_M190/assembleInfo.dissasembleTo'.
So my question is, what's a better way to go about remove the disassemble action?
Preferably without spitting a bunch of warnings/errors out.
I've added an object attribute with Cfg3DEN, but I only want the attribute to show up for units, how can I do that?
Looking at Rank or UnitPos it doesn't really give me a clear answer.
Edit: You can do this by adding condition = "objectBrain"; to the attribute.
How would I have something in a config.cpp that's basically "If CUP is loaded, include this, otherwise include this one"
__has_include__ or skipWhenMissingDependencies after 2.14
is there an ELSE for has_include?
#if __has_include__("path")
//config
#else
//config
#endif```
refer to preprocessor part of biki
thanks
And you think it's wrong or what?
it tells you whats wrong in the text
"cannot include file" probably means "cannot find the file where you said it was".
It's okay I sorted it out lmao
I wasn't aware that you didn't need to double up on #include files if it's in another PBO specified in CfgPatches
I was glossing over this because I am blind >_<
@hearty sandal and @chilly tulip thanks anyway :D
Actually @hearty sandal I am having more issue now.
I have sensors.hpp as part of a seperated PBO called ADF_Core
I want that to be #included in my Apache config
What is the correct pathing to reference a .hpp that is in another PBO, both within Addons folder?
Everything I try keeps giving me that incorrect pathing
You need that file in P Drive, nowhere else
Can you please elaborate? My project is in the following directory
P:\ADF Recut\ADFRECUT-GIT\Addons\ADF_Air\adfrc_apache
It is output to P:\ADF Recut\pboProject\addons
I am only packing to put into my local test version
The path to the sensors.hpp is in P:\ADF Recut\ADFRECUT-GIT\Addons\ADF_Core
This is my issue isn't it? All of these files are technically on the same drive but under the wrong letter...
It is very strange to have addons in the path though, is it in P:\ADF Recut\ADFRECUT-GIT\Addons\ADF_Air\adfrc_apoache\ADF_Code\basicDefines_A3.hpp?
Also having white space is very strange too
Is it better to have it moved to a folder like P:\@ADFRECUT\Addons\ADF_Air\adfrc_apache\config.cpp?
Since I don't really know what is the intention there, cannot really say
Would you have 5 minutes to help me in VC instead?