#arma3_config

1 messages · Page 16 of 1

chilly tulip
#
    class StaticMortar;
    class Mortar_01_base_F: StaticMortar
    {
        class assembleInfo;
    };
    class B_Mortar_01_F: Mortar_01_base_F {};
    class JJ_Mortar_Test2: B_Mortar_01_F
    {
        class assembleInfo : assembleInfo {
            dissasembleTo[] = {};
        };
    };
wintry fox
#

Working on moving my custom weapons from a sub-addon in another mod to their own pbo, moved all the sounds, configs, etc. and no issues when re-packing and testing. When checking one of the weapons in the config viewer though, it still said the class is defined in the old sub-addon name.

Checked the old pbo and none of the weapons were removed, so I'm guessing it was just some weird thing with addon builder?

#

Deleted the pbo and rebuilt, but the weapons were still packed in the old pbo

chilly tulip
#

Addon builder fails at clearing out its temp folders IME

#

Says it does it, doesn't.

wintry fox
#

Do I need to just clear the temp folder myself?

chilly tulip
#

That's what I do.

wintry fox
#

Is it just a bug that won't get fixed?
Shouldn't be too hard to just delete a folder

#

I'll just add another bat file to my build process to manually clear the cache

boreal heron
#

Alright so this is dumb. When I binarize my mod, I end up getting issues like this

17:47:10 Warning Message: Script sp_player\functions\init\fn_startSPP.sqf not found

This is an example of my CfgFunctions for that error

    class sp_playerinit {
        file = "sp_player\functions\init";
        class startSPP {
                postInit = 1;
            };
    };

If I don't binarize, there's no problem..

ebon pivot
#

where is it located in the files

boreal heron
wintry fox
#

Do you have .sqf files excluded from being binarized?

boreal heron
#

Nope

wintry fox
#

That'd be why

boreal heron
#

wait really... Shouldn't they be bin' to reduce size?

ebon pivot
#

no

boreal heron
#

ffff

#

ok

ebon pivot
#

binarising is for load times

#

its looking for .sqf and you have .bin

boreal heron
#

so If I cfgconvert it first?

wintry fox
#

If you just add *.sqf to the list of files to copy then you'll be good

wintry fox
boreal heron
#

build the mission with as few external dependenices active as possible? 😄

wintry fox
#

It's my own mod, was doing some re-organizing

#

Wanting to make sure I don't break other people's mission files

boreal heron
#

Either deprecate it, (leave it active without any actual use) or create a new mod with teh new method

wintry fox
#

Either deprecate it, (leave it active without any actual use)
That's why I was making a blank CfgPatches with the old name, but it still gave an error saying content was missing

#

It was because I forgot to pack the "legacy" pbo I made meowfacepalm

wintry fox
#

22:19:35 Warning: Thermal vision mode defined, but modes not. WeaponType: BNA_KC_HI12
I added thermals to a scope, and while the warning is pretty clear on what is missing, I'm not sure what it means by "modes not [defined]"

wintry fox
#

Oh I was thinking modes for something else, that makes sense, duh

wintry fox
#

What property changes the terrain debris that gets sent up when exploding?

#

Looks like it might be setting CraterEffects = "NoCrater";, will try that

wintry fox
#

It seems like CraterEffects is what determines it, but if I set it to "NoCater" like I saw other ammo types using, it gives an error saying that it doesn't exist

#

Just setting it to "" works though

ashen chasm
#

NoCater should error alright 🤣

wintry fox
#

Although it looks like it might've just been a typo when I put it in Discord, Ctrl-Z'd a couple times in my editor and it was spelled correctly

wintry fox
#

Any idea why I might be suddenly getting 10:00:04 Warning Message: Error: creating magazine 12thFleet_Mag_StunLong with scope=private after moving a magazine config to another (sub)addon?

nimble sequoia
wintry fox
#

Neither my class or the magazine I was inheriting from use macros
I guess it was some sort of error when moving a large portion of old configs, I saved a copy of my changes and started re-doing it part by part and there's no longer an error

mighty urchin
#

Is there an easy way how to get the names of classes of all terrain props, namely the grass. Like maybe through the config viewer or by exporting some of the Arma files?

chilly tulip
#

A lot of terrain objects don't have a class.

mighty urchin
#

I have looked into GC's LowGrass addon cfg file, this is what I found, but I have no idea, where they got all the names and classes.

class CfgWorlds
{
    class DefaultWorld;
    class CAWorld: DefaultWorld
    {
        class DefaultClutter;
        class Clutter
        {
            class StrGrassGreenGroup : DefaultClutter
            {
                scaleMin = SCALE_MULT * 0.69999999;
                scaleMax = SCALE_MULT * 1;
            };
... ... ...

regal gate
hearty sandal
#

indicence it is

#

setdammage = 1

regal gate
chilly tulip
#

How obvious would it be if the engine was looking for something different and literally every plane config was wrong? :P

regal gate
#

that would be incident

wintry fox
#

Would certainly be an Arma™️ moment

winged plover
wintry tartan
#

You have wrong config

#

IIRC InventoryItem_Base_F doesn't exist in CfgGlasses after all

winged plover
#

this is the cfg

wintry tartan
#

Literally. delete InventoryItem_Base_F through headgearitem and should be fine

winged plover
#

oh lol

#

ty

#

will test

winged plover
#

worked ty

toxic solar
#

is there a wiki page for class damage ? was not able to find one

#

my question is what controls when the damage.rvmat is applied?

wintry tartan
#

mat[] should like an array with three parts

  1. Model rvmat
  2. Dam (damage > 0.5) mat that should overwrite the corresponded mat in 1
  3. Destroyed (dam = 1) mat, works like 2

And as many as you want , tex[] does similar too

nimble sequoia
wintry tartan
#

This too

toxic solar
#

Okay cool

#

Dang someone should make a biki for that 🙂

toxic solar
winter rain
#

Just try out

wintry fox
#

Inheritance for magazine wells is still not supported correct?

wintry tartan
#

Not correct how?

wintry fox
#

Says on the wiki that inheritance for magazine wells isn't supported

toxic solar
#

I did experience that recently I believe

wintry tartan
#

Which article?

wintry fox
wintry tartan
#

Well let's run a test after I'm back

vast tartan
#

How do you make the actual size of a light source smaller?

hearty sandal
vast tartan
#

The circle, I basically want it to be small, and red, I'm using it as an effect

#

Like 1/8th it's current size

graceful tree
#

MOVED

wintry tartan
#

Are you sure you're on the correct channel? This does seem to be a scripting question

graceful tree
#

It might be. My apologies. Fried brain

tough iris
#

Hello,
Is there a way to scale the compass in the foreground (on the map) a little larger? I've already played around with the values in the profile under Class Compass but somehow it doesn't work. Thanks for infos

ebon pivot
#

double click it

tough iris
grave steppe
#

Anyone here got any experience adding ACE Actions to Buildings, Both editor placed ones and also ones built into a terrain. Trying to get actions on some of my custom buildings but nothing seems to show up on any of the position/selection points. Is there something I am missing?

wintry fox
#

You can check out the Interaction Menu Framework for the actual configs, but it's not too hard besides that.

It's pretty much just:

class YourObject
{
    class ACE_Actions
    {
        class ACE_MainActions
        {
            class YourAction
            {
                condition = "";
                statement = "";
            };
        };
    };
};
grave steppe
#

Yeah I tried that but for whatever reason I cannot get it working on Buildings. I am trying to get it to spawn on a memory point in the object itself but for the life of me can't figure out why it isn't working

#
class B350_M_Wall_1_2mWall_Place
                    {
                        displayName = "Place Wall Piece";
                        position = "M_Wall_1";
                        distance = 4.0;
                        condition = "";
                        statement = "[_this,'Sign_Arrow_F',1] call B350_fnc_KillhouseModular_M_Place";
                    };
                };
            };
wintry fox
#

condition should be "true"

grave steppe
#

Will check it out

grave steppe
#

Still not working

#

No clue why

class ACE_Actions
        {
            class ACE_MainActions
            {
                class B350_M_Wall_1_2mWall_Place
                {
                    displayName = "Place Wall Piece";
                    selection = "M_Wall_1";
                    distance = 4.0;
                    condition = "true";
                    statement = "[_this,'Sign_Arrow_F',1] call B350_fnc_KillhouseModular_M_Place";
                };
            };
        };
wintry fox
#

Have you tried with another object as well?
Could be that the object doesn't work with CBA's extended event handlers

grave steppe
#

It's a custom building, what can I do to make it compatible?

wintry fox
#

Check if there's a (don't remember the exact class name) CBA_Extended_EventHandlers in Object >> EventHandlers in the config viewer

#

If there's no class there, then you can make a class with that same name and inherit from the CBA_Extended_EventHandlers_base; class

grave steppe
#

@wintry fox Still not working, unless the inheritance here is wrong

class Land_Building_C: House_F
    {
        scope = 2;
        displayName = "Building C";

        model = "\Objects_3\Building_C.p3d";
        class EventHandlers
        {
            class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers{};
        };
wintry fox
#

Should be CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base

grave steppe
#
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base{};

Like this then?

wintry fox
#

Yeah

grave steppe
#

Unfortunatley still didn't work.
Another question.

I have an init script I have tried to put in the Buildings init EH in the config like so:

class EventHandlers {
            init = "_this call B350_fnc_KillhouseModular_Init";
        };

but it doesn't appear to do anything to the building, now the function itself works when added through the editor init, so the function should work

for "_i" from 1 to 215 do 
{
    private _memPointMNumber = format ["M_Wall_%1",_i];
    private _varName = format ["HasKillhousePieceVar_%1",_i];

    _helperObject = createVehicle ["Sign_Arrow_F",[0,0,0],[], 0, "can_collide"];
    _helperObject attachTo [_this, [0,0,0],_memPointMNumber];
};

Any idea why the init doesn't appear to work in the config

nimble sequoia
grave steppe
hearty sandal
#

are the signs even created

grave steppe
#

Yes

#

On the most bottom left part of the map

#

They are just not attaching

hearty sandal
#

did you try the postinit? instead of init

#

as attachto dont work until all things are initialized if I recall right

grave steppe
#

Yes, currently using the PostInit

hearty sandal
#

cant attach X to Y since neirther fully exist yet

grave steppe
#

I get that but it is on PostInit, should I try adding a sleep command before the attach?

nimble sequoia
grave steppe
#

I fixed that part, Used _this select 0;

#

Thanks for the help 😛

nimble sequoia
#

So all working? great

grave steppe
#

Not all working, but onto the next problem lol

graceful plume
#
    class RHS_M2_CROWS_M153;
    class RHS_M2_CROWS_M153_Abrams: RHS_M2_CROWS_M153
    {
        magazines[] += {"rhs_mag_200rnd_127x99_mag_Tracer_Green", "rhs_mag_200rnd_127x99_mag_Tracer_Yellow", "rhs_mag_400rnd_127x99_mag_Tracer_Green", "rhs_mag_400rnd_127x99_mag_Tracer_Yellow"};
    };
    class HMG_M2;
    class RHS_M2_Abrams_Gunner: HMG_M2
    {
        magazines[] += {"rhs_mag_200rnd_127x99_mag_Tracer_Green", "rhs_mag_200rnd_127x99_mag_Tracer_Yellow"};
    };

Why in first class i get only my 4 magazines but in second class i get all original magazines + added by me ? Ingame i mean

ashen chasm
#

because RHS_M2_Abrams_Gunner has magazines[] array of its own and += adds stuff there
and RHS_M2_CROWS_M153_Abrams doesn't have array of its own, so += adds stuff to nothing, resulting with only new contents there blobdoggoshruggoogly

graceful plume
ashen chasm
#

it doesn't have its own magazines. Only inherited. And += doesn't work on inherited blobdoggoshruggoogly

graceful plume
#

oh...that how it works. Alright, Ty

ashen chasm
#

i somehow remember talks about that changing in future release, but don't quote me on that

real flame
#

Can someone dm me and help me out with figuring out where im going wrong with writing my code so that I can use hidden selections to make multiple versions of gear from a single model or if im just going about it all wrong.

hearty sandal
#

to begin with we need to know if this is a custom model you made

#

or a model from some other mod

real flame
#

ive seen this method done in a few mods, for instance tfl does it with their helmets. gold does it with their hats. and i feel like ive personally seen it in another mod. so im trying to learn how to do it in this method so that i can expand out variations without having to make individual p3d files for each variation and making a mods size much bigger than it needs to be.

wintry fox
#

It's easier for people if you just put the actual config (from your .cpp/.hpp file) rather than the whole pbo

#

Is this your pbo file or is it from the mod you're retexturing?

hearty sandal
real flame
hearty sandal
#

its Banned for stealing pretty much everything in it

#

and I doubt their coding skills

real flame
#

oh interesting. had no idea. where did they steal from?

hearty sandal
#

everyone

#

other games, mods

#

you name it, they stole it

#

which leads me to the unfortunate question. what models are you working with exactly

real flame
#

as in the p3d files?

hearty sandal
#

yeah

real flame
#

its from some tacdev thing thats in a huge collection of mods i was given forever ago.

hearty sandal
#

that does not sound like a legit source you can actually use

real flame
#

Im confused, this is not being publicized and is a private mod im not taking any credit for the model, just splicing out a bunch of stuff that we dont need in our unit so our modpack doesnt have bloat. how does free data that was made for the arma community fall into something I cannot use?

hearty sandal
#

our modpack means its not private

#

its used by bunch of people

#

private would be it never leaves your computer

real flame
#

sounds like this isnt the place for me to find the help i need then. thanks

hearty sandal
#

we have 0 tolerance for IP theft

#

so yes

#

if you are into that crap, this isnt the place for you

real flame
#

arma mods are a floating basterdization of lego together gear and assets from all over the place. I have a hard time believing that what Im doing is falling into the realm of "ip theft" and if so my appologies. IMO this is a wierd subject that many in the modding community are constantly chatting about how free data that people made for the community to use is getting used and modders are up in arma about it. very confusing. obviously this is a repeat argument though so ill wave off. thanks again for the info up to this far. no malice meant but ill find my info elsewhere I guess.

hearty sandal
#

its not free data

#

the people who say that try to justify their stealing of it

#

there is right ways to do mods on top of other peoples work

real flame
#

I dont remember the last time I had to pay to download something on the workshop

hearty sandal
#

and wrong way the TFL crew etc people take

real flame
#

so what is the right way

hearty sandal
real flame
#

so that i can start following that

hearty sandal
#

its free in way that you can use it without paying

#

retexturing is done by making a mod that contains a config and new textures and is made so that it runs on top of another mod (requiredAddon) and it uses whatever files form the other mod but does not repackage anything from it

real flame
#

so let me ask you, if i was just retexturing the hat to have a different texture than is that okay?

ebon pivot
#

not if you dont have permission and not if its ripped

hearty sandal
#

if you dont repack anything someone else made yes

#

but if the source "mod" is already made by stolen models then no

real flame
#

but dont you have to repack it with the new textures in it and copy the names of the old textures file names?

hearty sandal
#

no

ashen chasm
#

🍿

hearty sandal
#

that is the shit way

real flame
#

so how do you do it without repacking?

hearty sandal
#

models that are set up with hidden selections can be retextured through config and new files only

#

models that are not set up that way you can not retexture and just got to find something else

ashen chasm
#

does having hidden selections provided count as a implicit permission for config-based retextures?

ebon pivot
#

no

#

theres no such thing as implicit permission

hearty sandal
#

typically mod authors allow it either through their release license or like RHS that they dont usually enforce removal

grand zinc
hearty sandal
grand zinc
#

The forum one is setObjectTExture, so not applicable for gear config retexture

#

Ah no it does actually expain hiddenSelections. but its quite broken

#

Youtube also works but shows a uniform

real flame
#

it seems like there are two sections of the arma community on this subject. Thanks once again and thanks for explaining further vs just making accusations and not helping me understand where im going wrong. much appreciated.

hearty sandal
ebon pivot
#

TFL etc aren't part of the arma community, they're their own beast

hearty sandal
#

deep down they too know they are doing wrong things

ebon pivot
#

not even deep down, they just dont care

real flame
#

eh, hate to say it but what they have done had a huge impact on the arma world. Id say there is a good chunk of units at this point using TFL or something bastardized from TFL. if only rhs and usp could start making stuff that looks good or isnt obsenely bloated maybe TFL wouldnt of gained so much traction. idk. just my two cents worth.

ebon pivot
#

had a huge impact on the arma world
no they havent

#

this is getting away from config anyways

grand zinc
#

I would like if TFL could make stuff that looks good, but they just steal it from COD or other Mods like USP

ebon pivot
#

their stuff doesnt even look good

real flame
shy plinth
#

would someone be able to tell me what is wrong with a config if i sent it to them?

wintry tartan
#

Just send

wintry tartan
#

Just send the file here, that's it

shy plinth
wintry tartan
#

And are you sure you're trying to do this for Arma 3? Import DayZ models into Arma 3?

shy plinth
#

No the name is just DZ the model is a just a ship that my mate wants

wintry tartan
#

I do not think I can trust your explanation

#

Unless it is just a released sample for DayZ Mod it is valid

chilly tulip
#

you're clearly missing a couple of lines anyway

#

at line 16 and at the end.

#

And no forward declaration of HouseNoDestruct

unique hill
#

Is it possible to define a nested array in a .hpp file? Like:

class example {
ordersPossible[] = {
{"assault", {2,3,4}, {0.5,0.66,0.8}},
{"retake", {1,2,3}, {0.3,0.5,0.7}},
{"artillery", {1,2,3}, {0.3,0.45,0.6}},
{"cas", {1,2,2}, {0.2,0.3,0.4}}
};
};

I failed with this.

wintry tartan
#

And failed how?

unique hill
#

Well, this .hpp file causes the mod to break with only this code inside if the file is included in config.cpp

#

Maybe its a syntax problem? How to tell the config that the array contains arrays?^^

wintry tartan
#

Before continue my questions, I need to tell you these:

  1. An #include only does “dumb” copy and paste, it doesn't matter if it is included or not if it is broken
  2. Please post the error too. Code and errors should be told in the same context
  3. And yes, nested array like that is possible

So, what exactly is broken? How it is broken?

unique hill
#

There is no error, simply including this file containing exactly that class breaks the component (its assets do not show in the editor)

wintry tartan
#

And how do you include it? What exactly is the full config?

#

And how do you pack it into a pbo? Or is this in a Description.ext?

regal gate
#

(for people wondering if brackets match)

class example {
  ordersPossible[] = {
    { "assault", {2,3,4}, {0.5,0.66,0.8} },
    { "retake", {1,2,3}, {0.3,0.5,0.7} },
    { "artillery", {1,2,3}, {0.3,0.45,0.6} },
    { "cas", {1,2,2}, {0.2,0.3,0.4} }
  };
};
unique hill
unique hill
regal gate
#

yes, but how```cpp
#include myFile.txt // ?

wintry tartan
#

You forgot the quote

#

Boo, Lou boo

regal gate
#

correct, I am fishing for errors :)

unique hill
#

#include "cfgOpforStrategy"

wintry tartan
#

Where is .hpp?

unique hill
#

I hate myself

#

Hahaha

regal gate
wintry tartan
#

One reason not to use AB is this, it throws no error despite there is an obvious error

unique hill
#

Well, I got used to using this tool, but yeah, mikero is better I guess^^

true fossil
#

Does anyone know when the in cfgAmmo submunitionConeAngleHorizontal has an effect on the submunition pattern? It's mentioned in this page of the wiki (which looks like a pmc page copied over) and is the only documentation I was able to find on submunitions, but it isn't very clear on this parameter.

grave steppe
#

Anyone know how I can get Extended event handlers to trigger on objects that are built into a map, for example I need to initialize a script on a building that is part of a map I am making.

wintry tartan
#

You can just postInit'd function or something so will run every each of mission run

pallid sierra
#

where are building positions in the config?

hearty sandal
#

in the path lod

grave steppe
wintry tartan
#

No comment since I've no idea what exactly is your idea behind the question

#

Is the EH should tied with the world? Or the objects?

grave steppe
#

Well theoretically I was looking to have an init which essentially spawned helper objects on the map building, through the buildings confit.
Issue is that whilst the code works when the building is placed through editor, it does not when “baked” into the terrain

#

But the issue I had when placing in editor using post init is that it would spawn 1 helper “vehicle” for each player that joined

hearty sandal
#

init dont run on terrain objects

#

you have to collect the objects on mission startup via mission init and scripts

grave steppe
#

That is what I thought. So essentially just get nearbybuildings and then run the script on it after mission start?

#

If so will that work on House_F inherited classes?

hearty sandal
#

how much stuff you gonna spawn?

hearty sandal
grave steppe
#

I’m all honesty quite a lot

hearty sandal
#

buut that would be tens of thousands of objects

#

soo what exactly do you do with these helper objects?

#

as that amount of stuff will mess up your mission

grave steppe
#

I’ll be attaching ace interactions to them, since the building itself is too big for ace interactions to work

#

Let’s say 50

hearty sandal
#

50 objects?

#

well thats fine.

#

I thought you were gonna spawn something on all houses

grave steppe
#

No, just one house

hearty sandal
#

How does the size of the building make ACE interactions to not work?

grave steppe
#

The building itself is 40x40m, now some of the points I need interactions for are around 18m from the center of the building and according to the ace team the interaction menu only allows for interactions within a radius of 13m from the center of the building, so I have to make helpers and attach the actions to the helpers

hearty sandal
#

oh

#

alr well that is a fair limitation

grave steppe
#

For sure

#

Thanks for the help, I’ll try everything out when I get home!

winter rain
#

with the Object ID of TerrainObject it doesnt work?

grave steppe
#

Not tried in all honesty

#

How would that work? Let’s say I had the ID and wanted to spawn the script on it

winter rain
#

not sure if its still working, in OFP as example you were able to toggle street lamps on / off with the ID of the terrain object to simulate as example a night ambush etc

to find out ID you can put this in and you got to look in editor map mode

do3DENAction "ToggleMapIDs";

#

not sure if its still possible to to work with the ID's

grave steppe
#

The nearestObject function works with ID’s but not certain if the nearestObject works with objects on the map and non editor placed ones

#

I’ll check when I’m home

subtle dome
#

Good day, I come to ask for assistance regarding FFV cargo turrets. So far the FFV works but when turned out the character faces the wrong way, i.e. is not rotated. turnOffset seems to have no effect, any clues? Thanks

#

Another variant I tried also without success. Even when using NewTurret it didn't work:

nimble sequoia
subtle dome
mighty urchin
#

Do grenades, rockets and other exploding projectiles have any config parameter analogical to audibleFire, based on which I would be able to determine the hearing radius of the explosion? Something like a magnitude, audibleExplosion, just guessing? There is a velocity vector argument in the Explode event handler, but that does not say much to me. Thanks

crystal lion
#

everyone know what i forget for JET's turret, i have tried turretFollowFreeLook = 0; 1; and 2; but nothing changed , the view direction still truning when i trun the turret

crystal lion
#

thanks, it works

shrewd moat
#

Hello, I was directed here for a couple of questions:

I'm working on a faction mod and was told that I would need to make new a new backpack with a new content array to overwrite default items that spawn with said backpack. Does this mean recreating something similar to this:
Sorry for the seemingly obvious question, this is the first time doing this sort of thing.

    class hgun_PDW2000_Mod: hgun_PDW2000_F
    {
        class LinkedItems
        {
            class linkedItemsOptic
            {
                slot = "CowsSlot";
                item = "optic_Aco";
            };
            class LinkedItemsMuzzle
            {
                slot = "MuzzleSlot";
                item = "ACE_muzzle_mzls_smg_02";
            };
        };
#

Additional question:
"Also does added _xx_ like in _xx_FirstAidKit discard the need to have this class reference elsewhere before? I ask since it's the first time I've seen instances with that prefix"

ashen chasm
#

question is about backpack and config is about weapon. I am confused

shrewd moat
ashen chasm
#

and _xx_ prefix are just there from macro, it doesn't bear any meaning. Classname can be whatever

shrewd moat
#

I know it's not 1 to 1. I was just wondering if I had to do a similar set up, but for a backpack.

ashen chasm
#
    class B_AssaultPack_rgr_LAT: B_AssaultPack_rgr
    {
        author="$STR_A3_Bohemia_Interactive";
        _generalMacro="B_AssaultPack_rgr_LAT";
        scope=1;
        class TransportMagazines
        {
            class _xx_NLAW_F
            {
                magazine="NLAW_F";
                count=2;
            };
        };
    };``` exact full config of a vanilla backpack that only adds contents compared to its parent 🤷‍♂️
shrewd moat
#

The backpack I am referencing has a default loadout included already. Would I reference the parent with a new name and just leave the Transport values blank to overwrite this?

ashen chasm
#

emptying Transport* classes with this should be enough to remove backpack's contents

class TransportMagazines {};
class TransportItems {};
class TransportWeapons {};```
shrewd moat
#

Understood, thank you. One last question: Can the same be done to the uniform & vest slot items to have items distributed how I wish between the parts?

chilly tulip
#

I don't think uniforms and vests have default contents, and their gear is defined in the unit instead.

ashen chasm
#

and distributed automatically by whatever rules notlikemeow

shrewd moat
#

I saw it was distributed automatically when I ran my test and discorvered the default backpack contents issue. I was just wondering if I could make it more organized and not jumbled

#

But if not that's fine. At that point, it's just my own preference of things like grenades in vest and magazines in uniform

hearty sandal
#

I think it goes through the list in order so and starts filling from the uniform

#

But I think you can't really cut where it should move to fill the vest

shrewd moat
#

Understood. Thank y'all for the assistance and answers and additional thank you for being patient with me.

shrewd moat
opal crater
#

IIRC it takes first supported mag of the weapon

#

(magazines or whatever that was)

shrewd moat
#

So without editing how the list under cfgmagazines would go, it's stuck on the default ammo?

toxic solar
#

for cfgFaces, I see texture,textureHL ,textureHL2. From what I understand HL and HL2 are selections so those are applied by textureHl and textureHL2, wat does texture apply to?

ashen chasm
#

textureHLs contain 1 arm and 1 leg. So, probably, left/right blobdoggoshruggoogly

deep roost
#

hi, not sure if this channel or model makers is more appropriate, Ive made a helmet using RHS assets. as far I can tell everything is working besides shadows How are shadows handled? if anybody could point me to a guide or something that would be cool

#

relevant config and rvmat

nimble sequoia
#

Shadows are in the Shadow LOD inside the p3d.

deep roost
#

right. I havent edited the model at all, just copypasted it from the rhs folder to my own mod folder

nimble sequoia
#

Unless RHS have granted it, you don't have rights to edit the model anyway. If what you are doing is retexturing (skinning) the helmet, you shouldn't rip the model from RHS and put it in your own mod, instead, put RHS as a prerequisite.

deep roost
nimble sequoia
#

Can you describe what you're trying to do so we understand the goal?

deep roost
#

just to reskin the helmet portion of the RHS ACH with netting

nimble sequoia
#

ok, so basically you want to write a config that creates your new helmet class which inherits the rhs helmet, and in that class you set the hiddenSelections

hearty sandal
#

you must use RHS as dependency, you cant take teh p3d

nimble sequoia
#

pretty sure I already told him that

mighty urchin
#

Which ammo config properties are used to calculate audibility of gunfire and explosions? I found audibleFire, do you know any other properties?

hearty sandal
hearty sandal
#

how loud the sounds are?

mighty urchin
deep roost
wintry fox
#

Why the #define _ARMA_?

wintry tartan
#

Mikero's tools does produce it somehow. No harm to have or not to

wintry fox
#

Yeah I was just wondering why since it doesn't do anything

#

Any idea why this would be causing an Updating base class error?

class lsd_gar_trooper_phase1;
class BNA_KC_Unit_Base: lsd_gar_trooper_phase1 {...};

This is the only time that lsd_gar_trooper_phase1 is mentioned anywhere in the entire mod. Every other instance of inheriting from BNA_KC_Unit_Base is just:

class BNA_KC_Unit_Base;
class xyz: BNA_KC_Unit_Base {...};
21:54:27 Updating base class ->lsd_gar_trooper_phase1, by BNA_KC_Gear\infantry\config.bin/CfgVehicles/BNA_KC_Unit_Base/ (original BNA_KC_Gear\infantry\config.bin)`
ashen chasm
#

Load order, likely. Second config loads earlier, creates the empty class without inheritance, then the first one loads and produces the "updating base" message. Add the patch name of first pbo into requiredAddons of the second one to fix blobdoggoshruggoogly

compact fjord
#

I am working on my vanilla overhaul mod and I've just added HEMTT trucks for NATO (Woodland) faction. I defined vanilla trucks classes in my custom config file which casued icon of my mod showing up next to vanilla classes in game. How can I prevent it?

wintry fox
#

Apparently put the root addon instead of the sub-addon it came from

fleet adder
#

when having multiple PBOs packed in an addon for the sake of quick updating addon components, how does one reach the contents of the pbo from config?

should the pbos just be treated as part of the relative path?

I.E:

model = "mk\models\pboName\weapons\funnyWeapon.p3d";```
hearty sandal
#

like you can path to any vanilla file

#

in a custom config

ashen chasm
#

pboPrefix\pboPath\funnyWeapon.p3d, pbo name doesn't mean anything blobdoggoshruggoogly

fleet adder
#

so if i have the pbo inside another folder, the pbo is just basically just another folder in the path?

ashen chasm
#

pbos and folders of your real filesystems mean nothing

grand zinc
#

The game doesn't care where the pbo is.
The pbo name/prefix dictates its path

fleet adder
#

ok, just so I can be sure, pbos can be placed anywhere in the files of the mod, or do they have to be on the root of the mod?

I dont have that very clear haha

ashen chasm
#

The game doesn't care where the pbo is.
blobdoggoshruggoogly

fleet adder
#

got it

#

thanks guys, im sorry my head is a fucking rock haha

hearty sandal
#

pbos go in the addons folder

#

of a mod folder structure

#

look at any mod you have downloaded from workshop

#

@fleet adder

#

the addons folder is what gets loaded when the modfolder is loaded

#

anywhere\@mod\addons\file(s).pbo

#

however and unlike popular misconception, the @folder\addons structure is not required for the folders inside pbo

#

they are 2 different things that seem to often get mixed up

ashen chasm
fleet adder
#

ah

#

another question then

#

can a pbo be contained within another pbo?

hearty sandal
#

no

fleet adder
#

thanks

#

i need to readjust my path formating haha

#

thanks again

ashen chasm
chilly tulip
#

Well, every addon gets dumped into the same virtual filesystem, so if you don't have a unique prefix per addon then you have a severe risk of incompatibility.

hearty sandal
#

if you create your folder structure to already have that, you dont need seprate prefix file

#

Id suppose its more for people who dont use P drive environment

chilly tulip
#

Well, how you end up with your prefix depends on what you're using to build, but you should have a prefix one way or another.

ashen chasm
#

no prefix seems to default to just pbo name blobdoggoshruggoogly That's not that easy to get collisions with, i'd say

grand zinc
#

Yup. At least until you have some amazing mods use vanilla pbo naming like ui_f
Or you don't have names like core.pbo

wintry fox
#

Is there a list of the CfgGlasses modes and what they do?

#

Okay interesting, the goggles I was going to modify already have a mode of 4, meaning they should already give clear vision underwater and stay active, but they do not

#

Is there some other property you need to change as well?

#

Is it an engine thing?
Even if I inherit direclty from G_Diving, no overlay appears and the vision is still blurry

wintry fox
#

It appears to just be an issue with mode = 4, setting it to 1 does work

#

Is that intended behavior or a bug?

heady iron
#

As in... I thought it was an rpt entry only saying that one addon was modifying a class created by another add-on as part of game start-up, not that it was signaling an error of some kind

nimble sequoia
#

It's an error if the class you are modifying was not meant to be modified.
For your own personal usage, you can modify vanilla base classes as much as you like, and you might not consider that an error if you don't mind breaking the game.
However, for a publicly released mod, you should probably treat any UBC messages as errors, that you should fix.

lament sluice
#

In a optic config, what distance does opticszoom represent? Min, Max, Init?

hearty sandal
#

not distance but magnification/angle of view

#

the narrower view the more "zoomed in" it looks

heady iron
opal widget
#

Anyone know a good way to make a muzzle accessory invisible? I've used an empty model but then the weapon no longer makes firing sounds

wintry tartan
#

First sentence and second don't relate to me? What is your question/issue?

opal widget
#

I am making a weapon that is already suppressed by default, I want to be able to still attach muzzle accessories, one of which is an invisible suppressor. It works fine visually but I think the empty model I've set the muzzle to is missing a selection and the weapon does not make any sounds when fired.

wintry tartan
#

So you want a weapon with integrated suppressor?

opal widget
#

Yes, but it uses a default weapon model so I am trying to hide the muzzle effects + i want the possibility of removing it

#

I'm pretty sure it has to do with the alternativeFire = "Zasleh2"; tag in they ItemInfo for the muzzle accessory, which appears in most suppressors but not in any dummy models that I am aware of.
I was hoping to give a suppressor an empty texture with selections but it isn't ever that easy with scopes and accessories.

fleet adder
#

you might be able to do it by creating the correspondent memory point and an empty selection in the p3d, taking in consideration the default memory points maybe?

You can use a proxy accessory to align and center the model itself and the memory points, then removing the proxy model and creating an empty selection.

Then inherit from the desired item and tadah, invisible magical suppresor?

opal widget
#

sounds interesting, I'll give it a shot. Thank you 👍

wintry tartan
#

Todo: update to Decade

#

Also I've just thought an idea to write an ez way to get latest CfgPatches from any Mod along with CDLCs

wintry tartan
#

^ done

pallid sierra
#

can I pull StateSpecial down to a different parent class like so? From class Object to class Marker

hearty sandal
#

no? tanking

pallid sierra
#

very well. just wanted to see if there was a shortcut. guess i'll define StateSpecial instead lol

opal crater
#

you could put something like StateSpecialTemplate in parent config of these 2 configs

#

and use it that way.

#
class CfgSomething {
  class SomeFeatureTemplate {};  

  class A {
    class SomeFeature: SomeFeatureTemplate {};
  };
  class A {
    class SomeFeature: SomeFeatureTemplate {};
  };
};
#

or

class SomeFeatureTemplate {};  
class CfgSomething {
  class A {
    class SomeFeature: SomeFeatureTemplate {};
  };
  class A {
    class SomeFeature: SomeFeatureTemplate {};
  };
};
pallid sierra
wintry fox
#

What's the path to the dummy nvg model?
Can't remember it and don't think I have any projects that use it

ashen chasm
#

"\a3\weapons_f\dummynvg.p3d"?

wintry fox
#

That's the one

open owl
#

How i can move a position of scroll menu in Altis life to be like exile , Sorry if reading this is confusing, I'm not good at English.

wintry fox
#

Can you make units in CfgGroups playable?
I tried setting the Attributes like how it's present in custom compositions, but it didn't seem to do anything when placing it

...
class XRay
{
    faction = "DAC_Republic";
    name = "X-Ray Squad";
    icon = "\A3\ui_f\data\map\markers\nato\b_inf.paa";
    side = 1;

    class Object0
    {
        side = 1;
        vehicle = "DAC_Unit_XRay_SL";
        rank = "SERGEANT";
        position[] = { 0, 0, 0 };
        dir = 0;

        class Attributes
        {
            description = "Squad Lead@X-Ray";
            isPlayable = 1; // Nothing
        };
    };
    ...
};
wintry fox
#

It also didn't seem to save the description as well

#

I tried putting them in Object0 itself as well, and still nothing

toxic solar
#

for rsc idd/idc how big can the number be?

crystal lion
grand zinc
# crystal lion

He wants to do it in code to force every player on his server to have that.
blobdoggoshruggoogly

opal crater
#

should make a mod then

grand zinc
#

That's their question, how to do that

opal crater
#

by making a mod kappa

#

configFile >> "CfgInGameUI" >> "Actions"
x, y

open owl
opal crater
#

no

lucid inlet
#

how does the EnvTexture work?
I'm trying to add a skybox for the terrain (like the ones in Arma 2), and from some search, what i found was that the EnvTextue is the way to add it, with the VR terrain using it.
To do a small test i picked up the one the VR map uses and tried to apply it on the other maps, but nothing changed at all.

hearty sandal
#

youll have to change it in the weather too

lucid inlet
rapid crystal
#

Having an issue with the UI for a rocket launcher. The image appears in the weapons list when using arsenal but the image doesn't appear when you have the launcher in your inventory

wintry fox
#

Do you have a beginning \ in the path?

#

If you don't, it won't display properly

#

Check the !rpt and you'll see a bunch of errors about a missing image

charred sealBOT
#
Arma RPT

Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.

To get to your RPT files press Windows+R and enter %localappdata%/Arma 3

Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files

To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.

wintry tartan
#

Also if you have an error post it too

wintry fox
#

I'd bet money it's the missing slash
I'll forget to do it some time and then realize when I go error hunting in my rpt and see a bunch of "missing m\equip\texture.paa" (or something close to that)

winter rain
#

@rapid crystal So far i know for rocket launcher you need something weird with x_blabla_ca.paa

#

You can look in config viewer of vanilla launcher how its named, i had such issue long time ago aswell

wintry fox
opal widget
#

Hey people, I am making a UAV version of the vanilla fa18 and encountering some trouble with the UAV terminal. Pressing 'Take UAV Controls' from the dropdown menu works fine but nothing shows up inside of the terminal/ there is no UAV camera on the side info panels.

#

My code looks like this so far:

class B_Plane_Fighter_01_Stealth_F;
class B_Plane_X101D: B_Plane_Fighter_01_Stealth_F
{
  displayName = "X-101/D";
  crew = "B_UAV_AI";
  typicalCargo[] = {"B_UAV_AI"};
  isUav=1;
  vehicleClass = "Autonomous";
  editorSubCategory = "EdSubcat_Drones";
  driverForceOptics = 1;
  viewDriverInExternal = 0;
  forceHideDriver = 1;
  castDriverShadow = 0;
  disableInventory = 1;
  class ViewPilot
  {
    ...
  };
  class Viewoptics
  {
    ...
  };
};

I have taken a look at the CUP littlebird ULB for reference and it seems to work in a similar way but has working cameras, maybe I forgot to add something?

winter rain
wintry fox
#

I don't think so, at least not that I've run in to

wheat sluice
#

If none of them work, you're pretty much SOL since there's no way to add memory points until BI releases sample models.

somber turtle
#

is slingLoadMaxCargoMass the only that that controls the ability for a helicopter to lift an object?

wintry tartan
#

The object to be slung also needs a config

somber turtle
#

so i have and aircraft that has a slingloadmax of 16000 but cant lift an rhs hummve with a mass of 5301

wintry tartan
#

You can setMass script

somber turtle
wintry tartan
#

No, Sling Load system only works for Helicopters

crystal lion
#

i found these conditions for weapons are not working on double seats jets with a gunner, it works fine on my another single seat jets, everybody know how to deal with it?

#

i have checked these mods i downloaded from workshop , both of them dont have Missiles crosshair in HUD

copper sequoia
#

"EPEVehicle" diag_enable true and diag_toggle "EPEVehicle"; doesn't seem to be working in devbuild 2.15 does anyone know why?

I'm using arma3diag_x64.exe
my vehicle is ''carX'' and moving.
And I have even tried using the stock Offroader in a unmodded game but nothing is happening when I exec the code not errors or anything.

vague blaze
#

Was looking to fix an issue with a weapon having no weight (according to stats in-game), but when checking the config, the weapon does have a mass, can anyone advise what the issue might be?
I'm familiar with configs but far from extensive.

wheat sluice
#

Maybe you duplicated the mass token in the weapon's class? Or you placed it outside the scope of WeaponSlotsInfo?

class WeaponSlotsInfo: WeaponSlotsInfo
{
    mass = 100;
};
#

No way to tell unless you post the config of your weapon class.

fringe radish
#

is it possible to have a smoke grenade that quickly produces a large cloud of smoke, contrary to the usual slow cloud formation?

#

sort of the same smokes you see deployed on vehicles, which are near instant

ebon pivot
#

yeah just increase the particle size from the off

#

search my messages in this channel i did it a while ago

fringe radish
#

will have a look, ty

fringe radish
#

worked, ended up with the same values as you used back then

ebon pivot
#

based

#

i need to do a spinning smoke grenade at some point

fringe radish
#

how would I tweak the life time of the whole thing though? trying to make it last longer

ebon pivot
#

iirc thats also just a cfgcloudlets value

#

or the particle value itself

hearty sandal
vague blaze
wheat sluice
#

Can you post your full config? It's impossible to tell where you might've gone wrong.

fringe radish
wintry fox
#

Trying to remove some turret seats (not part of the model, I mean like the "Get in <vehicle> as <seat>" action) from a vehicle, and while deleteing them did remove the actions, it also removed the actions for getting in the vehicle as a co-pilot.

Is there some other way to remove them?

wintry tartan
#

Lock it via script

wintry fox
#

Was hoping for a config related way, I knew I could lock them via script but preferred a config'd way if possible
Any idea why removing them might also remove the co-pilot action?

wintry tartan
#

Removing what?

#

And how?

wintry fox
# wintry tartan Removing what?

deleteing [the turret classes for the seats] did remove the actions, [but] it also removed the actions for getting in the vehicle as a co-pilot.

wintry tartan
#

Well, if there is no copilot seat it means you cannot get in into the copilot seat?

wintry fox
#

There is a co-pilot seat, the action is present normally, but deleting the (what I would assume) unrelated turret classes removes the Get in action for it

wintry tartan
#

Without checking your config, I cannot say anything further I guess

wintry fox
#

Haven't made any other changes to the turrets, haven't even referenced it in the config until now
I'll do some more tweaking with it to try and diagnose it

winter rain
#

So you need place as copilot but no turret usage?

wintry fox
#

There's 4 crew seats, pilot, co-pilot, and two door gunners
The gunner parts of the model can be hidden (they're an animation source for the vehicle), but that leaves the actual turret seats themselves. Meaning that players can get into a seat that "doesn't exist", and puts them underneath the vehicle

#

The original mod the asset is from has a version that does what I'm doing, but I created my own base class because I had ton a large amount of editing to the vehicle and wanted to reduce the amount of copy/pasted code I had. (I had two versions of the vehicle, one with turrets and one without)

wintry tartan
#

And, yeah, if you want to have an exact answer, please post the config

wintry fox
#
class B_Heli_Attack_01_base_F;
class 3as_laat_Base: B_Heli_Attack_01_base_F {
    class AnimationSources;
    class Turrets;
};
class BNA_KC_LAATi_Base: 3as_laat_Base {
    // Textures, weapons, etc. etc.
    // Animations
    class AnimationSources: AnimationSources {
        // These classes here are the exact same as the base vehicle
        class Doors {
            source = "user";
            initPhase = 0;
            animPeriod = 1;
        };
        class Turrets {
            source = "user";
            initPhase = 0;
            animPeriod = 1;
        };
    };

    class Turrets: Turrets {}; // Added the Turrets: Turrets {}; to see if maybe it was an inheritance issue
};

class BNA_KC_LAATi_MK2: BNA_KC_LAATi_Base {
    class AnimationSources: AnimationSources {
        class Doors: Doors {
            initPhase = 1;
        };
    };

    class Turrets: Turrets {
        delete LeftDoorGun;  // Causes the "Get in <vic> as Co-Pilot" action to dissapear
        delete RightDoorGun;
    };
};
wintry tartan
#
class Turrets: Turrets {};```No need to, just `class Turrets;`

Are you sure LeftDoorGun is the cause?
wintry fox
#

I hadn't tested if it was one of them specifically, comment was for both of them

wintry fox
wintry tartan
#

What if you just inherit normally?

#

Without deleting them I mean

wintry fox
#

That's where I was at before, the turret visuals are hidden but units are able to get in the invisible turrets and appear underneath the vehicle

wintry tartan
#

And have access to the copilot?

wintry fox
#

Yes

wintry tartan
#

Just to make sure: in that config you have no access to the copilot, like at all, you can't sit?

wintry fox
wintry fox
#

I also just noticed it's removing the ramp FFV (infantry fire from vehicle) turrets as well

winter rain
#

There are 2 options

Option 1 is you did it wrong with the class Turrets

Option 2 is all the others are inherited of the deleted class so all others like FFV dont work anymore cause they dont have a parent class to inherit

#

Do you pack your source with pboProject?

lime wigeon
#

I'm trying to include custom compositions in an addon that also contains the objects that will be used. I've followed the example on the community wiki but nothing shows up in the composition list in Eden. The whole mod packs fine and Mikero's tools throw no errors. I can see in the config viewer that this Cfg3DEN file is being read. Am I missing something here?

class Cfg3DEN
{
class Compositions
{
class YL001_hive_small_1
{
path = "\Yilan001's 40k Object Addon\models\YL001_imp_hive_gothic_2\compositions\2S";
side = 8;
editorCategory = "EdCat_Structures";
editorSubcategory = "EdSubcat_Residential_City";
displayName = "2-Story Hive Building";
icon = "\A3\ui_f\data\map\vehicleicons\iconobject_1x1_ca.paa";
useSideColorOnIcon = 1;
};
};
};

winter rain
lime wigeon
winter rain
#

makes it visible in 3den editor and zeus

lime wigeon
winter rain
lime wigeon
nimble sequoia
vague blaze
wintry tartan
#

What do you mean by weight and mass in this context?

ashen chasm
#

"Weight" is a bar in vanilla arsenal blobdoggoshruggoogly

wintry tartan
#

Ah, that's what “stats in-game” mean?

ashen chasm
wintry fox
nimble sequoia
wintry fox
#

Gotcha, turret issue specifically
Now that I'm thinking about, I had this exact issue with the OpticsModes of a weapon. I had made some changes to one mode and didn't list the other, so you could no longer swap between them

wintry fox
# nimble sequoia When you define your `class Turrets: Turrets {}` to delete the left and right do...

Updated the turret inheritance in BNA_KC_LAATi_MK2, but there still aren't options for the other turret slots:

class B_Heli_Attack_01_base_F;
class 3as_laat_Base: B_Heli_Attack_01_base_F {
    class Turrets;
};
class BNA_KC_LAATi_Base: 3as_laat_Base {
    class Turrets: Turrets {
        class MainTurret;
        class CoPilot;
        class LeftDoorGun;
        class RightDoorGun;
        class CargoTurret_01;
        class CargoTurret_02;
        class CargoTurret_03;
        class CargoTurret_04;
        class CargoTurret_05;
        class CargoTurret_06;
    };
};

class BNA_KC_LAATi_MK2: BNA_KC_LAATi_Base {
    class Turrets: Turrets {
        class MainTurret: MainTurret {};
        class CoPilot: CoPilot {};
        class CargoTurret_01: CargoTurret_01 {};
        class CargoTurret_02: CargoTurret_02 {};
        class CargoTurret_03: CargoTurret_03 {};
        class CargoTurret_04: CargoTurret_04 {};
        class CargoTurret_05: CargoTurret_05 {};
        class CargoTurret_06: CargoTurret_06 {};
        delete LeftDoorGun;
        delete RightDoorGun;
    };
};
nimble sequoia
#

Probably inheritance is wrong in BNA_KC_LAAti_Base

wintry fox
#

What would be wrong?

nimble sequoia
#

Use Leopard's Advanced config viewer to check out the full inheritance in game.

wintry fox
#

Didn't get any updating base class errors or anything that might signify it, I'll check though

#

Doesn't seem to be anything weird with the inheritance
(Commented out all my changes to the turrets, so this is the correct inheritance)

#

I guess something did pack properly before, working now

vague blaze
vague blaze
#

I managed to figure it out 😁

ashen chasm
#

So what was that?

tacit zealot
#

Is there a way to set the default velocity of an aircraft if it is spawned in-air? For context, I am using the CUP P-8A, but it spawns with zero velocity even at high altitude.

nimble sequoia
rapid crystal
#

Is the config for the new rail gun take open to reference? Is it packed in a EBO?

hearty sandal
fringe radish
#

its scripted btw, functions_f_decade

gleaming sentinel
#

Hi, im having an issue with a transport weapon right now, the commented code works fine, and the active code does not. The problem is that the cartridge eject, muzzle smoke, and perhaps the bullets are spawning at the center point of the vehicle instead of in the defined locations. Switching the weapon back and forth makes it work vs not work, no idea whats wrong and any help would be appreciated!

//weapons[] = {"LMG_Minigun_Transport"};
//magazines[] = {"500Rnd_65x39_Belt_Tracer_Green_Splash","500Rnd_65x39_Belt_Tracer_Green_Splash","500Rnd_65x39_Belt_Tracer_Green_Splash"};
weapons[] = {"HMG_M2"};
magazines[] = {"100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green","100Rnd_127x99_mag_Tracer_Green"};
ashen chasm
#

position of muzzle smoke and cartridge ejections are defined by entries (classes) in "GunParticles" subclass of the weapon.
position of bullet spawn is defined by "muzzleEnd" (or "muzzlePos") text property of weapon class. They are pretty well standardized at "konec hlavne"/"usti hlavne", so most weapons at least shoot from proper places.
They reference memory points in the transport's model. If memory point of specified name isn't present in the model - the effects and bullets would spawn at model's origin (_vehicle modelToWorld [0,0,0]).

#

and i suspect the only way to get weapon to show smoke/cartidges in proper place is it isn't already would be to define a new weapon class that inherits from the original one, but redefines "GunParticles" subclass

gleaming sentinel
#

Thankyou artemoz! Right now I was trying to redefine it and modify the positions in the gunparticles section, but it might be easier to just create some new selections using the original names. Thankyou for your help!

hearty sandal
#

this is star wars stuff right?

wintry fox
#

Yeah

hearty sandal
#

cant have that here sorry

wintry fox
#

That a new rule?
Been posting StarWars stuff here for a couple months at least

hearty sandal
#

no but maybe its been missed

#

SW mods are all prohibited by Disneys IP policy and as far as we know so far nobody has received a permission for them

wintry fox
#

Just no screenshots / visuals or anything related to it at all?

hearty sandal
#

anything related at all

ebon pivot
hearty sandal
#

I dont make the policy here, just informing about it

void plover
#

I'm brand new to configs so don't judge but what is the purpose of defining B_Soldier_base_F just to use it for B_Soldier_f

#

why couldn't you just use B_Soldier_F by itself?

grand zinc
#

The config needs to know that a class exists, otherwise its an error to make sure you're not doing things wrong

#

you are telling it here "This exists, you may not know it yet but it will appear later"

And then you tell it "I inherit from that thing that you will find later"

The game will then later merge your config into the main config, and look up the base class you set there

void plover
#

so somewhere else in a different config there is some code that defines B_Soldier_base_F, and that line is just used to reference that code which is written elsewhere?

wintry fox
#

Yes
And the only reason you need to mention B_Soldier_base_F is because you're referencing the EventHandlers class from B_Soldier_F

arctic trench
#

Anyone know what would make a Vehicle have a new Max speed and lose all acceleration within water?

Aka I currently have a vic that when drived in water is forced to slow down to like 20km/h

hearty sandal
hearty sandal
#

👍

#

Is it tested on vanilla maps or custom maps?

#

And do vanilla vehicles behave same in this same test situation

arctic trench
#

Tested on Altis on the swamp land, Drove around on land for a bit and then the second i touched water lost all speed and down to 20

However when i swapped to the Hunter it had no issue

hearty sandal
#

What I'm looking fir is if the ground surface under water is configured to slow vehicles down

hearty sandal
void plover
#

What do I have to do to reference someone else's .p3d for my texture, do I just have to give a filepath to their mod and the game will recognise the dependency? or is there a set way to create a dependency?

wintry tartan
#

More specifically, requiredAddons[] part of it

void plover
#

so I just put the dependency in CfgPatches, and then link the filepath, yeah?

wintry tartan
#

I don't know about the latter part you mean. Link the filepath, as in?

#

I would like to know what exactly is your work/intention

void plover
#

I'm retexturing the vests from someone elses mod (with permission), but I need to reference their .p3d's in their files because I don't have permission to put the .p3d's in my own mod file

wintry tartan
#

I think you're misunderstanding how a modding in Arma 3 works

void plover
#

entirely possible, I'm brand new

wintry tartan
#

There definitely is no need to redefine the p3d path

void plover
#

howso?

wintry tartan
#

Moments please, I'll fetch a vanilla example

#
class Vest_NoCamo_Base;
class V_PlateCarrierGL_rgr: Vest_NoCamo_Base
{
    model = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d";
    /*
        omitted for the obvious reason
    */
};
class V_PlateCarrierGL_blk: V_PlateCarrierGL_rgr
{
    displayName = "$STR_A3_V_PlateCarrierGL_blk0";
    picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_blk.paa";
    hiddenSelectionsTextures[] = {"\A3\Characters_F_Mark\BLUFOR\Data\carrier_gl_rig_blk_co.paa"};
};
class V_PlateCarrierGL_mtp: V_PlateCarrierGL_rgr
{
    displayName = "$STR_A3_V_PlateCarrierGL_mtp0";
    picture = "\A3\Characters_F_Mark\Data\UI\icon_carrier_gl_rig_mtp.paa";
    hiddenSelectionsTextures[] = {"\A3\Characters_F_Mark\BLUFOR\Data\carrier_gl_rig_mtp_co.paa"};
};```
#

In this vanilla case, V_PlateCarrierGL_rgr defines the base config. Like how it protects the user and its weight, how big its inventory space, and, of course, its model path

#

Meanwhile its children, in this case both V_PlateCarrierGL_blk and V_PlateCarrierGL_mtp does not have such info. Because it is already declared in the parent class. More like, children should have no such info to overwrite unless you have special intention on it

nimble sequoia
arctic trench
#

thank you

#

"waterResistance"

#

ahh yes

#

i mightve found it xD

nimble sequoia
#

That, and the Coef for same

#

Make sure your fording depth is deep enough that it can drive through shallow water (up to wheels, but not over engine) without flooding the engine.

#

engineShiftY & waterLinearDampingCoef's will only be relevant for amphibious vehicles (canFloat=1)

void plover
wintry tartan
#

No, I prefer to keep the logs

void plover
#

wdym?

wintry tartan
#

Voice won't leave logs

void plover
#

I don't understand?

wintry tartan
#

And we are leaving logs right now. As texts

void plover
#

Ahaha I wont take you to court lol

#

just need help while I'm learning

wintry tartan
#

Then please do. What is unclear?

void plover
#

I'm sure what you've written is clear to someone who understands it, but I don't know what any of it means or how it pertains to the code I'm working with

wintry tartan
#

Well, you can post your current config if you have one. So we can point what/how it should be

void plover
#

So I'm retexturing the Modular Vests from Graves' JCA modular vest mod and I've managed to get them into the game but they're all invisible...

#

I've commented out a big section in the middle as I don't want the code to be a duplicate of what's already in the JCA mod, and I think that's probably where the problem is

hearty sandal
#

invisible usually means the path to the texture in config dont match the folder structure inside pbo

wintry tartan
#

Can you, uh, please narrow down the minimum config? Which one is the invisible one?

void plover
#

all of these vests are invisible, the ones that reference the basegame modular vest .p3d's have the shadow of the vest, and the ones that reference JCA's .p3d's are completely invisible

hearty sandal
#

do you get any errors when you load the game

wintry tartan
#

Okay, let me rephrase - please tell me which one is yours and your modification?

void plover
#

nope

void plover
wintry tartan
#

Do you mean JCA_MCRP_V_CarrierRigKBT_01_dpcu_F JCA_MCRP_V_CarrierRigKBT_01_light_dpcu_F JCA_MCRP_V_CarrierRigKBT_01_heavy_dpcu_F?

void plover
#

yeah anything with 'dpcu' in is mine

#

my texture*

wintry tartan
#

Okay, let's try to start from the basics

#
requiredAddons[]=
{
    "A3_Characters_F",
    "A3_Characters_F_epa",
    "A3_Characters_F_epb",
    "A3_Characters_F_epc",
    "A3_Characters_F_exp",
    "A3_Characters_F_beta",
    "A3_Characters_F_kart",
    "A3_Characters_F_mark",
    "A3_Characters_F_jets",
    "A3_Characters_F_tank",
    "A3_Characters_F_gamma",
    "A3_Characters_F_enoch",
    "A3_Characters_F_oldman",
    "A3_Characters_F_orange",
    "A3_Characters_F_tacops",
    "A3_Characters_F_bootcamp"
};```This is pretty much useless. You can refer to the pinned post to get which is the text you should to put there
void plover
#

that's graves' code, I just kept it because I didn't know what it did

#

are you referring to this post?

wintry tartan
#

Oh, I can blame him later

#

Ye

#

The reason of having requiredAddons is, to make a dependency. In this case, it only makes a dependency on vanilla games, not Graves' Mod

void plover
#

yeah I hadn't figured out how to make it a dependency yet

#

do I have to put in the steamid of the mod or something?

wintry tartan
#

No, the pinned said all

#

config.cpp never requires Steam Workshop's something

void plover
#

so

#
requiredAddons[]=
{
"@JCA - Modular Carrier Remake Project"
};```
wintry tartan
#

No

void plover
#

like this?

wintry tartan
#

You need to go through Step 1 to 3

void plover
#
requiredAddons[]=
{
"Vests_F_JCA_MCRP"
};```
#

this?

wintry tartan
#

No need to have double dobule quotes, only single double quotes (meh English)

void plover
#

oh yeah my bad

wintry tartan
#

Seems fine

#

So the game will recognize this config should be loaded after Graves' vest addon

#

Not before

void plover
#

that makes sense, thank you for your help so far I really appreciate it. What next?

wintry tartan
#

Let's try to shorten the config to quick test

#

JCA_MCRP_V_CarrierRigKBT_01_dpcu_F this is your retex right?

void plover
#

yep

wintry tartan
#

And is invisible too?

void plover
#

ye

wintry tartan
#

...Oh! I've just found out that, you have the same config name with the original Mod

void plover
#

Is that this?:

wintry tartan
#

One thing you should to follow - you WANT to have your own prefix or suffix to make your config name original. So nobody will overwrite your config

#

Yeah

#

In this case - since haven't tested how it does, no clue what is the consequence, but this is very problematic

void plover
#

Better?

wintry tartan
#

More better if you put a prefix like Quake_Vests_[...]

void plover
wintry tartan
#

Same for every weapons class

void plover
wintry tartan
#

Better, pretty better

#

So, let's say, if you have this configcpp class CfgPatches { class Quake_Vests_F_JCA_DPCU { requiredAddons[]= { "Vests_F_JCA_MCRP" }; requiredVersion=0.1; units[]= { weapons[]= { }; }; }; class CfgWeapons { class V_CarrierRigKBT_01_base_F; class Quake_JCA_MCRP_V_CarrierRigKBT_01_dpcu_F: V_CarrierRigKBT_01_base_F { author="Grave/(Quake.)"; scope=2; displayName="Modular Carrier Vest (DPCU)"; picture="\vests_f_JCA_MCRP\Data\V_KBT\UI\uiplaceholder.paa"; //UI hiddenSelectionsTextures[]= { "vests_f_JCA_MCRP\Data\V_KBT\CarrierRigKBT_01_dpcu_CO.paa" //Texture }; }; };

#

This should be the minimum config am I right?

void plover
#

Does it not need a CfgVehicles? If not what purpose does it serve in the original?

wintry tartan
#

Currently I want to focus on the weapon itself - aka vest itself, not the “placeable” ones

void plover
#

ah so the CfgVehicles is when it's dropped on the floor?

wintry tartan
#

Partially correct, they are declared to put in Editor easily

#

Just to drop it in-game, no need to declare CfgVehicles entry specifically for your vest

void plover
#

Okay sure, that's the minimum config then

severe marlin
#

I must use step 4?

wintry tartan
#

It says Optional

#

Your call

wintry tartan
severe marlin
wintry tartan
#

Within your CfgPatches. But it doesn't matter, as it says Optional

void plover
wintry tartan
#

Uh oh, typo there

#
class CfgPatches
{
    class Quake_Vests_F_JCA_DPCU
    {
        requiredAddons[]=
        {
            "Vests_F_JCA_MCRP"
        };
        requiredVersion=0.1;
        units[] = {};
        weapons[] = {};
    };
};
class CfgWeapons
{
    class V_CarrierRigKBT_01_base_F;
    class Quake_JCA_MCRP_V_CarrierRigKBT_01_dpcu_F: V_CarrierRigKBT_01_base_F
    {
        author="Grave/(Quake.)";
        scope=2;
        displayName="Modular Carrier Vest (DPCU)";
        picture="\vests_f_JCA_MCRP\Data\V_KBT\UI\uiplaceholder.paa"; //UI
        hiddenSelectionsTextures[]=
        {
            "vests_f_JCA_MCRP\Data\V_KBT\CarrierRigKBT_01_dpcu_CO.paa" //Texture
        };
    };
};```Corrected I think
void plover
#

yeah I spotted it

#

trying again now

severe marlin
wintry tartan
#

What do you mean? I think explained well there

void plover
#

Invisible both for ui and for texture

#

This is the file hierarchy

severe marlin
wintry tartan
#

Excuse me? You give requiredAddons and?

severe marlin
wintry tartan
#

Then?

severe marlin
#

Maybe it loads?

wintry tartan
#

Maybe? Try it

severe marlin
wintry tartan
#

No

#
class CfgPatches
{
    class Quake_Vests_F_JCA_DPCU
    {
        requiredAddons[]=
        {
            "Vests_F_JCA_MCRP"
        };
        requiredVersion=0.1;
        units[] = {};
        weapons[] = {};
    };
};```Abovementioned example
void plover
wintry tartan
#

Yeah, just to make sure - the PAA is properly converted from?

void plover
#

appears to be

wintry tartan
#

And you can open them?

void plover
wintry tartan
#

🤔

severe marlin
wintry tartan
void plover
#

I'm not sure what you mean?

wintry tartan
#

PBOPREFIX is a... like, the thing to tell the game where to put your files and data

void plover
#

how do I find it?

wintry tartan
#

Not familiar with the latest PBO Manager. Under View or Edit part?

void plover
wintry tartan
#

Maybe Headers

void plover
wintry tartan
#

Okay it does have no PBOPREFIX

#
fileExists "vests_f_JCA_MCRP\Data\V_KBT\CarrierRigKBT_01_dpcu_CO.paa"```in Debug Console and what it returns?
void plover
#

false

wintry tartan
#

Usually, invisible texture indicates the game couldn't find the texture

#

Oh false, so it is located somewhere else

void plover
#

both false

wintry tartan
#

Oh wait, somehow... there is addons folder

void plover
#

false anyway

wintry tartan
#

Wrong slash

void plover
#

Still false lol 🤦‍♂️

narrow swallow
#

UI folder is in the pbo but not in the path being checked

wintry tartan
#

🤔 In the first place if the game can't find the texture it should throw a visible error

#

No it's not in UI

void plover
narrow swallow
#

oh, I see, squint

void plover
wintry tartan
#

It should tell you if you try to equip the vest

#

But anyways, it still couldn't find it

void plover
wintry tartan
#

Okay, let's try to find it ingame

allAddonsInfo```This command to get all pbos you have
#

Find yours

void plover
wintry tartan
#

Oh, there is

#

"test\" is the prefix

void plover
#

["test","",false,1,"389596618196d0964280617111f9868614aee888"]

wintry tartan
#
addonFiles ["test\",".paa"]```to get all files in it
void plover
#

["test\addons\vests_f_jca_mcrp\data\v_kbt\carrierrigkbt_01_dpcu_co.paa","test\addons\vests_f_jca_mcrp\data\v_kbt\ui\uiplaceholder.paa"]

wintry tartan
#

This indicates how the game recognizes it

#

Which means - the path mismatch with config and path itself

void plover
wintry tartan
#

Yeah bingo

#

Let's try to put it into config's path

void plover
#

🥳

#

Now I just have to do that for all of the vests ig

#

Any idea why this isn't working?

#

The ui in the arsenal is but not in the inventory

wintry tartan
#

Should be the same issue

#

Oh wait misunderstood

void plover
#

What does this bit do in cfgPatches btw?

quiet osprey
#

hey guys, I'm trying to make a custom flag mod, for now the flag appears in the Eden editor as it should but it doesn't show up in Zeus. I've got almost no clue how arma scripting works (and coding in general) but can anyone help me out to make this show up in Zeus? config file is in there:
https://pastebin.com/JcYhmVK7

wintry tartan
#

units[] = {"FlagPole_F",}; Wrong period and wrong string to include

units[] = {"KLA_flag"};```should do

`_generalMacro` is only useful for Bohemians internal test. It does nothing at all for you. You can remove it.

I think you should to inherit from `FlagPole_F` not `FlagCarrier`

I think there is no need to declare `hiddenSelectionsTextures` and `hiddenSelectionsMaterials` if the inheritance is correct

`\@KLAFlag\data\Flags\KLA.paa` is not a valid path. A filepath is declared by a pbo, not by a Mod
void plover
void plover
wintry tartan
#

I... think, I've experienced the same

#

Put \ as the prefix of the path

quiet osprey
void plover
#

sometimes I hate arma

wintry tartan
#

We all do

quiet osprey
#

shows up in zeus

severe marlin
ashen chasm
#

pboprefix strikes again

severe marlin
#

I have problem with my mod

severe marlin
#

Marco?

#

I figured how to make custom insignias
And when I'm trying to run game it gives an error
It says:
line 28: /CFGUnitInsignia/: 'i' encountered instead of '{'

vague blaze
#

Is there any particular reason why a config would give me an error of "undefined base class H_helmetB"
When it hasn't any other time. I was doing edits, each test seemed fine, then this error.

Many other classes use this base class and yet don't throw errors.

chilly tulip
#

Did you add a vanilla dependency to your CfgPatches?

vague blaze
#

It's working now.
I copied a class from above, changed a few bits and it works now. Suddenly.

wintry fox
#

Probably a typo then

vague blaze
#

Must have been something in the class I missed

#

Yeah, did check quite hard tho

wintry fox
#

How do you change the max altitude of a helicopter (or any air vehicle)

wintry fox
gritty rune
#

I consider adding some mod compositions to the Nimitz project for the 10th anniversary release. I wonder how to declare the compositions mod dependency properly? I do not want to extend the requiredAddons for Nimitz beyond a3 and CBA_A3, but the compositions will use MH-60S from Hatchet, E-2/C-2 from Sab's military aviation and of course the F/A-18E/F Super Hornet. Anyone got experience with this? Or do I need to make a 'super-mod' declaring all of the above as dependency in SW and add the composition to that rather than the base Nimitz mod?

uncut pike
#

You can make use of the new skipWhenMissingDependencies to only "add" those compositions when the additional mods are also loaded.

gritty rune
#

oh, I thought that was merely a cfgPatches thing blocking the pop-up error?

#

admittedly I have never used it

uncut pike
#

It won't load the config accompanied with CfgPatches

#

It will only show a warning/info in the rpt.

uncut pike
gritty rune
#

ok, so declare the compositions outside of the main pbo with an own CfgPatches, requiring all the mods, with skip... enabled, saves the player from subscribing yet another mod

uncut pike
#

Yes

gritty rune
#

Thanks, that sounds doable!

uncut pike
#

You can add it as an sub addon/component (something to like a single compats/compositions addon) or its own addon/component for all types/mods you wish to make compositions for.

gritty rune
#

works: 9:28:48 Skipped loading of addon 'ttt_nimcompositions' as required addon 'ttt_crew' is not present

gritty rune
grand zinc
#

You could also do that inside the main pbo.
You can have multiple config.cpp in one pbo

gritty rune
#

ah nice idea, jdg_carrier even has two config.cpp already

vague blaze
#

So our community has been having an odd issue with some missions where once we get past the slotting screen and download the mission, it'll kick the whole server back to the mission selection screen.
We reload the mission, press continue, and it always seems to work on a 2nd load.

There are some missions that do it once, everytime, it's first loaded.
This is the error we get.
https://i.imgur.com/1T1sbbG.png

Something relating to Multi functional displays?

#

Any advice on this?

severe marlin
#

Guys I created 2 factions with "alive orbat" how should I put those 2 factions in autogen and cfgpatches?

pallid sierra
severe marlin
#

Someone? Anyone?

pallid sierra
# severe marlin Someone? Anyone?

Haven't used it, I write my own configs. It's also 730am so someone later might give you some info. If not, then I suggest looking at the Alive documentation/discord.

severe marlin
#

Where is that?

pallid sierra
#

Should be a page there about creating factions

severe marlin
pallid sierra
#

Then you'll probably have to learn how to put together the configs. You can probably use your generator for each faction individually then splice it all together.

#

But everytime I've helped someone with an autogen from alive I've wanted to pull my hair out with how much unnecessary stuff it puts in.

severe marlin
pallid sierra
severe marlin
severe marlin
#

Bruh

severe marlin
pallid sierra
#

Alright, glad you figured it out

severe marlin
#

Lol

pallid sierra
#

Post both generated configs

#

Use pastebin

severe marlin
#

In insignia config file

#

There are lines named "Displayname"

#

Right?

#

That's the name of insignias shows in list

pallid sierra
#

There are properties displayName = "my patch name";

severe marlin
#

So it's alright if I don't use underscore

#

?

pallid sierra
#

Yes that string can uses spaces

severe marlin
pallid sierra
#

Can you generate a config for each faction and post both?

severe marlin
#

Maybe later

severe marlin
#

@pallid sierra sorry again can u tell me how to add my soldier's preview to my soldiers?

hearty sandal
severe marlin
#

Also I have the images

pallid sierra
severe marlin
pallid sierra
#

in the unit's config. you have to do it with every soldier

lucid cedar
#

hey i need some help
i am making a small flag and marker mod and the textures just arent loading

wintry tartan
#

How do you pack this into a pbo?

lucid cedar
#

pbo manager

wintry tartan
#

Okay don't use that firstly

lucid cedar
#

LMAO

wintry tartan
#

At least Addon Builder from Arma 3 Tools

lucid cedar
#

okay got it

#

should i repack them and retry with addon builder?

nimble sequoia
#

Textures should have a _co suffix before you convert to .paa .... myFlag_co.tga > myFlag_co.paa

#

Flag texture size should be 512x256

lucid cedar
#

i have them at 1024 x 512

#

il change them

#

FlagForestbrothersTexture_co.png

nimble sequoia
#

Also try forceFlagTexture

lucid cedar
#

does this look correct before i convert it to a paa?

nimble sequoia
lucid cedar
nimble sequoia
#

If you've tried setting the texture to correct size, with suffix and used Addon Builder, and still not working, yes.

lucid cedar
#

just cant get it man

#

ima try to change the Base flag

wintry tartan
#

Not found error simply indicates the game can't find the file

lucid cedar
#

like a file path error

wintry tartan
#

As I said already

nimble sequoia
#

Are you using a p:\ drive?

lucid cedar
#

D:

#

i have a p drive but none of my arma stuff is installed on it

wintry tartan
#

So you don't know what P Drive is

lucid cedar
#

no i was saying D:\ as in D drive

#

sorry it looked like a concerned face

wintry tartan
#

I'm not misunderstanding

nimble sequoia
#

Most modders put their files inside p:\

lucid cedar
#

and why?

wintry tartan
#

Because it is how Arma modding works

nimble sequoia
#

setFlagTexture '\GriffinsFlags\flags\FlagDirlewangerbrigadeTexture.paa'
will be expecting to find it in p:\GriffinsFlags\flags\

wintry tartan
#

(Arma prior to Reforger)

nimble sequoia
wintry tartan
#

But if you're not going to deeper like us, I don't really recommend to prepare a P Drive for your “easy” modding

#

AB will do

pallid sierra
#

AB = addon builder btw

lucid cedar
#

hmm

#

im gonna go ahead and make a work drive

wintry tartan
#

Okay let's try AB solution

  • where exactly is your “source” folder?
  • do you have any PBOPREFIX?
lucid cedar
#

we you say source folder im guessing my mod folder

#

and yes after i unpack my pbos there are PBOPREFIX files

wintry tartan
#

Soruce folder, as in, the folder that contains the source of the PBO

lucid cedar
#

it is on my desktop

#

i assume it needs to be in a workdrive?

wintry tartan
#

What PBOPREFIX told you?

lucid cedar
#

prefix=GriffinsMarkers;
//PboType=Arma Unknown pbo type (no config or mission).;
//</properties>

wintry tartan
#

Where exactly is the paa in your desktop? File path?

lucid cedar
#

paa is inside the addons at the very end in a data folder

wintry tartan
#

I said path

lucid cedar
#

let me unpack them again give me one minute

wintry tartan
#

I am asking about the source path

lucid cedar
#

im understanding that as file path

#

is that incorrect

wintry tartan
#

D:\Desktop\Whatever\Whatever\Whatever.paa
This is what I want

nimble sequoia
#

Example: what is the path to your Windows folder?
Answer: C:\Windows\

#

Question: What is the path to your flag texture?

lucid cedar
#

C:\Users\Anthony G\OneDrive\Desktop\Griffins WW2 Flags\addons\GriffinsFlags\GriffinsFlags\flags

wintry tartan
#

And which folder you pack into the PBO? C:\Users\Anthony G\OneDrive\Desktop\Griffins WW2 Flags\addons\GriffinsFlags?

lucid cedar
#

C:\Users\Anthony G\OneDrive\Desktop\Griffins WW2 Flags\addons\GriffinsFlags (This one is the pbo)

#

inside the pbo is \GriffinsFlags\flags

wintry tartan
#

Then it probably is \GriffinsFlags\GriffinsFlags\flags\FlagForestbrothersTexture.paa

lucid cedar
#

alright let me try it

#

\GriffinsFlags\flags\FlagForestbrothersTexture.paa was my prev file path

nimble sequoia
#

_co

wintry tartan
#

That too

#

But isn't _co default texture type? 🤔

#

It is good habit to have that suffix though

lucid cedar
#

my configs while the game loads

#

top is flags bottom is markers

#

could kiss you both

wintry fox
#

What are the config property(ies) to disable facewear/identity randomization for a unit?
I've tested:

allowedfacewear[] = {""};
allowedHeadgear[] = {""};
allowedHeadgearB[] = {""};
headgearList[] = {""};
identityTypes[] = {};
wintry tartan
#

Where is this?

severe marlin
#

I have this randomize stuff when I create my custom faction

pallid sierra
#

if so, which unit mods

winter rain
wintry fox
wintry fox
wintry fox
#

Yep that worked, guessing that just clearing the identityTypes does "nothing"?

winter rain
#

dont know ive struggled some years ago with that too and thats what i did to make it working. LanguageEng im just using for OPFOR to not have that other language in use

severe marlin
severe marlin
#

I like them

winter rain
#

so you should play my mod xD

severe marlin
severe marlin
#

Or kane's wrath thing

winter rain
#

no its Tiberian Sun

severe marlin
winter rain
#

and good 😄

severe marlin
#

Lel

severe marlin
severe marlin
winter rain
#

its also a good c&c yes but im not a fan of TW, to muich changes in the lore etc and im also not a fan of the unit designs, atmosphere was really well done. but thats not a config related stuff, you can also PM me if you want

winter rain
severe marlin
#

Custom flag mod

winter rain
# severe marlin A flag mod
    class TG_GDI_Flag_01: Flag_Blue_F
    {
        author = "Tiberian Genesis";
        editorCategory = "TG_TIBERIAN_GENESIS_EDITOR_CAT";
        editorSubCategory = "TG_FLAGS_EDITOR_SUBCAT";
        editorPreview = "\tg_core\data\ico\ico_gdi_flag.jpg";
        scope = 2;
        scopeCurator = 2;
        accuracy = 1000;
        displayName = "Flag GDI";
        class EventHandlers
        {
        init="(_this select 0) setFlagTexture ""\tg_core\data\flags\flag_gdi_orig_co.paa""";
        };
};```
winter rain
severe marlin
#

What should I do with it?

#

Bruh I have a logo

winter rain
#

change name stuff to yours,

do a config

add cfgVehicles and add that what ive wrote and you edited with your names and your paths to flag texture

severe marlin
#

With kinda same outfits 😁

severe marlin
winter rain
#

we got a Discord and also a partner unit yes, but like ive said such stuff better via PM

toxic solar
#

does recoil defined in a firemode class still work? like

recoil="recoil_auto_mx";
recoilProne="recoil_auto_prone_mx";

ah nvm, I forgot I asked this same question like 4 years ago as I look through history, lmao

toxic solar
#

I guess on to the next question, is there away to make 1 bipod more effective at controling recoil then another? like a bipod vs tripod type deal

ebon pivot
#

yes but cant remember how

#

check config viewer of tier one weapons grip bipods thats the only example i remember off the top of my head

cursive cliff
#

Hey guys, I have a big problem and I need some help for it.

Where can I define how far you can see and hear a gun shot ?

cursive cliff
#

or lets say , how far you can see when someone else shoot a weapon in a multiplayer enviroment. The sound and muzzle effect of a sniper you can see 1.200 meter away and a rifle only 500 meters away

#

I can see if a tank controlled by a player shoot in a 39.000 meter distance

#

but only 800meters when he shoots with the mg on the tank

vague blaze
pallid sierra
vague blaze
#

Because it's this mission and a few other in question out of out 555+ mission pool.

pallid sierra
#

all the same maker?

vague blaze
#

oh no

#

Of course nott

#

way to many

pallid sierra
#

i mean of the ones that error

vague blaze
#

I'm unsure

#

No, the answer is no. The person who made this mission is our biggest misisons maker

#

he has like 150 missions

pallid sierra
#

did you remove the MFD mod first and see if it functioned consistently?

vague blaze
#

I don't believe there's an MFD mod?

#

MFD is just part of arma, I thought, no?

pallid sierra
#

let me check

pallid sierra
#

i'm not thinking its that. you got a large modlist?

vague blaze
#

Realtively

pallid sierra
#

large enough that it would be a pain to mess with your mission file on my own rig? lol how many you got

vague blaze
#

It's arma 3 in 2023

#

80gb+

#

?

pallid sierra
# vague blaze It's arma 3 in 2023

ya no thanks. its why i usually only keep to like 20 mods (which should be even more reduced now that we have skipWhenMissingDependencies removing the need for compatibility patches for mod makers). There's just too much there to dive into and trouble shoot. I would say do your next mission with vanilla and see if you have the same experience. Gotta figure out if its a mod issue, a server issue, or a mission maker issue

#

if everything works perfectly and consistently with vanilla, you got yourself a mod issue

#

try making a new active modlist for new missions as well so unneeded mods aren't loaded.

teal basin
#

guys,does anyone know how to set caliber in cfgammo a realistic value?
120mm APFSDS have 35 caliber and 1555 initial speed,is there a relationship between main gun caliber value and cfgammo's caliber value?

novel lava
#

caliber isnt caliber it's penetration power