#arma3_config
1 messages · Page 16 of 1
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
Do I need to just clear the temp folder myself?
That's what I do.
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
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..
where is it located in the files
Do you have .sqf files excluded from being binarized?
Nope
That'd be why
wait really... Shouldn't they be bin' to reduce size?
no
so If I cfgconvert it first?
If you just add *.sqf to the list of files to copy then you'll be good
Also, what's a good way to prevent missions from breaking when changing CfgPatches names (old sub-addon name was <addon>_weapons), tried just putting in a "dummy" CfgPatches with the old name but still gives a missing required addon error when loading a previous mission
build the mission with as few external dependenices active as possible? 😄
It's my own mod, was doing some re-organizing
Wanting to make sure I don't break other people's mission files
Either deprecate it, (leave it active without any actual use) or create a new mod with teh new method
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 
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]"
Oh I was thinking modes for something else, that makes sense, duh
What property changes the terrain debris that gets sent up when exploding?
Looks like it might be setting CraterEffects = "NoCrater";, will try that
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
NoCater should error alright 🤣
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
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?
'private' is not a valid scope number unless it is #define somewhere, and macros ought to be full upper case by convention
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
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?
A lot of terrain objects don't have a class.
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;
};
... ... ...
just need a confirmation from plane config makers,
https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class_config_reference#angleOfIndicence it's angleOfIndicence (instead of incidence) in config, correct? (plz ping me)
angleOfIndicence="-0.25*3.1415/180";
indicence it is
setdammage = 1
amma add a {{sic}} in there! Danke Schön 🍻
How obvious would it be if the engine was looking for something different and literally every plane config was wrong? :P
that would be incident
Would certainly be an Arma™️ moment
trying to fix this error anyone know anything? https://i.imgur.com/r7BJ1GJ.png
You have wrong config
IIRC InventoryItem_Base_F doesn't exist in CfgGlasses after all
im not sure what u mean?
this is the cfg
Literally. delete InventoryItem_Base_F through headgearitem and should be fine
worked ty
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?
mat[] should like an array with three parts
- Model rvmat
- Dam (damage > 0.5) mat that should overwrite the corresponded mat in 1
- Destroyed (dam = 1) mat, works like 2
And as many as you want , tex[] does similar too
selectionDamage = "zbytek";
This too
Anyway to change the dam threshold from not being 0.5?
Just try out
Inheritance for magazine wells is still not supported correct?
Not correct how?
Says on the wiki that inheritance for magazine wells isn't supported
I did experience that recently I believe
Which article?
https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Magazine_compatibility_groups
class CfgMagazineWells
{
class STANAG_556x45
{
// Magazines listed by mod
// It is possible to add new arrays to class but for now inheritance (i.e. STANAG_556x45_New: STANAG_556x45 {};) is not supported
...
Well let's run a test after I'm back
How do you make the actual size of a light source smaller?
which part exactly you talk about?
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
Moved to #arma3_scripting
MOVED
Are you sure you're on the correct channel? This does seem to be a scripting question
It might be. My apologies. Fried brain
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
double click it
yes, but this is for my eyes to small :-), I will it a little closer
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?
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 = "";
};
};
};
};
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";
};
};
};
condition should be "true"
Will check it out
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";
};
};
};
Have you tried with another object as well?
Could be that the object doesn't work with CBA's extended event handlers
It's a custom building, what can I do to make it compatible?
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
@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{};
};
Should be CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base{};
Like this then?
Yeah
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
Is a call being made to the function at all? Put a debug statement in the function that puts a message on screen so you can verify it's actually reaching the code.
Maybe try postInit rather than init
Checking now
So it is calling the function but for some reason not attaching the "vehicle" to the building. Could it be because in the attachto command I have used _this?
are the signs even created
did you try the postinit? instead of init
as attachto dont work until all things are initialized if I recall right
Yes, currently using the PostInit
cant attach X to Y since neirther fully exist yet
I get that but it is on PostInit, should I try adding a sleep command before the attach?
[_this, [0,0,0],_memPointMNumber]
Maybe this is failing - try replacing it with a single instance of a named piece of wall (ie not in a loop) and see if that works.
So all working? great
Not all working, but onto the next problem lol
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
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 
100% that RHS_M2_CROWS_M153_Abrams have magazines array in its config
it doesn't have its own magazines. Only inherited. And += doesn't work on inherited 
oh...that how it works. Alright, Ty
i somehow remember talks about that changing in future release, but don't quote me on that
i can only find this for now #arma3_feedback_tracker message
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.
typically post their config here with link to sqfbin.com or pastebin.com and if someone has time and knowledge they take a look and answer
to begin with we need to know if this is a custom model you made
or a model from some other mod
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.
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?
TFL is not something you want to use as reference.
its a recoded version of another mod with the hats in it but cutting a massive amount of variations and extra bloat out of it and making it so that it doesnt require multiple pbos for us to have a couple hats. Ill see if I can grab the code and throw it in a paste bin.
its Banned for stealing pretty much everything in it
and I doubt their coding skills
oh interesting. had no idea. where did they steal from?
everyone
other games, mods
you name it, they stole it
which leads me to the unfortunate question. what models are you working with exactly
as in the p3d files?
yeah
its from some tacdev thing thats in a huge collection of mods i was given forever ago.
that does not sound like a legit source you can actually use
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?
our modpack means its not private
its used by bunch of people
private would be it never leaves your computer
sounds like this isnt the place for me to find the help i need then. thanks
we have 0 tolerance for IP theft
so yes
if you are into that crap, this isnt the place for you
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.
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
I dont remember the last time I had to pay to download something on the workshop
and wrong way the TFL crew etc people take
so what is the right way
its still not free to do whatever the fuck you want with it
so that i can start following that
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
so let me ask you, if i was just retexturing the hat to have a different texture than is that okay?
not if you dont have permission and not if its ripped
if you dont repack anything someone else made yes
but if the source "mod" is already made by stolen models then no
but dont you have to repack it with the new textures in it and copy the names of the old textures file names?
no
🍿
that is the shit way
so how do you do it without repacking?
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
does having hidden selections provided count as a implicit permission for config-based retextures?
typically mod authors allow it either through their release license or like RHS that they dont usually enforce removal
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
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.
there is the legit community and the part where thiefs gather
TFL etc aren't part of the arma community, they're their own beast
deep down they too know they are doing wrong things
not even deep down, they just dont care
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.
had a huge impact on the arma world
no they havent
this is getting away from config anyways
I would like if TFL could make stuff that looks good, but they just steal it from COD or other Mods like USP
their stuff doesnt even look good
good point. Ill wave off. thanks for saying
would someone be able to tell me what is wrong with a config if i sent it to them?
Just send
I have never said you should to do in DM
Just send the file here, that's it
And are you sure you're trying to do this for Arma 3? Import DayZ models into Arma 3?
No the name is just DZ the model is a just a ship that my mate wants
I do not think I can trust your explanation
Unless it is just a released sample for DayZ Mod it is valid
you're clearly missing a couple of lines anyway
at line 16 and at the end.
And no forward declaration of HouseNoDestruct
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.
And failed how?
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?^^
Before continue my questions, I need to tell you these:
- An
#includeonly does “dumb” copy and paste, it doesn't matter if it is included or not if it is broken - Please post the error too. Code and errors should be told in the same context
- And yes, nested array like that is possible
So, what exactly is broken? How it is broken?
There is no error, simply including this file containing exactly that class breaks the component (its assets do not show in the editor)
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?
(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} }
};
};
I include the file named "cfgOpforStrategy" in config.cpp
It is packed with the Addon Builder, works fine for everything else
yes, but how```cpp
#include myFile.txt // ?
correct, I am fishing for errors :)
#include "cfgOpforStrategy"
Where is .hpp?
see 😜 I even used .txt
One reason not to use AB is this, it throws no error despite there is an obvious error
Well, I got used to using this tool, but yeah, mikero is better I guess^^
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.
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.
You can just postInit'd function or something so will run every each of mission run
where are building positions in the config?
they are part of the model
in the path lod
Wouldn’t that trigger it every single time the building was initialized, so in MP it would run it once per client
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?
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
init dont run on terrain objects
you have to collect the objects on mission startup via mission init and scripts
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?
how much stuff you gonna spawn?
it does
I’m all honesty quite a lot
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
I’ll be attaching ace interactions to them, since the building itself is too big for ace interactions to work
Let’s say 50
50 objects?
well thats fine.
I thought you were gonna spawn something on all houses
No, just one house
How does the size of the building make ACE interactions to not work?
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
with the Object ID of TerrainObject it doesnt work?
Not tried in all honesty
How would that work? Let’s say I had the ID and wanted to spawn the script on it
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
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
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:
I don't think I've ever got turnoffset to behave as it's name suggests either. In vanilla code the TurnIn and TurnOut always have the same turnoffset values set (it's placed in TurnIn and inherited to TurnOut).
I use model.cfg animation (rotation/translation) of the character proxy to achieve FFV turn-out orientation movement.
Right, we shall try that. Thanks
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
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
this is my full class turret
usePiP = 1;
thanks, it works
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"
question is about backpack and config is about weapon. I am confused
It's the example I had on hand.
and _xx_ prefix are just there from macro, it doesn't bear any meaning. Classname can be whatever
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.
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 🤷♂️
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?
emptying Transport* classes with this should be enough to remove backpack's contents
class TransportMagazines {};
class TransportItems {};
class TransportWeapons {};```
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?
I don't think uniforms and vests have default contents, and their gear is defined in the unit instead.
and distributed automatically by whatever rules 
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
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
Understood. Thank y'all for the assistance and answers and additional thank you for being patient with me.
Is there something I can call to determine the starting magazine in a weapon? I assume it's going to be similar to a linkedItem class but in using google, can't get a possible name
So without editing how the list under cfgmagazines would go, it's stuck on the default ammo?
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?
textureHLs contain 1 arm and 1 leg. So, probably, left/right 
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
Shadows are in the Shadow LOD inside the p3d.
right. I havent edited the model at all, just copypasted it from the rhs folder to my own mod folder
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.
yup, the model is uneditable. when you say prerequisite. are you talking about itemCore etc in the config?, my knowledge is pretty limitted in that regard
Can you describe what you're trying to do so we understand the goal?
just to reskin the helmet portion of the RHS ACH with netting
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
This is not something you are allowed to do. 👆 this is the correct way
you must use RHS as dependency, you cant take teh p3d
pretty sure I already told him that
Which ammo config properties are used to calculate audibility of gunfire and explosions? I found audibleFire, do you know any other properties?
so it seems 😄
audibility in what sense?
how loud the sounds are?
In the sense how far from the source it can be detected by AI.
something like this? note this is from a previous project
Why the #define _ARMA_?
Mikero's tools does produce it somehow. No harm to have or not to
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)`
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 
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?
Should have already had it though, will double check them though
Apparently put the root addon instead of the sub-addon it came from
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";```
whatever the folder sturcture in the pbo is, any config can use a file by that same pathing yeah
like you can path to any vanilla file
in a custom config
pboPrefix\pboPath\funnyWeapon.p3d, pbo name doesn't mean anything 
so if i have the pbo inside another folder, the pbo is just basically just another folder in the path?
pbos and folders of your real filesystems mean nothing
The game doesn't care where the pbo is.
The pbo name/prefix dictates its path
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
The game doesn't care where the pbo is.
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
use of prefix is completely optional
no
ok, so this clears it up
thanks
i need to readjust my path formating haha
thanks again
completely optional, but heavily recommended in each and every guide i come about 
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.
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
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.
no prefix seems to default to just pbo name
That's not that easy to get collisions with, i'd say
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
Is there a list of the CfgGlasses modes and what they do?
Found it on the Facewar Configuration page of the characters and gear guide
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
It appears to just be an issue with mode = 4, setting it to 1 does work
Is that intended behavior or a bug?
Wait artemoz, if you get an "updating base class" message in the Rpt log, it's def an error?
I didnt realize it was an error; just thought it was a message saying that some add-on was updating a class from another
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
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.
In a optic config, what distance does opticszoom represent? Min, Max, Init?
not distance but magnification/angle of view
the narrower view the more "zoomed in" it looks
Thanks! Good to know.
I've only just started trying to help my unit's "modpack" guy, and I didn't know if I needed to look into the UBC messages, see how to fix them, unlike the more obvious "missing ';'" errors or missing config file type stuff.
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
First sentence and second don't relate to me? What is your question/issue?
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.
So you want a weapon with integrated suppressor?
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.
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?
sounds interesting, I'll give it a shot. Thank you 👍
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
^ done
can I pull StateSpecial down to a different parent class like so? From class Object to class Marker
no? 
very well. just wanted to see if there was a shortcut. guess i'll define StateSpecial instead lol
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 {};
};
};
I do this with stuff I make, but statespecial is a base Arma class within the object class.
What's the path to the dummy nvg model?
Can't remember it and don't think I have any projects that use it
"\a3\weapons_f\dummynvg.p3d"?
That's the one
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.
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
};
};
...
};
It also didn't seem to save the description as well
I tried putting them in Object0 itself as well, and still nothing
for rsc idd/idc how big can the number be?
just move commanding menu to the center via OPTION--GAME--LAYOUT, all the scroll menu will display in the center
He wants to do it in code to force every player on his server to have that.

should make a mod then
That's their question, how to do that
Do you have an example?
no
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.
youll have to change it in the weather too
thanks
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
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
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.
Also if you have an error post it too
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)
@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
The ending _ca is only needed when converting to paa, so that it knows there's transparency (at least from when I've done some testing with it)
Final name could be anything but usually good to keep it
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?
I know for what _co and _ca is but i got in mind for launcher there is something other you need to take care for inventory pics
I don't think so, at least not that I've run in to
You need to define the memory points for PiP displays:
uavCameraDriverPos = "pos_pip0";
uavCameraDriverDir = "pos_pip0_dir";
uavCameraGunnerPos = "pos_pip1";
uavCameraGunnerDir = "pos_pip1_dir";
The Black Wasp's model doesn't have these memory points since it's not a UAV. So you probably have to improvise by using a different memory point (maybe the targeting camera?)
If none of them work, you're pretty much SOL since there's no way to add memory points until BI releases sample models.
This fixed it, thank you!
is slingLoadMaxCargoMass the only that that controls the ability for a helicopter to lift an object?
The object to be slung also needs a config
so i have and aircraft that has a slingloadmax of 16000 but cant lift an rhs hummve with a mass of 5301
You can setMass script
do you know if slingLoadMaxCargoMass works on vtols?
No, Sling Load system only works for Helicopters
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
"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.
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.
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.
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
yeah just increase the particle size from the off
search my messages in this channel i did it a while ago
will have a look, ty
worked, ended up with the same values as you used back then
how would I tweak the life time of the whole thing though? trying to make it last longer
Weight is not a vanilla thing. Do you ralk about ACE?
Definitely within the weaponSlotInfo
Can you post your full config? It's impossible to tell where you might've gone wrong.
timeToLive in CfgAmmo works, smoke is deleted after set time, particles start to disperse after
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?
Lock it via script
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?
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.
Well, if there is no copilot seat it means you cannot get in into the copilot seat?
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
Without checking your config, I cannot say anything further I guess
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
So you need place as copilot but no turret usage?
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)
And, yeah, if you want to have an exact answer, please post the config
Yep, was just trimming down the changes I had made to it
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;
};
};
class Turrets: Turrets {};```No need to, just `class Turrets;`
Are you sure LeftDoorGun is the cause?
I hadn't tested if it was one of them specifically, comment was for both of them
YeahI previously just had Turrets; but was just checking
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
And have access to the copilot?
Yes
Just to make sure: in that config you have no access to the copilot, like at all, you can't sit?
Are you sure LeftDoorGun is the cause?
Double checked, deleting either of the turret classes causes the co-pilot action to dissapear
I also just noticed it's removing the ramp FFV (infantry fire from vehicle) turrets as well
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?
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;
};
};
};
in this folder \Yilan001's 40k Object Addon\models\YL001_imp_hive_gothic_2\compositions\2S what files you got in there?
Just two files.
composition.sqe
header.sqe
ok sounds right with these 2 files
probably you have to add these 2 aswell into your YL001_hive_small_1 class
scopeCurator = 2;```
makes it visible in 3den editor and zeus
That had no effect, unfortunately.
so you are looking in eden editor groups and then that icon and yours not show up?
Yes, in the F2 tab for Compositions and the right-most Custom tab, nothing is populated.
When you define your class Turrets: Turrets {} to delete the left and right door gunners, you also need to explicitly declare all of the sub turrets contained inside (such as the copilot & FFV's eg class Copilot: Copilot {};), even if you are doing nothing with them, otherwise they are lost.
Um. No?
I mean literally a mod for weapons, has a few rifles that don't have any weight, yet in the config it shows they do have mass.
What do you mean by weight and mass in this context?
"Weight" is a bar in vanilla arsenal 
Ah, that's what “stats in-game” mean?
mass of weapon is checked like drebin052 shown here. And it seems that if isnumber (_cfgRoot >> "reloadTime") is false (as in weapon config doesn't have a reloadTime as number) - stats may fail to get read 
That makes sense, but I don't see why exactly they're being lost
Does Arma not just interpret it as "Copy/Paste everything in Turrets, delete LeftDoorGun, delete RightDoorGun?
Nope, it's stupid with turrets and a few other classes.
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
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;
};
};
Probably inheritance is wrong in BNA_KC_LAAti_Base
What would be wrong?
Use Leopard's Advanced config viewer to check out the full inheritance in game.
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
So yeah. Weight is the actual bar people see in game in the arsenal and it shows zero weight for the item.
Yet in the config, the mass (which determines the weight), is there and shows a value.
I managed to figure it out 😁
So what was that?
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.
Sounds like there's something wrong with the mod. Planes, as long as they're above a certain altitude, spawn with forward velocity, but I'm not aware of a specific config value for it.
Is the config for the new rail gun take open to reference? Is it packed in a EBO?
if nothing else you can get it by exporting all in one config with the diag_ script command or use the ingame config viewer
its in a pbo
its scripted btw, functions_f_decade
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"};
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
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!
this is star wars stuff right?
Yeah
cant have that here sorry
That a new rule?
Been posting StarWars stuff here for a couple months at least
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
Just no screenshots / visuals or anything related to it at all?
anything related at all
fyi, lucasfilm handle ip policy over sw not disney
I dont make the policy here, just informing about it
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?
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
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?
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
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
With driving in water do you mean wheels barely get wet or that it's fully under water or that it's amphibious and floats?
Sorry shouldve specified, But as seen in image wheels just touching the water
👍
Is it tested on vanilla maps or custom maps?
And do vanilla vehicles behave same in this same test situation
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
What I'm looking fir is if the ground surface under water is configured to slow vehicles down
👍 Good, then it does indicate vehicle specific issue
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?
https://community.bistudio.com/wiki/CfgPatches
This does declare the dependency
More specifically, requiredAddons[] part of it
so I just put the dependency in CfgPatches, and then link the filepath, yeah?
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
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
I think you're misunderstanding how a modding in Arma 3 works
entirely possible, I'm brand new
There definitely is no need to redefine the p3d path
howso?
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"};
};```
As you can see in https://community.bistudio.com/wiki/Class_Inheritance , this is how a config in Arma 3 works - inheritation and the relation between the parent and its children are the key of the config
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
These are some of the config values which can affect how the vehicle behaves in water:
engineShiftY = 0.3;
maxFordingDepth = -0.6;
waterAngularDampingCoef = 0;
waterDamageEngine = 0.2;
waterLeakiness = 10;
waterLinearDampingCoefX = 0;
waterLinearDampingCoefY = 0;
waterPPInVehicle = 1;
waterResistance = 1;
waterResistanceCoef = 0.5;```
🫡
thank you
"waterResistance"
ahh yes
i mightve found it xD
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)
Would you mind jumping into https://discord.com/channels/105462288051380224/360679067395031050 for a minute just so I can stream to you? I'm a bit out of my depths trying to understand what you've written...
No, I prefer to keep the logs
wdym?
Voice won't leave logs
I don't understand?
And we are leaving logs right now. As texts
Then please do. What is unclear?
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
Well, you can post your current config if you have one. So we can point what/how it should be
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
invisible usually means the path to the texture in config dont match the folder structure inside pbo
Can you, uh, please narrow down the minimum config? Which one is the invisible one?
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
do you get any errors when you load the game
Okay, let me rephrase - please tell me which one is yours and your modification?
nope
all of the vests in this config are for my retextures
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?
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
that's graves' code, I just kept it because I didn't know what it did
are you referring to this post?
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
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?
makes sense 👍
so
requiredAddons[]=
{
"@JCA - Modular Carrier Remake Project"
};```
No
like this?
You need to go through Step 1 to 3
No need to have double dobule quotes, only single double quotes (meh English)
oh yeah my bad
fixed
Seems fine
So the game will recognize this config should be loaded after Graves' vest addon
Not before
that makes sense, thank you for your help so far I really appreciate it. What next?
Let's try to shorten the config to quick test
JCA_MCRP_V_CarrierRigKBT_01_dpcu_F this is your retex right?
yep
And is invisible too?
ye
...Oh! I've just found out that, you have the same config name with the original Mod
Is that this?:
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
Better?
More better if you put a prefix like Quake_Vests_[...]
Done
Same for every weapons class
Like this?
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?
Does it not need a CfgVehicles? If not what purpose does it serve in the original?
Currently I want to focus on the weapon itself - aka vest itself, not the “placeable” ones
ah so the CfgVehicles is when it's dropped on the floor?
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
Okay sure, that's the minimum config then
I must use step 4?
Let's put it into the PBO
Where should I put that?
Which line?
Within your CfgPatches. But it doesn't matter, as it says Optional
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
What about weapons and units?
What do you mean? I think explained well there
How about if I give a required addon?
Excuse me? You give requiredAddons and?
Give an required addon for my mod
Then?
Maybe it loads?
Maybe? Try it
Must type the mod name in []?
No
class CfgPatches
{
class Quake_Vests_F_JCA_DPCU
{
requiredAddons[]=
{
"Vests_F_JCA_MCRP"
};
requiredVersion=0.1;
units[] = {};
weapons[] = {};
};
};```Abovementioned example
any ideas? @wintry tartan
Yeah, just to make sure - the PAA is properly converted from?
appears to be
And you can open them?
yep
🤔
No doesn't worked
What is the PBOPREFIX? PBO Manager should have a way to check
I'm not sure what you mean?
PBOPREFIX is a... like, the thing to tell the game where to put your files and data
how do I find it?
Not familiar with the latest PBO Manager. Under View or Edit part?
Maybe Headers
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?
false
Usually, invisible texture indicates the game couldn't find the texture
Oh false, so it is located somewhere else
Oh wait, somehow... there is addons folder
Wrong slash
Still false lol 🤦♂️
UI folder is in the pbo but not in the path being checked
🤔 In the first place if the game can't find the texture it should throw a visible error
No it's not in UI
Yeah but the texture isn't in the ui folder
oh, I see, squint
no errors when I launch the game :/
It should tell you if you try to equip the vest
But anyways, it still couldn't find it
no error when I equip it
Okay, let's try to find it ingame
allAddonsInfo```This command to get all pbos you have
Find yours
["test","",false,1,"389596618196d0964280617111f9868614aee888"]
addonFiles ["test\",".paa"]```to get all files in it
["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"]
This indicates how the game recognizes it
Which means - the path mismatch with config and path itself
🎉
🥳
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
What does this bit do in cfgPatches btw?
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
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.
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
happens whenever I open inventory with the vest equipped
Alright thanks i'll try to fix now
We all do
Thanks alot it works now 👍
shows up in zeus

pboprefix strikes again
I have problem with my mod
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 '{'
#arma3_texture message
This is the config
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.
Did you add a vanilla dependency to your CfgPatches?
It's working now.
I copied a class from above, changed a few bits and it works now. Suddenly.
Probably a typo then
How do you change the max altitude of a helicopter (or any air vehicle)
Found 'em, I was just looking at the normal CfgVehicles reference and not the plane one
https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class_config_reference#altFullForce / altNoForce
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?
You can make use of the new skipWhenMissingDependencies to only "add" those compositions when the additional mods are also loaded.
oh, I thought that was merely a cfgPatches thing blocking the pop-up error?
admittedly I have never used it
It won't load the config accompanied with CfgPatches
It will only show a warning/info in the rpt.
Well it's new 😅
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
Yes
Thanks, that sounds doable!
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.
works: 9:28:48 Skipped loading of addon 'ttt_nimcompositions' as required addon 'ttt_crew' is not present
somewhat off-topic: sqfbin.com seems down
You could also do that inside the main pbo.
You can have multiple config.cpp in one pbo
ah nice idea, jdg_carrier even has two config.cpp already
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?
Guys I created 2 factions with "alive orbat" how should I put those 2 factions in autogen and cfgpatches?
On one of the iterations that doesn't work, collect the server .rpt file and post that.
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.
What's that documentation?
Where is that?
Doesn't had something for multiple factions
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.
Also I have problem with adding my custom insignia In game
Insignia clothing patches are easy, I can help you with that in a little bit.
Can't run the game with that insignia mod
Post the whole config
Bruh
It solved
Alright, glad you figured it out
Still adding some factions into 1 it's my problem
Lol
Wait wait man
In insignia config file
There are lines named "Displayname"
Right?
That's the name of insignias shows in list
There are properties displayName = "my patch name";
Yes that string can uses spaces
What should I send exactly?
Can you generate a config for each faction and post both?
I kinda deleted that 😄
Maybe later
@pallid sierra sorry again can u tell me how to add my soldier's preview to my soldiers?
@severe marlin this might be of use to you as reference material https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
I just wanted to give preview to my soldiers when I hover mouse on them it shows the AAF soldiers
Also I have the images
its the editorPreview = "pathToMyImage"; property
In what?
in the unit's config. you have to do it with every soldier
Thanks
hey i need some help
i am making a small flag and marker mod and the textures just arent loading
(For Flags)
(Flag Markers)
How do you pack this into a pbo?
pbo manager
Okay don't use that firstly
LMAO
At least Addon Builder from Arma 3 Tools
Textures should have a _co suffix before you convert to .paa .... myFlag_co.tga > myFlag_co.paa
Flag texture size should be 512x256
Also try forceFlagTexture
does this look correct before i convert it to a paa?
https://community.bistudio.com/wiki/Texture_Naming_Conventions
Textures must be latest version in TGA. 24bit without alpha or 32bit for alpha transparent. PNG format is also suported.
instead of setFlagTexture do forceFlagTexture ?
If you've tried setting the texture to correct size, with suffix and used Addon Builder, and still not working, yes.
Not found error simply indicates the game can't find the file
like a file path error
As I said already
Are you using a p:\ drive?
So you don't know what P Drive is
I'm not misunderstanding
Most modders put their files inside p:\
*is not
and why?
Because it is how Arma modding works
setFlagTexture '\GriffinsFlags\flags\FlagDirlewangerbrigadeTexture.paa'
will be expecting to find it in p:\GriffinsFlags\flags\
(Arma prior to Reforger)
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
AB = addon builder btw
Okay let's try AB solution
- where exactly is your “source” folder?
- do you have any PBOPREFIX?
we you say source folder im guessing my mod folder
and yes after i unpack my pbos there are PBOPREFIX files
Soruce folder, as in, the folder that contains the source of the PBO
What PBOPREFIX told you?
prefix=GriffinsMarkers;
//PboType=Arma Unknown pbo type (no config or mission).;
//</properties>
Where exactly is the paa in your desktop? File path?
paa is inside the addons at the very end in a data folder
I said path
let me unpack them again give me one minute
I am asking about the source path
D:\Desktop\Whatever\Whatever\Whatever.paa
This is what I want
Example: what is the path to your Windows folder?
Answer: C:\Windows\
Question: What is the path to your flag texture?
C:\Users\Anthony G\OneDrive\Desktop\Griffins WW2 Flags\addons\GriffinsFlags\GriffinsFlags\flags
And which folder you pack into the PBO? C:\Users\Anthony G\OneDrive\Desktop\Griffins WW2 Flags\addons\GriffinsFlags?
C:\Users\Anthony G\OneDrive\Desktop\Griffins WW2 Flags\addons\GriffinsFlags (This one is the pbo)
inside the pbo is \GriffinsFlags\flags
Then it probably is \GriffinsFlags\GriffinsFlags\flags\FlagForestbrothersTexture.paa
alright let me try it
\GriffinsFlags\flags\FlagForestbrothersTexture.paa was my prev file path
_co
That too
But isn't _co default texture type? 🤔
It is good habit to have that suffix though
my configs while the game loads
top is flags bottom is markers
could kiss you both
What are the config property(ies) to disable facewear/identity randomization for a unit?
I've tested:
allowedfacewear[] = {""};
allowedHeadgear[] = {""};
allowedHeadgearB[] = {""};
headgearList[] = {""};
identityTypes[] = {};
Where is this?
It's for soldiers maybe?
I have this randomize stuff when I create my custom faction
are you using mods or no?
if so, which unit mods
identityTypes[] = {"LanguageENG_F", "Head_NATO", "Head_Euro"};
CfgVehicles, unit config
Already in my config, it's the last thing I have listed in my message, unless you're meaning those exact values
try what ive wrote
Yep that worked, guessing that just clearing the identityTypes does "nothing"?
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
Is that for disable facewear randomize?
so you should play my mod xD
I saw C&C mods
But u didn't created the tiberuim wars
Or kane's wrath thing
no its Tiberian Sun
I know but they are old
and good 😄
But I think I had renegade mod
But sentry I want to know how to make a flag mod
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
what do you need
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""";
};
};```
flag mod
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
My logo it's like nod's logo the color I mean
With kinda same outfits 😁
Also do u have a unit or something?
we got a Discord and also a partner unit yes, but like ive said such stuff better via PM
I did
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
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
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
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 ?
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
Okay cool will do
I checked my RPT but there zero references in there to this MFD issue.
I've seen this happen with a runaway process before. Are you running any scripting that you have wrote? Or just mods.
Well, we've definelty got mods.
But script, do you mean something one of the mission makers has added to their mission and is causing the issue, or a script elsewhere on our system?
Because it's this mission and a few other in question out of out 555+ mission pool.
all the same maker?
i mean of the ones that error
I'm unsure
No, the answer is no. The person who made this mission is our biggest misisons maker
he has like 150 missions
did you remove the MFD mod first and see if it functioned consistently?
let me check
i'm not thinking its that. you got a large modlist?
Realtively
large enough that it would be a pain to mess with your mission file on my own rig? lol how many you got
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.
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?
caliber isnt caliber it's penetration power

