#arma3_config

1 messages ยท Page 17 of 1

teal basin
#

yes,I already know that.The problem that i have is how to get a accurate value make the shells penetration similar to real world.
penetration formula on tank's armor is "current speed * caliber * RHA(which is 15)/1000 ".
BTW,I using ACE's advance vehicle damage for my game,so understand how does penetration system work is important for me to fine tune the tank and shells

#

so I wonder how to get a realistic value for caliber of shells

fast rapids
#

Hi, guys. Have that error after packing addon and don't know how to fix. Any tips?

tacit zealot
#

How can I modify an animation source such that it becomes active when the vehicle radar is turned on? I know animations can do this since the vanilla AA tanks have a little rotating radar that activates when the radar does, but I can't find anything relating to it in the config viewer entry for that vehicle.

tacit zealot
#

I have found the option for source = "activeSensorsOn; but the animation still does not rotate when I turn the radar on.

hearty sandal
#

so you will need 2 radars

#

that the activeSensorOn hides and unhides

#

and one is stationary and one is rotating by whatever source works for your intention

#

like source= time

tacit zealot
#

errr... then I'm not sure if it's possible. I'm working with the vanilla/enoch Mobile Radar but converted to be a turret so I can't touch things like the model or the model CFG (which I don't think even exists for the model)

#

I know there is an animation source since it's used by the vanilla model and can set the rotation speed, but I haven't been able to get it to work at all, even if I copied the animation sources and the Attributes (which made a control slider) from the vanilla class.

#
        class AnimationSources{
            class Radar_Rotation{
                source="activeSensorsOn";//default user; potentially try activeSensorsPhase
                initPhase=0;
                animPeriod=3;
            };
        };```
hearty sandal
#

right that is probably more complicated then

ebon pivot
#

are you able to use select or something in preprocessor? would like to be able to get month and day in __DATE_ARR__ in macro format etc

wintry tartan
toxic solar
#

from quickly looking the tier 1 bipods dont seem anything special, all the bipods work the same shrug

tacit zealot
#

Is it possible to remove a line from the config of a child class? I have a class which inherits the EditorCategory = "XYZ"; line and I don't want it to.
Setting to empty string doesn't work. Just makes them not show up.

hearty sandal
tacit zealot
#

Doesn't that only work on classes, not lines?

hearty sandal
#

works on classes and parameters

#

should come up with googling pretty easily

tacit zealot
#

Didn't think it worked on parameters, thx.

fast rapids
ebon pivot
ebon pivot
#

ignore me its done on the weapon side and the bipod changes the weapon hmmyes

urban cargo
#

Is there a way to make the base game stamina so that there a minimum stamina level where all of the stamina is available until you get over said limit?

I know how to set a maximum with the maxSoldierLoad but curently any equipment removes stamina. I want something where up to a load of 500 mass units of equipment the is no reduction of stamina and after that it starts to reduce the stamina available.

chilly tulip
#

I don't think you can mess with base game stamina to that extent. You'd have to disable it and write your own.

urban cargo
chilly tulip
#

Engine, I imagine?

ebon pivot
#

tier one uses rhs' grip system where they change the weapon

#

hence different handanim

#

so they just reduce the recoil amount in the other weapon

#

rather than grip itself

cunning reef
#

Hello, where can I find the PBO containing whatever file has the armor values for arma 3 viper helmet?

#

Or if someone could just list it out

hearty sandal
cunning reef
#

ah. Right

#

Should've thought about that

hearty sandal
#

also if you need to regularly look into configs the all in one config dump (scripting command and deb branch diagnostic exe) is great way to look for stuff and see how things connect

severe marlin
hearty sandal
cunning reef
#

figuring that out was a pain

#

im happy its behind me

severe marlin
#

And convert to something else

ebon pivot
#

texviewer

hearty sandal
#

texviewer - save as - wantedname.png or name.tga

cunning reef
#

groupadler has a thing for it

cunning reef
#

Dont know if I can make much from this

#

Like I was looking for something like this

ebon pivot
#

look at the subclasses

cunning reef
#

What subclass?

ebon pivot
#

though really you should use advanced developer tools

cunning reef
#

Is there no one who just kind of has these values on hand somewhere?

#

as a ref for modders

ebon pivot
#

get a config dump

#

or use advanced developer tools

cunning reef
#

Why do I get a feeling this wont exactly get me these values either

ebon pivot
#

it will

#

else i wouldnt suggest it derpWolf

cunning reef
#

Any directions on what the heck a config dump even is

ebon pivot
#

a dump of all the config in the game

cunning reef
#

Wha

#

okay im searching it up and it seems like a program ig

ebon pivot
#

you use a scripting command on the diag branch to get it

cunning reef
#

so I should find the diag branch

ebon pivot
#

it is much easier to just use advanced developer tools

cunning reef
#

or that

#

okay this takes too long ima just

#

see if I can find someone who has armor I can use as ref

#

im not spending my night on this

hearty sandal
cunning reef
#

Nothing like what I did?

#

or just a general

#

"I put the vest pelvis armor at 40"

#

"17 felt too low"

hearty sandal
#

yep

cunning reef
hearty sandal
#

people usually feel the same way as you do

#

they dont want to spend the time

severe marlin
hearty sandal
#

not really

cunning reef
#

ig

hearty sandal
#

but you can ask question here and maybe someone can

#

if its config related

severe marlin
hearty sandal
#

you did something wrong I suppose.

#

try again

chilly tulip
#

I have an excel sheet with most vanilla & RHS body armour values.

pallid sierra
severe marlin
ebon pivot
fringe radish
#

is there any way via weapon config or animations config to hide launchers on the back of players?

#

there is an parameter to hide secondaries on the animation config but it doesn't seem to be one for launchers

solar inlet
#

Would there be a way to config something thats in the "Facewear" category in the arsenal to show up in the "NVGs" position too?

wintry tartan
#

No. Only to duplicate the class is the way

solar inlet
#

Would it just be a config.cpp thing or is it deeper

wheat sluice
#

You would need to create custom classes in CfgWeapons that use the models of each facewear item from CfgGlasses.

i.e. convert the vanilla Aviators into an NVG slot item:

    class NVGoggles;
    class G_Aviator_nvgslot: NVGoggles
    {
        author = "Woods";
        displayName = "$STR_A3_CfgGlasses_G_Aviator0";
        descriptionShort = "";
        descriptionUse = "";
        model = "\A3\characters_f_gamma\Heads\Glasses\g_aviators.p3d";
        modelOptics = "\A3\weapons_f\empty";
        picture = "\A3\Characters_F\data\ui\icon_g_aviators_CA.paa";
        visionMode[] = 
        {
            "Normal"
        };
        hiddenSelections[] = 
        {
            "camo"
        };
        hiddenSelectionsTextures[] = 
        {
            "\a3\characters_f\heads\glasses\data\glass_ca.paa"
        };
        class Library
        {
            libTextDesc = "";
        };
        class ItemInfo
        {
            hmdType = 0;
            type = 616;
            uniformModel = "A3\characters_f_gamma\Heads\Glasses\g_aviators.p3d";
            modelOff = "A3\characters_f_gamma\Heads\Glasses\g_aviators.p3d";
            mass = 2;
        };
    };

You'd probably want to look into setting up a macro to config this since it's quite time consuming to do even just for vanilla facewear items.

solar inlet
#

That's actually the exact item I wanted to put into the nvg slot lol

solar inlet
wintry tartan
#

config.cpp is the only file that can define config

solar inlet
#

the more you know lol

#

the more i know actually

#

haha

teal basin
#

there is a limit that I cant load all mod that I need
Is there a way to run arma3 diag.exe with mod not using startup parameters?

narrow swallow
teal basin
#

It works.thx 4 u help,the solution is much easier than I thought

dense igloo
#

is it still possible to add an init = "xyz" parameter in config.cpp of an object? so whenever that object is spawned from anywhere that init will be run?

#

there is a message in the pins about this but I saw a forum post about it being disabled due to security reasons

pallid sierra
#

What's disabled depending on the server is using the init box compositions to run code as Zeus.

dense igloo
pallid sierra
dense igloo
pallid sierra
#

If there is no child class named event handlers, you'll be creating one and be fine. If there is, you'll be overwriting it instead of adding to it, unless you inherit it as well.

dense igloo
# pallid sierra If there is no child class named event handlers, you'll be creating one and be f...

hi, so there seems to be a difference in writing a command in init from eden editor vs passing it in Eventhandler.
In my specific usecase, the command is [this] spawn LIB_fnc_Stuka_Siren; which calls the right script (stuka siren script)
but i get Error undefined variable in expression: _unit
[_unit] spawn LIB_fnc_Stuka_Siren; is the exact command where calling through Eventhandler fails (eden editor init doesn't)

pallid sierra
dense igloo
pallid sierra
dense igloo
safe marlin
#

Greetings, gentlemen!

I am having some issues editing an object, I was wondering if anyone would know what I'm doing wrong...

Trying to get a custom crate to Ignore ACE Weight Carry limits - I checked ACE's documentation, it shows to add the lines:

class CfgVehicles {
    class MyVehicle {
        // Dragging
        ace_dragging_canDrag = 1;  // Can be dragged (0-no, 1-yes)
        ace_dragging_dragPosition[] = {0, 1.2, 0};  // Offset of the model from the body while dragging (same as attachTo) (default: [0, 1.5, 0])
        ace_dragging_dragDirection = 0;  // Model direction while dragging (same as setDir after attachTo) (default: 0)
        ace_dragging_ignoreWeight = 1; // Ignore weight limitation for dragging (0-no, 1-yes)```

I tried doing that, adding both the lines I though I needed to the class, but... it doesn't work.
Am I missing somehting?

Here's the config:

```class CfgVehicles
{
    class Box_NATO_Wps_F;
    class Snake_Crates_Small_Ammo_v2: Box_NATO_Wps_F
    {
        displayName="[GR]Ammo Crate (Small)";
        scope=2;
        model = "\A3\Weapons_F\Ammoboxes\Proxy_UsBasicAmmoBox.p3d";
        icon = "iconCrateAmmo";
        ace_dragging_ignoreWeight=1;
        ace_dragging_ignoreWeightCarry=1;
        transportMaxWeapons=200;
        transportMaxMagazines=1000;```
#

Should I add the ACE canDrag?
The ACE interaction is already in there, I have other crates that are exactly the same and they can be dragged fine (their weight is lower than the limit)

#

Any help would be amazing, thanks in advance!

uncut pike
#

Use three ` so your code is better to read please.

charred sealBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```
โ†“

// your code here
hint "good!";
uncut pike
#

Also you can use cpp instead of sqf for better highlighting

safe marlin
#

I will, thanks ๐Ÿ˜„

severe marlin
#

anyone?

wintry tartan
#

Have you ever thought to just ask instead of ask to ask?

severe marlin
#

i want to make sure someone is here then ask

wintry tartan
#

Sounds like you did not even understand how a question in IRC works after few questions in this Discord server

#

tldr: just ask and wait for the answer

uncut pike
# safe marlin I will, thanks ๐Ÿ˜„

You are setting them correctly, are they set when in-game? Check via config browser. Also check if that box has dragging/carrying capabilities by default.

safe marlin
severe marlin
wintry tartan
#

How come it does even matter

hearty sandal
ashen chasm
#

๐Ÿง  ask your question and check for answers when you're back. Instead of asking to ask when nobody's here and getting no answer when you're back

safe marlin
pallid sierra
safe marlin
uncut pike
#

Part of the 2nd message

safe marlin
wintry fox
#

Is there an actual way to get random firing sounds?
I've been told that if you specify multiple sounds (soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; etc.), a random sound will be picked each time you fire, based on the percentages listed, but it seems to always play in the same order every time.

I'm planning on switching all of my weapon fire sounds to SoundSets/Shaders, and I have a couple more I've been wanting to add, but I can always pick out the repeating firing sounds

severe marlin
#

Anyone know how to make a custom faction?
Just faction (no soldiers or other stuff)

pallid sierra
#

Do you mean a different side? Other than blufor, opfor, independent, civilian, logic?

Cause that's a no. You are engine limited by that.

#

If you make an empty faction you'll just have an empty tab in the editor.

severe marlin
pallid sierra
#

CfgFactionClasses

severe marlin
#

What should I type?
It's for OpFor

pallid sierra
severe marlin
pallid sierra
#

I'll have to look it up

severe marlin
#

I have custom flag

pallid sierra
#

Do you know how to use the config viewer yet

severe marlin
pallid sierra
#

Ingame

severe marlin
pallid sierra
#

Then look up the config of an existing flag and use whatever is in there

severe marlin
#

Idk how to see a faction flag

#

I can use object

#

To see

severe marlin
#

What should I look for?

#

For his faction

pallid sierra
#

Anything you can look up by right clicking and selecting find in config. If you don't have that, then use 3den enhanced

pallid sierra
#

Now that I'm home I can look it up. But you gotta learn how to do it yourself if you want to get into this stuff.

severe marlin
pallid sierra
#

Flags go under CfgMarkers

#
class CfgMarkers {
  class Flag;
  class MyNewFlag: Flag {
    markerClass = "Flags";
    //some stuff here
  };
};
severe marlin
pallid sierra
#

its probably used for something weird. but map flags go under CfgMarkers if you are wanting to add flags to the map. What flags are you trying to add? Like patches? Cause that goes under CfgUnitInsignia

severe marlin
pallid sierra
severe marlin
pallid sierra
severe marlin
#

And icon = " "

pallid sierra
#

this is an example of the EU flag (map marker) in game

severe marlin
pallid sierra
severe marlin
pallid sierra
#

scope is where its shown. 0 is hidden, 1 is shown in game but not in player menus, 2 is shown everywhere

#

shadow is just a drop shadow

lunar knot
#

does anyone know the config path to where the max/min zoom values are stored? I want to change how much a player can zoom in and out whilst just looking around (not aiming down weapons)

nimble sequoia
lunar knot
#

Yeah, got it to work by editing it (ViewPilot) in CfgVehicles >> CAManBase
Thanks!

copper sequoia
#

@grand zinc
"EPEVehicle" diag_enable true and diag_toggle "EPEVehicle"; doesn't seem to be working in devbuild 2.15 do you 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 no errors or anything.

nimble sequoia
digital pier
#

Q: is there a way in CfgFunctions for imperative, i.e. code string conditions to be applied whether do compile a thing? or, minimally, applied to preInit and/or postInit?

Or rather it is left to the author to predicate within each of the functions and leave early?

For instance, I am working on an ACRE2 integration, so far so good, seems to be initializing, validated the net labels are in correctly and so forth. However, when ACRE2 is not present, that path in the whole thing needs to be flattened, or at least bypassed.

swift yacht
#

I have a problem, I am currently making a faction config, and everything is working fine. However, I am having a problem where the units spawn with unloaded weapons, meaning that they have to reload when they are placed, this is a problem mainly for AT and AA units, as they have long reloads. I am using Drongo's Config Generator aswell as the RHS mods to make my faction.

digital pier
regal gate
#

@uncut pike [links](https://likethis) are forbidden for safety reason ๐Ÿ˜ฌ (I unmuted you)

uncut pike
#

Yes...

#

Thx

uncut pike
ashen chasm
#

now CfgPatches needs skipWhenExistingDependencies to create mutually-exclusive versions of config to be loaded with and without, say, ACRE present ๐Ÿคฃ

uncut pike
#

There is a way with just an extra dummy config I believe.

ashen chasm
#

can you please elaborate? I kinda struggle here trying to bend my mind imagining it

uncut pike
#

Idk if it's possible though, but was thinking of abusing __has_include. Probably doesn't work though and an extra option would be better.

ashen chasm
#

abusing __has_include and not binarizing configs? That does sound plausible

uncut pike
#

So basically only create the dummy config if __has_include returns false. Which in turn enables the "without" ACRE config.

#

But just a theory idk if it's possible ๐Ÿ˜…

ashen chasm
#

although sounds like it could be royally screwed by load order meowsweats

uncut pike
#

One of the issues, yes... but does __has_include care about that? I feel like it shouldn't as it would just look what's available in the virtual environment.

ashen chasm
#

what's the order, though? "First, load all PBOs then parse/preprocess all configs" or "parse/preprocess each config's PBO when it's loaded"?

grand zinc
grand zinc
severe marlin
#

Guys how pack some mods into 1?

ashen chasm
#

your own? Just put all PBOs into a single "addons" folder.
somebody else's? Don't

ashen chasm
#

no

severe marlin
pallid sierra
severe marlin
#

All mods loaded actually

old gulch
#

Oh my lord I hate inheritance. Can someone help walk me through what I am missing here?
So if I have a vehicle from another addon, and want to change the magazine and weapon of its main gun...
I need...

class notmytank(?) : notmytank{
    class Turrets;
    class Turrets : Turrets{
      class MainTurret;
    };
};

class mytank : notmytank
{
class Turrets: Turrets {
     class MainTurret: MainTurret {
        magazines[] = {"mymagazine"};
        weapons[]={myweapon};
    };
 };
};
chilly tulip
#

You just wrap the whole config.cpp in the __has_include with a file from the loadorder PBO in that mod, and it does the same thing as skipWhenMissingDependencies.

opal crater
#

might work, depending on how the original classes are setup.

old gulch
#

see I am confused about externalparentB and C, what are those supposed to be? I am only pulling one parent class tank, am I making those?

opal crater
#

no, you remake the original inheritance of your parent class.

#

Config Viewer is your friend, I recommend Advanced Debug Tools one.

#

It can also export config hierarchy for you.

old gulch
#

wait wait remake the entire inheritance tree of the parent class?????

#

or did I misunderstand

opal crater
#

not entire, you import what you need.

#

if what you need is inside a class, you need to "open" that class. If you open that class you need to specify its parent. It's parent must be the same as in original addon, otherwise you will break the inheritance chain.

old gulch
#

So...

#

that is

#
class mytankbase1 : notmytank
  {
  class turrets;
  };
class mytankbase2 : mytankbase1
{
class Turrets: Turrets
  {
  class mainTurret;
  };
};

class mytank : mytankbase2
{
    class Turrets: Turrets {
        class MainTurret: MainTurret {
            magazines[] = {"mymagazine"};
            weapons[]={"myweapon"};
        };
    };
};```
uncut pike
chilly tulip
#

yeah, that's reasonable.

#

Example, if you wanted to replace vanilla logistics vehicle stuff in the case where ACE isn't loaded.

#
#if __has_include("\z\ace\addons\main\script_component.hpp") == 0
  //CfgPatches and everything else goes here
#endif
wintry fox
undone patio
#

Is there any way to patch a terrain's names for the cities/locations?

wintry tartan
#

Yes. You can just rename or redefine

grand zinc
#

You can do it in script with createLocation command too

native swift
#

i am trying to use EPEVehicle on the diag branch to help with my broken vehicle mod, is there any reason why my vehicle has a top speed of 60kmh but will only go 24kmh?
Gearbox and Wheel code is fine, i think its the model, but i cannot for the life of me figure out why

hearty sandal
#

Does it drag geometry on ground?

#

Or do the springs support the weight?

#

What's the engine power

nimble sequoia
#

So many things it could be if not set-up correctly.
Start with making sure sum of sprungMass equals Geometry LOD weight.

paper flume
#
{
  class B_Soldier_unarmed_F;
  class B_Soldier_unarmed_F: B_Soldier_unarmed_F
  {
    class EventHandlers; // Make sure you don't lose any other event handlers, like CBA's extended event handlers
  };```
#

This is what's currently causing my issue

#

What I'm trying to do is preserve event handlers so that when I put a call BIS_fnc_setUnitInsignia in a unit's init I don't lose event handlers

pallid sierra
#

is that the unit you are making? or wanting to inherit. you have 2 declarations there that conflict

paper flume
#

B_soldier_unarmed_F is the unit that I am inheriting from

#

so should I remove class B_Soldier_Unarmed_F?

#

It was causing the same issue when I did do that

pallid sierra
#
class CfgVehicles {
  class B_Soldier_F;
  class B_Soldier_unarmed_F: B_Soldier_F {
    class EventHandlers;
  };
  class My_New_Soldier: B_Soldier_unarmed_F {
    class EventHandlers: EventHandlers {
      // new stuff
    };
  };
};
paper flume
#

Gotcha, let me try that

#
  {
    faction="MSF_REDACTED_Blufor";
    side=1;
    displayName="(Eta-10) Autorifleman";
    uniformClass="USP_G3C_CU_MX";
    weapons[]={"MSF_hlc_lmg_MG3KWS_b_rhsusf_acc_anpeq15sidesps_vortex_spitfire_gen2_x5_RMR_black","MSF_rhsusf_weap_glock17g4_rhsusf_acc_omega9khlc_acc_DBALPL_FL","Put","Throw"};
    respawnWeapons[]= ...```
#

Just to be clear this would be My_New_Soldier correct?

#

MSF_Eta10_Autorifleman?

pallid sierra
#

yes

ashen chasm
#

yeah, because breaking inheritance for vanilla classes is fun blobcloseenjoy

ashen chasm
#
class CfgVehicles {
  class B_Soldier_F;
  class B_Soldier_unarmed_F: B_Soldier_F {
    class EventHandlers;
  };
  class My_New_Soldier: B_Soldier_unarmed_F {
    class EventHandlers: EventHandlers {
   ...
```please
paper flume
ashen chasm
#

B_Soldier_unarmed_F: B_Soldier_F is totally not B_Soldier_unarmed_F: B_Soldier_unarmed_F

paper flume
#

B_soldier_unarmed_F is what I'm inheriting from

pallid sierra
#

its just not a base class. I don't have arma open so I can't tell you what the base class is below that

ashen chasm
#

and if you open { for B_soldier_unarmed_F - you need to list it's proper base class

paper flume
#

thank you

#

Didn't know that, new to sqf specifically (it's hell)

ashen chasm
#

*arma configs

#

but yeah, they are hell

paper flume
#

RQ, how do I find the base class?

#

Because I do intend on doing this process again for other units

#

Like, for instance, on B_Survivor_F

ashen chasm
#

when you look at a class in in-game config viewer - you have "Inherits from" or something to that effect line in the bottom

paper flume
#

Ohhh gotcha, lemme launch then rq

ashen chasm
#

or you can run inheritsFrom (configFile >> "CfgVehicles" >> "B_Survivor_F") in debug console

paper flume
#

Gotcha gotcha.

ashen chasm
paper flume
#

So it would be "Parents"

#

Right?

ashen chasm
#

yes, sounds right

paper flume
#

Which parent

#

the one furthest to the left, I'm assuming?

#

Okay I did the thing, let me pack and test

#

Error Line 404
/cfgVehicles.B_Soldier_F: Member already defined

#

Let me pull up the line in question

#

Highlighted is the line it said, underlined is the line where I suspect the problem started

pallid sierra
#

397 and 405

paper flume
#

Ohhh, I don't need to repeat it

paper flume
#

My b

#

Repacked, launching

#

tysm by the way @pallid sierra and @ashen chasm

#

also @pallid sierra I dig the username/avatar, are you in the medical field?

paper flume
#

HEYYYY IT WORKED

#

Goddamn you two taught me alot, both on this issue but also how to do eventhandlers

#

Thank you so much

#

I'm turning into a regular modder, here.

#

This is just for flavour on my modpack, I'm making SCP factions and I want each individual team to have the patches I designed for them on their shoulders

#

I run a milsim and I like it when my players have immersion

paper flume
pallid sierra
paper flume
#

Gotcha, gotcha, thank you both again

lofty zealot
#

Need some input from config creators:
What would be useful configuration intrinsics (eg. "base class not defined") (and auto-completions for that matter) you could use regarding a vscode plugin?

pallid sierra
#

Have it also search through included files

lofty zealot
#

Can you show an exact sample of what you mean?
With what erroe/warning/info where (eg. Using ^ to show what will be underlined)

#

Included files are obviously part of it
Preprocessor for sqf-vm language server ain't a problem

pallid sierra
lofty zealot
#

So you want an error if a class got duplicated on the first occurrence?

pallid sierra
#

Yeah especially when you start doing large includes you might not remember where you first declared a class

#

Or even if you did, for the inherits

#

For inheriting, if possible, it would also be cool if when you went to type

class MyClass:

It has an autofill of the possible parents you could inherit from.

lofty zealot
#

Added all to the list ๐Ÿ™‚

wintry fox
#

Is there a way to give a unit a specific facewear without having to create a whole identity?

lucid cedar
#

maybe call an array

wintry fox
#

I was just looking to see if there was some property that was essentially just facewear = "...", I didn't make making an identity for it

wintry fox
#

That's not a thing

lucid cedar
#

are you talking about making a faction?

wintry fox
#

No

digital pier
paper flume
#

I'm sorry to ask for help twice in one day. I'm getting this error for the following config:

#
{
    class MS_Retextures_Config
    {
        units[] = {"Mako_Retextures";};
        weapons[] = {};
        requiredversion = 0.1;
        requiredAddons[] = {rhsusf_hmmwv};
    };
};

//**************************************************************************************
//********* Factions *******************************************************************
//**************************************************************************************
class cfgFactionClasses
{
    class Custom_Faction
    {
        displayName = "Mako Retextures";
        priority = 3;
        side = 2;
    }
};

class cfgVehicles
{

//**************************************************************************************
//********* Vehicles *******************************************************************
//**************************************************************************************
    class LandVehicle;
    class rhsusf_m1025_d;
    class m1205_m: rhsusf_m1205_d
    {
        crew = "C_Man_casual_1_F_afro";
        side = 2;
        faction = "Mako_Retextures";
        displayName = "M1025 (Unarmed) [Mako Blue]";
        hiddenSelections[] = ("exterior","interior","A2","wheels","mainbody","hood gratting","camo1","camo2","unitdecals_1","unitdecals_2","ind_wait","ind_brake","ind_highbeam");
        hiddenSelectionsTextures[] = ("data\rhsusf_hmmwv\textures\m998_exterior_m_co.paa", "data\rhsusf_hmmwv\textures\m998_interior_m_co.paa", "data\rhsusf_hmmwv\textures\A2_parts_m_co.paa", "data\rhsusf_hmmwv\textures\wheel_wranglermt_m_co.paa", "data\rhsusf_hmmwv\textures\m998_mainbody_m_co.paa", "data\rhsusf_hmmwv\textures\gratting_m_co.paa", "data\rhsusf_hmmwv\textures\tile_exmetal_m_co.paa", "data\rhsusf_hmmwv\textures\m1025_m_co.paa", );
        class EventHandlers
        {
            init = "(_this select 0) setVariable [""BIS_enablerandomisation"", false];";
            
            };
        };

    };```
digital pier
wintry tartan
paper flume
#

thank you

#

so much

#

also, again, tysm for all your kickass mods that I use alot because you are awesome

#

Good news: It works on that front

Bad news:

#

It's on me now tho lol

#

tysm everyone

paper flume
#

Okay so I learned what was causing it, it's a lack of a config.bin

#

does anyone know how to make a config.bin? I've never had to make one before

pallid sierra
paper flume
#

Or do the contents need to be different and/or does it need to be done a different way

#

Because with the config.ccp my retextures aren't working sadly

pallid sierra
#

you make your .cpp and then you use a tool. either one that is in arma 3 tools, or you have a proper setup and use mikero's tools

paper flume
uncut pike
#

I'll throw an example together later today if required.

digital pier
digital pier
severe marlin
#

Guys how should i make my mod to use my other mod?

wintry tartan
#

A Mod does not โ€œuseโ€ a Mod, but can โ€œrequireโ€ it

#

In order to do that... I think I've explained already but requiredAddons[]

severe marlin
severe marlin
wintry tartan
wintry tartan
#

You don't understand what

severe marlin
#

Idk what should I type in requiredaddons

wintry tartan
#

But you can check the pinned

severe marlin
wintry tartan
#

Then ask what is unclear

teal basin
#

How to overwrite some value in other addon?like the armor of tanks,caliber of shells

wintry tartan
#

Having a correct requiredAddons[] will overwrite an existed value

teal basin
#

Is there a example on forum or wiki?

wintry tartan
chilly tulip
#

Tank armour is not config although you can adjust total hitpoints, I think.

teal basin
#

`class CfgPatches
{
class MyAddon
{
name = "";
author = "";

    requiredVersion = 2.14;

    requiredAddons[] = 
    {
        "rhs_main",
        "rhs_c_heavyweapons"
    };

    units[] = {};
    weapons[] = {};
    skipWhenMissingDependencies = 0;
};

};

class CfgAmmos
{
class Sh_125mm_APFSDS;
class rhs_ammo_ap_penetrator;
class rhs_ammo_3bm22_penetrator: rhs_ammo_ap_penetrator
{
caliber=25;
};
};`

#

here is my code,and I dont know why it doesn't overwrite original value

wintry fox
#

It's CfgAmmo, not Ammos

teal basin
#

thx for u correct,that's a really dumb fault...

wintry fox
lucid cedar
#

identityTypes[] = {"LanguagePER_F","Head_TK","CUP_G_TK"}; anyone know what this third identity types is ? "CUP_G_TK"

#

like the first is language second is face

#

im trying to disable facewear randomization and i cant find whats doing it in my config but pretty sure it has something to do with my base class

wintry fox
#

Never looked into cup, but it's probably an identity type in some of the facewear

#

Try replacing it with "NoGlasses"

lucid cedar
#

yup thats what it was

#

i just deleted it entirely

burnt oracle
#

Hey ! Does anyone have a good tutorial to add the whole compat for the scopes for a weapon ?

pallid sierra
pallid sierra
#

yes?

severe marlin
burnt oracle
pallid sierra
#

I don't sorry. Maybe someone else will chime in with something.

burnt oracle
#

don't be it's normal. Thanks for answering ^^

chilly tulip
#

What does "add the compat" mean...

#

You mean you have a new scope model and you're trying to make it work in Arma, or you're just trying to add ACE compatibility or something?

severe marlin
severe marlin
pallid sierra
graceful tree
#

Yell at me if this is the wrong channel.

#

But I made my unit a skin for RHS MRZR, and I am trying to figure out how to integrate it for use on our server.

#

I cannot edit into the RHS textheader.bin because it cannot be DE Binarized to see how to add it.

#

Do i need to make a Compat in order to add this custom skin?

burnt oracle
paper flume
pallid sierra
#

its probably meaning you are missing a config entry that it is expecting

paper flume
pallid sierra
# paper flume

yeah that just means you are missing an entry for CfgFactionClasses, not that the file isn't a bin

paper flume
pallid sierra
#

if it errors out (not warns) the config, then yes

paper flume
#
class cfgFactionClasses
{
    class Custom_Faction
    {
        displayName = "Mako Retextures";
        priority = 3;
        side = 2;
    }
};
pallid sierra
#

btw, you don't have to binarize files, it just speeds up loading times. the game does it itself

paper flume
#

So this is what it says it's missing, do you know what I did wrong?

pallid sierra
paper flume
# pallid sierra it looks good since all the other faction configs only have those properties. co...
class LandVehicle;
    class rhsusf_m1025_d;
    class m1205_m: rhsusf_m1025_d
    {
        crew = "C_Man_casual_1_F_afro";
        side = 2;
        faction = "Mako_Retextures";
        displayName = "M1025 (Unarmed) [Mako Blue]";
        hiddenSelections[] = {"exterior","interior","A2","wheels","mainbody","hood gratting","camo1","camo2"};
        hiddenSelectionsTextures[] = {"data\rhsusf_hmmwv\textures\m998_exterior_m_co.paa", "data\rhsusf_hmmwv\textures\m998_interior_m_co.paa", "data\rhsusf_hmmwv\textures\A2_parts_m_co.paa", "data\rhsusf_hmmwv\textures\wheel_wranglermt_m_co.paa", "data\rhsusf_hmmwv\textures\m998_mainbody_m_co.paa", "data\rhsusf_hmmwv\textures\gratting_m_co.paa", "data\rhsusf_hmmwv\textures\tile_exmetal_m_co.paa", "data\rhsusf_hmmwv\textures\m1025_m_co.paa"};
        class EventHandlers
        {
            init = "(_this select 0) setVariable [""BIS_enablerandomisation"", false];";
            
            };
        };

    };
severe marlin
#

That "enablerandomisation" It's that randomize thing?

#

Like for character's face items

pallid sierra
pallid sierra
severe marlin
paper flume
#

I think I'm dyslexic lol

ashen chasm
ashen chasm
paper flume
ashen chasm
#

faction = "Mako_Retextures"; sounds like that CfgFactionClasses.Mako_Retextures reference in the error, tbh

pallid sierra
#

make them the same

paper flume
#

Make what the same? Sorry, I'm a bit confused

#

Oh I see it

#

sorry

#

one had the underscore and the other didn't

ashen chasm
#

no

#

one is named Custom_Faction

#

and the other calls for Mako_Retextures

paper flume
ashen chasm
#

yes

paper flume
#

Thank you

ashen chasm
#

more of a general note: when the config has a property that's a string that's not human readable - like 95% of the time it is a classname somewhere else. Exceptions are rare

paper flume
#

It fixed the error, but not the thing causing the textures not to show up

#

Thank you both

ashen chasm
#

are you sure texture paths are correct? Does, for example, fileExists "data\rhsusf_hmmwv\textures\m998_exterior_m_co.paa" in in-game Debug Console return true?

paper flume
ashen chasm
#

if you have CBA enabled - you can press Ctrl+D to open the console. If no CBA - you can open Tools menu on the top of 3DEN interface and open the console from there

paper flume
#

Ran it in a sp game, returns false

#

So my path is false

ashen chasm
#

what are you using to pack the PBO?

paper flume
#

So, the .pbo is called Mako Retextures. m998_exterior_m_co.paa is in Mako Retextures>Data>rhsusf_hmmwv>Textures>m998_exterior_m_co.paa

paper flume
ashen chasm
cunning reef
#

Hello, I have questions about making a mod, is this where I should ask about that?

hearty sandal
ashen chasm
cunning reef
#

alr

ashen chasm
# paper flume EliteNess

do you have a PboPrefix.txt file? Or do you using something else to explicitly set the pbo prefix when packing?

paper flume
#

I knew I was forgetting something

cunning reef
#

Within these scripts I have made it so that a player, when dying, saves everything they had, deletes body, and restores loadout on respawn. All the way down to the exact amount of bullets in their mag.

It also gives a alert if they repsawn without a radio.

Now, I have had a situation with my unit that makes me want to turn these into a mod. To make things much simpler. I have looked online but I can seem to find anything solid pointing me as how I would turn these into a mod. What should I do?

#

I have heard event handlers have something to do with them but I dont really understand how I would use or make something with them for this task

#

I have made a armor retexture mod so I am not unfamiliar with modding as a whole

pallid sierra
#

it also depends on how you wrote your scripts

cunning reef
#

should I write them out here so that may be cleared up?

pallid sierra
#

pastebin it if you do

cunning reef
#

you mean

code code code

//this
pallid sierra
ashen chasm
pallid sierra
cunning reef
# pallid sierra no that has a character limit. either use pastebin.com or sqfbin.com

initPlayerLocal.sqf



player addEventHandler ["Respawn",{ 

    params ["_newObject","_oldObject"];
    deleteVehicle _oldObject; 

}];

player addEventHandler ["Respawn",{ 
player switchMove "UnconsciousFaceDown"; player playmove "UnconsciousOutProne"; 
}];```

onPlayerKilled.sqf
```sqf
player setVariable ["Saved_Loadout",getUnitLoadout player];```

onPlayerRespawn.sqf
```sqf
player setUnitLoadout (player getVariable ["Saved_Loadout",[]]);







if (((getUnitLoadout player select 9) select 2) isEqualTo "") then { hint "Radio added"; };
if (((getUnitLoadout player select 9) select 2) isEqualTo "") then { player addItem "TFAR_anprc152"; };
if (((getUnitLoadout player select 9) select 2) isEqualTo "") then { player assignItem "TFAR_anprc152"; };

//to change radio, change "TFAR_anprc152"
//this will only trigger if it detects the player has nothing in their radio slot. ```
#

Not too long

cunning reef
#

they are stubborn like that

#

Either way a mod is a win for everyone so

#

its the path I want to seek

pallid sierra
#

ok well we can condense this

cunning reef
#

Which ever way it can the important thing is that it makes it into a mod which can be loaded easily. Be it condensed or not

#

Where should I start?

pallid sierra
#

wait a sec

pallid sierra
# cunning reef Which ever way it can the important thing is that it makes it into a mod which c...

condensed and more readable:

HAMSCH_EH_onPlayerRespawn = player addEventHandler ["Respawn", {
    params ["_newObject", "_oldObject"];

    deleteVehicle _oldObject;

    player switchMove "UnconsciousFaceDown";
    player playMove "UnconsciousOutProne";

    player setUnitLoadout (player getVariable ["Saved_Loadout", (configFile >> "EmptyLoadout")]);

    private _loadout = getUnitLoadout player;
    private _radio = (_loadout select 9) select 2;
    if (_radio isEqualTo "") then {
        player addItem "TFAR_anprc152";
        player assignItem "TFAR_anprc152";
        hint "Radio Added";
    };
}];

HAMSCH_EH_onPlayerKilled = player addEventHandler ["Killed", {
    params ["_unit", "_killer", "_instigator", "_useEffects"];

    _unit setVariable ["HAMSCH_Saved_Loadout", getUnitLoadout _unit];
}];

now what you'll do is make this into a function file and register it with CfgFunctions

reference:
https://community.bistudio.com/wiki/Arma_3:_Functions_Library
pay particular attention to the postInit tag (since you want to run it regardless of the mission)

next you'll want your file setup like so:

HAMSCH
  mod.cpp
  addons
    main
      config.cpp
      $PBOPREFIX$
      functions
        fn_myFunctionNameHere

each of those files have a wiki page to them, go read them

cunning reef
#

Im guessing the rest of the info can be found in those wiki pages

#

I'll give it a go

#

thanks

lucid cedar
#

does anyone have a pretty good understanding of how file paths work, i can never get them to work

#

im trying to do the editor preview images

#

E:\Iraqi Armed Forces 1991\addons\Griff_creatures_people_military_RGuard\Griff\Creatures\People\Military\Griff_Creatures_People_Military_RGuard\data\preview

#

heres the path to my drive

#

editorPreview = "Griff\Creatures\People\Military\Griff_Creatures_People_Military_RGuard\data\preview\Griff_O_IA_Soldier_AsstAT_PeoplesArmy.png";

#

the path im trying to use

#

should i include the pbo name? "Griff_creatures_people_military_RGuard"

pallid sierra
#

What is in your pboprefix

lucid cedar
#

hmm i didnt make one

pallid sierra
#

Suggest you make one

lucid cedar
#

yeah i did not sure what to do with is though

foggy niche
#

model.cfg cannot have externs (class Plane;}
Does anyone have the definition of the plane class so that I don't need to inherit it?

#
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
};
class CfgModels
{
    class Default
    {
        sections[] = {};
        sectionsInherit="";
        skeletonName = "";
    };
};```
Like for the default class
native swift
native swift
native swift
native swift
hearty sandal
#

a lot. ๐Ÿ˜…
Apollo may be better person to answer these things though. you may have to wait until hes online again though

native swift
#

its kg right?

hearty sandal
#

kg

#

though all units share same geometry blob

#

mass is part of geometry lod

hearty sandal
native swift
hearty sandal
#

where do you need that mass?

#

characters dont really have much any physics interaction where it would be used

native swift
#

Vehicle

hearty sandal
#

aaa

#

right read you wrong there

native swift
#

Im making a challenger 2 Mod with a sh*t ton of variants, all of them use the same geometry and are all stuck at 24kmh

hearty sandal
#

thought you were talking about units as in characters

#

not units of measure

#

๐Ÿ˜ตโ€๐Ÿ’ซ

native swift
#

yeah

#

lmao

hearty sandal
#

but yeah kg it is

#

typically realistic values work alright

#

unless thing is very small/light weight

native swift
#

then it goes to space

#

i know that much

hearty sandal
#

also mass distribution is important

#

and where mass center is

native swift
#

oh?

#

is it better to have most in the hull?

hearty sandal
#

well typically yes, but depending on your component setup the distribution might not be realistic if you dont adjust it at all

#

if mass is set evenly per vertex

#

then where there are many will skew the distribution

native swift
#

So a challenger 2 is about 65-75 tons
A basic challenger 2 is 64000kg

Hull has 34120kg
Turret has 20310kg

wintry fox
#

What controls a bullet's underwater model / effectFly?
I made some of my guns able to shoot underwater for testing purposes, but all of the bullets are now invisible when under water

tacit zealot
#

Is it possible to swap a unit's nakedUniform based on combat state? I have a unit with the INDFOR VR Entity "uniform" that I want to swap to the OPFOR VR Entity "uniform" when in the "Combat" state.

The unit does not wear a uniform, so the nakedUniform is what the unit appears as.

wintry fox
#

Why not just add a uniform to it?

tacit zealot
#

Because uniforms hold things, and these aren't supposed to represent fully physical entities

#

Imagine a hologram that has armor and a gun

hearty sandal
#

its not possible to change the naked uniform on the fly

#

or you can set its color

#

if its set up for that

tacit zealot
#

I think it is since I use the VR Soldiers as a base class.

Maybe I could rig up an eventhandler to switch procedural textures.

hearty sandal
#

You should be able to set its uniform color with that yes

keen kayak
#

Can anyone help me pls? i want to disable BattleEye on my Server, we have Nitrado as Hoster
On Arma 3 and PC

digital pier
#

Q: working with couple of the billboard objects, Land_Billboard_F, Land_Billboard_02_blank_F, both I gather are 2:1 aspect ratios. I would like to leverage the base weathered effect of the object itself. So if my textured image is mostly transparent, save for the stenciling artwork, that should do the trick, correct?

hearty sandal
digital pier
#

so would want to have some comprehension of the underlying object texture as a background?

#

if I examine the config viewer for the objects, I am looking at hiddenSelectionsTextures[], which by default appears to be, something like \a3\structures_f_argo\commercial\billboards\data\billboard_transparent_co.paa, which I take to mean transparent texture over the base object material correct? so if my message covers that area, including some transparency, should be fine, the model material should show through?

hearty sandal
#

assuming these objects are set up for hiddenselections so you can even change their texture (for live missions use only, not for terrain use) the method of texture change will replace the existing texture

#

the material might have the dirt and stuff which would show over the texture

#

but best to look at the existing texture and use it as template

#

that way you know what it needs

digital pier
#

well the base texture is a very small something 8x transparent block, which I gather is repeated ad nauseam over the surface area of the object model. I obviously do not want that. but if my take away is that allowing for transparency allows model material to show through, over or under, actually over might be a nice weathered effect, without having to do much of anything extra on my part, TBH, but will have to experiment I guess...

#

what I would like to avoid, if at all possible, is having to be concerned about fancy woodwork layers in my replacement texture. that's my goal with that one. focus on borders, messaging stencils, such as that.

hearty sandal
#

easiest to see how it works is to just throw a texture on it with setObjectTexture command

digital pier
#

was gonna be my next step and start iterating. thanks for the response.

#

okay doke it showed about how I expected. not sure it fully supported the palette quite right, or I need a bit deeper color for the contrast to not be so whacked.

digital pier
#

curious... in a MP scenario, couple of such billboards placed, prior to joining, in a camera fly over, the textures are replaced properly using _this setObjectTextureGlobal [0, "..."] to the correct path. however, after clicking to join, the textures vanished...

#

getting more and more informed here... so Land_Billboard_02_blank_F appears to support a transparent background.

#

the bigger brother Land_Billboard_F however, does not appear to support the same. will need to dig into the config, texture defaults, to see about that one.

digital pier
#

I think I got it sorted, although not especially happy that I effectively need to incorporate the default texture as a background layer. that's just awkward, at best. for the Land_Billboard_F model. I double checked my artwork did save transparency properly at every phase, so it was not that.

tawdry coral
#

does someone have a link to how to name things by chance?
I just realized I'm naming everything with "RCHT" and then the mod tag, which isn't right xD

RCHT_Primera_Isla_Extra (patch)
  RCHT_Primera_Isla_Extra_Objects (sub patch)
    RCHT_PIE_Clock (vehicle)
ashen chasm
#

define "isn't right", please

tawdry coral
#

For stuff the mod makes, I should do something else, shouldn't I?

#

Tanoa buildings aren't called "Land_exp_building" I mean x3

hearty sandal
#

for terrain placed buildings the naming convention is land_ prefix and p3d name

#

so cool_house.p3d becomes class land_cool_house

#

so that the config connects with the p3d template on the terrain

tawdry coral
#

Ye, prefix is a bit long tho, so- x3

hearty sandal
#

typically one would TAG_ prefix their files

#

so it would be MYMOD_cool_house.p3d

tawdry coral
#

oh- so uh-

hearty sandal
#

becoming class land_MYMOD_cool_house

tawdry coral
#

I misunderstood that guess I thought it was "get a tag specific for you" and not "your mod" so now I have RCHT infront of everything, then the mod's tag xD

hearty sandal
#

well you can do that

#

the tagging is a recommended procedure but its pretty free form

#

of course the less you need to type the easier it is for you

ashen chasm
#

the tagging is literally "slap some letters to not get name conflicts with other people's work"

hearty sandal
#

things go poorly when many mods have cool_house.p3d

tawdry coral
#

Ok, so I could also probably shorten the sub patch to be RCHT_PIE_Objects maybe

hearty sandal
#

(and im sorry to say this does happen from time to time still)

tawdry coral
#

Oh, what does F mean

#

A3_Structures_F -> A3_Structures_F_Wrecks_F -> Land_Wreck_Traw_F

hearty sandal
#

its BIs tag for Arma3 content

#

refers to Futura

#

which was Arma3s project name

cursive cliff
#

Does someone know how to change the explosion of a wreck ? Because I dont want the wreck to burn 24/7

hearty sandal
#

because that is likely caused by some mod

cursive cliff
hearty sandal
#

no

#

its not as simple as change 1 entry

#

and most likely one of your mods is already doing that

cursive cliff
#

Yea probably, but what do I have to change to get rid of it ?

hearty sandal
#

disable the mod that causes it

cursive cliff
#

๐Ÿ˜„

#

Nah

#

There must be a config entry to change the particle effect of the wreck

#

and the particle effect most likely runs infinitve

hearty sandal
#

if you can figure out what mod causes it you can probably study how it does it

cursive cliff
#

must be blastcore murr edition

hearty sandal
#

then make a mod mod to counter it

#

quite possible

cursive cliff
#

by any chance do you know how to change the particle effect of the wreck ?

hearty sandal
#

I probably know some of it but its a bit long thing to explain

cursive cliff
#

ok

hearty sandal
#

and dont really remember all of it off the top of my head

cursive cliff
#

If you have some useful informations about it , I would like to know but Im not pushing you

hearty sandal
#

probably easiest to figure it out is to check if blastcore is what causes it

#

and if yes, study what blastcore does

tawdry coral
#

I might be back, but I might have awnsered my own question

tawdry coral
#

will having a missing file possible cause "access violation"?

#

a sound specifically

tawdry coral
#

inb4 it's actually working, but the sound file isn't right

hearty sandal
dense pollen
#

Could anyone help me with this config

tawdry coral
#

    class DefaultWorld;
    class CAWorld : DefaultWorld
    {
        class EnvSounds;
    };
    class Tanoa : CAWorld
    {
        class EnvSounds : EnvSounds
        {
        class CfgEnvSpatialSounds;
        };
    };

    class RCHT_Primera_Isla: Tanoa
    {
.......................................................
        class EnvSounds: EnvSounds
        {
            class CfgEnvSpatialSounds: CfgEnvSpatialSounds
            {
                class sound_loudspeaker_1
                {
                    memPoint = "sound_loudspeaker_1";
                    soundSets[] = {"Reveille_Morning_Call_SoundSet"};
                };
            };
        };
    };
};
class CfgSoundShaders {
    class Reveille_Morning_Call_SoundShader
    {
        samples[] = {{"RCHT_Primera_Isla\sounds\Reveille_on_bugle",1}};
        volume = "1";
    };
};
class CfgSoundSets {
    class Reveille_Morning_Call_SoundSet
    {
        soundShaders[] = {"Reveille_Morning_Call_SoundShader"};
        volumeFactor = 0.02;
        spatial = 0;
        loop = 0;
        playTrigger = "-1 + ((dayTime <= 0.2507) + (dayTime >= 0.25))";
    };
};

#

anything obviously wrong? ๐Ÿ˜…

#

@hearty sandal

#

also I put them all in the wrp's config for testing x3

nimble sequoia
#

Have you tried removing the playTrigger in case there's something bad with the logic?
Also try replacing with samples[] = {{"A3\Sounds_F\dummysound", 1}}; to count out issue with either path or type of your sample.

tawdry coral
grand zinc
#

Your screenshot has a "prepare report..." button on the bottom. That report

toxic solar
#

For vests, does the actual model matter for hitpoints armor? Let's say two vests have chest armor = 20, will they both be the same in terms of damage reduction or will the one that's thicker reduce more? I noticed cause vests don't have fire geos

tawdry coral
#

sent

cursive cliff
#

@hearty sandal Ok I found the class AirDestructionEffects I had to change. its for the helicopter wrecks

cinder garnet
#

Thought I would ask here but there use to be a mod that expanded the carrying capacity of the vanilla radio backpacks, but it seems to be gone and my own custom one I made I lost and I forgot how to go about it. So I was wondering what would be the easiest config example to use to do so?

wintry fox
#

How familiar are you with modding?

cinder garnet
#

I just need to double their carrying capacity "mass" from their default 80 to around 160.

wintry fox
#

Basically list what addon(s) the backpacks are originally from as a requirement, and modify the exact classes

Not at my pc so I can't give the exact classes, but let's say you're trying to modify B_RadioBackpack_base from the RadioBackpacks addon.

  1. In your CfgPatches, you'd list "RadioBackpacks" in your requiredAddons.
  2. You'd get what class B_RadioBackpack_base inherits from, and redefine it with your changes
class CfgVehicles
{
    class B_Backpack_base;
    class B_RadioBackpack_base: B_Backpack_base
    {
        // your changes here
    };
};
wintry fox
wintry fox
#

maximumLoad is how much they can hold, mass is how much they weigh

cinder garnet
wintry fox
cinder garnet
#

As I was confused what you meant by "exact classes". I didn't know if you mean I needed to make new ones or list all of the backpacks, etc.

wintry fox
#

Whatever backpack(s) you're modifying

cinder garnet
#

Well, for example lets say its B_RadioBag_01_mtp_F

wintry fox
#

What does it inherit from?

cinder garnet
#

B_RadioBag_01_base_F I believe.

#

If I remember how to read the config viewer right.

wintry fox
#

You'd do:

class CfgVehicles
{
    class B_RadioBag_01_base_F;
    class B_RadioBag_01_mtp_F: B_RadioBag_01_base_F
    {
        maximumLoad = ...;
    };
};
#

It'd just be that, just make sure you list what addon that B_RadioBag_01_mtp_F is defined in as a requirement in your requiredAddons

cinder garnet
#

Mmm looks like A3_Supplies_F_Enoch_Bags going off the CfgVehicles Equipment wiki.

#

I'm also saying this even if its obvious incase anyone else also ever needed to know and found this

wintry fox
cinder garnet
#
requiredAddons[] = {
  "A3_Supplies_F_Enoch_Bags"
};
author[] = {"Various"};
authorUrl = "";
version = 1;
};

class CfgVehicles
{
    class B_RadioBag_01_base_F;
    class B_RadioBag_01_mtp_F: B_RadioBag_01_base_F
    {
        maximumLoad = ...;
    };
};

So I believe along these lines?

wintry fox
#

Yep, just replace maximumLoad with whatever number you want to set it to

#

Assuming you have the actual top of your CfgPatches

cinder garnet
#

And just list the same classnames as in CfgVehicles?

wintry fox
#

Not sure if you need to include classnames of classes you're modifying

cinder garnet
#

Yeah I'm not sure either. Last time I did this I just made new backpacks but editing existing ones would be far better.

wintry fox
#

But yeah, looks good

cinder garnet
#

Either or, the information is lost to me.

wintry fox
#

If for whatever reason the backpacks don't appear as placeable objects in Eden/Zeus, they need to be placed into the CfgPatches

cinder garnet
wintry fox
#

๐Ÿ‘

cinder garnet
#

And to leave the config.cpp here for anyone else:

class CfgPatches {
    class nrf_radio_backpacks {
        units[] = {
            "B_RadioBag_01_black_F"
        };
        requiredVersion = 1;
        requiredAddons[] = {
            "A3_Supplies_F_Enoch_Bags"
        };
        author[] = {"Jinx"};
        authorUrl = "";
        version = 1;
        versionStr = 1.0;
        versionAr[] = {1, 0, 0};
    };
};

class CfgVehicles {
    class B_RadioBag_01_base_F;

    class B_RadioBag_01_black_F: B_RadioBag_01_base_F
    {
        maximumLoad = 180;
    };
};
tawdry coral
ebon pivot
#

whats wrong with it

wintry fox
wintry fox
teal basin
#

I want to know how to have differenta armor value on different part of tank.how to set different value for front hull and side hull?like 600mm front 400mm side

#

Could cfgvehicle do that?Or have to using bisurf and depending on the model exact thickness?

hearty sandal
#

Bisurf is used by the rvmat yes, but the model uses the rvmats

#

Config only defines how many hitpoints a part might have and how it handles the incoming damage. But the physical protection for the penetration simulation is done in the model

#

There are wiki pages about it too you might find useful

teal basin
#

so what does property "armor" doing for?

#

HP to a tank?

nimble sequoia
#

Yes it's like hp.

teal basin
#

If I want fine tune a tanks physical protection for penetration,I have to modify tank's model,or I just need modify the rvmat because engine will use lower value apply to tank's armor.

#

The phsical protection for penetration armor

nimble sequoia
#

You'd need to edit the model to change the penetration rvmat's, and rebuild.

tawdry coral
#

What do I need to do for preprocessing again? Is it like, add a line with disableSerialization or soemthing or?

#

using pboproject

ebon pivot
#

what

#

just use the commands

#

some require it to be unbinarized so its processed at game start

#

things like #__has_include__ etc

#

just use common sense for those

grand zinc
#

question is how to make it be unbinarized with mikeros tools ๐Ÿค”
I don't know how. Or rather have the config.cpp unbinarized, while there are other files in same PBO that should be binarized

tawdry coral
#

\RCHT_Primera_Isla\config.cpp Rapify:Rap: In File \RCHT_Primera_Isla\config.cpp: circa Line 24 Unknown # ah yes, I believe there is an issue

#


#define SOUNDSET_BUG_FIXED // TODO remove this once fix is confirmed.



class CfgPatches
{
    class RCHT_Primera_Isla
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 1;
        requiredAddons[] =
        {
            "RCHT_Primera_Isla_Extras",
            "A3_Map_Tanoabuka"
        };
    };
};
 
 
 
#if __GAME_VER_MIN__ > 16
#define SOUNDSET_BUG_FIXED
#endif

#if __GAME_BUILD__ > 151035 // Builds newer than this
#if __A3_EXPERIMENTAL__ // But on experimental only
#define SOUNDSET_BUG_FIXED
#endif
#endif
grand zinc
#

I think latest mikeros tools support #if? don't they?

opal crater
#

they do during preprocess time

tawdry coral
#

welp, I don't need it right now, but I'd love to look into and use preprocessing.

#

How would I add onto an existing class, from a seperate pbo? :P

#

I'm wondering if I could add the envSounds via a seperate pbo, to the world's class, so I can bin the rest of it x3

ebon pivot
#

yes thats ideal

chilly tulip
#

Addon builder command line, that is. Addon builder UI works for both but is obviously too much of a pain in the arse.

tawdry coral
#

horray I help make arma better! :D

#

now I needa mess with the volume of my sound tho- so hopefully I don't blow out my ear drums xD

#

horray! Although, now I needa do everything else xD

tawdry coral
#

huh- ok, if 2 are near each other, then they won't be in sync. I guess I'd fix that via the time to trigger-

#

I don't think limits will do what I want, but eh maybe? ๐Ÿ˜…

#

probably not

tawdry coral
#

range isn't working :I

#

welp, I can come back to this ๐Ÿ˜…

#

It's neat that it can work. No external mods yet (aside from a patched exe file x3) and at 6:00 am, the song will play from the speaker.

paper flume
#

I've been retexturing the rhs humvees, the M998 exterior texture has decided to stop registering even though thte filepath returns as true

#
class cfgVehicles
{
    class LandVehicle;
    class rhsusf_m1025_d;
    class m1205_m: rhsusf_m1025_d
    {
        crew = "C_Man_casual_1_F_afro";
        side = 2;
        faction = "Mako_Retextures";
        displayName = "M1025 (Unarmed) [Mako Blue]";
        hiddenSelections[] = {hiddenSelections[] = {"exterior","interior","A2","wheels","mainbody","hood gratting","camo1","camo2"};
        hiddenSelectionsTextures[] = {"x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\m998_exterior_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\m998_interior_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\A2_parts_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\wheel_wranglermt_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\m998_mainbody_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\gratting_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\tile_exmetal_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\m1025_m_co.paa"};
        class EventHandlers
        {
            init = "(_this select 0) setVariable [""BIS_Enablerandomization"", false];";
            
            };
        };

    };

}; ```
nimble sequoia
#

This doesn't look right hiddenSelections[] = {hiddenSelections[] = {"exterior","interior","A2","wheels","mainbody","hood gratting","camo1","camo2"};

nimble sequoia
#

Well, it looks just like broken code

#

This might be what you intended? hiddenSelections[] = {"exterior","interior","A2","wheels","mainbody","hood gratting","camo1","camo2"};
Regardless of that, you probably shouldn't be overwriting the hiddenSelections[] inherited from the base class, so could get rid of the line completely.

paper flume
paper flume
#

I had hiddenSelections twice

ebon pivot
#

also
```cpp
//config

paper flume
ebon pivot
#

syntax highlighting

#

will help you see that issue easier

paper flume
#
  //config

class cfgVehicles
{
    class LandVehicle;
    class rhsusf_m1025_d;
    class m1205_m: rhsusf_m1025_d
    {
        crew = "C_Man_casual_1_F_afro";
        side = 2;
        faction = "Mako_Retextures";
        displayName = "M1025 (Unarmed) [Mako Blue]";
        hiddenSelections[] = {hiddenSelections[] = {"exterior","interior","A2","wheels","mainbody","hood gratting","camo1","camo2"};
        hiddenSelectionsTextures[] = {"x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\m998_exterior_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\m998_interior_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\A2_parts_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\wheel_wranglermt_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\m998_mainbody_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\gratting_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\tile_exmetal_m_co.paa", "x\MakoSecurityFactions\Mako_Retextures\data\rhsusf_hmmwv\textures\m1025_m_co.paa"};
        class EventHandlers
        {
            init = "(_this select 0) setVariable [""BIS_Enablerandomization"", false];";
            
            };
        };

    };

};

#

Thank you!

#

Removing the extra hiddenSelections broke it, let me try removing hiddenSelections as a whole

nimble sequoia
#

You don't need class LandVehicle;
class EventHandlers {...} overwrites any and all other eventhandlers that might have been on the RHS vehicle. Perhaps that's intended, but if not you should use class EventHandlers: EventHandlers {...} and you might want to swap init = for postInit = .

paper flume
nimble sequoia
#

Yes, if you change to inheriting EventHandlers you'll need to add some base class inheritance lines.

ebon pivot
#

you need the parent of rhsusf_m1025_d

#

then its

paper flume
#

so ``` class Parent_Here
: rhsusf_m1025_d
{class eventHandlers;
};

ebon pivot
#
class theparentclass;
class rhsusf_m1025_d: theparentclass {
  class EventHandlers;
};
class yourclass: rhsusf_m1025_d {
  //[...]
  class EventHandlers: EventHandlers {
    postinit = "systemChat 'haiiii'";
  };
};```
paper flume
#

gotcha, the other way around

#

class Parent_Here

class rhsusf_m1024_d: Parent_Here {

class EventHandlers;

};
ebon pivot
#

more or less

#

just do what i posted just obviously change the shit

nimble sequoia
#

Another recommendation is to add a unique prefix to all classes that you create.
This will minimise potential conflict with other mods.
Such as m1205_m becomes shay_m1205_m.

paper flume
#

unique prefix, gotcha

nimble sequoia
#

so RHS classes all start rhsXXX_something and SOG Prairie Fire Vietnam DLC start vn_something

paper flume
#

i believe rhsusf_m1025_d inherets from rhsusf_m1025_w

#

Updated it

ebon pivot
#

check config viewer

#

far simpler than guessing

paper flume
#

I'm just new to sqf so I'm still unsure of myself

#

New code works like a charm, now to try and fix the other shit that was broken

#

(trying to add a second vehicle)

wintry fox
#

Trying to figure out why this config/inheritance here is modifying the base vehicle, and also removing the copilot seat/turret

class VTOL_01_base_F;
class VTOL_01_armed_base_F: VTOL_01_base_F
{
    class Turrets;
};
class B_T_VTOL_01_armed_F: VTOL_01_armed_base_F
{
    class Turrets: Turrets
    {
        class CopilotTurret;
        class GunnerTurret_01;
        class GunnerTurret_02;
    };
};
class BNA_KC_HAG_Base: B_T_VTOL_01_armed_F
{
    ...
    class Turrets: Turrets
    {
        class CopilotTurret: CopilotTurret {};
        class GunnerTurret_01: GunnerTurret_01
        {
            weapons[] = {...};
            magazines[] = {...};
        };
        class GunnerTurret_02: GunnerTurret_02
        {
            weapons[] = {...};
            magazines[] = {...};
        };
    };
};
wintry tartan
#

Modyfing the base how?

wintry fox
#

As in re-defining B_T_VTOL_01_armed_F (i.e. the config viewer says the vehicle is defined in ["A3_Air_F_Exp_VTOL_01","BNA_KC_Vehicles_Aviation"]) but it is also removing the Co-Pilot seat from B_T_VTOL_01_armed_F, preventing units from entering it

wintry tartan
#

Clarify, it breaks B_VTOL_01_armed_F you mean?

wintry fox
#

Yea

nimble sequoia
#

turrets are not defined in B_T_VTOL_01_armed_F

wintry fox
#

Ah that would explain it

nimble sequoia
#

Probably need to pick up turrets from VTOL_01_armed_base_F

wintry fox
#

Yeah went to go check where they were defined in, and it was just the base

#

Got a report that this vehicle was messing with the original, and was cleaning up a couple older configs as well

#

Did fix the seats, but still says that B_T_VTOL_01_armed_Fis defined in ["A3_Air_F_Exp_VTOL_01","BNA_KC_Vehicles_Aviation"] (base addon + mine), although that's probably just because I'm doing:

...
class VTOL_01_armed_base_F: VTOL_01_base_F
{
    class Turrets: Turrets
    {
        class CopilotTurret;
        class GunnerTurret_01;
        class GunnerTurret_02;
    };
};
class B_T_VTOL_01_armed_F: VTOL_01_armed_base_F
{
    class Turrets: Turrets
    {
        class CopilotTurret: CopilotTurret {};
        class GunnerTurret_01: GunnerTurret_01 {};
        class GunnerTurret_02: GunnerTurret_02 {};
    };
};
#

Is there a way to do deeper inheritance like what's pictured above without "re-defining" the vehicle?

ashen chasm
#

nope. If you need to open curlies - you need to reference parent.

wintry fox
#

I knew that, I just meant my addon appearing in the "Addons" section of the vehicle in the config viewer and my mod's logo appearing next to it in Eden/whatnot

I know it doesn't really do anything, just prefer to not make it look like my stuff messes with base classes

ashen chasm
#

also, this class CopilotTurret: CopilotTurret {}; doesn't look proper in context of your first snippet

wintry fox
#

Was going to potentially make changes to it, so just left it as that

ashen chasm
#

i mean, shoving empty {} in the vanilla base class

wintry fox
ashen chasm
#

huh

wintry fox
ashen chasm
ashen chasm
wintry fox
ashen chasm
#

should arguably be ```hpp
class VTOL_Base_F;
class VTOL_01_base_F: VTOL_Base_F {
class Turrets;
};
class VTOL_01_armed_base_F: VTOL_01_base_F {
class Turrets: Turrets {
class CopilotTurret;
class GunnerTurret_01;
class GunnerTurret_02;
};
};
class B_T_VTOL_01_armed_F: VTOL_01_armed_base_F {};

class BNA_KC_HAG_Base: B_T_VTOL_01_armed_F {``` but whatever works
wintry fox
#

Does look a lot nicer, and also doesn't redefine the vehicle

ashen chasm
#

config inheritance is hell

wintry fox
#

I mostly just use it as a base, since it (obviously) goes all the way to the root which you don't ever really need to do

ashen chasm
#

well, you can start with the part where it is really defined (not encased in /* */ in ADT's output) and then go up gradually removing extra unneeded parts. But yeah.
Or you can just leave it going to the root as while being a bit ugly it should at least be correct ๐Ÿ™ƒ

ashen chasm
#

okay, i'm talking to voices inside my head again, apparently. I've somehow simplified the results of prior discussion to "one level of outer class inheritance per one level of nesting deep" in my memory meowsweats

ebon pivot
#

its 9am i dont know what that means

lofty zealot
#

Just wanna leave this here for all config bros so you start to slowly switch to vscode ๐Ÿ™‚
#arma3_tools message

ashen chasm
#

notepad gang ๐Ÿ’ช

ebon pivot
#

that would explain why you cant do inheritance hmmyes

wintry fox
#

Just write configs in binary so arma can read them faster, duh

hallow quarry
#

Hello I need some help bringing a pylon to life

#

Do you mind if I post my pastebin here? The pylon shows up in editor , and the model shows up but when I try to use it it doesn't show up in game as a selectable thing for the helicopter (doesn't show up while cycling weapons)

hallow quarry
#

actually good idea

#

to the one that deleted it

narrow swallow
hallow quarry
#

true. I thought you meant like how cup gives every pylon as it's own little hardpoint so you can add them one by one

narrow swallow
#

You don't give a mass, so the inherited value may not fit on the pylon you want. Would be good to check that

hallow quarry
#

added mass

#

in cfg magazines

#

So the thing that happens is that the weapons aren't available to be fired by me or my gunner. on the top right they don't show up

narrow swallow
#

the cfgMagazines class names don't match what's in CfgWeapons magazines[]

hallow quarry
#
        {
            "PW_FLPMC_2Rnd_AGM_122",
            "PW_FLPMC_1Rnd_AGM_122",
            "PW_FLPMC_4Rnd_AGM_122"
        };```
#

So it must be like this?

#

changed

#

anything else

#

I sense like something is missing

hallow quarry
#

So the missile fires but doesn't show a model

#

and the missile model is stuck on the chopper

nimble sequoia
#

There's more to it than you realised. ๐Ÿ™‚

hallow quarry
#

how bad is it

nimble sequoia
#

Not too bad, just keep biting off small chunks at a time.

hallow quarry
#

So what may cause it so the munition flying doesn't used the model and said model stays on my wing

hallow quarry
#

Oh yea do you see any errors that may cause the missile to stay attached to the wing

cunning reef
#

in the part about


HAMSCH
  mod.cpp
  addons
    main
      config.cpp
      $PBOPREFIX$
      functions
        fn_myFunctionNameHere```
#

is this suppose to be in the @,modname folder or the one on the P drive?

#

cuz the structure looks like its inside the @modname folder

#

but the wiki always refers to the P: drive

chilly tulip
#

Generally you want your packed structure to be the same as your unpacked structure so that it works either binarized and non-binarized.

cunning reef
#

so it should be in the @ ?

chilly tulip
#

The main there just turns into main.pbo

cunning reef
#

ho..

#

so that part I should do in the Pdrive?

#

or dose it pack even if I dont?

#

or im guessing by how you worded that. The main folder will just pack itself?

#

even if its in the destination of where the packed addon pbo goes

#

im just used to something like this, which makes this confusing

nimble sequoia
#

P:\vn
P:\vn\armour
P:\vn\air
produces armour.pbo and air.pbo
under @vn

cunning reef
#

huh

#

so this should be moved to P?
(away form this)

#

T:\Arma 3 Armor edits\@Hamsch Respawn

#

(dont mind the name of the folder after T)

nimble sequoia
#

If you want your mod to be called @cunning reef_Respawn, then put your source files in p:\Hamsch_Respawn\

cunning reef
#

ah

#

thank you

#

I know that like, it should pack into an @ folder when building addon

#

I was just confused over why the P drive wasnt mentioned

#

Iยดll move main over to P:\HAMS_Spawn

nimble sequoia
#

The @ is only used for the packed pbo folder and isn't present in the p drive

cunning reef
#

yeah

#

so I should ignore that folder for now

#

and do all of


HAMSCH
  mod.cpp
  addons
    main
      config.cpp
      $PBOPREFIX$
      functions
        fn_myFunctionNameHere```
Inside the `P:\HAMS_Spawn`
#

but why is it called mod.ccp inside that folder?

#

should'nt it be config.cpp?

#

mod.cpp is what comes out when packed no?

nimble sequoia
#

P:\hams_spawn
P:\hams_spawn\main
P:\hams_spawn\mod.cpp

cunning reef
#

okay, I guess it was strangely worded to begin with then

nimble sequoia
#

The addons folder will be automatically created under @hams_spawn when you pack.

#

Be careful with capital letters. Might cause trouble with Linux systems

cunning reef
#

so I dont need the addon folder in my P drive

cunning reef
#

okay ive been reeading though the wikis and im sort of confused

#

what exactly should be in the config.cpp?

#

like I figure something like this but

#

it confuses me

#

like should I replace tag?

hearty sandal
#

yes

cunning reef
#

With what? the same tag as the mod has?

#

HAMS

hearty sandal
vernal flame
#

I'm looking to add a video to the Main Menu that plays a cinematic my group made. It's currently an MP4 file, and I'm familiar with changing the loading screens to images, but not importing a video into the Main Menu. Any way this is possible?

wintry fox
#

Not mentioned on the wiki so I assumed it's just there if someone's looking at the CfgFunctions in the config viewer or whatnot

untold sonnet
#

Anyone know if I can grab a vanilla weapon and retexture it?

#

I am essentially trying to get the standard AKM to become a gold AK

#

and few more tweaks using vanilla resources only

wintry fox
#

You can if it has hiddenSelections set up

untold sonnet
#

I am trying to write a config inheriting from the base-class

#

but it just does not load

wintry fox
#

Well what do you mean by "does not load"
Is the addon being loaded, but the weapon doesn't appear in the arsenal; is the addon not being loaded at all; etc.

untold sonnet
#

it does not show up in the config viewer

#

nor in arsenal

wintry fox
#

Show your config for the weapon, as well as your CfgPatches

untold sonnet
#
class CfgPatches
{
    class DCOtools
    {
        
        name             = "DCO tools";
        author           = "YipMan, Tally";
        requiredVersion  = 1.60;
        requiredAddons[] = { "A3_Functions_F", "CBA_settings", "A3_Weapons_F_Exp_Rifles_AKM" };
        units[]          = {"Custom GorkaMan"};
        weapons[]        = {"arifle_AKM_Tally_F"};
    };
};

class cfgWeapons {
    class ItemCore;
    

    #include "..\uniforms\items.hpp"
    
    class Rifle;
    class Rifle_Base_F: Rifle
    {
        class GunParticles;
        class WeaponSlotsInfo;
    };
    class arifle_AKM_base_F: Rifle_Base_F
    class arifle_AKM_F: arifle_AKM_base_F

    class arifle_AKM_GOLD_F: arifle_AKM_F
    {
        author="$STR_A3_Bohemia_Interactive";
        _generalMacro="arifle_AKM_F";
        baseWeapon="arifle_AKM_F";
        scope=2;
        model="\A3\Weapons_F_Exp\Rifles\AKM\AKM_flashlight_F.p3d";
        hiddenSelectionsTextures[]=
        {
            "\A3\Weapons_F_Exp\Rifles\AKM\Data\akm_steel_mag_co.paa",
            "\A3\Weapons_F_Exp\Rifles\AKM\Data\akm_steel_mag_co.paa",
            "\A3\Weapons_F_Exp\Rifles\AKM\Data\akm_steel_mag_co.paa"
        };
        
    };
    
};
untold sonnet
wintry fox
#

That won't even build

#

You're missing stuff here:

class arifle_AKM_base_F: Rifle_Base_F
class arifle_AKM_F: arifle_AKM_base_F

There should either be references insides brackets after both of those lines, or you're dong a bunch of extra inheritance that you don't need to

#

You can just do this if you're only intending to change the texture

class arifle_AKM_F;
class arifle_AKM_GOLD_F: arifle_AKM_F
{
    ...
};
#

You should also add tags to your classes

untold sonnet
#

So it would be something like this:

class arifle_AKM_F;
class Tally_arifle_AKM_GOLD_F: arifle_AKM_F
{
    hiddenSelectionsTextures[]=
        {
            "\A3\Weapons_F_Exp\Rifles\AKM\Data\akm_steel_mag_co.paa",
            "\A3\Weapons_F_Exp\Rifles\AKM\Data\akm_steel_mag_co.paa",
            "\A3\Weapons_F_Exp\Rifles\AKM\Data\akm_steel_mag_co.paa"
        };
};

?

wintry fox
#

Yep, and update the weapons in your CfgPatches accordingly

untold sonnet
#

no need to change the

baseWeapon="arifle_AKM_F";

?

wintry fox
#

It's good practice to do so, but not strictly required for primary weapons
beaseWeapon should also be the class name of the gun itself, not what it inherits from

untold sonnet
#

got it

#

thank you

untold sonnet
gleaming sentinel
#

Hello I posted this yesterday in animation makers to no luck, but perhaps this is a more suitable place for it? Im trying to create a gesture that plays with playAction/switchAction. All that happens with switchAction is the rifle raising (which isnt part of the animation), and playAction does nothing. I have confirmed that the animation is not the problem. Here is my config:

class cfgMovesBasic
{
    class ManActions
    {
        IS_Gestures_smack="IS_Gestures_smack";
    };
    class Actions
    {
        class NoActions : ManActions
        {
            IS_Gestures_smack[]=
            {
                "IS_Gestures_smack",
                "Gesture"
            };
        };
    };
};
class cfgGesturesMale
{
    class Default;
    class States
    {
        class IS_Gestures_smack : Default
        {
            file = "interrogationSystem\anims\IS_smack.rtm";
            mask = "UpperTorso";
            speed = -1.25;
            looped = 0;
            actions = "NoActions";
        };
    };    
};
pallid sierra
ebon pivot
#

is there a way to get what month it is with preprocessor

#

__DATE_ARR__ is likely what i need but idk how on earth youre supposed to use select in preproc

hallow quarry
#

Hello I am making a zastava rifle with the CUP RPK as base
I am getting a missing files rap warning from eliteness

I think my issue is the attachments (I wanted to make it take only 7.62x51 silencers)
here's my pastebin
https://pastebin.com/qAFz70gY
Thanks in advance fort the help

hearty sandal
#

and if you have missing files you need to resolve those by either replacing the paths or getting those files present on your drive so the paths can be validated

hallow quarry
#

I use eliteness linecheck

#

so it tells me duplicated classes and such

#

from the mikero AIO

hearty sandal
#

what files does it say are missing then?

hallow quarry
#

will try pboproject

hearty sandal
#

well run pboProject so it logs the missing files

#

that error is meaningless without the actual file entries

hallow quarry
#

It calls all the points where I call textures from CUP weapons as missing files

hearty sandal
#

do you have those files in your P drive?

hallow quarry
#

no.

#

but it hangs on them

hearty sandal
#

then it cant check the path

#

so it errors

hallow quarry
#

I'll remove the things out the folder to leave only the zastava one

#

Zastava alone gets success?

#

bruh

hearty sandal
#

if it cant find files to check the paths the it will error

#

if you dont have the files it cant find them and thats why it errors

#

simple as that

hallow quarry
#

so the error was just that it was also checking for files that weren't in the drive

hearty sandal
#

the check is to verify file paths are correct

#

and it works if P drive is set up with the data you call for

hallow quarry
#

I thought it was something else cause I was trying to force 7.62x51 attachments to the rifle

hearty sandal
#

so it can check them

hallow quarry
#

roger that

hallow quarry
#

Where can I find the compatible items for the class asdg_MuzzleSlot_762

hearty sandal
#

no idea

#

does not seem to exist in vanilla config

hallow quarry
#

oh

#

I'm looking on how to add 7.62x51 attachments to a gun that usually takes 7.62x39 ones

#
        {
            mass=101.4;
            class CUP_DovetailMount_AK: asdg_OpticSideRail_AKSVD
            {
                iconPosition[]={0.62,0.28};
                iconScale=0.15000001;
                iconPicture="\A3\Weapons_F\Data\UI\attachment_top.paa";
                iconPinPoint="Bottom";
            };
            class CUP_PicatinnySideMountAK: CUP_PicatinnySideMount
            {
                iconPosition[]={0.33000001,0.34};
                iconScale=0.2;
                iconPicture="\A3\Weapons_F\Data\UI\attachment_side.paa";
                iconPinPoint="Center";
            };
            class CUP_EastMuzzleSlotAK: CUP_EastMuzzleSlot9mm
            {
                iconPosition[]={0.039999999,0.34999999};
                iconScale=0.15000001;
                iconPicture="\A3\Weapons_F\Data\UI\attachment_muzzle.paa";
                iconPinPoint="Right";
            };
        };
#

This is the gun's original

hearty sandal
#

find a weapon config that has what you want and use those

ashen chasm
#

asdg is cba joint rails iirc

hearty sandal
#

ah could be yeah

#

that sounds familiar

ashen chasm
#

Should be a class right in the root of configFile ๐Ÿคทโ€โ™‚๏ธ

#
class asdg_MuzzleSlot_762: asdg_MuzzleSlot
{
    class compatibleItems
    {
        muzzle_snds_B=1;
        muzzle_snds_B_khk_F=1;
        muzzle_snds_B_snd_F=1;
        muzzle_snds_B_arid_F=1;
        muzzle_snds_B_lush_F=1;
        CUP_muzzle_mfsup_Flashhider_762x51_Black=1;
        CUP_muzzle_mfsup_Flashhider_762x51_OD=1;
        CUP_muzzle_mfsup_Flashhider_762x51_Tan=1;
        CUP_muzzle_snds_socom762rc=1;
        CUP_muzzle_snds_SCAR_H=1;
        CUP_muzzle_mfsup_SCAR_H=1;
    };
};``` in my config dump, but it depends on mods loaded. Also i don't seem to see any mentions of 7.62x39 vs x51 vs x54. Just 7.62 ![blobdoggoshruggoogly](https://cdn.discordapp.com/emojis/748124048025714758.webp?size=128 "blobdoggoshruggoogly")
#

hey, i'm wrong, configfile >> "asdg_MuzzleSlot_762R" is totally a thing blobcloseenjoy

#

and a bunch of others

#

And CUP seems to store their base attachment classes in the root of config as well

teal basin
nimble sequoia
#

For plate armor the thickness comes from the .bisurf, yes.

hearty sandal
teal basin
ashen chasm
#

"exact thickness about 200" ๐Ÿ‘

hearty sandal
#

yes it will use the angle of hit for penetration

teal basin
#

exact model thickness is 200mm,.bisurf thickness is 150mm,then it will be 150mm?

ashen chasm
#

doc claims to calculate the impact angle into panel thickness iirc

hallow quarry
ashen chasm
#

this would be borderline unreadable notlikemeow

hallow quarry
#

oh let me fix it

teal basin
hallow quarry
#

sorry copied it accidentaly from the original gun

teal basin
#

never mind,I misunderstand that

hallow quarry
#

So I tried this code and no attachments

#

I think my inheritance is wrong

ashen chasm
ashen chasm
teal basin
#

Yep,I checked wiki and see that

hallow quarry
#

let me try it

ashen chasm
hallow quarry
#

Now it works

#

thanks

ashen chasm
# teal basin Yep,I checked wiki and see that

continuing on that note, when testing on a cube with armour_plate_5mm.rvmat applied and vanilla MX rifle: somewhat straight impact slows the bullet down from ~795 to ~460. Shooting at an angle gives lower than that, i've had something like 20 from the random angle i've checked.

#

but when shooting at extreme angle where the bullet doesn't penetrate at all i can still shoot through the corner. So something like "thickness along the bullet trajectory but no more than 'thickness/cos(angle)'", i suppose

teal basin
ebon pivot
hearty sandal
#

and angle of hit

ashen chasm
#

(unless you exit the real geometry earlier)

#

or maybe those were ricochettes meowsweats

teal basin
ashen chasm
#

that's literally what's said in the documentation, though, innit?

teal basin
#

yep,I was misunderstood it.

teal basin
ashen chasm
#

looks more like a corner pen than ricochet meowsweats

hearty sandal
#

dont actually know how the lower pentration would work. But probably like artemoz says and it just takes the thickens of the part

ashen chasm
#

literal edge case

hearty sandal
teal basin
ashen chasm
#

nice idea

teal basin
#

I wonder know if defined value just override thickness that engine used to calculate penetration

ashen chasm
#

50 mm geo with "armour_plate_250mm.rvmat" seems to behave just like 50 mm geo with just "armour.rvmat"

teal basin
#

engine refer to use lower thickness value between geometry value and defined value

#

thx for your test

hearty sandal
#

it likely is "penetrate this geometry up to defined thickness"

ashen chasm
#

and "defined thickness" is "panel thickness divided by cosine of impact angle" blobdoggoshruggoogly

wintry fox
#

Trying to remove a reflective glass material on a vehicle, and to clarify I know nothing about models/materials, how I can remove the material/set it to a non-reflective glass material?

hearty sandal
wintry fox
#

hiddenSelectionsMaterials?

hearty sandal
#

So 99% no