#arma3_config
1 messages ยท Page 17 of 1
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
Hi, guys. Have that error after packing addon and don't know how to fix. Any tips?
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.
I have found the option for source = "activeSensorsOn; but the animation still does not rotate when I turn the radar on.
its not a constantly running source, its a 0-1 toggle
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
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;
};
};```
right that is probably more complicated then
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
- (obvious but) do you have bisign?
- which software you use to pack?
from quickly looking the tier 1 bipods dont seem anything special, all the bipods work the same 
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.
look up config class delete in the wiki
Doesn't that only work on classes, not lines?
Didn't think it worked on parameters, thx.
- Yea, that seems to fix that, thanks
- Addon builder
i may be thinking of rhsusaf remind me later
ignore me its done on the weapon side and the bipod changes the weapon 
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.
I don't think you can mess with base game stamina to that extent. You'd have to disable it and write your own.
Ok, I have been looking for the files that define how the stamina works but can only find the cfgmovesfatigue stuff. Do you know where the actual code for it is located?
Engine, I imagine?
HUH
what weapon was that?
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
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
you can look at configs through the in game config viewer
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
So if someone wants to change the textures how he must to change it?
hiddenselections is the way to change textures on things that are retexturable
I know but how to open .paa except texviewer
And convert to something else
texviewer
texviewer - save as - wantedname.png or name.tga
groupadler has a thing for it
What is this?
Dont know if I can make much from this
Like I was looking for something like this
look at the subclasses
What subclass?
though really you should use advanced developer tools
Is there no one who just kind of has these values on hand somewhere?
as a ref for modders
Why do I get a feeling this wont exactly get me these values either
Any directions on what the heck a config dump even is
a dump of all the config in the game
^
you use a scripting command on the diag branch to get it
so I should find the diag branch
it is much easier to just use advanced developer tools
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
I doubt anyone collects these values into separate lists
Nothing like what I did?
or just a general
"I put the vest pelvis armor at 40"
"17 felt too low"
yep
why.
Can u help me about music?
not really
ig
I did
I created but it won't play in editor
relink your original comment and i'll take a look
It's the last message at #arma3_audio
bumping this too as its got somewhat lost
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
Would there be a way to config something thats in the "Facewear" category in the arsenal to show up in the "NVGs" position too?
No. Only to duplicate the class is the way
How would I go about doing that?
Would it just be a config.cpp thing or is it deeper
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.
That's actually the exact item I wanted to put into the nvg slot lol
What would be the file name for this? config.cpp?
config.cpp is the only file that can define config
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?
You can rename the diag exe and then the launcher will use it.
It works.thx 4 u help,the solution is much easier than I thought
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
Yes, you add it under the event handlers class for that object
What's disabled depending on the server is using the init box compositions to run code as Zeus.
class myobject
{
//object related stuff
class EventHandlers
{
init = "hello world'";
};
};
like this?
Are you going to be inheriting a different class into your object as well? If you do, remember to inherit the eventhandlers class so you don't override it.
well i'm not sure. If the config doesn't have any words matching EventHandlers then i'm good to go right?
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.
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)
init = "params ['_unit']; [_unit] spawn LIB_fnc_Stuka_Siren;"
or
init = "(_this select 0) spawn LIB_fnc_Stuka_Siren;"
I've tried this. I'm still not sure why, but the intended action does not occur when i pass through init like either of those. Retested with init through eden editor and it works as intended. This will require extended time to debug and check I suppose
However, I don't get the error anymore.
let me see the whole config. paste it to pastebin
have you received the pastebins
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!
Use three ` so your code is better to read please.
```sqf
// your code here
hint "good!";
```
โ
// your code here
hint "good!";
Also you can use cpp instead of sqf for better highlighting
I will, thanks ๐
anyone?
Have you ever thought to just ask instead of ask to ask?
i want to make sure someone is here then ask
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
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.
The box has carrying capacity, if I unload some of its contents I can move it normally.
The issue is when trying to carry it you get the "Item too heavy" ACE message.
I'll double-check the config browser
most of the times u answered when i wasnt on PC
How come it does even matter
That is how it works.
๐ง 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
I can see both lines in the config viewer, which is even stranger :/ (the bottom two lines)
Ask in the ace discord. You'll get a more tailored answer
I'll try that, thanks ๐
Would you have a link to it? Quick Google search didn't bring up any results, unfortunately
Found it , thanks a lot!
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
Anyone know how to make a custom faction?
Just faction (no soldiers or other stuff)
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.
No Just faction
I will edit that with orbat creator
CfgFactionClasses
What about side?
What should I type?
It's for OpFor
side = 0
Flags and icons?
I'll have to look it up
I have custom flag
Do you know how to use the config viewer yet
I'm in notepad++
Ingame
I think yeah
Then look up the config of an existing flag and use whatever is in there
I put an csat soldier in map
What should I look for?
For his faction
Anything you can look up by right clicking and selecting find in config. If you don't have that, then use 3den enhanced
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.
I made something but that didn't worked
Flags go under CfgMarkers
class CfgMarkers {
class Flag;
class MyNewFlag: Flag {
markerClass = "Flags";
//some stuff here
};
};
So what's that flag in cfgfactionclasses?
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
I have insignia
What's that u typed "some stuff here"?
whatever you wanted to add/change
Add like what?
different flag textures, name, etc? making your own map marker flag
So I must add flag =" " there?
And icon = " "
this is an example of the EU flag (map marker) in game
That's the tiny flag on map?
What that said under "scope"?
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
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)
Probably class ViewPilot {minFov, maxFov, initFov}
Yeah, got it to work by editing it (ViewPilot) in CfgVehicles >> CAManBase
Thanks!
@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.
It was reported to BI as a bug as soon as 2.14 came out, but no word on a fix yet.
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.
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.
like it would be interesting if I could do:
preInit = "[] call some_condition";
but I do not think it is possible.
@uncut pike [links](https://likethis) are forbidden for safety reason ๐ฌ (I unmuted you)
Add the ACRE stuff to a separate config and use the new skipWhenMissingDependencies option to only add those functions when ACRE is loaded. (https://community.bistudio.com/wiki/CfgPatches)
now CfgPatches needs skipWhenExistingDependencies to create mutually-exclusive versions of config to be loaded with and without, say, ACRE present ๐คฃ
There is a way with just an extra dummy config I believe.
can you please elaborate? I kinda struggle here trying to bend my mind imagining it
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.
abusing __has_include and not binarizing configs? That does sound plausible
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 ๐
although sounds like it could be royally screwed by load order 
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.
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"?
A question about a dev branch only command would be appropriate in #dev_rc_branch channel.
first load all PBO's then parse all configs
Guys how pack some mods into 1?
your own? Just put all PBOs into a single "addons" folder.
somebody else's? Don't
No configuration stuff?
no
1 hour is typing to say no
MyModName
mod.cpp
addons
MyFirstAddonFolder
//Stuff
$PBOPREFIX$
config.cpp
MySecondAddonFolder
//Stuff
$PBOPREFIX$
config.cpp
//Repeat as necessary
I copied all of the addons into 1 and it worked
All mods loaded actually
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};
};
};
};
Nah, it works. We started using it in Antistasi just before 2.14 obsoleted it.
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.
class externalParentA;
class externalParentB: externalParentA {
class Turrets;
};
class externalParentC: externalParentB {
class Turrets: Turrets{
class MainTurret;
};
};
class mytank: externalParentC {
class Turrets: Turrets {
class MainTurret: MainTurret {
magazines[] = {"mymagazine"};
weapons[]={"myweapon"};
};
};
};
might work, depending on how the original classes are setup.
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?
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.
wait wait remake the entire inheritance tree of the parent class?????
or did I misunderstand
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.
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"};
};
};
};```
Yea, my idea was to load something when something else isn't loaded though. Which should work the same though.
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
Oh did you guys not end up whitelisting the forums specifically?
Is there any way to patch a terrain's names for the cities/locations?
Yes. You can just rename or redefine
You can do it in script with createLocation command too
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
Does it drag geometry on ground?
Or do the springs support the weight?
What's the engine power
So many things it could be if not set-up correctly.
Start with making sure sum of sprungMass equals Geometry LOD weight.
{
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
is that the unit you are making? or wanting to inherit. you have 2 declarations there that conflict
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
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
};
};
};
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?
yes
yeah, because breaking inheritance for vanilla classes is fun 
?
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
This is what I did before and it returned the error but I can tyr running it
no, that's totally not what you've posted before
B_Soldier_unarmed_F: B_Soldier_F is totally not B_Soldier_unarmed_F: B_Soldier_unarmed_F
B_soldier_unarmed_F is what I'm inheriting from
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
and if you open { for B_soldier_unarmed_F - you need to list it's proper base class
Gotcha, gotcha
thank you
Didn't know that, new to sqf specifically (it's hell)
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
when you look at a class in in-game config viewer - you have "Inherits from" or something to that effect line in the bottom
Ohhh gotcha, lemme launch then rq
or you can run inheritsFrom (configFile >> "CfgVehicles" >> "B_Survivor_F") in debug console
Gotcha gotcha.
or you can get text config dump (dump yourself with diag game exe or just download) and search for the class there without launching the game (that's very convenient imo) https://community.bistudio.com/wiki/Arma:_All-in-one_Config for instructions, https://cdn.discordapp.com/attachments/976224730422063214/1148641265429254194/AiA214.7z for the ready-made 2.14 dump
I'll look for it
So it would be "Parents"
Right?
yes, sounds right
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
397 and 405
Ohhh, I don't need to repeat it
got it
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?
yuppers
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
Same. Emergency response?
Cardiac cath lab - but you should pull this into pm if you want
Gotcha, gotcha, thank you both again
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?
Class duplicate found
Have it also search through included files
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
So you want an error if a class got duplicated on the first occurrence?
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.
Added all to the list ๐
Is there a way to give a unit a specific facewear without having to create a whole identity?
maybe call an array
probably this might help
https://forums.bohemia.net/forums/topic/222099-how-to-make-facesfacewear-overwrite-user-selection/
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
Who do you even mean by "call an array"?
That's not a thing
are you talking about making a faction?
No
I'm not familiar with that, but it sounds promising, I'll have a look... assuming the config is not too jenky in the codebase I am working with.
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];";
};
};
};```
@Jasper which applies to what, actual addons? I'm not writing an addon, rather a mission. so unless that can identify dependencies in the actual functions, or the scaffold around said functions, not sure that'll stick. can you illustrate a practical example in a mission file?
units[] = {"Mako_Retextures";};the semicolon before the comma is illegal- class mismatch.
rhsusf_m1205_dandrhsusf_m1025_d
I AM SO STUPID???
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
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
its a config.cpp that is binarized
Oh that's it? Can I accomplish it by just changing the .ccp suffix to a .bin?
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
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
Gotcha, I'll try that in the morning
That's for addons yes, alternatively you can use the __has_include preprocessor. To add and preinit the functions when ACRE is there. https://community.bistudio.com/wiki/PreProcessor_Commands#has_include
I'll throw an example together later today if required.
that would be fantastic, if you wouldn't mind. I think that would really help this use case.
which while "possible" to do the detection bit, certainly saves that step.
Guys how should i make my mod to use my other mod?
A Mod does not โuseโ a Mod, but can โrequireโ it
In order to do that... I think I've explained already but requiredAddons[]
Should I give my other mod name?
Also the side won't change I typed 0 but in game its in bluefor
Okay I think I confused you with another. But you can check the pinned
I don't understand
You don't understand what
Idk what should I type in requiredaddons
But you can check the pinned
I don't understand what it said in pins
Then ask what is unclear
How to overwrite some value in other addon?like the armor of tanks,caliber of shells
Having a correct requiredAddons[] will overwrite an existed value
Is there a example on forum or wiki?
Check the pinned and https://community.bistudio.com/wiki/CfgPatches
Tank armour is not config although you can adjust total hitpoints, I think.
`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
It's CfgAmmo, not Ammos
thx for u correct,that's a really dumb fault...
Typos happen to everyone
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
Never looked into cup, but it's probably an identity type in some of the facewear
Try replacing it with "NoGlasses"
Hey ! Does anyone have a good tutorial to add the whole compat for the scopes for a weapon ?
I don't think there is a good one out there atm. I learned just by referencing the base config + other mods.
Hey hyp
yes?
It was like hello
Cause i'm trying to add the compat but i don't understand shit about this part of config.. Do you have like a template i can try with ?
I don't sorry. Maybe someone else will chime in with something.
don't be it's normal. Thanks for answering ^^
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?
Hyp I wanna add a soldier to my custom faction what should I change in config?
No u remember u said u must make factions with soldiers
side determines the side (blufor, opfor, guer)
faction determines what faction from CfgsFactionClasses this unit belongs to
editorSubcategory determines what tree the unit belongs to in the editor (such as Men or Cars)
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?
No i'm trying to add the cba joint rail. Like have all scopes mod working on my weapon
So I did binarize the .cpp and pack it, but it says that it's still missing a .bin file
post the full error
its probably meaning you are missing a config entry that it is expecting
yeah that just means you are missing an entry for CfgFactionClasses, not that the file isn't a bin
would that be causing the textures not to show up?
if it errors out (not warns) the config, then yes
Hold on let me show the bit that it's referring to
class cfgFactionClasses
{
class Custom_Faction
{
displayName = "Mako Retextures";
priority = 3;
side = 2;
}
};
btw, you don't have to binarize files, it just speeds up loading times. the game does it itself
tysm
So this is what it says it's missing, do you know what I did wrong?
it looks good since all the other faction configs only have those properties. could add a ; at the end of class Custom_Faction {} but I don't think that is why you aren't getting your textures. post the config of where you are declaring your texture path
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];";
};
};
};
That "enablerandomisation" It's that randomize thing?
Like for character's face items
BIS_randomization is spelled wrong
it has to do with if the game randomizes textures/headgear/facegear etc
So how to disable random face items?
Is that's what's doing it?
I think I'm dyslexic lol
class Custom_Faction
faction = "Mako_Retextures";
class Custom_Faction is what I have in, right? Did I mess that up too?
faction = "Mako_Retextures"; sounds like that CfgFactionClasses.Mako_Retextures reference in the error, tbh
make them the same
Make what the same? Sorry, I'm a bit confused
Oh I see it
sorry
one had the underscore and the other didn't
OH do I need to replace that with Mako_Retextures?
yes
Thank you
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
It fixed the error, but not the thing causing the textures not to show up
Thank you both
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?
I can run it real quick hold on. How do I run that in the 3den editor? I know how to do it in a running mission file
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
what are you using to pack the PBO?
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
EliteNess

Hello, I have questions about making a mod, is this where I should ask about that?
making what kind of a mod? we have various _makers channels for different aspects of modding
make your best guess based on channel names in this part of the server and ask your question. If it doesn't belong in the channel - you're likely to at least get pointed towards the proper place
alr
do you have a PboPrefix.txt file? Or do you using something else to explicitly set the pbo prefix when packing?
I do not
I knew I was forgetting something
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
MyMod
mod.cpp
addons
main
config.cpp
$PBOPREFIX$
functions
fn_myFunction_1.sqf
fn_myFunction_2.sqf
fn_myFunction_3.sqf
you have to make your files into functions with the above file structure (basic, it changes depending what packer you use)
it also depends on how you wrote your scripts
should I write them out here so that may be cleared up?
pastebin it if you do
you mean
code code code
//this
no that has a character limit. either use pastebin.com or sqfbin.com
*when sqfbin.com is actually back online 
you also have an option to create a framework your unit's mission makers can include into each mission file if you don't want to go the mod route
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
I have my doudt if they would consistently follow it.
I would rather have something convinient to include than something they include becouse I beat it into them that they must
they are stubborn like that
Either way a mod is a win for everyone so
its the path I want to seek
ok well we can condense this
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?
wait a sec
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
Im guessing the rest of the info can be found in those wiki pages
I'll give it a go
thanks
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"
What is in your pboprefix
hmm i didnt make one
Suggest you make one
yeah i did not sure what to do with is though
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
Nope, first thing i checked
It doesn't seem to be bottoming out
Power in Watts? 814, Peak torque? around 4127
that is actually useful, thanks.
is there anything else i should know?
a lot. ๐
Apollo may be better person to answer these things though. you may have to wait until hes online again though
Do you know what units model mass is measured in O2 and code? is it KG, LB or tons?
its kg right?
what is it you try to do with it?
wdym?
where do you need that mass?
characters dont really have much any physics interaction where it would be used
Vehicle
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
thought you were talking about units as in characters
not units of measure
๐ตโ๐ซ
but yeah kg it is
typically realistic values work alright
unless thing is very small/light weight
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
So a challenger 2 is about 65-75 tons
A basic challenger 2 is 64000kg
Hull has 34120kg
Turret has 20310kg
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
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.
Why not just add a uniform to it?
Because uniforms hold things, and these aren't supposed to represent fully physical entities
Imagine a hologram that has armor and a gun
Still if you swap the uniform you get the look you want
its not possible to change the naked uniform on the fly
or you can set its color
if its set up for that
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.
You should be able to set its uniform color with that yes
Can anyone help me pls? i want to disable BattleEye on my Server, we have Nitrado as Hoster
On Arma 3 and PC
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?
new texture would replace the existing one not be drawn over it
not exactly sure what that means, so there is a base blank texture that would be overwritten? transparent and all?
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?
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
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.
easiest to see how it works is to just throw a texture on it with setObjectTexture command
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.
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.
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.
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)
define "isn't right", please
For stuff the mod makes, I should do something else, shouldn't I?
Tanoa buildings aren't called "Land_exp_building" I mean x3
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
Ye, prefix is a bit long tho, so- x3
oh- so uh-
becoming class land_MYMOD_cool_house
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
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
the tagging is literally "slap some letters to not get name conflicts with other people's work"
things go poorly when many mods have cool_house.p3d
Ok, so I could also probably shorten the sub patch to be RCHT_PIE_Objects maybe
(and im sorry to say this does happen from time to time still)
Oh, what does F mean
A3_Structures_F -> A3_Structures_F_Wrecks_F -> Land_Wreck_Traw_F
Does someone know how to change the explosion of a wreck ? Because I dont want the wreck to burn 24/7
do you have mods?
because that is likely caused by some mod
yea I have mods, but is it a config entry I can change ?
no
its not as simple as change 1 entry
and most likely one of your mods is already doing that
Yea probably, but what do I have to change to get rid of it ?
๐
Nah
There must be a config entry to change the particle effect of the wreck
and the particle effect most likely runs infinitve
if you can figure out what mod causes it you can probably study how it does it
must be blastcore murr edition
by any chance do you know how to change the particle effect of the wreck ?
I probably know some of it but its a bit long thing to explain
ok
and dont really remember all of it off the top of my head
If you have some useful informations about it , I would like to know but Im not pushing you
probably easiest to figure it out is to check if blastcore is what causes it
and if yes, study what blastcore does
I might be back, but I might have awnsered my own question
it keeps crashing and idk why
sorry to ping but you've been quite helpful ๐
inb4 it's actually working, but the sound file isn't right

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? ๐
@hearty sandal
also I put them all in the wrp's config for testing x3
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.
send me report
what report exactly. dump file?
Your screenshot has a "prepare report..." button on the bottom. That report
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
sent
@hearty sandal Ok I found the class AirDestructionEffects I had to change. its for the helicopter wrecks
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?
How familiar are you with modding?
I've packed a few custom pbos a few years back (fixing the old rhib push mod for example when it was broken). But alas I've gotten older and work has rusted me. xD
I just need to double their carrying capacity "mass" from their default 80 to around 160.
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.
- In your
CfgPatches, you'd list"RadioBackpacks"in yourrequiredAddons. - You'd get what class
B_RadioBackpack_baseinherits from, and redefine it with your changes
class CfgVehicles
{
class B_Backpack_base;
class B_RadioBackpack_base: B_Backpack_base
{
// your changes here
};
};
Are you wanting to change how much they "weigh" or how much they can carry?
Carry.
maximumLoad is how much they can hold, mass is how much they weigh
And I believe I would have to essentially make "new" backpacks right?
No, if you do it the way I described here, it would modify the original backpacks
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.
Whatever backpack(s) you're modifying
Well, for example lets say its B_RadioBag_01_mtp_F
What does it inherit from?
B_RadioBag_01_base_F I believe.
If I remember how to read the config viewer right.
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
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
Should say what addon it's defined in in the config viewer
https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168 also helps a lot
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?
Yep, just replace maximumLoad with whatever number you want to set it to
Assuming you have the actual top of your CfgPatches
class CfgPatches {
class nrf_radio_backpacks {
units[] = {
"examplehere"
};
Like so?
And just list the same classnames as in CfgVehicles?
Not sure if you need to include classnames of classes you're modifying
Yeah I'm not sure either. Last time I did this I just made new backpacks but editing existing ones would be far better.
But yeah, looks good
Either or, the information is lost to me.
If for whatever reason the backpacks don't appear as placeable objects in Eden/Zeus, they need to be placed into the CfgPatches
Reporting back. We have success.
๐
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;
};
};
I sent the report to dedmen, if anyone has any ideas or dedmen, if ya see this, find anything for me to know, please let me know! ^.^
However in the mean time I might do the cheaty way of sqf stuff, though Id prefer not to x3
whats wrong with it
Is drawLight a thing in CfgLights?
What does drawLight do in CfgLights? I found it in some base classes like RocketLight, but there's no mention of it that I can find
Saw a config using it but it's not mentioned on https://community.bistudio.com/wiki/Arma_3:_CfgLights
I think the labeling of the slot id's for allowedSlots on the wiki is wrong
https://community.bistudio.com/wiki/Arma_3:_ItemInfo_Config_Reference#allowedSlots.5B.5D
It lists 701 being the uniform and 801 being the vest, but when I was setting up my magazine to be stored in the backpack and vest (allowedSlots[] = {801, 901};) it was only able to stored in the uniform and backpack
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?
They are defined by the penetration rvmats in Hit heometry lod
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
Yes it's like hp.
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
You'd need to edit the model to change the penetration rvmat's, and rebuild.
What do I need to do for preprocessing again? Is it like, add a line with disableSerialization or soemthing or?
using pboproject
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
question is how to make it be unbinarized with mikeros tools ๐ค
I don't know how. Or rather have the config.cpp unbinarized, while there are other files in same PBO that should be binarized
\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
I think latest mikeros tools support #if? don't they?
they do during preprocess time
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
yes thats ideal
same as any other
Addon builder works fine for non-binarized PBOs IME, it's only broken for binarized (because the include option is busted). So all you have to do is switch tools for each PBO :P
Addon builder command line, that is. Addon builder UI works for both but is obviously too much of a pain in the arse.
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
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? ๐
probably not
range isn't working :I
welp, I can come back to this ๐
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.
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];";
};
};
};
}; ```
This doesn't look right hiddenSelections[] = {hiddenSelections[] = {"exterior","interior","A2","wheels","mainbody","hood gratting","camo1","camo2"};
how so?
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.
I thought you had to declare what your hiddenselectionstextures are applying to
OH I DIDN'T NOTICE THAT
not if youre inheriting
I had hiddenSelections twice
also
```cpp
//config
?
//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
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 = .
it's intended to prevent the randomization, but if I use class EventHandlers: Eventhandlers, it might cause errors, correct?
Yes, if you change to inheriting EventHandlers you'll need to add some base class inheritance lines.
so ``` class Parent_Here
: rhsusf_m1025_d
{class eventHandlers;
};
class theparentclass;
class rhsusf_m1025_d: theparentclass {
class EventHandlers;
};
class yourclass: rhsusf_m1025_d {
//[...]
class EventHandlers: EventHandlers {
postinit = "systemChat 'haiiii'";
};
};```
gotcha, the other way around
class Parent_Here
class rhsusf_m1024_d: Parent_Here {
class EventHandlers;
};
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.
unique prefix, gotcha
so RHS classes all start rhsXXX_something and SOG Prairie Fire Vietnam DLC start vn_something
I did, that's why I said I believe
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)
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[] = {...};
};
};
};
Modyfing the base how?
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
Clarify, it breaks B_VTOL_01_armed_F you mean?
Yea
turrets are not defined in B_T_VTOL_01_armed_F
Ah that would explain it
Probably need to pick up turrets from VTOL_01_armed_base_F
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?
nope. If you need to open curlies - you need to reference parent.
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
also, this class CopilotTurret: CopilotTurret {}; doesn't look proper in context of your first snippet
Was going to potentially make changes to it, so just left it as that
i mean, shoving empty {} in the vanilla base class
Are you referring to this snippet?
If so, there's not {} in the base class at all, only mine
Didn't understand what you meant at first, but what would be wrong with it?
Sure it's a bit unneeded, given that I'm (currently) not making any changes to it
huh
What do you see wrong with
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 {};
};
};
@ebon pivot remember our class meme: meme {}dispute? Just look how this innocent-looking snippet breaks goddamn inheritance ๐
well, if it works and doesn't breaks stuff - it works, but it (seemingly) adds turret classes where vanilla had none
Well it has to be done that way, not doing that was the root of the issue of my vehicle breaking the vanilla vehicle's turret seats
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
Does look a lot nicer, and also doesn't redefine the vehicle
config inheritance is hell
Leo20's Advanced Developer Tools https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168 can make it a bit more tolerable with the magic "show me the full inheritance of selected class" button and ability to copy-paste it from there to use as a base, but still
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
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 ๐
told u so
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 
its 9am i dont know what that means
Just wanna leave this here for all config bros so you start to slowly switch to vscode ๐
#arma3_tools message
notepad gang ๐ช
that would explain why you cant do inheritance 
Just write configs in binary so arma can read them faster, duh
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)
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.
no, I misremembered. hardpoints should have hardpoints, not magazines. referencing ACE hellfires https://github.com/acemod/ACE3/blob/08d0bd09c4dd5f30631133794ac1dc59807b8940/addons/hellfire/CfgMagazines.hpp
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
You don't give a mass, so the inherited value may not fit on the pylon you want. Would be good to check that
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
the cfgMagazines class names don't match what's in CfgWeapons magazines[]
{
"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
So the missile fires but doesn't show a model
and the missile model is stuck on the chopper
There's more to it than you realised. ๐
how bad is it
Not too bad, just keep biting off small chunks at a time.
So what may cause it so the munition flying doesn't used the model and said model stays on my wing
Oh yea do you see any errors that may cause the missile to stay attached to the wing
Okay so regarding this, I need help with one thing
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
Generally you want your packed structure to be the same as your unpacked structure so that it works either binarized and non-binarized.
so it should be in the @ ?
The main there just turns into main.pbo
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
P:\vn
P:\vn\armour
P:\vn\air
produces armour.pbo and air.pbo
under @vn
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)
If you want your mod to be called @cunning reef_Respawn, then put your source files in p:\Hamsch_Respawn\
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
The @ is only used for the packed pbo folder and isn't present in the p drive
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?
P:\hams_spawn
P:\hams_spawn\main
P:\hams_spawn\mod.cpp
okay, I guess it was strangely worded to begin with then
The addons folder will be automatically created under @hams_spawn when you pack.
Be careful with capital letters. Might cause trouble with Linux systems
so I dont need the addon folder in my P drive
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?
yes
yes, you can check the vanilla cfgFunctions and corresponding files for reference too
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?
Is description actually used anywhere or is that basically there for whoever is looking at the functions in the config?
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
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
You can if it has hiddenSelections set up
It does, It also has the option to set the materials. My issue is that I cannot change it.
I am trying to write a config inheriting from the base-class
but it just does not load
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.
Show your config for the weapon, as well as your CfgPatches
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"
};
};
};
For now I am just using this texture:
"\A3\Weapons_F_Exp\Rifles\AKM\Data\akm_steel_mag_co.paa"
Later I will replace it with the appropiate texture, I am just trying to get the basic stuff to work
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
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"
};
};
?
Yep, and update the weapons in your CfgPatches accordingly
no need to change the
baseWeapon="arifle_AKM_F";
?
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
Thanks man! That saved me a bunch of time, was struggling all day with that. Just tested and it works
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";
};
};
};
Np ๐
some utilities require a p drive, some don't. I use HEMTT which doesn't use one.
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
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
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.
why eliteness? you should be packing with pboProject
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
I use eliteness linecheck
so it tells me duplicated classes and such
from the mikero AIO
what files does it say are missing then?
well run pboProject so it logs the missing files
that error is meaningless without the actual file entries
It calls all the points where I call textures from CUP weapons as missing files
do you have those files in your P drive?
I'll remove the things out the folder to leave only the zastava one
Zastava alone gets success?
bruh
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
so the error was just that it was also checking for files that weren't in the drive
the check is to verify file paths are correct
and it works if P drive is set up with the data you call for
I thought it was something else cause I was trying to force 7.62x51 attachments to the rifle
so it can check them
roger that
Where can I find the compatible items for the class asdg_MuzzleSlot_762
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
find a weapon config that has what you want and use those
asdg is cba joint rails iirc
Should be a class right in the root of configFile ๐คทโโ๏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 
hey, i'm wrong, configfile >> "asdg_MuzzleSlot_762R" is totally a thing 
and a bunch of others
And CUP seems to store their base attachment classes in the root of config as well
is the thickness in .bisurf change the tank actual phsical armor?
For plate armor the thickness comes from the .bisurf, yes.
if you dont use plate type rvmat then the physical box of geometry component is used for calculation
so I set fire geometry a sloped armor 60ยฐ and have thickness(exact model thickness) about 200mm,doesn't define thickness in .bisurf,this armor plate will have about 400mm RHA(e) for projectile right?
"exact thickness about 200" ๐
yes it will use the angle of hit for penetration
what if I defined thickness in .bisurf?What value it would use?The lower one?
exact model thickness is 200mm,.bisurf thickness is 150mm,then it will be 150mm?
doc claims to calculate the impact angle into panel thickness iirc
so would this here be correct?
https://pastebin.com/qAFz70gY
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.
this would be borderline unreadable 
oh let me fix it
damage description?doesn't that talking about "armor" property in cfg?
sorry copied it accidentaly from the original gun
never mind,I misunderstand that
https://community.bistudio.com/wiki/Arma_3:_Damage_Description#Fire_Geometry_Placement
Preset-thickness materials ("armour_plate", etc.) respect LOS thickness, so you can use those where necessary.
i'm talking about this
lines 14-16 belong outside the CfgWeapons, not inside it
Yep,I checked wiki and see that
let me try it
i understand that as "500 mm geometry with 100 mm .rvmat at 60% impact angle would work as 200 mm". If my understanding is correct or not - that's a separate question ๐
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
yes,I think If you using armor.rvmat,you should model a exact thickness,but if you refer to have a thin model you need to define thickness in .bisurf
think i need something like scopeArsenal = __EVAL( call compile "switch (__DATE_ARR__ select 1) do {case 12: {2}; default{1};};");, holy shit
just the defined thickness
and angle of hit
this maybe some engine problems.the idea that using .bisurf for thin armor but not model a thin fire geometry may because engine can't have a right penetration when facing some polygon and angle
that's literally what's said in the documentation, though, innit?
yep,I was misunderstood it.
whatever the model exact thickness hghier than defined thickness or not?
looks more like a corner pen than ricochet 
dont actually know how the lower pentration would work. But probably like artemoz says and it just takes the thickens of the part
literal edge case

can you test if a defined value higher than model value situation?
nice idea
I wonder know if defined value just override thickness that engine used to calculate penetration
50 mm geo with "armour_plate_250mm.rvmat" seems to behave just like 50 mm geo with just "armour.rvmat"
engine refer to use lower thickness value between geometry value and defined value
thx for your test
it likely is "penetrate this geometry up to defined thickness"
and "defined thickness" is "panel thickness divided by cosine of impact angle" 
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?
You can not do that on any existing model in vanilla or mods
hiddenSelectionsMaterials?
Typically windows are not set up with that
So 99% no
