#arma3_config
1 messages · Page 20 of 1
Yes, I've found that items load a lot faster, there's a search bar added so you can find the exact class you're looking for, as well as a number of other useful features.
I will add it then thank you very much sir I appreciate the help with me trying to figure out the clustered fuck of modding lol
The textures still are not working for me for some reason
textures not working typically means the path to file inside pbo does not match what is in config
well its within the same path that my vest textures are in
which is working
so tbh im confused asf
Show your config, for both the uniform and the unit
wdym the unit im not making it into spawnable units if you mean yet im just trying to get them to work in the arsenal
but uh heres the config
class CfgPatches
{
class eclipse_infantry
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"rhs_c_troops"
};
author="NitroZeus";
};
};
class CfgWeapons
{
class ItemCore;
class Vest_Camo_Base: ItemCore
{
class ItemInfo;
};
class rhs_6b23;
class UniformItem;
class Uniform_Base;
class rhs_uniform_6sh122_gloves_v1;
class InventoryItem_Base_F;
class eclipse_6b23 : rhs_6b23
{
_generalMacro = "rhsusf_infantry_army_base"; //unsure what this does
scope = 2;
displayName = "ERD 6B23 BlackDigital";
nakedUniform = "U_BasicBody"; //class for "naked" body
uniformClass = "eclipse_6b23"; //the uniform item
hiddenSelections[] =
{
"Camo",
"Camo1",
"Camo2"
};
hiddenSelectionsTextures[] =
{
"eclipse_infantry\data\6b23_eclipse_co.paa",
"eclipse_infantry\data\gearpack1_6sh92_eclipse_co.paa"
};
};
class eclipse_122_uniform : rhs_uniform_6sh122_gloves_v1
{
_generalMacro = "rhsusf_infantry_army_base"; //unsure what this does
scope=2;
displayName="ERD Ratnik";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
nakedUniform = "U_BasicBody"; //class for "naked" body
uniformClass = "eclipse_122"; //the uniform item
author="NitroZeus";
hiddenSelections[]=
{
"Camo",
"Camo1",
"Camo2"
};
hiddenSelectionsTextures[]=
{
"eclipse_infantry\data\eclipse_top_co.paa",
"eclipse_infantry\data\eclipse_bottom_co.paa",
"eclipse_infantry\data\gloves_co.paa"
};
};
};
class CfgVehicles
{
class rhs_uniform_6sh122_gloves_v1;
class eclipse_122 : rhs_uniform_6sh122_gloves_v1
{
scope=2;
uniformClass="eclipse_122_uniform";
nakedUniform = "U_BasicBody";
hiddenSelections[]=
{
"Camo",
"Camo1",
"Camo2"
};
hiddenSelectionsTextures[]=
{
"eclipse_infantry\data\eclipse_top_co.paa",
"eclipse_infantry\data\eclipse_bottom_co.paa",
"eclipse_infantry\data\gloves_co.paa"
};
};
};
wdym the unit im not making it into spawnable units if you mean yet im just trying to get them to work in the arsenal
Every uniform needs a unit, every unit needs a uniform. Whether they are shown in Eden/Zeus or not
I did not know that thats my config for what I have anyway if I am missing something then I guess that has sum todo with it
also here shown the vest is working but uniform is not
well the uniform is showing up I should say
but the actual custom textures are not its just showing the ones RHS Put
Is rhs_uniform_6sh122_gloves_v1 the correct class for the unit? That would be very odd for the unit and uniform to use the same class name
okay so is the unit the bit in cfg vehicle then perhaps i do indeed have it wrong
Units (and backpacks, lol) go in CfgVehicles, uniforms and vests go in CfgWeapons.
alright
so i need to go change the unit class in cfg vehicles and that will fix it i hope
okay so
I replaced the cfg vehicles bit with the cfg vehicles equivalent
and the textures still dont work for some reason
so like
what is going on
i dont know what my mistake is
Any other suggestions
The uniform class in eclipse_6b23 is not in the correct place, it should be in an ItemInfo class
Then why does it have a uniform class at all?
Well there's not point in a vest specifying a uniform class
Either way, the same thing is true for eclipse_122_uniform. It should be something like:
class parent_class;
class rhs_uniform_6sh122_gloves_v1: parent_class // this should be whatever rhs_uniform_6sh122_gloves_v1 inherits from
{
class ItemInfo;
};
class eclipse_122_uniform: rhs_uniform_6sh122_gloves_v1
{
class ItemInfo: ItemInfo
{
uniformClass = "eclipse_122";
};
};
thats for CFG Vehicles correct
CfgWeapons, it's for the uniform
alright
let me add that too it
this is all the things listed in the parent class of that uniform
["Default","ItemCore","Uniform_Base","rhs_uniform_flora","rhs_uniform_vkpo","rhs_uniform_6sh122_v1"]
parentclass would be Uniform base correct
No, the direct parent class would be whatever the last item is, in this case, rhs_uniform_6sh122_v1
"class rhs_uniform_6sh122_gloves_v1: parent_class // this should be whatever rhs_uniform_6sh122_gloves_v1 inherits from" but you said here whatever the parentclass of said uniform is
so its parent class would be itself?
The order that the items are in is the inheritance
Default is the original class, then ItemCore inherits from Default, Uniform_Base inherits from ItemCore, etc. etc.
No
rhs_uniform_6sh122_gloves_v1 inherits from rhs_uniform_6sh122_v1
Notice the missing _gloves?
oOOOh wait im dumb
I am sorry I did not notice that my brain is starting to rot lol
alright so is there anything else I need todo before I package this up
here is the full config again to confirm
class CfgWeapons
{
class ItemCore;
class Vest_Camo_Base: ItemCore
{
class ItemInfo;
};
class rhs_6b23;
class UniformItem;
class Uniform_Base;
class rhs_uniform_6sh122_gloves_v1;
class rhs_uniform_6sh122_v1
class InventoryItem_Base_F;
class eclipse_6b23 : rhs_6b23
{
_generalMacro = "rhsusf_infantry_army_base"; //unsure what this does
scope = 2;
displayName = "ERD 6B23 BlackDigital";
nakedUniform = "U_BasicBody"; //class for "naked" body
uniformClass = "eclipse_6b23"; //the uniform item
hiddenSelections[] =
{
"Camo",
"Camo1",
"Camo2"
};
hiddenSelectionsTextures[] =
{
"eclipse_infantry\data\6b23_eclipse_co.paa",
"eclipse_infantry\data\gearpack1_6sh92_eclipse_co.paa"
};
};
class rhs_uniform_6sh122_gloves_v1 : rhs_uniform_6sh122_v1
{
class ItemInfo;
};
class eclipse_122_uniform: rhs_uniform_6sh122_gloves_v1
{
};
class eclipse_122_uniform : rhs_uniform_6sh122_gloves_v1
{
class ItemInfo: ItemInfo
{
uniformClass = "eclipse_122";
};
_generalMacro = "rhsusf_infantry_army_base"; //unsure what this does
scope=2;
displayName="ERD Ratnik";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
nakedUniform = "U_BasicBody"; //class for "naked" body
author="NitroZeus";
hiddenSelections[]=
{
"Camo",
"Camo1",
"Camo2"
};
hiddenSelectionsTextures[]=
{
"eclipse_infantry\data\eclipse_top_co.paa",
"eclipse_infantry\data\eclipse_bottom_co.paa",
"eclipse_infantry\data\gloves_co.paa"
};
};
};
class CfgVehicles
{
class rhs_6sh122_gloves_v1_base;
class eclipse_122 : rhs_6sh122_gloves_v1_base
{
_generalMacro = "SoldierGB";
scope=2;
uniformClass="eclipse_122_uniform";
nakedUniform = "U_BasicBody";
hiddenSelections[]=
{
"Camo",
"Camo1",
"Camo2"
};
hiddenSelectionsTextures[]=
{
"eclipse_infantry\data\eclipse_top_co.paa",
"eclipse_infantry\data\eclipse_bottom_co.paa",
"eclipse_infantry\data\gloves_co.paa"
};
};
};
I included everything you pasted* into the code
You're defining the class twice
alright removed the accidental one
Im guessing if thats it than I shall package it n hope lol
It keeps saying that the member is already defined even though I Got rid of the duplicate its coming from these 2 lines apparently
class eclipse_122_uniform: rhs_uniform_6sh122_gloves_v1
class rhs_uniform_6sh122_gloves_v1 : rhs_uniform_6sh122_v1
you said too like define the parent of the 122
but even though the parent and the child are clearly defined differently it says theyre the same
Show your config again, preferabbly in a code block, like this:
```cpp
config
```
alright
class CfgPatches
{
class eclipse_infantry
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"rhs_c_troops"
};
author="NitroZeus";
};
};
class CfgWeapons
{
class ItemCore;
class Vest_Camo_Base: ItemCore
{
class ItemInfo;
};
class rhs_6b23;
class UniformItem;
class Uniform_Base;
class rhs_uniform_6sh122_gloves_v1;
class rhs_uniform_6sh122_v1;
class InventoryItem_Base_F;
class rhs_uniform_6sh122_gloves_v1 : rhs_uniform_6sh122_v1
{
class ItemInfo;
};
class eclipse_6b23 : rhs_6b23
{
_generalMacro = "rhsusf_infantry_army_base"; //unsure what this does
scope = 2;
displayName = "ERD 6B23 BlackDigital";
nakedUniform = "U_BasicBody"; //class for "naked" body
uniformClass = "eclipse_6b23"; //the uniform item
hiddenSelections[] =
{
"Camo",
"Camo1",
"Camo2"
};
hiddenSelectionsTextures[] =
{
"eclipse_infantry\data\6b23_eclipse_co.paa",
"eclipse_infantry\data\gearpack1_6sh92_eclipse_co.paa"
};
};
class eclipse_122_uniform: rhs_uniform_6sh122_gloves_v1
{
class ItemInfo: ItemInfo
{
uniformClass = "eclipse_122";
};
_generalMacro = "rhsusf_infantry_army_base"; //unsure what this does
scope=2;
displayName="ERD Ratnik";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
nakedUniform = "U_BasicBody"; //class for "naked" body
author="NitroZeus";
hiddenSelections[]=
{
"Camo",
"Camo1",
"Camo2"
};
hiddenSelectionsTextures[]=
{
"eclipse_infantry\data\eclipse_top_co.paa",
"eclipse_infantry\data\eclipse_bottom_co.paa",
"eclipse_infantry\data\gloves_co.paa"
};
};
};
class CfgVehicles
{
class rhs_6sh122_gloves_v1_base;
class eclipse_122 : rhs_6sh122_gloves_v1_base
{
_generalMacro = "SoldierGB";
scope=2;
uniformClass="eclipse_122_uniform";
nakedUniform = "U_BasicBody";
hiddenSelections[]=
{
"Camo",
"Camo1",
"Camo2"
};
hiddenSelectionsTextures[]=
{
"eclipse_infantry\data\eclipse_top_co.paa",
"eclipse_infantry\data\eclipse_bottom_co.paa",
"eclipse_infantry\data\gloves_co.paa"
};
};
};```
You're still defining the class twice
i thought thats what im suppose todo
define the 122 and its parent
and my uniform and its parent ie the 122 with gloves
like I thought thats what you wanted me todo in the example you gavw
Yes, the bottom part:
class rhs_uniform_6sh122_gloves_v1: rhs_uniform_6sh122_v1
{
class ItemInfo;
};
is correct
But you still have another rhs_uniform_6sh122_gloves_v1 in your config
Remove the "class rhs_uniform_6sh122_gloves_v1;" line
Also now that i have my configs fully working how do i make a thing appear in both NVG And Face wear
how do I make quotes in a string again? x3
hmmm-
are '' and "" treated differently?
or, should only one be used in an array?
'Starting during the Vietnam War, the government began to "cry wolf" whenever economic aid, no matter how minor, was required. Sometimes even going so far as having local personnel brandish foreign uniforms!',
Use " instead.
Loading screen texts are a bit weird in that regard because xml normally allows for " and " to be used in text containers.
alright. Next pack, it will be implemented, will check then. ^^
There's not a config method to have a unit exiting a vehicle take a particular stance, like prone, right?
How would I go about filling the SpawnerType attribute which is a combo with values from a public Variable SPI_SpawnerTypes
class SPI_vehicleSpawnerModule: Module_F
{
scope = 2;
author = "Suppressor Industries";
category = "SPI_functions";
displayName = "Vehicle Spawner";
function = "SPI_Vehicles_fnc_VehicleSpawnerModule";
//icon = "105th_Vehicles\textures\Icons\vehicleSpawner.paa";
//picture = "105th_Vehicles\textures\Icons\vehicleSpawner.paa";
functionPriority = 10;
isGlobal = 1;
class Attributes: AttributesBase
{
class SpawnerType: Combo
{
property = "SPI_VehicleSpawner_SpawnerType";
displayName = "Spawner Type";
typeName = "STRING";
tooltip = "What type of spawner is this";
};
class SpawnPad: Edit
{
property = "SPI_VehicleSpawner_SpawnPad";
displayName = "Spawn Pad";
tooltip = "Object variable name of where vehicles should be spawned";
defaultValue = """""";
};
};
class ModuleDescription: ModuleDescription
{
description[] = {
"Enables players to spawn vehicles on the object defined ""SpawnPad"".",
"You can create custom SpawnerTypes within the configs if you want to spawn",
"your own custom assets or you can use a default setup that already exists",
"",
"Usage: Sync an object to this module to add the vehicle spawner action to them."
};
};
};
So I'm trying to use the config to save what essentially is a composition with my own custom functions and such for the creation of said composition. I'd like to have something of an origin object that is an object that could be spawned in zeus or eden and use the init EH for creating the rest of the composition relative to the spawned object. So I would assume it would go something like this? Also could I create the custom variables within the class like is it possible or use only stuff like scope and such, also would that be able to be passed into the init like "[classname,distTo,dirTo,heightTo,simulation] exec someFUNC" and what would (_this select 0) be? Sorry not too well versed with this stuff yet
class Sign_Sphere10cm_F;
class tag_composition_originObject: Sign_Sphere10cm_F
{
scope = 2;
author = "";
category = "";
displayName = "";
class object01
{
classname = "Land_TimberLog_05_F";
distTo = 1;
dirTo = 1;
heightTo = 1;
simulation = false;
init = "[(_this select 0)] exec FUNC_toCreateThisObjectRelativeToTheOriginObj";
};
};
Quick question. Offset values for Laser are set up in x,y,z format with Negative (-) values being closer,down,left to player, and Positive (+) values being further,up,right from the player right?
What part of config you talk about?
class UKSF_SIDE_Vis_Laser
{
offset[]={0,0.16,0.12};
};
I don't really know what it is. Mod related most likely
Yeah it is BettIR related, I guess i'll go snoop around in related articles for that.
Or you can just try some exaggerated values
I suppose.
Trial and error has been how I fixed numerous other things with this game. lol
You can always use Diag exe for on the fly config change
Never tried that
May do a quick tut after I'm back
At a guess, it's the origin for the laser beam, perhaps in relation to the muzzle end memory point.
So in your example, the laser will be on the centre line (x=0), 0.16m under the barrel (y=0.16) and 0.12m closer to the player (z).
On-the-fly config modifying
Diagnostics Exe can do a on-the-fly config reload/update.
The exe is available as a part of Arma 3 Development Branch that can be accessed from Arma 3 > Beta tab on Steam.
You can overwrite any config on-the-fly and check the effect for almost everything (some cannot).
https://community.bistudio.com/wiki/Arma_3:_Diagnostics_Exe
- Launch Diagnostics Exe
arma3diag_x64.exein Arma 3 installation folder it is.- You can rename it into
arma3.exe(and rename the defaultarma3.exeinto something else) so you can launch Diag Exe from Launcher easily, by setting Parameters > Platform > 32-bit.
- Prepare a config.cpp file
- You can put this file anywhere you want.
- CfgPatches is not needed for this.
- Inheritance and any other rules still applied.
- Run
diag_mergeConfigFile
- Using Debug Console is enough for this job. Check the BIKI article for the syntax/example. https://community.bistudio.com/wiki/diag_mergeConfigFile
- You may need to respawn vehicles, weapons and such to check the result.
- You also want to consider to restart the mission.
This method is very useful because you don't need to restart game upon a very small config change.
Note: Diagnostics Exe does not support Multiplayer.
You can point anything you want and I put it into this
I don't see a typo?
Mhm, I've just looked up Wiktionary and looks inheritance is better wording?
thanks
I'm having an error setting up some XEH stuff. This is also my first mod so I'm not well versed with this stuff
Error: Script \x\wag_entrenchment\addons\wag_entrenchment_functions\XEH_preStart.sqf not found
File Setup
@Entrenchment
>addons
>wag_entrenchment_functions
-config.cpp
-CfgEventHandlers.hpp
-script_component.hpp
-initSettings.sqf
-XEH_missionDisplayLoad.sqf
-XEH_postInit.sqf
-XEH_preInit.sqf
-XEH_PREP.sqf
-XEH_preStart.sqf
>wag_entrenchment_main
-config.cpp
-script_component.hpp
-script_macros.hpp
-script_mod.hpp
-script_version.hpp
wag_entrenchment_functions\Config.cpp Has other stuff like CfgPatches and such but this is just XEH stuff
class Extended_PreStart_EventHandlers
{
class wag_entrenchment_functions
{
init="call compile preprocessFileLineNumbers '\x\wag_entrenchment\addons\wag_entrenchment_functions\XEH_preStart.sqf'";
};
};
class Extended_PreInit_EventHandlers
{
class wag_entrenchment_functions
{
init="call compile preprocessFileLineNumbers '\x\wag_entrenchment\addons\wag_entrenchment_functions\XEH_preInit.sqf'";
};
};
class Extended_PostInit_EventHandlers
{
class wag_entrenchment_functions
{
init="call compile preprocessFileLineNumbers '\x\wag_entrenchment\addons\wag_entrenchment_functions\XEH_postInit.sqf'";
};
};
wag_entrenchment_functions\script_component.cpp Where COMPONENT is defined
#define COMPONENT wag_entrenchment_functions
#include "\x\wag_entrenchment\addons\wag_entrenchment_main\script_mod.hpp"
#include "\x\wag_entrenchment\addons\wag_entrenchment_main\script_macros.hpp"
Addon Builder Prefix: wag_entrenchment
I believe this is all: COMPONENT is defined, Prefix is defined, has Extended_PreStart_EventHandlers
Anyone know what I've done wrong? 
What you you have defined in script_mod
#define MAINPREFIX x <----
#define PREFIX wag_entrenchment <----
oh forgot to add that. This is my wag_entrenchment_main\script_mod.hpp
#define MAINPREFIX x
#define PREFIX wag_entrenchment
#include "script_version.hpp"
#define REQUIRED_VERSION 2.02
#define REQUIRED_CBA_VERSION { 3, 5, 0 }
#define REQUIRED_ACE_VERSION { 3, 15, 1 }
and you have $PBOPREFIX$ ?
\x\wag_entrenchment\addons\wag_entrenchment_functions
I need that as well? I was not aware. The tutorial and mod I've been referencing both didn't have that. Would that go within each addon component file?
Yeah
Hey guys
is there anyone here tat would be able to help me creating a compat Mod
I have no expierence or understanding of cosing ect and i dont understand the instructions that are being provided
I am basiclly looking for an ITN compat to be made
The addon builder is giving an error saying it can't find the wag_entrenchment_main\script_mod.hpp when reading the wag_entrenchment_function\config.cpp 
I think this happened when I added #include "script_component.hpp" in the config for both main and functions
So, what you have in main config.cpp and what you have in function cpp
script component in main
#define COMPONENT wag_entrenchment_main
#define COMPONENT_NAME "Main"
#include "script_mod.hpp"
and in functions
#define COMPONENT wag_entrenchment_functions
#include "\x\wag_entrenchment\addons\wag_entrenchment_main\script_mod.hpp"
#include "\x\wag_entrenchment\addons\wag_entrenchment_main\script_macros.hpp"
right?
main.cpp
#include "script_component.hpp"
class CfgPatches
{
class wag_entrenchment_main
{
name=CSTRING(component);
units[]={};
weapons[]={};
requiredVersion= REQUIRED_VERSION;
requiredAddons[]={
"CBA_main",
"ACE_main"
};
author="ThyHolyWagon"
version=0;
versionStr="0";
versionAr[]={0};
};
};
function.cpp
#include "script_component.hpp"
class CfgPatches
{
class wag_entrenchment_functions
{
name=CSTRING(component);
units[]={
"wag_entrenchment_woodenbarrier_short"
};
weapons[]={};
requiredVersion= REQUIRED_VERSION;
requiredAddons[]={
"wag_entrenchment_main",
"ace_trenches"
};
authors[]=
{
"ThyHolyWagon"
};
version=0;
versionStr="0";
versionAr[]={0};
};
};
class Extended_PreStart_EventHandlers
{
class wag_entrenchment_functions
{
init="call compile preprocessFileLineNumbers '\x\wag_entrenchment\addons\wag_entrenchment_functions\XEH_preStart.sqf'";
};
};
class Extended_PreInit_EventHandlers
{
class wag_entrenchment_functions
{
init="call compile preprocessFileLineNumbers '\x\wag_entrenchment\addons\wag_entrenchment_functions\XEH_preInit.sqf'";
};
};
class Extended_PostInit_EventHandlers
{
class wag_entrenchment_functions
{
init="call compile preprocessFileLineNumbers '\x\wag_entrenchment\addons\wag_entrenchment_functions\XEH_postInit.sqf'";
};
};
class Extended_Deleted_EventHandlers
{
...
};
class Extended_Init_EventHandlers
{
...
};
script component main
#define COMPONENT main
#include "script_mod.hpp"
#include "script_macros.hpp"
script component functions
#define COMPONENT functions
#include "\x\wag_entrenchment\addons\wag_entrenchment_main\script_mod.hpp"
#include "\x\wag_entrenchment\addons\wag_entrenchment_main\script_macros.hpp"
I should have #include "script_component.hpp" in my configs right?
cause I still keep getting build errors
I have no idea where the error is possibly coming from
Is your main folder actually named wag_entrenchment_main or just main?
Has the tag as well but tried without it
go in game and find what the path actually is to your file with fileExists
I've tried so many combos and they all return false
I don't think the filepath is setup correctly then
Hi guys i did ask earlier sorry for the repeat questions would anyone know or be able to help with making MOD Compats?
Specifically for ITN ?
What makes it so Ai switches to their secondary even though the primary would be suitable for combat? (say like rifle for primary, and it has ammo)
would this be the right place to figure out how to make more than 10 channel presets with acre?
best to hop over to the ACE discord for that (they make ACRE)
I did, but once I said I don’t really know what to do at all, he told me to just come over here
I think I got it, but it’s just not working on the server
Instead of asking the same question again you could attach the links you've got on our discord... We gave him a full code example but redirected here as we're not teaching total basics if somebody does not even know about init scripts.
Following up my issue from yesterday I started a new project file still with the same goal but just only having the bare minimum to first get the file setup correctly using a tutorial instead of just copying the file setup of a mod. Following: https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
Mod Files Setup
@Entrenchment
>addons
>wag_entrenchment_functions
< $PBOPREFIX$
\z\wag_entrenchment\addons\wag_entrenchment_functions
< ***config.cpp***
#include "script_component.hpp"
class CfgPatches {
class ADDON {
name = QCOMPONENT;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {};
author = QAUTHOR;
VERSION_CONFIG;
};
};
< ***script_component.hpp***
#define COMPONENT wag_entrenchment_functions
#include "\z\wag_entrenchment\addons\wag_entrenchment_main\script_mod.hpp"
#include "\z\wag_entrenchment\addons\wag_entrenchment_main\script_macros.hpp"
**>wag_entrenchment_main**
< ***$PBOPREFIX$***
\z\wag_entrenchment\addons\wag_entrenchment_main
< ***config.cpp***```cpp
#include "script_component.hpp"
class CfgPatches {
class ADDON {
name = QCOMPONENT;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {};
author = QAUTHOR;
VERSION_CONFIG;
};
};
. < script_component.hpp
#define COMPONENT wag_entrenchment_main
#include "\z\wag_entrenchment\addons\wag_entrenchment_main\script_mod.hpp"
#include "\z\wag_entrenchment\addons\wag_entrenchment_main\script_macros.hpp"
< ***script_macros.hpp***```cpp
#include "\x\ace\addons\wag_entrenchment_main\script_macros.hpp"
#define QCOMPONENT QUOTE(COMPONENT)
#define QADDON QUOTE(ADDON)
#define AUTHOR ThyHolyWagon
#define QAUTHOR QUOTE(AUTHOR)
< ***script_mod.hpp***
```cpp
#define MAINPREFIX z
#define PREFIX wag_entrenchment
#define VERSION_CONFIG 1.1.1
#define REQUIRED_VERSION 2.02
#define REQUIRED_CBA_VERSION { 3, 5, 0 }
#define REQUIRED_ACE_VERSION { 3, 15, 1 }
Wait I may have finally fixed it after like 15 hours
I didn't get an error
So did you find out what caused the issue?
double checking that me not getting an error isn't a fluke
but this right here is just trying to fix the \z\wag_entrenchment\addons\wag_entrenchment_main\script_mod.hpp not found when it's called from wag_entrenchment_function\config.cpp. The error from yesterday was Script \x\wag_entrenchment\addons\wag_entrenchment_functions\XEH_preStart.sqf not found and then when I got help the error I'm fixing right now showed up which seemed to be at least one of the root causes of the error from yesterday if that made sense
ok yeah it was a fluke bc I didn't even load it as a local mod 
i assume \x\ is a mistake in you copying the errror
yes
Just making sure my Addon Builder is setup correctly the settings should be as follows right?
yes | Clear temp folder
yes | sign output PBO file
no | binarize
no | binarize all textures
no | enable extended logging
[Options]
Files to copy directly: *.sqf;*.xml;
Addon Prefix: wag_entrenchment
Path to private key: setup
Path to temp folder: setup
Path to project folder: blank
Author: ThyHolyWagon
so only if I'm using hemtt to setup files right? If I just manually add them and the XEH files later PBOPREFIX isn't needed?
what
youre using addon builder not hemtt
pboprefix file is for hemtt
addon builder you have to set it in the options
oh I see so the addon prefix setting should be: \z\wag_entrenchment right?
it should be the pboprefix for each pbo you are building
youre trying to build a hemtt system with addon builder
I'm might be using addon builder wrong then
using addon builder is the problem in the first place
you should be using hemtt for a hemtt system
you see I tried that but couldn't understand the hemtt book and followed the single video tutorial which was in german and could not get it to work for the life of me
then dont use a hemtt system
use a setup for addon builder if using addon builder
use a setup for hemtt if using hemtt
but from what I found hemtt is the more modern and better system right?
also the main reason I stopped using the hemtt system was because it didn't do the cba preset setup like the person did in the tutorial and didn't find info on it within the hemtt book
Any idea why this is happening? (the flag is flipping on the back)
{
class SimpleObject
{
animate[] = {{"Flag",0}};
hide[] = {};
verticalOffset = 0;
};
editorPreview = "";
scope = 2;
scopeCurator = 2;
displayName = "Flag (UltraNationalists)";
editorCategory = "EdCat_Signs";
editorSubcategory = "edSubcat_Strangerealflags";
class EventHandlers
{
init = "(_this select 0) forceFlagTexture '\GriffinsFlags\GriffinsFlags\flags\Flag_UltraNationalist_co.paa'";
};
};
};```
Flag's back side is inverted texture
cool
how do i fix it😬
ive been looking through the a3 flags but i cant find a config file for them
i assume im just missing something
cant if its in the model
but you do have option to try the other one
you now use asym variant
so change class FlagCarrier_Asym; to class FlagCarrier; ?
FlagCarrier is just the mast i thought
try it
Trying to figure out how to use Hemtt and I'm not sure I fully understand it based on what seems to be a lightly documented "The Hemtt book" and a 2 year old video in German.
Do I use this to only setup the addons and such? Then go in and work with the files or is it all done from Hemtt in the toml files?
Or am I just missing another site or video that has documentation on it?
_Asym likely means asymmetrical variant
worked😏
that makes sense
i've got my radio presets working in the mission file in editor but its not working when I go onto the server anyone know how to fix it?
Gotta show us what you did so far
How do you set a specific face for a unit?
I looked at some of the Miller units as a reference, and they seem to do set the face by changing identityTypes and an init event handler. I set up the same sort of format but my unit still spawns with just the default face.
(Classes have obviously been simplified)
Got kinda long so I put it in a pastebin
It does apply the face correctly when the mission starts, meaning the init=... works, but doesn't apply when the editor is placed in the editor
that is right
for editor you need different eventhandler
or you might need to create a custom identity type you assign to the unit
or just stop caring if it works in missions 🙃
that is also a valid option
I'm not too worried if it displays in the editor, was just trying to figure out if I was missing something
Isn't that what identityTypes[] = {...}; is doing?
Do you know a fix?
sorry just now stepped into my house. had a rough last few hours of work
Ah ok, sorry
let me take a look in a sec
Alrighty
@harsh zenith so in the documentation for ACRE, it says to set the preset settings BEFORE giving the player the item. also need to wait for initialization before doing things. So make sure the player doesn't have a radio at start.
haven't tested on dedi yet:
Ok thank you, Ill give it a shot. By Item you mean the radios? if so they don't have them when they hop in the slot
yes, the ACRE radio items. it needs to be added via the script AFTER all the presets are changed. lets say you have a ACRE radio that the player has at mission start before this, that radio retains its default settings. combine that with initialization order of a dedi and JIP and you'll probably run into conflicts.
Ah ok, so put the sqf file in the mission file and make sure they don’t have a radio when they spawn in, correct? Just making sure I’m doing this properly
yeah, as in they don't already have a acre radio in their loadout. in effect, when you spawn in, you will have a radio from this script, but only because it added it, not the editor loadout menu.
btw, it looks like "ACRE_PRC117F" requires a backpack for it to be added.
Could I potentially remove line 29 and 30 and it wouldn’t be messed up or would those need to stay
stay as is, adding it without a backpack will just fail the add silently
but everyone with a backpack will have that radio (if there is space). so, you'll have to do additional customization if you don't want that
@pallid sierra It didn’t work, I put the sqf in the mission folder and then uploaded the mission PBO to the server and it’s giving me the default presets(PLTNET, COYNET, etc)
Is it a common/known issue for smoke rounds to not work right with launchers?
I'm getting "Uniform is not supported by soldier" errors even though the unit's side is in modelSides, any ideas? The thing I find strange about it though, is that the issue doesn't occur for the units they inherit from. Wording may seem a bit odd so I'll give some samples.
EPF is the faction that has the issues, TU is the faction units they inherit from
(May seem a bit odd organization wise, but the EPF is basically a reskin of the TU, so I found it easier to just swap the textures)
// RPT
23:20:05 ERROR: Switch uniform! Uniform is not supported by soldier
23:20:05 Uniform EPF_Uniform is not allowed for soldier class EPF_Unit // Not exact class names, just shortened them
I have modelSides[] = {0}; in my base opfor unit class, which both TU and EPF inherit from (Base -> TU -> EPF) and the value is not set anywhere else, so there's no place where the value could be changed. Opening any of the EPF units confirms this, as they still have modelSides[] = {0};. None of the TU units give this error, it's specifically the EPF ones.
// CfgVehicles
class BNA_KC_OPFOR_Unit_Base {
displayName = "OPFOR Unit Base";
uniformClass = "BNA_KC_OPFOR_Uniform_Base";
side = 0;
modelSides[] = {0};
};
// ...
class BNA_KC_TU_Unit_Base: BNA_KC_OPFOR_Unit_Base {
// Textures, model, etc. etc. No Error
};
// ...
class BNA_KC_EPF_Unit_Base: BNA_KC_TU_Unit_Base {
// Textures, model, etc. etc. ! Side Error
};
When I've had issues with sides not matching correctly in the past (due to me forgetting to set it), the units don't wear the uniform at all; however, in this case they still wear the uniform and function correctly, even with the error.
Ah, issue turned out to be an incorrect uniformClass in the uniform's config
Hi, can anyone help me with CfgDefaultKeysPresets?
I want to have (Left Ctrl + Mouse wheel) combination as a keybind, I been searching for answers for a while but no luck. Would appreciate your help.
Okay after having trouble with first blending the Hemtt and addon builder systems for my mod and then trying hemtt and failing I decided to just use the addon builder method. However I can't figure out how the file path should go for some reason
File Setup
@Entrenchment
>addons
>wag_entrenchment_main
-config.cpp
-script_component.hpp
-script_macros.hpp
-script_mod.hpp
-script_version.hpp
-CfgEventHandlers.hpp
-script_component.hpp
-initSettings.sqf
-XEH_missionDisplayLoad.sqf
-XEH_postInit.sqf
-XEH_preInit.sqf
-XEH_PREP.sqf
-XEH_preStart.sqf
Within the config I'm trying to setup XEH using what's below but not matter what I used for the file path it was wrong for some reason and could never find the XEH_preStart.sqf file
class Extended_PreStart_EventHandlers
{
class wag_entrenchment_main
{
init="call compile preprocessFileLineNumbers '\XEH_preStart.sqf'";
};
};
class Extended_PreInit_EventHandlers
{
class wag_entrenchment_main
{
init="call compile preprocessFileLineNumbers '\XEH_preInit.sqf'";
};
};
class Extended_PostInit_EventHandlers
{
class wag_entrenchment_main
{
init="call compile preprocessFileLineNumbers '\XEH_postInit.sqf'";
};
};
or is XEH only for Hemtt and will not work otherwise?
Try this, use separate class names and full path to your mod folder
class Extended_PreStart_EventHandlers
{
class wag_entrenchment_main_preStart
{
init="call compile preprocessFileLineNumbers '\wag_entrenchment_main\XEH_preStart.sqf'";
};
};
class Extended_PreInit_EventHandlers
{
class wag_entrenchment_main_preInit
{
init="call compile preprocessFileLineNumbers '\wag_entrenchment_main\XEH_preInit.sqf'";
};
};
class Extended_PostInit_EventHandlers
{
class wag_entrenchment_main_postInit
{
init="call compile preprocessFileLineNumbers '\wag_entrenchment_main\XEH_postInit.sqf'";
};
};
yeah that's still not working. Same script not found issue
Hello I wanna make a custom emblem for global mobilization and a change the texture on vechicles how do I do that with config structure?
Is there an easier way to "repeating" macros?
I had some macros that were just like ITEM_2(a) a, a, mostly meant for unit inventories and such. Was just wondering if there was an easier way that wasn't just re-using some of the same macros
im using this
mag_8(TG_NOD_TickTank_Magazine)
looks like same xD
What's the mag_8 macro look like though?
#define mag_8(a) a, a, a, a, a, a, a, a
Okay so yeah, the same thing
yep
#define mag_xx(a,b) class _xx_##a {magazine = a; count = b;}
#define weap_xx(a,b) class _xx_##a {weapon = a; count = b;}
#define item_xx(a,b) class _xx_##a {name = a; count = b;}```
Yeah I have the same macro as well, although shouldn't it be name = #a to make it a string?
Dont actually know where to put this in but for me it looks like a config issue at all 
11:26:57 Warning Message: No entry 'bin\config.bin/CfgVehicles.'.
This is a randomly rare happening error i get ingame. While packing my addons with pboProject i dont get any kind of errors.
Is there a more detailed way to find where it comes from or is the RPT last station?
Where can I find more information on how to make unit equipment replacement configs? I am making a mod that replaces default CSAT equipment with gear from the Aegis mods, my mod works for some units (replaces uniform, vest, and helmet) however it does not replace the vests and helmets for other units (only replaces uniform), despite the config being the same for all of them.
Can you share the config?
How exactly do I share the config? do I paste it into this chat?
If it is too long enough, you can just drag and drop config.cpp
You have no requiredAddons
I will add the addons then
I see
I will follow the steps and see if it works
It works, thanks.
Also just to clarify, if my config is not working but the code seems correct, I should double check the required addons and see if that's the problem, correct?
requiredAddons is always required and it should tell where/when the config will be added into the game. If it is empty, the config will be loaded in the very first and will be overwritten by the config you wanted to overwrite
Understood, thanks for the help
So I was taking a look at Kajman's config and it seems like it's lacking memorypoint definition for gun? Is it supposed to be like this? It's same for all 4 config files of different Kajman types that are visible in the screenshot
||Once again, sorry if this is wrong channel for asking this, just have no idea which channel would suit this sort of question better||
anyone here use acre and have made custom presets for it?
Im trying to rack my head around on how to do this and Im completely lost
Hey guys. Trying to add a FiredNear Event Handler on the player every time they load into the server. Tried using PostInit & PreInit, and the Handler is never preserved. Where would be the best place to have it?
Issue would be that the player object still doesn't exist in PostInit?
So you'd have to spawn something that waited for !isNull player
Ah okay, so basically something like
waitUntil {!isNull player};
// do something
with a short sleep in there preferably.
waitUntil {
sleep 1;
if !(isNull player) exitWith { true };
false
};
Something like that?
configfile >> "CfgVehicles" >> "Heli_Attack_02_base_F" >> "Turrets" >> "MainTurret" >> "memoryPointGun" = "machinegun"
waitUntil { sleep 1; !isNull player }; is fine
Anybody able to explain to me why an audio "panner" doesn't transition to 3d sound, instead the sound just gets quieter. The sound plays seteo, but with NO 3d component.
Say if you were going to make a mod and wanted all of the mod's units to inherit from a single base unit you make, what would make a good base class for it?
Quick example of what I mean
??? > Base_Mod_Unit > Base_West_Unit > ...
Base_Mod_Unit > Base_East_Unit > ...
Base_Mod_Unit > Base_Civ_Unit > ...
Would it be better to use one of the soldier classes (say B_Soldier_F) and then just change the side when needed, or use something like CAManBase and re-add things as needed?
SoldierEB
SoldierWB
SoldierGB
are the 'right' classes to inherit from
EB = east
WB = west
GB = indie
and Civilian should be obvious
you're probably better off having a base class per side rather than a base class that covers everything
id avoid doing this first one because doing it this way is why IFA3 needed an ace compat to fix the soviet uniforms making units invulnerable - as it used a opfor CSAT soldier as the baseclass and modified their hitpoints to get rid of the armoured uniform
basically just causes a headache for no good reason
Yeah I was just curious more than anything
Since modelSides are defined in a the unit's config, what happens if you have multiple units on different sides that all wear the same uniform and set their own modelSides properties?
I'd assume they would (kind of) overwrite each other, and give errors saying that the unit(s) aren't allowed to wear the uniform
Does anybody know how I can curtail wild sweving when AI drives certain tracked vehicles? For example: CUP Bradley.
Hello everyone. I am trying to create a helmet retexture of the CWR3's Ssh-68 helmet. I modified the .paa texture file and got a little mod set up. My problem is that the helmet's texture does not show up when it is being worn on a soldier. However, the texture works when the helmet is on the floor as a loot object. I am confused what I am doing wrong here ?
Most likely an incorrect file path
Well, the texture does shows up correctly in the game. But it defaults to the standar's helmet texture once worn by a character
Might be the hiddenSelections, can't really know unless you show your config
Alright, here it goes
class cfgWeapons
{
class HeadgearItem;
class ItemCore;
class filzarro_ssh68 : ItemCore {
scope = 2;
weaponPoolAvailable = 1;
displayName = "SSh-68 Steel Helmet (Filzarro)";
picture = "\cwr3\humans\cwr3_soldiers_rus\ui\cwr3_h_ssh68_ca.paa";
model = "\pulau_misfits\cwr3_headgear_ssh68.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\pulau_misfits\filzarro_helmet.paa"};
class ItemInfo : HeadgearItem {
mass = 30;
uniformModel = "\pulau_misfits\cwr3_headgear_ssh68.p3d";
allowedSlots[] = {UNIFORM_SLOT, BACKPACK_SLOT, VEST_SLOT, HEADGEAR_SLOT};
modelSides[] = {6};
hiddenSelections[] = {"camo"};
};
class HitpointsProtectionInfo
{
class Head
{
hitpointName = "HitHead"; // reference to the hit point class defined in the man base class
armor = 6; // addition to armor of referenced hitpoint
passThrough = 0.5; // multiplier of base passThrough defined in referenced hitpoint
};
};
};
I looked it up and it seems to be the hiddenSelections. Apparently, I need to get a CfgVehicles class set up, but the only one I could find was for a uniform, not a helmet
You don't need a unit for a helmet
There's a lot of unnecessary code there, why not just inherit from whatever helmet you want to make another version of?
Gotta admit this is a terrible mix of a least 4 different tutorials to try and make it work. However I wonder how it will make the right texture to show up
Not sure whatever mod you're inheriting from, but you can simplify this a lot by inheriting from whatever class you're wanting to modify
uhm
No idea what that mod is
well anyway, i got the model from it and that's all i need right now
Did you take the model (.p3d) out of the original mod?
yup
Do you have permission?
idk, it don't plan to make this public by any means
Doesn't matter, it's still ripping assets from a mod
Besides, you'll be missing the model's config to actually set it up properly. It's far easier to just use the model from the mod you're inheriting from instead of ripping it
Aside from the whole moral part of stealing someone else's work
well i see some retexture mods on the workshop using their addon as a dependency.
Yes, as a dependency.
Taking the model out of another mod is not adding it as a dependency
Welp, that made it work
I'm sorry if I broke a rule doing this. I'm new to this
If I get it right, making a config entry for a helmet with class importations from an addon to provide modifications (such as textures) is the leggit way to go ?
yes
Anyway, this made it work.
class cfgWeapons
{
class HeadgearItem;
class cwr3_o_headgear_ssh68;
class filzarro_ssh68 : cwr3_o_headgear_ssh68 {
scope = 2;
weaponPoolAvailable = 1;
displayName = "SSh-68 Steel Helmet (Filzarro)";
picture = "\cwr3\humans\cwr3_soldiers_rus\ui\cwr3_h_ssh68_ca.paa";
model = "\pulau_misfits\cwr3_headgear_ssh68.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\pulau_misfits\filzarro_helmet.paa"};
};
};
You don't need to specify the model
Yeah I get the difference. The previous one was actually containing the original texture & model, while this one only creates a new entry from the original files with the applied modifications
You're still referencing another model though
oh wait shit
Yup. It works without the model referencement. I know how to make this properly now
The reason it didn't work is because model files also require a model config, which won't exist in the pbo. A model won't work properly without it
I was curious about this one, decided to try it out and I was correct.
0:48:12 ERROR: Switch uniform! Uniform is not supported by soldier
0:48:12 Uniform Test_Uniform_Base is not allowed for soldier class Test_BLUFOR_Unit_Base
0:48:14 ERROR: Switch uniform! Uniform is not supported by soldier
0:48:14 Uniform Test_Uniform_Base is not allowed for soldier class Test_INDEP_Unit_Base
Also side note for this, trying to place a unit that inherits from Civilian that does not have a model/etc. set, it will crash the game.
At least from when I just tried it
I know Dedmen (or any other Bohemia person) likes to look at them, so I'll put the minidump here
It has bad physX configurations, this happens mostly if tankTurnForce is set to high, AI will curve around left/right while moving straight or follow a waypoint.
To solve this you might ask CUP to fix this or do a compat patch (config work) to fix it your own.
Bad physX vs good physX
Help request: Working on a training bomb to help pilots and JTACs visualize their strikes better, so I essentially want an exploding flare. Intent is to use the SDB as the base, but nothing I'm doing actually makes it more visible. Any suggestions?
I'm having some issues with trying to texture the basic "underwear" uniform. It has a single selection, "camo", but I can't actually get a texture to apply to it, either in config or by using setObjectTexture. Is there something different about it that makes it unable to be retextured normally?
Hi, i've got an issue regarding vehicle retexturing
I am making a custom faction with vehicles retextures. I've made a custom texture and set the textureList[]= and have set the custom texture as the one and only texture that the vehicle is probable to spawn with. I even have set the probability for the original textures to 0.
However, every time I spawn the vehicle in Zeus or the Editor, the vehicle has a broken texture instead of the one I made (and works). I need to enter the virtual garage and properly select my custom texture (that is the only one in the textures list also) to fix this issue.
Do you have any idea of what could be the problem ?
class btr40_pla : vn_o_wheeled_btr40_01
{
displayName = "BTR-40 Transport";
faction = O_PLA;
vehicleClass = Test;
hiddenSelections[]= {"camo1","camo2","camo3","d_decal_01","d_decal_02"};
class textureSources
{
class btr_07; // OG texture
class lightgreen_pla : btr_07 // Custom texture
{
displayName = "Light Green (PLA)";
textures[] = {"\vn\wheeled_f_vietnam\btr40\data\vn_wheeled_btr40_01_01_co.paa","\vn\wheeled_f_vietnam\btr40\data\vn_wheeled_btr40_02_01_co.paa","\vn\wheeled_f_vietnam\btr40\data\vn_wheeled_btr40_03_01_co.paa","\pulau_misfits\data\btr40_pla_roundels.paa","\pulau_misfits\data\btr40_pla_roundels.paa"};
faction = O_PLA;
};
textureList[]= {"lightgreen_pla",1,"btr_03",0,"btr_04",0};
};
};
IIRC textureList is not in textureSources
textureList should be in the root vehicle config yeah
Oh alright. I might have overlooked it but I'm pretty sure it was supposed to be inside of it
Nope
Ah yeah, i see the issue
Vanilla vehicle, there's nothing in TextureSources itself, just the classes for each texture set
If your vehicle still doesn't have some textures loading after that fix, I've had issues on specific vehicles where even though the TextureSources/List are set up, they don't load properly. My solution was just to pick a set to use as the default.
That fixed it ✅
I haven't even been able to et a procedural texture to it, is there maybe something incorrect in the model?
It may have no hiddenSelections, if so, add one
It has a single selection, "camo", but I can't actually get a texture to apply...
I have it redeclared in my uniform as well, and have triedsetObjectTexture [0, ...]andsetObjectTexture ["camo", ...]
🤔 Are you sure the name of the selection is correct? I may run a test after I'm back
Ah, slightly wrong names.
The unit (Underwear_F) has hiddenSelections[] = {"camo1","insignia"};, while the uniform (U_BasicBody) has hiddenSelections[] = {"camo"};
Trying both camo and camo1 both did nothing
Tried camo1 where?
With setObjectTexture and config
Hm
I had thought it might have been wrong as well, since Underwear_F references a darker/grey texture, but the actual uniform comes out as white
Do you think it is possible to create a character config (like a rifleman) with a random weapon selection on spawn ?
You'd have to script it
Would love if you could ping me if you manage to figure anything out, I've done some more messing around with it, with no luck.
Will do if I don't forget
@wintry fox The vanilla underwear model? It's supposed to have hidden selections nad randomised textures yeah - but I think BI messed up the selection name
it is meant to be 'camo' but the config for it is wrong iirc
class Underwear_F: B_Soldier_F
{
{"camo1","insignia"};
hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Data\basicbody_black_co.paa"};
yeah 'camo1' is wrong it should be 'camo'
do note they also have ```cpp
class EventHandlers: EventHandlers
{
init = "(_this select 0) execVM ""\A3\Characters_F\Common\scripts\randomize.sqf""";
};
so if you're fixing it this might be overriding it
I was just making a retexture for it and couldn't figure out why the texture wasn't changing
I'll try updating the selection name in my unit and see if that fixes it
Yep that was it
Hi, I am having two more issues
I am working towards making a custom faction. The sample units I made have two issues :
1 - Two of them uses headgearList[]= to have randomized helmets. This does not works as they do not wear anything at all in the headgear slot.
headgearList[]={"vn_o_helmet_vna_09",1,"vn_b_helmet_m1_01_01",1,"vn_i_helmet_m1_02_01",1}; (i double checked the helmet classes, they are correct)
2 - These units comes from pre-made classes. An issue is that their CfgVehicleClass does not changes toward the new one and they retain their original one
vehicleClass = Men;
headgearList does not do anything without script
oh, it is a script thing and not a config ?
Both
That's odd because it is in both the unit sample 's config and the official character & gear encoding
ok I think I found out
class EventHandlers: EventHandlers
{
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
};```
This will actually draft one of the helmets in the list ?
Yes
Alright. I was afraid I ahd to adapt it to what I wished to do. Will try
Mmh... that didn't worked. And I get this error when loading in the editor :
"No entry 'bin\config.bin/CfgVehicles/EventHandlers.side'. "
the EventHandlers is defined in my CfgVehicles
That is not how EH works
huh?
class CfgVehicles
{
class something
{
class EventHandlers
{
init = "systemChat str _this";
};
};
};
```Basically this
So, I need to define the EventHandlers in the very class of my unit ?
Yes
Y u try to spawn a unit without model 
Was testing a base class I made for something and forgot that Civilian_F sets the model, not Civlian
If you're using CBA, it will complain that it's missing extended event handlers, which can also cause problems for other mods.
You should inherit the event handlers class from whatever unit you're inheriting from, or inherit from the base cba event handlers class
I do not believe i need CBA, i am basing myself on the official samples :
{
scope = 2; /// scope needs to be 2 to have a visible class
displayName = "Test Soldier"; /// what's displayed in editor or on cursor over
class EventHandlers;
};
class Test_Soldier_02_F: Test_Soldier_F
{
displayName = "Test Solder (random headgear and facewear)";
headgearList[] =
{
/* [headgearClass1, probability1, headgearClass2, probability2, ...] */
"", 0.1, // Empty array means no headgear nor face wear
"H_Test_Headgear_2", // Our test headgear, defined in CfgHeadegar.hpp
"H_FakeHeadgear", 0.9, // In this case, there is no headgear but there is a face wear
"H_HelmetB_light", 0.6,
"H_Booniehat_khk_hs", 0.4,
"H_HelmetIA_net", 0.4,
"H_HelmetIA_camo", 0.4,
"H_HelmetB_grass", 0.4
};
class EventHandlers: EventHandlers
{
// Documentation: https://community.bistudio.com/wiki/BIS_fnc_unitHeadgear
// Args: Units, [] (headgear pool), [] (face wear pool)
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
};
};
Ok so uh, I am switching back to a single helmet defined for the units for now. However, I have another issue :
One of my units does not receives the uniform he should have. What is happening in game is the unit is visually wearing a uniform, but actually doesn't as the uniform slot is empty.
class pla_rifleman : template_african
{
scopecurator =2;
displayName = "Rifleman (SKS)"
uniformClass = "pla_uniform_01"; // <=== Doesn't shows up
weapons[] = {"vn_sks_bayo", "Throw", "Put"};
magazines[] = {"vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_rgd33_grenade_mag","vn_rgd33_grenade_mag","vn_rgk3_grenade_mag","vn_rdg2_mag"};
Items[] = {"vn_o_item_firstaidkit"};
linkedItems[] = {"cwr3_o_headgear_ssh68","vn_o_vest_02","vn_b_item_watch","vn_b_item_compass","vn_o_item_map"};
faction = O_PLA;
vehicleClass = Men;
};
I thought at first than either the target uniform (which is a SOG's Prairie Fire Blufor side uniform) wouldn't work because my unit is on the opfor side, so I made a new uniform class for the opfor side :
class cfgWeapons
{
class vn_b_uniform_macv_01_02;
class pla_uniform_01 : vn_b_uniform_macv_01_02 {
displayName = "PLA Uniform 1";
scope = 2;
side = "0";
};
};```
But this doesn't work still. My unit has no uniform.
What I do not understand also is that I have another unit based on the same soldier class that does receives its designated uniform.
Any ideas ?
If anyone loads CBA and your mod, CBA will complain
Also side should be a number, not a string
And also putting side in a uniform does nothing
It doesn't look like you're assigning a uniformClass
I do
class pla_rifleman : template_african
{
scopecurator =2;
displayName = "Rifleman (SKS)"
uniformClass = "pla_uniform_01"; // <=== Doesn't shows up
That's the unit, you're not assigning a uniformClass in the uniform's config
uh
class SomeUniform: SomeUniform_Base
{
class ItemInfo: UniformItem
{
uniformClass = "SomeUnit";
};
};
so you attribute a uniform in the uniform's class, not in the unit's class ?
You do it in both
mmh
uniformClass in the uniform's config essentially tells the game what unit to use for the uniform's model, textures, etc. etc.
uniformClass in the unit's config tells the game what uniform it's wearing.
If you're setting up a new uniform, you need both
What I find strange is,
I have another unit defined with a similar template :
And yet, this one has the uniform I assigned in game
class police_officer : template_spanish
{
scopecurator =2;
displayName = "Officer";
uniformClass = "vn_o_uniform_nva_army_02_03";
Both should use a original SOG uniform. I just assumed the one that doesn't work didn't because of a side issue
It might be, what sides can wear a uniform is set up in the unit for the uniform with the modelSides property
The thing is, I am pretty sure I had defined uniformClass = pla_rifleman; in the uniform class I made and still got no results
Show the whole config for you're uniform
I removed the uniformClass from my uniform since then
That's probably what's causing your issue if you're not even assigning a unit to it
Did you do it in the uniform's ItemInfo class?
Nope, I guess it was not in the right place then
Didn't worked sadly
class pla_uniform_01 : vn_b_uniform_macv_01_02 {
displayName = "PLA Uniform 1";
scope = 2;
side = 0;
class ItemInfo
{
uniformClass = pla_rifleman;
};
};
Do you pack with addonbuilder or pboproject?
addon builder
yeah thats trash and lets pack you mostly everything without any errors and ingame you dont know whats happening
show us your cfgVehicles stuff and your cfgWeapons stuff so we can figure it out
There's no inheritance for ItemInfo there so it's not going to work.
{
class vn_o_men_nva_04;
class vn_b_men_aus_sas_66_03;
// Infantrymen #############################################################################################################
// Templates ######################################################
class template_spanish : vn_b_men_aus_sas_66_03
{
side = 0;
factions[] = {"O_PLA","O_MP","O_PLC","C_PULAU"};
genericNames = SpanishMen;
identityTypes[] = {"LanguageGRE_F","Head_Greek","vn_g_vc_default"};
backpack = "";
};
class template_african : vn_b_men_aus_sas_66_03
{
side = 0;
factions[] = {"O_PLA","O_MP","O_PLC","C_PULAU"};
genericNames = TanoanMen;
identityTypes[] = {"LanguageGRE_F","Head_Tanoan","vn_g_vc_default"};
backpack = "";
};
class template_native : vn_o_men_nva_04
{
side = 0;
factions[] = {"O_PLA","O_MP","O_PLC","C_PULAU"};
identityTypes[] = {"LanguageCHI_F","Head_Asian","vn_g_vc_default"};
backpack = "";
};
// Policia Nacional ######################################################
class police_officer : template_spanish
{
scopecurator =2;
displayName = "Officer";
uniformClass = "vn_o_uniform_nva_army_02_03";
weapons[] = {"vn_p38s", "Throw", "Put"};
magazines[] = {"vn_m10_mag","vn_m10_mag","vn_m10_mag","vn_m10_mag"};
Items[] = {"vn_o_item_firstaidkit"};
linkedItems[] = {"cap_pulau","vn_b_item_watch","vn_b_item_compass","vn_o_item_map"};
faction = O_PLC;
vehicleClass = Men;
};
// Policia Militar ######################################################
class mp_rifleman : template_native
{
scopecurator =2;
displayName = "Rifleman (SMG)"
uniformClass = "vn_o_uniform_nva_army_01_03";
weapons[] = {"vn_pps52", "Throw", "Put"};
magazines[] = {"vn_pps_t_mag","vn_pps_t_mag","vn_pps_t_mag","vn_pps_t_mag","vn_pps_t_mag","vn_pps_t_mag","vn_rgd33_grenade_mag"};
Items[] = {"vn_o_item_firstaidkit"};
linkedItems[] = {"vn_o_helmet_nva_09","vn_o_vest_vc_02","vn_b_item_watch","vn_b_item_compass","vn_o_item_map"};
faction = O_MP;
vehicleClass = Men;
};
// Pulau Liberation Army ######################################################
class pla_rifleman : template_african
{
scopecurator =2;
displayName = "Rifleman (SKS)"
uniformClass = "pla_uniform_01"; // Doesn't shows up
weapons[] = {"vn_sks_bayo", "Throw", "Put"};
magazines[] = {"vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_rgd33_grenade_mag","vn_rgd33_grenade_mag","vn_rgk3_grenade_mag","vn_rdg2_mag"};
Items[] = {"vn_o_item_firstaidkit"};
linkedItems[] = {"cwr3_o_headgear_ssh68","vn_o_vest_02","vn_b_item_watch","vn_b_item_compass","vn_o_item_map"};
/*
headgearList[]={"cwr3_o_headgear_ssh68",1,"cwr3_o_headgear_ssh68_camo",1,"cwr3_o_headgear_ssh68_net",1};
class EventHandlers: EventHandlers
{
// Documentation: https://community.bistudio.com/wiki/BIS_fnc_unitHeadgear
// Args: Units, [] (headgear pool), [] (face wear pool)
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
};*/
faction = O_PLA;
vehicleClass = Men;
};
};
class cfgWeapons
{
class HeadgearItem;
class vn_b_uniform_macv_01_02;
class pla_uniform_01 : vn_b_uniform_macv_01_02 {
displayName = "PLA Uniform 1";
scope = 2;
side = 0;
class ItemInfo
{
uniformClass = pla_rifleman;
};
};
};```
Because you didn't finish the ItemInfo class, you should either inherit the ItemInfo from the uniform you're inheriting from, or should have your ItemInfo inherit from the base UniformItem class
btw with this stuff you can check where it's breaking down in config viewer.
mmh, I am not used to work with ItemInfo, how would I call the class ItemInfo from the uniform i'm inheriting ?
The same way you would with any other class
class /* Put whatever vn_b_uniform_macv_01_02 inherits from here*/;
class vn_b_uniform_macv_01_02: /* Put whatever vn_b_uniform_macv_01_02 inherits from here*/
{
class ItemInfo;
};
class pla_uniform_01: vn_b_uniform_macv_01_02
{
class ItemInfo: ItemInfo
{
uniformClass = "pla_rifleman";
};
};
Ok I don't get it now
The model and texture of the uniform are completly different now
Is there anywhere I can find the "armor medium" values (eg. RHA = 15, Concrete = 80, Flesh = 250) for things like plywood or mild steel?
for what kind of purpose?
Calculating the penetration of projectiles. I know how far something goes through that stuff IRL, however RHA and concrete don't do me any good.
penetration materials from objects firegeoemtry handle that
its not a config parameter
something like a3/data_f/penetration/*.bisurf
there yeah
firegeometry model is assigned a penetration rvmat that then points to a bisurf file for the resistance properties
is that what you were looking for?
I understand that, I just need to know what I need to set the caliber to based on the projectile speed.
Just open it in a text editor or do I need to load up A3 tools?
they would be unpacked on your P drive if you have the development environment set up
bisurf itself is a text file
for caliber you might have better success in comparing with existing bullets and their speeds/calibers to figure out what fits your case
I have the formula set up in a spreadsheet so I can play around with speed, caliber and mediums to see penetration values
as while the penetration rvmat sets the material of a hit geometry part, its thickness will decide if a bullet actually gets through
there are few penetration materials that override the geometry shape with a set thickness though
but most of the time the geometry thickness is actually respected
I can't help it if something isn't configed right 🤷♂️ I'm just trying to make things as good on my end as I can.
what is it you try to make then? just the calculator or are you trying to configure new ammo?
Yes, making a M255a1 Flechette rocket, trying to get penetration values for the nails right, because they CAN penetrate plywood and thin mild steel. RHA and concrete are useless as baselines for obvious reasons. And the calculator is just for my sanity.
Trying to figure out what addon from a mod (not my own) is referencing a class that doesn't exist. Would there be a better way to go about it than just having to check every addon manually?
Add a fake copy of the class, then use configSourceAddonList etc.
Oh nice, forgot that I could've just use the advanced dev tools to see that as well
Hm, both ADT and the configSourceAddonList both return an empty array. configSourceMod/List also both return empty values
What's the actual error?
Just refering a WeaponSlotsInfo class in CfgWeapons, so it generates a bunch of no entry errors
I made a bug report to the mod but was trying to find out the exact addon causing it, turns out they're aware of the error and it's from legacy code that they're working on updating
oh, those
Those are pretty much impossible to trace.
It's scripts trying to look up things that don't exist in config, usually.
IIRC even debug mode won't give you context for them.
Can I override a stringtable of a mission/campaign mod with my own mod w/ stringtable, without overriding everything else in the PBO files? Any specific config entry to do that?
The $STR displaynames need to be changed cause every stringtable entry has its own defined STR Name. So if you do your own Stringrable and change the displaynames etc with your own defined it works
but do I name the PBO the same as the original one or how do I reference the stringtable to load it over the original one?
Actually a stringtable can be overwritten by a Mod
pboprefix matters, not pbo name
But you would get loadorder issues with that
All stringtables are merged together, so if you just define the same STR name twice, the second loaded one should overwrite the first
except if not pbo prefix is defined - pbo name is used instead, right? 🙃
Ok I need help here because I am completely lost about something
So, I am calling these uniform classes to equip my soldiers with. The uniforms I'm inheriting from (vn_b_uniform_macv_01_02 and vn_b_uniform_macv_02_02) both have a tiger camo.
class cfgWeapons
{
class vn_b_uniform_macv_01_02
{
class ItemInfo;
};
class vn_b_uniform_macv_02_02
{
class ItemInfo;
};
class pla_uniform_01 : vn_b_uniform_macv_01_02 {
displayName = "PLA Uniform 1";
scope = 2;
class ItemInfo : ItemInfo
{
uniformClass = "pla_rifleman";
};
};
class pla_uniform_02 : vn_b_uniform_macv_02_02 {
displayName = "PLA Uniform 2";
scope = 2;
class ItemInfo : ItemInfo
{
uniformClass = "pla_rifleman";
};
};
However, once I declare the ItemInfo : ItemInfo {uniformClass} class, they suddenly change to another uniform entirely, without that said uniform being called anywhere in my config.
I really don't know what to do and why it does that
stuff under pla_rifleman could be maybe fucking it up?
I mean, whatever you have written under class pla_rifleman, somewhere down in the file
The thing is, I have no lines changing any textures or whatnot
class pla_rifleman : template_african
{
scopecurator =2;
displayName = "Rifleman (SKS)"
uniformClass = "pla_uniform_02"; // Doesn't shows up correctly
weapons[] = {"vn_sks_bayo", "Throw", "Put"};
magazines[] = {"vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_sks_t_mag","vn_rgd33_grenade_mag","vn_rgd33_grenade_mag","vn_rgk3_grenade_mag","vn_rdg2_mag"};
Items[] = {"vn_o_item_firstaidkit"};
linkedItems[] = {"cwr3_o_headgear_ssh68","vn_o_vest_02","vn_b_item_watch","vn_b_item_compass","vn_o_item_map"};
faction = O_PLA;
vehicleClass = Men;
};
What uniform does it show instead?
Also does anyone know how to define what weapons pilot takes control of when he selects manualfire?
I think I know the issue
See, that soldier class I am defining pla_rifleman is based on a class I made , template_african (i'm conceiving a multi-etcnical faction therefore I need 3 templates of different genericNames/Heads/SOG PrairieFire's ambient voices).
This template_african class is based on a class of soldier from SOG. I figured out that this soldier has the uniform's textures set as his hiddenSelectionsTextures.
So, to answer your question, pla_rifleman overrides my pla_uniform_02 with the textures from his inherited soldier's textures.
The thing I do NOT understand however is that, I also have another soldier inheriting the same class as a base, and this one does not override the uniform's texture with the inherited ones. Also , I do not need to create a class uniform to assign them a uniform.
I'm just very confused why it works fine with one, but not with another
I feel like for any soldier class, I need to define their uniform textures. I wanted to work with naked tempaltes (just like how you would have a "empty" loadout in your arsenal) then work from here
Also does anyone know how to define what weapons pilot takes control of when he selects manualfire?
tankTurnForce where is tankturnforce defined? I'll just fix it myself.
what controls how much a mine moves down once its activated?
minePlaceDist exists in the config of the mine/ammo but its how far away its gets placed when the unit plants it
was helpful for the bangalores in spearhead
Can you link two configs together? For example, I want to declare my CfgWorlds in a separate folder for my terrain under map_data, where my map source is just in map?
If so, how do I call the main config in map, to look for cfgworlds in map_data?
#include "map_data\myCfgWorlds.hpp"
Okay here's a question. I've been trying to make my own containers work, like the Huron ones. The good thing is that it works, sort of. I don't know what to put in the config to make the various congtainers to work, such as Medical, Repair, and Fuel, much like the Huron ones. Again I got it in-game, but configging it is been a nightmare and don't know where to look (I tried looking at the configs of the Heli addon) to get them working right. Or do I need to do something with the p3d to make them work?
I think it's just hardcoded as I've never seen anything to enable/disable it
Turret primaryGunner = 1;
You mean these?
attendant = 1;
transportAmmo = 10000;
transportFuel = 10000;
transportRepair = 10000;
Yeah I'm using those, but not those values, I'll see if that does it
Tried them, no worky. I think something has to be done with the p3d as it should repair (that's what I tried so far) the quad bike I shot up.
The other issue is that I can't open the config of the Slingload config properly, which looks like jibberish. I use ConfigConvert but it won't work (It worked on another config fine), but the encoding causes issues that I can't decipher it that well.
Never mind on the config, I figured out how to get it to work
has anyone done any full auto launcher slot weapons?
I tried it but it didn't seem to work, even though UI wise it shows the full bars
Don't forget memoryPointSupply and supplyRadius.
I did Supply radius, but I just call a memory point "supply"?
doplnovani seems to be BI's standard name for the memory point in all vanilla vehicles so refer to it as that in your config + model.
Post the config please
that should be it
also UI wise it didn't show the full bars, I double checked now to make sure
im waiting for it to be something dumb missing 
class Mode_FullAuto;
class CfgWeapons
{
class launch_RPG7_F;
class launch_RPG7_test_F:launch_RPG7_F
{
magazines[] = {"RPG7_test_F"};
baseWeapon = "launch_RPG7_test_F";
modes[] = {"FullAuto"};
class FullAuto: Mode_FullAuto
{
};
};
};
class CfgMagazines
{
class RPG7_F;
class RPG7_test_F: RPG7_F
{
count = 10;
};
};```This simple config could make it happened. So it is something in your config's end
I'll simplify mine to find the culprit, ty
Yeah, do small first, then expand. Still not sure what's going on your config though
at least I know its possible now, wasnt sure if it was
I want to increase the backwards speed of an bicycle, does someone know which parameters I have to change ?
If using physx, then the reverse gear ratio inside gearboxRatios[].
yea Im using simulation = "carx"; if you mean that . I willgive it a try ty
So theres a model for when its placed, and then a model when its activated?
well, idk what I did but just simplifying the FullAuto mode to reloadTime, dispersion and the sound I wanted, fixed it
recoil maybe?
I'm curious because we had a similar issue trying to make planes drop multiple bombs at once and never pinned it down.
i got the other problem that my one is pulling all bombs at once off xD
The IFA planes do that. Tried to play spot-the-difference and failed.
Hi, why is my soldier missing in the editor ?
class PulauMen
{
class Man;
class CAManBase: Man
{
class HitPoints
{
class HitHead;
class HitBody;
class HitHands;
class HitLegs;
};
};
class SoldierWB: CAManBase
{
threat[] = {1, 0.5, 0.1};
};
//Base class for BLUFOR soldiers
class Template_Pulau: SoldierWB
{
faceType = Man_A3; /// this soldier is going to use standard faces
side = 0; /// that means BLUFOR
factions[] = {"O_PLA","O_MP","O_PLC","C_PULAU"}; /// Standard NATO faction
vehicleClass = Men; /// Should be listed under Men
scope = 0; /// base class should not be visible in editor&
class Wounds /// changes material of skin according to damage
{
[...]
};
modelSides[] = {1, 2, 3}; /// what sides could use this uniform, means civilians and BLUFOR can use it
nakedUniform = "vn_b_uniform_basecharacter_01"; /// what "uniform" does this soldier use without any other uniform
camouflage = 1.4; /// how easy is to spot soldier -> bigger means better spotable, used by uniform
class UniformInfo /// defines allowed slots of the uniform
{
[...]
};
class HitPoints
{
[...]
};
armor = 2; // keep constant among various soldiers so that the hit points armor coefficients remains on the same scale
armorStructural = 4; // divide all damage taken to total hit point, either directly or through hit point passThrough coefficient, must be adjusted for each model to achieve consistent total damage results
explosionShielding = 0.04; // for consistent explosive damage after adjusting = ( armorStructural / 10 )
minTotalDamageThreshold = 0.001; // minimalHit for total damage
impactDamageMultiplier = 0.5; // multiplier for falling damage
hideProxySelections[] = {"ghillie_hide"}; /// names of selections hidden on proxies (used in vest in this case, see overlaySelectionsInfo[])
class EventHandlers;
};
class Template_Spanish : Template_Pulau
{
genericNames = SpanishMen;
identityTypes[] = {"LanguageGRE_F","Head_Greek","vn_g_vc_default"};
};
class Police_Officer : Template_Spanish
{
displayName = "Officer";
scope = 2;
scopecurator = 2;
editorCategory = "Cat__PLC";
faction = O_PLC;
editorSubCategory = "Cat_Men";
vehicleClass = Men;
model = "\vn\characters_f_vietnam\OPFOR\uniforms\vn_o_nva_army_bdu_02.p3d";
uniformClass = "vn_o_uniform_nva_army_02_03";
hiddenSelections[] = {"camo1","camo2","insignia"};
hiddenSelectionsTextures[] = {"\vn\characters_f_vietnam\OPFOR\uniforms\data\vn_o_nva_army_bdu_shirt_03_co.paa","\vn\characters_f_vietnam\OPFOR\uniforms\data\vn_o_nva_army_bdu_pants_03_co.paa"};
weapons[] = {"vn_p38s", "Throw", "Put"};
RespawnWeapons[] = {"vn_p38s", "Throw", "Put"};
magazines[] = {"vn_m10_mag","vn_m10_mag","vn_m10_mag","vn_m10_mag"};
respawnMagazines[] = {"vn_m10_mag","vn_m10_mag","vn_m10_mag","vn_m10_mag"};
Items[] = {"vn_o_item_firstaidkit"};
RespawnItems[] = {"vn_o_item_firstaidkit"};
linkedItems[] = {"cap_pulau","vn_b_item_watch","vn_b_item_compass","vn_o_item_map"};
respawnLinkedItems[] = {"cap_pulau","vn_b_item_watch","vn_b_item_compass","vn_o_item_map"};
};
}; (included in cfgVehicles)```
Is it not appearing in Eden, Zeus, or both?
It does not appear in both of them
class PulauMen
What is this?
the class where I put my units. It is included in cfgVehicles
That's the issue
you dont need all of that
you can do
B_Soldier_F;
class PulauMen: B_Soldier_F
and add there your faction / editorcat
When I tried basing myself on pre existing units, their uniforms would never have the right texture
Could you explain please ?
this
class CfgVehicles
{
class B_Soldier_F;
class YourSoldier: B_Soldier_F
{
something = 1;
};
};```Like this
I'm going to try this now
also take care if this is right
editorCategory = "Cat__PLC";
or is it
editorCategory = "Cat_PLC";
but this is not needed when you defined a Faction
Yeah I notcied, and fixed it after posting here, yet It still did not worked
for soldier is only needed
faction=
editorSubCategory=
editorPreview=
editorCategory is not needed
Technically editorPreview is not also required
if you want to add a own preview picture to final tweak your stuff it is
also take care of your class names, you should name it as example
class Filzar_Police_Officer or FG_Police_Officer cause only Police_Officer is to much global and a other mod could use this class name also and then it would overwrite or replace or whatever
That did not worked, my unit still does not appear in the editor nor in zeus
Ok I made it work now
Does anyone know how to change a vehicle class when making a faction mod? (e.g.; making the quad bike display in 3den/Zeus under "IFV" instead of "Cars" in my new faction)
A quad bike under IFV?
(easy example)
Thank you I was having a hard time with the keywords
How do you change what set of faces a unit can spawn with?
I saw that one unit (seemingly) used a value in identityTypes, but I can't find any sort of class that matched the value
Do you mean like, Miller should have Miller face upon the spawn?
class CfgFaces
{
class PersianHead_A3_01: Default
{
identityTypes[] = {"Head_TK"};
};
};```It is defined like this
I assumed it would be in CfgFaces but I didn't see any of the classes for the faces
Oh they're in CfgFaces >> Man_A3 >> ...
Oh sorry I meant CfgFaces > Man_A3
All good, I kept looking at CfgFaces thinking I should have seen something, but I've never messed with them so I didn't realized it'd be in a class in CfgFaces
yes
Okay I will peep, I might have missed that
model
mineModelDisabled
and then theres a model for the magazine
not even sure if the disabled model gets used it didnt at one point
I have a question, if I want to make a replacement config for a unit, what class should I inherit from? I am making a mod to replace the equipment on CSAT & Russia units using equipment from the Aegis Modset.
Whatever class that unit inherits, they should match original inheritance
You can check that by looking at original config
Or running a scripting command like:
configName inheritsFrom (configFile >> "CfgVehicles" >> "C_Man_1")
to get what class provided one inherits to use in your config
Hey uhm I am confused how to obtain custom mod icons for the arsenal equipment and assets.
I see many MANY different ways of doing it online and none have worked so far :
mod.cpp
name = "Pulau Misfits";
picture = "pla_decal.paa";
logoSmall = "pla_roundel6_x64";
logo = "pla_roundel6_x128";
logoOver = "data\pla_roundel6_x128";
action = "a discord link";
Kinda confused how i am supposed to make it work
located in the root of my mod, with the config.cpp
mod.cpp usually goes in the root of the pbo, outside of addons
That's not where it should be
ah
What Apollo said
and you'll need to provide paths to the icons
and I see what do you mean
logo = "\filzar_mod\some_folder\some_sub_folder\pla_roundel6_x128_ca.paa";
You should also put _ca (transparency) or _co on your icon names BEFORE converting from tga to paa
It is a good habit (more of mandatory) to have proper texture name suffix too
Oh man, we're having the same thoughts same time
converting from tga ?
I convert from png
Sure, that's fine
We're talking about the name
that's odd because I do not have transparency issues with my .paa
tga vs png is not really a big concern
icon_name_ca.png >>> icon_name_ca.paa
Well, terms of UI it is not really a big concern to have no suffix, but basically, _ca can have better transparency
It's a similar reason to wear a car seat belt. You might never have crashed, but one day you'll thank us for making you wear it because it will save you time.
I'll look into it
Meanwhile you can crash Arma 3 easily
Don't put semi-colons in the #define, only in the calling statement
I am a bit confused, what is a path supposed to look like when aiming for a file inside a pbo ?
filzar_mod is the root folder of the pbo, ie filzar_mod.pbo
In debug console
MACRO;```
produces AHHHH in the system chat
that's odd, I defined the path correctly and it doesn't work still
picture = "\pulau_misfits\pla_decal.paa";
logoSmall = "\pulau_misfits\pla_roundel6_x64.paa";
logo = "\pulau_misfits\pla_roundel6_x128.paa";
logoOver = "\pulau_misfits\pla_roundel6_x128.paa";
The mod.cpp now resides in the Addons folder, with the pbo
Not there
You forgot about the seatbelts too
It should be located not within the addons, but above of it
ah damn
mod.cpp usually goes in the root of the pbo, outside of addons
Is this even a thing? test = 'MACRO;';
Does your code work if you put test = 'systemChat "AHHHH";';
doubt it
quotation marks are probably bad, double semi-colons are probably bad and I'm not sure if you can set a random variable name like test in this way
test = 'MACRO';
Eh?
Don't put a closing semi-colon in the #define, that was the first thing we covered.
Macros are just replacing text
So doesn't matter what it holds
' is not valid config string. It will get auto quoted with "
Not true, not seeing how it's related.
You should be using quote macro here
Due to
Or inverse it and use ' in sqf
As single quote is valid sqf string
No
#define QUOTE(var) #var
I'm using acenouniform restrictions (I believe I Set it up correctly), and some uniforms are still not appearing on my npcs, does anyone know why this may be?
All embassy guards uniforms do appear on them, as well as the fixed wing pilot, but the rest do not have their uniforms. Backpacks and vests seem unaffected
unloading ace nouniformrestrictions does not appear to solve the problem
But the pilot has exactly the same uniform as a bunch of other units?
Ah wait, two pilots.
It looks like your problem is specifically with "USP_G3C_RBS"?
That makes sense. It's weird because it did work before
it just stopped working today when I added subcategories
but I don't think that would cause it?
Test it with addUniform in the editor.
haven't used addUniform before, would it just be addUniform [this] "USP_G3C_RBS";
player addUniform "USP_G3C_RBS"
If you don't have 3rd person enabled then you'd have to place an AI and use cursorObject instead of player.
So it's my first time creating a mod an no matter what method I use to create functions and compile them and whatever I just can't seem to get it working. The main issue seems to be the pathing to the files and such but I've tried so many times and just don't know what's wrong. I've got the most basic setup I think there is and it still says it can't find the script. Is there something wrong with my file path?
File Structure
@Deployment
>addons
>wag_deployment_main
>functions
fn_deployUnit.sqf
config.cpp
config.cpp
class CfgFunctions
{
class wag
{
class deployment
{
file="\wag_deployment\functions";
class deployUnit {};
};
};
};
The uniform turns invisible when I do this, is it a pathing error?
@urban basin So you're building a PBO called wag_deployment_main.pbo?
@paper flume Does forceAddUniform work?
let me try that
@urban basin I mean, you can look at the thing afterwards and read the filenames?
Yes, it does. So I must have done my nouniformrestrictions wrong?
yeah it's the pbo
uniform restriction mods change specific uniforms, not the game itself.
You'd need a mod that changed that uniform. Or do it yourself.
I was just saying in case that's wrong as my knowledge is just from looking at the inside of mods and mixing tutorials
Ok, do you know what the prefix is of this PBO you created?
Yeah, I added nouniformrestrictions and I ran the script that's supposed to unrestrict all the uniforms, and loaded that generated cfgVehciles up.
@urban basin If you don't specify a prefix for a PBO then it uses the PBO name or something like that. I don't know the exact rule.
As your file path in CfgFunctions is \wag_deployment\functions and your PBO name is wag_deployment_main, this is definitely not going to work.

If you set the prefix to wag_deployment then it would.
I can't believe I missed that
I don't know the rule for unprefixed PBOs. Not sure it's documented.
so seeing as it's only one pbo anyways I just set all the wag_deployment_mains to wag_deployment. However with the filepath being right it still gives a script not found error
I did it myself, thank you for your help
I know how to do this now if you were wondering
oh same person lmao
Does anyone know why only some of the vehicles/units I designate in a config would be appearing in the 3den editor?
The Mi-8's don't appear, neither do the BRDM-2s, the PBX, all embassy guards beside the medic, and the li-2
I would think the culprit would be the Units part, but then again not sure either.
Maybe there's something wrong with the config, but if it's packing then it shouldn't be an issue, but maybe the faction has a misspelling somewhere, otherwise it should show up in the eden editor.
if it's packing
I use EliteNess so I kinda have to comb through by hand
Hmm. You don't need Editor SubCategory
It'll automatically populate by faction and so on without it
Okay
I use MSF_ as my tag
but
I didn't add a distinction between different factions in my modpack
so
they're being overwritten
easy fix
Ahh good to know
And my final question on this .pbo, I got the uniforms working on all the npcs except for the embassy guards and idk why
Do you mean MSF_EG_Rifleman and such doesn't have proper uniform?
all npcs with the MSF_EG prefix return to their default vanilla uniform
In where and how?
when placed down in the 3den editor
Are you sure CUP_U_O_TK_Green is the proper uniform class?
Yep, just double checked
What if you put another class, either from a Mod or vanilla?
let me check, I'll get back to you. I will say this uniform does work on other characters
Yes, a different class works
It is almost impossible to have an uniform that is not available for an AI
It's so weird because a uniform of the same class works on another ai in the same mod
Forcewearuniform doesn't seem to work either
wait, no, it does
Hold on
I have nouniformrestrictions loaded what-
hold on
Yeah I don't get it, It just isn't working
What if you try to use forceAddUniform script command?
that one did work
I'm confused though, as the base class of the unit I'm using is a vanilla asset and should be covered by ace nouniformrestrictions
Plus, other units of the same base class are able to use uniforms which are normally restricted
Then it could be a Mod conflict
That is definitely possible, actually
So I have 2 factions who are using this uniform, and they both have a subcategory with the same display name but different class names. Would that be causing the conflict?
No it doesn't
You can just use the same subcategory for them
There's not really a point of having different subcategories with the same names for different factions
Ok I have no idea why the uniform slot of my unit is empty. In game, they show up wearing the uniform but in reality they don't.
{
[...]
model = "\vn\characters_f_vietnam\BLUFOR\uniforms\vn_b_macv_bdu_05";
uniformClass = "vn_b_uniform_macv_05_02";
hiddenSelections[] = {"camo1","camo2","insignia","d_pocket_l","d_pocket_r"};
hiddenSelectionsTextures[] = {"\vn\characters_f_vietnam\BLUFOR\uniforms\data\vn_b_uniform_shirt_02_co.paa","\vn\characters_f_vietnam\BLUFOR\uniforms\data\vn_b_uniform_pants_02_co.paa"};
[...]
};```
I copied those lines from a original soldier's config and I have no idea why it doesn't works.
I have done the same for two other units but it worked... altough those are about a different uniform
probably you miss
modelsides[] = {3, 2, 1, 0};
no luck
so what is exactly the problem, does in your inventory the unifomr not show up? so no image and even when you scroll over it no uniform name appears?
No, there is simply no uniform equiped. Yet the soldier is shown wearing the correct uniform
can you show in images what you mean?
You were missing the "Acknowleged rules" role, from what it looked like
Anyway as you can see, the unit is shown wearing the uniform I specified in the config,
config lines which I copy pasted from a original soldier's config who wears that uniform (model, hiddenselection, uniformclass ect....) and yet he does not have any uniform equiped in the editor and in game
Since I have two other working units with OPFOR uniforms (all 3 being opfor), I thought it was a side issue.
So I made a uniform class inheriting the target uniform's class and changed the side to opfor with no success
is this:
model = "\vn\characters_f_vietnam\BLUFOR\uniforms\vn_b_macv_bdu_05";
the base soldier or already the uniform soldier
the uniform soldier
ok cause when i got as example the base BLUFOR Soldier i got this
when i select empty (leer in my langauge) i get this
when i look to yours and you got empty selected you still got the uniform on
Oh I think you shouldn't pay attention to this
As soon as I click "Empty", it actually empties the uniform and sets it to the naked
okey
My issue is why doesn't it equips the uniform properly because it seemingly receives the correct model, texutre
Seems like the uniformClass in either your unit or uniform's ItemInfo is wrong
Oh nevermind, you're using an already defined uniform
Yup
and like I said I tried making a opfor copy of the uniform with the soldier in the uniformClass but didn't had any sucess
I followed this link and made it work. Thanks for pointing out
https://forums.bohemia.net/forums/topic/235962-help-using-modelsides-to-allow-indfor-uniform-to-be-worn-by-blufor-and-indfor/
Ive tried everything the 5 relevant Google results have, and nothing is currently working, and have asked in other places to no avail. I have a uniform U_I_E_Uniform_01_F_B which inherits from the base LDF uniform, U_I_E_Uniform_01_F_B. Inside the new uniforms class, I have set modelSides[] to BL...
is there anything that controls if a mine shows up on mine detector, or how close you have to be for it to show up on the detector? like how planes have radarTargetSize
what does subclass "Library" of CfgWeapons doing for?
Should be related with Field Manual
So from what I understand, it is possible to modify the config of a mod using another mod, right?
I'm trying to make the flashlights of one mod appear brighter, though I'm not sure which settings to actually change. I'm also not sure how you would implement this as a mod?
Yes and basically requiredAddons is the most crucial part
For more info check pinned
Obviously
Maybe I need to write down why it is crucial after all 🤔
I understand that arma cares about the most recently loaded mod, and that will overwrite prexisting information. Using requiredAddons makes sure that if mod B requires mod A, then arma will ensure that A is loaded before B. Atleast that's what I gather
Well if you understand that I guess you know how it works
👍
Using the arma3diag trick, the weapon attachment no longer appears on my weapon, but appears in ace arsenal
class CfgWeapons
{
class Tier1_MW_NGAL_M603V_FL
{
class ItemInfo
{
class FlashLight
{
coneFadeCoef=8;
FlareSize=1.4;
class Attenuation
{
start=0;
constant=0.5;
linear=0.1;
quadratic=0.2;
};
};
};
};
};
I should only be updating values within the existing config, right?
You need to inherit too
Mmm
Got it
class CfgWeapons
{
class Tier1_MW_NGAL_M603V_FL
{
class ItemInfo: InventoryFlashLightItem_Base_F
{
class FlashLight
{
coneFadeCoef=8;
FlareSize=1.4;
class Attenuation
{
start=0;
constant=0.5;
linear=0.1;
quadratic=0.2;
};
};
};
};
};
So that'll work?
The original config has class Tier1_MW_NGAL_M603V_FL: acc_pointer_IR but that caused my game to crash
Because you're missing the parents
https://community.bistudio.com/wiki/Class_Inheritance
You may want to take a read here
Appreciate the help
class CfgWeapons
{
class acc_pointer_IR;
class InventoryFlashLightItem_Base_F;
class Tier1_MW_NGAL_M603V_FL: acc_pointer_IR
{
class ItemInfo: InventoryFlashLightItem_Base_F
{
class FlashLight
{
coneFadeCoef=8;
FlareSize=1.4;
class Attenuation
{
start=0;
constant=0.5;
linear=0.1;
quadratic=0.2;
};
};
};
};
};
once I start using my brain, it starts working. Thanks for pointing me in the right direction
If I want override some token's value with another addon but leave alone rest token,what should I do? Declare the class that I want modify then inherit and modify?
I m making a ACE compat for my mod,I want to use "skipWhenMissingDependencies = 1;" in CfgPatches to unload the compat PBO automatically when detected game not load ACE
Give an example of what you want to modify and we can give an example back. Though I'm out at lunch atm.
Skipped loading of addon 'PSR_test' as required addon 'ace_common' is not present
class CfgPatches
{
class PSR_test
{
name = "Prisoner Test";
author = "prisoner";
units[]=
{
};
requiredVersion=0.1;
requiredAddons[]= {
"ace_common"
};
skipWhenMissingDependencies = 1;
};
};
So like this?
If i dont have ace loaded, it doenst load my addon. It will shown skipped loading addon in .RPT file.
Like ace have in every compat what they have included in their mod.
https://github.com/acemod/ACE3/blob/master/addons/compat_csla/config.cpp
Should be "ace_common", not just "ace"
Thanks. Edited
class CfgWeapons
{
class Pistol;
class Pistol_Base_F: Pistol
{
class WeaponSlotsInfo;
class GunParticles;
};
class PTNI_Pistol_01_Base_F: Pistol_Base_F
{
magazines[] = {"16Rnd_9x21_Mag","16Rnd_9x21_red_Mag","16Rnd_9x21_green_Mag","16Rnd_9x21_yellow_Mag","30Rnd_9x21_Mag","30Rnd_9x21_Red_Mag","30Rnd_9x21_Yellow_Mag","30Rnd_9x21_Green_Mag"};
magazineWell[] = {"Pistol_9x21"};
reloadAction = "GestureReloadPistol";
magazineReloadSwitchPhase = 0.4;
discreteDistanceInitIndex = 0;
sounds[] = {"StandardSound","SilencedSound"};
drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\dry_P07",0.39810717,1,20};
reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\reload_P07",1.0,1,10};
maxRecoilSway=0.0125;
swayDecaySpeed=1.25;
inertia = 0.5;
My pistol seem to does not have produce any sound when firing
id figure it would be the "sounds" code but vanilla weapons seem to have sounds[] = {"StandardSound","SilencedSound"}; as well
Did you create a SoundSet? You need to do that so you have sounds in-game now. You need to get Arma 3 Samples from the store (It's free) and follow the examples in the Addons folder.
i prefer to just take a soundset from vanilla (specifically the P07). How do I do that?
check its config and copy the sound parameters
thats where my problem is. Ive been slaving over the P07 config and I cannot figure out which one focuses on the sound parameters. this goes the same way for the other pistol configs
they have their drysound and reloadmagazinesound with directories to .wss files. but the sounds code only has this line
sounds[] = {"StandardSound","SilencedSound"};
im merely focusing on the gunfire sound btw
thats strange, this is what i see in my config
this is on \a3\weapons_f\Pistols\P07
mine is all in on config dump
is your config in the same directory as this??
its not where I read it
I have a file that is dumped from all runtime configs via a debug script command
would you mind copy pasting it here since i dont know how to do that 👉 👈
the soundset parts
sounds[]=
{
"StandardSound",
"SilencedSound"
};
class BaseSoundModeType
{
};
class StandardSound: BaseSoundModeType
{
soundSetShot[]=
{
"P07_Shot_SoundSet",
"P07_Tail_SoundSet",
"P07_InteriorTail_SoundSet"
};
};
class SilencedSound: BaseSoundModeType
{
SoundSetShot[]=
{
"P07_silencerShot_SoundSet",
"P07_silencerTail_SoundSet",
"P07_silencerInteriorTail_SoundSet"
};
};```
sweet, thanks ill check it out
I do recommend getting one of these done
it is a huge advantage to be able to search and crossreference in single file
you have to do this in game?
yes
with dev branch exe
(either activate devBranch on steam or use SteamDepotDownloader to just get the exe)
nice i got it working thanks for the help!
👍
Okay it's been a week of constant pain but another day so I'm back at it again. Trying another another method this time still not knowing what the hell I'm doing wrong but crying my way through the errors. Still getting script not found errors so something has to be wrong with the file path
File Structure
(P:)
>z
>@Deployment
>addons
>wag_deployment_main
>functions
deployUnit.sqf
config.cpp
initsettings.sqf
script_component.hpp
script_macros.hpp
script_mod.hpp
script_version.hpp
XEH_preInit.sqf
XEH_PREP.hpp
config.cpp
class CfgPatches
{
class wag_deployment_main
{
name="wag_deployment_main";
units[]={};
weapons[]={};
requiredVersion=2.02;
requiredAddons[]={};
author="ThyHolyWagon";
version=0;
versionStr="0";
versionAr[]={0};
};
};
class Extended_PreInit_EventHandlers
{
class wag_deployment_main
{
init="call compile preprocessFileLineNumbers '\wag_deployment_main\XEH_preInit.sqf'";
};
};
script_component.hpp
#define COMPONENT main
#include "script_mod.hpp"
#include "script_macros.hpp"
script_macros.hpp
#include "\z\ace\addons\main\script_macros.hpp"
#include <\a3\editor_f\Data\Scripts\dikCodes.h>
script_mod.hpp
#define MAINPREFIX x
#define PREFIX wag_deployment
#include "script_version.hpp"
#define REQUIRED_VERSION 2.02
#define REQUIRED_CBA_VERSION { 3, 5, 0 }
#define REQUIRED_ACE_VERSION { 3, 15, 1 }
XEH_preInit.sqf
#include "script_component.hpp"
systemChat "Here";
ADDON = false;
PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
#include "initSettings.sqf"
ADDON = true;
XEH_PREP.sqf
PREP(deployUnit);
Which software you use to pack? Do you have PBOPREFIX?
I'm using addon builder
$pboprefix$ is just for hemtt right?
Nah, you need it for everything but pbo manager
https://community.bistudio.com/wiki/PBOPREFIX
I use pbo manager with addon builder tho
Pbo manager uses $prefix$
oh
well I somehow didn't come across that page in my week of trying this
does caps matter?
Sorry I don't use that toolchain, to be safe just copy the case and use $prefix$
oh okay
Using that I get the error script \x\wag_deployment_addons\main\XEH_preInit.sqf not found
from the config.cpp
Addon builder ignores $PBOPREFIX$. You feed the desired prefix to it directly, either in the UI or the command line.
Good to know
UI? command line?
not sure what the question is there
I don't know what the prefix has to do whatever with the UI or command line that you're talking about
Literally this article explains
I'm confused as there is no mention of UI or a command line in the article nor anything about addon builder
AB's Options
The prefix is a value set on the PBO, which you can read with PBO manager. Every method of packing PBOs has a different method of setting the prefix.
The prefix determines where the files from the PBO are placed in the virtual filesystem on loading.
so should I not be using both addon building and pbomanager? Cause I use the manager to pack it into a pbo where I then use addon builder on the @mod file
is that not right
Well, PBO manager is busted for packing anyway. If you pack with PBO manager then it won't load with signature verification enabled, even if you add a signature to it.
So generally you pack with anything but that.
No, I don't know what you mean there. Addon builder builds PBOs.
that might explain some stuff
The addon builder UI is pretty useless once you have more than one addon/PBO.
And the addon builder command line is kinda broken. So people end up using third party tools mostly.
omg I've been using addon builder wrong this entire time
This is a pretty decent wiki page btw: https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
Also an orphan.
I read that page many many times but yet still got it wrong
You do also want to look at other people's mods using PBO manager.
Does anyone have a list on the CUP attachment point class names? they use different attachment point class names and the ones I used from the config viewer don't appear to be working
class MSF_MS_CUP_arifle_Mk17_CQC_FG_black_muzzle_snds_HXQD762_black_HCUP_acc_ANPEQ_15_BlackCUP_optic_G33_HWS_BLK: CUP_arifle_Mk17_CQC_FG_black
{
displayName="Mk 17 CQC (Grip/Black)";
scope=1;
class LinkedItems
{
class LinkedItemsOptic
{
slot="CowsSlot";
item="CUP_optic_HensoldtZO_low_RDS_od";
};
class LinkedItemsMuzzle
{
slot="MuzzleSlot";
item="muzzle_snds_HXQD762_black_H";
};
class LinkedItemsAcc
{
slot="CUP_PicatinnySideMount";
item="CUP_acc_ANPEQ_15_Black";
};
};
};```
^doesn't work, even for the muzzle
class MSF_MS_CUP_arifle_Mk17_CQC_FG_black_muzzle_snds_HXQD762_black_HCUP_acc_ANPEQ_15_BlackCUP_optic_G33_HWS_BLK: CUP_arifle_Mk17_CQC_FG_black
{
displayName="Mk 17 CQC (Grip/Black)";
scope=1;
class LinkedItems
{
class LinkedItemsMuzzle
{
slot="MuzzleSlot";
item="muzzle_snds_HXQD762_black_H";
};
};
};```
^Does work, but only for the muzzle
You always want to check a config viewer if you wonder if it is caused by wrong name
the ones I used from the config viewer don't appear to be working :c
Make sure you're referencing the correct class. How it does tell about the slot name?
slot=
item= is the name of the optic
or whatever else is being attached
I am talking about how CUP done that
Oh, it's individual to their guns
From what I can tell they don't make the list available online and it's not 100% standardized from gun to gun
Then follow how Mk17 done that
?
I'm having a hard time parsing the sentance, are you saying to look at CUP factions and see how they use the Mk17?
No, how they made CUP Mk17
If the goal for you is just to make a scope=1 with certain accs, check how they've done for Mk17
Oh, I'm just trying to make a faction and add attachments. I figured it out, there was an error in my syntax somewhere else in the doc, what i was doing was fine
Thank you though 🙂
Hm then you want to report the issue on the doc
I was using Drongo's config editor and the class names of the weapons I was generating with attachments did not match with the class names I had for the npcs because I had changed them earlier
It seems Drongos config generator starts to get bit iffy the more complex things you do.
you are not the first one who has had problems with it
you could also just manually write your configs
I like to use drongo's as a base and then edit on top of it, it gives me a huge leap forwards and saves me time (even if sometimes I have to fix silly things)
Hello. I've been suing the line crew = to change the crew of a vehicle to my units. This worked until I get to modify multi-crewed vehicles. Only the driver is changed to my unit but not the gunner/commander who remains inherited. Do you know what line changes this setting ?
https://community.bistudio.com/wiki/Turret_Config_Reference#gunnerType_.3D_.22.22, but changing it is likely to become hell
No luck
Post your config then
deja vu
This is a typical type of code block used inside your new vehicle class, to change the crew in the gunner and commander turrets. Note you'll need to use the correct turret names, and that also ALL turrets need to be stated, even if you are not changing them, or they will be lost (hence the cargo turrets, which are external FFV in this tank).
{
class MainTurret: MainTurret
{
gunnerType = "vn_o_men_pl_20";
};
class CommanderTurret: CommanderTurret
{
gunnerType = "vn_o_men_pl_18";
};
class CargoTurret_1: CargoTurret_1 {};
class CargoTurret_2: CargoTurret_2 {};
};```
And all the needed inheritance shenanigans above that 
I'm leaving that bit for you to explain 😉
Imagine having something like class Turrets: * that says "i don't care, just don't change the inheritance" to config parser
And using mobile discord makes me even worse at explaining things 
You'll have the machine code purists chasing you with pitchforks saying things like that (but, yes, 'tis the dream for us amateur configurators)
Let dedmen chase them back with the new and improved array[] += {...} 
Well discussing the potential issue without having your config is not really constructive or effective. Please post yours
Oh, I tried just that ! But I've modified the gunnerType= under NewTurret and not MainTurret located unter Turrets . This is more clear now
class MainTurret: MainTurret means, inherit all of the previous turret code (not redefine it from NewTurret), and change only what I put next.
ye ye I was trying every gunnerType= I could find in the vehicle's config . I would have eventualy found the MainTurret but you kind sir made it easier
class vn_o_wheeled_btr40_01
{
class AnimationSources
{
class canopy_hide;
class hatch_right;
class hatch_left;
class user_periscope_driver;
class user_periscope_codriver;
};
};
class btr40_pla : vn_o_wheeled_btr40_01
{
[...]
class AnimationSources
{
class user_periscope_driver : user_periscope_driver
{
initPhase = 1;
};
class user_periscope_codriver : user_periscope_codriver
{
initPhase = 1;
};
};
[...]
};
Any idea why I am getting a "Undefined base class 'user_periscope_driver' " error ??? The class is defined
Nevermind I think I found it
Under btr40_pla (you should call it fg_btr40_pla to make it YOUR class) class AnimationSources: AnimationSources
Okay so the stuff from my issue before seems to be fixed however the next file path issue has arrived apparently. When I load up the game and before it even loads arma it crashes saying script script_component.hpp can't be found which I believe is coming from the XEH_preInit and it not being the right path. I've tried these paths so far but none have worked...
#include "script_component.hpp"
#include "\z\wag_deployment\addons\wag_deployment_main\script_component.hpp"
#include "\wag_deployment_main\script_component.hpp"
#include "..\wag_deployment_main\script_component.hpp"
#include "..\script_component.hpp"
#include "..\z\wag_deployment\addons\wag_deployment_main\script_component.hpp"
What am I doing wrong? 
If this is from a script in your functions folder then the relative path would be #include "..\script_component.hpp"
If it's from something in the root folder then #include "script_component.hpp"
inb4 Addon Builder with "*.hpp" blacklisted 🙃
That’s what I have tho :/
Wait hpp is black listed in addon builder?
🤷♂️ check your settings
You can look in the PBO afterwards with PBO manager and check it.
Are you binarizing or not?
It adds some extra problems :P
oh ok
I think I just hate binerizing anything now bc it also fucks up mission files as well
there they are
Most errors are our own making, no good blaming the tools (apart from when it is their fault).
yeah I know that
Well, the tools are awful in this case.
was just mentioning the mission file thing bc it usually corrupts them
which makes me lose like 8 hours of progress usually
It doesn't corrupt them, it binarises them. And you can't unbinarise if you didn't keep a copy.
oh so that would probably explain the ~ that appear with an extra folder in my mpmissions folder like ~mymission.map
ok so where i put my axis memory in my weapons (e.g. firemode switch, trigger axis) does not work as intended
instead of turning where the memory axis is located in the model, it has a different rotation origin point, sometimes being almost a meter away from the weapon itself
class safety_mode_rot
{
type = rotation;
source = weaponMode;
selection = "safety";
axis = "safety_axis";
memory = 1;
minValue = 0;
maxValue = 0.25;
angle0 = 0;
angle1 = (rad -52);```
id assume its a problem with the model cfg
here is an example in game, the red circle is the safety switch
more of a config question I think than scripting, per se...
Q: about mass ... given a class sourced to its corresponding best fit CONFIG, whether weapon, container (i.e. uniform, vest, backpack), magazine, simple item, etc.
where do we typically find: getNumber (_cfg >> "mass")?
in the root config? can it be elsewhere, i.e. ItemInfo, things of this nature? and in how many other places, i.e. besides ItemInfo?
thanks...
Q: follow on question... is it this which is typically used to determine whether a thing can be loaded into an inventory? i.e. sum total mass over the range of classes, weapons, weapon accessories, etc? compared against the container maxLoad, for instance.
Sum total mass, yes
fantastic good to know, in the root config, yes?
Dunno. You could search in ace arsenal code
what? 
Check
- spelling of "safety_axis" in Memory LOD
- safety_axis consists of two points only in Memory LOD
- check your named selection "safety" in the first res LOD only contains the mesh you think it does and the mesh has no other names
- show your skeleton bone heirachy around "safety"
- Try it in buldozer
...) would be noticeable with other animations, but still check if you have autocenter=0 in geometry lod 
re: mass, okay doke, easy enough to contain. already have a function for it, actually, so can handle it.
yes exactly. basis for my mass function.
prefer WeaponSlotsInfo over ItemInfo over the root config, which ever is the first to have a mass property.
no, i'm just generally sad to see 5 multiplications where one should be enough 
although that is an interesting kg conversion
well, as coefficients go, I loathe magic coefficients, so much gets lost, converting units of measure, etc.
so I appreciate the verbosity
With ArmaScriptCompiler that is optimized down into one 😄
from the enhanced function view? would be interesting to see.
I don't know what enhanced function view is
don't know what ASC is... at least as far as 3den Enhanced Functions Viewer claims:
format ["%1kg (%2lb)",((_mass * 0.1 * (1/2.2046) * 100) / 100) ToFixed 2, ((_mass * 0.1 * 100) / 100) ToFixed 2]
Are there tools that will build cfgPatches weapons[],units[], or vehicles[] automatically?
I've noticed that on the last "round" of magazine the recoil animation for the barrel on things like artillery, or vehicles, anywhere where there is supposed to be some barrel animation doesn't play. It only plays if there is a round loaded afterwards from the same magazine.
I know it's due to the source being 'reload' - I've looked on the wiki but couldn't find a valid alternative, I want the animation to basically always make the barrel recoil even if it's the last round in the 'magazine' or if it's a 1 round magazine, does anyone know any alternatives?
class recoil_source{
source="reload";
weapon="weap_veh_fr_panhard_defa_cn90f1";
};
reloadMagazine
It gets me there it's just not great due to it playing the animation if they reload a new magazine and there's a delay between firing the last round in the magazine, and the animation being played as it's linked to the reload
I guess I'd need it linked to the event of beinf 'fired' rather than any predefined source for animation, I'm assuming this would be done via something like eventhandler
Is there anything actually tied to a specific faction for it's side? Cleaning up some old code I wrote where I had some units on two sides (as in the "normal" unit and then another _opfor version of the unit) and they had separate factions (with the same name).
think uniform restrictions uses configged sides? not 100% sure on that one tho
Should just be the actual side of the unit trying to put it on, no?
Basically just checking if the side value of the unit is in the modelSides of the uniform's unit
Hi guys, what if I want to add direction indicator radar to my vehicle (like old vanilla, was removed some time ago), just
commanderCanSee = "2 + 4 + 8 + 16 + 32";
driverCanSee = "2 + 4 + 8 + 16 + 32";
gunnerCanSee = "2 + 4 + 8 + 16 + 32";
radarType = 8;
doesnt work unfortunately. Is there any additional parameter?
@nimble sequoia yes, I know about the new system, but I want old simple radar which displays only heading (azimuth) information on hud.
In Spearhead DLC german guns with german crew refuse to fire at german vehicles if there is a enemy inside the vehicle, and it is not captive. IFA3 guns in the same situation fire well. Could it be a config issue? What I should look for?
NB: missed irLock = 1; parameter for the ammo.
What does cursorAimOn do? I was doing some testing on what each cursor property does (cursor, cursorAim, cursorAimOn) but I never could get the cursor set for it to appear.
Here's what I found them to do, but please correct me if something is wrong.
cursor - Standard cursor for the weapon, roughly follows the center of the screen or the object that is blocking the gun.
cursorAim - Follows the barrel's "line of sight", will appear roughly in the center of the screen when standing still but will sway slightly with the gun.
cursorAimOn - Unknown, never appeared in game and couldn't find any results for it online.
Crash0[] = {"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_1",1,1,900};
Crash1[] = {"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_2",1,1,900};
Crash2[] = {"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_3",1,1,900};
Crash3[] = {"A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_4",1,1,900};
soundCrashes[] = {"Crash0",0.25,"Crash1",0.25,"Crash2",0.25,"Crash3",0.25};
```More of an engine question, but am I right to assume that giving no file extension means its `.wss` in a context of sound and not `.ogg`?
From my experience yes, when using .ogg files I have to declare .ogg - if I may additionally ask, the tree parameters after the soundfile are those volume, pitch and distance?
Yea, looks to be the same as CfgSounds from description.ext
Also called SQF Bytecode or SQFC. Which ACE uses
like this,
File 1
class A
{`
propertieA = 0;
class childOfA
{`
propertieA = 1;
};...
};
File 2 -the compat of File 1
class A
{`
ACEproperties...
};
Is this will add ACE properties to class A with File 2 and keep all properties that Its have in File 1?
Hello, what exactly is the workflow for creating mortar ammunition with a certain max range, and the tables for it?
Say, the mortar needs a max range of 1200 meters and a min range of 80 meters.
Is this more or less a guessing game between finding the correct velocity for the round and limiting the elevation of the mortar accordingly?
Yes, just make the CfgPatches of the second addon require the first addon and ace_common
what are these marco in sample doing for?
#define mag_xx(a,b) class _xx_##a {magazine = a; count = b;}
#define weap_xx(a,b) class _xx_##a {weapon = a; count = b;}
#define item_xx(a,b) class _xx_##a {name = a; count = b;}
#define bag_xx(a,b) class _xx_##a {backpack = a; count = b;}
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Backpack_Configuration has the example usage of the same macro. Search for class TransportMagazines
Struggling in trying to understand why my custom rocket launcher rockets behave in this way. The rockets do not tilt or change angle when they should as any other body affected by gravity. Distances works, but the rocket stay in the same angle as it exited the launcher. Tested air friction, initspeed and maxspeed from different configs and different mods. Still same problem. Is it config or model related? I can't understand it anymore
did you check how vanilla rockets behave?
Am i missing something else other than the the values i mentioned?🤔 I saw the rpg7 config and couldn't see much difference with what i have and consulted
I mean have you checked how vanilla rockest look like when they fly
Well, the difference is that they tilt when reaching a specific altitude and velocity, pointing their noses towards the ground. Mines are static
Talking about rocket launchers rockets
And the vanilla and other ones do not come back like a freesbee like mine do 😂 I'm getting crazy with this hahaha
Oh hell no. They behave like mine. I'm gettimg crazy then, confirmed. So i'm creating a problem where there is actually no problem. Noice
sideAirfriction is also important
Any ideas on why I would be getting this error? I've solved it in the past but honestly don't remember how.
Hey guys, Im trying to make a glowing plankton which moves around underwater. I took the Fire Fly config and changed the avgHeight, minHeight and max Height but it still spawns above water.
{
class Insect;
class Plankton : Insect
{
scope = 2;
model = "\A3S_Client\data\Plankton.p3d";
acceleration = 5;
airFriction0[] = {200,20,60};
airFriction1[] = {7500,700,100};
airFriction2[] = {125,12,2.5};
animated = 0;
avgHeight = "(-1 * waterDepth)/4";
maxHeight = -1.5;
minHeight = "(-1 * waterDepth)";
minSpeed = -0.1;
canBeShot = 0;
flySound[] = {"\A3\sounds_f\dummysound",0.000562341,1,1};
reversed = 0;
simulation = "SeaGull";
singSound[] = {"",0.0316228,1,1};
straightDistance = 10;
turning = 2;
};};```
I guess CfgNonAiVehicles cannot spawn underwater and I have to use CfgVehicles instead?
or is it because of the simulation seagull
I have some questions on Class Inheritance:
class A
{
class B
{
// whatever
};
};
class C : A
{
class D
{
// whatever
};
};
class E : C
{
class D
{
// change things
}; //would it completely overwrite class D with new properties?
class B; //I just Declare it here to let me know I had inherited Class B from inheritance Tree,would it affect something?
};
Make it a fish
yea thats what I thought, was just running into some problems with the config, I will try to fix them
There are things in animal behavior loop that may prevent anything but fish type be under water
does anyone have config for Advanced Modular Helmet?
with the Fish_Base_F it works perfectly , thanks!
You can use in game config viewer to see it.
i wish i knew how to get there
Into the config viewer?
Google will help. You can also get "advanced developer tool" mod to improve the ingame config viewer with better search tool
I have some very strange issues with making NVGs work with particular scopes
I tried to make the DMS/Burris XTR II compatible with NVGs and the base scope doesn't work with NVGs still, causes the green hex version to break completely (can't aim down with it at all), but the weathered variants from Contact work completely fine with NVGs as I intended?
I checked config in game and notably the green hex version had its optics config completely overwritten by the two lines i had put in config.cpp
https://cdn.discordapp.com/attachments/303832439619321858/1174636245738065962/image.png?ex=65685040&is=6555db40&hm=93561db139e1387c62ffda06d751a602aceb41d0df6acf290b9f34770d73011e&
most likely you dont do the inheritance right and your changes end up overwriting instead of modifying exisiting config
Righto, let me post my config
class CfgWeapons
{
class ItemCore;
class InventoryOpticsItem_Base_F;
class optic_DMS : ItemCore
{
class ItemInfo : InventoryOpticsItem_Base_F
{
class OpticsModes
{
class Snip
{
visionMode[]={};
opticsDisablePeripherialVision=0;
};
};
};
};
class optic_DMS_ghex_F : optic_DMS
{
class ItemInfo : InventoryOpticsItem_Base_F
{
class OpticsModes
{
class Snip
{
visionMode[]={};
opticsDisablePeripherialVision=0;
};
};
};
};
class optic_DMS_weathered_F : optic_DMS
{
class ItemInfo : InventoryOpticsItem_Base_F
{
class OpticsModes
{
class Snip
{
visionMode[]={};
opticsDisablePeripherialVision=0;
};
};
};
};
class optic_DMS_weathered_Kir_F : optic_DMS_weathered_F
{
class ItemInfo : InventoryOpticsItem_Base_F
{
class OpticsModes
{
class Snip
{
visionMode[]={};
opticsDisablePeripherialVision=0;
};
};
};
};
};
To me at least the config doesn't seem to differ in a way that should matter
You got any ideas on how my config above might be messing things up?
as far as I can tell optic_dms does inherit from ItemCore from what the splendid config viewer says
id your required addons setup in cfgPatches so your mod loads after vanilla configs?
Actually that'd probably do it.
haven't gotten to that yet, so it's likely not working correctly because of it
How do I know what addons i need to load?
does anyone know if it's possible to change vehicle wheel height via config only? i mean the suspension or dampers, etc
or is that something that needs to be adjusted in the model directly?
model.cfg animation for dampers dictate their length
config can alter how stiff the springs are and thus little bit alter the resting height
but I dont think it can go over the animation distance
hm. i changed the offset of the dampers in the model.cfg - it worked, but at the same time now the wheels are sinking a little into the ground
are the wheel physX points at the aligned with the visual model?
yeah
in current "normal" configuration, everything is fine. i just thought of setting the vehicle itself a little higher.
What is often forgotten is that the physical distance moved of the suspension is a product of the translation offset values with the distance between the damper axis points. So if you want to put 0.1 as a value for the offset, expecting to get a 0.1m compression, then your damper axis memory points need to be 1m apart.
Alright, I got the scope NVG stuff working. Thanks Goat for the suggestion it had something to do with inheritance!
Easy way to check is to use the Advanced Dev Tools mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168) and searching for the class in the config viewer.
I should note that I don't know how to get this working with CBA supported PIP optics though, since they don't use vanilla ARMA's functions except when 3D mode is toggled
I cant for the life of me find where this is, but is recoil in the base level of a weapon definition, or in the firemode classes?