#arma3_config

1 messages · Page 23 of 1

gentle axle
#

I'm gonna try here since it's a type of config...
I tried adding a logo to my mod, but it always grays it out in game. What am I doing wrong?

wintry tartan
#

Greys out in where?

gentle axle
wintry tartan
#

Can you post a pic?

#

(Preferred in jpg or clopped one, Idon't want to consume my mobile network)

gentle axle
wintry tartan
#

And in Editor?

gentle axle
wintry tartan
#

This could mean something is wrong on your tex

gentle axle
#

-texture?

#

Texas?

#

Textile Factory?

wintry tartan
#

Texture of course

#
  1. resolution
  2. texture name
  3. bit depth of your soure image
    Make sure are all correct
gentle axle
#

Lemme adjust the image size. I am thinking back to when I used not appropriate dimensions and had something similar happen on a uniform

wintry tartan
#

Well what is your current resolution

gentle axle
#

512x512

#

So it's the right ratio

#

but maybe that's too big

wintry tartan
#

Well yes

#

It doesn't matter how big it is unless it is not power of 2

#

What about other questions

gentle axle
#

Texture name lines up. I didn't have the ca/co extension at the end previously, but that didn't change anything. The BI guide shows not having it, but most of the mods I cross referenced did have a ca, so it's on there now

#

How would I check the bit depth?

wintry tartan
#

Property of your image via explorer

#

Also texture name should be corrected BEFORE convert to PAA

gentle axle
#

Well, one of two things fixed it. Either the aspect ratio being too big, or changing the name before I coverted it

#

Thank you so much for your help!

wintry tartan
#

It kinda sucks if you don't really know what exactly fixes that 😄

gentle axle
#

I at least learned the files need to be named before I convert them, which may or may not help me with other problems in the future

wintry tartan
#

Yeah, actually converting into PAA does not mean just changing name but will try to optimize into the type. So name before convert is important

drifting skiff
#

do i have something in wrong place again?

wintry tartan
#

You may have one. We barely can pinpoint what it was if we have no config

drifting skiff
#

woops yeah

#

(couldnt fit code into post)

shy knot
drifting skiff
#

K

shy knot
#

You can honestly just inherit from the mag and change what you need

nimble sequoia
#

It's recommended that all new classes you create have a suffix tag unique to you to help prevent mod incompatibilities;
Eg. class kar_30Rnd_556x45_AK_M855A1 {...};
What is the rest of your code? The config.cpp and how you are calling cfgMagazines

shy knot
#

Instead of CA_Magazine

drifting skiff
#

heres the whole thing

#
18:26:49 Warning Message: No entry '.picture'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: No entry '.scope'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: Error: creating magazine  with scope=private
18:26:49 Warning Message: No entry '.displayName'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: No entry '.displayNameShort'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: No entry '.nameSound'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: No entry '.Library'.
18:26:49 Warning Message: No entry '.libTextDesc'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: No entry '.type'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: No entry '.count'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: No entry '.maxLeadSpeed'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: No entry '.initSpeed'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: No entry '.reloadAction'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: No entry '.modelSpecial'.
18:26:49 Warning Message: '/' is not a value
18:26:49 Warning Message: No entry '.ammo'.
18:26:49 Warning Message: '/' is not a value```
this is whats in .rpt
nimble sequoia
#

Are you using a p: drive and packing with mikero's pboproject? If not, that would help you find the issue.

drifting skiff
#

i have packed the cfg magazines with pbo project, but not all other pbos

nimble sequoia
#

Those rpt entries indicate a broken inheritance

shy knot
#

Yeah, you’ve got a lot of stuff in your config you don’t really need

drifting skiff
#

well its apparently not that file anyway so off i go to hunt

somber turtle
#

i was hoping some one could help me for a quick sec

i was wondering why my functions dont apear to show in the funciton viewer

class CfgFunctions {
    class W41_functions {
        tag = "W41";
            class Settings {
                file =     "Fnc";
                    class AddonOptions {
                        preinit = 1;
                    };
            };
            class box {
                file =     "Fnc";
                    class Box {};
                    class box2 {};
                    class box3 {};
            };
    };
};
#

the file paths are correct but every time i launch the game i cant seem to find them in the view or even my tag

hearty sandal
#

maybe the paths are not correct?

#

might be best to post the actual config

somber turtle
hearty sandal
#

are those your filenames?

somber turtle
#

ya

hearty sandal
#

fnc.sqf?

#

I dont think thats right

somber turtle
hearty sandal
#

is your project folder structure really P:\addons\

somber turtle
#

no, i mean kind of

hearty sandal
#

thats probably the problem then

somber turtle
#

its more me being lazy and putting the mod all in 1 build instead of building 10 different pbo

#

its name/addons/addons.pbo

hearty sandal
#

pbo path means nothing

#

the project sturcutre on P

#

dictates the internal engine folder structuring

#

as in what gets packed inside the pbo

somber turtle
#

yes and even when i set it to just fnc it still dose not show

hearty sandal
#

thats how files are read in engine

#

look into your pbo and see what you pack into it

#

and preferable set up proper development environment and use proper packing methods

undone patio
#

Is there a way to add a pilot cam to a helicopter that doesn't normally have it at an arbitrary point on the model?

#

Say, just for instance, could you add a pilot observation cam to the inside of a ghost hawk or something

#

( I have a sensible place to put it, but I need to emphasize I don't have the memorypoint system to work off)

nimble sequoia
#

You need a memory point for the position of the camera. However, if you specify one that doesn't exist, it probably defaults to the "model centre", which might actually be exactly what you're looking for. So you could try adding a camera through config with a dummy memory point and see what you get?

undone patio
nimble sequoia
#

You might be able to animate a memory point (sometimes yes, sometimes no), but in this instance you don't have a point to animate, just a default to centre, so no.

hearty sandal
#

even animating would require access to the model.cfg before binarizing to write the animation classes

steel moss
#

Hello guys. I have problem same as this guy has https://www.reddit.com/r/armadev/s/6kmvFLQHBY . My script not found, despite i placed it in config in cfgFunction. I tried many paths variations, i tried making $prefix$ in pbo. Nothing helps, it just not founding my script. I made simple addon, with one script in function folder, and config in pbo where i define script, and then i add this mod as local to arma 3 . And i literally tried every variants on wiki for cfgFunction. HELP

Reddit

Explore this post and more from the armadev community

wintry tartan
#
  1. How is your config
  2. How is your source folder structure and files
  3. What software you use to pack it into a PBO
  4. It is $PBOPREFIX$ not $prefix$
steel moss
# wintry tartan 1. How is your config 2. How is your source folder structure and files 3. What s...
  1. Im far from pc now, but i have smth like this:
    CfgPatches { ...
    class DGMscripts {....
    cfgFunction {
    DGM {
    scripts {
    file = "DGMscripts\function"
    class scriptName {};

CfgVehicles {
Other mod stuff....

P.s. i wrote it shortly skipping class and close {

  1. Mod structure:
    Mod folder (this i add as local mod) / addons / DGMscripts.pbo / config.cpp and function folder / fn_scriptName.sqf

  2. Arma 3 tools, this default tool.

  3. I know, i tried both

If you need screenshots, I'll be able to make them after half a day only

#

And dont worry cfgVeh stuff works ok

wintry tartan
#

Cannot tell without actual code and structure. Also Addon Builder IIRC doesn't accept $PBOPREFIX$ but you need to set the prefix manually

steel moss
#

Mod located in arma folder / my mod / mod itself

steel moss
wintry tartan
#

Also copy directly is also a thing too, are you sure your SQFs are included properly

steel moss
#

Wait i didnt have this options, i just like made pbo

#

I used filebank

#

To make pbo

wintry tartan
#

FileBank is not Addon Builder

steel moss
#

Oh so it doesnt apply this path?

#

But it still make my mod config for vehicles work?

wintry tartan
#

Even though FB can make a PBO, but you at least should to use AB instead

steel moss
#

Ok. I'll try making with addon builder. Do i need keys if i just testing? And in this list of files i need to put sqf?

wintry tartan
#

Keys does nothing to do unless you do something in MP servers

steel moss
#

Ok

#

And last thing. When i write this script in cfgFunctions i can just call it from my config?

wintry tartan
#

Don't really follow what you mean. Cannot tell exact yes or no without your actual code, as I said

steel moss
#

Ok, thanks

drifting skiff
#

hiya, me again, im still getting cfgmagazines error;
https://pastebin.com/XLxtCyXs
and also it is now saying it cannot load textures even though paths correct and files correct

wintry tartan
#

What error and what file is missing

drifting skiff
# wintry tartan *What* error and *what* file is missing

woops sorry,
error:

11:48:58 Warning Message: No entry '.picture'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: No entry '.scope'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: Error: creating magazine  with scope=private
11:48:58 Warning Message: No entry '.displayName'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: No entry '.displayNameShort'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: No entry '.nameSound'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: No entry '.Library'.
11:48:58 Warning Message: No entry '.libTextDesc'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: No entry '.type'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: No entry '.count'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: No entry '.maxLeadSpeed'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: No entry '.initSpeed'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: No entry '.reloadAction'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: No entry '.modelSpecial'.
11:48:58 Warning Message: '/' is not a value
11:48:58 Warning Message: No entry '.ammo'.
11:48:58 Warning Message: '/' is not a value```

and missing file its complaining about is all the texture .paa's (ARM1.paa for example)
wintry tartan
drifting skiff
#
  1. Error only appears with this loaded
  2. I've tried this and it made no difference
  3. It is
wintry tartan
#
  1. When the error pops out
  2. You still should, BEFORE you convert into PAAs
  3. What folder you pack (as in your local computer's address), and which software you use to pack it into PBO
drifting skiff
#
  1. Main Menu
  2. Ok
  3. What you mean what folder? (P:\ArmaRetex_ARM1 ?), and PBOproject
wintry tartan
#
  1. I'm asking because I cannot repro with your config (besides textures and models)
  2. Yes I meant that. Do you have a specified PBO prefix?
drifting skiff
#

2; No, dont think so, do i need to?

wintry tartan
#

Check pack log your pboProject produces. What it says about prefix?

drifting skiff
wintry tartan
#

Then make sure ArmaRetex_ARM1\data\ARM1.paa is properly included into your pbo

drifting skiff
#

textures are appearing again but the cfgmagazines is still giving error

steel moss
#

hey. I need someone to explain me : i want to make an "object specific attribute" to all drones at all sides (blue, red, green). Can i just create smth like this :
class TempEnt {
class attributes {
//attributes...
and then this temp class inherit for all classes of drones like this?
class B_UAV_01_F : TempEnt {}; for example...

I read wiki but i still cant get it if all the drones parameters will be saved and it will be shown in editor.

hearty sandal
#

that would break the original inheritance they have

steel moss
hearty sandal
#

breaking all of the classes

#

if they share a common drone base you can add it there

steel moss
#

i have seen in other mod where guy made smth like this:
class CfgVehicles {
class Air;
class Helicopter_Base_F: Air {};
class UAV_01_base_F: Helicopter_Base_F{
class EventHandlers;
};

class UAV_06_base_F: Helicopter_Base_F {
    class EventHandlers;
};

class B_UAV_06_F: UAV_06_base_F {
    class EventHandlers: EventHandlers {
        class lethalDarter {
            init = "script';
        };
    };
};
hearty sandal
#

dont know if that inheritance structure is real but sure you could do something like that

steel moss
#

i just need to understand that if i do smth like this:
class O_UAV_01_F: B_UAV_01_F {};

will class O_UAV_01_F change all its properties to class B_UAV_01_F? will it save its side property?

hearty sandal
#

it may be best to just keep all their iheritance as is

#

as messing with that is bound to break something

#

if not straight away, then with other mods

#

youll get it done faster if you just add it to each UAV class

#

instead of trying to figure out a shortcut

steel moss
#

wouldnt it be too messy and unoptimised?

hearty sandal
#

no

#

you could add it through helicopter_base

#

if its not a problem to add it to other helicopters

#

although not all uavs probably use helicopter base

#

since there are plane uavs too

#

so yeah best to add it to each class that needs it

#

there arent really that many anyway

steel moss
#

well, it will have many string fr, cuz im adding it to other mode drones too...

hearty sandal
#

well adding them to the actual classes is still the surest way to get it right

#

you cant really change the inheritances anyway

#

and even if you could, you would still need to do that to each class

#

so simplest to just do it to each class you want to affect

steel moss
#

but im just thinking about that each drone have its 3 versions with different sides, and i could just inherit like this:
class O_UAV_01_F: B_UAV_01_F {
side =
}
isnt it? i think it might be the only differnce...

hearty sandal
#

no

#

if its not the original inheritance, then its likely to break stuff

#

dont mess with the original inheritance

steel moss
#

ok thx

steel moss
#

can i call function in some vehicle class using " class EventHandler { init = " if some statement is true?

class vehicle {
class EventHandlers: EventHandlers {
class smth {
init = "if (var == true) then {call}";
};
}
}

whole spoke
#

hello, I'm trying to hide players vehicle position, I un checked the options from the mission editor and I changed the config of the helicopter to enableGPS = 0, but it seems it only doesn't allow it to display in the panel hud. Anything can be done about this? Or is it hardcoded for what it seems...

unkempt helm
#

Asking here as I'm sure it's a config issue. I've created a 3D model and brought it in-game. Everything is working however it will only use one texture despite having different textures. So say its a blue hat, when I add another hat that is red it still shows as blue. Sorry if that doesn't make sense. Does anyone know why this is ?

hearty sandal
hearty sandal
whole spoke
calm pilot
#

Hei peeps, i got a two barrel weapon in my turret, what should i do in order to have a dual/twin weapon? So that when i fire a single shot, two bullets exit my gun end position?

hearty sandal
calm pilot
hearty sandal
#

pylons can be linked to fire together and they can have their own ammo

#

but alos 2 round burst on 2 round magazine would work

#

and then control the fire rate with magazine reload

calm pilot
hearty sandal
#

pylons should work the same way on land vehicles too

#

the pylon weapon itself can be invisible even. just contain the memorypoints for shot directions and effects etc

#

but you can also have teh muzzleflash in it if I remember right

#

dont think there is much to read about it though

calm pilot
#

Ok ok, will look up on some plane cannons if i can find, it is basically a flakpanzer coelian turret so maybe plane cannon proxy system should work at this point

hearty sandal
#

yeah you can use any gunpod for testing purposes and to just get the pylons work

#

then make your own weapon after that

#

😄 you can even make it use rocket pods if you like xDDD

calm pilot
#

Yeah i have tested my own custom weapon on it already, but was a one shot weapon so it wasn’t really the optimal solution

calm pilot
#

So definitely useful stuff working on pods already

shy knot
#

@calm pilot Give them both muzzle begin and end points and link them in config

umbral dome
#

Does anyone know what causes the issue with FFV when a player tries to reload, the camera does a little twitch, the reload sound plays, the magazine is removed from the inventory, but the weapon doesn't get actually reloaded and the animation doesn't happen\

hearty sandal
umbral dome
#

Yeah I thought it was inheritance too, but I'm getting inconsistencies, sometimes I can reload, sometimes I can't, all the seats of this truck are inherting from "CargoTurret" from "Car_F" right now

hearty sandal
#

but what gunner action do you use?

#

is it vanilla action or custom?

#

are other mods involved?

#

best to turn off all unnecessary mods to rule out them breaking stuff

#

unnecesseary meaning anything thats not needed to test the FFV position

umbral dome
#

One is SOG Praire Fire, the rest are vanilla, I'm gonna fool around with the mods now and check if any of them could be causing this, there is some animation mods about they could possibly interrupt the animation, maybe that's the issue

#

Currently it acts as if you don't have a reload animation for the weapon basically in some seats

hearty sandal
#

that would indicate the action for realod does not exist for those FFV action sets

#

a lot can go wrong in those if mods mess stuff up

calm pilot
shy knot
#

You can do quite a few separate barrels for a single weapon

#

We’ve got a 4 barrel autocannon in OPTRE

#

Not sure what the limit is though

calm pilot
#

My guns have already separate konec and usti points, but a single gun beg and gun end

shy knot
#

You can set the memoryPointGun value into an array

calm pilot
shy knot
#

No, you need []

#

Should be like this memoryPointGun[] = {}

calm pilot
#

Oh right, got it

shy knot
#

[] signals an array

calm pilot
#

ofc i need to put my mem points within the {}

shy knot
#

Yeah

#

{"memory point 1","memory point 2"};

calm pilot
# shy knot Yeah

YES, i'm glad with the results i got, i was missing the array trick and the correct use of commas. Thanks heaps buddy

umbral dome
# hearty sandal a lot can go wrong in those if mods mess stuff up

Found the issue, the problem is when I'm using only Spearhead 1944 and SOG Praire Fire, FFV reloading is glitched from vehicles like the M54 Cargo Truck, guess I'll head over to their Discords and report it, it's not an infrequent combo of CDLCs

Edit: It's just Spearhead 1944, I tested a bit later.

drifting skiff
drifting skiff
steel moss
#

Please, can someone who knows explain me this: if i set an a variable via attribute class in some object class

class obj {
class attributes {
class myAtt {
....
expression= "_this setVariable ['%s',_value];";

How do i get this variable in script?? I have script defined in cfgFunctions, and i set postInit = 1 , but in script where i write _var = param[0]; gets _var as postInit string. how do i get this variable???? Or how to call this script in right way??

#

Even if i call script in this attribute it doesn't get this variable

cedar creek
#

How do I approach a bicycle config? What is important to take into account? Just use the sample car config and change it accordingly?

drifting skiff
#

you could take a look at rhs/cup bicycle configs as well

drifting skiff
#

how would i go on about looking for the culprit file of an error like this;

wintry tartan
#
configSourceAddonList (configFile >> "CfgVehicles" >> "CfgWeapons")```This script should reveal which addon did that mistake
drifting skiff
#

yo, thanks a lot, this is ran ingame?

wintry tartan
#

Yes

calm pilot
wintry tartan
#

Model cfg is not accessible ingame

drifting skiff
#

considering the answer i get is ["Anim_f_n"] i have no idea what file that is

wintry tartan
#
configSourceModList (configFile >> "CfgVehicles" >> "CfgWeapons")```How about this instead
drifting skiff
#

thanks!

hybrid ingot
#

Hello, im trying to figure out how to do some very basic things in arma moding so i started with trying to make a retexture of a vest from the mod ICP (Imperial Conquest Project), i was following a guide given by the moding team of ICP but at this point i dont know why my retexture is not showing up in game. if anyone could help that would be great.

class cfgWeapons
{    
    class IC_CAD_FlakArmor_green;
    
    class IC_428th_FlakArmor_green: IC_CAD_FlakArmor_green
    { 
        author="Rodar";
        scope=2;
        displayName="[428th] Flak Armor (green)";
        hiddenSelections[]={"Camo", "camo1", "camo2","holster"};
        hiddenSelectionsTextures[]=
            {
                "",
                "\My_Retextures\textures\428th_flakarmor_green_co.paa",
                "",
                ""
            };
    };
};
hybrid ingot
#

this is the path

#

the config is in the addons folder

shy knot
#

You’re really using documents as your source folder location 💀

#

Should be full path

#

Without the drive letter

#

Also, your folder structure is incorrect

hybrid ingot
shy knot
#

Not sure if it’ll work tbh

#

@ signifies your local mod

hybrid ingot
shy knot
#

You need a source folder without the @

shy knot
#

Then you pack your source folder into the addons folder of your local mod

hybrid ingot
#

should i move the whole thing out of documents?

#

like to the drive itself

shy knot
#

Preferably. If you have a P drive, put it there

hybrid ingot
#

i only have one drive

shy knot
#

Have you not setup your p drive?

hybrid ingot
#

im going to be real with you, i dont know what a p drive is

shy knot
#

Project drive

#

Do you have ARMA tools installed?

hybrid ingot
#

yes

shy knot
#

Open that up

#

You should see work drive

#

I think it’s called work drive

#

Something like mount work drive

#

You can specify the location of your p drive. But default is a copy of your c drive

hybrid ingot
#

mount the project drive?

shy knot
#

Yeah

#

That should mount the p drive

#

Be sure to also extract game data

#

You’ll need that to reference any A3 files

hybrid ingot
#

ok i have a p drive now

hybrid ingot
shy knot
hybrid ingot
shy knot
#

Top left on other

hybrid ingot
#

ok its doing it

#

ok it did it

#

so it should work now or do i need to do more?

shy knot
#

Extracting game data is just so you can reference a3 files in your mods config

#

It’s needed for like 90% of modding

#

Also, if you use PBOProject, it’ll work with it

hybrid ingot
#

this is what my p drive looks like now

shy knot
#

Now, I’d recommend fixing your folder structure

hybrid ingot
#

did

#

a bit ago

shy knot
#

@ indicates local mod. Should be My_ICP_Retextures > data > texture .paa’s

hybrid ingot
#

what folder does the config go in?

shy knot
#

Source folder. But not data

#

So, My_ICP_Retextures > config.cpp

hybrid ingot
#

would it be a problem if my config is a .cfg?

shy knot
#

Yes

#

Configs need to be .cpp

#

.cfg is for model.cfg

#

That’s another reason your retextures aren’t showing

#

Your config doesn’t exist

#

In technical terms

hybrid ingot
#

maybe thats why its not working, lol

#

right?

shy knot
#

Yes

hybrid ingot
#

does the last one need to be texture files or can it be just textures?

shy knot
#

Though, you could simplify it further by removing the texture_files folder

#

Data is where all texture files go

#

And any other files that aren’t .cpp, .hpp, .cfg or .p3d

hybrid ingot
#

i assume the name of folders in data dont matter and are just for organization?

shy knot
#

Yes and no. It’s for organization yes. But also for pathing

hybrid ingot
#

right

#

i just mean as long i put the path right in config the folders in data can be near anything

shy knot
#

Now that you have a .cpp and proper folder structure, be sure to change the pathing and try packing that

hybrid ingot
#

"\My_ICP_Retextures\data\textures\428th_flakarmor_green_co.paa"

#

right

#

?

shy knot
#

Remove the first \

#

Or you could leave it

#

Doesn’t really matter too much

#

But, yeah

wintry tartan
#

Usually you can start the path with the slash or not so it doesn't really matter, usually

shy knot
#

Usually

hybrid ingot
#

where should the packed (pbo) go?

#

like where should i put it

wintry tartan
#

Somewhere you recognize

#

As actually an addon (more like a Mod) can be anywhere Arma 3 (or Launcher) can recognize

hybrid ingot
#

and how do i get the mod in the launcher so i can load it

wintry tartan
#

Drag and drop the Mod (not PBO)

shy knot
#

Inside that @ folder create another folder called addons

hybrid ingot
#

ah ok

shy knot
#

Pack your source folder using addon builder into your addons folder

#

Load local mod through launcher

#

Launch a3

hybrid ingot
#

thank you

#

youve been so much help

feral thunder
#

so im having an issue which i really dont know where to even ask but i have a plane that originally didnt have pylons on it. Flew fine and everything but after i added pylons and i start the engine to fly the plane it jumps from 0 to 483648 km/h and i just dont move until i turn on auto vectoring or i turn the engine on and off. i have its maxspeed set to 850 as shown in the config picture but i dont know if this is just like a import bug or a config issue that i messed up on

north sluice
#

Is there a hard limit to the amount of wheels that can be on a car?

nimble sequoia
undone patio
#

Does anyone know if it's possible to get turret stabilization working for passengers instead of only pilots?

nimble sequoia
undone patio
#

The configs say this, but reportedly there are issues with actually getting it to work

#

I wonder if they did the latter option and forgot the former

nimble sequoia
#

They work fine.

undone patio
#

I'm betting they did the stabilizedinaxes but didn't do directionstabilized

nimble sequoia
#

You might be putting them in the wrong place. If you want an optic mode stabilised, place the config parameters inside the optic class.

undone patio
#

mhm mhm

#

Thanks Apollo

north sluice
#

so you could have non physx wheels?

nimble sequoia
north sluice
#

model.cfg tricks? or in actual config

nimble sequoia
#

model.cfg

steel moss
#

Why i cant get variable which i set in expression of checkbox control in attributes of class??? But i can get variable from edit control...

molten musk
steel moss
molten musk
#

Like, if _value true , call your function?

steel moss
#

Like from your exampel i write
Expression = "setvariable supervariation"

#

Not tag_super_variation

steel moss
molten musk
#

Yes. You need set that.
You can check with

allVariables myObject;

How it saves that.

expression = "_this setVariable ['%s',_value];"

this didnt work on under cfgEden , but under object own attributes it works.
So that why i use

 expression = "_this setVariable ['TAG_super_variation',_value];

And do not know can you save in class to your variable.

sullen fulcrum
#

Does anyone have the picture/meme thing that had several steps to finding and fixing errors. It showed how to check your RPT and what to look for.

#

I am looking to share it with some friends or maybe an easy guide. I’m tired of looking at everyone’s reports lol

hybrid ingot
#

what channel would be correct for asking about how to make placeable units?

hearty sandal
hybrid ingot
#

like a unit you can place in eden or zeus

#

like a ai

hearty sandal
#

so just a unit 😅

hybrid ingot
#

yea

hearty sandal
#

are you looking to make a new unit with new model or new unit using existing models?

hybrid ingot
#

um i think existing models, as ive been doing some retextures and i want to make units that have the equipment i textured

whole spoke
#

Hey, sorry to bother again with the same issue: trying to NOT display player vehicle position on the map, I tried changing vehicle config to enableGPS = 0, but doesn't help and disabling all the options of showing map and GPS in mission editor, didn't change. So if I truly want to do this, doing my own mod changing map config, rscmap, can it be done that way? I never played with those configs

umbral dome
#

I'm having an issue with FFV 'Turned Out' aiming angles. What determines how much you can look around as a crewman FFV when turned out, I have this in my 'MainTurret'

    minElev=-8;
    maxElev=15;
    initElev=10;
    minTurn = -360;
    maxTurn = 360;
    initTurn = 0;
    maxOutElev = 40;
    minOutElev = -40;
    initOutElev = 0;
    minOutTurn = -90;
    maxOutTurn = 90;
    initOutTurn = 0;

Is there something else that controls the angles of turning and elevation of aiming. It seems like they're limited roughly to the turret turning, at least elevation wise.

hearty sandal
#

dont remember the exact name for it off the top of my head

#

but if you check out some vanilla FFV turret config you are likely to find it

unkempt helm
hearty sandal
unkempt helm
hearty sandal
#

like hiddenSelectionTextures missing S

#

or filepaths dont match maybe

unkempt helm
hearty sandal
#

hiddenSelectionsTextures

unkempt helm
#

Paths are definitely correct, spelling is correct I believe too

unkempt helm
hearty sandal
#

you can paste it to pastebin.com and link that here. I might be able to take a peek or someone else could

unkempt helm
#

It's a short config by the way, just two glasses/nvgs

hearty sandal
unkempt helm
hearty sandal
unkempt helm
shy knot
hearty sandal
#

if its glasses it better be xD

unkempt helm
hearty sandal
#

try take out the \ in front of your paths

shy knot
unkempt helm
unkempt helm
#

Could it be a problem with the model.cfg?

shy knot
unkempt helm
#

Strange twist, if I change the texture path in O2 and name the model something else then the texture does change, though it would mean new models for each bloody texture

hearty sandal
#

glasses and hiddenselections should work

unkempt helm
#

I know they should, which is why I'm at a loss here; everything seems fine

rose island
#

im not sure were to ask but this seems like my best shot, i am currently attempting to add retextured uniforms into the game and, while they work when using the setobjecttexture, im having a hardtime having them appear in the arsenal. Im pretty sure its the config, since this is my first mod i have really no clue how to do it. Im hoping somebody here can assist me.

rose island
#

thank you for responding. I started from scratch with my config using the proper guides so we shall see how that goes

nimble sequoia
nimble sequoia
whole spoke
#

Maybe there are difficulty settings I don't know about, but I tried them, both description.ext and mission editor

#

Well what I mean by player position is the two perpendicular lines that center on the player

nimble sequoia
whole spoke
#

It doesn't let me upload any image I don't knwo why

hearty sandal
whole spoke
#

ohh sorry

calm pilot
#

Aight fellas, i'm still struggling with the missing textures of my muzzleflash not showing up (muzzleflash looks like it's there, since there is the light/halo of it, but it misses the actual flame) and since i run out of tests and ideas (and i want to keep my mental health, or what's left of it) i will share my config cpp and my model cfg in the hope someone can help me. Visually the issue is the exact one like showed in 0:15 seconds in this eggbeast's video here https://www.youtube.com/watch?v=fWUFodCTHYY CONFIG CPP https://pastebin.com/ttxsMmwf MODEL CFG https://pastebin.com/WKK4KHzV

this shows the BTR_m18 with working pk muzzle flash
then the non-working BTR_m40 with non-working pk muzzle flash
then the non-working BTR_mortar with non-working pk muzzle flash

▶ Play video
#

Now i'm gonna go out and touch some "glass" literally 🍺

shy knot
calm pilot
restive tinsel
wintry tartan
#

I think you also need hiddenSelections in ItemInfo too

restive tinsel
#

Why arma so stupid. Bong

#

works now, thanks

wintry tartan
#

Well it is actually added very late (I mean about 5 years ago?) and, dunno, somewhat did in a weird way

restive tinsel
#

I mean I tried out every logical way, HST in iteminfo both in iteminfo but who would have thought of having HS outside and inside of iteminfo. I am going mad. xD

wintry tartan
#

I actually don't know which actually has the responsible to retex a NVG

calm pilot
warped perch
calm pilot
#

Yes

calm pilot
#

Would that somwhow break the zaslesh? Even if the cargo can’t shoot?

warped perch
calm pilot
#

As shown in the config i posted

warped perch
#

Try adding selectionFireAnim = ""; to your CargoTurret_01 class

calm pilot
# warped perch Try adding `selectionFireAnim = "";` to your `CargoTurret_01` class

Nothing. I'm starting to think it might be related to my custom weapon itself: since it is basically an inheritance from cannon core and spe antiair cannon base, and it also uses shotshell mags which inherits from spe flak mags. Because every other custom weapon or other weapons that i made or inherit from mgs/bullets have always worked. I might try into changing the main gun inheritance class and test if it works. I even added the hide/unhide animation into the model cfg, but no success has been registred

novel lava
#

can try changing zasleh to something else

#

some other turret might be messing with it (cargoturret was a good suggestion)

#

like rename the selection to idk 'muzzleflash' and then set selectionFireAnim = "muzzleFlash" in the mainTurret

#

the spe flak38 is shotBullet so selectionFireAnim etc works fine

calm pilot
#

Ooh ok, that is a good thing then, I thought it was shotShell

calm pilot
nimble sequoia
calm pilot
gilded jungle
#

I wasn't sure where to post this. Figure I would start here. If a trigger is launching early. Could that be a possible config issue in a mod? If so what should I look for to fix those definitions?

pallid sierra
#

trigger for what

gilded jungle
#

arma editor generic triggers, blufor present, ect.

pallid sierra
#

that probably won't be a config issue. that's a scripting issue, potentially they have the trigger's condition wrong or an early timeout.

#

you'll have to find out the trigger's statements

#

either in the mission file of what you are playing, or they created the trigger by script somewhere

winter oak
#

how do i set weapon reload times so a rocket doesnt shoot like a machinegun

calm pilot
calm pilot
hearty sandal
arctic trench
#

So i know there is BIS_fnc_exportEditorPreviews for exporting previews for CfgVehicles but is there something for CfgWeapons?

nimble sequoia
arctic trench
#

using the editor preview?

nimble sequoia
#

// All objects in specified addons
[nil, "all", [], [], ["A3_Armor_F_Slammer", "A3_Air_F_Heli_Heli_Transport_03"]] spawn BIS_fnc_exportEditorPreviews;

wintry tartan
#

I don't think that is the question, making icon for CfgWeapons, no?

arctic trench
wintry tartan
#

Well depends on your goal

arctic trench
#

i want to create arsenal icons for a bunch of custom stuff and wanted to know how arma did it, cause surley it wasnt all traced out and applied

wintry tartan
#

Ah well, that is picture

#

Usually they are really handmade, or made by some macros actually - either way, it does require quite a lot

arctic trench
#

Ahh fuck

#

ok

wintry tartan
#

I recall I made one script for my older Mod, but not sure where it is or it should work for your usage

arctic trench
#

o7

#

i will just, cry instead

wintry tartan
#

It does like this

#

It is only made for my very specific Mod so may not work for your usage after all

arctic trench
#

omg thats perfect, i really hope it works

orchid delta
#

Is there an "example" config for clothing retextures ?

#

I'm trying to make my first retextured uniform, but I have no clue how to do it. I guess it's similar to a vehicle retexture, but yeah. If someone can redirect me to such an "example" config or where to find good up to date tutorials on how to do it myself, it'll be of great help !

drifting skiff
#

you could download and look at arma 3 samples

#

sample files/configs made by bohemia

orchid delta
#

That's what I did, but I must be blind, I don't see anything about uniforms

#

I see stuff for animals, boats, cars, fonts, planes, plants, etc, but no uniforms

wintry tartan
#

If you have a texture and the thing you stuck on is just config, post yours

orchid delta
#

The texture ?

wintry tartan
#

No, config

orchid delta
#

I don't have a config

#

That's the thing

#

I don't know what a uniform config should look like

#

I only have the texture rn

wintry tartan
#

An uniform is made with two parts: CfgWeapons and CfgVehicles

#

Let me fetch official example

orchid delta
#

(From Arma 3 Samples)

wintry tartan
#

Actually it does have too much than just for a retex

orchid delta
#

What should I remove ?

wintry tartan
#
class CfgWeapons
{
    class U_B_CBRN_Suit_01_Wdl_F: Uniform_Base
    {
        author = "$STR_A3_Bohemia_Interactive";
        scope = 2;
        displayName = "$STR_A3_C_CfgWeapons_U_B_CBRN_Suit_01_Wdl_F0";
        picture = "\a3\Characters_F_Enoch\Uniforms\data\ui\icon_U_B_CBRN_Suit_01_Wdl_F_ca.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\a3\Characters_F_Enoch\Uniforms\Data\CBRN_Suit_01_Wdl_CO.paa"};
        DLC = "Enoch";
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "B_CBRN_Man_Oversuit_01_Wdl_F";
            containerClass = "Supply30";
            mass = 45;
        };
    };
};    

class CfgVehicles
{    
    class B_CBRN_Man_Oversuit_01_Wdl_F: B_CBRN_Man_Oversuit_01_MTP_F
    {
        author = "$STR_A3_Bohemia_Interactive";
        _generalMacro = "B_CBRN_Man_Oversuit_01_Wdl_F";
        uniformClass = "U_B_CBRN_Suit_01_wdl_F";
        hiddenSelectionsTextures[] = {"\a3\Characters_F_Enoch\Uniforms\Data\CBRN_Suit_01_Wdl_CO.paa"};
    };
};```Just fetched from config dump, and of course not a complete config/working config
orchid delta
#

Oh, so it's really close to a vehicle retexture config !

wintry tartan
#

If you know how to do such, yeah, not so far from that

orchid delta
#

Yeah

#

So if I just replace CfgVehicles and CfgWeapons in the A3 Samples config I'm good to go ?

#

(I of course have to replace classnames and stuff, but for a base config)

wintry tartan
#
class CfgWeapons
{
    class U_B_CBRN_Suit_01_Wdl_F: Uniform_Base
    {
        scope = 2;    // of course you need to do this in order to show in Arsenal
        picture = "\a3\Characters_F_Enoch\Uniforms\data\ui\icon_U_B_CBRN_Suit_01_Wdl_F_ca.paa";    // icon in Arsenal
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\a3\Characters_F_Enoch\Uniforms\Data\CBRN_Suit_01_Wdl_CO.paa"};    // does this do anything anyways? I forgo
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "B_CBRN_Man_Oversuit_01_Wdl_F";    // this declares which CfgVehicles entry has the responsible to show if you wear
            containerClass = "Supply30";
            mass = 45;
        };
    };
};    

class CfgVehicles
{    
    class B_CBRN_Man_Oversuit_01_Wdl_F: B_CBRN_Man_Oversuit_01_MTP_F
    {
        hiddenSelectionsTextures[] = {"\a3\Characters_F_Enoch\Uniforms\Data\CBRN_Suit_01_Wdl_CO.paa"};    // this should declare "vehicle" part of uniform, aka if you wear this, you'll see this
    };
};```
orchid delta
#

I don't get it, which one am I supposed to use ?

#

(Sorry, I'm a bit dumb at times)

wintry tartan
#

Oh wait my last example lacks the most important part

#

Fixed, and apparently it still is just a (not working) example

orchid delta
#
class DefaultEventhandlers;

#include "cfgPatches.hpp"

class UniformSlotInfo;

class CfgVehicles
{    
    class B_CBRN_Man_Oversuit_01_Wdl_F: B_CBRN_Man_Oversuit_01_MTP_F
    {
        hiddenSelectionsTextures[] = {"\a3\Characters_F_Enoch\Uniforms\Data\CBRN_Suit_01_Wdl_CO.paa"};    // this should declare "vehicle" part of uniform, aka if you wear this, you'll see this
    };
};
class CfgWeapons
{
    class U_B_CBRN_Suit_01_Wdl_F: Uniform_Base
    {
        scope = 2;    // of course you need to do this in order to show in Arsenal
        picture = "\a3\Characters_F_Enoch\Uniforms\data\ui\icon_U_B_CBRN_Suit_01_Wdl_F_ca.paa";    // icon in Arsenal
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\a3\Characters_F_Enoch\Uniforms\Data\CBRN_Suit_01_Wdl_CO.paa"};    // does this do anything anyways? I forgo
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "B_CBRN_Man_Oversuit_01_Wdl_F";    // this declares which CfgVehicles entry has the responsible to show if you wear
            containerClass = "Supply30";
            mass = 45;
        };
    };
};   ```
#

This is good ?

unkempt sun
#

Hey so I've been trying to make a faction, and uniforms I'm using for them are from Military Gear Pack (the simpel edit) and it's been biting me in the ass.

https://steamcommunity.com/sharedfiles/filedetails/?id=2871002081&searchtext=simpel

  • The units are inheriting from a CSAT rifleman, which isn't really the issue, the issue is that when I place them down in the editor they show that they are wearing the csat uniform, but in the arsenal (both ace and BI) it says they aren't wearing anything

  • I'm not getting any errors, and when I check the arsenal it shows all the uniforms I'm trying to use -- so the mod is being loaded

class O_Soldier_F;
class CLASS(O_Rifleman_F): O_Soldier_F {
    dlc = QUOTE(prefix);
    scope = 2;
    curatorScope = 2;
    genericNames = "RussianMen";
    identityTypes[] = {"LanguageRUS_F","Head_Russian","Head_Euro","Head_Enoch","G_RUS_SF"};
    faction = QCLASS(B_KardishevFront);
    weapons[] = {"arifle_AKM_F", "Throw", "Put"};
    respawnWeapons[] = {"arifle_AKM_F", "Throw", "Put"};
    magazines[] = {R6("30Rnd_762x39_Mag_F"), R2("SmokeShell"), "MiniGrenade"};
    respawnMagazines[] = {R6("30Rnd_762x39_Mag_F"), R2("SmokeShell"), "MiniGrenade"};
    linkedItems[] = {"CUP_V_O_SLA_M23_1_OD", "CUP_G_RUS_Balaclava_Ratnik", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    respawnLinkedItems[] = {"CUP_V_O_SLA_M23_1_OD", "CUP_G_RUS_Balaclava_Ratnik", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    Items[] = {R4("ACE_elasticBandage"), R4("ACE_packingBandage"), R2("ACE_quikclot")};
    RespawnItems[] = {R4("ACE_elasticBandage"), R4("ACE_packingBandage"), R2("ACE_quikclot")};
    uniformClass = "milgp_u_g3_field_set_tropentarn_mcalpine";
};```

this is the basic config for the rifleman for the faction, everything is working just fine, except for the uniform. I'm not sure what could be goin on as I've made a bunch of other units with this config (not using MilGP) and it's worked just fine.
shy knot
# unkempt sun Hey so I've been trying to make a faction, and uniforms I'm using for them are f...

class OPTRE_Ins_DME_Contractor: OPTRE_Ins_DME_Soldier_Base
    {
        displayName = "Contractor";
        scope = 2;
        scopeCurator = 2;
        uniformClass = "U_C_HunterBody_grn";
        weapons[]=
        {
            "Throw",
            "Put",
            "OPTRE_M6C"
        };
        respawnWeapon[]=
        {
            "Throw",
            "Put", 
            "OPTRE_M6C"
        };
        Items[]={"OPTRE_Biofoam"};
        RespawnItems[]={"OPTRE_Biofoam"};
        magazines[]=
        {
            MACRO_MAG_x4(OPTRE_8Rnd_127x40_Mag)
        };
        respawnMagazines[]=
        {
            MACRO_MAG_x4(OPTRE_8Rnd_127x40_Mag)
        };
        linkedItems[]={"OPTRE_h_PatrolCap_Brown"};
        respawnLinkedItems[]={"OPTRE_h_PatrolCap_Brown"};
    };```
unkempt sun
#
uniformClass = "U_C_HunterBody_grn";```

I see you're using the same line as I am, but the issue comes with that the uniform won't actually show up on the person

```sqf
uniformClass = "milgp_u_g3_field_set_tropentarn_mcalpine";

^my line

shy knot
#

You’re overwriting the CSAT rifleman

#

There’s a chance it’s the class name

unkempt sun
#

yeah someone I knew gave me a new class name to inherit from, and it's worked perfectly

#

so problem solved

fading fog
#

Hey guys, I am currently working on a config to improve vehicles, like RHS Btr, Mi-8 etc configwise for my faction. Currently I am wondering if it is possible to add a Laserdesignator (and/or/ Camera in general) to an existing Air Vehicle in General (Mi-8 (noose mounted specifically needed)) via config. Thanks in advance !

shy knot
fleet adder
#

is it possible to have an animation/gesture played per shot or is that something that has to be handled using cba forcefully?

hearty sandal
fleet adder
hearty sandal
#

yeah I believe thats good place to work with it

undone patio
#

Hey, with CfgHQIdentities, I read that I can change the identity of an HQ by using the stringtable.xml. Does anyone know if that can work in a description.ext or does it have to be part of an addon

hearty sandal
#

where did you read that 😅

#

stringtable is used to create translations

#

as in a thing is named with a stringvariable that corresponds to stringtable and in the stringtable there are list of possible translations for that word or sentence

shy knot
undone patio
#

Right, I read on the forums that you can use a stringtable to re-translate the string that normally is, say, "Papa Bear", to be something else

hearty sandal
#

well you can also just change the line or add new ones

#

both likely need to be mods though

undone patio
#

alas

#

any tips on adding new HQ entities?

hearty sandal
#

copy paste one existing one, change what you need

gleaming sentinel
#

Hi, I'm trying to make a custom flag marker, but its squished when placed. For some reason cfgMarkers entries dont show up in the config viewer with dev tools, and im finding very little online examples. Any help would be appreciated!

gleaming sentinel
hearty sandal
#

they are square

gleaming sentinel
#

😭 I could have sworn I checked, ugh thankyou

hearty sandal
#

👍

drifting skiff
#

way to do a "model switch" with a config?
meaning have a railless model, and when you add a scope you get the one with the rail

hearty sandal
marble badger
drifting skiff
#

talking about 2 different p3d files now, not just a selection hiding

wintry tartan
#

No, that is not really possible without very scripted solution

#

And if there is a way, that means you still need to prepare two classes

drifting skiff
#

hmm, thats a shame but thanks

marble badger
#

Scripted solution would be adding an event handler that would fire on scope attach/detach then swap weapons and adding that to weapon init
Also afaik that adds the exploit of refilling the mag whenever you swap scopes as you can't spawn half filled mags in weapons
If its just the rail you're swapping selection is the way

hearty sandal
marble badger
#

you can save it, loading/setting it back is the issue I believe

wintry tartan
#

setUnitLoadout is one way to save someone I guess 🤔

marble badger
marble badger
wintry tartan
#

Well setOpticsMode is now a thing already

#

But anyways are very scripted and dumb solution

marble badger
#

fully agree, but doing dumb stuff just for the fun of it is a great way to learn stuff imho
would I have learned rust and JSON API if not for the shock collar mod? probably
but I learned it better and faster for it

wintry tartan
#

Be dumb is sometimes simply better than try to be smart 🤔

drifting skiff
#

nvm

warped perch
#

can animation sources be used to hide components of fire geometry?

coral knoll
#

It possible to remove a vehicle's editorCatagory? A vehicle im trying to inherit of off uses it and i wanna use the faction class instead

hearty sandal
coral knoll
#

So theres no way to replace it with a faction class instead?

hearty sandal
#

No don't think so. Where would it go in the editor list then

coral knoll
#

A faction from CfgFactionClasses?

hearty sandal
#

You have both

#

In blue for list you got multiple factions and inside the factions the categories

#

Etc

coral knoll
#

Just to make sure, we're both talking about editorCategory

hearty sandal
#

You have side, blufor, opfor etc
You have faction/editorCategory like Nato,csat,aaf

And sub categories like tank, man, planes

#

And as far as I know you need all of them for the list to work

coral knoll
#

Some units/vehicle dont have a editorCategory so it goes off the faction class, which works

#

if a class has both it goes off the editorCategory

#

again thats if the editorCategory doesnt exist

wheat sluice
# coral knoll Some units/vehicle dont have a editorCategory so it goes off the faction class, ...

I find that hard to believe because if you don't have a subcat defined it flat out won't appear at all.

Setting this for instance...

    class MBT_01_base_F: Tank_F
    {
        editorSubcategory = "";
    };

...makes all NATO tanks not be listed in Eden or Zeus. The engine will also correctly report an error about a non-existent classname from CfgEditorSubcategories.
https://i.imgur.com/UgMbwUF.png

The only classes that lack subcats are the superclasses that will never appear anyway (like All, LandVehicle, etc.) so it doesn't matter if they don't have the editorSubcategory token defined.

wintry tartan
#

Well Zeus assets detection is somewhat done in a strange way - the fact that somehow CfgPatches is required to have your asset there also suggests

coral knoll
#

Not a fucking SUB category

#

the actual category

#

The wiki refering to what im talking about

        // CATEGORY
        // Two ways how to set it exist. When both are present, editorCategory has priority.
        editorCategory = "MyCategory"; // Class from CfgEditorCategories. Usually used for props.
        faction = "MyCategory"; // Class from CfgFactionClasses. Usually used for characters and vehicles.
wheat sluice
#

Yeah, but you missed this part of the comment:

Usually used for props.

coral knoll
#

the issue is the vehicle im inheriting off of uses it, god knows why

#

And i cant get rid of it, setting it to an empty string just hides the vehicle

wheat sluice
#

Just override the value?

coral knoll
#

creating a value equal to the faction moves the faction and hides parts of it

wheat sluice
#

What's the mod that you're inheriting from?

coral knoll
#

Half Life 2: Echoes of the Resonance cascade

wheat sluice
#

Ok...whoever made this mod just decided to put the cart before the horse.

#

I see why you're having issues. For whatever reason, the author defined their faction in CfgEditorCategories instead of CfgFactionClasses.

#

The only workaround here is to redefine your own "faction" in CfgEditorCategories and then override the class' editorCategory token with your own.

wheat sluice
#

No wonder commenters on the mod page are reporting compatibility issues with RIS, ALiVE and all the others...all the modmakers needed to do was follow convention and use CfgFactionClasses...🤦‍♂️

coral knoll
#

Shame the mod makers refuse to update their mod even to fix stuff like this

novel lava
#

there's a reason why a lot of mod makers ask you to only report bugs when only using their mod - and its because there's an AWFUL lot of mods out there that are so broken that they break other mods by simply existing in your modline

#

especially older ones that havent been updated in a long time

coral knoll
#

Generally the mod is fine with standard mods, just stuff that relies on pulling cfgFactionClasses wont work because it doesnt exit

wheat sluice
novel lava
#

its usually a case of doesnt know any better, 'what works, works' etc

coral knoll
#

this is also the 2nd version of this mod. released in 2018

#

Sadly not knowing better is often the case in 90% of bad configging work

warped perch
#

enabling canHideGunner for turnin/turnout on my cargoturrets causes me to no longer be able to ads with my gunner. Any encounter this before?

narrow swallow
warped perch
#

Is there a way to make it so that when a player enters a cargoturret slot in a vehicle they are turned in?

opal crater
#

appId is baked into p3d and wrp`s for DLC stuff.

narrow swallow
#

Much appreciated.

narrow swallow
lament sluice
#

I can't really figure out vehicle inheritance for crew. What's the minimum amount of stuff I would have to put in just to replace a crewman?

lament sluice
#

I mean gunner, commander, and other misc positions. I'm trying to make a version of the m113 acav from sog for another faction that has a commander and 2 gunners

#

classname is like vn_b_armor_m113_acav_04 to be more specific

hearty sandal
#

Only then when you don't break the turret can you swap the gunnertype

#

I recall we have an example at sogpf discord for something like that

nimble sequoia
# lament sluice classname is like vn_b_armor_m113_acav_04 to be more specific
{
    scope = 2; 
    scopeCurator = 2;
    displayName = "your_APC";
    crew = "your_soldier";

    class Turrets: Turrets 
    {
        class commanderTurret: commanderTurret {};
        class mg1_turret: mg1_turret
        {
            gunnerType = "your_soldier";
        };
        class mg2_turret: mg2_turret 
        {
            gunnerType = "your_soldier";
        };
        class mg3_turret: mg3_turret 
        {
            gunnerType = "your_soldier";
        };
        class cargoTurret_12: cargoTurret_12 {};
        class cargoTurret_13: cargoTurret_13 {};
        class cargoTurret_14: cargoTurret_14 {};
        class cargoTurret_15: cargoTurret_15 {};
    };
};```
teal sluice
#

I wonder. The thermal configs for the Slammer UP. Are they bound to the model itself or is it configurable? I have a color blindness problem and the thermal hurts my eyes, sadly. So I want to create a new config with the other thermal variant.

nimble sequoia
# teal sluice I wonder. The thermal configs for the Slammer UP. Are they bound to the model it...

What do you mean by "thermal configs"?
The visual image of how the Slammer vehicle looks when viewed through a thermal viewer is controlled primarily by a thermal texture (baked in to the rvmat's in the model and not changeable), and some config entries

htMax = 180;      // Maximum half-cooling time (in seconds)
afMax = 100;      // Maximum temperature in case the model is alive (in celsius)
mfMax = 8;        // Maximum temperature when the model is moving (in celsius)
mFact = 1;        // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
tBody = 150;      // Metabolism temperature of the model (in celsius)
teal sluice
nimble sequoia
#

How are you seeing this thermal image?

teal sluice
nimble sequoia
#

Where are you when you see the thermal image? Are you outside the vehicle? Inside it? In which seat? In an optic view?

nimble sequoia
#

Ah I see, you're talking about thermals available when using the gunner's optics mode.

nimble sequoia
#

You need to write a config mod that changes
thermalMode[] = {2,3};
to
thermalMode[] = {0,1};
inside class Turrets { class MainTurret {class OpticsIn {class Medium/Narrow/Wide {} }}

teal sluice
#

Oke, found that config. Is there a way to inherit the OpticsIn? I tried to inherit CommanderOptics once but I struggled with the double Turrets config (Turrets - MainTurret - Turrets - CommanderOptics) on tanks.

nimble sequoia
teal sluice
#

Gonna try it. Thank you!

lament sluice
drifting skiff
#

is it possible to hide underbarrel/attachmentrails the same way you can hide optic rails?

hearty sandal
#

It's OK to have separate variant P3ds

drifting skiff
#

yeah ill do it that way then propably

delicate cypress
#

question for the helicopter magicians;

I'm running into an issue where a modded helicopter, when crewed by AI and given a movement waypoint, keeps perfectly horizontal. The issue with that is that the AI keeps giving it power so the helo keeps climbing and never climbs back down.

So, is there a config entry that defines how much tilt the AI use? It works fine when players are pilots but renders the helicopter useless with AI.

#

I'm talking about basic flight model

#

cyclicForwardForceCoef did not seem to make any difference

hearty sandal
#

Or is it something unconventional

delicate cypress
#

its a regular heli

hearty sandal
tight ginkgo
#

Hello. How can I replace the model of the vehicle after destruction?

hearty sandal
delicate cypress
tight ginkgo
#

class My_Test_Car_Unit
class My_Test_Car_Wreck

tight ginkgo
#
class My_Test_Car_Unit: Car_Base
{
  ...
  destrType = "My_Test_Car_Wreck"
  ...
};
hearty sandal
delicate cypress
tight ginkgo
tight ginkgo
nimble sequoia
# tight ginkgo How do I do this?

In config.cpp, in your vehicle config, set
destrType = "DestructWreck";
In your vehicle model .p3d, create a Wreck LOD and place a proxy triangle on the origin. The proxy should contain the path to your wreck model .p3d.

latent monolith
#

howdy people so im trying to get a simple facewear item in game and it was working fine yesterday but now when i pack it gives me this

#

ive checked for copied articles nothing to be found

#

and usually with this right the last few lines of code are what is wrong with the pbo

nimble sequoia
#

When binarise crashes it's usually a "bad" p3d. Something like degenerated faces in one of the LOD's.

lucid inlet
#

so, i want to create a replacement mod, that will replace the altis satmap layers with the ones inside those folders.
How can i make the config for this work? i tried looking into how some mods did it, but couldn't understand.

viscid cobalt
#

is there a way to make humming bird/littlebird be able to carry heavier cargo like those cargo crates

nimble sequoia
rocky nexus
#

Finished mymodel cfg a bit ago, now stuck on the config. what do I put for the class : none parts? Just the class I defined in the model.cfg and leave the none? (facewear config)

gleaming sentinel
#

if you arent inheriting from anything then you dont put anything

nimble sequoia
#

It would be an unusual class to not inherit though, so likely you should be

gleaming sentinel
#

Looking at the provided cfg though it does look like they use "none" as a defualt class, what an odd name for it

rocky nexus
gleaming sentinel
#

Its likely they need something specific from those other classes, you can just use none though

rocky nexus
#

and the class before the semicolon would be inherited from the model cfg still right?

nimble sequoia
#

Not from the model.cfg no

#

Configs are separate from the model.cfg, which only defines the skeleton bones, animations and sections (typically hidden or texture changing parts)

#

This is what the BI class None contains in CfgGlasses {}

{
    name = "None";
    model = "";
    identityTypes[] = {"G_RUS_SF", 50, "G_CIVIL_aidworker", 200, "G_CIVIL_man", 150, "G_CIVIL_paramedic", 520, "G_CIVIL_constructionworker", 220, "NoGlasses", 1000, "G_NATO_default", 300, "G_NATO_casual", 550, "G_NATO_pilot", 1000, "G_NATO_recon", 595, "G_NATO_SF", 300, "G_NATO_sniper", 1000, "G_NATO_diver", 0, "G_IRAN_default", 1000, "G_IRAN_diver", 0, "G_GUERIL_default", 595, "G_HAF_default", 595, "G_CIVIL_female", 655, "G_CIVIL_male", 670, "g_Rangemaster", 0, "G_IRAN_officer", 500};
    displayname = "None";
    picture = "\A3\Characters_F\data\ui\icon_g_aviators_CA.paa";
    mass = 1;
    scope = 2;
};
rocky nexus
rocky nexus
nimble sequoia
#

The classname in model.cfg must match the p3d name you are using for the model
The classname in config.cpp can be anything you like, except it's best practise to use a myTag_ prefix.
So if I was making a new tan balaclava based on the BI class None, I'd call it:
apo_balaclava_tan: None {}

rocky nexus
#

ah gotcha

#

thanks

hearty sandal
frosty inlet
#

where would i go to make a faction without orbat

#

anytime i try to use orbat to make a faction i can never make the units have a different look each time i spawn one and i was told that doing that in orbat isnt possible

#

if i worded that confusing then for example making a unit spawn with a helmet then spawning the same unit and having him spawn with a hat or a shemagh and such

wintry tartan
#

What do you mean by orbat here

frosty inlet
#

alive faction creator

wintry tartan
#

And what exactly is your goal? I'm not sure how ALiVE works but if you just want to make a "faction" that can be used in Eden, just do it in config

frosty inlet
#

well thats exactly what i want thank you

calm pilot
#

Hey guys, what’s the parameter that controls the smoke density in the cfg Cloudlets? And one last thing, what kind of color code i need to look at for reference when in need of changing the smoke color?

#

Nevermind found a bohemia wiki page on it

hearty sandal
lucid inlet
hearty sandal
#

might also need pboprefix stuff

#

but Im no expert in that, I dont really do replacement stuff

lucid inlet
#

it's like this currently

hearty sandal
#

I mean what you have inside the pbo

lucid inlet
#

only the surface files, since i just want to replace them currently

hearty sandal
#

ye I dont think thats how you should have it

#

you are just adding a bunch of files right now

glacial spear
#

i need help trying to figure out a way to connect a reflectors class to a hide animtion, somehow direct connection of proxy by connecting the lights to a selection in lod and hiding that
i know its doable as the h-60 mod does it

nimble sequoia
glacial spear
nimble sequoia
#

The problem is that a hide animation only moves the mem point or object vertices to [0,0]

hearty sandal
#

hiding in essence is scaling the mesh into 0 space at object origin.

nimble sequoia
#

so you'll get a nice glow coming from near the middle of your object

hearty sandal
#

the light might end up pointing up

glacial spear
#

ooh, i could transoform the mempoint for the relfector into [0,0,-99999999999]

#

so evan if the aircraft some how rotates to be above the terrain, its in fucking infinity, highly unlikely to ever be seen

#

that being said im messing around with a mod that is using a hide animation on a reflector and the light is nowwhere to be seen

nimble sequoia
#

or just switch it off using it's hitpoint

glacial spear
novel lava
#

although I havent tried it with reflectors I've done it with cabin lights

royal briar
#

Im using eliteness to check if my pbo has the nesessary .paa files but when I depo it there's only script files. still the game finds the .paa. maybe glitch in eliteness? that or I dont understand how addon builder works (NVM)

calm pilot
#

Any reason that explains why the fx effect and particles start to shows from the middle of the model? Almost like if the "source point" of the effect isn't configured. I couldn't find anything that tell me how to specified the position if not the "position" token, which is an array of numbers though, just 0,0,0.

#

Ofc i'm talking about Cfg cloudlets

hearty sandal
#

I'll have to check some references though when I remember

calm pilot
# hearty sandal I am fairly sure there is a memorypoint for them

Yeah i’m convinced of it too, unless it is something to put aside as a “gun particle effect” with the position and position dir memory points configured, i have no clue of how to achieve it. I may try this way, make it as a second effect aside the vanilla MRLS_Fired gun particle effect

hearty sandal
#

hmm well looks like our missiles dont have any more points for the effects at least

#

thers only rocket axis for making it spin

calm pilot
sullen fulcrum
#

Can someone please share a simple static model config

wintry tartan
#

Just look up ingame config

sullen fulcrum
#

None of the ones ive found work

wintry tartan
#

?

#

Define your goal and post your config then

sullen fulcrum
#

class CfgPatches
{
class CivilWar
{
units[] = {};
weapons[] = {};
requiredVersion[] = 0.1;
requiredAddons[] = {};
};
};

class CfgVehicles {
class Static;
class CivilWar : Static {
scopeCurator = 2
scope = 2;
model = "\Wall\Walls.p3d";
displayName = "Fort Wall";
faction = "Empty";
vehicleClass = "Small_items";

};
};

#

trying to make a staic wall prop

#

doesnt show up in zeus

chilly tulip
#

You missed a semicolon on scopeCurator.

wintry tartan
sullen fulcrum
chilly tulip
#

requiredVersion shouldn't have the array specifier

#

Not sure what else is required in CfgPatches.

wintry tartan
#

CfgPatches needs to have list of vehicles in order to have in Zeus

sullen fulcrum
#

thanks I'll try now

jolly igloo
#

Hey I'm having trouble getting a inherited gun with new attachments to work, config looks like this

class cfgWeapons {  
    class CUP_arifle_M4A3_black;
    class M4A1_SF: CUP_arifle_M4A3_black
    {
        class LinkedItems
        {
            class LinkedItemsOptic
            {
                item = "CUP_optic_ACOG_TA01B_Black";
                slot = "CowsSlot";
            };
            class LinkedItemsAcc
            {
                item = "CUP_acc_ANPEQ_2_Flashlight_Black_L"";
                slot = ";
            };
            class LinkedItemsUnder
                           {
                                  item = "";
                                  slot = "UnderBarrelSlot";
                            };
        };
    };
};```
chilly tulip
#

I don't understand what you expected that to do.

#

LinkedItemsAcc has nothing in item and an item in the slot var? LinkedItemsUnder has nothing in item.

#

Also class class at the top.

#

If you don't want anything in a slot then just don't define it. Because you're redefining LinkedItems the inheritance won't be a problem.

jolly igloo
#

Still not working for me 🤷‍♂️ ```
class cfgWeapons {

class CUP_arifle_M4A3_black;
class M4A1_SF: CUP_arifle_M4A3_black
{
    class LinkedItems
    {
        class LinkedItemsOptic
          {
            item = "CUP_optic_ACOG_TA01B_Black";
            slot = "CowsSlot";
          };
        class LinkedItemsAcc
          {
            item = "CUP_acc_ANPEQ_2_Flashlight_Black_L";
            slot = "PointerSlot";
          };
       };
};

};

chilly tulip
#

What's not working?

jolly igloo
#

it shows up like this

#

should look like this if the config above was working if I'm not mistaken

chilly tulip
#

How did you equip the unit with it?

jolly igloo
#

In the screenshot I used the editor

But the config entry in CfgVehicles look like this

    {
        author = "Blackburn";
        scope = 2;
        scopeCurator = 2;
        displayName = "Rifleman";
        side = 1;
        faction = "BB_US_2001";
        editorSubcategory = "BB_Men_SF";
        identityTypes[] = {"NoGlasses","Head_NATO","LanguageENG_F"};
        genericNames = "NATOMen";
        editorPreview = "";
        uniformClass = "CUP_U_B_BDUv2_gloves_DCU_US";
        linkedItems[] = {"CUP_V_B_RRV_Scout2","CUP_H_PASGTv2_NVG_DCU","ItemMap","ItemRadio","ItemCompass","ItemWatch","CUP_NVG_PVS14"};
        respawnlinkedItems[] = {"CUP_V_B_RRV_Scout2","CUP_H_PASGTv2_NVG_DCU","ItemMap","ItemRadio","ItemCompass","ItemWatch","CUP_NVG_PVS14"};
        weapons[] = {"M4A1_SF","Throw","Put"};
        respawnWeapons[] = {"M4A1_SF","Throw","Put"};
        magazines[] = {"CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_HandGrenade_M67","CUP_HandGrenade_M67","SmokeShell","SmokeShell","SmokeShellRed"};
        respawnMagazines[] = {"CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_HandGrenade_M67","CUP_HandGrenade_M67","SmokeShell","SmokeShell","SmokeShellRed"};
        backpack = "CUP_B_AlicePack_OD";
    };
#

copy paste format came out weird in the code box

chilly tulip
#

Seems plausible. You'd need someone who actually works with this stuff.

wheat sluice
#

Make sure you are referencing the right slot when you create weapon classes with pre-defined attachments.
Mods like CUP and RHS tend to use their own slots (as opposed to those used in vanilla like CowsSlot, PointerSlot, etc.).

In this case, CUP uses these slot names for the optics, side and underbarrel slots on their M4A3 (CUP_arifle_M4A3_black):

  • CUP_PicatinnyTopMountM4 <-- for optics
  • CUP_PicatinnySideMountM4 <-- for side rail attachments
  • CUP_PicatinnyUnderMountM16 <-- For underbarrel attachments
  • MuzzleSlot <-- For suppressors

So if you want to customise the side slot, it should look like this:

class LinkedItemsAcc
{
    item = "CUP_acc_ANPEQ_2_Flashlight_Black_L";
    slot = "CUP_PicatinnySideMountM4";
};
#

Your CfgVehicle's setup is fine, by the way. The only issue here is in CfgWeapons since your pre-defined attachments are referencing slots that aren't used in CUP_arifle_M4A3_black.

warped perch
#

Noticed that RHS CargoTurrets (specifically the stryker's) turn in/turn out is controlled by scripting. Does anyone know the reason for this?

neon bronze
#

Can I just make any .cpp config to modify CfgVehicles to modify a vehicle class

hearty sandal
neon bronze
#

Ok
So I created a config.cpp

that included #include "cfgHunterKiller.hpp

cfgHunterKiller.hpp says

class CfgVehicles 
{
    class MyTankB 
    {
        ace_hunterkiller[] = {{{0}, 1}, {{0,0}, 3}};
    };
};

that would work?

wheat sluice
#

So long as your header file is in the same directory as the config.cpp, then yes, it'll work. The engine will binarise your config at runtime when it's loading.

wheat sluice
# warped perch Noticed that RHS CargoTurrets (specifically the stryker's) turn in/turn out is c...

Not an RHS dev but from what I can see it's for a few things:

  • Play a custom turn in/out animation instead of the generic animation used by all vehicles
  • For crew positions on armed Strykers, the "turrets" are actually FFV seats that allow for swapping to the actual weapon turrets via scripting when turned out (like swapping between the LRAS3 sensor suite and M2 HMG "turrets" on the M1127 variant)
warped perch
nimble sequoia
steel moss
#

Does the eden attributes of object statements executes localy on every machine or only on server then should be sent to others? Like if i set there some variable : this setvariable ["var", var]; this command (defined in config) is executed on every player localy on mission start, or on server?

drifting skiff
#

if my guns bolt is not moving enough during reloading animations, do i need to change maxValue or something?

hearty sandal
#

I personally like to make the axis distance exactly how far I want a part to move

drifting skiff
#

hmm

#

ill try to work things out

#

(basically an AK bolt)

hearty sandal
#

the axis points being in the memory lod

#

maybe called something like bolt_axis

#

and in the model.cfg animation axis = "bolt_axis"

drifting skiff
#

yeah thats what im doing, wasnt moving (atleast in model viewer) enough, but ill see

hearty sandal
#

so if it does not move enough (and you use the axis points for direction and distance) you can just move the axis points to right length

drifting skiff
#

ah okay

#

point(s), so it should have 2?

hearty sandal
#

you can see examples of axis points in the sample weapons memory lod too

wintry tartan
#

Basically start pos and end pos, the order is important too

zinc oak
#

anywhere here familiar with making custom HUDs? I am trying to incorporate the Blackfish VTOL HUD icon that shows the state of the rotor blades (i.e. vertical, horizontal or in between) into a pre-existing custom HUD to assist Osprey pilots knowing the state of their rotors. Identifying the actual entry dealing with the small icon in the Blackfish config is proving tricky though.

wintry tartan
#

Just to make sure you meant HUD as in the green one, not the User Interface right?

drifting skiff
drifting skiff
#

how does a trigger_axis work? sample model doesnt, ave a trigger

wintry tartan
#

A particular axis that is named in a very particular name does not do anything special

drifting skiff
#

i am talking about a weapons trigger, how does its axis work cause the sample file doesnt have a trigger

wintry tartan
#

And well, the answer is still the same. Every axis does work in the same principle. Rotation animation does work using the pivot (axis) you define in memory LOD

zinc oak
#

@wintry tartan apologies, yes. I meant the green HUD on the pilot helmet display showing information about the aircraft.

wintry tartan
#

Just blame the one who started to call interface HUD whiskers

#

I guess try to use diag_mergeConfigFile over and over again to see which one represents that

hearty sandal
drifting skiff
#

aw, you are the best thanks
now just to fix stretched shadows meowsweats

hearty sandal
#

non closed mesh somewhere

#

shadowlod can be just simple like this even

drifting skiff
#

oh huh, ill just copy my geometry lod over pretty much

very exciting to be this close to the end, final hurdle is just aligning irons/eye pos

hearty sandal
#

just make sure the shadow mesh does not poke out of the visual mesh.

#

it can be a lot thinner in many parts

#

only the silhouette of it really matters

drifting skiff
hearty sandal
#

yes

#

all shapes can be heavily simplified

#

and small bits dont need to have shadow at all

drifting skiff
#

very cool thanks!

zinc oak
#

@wintry tartan @opal crater Thanks, I'll give that a try / do some reading. 🙂

drifting skiff
#

does arma 3 samples store sound configs for weapons somewhere?

just looking for reload and shooting sounds, the ones that akm and ak12 use but their own configs dont seem to have them

hearty sandal
#

I recommend getting "all in one" config file for easier tracking of classes and their inheritance connections

drifting skiff
#

ah, interesting, so its all about finding the base class?

hearty sandal
#

usually

teal sluice
#

I have the feeling that I'm doing somewthing wrong. I try to inheritate the base classes of the RHS M1A2 with use of the Hierarchy Viewer of Advanced Dev Console to make the thermal view white but every time I have the bug that the guns of Commander/Loader are "shooting". This is my code.

class Optics_Armored;
class Optics_Commander_01: Optics_Armored {
    class Wide;
    class Medium;
    class Narrow;
};
class CfgVehicles {
    class All {
        class Turrets;
    };
    class AllVehicles: All {
        class NewTurret {
            class Turrets;
        };
    };
    class Land: AllVehicles {};
    class LandVehicle: Land {
        class CommanderOptics: NewTurret {
            class ViewOptics;
        };
    };
    class Tank: LandVehicle {
        class Turrets {
            class MainTurret: NewTurret {
                class Turrets {
                    class CommanderOptics;
                };
            };
        };
    };
    class Tank_F: Tank {
        class ViewOptics;
    };
    class MBT_01_base_F: Tank_F {};
    class rhsusf_m1a1tank_base: MBT_01_base_F {};
    class rhsusf_m1a2tank_base: rhsusf_m1a1tank_base {};
    class rhsusf_m1a2sep1tuskid_usarmy: rhsusf_m1a2tank_base {};
    class rhsusf_m1a2sep1tuskiiwd_usarmy: rhsusf_m1a2sep1tuskid_usarmy {};
    class rhsusf_m1a2sep1tuskiid_usarmy: rhsusf_m1a2sep1tuskiiwd_usarmy {};
    class rhsusf_m1a2sep1tuskiiwd_usarmy_white_thermal_base: rhsusf_m1a2sep1tuskiiwd_usarmy {
        scope = 0;
        class Turrets: Turrets {
            class MainTurret: MainTurret {
                class Turrets: Turrets {
                    class CommanderOptics: CommanderOptics {
                        class OpticsIn: Optics_Commander_01 {
                            class Wide: Wide {
                                thermalMode[] = {0, 1};
                            };
                            class Medium: Medium {
                                thermalMode[] = {0, 1};
                            };
                            class Narrow: Narrow {
                                thermalMode[] = {0, 1};
                            };
                        };
                    };
                };
            };
        };
    };
    class rhsusf_m1a2sep1tuskiiwd_usarmy_white_thermal: rhsusf_m1a2sep1tuskiiwd_usarmy_white_thermal_base {
        scope = 2;
        displayName = "M1A2 Test";
    };
};

I tried to search here in Discord but I didn't found anything, sadly.

wintry tartan
#

What do you mean by "shooting"? The muzzle flash is there regardless you do or not?

teal sluice
#

I can enter the turrets, but they wont really work. So I assume the inheritance I did is broken. But I actually don't know how. I did it like this with Vanilla tanks and it works actually

wintry tartan
#

It probably because the config considers you're inheriting Tank's config, not the RHS one

teal sluice
#

I also tried to start the inheritance in MBT_01_base_F and rhsusf_m1a2tank_basebut with always the same result.

shy knot
#

You always start inheriting off the last class in your inheritance tree

teal sluice
#

I tried to inheriate on different positions to inheritate. rhsusf_m1a2sep1tuskiiwd_usarmy would be the last class I inheriate from, and even starting with that down the tree it didn't worked.

dusk wolf
#

So i want to change a picture in main menu just for funsies and this is the config i got so far:

class CfgPatches
{
    class MyAddon
    {
        name = "Main Menu Addon";
        author = "Legion";
        url = "http://xkcd.com";
        requiredVersion = 1.60;
        requiredAddons[] = { "A3_Data_F_Decade_Loadorder" };
        units[] = {};
        weapons[] = {};
        skipWhenMissingDependencies = 1;
    };
};

class RscPicture;
class RscTitles
{
    class RscDisplayMainMenuBackground
    {
        class controls
        {
            class Picture: RscPicture
            {
                 text = "MyAddon\thoob.paa";
            };
        };
    };
};

The picture and config.cpp are in the same mod folder. How would i refrence the picture so it loads in main menu currently this gives me picture not found error.

wintry tartan
#

That means your texture path is wrong

drifting skiff
#

EDIT: All fixed 🙂

dusk wolf
wintry tartan
#

If you don't have PBOPREFIX, it is "TestMod\thoob.paa" then

dusk wolf
hearty sandal
teal sluice
sullen fulcrum
#

Hey all. Got a little issue I can't wrap my head around. In my vehicle config I have the hiddenselections defined as they appear in the config viewer of the vanilla version. However the textures won't apply. (Paths are correct). This is the snippet. Anybody got an idea what makes them not apply?

    class NAF_Vector_NFPG: B_LSV_01_unarmed_F
    {
        author=NAF_Author;
        displayName="Vector";
        //editorPreview="\NAF_Vehicles\ui\NAF_Vector_NFPG.jpg";
        scope=2;
        scopeCurator=2;
        side=1;
        faction=NAF_Faction_10;
        crew=NAF_Crew_01;
        typicalCargo[]={};
        vehicleClass="";
        hiddenSelections[]=
        {
            "Camo_1",
            "Camo_2",
            "Camo_3",
            "Camo_4"
        };
        hiddenSelectionsTextures[]=
        {
            "\NAF_Vehicles\data\vector_g_1.paa",
            "\NAF_Vehicles\data\vector_g_2.paa",
            "\NAF_Vehicles\data\vector_g_3.paa",
            "\NAF_Vehicles\data\vector_g_adds.paa"
        };
    };
#

paste from the vanilla config viewer data: hiddenSelections[] = {"Camo_1","Camo_2","Camo_3","Camo_4","camo_launcher","camo_tube"};

wheat sluice
#

Check if your hiddenSelectionsTextures are being overriden by the vehicle's TextureSources.

Seeing as how you're inheriting from the vanilla Prowler, this is very likely the issue why your custom textures aren't appearing. If so, you'll need to add your own class to it (TextureSources) and make sure you override the textureList[] array.

sullen fulcrum
#

Ooooh. gotcha. That makes sense. Hindsight.. Thanks man! Appreciate it ♥

undone patio
#

I'm a little confused about inheritance.

#

So, the Kajman's base unit implements pilotCamera

#

This is inherited by the DynamicLoadout version.

#

How do I rig this inheritance correctly to have the required classes editable by my unit?

#
    class Heli_Attack_02_base_F;
    class Heli_Attack_02_dynamicLoadout_base_F : Heli_Attack_02_base_F {
        class Turrets : Turrets {
            class MainTurret;
        };
        class pilotCamera {
            class OpticsIn {
                class Wide;
                class Medium: Wide;
                class Narrow: Wide;
            };
        };
    };
#

(My unit extends the dynamic loadout version.)

#

I guess I don't understand how to properly inherit when it "skips" a unit

#

as the dynamicloadout version doesn't bother to redefine the pilotcamera

hearty sandal
undone patio
#

the pilotcamera, I think I got it

#

I just wasn't inheriting it correctly in my unit

#

I forgot to pilotcamera : pilotcamera

hearty sandal
#

everything you inherit you also have to define in the parent class

#

👍

undone patio
#

if I had a nickel for every time I went "this should be working, why isn't this working" and the answer was "you didn't actually type the simple thing you needed to set it off"

#

I would go buy a burger

hearty sandal
#

nom

shy knot
#

Speaking of burgers, I made 2 tonight for dinner 😋

undone patio
#

Okay, next thing. This missile sits too far forward on the pylon. Is there any way to offset it?

wintry tartan
#

It's a model thing

undone patio
#

mmk, will edit

ebon pivot
#

the contact scientist uniforms have the classnames the wrong way around for the formal/informal 2 uniforms

#

displeases me greatly

wintry wolf
#

Hi everyone. Anyone have ideas how to change language soldiers speak trough config?

hearty sandal
neon bronze
#

Hello! I am getting an error with my commander seat, I don't know which class the CommanderOptics are suppose to be and end up creating two turrets.

#

when I do Class CommanderOptics: CommanderOptics it yells at me to define it.

#

But Class CommanderOptics: NewTurret creates a double turret

#

How do I define CommanderOptics

hearty sandal
drifting skiff
#

this is just math; but is there some calculation that i can use to easily determine what is the correct firerate number?

#

cause i mean the reloadtime 0.001 whatever is not very specific

wheat sluice
wintry tartan
#

Alternatively, you can just put 60/800 and let the game calc

toxic solar
#

When pressing T to zero the merkavas main gun, what determines how long it takes to lay the zero? its like 1 second ish or so

drifting skiff
#

and didnt know the game can calc on its own huh

toxic solar
novel lava
#

yeah that's what does it

calm pilot
#

Hey peeps, i'm working on another aa missile and i was wondering how can i make its ammo a "proximity fuze" one. I've found that this line exists "proximityExplosionDistance", but couldn't find where it is supposed to be used, cfgAmmo perhaps? And is it all i need?

nimble sequoia
calm pilot
#

Hey peeps, any chance someone is able to spot the following problem? My aa system will lock the target on Radar but won't actually fire. I looked up at the Centurion aa system we got from Jets cdlc and builded this config

shy knot
calm pilot
shy knot
shy knot
calm pilot
shy knot
calm pilot
acoustic talon
#

I am trying to make an artillery piece more accurate because players complained about it.
For this I created the following config.cpp and tested it with diag_mergeConfigFile.

When running getNumber on the path to artilleryDispersion I can see that the value has changed.
But the game is somewhat broken afterwards:

  • does not display large bits of the Zeus asset tree
  • can not make the artillery piece editable for Zeus anymore
  • crash to desktop when opening the config viewer

Can someone tell what I am doing wrong?

calm pilot
acoustic talon
viscid cobalt
#

does anyone know what ill need to get started on editing a pre existing file (rhs specifically) to change a weapons range ie iglas, stingers, zu33?

chilly tulip
viscid cobalt
#

damn i thought it would just be a simple change of a line inside notepad+++ ;/

calm pilot
wintry tartan
#

What is pixel overlay

opal crater
#

It's part of model optics

wintry tartan
#

Technically overwrite the entire folder in some way is possible, but if you can in config that's the way you should to take

#

Can't recall which is the thing you mean and how it works right now though

opal crater
#

You can overwrite optics model

#

Via config

#

Idk how much of the UAV optics is drawn as UI and how much is in model as texture tho

#

And I'm assuming the LCD screen overlay is in the optics model

#

It could be in the optics resource/controls too. Idk can't open game rn

#

Doesn't matter

#

You need to make the game not use the overlay, not replace a file

#

You simply don't simply override a file

#

Modding doesn't work like this

wintry tartan
#

Depends on the thing you actually wanted to replace. I'm not sure as well because I'm not available to check which is the thing/config right now

#

Original config location doesn't matter

chilly tulip
#

Hmm. What happens if two PBOs have the same file at the same path? First one loaded or last?

#

I know Arma lets you do it because that's what happens when people load two different Antistasi mods :P

wintry tartan
chilly tulip
#

So you could override a file? Just put the dependency in CfgPatches and use the same prefix+path.

wintry tartan
#

Yes

#

Technically... nobody should do it unless you have a reason

#

My last post is not about how reasonable your reason is

novel lava
#

you could just try replacing the model optic with an empty.p3d

#

and you'll see how much of the drone UI is UI and how much of it is model optic

#

like

modelOptics = "\a3\weapons_f\Reticle\optics_empty.p3d";
#

or: Optics_Generic_empty_F

dusk wolf
#

Question does anybody know how i can change the Arma 3 Logo in Main menu ?

#

And how to find those values my self.

wintry tartan
#
class RscDisplayMain: RscStandardDisplay
{
    class controls
    {
        class Logo: RscActivePicture
        {
            text = "\a3\Ui_f\data\Logos\arma3_shadow_ca.paa";
        };
    };
};```
dusk wolf
wintry tartan
#

Just class RscStandardDisplay;?

dusk wolf
wintry tartan
dusk wolf
wintry tartan
#

What?

dusk wolf
#

Ok so i have another question. I am unsure how to fix this. So i have a custom logo in main menu background picture. That works fine. But when i enter in Eden editor and go back out to main menu. My background picture is now a camera in the world that i was last in eden. Is there a way for me to force it to be a picture and not the camera in world ?

wintry tartan
#

It is because your intro mission in the map is undefined

dusk wolf
wintry tartan
#

Not sure what you mean. If it is the world/island that you didn't make, it is not your concern/responsibility?

dusk wolf
wintry tartan
#

I guess you just want to make a fullscreen picture in RscDisplayMain?

dusk wolf
wintry tartan
#

I understand well. Is there a reason why you don't just make a fullscreen picture in the background?

opaque garden
#

wow that logo is something

dusk wolf
wintry tartan
#

Basically yes

dusk wolf
#

I currently have it like this:

#
//Change the background picture in the main menu.
//make sure parameters on launcher: showStaticMenuBackground is enabled.
class RscPicture;
class RscTitles
{
    class RscDisplayMainMenuBackground
    {
        class controls
        {
            class Picture: RscPicture
            {
                 text = "GIF_MAIN\GIF_Logo_512x512.paa";
            };
        };
    };
};

class RscStandardDisplay;
class RscActivePicture;
class RscDisplayMain: RscStandardDisplay
{
    class controls
    {
        class Logo: RscActivePicture
        {
            text = "GIF_MAIN\GIF_Logo_512x512.paa";
            tooltip = "GIF MAIN";
        };
    };
    
    class ControlsBackground
    {
        class Picture: RscPicture
        {
            text = "GIF_MAIN\GIF_Logo_512x512.paa";
        };
    };
};
``` And still the picture when you go in and out of eden editor it goes to camera instead of background picture.
coral knoll
#

There a way to delete parts of a vehicle config? not like give it an empty string or 0, Actually remove it

coral knoll
#

goat

#

thank you polpox

calm pilot
# calm pilot Hey peeps, any chance someone is able to spot the following problem? My aa syste...

So, regarding this, firing works only if player take control of it and the target is on camera, so i may have two culprits here: gunner view rotation (camera is still, not moving. But even with helicopters hovering in front of the camera view, ai uav crew won't fire) and maybe the fire modes (the only one available is the "LoalDistance") ? Adding a player fire mode will maybe fix the ai not firing? You guys are free to hand me some suggestions while i make further tests 👌🏻

hearty sandal
grand zinc
dusk wolf
calm pilot
#

irLock="true"; in the cfg ammo was somehow necessary, despite being radar guided

hearty sandal
#

hmm, is that same for vanilla missiles?

calm pilot
#

Not really. Had the same kind of issue with another aa missile before this

#

actually got to look up at one of the clv config and compare the values. Strangely enough i did not spot that in the vanilla centurion cfg i used

undone patio
#

I'm having fits with inheritance again

#

namely, how to override sub-classes again

drifting skiff
#

My UI pic for a weapon shows up in Arsenal, but not in player inventory?

undone patio
#

Importantly, this is patching an existing gun.

class MGunCore;
   class Mode_FullAuto;
   class M134_minigun: MGunCore {
       class LowROF: Mode_FullAuto;
   };
   class GUA23A: M134_minigun
   {
       displayName = "ARK-23/A Heavy Autocannon";
       reloadTime = 0.04999999;
       modes[] = {"LowROF"};
       class LowROF: Mode_FullAuto
       {
           reloadTime = 0.04999999;
       };
   };
};```

This generates the following errors:
- No entry <thisgun>/LowROF.textureType
- the gun stops being full auto and becomes click once to fire once
- it *doesn't use ammo*
#

So I've clearly misunderstood something about inheritance

undone patio
#

Figured it out. That last one should be LowROF: LowROF instead of Mode_FullAuto.

drifting skiff
nimble sequoia
undone patio
#

...... I see but I don't understand why

#

is it just because it's a property independent of weapons?

drifting skiff
#

i can have proxyselectios move as skeletonbones in model.cfg right?

novel lava
#

if you have them in a selection yeah

#

but not the selections inside the proxy

drifting skiff
#

what do you mean, inside

#

i have a rail on top of MG feedtray cover, and i ofc need the proxy sight to move with the opening of the cover as well

civic sierra
# undone patio is it just because it's a property independent of weapons?

I believe it's just as simple as where you have your class Mode_FullAuto, you've got it inside class MGunCore rather than having it as a base class meaning that when class LowROF tries to inherit from class Mode_FullAuto it doesn't 'see' it where it's expecting to see it. You'll want anything like modes or sensor templates on the same level as things like CfgPatches or CfgWeapons

novel lava
#

just assign the proxy to the same bone as the cover

drifting skiff
#

ah cool, thanks

undone patio
#

thank you

civic sierra
#

No worries ThumbsUp

nimble sequoia
# undone patio thank you

Not exactly. You had it inside CfgWeapons {} (not inside MGunCore), but if you check the in-game config viewer or an All-in-one config code dump, you'll find Mode_FullAuto is defined outside of CfgWeapons, so you need to reference in that way too.

undone patio
#

Yeah, you've both helped me solve a major issue in another config I couldn't figure out

fleet adder
#

when packing a mod, is there any file size limit for PBOs?
I had an issue yesterday in A.B. regarding packaging related to the hash not being obtainable.

Mikero's did pack but when launching the game the hash didn't match the expected value according to the game (xxxxx0 - xxxxx1 expected).

The issue was solved after removing a "duplicate" chunk of the mod that was not being called into config but was being packed.
I want to believe it was either size or folder name.

wintry tartan
#

2 gigabytes

fleet adder
#

I see, thats gonna be a problem. Thanks

ebon pivot
#

pack into multiple pbos, its pretty easy

hearty sandal
#

thats a hefty pbo blobcatsweats

#

make sure you are not accidentally packing any source files like tga/png into it

fleet adder
hearty sandal
#

section counts through the roof

fleet adder
#

you are not wrong, I tried to compress as much as possible thing that were not so often retextured anyway, but alas

ebon pivot
#

textures as seperate pbos is fine

#

just organise them properly

fleet adder
#

i might change format size for smaller components though, that should help quite a bit

fleet adder
# ebon pivot just organise them properly

this is easier said than done, at that point I might just separate the stuff by category instead, otherwise Im gonna spend like a month just changing paths in file xD

ebon pivot
#

ctrl+shift+h go brrr

fleet adder
#

i know, thats why I say it

atomic vale
#

What is the easiest way to create a custom Faction?

drifting skiff
#

from experience, just reverse engineer a mods faction file

hearty sandal
drifting skiff
#

that is true as well

#

i just like looking at some mods files because some people just have really neat tricks for stuff

hearty sandal
#

however looking for easy way in Arma modding is not going to go far 😅

#

Id suppose easy way would be setting up new loadouts in editor

#

maybe saving as compositions

#

anything config related gets complex enough that I would not put that into easy category

autumn crater
#

Anyone know if it's possible to have one gunner in a vehicle control 2 separate turrets?

I.E. if the gunner aims in one direction, two separate model selection on separate axis will turn.

I imagine the weapon could just be done as second weapon (switching with F).

shy knot
drifting skiff
#

im more interested in what kinda vehicle is that even? and would it need 2 seperate axis if it all turns at the same time?

shy knot
hearty sandal
#

fictional stuff often has such setups