#arma3_config

1 messages · Page 31 of 1

hard chasm
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and btw, have looked as best i can to 'discover' a cup_loader addon and can't find it at moment (if it exists)

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it's something totally needed if not.

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and everything is there now
am assuming you use workshop eg to load mods. It's an example of it getting it wrong. I always prefer 'old school' to load addons via the cmd line.

low pasture
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wait, i thought that this question was about the pinned discord comments. but on my server it is loading the addons via a batch file to start the server. i have one theory here... i noted that i am listing my addon after cup vechiles... but not after cup units (maybe that could be a thing)....

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dont know if that could lead to this kind of problem

hard chasm
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it may not be THE problem or any problem at all, but wrong all the same. Fix that bat file.

low pasture
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now the line looks like this:
start "Arma3" "arma3server_x64.exe" -bepath=BattlEye -mod=@ExileMod;@CBA_A3;@CUPTerrainsCore;@GreenSeaTerrain;@ChernarusRedux;@CUPVehicles;@CUPUnits;@CUPWeapons;@ExtendedSurvivalPack;@ZombiesandDemons;@SPCGExileCUPVehicleFixes;kart;heli;mark;expansion;jets;argo;orange;tacops;tank;aow -servermod=@ExileServer;@infiSTAR_Exile;@A3XAI;@Enigma;@AdvancedTowing; -config=@ExileServer\config.cfg -port=2302 -cfg=@ExileServer\basic.cfg -autoinit -enableHT -profiles=logs

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@SPCGExileCUPVehicleFixes is my addon

hard chasm
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put greensea AFTER cups

low pasture
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ok

hard chasm
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and chernarus looks risky too.

low pasture
# hard chasm put greensea AFTER cups

that did not break before btw, but seems reasonable to do it. my server is runnig with that same start line (only without my addon) with no problems

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but i will change it anyways... just in case

hard chasm
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it's called bullet proofing.

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most notable are when it loads fine until another addon enters the boxing ring. then it becomes good on wednesdays crashes sometimes on mondays (dependent on the pure randomness of what gets loaded first)

low pasture
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looks like it did not work LOL

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the message is different because i readded the pbos that i removed before

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but that addon exists

hard chasm
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well the question to askis where the hell is aw_159

low pasture
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any tips on what am i doing wrong?

hard chasm
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coz it aint in the addon list above and it appears it aint called by other cups

low pasture
hard chasm
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to keep it simple, just add it to your addon list above

low pasture
hard chasm
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in the bat file (sorry)

low pasture
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you mean, instead of loading cup vehicles in the -mod argument load each of its pbos?

hard chasm
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moment while i check....

low pasture
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ok

hard chasm
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start "Arma3" "arma3server_x64.exe" -bepath=BattlEye -mod=@ExileMod;@CBA_A3;@CUPTerrainsCore;@GreenSeaTerrain;@ChernarusRedux;@CUPVehicl
in here

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the truth of it is that list can be random eg any order you like because the indivual mods in there will wait till needed ones load.

low pasture
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it is like this atm:
-mod=@ExileMod;@CBA_A3;@CUPTerrainsCore;@CUPVehicles;@CUPUnits;@CUPWeapons;@GreenSeaTerrain;@ChernarusRedux;@ExtendedSurvivalPack;@ZombiesandDemons;@SPCGExileCUPVehicleFixes;

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my addon is the last one to load

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but the problem persists

hard chasm
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put the aw in that list

low pasture
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it must be something i done wrong in my addon

hard chasm
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put the aw159 in that list

low pasture
hard chasm
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grrrr.......

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i don't think it's you at all unless the addon >NAME< is not called that.

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the nameOF a pbo is not used anywhere.

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check with eliteness (eg) what the addon NAME is called

low pasture
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i dont know if this is what you are asking but....

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lol

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are you from CUP team?

hard chasm
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{
    class CUP_AirVehciles_AW159
    {```
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ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

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Vehc not Vehic!!!!!!

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there's the issue. change yours to above

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problem solved

low pasture
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are there typos inside CUP? LOL is that it?

hard chasm
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yes

low pasture
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instead of vehicles its vehcicles

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oh god!

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lol

hard chasm
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yes

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<just throw munni>

low pasture
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LOL

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thats really funny, but also a pain in the ass, is there a way for me to see those names here?

hard chasm
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wdym?

low pasture
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i imagine that is inside the addon config, but the one i got is binarized

hard chasm
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pbo NAMES are utterly useless they are NOT the name of the addon

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use eliteness or extractpbo

low pasture
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i do have the pbo extracted with pbo manager but config is binarized

hard chasm
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nothing illegal in you looking inside. mostly for this reason.

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pboMangler is a toy. use a tool

low pasture
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lol

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ok

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i will search for eliteness

hard chasm
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even bis thing if you must, but caveat emptor if you do

low pasture
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if you have a link, i would appreciate

hard chasm
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it's free

low pasture
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@hard chasm how do i use this?

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🤔

hard chasm
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dlbl ckick the pbo of interest

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it aint tuff

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first a scan (if u want) then an extract

low pasture
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it is giving me that "Error" in the right side window

hard chasm
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checikng your free version works. it should.

low pasture
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when i click the pbo a cmd window flashes on the screen, but nothing seem to happen.

hard chasm
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ahhhh ok mea culpa. you need to install ALL the lego blocks. Use the aio installer.

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a promise here that you won't leave home without these tools. 🥸

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bytex do a great job promoting/maintaining these tools but don't make it easy/obvious for 1st time users.

low pasture
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NOW WE ARE MOVING!

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hehehe

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it worked

hard chasm
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yay!

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navigate to the folder it made (next to the pbo) and click on config.cpp

low pasture
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looks like i will spend the rest of the night unpacking stuff to make sure i am using the right names in my addon

hard chasm
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it becomes part of your workflow and becomes painless

low pasture
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btw, you did not answer, are you from CUP team or the %MIKERO% file is just a coincidence?

hard chasm
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it is unusual i was part of cwr1,2,3 which merged with cup and left only due to heavy commitments. I have nothing but praise for cup devs

low pasture
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oh, ok! hehehe, do you happen to know how can i disable the "treat yourself" action on ambulances from cup? or disable it from all instances of my server? at this moment i am not changing anything else then the cargo capacity from CUP but i plan to do more

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basically this is what i am doing for each vehicle that i am using

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but i was not able to find the attribute that enables units for healing them selves

hard chasm
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it is always a bad idea (tm) to alter things directly. Use a copy of as in:

class my_thing; thingy
{
   do whatever you want;
};```
low pasture
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i was doing a copy of it first, but that creates a new problem in my case, because my server also uses other mods that are compatible with CUP, such as igiLoad

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if i create new classes, i would need to rework all of them to fit my classes

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i was doing this first:

    class SPCG_CUP_B_MTVR_Repair_USMC: CUP_B_MTVR_Repair_USMC
    {
        maximumLoad = 3000;
    };```
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but i noted the problem with igiload

hard chasm
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if you publish your mod for others it will be thrown in the trash bin and your reputation will suffer.

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no one, not anyone, expects the core files to be altered.

low pasture
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i understand that. but i am not altering core files from cup, i created a addon that is dependent on CUP, that should be loaded after CUP to change some of its attributes. can you elaborate more on why that could be a problem?

hard chasm
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CUP_B_MTVR_Repair_USMC is not yours to alter.

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it's not illegal to do so. the repercussions pay for it instead.
it's a basic noob lesson 101 mistake.

low pasture
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yeap, but even if i do a addon with a dependency on cup to keep compatibility with other addons? i am not like, publishing cup again with changes. i am publishing my own addon, that you would need to load after the original CUP that changes some of its configs.

igiload uses CUP classes to load VIV and boxes to vehicles

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i REALLY dont want to do that with my new classes 😦

hard chasm
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i have no idea what an igload is.

low pasture
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too much unecessary work

hard chasm
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wbere is it un-necessary? mistake 102.

low pasture
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as you can see, it is compatible with cup, it makes it possible to load, lets say, a quad bike on top of CUPs Ural

hard chasm
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fine and good. why are you altering another persons config >directly<?

low pasture
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if i create new classes, i would need to rework all of that. what i am changing is just to make cup vehicles more unique and immersive for persistent missions like EXILE.

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i am kinda adding to it, as i see

hard chasm
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i've said all i need to say.

chilly tulip
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We change base classes when they're clearly busted, like all the stuff with bogus baseWeapon values.

low pasture
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i would totally agree that would be bad to release a addon that i stole from cup as if i did it. but i am not, i am changing stuff to make it more imersive. just htat

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🤔

hard chasm
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you will discover others won;t agree with you and in some cases, prevent the use of your mod on theit servers. If you don't follow why, find out.

low pasture
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i am really confused, even if i create a addon dependent on the original its not good?

hard chasm
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i never said that.

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you are reading what you want to, not what's needed.

low pasture
hard chasm
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'nuff said. Why should i care?

low pasture
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i mean, i really dont want to break any community rules or look bad in any way, far from myself to look like i am stilling cup stuff, but from my point i am just adding to cup and creating configs to fit a survival environment better

hard chasm
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you are not creating configs, you are altering them.

low pasture
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yes]

hard chasm
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if it's all too hard, then do what you want..

low pasture
hard chasm
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they can and should be able to leave your addon in the stable without actually using it while they play another mission.

low pasture
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but anyways... how i would be able to disable the "treat yourself" option?

low pasture
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that really can be a problem

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that i did not think about

hard chasm
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not for others. yours gets trashed. forever.

low pasture
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that last point of yours makes sense

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i will do it with the SPCG classes instead of altering cup.

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that is a valid point, but i also think that if you join a server with a addon that it does not use, you will be kicked, i think

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or not?

hard chasm
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do you have a url handy for cup? want to rause a ticket with them.

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(not at all sure about server behaviour)

hard chasm
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where on internet can i get to cup forums eg

low pasture
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nope, i dont have anything to that. i tought "treat yourself" option was on the vehicle itself or somewhere in my mission. because i noted that other places uses this option, like A3 medical tents or First AID item

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at this very moment, the only problem that i have is with cups ambulances, that i was hoping to be able to change via config, but i have not found the attribute to that

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so, it might be somewhere else

hard chasm
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what attribute= is it?

low pasture
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that is what i want to know. when you get close to, lets say, land rover ambulance, you are injured and the context menu brings "treat yourself" option so you can heal at the vehicle. i want to disable that.

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but i was not able to find what enables that

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atleast in config viewer

hard chasm
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wingrep is your very best friend. it will rapidly search thru any files and find "treat yourself"

low pasture
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was hoping that some one already did it some where LOL

nimble sequoia
lethal shuttle
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how do I stop a gunners head from moving when the turret is moving?

lethal shuttle
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thanks

robust cape
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Do you have an update on this?

hearty sandal
toxic solar
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I just realized this isnt on the wiki 😦
well atleast from wat I can see

novel lava
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a lot of stuff isnt

hard chasm
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don't blame bis for that. the biki is almost exlusively written by us. if it aint there, you have yourselves to blame. Ten minutes effort by anyone isn't a lot to ask.

chilly tulip
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wait, editing is unlocked these days?

ebon pivot
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no

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lou would have a stroke

hard chasm
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editing is unlocked these days?
contact dwarden. I wasn't aware editing is now restricted.

wild arch
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I'm getting an error the outfit is a show twice in the aresenal and I don't know what's wrong.

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many people say i did it config twice but i don't know i do it twice

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{
    class I_G_Soldier_base_F;

    class TKE_Rogue_Uniform_base: I_G_Soldier_base_F
    {
        faceType = "Man_A3";
        side = 2;
        vehicleClass = "Men";
        role = "Rifleman";
        scope = 0;
        class Wounds
        {
            tex[] = {};
            mat[] = {};
        };
        model = "\TKE_Kuiper_Engagements\TKE_Rogue_Uniform\TKE_Rogue_Uniform.p3d";
        modelSides[] = {1, 2, 3}; 
        nakedUniform = "U_BasicBody";
        uniformClass = ""; 
        camouflage = 1.4;
        facewear = "";
        allowedfacewear[] = {""};
        allowedHeadgear[] = {""};
        allowedHeadgearB[] = {""};
        headgearList[] = {""};
        hiddenSelections[] = {"camo", "camo1"};
    };

    class TKE_Rogue_UniformNC_base: I_G_Soldier_base_F
    {
        faceType = "Man_A3";
        side = 2;
        vehicleClass = "Men";
        role = "Rifleman";
        scope = 0;
        class Wounds
        {
            tex[] = {};
            mat[] = {};
        };
        model = "\TKE_Kuiper_Engagements\TKE_Rogue_Uniform\TKE_Rogue_UniformNC.p3d";
        modelSides[] = {1, 3};
        nakedUniform = "U_BasicBody";
        uniformClass = "";
        camouflage = 1.4;
        facewear = "";
        allowedfacewear[] = {""};
        allowedHeadgear[] = {""};
        allowedHeadgearB[] = {""};
        headgearList[] = {""};
        hiddenSelections[] = {"camo", "camo1"};
    };

    class ECU_Uniform_B_Basic: TKE_Rogue_Uniform_base
    {
        scope = 2;
        picture = "\TKE_Eusan_uniform\Addons\data\UI\ECU_Logo_ca.paa";
        linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
        hiddenSelectionsTextures[] = {
            "TKE_Eusan_uniform\Addons\data\ECU_Basicdown.paa",
            "TKE_Eusan_uniform\Addons\data\ECU_Basicup.paa"
        };
        displayName = "Eusan Combat Uniform [Basic]";
        uniformClass = "ECU_Uniform_B_Basic";
    };
#

may be this part cause problem?

hearty sandal
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your base classes migth be shown there too yeah

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make them scope1

wild arch
wild arch
hearty sandal
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adding scope = 1; to base classes should not do anything like that

wild arch
# hearty sandal adding scope = 1; to base classes should not do anything like that

Maybe I retextured it wrong the first time?

    class ECU_Uniform_B_Basic: TKE_Rogue_Uniform_base
    {
        scope = 2;
        picture = "\TKE_Eusan_uniform\Addons\data\UI\ECU_Logo_ca.paa";
        linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
        hiddenSelections[] = {"camo","camo1"};
        hiddenSelectionsTextures[] = {
            "TKE_Eusan_uniform\Addons\data\ECU_Basicdown.paa",
            "TKE_Eusan_uniform\Addons\data\ECU_Basicup.paa"
        };
        displayName = "Eusan Combat Uniform [Basic]";
        uniformClass = "ECU_Uniform_B_Basic";
    };

    class ECU_Uniform_B_Black: TKE_Rogue_Uniform_base
    {
        scope = 2;
        picture = "\TKE_Eusan_uniform\Addons\data\UI\ECU_Logo_ca.paa";
        linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
        hiddenSelections[] = {"camo","camo1"};
        hiddenSelectionsTextures[] = {
            "TKE_Eusan_uniform\Addons\data\ECU_Blackdown.paa",
            "TKE_Eusan_uniform\Addons\data\ECU_Blackup.paa"
        };
        displayName = "Eusan Combat Uniform [Black]";
        uniformClass = "ECU_Uniform_B_Black";
    };```
#

i did like this in cfgvehcles

#
    class ECU_Uniform_B_Basic: TKE_Rogue_Uniform_U_OP
    {
        scope = 2;
        displayName = "Eusan Combat Uniform [Basic]";
        picture = "\TKE_Eusan_uniform\Addons\data\UI\ECU_Logo_ca.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier";
        hiddenSelections[] = {"camo","camo1"};
        hiddenSelectionsTextures[] = {
            "TKE_Eusan_uniform\Addons\data\ECU_Basicdown.paa",
            "TKE_Eusan_uniform\Addons\data\ECU_Basicup.paa"
        };
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "ECU_Uniform_B_Basic";
            containerClass = "Supply90";
            mass = 80;
        };
    };

    class ECU_Uniform_B_Black: TKE_Rogue_Uniform_U_OP
    {
        scope = 2;
        displayName = "Eusan Combat Uniform [Black]";
        picture = "\TKE_Eusan_uniform\Addons\data\UI\ECU_Logo_ca.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier";
        hiddenSelections[] = {"camo","camo1"};
        hiddenSelectionsTextures[] = {
            "TKE_Eusan_uniform\Addons\data\ECU_Blackdown.paa",
            "TKE_Eusan_uniform\Addons\data\ECU_Blackup.paa"
        };
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "ECU_Uniform_B_Black";
            containerClass = "Supply90";
            mass = 80;
        };
    };
``` did this in cfgweapon
hearty sandal
#

you also need the uniform/character in the cfgVehicles

wild arch
hearty sandal
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there is character encoding guide page in the wiki

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and the sample character config in arma 3 samples

sweet marlin
#

Hello guys , I am making a kamikaze UGV and I got a little trouble , I attached some rockets for attack and some SatchelCharge_Fs for decorate the UGV but when I spawn the UGV in Eden editor and move it , I found I couldn't move along with those objects I have attached on the UGV (I will show some pictures), How do I fix it?

A part from the config.cpp here:

class Eventhandlers {
            class S37_UGV {
                init = "[_this # 0] call S37_UGV_fnc_initUGV;";
            }
        }

I call the function by Eventhandlers.

And here is the part of the function initUGV.sqf:

{if (_forEachIndex<8) then{
_obj = createSimpleObject ["SatchelCharge_F", [0,0,0]];
}
else {_obj = createSimpleObject ["Box_NATO_AmmoOrd_F", [0,0,0]];};
_obj attachTo [_BBtester, _x ];
_obj enableSimulation false;
} forEach _smobjPos;

_smobjPos is a list of coordinate relative position of the UGV.

Sorry if I post in the wrong channel , I post here because I think it can be fixed from config file.

hearty sandal
sweet marlin
hearty sandal
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why not post the actual link

hearty sandal
bitter yarrow
hearty sandal
#

👍

sweet marlin
bright leaf
#

How would i go about making a new "tab" in the properties windows in the editor of a specific vehicles? I'm making textures for a plane. There are several paintjobs and i want some paintjobs to also have unit variants without cluttering the units tab so i was thinking of having a new tab for each paintjob where you can select the different unit

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i would i go about doing that?

hearty sandal
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thats what it is there for

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and if you have too many variants

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dont make so many 😅

bright leaf
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I'm just trying to get fewer units in the editor

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4 planes with 4 squadrons each will get some unecessary clutter. Its not a huge priority but i wanted to try and have some options available

hearty sandal
#

you could set up the variation camos through the virtual carage

#

no need to go do extra menus

bright leaf
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I tried messing with those some time ago, didn't end too well xD. I might have a go at that again

gilded jungle
#

hey rumor has it you can custom class configs and just throw it in the mission folder? Is that true?

wintry tartan
#

I don't know what rumor it is but no

gilded jungle
#

chat gpt thinks so.

wintry tartan
#

Don't bring ChatGPT then

gilded jungle
#

lol

#

ty

hearty sandal
novel lava
#

the algorithm that makes up stuff made up something

copper hazel
#

Does someone know what is needed for my factions to show up in zeus ?

molten musk
#

scopeCurator

copper hazel
#

it does have scope curator 2

wintry tartan
#

CfgPatches too

copper hazel
#

it does, do every item(Weapon,Vehicle,Vest) need the scopeCurator=2 ?

molten musk
#

You should share your cfgPatches, some part that you want to be shown curator.
Without content it's hard to say where your issue is.

copper hazel
#

class CfgPatches
{
class GW_Faction_RU_Airborne
{
author="SturmFall7";
requiredaddons[]=
{
"gw_airborne_uniforms",
"gw_airborne_backpacks",
"gw_airborne_headgear",
"gw_airborne_vests",
"GW_Weapons_Core",
"A3_Weapons_F",
"A3_Characters_F",
"gw_heads_ru_airborne",
"gw_w_akilo74_Tactical",
"GW_Ultranationalist_Head_and_Facewear",
"gw_umpapa",
"gw_rpdelta",
"gw_svdelta",
"GW_US_Shadow_Coy_Headgear"
};
requiredversion=1;
units[]=
{
"GW_Airborne_Assault_A1_AK47",
"GW_Airborne_Assault_A2_AK47",
"GW_Airborne_Assault_B1_AK47",
"GW_Airborne_Assault_B2_AK47",
"GW_Airborne_Assault_C1_AK47",
"GW_Airborne_Assault_C2_AK47",
"GW_Airborne_Assault_D1_AK47",
"GW_Airborne_Assault_D2_AK47",
"GW_RU_Airborne_Sniper",
"GW_RU_Airborne_MG_A1_RPD",
"GW_RU_Airborne_MG_A2_RPD"

    };
    weapons[]={};
    magazines[]={};
};

};

#

i have scopeCurator=2 in CfgFactionClasses

lean bloom
#

Is there a config entry that controls whether scope textures in a 2D P3D degenerate on lower graphics settings or not?

Seems like certain scopes´ mildots decrease in quality on lower graphics settings, but others´ do not 🤔

hearty sandal
#

but texture resolution may play a part in it

lean bloom
#

fair, I will take a look

drifting skiff
copper hazel
molten musk
copper hazel
#

the thing is they do show up but only if im part of that side

#

if im player for the rangers, the ranger faction show up, if im player of the airborne forces, the airborne forces show up

hearty sandal
#

could be something how your Zeus is set up then

#

or some other mod doing stuff for Zeus

copper hazel
#

yeah im an idiot, im not very familiar with zeus but my game master module was set to only official stuff, i think it always worked

molten musk
marble badger
#

trying to change the explosion sound of a grenade I'm working on
I'm inheriting from cfgAmmo > Grenadehand
Changed the soundHit and multiSoundHit values but no dice
am I missing something or are the sound changes done in a different config?

opal crater
marble badger
# molten musk Could you share you config?
class Nug_Grenade_Impact : GrenadeHand {
        model = "\nug_grenade\nug_grenade_Impact.p3d";
        hit = 8;
        indirectHit = 8;
        indirectHitRange = 6;
        dangerRadiusHit = -1;
        suppressionRadiusHit = -1;
        typicalspeed = 22;
        cost = 1;
        simulation = "shotGrenade";
        explosive = 1;
        explosionType = "explosive";
        deflecting = 30;
        explosionTime = -1;
        timeToLive = 30;
        fuseDistance = 0;
        soundHit[] = {"",0,1};
        whistleDist = 0;
        weaponType = "Default";
        caliber = 1;
        soundHit1[] = {"\nug_grenade\data\impact.wss",2,1,2400};
        soundHit2[] = {"\nug_grenade\data\impact.wss",2,1,2400};
        soundHit3[] = {"\nug_grenade\data\impact.wss",2,1,2400};
        soundHit4[] = {"\nug_grenade\data\impact.wss",2,1,2400};
        multiSoundHit[] = {"soundHit1",0.25,"soundHit2",0.25,"soundHit3",0.25,"soundHit4",0.25};
    };```
wheat sluice
#

You'll need to define the soundsets:
SoundSetExplosion[] = {"GrenadeHe_Exp_SoundSet","GrenadeHe_Tail_SoundSet","Explosion_Debris_SoundSet"};
^ the grenade explosion sound sets take precedence if they're defined. Since GrenadeHand has them defined, your custom ammo class inherits the sound sets as well.

inland coral
#

Hello! How does one attach an enemy AI to a trigger, so when someone enters an area, the AI spawns?

sweet marlin
#

Helloo! Does anyone know how to disable the red triangle without changing the difficulties setting?

wintry tartan
#

You want to make a Mod?

sweet marlin
# wintry tartan You want to make a Mod?

Yes , I have tried something like this but it seems doesn't work

class cfgVehicles {
class SatchelCharge_F;
    class B_SatchelCharge_F:SatchelCharge_F {
        accuracy = 9999999;
        camouflage = 0;
        vehicleClass = "";
        mineAlertIconRange = 0;}
}```
wintry tartan
#

CfgVehicles or CfgAmmo is not related with it IIRC. It maybe is defined somewhere like... CfgCoreData?

minor oriole
#

I’m not sure if this is the right spot but I’m looking for some help with my overall mod structure for my building mods. I’ve got my data folder and buildings packed into their own individual pbos each with their own config and cfgPatches. When I’m game edCat is there and even my buildings names and bounding boxes are present but the physical buildings don’t appear. If I pack the buildings individually they appear in game but not when placed into the same mod folder. Is there some multiple PBO magic I’m missing?

hard chasm
#

EVERY p3d (building) needs to know where it's data (textures and materials) are. That location changes the moment you move that data some\where else. consequently 'some\where\else' has to change IN the p3d itself.

#

it's an insane situation that bis have never tried to fix by using relative addressing but you're stuck with the the insanity of a p3d needing to know which pbo it's placed in.

#

MoveObject from my toolset can fix this automatically for you.

languid aurora
#

Anyone have any idea what i can do for this?

crimson inlet
#

Understanding Arma 3 reoil configs?

spare plank
#

Anyone know anything about the arma 3 flag? Like the general config on how to get it in game?>

nimble sequoia
spare plank
nimble sequoia
spare plank
glacial spear
#

im trying to do stuff with audio, but hit a snag, is there a way to define a passenger seat as external

brave crag
#

I'm having trouble finding documentation on artillery configs, and how to adjust ranges etc. Does anybody have any references they could share please

chilly tulip
#

@brave crag In the weapon config, each artillery mode has an artilleryCharge value which directly multiplies the initSpeed for the magazine.

strange egret
#

i use nothing else then dev branch ;)

lean bloom
#

Is there a "sensible" limit to submunition count that should not be passed so as not to create server issues, especially in MP?
I am making a flechette artillery shell, and am reconsidering if this is actually a good idea or not

novel lava
#

if you start going over 50 you'll introduce lag

lean bloom
#

Fair, so it probably is a bad idea

novel lava
#

or microstutters - need to be careful with impact effects too

#

for something like that i'd go with directional explosives or similar

#

to 'emulate' the projectiles

lean bloom
#

makes sense

novel lava
#

I think RHS has shells with a lot more submunitions but id be very careful

lean bloom
#

I am not taking chances on 180 player servers harold

opal crater
#

if you'll add way too much (I think around 150+) BE will kick you when it will explode and you're the owner.

strange egret
#

the change was introduced 18.Nov apparently

toxic solar
hard chasm
#

normally means default

toxic solar
nimble sequoia
# toxic solar is there a key for wat the other values might be?

Potentially an old obsolete method from OFP for changing the damaged texture effect - would be matched to the "user" value in Object Builders face properties (which now must be set to 0).
BI code uses predominantly material = -1;, although there are some occurrences of numbers between 50 and 60, but one assumes they have no effect and are legacy throwbacks.

toxic solar
primal horizon
#

it was in the patch notes for 1.54 and i tested it earlier today. works fine

clear venture
#

Any idea if it supports description.ext changes like XEH ?

#

or is it limited to addons

primal horizon
#

to that i can't speak

spiral monolith
#

if this is the wrong place you can delete it and point me in the right direction. For faction making does it have to be in original config file or can it be divided into different config files

wintry tartan
#

What does it mean "original config file"

spiral monolith
#

like for example i have one config for army and second config file for a police force

wintry tartan
#

You can separate config file as many as you want

spiral monolith
#

ok

#

thank you

hard chasm
#

load wise and game procressing time, there is little to no difference between one and 1 thousand splits into separate configs. The 'name of the game' here is to be able to maintain your creations, instead of fearing a rat's nest.

lean bloom
#

Is it considered inadequate to use the same firing sound effect across two different howitzers? I have trawled pretty much all of youtube regarding this topic, and only found one sound effect in good enough quality sadcat

lean bloom
#

Good to know I won´t be judged prayge

spark merlin
#

does anyone know how to decrease tank acceleration? like my tank went too fast from 0 to 30km/h but after that it stabilize

ebon pivot
#

is there any way to alter exposure in 3d scopes? currently have the problem of everything becoming pretty exposed when aiming down the optic

nimble sequoia
hard chasm
formal walrus
#

anyone know how to keep a custom submunitionconetype from deviating from its origin

#

no matter what combination of angles ive tried it wont do it

#

it either just spins around the origin as the arrays, or makes the arrays even tighter and does the same thing

true fossil
#

I am configuring an MFD reticle through class MFD using a bone based on the impactpoint source. When shooting bullets/cannon rounds, the actual impact point and the reticle seem to have an offset that's a function of vehicle velocity. For example, with the reticle at a target closing at a velocity of about 500 kph, the rounds will go high and hit ~10 meters behind the target, while at low speeds (~100 kph) the rounds seem to hit closer, if not on target with the reticle. Does anyone have a suggestion on where to look for either my mistake, or some modification I'm missing to correct for this?

#

It may be a function of Angle of Attack, but I'm not sure on that either

gleaming sentinel
#

Are animations and model files not able to be filepatched into arma? I cant seem to get them to work despite all the scripts and textures working

wintry tartan
#

It can

gleaming sentinel
#

Is there something I have to change to make it work? I tried using a hard coded path to the model as well and it didnt work

wintry tartan
gleaming sentinel
#

That worked for the animation, but not for the cfgVehicle defition.... hmm

#

I followed the restetShapes instructions

#

ah nevermind, there was a mistake

hearty sandal
gleaming sentinel
frail grotto
#

MY FELLOW NERDS

#

i set up pip

#

it works

#

now

#

i just need to figure out how to attach it to the camera on the vehicle

fleet adder
#

is there a way in config to lock attachments to a weapon?

I need to config a weapon variant that has certain additional attachments to it in order to set it as a different classname, I was wondering if there is a way in config to define the attachment as "permanent" for that classname. I would really like to avoid making an additional p3d with those attachments in it.

gleaming sentinel
gleaming sentinel
#

Is there anyway to reset the config when using diag_mergeConfigFile? Right now if I add a line to the config and then delete it, that deletion doesnt actually happen because it just merges the configs together, ignoring deletiong and only caring about changes or additions

wintry tartan
#

delete config command

gleaming sentinel
#

Hm I cant find that on the wiki, could you link it?

wintry tartan
#

delete displayName; like this

#

This removes the entry there

#

You cannot use delete along with declare IIRC so watch out of it too

gleaming sentinel
#

Wouldnt I need to point it to the exact config and class though?

#

Or is that code put directly into the config/class?

wintry tartan
#

Same way to declare, but just use delete, so it will remove the config there

gleaming sentinel
#

Im sorry Polpox, im not understanding what you're meaning here. Could you provide more of an example?

wintry tartan
#

If you delete displayName in B_Soldier_F, will remove displayName there

#

Similar to declare (displayName = "brabra") but just opposite

gleaming sentinel
#

That isnt working for me, im trying to remove a line in a control, textColor, and just removing that line, or even commenting it out, doesn't actually remove it in runtime

wintry tartan
#

delete can delete a class too

#

delete B_Soldier_F is also valid

#

Urm wait did I misread you?

gleaming sentinel
#

So you're saying if I write "delete B_Soldier_F;" inside of my config file then it will remove it....?

wintry tartan
#

I'll back home in a few, let me write some or find example

gleaming sentinel
#

Alright, thankyou, I really appreciate the help!

novel lava
#

I never had any luck with deleting merged configs and just end up restarting if it becomes an issue

wintry tartan
#
class CfgSomething
{
  class yourClass
  {
    displayName = "aaa";  // declare this displayName
  };
};```
```cpp
class CfgSomething
{
  class yourClass
  {
    delete displayName;  // there is no displayName anymore
  };
};```
```cpp
class CfgSomething
{
  delete yourClass;  // or even your class
};```
real bluff
#

Im making a sign with a blinking light. Is it possible to code it to only blink between a certain time frame?

wild arch
#

Right now, the armor and space values are all working fine, but the stats are not showing up correctly in the arsenal. How do I fix this for retextured uniforms?

#
    {
        scope = 1;
        scopeCurator = 0;
        scopeArsenal = 0;
        side = 1;
        uniformClass = "ECU_Uniform_B_Basic";
        picture = "\TKE_Eusan_uniform\Addons\data\UI\ECU_Logo_ca.paa";
        linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};
        hiddenSelections[] = {"camo","camo1"};
        hiddenSelectionsTextures[] = {"\TKE_Eusan_uniform\Addons\data\ECU_Basicdown.paa","\TKE_Eusan_uniform\Addons\data\ECU_Basicup.paa"};
    };``` this is cfg vehicle
#
    {
        author = "Scarecrow1625";
        scope = 2;
        displayName = "Eusan Combat Uniform [Basic]";
        picture = "\TKE_Eusan_uniform\Addons\data\UI\ECU_Logo_ca.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_soldier";
        hiddenSelections[] = {"camo","camo1"};
        class ItemInfo: UniformItem
        {
            uniformClass = "ECU_Uniform_B_Basic";
            containerClass = "Supply90";
            mass = 80;
        };
    };``` this is cfg weapon
spark merlin
gleaming sentinel
summer drum
#

I'm trying to make some changes to the values for the rebreather vest, but whilst running my PBO the vests are no longer visible in the arsenal. Not sure what I did wrong. Someone able to help?

#
class CfgPatches
{
    class Fix_Bulk
    {
        units[]={};
        weapons[]={};
        requiredVersion=1;
        requiredAddons[]=
        {
            "cba_main"
        };
    };
};
class CfgWeapons
{
    class ItemCore;
    class Vest_Camo_Base: ItemCore{};
    class V_RebreatherB: Vest_Camo_Base
    {
        scope=2;
        scopeCurator=2;
        scopeArsenal=2;
        containerClass="Supply60";
        mass=90;
        class ItemInfo
        {    
            class HitpointsProtectionInfo
            {    
                class Chest
                {
                    HitpointName="HitChest";
                    armor=22;
                    PassThrough=0.2;
                };
                class Diaphragm
                {
                    HitpointName="HitDiaphragm";
                    armor=22;
                    PassThrough=0.2;
                };
                class Abdomen
                {
                    hitpointName="HitAbdomen";
                    armor=22;
                    passThrough=0.2;
                };
                class Body
                {
                    hitpointName="HitBody";
                    armor=22;
                    passThrough=0.2;
                };
            };
        };
    };
    class V_RebreatherIR: V_RebreatherB{};
    class V_RebreatherIA: V_RebreatherB{};
};
nimble sequoia
summer drum
#

Should I then still be doing this?

nimble sequoia
summer drum
nimble sequoia
#

If anyone but you is going to use it, the recommendation is that you don't change base classes, but create your own.

teal adder
#

Hello, this might be a stupid question & wrong chat. But how would I make my custom helmet & vest appear in as an object in the editor?

frail grotto
#

oh wait

#

do u mean as an actual like placeable thing?

teal adder
#

Yes

frail grotto
#

ye sorry

teal adder
#

Sorry as in you dont know or as in scope=2;?

frail grotto
#

i dont know

#

i thought u just meant visible in arsenal

teal adder
#

Unfourtunatly this is not the problem, no worries.

teal adder
#

Thank you, I will definitely try this!

untold temple
ashen chasm
#

i mean. "cba_main" requires "cba_common" that has requiredAddons[] = {"A3_Data_F_AoW_Loadorder", "A3_Data_F_Mod_Loadorder"}; blobdoggoshruggoogly

#

which may (or not) get to conflict due to the latest vanilla loadorder being "A3_Data_F_Decade_Loadorder" tanking

untold temple
#

I suppose A3_Data_F_Mod_Loadorder might be configured in such a way that it gets updated to put it after other core loadorders

#

depending on how BI do it

teal adder
covert pond
#

Anyone see a issue with this config?

#

Keep getting this error when i attempt to pack it

chilly tulip
#

Kinda hard to tell with that indentation.

#

Not sure if the quote in here is legal: "\Angel's_HGUs\UI\rhs_hgu56_visor_mask_blk_ca.paa"

frozen bluff
# covert pond

Should be RequiredVersion, not "Version". Try that and see if it packs, and RequiredVersion=2.16; As there is no "1.1.3" version of the game.

hard chasm
#

@covert pond
the cause is:

}```
use pboProject if you want to find these mistakes easily. Ie use tools. not toys.
grand zinc
#

Addon builder also has log files that probably tell you the details. But finding them is annoying

hard chasm
#

either hemmtt or binarise, or both use the -silent option so no progress messages or warnings occur when binarising p3d wrp or rtms. Dunno why and not sure if -silent gets passed to cfgConvert too.

#

"\Angel's_HGUs\UI\rhs_hgu56_visor_mask_blk_ca.paa"
fairly sure my tools scream if it sees single quote within quoted text. Believing that it is a badly formed sqf statement. Checking now.

#

nope ignored

grand zinc
#

Old binarize was even bugged that it would just never print warnings. That was recently fixed though, not sure if released yet
I haven't heard of a -silent option, I also cannot find any in our code.

hard chasm
#
-targetBonesInterval=56 
-silent // prevents a binlog
-exclude="P:\blah\exclude.lst"
-addon="P:\some\wrp\config"  // only for maps to make surface details
-textures=P:\temp
-binPath=P:\
"Thingy" 
"P:\temp\Thingy" ```

checked again and -silent came *originally* from dayz, but 'works' with A3 too.
covert pond
hard chasm
#

use pboPro and it will tell you

#

if you are unaware of this type of mistake my tools will step you thru the bear traps.

covert pond
#

you made your own tools?

#

impressive

hard chasm
#

they have been in existence since Operatiton Flashpoint Beta in 1991?

covert pond
#

tool wont open

hard chasm
#

use the aio installer

ashen chasm
#

ninety-ONE?!

hard chasm
#

i dunno, been doing this for over 25 years

#

there are still a half dozen or so modders from that time.

covert pond
#

keep getting this error, It isnt picking the pbo up

novel lava
#

anyone with experience with simulation = "proxyretex"; for CfgNonAIVehicles proxies on vehicles?

the textures work but damage materials don't

spark merlin
covert pond
#

arma wasnt open

wintry tartan
#

That message is not an error but just a notify

#

Error message is printed in the logs

covert pond
#

nothing in the logs

wintry tartan
#

What it does mean nothing

#

Literally nothing or you thought some lines are unrelated and ignorable

frail grotto
hearty sandal
#

Some have modded the series longer than some have been alive xD

frail grotto
#

i can hear the bones creakin from over here 😭

fleet adder
grand zinc
#

I am not aware of a way to lock an attachment

novel lava
#

only ways I can think of is hacky stuff (readd it if taken off etc), making it part of the weapon itself and not detachable (this is the best way imo)

hard chasm
#

@covert pond if you can't see a dos screen screen error message, or unable to click a button telling you to view the logs your time might be better spent elsewhere.

(Paste the Dos screen here if in doubt)

fleet adder
# novel lava only ways I can think of is hacky stuff (readd it if taken off etc), making it p...

yeah, that always the easiest solution. its just, idk, too much p3ds to achieve it haha.

I ended up doing mid-point with the classname swap upon add and removal of said attachments but without duplicating the models/attachments.

The purpose of this was to have different poses whenever a distinct grip type was being used or not in the bipod slot but for the love of me I could figure out how to do the animations for them using the gestures someone suggested me b4.

I used the same principle to do ugls and a couple other attachments without having to require hard modeling on that

novel lava
#

oh you're doing that

#

you dont need this at all

#

you just need a config class for each weapon with the different handanim set

#

and use a script to swap weapon to this 'special' one when the grip is equipped

#

and swap back when its removed

fleet adder
#

yeah, its what im doing

#

maybe i didnt convey that properly

#

haha

reef shore
#

yo bros is it possible to make a pbo load only if another pbo is present?

#

like for example i want to load a pbo if a DLC is present or if ACE is loaded

ashen chasm
#

i think something like that got added like 3 or 4 patches ago

#

documented at https://community.bistudio.com/wiki/CfgPatches, but the entirety of doc is // Optional. If this is 1, if any of requiredAddons[] entry is missing in your game the entire config will be ignored and return no error (but in rpt) so useful to make a compat Mod (Since Arma 3 2.14)

reef shore
#

perfect!!! just what i needed thanks 👍👍

grand zinc
#

"(but in rpt)"
Wha 😄
There will be a notice printed in RPT that a mod was skipped because dependency missing, and which one was missing

ashen chasm
#

"run the game and print a line in RPT" vs "Throw an error box and close the game"?

frail grotto
rancid lotus
#

Hey! Does anyone know if it's possible to make a "charge fire" weapon, similar to the Railgun cannon on the Futura tank? We're wanting to make a launcher similar to that cannon, except shoulder-fired!

#

Any tips on where to start would be hugely appreciated by our team 😄

wintry tartan
#

Is it possible? Yes it is! You see it as Futura.

How? Script 😄

fleet adder
#

is it possible to condition an model.cfg animation to fire when a source is active?
For example, make it work on chance upon activation or other similar manners?

nimble sequoia
untold temple
#

Depends what you're trying to achieve. There's an objRandom source that can animate an object to a random point in the animation between minvalue and maxvalue but it's fixed at that value and any further animations of that bone are cumulative. And there's timeRndOffset which will play an animation in a loop with a random start position.

#

There's also something called userPositionHashedInit that's described as offering randomised init state, but I've never used it

autumn timber
#

Any have idea why my headgearList is not working in-game? As in the headgear is not randomizing, it just remains the default applied headgear.

    class EventHandlers;
    class vn_o_men_nva_65_01;
    class O_hssn_pavn_soldier_base: vn_o_men_nva_65_01
    {
        author="Henriksson";
        scope=0;
        side=0;
        displayName="Soldier (Base)";
        faction="O_hssn_PAVN65";
        editorSubCategory="O_hssn_PAVN65_men";
        backpack="";
        uniformClass="U_hssn_pavn_khaki_1";
        identityTypes[] = {"LanguageVIE_F","vn_o_asian_viet","vn_g_vc_default"};
        weapons[]=
        {
            "Throw",
            "Put"
        };
        respawnWeapons[]=
        {
            "Throw",
            "Put"
        };
        Items[]=
        {
            "vn_o_item_firstaidkit"
        };
        RespawnItems[]=
        {
            "vn_o_item_firstaidkit"
        };
        magazines[]=
        {
        };
        respawnMagazines[]=
        {
        };
        linkedItems[]=
        {
            "vn_b_item_compass",
            "vn_b_item_watch",
            "H_hssn_pavn_pith_khaki_empty"
        };
        respawnLinkedItems[]=
        {
            "vn_b_item_compass",
            "vn_b_item_watch",
            "H_hssn_pavn_pith_khaki_empty"
        };
        headgearList[] =
        {
            "H_hssn_pavn_pith_khaki_empty", 1,
            "H_hssn_pavn_pith_khaki", 0.8
        };
        class EventHandlers : EventHandlers
        {
            init = "if (local (_this select 0)) then { [(_this select 0), [], []] call BIS_fnc_unitHeadgear; };";
        };
    };
hearty sandal
hearty sandal
#

paste one of those configs in same way too

#

do you have reason to inherit the eventhandlers like you do now?

autumn timber
# hearty sandal paste one of those configs in same way too
    class O_hssn_pavn_rifleman_type56: O_hssn_pavn_soldier_base
    {
        scope=2;
        displayName="Rifleman (Type 56)";
        backpack="vn_o_pack_01";
        uniformClass="U_hssn_pavn_khaki_1";
        weapons[]=
        {
            "vn_type56",
            "Throw",
            "Put"
        };
        respawnWeapons[]=
        {
            "vn_type56",
            "Throw",
            "Put"
        };
        Items[]=
        {
            "vn_o_item_firstaidkit"
        };
        RespawnItems[]=
        {
            "vn_o_item_firstaidkit"
        };
        magazines[]=
        {
            "vn_type56_mag",
            "vn_type56_mag",
            "vn_type56_mag",
            "vn_type56_mag",
            "vn_f1_grenade_mag",
            "vn_prop_drink_03"
        };
        respawnMagazines[]=
        {
            "vn_type56_mag",
            "vn_type56_mag",
            "vn_type56_mag",
            "vn_type56_mag",
            "vn_f1_grenade_mag",
            "vn_prop_drink_03"
        };
        linkedItems[]=
        {
            "H_hssn_pavn_pith_khaki_empty",
            "V_Simc_mk56",
            "vn_b_item_compass",
            "vn_b_item_watch"
        };
        respawnLinkedItems[]=
        {
            "H_hssn_pavn_pith_khaki_empty",
            "V_Simc_mk56",
            "vn_b_item_compass",
            "vn_b_item_watch"
        };     
    };
hearty sandal
#

and actually

#

you definintely need to remove it

#

as that class eventhandlers is in completely wrong place

#

now you are trying to create a vehicle called eventhandlers

#

that will not work and will throw error

#

(must not copy paste without understanding what you copy paste)

autumn timber
#

Alright, I'll try that

hard chasm
#

as it says in the above emcoding guide.. an event handler is reqoired ONLY when the parent doesn't have headgear randomisation. If it does, ir got destroyed.

fleet adder
sullen fulcrum
#

Is there a crash course for the configs? I'm trying to fix LOP configs.

unkempt helm
#

Hello all, does anyone know what I would have to add to a grenades config to make it stick on whatever it hits upon impact

sullen fulcrum
#

Especially for smaller mods that replace broken configs

rancid lotus
#

Is it defined within the CfgWeapons entry for the cannon? Or is it defined somewhere within the Futura’s CfgVehicles entry?

wintry tartan
#
class CfgWeapons
{
    class CannonCore;
    class cannon_railgun: CannonCore
    {
        class EventHandlers
        {
            fired = "_this call BIS_fnc_RailGun_01_fireEH";
        };
    };
};```This probably is
#

Don't really know how it would work though

gleaming sentinel
#

What is the classname of your plane?

ruby cosmos
#

Alright, so here is the basics:

I want this skin or just the texture to be in its own mod where I will have a custom faction.

It should not interfer with the original textures of the Unsung mod or either adds a paint texture for this faction.

ruby cosmos
gleaming sentinel
#

if you hover over the plane, there should be a name that appears under its name, might have some underscored init. Or right click and do Log>copy classname to clipboard

ruby cosmos
#

Should've read that before I closed Arma, hold on.

#

uns_f100b_BMB

gleaming sentinel
#

great

ruby cosmos
#

However, Unsung has multiple variants with different loadouts for the f100

gleaming sentinel
#

Are you familiar with packing a pbo?

ruby cosmos
#

So do I have to make these configs for each one?

gleaming sentinel
#

ah, no you probable dont, dont close the game yet

ruby cosmos
gleaming sentinel
#

we're going to have to look into the config to get its parents

ruby cosmos
#

As you can see in the unit selector

gleaming sentinel
#

a family reunion if you will

ruby cosmos
#

Alright, yes I know how to pack PBOs

#

I have a PBO packer

wintry tartan
#

Which PBO packer?

ruby cosmos
gleaming sentinel
#

no..

wintry tartan
#

Okay PBO Manager is not the software you should use

ruby cosmos
#

What should I use then

wintry tartan
#

Addon Builder in Arma 3 Tools at least. pboProject by Mikero or HEMTT is preferred

#

PBO Manager is very notorious to make broken PBO

ruby cosmos
#

Hasn't broken yet, surprisingly

#

Alright, I need a link to HEMTT

#

I have the Arma 3 tools though

gleaming sentinel
#

It will probably be fine for JUST a texture, but if you're doing a custom faction then you likely wont like it

ruby cosmos
#

Keep in mind I'm using ALiVE Orbat Creator for the faction part

#

Because I cannot be bothered to manually make a config

#

Edit one? Sure, but make one from scratch for a faction? Hell no.

#

Anyway, let me install HEMTT rq

#

Actually, let us just stick to Addon Builder for now

gleaming sentinel
#

Once you do, for your vehicle, you're gonna inherit from the planes base class (its parent) and then you're going to use textureSources to create entries

ruby cosmos
#

Actually, ehhh I'll install HEMTT

ruby cosmos
#

For retexturing?

gleaming sentinel
#

uniforms dont have the "Garage" feature so they will use hiddenSelections to define them

ruby cosmos
#

I'm completely loss on how to install HEMTT.

#

I need winget but there is no clear exe to run

wintry tartan
#

Basically rule of thumbs:

  • You only include config that you actually want to modify/alter/update
  • You only include files that you actually need in your config/Mod
  • Don't duplicate anything that is already existed
ruby cosmos
#

Ok, pboProject it is

gleaming sentinel
#

if you're in a rush, pbo manager is great for quick and dirty, it does zero error checks though

#

nor does it binarize anything

ruby cosmos
#

I'm not in a rush, I'm just new.

#

I fucked around with Orbat Creator and got some silly ideas.

#

Now I'm cold turkeying Arma 3 modding.

#

Ok, it's done

#

So, what now

gleaming sentinel
#

now you need to make your config

ruby cosmos
#

Alright, how

gleaming sentinel
#

well actually, you need to know the parent class of your plane

ruby cosmos
#

Ok

#

So how do I open PBOs with pboProject?

gleaming sentinel
#

so you'll have to open the config viewer in game and find its parent

gleaming sentinel
ruby cosmos
#

["uns_plane","Plane_Base_F","Plane","Air","AllVehicles","All"]

gleaming sentinel
#

There isnt a uns_f100 or uns_f100b?

ruby cosmos
#

["uns_f100b_CAP","uns_f100b","uns_plane","Plane_Base_F","Plane","Air","AllVehicles","All"]

gleaming sentinel
#

which object are you looking at to get that result?

ruby cosmos
#

The first one is the uns_f100b

#

The second is the uns_f100b_BMB

gleaming sentinel
#

Should probably use uns_f100b then

#

your config will need a cfgPatches and a cfgVehicles class

gritty storm
#

@gleaming sentinel Sorry for the delay.

My account got flagged because I added too many people too quickly.

#

Fixing the issue, anyway, it's me, Nomad.

#

So, the uns_f100b right? What now?

gleaming sentinel
#

Look into cfgvehicles and the hidden selections and texture sources portion of it I mentioned. I'm unavailable today now so you'll have to utilize google or someone else from here

gritty storm
#

Aight.

#

@wintry tartan You still up to help?

wintry tartan
#

We don't allow you to have multiple accounts in this server.

gritty storm
#

My account was flagged, I'm figuring it out.

#

Give me a break

#

["uns_plane","Plane_Base_F","Plane","Air","AllVehicles","All"]

These are the parents of the uns_f100b

#

configfile >> "CfgVehicles" >> "uns_f100b"

This is the path

gritty storm
gritty storm
#

But how do I find the config file to find the code I need

#

When I open the PBO using PBOManager and open the config.bin, the code isn't there.

gleaming sentinel
#

The bin file needs to get converted into a cpp, there is a tool for this in the arma tools

gritty storm
#

CfgConvert?

#

And then I need to install Visual Studios to view the CPP.

gleaming sentinel
#

I use notepad++, its lighter weight

#

you can also use regular notepad, but id advise against it

gritty storm
#
{
    class uns_f100
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "uns_main"
        };
    };
};
#

That's it, tf?

#

Oh shit, found it

#
{
    class uns_f100_c
    {
        units[]=
        {
            "uns_f100b_CAP",
            "uns_f100b_CAS",
            "uns_f100b_MR",
            "uns_f100b_AGM",
            "uns_f100b_LRBMB",
            "uns_f100b_BMB",
            "uns_f100b_LBMB",
            "uns_f100b_MBMB",
            "uns_f100b_HBMB",
            "uns_f100b_CBU",
            "uns_f100b_SEAD",
            "uns_f100_Wreck"
        };
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
#
{
    simulation="airplaneX";
    scope=1;
    side=1;
    vehicleClass="aa_uns_air_USAF";
    editorSubcategory="aa_uns_air_USAF";
    faction="UNSUNG_W";
    crew="uns_Pil1";
    displayName="F-100 SuperSabre";
    model="\uns_f100\uns_f100.p3d";
    picture="\uns_f100\ico\f-100_ui_ca.paa";
    Icon="\uns_f100\ico\F100_ico.paa";
    mapSize=15;
    unitInfoType="Rsc_uns_f100_UnitInfo";
    hiddenSelections[]=
    {
        "camo1",
        "d_num1",
        "d_num2",
        "d_sign",
        "d_num5"
    };
    hiddenSelectionsTextures[]=
    {
        "\uns_f100\skins\uns_f100_camo_co.paa",
        "\uns_f100\decals\code\0.paa",
        "\uns_f100\decals\tail\CP_ca.paa",
        "\uns_f100\decals\sign\sign.paa",
        "\uns_f100\decals\longtailnum\blank_ca.paa"
    };
    class TextureSources
    {
        class uns_f100_camo
        {
            displayName="USAF Camo";
            author="UNSUNG";
            textures[]=
            {
                "\uns_f100\skins\uns_f100_camo_co.paa",
                "\uns_f100\decals\code\0.paa",
                "\uns_f100\decals\tail\CP_ca.paa",
                "\uns_f100\decals\sign\sign.paa",
                "\uns_f100\decals\longtailnum\blank_ca.paa"
            };
            materials[]=
            {
                "\uns_f100\skins\camo1\f100.rvmat"
            };
            factions[]=
            {
                "UNSUNG_W"
            };

Bingo

hard chasm
#

until they're updated, none of the other extractors, including bis, do the job properly. PboMangler for instance wont' convert config.bin to config.cpp or bisurf and rvmat files.

gritty storm
#

I found the cfgPatches and cfgVehicles bits they were talking about.

#

Now it's just the matter of figuring out what I need.

#

And what to change

gritty storm
#
{
    class prt_f100
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = { "uns_f100_c" }
        {
            "uns_main"
        };
    };
};

class cfgVehicles
{
    class prt_f100 : prt_plane
    {
        simulation = "airplaneX";
        scope = 1;
        side = 1;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        crew = "uns_Pil1";
        displayName = "F-100 Striker";
        model = "\uns_f100\uns_f100.p3d";
        picture = "\uns_f100\ico\f-100_ui_ca.paa";
        Icon = "\uns_f100\ico\F100_ico.paa";
        mapSize = 15;
        unitInfoType = "Rsc_uns_f100_UnitInfo";
        hiddenSelections[] =
    };
};

What I have so far.

hard chasm
#

won't work because youa are missing...
class prt_plane;

gritty storm
#

Well that is because that is the name of my mod's addon.

#
{
    class prt_f100
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = { "uns_f100_c" }
        {
            "uns_main"
        };
    };
};

class cfgVehicles
{
    class prt_f100 : uns_plane
    {
        simulation = "airplaneX";
        scope = 1;
        side = 1;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        crew = "uns_Pil1";
        displayName = "F-100 Striker";
        model = "\uns_f100\uns_f100.p3d";
        picture = "\uns_f100\ico\f-100_ui_ca.paa";
        Icon = "\uns_f100\ico\F100_ico.paa";
        mapSize = 15;
        unitInfoType = "Rsc_uns_f100_UnitInfo";
        hiddenSelections[] =
        {
            "camo1",
            "d_num1",
            "d_num2",
            "d_sign",
            "d_num5"
        };
    };
};
molten musk
ashen chasm
#
        requiredAddons[] = { "uns_f100_c" }
        {
            "uns_main"
        };
    };```
![pikachusurprised](https://cdn.discordapp.com/emojis/865680284641001502.webp?size=128 "pikachusurprised")
molten musk
#

Oo, didn't see that 🙈

pastel pivot
#

Which value in smoke grenade config stands for size of cloud that it creates?

hearty sandal
potent loom
#

how i can make an forlder like the "about 3den enhanced" ?

class ctrlMenuStrip;
class display3DEN
{
    class Controls
    {
        class MenuStrip : ctrlMenuStrip
        {
            items[] += {"FlyingTartaTools"};
        };
        class FlyingTartaTools { ...

ive tryed with this, but it didnt worked

potent loom
#

Solved 😄


class ctrlMenuStrip;
class display3DEN
{
    class Controls
    {
        class MenuStrip: ctrlMenuStrip
        {
            class Items
            {
                items[] += {"FlyingTartaTools"}; 
                #include "hpp\menuItems.hpp"
            };
        };
    }; 
};  
gleaming sentinel
#

Does anyone know a clean way of getting the object a module was dropped on in zeus?

gleaming sentinel
#

Nevermind, google didnt want to show me curatorMouseOver 🙄

gleaming sentinel
#

curatorMouseOver was the solution, I was looking for, thankyou though!

gritty storm
#
{
    class prt_f100
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = { "uns_f100_c" }
        {
            "uns_main"
        };
    };
};

class cfgVehicles
{
    class prt_f100 : uns_plane
    {
        simulation = "airplaneX";
        scope = 1;
        side = 1;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        crew = "uns_Pil1";
        displayName = "F-100 Striker";
        model = "\uns_f100\uns_f100.p3d";
        picture = "\uns_f100\ico\f-100_ui_ca.paa";
        Icon = "\uns_f100\ico\F100_ico.paa";
        mapSize = 15;
        unitInfoType = "Rsc_uns_f100_UnitInfo";
        hiddenSelections[] =
        {
            "camo1",
            "d_num1",
            "d_num2",
            "d_sign",
            "d_num5"
        };
    };
};

Alright now what do I do?

#

Why do my screenshots get deleted when I try to post them

robust pumice
#

Hey, I'm running into an issue with stam from ace. I get it all set and ready but when the player dies, they're stam settings reset. Wasn't really sure where to post this, sorry if its in the wrong channel.

#

Advanced Fatigue

gritty storm
#
        {
            "\prt_f100\data\prt_f100_standard_co.paa",
            "\uns_f100\decals\code\0.paa",
            "\uns_f100\decals\tail\CP_ca.paa",
            "\uns_f100\decals\sign\sign.paa",
            "\uns_f100\decals\longtailnum\blank_ca.paa"
        };

Ok, so I changed the top portion of this to the directory of my mod's addon folder, to the data folder, and then the texture file.

hearty sandal
hearty sandal
#

as I am a bit doubtful it is

#

also scope 1 will hide it in editor

nimble sequoia
hearty sandal
#

the green parts are all you basically need if you do intheritance correctly

#

the blue parts are optional if you need to change them

#

the red parts should get inherited from the parent

gritty storm
#

It says I've been verified

#

But it's still deleting my screenshots

nimble sequoia
#

don't need (or want) the hiddenSelections[] bit either

gritty storm
#

I'm retexturing an existing model from the Unsung mod.

hearty sandal
gritty storm
#

But I want it to be a separate plane for a custom faction.

hearty sandal
#

youll have to give it a day or two

gritty storm
hearty sandal
hearty sandal
#

so where you have uns_plane right now

#

and that way your new plane will inherit everything from the original

#

and you just apply your changes on top of it

#

so name and hiddenselectionTextures

#

and possibly side and faction and editorcategories if those need changing

nimble sequoia
#
{
    class prt_f100
    {
        units[] = {"prt_f100"};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] =
        {
            "uns_main"
        };
    };
};

class CfgVehicles
{
    class uns_plane;
    class prt_f100 : uns_plane
    {
        scope = 2;
        displayName = "F-100 Striker";
        hiddenSelectionsTextures[] =
        {
            "prt_f100\data\prt_f100_standard_co.paa",
            "uns_f100\decals\code\0.paa",
            "uns_f100\decals\tail\CP_ca.paa",
            "uns_f100\decals\sign\sign.paa",
            "uns_f100\decals\longtailnum\blank_ca.paa"
        };
    };
};```
assuming uns_plane is the correct class to inherit from (unlikely)
gritty storm
#
{
    class prt_f100
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = { "uns_f100_c" }
        {
            "uns_main"
        };
    };
};

class cfgVehicles
{
    class prt_f100 : uns_plane
    {
        scope = 2;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        displayName = "F-100 Striker";
        hiddenSelectionsTextures[] =
        {
            "\prt_f100\data\prt_f100_standard_co.paa",
            "\uns_f100\decals\code\0.paa",
            "\uns_f100\decals\tail\CP_ca.paa",
            "\uns_f100\decals\sign\sign.paa",
            "\uns_f100\decals\longtailnum\blank_ca.paa"
        };
    };
};
gritty storm
nimble sequoia
#

look at my code posted immediately before yours for corrections

hearty sandal
#

@steady beacon is the unsung f100 classname really uns_plane?

#

(its probably uns_f100 btw)

#

and uns_plane is the base unsung plane baseclass

gritty storm
#
{
    class prt_f100
    {
        units[] = {"prt_f100"};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] =
        {
            "uns_main"
        };
    };
};

class cfgVehicles
{
    class uns_plane
    class prt_f100 : uns_plane
    {
        scope = 2;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        displayName = "F-100 Striker";
        hiddenSelectionsTextures[] =
        {
            "prt_f100\data\prt_f100_standard_co.paa",
            "uns_f100\decals\code\0.paa",
            "uns_f100\decals\tail\CP_ca.paa",
            "uns_f100\decals\sign\sign.paa",
            "uns_f100\decals\longtailnum\blank_ca.paa"
        };
    };
};

So like that?

nimble sequoia
#

We're 99% sure that you've got the wrong parent class... but ignoring that..
-are you changing the vehicleClass, editorSubcategory and faction of the Unsung F-100 deliberately?

gritty storm
gritty storm
#

So I want to change the faction part.

nimble sequoia
#

In that case, yes, looks good (apart from doubt over inherited class)

hearty sandal
gritty storm
#

I'll look

hearty sandal
#

or place down the plane in editor and open config viewer on it from the right click menu

gritty storm
#

I'm gonna send the screenshot to your DMs if that is fine

hearty sandal
#

because its important you get the classname correctly

#

there probably is also uns_plane

nimble sequoia
#

(does he have a p drive dev environment and pboProject/hemtt?)

hearty sandal
gritty storm
#

I have pboProject

nimble sequoia
#

and?

gritty storm
#

And what?

nimble sequoia
#

you answered half the question

gritty storm
#

What is p drive dev environment

nimble sequoia
#

HG, is there a pinned link for new modders on setting up tools?

hearty sandal
#

tanking May not be to be honest.

#

I've usually just pointed people to find the PMCwiki tools and P drive guides. but maybe should make a pin out of it

nimble sequoia
#

Yeah, pretty important as without it most will fail to progress

gritty storm
#

["uns_plane","Plane_Base_F","Plane","Air","AllVehicles","All"]

#

This is the parents for the f100

nimble sequoia
#

What is the classname for the actual F100 though?

#

That's the one you want to inherit, or you'll get none of the F-100 special stuff

gritty storm
#

_generalMacro = "Plane_Base_F"

nimble sequoia
#

As Goat said, place the plane in the editor, go to the in-game config viewer and see what class name it has

hearty sandal
#

you need this (or whichever variant you want as the base class)

nimble sequoia
#

By the way, you know there's a new F-100 in the SOG:PF DLC don't you? Many people run SOG:PF + Unsung Redux these days.

gritty storm
#

configfile >> "CfgVehicles" >> "uns_f100b"

hearty sandal
gritty storm
hearty sandal
#

depends if you want make each variant

#

you can also make just one

gritty storm
#

Each variant is just a different loadout

#

Why is it set up like that

hearty sandal
#

and let people arm it through the pylon system

nimble sequoia
#
    class prt_f100 : uns_f100b
    {```
hearty sandal
#

in editor and zeus

nimble sequoia
#

Or spawn in Zeus

gritty storm
#

So just do uns_f100b instead of uns_plane?

hearty sandal
#

for example

#

that one might not have any waeapons assigned

gritty storm
#
{
    class uns_f100b;
    class prt_f100 : uns_f100b
    {
        scope = 2;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        displayName = "F-100 Striker";
        hiddenSelectionsTextures[] =
        {
            "prt_f100\data\prt_f100_standard_co.paa",
            "uns_f100\decals\code\0.paa",
            "uns_f100\decals\tail\CP_ca.paa",
            "uns_f100\decals\sign\sign.paa",
            "uns_f100\decals\longtailnum\blank_ca.paa"
        };
    };
};
nimble sequoia
#

and you'll probably also need a p drive development environment

gritty storm
#

Ok, how

nimble sequoia
#

If you're playing Vietnam scenarios, consider getting SOG:PF because all your friends will likely have it

gritty storm
#

Nah it ain't vietnam.

It's a weird clash of near future, vietnam, and 80s era cold war.

#

Don't think about it too deeply

nimble sequoia
#

lol

gritty storm
#

Anyway, what is a p drive development environment

nimble sequoia
#

Football's back on, not going to think about it deeply (or at all). Google can answer p drive question very easily.

gritty storm
#

Mfw a marine plays Arma 3

fallen spoke
#

what does "type=" do in cfgmagazines?

gritty storm
#

I downloaded Mikero's AIO and it keeps saying I'm not authorized to use this branch

hearty sandal
#

you dont need to worry about that though, just inherit from correct kind fo magazine baseclass

fallen spoke
#

ty

gritty storm
#

Ok I mounted the p drive.

#

And installed bulldozer

#

So what now?

#

Config seems... maybe ready

#

All the tools are installed.

#

And I mounted my p drive.

hearty sandal
#

you put your folder with config and textures on P and pack it into pbo

gritty storm
#

Is that literally what the P drive is? Just better organization?

hearty sandal
#

the idea is that P represents the root of in game file system

#

so when you put your files in right place. and pack they match with the configs file paths

gritty storm
#

I see, alright well it needs an addon folder first

hearty sandal
#

typically folder structure is something like P:\moddingTAG\moddingTAG_contextNameLikePlanes\ config and other stuff go here

gritty storm
#

Wait what

#

moddingTAG?

#

Oh you mean the mod file

#

So it would be @PRTM

#

And then in that is addons

#

And in that are the pbos

nimble sequoia
#

If you've chosen "prt_" as your unique modding tag, then put your files in
p:\prt\prt_planes\
and build with pboProject into
anyDrive:\mods\@prt
which will create
anyDrive:\mods\@prt\addons\prt_planes.pbo

gritty storm
#

I see, alright thank you.

#

Hope to god this works.

#

Just to double check

#
class CfgPatches
{
    class prt_f100
    {
        units[] = {"prt_f100"};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] =
        {
            "uns_main"
        };
    };
};

class cfgVehicles
{
    class uns_f100b;
    class prt_f100 : uns_f100b
    {
        scope = 2;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        displayName = "F-100 Striker";
        hiddenSelectionsTextures[] =
        {
            "prt_f100\data\prt_f100_standard_co.paa",
            "prt_f100\data\prt_f100_standard_smdi.paa"
            "uns_f100\decals\code\0.paa",
            "uns_f100\decals\tail\CP_ca.paa",
            "uns_f100\decals\sign\sign.paa",
            "uns_f100\decals\longtailnum\blank_ca.paa"
        };
    };
};
#

This is right?

hearty sandal
hearty sandal
#

we dont really compile it in our heads

#

it looks alright

nimble sequoia
gritty storm
#

How do I use pboProject?

hearty sandal
#

select folder to pack, select folder where it goes

#

hit crunch

gritty storm
#

Says packing failed

#

the ignore list in setup can't be empty

nimble sequoia
#

show set-up screen

hearty sandal
#

press restor defaults in the settinggs

gritty storm
#
Rap: \prt\addons\prt_f100\config.cpp: config.cpp MUST contain a cfgPatches
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
failed
nimble sequoia
#

p:\prt\prt_f100\ not p:\prt\addons\prt_f100\

gritty storm
#
Rap: \prt\prt_f100\config.cpp: config.cpp MUST contain a cfgPatches
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
failed
nimble sequoia
#

The error message seems self-explanatory

gritty storm
#

It has cfgPatches in the cpp

#
{
    class prt_f100
    {
        units[] = {"prt_f100"};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] =
        {
            "uns_main"
        };
    };
};

class cfgVehicles
{
    class uns_f100b;
    class prt_f100 : uns_f100b
    {
        scope = 2;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        displayName = "F-100 Striker";
        hiddenSelectionsTextures[] =
        {
            "prt_f100\data\prt_f100_standard_co.paa",
            "prt_f100\data\prt_f100_standard_smdi.paa",
            "uns_f100\decals\code\0.paa",
            "uns_f100\decals\tail\CP_ca.paa",
            "uns_f100\decals\sign\sign.paa",
            "uns_f100\decals\longtailnum\blank_ca.paa"
        };
    };
};
#

Wait a second

#

It can't be capitalize can it?

#

Nope, didn't work

nimble sequoia
#

Show pboProject main page screen shot

gritty storm
#

\prt\prt_f100\config.cpp Rapify:Rap: \prt\prt_f100\config.cpp: config.cpp MUST contain a cfgPatches

Like what does this mean

hearty sandal
#

is what you pasted above the full confing.cpp?

gritty storm
#

Huh

#

Yes

#

Hold on let me get a screenshot

#

I think I might have found the problem

#

Fixed it

#

However

#
\prt\prt_f100\config.cpp circa Line 27: prt_f100\data\prt_f100_standard_co.paa
\prt\prt_f100\config.cpp circa Line 28: prt_f100\data\prt_f100_standard_smdi.paa
\prt\prt_f100\config.cpp circa Line 29: uns_f100\decals\code\0.paa
\prt\prt_f100\config.cpp circa Line 30: uns_f100\decals\tail\CP_ca.paa
\prt\prt_f100\config.cpp circa Line 31: uns_f100\decals\sign\sign.paa
\prt\prt_f100\config.cpp circa Line 33: uns_f100\decals\longtailnum\blank_ca.paa
**********missing file(s)***************

\prt\prt_f100\config.cpp Rapify:**********missing file(s)***************
data\prt_f100_standard_co.paa:loading...
data\prt_f100_standard_smdi.paa:loading...


Missing File Summary
missing in config.cpp : prt_f100\data\prt_f100_standard_co.paa
missing in config.cpp : prt_f100\data\prt_f100_standard_smdi.paa
missing in config.cpp : uns_f100\decals\code\0.paa
missing in config.cpp : uns_f100\decals\tail\CP_ca.paa
missing in config.cpp : uns_f100\decals\sign\sign.paa
missing in config.cpp : uns_f100\decals\longtailnum\blank_ca.paa

\prt\prt_f100: DePbo:missing file(s)
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
failed
#

New errors

hearty sandal
#

Your paths dont match the P drive structure

#

and you dont have unsung unpacked on there so its paths can be checked

#

so either you need to unpack unsung on there or make dummy files

fallen spoke
#

is there a way to have a delay before firing a primary weapon. like a minigun or railgun?

hearty sandal
#

in same way as the vanilla railgun yes

#

though miniguns dont have that delay

#

thats a movie myth

gritty storm
fallen spoke
hearty sandal
#

so the file check passes

gritty storm
#

So what about the existing prt texture files

#

Which are in the file directory

#

I put in the config

hearty sandal
hearty sandal
fallen spoke
hearty sandal
#

you need to fix that

fallen spoke
#

ty for the help

hearty sandal
#

interwebs may not have explanation on how its script work

fallen spoke
#

tru

#

i thought the files wouldve been locked XD

hearty sandal
#

the script files should unpack just fine. or you can look into the config and the funcrion in the game config and function viewer

fallen spoke
#

will do ty!

gritty storm
#

So would it be p:\prt\prt_f100\data\prt_f100_standard_co.paa?

hearty sandal
gritty storm
#
\prt\prt_f100\config.cpp circa Line 28: prt\p_f100\data\prt_f100_standard_smdi.paa
\prt\prt_f100\config.cpp circa Line 29: uns_f100\decals\code\0.paa
\prt\prt_f100\config.cpp circa Line 30: uns_f100\decals\tail\CP_ca.paa
\prt\prt_f100\config.cpp circa Line 31: uns_f100\decals\sign\sign.paa
\prt\prt_f100\config.cpp circa Line 33: uns_f100\decals\longtailnum\blank_ca.paa
**********missing file(s)***************

\prt\prt_f100\config.cpp Rapify:**********missing file(s)***************
data\prt_f100_standard_co.paa:loading...
data\prt_f100_standard_smdi.paa:loading...


Missing File Summary
missing in config.cpp : prt\p_f100\data\prt_f100_standard_smdi.paa
missing in config.cpp : uns_f100\decals\code\0.paa
missing in config.cpp : uns_f100\decals\tail\CP_ca.paa
missing in config.cpp : uns_f100\decals\sign\sign.paa
missing in config.cpp : uns_f100\decals\longtailnum\blank_ca.paa

\prt\prt_f100: DePbo:missing file(s)
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
#

Ok that fixed the co one.

#

But not the smdi

#

Oh, I see why.

#

Typo

#

Ok, fixed.

#

Now I just need to make the dummy files.

#

So do I just make the dummy files in the prt_f100 file?

#

So the directory would be prt\p_f100\data\uns\decals\xxxx\xxxx

#
creating joblist...
Processing \prt\prt_f100...
verifying model.cfgs(if any)...
<scanning files to pack (and verifying mlods if any)>
.......</end scan>
<MakePbo...>
config.cpp:compiling...
data\prt_f100_standard_co.paa:loading...
data\prt_f100_standard_smdi.paa:loading...
data\uns\decals\code\0.paa:loading...
data\uns\decals\longtailnum\blank_ca.paa:loading...
data\uns\decals\sign\sign.paa:loading...
data\uns\decals\tail\CP_ca.paa:loading...


Prefix = prt\prt_f100

writing header entries..
creating a texHeaders.bin...

data\uns\decals\code\0.paa: pbo has no data and/or len for this entry

failed: detex module found an error in (one or more) paas
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
failed

New error.

hearty sandal
#

copy some real .paa file there and rename them

gritty storm
#

Aight

hearty sandal
#

(or extract unsung data)

gritty storm
#

Probably just going to extract them

#

And just edit them later to better fit.

#

Gentlemen

#
<MakePbo...>
config.cpp:compiling...
data\prt_f100_standard_co.paa:loading...
data\prt_f100_standard_smdi.paa:loading...
data\uns\decals\code\0.paa:loading...
data\uns\decals\longtailnum\blank_ca.paa:loading...
data\uns\decals\sign\sign.paa:loading...
data\uns\decals\tail\CP_ca.paa:loading...


Prefix = prt\prt_f100

writing header entries..
creating a texHeaders.bin...

writing pbo header...
Writing data blocks...
File written to C:\Users\astro\Downloads\Arma 3 ATF Factions\PRTM - After the Flash\addons\addons\prt_f100.pbo
</MakePbo>
success
Job(s) completed in 0secs on Sun Jul 14 17:48:52 2024
#

We cook

#

Now, we test

#

Praying

#

@hard chasm Really like the audio cues with your tools.

#

Really adds to the experience.

#

IT WORKED

#

YESSSSSS

#

There's some weird issues with the decals though

frail grotto
gritty storm
#

When it successfully packed it I felt like I was in heaven.

#

All the pain gone

frail grotto
#

I felt like I was in a classical war zone

gritty storm
#

So it works, thank god.

However, there's some issues with it...

#

Can't send the screenshots here

frail grotto
#

oh, why not?

gritty storm
#

My account is too new

#

@ruby cosmos Is my actual account

#

But stupid ass auto discord moderation did a stupid

#

And I have to wait for support to get off their asses

frail grotto
#

ah

#

what’s the issues?

gritty storm
#

Well the nose has a blank black squad on like the tip of it

#

When on the texture file it isn't there

frail grotto
#

ohhh that’s probably a decal you need to copy the hidden selection of the original one of

gritty storm
#

What is a rvmat?

#

Oh they are materials

#

Like AO, Metalness, etc

wintry fox
#

"real virtuality material"

#

Since that's the name of the engine

gritty storm
#

Can I open them with tex2view?

#

Or nah?

wintry fox
#

It's a text file

gritty storm
#

Ahhh

#

So I need to add those rvmats to my file to get that shiny effect?

wintry fox
#

You would path to a material, ideally in the model p3d

hearty sandal
#

if unsung already has shiny rvmat you can just path it to that

gritty storm
#

So just edit those, add them to the mod file, and then add them to the config?

#

Also I would like to thank you for sticking with me on this.

#

I know I am... persistent

steady beacon
gritty storm
#
class CfgPatches
{
    class prt_f100
    {
        units[] = { "prt_f100" };
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] =
        {
            "uns_main"
        };
    };
};

class cfgVehicles
{
    class uns_f100b;
    class prt_f100 : uns_f100b
    {
        scope = 2;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        displayName = "F-100 Striker";
        hiddenSelectionsTextures[] =
        {
            "prt\prt_f100\data\prt_f100_standard_co.paa",
            "prt\prt_f100\data\standard1\prt_f100_color.paa",
            "prt\prt_f100\data\standard1\prt_f100_standard_as.paa",
            "prt\prt_f100\data\standard1\prt_f100_standard_ca.paa",
            "prt\prt_f100\data\standard1\prt_f100_standard_smdi.paa",
            "prt\prt_f100\data\uns\decals\code\0.paa",
            "prt\prt_f100\data\uns\decals\tail\CP_ca.paa",
            "prt\prt_f100\data\uns\decals\sign\sign.paa",
            "prt\prt_f100\data\uns\decals\longtailnum\blank_ca.paa"
        };
    };
};
#

Wait, like this?

{
    class uns_f100b;
    class prt_f100 : uns_f100b
    {
        scope = 2;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        displayName = "F-100 Striker";
        hiddenSelectionsTextures[] =
        {
            "prt\prt_f100\data\prt_f100_standard_co.paa",
            "prt\prt_f100\data\uns\decals\code\0.paa",
            "prt\prt_f100\data\uns\decals\tail\CP_ca.paa",
            "prt\prt_f100\data\uns\decals\sign\sign.paa",
            "prt\prt_f100\data\uns\decals\longtailnum\blank_ca.paa"
        };
        hiddenSelectionsMaterials
        {
            "prt\prt_f100\data\standard1\prt_f100_color.paa",
            "prt\prt_f100\data\standard1\prt_f100_standard_as.paa",
            "prt\prt_f100\data\standard1\prt_f100_standard_ca.paa",
            "prt\prt_f100\data\standard1\prt_f100_standard_smdi.paa"
        };
    };
#

I can't edit the rvmat file with virtual studios

hearty sandal
gritty storm
#

For the renamed as,ca, and smdi maps

#

I believe so

hearty sandal
#

typically you dont need to touch those

#

since retexturing usually means you just change colors

gritty storm
#

Fair

hearty sandal
#

unless you have made changes you want to apply

#

you can just use the original rvmats

gritty storm
#

I made changes with the smdi map

#

I believe that is the bump map.

hearty sandal
#

no

#

its the shinyness controller

gritty storm
#

Ah

hearty sandal
#

you can read about different texture types in the wiki

gritty storm
#

Yeah, so I edited it so the roundel and text isn't shiny.

#

Because the original map doesn't match with the new texture file with the text and roundels

#
class CfgPatches
{
    class prt_f100
    {
        units[] = { "prt_f100" };
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] =
        {
            "uns_main"
        };
    };
};

class cfgVehicles
{
    class uns_f100b;
    class prt_f100 : uns_f100b
    {
        scope = 2;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        displayName = "F-100 Striker";
        hiddenSelectionsTextures[] =
        {
            "prt\prt_f100\data\prt_f100_standard_co.paa",
            "prt\prt_f100\data\uns\decals\code\0.paa",
            "prt\prt_f100\data\uns\decals\tail\CP_ca.paa",
            "prt\prt_f100\data\uns\decals\sign\sign.paa",
            "prt\prt_f100\data\uns\decals\longtailnum\blank_ca.paa"
        };
        hiddenSelectionsMaterials
        {
            "prt\prt_f100\data\standard1\f100_silver.rvmat"
        };
    };
};
#

So like this?

hearty sandal
#

sure

gritty storm
#
{
    class prt_f100
    {
        units[] = { "prt_f100" };
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] =
        {
            "uns_main"
        };
    };
};

class cfgVehicles
{
    class uns_f100b;
    class prt_f100 : uns_f100b
    {
        scope = 2;
        vehicleClass = "aa_uns_air_USAF";
        editorSubcategory = "aa_uns_air_USAF";
        faction = "UNSUNG_W";
        displayName = "F-100 Striker";
        hiddenSelectionsTextures[] =
        {
            "prt\prt_f100\data\prt_f100_standard_co.paa",
            "prt\prt_f100\data\uns\decals\code\0.paa",
            "prt\prt_f100\data\uns\decals\tail\CP_ca.paa",
            "prt\prt_f100\data\uns\decals\sign\sign.paa",
            "prt\prt_f100\data\uns\decals\longtailnum\blank_ca.paa"
        };
        class TextureSources
        {
            class prt_f100_standard
            {
                displayName = "PRTAF Standard";
                author = "PRTM";
                textures[] =
                {
                    "prt\prt_f100\data\prt_f100_standard_co.paa",
                    "prt\prt_f100\data\uns\decals\code\0.paa",
                    "prt\prt_f100\data\uns\decals\tail\CP_ca.paa",
                    "prt\prt_f100\data\uns\decals\sign\sign.paa",
                    "prt\prt_f100\data\uns\decals\longtailnum\blank_ca.paa"
                };
                materials[] =
                {
                    "prt\prt_f100\data\standard1\f100_silver.rvmat"
                };
                factions[] =
                {
                    "UNSUNG_W"
                };
            };
        };
    };
};
#

Yeah I'm gonna have to edit the rvmat

#

Because the rvmat is calling upon files in the UNSUNG pbo

#

And not my mod files

#

So it's slapping on the original smdi on my modded textures.

#

It is indeed working, like the config is fine, but the rvmat is not.

#

But this little experiment did teach me how to make paint options so that is cool.

#

But opening it with Notepad++ just gives me nul

spiral monolith
#

did you unpack?

gritty storm
#

Unpack the PBO?

#

Oh, I derap it

#

Using eliteness

#

But I can't edit it, I can see what is in it but cannot edit the parameters.

spiral monolith
gritty storm
#

I extracted the rvmat with pboManager from the PBO

#

And placed it in my mod file

spiral monolith
#

ok

gritty storm
#

I need to edit the rvmat so that the directory for the material maps is set to the ones in my mod.

#

Not Unsung.

hearty sandal
#

use extractPbo from mikeros toolset

#

it will convert the files automatically

gritty storm
#

Alright

#

How does this work

#

It's just a cmd prompt

#

Figured it out

#

Ok, RVMAT map is opened

#

I see what I need to edit

#

IT WORKED

hearty sandal
gritty storm
#

Tiny issue

#

Uh the plane will not move

#

Like it will turn on, is animated and all.

#

But will not move

#

The flaps, engine, cockpit, etc are animated but the plane will just not move

wintry tartan
#

It does mean your inheritance is wrong

gritty storm
#

How.. wait a second

#

uns_f100_c has all the actual scripting for the plane

#

The uns_f100_b is just the textures

#

It's split into three parts

#

uns_f100

uns_f100b

uns_f100c

#

So what do I do?

hard chasm
#

what do you mean by 'scripting' ? sqf? or do you mean config.cpp TextureSources
and what do YOU mean by textures. paa files? and not in the config?

#

if you want help, please be a little more accurate in your descriptions.

gritty storm
#

all the configs for the planes controls are in uns_f100c PBO while all the paa files are in the uns_f100b PBO.

hearty sandal
#

one with weapons

spark merlin
#

hey guys so i have difficulty with my tank going up hill and downhill it's like when i tried to go uphill it stopped me like im hitting a rock/wall does anyone know what's the problem?

spark merlin
nimble sequoia
#

simulation = "tankx"; add the quotation marks
springStrength = 800000; is very high - you might like to try springStrength = 300000
springDamperRate = 200000; is very high - try springDamperRate = 35000;
longitudinalStiffnessPerUnitGravity = 100000; is very high - try longitudinalStiffnessPerUnitGravity = 12000;
Your class Wheels are missing suspTravelDirection[] = {0, -1, 0};
dampingRate and dampingRateInAir should be the same value.
Check you have numberPhysicalWheels = 16; set correctly somewhere in config.
Check you have wheelCircumference = 2.45; set correctly somewhere in config (metres).
Check you have maxSpeed = 40; set correctly somewhere in config (metres per second).
Unrelated, but centerOfMassOffset is not a valid parameter and does nothing in the vanilla game, as far as I can tell.

Those are some config related items that stand out, but the root of your problem is more likely to be p3d related (memory points or Geo Phys), so if the issue persists after you fix the config, come back here and note if anything improved or if it's unchanged.

drifting skiff
#

needing help on RHS tank inheritance, to change the commander seat unit, code is currently as follows but something is wrong with my inheritance;

    class rhs_t72ba_tv;
    class KAR_EFC_SAF_T72_A: rhs_t72ba_tv
    {
        scope = 0;
        class Turrets;
    };
    class KAR_EFC_SAF_T72_B: KAR_EFC_SAF_T72_A
    {
        scope = 0;
        class Turrets: Turrets
        {
            class MainTurret;
        };
    };
    class KAR_EFC_SAF_T72_C: KAR_EFC_SAF_T72_B
    {
        scope = 0;
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets;
            };
        };
    };
    class KAR_EFC_SAF_T72_D: KAR_EFC_SAF_T72_C
    {
        scope = 0;
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics;
                    class CommanderMG;
                };
            };
        };
    };
    class KAR_EFC_SAF_T72: KAR_EFC_SAF_T72_D
    {
        editorpreview = "";
        scope = 2;
        scopeCurator = 2;
        side = 0;
        faction = "KAR_EFC_SAF_FACTION";
        editorCategory = "KAR_EFC_SAF_Top";
        editorSubcategory = "KAR_EFC_SAF_Tanks";
        vehicleclass = "KAR_EFC_SAF_Tanks";
        crew = "KAR_EFC_SAF_C";
        rhs_decalParameters[] = {};    
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics: CommanderOptics { GunnerType = "KAR_EFC_SAF_C"; };
                    class CommanderMG: CommanderMG {};
                };
            };
        };
    };
spark merlin
nimble sequoia
spark merlin
#

hmm okay thanks ill test it rightaway

nimble sequoia
#

(I'm not an expert on inheritance, turrets still confuse me to this day!)

drifting skiff
#

it shouldnt wipe it out, that works with other RHS vehicles, the t-72 is just giving me troubles

hard chasm
#

@drifting skiff Do not use FULL_UPPER_CASE for anything but #defines. Take this advise now, or learn to regret it.

nimble sequoia
#

Yeah, who knows what all those upper case macro's are doing 😉

hard chasm
#

@nimble sequoia
simulation= tankX;

fyi, a binarised config.bin stores string and"string" exactly the same way. It is only a 'convention` and certainly useful, that decoders enclose strings in quotes

novel lava
#

also numberPhysicalWheels doesnt do anything cept on AFM helicopters

spark merlin
nimble sequoia
novel lava
hard chasm
#

the downside of enclosing it quotes means the engine will not 'see' an enum eg DestrTent vs "DestrTent"

nimble sequoia
drifting skiff
spark merlin
nimble sequoia
# spark merlin how do i make it stable?

Probably going to need to start looking at your p3d next - memory LOD in particular, with wheel centres, bounds, suspension points (including distance in metres between them)

#

Geometery LOD mass and CofG

#

Geo Phys LOD possibly too

spark merlin
#

okay i'll check it

ashen chasm
#

doesn't ADT have a keybind or something to copy a full inheritance tree down to "All" for the selected class?

novel lava
#

one thing I did notice with ADT is it has a tendency to put the turrets backwards for some reason and this can affect turret indexes

#

just checking one my self the order it lists turrets is
CargoTurret1
2
Mainturret
when it should be

MainTurret
CargoTurret1

etc

drifting skiff
brazen merlin
#

when shooting a scalpel from my helicopter, the missile camera feed / component window wont activate. does anyone know what i need for that to work?

ashen chasm
#

maybe it's hpp class Components: Components { ... class VehicleSystemsDisplayManagerComponentLeft: DefaultVehicleSystemsDisplayManagerLeft { class Components: Components { ... class VehicleMissileDisplay { componentType="TransportFeedDisplayComponent"; source="Missile"; }; ... in the vehicle class

brazen merlin
#

i have it

#

yet shooting the missile wont activate the camera

#

i am using the exact same sensor/display config as on my hellcat variant- there it works fine

#

since the display works fine on the pilot, i'm blindly assuming it cant be a turret related property that is off

ashen chasm
#

well, the turret can have the same Components >> VehicleSystemsDisplayManagerComponentLeft >> Components >> VehicleMissileDisplay of its own

brazen merlin
#

hmm ok. if i assign my weapon to the gunner and not pilot, the display works

ashen chasm
#

oof

brazen merlin
#

maybe it is an issue with the pylon setup

#

ok, yeah.. if the gunner becomes the weapon owner, it works... but if the pilot is the weapon owner, it doesnt work. however, i do not have this issue on my hellcat variant

gritty storm
#

Ok so it isn't just my retextured f-100 that doesn't move.

#

Every f-100 doesn't move.

brazen merlin
#

ok, it works on the hellcat variant because the gunner has control, not the pilot. i think this is a general issue

gritty storm
#

Scratch that

brazen merlin
#

basically if the pilot has control of the scalpel missile, the camera wont work. if the gunner has control of the missile, the camera will work

#

might be worth a ticket, i guess

gritty storm
#

Ok, so the plane does "move" however the controls are fucked up.

Holding w just halts it.

hearty sandal
#

but yes ticket worthy

gritty storm
#

Ok, so.

What do I need to add to add the controls

#

I can finally post screenshots, yessssssssss

hearty sandal
#

should need nothing

gritty storm
#

So what are the controls screwed up?

hearty sandal
#

no idea why

gritty storm
#

It isn't just the retextured plane either.

#

It's all of them

hearty sandal
#

then it means you overwrite something crucial

#

uns_main might be wrong class to be required addon

#

most likely needs to be the f100 pbos cfgpatches class

gritty storm
#

Alright, so it would be; uns_f100b, uns_f100c

ashen chasm
gritty storm
#

Yeah switching the required addons didn't work.

gritty storm
#

Nothing is working

nimble sequoia
gritty storm
#

Let me try

#

Nope

#

So it's unsung that is the problem

#

Uhgsgiekrlqaf

#

I mean it's somewhat of a simple fix

#

Deleted, reinstall

#

However, Arma cahces data on changes made to mod files when you delete them and reinstall them.

#

And the only way to fix it is by reinstalling Arma

brazen merlin
#

verify game integrity?

nimble sequoia
#

I've been modding Arma for quite some time and have never had to reinstall it.

ashen chasm
#

and are there many (any?) reasons to do any manual changes to mod files?

gritty storm
#

I didn't

#

I don't know what happened

gritty storm
#

Guys....

#

I just learned

#

That I'm a dumbass

#

I CHANGED MY KEYBINDS AND THOUGHT THE MOD BROKE

#

There was nothing wrong

#

The keybinds were just different

#

I'm going to shoot myself ong

gritty storm
#

Mod works, my retexture works.

#

Thank you all.

#

For teaching me how to do this

#

I'm going to go scream into a pillow now.

#

However, one question

#

So the materials apply to the paint when I select it, however, the materials do not apply to the plane when I place it down.

#

Only when I select the paint.

gritty storm
#

So it's asking for a vanilla arma rvmat.

#

However, I don't want to just take it from the pbo.

#

So how do I make my config call upon that rvmat without manually moving it?

wintry tartan
#

You did not unpack A3 data then? It is a vanilla file

gritty storm
#

Well preferably I would like if the config could just use the directory to use the already existing PBO instead of me having to go into the vanilla files, unpack it, etc