#arma3_config
1 messages · Page 31 of 1
it's something totally needed if not.
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.
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)....
dont know if that could lead to this kind of problem
it may not be THE problem or any problem at all, but wrong all the same. Fix that bat file.
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
@SPCGExileCUPVehicleFixes is my addon
put greensea AFTER cups
ok
and chernarus looks risky too.
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
but i will change it anyways... just in case
it's called bullet proofing.
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)
looks like it did not work LOL
the message is different because i readded the pbos that i removed before
but that addon exists
well the question to askis where the hell is aw_159
coz it aint in the addon list above and it appears it aint called by other cups
now it is, i inserted all cups pbos again, just to be sure that was not a bat load order problem
to keep it simple, just add it to your addon list above
in the bat file (sorry)
you mean, instead of loading cup vehicles in the -mod argument load each of its pbos?
moment while i check....
ok
start "Arma3" "arma3server_x64.exe" -bepath=BattlEye -mod=@ExileMod;@CBA_A3;@CUPTerrainsCore;@GreenSeaTerrain;@ChernarusRedux;@CUPVehicl
in here
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.
it is like this atm:
-mod=@ExileMod;@CBA_A3;@CUPTerrainsCore;@CUPVehicles;@CUPUnits;@CUPWeapons;@GreenSeaTerrain;@ChernarusRedux;@ExtendedSurvivalPack;@ZombiesandDemons;@SPCGExileCUPVehicleFixes;
my addon is the last one to load
but the problem persists
put the aw in that list
it must be something i done wrong in my addon
put the aw159 in that list
but.... aw is a pbo inside cup vehicles. i dont think i can reference it there
grrrr.......
i don't think it's you at all unless the addon >NAME< is not called that.
the nameOF a pbo is not used anywhere.
check with eliteness (eg) what the addon NAME is called
{
class CUP_AirVehciles_AW159
{```
ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
Vehc not Vehic!!!!!!
there's the issue. change yours to above
problem solved
are there typos inside CUP? LOL is that it?
yes
LOL
thats really funny, but also a pain in the ass, is there a way for me to see those names here?
wdym?
where did you got this? because the way that i set my dependencies was just copping the PBO names... it seems that this is not the ideal
i imagine that is inside the addon config, but the one i got is binarized
pbo NAMES are utterly useless they are NOT the name of the addon
use eliteness or extractpbo
i do have the pbo extracted with pbo manager but config is binarized
nothing illegal in you looking inside. mostly for this reason.
pboMangler is a toy. use a tool
even bis thing if you must, but caveat emptor if you do
if you have a link, i would appreciate
dlbl ckick the pbo of interest
it aint tuff
first a scan (if u want) then an extract
it is giving me that "Error" in the right side window
checikng your free version works. it should.
when i click the pbo a cmd window flashes on the screen, but nothing seem to happen.
ahhhh ok mea culpa. you need to install ALL the lego blocks. Use the aio installer.
a promise here that you won't leave home without these tools. 🥸
bytex do a great job promoting/maintaining these tools but don't make it easy/obvious for 1st time users.
looks like i will spend the rest of the night unpacking stuff to make sure i am using the right names in my addon
it becomes part of your workflow and becomes painless
btw, you did not answer, are you from CUP team or the %MIKERO% file is just a coincidence?
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
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
basically this is what i am doing for each vehicle that i am using
but i was not able to find the attribute that enables units for healing them selves
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;
};```
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
if i create new classes, i would need to rework all of them to fit my classes
i was doing this first:
class SPCG_CUP_B_MTVR_Repair_USMC: CUP_B_MTVR_Repair_USMC
{
maximumLoad = 3000;
};```
but i noted the problem with igiload
if you publish your mod for others it will be thrown in the trash bin and your reputation will suffer.
no one, not anyone, expects the core files to be altered.
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?
CUP_B_MTVR_Repair_USMC is not yours to alter.
it's not illegal to do so. the repercussions pay for it instead.
it's a basic noob lesson 101 mistake.
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
i REALLY dont want to do that with my new classes 😦
i have no idea what an igload is.
too much unecessary work
wbere is it un-necessary? mistake 102.
let me show ya
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
fine and good. why are you altering another persons config >directly<?
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.
i am kinda adding to it, as i see
i've said all i need to say.
We change base classes when they're clearly busted, like all the stuff with bogus baseWeapon values.
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
🤔
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.
i am really confused, even if i create a addon dependent on the original its not good?
that is a real possibility, but i am creating it to my exile server to ballance stuff out.
'nuff said. Why should i care?
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
you are not creating configs, you are altering them.
yes]
if it's all too hard, then do what you want..
hmm, i mean... i can change back to this model if it is such a big deal. but that would make people need to add more classes to their traders, missions, and all... changing what cup have would make the server owner life way easier. and if one does not agree with my changes, its just a dependent addon that he dont need to add, his server would still need CUP, right?
they can and should be able to leave your addon in the stable without actually using it while they play another mission.
but anyways... how i would be able to disable the "treat yourself" option?
now i understand your point
that really can be a problem
that i did not think about
not for others. yours gets trashed. forever.
that last point of yours makes sense
i will do it with the SPCG classes instead of altering cup.
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
or not?
do you have a url handy for cup? want to rause a ticket with them.
(not at all sure about server behaviour)
where on internet can i get to cup forums eg
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
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
so, it might be somewhere else
what attribute= is it?
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.
but i was not able to find what enables that
atleast in config viewer
wingrep is your very best friend. it will rapidly search thru any files and find "treat yourself"
was hoping that some one already did it some where LOL
Probably attendant = 1; in the vehicle config. Change to attendant = 0;.
how do I stop a gunners head from moving when the turret is moving?
usePip = 2;
thanks
Do you have an update on this?
I just realized this isnt on the wiki 😦
well atleast from wat I can see
a lot of stuff isnt
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.
wait, editing is unlocked these days?
editing is unlocked these days?
contact dwarden. I wasn't aware editing is now restricted.
I'm getting an error the outfit is a show twice in the aresenal and I don't know what's wrong.
many people say i did it config twice but i don't know i do it twice
{
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?
OKAY i will try that!
now uniform texture is didn't show....
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
cfgWeapons only handles the uniform Item
you also need the uniform/character in the cfgVehicles
okay....i will try it!
there is character encoding guide page in the wiki
and the sample character config in arma 3 samples
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.
does it still work in live game?
Yes it does
why not post the actual link
does it matter that it does not update the position live in editor?
wasn't sure as to the netiquette here, don't wanna step on toes. will re-edit it now if thats ok
👍
It can be like that but I want to make it perfect if there possible haha
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
i would i go about doing that?
if you want spawnable unit/thingy that is set to use certain texture just use the unit list
thats what it is there for
and if you have too many variants
dont make so many 😅
What i mean is something like this https://s3.amazonaws.com/i.snag.gy/McCndL.jpg
I'm just trying to get fewer units in the editor
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
you could set up the variation camos through the virtual carage
no need to go do extra menus
I tried messing with those some time ago, didn't end too well xD. I might have a go at that again
hey rumor has it you can custom class configs and just throw it in the mission folder? Is that true?
I don't know what rumor it is but no
chat gpt thinks so.
Don't bring ChatGPT then
🚪
the algorithm that makes up stuff made up something
Does someone know what is needed for my factions to show up in zeus ?
scopeCurator
it does have scope curator 2
CfgPatches too
it does, do every item(Weapon,Vehicle,Vest) need the scopeCurator=2 ?
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.
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
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 🤔
no
but texture resolution may play a part in it
fair, I will take a look
how about in the unit configs themselves?
I have it in them
And you have in your "unit" cfgs scopeCurator 2?
yes
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
could be something how your Zeus is set up then
or some other mod doing stuff for Zeus
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
Yeh, if you do own addon, you need to use all (un-offical included)
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?
You could use https://github.com/arma3/MipMapTool to extract only the highest mipmap from the texture then it will not be able to use lower resolution as it will simply be not there.
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};
};```
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.
Cheers,
Hello! How does one attach an enemy AI to a trigger, so when someone enters an area, the AI spawns?
Helloo! Does anyone know how to disable the red triangle without changing the difficulties setting?
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;}
}```
CfgVehicles or CfgAmmo is not related with it IIRC. It maybe is defined somewhere like... CfgCoreData?
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?
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.
Anyone have any idea what i can do for this?
Understanding Arma 3 reoil configs?
Anyone know anything about the arma 3 flag? Like the general config on how to get it in game?>
Add this proxy to all your res LOD's, most importantly the last res LOD:
\a3\data_f\proxies\Flags\FLAG_auto
Use forceFlagTexture to set the texture.
https://community.bistudio.com/wiki/forceFlagTexture
https://community.bistudio.com/wiki/Arma_3:_Flag_Textures
I'm trying to add it as an item in game 🤔
I was trying to guess what you wanted because you didn't bother saying, and trying to ignore the lack of thanks 
I'm not trying to sound ungrateful I'm just saying what I'm thinking but that's fine.
im trying to do stuff with audio, but hit a snag, is there a way to define a passenger seat as external
I'm having trouble finding documentation on artillery configs, and how to adjust ranges etc. Does anybody have any references they could share please
@brave crag In the weapon config, each artillery mode has an artilleryCharge value which directly multiplies the initSpeed for the magazine.
i use nothing else then dev branch ;)
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
if you start going over 50 you'll introduce lag
Fair, so it probably is a bad idea
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
makes sense
I think RHS has shells with a lot more submunitions but id be very careful
I am not taking chances on 180 player servers 
if you'll add way too much (I think around 150+) BE will kick you when it will explode and you're the owner.
https://community.bistudio.com/wiki/Arma_3:_Jets_Hitpoint_Configuration
so I never figured this out but what does material = -1; mean? and should I bother ever changing it?
normally means default
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.
Okay cool , so I should have no reason to change then
it was in the patch notes for 1.54 and i tested it earlier today. works fine
Any idea if it supports description.ext changes like XEH ?
or is it limited to addons
to that i can't speak
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
What does it mean "original config file"
like for example i have one config for army and second config file for a police force
You can separate config file as many as you want
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.
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 
It is fine
Good to know I won´t be judged 
does anyone know how to decrease tank acceleration? like my tank went too fast from 0 to 30km/h but after that it stabilize
is there any way to alter exposure in 3d scopes? currently have the problem of everything becoming pretty exposed when aiming down the optic
Some ideas include changing torque curve[] and gearboxRatios[], increase engineMOI, reduce clutchStrength, increase thrustDelay, reduce accelAidForceCoef, increase class Wheel moi.
@lean bloomyou can always use a sound editor like audacity to create your own ogg files. Far better than trawling thru what bis have on offer
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
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
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
It can
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
Check pinned in #arma3_animation if that's your question
That worked for the animation, but not for the cfgVehicle defition.... hmm
I followed the restetShapes instructions
ah nevermind, there was a mistake
Can you describe the mistake\fix incase someone comes looking for same info?
I said that and then have failed to fix it. I forgot I was creating the object as a simple object and not actually by its class name. Is there a way to refresh a filepatched script by chance? The changes to it dont seem to take effect
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
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.
Reseting the shape works, thats not the problem. The script that i am filepatching isnt updating though, and I have no idea why
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
delete config command
Hm I cant find that on the wiki, could you link it?
delete displayName; like this
This removes the entry there
You cannot use delete along with declare IIRC so watch out of it too
Wouldnt I need to point it to the exact config and class though?
Or is that code put directly into the config/class?
Same way to declare, but just use delete, so it will remove the config there
Im sorry Polpox, im not understanding what you're meaning here. Could you provide more of an example?
If you delete displayName in B_Soldier_F, will remove displayName there
Similar to declare (displayName = "brabra") but just opposite
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
delete can delete a class too
delete B_Soldier_F is also valid
Urm wait did I misread you?
So you're saying if I write "delete B_Soldier_F;" inside of my config file then it will remove it....?
I'll back home in a few, let me write some or find example
Alright, thankyou, I really appreciate the help!
I never had any luck with deleting merged configs and just end up restarting if it becomes an issue
my bad, misread when halfawake
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
};```
Im making a sign with a blinking light. Is it possible to code it to only blink between a certain time frame?
thanks ill look into it
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
^ any info on this?
i did all of this but it's just making it worse
Thankyou very much! This worked :)
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{};
};
Add your new classes to units[] = {"new_class1", "new_class2" etc}; and/or weapons[] = {}
It's not a new class though, I'm just changing values of base assets
Should I then still be doing this?
That's highly undesirable unless you only ever intend using the mod on your own and not releasing it. But yes, perhaps try and see if it fixes it, might only take 20 seconds to find out. 😉
I manage the mod for a server I play with, don't publish any of it for public use per se
If anyone but you is going to use it, the recommendation is that you don't change base classes, but create your own.
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?
scope=2;
oh wait
do u mean as an actual like placeable thing?
Yes
ye sorry
Sorry as in you dont know or as in scope=2;?
Unfourtunatly this is not the problem, no worries.
Thank you, I will definitely try this!
You likely need the base game's loadOrder addon in requiredAddons[]= if you're modifying a base game asset. I'm not sure if only the dependency on CBA is sufficient
i mean. "cba_main" requires "cba_common" that has requiredAddons[] = {"A3_Data_F_AoW_Loadorder", "A3_Data_F_Mod_Loadorder"}; 
which may (or not) get to conflict due to the latest vanilla loadorder being "A3_Data_F_Decade_Loadorder" 
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
Thank you! this worked, I appriciate it a lot.
Anyone see a issue with this config?
Keep getting this error when i attempt to pack it
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"
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.
@covert pond
the cause is:
}```
use pboProject if you want to find these mistakes easily. Ie use tools. not toys.
In that string it is.
But holy heck a quote in a file path is not a good idea.
Addon builder also has log files that probably tell you the details. But finding them is annoying
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
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.
-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.
What should it be instead
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.
tool wont open
use the aio installer
ninety-ONE?!
i dunno, been doing this for over 25 years
there are still a half dozen or so modders from that time.
keep getting this error, It isnt picking the pbo up
anyone with experience with simulation = "proxyretex"; for CfgNonAIVehicles proxies on vehicles?
the textures work but damage materials don't
cant crunch if your arma open
arma wasnt open
That message is not an error but just a notify
Error message is printed in the logs
nothing in the logs
What it does mean nothing
Literally nothing or you thought some lines are unrelated and ignorable
holy moly some people here are OLD
Yes.
Some have modded the series longer than some have been alive xD
i can hear the bones creakin from over here 😭
^ bumpity bump.
I found a solution to my problem using "workarounds" (idk if they can be even considered workarounds since it might not be possible in the first place without doing so).
Im still just curious if this has an answer
I am not aware of a way to lock an attachment
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)
@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)
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
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
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
i think something like that got added like 3 or 4 patches ago
yeah, skipWhenMissingDependencies flag for CfgPatches. i.e. https://github.com/acemod/ACE3/blob/master/addons/compat_rhs_afrf3/config.cpp#L14
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)
perfect!!! just what i needed thanks 👍👍
"(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
"run the game and print a line in RPT" vs "Throw an error box and close the game"?
skipwhenmissingdependencies
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 😄
Is it possible? Yes it is! You see it as Futura.
How? Script 😄
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?
No. Conditions would need to be applied to the animationSource via config/scripting.
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
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; };";
};
};
do you use this baseclass as parent for some other units you test in game?
Yeah
paste one of those configs in same way too
do you have reason to inherit the eventhandlers like you do now?
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"
};
};
well you probably dont need the inheritance since you dont actually inherit evenhandlers from the parent
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)
Alright, I'll try that
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.
im trying to make a selection show randomly upon source activation and deactivation
Is there a crash course for the configs? I'm trying to fix LOP configs.
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
Especially for smaller mods that replace broken configs
I mean- what config entries are used to make it have the charge function?
Hoping to save myself a few hours of sifting through config to find it 😄
Is it defined within the CfgWeapons entry for the cannon? Or is it defined somewhere within the Futura’s CfgVehicles entry?
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
What is the classname of your plane?
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.
Wdym
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
great
However, Unsung has multiple variants with different loadouts for the f100
Are you familiar with packing a pbo?
So do I have to make these configs for each one?
ah, no you probable dont, dont close the game yet
we're going to have to look into the config to get its parents
As you can see in the unit selector
a family reunion if you will
Which PBO packer?
no..
Okay PBO Manager is not the software you should use
What should I use then
Addon Builder in Arma 3 Tools at least. pboProject by Mikero or HEMTT is preferred
PBO Manager is very notorious to make broken PBO
Hasn't broken yet, surprisingly
Alright, I need a link to HEMTT
I have the Arma 3 tools though
It will probably be fine for JUST a texture, but if you're doing a custom faction then you likely wont like it
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
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
Actually, ehhh I'll install HEMTT
And just to be clear, this translates into uniforms, ground vehicles, etc?
For retexturing?
uniforms dont have the "Garage" feature so they will use hiddenSelections to define them
I'm completely loss on how to install HEMTT.
I need winget but there is no clear exe to run
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
https://brettmayson.github.io/HEMTT/installation.html
If you can't really understand any of this, you might want to use pboProject which is more straightforward and GUI friendly, I guess
Everything you need to build Arma 3 mods with HEMTT
Ok, pboProject it is
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
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
now you need to make your config
Alright, how
well actually, you need to know the parent class of your plane
so you'll have to open the config viewer in game and find its parent
you dont, pboProject is a pbo packing tool, pboManager can be used to open Pbo
["uns_plane","Plane_Base_F","Plane","Air","AllVehicles","All"]
There isnt a uns_f100 or uns_f100b?
["uns_f100b_CAP","uns_f100b","uns_plane","Plane_Base_F","Plane","Air","AllVehicles","All"]
which object are you looking at to get that result?
Should probably use uns_f100b then
your config will need a cfgPatches and a cfgVehicles class
@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?
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
We don't allow you to have multiple accounts in this server.
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
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.
The bin file needs to get converted into a cpp, there is a tool for this in the arma tools
I use notepad++, its lighter weight
you can also use regular notepad, but id advise against it
{
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
@ruby cosmos
you've already downoloaded my tool set. so,...
extractpbo nameOfPbo p:\
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.
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
{
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.
won't work because youa are missing...
class prt_plane;
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"
};
};
};
From cfgVehicles
class CfgVehicles {
class uns_plane;
class prt_f100: uns_plane {
..
requiredAddons[] = { "uns_f100_c" }
{
"uns_main"
};
};```

Oo, didn't see that 🙈
Which value in smoke grenade config stands for size of cloud that it creates?
its tied to the particle effect it uses
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
Solved 😄
class ctrlMenuStrip;
class display3DEN
{
class Controls
{
class MenuStrip: ctrlMenuStrip
{
class Items
{
items[] += {"FlyingTartaTools"};
#include "hpp\menuItems.hpp"
};
};
};
};
Does anyone know a clean way of getting the object a module was dropped on in zeus?
Nevermind, google didnt want to show me curatorMouseOver 🙄
curatorMouseOver was the solution, I was looking for, thankyou though!
{
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
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
{
"\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.
you got to complete verification at #✔role-selection
sooo. is uns_plane the original classname for uns_f100?
as I am a bit doubtful it is
also scope 1 will hide it in editor
Remove leading backslash
"prt_f100\data\prt_f100_standard_co.paa",
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
don't need (or want) the hiddenSelections[] bit either
I'm retexturing an existing model from the Unsung mod.
ah looks like your account is too fresh
But I want it to be a separate plane for a custom faction.
youll have to give it a day or two
true
Discord moderation did a stupid with their stupid ass auto mod.
you use the original plane class as the class parent
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
{
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)
{
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"
};
};
};
uns_plane.
Yeah it is
look at my code posted immediately before yours for corrections
@steady beacon is the unsung f100 classname really uns_plane?
(its probably uns_f100 btw)
and uns_plane is the base unsung plane baseclass
{
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?
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?
I'm just looking at the config for the uns_f100_c
The retexture is for a custom faction.
So I want to change the faction part.
In that case, yes, looks good (apart from doubt over inherited class)
is there a class called uns_f100 in there?
I'll look
or place down the plane in editor and open config viewer on it from the right click menu
I'm gonna send the screenshot to your DMs if that is fine
because its important you get the classname correctly
there probably is also uns_plane
(does he have a p drive dev environment and pboProject/hemtt?)

I have pboProject
and?
And what?
you answered half the question
What is p drive dev environment
HG, is there a pinned link for new modders on setting up tools?
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
Yeah, pretty important as without it most will fail to progress
["uns_plane","Plane_Base_F","Plane","Air","AllVehicles","All"]
This is the parents for the f100
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
_generalMacro = "Plane_Base_F"
As Goat said, place the plane in the editor, go to the in-game config viewer and see what class name it has
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.
configfile >> "CfgVehicles" >> "uns_f100b"
I don't have SOG:PF
So wait, I need to call upon each variant of the f100?
and let people arm it through the pylon system
class prt_f100 : uns_f100b
{```
Ah
so its easier to put down different loadouts
in editor and zeus
Or spawn in Zeus
So just do uns_f100b instead of uns_plane?
{
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"
};
};
};
and you'll probably also need a p drive development environment
Ok, how
If you're playing Vietnam scenarios, consider getting SOG:PF because all your friends will likely have it
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
lol
Anyway, what is a p drive development environment
Football's back on, not going to think about it deeply (or at all). Google can answer p drive question very easily.
Talked about development environments, and how it helps development in Arma 3.
Downloaded and installed Arma 3 tools.
Downloaded and installed Mikero new all in one installer.
Created a P-drive using arma3p
Learned how to have the P-drive stay mounted using windows.
Windows + r and add shell:startup
Copy and place the .bat file in the p-...
Mfw a marine plays Arma 3
what does "type=" do in cfgmagazines?
I downloaded Mikero's AIO and it keeps saying I'm not authorized to use this branch
Defines the type of the magazine
you dont need to worry about that though, just inherit from correct kind fo magazine baseclass
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.
you put your folder with config and textures on P and pack it into pbo
Is that literally what the P drive is? Just better organization?
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
I see, alright well it needs an addon folder first
typically folder structure is something like P:\moddingTAG\moddingTAG_contextNameLikePlanes\ config and other stuff go here
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
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
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?
@prt\addons\prt_planes.pbo right?
youll have to test it
we dont really compile it in our heads
it looks alright
Thanks, corrected it
How do I use pboProject?
show set-up screen
Rap: \prt\addons\prt_f100\config.cpp: config.cpp MUST contain a cfgPatches
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
failed
p:\prt\prt_f100\ not p:\prt\addons\prt_f100\
Rap: \prt\prt_f100\config.cpp: config.cpp MUST contain a cfgPatches
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
failed
The error message seems self-explanatory
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
Show pboProject main page screen shot
\prt\prt_f100\config.cpp Rapify:Rap: \prt\prt_f100\config.cpp: config.cpp MUST contain a cfgPatches
Like what does this mean
for some reason it thinks the config cpp you have does not actually have cfgPatches class
is what you pasted above the full confing.cpp?
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
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
is there a way to have a delay before firing a primary weapon. like a minigun or railgun?
in same way as the vanilla railgun yes
though miniguns dont have that delay
thats a movie myth
Wdym by dummy files
yea but im moreso doin it for balance purpose
empty txt file or anything youw want that is in same folders and named same
so the file check passes
So what about the existing prt texture files
Which are in the file directory
I put in the config
youll have to look into how the delay fire thing is done in the railgun tank
the paths dont match
yea, just gotta search the interweb for it XD
you need to fix that
ty for the help
its in the vanilla files
interwebs may not have explanation on how its script work
the script files should unpack just fine. or you can look into the config and the funcrion in the game config and function viewer
So would it be p:\prt\prt_f100\data\prt_f100_standard_co.paa?
Without the P:\
\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.
oh well looks like just empty file wont do.
copy some real .paa file there and rename them
Aight
(or extract unsung data)
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
they deafened me whenever I first had them and scared the shit out of me lmao
So it works, thank god.
However, there's some issues with it...
Can't send the screenshots here
oh, why not?
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
Well the nose has a blank black squad on like the tip of it
When on the texture file it isn't there
ohhh that’s probably a decal you need to copy the hidden selection of the original one of
It's a text file
You would path to a material, ideally in the model p3d
the model has default rvmats set on it in the p3d but you can set alternatives via hiddenSelectionsMaterials in config
if unsung already has shiny rvmat you can just path it to that
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
uns_plane is a base class we use to inherit everything we need to set up a plane
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
do you need to edit rvmat file?
typically you dont need to touch those
since retexturing usually means you just change colors
Fair
unless you have made changes you want to apply
you can just use the original rvmats
Ah
you can read about different texture types in the wiki
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?
sure
{
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
did you unpack?
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.
yes
ok
I need to edit the rvmat so that the directory for the material maps is set to the ones in my mod.
Not Unsung.
Delete pbomanager
use extractPbo from mikeros toolset
it will convert the files automatically
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

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
It does mean your inheritance is wrong
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?
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.
all the configs for the planes controls are in uns_f100c PBO while all the paa files are in the uns_f100b PBO.
try using one of the actual used variants as parent
one with weapons
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?
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.
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 {};
};
};
};
};
so for damping rate is 6000 too high or should i use 5 instead?
I'd start at 1 and see how it goes. But you could end up at 1500, it's not an exact science. 6000 does seem too high.
hmm okay thanks ill test it rightaway
{
scope = 0;
class Turrets;
};```
This is possibly wiping out the turrets from the RHS tank. Turret inheritance code tends to need to be "fully defined" or subclasses get lost. You might need to declare all the turret sub classes in the rhs parent, and then include the rhs grandparent.
(I'm not an expert on inheritance, turrets still confuse me to this day!)
it shouldnt wipe it out, that works with other RHS vehicles, the t-72 is just giving me troubles
@drifting skiff Do not use FULL_UPPER_CASE for anything but #defines. Take this advise now, or learn to regret it.
Yeah, who knows what all those upper case macro's are doing 😉
@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
also numberPhysicalWheels doesnt do anything cept on AFM helicopters
it goes super fast after i change it
Interesting... it's in the vanilla configs for many different types of vehicles though?
https://feedback.bistudio.com/T163136 theres a couple messages from reyhard in this discord about it too
the downside of enclosing it quotes means the engine will not 'see' an enum eg DestrTent vs "DestrTent"
Thanks - so a legacy parameter that does nothing, except it's needed by a bolt on library, brilliant! lol
just to try this out, how would you define all the turret sub classes in rhs parent?
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
okay i'll check it
This might help
doesn't ADT have a keybind or something to copy a full inheritance tree down to "All" for the selected class?
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
Ah hell yeah, this fixed it!
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?
maybe it's hpp class Components: Components { ... class VehicleSystemsDisplayManagerComponentLeft: DefaultVehicleSystemsDisplayManagerLeft { class Components: Components { ... class VehicleMissileDisplay { componentType="TransportFeedDisplayComponent"; source="Missile"; }; ... in the vehicle class
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
well, the turret can have the same Components >> VehicleSystemsDisplayManagerComponentLeft >> Components >> VehicleMissileDisplay of its own
hmm ok. if i assign my weapon to the gunner and not pilot, the display works
oof
both have the same on my helicopter
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
Ok so it isn't just my retextured f-100 that doesn't move.
Every f-100 doesn't move.
ok, it works on the hellcat variant because the gunner has control, not the pilot. i think this is a general issue
Scratch that
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
Ok, so the plane does "move" however the controls are fucked up.
Holding w just halts it.
maybe related to who is primary gunner?
but yes ticket worthy
Ok, so.
What do I need to add to add the controls
I can finally post screenshots, yessssssssss
should need nothing
So what are the controls screwed up?
no idea why
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
Alright, so it would be; uns_f100b, uns_f100c
yeah, seems to behave the same with vanilla Blackfoot in editor on dev build 
Yeah switching the required addons didn't work.
Nothing is working
And if you run the game without your mod loaded, does it all start working again?
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
verify game integrity?
I've been modding Arma for quite some time and have never had to reinstall it.
and are there many (any?) reasons to do any manual changes to mod files?
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
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.
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?
You did not unpack A3 data then? It is a vanilla file
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


