#arma3_config
1 messages Β· Page 34 of 1
does it have viewpilot lod?
yes
also ignore the cursed textures π
i cannot actually aim at all like right click right now does nothing
Do you have a model.cfg entry for the scope? You don't need it in there for a scope to work
i do
so ditch the model cfg
?
Yes
copy complying
That's for like animations and the like. Make sure that you have an "eye" memory point
yeah unfortunately cant animate scope model
You gotta do it in Object Builder. Part of the workflow is in that program
ah ok ive just been copying the same sort of up until now and up until this point every thing ive done has had a model cfg for something this is the first time doing a scope tbh
No worries man, it's not hard to do it though, Best thing is LODs, and in the View-Pilot LOD you have an Eye memory point in the Memory LOD
You gotta adjust the memory point, but you'll have to go back and forth
For the scope
coolio yeah it doesnt seem to hard once you know its kind of navigating these unspoken "rules" about models etc
denial and error, my wheel house
Yeah this is all done in Object Builder though, so I'm guessing that is in Blender? Best thing to do is finish the model there, import it into Object Builder, size and orient it, and so on, then it'll work, and the config too.
using blender and armatoolbox to export p3d directly can skip most of the object builder workflow
Well I didn't know that is that's what I do most of the time, but whatever works though
this if i need object builder its because arma 3 toolbox in blender is missing functions or those functions are there but i dont know where they are for example i recently discovered you can adjust resolutions in A3 Blender toolbox up until then it was OB
Well somebody with that can help you as I use Object Builder for all my work
i use both tbf either way its still not happy
On another note ive got a weapon that has this scope but it doesnt show on the weapon im guessing its a proxy issue?
I think we should move it to the appropriate topic, this is for configs
I'm not a moderator but I'm sure HorribleGoat will have an issue
still cant aim down sight is there like a value or something ive omitted or something?
nah its fine since most of the current stuff is here anyway
Okay, wasn't sure
it could be config issue too
Yeah
have you compared to vanilla scope config to see what might be different from yours
it can also be beneficial to inherit from an existing working item instead of itemcore directly
so you dont have to redefine all the base things yourself
and can focus on the properties you want to alter instead
Does your weapon have a view Pilot LOD?
Hi all,
I'm a bit stuck on this one, as I'm unsure what I am doing wrong. I worked with a couple of buddies of mine to make some custom flags for our little unit, and while they are in the game, and I can place them in Eden, Zeus becomes spotty.
If I'm running vanilla Zeus, I can find the flags and place them.
If I'm running Zeus Enhanced, I can't find the flags in Zeus.
https://pastebin.com/UWcjp30U
There is the code for the flags. What am I missing?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
yup
i would but im looking and apart from the one in A3/Data/f which is like 40,000 lines of code all seperated out over sections
my dyslexic ass is struggling with it im trying to find a config which is smaller and more manageable for me to read lmao
but no that makes sense what your saying most likely my scope is missing a value or parameter or something and thats whats preventing it from working
dyslexia can be a bit challenging in these things, but you really want the whole config dump instead so you dont have to try to figure out which file to open
and can instead use text search to jump into right place directly
yeah i was trying to base my scope off the nightstalker but i got confused
class optic_Nightstalker: ItemCore
{
author = "Bohemia Interactive";
_generalMacro = "optic_Nightstalker";
scope = 2;
displayName = "Nightstalker";
picture = "\A3\weapons_F\Data\UI\gear_acco_Nightstalker_CA.paa";
model = "\A3\weapons_f\acc\acco_Nightstalker_F";
descriptionShort = "Nightstalker Sight<br />Magnification: 4xβ10x";
weaponInfoType = "RscOptics_nightstalker";
class ItemInfo: InventoryOpticsItem_Base_F
{
mass = 12;
opticType = 1;
optics = 1;
modelOptics = "\A3\Weapons_f\acc\reticle_nightstalker_F";
class OpticsModes
{
class NCTALKEP
{
opticsID = 1;
useModelOptics = 1;
opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};
opticsZoomMin = 0.025;
opticsZoomMax = 0.0625;
opticsZoomInit = 0.0625;
discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000};
discreteDistanceInitIndex = 1;
distanceZoomMin = 100;
distanceZoomMax = 1000;
memoryPointCamera = "opticView";
visionMode[] = {"Normal", "NVG", "Ti"};
thermalMode[] = {5, 6};
opticsFlare = 1;
opticsDisablePeripherialVision = 1;
cameraDir = "";
};```
class Iron: NCTALKEP
{
opticsID = 2;
useModelOptics = 0;
opticsPPEffects[] = {"", ""};
opticsFlare = 0;
opticsDisablePeripherialVision = 0;
discreteDistance[] = {200};
discreteDistanceInitIndex = 0;
opticsZoomMin = 0.25;
opticsZoomMax = 1.25;
opticsZoomInit = 0.75;
memoryPointCamera = "eye";
visionMode[] = {};
};
};
};
inertia = 0.2;
};```
life saver
there are some differences to your setup
doesnt surprise me its probably whats missing thats making it broken
so am i right in saying you can swap between the irons and the nightstalker with this?
class Iron: NCTALKEP
another thing im possibly missing COWS?
lmao
in seriousness though i just examined my LODS again to makesure its not that
all my other memory points have used autocenter
same applies here?
not sure what you mean there
autocenter is named property for geometry lod
so as long as the memory points are in the right spot that should be all that matters right
im trying to whittle down possible avenues that could cause this
Actually I'm looking for help with creating a new weapon for the pylon system for my helos. I got it working where I have the BIS weapons working, and they show fine, but adding new weapons I don't know what to do. I read the BIS page on it, and it was no help. I've looked at other configs, but no worky, so I need help.
Hmm I think someone made a pylon sample while ago
Cool, remember where it went to?
Hi all, so I am trying to create a couple of custom pylons for the 3cb vehicles. I have them created and in game and working. I however have come across the issue that the pylon model spawn in inline with the proxy for the missile not at the center point. I was wondering if a sample model may be ...
theres this at least
Yeah that should help, but I tried looking at the MELB stuff, and tried to just copy it and see if it works, no real luck, thanks for this though
Needing help with some Pylon weapons. They show up on the launch rail fine, but the aircraft can't select the munitions to use them, i.e. the game doesn't recognize the weapons, even though it looks like it checks out.
what came to mind is that are the weapons assigned to the crew seat you tested with?
because if they show up on the vehicle it would indicate they are loaded
Yeah but the Scalpels work fine when loaded too, and in the same spot
True :). okay
Gents, having trouble locating "Steerable_Parachute_F" in order to edit it's parameters. I would like to edit it's parameters if possible.
if you get yourself All in One config dump file you can easily find the class and its contents to look at
as to editing it you would either make a mod with a config file that creates a new class for your new adjusted parachute using the old one as parent to inherit all the infor you dont want to change (perhaps cleaner option) Or you can create a mod with config patch mod that overrides the original class and things you want to alter in it
commissioning mods for money is strictly forbidden since the tools required to make them are non commercial
only source material that can be made outside of the tools can be paid for
like 3d models and their textures and stuff like that
Understood, thanks for the heads up
now that you have said the magic word you will probably get some scammers spamming you about it though
we get that a lot here these days
Yeah I got one from here. If they say "Kindly..." then it's a scammer
What's step one of making a config patch mod? I just need some Google fuel
probably figuring out config files structure.
understanding cfgPatches header and how it connects to existing configs via RequiredAddons
and then understanding config class hierarchy would likely help
this all in Arma mod context of course
Gonna link this one because it's kinda hard to find:
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
I tried running this: diag_exportConfig ["O:/config.cpp", configFile];
do you have drive called O: ?
class Steerable_Parachute_F: Paraglide
{
author="$STR_A3_Bohemia_Interactive";
_generalMacro="Steerable_Parachute_F";
scope=1;
displayName="$STR_A3_CfgVehicles_Steerable_Parachute_F0";
thrustDeccel=-2;
thrustNormal=5;
thrustAccel=15;
minRotationZ=-0.40000001;
maxRotationZ=0.40000001;
minRotationX=-0.40000001;
maxRotationX=0.40000001;
maxSensitivityHorizontal=0.050000001;
maxSensitivityVertical=0.050000001;
deltaValueVertical=0.001;
deltaValueHorizontal=0.001;
turnForceScale=0.041999999;
minGravity=-1;
normalGravity=-3;
maxGravity=-4;
distanceLevel1=20;
distanceLevel2=40;
minLiftThrust=-40;
maxLiftThrust=-10;
minLiftDuration=1;
maxLiftDuration=4;
liftThreshold=0.99000001;
airInfluence=0.99000001;
liftGravity=-40;
openingTime=5;
duration=2;
unitInfoType="RscUnitInfoParachute";
};
got it
class Parachute: ParachuteWest
{
author="$STR_A3_Bohemia_Interactive";
mapSize=68.419998;
_generalMacro="Parachute";
scope=0;
simulation="parachute";
};
class NonSteerable_Parachute_F: Parachute
{
author="$STR_A3_Bohemia_Interactive";
_generalMacro="NonSteerable_Parachute_F";
scope=1;
displayName="$STR_A3_CfgVehicles_NonSteerable_Parachute_F0";
unitInfoType="RscUnitInfoParachute";
};
class Paraglide: ParachuteWest
{
author="$STR_A3_Bohemia_Interactive";
_generalMacro="Paraglide";
simulation="paraglide";
};
As far as creating a "config file that creates a new class for your new adjusted parachute". Would it be as simple as copying and pasting the current one with adjusted values and calling it Steerable_Parachute_G?
F is for Arma3 data mark coming from codename "Futura"
I would recommend you pick yourself a mod tag to prefix your classes for naming convention
like class Kevin92_Steerable_Parachute_01
the idea is to make sure the stuff you add has unique name so theres no/very little chance to conflict with anyone elses stuff
how would i go about making the old parachute as the parent in this config? So far i have only changed the class name
so you would have something like:
class Steerable_Parachute_F;
class k96_steerable_parachute_Glider : Steerable_Parachute_F
{
insert the changes you want to make here
};```
the parent class needs to be declared and this is that in its simplest from when you dont need to inherit any other class from within it
(there is wiki page about class inheritance if I remember right)
will only the changes be required in the body of that config? Is this overwriting the in game parachute or will this create another parachute to select from within the editor?
this creates a new parachute that can be selected yes
Fantastic
I would say its safer to do that in order to not break anything tha relies on the basic parachute
for sure, so in this case i will fill the body of the config with all of the parameters from the Steerable_Parachute_F class, just edited to my specification
class Steerable_Parachute_F;
class MJ360_steerable_parachute_Glider : Steerable_Parachute_F
{
author="$STR_A3_Bohemia_Interactive";
_generalMacro="Steerable_Parachute_F";
scope=1;
displayName="$STR_A3_CfgVehicles_Steerable_Parachute_F0";
thrustDeccel=-2;
thrustNormal=10;
thrustAccel=15;
minRotationZ=-0.40000001;
maxRotationZ=0.40000001;
minRotationX=-0.40000001;
maxRotationX=0.40000001;
maxSensitivityHorizontal=0.050000001;
maxSensitivityVertical=0.050000001;
deltaValueVertical=0.001;
deltaValueHorizontal=0.001;
turnForceScale=0.041999999;
minGravity=-1;
normalGravity=-3;
maxGravity=-4;
distanceLevel1=20;
distanceLevel2=40;
minLiftThrust=-40;
maxLiftThrust=-10;
minLiftDuration=1;
maxLiftDuration=4;
liftThreshold=0.99000001;
airInfluence=0.99000001;
liftGravity=-40;
openingTime=5;
duration=2;
unitInfoType="RscUnitInfoParachute";
};
i changed just one parameter. I would like to iterate on this but first i must create the .pbo, is this config.cpp the only file i will need to pack the addon?
You need a CfgPatches or the game won't load your addon
ok, also, Steerable_Parachute_F is the canopy for the backpack B_Parachute. In the same config.cpp file, can make another backpack parachute and have that canopy be my MJ360_steerable_parachute_Glider?
Yes
class B_Parachute: Bag_Base
{
author="$STR_A3_Bohemia_Interactive";
mapSize=0.55000001;
_generalMacro="B_Parachute";
scope=2;
displayName="$STR_A3_Bag_ParachuteSteerable0";
picture="\A3\Characters_F\data\ui\icon_b_parachute_ca.paa";
model="\A3\Weapons_F\Ammoboxes\Bags\Backpack_Parachute";
backpackSimulation="ParachuteSteerable";
ParachuteClass="Steerable_Parachute_F";
maximumLoad=0;
mass=120;
};
Just inherit from the the parachute backpack class, B_Parachute and change the parachute class
You also don't need to copy/paste the whole thing, just only change what you want. For example:
class CfgVehicles {
class B_Parachute;
class TAG_myParachute: B_Parachute {
author = "You";
displayName = "Your new parachute";
parachuteClass = "...";
};
};
TAG_myParachute: /// what would the "TAG" be in this instance?
TAG_ means something like Keven_tag. As HG mentioned it is a label only you would use
A "Tag" is a unique identifier to separate your classes from others.
It's done to prevent accidental overwriting of classes, functions etc.
It could be whatever you want, and is unique to the mod / author.
class CfgVehicles {
class B_Parachute;
class KEV_MJ360: B_Parachute {
author = "kevin";
displayName = "MJ360";
parachuteClass = "MJ360_steerable_parachute_Glider";
};
};
Yep, although you should also prefix your parachute class as well
i.e. like KEV_MJ360...
i think you meant p3d π
No, parachuteClass defines what vehicle is created when using the parachute
They're using the vanilla parachute model, i.e. model="\A3\Weapons_F\Ammoboxes\Bags\Backpack_Parachute";
aaaahhhhhh
how do i paste the config in here and have it look like how you are all doing it?
drag n drop
The same way you copy/pasted what you've already sent
class Steerable_Parachute_F;
class KEV_MJ360_steerable_parachute_Glider : Steerable_Parachute_F
{
author="kevin";
_generalMacro="Steerable_Parachute_F";
scope=1;
displayName="$STR_A3_CfgVehicles_Steerable_Parachute_F0";
thrustDeccel=-2;
thrustNormal=10;
thrustAccel=15;
minRotationZ=-0.40000001;
maxRotationZ=0.40000001;
minRotationX=-0.40000001;
maxRotationX=0.40000001;
maxSensitivityHorizontal=0.050000001;
maxSensitivityVertical=0.050000001;
deltaValueVertical=0.001;
deltaValueHorizontal=0.001;
turnForceScale=0.041999999;
minGravity=-1;
normalGravity=-3;
maxGravity=-4;
distanceLevel1=20;
distanceLevel2=40;
minLiftThrust=-40;
maxLiftThrust=-10;
minLiftDuration=1;
maxLiftDuration=4;
liftThreshold=0.99000001;
airInfluence=0.99000001;
liftGravity=-40;
openingTime=5;
duration=2;
unitInfoType="RscUnitInfoParachute";
};
class CfgVehicles {
class B_Parachute;
class KEV_MJ360: B_Parachute {
author = "kevin";
displayName = "MJ360";
parachuteClass = "KEV_MJ360_steerable_parachute_Glider";
};
};
you guys have boxes around your stuff
Your parachute needs to be in CfgVehicles
Use a code block
```cpp
Your code
```
V
Your code
class KEV_MJ360_steerable_parachute_Glider : Steerable_Parachute_F
{
author="kevin";
_generalMacro="Steerable_Parachute_F";
scope=1;
displayName="$STR_A3_CfgVehicles_Steerable_Parachute_F0";
thrustDeccel=-2;
thrustNormal=10;
thrustAccel=15;
minRotationZ=-0.40000001;
maxRotationZ=0.40000001;
minRotationX=-0.40000001;
maxRotationX=0.40000001;
maxSensitivityHorizontal=0.050000001;
maxSensitivityVertical=0.050000001;
deltaValueVertical=0.001;
deltaValueHorizontal=0.001;
turnForceScale=0.041999999;
minGravity=-1;
normalGravity=-3;
maxGravity=-4;
distanceLevel1=20;
distanceLevel2=40;
minLiftThrust=-40;
maxLiftThrust=-10;
minLiftDuration=1;
maxLiftDuration=4;
liftThreshold=0.99000001;
airInfluence=0.99000001;
liftGravity=-40;
openingTime=5;
duration=2;
unitInfoType="RscUnitInfoParachute";
};
class CfgVehicles {
class B_Parachute;
class KEV_MJ360: B_Parachute {
author = "kevin";
displayName = "MJ360";
parachuteClass = "KEV_MJ360_steerable_parachute_Glider";
};
};```
Your parachute needs to be inside CfgVehicles as well
class Steerable_Parachute_F;
class KEV_MJ360_steerable_parachute_Glider : Steerable_Parachute_F
{
author="kevin";
_generalMacro="Steerable_Parachute_F";
scope=1;
displayName="$STR_A3_CfgVehicles_Steerable_Parachute_F0";
thrustDeccel=-2;
thrustNormal=10;
thrustAccel=15;
minRotationZ=-0.40000001;
maxRotationZ=0.40000001;
minRotationX=-0.40000001;
maxRotationX=0.40000001;
maxSensitivityHorizontal=0.050000001;
maxSensitivityVertical=0.050000001;
deltaValueVertical=0.001;
deltaValueHorizontal=0.001;
turnForceScale=0.041999999;
minGravity=-1;
normalGravity=-3;
maxGravity=-4;
distanceLevel1=20;
distanceLevel2=40;
minLiftThrust=-40;
maxLiftThrust=-10;
minLiftDuration=1;
maxLiftDuration=4;
liftThreshold=0.99000001;
airInfluence=0.99000001;
liftGravity=-40;
openingTime=5;
duration=2;
unitInfoType="RscUnitInfoParachute";
};
};
class CfgVehicles {
class B_Parachute;
class KEV_MJ360: B_Parachute {
author = "kevin";
displayName = "MJ360";
parachuteClass = "KEV_MJ360_steerable_parachute_Glider";
};
};```
You should only have a single CfgVehicles
oh i see
So just delete the closing part of the first, and the opening of the second
class Steerable_Parachute_F;
class KEV_MJ360_steerable_parachute_Glider : Steerable_Parachute_F
{
author="kevin";
_generalMacro="Steerable_Parachute_F";
scope=1;
displayName="$STR_A3_CfgVehicles_Steerable_Parachute_F0";
thrustDeccel=-2;
thrustNormal=10;
thrustAccel=15;
minRotationZ=-0.40000001;
maxRotationZ=0.40000001;
minRotationX=-0.40000001;
maxRotationX=0.40000001;
maxSensitivityHorizontal=0.050000001;
maxSensitivityVertical=0.050000001;
deltaValueVertical=0.001;
deltaValueHorizontal=0.001;
turnForceScale=0.041999999;
minGravity=-1;
normalGravity=-3;
maxGravity=-4;
distanceLevel1=20;
distanceLevel2=40;
minLiftThrust=-40;
maxLiftThrust=-10;
minLiftDuration=1;
maxLiftDuration=4;
liftThreshold=0.99000001;
airInfluence=0.99000001;
liftGravity=-40;
openingTime=5;
duration=2;
unitInfoType="RscUnitInfoParachute";
};
class B_Parachute;
class KEV_MJ360: B_Parachute {
author = "kevin";
displayName = "MJ360";
parachuteClass = "KEV_MJ360_steerable_parachute_Glider";
};
};```
Looks good, now just make your CfgPatches so arma will actually load it
https://community.bistudio.com/wiki/CfgPatches
For your requiredAddons, you should use "A3_Data_F_Decade_Loadorder", so that your mod will load after all vanilla content
is the CfgPatches a seperate config.cpp or can it be included in my current file
There should only be a single config.cpp per addon (part of a mod), you can define it in the same file.
It's usually at the top of the file, but that's just convention
{
class @MJ360
{
// Meta information for editor
name = "MJ360";
author = "kevin";
url = "";
// Minimum compatible version. When the game's version is lower, pop-up warning will appear when launching the game. Note: was disabled on purpose some time late into Arma 2: OA.
requiredVersion = 2.0;
// Required addons, used for setting load order. (CfgPatches classname NOT PBO filename!)
// When any of the addons are missing, a pop-up warning will appear when launching the game.
requiredAddons[] = { "A3_Data_F_Decade_Loadorder" };
// List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content (units and groups) unlocking.
units[] = {};
// List of weapons (CfgWeapons classes) contained in the addon.
weapons[] = {};
// 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)
skipWhenMissingDependencies = 1;
};
};```
am i required to list units here? if so would it just be KEV_MJ360_steerable.... and KEV_MJ360?
You should
and that first class after cfg patches. is that the name of the addon folder without the @
{
class MJ360
{
name = "MJ360";
author = "kevin";
url = "";
requiredVersion = 2.0;
requiredAddons[] = { "A3_Data_F_Decade_Loadorder" };
units[] = {};
class KEV_MJ360_steerable_parachute_Glider
class KEV_MJ360
weapons[] = {};
skipWhenMissingDependencies = 1;
};
};
They don't have to match, but they usually do yeah
For units, you need to just put the class names, not create classes in it.
units[] = {
"KEV_MJ360",
"KEV_MJ360_steerable_parachute_Glider"
};
{
class MJ360
{
name = "MJ360";
author = "kevin";
url = "";
requiredVersion = 2.0;
requiredAddons[] = { "A3_Data_F_Decade_Loadorder" };
units[] = {
"KEV_MJ360",
"KEV_MJ360_steerable_parachute_Glider"
};
weapons[] = {};
skipWhenMissingDependencies = 1;
};
};```
Yep, just indent it just to make it look nice
{
class MJ360
{
name = "MJ360";
author = "kevin";
url = "";
requiredVersion = 2.0;
requiredAddons[] = { "A3_Data_F_Decade_Loadorder" };
units[] = {
"KEV_MJ360",
"KEV_MJ360_steerable_parachute_Glider"
};
weapons[] = {};
skipWhenMissingDependencies = 1;
};
};
Should be indented again, units and the closing brace should be in line with each other. And everything inside of it should be another layer
{
class MJ360
{
name = "MJ360";
author = "kevin";
url = "";
requiredVersion = 2.0;
requiredAddons[] = { "A3_Data_F_Decade_Loadorder" };
units[] = {
"KEV_MJ360",
"KEV_MJ360_steerable_parachute_Glider"
};
weapons[] = {};
skipWhenMissingDependencies = 1;
};
};```
units itself and the closing brace should be back one, like so:
class CfgPatches
{
class MJ360
{
name = "MJ360";
author = "kevin";
url = "";
requiredVersion = 2.0;
requiredAddons[] = { "A3_Data_F_Decade_Loadorder" };
units[] = {
"KEV_MJ360",
"KEV_MJ360_steerable_parachute_Glider"
};
weapons[] = {};
skipWhenMissingDependencies = 1;
};
};
thanks, now this chunk of stuff sits above the rest of the classes? Are more {} required?
Nope
Just make sure to add your prefix to your CfgPatches class, KEV_MJ360
You can also remove the skipWhenMissingDependencies part, since vanilla content will always be loaded
{
class KEV_MJ360
{
name = "MJ360";
author = "kevin";
url = "";
requiredVersion = 2.0;
requiredAddons[] = { "A3_Data_F_Decade_Loadorder" };
units[] = {
"KEV_MJ360",
"KEV_MJ360_steerable_parachute_Glider"
};
weapons[] = {};
};
};
class CfgVehicles {
class Steerable_Parachute_F;
class KEV_MJ360_steerable_parachute_Glider : Steerable_Parachute_F
{
author="kevin";
_generalMacro="Steerable_Parachute_F";
scope=1;
displayName="$STR_A3_CfgVehicles_Steerable_Parachute_F0";
thrustDeccel=-2;
thrustNormal=10;
thrustAccel=15;
minRotationZ=-0.40000001;
maxRotationZ=0.40000001;
minRotationX=-0.40000001;
maxRotationX=0.40000001;
maxSensitivityHorizontal=0.050000001;
maxSensitivityVertical=0.050000001;
deltaValueVertical=0.001;
deltaValueHorizontal=0.001;
turnForceScale=0.041999999;
minGravity=-1;
normalGravity=-3;
maxGravity=-4;
distanceLevel1=20;
distanceLevel2=40;
minLiftThrust=-40;
maxLiftThrust=-10;
minLiftDuration=1;
maxLiftDuration=4;
liftThreshold=0.99000001;
airInfluence=0.99000001;
liftGravity=-40;
openingTime=5;
duration=2;
unitInfoType="RscUnitInfoParachute";
};
class B_Parachute;
class KEV_MJ360: B_Parachute {
author = "kevin";
displayName = "MJ360";
parachuteClass = "KEV_MJ360_steerable_parachute_Glider";
};
};```
Looks good
Now you can build your addon with addon builder and try it out
awesome, i appreciate the help
π
{
author="kevin";
timepacked="1725146439";
};```
after packing, I use PBO Manager to take a look at the config.bin. I turn it from .bin to .cpp and this is all that is in there? I must be doing something wrong
Show your addon builder settings
Is your mod in a folder called empty folder?
yeah the notepad document ending with .cpp
nevermind i was big dumb
Alright gents, @MJ360 mod is complete and works great. The next tweak I would like to make would be for the ACE altimeter to read out feet instead of meters.
private _height = ((getPosASL _unit) select 2) + EGVAR(common,mapAltitude);
private _descentRate = if (_timeDiff > 0) then {
floor((_oldHeight - _height) / _timeDiff)
} else {
0
};
Would it be possible to add math into this here? Basically I need (getPosASL * 3.28 _unit) A meter times 3.28 gives you feet.
That'd require overwriting parts of ace, which can lead to issues. There is a PR to add settings to change the unit(s) of displays
What's a PR?
Pull request
Ace is open source and hosted on github, a PR is essentially just a "request" to make changes to the mod
It's a very old PR though
You could ask in the ace discord if someone would be interested in picking it up
nice, thanks!
If you need an invite to their discord, https://discord.com/invite/FVkgwggNcZ
Would it be possible to create an addon that would copy the ACE altimeter and I could make my own that displays feet? Basically what I did with the vanilla parachute.
Probably yes
Not really, the whole altimeter is scripted
People in the ace discord could probably give better info though
Sounds like it would be a pretty simple PR to ace. Just adding a setting and then if set to feet, do the extra math before displaying the result
it is possible but it may require some work to get it working
since ACE has done it and all that
ACE option would probably be more beneficial though
Ok I will create a PR for ACE, thanks gents
Found the function behind the watch if it helps, the altitude is running on a getPosASL value which literally just gets proxied in for the text
https://github.com/acemod/ACE3/blob/master/addons/parachute/functions/fnc_showAltimeter.sqf
PR's are a bit more involved than I thought
PR is more like you make stuff and offer it to be merged
talk in the ACE discord about your idea
Does night vision actually support hiddenselections? I'm getting all sorts of fucked up behavior on mine
2 of my selections are swapped around in game. eg if camo1 has a path in it, camo2 shows up in game. I got one model to work normally, but everything else just breaks like mentioned. It can't possibly be a config issue because i just copied and pasted from the working one. If i set model and uniformmodel to use the same as modeloff, it works perfectly fine again.
tldr yes. But it does seem to have a weird issue regarded to NVG model. I've never figured how it does even bugs it
I came across that same behavior a while ago as well, but it was more odd then because it had been working fine and then suddenly has the selections swapped.
No clue why it happens, and we never found a fix either
Greetings everyone. I'm currently working on making a static ZU-23 but without the wheels. We're talking about the RHSAFRF mod. The reason why is because I want to work on custom vehicles, but I lack the ZU-23 without wheels based on existing .p3d model that is located in the mod, specifically - model="\rhsafrf\addons\rhs_heavyweapons\ZU23\rhs_zu23_veh2";
The Ural and Gaz-66 already have this exact static AA in the back of the truck, but they belong as a part of the Ural and GAZ-66 .p3d model. Now, I don't want to do anything with modeling. I just want to make a new class with that same ZU-23 as shown in the picture above. I've tried copying the entire config related to the ZU-23 and modifying the model in the base class, but I only get this:
Any suggestions are welcome at this point, I've done all I could think of.
is there no ready static turret class for that model then?
There's only this one and only, with the wheels.
I've tried inheriting this exact class and changing the model in the custom class, no luck. Same results.
ok so wheres the no wheels model from?
model="\rhsafrf\addons\rhs_heavyweapons\ZU23\rhs_zu23_veh2";
ok so you would have to figure out if the veh2 version has any of the same functionality built into the model so that it could be used as a turret/vehicle
and then you would have to figure out if the selections built into it match with the exisitng statics config or not
and what you need to do is config patch mod
where you use the original static turret as parent class
and create a new class like class vakyRHSadditions_zu23_nowheels
that becomes the new turret
instead of messing with any of the original RHS classes
this is what troubles me. The model exists, but it is only used on trucks as a mounted weapon. I've found the configs belonging to the Ural w/ ZU-23. There are bits and pieces, but when observing the ZU-23 config and the Ural with that mounted weapon config, not much difference in the code, is almost the same. Unless I am doing something wrong.
its not used on the trucks from that model
in the trucks its directly copied into the truck model
the model might not be completed to work independently too
since no classes exist for it
however the presence of the muzzleflashes could indicate it might be able to work
but you would have to figure out the right part names
to connect with the config
So far what I can do with the model is this: Enter both of the seats, shoot the gun, enter all of the scopes, the physics are there.
The only thing not working is rotating the gun in all sides and the muzzle flashes are there.
The sounds are working, I can fully interact with it. Just 2 issues mentioned above.
then you need to figure out the correct selection names for the muzzleflash and animated parts to connect with the config
Selection names, as in memory points?
memorypoints have selection names too
but no
the ones for the mesh to be animated
bone names for animations
I apologize for my lack of knowledge, I've never dig so deep to make something like this work. π
well I guess you might need correct names for some memorypoints too
it basically requries same knowledge as making a new one
to know what names connect with config in right places
Alright, I'll see what I can do from the information given to me. Thanks!
Interesting. It works predictably so I guess I'll just leave it as is for the time being. It's so annoying because the first one works perfectly.
Can anyone possibly help me out? I'm trying to sign a mod which the creator will not sign properly, it's so I can have it on my dedicated server and still have verify signatures on. For some weird reason, the PBO he packed can't be signed properly so I have to unpack and repack it with Mikeros DePBO tools. A problem I'm facing now is that all the textures are mission now, and the mod won't properly filepath anymore. Everything in the Config looks alright, and none of the files have changed, but when I load it up it says it can't find the textures and when I try to pack it using Mikero's PBO maker it gives me errors saying there are missing files.
Id recommend just ditching such problematic mod
What error do you get exactly? Is it not able to find the texture or straight up not read it? Anything in your RPT?
It can't find the texture
do you have P drive set up?
Check the file path, if you follow along in the config does it take you to it
No, I've been doing it on my desktop
pboProject expects a the work environment setup to check paths
Yeah, I'm changing nothing in the filepathing and stuff
The config's file pathing should be correct
Are you using the same PBO prefix?
How would I tell if I'm doing that?
What I mean is your folder structure may differ from the original meaning the file path is no longer valid
Well, you can check it with PBO manager.
Click the gear icon.
I haven't used Mikero tools so I wouldn't know the system for actually setting the prefix. Every PBO builder has its own methods.
Other option is try with the Addon builder in arma tools on steam, see if that works better
So it shows nothing, not sure why
just tried that, gonna see if it works
Check the original PBO.
Did
Neither of them have a prefix?
I guess if it's written by someone who doesn't know how to sign a mod then it's possible.
Well, he did sign it--just didn't put the public key out...
Then again, seen mods with the key and it being signed but it doesn't work either...
Arma will refuse to verify some signed but incorrectly-built PBOs.
A common cause is packing them with PBO manager :P
Yeah
Learned that the hard way
Though I fell like PBO manager use to work before
Arma may have got stricter at some point. Before my time.
PBO manager is only really good for mission files from my experience. Honestly I keep as many things as possible in my flow to just Bohemia tools to avoid weird headaches
It's not designed for mod pbos, at all, and shouldn't be used for packing them
if you don't extract the original pbo onto a P:\drive pboProject has no chance of ever helping you.
it forms the prefix for your pbo by the P:\loc\ation\of\your\config.cpp
it also checks all your \file\referen\eces in both your text files (rvmat,config,bisurfs) and p3ds
as stated by others, pboManager is an excellent, intuitive, app for 'missions'. It cannot create 'addons'
Are you talking about my intel mod?
whats wrong with PBO manager?
For making addons, it's like using a blunt pair of scissors to cut down a tree. You'll end up wasting time and will probably get hurt in the process. (and everyone else will point and laugh)
could you please add me to your friends list? i need to ask you something, thanks π
its related to the backpack textures you made for me
Start pointing and laughing then. I haven't had an issue yet as far as I can tell.
It breaks a couple of rules that Arma enforces when enabling verification for mods.
Hence even if you sign PBOs built with it, they won't load with verification.
Is there another solution that does not require p drive?
You don't need a pdrive to sign
You only strictly need a p drive if you're binarizing stuff with external dependencies.
Im talking about packing. I know you dont need pdrive to sign
Then you still don't need a pdrive to pack
I see addon builder doesnt require pdrive. I though all the arma addon tools required pdrive.... Cools!
Are you talking about addon builder?
If that's what you want to use, yeah
The most popular building/packing tools used by veteran modders (in my experience) are either Mikero's tools (requiring a p: drive) or HEMTT. That info should tell you something about the other options available.
Yeah, that Addon Breaker sucks
Addon Builder does what it says it is - it builds addons. Even when they're full of game-crashing errors. So if you don't need debugging or error checking, it's fine. If however, you need help getting to that perfect build, other tools which shout "NO!" at you loudly are necessary, and mikero's seem to be the most user-friendly comprehensive option, with HEMTT probably good if you're an experienced programmer type (imo).
HEMTT does not need PDrive, instead it uses includes folder where you're supposed to put external dependencies. Just recently it got 1.13 update with revised linting of SQF and config files.
It's a command line only tool, but once you're used to CLI there's no looking back.
Mikero's tools has better file path checking, given that HEMTT doesn't really do it, but everything else about HEMTT has been much better to work with imo.
Automatically compiling code to sqfc. All of the custom stuff you can do with hooks, automatically signing releases, etc.
hemtt may be more a thinking mans tool for addon packing then π
People can request anything they want to see hemtt do as well
That sadly is the attitude of many HEMTT users. It's like an exclusive club, where if you don't speak the right language you ain't coming in, and the bouncers lack any human empathy, speak only in machine code and talk down to those that dare attempt entry without the necessary degree in computing. It's a real shame, but quite a common problem with separation between IT expert tool builders and common users.
moreso people dont use hemtt because they dont want to put effort into improving their work
ive seen people talking in here for years still using pbo manager
something something bare minimum something something
cant really have an exclusive club with public documentation and public help channels and public example repositories
really cant give people much more π€·
The hemtt channel in the ace discord has always been pretty open. There's someone trying to learn hemtt for the first semi-frequently, and get quite a bit of support.
Someone, I forget who, had made just a pretty standard template for hemtt so people learning can start up pretty quickly. I know just recently someone who was pretty new to modding in general started with hemtt and had their first mod done within a day.
I haven't seen anyone get hostile, annoyed, etc. for not knowing something in there
Are you thinking of "Addon builder is the bare minimum for packing addons, not PBO Manager"?
When you posted that you had trouble with HEMTT, several people, myself included, sent you the documentation and answered your questions about how to use it
You just replied with "My terminal? See, I'm already lost!". People were willing to help you, you didn't want help
Like any tool, some knowledge is assumed, in this case using a terminal, all you need to do is follow the book and ask questions if there is something you need clarification on
If you do want help, there will be several people that would, here or in the official #hemtt discord channel in the ace discord server
πΏ 
Aside from this stuff....
Im trying to override some sensor config stuff for the USAF AC130:
class CfgVehicles {
class USAF_AC130U {
class Components {
class SensorsManagerComponent {
class Components {
class IRTurretVisualSensorComponent {
class AirTarget {
maxRange = 2500;
};
class GroundTarget {
maxRange = 2500;
};
};
class TVTurretVisualSensorComponent {
class AirTarget {
maxRange = 2500;
};
class GroundTarget {
maxRange = 2500;
};
};
};
};
};
};
};
When the game loads an AC130, it starts throwing a bunch of config errors.
This does change the values, but the config errors break things.
What am I doing wrong?
You need to use inheritance to modify existing classes
https://community.bistudio.com/wiki/Class_Inheritance
You can read about that and external base classes here
Someone else might be able to help you more specifically with what you're trying to do
thats probably about right.
You do need the inherentance
All you're doing there is replacing the entire vehicle config with what you have there
Well, other thing is that the addon builder command line seems to be missing critical features. As far as I can tell you can't build partially binarized mods because the -include syntax just doesn't work.
Works in the UI, but you don't want to build anything substantial with that.
some of it's other command line options simply do not work -exclude being the big one.
I just need something to pack my addon
I dont want to set up pdrive cause I reinstall windows every 6 months.
Hemtt.... I dont make addons enough to justify learning hemtt.
Then just use addon builder
Do you need binarization?
I dont want to blah blah blah
in which case you won't be succesful or serious about making good quality addons. Same sort of person who won't get a driver's license or anything else that requires a committment. Same person who will ask here 'why doesn't it work' and expect others to fix it for him. I agree with @dart you and addon builder deserve each other. It would take some effort on your part to understand the differences. It begs the question what on earth are you in this channel for?
Nope. I open source everything, and most of my stuff are going to be scripts and configs anyways.
I came here originally for the inheritance issue.
I don't know what a packing tool has to do with quality mods... But okay. Sure.
As long as my code and configs work and the mod can be signed, I don't care which tool is better. I originally just asked what was wrong with pbo manager since I was currently using it. If it is supposedly causing signing issues, then I do need to switch.
If addon builder can pack a couple files for me and even sign it at the same time, then I'm happy. I can handle quality myself.
Addon builder command line with a batch file works pretty well as long as you don't need binarization.
Thanks for pointing me to addon builder
stick -packonly on there and it'll just put everything in the folder in the PBO.
I might make a vscode addon for it
binarisation of p3d is essential. binarised rvmats are baked into them.
ditto png->paa textures. The engine does not know what a png is.
It has to be only config + code, and preferably not a vast amount of config.
Right now, the arma tools gui for addon builder works just fine.
yes to that. but even there, there is a small lag compiling the config in game time
no argument here about addon builder. What it does not do is check for errors. garbage in = garbage out. with you none the wiser.
Am I able to write good sqf code without your tools?
nope. i don;t check it.
Then it doesn't matter to mr
and no tool on earth can parse it properly because it moves goalposts too often
IF your data is majorly sqf then any tool is born equal (except pboManager)
no one sane is saying pboManager is a bad tool. It is bloody excellent, but completely useless making ADDONS
All my stuff up to now was using PBOManager. So.... Idk. But ill definitely switch to addon builder since it saves me the step of having to manually sign all my pbos... And cause of the reported signing issue... π€·ββοΈ
Not true, HEMTT does syntax checking, and provides suggestions when code can be done simpler.
For example, doing:
private _value = ...;
if (_value) then { 0 } else { 1 };
HEMTT will suggest changing to a select. It's faster and easier to read.
if (_value) then { 0 } else { 1 };
β ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ use select
β
= note: the if and else blocks only return constant values
select is faster in this case
= try: [1, 0] select (_value)
Latest version will also give an error / warning (can be configurred) when using commands that are flagged as "broken" on the wiki. With the ability to ignore commands as well.
the code check in hemmtt reuires altering each time sqf has an update. in the past it averaged every six weeks. I can without doubt assure you that like ever other attempt, hemtt devs will abandon this.
there is a litany of corpses with sqf syntax checkers going back 20 years
Syntax is scanned directly from the wiki
which changes
True, but that's not on hemtt if the wiki is wrong
every time a new operand is 'invented' it's goodnight and thank you for playjng because until described in an updated wiki no one knows how many arguments it needs or their type and nothing helpful about it's output (if any). The is NO rule at all about argument definitions which is it's biggest downfall.
From looking at #community_wiki semi-frequently, commands tend to be added / updated before even making it to a release, where most people will be using them
suit yourself. Just ask the questiion why hemmtt is the only one parsing sqf. An absolute garantee from me that they will stop doing it.
Hey John. One last thing actually.
When you say it won't load with verification, does that meana
A) the server will fail to start when trying to load
OR
B) The mod will load, but the server won't verify that specific mod meaning clients could load outdated versions?
I don't remember.
@robust dune pboManager does not, can not, craete the ending 20 byte sha key. This is used by dssignfile
It'll certainly block clients joining anyway, because enabling verification on the server will block all unverified mods.
you asked why it's blocked
^there
these are just one of all the things you to need to know why pboManger cannot make addons.
another one is P:\some\prefix
another is absolutely no file that should be binarised., is. this includes:
rvmat
png
config.cpp
*.bisurf
*.rtm
*.p3d
*.wrp
I'm going to check with my unit to see if mod verification is enabled since it haven't had issues. But I guess this means I should repack all my mods.
<grin>
@robust duneThere's absolutely nothng wrong or criminal with you and your team getting something up and running as best you can. We all started at ground zero. As your team's exerience growns you/they need better tools to get where you want to be. An error free, good quality mod to use. And you won't get there without the help of hemmtt or pboProject telling you where the alligators are.
2cents deposited.
I thought I saw this somewhere but maybe I am misremembering, but is it possible for mines when placed down to have a sort of beeping sound when its active?
depends what you mean by activated
if you mean ' i just placed it and now its armed' yes
if you mean 'its been placed and now its constantly making a beeping noise' - no
if you mean someone just stepped on it - yes
per vanilla mines:
soundTrigger[] = {"A3\Sounds_F\weapons\mines\electron_trigger_1",0.56234133,1,30};
soundActivation[] = {"A3\Sounds_F\weapons\mines\electron_activate_mine_1",0.56234133,1,20};
soundDeactivation[] = {"A3\Sounds_F\weapons\Mines\deactivate_mine_3a",1.9952624,1,20};
trigger is when they go off (or rather just before)
activation is when they're planted, deactivation disarmed
the 2nd case, hmmm in that case maybe I guess I could script in something to mimic a continuous sound
yeah I think thats the only way to do it, with cfgAmmo eventhandlers though its pretty simple affair these days
yes truly a great feature
hemtt requires no p drive setup and is really not that hard to learn, it's just a tool you create a config for and run a command
HEMTT does
Sure some have been abandoned, sqfvm does a fine job, which asc builds upon, and HEMTT has some improvements to make when it encounters invalid sqf, but for valid sqf there are no problems
Except that HEMTT parses and checks it for improvements and common mistakes, compiles it to sqfc, and an optimizer is in the works
Nope, I don't even need to release a new update of HEMTT, it checks for updates and pulls from the parsed wiki when you run it
If they added a new command for 2.18 right now to the wiki, within about 18 hours every HEMTT user could use it in their code, and HEMTT would warn them if their requiredVersion wasn't set to at least 2.18, then it would warn them if they built a release that they're targetting a version of the game that isn't out yet
impressive.
bis have every right to add useful commands, operands, even operators to the language, and yes they reduced the screams caused by additions, by listing all in a wiki a few years ago. Until hemmtt (which is comparatively recent) it wasn't practical for a local tool used by each user to parse an online document looking for changes. So, it required the author of a given sqf parsing tool to constantly ammend that tool. Something each one of them got sick of doing. I think the best of the bunch of these tools was called squint. it even 'understood' 02Script. A language poorly understood but arma's binpbo was written in it. By good fortune it was not updated so everything that did work, would work. Vbs took took advantage of that for their map makerfunctions.
ArmaScriptCompiler (powered by SQF-VM) does it properly since 2019
"in the past it averaged every six weeks"
Which past are you talking about? The Arma 3 alpha?
until its described in an updated wiki. No one knows. Indeed.
So how would anyone use a command that they don't know about, in a script? Someone needs to use it for a script parser to get hung up on it. And if no-one knows it exists..
And even IF you use a command that's not documented. That does not make the syntax checker unusable. It will just see "oh, there is a unknown command here. This line of code might be a syntax error but I don't know, I'll just have to skipt it"
You can also just use DokanPbo for p-drive.
It dynamically creates one out of the game's PBO's. Without the need to unpack any files.
HEMTT will also pull them from the games files
That is the absolutely best way.
Maybe combined with like -filePatching. If it is unpacked then use that, otherwise grab it from game.
It is so annoying to have to unpack everything, even though you only need a new file.
And Mikeros tools knowing exactly which files are needed, and already having the code to read PBO's. I would've expected them to have not needing a p-drive as a major selling feature.
so far as i am aware. bis binarize relies on p:\ to locate the p3d files. Examining each p3d is neccessary to create 'proper' land classes inside the wrp.
requiredAddons= in the wrp config is not helpful here (for binarize) because it refers to the config cpp which is not necessarily where the p3ds are.
binarize knows nothing about any "P:". There is nothing in its code. It uses working directory.
Internally we build at P:\temp\stage, which we set as working directory for binarize. But that could really be any directory.
Haya! I'm currently making a faction of units to be spawned in from zeus or in editor, but I'm struggling to find information on how to randomize their names on spawn from a pre-defined name list. Any help or signposting would be appreciated!
A friend and I figured this out btw.
We made a CfgWorlds entry.
class CfgWorlds
{
class GenericNames
{
class MyNameList
{
class FirstNames
{
Jeromy = "Jeromy";
David = "David";
Etc = "Etc";
};
class LastNames
{
Stevens = "Stevens";
Washington = "Washington";
};
};
};
};
I then put a genericNames = "MyNameList"; inside of the unit's class.
@grand zincI confused myself here, i did indeed mean p:\temp
my experience with the cwrX team across arma1,2 & 3 was if the binarised p3d was not in p:\temp\where\ever, then binarize could not bake a land class when it needed to.
From that, i made the assumption that bis always ticked the boxes of compiling everything else before building ANY map.
I do not know how that mecanism is going to work with %appdata%
Still binarize also knows nothing about P:\temp.
It needs all the p3d's, but it doesn't need to be P.
It can be a folder on your desktop if you want
Would be cool if binarize supported -mod=, to just import all base-arma files directly in binarize
how do you tell it that.
The working directory, in which you execute binarize
binarize.exe ..... p:\folder p:\temp\folder
how does that help ?
there's a -textures=p:\temp supposedly for paa files. but is this the magic?
yep I think it is. testing.....
Wouldn't it be amazing. If binarize.exe could load a dll, that will resolve files.
It asks the dll "give me that file", it puts it into some temp folder and forwards that.
The dll could then take care of finding it wherever it is, maybe pull it out of a pbo and put it into some temp folder.
It actually has callExtension support inside it. So just re-using that is simple.
Hey Mikero and Dart. With respect, I really don't want to hear from y'all.
Hey John. This is just for curiosity's sake. So I talked with my unit's server owner today and he said that verification is enabled. We haven't had any issues. The mod in particular is called BAX Intel. Packed with PboManager and signed with dsutils. I'm running another op this weekend, so I'll be double checking rpts, but so far.... I genuinely haven't seen any loading or signing issues.
Could the issues be inconsistent or this information about the signing issues be outdated?
@grand zinc
i think the mechanism that exists now is the spediest and sanest. Any p3d used in a wrp has already been built in P:\temp\some\where
'p:\temp' as declared by textures=
For people who want to unpack like 30+gb of files onto a pdrive. Yes.
20 -> 30gig is a reasonable expenditure if you intend making maps.
There's a (non-BI) utility to fully check validity of PBOs, but it has a really generic name and I can't remember it at the moment.
-checkSignatures startup parameter might work as an alternative
Anyone know how to fix the issue when firing a gun the sound and stuff all works but it seems the bullet is hitting at the feet of the player firing it?
so I was looking at how CfgEnvSpatialSounds stuff works. I bit easier IMO to show screenshot.
how does that inheritance of CfgEnvSpatialSounds work? cause I thought since CfgEnvSounds->CfgEnvSpatialSounds is in a different scope it wouldnt be possible to have it in CfgWorlds->Enoch->EnvSounds->CfgEnvSpatialSounds
just curious not really doing anything with this, just noticed and was confused
well, you kinda have the arrow in the wrong place.
EnvSounds there inherits CfgEnvSounds
Okay so going back to CfgEnvSpatialSounds
was trying to add a new sound, the memory points name is test_env_mem_point in the p3d
and for config I have
class CfgEnvSounds
{
class CfgEnvSpatialSounds
{
class sound_electric_box_1;
class test_env_mem_point: sound_electric_box_1
{
mempoint = "test_env_mem_point";
};
};
};
^ this doesnt work, if I set mempoint = "tripmine_buzz_1"; then the sound works. Anything else I am missing?
oh
I found out, I needed sound_ infront of mem point name
so ive got a laser shotgun and it works well but ideally id like for it to fire more than one "beam" im aware you can change the simulation type of bullets but when i change the simulation to spread it removes all tracer effects and also causes some weirdness.
On a seperate note ive somehow managed to make my gun have "infinite ammo" not going to lie actually impressed with that one π
so any help amigos?
Why doesn't a missing ( ; ) break a config file like it does a .sqf script?
Is there a config to control amount of dust vehicle makes? ED-1X makes so much dust its stupid.
CfgDustEffectsTankSmall 
Ooh its literally class DustEffects
me dum-dum
If you care enough, make a ticket about it alongside your config tweaks list. Otherwise I'll do it myself sometime later.
mb man? wanna try
So I had to do a fresh install of windows when my laptop bricked can someone reccomend a good program for doing configs
Notepad++ or visual studio code.
thank you
I couldn't remember the name of the visual studio code for the life of me
CfgDustEffectsTankSmall? Looks perfect!
CfgDustEffectsMan ββ CfgDustEffectsTankSmall (vanilla)
So even small is really large?
I thought you meant you show CfgDustEffectsMan on left screenshot and CfgDustEffectsTankSmall on right one
it's correct
I guess it either needs CfgDustEffectsTankTiny or have it use CfgDustEffectsMan
Maybe other classes could fit too?
It seems to me this effect was designed specifically for Eddie, no one else use CfgDustEffectsTankSmall 
I didn't pack it. I just noticed it in the diag log and confirmed it by looking in the PBO. it is missing, yet the vehicle still works.
The missing ; is on the line where it defines the scope, in the config.
then you got a lucky parsing bug @trail wraith
OK, thanks for the response. I will make sure it is fixed, so my OCD stays in check. :)
is there any reason that I wouldn't be able to convert a cfg file to a cpp?
The system cannot find the drive specified.
File C:\Users\Aaron\Desktop\config.bin, line 0: '._raP': 'βΊ' encountered instead of '='
Config : some input after EndOfFile.
Error reading config file 'C:\Users\Aaron\Desktop\config.bin'
This is what it's giving me in the cfg convert
did my buddy accidentally encript it or something?
βΊ
I don't know why that is showing up because that's not there on his end'
Its a feature
@strange egret you online?
For the userActions class, is there a default value I can use for "position" that just puts it at the model center?
Question: Is there a way to undo main menu spotlight removage, like some fancy map makers tend to do for some reason. Most common way that i found to remove it is following:
class RscStandardDisplay;
class RscDisplayMain: RscStandardDisplay {
enableDisplay = 0;
delete Spotlight;
class controls {
delete Spotlight1;
delete Spotlight2;
delete Spotlight3;
delete BackgroundSpotlightRight;
delete BackgroundSpotlightLeft;
delete BackgroundSpotlight;
};
};```
So my question is, can you "un delete" it?
doesnt appear to work however
Generally if you specify nothing, or a missing memory point, it will default to model centre anyway.
But it's better to place a memory point and reference it, can even be an existing one such as zamerny or doplonavni.
Alright thanks
Do i will get some answers about this problem? https://feedback.bistudio.com/T184104
Sounds config problems
@dreamy granite you are using cfgConvert in the wrong way
use BinToCpp.bat which is in the same folder.
you could also use eliteness to save you a great deal of hair loss
how to I use that? Do I just double click it when I have the cfgConvert open? Also downloading elietness but always nice to have a backup
What would cause a gun to have the issue where that when you fire the bullet hits the ground below you and does not actually hit where you aim?
just drag n drop onto the bat file
surely to god, you didn't need me to tell you that when there's a readme.txt right next to them!!!!
wrong or misplaced memory points for the muzzle (konec hlavne and usti hlavne or something like that by default)
Fuck facepalm
I just realised my space bar screwed up when I was typing the memory for the muzzel end so it was utsihlavne
Hours of looking and I did not notice it
Thanks @strange egret for making me reloook π
Neverminde, I just made that change and absolutely no difference
look for more typos then
what initspeed does your weapon/mag have? If it is 0, bullets just falls down...
I have not set an initspeed, I have just left the gun and mag to inherit that
no
use it instead of addonbuilder. It will tell you most config errors you make immediately
it means you should click on view output and read π
I have the following in the packing errors:
rapify x64UnicodeVersion 1.75, Dll 5.24 "config.cpp"
Warning: rapWarning: missing file(s)*****
Warning: BRP_Glock17\config.cpp Line 32: \BRP_Glock17\Data\UI\Glock_UI
Warning: BRP_Glock17\config.cpp Line 33: A3\sounds_f\arsenal\weapons\Pistols\Rook40\reload_rook40
Warning: BRP_Glock17\config.cpp Line 55: A3\sounds_f\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01
Warning: BRP_Glock17\config.cpp Line 56: A3\sounds_f\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02
Warning: BRP_Glock17\config.cpp Line 62: A3\sounds_f\arsenal\weapons\Pistols\Rook40\Rook40_01
Warning: BRP_Glock17\config.cpp Line 63: A3\sounds_f\arsenal\weapons\Pistols\Rook40\Rook40_02
Warning: BRP_Glock17\config.cpp Line 82: \A3\Weapons_F\Data\placeholder_co.paa
rapWarning: missing file(s)*****
rerun with -noisy option to see decode
I understand the missing UI icon bus the sound files and the placeholder_co.paa are all from external default arma 3 folders
use code block @steep pawn ...
tripple `
What do you mean
yu shall use me
ok I will in the future
ty
you need a properly set up p-drive with the de-pbo'ed gamefiles on it (in your case extracted sounds_f.pbo would suffice i gues)
how can i find these points? i am making custom laserbox mod and this is the bettir configs (talking about 0, 0.16,0.12)
They are model space coordinates. 0,0,0 is the model space center. So most likely you need to just trial and error the values you want to see,or if you have custom modem you can just look at it in 3d editor to see what coordinates you want to use
thanks a lot mate
I have extracted the files to my P drive but I still get the same errors?
use arma3p and all your probs should be gone
I was under the impression that classes within cfgMagazines had their collision disabled. Is this correct? I'm spawning an item from it with createSimpleObject and it has collision
simple object is not any class or simulation
ah ok, so it just uses the model and any collision that may or may not be in its geo lod, thanks!
likely so yes
things typically have some sort of geometry
even though something like a magazine is basically never "alone"
its eiter proxied on a weapon
or proxied on a ground holder object
Some guns and mags can block bullets and some can't. I suppose this being why would make sense.
the paths on your p: drive will be all messed up, do as audiocustoms says and use the proper tools for the job π
For this
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#springStrength
whats naturalFrequency?
Currently trying to sign my mod and keep getting this error. Any ideas? Have tried everything I can think of. reinstalled arma tools, tried signing other mods I created, etc...
Do you have other bikey that works?
no. this is the first time I've tried to sign a mod.
As it isn't liking it on my end, if someone else were to create a key, could that work?
I am seriously suspecting that it is because the first chracter of that bisign is 1
put TAG_ in front and still did not work
Remake the sign maybe
how
By remaking the sign
so...
...Also, which PBO you want to sign? How big it is?
Ultimately, how do you pack the PBO?
ideally there would be multiple PBOs but we can start with the core.
What is the way to pack it.
Let's start like I don't know shit and go from there
How do you make that PBO
with arma tools
Addon Builder?
What else
There are multiple. But AB is acceptable
if there is a better one than let me know
How big it is?
What about this? How big is the filesize
Yes there are some better alternative. But I'm not talking about it. AB at least works on basic job
not sure why that matters but about 200mb\
Because a PBO cannot have filesize more than 2GB
considering we are below that...
does the pbo already have a bisign?
Indeed that doesn't seem to be an issue
What about remaking the bisign with new name
Is there a convention to follow?
You mentioned that the 1 originally would be a problem
tried, still no joy.
Why is it complaining that it can't find the file?
Is there a thing I need to do to establish a private key before all this?
I know nothing about that error either
Can a key be created and then applied to the mod/PBOs?
Not a Mod. But a PBO
Well, as I am new to this, what would be the steps to make a key?
You already done it right. This could be a software issue
Have I? I'm not sure.
You made biprivatesign already no?
Try selecting a folder that you definitely have write access to.
Windows can be a bit weird about writing to program files.
no, when I try to do that, it complains that it can't find it.
will try
Have tried it on different drives, with different names and PBOs, still says it can't find the folder
uh, try just sticking it in documents
the PBO or Arma Tools
The private key that you're generating.
Oh, do you know what the button actually does? :P
so the location when creating the key
It's just asking "where should I put this key that we're generating"
I'm new to this
It makes a public/private key pair. You put that in a "safe" place and then you use it to sign your PBOs.
also u can use FuturaToP.bat in Arma 3 Tools
Can confirm, even if I set it to save to documents it can't do it
Are you sure it didn't already do it and you clicked twice?
Because it probably won't overwrite a key that's already there.
well it ain't there...
When I tried making a fake file, it first would ask to overwrite it than it would say it can't find the location
Maybe create the key on a PC that works and then use that.
Got some friends and we are trying...
Use pboProject whch handles all this automatically.
my guess us there are spaces in your filepath
It works with spaces. Tested.
Fun fact, the builder tool that we ship with Antistasi source does not :P
the aboe errror imdicated it failed on arma space 3
also 'createkey' sounds wrong to me.
there's private and public keys and a bisign. am guessing he has finger troubles. Which is why i say use pboPro which removes all this grapeshot.
scanning cfgPatches...ok (altered)
No Error(s)
Output is to config.bin
BRP_Glock17\Data\env_land_co.paa
1 File(s) copied
rapify x64UnicodeVersion 1.75, Dll 5.24 "g17.rvmat"
No Error(s)
Output is to g17.rvmat
BRP_Glock17\Data\glock17_as.paa
1 File(s) copied
BRP_Glock17\Data\glock17_co.paa
1 File(s) copied
BRP_Glock17\Data\glock17_nohq.paa
1 File(s) copied
BRP_Glock17\Data\glock17_smdi.paa
1 File(s) copied
BRP_Glock17\Data\glock17_ti_ca.paa
1 File(s) copied
BRP_Glock17\Data\metal_rough_dt.paa
1 File(s) copied
rapify x64UnicodeVersion 1.75, Dll 5.24 "plastic.rvmat"
No Error(s)
Output is to plastic.rvmat
BRP_Glock17\texHeaders.bin
1 File(s) copied
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
Currently get that when trying to use pboProject
It just fails
The latest one from devHeavan
1.56?
yeah
k, like i said. del temp folder and retry.
and also check the console from pboProject for infos
considering as pboProject can't make a key...
If someone would have a minute to hop on a call to run me through this without all this chit chat, I feel that would be the best solution as clearly something isn't lining up.
Trouble is it's not a very complex program, and the few inputs appear to be valid.
So most likely something is broken further down. I would strongly recommend trying it on another windows install.
Because it's apparently failing to create a file, the problem could be at a lot of different levels.
maybe some other stuff too
@upbeat quailconsidering as pboProject can't make a key...
Huh?
setup->createKeys!!!!
i appreciate you want to short circuit this chit chat but in fairness to me, i couldn't let that misinforamation slide by.
I just tried it in-game and even know pboProject gives no errors the bullets are still landing at the players feet
Got the lop fixes to work nicely. Ace interaction seems to be working now. Thanks for the help ianbanks and alganthe. http://i.imgur.com/zREdLtd.png http://i.imgur.com/KEWi1H9.jpg
@steep pawn at least you got the packing problem solved π
What good is a glock in-game without the ability to hit your target? π
you can give it to the storm troopers π
haha
Sadly I don't think it will work out
On a serious note does anyone have any idea how to fix the bullet landing at the shooters feet?
wrong mem points/config
Does it leave the barrel at the correct angle? ;)
Thats the thing though @zinc orchid I can't see anything wrong with the config and nothing seems wrong with mem points
like @sharp stone already asked, does the projectile leave the barrel in correct angle?
this would have been my next question
Is there a command for vectorVelocity btw?
before experimenting with custom mags and ammo, try shooting with vanilla entries
What do you mean fired EH?
use the P07 or Rook as reference. it's 9x21 and not 9x19 like the glock, but for testing good enough
try 16Rnd_9x21_Mag as magazine and shoot again
512x256 px i think
even with the 9x21 mag the bullet still does not fire
When I do that it says it fails to make the key
Share your options how you defined those
Gave it a name of MyModKey and saved it to the DSSign folder
Any ideas?
what does your model.cfg look like?
{
class BRP_Glock_17_Base
{
pivotsModel="";
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
"magazine",
"",
"slide",
""
};
};
};
class CfgModels
{
class BRP_Glock_17_Base
{
sectionsInherit="";
sections[]=
{
};
skeletonName="BRP_Glock_17_Base";
class Animations
{
};
};
class glock17: BRP_Glock_17_Base
{
};
};
Any ideas?
still trying to merge some model.cfg stuff from cup for a test
mind uploading your source somewhere? it's easier that way to search for errors than wild guessing over chat π
Sent in DM
muzzlepos = "usti hlavne";``` where switched in your model, also the angle was wrong. eye point was at wrong possition in the model. also your base class in your config was scope = 2 (you had the base class as selectable object defined). i corrected it in your model / config.
@steep pawn
i left your original model in the zip as .p3d_old to compare
you should be good to go from the current model for what you want to do next.
What angle was wrong btw?
konec hlavne and usti hlavne mem points where switched. so the weapon fired backwards. also those mem points need to be at the same hight and paralell to the barrel
They were at the same height?
nope.
thought they were lel
Whats the pixel size for a magazine icon?
512x512 or 1024x1024 or 256x256
Thanks so much for your help btw @zinc orchid
you're welcome
Anyone know why this onLoad = "lbadd[1116,'test']"; within a listboxes config doesnt do anything? 1116 is the listbox in question
Where's the onLoad?
I modified its statement but thats where it is
Usually the issue is that the onLoad fires before child controls are created but I'm surprised this doesn't work.
I tried it with a spawn/sleep as well with no luck
Are you sure it's not something daft like the text and background colour being the same?
yup, im looking at the parent class rn and its different. I also have another listbox I use thats identical but has its info populated through a seperate script and it looks correct
hm, I cant even get it to populate when running an external script with the lbadd through the onload
aha! got it to work externally with a spawn, ill try incorporating it into the onload now
wrapping it in a spawn with syntax 2 of lbadd has it working now
Hey- does anybody know if it's possible to set a 'memoryPointGet__Out__` entry for individual passenger seats on helicopters?
We're working on a dropship that can hold about 12 troops in seats but for some reason whenever they eject it puts them ALL at the same dismount point (leading to players clipping and getting stuck in the geometry) whenever they're rushing to dismount
I'm searching the Biki for clues but I can't seem to find what I'm looking for on https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#memoryPointsGetIn...
if you make them passenger turrets, yes
for just "cargo", no I dont think so
@rancid lotus
Gotcha, okay
Out of curiosity, to save me time reading the Biki, what part of the Helicopter Config would that fall under?
How does one go about configging Passenger Turrets?
Also- is it possible to set a different memoryPoint for ejecting out of a passenger/cargo seat versus simple dismount?
And for that matter- what is the difference between cargo/passenger turrets anyhow? We're still trying to work that out π€£
No
turrets are turrets
so they have individual access action and points
regular passenger cargo is simplified thing
well you can have multiple points for cargo entry too bu just having more memorypoints in same selection
but there is no specific config for that
what you could do is script the entering and exiting
if you need specific accuracy
Main thing is that I just need each individual seat, if possible, to have different dismount points
Otherwise if we have 12-24 players rushing out during a combat landing, some of them will get stuck in the geometry
Then script it
When they exit the vic, get their seat and if they're in seat X, set them to point Y
or passenger turrets
passenger turrets dont have to be seats you can shoot out of
or well basically just turrets without weapons
dont necessarily even need the FFV features at all
I know how to do that via SQF Event Handlers but is it possible to bake that into config?
Away from PC so canβt check yet
Do you really want a player to be presented with 24 "get in seat 1" "get in seat 2" options in their mouse action list though? Probably not! You can add multiple cargo get-in memory points to spread the options.
You could just call a function. There's the vanilla event handlers (i.e. class EventHandlers) or CBA's extended event handlers
Currently, the way I have it is that players can walk aboard and select a seat via ACE Interact
And I can put them in that seat via ACE script
Itβs just dismounting them thatβs the problem
I just suggested scripting it for the same reason Apollo mentioned, you probably don't want a bunch of extra seat options in the action menu
@hard chasm So I was looking at some of the stuff we were passionately debating about. PboManager packs stuff, and afterwards, you need to use DSUtils to sign stuff. Ofc, PboManager does not sign stuff.
With addon builder, there was something said about how it does not binarize stuff? Is that all there is to it? it just doesn't properly binarize asset files? And as long as I dont need to binarize stuff, its fine to use as pbo packer?
The issue with PBO Manager is that it packs stuff incorrectly, so even after you sign it might not work with verification.
The issue with addon builder is that some of the command line options seem to be broken, so as far as I can tell it's impossible to make a PBO with it that mixes binarized & non-binarized stuff.
-packonly works, and the GUI version works.
Wait, maybe this is just really badly written.
I have used addonBuilder for years to pack mods (not binarized) and it works fine for that.
However I switched a while ago to a different tool and I am not looking back.
any models used on maps MUST be binarised,
if don;'t binarise anything you cause the engine to struggle with rvnats normally baked into the p3d
if you don't binarise my tools can't help you, which saves us both hairloss
as for the seemingly enfless comments abouit pboMangler, it cannot create the 20 byte signatiure at the end any addon pbo. Without that, dsSignfile cannot help you. It cannpt binarise anything, rendering (most_ rtms useless. and afaik makes a mess of prefixes.
Hopefiully for the last time I willl mention that pboManager is an excellent intuitive tool for MISSIONS!
Addon builder properly binarizes stuff.
It uses the same binarize tool that mikero and other tools like hemtt use.
But, addon builder doesn't check for errors. It will happily binarize something that's broken, which you'll then see in issues in the game.
While mikero has lots of checks to make sure broken things don't even get that far
PboManager is fine for things without prefix and signatures.
Which are mission file pbo's.
Afaik there is a newer version of pbo manager that can create signature-able pbos, but not sure about that.
<advertising> Of course the best tool for quick pbo editing is PboExplorer. Never has pbo opening been so comfortable </advertising>
I remember when I was trying to create graffiti model, I created a plane in object builder, camo, selection, wrote a path to a vanilla texture, and
mikero tools throw error about a missing .paa in a correct path
\a3\structures_f_epb\civ\graffiti\data\tags_ca.paa
Although the model with texture works fine in the game/bulldozer when I just pack this addon using pbo manager 
pboProject has NEVER lied about this. not in the 12 years file checking was iintroduced. That file was not on the p drive where you said it was. Q.e.d.
there;s nothing really to discuss with you if you persist in using a tool not suitable for addons. It's just one step behind saying addon builder reports no erriors so why doesn;t 'it' work in game.
It does because when it's loaded inside the actual game, the file will be found.
But for the texture (specifically the _ca part) to work correctly on the model, it must also be present when the model is binarized. At which time it does not find the file.
If you leave your model unbinarized, the game will binarize it when it loads it. Which is bad for performance.
Ah, so that's how it is. But I can't just copy and paste the vanilla texture into my mod, can I?
Hello! I'm getting this error on my addon, this is my config:
class CfgWeapons
{
class ItemCore;
class InventoryItem_Base_F;
class ObjPeyote: ItemCore
{
author = "vitro";
displayName = "[V] Peyote";
model = "\A3\Signs_F\SignSpecial\FlagSmall_F.p3d";
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
simulation= "ItemMineDetector"
picture = "\vitro_objects\peyote.paa";
descriptionShort = "Poderosa droga que aumenta la vida, resistencia y velocidad.";
class ItemInfo: InventoryItem_Base_F
{
mass=10;
};
};
};
The config you posted is unrelated with error
Do you have a class CfgPatches { ... };? If not, you should do.
class CfgPatches
{
class vitro_objects
{
units[]={};
weapons[]={};
requiredVersion=1;
author[]=
{
"vitro"
};
};
};
yeah, that's the last thing I changed and that's what I use.
Oh wellio, requiredAddons
inb4 author is hardcoded to expect string
A sample to follow from the Samples (weapon)
{
class Test_weapon_F
{
units[]={};
weapons[]={"Test_weapon_01_F", "Test_weapon_01_holo_pointer_F"};
requiredVersion=0.1;
requiredAddons[]={"A3_Weapons_F", "Test_Sounds_F"};
};
};```
disregard that, doesn't error out in RHS CfgPatches
author is the least of the problems, not even required probably, but requiredAddons[] most definitely is
Still getting the error, I added requiredAddons[]
class CfgPatches
{
class vitro_objects
{
units[]={};
weapons[]={};
requiredVersion=1;
requiredAddons[] = {};
author[]=
{
"vitro"
};
};
};
that's the config rn
put something in the requiredAddons
I mean, not anything. The cfgPatches class name of the object classes you are inheriting from.
Something like that?
I'm not sure using another mod as an example of correctness is best practise
You are inheriting ItemCore and InventoryItem_Base_F, so if they are both defined in A3_Weapons_F, yes, correct.
The error only appears if I have the custom item on my inventory, if I don't have it, no error
No.
You usually have it on a p-drive
Please make it sure, are you 100% solid you load your latest config/PBO?
You can also fake it by just unpacking the specific files it needs, in the working directory that binarize will use.
For which mikero probably uses P drive.
Or you can make a p-drive with DokanPbo
I just repacked the pbo
And you load it?
maybe check the CfgPatches entry with in-game config viewer or something π€
This is rather unimportant at this point TBH
If he specifies a required Addon that does not contain the objects he wants to inherit, what will he inherit?
Inheritation won't be broken as long as some addon updates with wrong parent IIRC
um then I don't understand, I select needed texture using explorer in obj builder in P:/a3... but no succusses (missing texture a3\structures_f_epb\civ\graffiti\data\tags_ca.paa)
Can you show a screenshot of
- explorer with p drive and folder open at the texture file
- object builder with texture selected showing how path is written
This may be a shot in the dark, but I am trying to increase the volume of the Default Mine Detector. I have tried adjusting the numerical values at the end of the code, which I assume is for Volume and Pitch, and even referencing and creating my own .WSS file by copying the Base Game one and amplifying the dB. I just cant seem to get it to work as desired. I am only editing the soundMineDetector line. I'll post the code I am trying to edit from the base game files, but any help would be appreciated.
{
author = "$STR_A3_Bohemia_Interactive";
_generalMacro = "MineDetector";
type = 131072;
weaponPoolAvailable = 1;
scope = 2;
displayName = "$STR_A3_cfgweapons_minedetector0";
descriptionshort = "$STR_A3_cfgweapons_minedetector1";
detectRange = 15;
soundMineDetector[] = {"A3\Sounds_F\sfx\blip1.wss",1,1};
mineDetectorSoundFrequency = 1;
mineDetectorPitchStart = 1;
mineDetectorPitchEnd = 2;
class ItemInfo
{
mass = 20;
};
picture = "\A3\Weapons_F\Items\data\UI\gear_MineDetector_CA.paa";
model = "\a3\Weapons_F\Ammo\mag_minedetector.p3d";
};```
@gentle crown
author=me; NOT author[]=`
The array is cbd feature was it? But it's authors[]
yes authorS is cba
and not used by the engine
author IS used and engine wants a string, not an array
Hey, I was wondering if anyone can tell what I am doing wrong or what the fix is? https://gyazo.com/baea0d9089cf900534f843136d67f259 I am trying to extract the sekeleton from one of the AR-2 drones as I am trying to teach myself how to create my own. I tried doing it on the accessible P3D and DeP3d returned this error. After I tried it on the drone I also began getting the same error on other projects I've made in the past that I know for a fact have skeletons. It's been about a year since I have done any dev projects for myself so I'm hoping I just forgot something simple. Thanks for any help!
yr trying to extract a skeleton from a p3d that is NOT a binarised arma 3 one. Use eliteness to find out what it really is.
eliteness btw will automatically show the skeleton (iif there is one) for you.
Appreciate it!
The skeleton will not really teach you anything that the sample skeletons won't do since animations are all same structure
There's only a handful of different types too
Which are covered by the samples
^agreed. Only difference imho is the skeleton and it'scfgmodel coming out of eliteness is typo correct and accurate. Samples from past history should be but often isn't. The advantage of course with samples is the varieties you mention are all in one place.
True samples have some mistakes. But the basic structure of animations is same and creating your own needs only bit of logical thinking. What parts move together, what parts move on their own, what parts move in chain after one other. That sort of stuff.
does anyone know how to fix this bug
when i turn out from a tank, camera goes blind and this appears
Ask the Mod author
diwako_dui really suggests what the Mod is
Quick question. On backpacks/vests what is the "maximumLoad" measured in ? The items are measured in kgs/lbs so I'm not sure which way it swings
in the same bananas items are measured in, iirc
It's the same as everything in CfgWeapons: Arma 3's so-called "mass" unit.
Only slingLoadMaxCargoMass (for slingloading) and maxLoadMass (for ViVT) specifically uses kg as a unit of measurement when it comes to load capacity limits.
Gottcha, cheers
{
class csg12_m11xx
{
units[] =
{
"csg12_m1151_wd_11_hq",
"csg12_m1151_d_11_hq",
};
weapons[] = {};
requiredVersion = 1.38;
requiredAddons[] = {"rhsusf_m11xx","rhsusf_c_m11xx"};
name = "M1151/M1152";
author = "P. Tato";
};
};
class CfgVehicles
{
class rhsusf_m1151_usarmy_d;
class rhsusf_m1151_usarmy_wd;
/// Woodland
class csg12_m1151_wd_11_hq: rhsusf_m1151_usarmy_wd
{
displayName = "M1151A1";
scope = 2;
faction = "WL_1_1";
editorSubcategory = "HQ";
author = "P. Tato";
crew = "rhsusf_usmc_marpat_wd_rifleman_m4";
HiddenSelectionsTextures[] = {"csg12_m11xx\data\m1151_wl_11_hq.paa","rhsusf\addons\rhsusf_m11xx\data\rhsusf_M1151_Tire_wd_CO.paa","rhsusf\addons\rhsusf_m11xx\data\rhsusf_M1151_Int_wd_CO.paa","rhsusf\addons\rhsusf_m11xx\data\rhsusf_M1151_Acc_wd_CO.paa","rhsusf\addons\rhsusf_hmmwv\textures\m998_exterior_w_co.paa","rhsusf\addons\rhsusf_hmmwv\textures\tile_exmetal_co.paa","rhsusf\addons\rhsusf_m11xx\data\rhsusf_M1152M1165_wd_CO.paa"};
};
class csg12_m1151_d_11_hq: rhsusf_m1151_usarmy_d
{
displayName = "M1151A1";
scope = 2;
faction = "D_1_1";
editorSubcategory = "HQ";
author = "P. Tato";
crew = "rhsusf_usmc_marpat_d_rifleman_m4";
hiddenselectionstextures[] = {"csg12_m11xx\data\m1151_d_11_hq.paa","rhsusf\addons\rhsusf_m11xx\data\rhsusf_M1151_Tire_d_CO.paa","rhsusf\addons\rhsusf_m11xx\data\rhsusf_M1151_Int_CO.paa","rhsusf\addons\rhsusf_m11xx\data\rhsusf_M1151_Acc_d_CO.paa","rhsusf\addons\rhsusf_hmmwv\textures\m998_exterior_d_co.paa","rhsusf\addons\rhsusf_hmmwv\textures\tile_exmetal_d_co.paa","rhsusf\addons\rhsusf_m11xx\data\rhsusf_M1152M1165_d_CO.paa"};
};
};```
The textures are not changing for some reason.
rhsusf_m1151_usarmy_wd base class uses bis_fnc_initVehicle, consult https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customisation on what to do with that (most likely using textures[] instead of hiddenSelectionsTextures[] should work)
Ill try textures[]
Nope textures[] didn't work
Try blanking out the textureList[] = {}; array or setting the value to your own class under TextureSources. The RHSUSF HMMWV classes that you're inheriting from have textureList[] defined so that'll override whatever HSTs that your child class defines.
Wilco
It worked! Thank you
If I wanted to take the tires on vehicles and make them go dead on 0 hp rather then somewhere below the 50% mark would that be in the cfg? I dont see anywhere in the wheel stuff anything for hp. I was thinking i could just bump up the hp and it would mimick a tougher tire
Cosmetically, it's controlled by the model.cfg animations
For example, in model.cfg CfgModels>Animations
class wheel_1_1_destruct
{
source = "HitLFWheel";
type = "hide";
selection = "wheel_1_1_hide";
minValue = 0;
maxValue = 1;
hideValue = 1;
};```
where "HitLFWheel" is a config.cpp AnimationSource
In this example, the front left wheel is hidden when it's hitpoint damage reaches 100%.
In addition to that are some physx parameters that describe the slow down of the vehicle when the wheels are damaged (50%) or destroyed (100%).
In each class Wheel {}
dampingRateDestroyed = 1000;```
As a third string to this, you can also change the tyre Fire Geometry rvmat for something with less penetrability (bullet proof tyres, armoured wheels) and also increase their hitpoint values to allow them to take more damage before destruction.
if they seem like theyre breaking way too early then more hp would help with that feeling while keeping all the other stuff the same right?
or i could even simply change that maxValue = 1 to a 2 couldnt I?
You can start by increase the wheel class Hitpoint armor value.
yeah. something simple is what i was thinking
I just didnt know if simple would work lol
From the A3 Car Samples, inherit and change.
i appreciate it
ive been gone on a break and bought a new home so getting back into coding. I really appreciate the help. ty a ton
Hello folks, any ideas on how I can straighten my laser out? I swear this usually doesn't happen... π
What you've done then
Lol, tried to make a laser that calls a custom base that calls the ACC_Pointer as a parent.
{
author = "";
_generalMacro = "acc_pointer_IR";
scope = 1;
model = "\A3\weapons_f\acc\accv_pointer_F";
class ItemInfo: InventoryFlashLightItem_Base_F
{
mass = 4;
class Pointer
{
irLaserPos = "laser_dir";
irLaserEnd = "laser";
irDistance = 5;
};
};
inertia = 0.1;
};```
I'm sure its something dumb that I forgot to do.
Probably either of memory is not defined in the model. What's your point of redefining them BTW?
Those memory point names don't look right for accv_pointer_f.p3d. It should be as follows:
irLaserPos = "laser pos";
irLaserEnd = "laser dir";
its not for the acc pointer its for a totally different model, this is the base that the actual in game laser calls from
__RE__defining?
Yes
as in? sorry newer to config work
Because your parent config defined it already. And you are overwriting
I only define it in the base, in the actual in game laser it calls the above base
Your parent config means acc_pointer_IR
yes
so is my problem not defining something that acc_pointer_ir already defines?
all the definition that I do for position of laser is what is in the config above.
Sorry I think I did not read the reply to drebin. So you have a new model? New memories too?
so my-in-game-laser calls my-base which calls the acc_pointer_ir
yes, thats why the names of the memories are different
- Make sure your memories are named so
- Make sure your P3D's memories are 100% aligned
- They are named the same in the p3d and the config (or else the laser wouldn't show up at all).
- The memories are 100% aligned.
So I had a similar issue with the flashlight which had innerangle and outerangle variables that I had to change to get the flashlight to light up correctly, but I do not see similar variables for the laser.
- If the names are incorrect, 0,0,0 will be used (model's center) so laser will still show up
- Are you sure you have only one vertex per memory?
- Ah, for me it did not show up until I fixed the names of the memories, I could have just missed it though.
- Positive
Appreciate the thought. Normally I do just go by the samples however whenever I moved onto trying something new it usually helps me to start with the base arma part. Then slowly start changing the model, then the movements, then the names. It just helps me connect the dots slowly until I am a semi complete point. If that makes sense.
I think checking ingame config to see if it actually is applied is my last resort
on it. I'll also take a look at the base game pointer to see if there are settings I missed. Thank you for your helpful pointers.
@lusty nichea small detail here that base classes should be scope=0; they should not be selectable by game editor or sqf. this wont fix your problem but a detail you should now be aware of.
it is also rare to have model= in a base class. that is normally done in the class(es) that inherit a baseXX
InventoryFlashLightItem_Base_F is not defined or declared an extern in ypur code.
use hemmtt or my tools to pick up these issues.
subscriber updates (9.60) for pboProject and the dll
now automatically correct missing picture= \ and removing same from damage rvmats if there. As well as checking they are in groups of 3
Is there a config parameter in cfgammo that scales how much an enemy is suppressed by the projectile? Cost?
Yay!!!
hello, not sure if config skill issue but I was trying to make a muzzle attachment that reduces recoil, but alas it doesnt seem to reduce recoil. Here is the config
class muzzle_snds_H;
class muzzle_snds_acp: muzzle_snds_H
{
class ItemInfo;
};
class muzzle_attachment_test: muzzle_snds_acp
{
displayName = "Test Attachment";
class ItemInfo: ItemInfo
{
mass = 1;
soundTypeIndex = 0;
class MagazineCoef
{
initSpeed = 0.8;
};
class AmmoCoef
{
hit = 0.8;
visibleFire = 0.3;
audibleFire = 0.8;
visibleFireTime = 0.5;
audibleFireTime = 1.0;
cost = 1.0;
typicalSpeed = 0.8;
airFriction = 1.0;
};
class MuzzleCoef
{
dispersionCoef = 1.0f;
artilleryDispersionCoef = 1.0f;
fireLightCoef = 0.1f;
recoilCoef = 0.01f; // Test
recoilProneCoef = 0.01f;
minRangeCoef = 1.0f; minRangeProbabCoef = 1.0f;
midRangeCoef = 1.0f; midRangeProbabCoef = 1.0f;
maxRangeCoef = 1.0f; maxRangeProbabCoef = 1.0f;
};
};
};
I dont think the config is wrong cause its more or less copy paste from wiki, maybe it doesnt do what I expect?
Is it showing up in game?
You may be having an issue with new configs that I'm having.
oh yea it shows up in game and everything
and in game config viewer shows the values
just recoilCoef doesnt seem to work
Okay then it's not an issue I'm having, thanks. Yeah HorribleGoat and Co will know but I would say recoilCoef would be the thing that I would adjust.
yes we wait for horriblegoat and co π π 
Is adding the f after the number valid?
I've never seen any config do that, seems like it'd just get turned into a string
That's interesting
No. It never is
It does work and parsed into number properly at least. But having f does nothing
yeah I tried numbers, number in string, and all that combo nothing worked to reduce recoil π¦
have you tried larger numbers?
how large?
hmm looks like in vanilla config theres 3 values present. the default =1, then ="1.0f" and =0.25
dunno 10 XD
yeah the 0.25 I think is the contact DLC one, didnt look like it did much
should maybe like show some effect at least
okay will try extreme values
so extremely small or extremely large values for dispersionCoef works, but recoilCoef doesnt seem to effect anything π¦
oh rip I guess someone reported this back in 2022
https://feedback.bistudio.com/T167366
π¦
hey guys - is there any way to change an entities VIV section?
Transport vehicle config example ^^
So one more thing - I've been trying to do some digging and the only thing I'm finding is altitude criteria. Is there a way to auto deploy a parachute when free falling only when one is equipped after an x amount of seconds?
For actually deploying a unit's parachute, you'd just do _unit action ["OpenParachute", _unit]
anybody has experience with using RHS Afghanka uniforms in a custom unit and the uniform not behaving? ie: does not load where other uniforms from RHS work just fine when you set the uniformClass on a unit.
would this be in a localinit.sqf?
It would be wherever you want to open a unit's parachute
so it's for dudes walking out of the doors in a c17 or c130 and auto opening like a static line
So then you'd run it after a unit leaves the vehicle
correct - but there wouldn't get a 'getout' event handler since they'd just be walking out of a door into a freefall
You could use an AnimChanged event handler and check if they're in the freefall animation
Actually I guess https://community.bistudio.com/wiki/getUnitFreefallInfo would be better
i wouldn't even know how to implement that
i was referred to the channel with the same question
Nothing about what you've asked has been config related
? does the sensor cfg value ```allowsMarking
only function for the passive sensor, i wanted to have it on all but the laser
does anyone know where i can find the config files for the base factions?
it would make a replacement mod so much less annoying
What is the base factions?
like NATO and AAF
CfgVehicles do you mean?
it contains that i think
im talking about a config,cpp file
the type used for like basic replacement mods
For what reason? You can just check Config Viewer
in tools?
Yes
Or, I don't recommend to use vanilla Config Viewer anyways. That is a very dumb one, you can find one in Workshop or somewhere
i will do that because i cant even find it
You can't find what
the config viewer
i found the workshop mod and the screenshot is in the editor so i probably need to check there
remember i have not even close to as much knowledge as you
i might have to do the mod by hand because i cant find what im looking for at all
thanks anyways
Eden Editor > Tools
i found the config viewer
i was making a config.cpp file to make a replacement mod
i was having an annoying time with it so i wanted to see if there was built in config files i could edit
but i suppose not
That is not how a modding something works
Make a config, make an inheritance/syntax properly, change what you want to change, nothing else, pack into PBO, use it
thats what i was doing
just very tedious
i have never really modded anything like arma before
I suppose you aren't doing this. Because there is no need of find config.cpp for already loaded config
But check Config Viewer
I am saying that's not what you need
i was just wondering if i could find ones that already have nato in it for example
If you are seriously brand new to modding/config.cpp, better to check some reads
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
https://community.bistudio.com/wiki/Class_Inheritance
It does not say you need to find the original config.cpp either
i know
and i dont need to
i got the mod working
its just really annoying to make the file from the ground up
ok i found what i needed
my lack of skill really shows
i just needed to convert a file to cpp
thanks anyways
now i know how to use config viewer
@ivory trenchpls be aware that it varies from unsusual to a hanging offence to alter any already existing class. As someone just starting out it would seem to you to be an obvious way to achieve things. The real answer is as folows
class my_great_changes: existing_one
{
change whatever you like:
};```
in other words you COPY whatever exists into a class of your own and select this new class which has your changes to nato factions.
for CfgSoundShaders, lets say I have the following,
volume = 0.5;
rangeCurve[] = {{0,1},{15,1},{30,0.8},{50,0}};
``` is the 2nd param in each element for `rangeCurve` the absolute volume, or a multiplier ontop of `volume `?
so in this case from 0m to 15m the volume is effectively 0.5, at 30m its effectively 0.5*0.8= 0.4 volume
If I may ask, what's the armor value of the vanilla Modular Helmet?
What is it's exact name (or even better, it's class name) so we can look it up for you?
how to i change the arma 3 loading into game simbol
I think the class name is helmet_canvas
What is the best way to configure gearbox ? Is there some tools any chance ?
Class name is H_Helmet_IA.
Armor value is 6.
Passthrough is 0.5.
I've always found that real life values work well enough.
So when making a new vehicle, I research the torque curve, number of gears, gear ratios, transmission ratios, differential type, engine power and rpm's. They can all plug into the Arma physx and then tweak to your liking.
If you don't want to go to that level of detail, just find the nearest vanilla A3 vehicle to your mod, and start with it's physx values.
class DrugFentanilo: ItemCore
{
author = "vitro";
displayName = "[V] Fentanilo";
model = "\A3\Signs_F\SignSpecial\FlagSmall_F.p3d";
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
simulation= "ItemMineDetector"
picture = "\vitro_objects\peyote.paa";
descriptionShort = "Fentanilo, una droga que te llevarΓ‘ a las nubes...";
class ItemInfo: InventoryItem_Base_F
{
mass=10;
};
};
is it posible to edit the displayName to add a .paa icon or change the text color?
Got it. Ty
I'm having issues with a zeus module executing multiple times on a dedicated server, I have one player on it.
class J3FF_barbieModule_F: Module_F
{
author="J3FF";
_generalMacro="J3FF_barbieModule_F";
scope=1;
scopecurator=2;
portrait="";
displayName="Barbie Wardrobe";
vehicleClass = "Modules";
category = "J3FF_barbieWardrobe";
icon = "\a3\ui_f\data\IGUI\Cfg\simpleTasks\types\armor_ca.paa";
function="J3FF_fnc_zeusAddWardrobe";
isGlobal = 2;
is3DEN=0;
};
isGlobal = 2 runs it everywhere but within the function I have if (!hasInterface) exitWith{}; which should limit it to ONLY clients, I then have local code running. However the code runs twice LOCALLY, no idea whats going on
this is not a config question. If you're using sqf, ask in sqf.
I figured the config part was at fault, since its running twice from the config...
What makes you think it shouldn't run twice?
have you checked what parameters it's called with?
Because I only place the module once
What do you mean by this? Like the paramateres within the module? The module is an addarsenal style module, I place it on an object and delete it right away
According to this page the function is called with parameters: https://community.bistudio.com/wiki/Modules
Ah alright, the only parameter I use is the _logic, which is Argument 0 for 3den and non 3den
I'm not sure how an issue in the script itself would cause it to run twice though
Another issue I'm having with my config if anyone would be open to help: I'm using a remotexec from within an objects attributeCategory expression, however the jip isnt working on a dedicated server. Here is the code snippet:
class Cfg3DEN
{
class Object
{
class AttributeCategories
{
class BarbieCategory
{
displayName = "Barbie Outfits";
collapsed = 1;
class Attributes
{
class Barbie_outfitObject
{
condition = "1";
control = "Checkbox";
defaultValue = false;
displayName = "Enable Barbie";
expression = "if (!is3DEN && _value) then {[_this] remoteExec ['J3FF_fnc_addBarbieAction',-2,true];[_this] spawn J3FF_fnc_defineAvailableItems}";
Thank you π
First of all. Don't quote the 1 in condition and quote false in the default value
You are using -2. Isn't that excluding the dedicated server?
What's the locality of the function?
how to i change the arma 3 loading into game simbol
not sure how many people mess with the radar but I'm trying to get a few requests into the game https://feedback.bistudio.com/T184614
and figured some people might also be interested
I would also request the ability to hide the UI world to screen locking boxes but I figured that might be to difficult a request
Hello :D
Quick question. Context first though. I am working on a mod, and I am relatively new to doing anything with configs and mods in general. When it comes to prefixes for classes, your PBO names and what not, I notice that many mods makers use 3 letter prefix such as uvo for Unit Voice-Overs or A3A for Arma 3 Antistasi and so on. I am currently using uvo_aet_aio for a modification of the UVO mod and was wondering if such a long prefix would cause issues, if it's bad practice or generally alright.
no issue. generally you would pick something unique to you so your work dont get confused to someone elses work
even if you use some other mod as dependency
it also dont have to be 3 letters
in olden days 3 letters were enough to keep every modders work unique. these days more may be needed since there are more modders and the fun TAGs are taken
Alrighty, thank you.
An additional question, where would be a good place to ask questions about general mod making with hemtt involved?
HEMTT has its own discord I think
ooor channel in ACEs discord maybe?
probably says somewhere in its documentation