#arma3_config

1 messages Β· Page 34 of 1

latent monolith
#

seems i have another issue on my hands then

hearty sandal
#

does it have viewpilot lod?

latent monolith
#

yes

#

also ignore the cursed textures πŸ˜…

#

i cannot actually aim at all like right click right now does nothing

frozen bluff
#

Do you have a model.cfg entry for the scope? You don't need it in there for a scope to work

latent monolith
#

so ditch the model cfg

#

?

frozen bluff
#

Yes

latent monolith
#

copy complying

frozen bluff
#

That's for like animations and the like. Make sure that you have an "eye" memory point

hearty sandal
#

yeah unfortunately cant animate scope model

latent monolith
frozen bluff
#

You gotta do it in Object Builder. Part of the workflow is in that program

latent monolith
#

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

frozen bluff
#

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

latent monolith
#

coolio yeah it doesnt seem to hard once you know its kind of navigating these unspoken "rules" about models etc

latent monolith
frozen bluff
#

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.

hearty sandal
#

using blender and armatoolbox to export p3d directly can skip most of the object builder workflow

frozen bluff
#

Well I didn't know that is that's what I do most of the time, but whatever works though

latent monolith
frozen bluff
#

Well somebody with that can help you as I use Object Builder for all my work

latent monolith
#

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?

frozen bluff
#

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

latent monolith
#

still cant aim down sight is there like a value or something ive omitted or something?

frozen bluff
#

Probably a proxy issue

#

Maybe

#

Is the proxy there?

hearty sandal
#

nah its fine since most of the current stuff is here anyway

frozen bluff
#

Okay, wasn't sure

hearty sandal
#

it could be config issue too

frozen bluff
#

Yeah

hearty sandal
#

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

untold temple
#

Does your weapon have a view Pilot LOD?

muted nest
#

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?

latent monolith
latent monolith
#

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

hearty sandal
#

and can instead use text search to jump into right place directly

latent monolith
#

yeah i was trying to base my scope off the nightstalker but i got confused

hearty sandal
#
        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: 4x–10x";
            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;
        };```
latent monolith
hearty sandal
#

there are some differences to your setup

latent monolith
#

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
                    
hearty sandal
#

yes

#

you are also missing modelOptics

latent monolith
#

another thing im possibly missing COWS?

hearty sandal
latent monolith
#

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?

hearty sandal
#

autocenter is named property for geometry lod

latent monolith
#

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

frozen bluff
#

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.

hearty sandal
#

Hmm I think someone made a pylon sample while ago

frozen bluff
#

Cool, remember where it went to?

hearty sandal
#

theres this at least

frozen bluff
#

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

frozen bluff
#

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.

hearty sandal
#

because if they show up on the vehicle it would indicate they are loaded

frozen bluff
#

Yeah but the Scalpels work fine when loaded too, and in the same spot

hearty sandal
#

at least thats better lead than nothing πŸ˜…

#

I'll try to ponder over this

frozen bluff
#

True :). okay

light sundial
#

Gents, having trouble locating "Steerable_Parachute_F" in order to edit it's parameters. I would like to edit it's parameters if possible.

hearty sandal
#

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

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only source material that can be made outside of the tools can be paid for

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like 3d models and their textures and stuff like that

light sundial
#

Understood, thanks for the heads up

hearty sandal
#

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

frozen bluff
#

Yeah I got one from here. If they say "Kindly..." then it's a scammer

light sundial
#

What's step one of making a config patch mod? I just need some Google fuel

hearty sandal
#

probably figuring out config files structure.

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understanding cfgPatches header and how it connects to existing configs via RequiredAddons

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and then understanding config class hierarchy would likely help

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this all in Arma mod context of course

chilly tulip
light sundial
#

I tried running this: diag_exportConfig ["O:/config.cpp", configFile];

hearty sandal
#

do you have drive called O: ?

light sundial
#

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?

hearty sandal
#

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

light sundial
#

how would i go about making the old parachute as the parent in this config? So far i have only changed the class name

hearty sandal
#

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)

light sundial
#

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?

hearty sandal
#

this creates a new parachute that can be selected yes

light sundial
#

Fantastic

hearty sandal
#

I would say its safer to do that in order to not break anything tha relies on the basic parachute

light sundial
#

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?

light sundial
#

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?

wintry fox
#

Yes

light sundial
#

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;
};

wintry fox
#

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 = "...";
    };
};
light sundial
#

TAG_myParachute: /// what would the "TAG" be in this instance?

hard chasm
#

TAG_ means something like Keven_tag. As HG mentioned it is a label only you would use

wintry fox
#

It's done to prevent accidental overwriting of classes, functions etc.

#

It could be whatever you want, and is unique to the mod / author.

light sundial
#

class CfgVehicles {
class B_Parachute;
class KEV_MJ360: B_Parachute {
author = "kevin";
displayName = "MJ360";
parachuteClass = "MJ360_steerable_parachute_Glider";
};
};

wintry fox
#

Yep, although you should also prefix your parachute class as well

#

i.e. like KEV_MJ360...

hard chasm
#

i think you meant p3d 😎

wintry fox
#

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";

hard chasm
#

aaaahhhhhh

light sundial
#

how do i paste the config in here and have it look like how you are all doing it?

hard chasm
#

drag n drop

wintry fox
#

The same way you copy/pasted what you've already sent

light sundial
#

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

wintry fox
#

Your parachute needs to be in CfgVehicles

wintry fox
light sundial
#
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";
    };
};```
wintry fox
#

Your parachute needs to be inside CfgVehicles as well

light sundial
#
    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";
    };
};```
wintry fox
#

You should only have a single CfgVehicles

light sundial
#

oh i see

wintry fox
#

So just delete the closing part of the first, and the opening of the second

light sundial
#
    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";
    };
};```
wintry fox
#

For your requiredAddons, you should use "A3_Data_F_Decade_Loadorder", so that your mod will load after all vanilla content

light sundial
#

is the CfgPatches a seperate config.cpp or can it be included in my current file

wintry fox
#

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

light sundial
#
{
    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;
    };
};```
wintry fox
#

You can't have @ in a class name

#

It should also be prefixed as well

light sundial
#

am i required to list units here? if so would it just be KEV_MJ360_steerable.... and KEV_MJ360?

wintry fox
#

You should

light sundial
#

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;
    };
};
wintry fox
#

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"
};
light sundial
#
{
    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;
    };
};```
wintry fox
#

Yep, just indent it just to make it look nice

light sundial
#
{
    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;
    };
};
wintry fox
#

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

light sundial
#
{
    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;
    };
};```
wintry fox
#

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;
    };
};
light sundial
#

thanks, now this chunk of stuff sits above the rest of the classes? Are more {} required?

wintry fox
#

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

light sundial
#
{
    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";
    };
};```
wintry fox
#

Looks good
Now you can build your addon with addon builder and try it out

light sundial
#

awesome, i appreciate the help

wintry fox
#

πŸ‘

light sundial
#
{
    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

wintry fox
#

Is your mod in a folder called empty folder?

light sundial
#

yeah the notepad document ending with .cpp

light sundial
#

nevermind i was big dumb

light sundial
#

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.

wintry fox
light sundial
#

What's a PR?

wintry fox
#

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

light sundial
#

nice, thanks!

wintry fox
light sundial
#

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.

hearty sandal
#

Probably yes

wintry fox
#

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

hearty sandal
#

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

light sundial
#

Ok I will create a PR for ACE, thanks gents

civic sierra
light sundial
#

PR's are a bit more involved than I thought

hearty sandal
#

talk in the ACE discord about your idea

karmic forge
#

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.

wintry tartan
#

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

wintry fox
#

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

thick sage
#

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.

hearty sandal
# thick sage

is there no ready static turret class for that model then?

thick sage
#

I've tried inheriting this exact class and changing the model in the custom class, no luck. Same results.

hearty sandal
#

ok so wheres the no wheels model from?

thick sage
#

model="\rhsafrf\addons\rhs_heavyweapons\ZU23\rhs_zu23_veh2";

hearty sandal
#

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

thick sage
hearty sandal
#

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

thick sage
#

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.

hearty sandal
#

then you need to figure out the correct selection names for the muzzleflash and animated parts to connect with the config

thick sage
#

Selection names, as in memory points?

hearty sandal
#

memorypoints have selection names too

#

but no

#

the ones for the mesh to be animated

#

bone names for animations

thick sage
#

I apologize for my lack of knowledge, I've never dig so deep to make something like this work. πŸ˜”

hearty sandal
#

well I guess you might need correct names for some memorypoints too

hearty sandal
#

to know what names connect with config in right places

thick sage
#

Alright, I'll see what I can do from the information given to me. Thanks!

karmic forge
latent grotto
#

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.

hearty sandal
civic sierra
#

What error do you get exactly? Is it not able to find the texture or straight up not read it? Anything in your RPT?

latent grotto
#

It can't find the texture

hearty sandal
#

do you have P drive set up?

civic sierra
#

Check the file path, if you follow along in the config does it take you to it

latent grotto
#

No, I've been doing it on my desktop

hearty sandal
#

pboProject expects a the work environment setup to check paths

latent grotto
#

The config's file pathing should be correct

chilly tulip
#

Are you using the same PBO prefix?

latent grotto
civic sierra
#

What I mean is your folder structure may differ from the original meaning the file path is no longer valid

chilly tulip
#

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.

civic sierra
#

Other option is try with the Addon builder in arma tools on steam, see if that works better

latent grotto
latent grotto
chilly tulip
#

Check the original PBO.

latent grotto
#

Did

chilly tulip
#

Neither of them have a prefix?

latent grotto
#

There's nothing under Property or Value

#

I guess not?

chilly tulip
#

I guess if it's written by someone who doesn't know how to sign a mod then it's possible.

latent grotto
#

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...

chilly tulip
#

Arma will refuse to verify some signed but incorrectly-built PBOs.

#

A common cause is packing them with PBO manager :P

latent grotto
#

Yeah

#

Learned that the hard way

#

Though I fell like PBO manager use to work before

chilly tulip
#

Arma may have got stricter at some point. Before my time.

latent grotto
#

This was like, a year or two ago?

#

Could be misremembering though

civic sierra
#

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

wintry fox
#

It's not designed for mod pbos, at all, and shouldn't be used for packing them

hard chasm
#

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'

robust dune
robust dune
nimble sequoia
# robust dune 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)

outer hazel
#

could you please add me to your friends list? i need to ask you something, thanks πŸ™ƒ

#

its related to the backpack textures you made for me

robust dune
chilly tulip
#

Hence even if you sign PBOs built with it, they won't load with verification.

robust dune
#

Is there another solution that does not require p drive?

wintry fox
#

You don't need a pdrive to sign

chilly tulip
#

You only strictly need a p drive if you're binarizing stuff with external dependencies.

robust dune
wintry fox
#

Then you still don't need a pdrive to pack

robust dune
robust dune
wintry fox
#

If that's what you want to use, yeah

nimble sequoia
#

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.

wintry fox
#

Yeah, that Addon Breaker sucks

nimble sequoia
#

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).

opal crater
#

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.

wintry fox
#

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.

hearty sandal
#

hemtt may be more a thinking mans tool for addon packing then πŸ˜„

ebon pivot
#

mikeros is better for worse mod makers

austere prism
nimble sequoia
# ebon pivot mikeros is better for worse mod makers

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.

ebon pivot
#

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 🀷

wintry fox
# nimble sequoia That sadly is the attitude of many HEMTT users. It's like an exclusive club, whe...

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

wintry fox
austere prism
# nimble sequoia That sadly is the attitude of many HEMTT users. It's like an exclusive club, whe...

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

ashen chasm
#

🍿 blobcloseenjoy

robust dune
#

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?

austere prism
#

You need to use inheritance to modify existing classes

#

Someone else might be able to help you more specifically with what you're trying to do

robust dune
#

thats probably about right.

wintry fox
#

You do need the inherentance
All you're doing there is replacing the entire vehicle config with what you have there

chilly tulip
#

Works in the UI, but you don't want to build anything substantial with that.

hard chasm
#

some of it's other command line options simply do not work -exclude being the big one.

robust dune
#

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.

wintry fox
#

Then just use addon builder

chilly tulip
#

Do you need binarization?

hard chasm
#

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?

robust dune
robust dune
#

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.

chilly tulip
#

Addon builder command line with a batch file works pretty well as long as you don't need binarization.

robust dune
#

Thanks for pointing me to addon builder

chilly tulip
#

stick -packonly on there and it'll just put everything in the folder in the PBO.

robust dune
#

I might make a vscode addon for it

hard chasm
#

binarisation of p3d is essential. binarised rvmats are baked into them.

#

ditto png->paa textures. The engine does not know what a png is.

chilly tulip
#

It has to be only config + code, and preferably not a vast amount of config.

robust dune
#

Right now, the arma tools gui for addon builder works just fine.

hard chasm
#

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.

robust dune
#

Am I able to write good sqf code without your tools?

hard chasm
#

nope. i don;t check it.

chilly tulip
#

None of the tools care about your SQF quality.

#

config maybe

robust dune
#

Then it doesn't matter to mr

hard chasm
#

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

robust dune
#

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... πŸ€·β€β™‚οΈ

wintry fox
# hard chasm and no tool on earth can parse it properly because it moves goalposts too often

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.

hard chasm
#

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.

robust dune
#

Gnight y'all.

#

Good chat. Moving on now.

hard chasm
#

there is a litany of corpses with sqf syntax checkers going back 20 years

wintry fox
hard chasm
#

which changes

wintry fox
#

True, but that's not on hemtt if the wiki is wrong

hard chasm
#

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.

wintry fox
#

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

hard chasm
#

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.

robust dune
chilly tulip
#

I don't remember.

hard chasm
#

@robust dune pboManager does not, can not, craete the ending 20 byte sha key. This is used by dssignfile

robust dune
#

Idk what you are talking about about.

#

And that is not what I asked...

chilly tulip
#

It'll certainly block clients joining anyway, because enabling verification on the server will block all unverified mods.

hard chasm
#

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

robust dune
hard chasm
#

<grin>

hard chasm
#

@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.

toxic solar
#

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?

novel lava
#

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

toxic solar
novel lava
#

yeah I think thats the only way to do it, with cfgAmmo eventhandlers though its pretty simple affair these days

toxic solar
#

yes truly a great feature

austere prism
austere prism
austere prism
austere prism
austere prism
# hard chasm the code check in hemmtt reuires altering each time sqf has an update. in the p...

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

hard chasm
#

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.

grand zinc
grand zinc
grand zinc
# hard chasm *every* time a new operand is 'invented' it's goodnight and thank you for play...

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"

grand zinc
austere prism
grand zinc
#

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.

hard chasm
#

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.

hard chasm
#

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.

grand zinc
#

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.

finite cloud
#

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.

hard chasm
#

@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%

grand zinc
#

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

hard chasm
#

how do you tell it that.

grand zinc
#

The working directory, in which you execute binarize

hard chasm
#

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.....

grand zinc
#

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.

robust dune
# chilly tulip It'll certainly block clients joining anyway, because enabling verification on t...

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?

hard chasm
#

@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=

grand zinc
#

For people who want to unpack like 30+gb of files onto a pdrive. Yes.

hard chasm
#

20 -> 30gig is a reasonable expenditure if you intend making maps.

chilly tulip
#

-checkSignatures startup parameter might work as an alternative

steep pawn
#

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?

toxic solar
#

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

chilly tulip
#

well, you kinda have the arrow in the wrong place.

#

EnvSounds there inherits CfgEnvSounds

toxic solar
#

oh

#

Okay damn

#

I see, I didnt even notice that, okay it makes sense now

toxic solar
#

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

latent monolith
#

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 πŸ˜…

so any help amigos?

trail wraith
#

Why doesn't a missing ( ; ) break a config file like it does a .sqf script?

dusk jungle
#

Is there a config to control amount of dust vehicle makes? ED-1X makes so much dust its stupid.

dusk jungle
#

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.

crisp knot
#

mb man? wanna try

somber cloak
#

it does or should.

#

what are you using to pack your addon?

dreamy granite
#

So I had to do a fresh install of windows when my laptop bricked can someone reccomend a good program for doing configs

molten musk
dreamy granite
#

thank you

#

I couldn't remember the name of the visual studio code for the life of me

dusk jungle
crisp knot
dusk jungle
#

So even small is really large?

crisp knot
#

wat

#

In the config CfgDustEffectsTankSmall is used once and only for UGV_02

dusk jungle
# crisp knot wat

I thought you meant you show CfgDustEffectsMan on left screenshot and CfgDustEffectsTankSmall on right one

dusk jungle
#

I guess it either needs CfgDustEffectsTankTiny or have it use CfgDustEffectsMan

#

Maybe other classes could fit too?

crisp knot
#

It seems to me this effect was designed specifically for Eddie, no one else use CfgDustEffectsTankSmall blobdoggoshruggoogly

trail wraith
#

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.

lofty zealot
#

then you got a lucky parsing bug @trail wraith

trail wraith
#

OK, thanks for the response. I will make sure it is fixed, so my OCD stays in check. :)

dreamy granite
#

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': '☺' 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?

plush cave
#

☺

dreamy granite
#

I don't know why that is showing up because that's not there on his end'

viscid needle
#

Its a feature

steep pawn
#

@strange egret you online?

gleaming sentinel
#

For the userActions class, is there a default value I can use for "position" that just puts it at the model center?

carmine crypt
#

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?
wintry fox
#

Just inherit from it

#

Delete will fail if something inherits from it

carmine crypt
#

So inherit in dummy class before it gets deleted

#

gotcha

carmine crypt
#

doesnt appear to work however

nimble sequoia
gleaming sentinel
#

Alright thanks

trail lily
hard chasm
#

@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

dreamy granite
steep pawn
#

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?

hard chasm
#

just drag n drop onto the bat file

hard chasm
#

surely to god, you didn't need me to tell you that when there's a readme.txt right next to them!!!!

strange egret
#

wrong or misplaced memory points for the muzzle (konec hlavne and usti hlavne or something like that by default)

steep pawn
#

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 πŸ˜ƒ

#

Neverminde, I just made that change and absolutely no difference

strange egret
#

look for more typos then

#

what initspeed does your weapon/mag have? If it is 0, bullets just falls down...

steep pawn
#

I have not set an initspeed, I have just left the gun and mag to inherit that

strange egret
#

ok

#

do you use pboProject?

steep pawn
#

no

strange egret
#

use it instead of addonbuilder. It will tell you most config errors you make immediately

steep pawn
#

Oh I see

strange egret
#

it means you should click on view output and read πŸ˜›

steep pawn
#

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

lofty zealot
#

use code block @steep pawn ...
tripple `

steep pawn
#

What do you mean

lofty zealot
#
yu shall use me
steep pawn
#

ok I will in the future

lofty zealot
#

ty

strange egret
#

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)

leaden jolt
#

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)

hearty sandal
leaden jolt
#

thanks a lot mate

steep pawn
#

I have extracted the files to my P drive but I still get the same errors?

zinc orchid
#

use arma3p and all your probs should be gone

gleaming sentinel
#

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

hearty sandal
gleaming sentinel
#

ah ok, so it just uses the model and any collision that may or may not be in its geo lod, thanks!

hearty sandal
#

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

robust dune
#

Some guns and mags can block bullets and some can't. I suppose this being why would make sense.

somber cloak
#

the paths on your p: drive will be all messed up, do as audiocustoms says and use the proper tools for the job πŸ˜‰

upbeat quail
#

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...

wintry tartan
#

Do you have other bikey that works?

upbeat quail
#

no. this is the first time I've tried to sign a mod.

upbeat quail
wintry tartan
#

I am seriously suspecting that it is because the first chracter of that bisign is 1

upbeat quail
#

put TAG_ in front and still did not work

wintry tartan
#

Remake the sign maybe

upbeat quail
#

how

wintry tartan
#

By remaking the sign

upbeat quail
#

so...

wintry tartan
#

...Also, which PBO you want to sign? How big it is?

#

Ultimately, how do you pack the PBO?

upbeat quail
#

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

wintry tartan
#

How do you make that PBO

upbeat quail
wintry tartan
#

Addon Builder?

upbeat quail
#

What else

wintry tartan
#

There are multiple. But AB is acceptable

upbeat quail
#

if there is a better one than let me know

wintry tartan
#

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

upbeat quail
#

not sure why that matters but about 200mb\

wintry tartan
#

Because a PBO cannot have filesize more than 2GB

upbeat quail
#

considering we are below that...

burnt vine
#

does the pbo already have a bisign?

wintry tartan
#

Indeed that doesn't seem to be an issue

#

What about remaking the bisign with new name

upbeat quail
#

Is there a convention to follow?

#

You mentioned that the 1 originally would be a problem

wintry tartan
#

Just remake your bisign

#

With a new name

#

Just a wild guess

upbeat quail
#

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?

wintry tartan
#

I know nothing about that error either

upbeat quail
#

Can a key be created and then applied to the mod/PBOs?

wintry tartan
#

Not a Mod. But a PBO

upbeat quail
#

Well, as I am new to this, what would be the steps to make a key?

wintry tartan
#

You already done it right. This could be a software issue

upbeat quail
#

Have I? I'm not sure.

wintry tartan
#

You made biprivatesign already no?

chilly tulip
#

Try selecting a folder that you definitely have write access to.

#

Windows can be a bit weird about writing to program files.

upbeat quail
#

no, when I try to do that, it complains that it can't find it.

wintry tartan
#

What?

#

That is a news to me

upbeat quail
#

Have tried it on different drives, with different names and PBOs, still says it can't find the folder

chilly tulip
#

uh, try just sticking it in documents

upbeat quail
#

the PBO or Arma Tools

chilly tulip
#

The private key that you're generating.

#

Oh, do you know what the button actually does? :P

upbeat quail
#

so the location when creating the key

chilly tulip
#

It's just asking "where should I put this key that we're generating"

upbeat quail
#

I'm new to this

chilly tulip
#

It makes a public/private key pair. You put that in a "safe" place and then you use it to sign your PBOs.

zinc orchid
#

also u can use FuturaToP.bat in Arma 3 Tools

upbeat quail
#

Can confirm, even if I set it to save to documents it can't do it

chilly tulip
#

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.

upbeat quail
upbeat quail
chilly tulip
#

Maybe create the key on a PC that works and then use that.

upbeat quail
hard chasm
#

Use pboProject whch handles all this automatically.

#

my guess us there are spaces in your filepath

chilly tulip
#

It works with spaces. Tested.

#

Fun fact, the builder tool that we ship with Antistasi source does not :P

hard chasm
#

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.

steep pawn
#
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

zinc orchid
#

del temp folder on P:\ and retry

#

also what version of pboProject are you using?

steep pawn
#

The latest one from devHeavan

zinc orchid
#

1.56?

steep pawn
#

yeah

zinc orchid
#

k, like i said. del temp folder and retry.

#

and also check the console from pboProject for infos

steep pawn
#

Getting that

upbeat quail
#

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.

zinc orchid
#

make sure all your stuff from mikero is up do date

#

makePbo is outdated

chilly tulip
#

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.

zinc orchid
#

maybe some other stuff too

hard chasm
#

@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.

steep pawn
#

I just tried it in-game and even know pboProject gives no errors the bullets are still landing at the players feet

sullen fulcrum
zinc orchid
#

@steep pawn at least you got the packing problem solved πŸ˜‰

steep pawn
#

What good is a glock in-game without the ability to hit your target? πŸ˜ƒ

zinc orchid
#

you can give it to the storm troopers πŸ˜„

steep pawn
#

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?

zinc orchid
#

wrong mem points/config

sharp stone
#

Does it leave the barrel at the correct angle? ;)

steep pawn
#

Thats the thing though @zinc orchid I can't see anything wrong with the config and nothing seems wrong with mem points

zinc orchid
#

like @sharp stone already asked, does the projectile leave the barrel in correct angle?

sharp stone
#

Also at the right speed?

#

You can check the bullet with a fired EH

zinc orchid
#

this would have been my next question

sharp stone
#

Is there a command for vectorVelocity btw?

zinc orchid
#

before experimenting with custom mags and ammo, try shooting with vanilla entries

steep pawn
#

What do you mean fired EH?

zinc orchid
#

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

steep pawn
#

What size does a UI icon for a pistol need to be btw?

#

inventory icon I mean

zinc orchid
#

512x256 px i think

steep pawn
#

even with the 9x21 mag the bullet still does not fire

upbeat quail
molten musk
upbeat quail
steep pawn
#

Any ideas?

zinc orchid
#

what does your model.cfg look like?

steep pawn
#
{
    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?

zinc orchid
#

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 πŸ˜‰

steep pawn
#

Sent in DM

zinc orchid
#
        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

steep pawn
#

Yeah

#

I will try it now

zinc orchid
#

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.

steep pawn
#

What angle was wrong btw?

zinc orchid
#

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

steep pawn
#

They were at the same height?

zinc orchid
#

nope.

steep pawn
#

thought they were lel

steep pawn
#

Whats the pixel size for a magazine icon?

grand zinc
#

512x512 or 1024x1024 or 256x256

steep pawn
#

Thanks so much for your help btw @zinc orchid

zinc orchid
#

you're welcome

gleaming sentinel
#

Anyone know why this onLoad = "lbadd[1116,'test']"; within a listboxes config doesnt do anything? 1116 is the listbox in question

chilly tulip
#

Where's the onLoad?

gleaming sentinel
#

I modified its statement but thats where it is

chilly tulip
#

Usually the issue is that the onLoad fires before child controls are created but I'm surprised this doesn't work.

gleaming sentinel
#

I tried it with a spawn/sleep as well with no luck

chilly tulip
#

Are you sure it's not something daft like the text and background colour being the same?

gleaming sentinel
#

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

rancid lotus
#

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

hearty sandal
#

if you make them passenger turrets, yes

#

for just "cargo", no I dont think so

#

@rancid lotus

rancid lotus
#

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 🀣

hearty sandal
#

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

rancid lotus
#

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

wintry fox
hearty sandal
#

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

rancid lotus
#

Away from PC so can’t check yet

nimble sequoia
wintry fox
rancid lotus
#

And I can put them in that seat via ACE script

#

It’s just dismounting them that’s the problem

wintry fox
robust dune
#

@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?

chilly tulip
#

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.

placid jay
#

However I switched a while ago to a different tool and I am not looking back.

hard chasm
#

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!

grand zinc
#

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>

crisp knot
#

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 derpWolf

hard chasm
#

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.

grand zinc
crisp knot
gentle crown
#

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;
        };
    };
};
wintry tartan
#

The config you posted is unrelated with error

hearty sandal
#

unless thats the full config file

#

and then its missing cfgPatches completely

nimble sequoia
gentle crown
#
class CfgPatches
{
    class vitro_objects
    {
        units[]={};
        weapons[]={};
        requiredVersion=1;
        author[]=
        {
            "vitro"
        };
    };
};
wintry tartan
#

Urm...

#

Are you sure this is your latest config you load?

gentle crown
#

yeah, that's the last thing I changed and that's what I use.

wintry tartan
#

Oh wellio, requiredAddons

ashen chasm
#

inb4 author is hardcoded to expect string

nimble sequoia
#

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"};
    };
};```
ashen chasm
nimble sequoia
#

author is the least of the problems, not even required probably, but requiredAddons[] most definitely is

gentle crown
#

Still getting the error, I added requiredAddons[]

#
class CfgPatches
{
    class vitro_objects
    {
        units[]={};
        weapons[]={};
        requiredVersion=1;
        requiredAddons[] = {};
        author[]=
        {
            "vitro"
        };
    };
};
#

that's the config rn

nimble sequoia
#

put something in the requiredAddons

#

I mean, not anything. The cfgPatches class name of the object classes you are inheriting from.

gentle crown
#

Something like that?

nimble sequoia
#

I'm not sure using another mod as an example of correctness is best practise

nimble sequoia
gentle crown
#

The error only appears if I have the custom item on my inventory, if I don't have it, no error

grand zinc
wintry tartan
#

Please make it sure, are you 100% solid you load your latest config/PBO?

grand zinc
gentle crown
wintry tartan
#

And you load it?

ashen chasm
#

maybe check the CfgPatches entry with in-game config viewer or something πŸ€”

wintry tartan
#

This is rather unimportant at this point TBH

nimble sequoia
wintry tartan
#

Inheritation won't be broken as long as some addon updates with wrong parent IIRC

crisp knot
nimble sequoia
crystal talon
#

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";
    };```
hard chasm
#

@gentle crown
author=me; NOT author[]=`

hearty sandal
#

The array is cbd feature was it? But it's authors[]

hard chasm
#

yes authorS is cba

#

and not used by the engine

#

author IS used and engine wants a string, not an array

remote salmon
#

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!

hard chasm
#

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.

remote salmon
#

Appreciate it!

hard chasm
hearty sandal
#

There's only a handful of different types too

#

Which are covered by the samples

hard chasm
#

^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.

hearty sandal
#

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.

subtle swan
#

does anyone know how to fix this bug

when i turn out from a tank, camera goes blind and this appears

wintry tartan
#

Ask the Mod author

subtle swan
#

problem is i dont know the mod author

#

lol

wintry tartan
#

diwako_dui really suggests what the Mod is

subtle swan
#

im blind

unkempt helm
#

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

ashen chasm
#

in the same bananas items are measured in, iirc

wheat sluice
#

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.

languid aurora
#
{
    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.

ashen chasm
languid aurora
wheat sluice
#

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.

marsh hollow
#

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

nimble sequoia
#

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.

marsh hollow
#

or i could even simply change that maxValue = 1 to a 2 couldnt I?

nimble sequoia
marsh hollow
#

yeah. something simple is what i was thinking

#

I just didnt know if simple would work lol

nimble sequoia
marsh hollow
#

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

lusty niche
#

Hello folks, any ideas on how I can straighten my laser out? I swear this usually doesn't happen... πŸ˜‚

wintry tartan
#

What you've done then

lusty niche
#

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.

wintry tartan
#

Probably either of memory is not defined in the model. What's your point of redefining them BTW?

wheat sluice
#

Those memory point names don't look right for accv_pointer_f.p3d. It should be as follows:

                irLaserPos = "laser pos";
                irLaserEnd = "laser dir";
lusty niche
wintry tartan
#

Yes

lusty niche
#

as in? sorry newer to config work

wintry tartan
#

Because your parent config defined it already. And you are overwriting

lusty niche
#

I only define it in the base, in the actual in game laser it calls the above base

wintry tartan
#

Your parent config means acc_pointer_IR

lusty niche
#

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.

wintry tartan
#

Sorry I think I did not read the reply to drebin. So you have a new model? New memories too?

lusty niche
#

so my-in-game-laser calls my-base which calls the acc_pointer_ir

lusty niche
wintry tartan
#
  1. Make sure your memories are named so
  2. Make sure your P3D's memories are 100% aligned
lusty niche
#
  1. They are named the same in the p3d and the config (or else the laser wouldn't show up at all).
  2. 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.

wintry tartan
#
  1. If the names are incorrect, 0,0,0 will be used (model's center) so laser will still show up
  2. Are you sure you have only one vertex per memory?
lusty niche
remote salmon
wintry tartan
lusty niche
hard chasm
#

@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.

hard chasm
#

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

tame raven
#

Is there a config parameter in cfgammo that scales how much an enemy is suppressed by the projectile? Cost?

novel lava
#

suppressionRadiusBulletClose
suppressionRadiusHit

tame raven
#

Yay!!!

toxic solar
#

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?

frozen bluff
#

Is it showing up in game?

#

You may be having an issue with new configs that I'm having.

toxic solar
#

oh yea it shows up in game and everything

#

and in game config viewer shows the values

#

just recoilCoef doesnt seem to work

frozen bluff
#

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.

toxic solar
#

yes we wait for horriblegoat and co 🐐 πŸ™ Pray

wintry fox
wintry fox
#

That's interesting

wintry tartan
#

No. It never is

#

It does work and parsed into number properly at least. But having f does nothing

toxic solar
#

yeah I tried numbers, number in string, and all that combo nothing worked to reduce recoil 😦

hearty sandal
toxic solar
#

how large?

hearty sandal
#

hmm looks like in vanilla config theres 3 values present. the default =1, then ="1.0f" and =0.25

#

dunno 10 XD

toxic solar
#

yeah the 0.25 I think is the contact DLC one, didnt look like it did much

hearty sandal
#

should maybe like show some effect at least

toxic solar
#

okay will try extreme values

toxic solar
#

so extremely small or extremely large values for dispersionCoef works, but recoilCoef doesnt seem to effect anything 😦

toxic solar
wide hollow
#

hey guys - is there any way to change an entities VIV section?

grand zinc
#

Transport vehicle config example ^^

wide hollow
#

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?

wintry fox
deep roost
#

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.

wide hollow
wintry fox
#

It would be wherever you want to open a unit's parachute

wide hollow
#

so it's for dudes walking out of the doors in a c17 or c130 and auto opening like a static line

wintry fox
#

So then you'd run it after a unit leaves the vehicle

wide hollow
#

correct - but there wouldn't get a 'getout' event handler since they'd just be walking out of a door into a freefall

wintry fox
#

You could use an AnimChanged event handler and check if they're in the freefall animation

wide hollow
#

i wouldn't even know how to implement that

wintry fox
#

Look at the wiki

#

Also this is a scripting question, not a config one

wide hollow
#

i was referred to the channel with the same question

wintry fox
#

Nothing about what you've asked has been config related

glacial spear
#

? does the sensor cfg value ```allowsMarking

only function for the passive sensor, i wanted to have it on all but the laser
ivory trench
#

does anyone know where i can find the config files for the base factions?

#

it would make a replacement mod so much less annoying

wintry tartan
#

What is the base factions?

ivory trench
#

like NATO and AAF

wintry tartan
#

CfgVehicles do you mean?

ivory trench
#

it contains that i think

#

im talking about a config,cpp file

#

the type used for like basic replacement mods

wintry tartan
#

For what reason? You can just check Config Viewer

ivory trench
#

in tools?

wintry tartan
#

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

ivory trench
#

i will do that because i cant even find it

wintry tartan
#

You can't find what

ivory trench
#

the config viewer

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i found the workshop mod and the screenshot is in the editor so i probably need to check there

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remember i have not even close to as much knowledge as you

ivory trench
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i might have to do the mod by hand because i cant find what im looking for at all

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thanks anyways

wintry tartan
#

Eden Editor > Tools

ivory trench
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i found the config viewer

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i was making a config.cpp file to make a replacement mod

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i was having an annoying time with it so i wanted to see if there was built in config files i could edit

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but i suppose not

wintry tartan
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That is not how a modding something works

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Make a config, make an inheritance/syntax properly, change what you want to change, nothing else, pack into PBO, use it

ivory trench
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thats what i was doing

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just very tedious

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i have never really modded anything like arma before

wintry tartan
#

I suppose you aren't doing this. Because there is no need of find config.cpp for already loaded config

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But check Config Viewer

ivory trench
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i am talking about a file like this

wintry tartan
#

I am saying that's not what you need

ivory trench
#

i was just wondering if i could find ones that already have nato in it for example

wintry tartan
wintry tartan
#

It does not say you need to find the original config.cpp either

ivory trench
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i know

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and i dont need to

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i got the mod working

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its just really annoying to make the file from the ground up

ivory trench
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ok i found what i needed

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my lack of skill really shows

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i just needed to convert a file to cpp

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thanks anyways

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now i know how to use config viewer

hard chasm
#

@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.
toxic solar
#

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
bold laurel
#

If I may ask, what's the armor value of the vanilla Modular Helmet?

nimble sequoia
still vale
#

how to i change the arma 3 loading into game simbol

bold laurel
versed stratus
#

What is the best way to configure gearbox ? Is there some tools any chance ?

nimble sequoia
nimble sequoia
# versed stratus What is the best way to configure gearbox ? Is there some tools any chance ?

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.

gentle crown
#
    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?

gleaming sentinel
#

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

hard chasm
#

this is not a config question. If you're using sqf, ask in sqf.

gleaming sentinel
chilly tulip
#

What makes you think it shouldn't run twice?

#

have you checked what parameters it's called with?

gleaming sentinel
gleaming sentinel
chilly tulip
gleaming sentinel
#

Ah alright, the only parameter I use is the _logic, which is Argument 0 for 3den and non 3den

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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}";
placid jay
#

You are using -2. Isn't that excluding the dedicated server?

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What's the locality of the function?

still vale
#

how to i change the arma 3 loading into game simbol

glacial spear
#

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

pastel tusk
#

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.

hearty sandal
#

even if you use some other mod as dependency

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it also dont have to be 3 letters

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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

pastel tusk
#

Alrighty, thank you.

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An additional question, where would be a good place to ask questions about general mod making with hemtt involved?

hearty sandal
#

HEMTT has its own discord I think

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ooor channel in ACEs discord maybe?

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probably says somewhere in its documentation

pastel tusk
#

Alrighty, will look. Thanks again.

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Oh speaking of which. Is there anywhere where someone can check if a TAG is taken or in use?

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I remember seeing that maybe armaholic had something like that but the website is long gone irc