#arma3_config
1 messages · Page 37 of 1
Shouldn't be, at least the heads I've messed with aren't
Granted those are modded, not vanilla
Head simple object 
☹️
Eyes are shared UV. Persian eyes aren't retexturable due to model issue

just bumping this to see if anyone knows a solution
for clarification, this is what the mod that im trying to veto has in one of its addons
class RscDisplayMain: RscStandardDisplay {
enableDisplay = 0;
delete Spotlight;
class controls {
delete Spotlight1;
delete Spotlight2;
delete Spotlight3;
delete BackgroundSpotlightRight;
delete BackgroundSpotlightLeft;
delete BackgroundSpotlight;
};
};
You can make a mod that runs after that mod (required addons connection)
And adds stuff back.
so something like add that the pbo that is blocking it to the required addons part of the patches?
im guessing with what youve said that, that is somewhat correct lol
Yes
The required addons array in cfg patches dictates the loading order
putting that in causes this, never seen this one before haha
There is guide image in pins on how to read that
yeah seen that
But basically you are lacking parameters that engine expects
Maybe through previously working inheritance breaking due to the deletes
any ideas lol
well ive got the error to stop, ( i took out "A3_Ui_F" like an idiot from the required)
Add the stuff it needs back 
👍
thats good now, but still no dice on the spotlight
is there a way to see in what order things are loading?
There is a startup parameter that creates a file that can be viewed online.
dumpAddonDependencyGraph
See https://community.bistudio.com/wiki/Arma_3:_Startup_Parameters @mighty horizon
it produces mighty fine Ctulhu portraits 🤣
found it
Is there a list/hierarchy of the base classes defined in arma somewhere? I'm trying to figure out the best one for a static prop and some kind of building currently.
There is a lamp in samples that uses the lamp base, and lamps seem to be a child of the small house, so is it just houses all the way down?
For props anyway
Use the in-game config viewer. Better yet, subscribe and run Leopards Advanced Developer Tools which improves on the config viewer.
Then in Eden Editor, place a similar prop from the vanilla list, right click it and look at it's config.
In the config viewer you'll see it's full inheritance. Likely you'll want to choose a class with "base" in it's name to inherit for your mod.
You can also create or download an "All-in-one config dump" which includes all the game configs in a text file - search for how, it's quite easy.
Thanks, I'll take a look at those
@mighty horizonis there a way to see in what order things are loading?
not realy. it's a matter of happenstance dictated by alphbetical sorting (initially) and which @mods you load.
as for 'seeing' it. answr =yes in the ,rpt
Bit of a weird thing:
When I add a DestructionEffects class with a single smoke effect to my HitEngine class, my APC explodes after approximately 20 rounds hit the engine.
If I remove the DestructionEffects, it takes about 4 times as much ammo to destroy the APC when hitting the engine.
Why does the presence of a visual effect affect the survivability of a vehicle that much? Shouldn´t that only be a visual thing?
There may be some bugs in the damage handling right now
Looks like I picked the right time to dabble in this 
This has always been the case.
You need to add this to every class DestructionEffects {}
ammoExplosionEffect = "";
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So you basically see [HL] Feudal Flak Armor with that NATO uniform?
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No, I'm just asking exact symptom
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uniform models are set in the cfgvehicle
all you've set is the model for the object for when the uniform is placed on the ground
edit terrain object module for objects baked on to the map
I recommend getting all in one config dump (I actually posted one recently somewhere in here) for easy browse and cross reference
rodger rodger
if I recall right it had something to do with having the doors use "door" animation source
no wait that was for vehicle door stuff
i'd assume it has to follow BIS_fnc_door-compatible door opening/locking naming conventions and have numberOfDoors=5; defined in building config 🍿
this sounds right 👍
On what principle do toggleable interior vehicle lights work? Is that just some selection that gets hidden / unhidden by a crew member´s action? But how can I make such a selection actually be a light source that emits light into the surrounding area without it being defined in cfgReflectors?
class compartmentsLights
ninja'd me by 5 seconds 😉
turning them on or off - last time I messed with them I just moved them outside of the vehicle and far away enough that they're not visible, they're only visible from inside the vehicle so
Idk if there's a better way of doing it now
I looked at the rhs BTR80A for reference, but they were using some function I did not understand 
guys im having trouble with my vehicle's commander camera turret, the rotation works but not the elevation. I have checked everything but i cant make the camera go up and down . Does anyone know what might be causing this?
post your config and model.cfg skeleton/animations for it
So you have an object called "commander_gun" in a res LOD, but it doesn't move up and down, but does follow the turret rotation?
yes, the commander gun doesnt go up or down by player input, but if the ifv is going down hill for instance it does pivot, and it keeps itself leveled
Try
stabilizedInAxes = 0;
line 244
damn : (
it still doesn't pivot. Its so weird it does the movement fine on bulldozer preview
If it works in buldozer and not in game, that would indicate a config error, such as the animation source is not being correctly configured
Are you judging how it works by looking at a physical object moving/not moving in a 3rd person view (LOD 0), or through a commanders optics viewpoint?
through the commanders optics
ok, well that introduces a few more issues - first would recommend the physical object/LOD 0 approach.
Could be commanderview memory point is not included in the commander_gun selection?
just checked, the commander view is apart of Commander_Gun. If i only have a camera (no weapon) can i just leave the commanderview as the only point in Commander_Gun?
Why aren´t my cargo slots accessible?
I have 4 cargo proxies in Blender with indexes from 1-4, and then I have both cargoAction and cargoProxyIndexes defined in the config.
What am I missing?
transportSoldier?
Please, is there some simple / sensible way in which I can create static rtms for multiple vehicle passengers cramped in a relatively tight space?
I´d like to be able to have all of them visible during the process of the creation of the rtms, so that I can hopefully avoid any clipping between them, but as far as I know in ArmaRig I have to do every rtm separately? Which means I can´t use the already modelled ones for reference / better orientation?
You can have multiple armarigs and multiple reference characters in the scene
rtm is exported from the active rig
you just need to position each armarig at the postion of your proxies
okay I will check, thanks!
in object mode
Hey folks, what tokens in a config for a custom modules make the modules visible and available in zeus?
scope(Curator) = 2 and listed in your addon's units list (CfgPatches)
units[]= and weapons= are only used by mission.sqms for scope= none of other scopexyzs are relevant to that array.
No, CfgVehicles classes that are not listed in the units array will not appear in Zeus.
Scope properties are also relevant, because both of those conditions must be true (listed in units and has scope(Curator) = 2) to show
I spent 8 hours trying to make a custom faction just for it to give me the cfgpathes member already defined error
Is there a way to like save progress or do I have to make my faction in one go?
Make it how? Writing a config file has no time limit
and you can save it any time
How
I wasn't writing it
I meant like
Alive editor
@hearty sandal @hard chasm
When you make a new fsction and then put custom units in there
And it saves all config files in the game's folder
And then you copy it and turn it into a pbo and all that stuff
May be better to write it manually
What
Then what's the point of alive
Ok is there a channel specifically made for alive editor
#alive
No. It's a mod
They do have their own discord too though I believe
It's purpose is what it does. But as you can see it can sometimes be problematic
Yh
Extraordinarily dumb question
What's the proper way to enclose an array within an array in config?
For example: Correct way to do this
sqf allowedPositions[] = {"driver", "commander", "gunner", {"cargo", 1}};
Correct
Thanks for the assist 🫡
im trying to make an simple item like the trenching tool from ace, but when i add it to an inventory and send the mission, the game crash
class CfgWeapons {
//class ItemCore;
class ACE_EntrenchingTool;
class CBA_MiscItem_ItemInfo;
class CLV_axeitem: ACE_EntrenchingTool {
author = "FlyingTarta";
displayName = "Tactical Axe";
descriptionShort = "Axe to cut bushes and trees";
model = "a3\structures_f\items\tools\axe_f.p3d";
picture = "\clv_axe\img\clv_axe_item_img.paa";
scope = 2;
ACE_isTool = 1;
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 10;
};
ace_trenches_entrenchingTool = 0;
};
};```
nothing
the game just freeze
20:00:32 [CBA] (settings) INFO: Finished reading settings from settings file.
20:00:32 [ACE] (common) INFO: Parsed Settings Configs [0.0 ms]
20:00:32 [CBA] (xeh) INFO: [1468,33.785,0] PreInit finished.
20:01:47 Fresnel k must be >0, given n=2.51,k=0
20:01:47 Loading movesType CfgMovesSnakes_F
20:01:49 Loading movesType CfgMovesButterfly
20:01:49 MovesType CfgMovesButterfly load time 56.0 ms
20:01:50 Loading movesType CfgMovesRabbit_F
20:01:55 Loading movesType CfgMovesBird
20:01:57 mainturret - unknown animation source mainturret
20:01:57 maingun - unknown animation source maingun
20:01:57 leg_01 - unknown animation source fold_legs
20:01:57 leg_02 - unknown animation source fold_legs
20:01:57 leg_03 - unknown animation source fold_legs
20:01:57 hidetube - unknown animation source damage
20:01:59 mainturret - unknown animation source mainturret
20:01:59 maingun - unknown animation source maingun
20:01:59 leg_01 - unknown animation source fold_legs
20:01:59 leg_02 - unknown animation source fold_legs
20:01:59 leg_03 - unknown animation source fold_legs
20:01:59 hidetube - unknown animation source damage
20:01:59 mainturret - unknown animation source mainturret
20:01:59 maingun - unknown animation source maingun
20:01:59 leg_01 - unknown animation source fold_legs
20:01:59 leg_02 - unknown animation source fold_legs
20:01:59 leg_03 - unknown animation source fold_legs
20:01:59 hidetube - unknown animation source damage
20:01:59 mainturret - unknown animation source mainturret
20:01:59 maingun - unknown animation source maingun
20:01:59 leg_01 - unknown animation source fold_legs
20:01:59 leg_02 - unknown animation source fold_legs
20:01:59 leg_03 - unknown animation source fold_legs
20:01:59 hidetube - unknown animation source damage
20:02:11 No alive in 10000 ms, exceeded timeout of 10000 ms
the cfgweapons is part of larger mod?
Why inherit from the ace entrenching tool and not just CBA_MiscItem?
Nope, justo that
I want it in tools tab, but yea, inguess just a miscitem will do
That's what ACE_isTool = 1 does
I was just curious, shouldn't cause a freeze
Could be something with the model?
does the mod also have cfgPatches defined?
does the mission run with the mod but the item not added
Arma wouldn't load the addon if it didn't have a CfgPatches
Yes, irá defined in cfgparches
I saw it in the trenching tool config, but freeze was hapoening before so… it has nothing to do
I know
I was just saying that ACE_isTool = 1 is what puts something in the tools tab
I would do what Goat suggested, starting the mission without the item in the mission.
If it doesn't freeze, then try swapping the model to something else to see if it's something with that
simplify it to cfgPatches only, test
if that works and game starts
and cfgWeapons
test
if that works add the parent and child definitions
if that works add next parameter and test
the impression I have from the .rpt is that you have bigger problems than the trenching tool. some yuck mod is causing serious issues with a 'maingun'. imho you need to fix that and any other major nasties first. I know it's tempting to just focus on a small issue you have when major ones are undoubtedly causing problems.
Ello, what class would I need to add to a vehicle's config to re-enable GPS in that vehicle?
sometimes 😅
y'never know with A3 config
Doesn't seem to have done anything
What do you really mean by "re-enable"
is your mod running after the one that disables it (required addons array in cfgPatches)
you can check in the game config viewer if your config actually applies
Not 100% sure if this is where I should post.. but since I have a feelings it a config thing.. Just published mod but the mod-icon doesn't show up properly. The outline is there, just not the image itself. Any idea why? Is that a config issue? image for reference how it SHOULD look like
Config used:
name = "BISec Defense Initiative";
author = "Bear";
description = "Collection of uniform and vest reskins";
overview = "This mod adds gear used by BISec Defense Initiative's custom campaign on Altis and Stratis";
picture = "logo.paa";```
Bad resolution
Should be a 1x1 aspect ratio, 256x256, 512x512, etc.
oh wow.. I could've sworn I used that. But upon further inspection.. I grabbed the wrong file
Thanks for making me double check
👍
If you mean the moving map gps (NAV) shown in the left or right little display windows that can be toggled on/off, that's a class Components class VehicleSystemsDisplayManagerComponentLeft type thing.
https://community.bistudio.com/wiki/Arma_3:_Custom_Info
its really weird, it only happen when i load my mod, and add the item to an inventory
if i start the mission with out the item in the backpack, and then i addit with additem it works fine
if i add the item in the backpack with arsenal, and hit play, it freezes
ive changed it to
class CfgWeapons {
class CBA_MiscItem;
class CLV_axeitem: CBA_MiscItem {
author = "FlyingTarta";
displayName = "Tactical Axe";
descriptionShort = "Axe to cut bushes and trees";
//model = "a3\structures_f\items\tools\axe_f.p3d";
picture = "\clv_axe\img\clv_axe_item_img.paa";
scope = 2;
ACE_isTool = 1;
/*class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 10;
};*/
ace_trenches_entrenchingTool = 0;
};
};
and still happen
i need to define something else? like a cfgvehicle or something?
HOW, HOW THIS DONT WORK, ITS LIKE ANY OTHER VANILLA ITEM CONFIG
class CfgWeapons
{
class ItemCore;
class InventoryFirstAidKitItem_Base_F;
class CLV_axeitem: ItemCore
{
author = "FlyingTarta";
_generalMacro = "CLV_axeitem";
displayName = "Tactical Axe";
descriptionShort = "Axe to cut bushes and trees";
//model = "a3\structures_f\items\tools\axe_f.p3d";
picture = "\clv_axe\img\clv_axe_item_img.paa";
scope = 2;
class ItemInfo: InventoryFirstAidKitItem_Base_F
{
mass = 15;
};
};
};
ive got an issue where my vehicle is currently submerging way more than supposed to before the engine being destroyed, ive tweaked maxfordingdepth but no success, anyone have an idea how to fix?
maxFordingDepth = -0.4;
waterDamageEngine = 0.2;
waterLeakiness = 10;```
I don't think you should add generalmacro?
It just doesn't do anything
We should discourage modders from adding it as it's redundant for us.
i have no idea what _generalmacro does, i just copied the config
Dart has just told you what it does
oh i thought it was taking about trento comment for some reason
class CfgPatches
{
class clv_axe
{
addonRootClass = "clv_axe";
requiredAddons[] = {
"A3_Weapons_F_Items"
};
units[] = {};
weapons[] = {"CLV_axeitem"};
};
};
class CfgWeapons
{
class ItemCore;
class InventoryFirstAidKitItem_Base_F;
class CLV_axeitem: ItemCore
{
author = "FlyingTarta";
displayName = "Tactical Axe";
descriptionShort = "Axe to cut bushes and trees";
//model = "a3\structures_f\items\tools\axe_f.p3d";
picture = "\clv_axe\img\clv_axe_item_img.paa";
scope = 2;
class ItemInfo: InventoryFirstAidKitItem_Base_F
{
mass = 15;
};
};
};
this is all i have in the config.cpp ( ive tryed remove the picture didnt change anything)
required addons dont refer to ace
or cba
though you dont use those now do you 🤔
he's removed them in latest example
itemCore probably wont do as a straight base class
use one of the existing items instead
It's a hold over from some auto generated properties
Stuff like nameSound
Hi, Merry Christmas everyone. I want to path a class in cfgSFX to a file in a different .pbo. .RPT log says, that the game cant find the .ogg file.
"crow_data\ambience\crow_battle\crow_cbattle01.ogg", - Path to the file
crow_zeus - folder from the main .pbo
requiredAddons[] =
{
"A3_Modules_F",
"crow_data",
};
Im using as well the $prefix$
crow_data and crow_zeus respectively
Try "\crow_data\..."
still the same
Cannot find a sound file crow_data\ambience\crow_battle\crow_cbattle03.ogg
path "\crow_data\ambience\crow_battle\crow_cbattle03.ogg",
Then youre doing something else wrong 😛
yea, ill try to figure it out later. Gotta go for a dinner. Ill check again here later, thanks
Which sample should I consult regarding setting up periscope PIPs for a vehicle driver? The sample car´s resolution LOD does not even contain any faces / textures related to the driver´s mirror.
PiP should only be in the internal view LODs, not res LODs
Well, this is "ViewCargo"
certainly there should be some sort of a face onto which the pip is projected, no? if I understand it correctly
Not quite sure what I am doing wrong, but it isn´t working properly 
I mean, it kinda is working, but not the way it should
what is not working?
oh theres pip on that screen?
is it uvmapped?
Uhm, no 
I haven´t done the textures yet
let me try to UV map it, sounds like this might be the cause
Yep that was it, thanks chief
Though - is the quality of the PiP in any way related to the texel density of the face it is being projected on to?
Yes. the UV should span 0-1 in at least one axis to maximise resolution
cool, thanks a lot
kinda unrelated, but i'm pretty sure the video has turn/brake levers reversed
and I would have gotten away with it if it weren´t for you, meddling kids!
at least i'm not forcing you to code it only having 4 fixed positions 🤣
Can I use the description.ext in my mission to rename a weapon within the game?
No, it'd have to be through a mod
👍
good evening.
In which part of the config i add a camo to the virtual garage selection
well ive deleated all lines and re-write them, and it works lol
i dont know, maybe some weird character?
class CfgWeapons
{
class ACE_CableTie; // Item watch is not suiteable here
class CLV_axeitem: ACE_CableTie{
displayName = "Axe";
picture = "\clv_axe\img\clv_axe_item_img.paa";
descriptionShort = "Axe to cut bushes and trees";
model = "a3\structures_f\items\tools\axe_f.p3d";
};
};```
this is working now but ive tested with only `displayName="axe` and it crashed at first
Oh yeah I was going to ping you and ask if you figured out what was up with it
See class textureSources and textureList[]={}; here https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customisation
when packaging with mikero's pbo project, do my source folders have to be directly on my project drive?
it doesn't want to see this hpp in my github repo
this is the file structure, and the include in config is just using \*.hpp
What do you mean by it doesn't want to see this hpp. Any errors?
Processing \bcg\BCG_Armour...
verifying model.cfgs(if any)...
<scanning files to pack (and verifying mlods if any)>
</end scan>
MakePbo startconfig.cpp:lint checking...
missing: "\helmets.hpp"
\bcg\BCG_Armour\config.cpp Rapify:circa Line 81 Cannot include file
circa Line 81 Cannot include file
pbo_Make failed
BCG_Armour.pbo not produced due to error(s)
this is the packing log
Remove the backslash?
that worked, i think last i tried that, arma itself errored out
yup
i'm trying to make my mod more github-friendly so half of us don't have to revert to someone else's last handful of changes
Why you don't binarize the config?
that... would help
i forgot i ticked don't binarize
you're a peach, ID-10T errors will get me until the day i die.
i'm not sure what's borked rn but i'm in so much physical and mental pain
apparently i need to append \bcg\ to all filepaths now
is there a way to not have a nest created when packing a nested pbo?
You have to pack each addon individually
Like if you have multiple addons, BCG_Armour; BCG_Weapons; etc. you have to pack each one on their own
yeah, i'm aware
my filepath is this
github repo: bcg
BCG_pbo...
pbo...
etc.
here
Can you show your addon builder options?
The real file path doesn't affect much
i'm sorry, i didn't mean to be short
They're using Mikero tools, not addon builder.
Oh yeah, pbo_make
No clue about Mikero's, haven't touched it in like a year and it was brief at that.
Probably enforces a main prefix like HEMTT does
i'm trying to optimize my workflow so i don't have to delete > copy > paste folders around on my work drive constantly whenever i update shit to github but in doing so pbo project is incapable of ignoring the \bcg\ root folder
either that or my brain is fried and i'm missing something simple
that's usualyl what it is
From https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon:
To set the addon prefix using Mikero's pboProject, create a text file called $PBOPREFIX$.txt in the root of the addon folder, and type the addon prefix in the file.
so i just type "BCG" into a file with that name? i'm confused
It depends what you want the addon prefix to be. I can't follow what you're trying to do.
Maybe read that link a few times.
Each PBO has a prefix. The prefix determines where its files go inside Arma's virtual filesystem.
oh, i see
the pbo i packed from the nested folder has one i can use as a reference
thank you!
so the prefix is just the root of the filepath?
yes.
awesome.
i apologize for seeming like a brick of osmium right now. after enough consecutive hours coding i get really frazzled and tweakey
it doesn't seem to have changed anything
it keeps forcing the prefix to be bcg\BCG_Facewear even if i specifically enable no prefix in setup
i've removed the bcg\ from the prefix field
now i've crunched the folder into a pbo
the prefix is overridden and outright replaced
You have to pack each addon individually
if you select bcg as the source folder it will pack ALL the child pbos
the default (in settings) is to exclude hpp from a pbo because they have all been merged into the config.cpp and never looked at by the engine. The reason why you got the missing dialog in arma was you did not binarise the cpp, but also left hpp to be excluded.
#include "whatever"
include accepts both relative AND \hard addressing
thus
#incluide "sometjoog.hpp"
AND
#include "\bcg\someFolder\somettinng.hpp
achieves the sama resu;t
\bcg\someFolder\data\some.paa```
with the sole exception of #includes *everythiing* else can only be seen by the engine using \hard\address
Could someone help me understand how I can correctly setup localization for a unit insignia? I looked at the stringtables.xml page on the wiki but still not sure. I have a CfgUnitInsignias.hpp in P:\tcp\ui_f and a stringtable in P:\tcp\language_f\ui_f\data\gui\cfg\unitinsignia.
CfgUnitInsignias looks like this
`class CfgUnitInsignia
{
#define INSIGNIA(var1) class DOUBLES(PREFIX,var1)
{
author = ECSTRING(Data,Author);
displayName = CSTRING(DOUBLES(var1,displayName));
material = "\A3\Ui_f\data\GUI\Cfg\UnitInsignia\default_insignia.rvmat";
texture = QPATHTOF(data\GUI\Cfg\UnitInsignia\var1##_CO.paa);
}
class TCP_UI_UnitInsignia_BES
{
author = ECSTRING(Data,Author);
dlc = QUOTE(PREFIX);
displayName = CSTRING(DOUBLES(BES,displayName));
material = "\A3\Ui_f\data\GUI\Cfg\UnitInsignia\default_insignia.rvmat";
texture = QPATHTOF(Data\GUI\Cfg\UnitInsignia\BES_BW_CO.paa);
};
};`
and my stringtable looks like this:
<?xml version="1.0" encoding="UTF-8"?> <Project name="The Cole Protocol"> <Package name="A3_UI_F_TCP"> <Container name="displayName"> <Key ID="STR_TCP_UI_UnitInsignia_BES_displayName"> <Original>Black Element Studio (Black)</Original> <English>Black Element Studio (Black)</English> </Key> </Container> </Package> </Project>
Uhm, please which class do I need to add in order to set up different points of view for the driver? I want to be able to switch between different points of view.
Is it class driverOpticsIn? Thing is I dont want any optics, just a different toggleable vision originating point.
If you really mean you don't want to use optics, then the driver sees out of the drivers eyes, based on where his proxy is placed.
So you'll need to animate move the driver.
But it will probably turn out that you do want optics, in which case it'll be a different answer.
Ah, I didnt want optics as in "a scope with a texture thing"
Just a different "eye position" I can toggle into kinda
but I suppose it Arma terms this is also an optic, except there is no texture on it
There is something called "memoryPointDriverOptics", and seemingly this allows me to right click and move into a different point of view, but this is present in the main config branch and I can not seem to find the camera settings, such as FOV, related to this
okay, I figured it out, thanks anyway 
Aight, hello again. So, renewing my question if anybody could help me with proper pathing to sound files in another .pbo?
config. cpp - http://pastebin.com/640Rca2e
crow_ambience - $PREFIX$
crow_data - target .pbo $PREFIX$
whats the cfgpatches class for the config in crow_data?
make sure thats actually in the requiredAddons
other than that
"\PREFIX\folder\subfolder\file.extension"
{
class crow_data
{
units[] = {};
weapons[] = {};
worlds[] = {};
requiredAddons[]=
{
"a3_map_altis_scenes",
"a3_map_vr_scenes",
"a3_map_stratis_scenes",
};
requiredVersion = 0.1;
author[] = {"BlackWatchInternational"};
authorUrl = "http://blackwatch-int.com";
};
}; ```
thats the crow_data
Tried earlier, like you said with "" in the beginning, but it didnt work. I can call the sounds im reffering to inside cfgSFX trough dev console
hmm, wait. I think is an error inside the crow_data itself, not this one
Is there anyone who is familiar with implementing ACE Exteneded Arsenal into a cpp/hpp file?
There's a sample on their GitHub
https://github.com/jetelain/AceArsenalExtended?tab=readme-ov-file#sample
Nope, it wasnt. Hhm. Ive looked up on ACE structure and they use something completely different.
z\ace\addons\modules
Since its being built into an hpp file, and the cpp file is calling for it, is it also possible for the hpp file to call for the cpp file?
You can just include the file with #include "SomeFile.hpp"
For example, your config.cpp could have the CfgPatches class, and then you could have a separate XtdGearModels.hpp file that is included
which in this case is ace_modules.pbo
So in my cpp file I have defined helmets, vests, backpacks, etc.
I am trying to set it up so that the hpp file is strictly for ACE Extended Arsenal and included it into the cpp file via "#include"
Is it possible to call for those defined items in the cpp file, in the hpp files?
Yeah
So just make a new file for your XtdGearModels class, and then include it
There is no "calling" in config, order doesn't matter except for inheritance.
Sorry calling and inheritance is one in the same to me. Thats what I meant
So where would the "#include" fit within the hpp file?
The #include would go in your config.cpp
// config.cpp
class CfgPatches {
class TAG_addonName {
// ...
};
};
// backpacks, helmets, etc.
#include "XtdGearModels.hpp"
// XtdGearModels.hpp
class XtdGearModels {
// ...
};
The file doesn't have to match the class that it defines, that's just tradition
Do you maybe know, how to execute this method or any kind of information about it?
Oh oh ok I think I was misunderstanding the "#include" thing
Its basically including the entire file within the cpp file by pretty much compressing it
The code is there, its just located separately
It's essentially a copy/paste
Copy all of the content from XtdGearModels.hpp, and replace this line with it
New question
What needs to be done to have all items show up in the Virtual Arsenal, while having them listed as one in the ACE Arsenal.
scope = 2
That won't make them show up individually in ACE?
Are you asking about ACEAX (arsenel extended)?
Yes
Are you defining the XtdGearInfo in the helmet, vest, etc. or separately?
Separately in a hpp file
Scroll down on the sample config I linked earlier, it gives an example
class XtdGearModels
{
// identical to previous sample
};
class XtdGearInfos
{
class CfgWeapons
{
class my_model_MTP_value1 // exact class name in CfgWeapons (case sensitive !)
{
model = "my_model"; // class name in XtdGearModels >> CfgWeapons
camo = "MTP";
optionA = "value1";
};
// ...
};
};
The github link?
Yeah
I copy/pasted the part I was talking about
Basically you create a category in XtdGearModels, and then you put the class names of stuff in XtdGearInfos
So on the cpp file where the items are defined, I just put a "2" under scope?
If your classes aren't showing in the arsenal without ACEAX, then yeah you need to make sure they're public by adding scope = 2
"$PBOPREFIX$\filename.ogg "
so probably "crow_data\audiofile.ogg"
hey, can anyone whose familiar with creating factions with configs link me to a youtube video or smth explaining it? because the wiki is super confusing, alive orbat sucks, and drongos config generator isnt outputting configs for me
Yea so I have all but one set to scope = 1 in order to show one in ACEAX. At least thats what I was told to do.
Which is making only that one item show up in the Virtual Arsenal
I want to make it so they all show up in the Virtual Arsenal , but show up as one in ACEAX along with all the other options
ace has "z\ace\addons\modules" in their $PBOPREFIX$
Then they should all be scope 2, whoever told you to make them scope 1 was wrong or mistaken
Scope 1 means the class can be used, but won't appear in the arsenal.
For example, a script could manually give you a weapon with a scope value of 1
i want to make an zeus module, but i cant finde the page in the wiki
someone has the link ?
this is only for editor: https://community.bistudio.com/wiki/Modules
Zeus Module are actually painful to make. You can really check ingame config, but somehow BIKI doesn't provide anything helpful for this
@grand zinc That's how i tried to path the file - RPT says, that cant find the audio file
But I can launch the file separately from dev console. It just wont run from the SFX class
The game can see the file from crow_data as defined in cfgSounds, but fails to launch it if i define the cfgSFX inside another PBO with path to the sound from crow_data
giving me "sound not found" error
Sorry, If Im putting all of that in wrong words.
cfgSfx needs wss sounds you know that right?
i found that https://forums.bistudio.com/topic/79416-is-there-a-way-to-playsound-predefined-cfgsfx/ and here he removes the file ending from the path.. maybe try that
Oh. That might be the issue, alltough it worked for me, when the .ogg files were in the same .pbo earlier as i tested it.
cfgSounds accepts ogg files.. i dont know if cfgSFX doesnt but its possible
While i was researching and making tests of it, it worked with .ogg files in the same .pbo
The only thing which im doing different is that the files are now inside another .pbo
that really shouldnt matter... try removing the file ending or the first / or adding both if you dont have them
Main goal of this, is to add additional sounds to zeus' "Play Sound".
why do you need sfx then
That's the only way i found out, to make it appear in zeus.
utilising the original play sound module from bohemia
after countless hours of digging trough original curator files i found a way ironicaly while looking trough another addon
which had nothing to do with zeus - plp beach objects and its radio, lol
cfgMusic
class xxx_xx {
name = "xxx";
sound[] = {"\KiriMusic_M\xxx.ogg", 1.000000, 1.000000};
duration = 203;
musicClass = "MiscVocal";
};
CfgSounds
class xxx_xx {
name = "xxx";
sound[] = {"\KiriMusic_M\xxx.ogg",2.1,1};
titles[] = {1, ""};
};
this is what im using to get music via the Music and Sound play module from Zeus
the same filepath
different pbo than cfg btw
Gonna try this one then. Thanks
whats different to your current config?
I can pastebin both configs if you want.
yeah.. but i dont think ill see anyting.. remember to not set it to never expire ^^
crow_ambience.pbo - http://pastebin.com/QVdQ3YEv
crow_data.pbo cfgSounds.hpp
Just tried with the ace's way of prefixing the pbo's
if you set your prefix right that should work.. but try changing z\crow to \z\crow
21:40:19 Cannot find a sound file z\crow\data\ambience\crow_battle\crow_cbattle02.ogg
21:40:19 Cannot find a sound file z\crow\data\ambience\crow_battle\crow_cbattle03.ogg
21:40:20 Cannot find a sound file z\crow\data\ambience\crow_battle\crow_cbattle01.ogg
21:40:20 Cannot find a sound file z\crow\data\ambience\crow_battle\crow_cbattle02.ogg
21:40:20 Cannot find a sound file z\crow\data\ambience\crow_battle\crow_cbattle03.ogg ```
Still the same. Even if both configs are without "" at the begining of the path
" \ "*
can you send me a sample sound[] line you have now?
What do you mean exactly?
one line from cfgSounds that contains sound[] just to see what path exactly you have now
from crow_data.pbo?
yeah
one with the path in it... :X
sound[] = {"\z\crow\data\ambience\crow_battle\city_battle03.ogg", db+1, 1.0}; //cbattle03 +1db
You got the whole cfgSounds pastebin couple of lines above
yeah... thats how it should be.. but why isnt it showing the \ on the beginning in the rpt errors
And if i use the dev console for playSound "crow_cbattle03";
then it plays the sound
but it doesnt from the zeus module as the whole sfx composed of crow_cbattle01-03
So, yea. Im pretty sure that crow_data.pbo is configured properly and the problem lies within crow_ambience.pbo
then i think the errors in the rpt are just from that cfgSFX you still have
my cfg works.. and another difference is you have " titles[] = {};" but i have "titles[] = {1, ""};"
From what i've read its the amount of time in sec to display the subtitles if there are any
or delay on when to show them
I tried as a first step, to make sure that the sound is playable from zeus by just cfgSounds, but I didnt got it working. Wouldnt Appear in zeus
rubs eyes never trust other peoples statements... The maker of our music pack told me they show in zeus.. i just checked.. they dont
😄
So yea, my way works. Im sure of it, but the music files need to be in the same .pbo
class CfgSFX {
class rhs_radar_engines01 {
name = "Motorgeräusch 1";
sounds[] = {"engine"};
engine[] = {"\rhsafrf\addons\rhs_c_radars\Sounds\Engines01.wav","db+9",1,450,1,0,0,0};
empty[] = {"",0,0,0,0,0,0,0};
};
class Topic_Trigger_SFX {
sounds[] = {"Topic_Trigger"};
name = "Aufgabenstellung erzeugen";
Topic_Trigger[] = {"\A3\Sounds_F_Bootcamp\SFX\VR\Topic_Trigger",1,1,400,1,0,0,0};
empty[] = {"",0,0,0,0,0,0,0};
};
};
there are some examples.... but those arent the sounds listed in Zeus
Topic Trigger is
oh correct... but theres a ton of other stuff in cfgSFX there has to be a list somewhere which tells zeus which to show in the module
The module pops out
I mean the sfx class is there inside Play Sound module, selectable, placeable
but the sound wont fire
its just silence
😦
But, if I put the sounds back inside the same .pbo - tada
works perfectly
so yea, the problem for me is the pathing and im trying to figure it out since yesterday
tried combining all the mini addons i did for now into one, just to get rid of this problem
but then i get other issues with the whole thing
like - buttons missing in main menu and whole game
i think something has to be wrong with the prefix... i dont get it
trying again with different prefix
what does intensityX0 and intensityX1 change in the thermalNoise parameter in an optic config?
Hey, buddy. I figured it out.
Looks like i've had a wrong addon name inside "requiredAddons" - Ive put the .pbo name instead of the addon class name
mkey ._.
😄 So much stress because of small things like that. I just knew it
Palm would be to small
Im sorry guys, that I made you do this and in the end it was such a waste of your time.
I'm having a hard time finding the right config for uniforms. Anybody know how I would go about adding in uniforms?
Check the Arma 3 Samples on Steam.
Arma 3 Samples\Addons\Test_Character_01\
Was able to get it in game. However, its the wrong model. So I think my inheritence might be wrong
Then tell your config
I have a sound pack. I have CfgVehicles pointing to my CfgSFX. Can I also put my sounds into CfgSounds with the same names or will I need to change all the names and make new CfgVehicles entries?
over-writing bis assets is always a bad idea. make your own entries and use them in your mod and missions.
The intensity of the noise.
I think there is another noise pp effect that has the same params
Is that a reply to me or someone else?
We overwrite BIS assets to fix their baseweapon bugs :P
Editing existing classes on its own is fine
Still struggling with it. Do I need the cfgVehicles if I am only trying to add in the uniform?
Yes
Every uniform requires a unit
The unit is where you set up everything like the uniform's model, textures, protection info, etc.
gotcha
Trying to modify the range of weaponry, what is the code that determines a weapons range?
muzzle velocity for initial speed and airfriction to slow it down
and time to live for how long the shot will exist
speed can affect damage falloff too if I recall right
@fast ruin
you can check the weapon config reference for more exact descriptions of the parameters
Thank you 🙏
how do i create a faction using configs? without using drongos config generator (it doesnt work for me for some reason) or alive (its just not good for what im doing)
Knowing your exact goal maybe the first step to answer it
I can't look right now but I've had success with drongo's config generator; how ambitious of a thing are you trying to make with it? I don't think it supports some things (it doesn't handle drones iirc) but for making basic squads it shouldn't have any issues
also I've been having problems getting a config set up for a weapon. I followed a tutorial and downloaded the available project files from it to verify that they work (they do) and used the provided config.cpp as a basis for my own weapon's config, but changing the model path causes Addon Builder to fail basically no matter what. I have no idea what I've done wrong.
this is the config from the tutorial (which works)
and this is mine. the only things changed are removing a comma after "A3_Weapons_F" at the top, bc someone said it was unnecessary, and changing the path to match the folder my p3d is in
use pboProject because it will ruthlessly look for errors
In addition to following mikero's advise about using his tools (pboProject + dll's), have you set-up a p:\ drive with your development files on it?
Hey can I get some help with this config? Keep getting the error of "UniformItem" is an undefined base class, but it is definetly defined so unsure what the problem is
Which line says undefined
203
Misaligned bracket there
wdym
just redid it agian, its says "ItemCore" is undefined and blaming line 201
but yeah ill fix that
Both Lirus_Guardsmen_Uniform and Lirus_Guardsmen_Uniform_F are misaligned
yeah im just dumb, thanks
Also don't use pboManager to make a PBO if you do
Mikero's Tools just breaks for me
Thay means you didn't set it up properly
Ive followed youtube videos, I've uninstalled and reinstalled, idk what it is and I always get told to use it but I've given up on it
did you use the all in one installer?
youtube videos in Arma relation are often quite wrong
pboProject would tell you these issues with one click
Not quite sure where the right place to ask would be, but would it be possible to create something like the FN RMP gun pod with effectively two guns (.50 machine gun and 3 Rocket tubes) in one pylon?
Im gonna guesstimate that as a no. since it has 2 weapons in it
you would have to make them separate things that one is mounted first and second gets mounted on top of the first maybe
or yes if the pylon has multiple slots you can mount different things on those slots
but the weapons would need to be separate
yeah kinda what i expected, that i would need to split it into two "overlapping" pylons
okay, thank you
well, im trying to finish out a mostly done config, but the coder i had working on it abandoned the project, so now im stuck with a config i cant finish because i dont know how to code. any suggestions?
well im trying to get the server back up and running on this config, but i dont exactly have the time to learn how to do this stuff at present. honestly just looking to work with another coder to get this finished until i can learn it
anyone know whats up with this afaik absolutely nothing is jumping off the page at me but ive tried 4 different weapons now 3 of which are working and its spitting out the same error message each time for my object builder.
{
class Default
{
sectionsInherit="";
sections[]={};
skeletonName="";
};
class Vulcan_MOlive
{
htMin=0;
htMax=0;
afMax=0;
mfMax=0;
mFact=0;
tBody=0;
skeletonName="Skeleton";
sectionsInherit="";
sections[]={"zasleh", "camo", "camo2"};
class Animations
{
class muzzle_hide
{
type="hide";
source="hassuppressor";
selection="muzzle";
sourceAddress="clamp";
minPhase=0;
maxPhase=0.3;
minValue=0;
maxValue=0.3;
memory=0;
hideValue=0.1;
unHideValue=-1;
};
class trigger_move
{
type="translation";
source="reload";
selection="trigger";
sourceAddress="clamp";
minPhase=0;
maxPhase=3;
minValue=0;
maxValue=3;
memory=0;
offset0=0;
offset1=-5;
};
literally 0 reason i can see why it should be throwing up this error let alone throwing it up on weapons which are working confused as hell
if anyone has any idea id love to hear what it is
you need axis for translation type
memory=1 axis=yoour axis memorypoints selection
(well technically the axis can be declared through begin/end properties too if I recall right. but nobody does that)
with no axis defined offset 1 would move selection 1 meters
so without axis your trigger would move -5 meters there
which I would guess is too much
Id recommend making offset1= 1;
and control the distance of travel with the distance between the axis memorypoints
with axis memorypoints offset1=5 would trave 5x the distance between the axis points
and so on
understood
👍
Also in regards to proxies one has to declare them in the config.cpp?
just the usual ones:
Muzzle flash
Muzzle
Top
Side
Magazine
and please remove the thermal stuff from your model.cfg, it does nothing there
where highlight it out to me
thanks!
Hello guys, im trying to make a working screen display for my vehicle, i copied the class MDF from the vanilla ifv config, but i dont understand how to make the icons, put them moving, switching colors and basicaly whatever to make it similar with the vanilla vehicle. Does anyone know how to do this?
@wheat flicker Thank you so much, you were completely correct; putting the optic class directly in the root, and changing the WeaponInfoType to "RscWeaponZeroing" literally entirely fixed all remaining issues I had!
For some reason I was under the impression that WeaponInfoType had to reference the optics class lol
Legend. Thanks again!!
I tried pboProject and it just closed quietly without giving me a pbo. and before it is asked, I am using the most recent mikero tools as provided on the tool download page and my P: drive is set up.
as I said before, the only thing that makes the altered config file unable to binarize is one line containing the path of the .p3d file and idk what it is that I'm doing wrong with it. I assume I have the folder structure set up wrong or something but it's never been a problem before now.
arma
model="\delisle\delisle.p3d";
What is the full path to this p3d according to Windows Explorer, in relation to the p drive. i.e. your answer will start
p:\something\...
@hallow umbraare you using rtm files?
P:\JSM\@testweapon\addons\delisle
no, I don't know how to incorporate anything like that yet. still just learning the basics.
Maybe unrelated, but I think HEMTT also couldnt binarize a howitzer we released a couple of days ago
It's not usual to put your mod files into a @folder on the p drive, but it'll need someone better qualified to tell you exactly.
So I suspect your path to that p3d is completely wrong in the config.
apollo is right here. it simply serves to confuss the source project with a mis understood output folder.
@anything is a mod OUTPUT folder
and same thing for the word 'addons'
completely irrelevant to source things like
P:\mytag\myProject
the engine will probably cope qute well, but you are starting the journey into a world of confusion
look at ANY of the extracted bis files. you will never see @anything in there (eg P:\a3 or Z:\dz)
ah, I was under the impression that the default addon builder wanted things to be inside a folder called "addon" when it packed a mod? or is that for when the mod is being put into a folder for actually loading in with the launcher?
either way I'll change the path and see if that does it
no. the output/where pbo is run from is typically @modname\addons\pbosAreHere.pbo
there the addons\ is required
and @modname is used as launch parameter
P:\ acts as the root of the game filesystem
ah, so that's for after the pbo has been put together successfully?
so P:\path\folders\to\file.type = path\folders\to\file.type in game
and in config
unless you use pboprefix shenannigans but then you should know what you do
yes
and output can be to anywhere too, you can also just copy pbos into that addon folder you use
I put my locally built mods into armas install folder steamfolders\arma 3\@mylocalmodfolders
so they are easy to run from commandline
with -mod=@mymod
commandline does also accept full paths but thats more to copy paste
Hello, is there any way to make sure that when putting on clothes, she also occupies the bulletproof vest slot, as is done with the helmet, which occupies the nvg slot
The way that the built in nvgs work is that the helmet defines a list of items included it in.
For example the CSAT Viper helmet has:
subItems[] = {"Integrated_NVG_TI_1_F"};
Which is what gives it an integrated nvg
So you could try adding:
subItems[] = {"YourVestClass"};
But I'm pretty sure subItems only works for facewear and nvgs, and also only on helmets
yes, it only works for hats, it doesn't work on uniforms
then no way to do it
it can block vests/backpacks but yeah Idk if it can be done from uniform slot
makes sense
the uniform is the main "what the character looks like" slot
the others are extra on top
thank you, but can I somehow block this slot with the script when putting on this form?
is there a slot blocking function?
you can probably write one
but im not quite sure I understand even what you try to do
anyone know why my sfx wont work?
I can get the reload and the empty sound to work but the weapon firing sound wont work on the code:
ive remote executed the sound byte to check if it works and it does but stumped as to why it isnt working? used this to remote exec
playSound "Vulcan762";
in the addon builder (if thats what you are using to pack the files) options make sure you have the sound file extensions whitelisted
No, I'm thinking about how to prohibit or block something through a script from being worn in the armor vest slot, maybe there is some kind of built-in function?
I dont think there is since nothing in vanilla needs that
(also its just vest slot, its usually not armored)
using mikeros pbo
have you tried replacing your sound paths with some vanilla sounds just to test if problem is with config or with the sound files?
no but i shall
that could give at least a lead to what direction to look at
also on another slightly related note:
Proxies so i tried adding proxies to my weapon following the zach gibson tut but when i tried to pack i got an error?
bis binarise reports status of -1073741819
i looked it up something about an access violation or memory issue or something removed the proxies pbo packs no issue.
these were the proxies i was trying to use:
\a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20
\a3\data_f\proxies\weapon_slots\muzzle
\a3\data_f\proxies\weapon_slots\side
\a3\data_f\proxies\weapon_slots\top
\a3\data_f\proxies\weapon_slots\magazineslot
im guessing ive either missed a step, done something backward or used the wrong path?
do you have latest updated pboProject?
if not Id try updating that first
cant say I recall seeing that error
ver 4.13
there was an update not too long ago iirc because A3 updated and it added some functions
check the all in one installer just in case
wilco
twas the code
for the sound issue switched to another code which i know works and yup those sounds work now
👍
Got it, okay. Thanks
When coding a mod, if I want to create a CfgVehicles reference that is tied to a variable instead of an integer, how would I go about that?
Say, for example, in a config.cpp, instead of ilsPosition[]={-270,0};, it's ilsPosition[]={IlsPosVar1,IlsPosVar2};? Asking because I want to set a mission adjustable airport using the ils commands by checking the vehicle's stored var and adjusting on the fly.
And could a #define work with this?
No you can't
Damn. 😕
Hello, I'm looking for a way to add gear randomization to a faction I'm building. I want it to function similar to how 3CB factions are functioning. In config.cpp of my unit I have the following eventhandler
init = "_this call compile preprocessFileLineNumbers 'RandomUniform.sqf'";
};```
And my RandomUniform.sqf looks like this (for testing purposes)
```private _unit = _this select 0;
// Define arrays of possible gear items
private _uniformArray = ["U_B_CombatUniform_mcam", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_vest"];
// Select random items using CBA's optimized function
private _selectedUniform = [_uniformArray] call CBA_fnc_selectRandom;
// Apply the selected items to the unit
_unit forceAddUniform _selectedUniform;```
I tried several different approaches but I just can't seem to get it right.
Seems gpt helps you
But you are select random from [ [ ] ]
Your uniform array is already array, just use
selectRandom _unitFormArray
Yeah, I was using it as a starting point. Trying to learn as I go (but honestly it's not helping much, never ever things seem to work without making some adjustments
Still nothing
// Define arrays of possible gear items
private _uniformArray = ["U_B_CombatUniform_mcam", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_vest"];
private _selectedUniform = selectRandom _uniformArray
// Apply the selected items to the unit
_unit forceAddUniform _selectedUniform;```
Where are you trying and where and to whom
Units that are placed down in the eden editor. Basically what I want to do is to include uniform, vest, headgear, facewear randomization to a faction I'm building. I want the script to be a part of the mod and to avoid having to configure it on the mission side of scripting. Basically just like 3CB factions are functioning.
You're missing a file path to your script
Just use params ["_unit"];
Also adding a uniform won't transfer the items, you'll need to save and re-add them after adding the new uniform
Thanks, this solved the issue.
Oh yeah, there is some way till this script is ready. Will have to put uniformitems, vestitems, backpackitems into array to store, then add them again at the end of the script. But still cleared the blocker for me.
Also, you'll be better off using CfgFunctions rather than just compiling the script in the unit's init.
With your current setup, your script needs to be compiled each time a unit is spawned.
With CfgFunctions, your function is compiled on game start, and then would just be called in the init.
https://community.bistudio.com/wiki/Arma_3:_Functions_Library
Also add a if (!local _unit) exitWith {}; to your function before doing anything, otherwise your function runs once on each machine (server + all players)
Functions are tricky for me. Haven't had much luck using them. Basically all I know is some simple mission scripting using the resources available and compiling character gear configs back when I was working on the mod.
This is all pretty new to me
There's not any technical different between a script and a function, they're both just sqf files that run some code when called
A function will just be compiled when the game starts, so that way you don't have to compile it everytime you want to use it
I was trying to reverse engineer this but with no luck https://forums.bohemia.net/forums/topic/231862-problem-with-gear-and-units-randomization/
So I am making a small addon for my group that is just a simple config file using assets from other mods from our modline (mainly 4 rhs, 3cb factions and dhi uniforms) I`ve already done 1 faction (USMC early 00s) and everything works as intended. I copied those files to create new faction (rgfc)....
Just loon at the functions library page on the biki I linked
Oh also, you'll want to inherit the EventHandlers class in your unit, and also switch this to the new format. Otherwise you'll run into issues with CBA and ACE.
class EventHandlers: EventHandlers {
class TAG_myAddon {
init = "...";
};
};
And then update your unit's inheritance to reference the EventHandlers class
dont use gpt for this. it knows nothing
So the beginning of the config.cpp should look something like this?
{
class BV
{
class Randomization
{
class Mol_Sep_Randomization
{
file = bv_faction_moldova_sep\randomization.sqf";
};
};
};
}; ```
Yep
And then you'd just call it with BV_fnc_Mol_Sep_Randomization
class BV_moldovan_separatists {
init = "[(_this select 0)] call BV_fnc_Mol_Sep_Randomization";
};
};```
When packing PBO I'm getting Undefined base class for EventHandlers. Where should I define it?
You'd need to reference it in whatever class you're inheriting from
Have you ever inherited a class defined inside of another class before?
On simple gear mods like uniforms, vests, helmets and etc yeah
Basically all my knowledge comes from making 3D models and getting them to Arma engine.
Same concept, find the parent class for the unit you're inheriting from and "open up" your class's parent.
For example:
class someClass_base;
class someClass: someClass_base {
class EventHandlers;
};
class TAG_myClass: someClass {
class EventHandlers: EventHandlers {
...
};
};
You can just comment out the EH part (temporarily), build your addon, launch and check
Also I'd recommend advanced developer tools if you're not already using the mod
Hey, for some reason my RVMAT completely destroys my model...
What could be the issue? Have tried my RVMAT and the standard "default_super.rvmat"
Both show the same issue, but the default one does not have such a severe problem
UV map is perfect and without an RVMAT i dont get the issue. The NOHQ, SMDI and AS textures are also fine
How is your SMDI
SMDI's Green stands for specular, Blue stands for Gloss. Yours don't seem to be fitting into the situation
Check #arma3_texture pinned posts
Okay it seems that it is working based on initial tests.
CfgFunctions part
{
class BV
{
class Randomization
{
class Mol_Sep_Randomization
{
file = "bv_faction_moldova_sep\randomization.sqf";
};
};
};
};```
Class CfgVehicles I did
``` class B_Soldier_SL_F;
class BV_Mol_Sep: B_Soldier_SL_F
{
class EventHandlers;
};```
And Finally
``` class BV_Mol_Sep_Squad_Leader: BV_Mol_Sep
{
blah
blah
blah
class EventHandlers: EventHandlers {
class BV_moldovan_separatists {
init = "[(_this select 0)] call BV_fnc_Mol_Sep_Randomization";
};
};
};```
Will need to test the implementation more by modifying the .sqf.
Thanks a lot for the help
Yeah no problem
Also the only thing passed in an object's init is the unit, so you can just do init = "call BV_fnc_...";
It's not like, a huge performance gain or anything
It's a micro-optimization, since then the game doesn't need to create an array or do anything with _this
I have now tried Glossy and Specular. Both do not work. Did i export the textures incorrectly? I either exported "Glossy" or "Emit"
Both still have the issue with the black spots on my model
For Glossy i even tried "Image Texture" and "Active Color Attribute" but both did not work
You can tweak Green and Blue actually
In Blender? Why on earth is this so complicated when i have extracted the textures correctly??
No it's not complicated. Just edit G or B channel using Level functionality etc in image editing software
Example of G brighter and darker
Alr ill try tomorrow 🙂 ty like always
Another example of SMDI of AKM, left is G right is R
Anyone here familiar with ACEAX?
If your question is about how to set it up, check out their GitHub https://github.com/jetelain/AceArsenalExtended?tab=readme-ov-file#sample
No no I already got it set up
Was wondering if it was possible to make sub sub categories
With the self interact options
Not directly no
You'd have to make your own ace actions
anyone know how to add new camo to here? instead of creating new veh class and just have 1 camo
i dont know where's the right channel to ask this
thanks
So i need G darker in my SMDI texture to not have these texture issues? Ill try that in a bit with Photoshop
You can try
And its normal that TexView2 makes my SMDI texture red?
What kind of red do you mean? The PAA you've sent?
Yeah
It's normal because you set it so
But this image is grey‘ish? 😄
Please excuse me, im pretty new to this stuff and this issue is confusing me quite a lot 😄
If i dont make it work, could i maybe send over the weapon so that you could take a look? Will also send you a thank you if we can fix it
That image I've posted is just Green channel and Blue channel in 0-255 scale. It is meant to be grey in the first place
In fact, this is the final look
So. Just to clarify again.
What exactly do i have to do with my SMDI (Glossy) texture?
I have to increase or decrease the G and R channels? Is that correct?
Okay ill try that
like this?
I don't know what am I supposed to say
As I said earlier it's normal
SMDI does not have any data in R channel hence it converts into R=255 anyways
wait, the textures are not bound to my handAnim right??? i had created my animations before i have textured and the textured weapon is smaller then the one i used to do the handAnim
Hey peeps any chance anyone knows what determines how big an ORBAT icon on the map is? I think its some of the config entries but not sure which
handAnim does nothing to do with tex
There was never an issue with my textures, they work perfectly in Buldozer - Addon Builder is breaking them..
Again. It is supposed to happen
That Buldozer shows it without and issue and in game its breaking?
If it works in Buldozer it should work in game since its the same thing?
Could you help me? Im clueless…
Ill pay you for fixing my issue
I don't take such offer.
The issue is fixed - TexView and/or ImageToPAA just weirdly stretched the AS texture.
There was no need to repaint or alter the texture
Does anyone know why while in first person driving my boat (cargo is on the deck using class vehicleTransport in the config) the vehicles appear outside the ship but in 3rd person they are on the deck?
Because that's how the game renders the view in vehicles. The vehicle you are inside renders on top of everything else
No way around it
thank you.
I wonder if it would be technically possible to attach to objects be drawn in same pass?
since proxies and such do work in there
probably not easy since it has not been made so 😅
would be very useful feature
Anyone here can help me fix this issue? I can share my model.cfg if needed
youll have to mark/ explain the issue
we cant know otherwise
Oh, sry.. you are right 😄
I have the muzzle proxy: muzzle_flash_rifle_Mk20 attached to the front of my gun
I have given it a vertex group of "zasleh" made my model.cfg but the muzzle flash always shows 😦
Can i share my model.cfg here so that you guys can take a look?
These are the things you need to do
#arma3_model message
I have done that. It still shows - or does it always show in Buldozer?
I have followed this tutorial piece by piece and used the model.cfg as an example
https://www.youtube.com/watch?v=ZMDBBqqtxDE&t=1225s
This is a basic tutorial on how to get a weapon into arma - there may be better ways but this works for me
AR15 Model by MUAR
https://sketchfab.com/3d-models/ar15-modules-lods-60923381691a40dbbaa67b8bb3d342d3
MrClock's Arma 3 toolbox
https://github.com/MrClock8163/Arma3ObjectBuilder
Arma 3 LODs
https://community.bistudio.com/wiki/LOD
Project...
It probably always shows in buldozer. Check in game.
roger
You are right - ty so much! 😄
The reason is that config is completely ignored with buldozer, only model.cfg animations with sources are shown.
Muzzle flash is a config driven texture change
ahhhh 😄 im fairly new to all of this ^^ ty for the help!
Hello maybe you can help me and I'm trying to code, I think that's the easiest way
the map Kandahar province has a black sky i want to get rid of it, the problem is i used hindukush black sky patch as a guide i renamed the pbo's and i changed the config, everything the map name but it still doesn't work
Need a bit of help on a mod I'm creating for our group.
Initially I wanted a VA which was based on classes, but I'm going small scale for now
' class EventHandlers
{
init="[_this] execvm ""scripts\atacGear.sqf""";
};'
3x ` for Code
The script part works fine when I use it on any box on it's own, but as soon as I put in my config.cpp and pbo it as an addon, it doesn't fire. Btw the ' in the beginning and at the end is a typo trying to create a codeblock on Discord 😉
do it
btw: Edit is also nice 😄
Hopefully someone can help me out, what would cause the camera to shift between being a pilot and a gunner?
When adding a Targeting pod to a plane the gunner center camera shifts 45 degree's upwards, when taking control of the plane or removing the targeting pod makes so the cameras centralizes normally again but when i let go of the control the camera shifts again upwards, animations should be all the same
Hmm.. for some reason, it won't let me save my edit.
Go to the end, then press enter. Inside the Codeblock, it will just create a new Line
anyway, what u wanna do?
Pbo naming has nothing to do with it. Such thing would have to be on config level via a config patch mod that is set up to run after the original config via cfgpatches required addons.
Well I'm working on a new mod for my group. Basically giving them a custom VA with only stuff that we use, and all excessive stuff blacklisted. So I made a script, based of Reyhard's virtualammobox script from RHS (got permission) and proceeded to create a config.cpp for my ammobox. Now the script works fine. But when I put the code into the config under EventHandlers it doesn't fire. Initially I wanted it as a function, because that's what the original script uses, but it kept coming up with errors in Eliteness and with -showscripterrors.
VA?
Virtual Arsenal
Why not check Tonics VA?
Where should my gunBeg and gunEnd memory points be in the case of a MLRS? In the "center" of the entire launcher?
That works. Main thing is that they point in right direction
this plane's FLIR (targeting pod) i'm modding can only turn when i add this outGunnerMayFire=1; but when i add this the Co-pilot (the one who controls it) camera tilts 45 degree's upwards idk why
Well I'm familiar with VAS, but most other members of the group are not. A lot of them are new to Arma, and milsim in general, so I'm trying to create stuff that makes it as simple as possible for them. And since the are somwehat familiar with the vanilla arsenal, I decided to build my mod on that,
yo bros who knows how to change this logo, it doesnt seem to be part of the config
if you load up a normal profile the main menu shows the white a3 logo and that one can be changed via config, but if you load a profile that has beaten the arma invaders thingy that gold logo comes up and seems to replace the white logo and it cant be changed from config
Theres a phrase: "Why re-invent the wheel?" 😄
^^
Also AFAIK Tonic's is a script, and I'm looking to make mine an addon. Because the script portion of what I've got works when I put it in any init line of a box.
- " init="[_this] execvm ""scripts\atacGear.sqf"""; " <-- Not so sure, thats correct
I might be wrong (too early for my brain :P)
Like I said the first and last " was a type in an attempt to do a code block
btw. Moin @somber cloak 😃
typo
ahoy
You have to add the full path of the PBO in paths in addon configs.
class EventHandlers {init = "(_this select 0) execVM ""\D41\D41\scripts\AnimateIvecoBoxerZiv.sqf""";};
Example
If that doesn't work then make sure to add .sqf to the list of file types to "copy directly"
Right. Will give it a try 😉
Also, you probably want to replace [_this] with _this as "init" already passes the object in an array.
You didn't spell it out though.
- " init="[_this] execvm ""scripts\atacGear.sqf"""; " <-- Not so sure, thats correct(edited) <---- !!!!! 😛
Make ppl learn by correcting their mistakes instead of letting them c&p stuff.
Thanks @viral rapids and @sullen fulcrum Been ages since I've last coded anything serious in Arma, so a little rust needs to come off apparently 😛
Hey, the last time (before i restarted) was doing stuff in OFP, then started in A3 again. Sooo, i know how you feel 😄
Okay and how that works?
Maybe you can help me
I have added the name from the map wherever it says Hindu Kush
Im on on the move on mobile so can't provide any easy examples.
dscha takes a long time to reboot himself ¬_¬
Can you dm me when you can?
Are you implying, that i am old? i hate you! -.-
HorribleGoat is not able to help you further at the moment.
Ask your questions here and if any experts know the answer they will post a reply.
Okay
hahaha
well if buldozer doesnt hurry up n finish streaming objects ill be in the same boat :p
That's probably set via script
huehuehue
Both images are on their respectives "centers" why when on the gunner seat controlling the turret the camera shifts 45 degree's up? i don't think it is animation as i changed animations and the angle the character looking was kept the same
this only happens when outGunnerMayFire is set to 1, and the FLIR doesn't move if set to 0
the image looking up is when i'm normally on the gunner seat
the image looking a bit down is when i "take control" of the plane (what should've been all along)
what causes this? please help
Does the plane have memorypoints for the camera parts in the model?
camera parts you mean the flir? yes
the FLIR does work just fine, when outGunnerMayFire is set to 1, my current problem is on how the pilot is looking
No camera system has multiple memorypoints defined for the position of the camera if I recall right.
If those don't exist it defaults to 0,0,0 of the model and all kinds of weird things can happen
is there any documentation on the subject? i would like to know how it works and if possible join in a call with you so you could help me see if it is there
No
And no I don't have time for such, sorry
ok np
Usually I think trying to add that stuff into a plane that is not designed for it is pain in the buttocks.
what exactly would these memory points be, is it for the flir camera or the pilot camera?
Any camera I'd suppose. Unless it's a pylon pod
this is the memory point being used for the FLIR camera defined as memoryPointGunnerOptics="rendertarget0_dir";
is this the memory point? it also shares selection with gunBeg if that could cause anything
👍 if the plane is designed with those then good that should be fine.
I understood first that you were trying to add the camera on some random plane from some other mod
i have tried it but no success
i tried my hand at a black sky patch so that a config is like a custom mod
so it was with jack ost in the hindukush black sky patch
but without success
can you help me what exactly i have to change so that the map appears as a fix in the selection menu and the sky is no longer black
hindukush black sky fix config
name of pbo Hindukush_JO_Fix.pbo
name of kandahar province config file
i have changed the name in the hindukush config for the kandahar province name but it dont work
in the @kandahar province mod folder are addons and an @kandahar province folder
nah i'm currently trying to figure out why when i enable the FLIR movement by adding outGunnerMayFire=1; the camera tilts 45~60 degree's upwards, that's the problem i'm having
this is a plane right?
does your gunner have the ability to "turn out"?
yes, it shouldn't
as thats what outGunnerMayFire is related to
and you should not have that in the planes turret
well. dont 😅
what the process of making sure the pilot cannot turn out
no outgunner action
but that's what makes me able to turn the FLIR turret, do you know why?
or gunnerAction was iit? as its gunnerAction and gunnerInAction isnt it 🤔
well Id suppose the turned out state might be default state
and turned in state is the second state
and why not use it as reference? it is essentially the same type of plane, just the bone's names changes, and their plane doesn't have that problem
well if it caused you problem then do you need?
i have no other reference on how to config except for their config
found out what it was, it was missing gunEnd named selection (the point was there, not named) in the camera memory points 😅
Is there any way to disable the simulated recoil on an artillery piece?
I only want to handle recoil via animations, not have the game attempt to poorly simulate it, which only leads to issues
how can i check a .p3d's model.cfg because they do not appear in pbo manager
with pbo manager you cant
and with anything from vanilla tools you cant
mikeros eliteness can print it out in text for you though
thanks
Like, the vanilla Mk6 mortar has a mass of 250, yet does not get hit by recoil at all. My MLRS uses similar ammunition to the mortar, yet gets sent flying to Narnia with a mass of 600...
muzzleImpulseFactor in the magazine
by default, recoil on vehicle weapons is determined by the hit damage and speed of the shell
cheers, I will take a look
I used realistic values, but it doesnt seem to translate well into the game
hey guys i have a problem with config it says 'c' encountered instead of '{'. but i cant find it in config
You'd have to post your config, you're missing a { somewhere most likely
it says line 5817
There shouldn't be a semi-colon there
that didnt gave me the problem
today i added some helmets and vests
Still an error, but your problem is from this:
Line 5823
Made it a bit more obvious
whats that ?
You're missing {}; after the ItemCore
5823?
You're putting that Vest_Camo_Base inherits from ItemCore, but you never open the class
that also worked before
It shouldn't, because it's wrong
does not matter
At the very least, it's a missing semi-colon
u telling me i should add a '{' at line 5824?
"worked" and worked are two different things
so no more?
no other problems or something?
That's what the line should be
I don't know, I'm not looking through a config that's 16 thousand lines long
id recommend you get pboProject and let it check it for you
Just about anything is better than addon builder
Hello, I am having issues setting up file patching for my mod if anyone can give me pointers.
PBO Prefix
Directory:
P:\x\pfd\addons\main\$PBOPREFIX$.txt
Contents:
\x\pfd\addons\main
Config
Directory:
P:\x\pfd\addons\main\config.cpp
Contents:
class CfgPatches {
class pfd_main {
name = "PBOPREFIX-filePatching-Demo";
units[] = {};
weapons[] = {};
requiredAddons[] = {};
author = "Sox";
};
};
I have both the unpacked main folder and the main.pbo file in the addons folder in the p drive. Making changes to a script in this unpacked data is not being patched in-game
When I put the unpacked data in my game directory, I can make changes to that data and updating the script.
\SteamLibrary\steamapps\common\Arma 3\x\pfd
Is this the only way to work with unpacked data, or have I set something up wrong?
yee
Pretty sure it's only game folder
well that gave me another error
yes well
it says what the issue is
you might have other wrong place class openings and closings too
Id recommend you simplify to 1 new addition and get that to work right
then add more and fix when it breaks
as like it was said above, that much config is just not something anyone wants to proof read
i dont know what exactly u mean
cut everything else but 1 new item
make sure that packs right and works without errors
then add more back in small batches and fix whatever errors pop up
in more manageable chunks
i gtg man i saved what u said
damn that sucks, so is the recommended workflow to just build from the game directory or copy the files over each time?
You can make a symlink
That's what hemtt does automatically
Make a symlink in the game folder to your build folder
personally I prefer the copy
so I keep original in P as backup
you dont need to copy everything though
only what you mean to edit
everything else is read from pbo
got it, thank you guys
theres a feature in the GM cdlc where you are able to switch between FFV and using a mounted machinegun in one of their vehicles when turned out... How can I achieve that through the config?
We have it in SOG too - uses two turrets with some clever scripting to lock/unlock and handle player death/ejection and mp issues. Not entirely straightforward.
im guessing there isnt documentation on that then...
If you want documentation you're modding the wrong game and will only get frustrated.
cant help it, no other game like arma
(other games have worse tools and less documentation)
probably, most of the games ive modded are from unity which is a bit more friendly
Every modding bit in Arma 3 is working on a fragile engine that is two decades old and less maintained anyways
ufff how can we disable that script
could be in an evenhandler
what EHs are active in main menu
can i find it from config? or do i have to check cfgfunctions
No idea
All Arma invaders functionalities should be disabled if any mod touches configFile >> "RscDisplayMain" >> "Controls"
hey so i looked around on the modding wiki but it didnt really give me a clear answer. Can anyone explain how hiddenSelections and hiddenSelectionsTextures works on using config for a uniform
I ask because im trying to create a uniform using the vanilla uniform textures but splicing them together like the worn combat fatigues from the campaign. So i looked at their entry in the config and did what i thought shouldve changed the textures i wanted to change (specifically i changed the reference to the guerilla outfit the config references to a different one) but when i loaded it up in game it just appeared as the regular nato combat fatigues
have you checked the wiki page for character encoding guide?
you need both uniform item that goes into the inventory slot (cfgWeapons item) and character that the uniform looks like (cfgvehicles unit) which also is where you apply the new textures
oh so you essentially need to create a unit, for instance, in the editor, to apply it?
no you can give any unit the uniform in arsenal too
but there needs to be a unit that represents the what the item looks like
it can be in the editor list too if you want
or hidden
huh weird. even though im specifying the unit use the corresponding uniform model, its still using the model for the nato fatigues in game
In case it actually helps at all heres the configs for both
//--Unit--
class PRO_G_TestUnit : B_Soldier_F
{
author = "ViperLass";
scope = 2;
scopeCurator = 2;
scopeArsenal = 2;
identityTypes[] = { "G_NATO_default" };
displayName = "UnitName";
faction = "PRO_Faction";
editorSubcategory = "PRO_Subcategory1";
model = "\A3\Characters_F_Bootcamp\Guerrilla\ig_guerrilla_6_1.p3d";
hiddenSelections[]=
{
"Camo",
"insignia"
};
hiddenSelectionsTextures[]=
{
"\A3\Characters_F_Bootcamp\Guerrilla\Data\ig_guerrilla_6_1_co.paa"
};
uniformClass = "PRO_G_Uniform1";
weapons[] = { "arifle_MX_F", "Throw", "Put" };
respawnWeapons[] = { "arifle_MX_F", "Throw", "Put" };
Items[] = { "FirstAidKit", "FirstAidKit"};
RespawnItems[] = { "FirstAidKit", "FirstAidKit"};
magazines[] = {
"SmokeShell",
"SmokeShell",
"Chemlight_green",
"Chemlight_green",
"HandGrenade",
"HandGrenade",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",};
respawnMagazines[] = {
"SmokeShell",
"SmokeShell",
"Chemlight_green",
"Chemlight_green",
"HandGrenade",
"HandGrenade",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",};
linkedItems[] = { "V_PlateCarrier_Test", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnLinkedItems[] = { "V_PlateCarrier_Test", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
};
//--Uniform--
class PRO_G_Uniform1: Uniform_Base
{
author="ViperLass";
scope=2;
displayName="Worn Combat Fatigues (Test)";
picture="\Proteus\UI\icon_PRO_guerrilla_01.paa";
model="\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"\A3\Characters_F_Bootcamp\Guerrilla\Data\ig_guerrilla_6_1_co.paa"
};
};
my mod modifies that class, but the gold logo still appears
it changes the white logo to my custom logo in profiles that havent beat arma invaders
but in profiels that have beaten invade, gold logo stays
I've never had invaders functionalities disable
fr the wiki needs to be updated on how to disable the inavde and annex thing
what
Just use an event handler to change the logo after it loads
If it still doesn't load, try changing it after a frame
what eventhandler to use
An onLoad event handler
It will probably be easier to just use a CBA Extended EH
class Extended_DisplayLoad_EventHandlers {
class RscDisplayMain {
TAG_yourAddon = "call TAG_fnc_mainDisplayOnLoad"; // or whatever function
};
};
when making stuff like uniforms and headgear, it's possible to define new/separate items that use the same model but have different textures when you're writing up the config, right?
Yeah, just make another version with a different set of textures
so like if I had one baseball cap with no flag on the front and another with a flag and they used the same model, I wouldn't need to dupe the model in my mod folder
Yes
hmmm ok, what command to use to find the logo and replace it
im not familiar with UI scripting, in config its pretty straight forward
Look in the config and check for its idc
I'm having an issue with this backpack, trying to make it save in a loadout and pull through ace arsenal. Appears in arsenal just doesn't save in a loadout. Changes i've tried so far are:
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
type = 2;
isbackpack = 1;
pretty sure i can get rid of isbackpack.
gotcha i'll try
wrong issue, just changed my bad
if both a weapon and a mag have reloadAction defined, which takes precedent?
magazine
Why does it say that "ammo" is an unknown animation source, when it quite clearly exists?
if I forcibly animate the source everything works just fine, but shouldn´t this "ammo" source be controlled by the engine?
Or does this source only work for infantry weapons?
you need to define the animationsource in the vehicle config\
ie.
class AnimationSources: AnimationSources
{
class Gatling_flash
{
source = "ammorandom";
weapon = "LMG_Minigun_heli";
};
this is ammorandom but same deal
Hmm, let me check. When I read the wiki it said the weapon only had to be defined for the "reload" source
I´ll try
outdated/wrong
it is what it is
anything tied to a weapon needs to be done that way
cheers, I will give it a try
Always worth while to compare/study vanilla configs too. Like how class animation Sources is set up.
In that the all in one config helps a lot. I posted one dump made after 2.18 released too.
It caught me off guard because up until now I did not need to define engine-controlled sources like mainGun / mainTurret in cfgVehicles. I have used it often for custom sources, but I assumed all engine-controlled sources worked the same. But I guess that is not the case.
mainGun and mainTurret are actually defined as sources inside the turret class in config, rather than in the class AnimationSources. They're in your turret config via inheritance if you don't pick them up explicitly, so no magic hardcode going on.
animationSourceGun = "mainGun";```
So it was skill issue then 
🎚️

Which is the right way to inherit HitHull?
class CfgVehicles {
class Car;
class Car_F: Car {
class HitPoints;
};
class DropBase: Car_F {
// Is this right?
class HitPoints: HitPoints {
class HitHull;
};
// Or is this right?
class HitPoints: HitPoints {
class HitHull: HitHull {};
};
};
};
The first is fine if you're needing to reference HitHull in a class that inherits from DropBase, as that currently does nothing
The second is wrong because you're missing a reference to HitHull, you would need to go up higher in the inheritance / open up HitPoints in Car_F
But also, classes are automatically inherited, so unless you want to make changes to the HitHull class, you don't need to explicitly reference it like this
class CfgVehicles {
class Car;
class Car_F: Car {
class HitPoints {
class HitHull;
};
};
class MyClass: Car_F {
class HitPoints: HitPoints {
class HitHull: HitHull {
// stuff
};
};
};
};
yes, export from ADT
I figured
Hey about yesterday I worked with it a little but gave me new error
It says '{' instead of '='
@chilly tulip
It says line 5815
That made me mad
Idk where is the problem
Don't see it. There's some dodgy formatting around there so maybe you pasted in a bad character.
ah ok, so you get that message for run-on tokens too.
No idea what that means, doesn't translate to old-man speak.
Well, question is why class AAA BBB isn't an error immediately.
And instead it's just looking for an = for some reason.
Does anyone know more info about stacked eventhandlers? I can't seem to get mine to work with two separate configs (addons)
Mod 1, has requiredAddons a3characterf and has class Land; class Man: Land { class EventHandlers : DefaultEventhandlers { class mod1 { init = "_this execVM blablabla"; fired = "_this execVM blablabla"; }; }; };
mod 2 has class Man; class CAManBase: Man { class EventHandlers; }; and ```
class someRandomHumanClass: CAManBase
{
class EventHandlers: EventHandlers // I tried 'DefaultEventhandlers' here too!
{
class mod2 {
init = "_this execVM 'blablabla; _this execVM blablabla";
};
};```
however the someRandomHumanClass eventhandlers only has class mod2 in it, class mod1 is totally absent
Do I HAVE to add mod1 in the HumanClass' Eventhandler as an extern for it to work? I'd rather not because no guarantee both mods are run at the same time
did someone ever noticed the issue that a helicopter pilot's free look (press alt + look around) would influence the 3rd person camera of the co-pilot?
for the record - CAMANBASE inherits properly
CaManBase has mod1 in its' eventhandlers list
The wonders of multiplayer never cease to amaze
so it looks like this is a vanilla bug. we tested through all helicopters now
Is it related to the pilot camera?
orca - doesnt happen. mohawk - doesnt happen. aaf hellcat -- does happen. what's different? hellcat has a camera
so for some reason the pilot freelook has influence on the 3rd person camera of the co-pilot. but only that, not the passengers.
kajman has the same issue
is the camera slaved to the pilots free look?