#arma3_config

1 messages · Page 37 of 1

ebon pivot
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awww are the eyes mirrored?

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sadge

wintry fox
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Shouldn't be, at least the heads I've messed with aren't

Granted those are modded, not vanilla

ebon pivot
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vanilla ones are

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was gonna tweak those

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welp guess i wait until samples

wintry fox
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Head simple object kappa

ebon pivot
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☹️

wintry tartan
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Eyes are shared UV. Persian eyes aren't retexturable due to model issue

hearty sandal
mighty horizon
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just bumping this to see if anyone knows a solution

mighty horizon
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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;
    };
};
hearty sandal
mighty horizon
#

so something like add that the pbo that is blocking it to the required addons part of the patches?

mighty horizon
hearty sandal
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The required addons array in cfg patches dictates the loading order

mighty horizon
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putting that in causes this, never seen this one before haha

hearty sandal
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There is guide image in pins on how to read that

mighty horizon
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yeah seen that

hearty sandal
#

But basically you are lacking parameters that engine expects

Maybe through previously working inheritance breaking due to the deletes

mighty horizon
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any ideas lol

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well ive got the error to stop, ( i took out "A3_Ui_F" like an idiot from the required)

hearty sandal
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Add the stuff it needs back blobdoggoshruggoogly

mighty horizon
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thats good now, but still no dice on the spotlight

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is there a way to see in what order things are loading?

placid jay
#

There is a startup parameter that creates a file that can be viewed online.

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dumpAddonDependencyGraph

ashen chasm
#

it produces mighty fine Ctulhu portraits 🤣

ashen chasm
#

found it

broken plaza
#

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?

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For props anyway

nimble sequoia
# broken plaza 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.

broken plaza
#

Thanks, I'll take a look at those

hard chasm
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@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.

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as for 'seeing' it. answr =yes in the ,rpt

lean bloom
#

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?

hearty sandal
#

There may be some bugs in the damage handling right now

lean bloom
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Looks like I picked the right time to dabble in this harold

nimble sequoia
sullen sage
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One message removed from a suspended account.

wintry tartan
#

So you basically see [HL] Feudal Flak Armor with that NATO uniform?

sullen sage
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One message removed from a suspended account.

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One message removed from a suspended account.

wintry tartan
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No, I'm just asking exact symptom

sullen sage
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One message removed from a suspended account.

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One message removed from a suspended account.

novel lava
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uniform models are set in the cfgvehicle

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all you've set is the model for the object for when the uniform is placed on the ground

dark anchor
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eyyyy what attribute lets you open and close doors in the editor?

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like these icons

hearty sandal
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edit terrain object module for objects baked on to the map

dark anchor
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well i mean in the config

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like for my model

hearty sandal
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I recommend getting all in one config dump (I actually posted one recently somewhere in here) for easy browse and cross reference

dark anchor
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rodger rodger

hearty sandal
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if I recall right it had something to do with having the doors use "door" animation source

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no wait that was for vehicle door stuff

ashen chasm
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i'd assume it has to follow BIS_fnc_door-compatible door opening/locking naming conventions and have numberOfDoors=5; defined in building config 🍿

dark anchor
dark anchor
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config dump obtained

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ty for the help o-o7

lean bloom
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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?

novel lava
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class compartmentsLights

nimble sequoia
novel lava
#

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

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Idk if there's a better way of doing it now

lean bloom
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I looked at the rhs BTR80A for reference, but they were using some function I did not understand catdespair

sleek kelp
#

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?

nimble sequoia
sleek kelp
#

ok one sec

nimble sequoia
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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?

sleek kelp
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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

nimble sequoia
#

Try
stabilizedInAxes = 0;

sleek kelp
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ah might be it

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one sec

nimble sequoia
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line 244

sleek kelp
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damn : (
it still doesn't pivot. Its so weird it does the movement fine on bulldozer preview

nimble sequoia
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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

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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?

sleek kelp
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through the commanders optics

nimble sequoia
#

Could be commanderview memory point is not included in the commander_gun selection?

sleek kelp
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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?

lean bloom
#

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?

novel lava
#

transportSoldier?

lean bloom
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yeaaaaaah I just noticed

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that´s probably it harold

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Yep that was it, cheers

lean bloom
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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?

hearty sandal
#

rtm is exported from the active rig

lean bloom
#

oh, hm

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I tried pressing shift D on the rig but it did not work :/

hearty sandal
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you just need to position each armarig at the postion of your proxies

lean bloom
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okay I will check, thanks!

hearty sandal
calm pilot
#

Hey folks, what tokens in a config for a custom modules make the modules visible and available in zeus?

wintry fox
hard chasm
#

units[]= and weapons= are only used by mission.sqms for scope= none of other scopexyzs are relevant to that array.

wintry fox
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Scope properties are also relevant, because both of those conditions must be true (listed in units and has scope(Curator) = 2) to show

ancient crypt
#

I spent 8 hours trying to make a custom faction just for it to give me the cfgpathes member already defined error

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Is there a way to like save progress or do I have to make my faction in one go?

hearty sandal
hard chasm
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and you can save it any time

ancient crypt
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How

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I wasn't writing it

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I meant like

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Alive editor

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@hearty sandal @hard chasm

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When you make a new fsction and then put custom units in there

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And it saves all config files in the game's folder

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And then you copy it and turn it into a pbo and all that stuff

hearty sandal
ancient crypt
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What

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Then what's the point of alive

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Ok is there a channel specifically made for alive editor

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#alive

hearty sandal
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They do have their own discord too though I believe

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It's purpose is what it does. But as you can see it can sometimes be problematic

ancient crypt
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Yh

rancid lotus
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Extraordinarily dumb question

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What's the proper way to enclose an array within an array in config?

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For example: Correct way to do this
sqf allowedPositions[] = {"driver", "commander", "gunner", {"cargo", 1}};

wintry tartan
#

Correct

rancid lotus
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Huh. Okay

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Found the issue, original pre-tweak fix forgot a comma

rancid lotus
potent loom
#

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;
    };
};```
hearty sandal
#

what does the crash say?

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what does the RPT say?

potent loom
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nothing

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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
hearty sandal
#

the cfgweapons is part of larger mod?

wintry fox
potent loom
potent loom
wintry fox
#

That's what ACE_isTool = 1 does

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I was just curious, shouldn't cause a freeze

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Could be something with the model?

hearty sandal
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does the mod also have cfgPatches defined?

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does the mission run with the mod but the item not added

wintry fox
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Arma wouldn't load the addon if it didn't have a CfgPatches

potent loom
potent loom
wintry fox
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I know
I was just saying that ACE_isTool = 1 is what puts something in the tools tab

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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

hearty sandal
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simplify it to cfgPatches only, test

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if that works and game starts

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and cfgWeapons

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test

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if that works add the parent and child definitions

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if that works add next parameter and test

hard chasm
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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.

lament thicket
#

Ello, what class would I need to add to a vehicle's config to re-enable GPS in that vehicle?

lament thicket
#

Damn, it's literally that easy lol

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Thanks Goat

hearty sandal
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sometimes 😅

lament thicket
#

y'never know with A3 config

lament thicket
#

Doesn't seem to have done anything

wintry tartan
#

What do you really mean by "re-enable"

hearty sandal
#

you can check in the game config viewer if your config actually applies

white osprey
#

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";```
wintry fox
#

Should be a 1x1 aspect ratio, 256x256, 512x512, etc.

white osprey
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oh wow.. I could've sworn I used that. But upon further inspection.. I grabbed the wrong file

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Thanks for making me double check

wintry fox
#

👍

nimble sequoia
potent loom
#

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?

potent loom
#

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;
        };
    };
};
brave oasis
#

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?

nimble sequoia
slim halo
wintry fox
#

It just doesn't do anything

nimble sequoia
#

We should discourage modders from adding it as it's redundant for us.

potent loom
nimble sequoia
potent loom
#

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)

hearty sandal
#

or cba

#

though you dont use those now do you 🤔

nimble sequoia
#

he's removed them in latest example

hearty sandal
#

itemCore probably wont do as a straight base class

#

use one of the existing items instead

wintry fox
brave sentinel
#

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

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crow_zeus - folder from the main .pbo

#

requiredAddons[] =
{
"A3_Modules_F",
"crow_data",
};

#

Im using as well the $prefix$

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crow_data and crow_zeus respectively

sharp stone
#

Try "\crow_data\..."

brave sentinel
#

still the same

#

Cannot find a sound file crow_data\ambience\crow_battle\crow_cbattle03.ogg

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path "\crow_data\ambience\crow_battle\crow_cbattle03.ogg",

sharp stone
#

Then youre doing something else wrong 😛

brave sentinel
#

yea, ill try to figure it out later. Gotta go for a dinner. Ill check again here later, thanks

lean bloom
#

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.

untold temple
#

PiP should only be in the internal view LODs, not res LODs

lean bloom
#

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

lean bloom
#

I mean, it kinda is working, but not the way it should

hearty sandal
#

oh theres pip on that screen?

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is it uvmapped?

lean bloom
#

I haven´t done the textures yet

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let me try to UV map it, sounds like this might be the cause

hearty sandal
#

yeah it it needs uvmapping to show picture

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now its basically sampling 1 pixel

lean bloom
#

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?

untold temple
#

Yes. the UV should span 0-1 in at least one axis to maximise resolution

lean bloom
#

cool, thanks a lot

ashen chasm
lean bloom
#

and I would have gotten away with it if it weren´t for you, meddling kids!

ashen chasm
#

at least i'm not forcing you to code it only having 4 fixed positions 🤣

rose haven
#

Can I use the description.ext in my mission to rename a weapon within the game?

wintry fox
rose haven
#

Shame

#

Thanks for the quick response though!

wintry fox
#

👍

gray coyote
#

good evening.
In which part of the config i add a camo to the virtual garage selection

potent loom
# potent loom ```c++ class CfgPatches { class clv_axe { addonRootClas...

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
wintry fox
#

Oh yeah I was going to ping you and ask if you figured out what was up with it

solid marlin
#

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

wintry tartan
#

What do you mean by it doesn't want to see this hpp. Any errors?

solid marlin
# wintry tartan 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

wintry tartan
#

Remove the backslash?

solid marlin
#

that worked, i think last i tried that, arma itself errored out

#

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

wintry tartan
#

Why you don't binarize the config?

solid marlin
#

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.

solid marlin
#

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?

wintry fox
#

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

solid marlin
#

yeah, i'm aware

#

my filepath is this

#

github repo: bcg
BCG_pbo...
pbo...

#

etc.

wintry fox
#

Can you show your addon builder options?
The real file path doesn't affect much

solid marlin
#

i'm sorry, i didn't mean to be short

chilly tulip
#

They're using Mikero tools, not addon builder.

wintry fox
#

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

solid marlin
#

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

chilly tulip
solid marlin
#

so i just type "BCG" into a file with that name? i'm confused

chilly tulip
#

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.

solid marlin
#

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?

chilly tulip
#

yes.

solid marlin
#

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

hard chasm
#

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
spark palm
#

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>

lean bloom
#

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.

nimble sequoia
lean bloom
#

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 yoba_zampolit

brave sentinel
#

Aight, hello again. So, renewing my question if anybody could help me with proper pathing to sound files in another .pbo?

#

crow_ambience - $PREFIX$

#

crow_data - target .pbo $PREFIX$

sharp stone
#

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"

brave sentinel
#
{
    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

small crater
#

Is there anyone who is familiar with implementing ACE Exteneded Arsenal into a cpp/hpp file?

brave sentinel
#

Nope, it wasnt. Hhm. Ive looked up on ACE structure and they use something completely different.

#

z\ace\addons\modules

small crater
#

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?

wintry fox
#

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

brave sentinel
#

which in this case is ace_modules.pbo

small crater
#

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?

wintry fox
#

Yeah
So just make a new file for your XtdGearModels class, and then include it

wintry fox
small crater
#

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?

wintry fox
#

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

brave sentinel
#

Do you maybe know, how to execute this method or any kind of information about it?

small crater
#

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

wintry fox
#

It's essentially a copy/paste

#

Copy all of the content from XtdGearModels.hpp, and replace this line with it

small crater
#

Exactly

#

I got it to half work

#

So thats progress

small crater
#

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.

small crater
#

That won't make them show up individually in ACE?

wintry fox
#

Are you asking about ACEAX (arsenel extended)?

small crater
#

Yes

wintry fox
#

Are you defining the XtdGearInfo in the helmet, vest, etc. or separately?

small crater
#

Separately in a hpp file

wintry fox
#

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";
        };
        // ...
    };
};
small crater
#

The github link?

wintry fox
#

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

small crater
#

So on the cpp file where the items are defined, I just put a "2" under scope?

wintry fox
#

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

grand zinc
#

"$PBOPREFIX$\filename.ogg "
so probably "crow_data\audiofile.ogg"

idle ether
#

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

small crater
#

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

grand zinc
#

ace has "z\ace\addons\modules" in their $PBOPREFIX$

wintry fox
#

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

small crater
#

Gotcha

#

Thank you

potent loom
#

i want to make an zeus module, but i cant finde the page in the wiki

#

someone has the link ?

wintry tartan
#

Zeus Module are actually painful to make. You can really check ingame config, but somehow BIKI doesn't provide anything helpful for this

brave sentinel
#

@grand zinc That's how i tried to path the file - RPT says, that cant find the audio file

sharp stone
#

then the file isnt there

#

literally

brave sentinel
#

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.

grand zinc
#

cfgSfx needs wss sounds you know that right?

brave sentinel
#

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.

grand zinc
#

cfgSounds accepts ogg files.. i dont know if cfgSFX doesnt but its possible

brave sentinel
#

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

grand zinc
#

that really shouldnt matter... try removing the file ending or the first / or adding both if you dont have them

brave sentinel
#

Main goal of this, is to add additional sounds to zeus' "Play Sound".

grand zinc
#

why do you need sfx then

brave sentinel
#

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

grand zinc
#
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

brave sentinel
#

Gonna try this one then. Thanks

grand zinc
#

whats different to your current config?

brave sentinel
#

I can pastebin both configs if you want.

grand zinc
#

yeah.. but i dont think ill see anyting.. remember to not set it to never expire ^^

brave sentinel
#

crow_data.pbo cfgSounds.hpp

#

Just tried with the ace's way of prefixing the pbo's

grand zinc
#

if you set your prefix right that should work.. but try changing z\crow to \z\crow

brave sentinel
#
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

#

" \ "*

grand zinc
#

can you send me a sample sound[] line you have now?

brave sentinel
#

What do you mean exactly?

grand zinc
#

one line from cfgSounds that contains sound[] just to see what path exactly you have now

brave sentinel
#

from crow_data.pbo?

grand zinc
#

yeah

brave sentinel
#

sounds[] = {};

#

tfu

grand zinc
#

one with the path in it... :X

brave sentinel
#

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

grand zinc
#

yeah... thats how it should be.. but why isnt it showing the \ on the beginning in the rpt errors

brave sentinel
#

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

grand zinc
#

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, ""};"

brave sentinel
#

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

grand zinc
#

rubs eyes never trust other peoples statements... The maker of our music pack told me they show in zeus.. i just checked.. they dont

brave sentinel
#

😄

#

So yea, my way works. Im sure of it, but the music files need to be in the same .pbo

grand zinc
#
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

brave sentinel
#

Topic Trigger is

grand zinc
#

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

brave sentinel
#

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

grand zinc
#

😦

brave sentinel
#

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

grand zinc
#

i think something has to be wrong with the prefix... i dont get it

brave sentinel
#

trying again with different prefix

willow oasis
#

what does intensityX0 and intensityX1 change in the thermalNoise parameter in an optic config?

brave sentinel
#

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

grand zinc
#

mkey ._.

sharp stone
#

hehe

#

i assume palm has been firmly applied to forehead already?

brave sentinel
#

😄 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.

small crater
#

I'm having a hard time finding the right config for uniforms. Anybody know how I would go about adding in uniforms?

nimble sequoia
small crater
wintry tartan
#

Then tell your config

real bluff
#

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?

hard chasm
#

over-writing bis assets is always a bad idea. make your own entries and use them in your mod and missions.

grand zinc
real bluff
chilly tulip
#

We overwrite BIS assets to fix their baseweapon bugs :P

wintry fox
#

Editing existing classes on its own is fine

small crater
wintry fox
#

Yes
Every uniform requires a unit

#

The unit is where you set up everything like the uniform's model, textures, protection info, etc.

small crater
#

gotcha

fast ruin
#

Trying to modify the range of weaponry, what is the code that determines a weapons range?

hearty sandal
#

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

fast ruin
#

Thank you 🙏

idle ether
#

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)

wintry tartan
#

Knowing your exact goal maybe the first step to answer it

hallow umbra
#

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.

#

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

hard chasm
#

use pboProject because it will ruthlessly look for errors

nimble sequoia
muted flame
#

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

wintry tartan
#

Which line says undefined

muted flame
wintry tartan
#

Misaligned bracket there

muted flame
#

wdym

wintry tartan
muted flame
#

just redid it agian, its says "ItemCore" is undefined and blaming line 201

#

but yeah ill fix that

wintry tartan
#

Both Lirus_Guardsmen_Uniform and Lirus_Guardsmen_Uniform_F are misaligned

muted flame
#

yeah im just dumb, thanks

wintry tartan
#

Also don't use pboManager to make a PBO if you do

muted flame
#

Mikero's Tools just breaks for me

wintry tartan
#

No it is not broken

#

pboProject just works as intended in this case

muted flame
#

no like

#

the application just doesn't open

wintry tartan
#

Thay means you didn't set it up properly

muted flame
#

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

hearty sandal
#

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

pure apex
#

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?

hearty sandal
#

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

pure apex
#

yeah kinda what i expected, that i would need to split it into two "overlapping" pylons

#

okay, thank you

stark junco
#

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?

chilly tulip
#

Learn how to write config? :P

#

It's really structured data rather than code.

stark junco
#

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

latent monolith
#

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

hearty sandal
#

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

latent monolith
#

understood

hearty sandal
#

👍

latent monolith
#

Also in regards to proxies one has to declare them in the config.cpp?

#

just the usual ones:
Muzzle flash
Muzzle
Top
Side
Magazine

nimble sequoia
#

and please remove the thermal stuff from your model.cfg, it does nothing there

latent monolith
nimble sequoia
latent monolith
sleek kelp
#

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?

rapid wing
#

@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!!

hallow umbra
hallow umbra
hard chasm
#

someone else reported same issue....

#

dayz or arma?

hallow umbra
#

arma

nimble sequoia
hard chasm
#

@hallow umbraare you using rtm files?

hallow umbra
hallow umbra
lean bloom
#

Maybe unrelated, but I think HEMTT also couldnt binarize a howitzer we released a couple of days ago

nimble sequoia
hard chasm
#

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)

hallow umbra
#

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

hearty sandal
#

there the addons\ is required

#

and @modname is used as launch parameter

#

P:\ acts as the root of the game filesystem

hallow umbra
#

ah, so that's for after the pbo has been put together successfully?

hearty sandal
#

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

hearty sandal
#

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

soft wasp
#

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

wintry fox
#

So you could try adding:

subItems[] = {"YourVestClass"};

But I'm pretty sure subItems only works for facewear and nvgs, and also only on helmets

soft wasp
#

yes, it only works for hats, it doesn't work on uniforms

hearty sandal
#

then no way to do it

novel lava
#

it can block vests/backpacks but yeah Idk if it can be done from uniform slot

hearty sandal
#

makes sense

#

the uniform is the main "what the character looks like" slot

#

the others are extra on top

soft wasp
#

is there a slot blocking function?

hearty sandal
#

you can probably write one

#

but im not quite sure I understand even what you try to do

latent monolith
#

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";

sleek kelp
soft wasp
hearty sandal
#

(also its just vest slot, its usually not armored)

hearty sandal
hearty sandal
#

that could give at least a lead to what direction to look at

latent monolith
# hearty sandal 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?

hearty sandal
#

do you have latest updated pboProject?

#

if not Id try updating that first

#

cant say I recall seeing that error

latent monolith
#

there was an update not too long ago iirc because A3 updated and it added some functions

hearty sandal
#

check the all in one installer just in case

latent monolith
#

wilco

latent monolith
#

for the sound issue switched to another code which i know works and yup those sounds work now

hearty sandal
#

👍

soft wasp
runic basin
#

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?

wintry tartan
#

No you can't

runic basin
#

Damn. 😕

earnest slate
#

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.
molten musk
#

But you are select random from [ [ ] ]

#

Your uniform array is already array, just use

selectRandom _unitFormArray
earnest slate
# molten musk Seems gpt helps you

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

earnest slate
molten musk
#

Where are you trying and where and to whom

earnest slate
# molten musk 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.

wintry fox
wintry fox
earnest slate
earnest slate
wintry fox
#

Also add a if (!local _unit) exitWith {}; to your function before doing anything, otherwise your function runs once on each machine (server + all players)

earnest slate
#

This is all pretty new to me

wintry fox
#

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

earnest slate
# wintry fox There's not any technical different between a script and a function, they're bot...
wintry fox
#

Just loon at the functions library page on the biki I linked

wintry fox
#

And then update your unit's inheritance to reference the EventHandlers class

hearty sandal
earnest slate
wintry fox
#

Yep
And then you'd just call it with BV_fnc_Mol_Sep_Randomization

earnest slate
wintry fox
#

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?

earnest slate
#

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.

wintry fox
#

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

bitter osprey
#

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

wintry tartan
#

How is your SMDI

wintry tartan
#

SMDI's Green stands for specular, Blue stands for Gloss. Yours don't seem to be fitting into the situation

earnest slate
# wintry fox Same concept, find the parent class for the unit you're inheriting from and "ope...

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
wintry fox
#

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

bitter osprey
wintry tartan
#

You can tweak Green and Blue actually

bitter osprey
#

In Blender? Why on earth is this so complicated when i have extracted the textures correctly??

wintry tartan
#

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

bitter osprey
#

Alr ill try tomorrow 🙂 ty like always

wintry tartan
#

Another example of SMDI of AKM, left is G right is R

small crater
#

Anyone here familiar with ACEAX?

small crater
#

No no I already got it set up

#

Was wondering if it was possible to make sub sub categories

#

With the self interact options

wintry fox
#

Not directly no
You'd have to make your own ace actions

small crater
#

Welp

#

Guess theres just gonna be a lot of gear change options

toxic willow
#

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

toxic willow
#

thanks

bitter osprey
wintry tartan
#

You can try

bitter osprey
#

And its normal that TexView2 makes my SMDI texture red?

wintry tartan
#

What kind of red do you mean? The PAA you've sent?

bitter osprey
#

Yeah

wintry tartan
#

It's normal because you set it so

bitter osprey
#

Normal its grey, after converting its red

#

? I just saved it 😄

wintry tartan
#

What grey?

#

Grey is not how SMDI look

bitter osprey
wintry tartan
#

What?

#

That image is just G channel and B channel

bitter osprey
#

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

wintry tartan
#

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

bitter osprey
#

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?

wintry tartan
#

G and/or B

#

But yes

bitter osprey
#

Okay ill try that

bitter osprey
wintry tartan
#

I don't know what am I supposed to say

bitter osprey
#

i think i got it?

#

somewhat*

wintry tartan
#

As I said earlier it's normal

#

SMDI does not have any data in R channel hence it converts into R=255 anyways

bitter osprey
#

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

limber citrus
#

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

wintry tartan
#

handAnim does nothing to do with tex

bitter osprey
wintry tartan
#

Again. It is supposed to happen

bitter osprey
#

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

wintry tartan
#

I don't take such offer.

bitter osprey
teal spindle
#

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?

untold temple
#

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

teal spindle
hearty sandal
#

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

bitter osprey
#

Anyone here can help me fix this issue? I can share my model.cfg if needed

hearty sandal
#

we cant know otherwise

bitter osprey
# hearty sandal youll have to mark/ explain the issue

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?

bitter osprey
#

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...

▶ Play video
nimble sequoia
#

It probably always shows in buldozer. Check in game.

bitter osprey
#

roger

bitter osprey
nimble sequoia
#

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

bitter osprey
#

ahhhh 😄 im fairly new to all of this ^^ ty for the help!

humble plinth
#

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

pastel iris
#

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""";
};'

viral rapids
#

3x ` for Code

pastel iris
#

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 😉

viral rapids
#

do it
btw: Edit is also nice 😄

tender fiber
#

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

pastel iris
#

Hmm.. for some reason, it won't let me save my edit.

viral rapids
#

Go to the end, then press enter. Inside the Codeblock, it will just create a new Line

#

anyway, what u wanna do?

hearty sandal
pastel iris
#

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.

viral rapids
#

VA?

pastel iris
#

Virtual Arsenal

viral rapids
#

Why not check Tonics VA?

lean bloom
#

Where should my gunBeg and gunEnd memory points be in the case of a MLRS? In the "center" of the entire launcher?

hearty sandal
#

That works. Main thing is that they point in right direction

tender fiber
#

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

pastel iris
#

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,

reef shore
#

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

viral rapids
#

Theres a phrase: "Why re-invent the wheel?" 😄

somber cloak
#

^^

pastel iris
#

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.

viral rapids
#
  • " init="[_this] execvm ""scripts\atacGear.sqf"""; " <-- Not so sure, thats correct
#

I might be wrong (too early for my brain :P)

pastel iris
#

Like I said the first and last " was a type in an attempt to do a code block

viral rapids
#

btw. Moin @somber cloak 😃

pastel iris
#

typo

somber cloak
#

ahoy

sullen fulcrum
#

You have to add the full path of the PBO in paths in addon configs.

viral rapids
#
class EventHandlers {init = "(_this select 0) execVM ""\D41\D41\scripts\AnimateIvecoBoxerZiv.sqf""";};

Example

sullen fulcrum
#

If that doesn't work then make sure to add .sqf to the list of file types to "copy directly"

pastel iris
#

Right. Will give it a try 😉

sullen fulcrum
#

Also, you probably want to replace [_this] with _this as "init" already passes the object in an array.

viral rapids
#

coughThatsWhyIQuotedThatConfigEntryCough

#

😛

sullen fulcrum
#

You didn't spell it out though.

viral rapids
#
  • " init="[_this] execvm ""scripts\atacGear.sqf"""; " <-- Not so sure, thats correct(edited) <---- !!!!! 😛
sullen fulcrum
#

Make ppl learn by correcting their mistakes instead of letting them c&p stuff.

pastel iris
#

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 😛

viral rapids
#

Hey, the last time (before i restarted) was doing stuff in OFP, then started in A3 again. Sooo, i know how you feel 😄

humble plinth
#

Maybe you can help me

I have added the name from the map wherever it says Hindu Kush

hearty sandal
#

Im on on the move on mobile so can't provide any easy examples.

somber cloak
#

dscha takes a long time to reboot himself ¬_¬

humble plinth
#

Can you dm me when you can?

viral rapids
#

Are you implying, that i am old? i hate you! -.-

nimble sequoia
# humble plinth ?

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.

humble plinth
#

Okay

somber cloak
#

hahaha

#

well if buldozer doesnt hurry up n finish streaming objects ill be in the same boat :p

viral rapids
#

huehuehue

tender fiber
# tender fiber Hopefully someone can help me out, what would cause the camera to shift between ...

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

hearty sandal
#

Does the plane have memorypoints for the camera parts in the model?

tender fiber
#

the FLIR does work just fine, when outGunnerMayFire is set to 1, my current problem is on how the pilot is looking

hearty sandal
#

If those don't exist it defaults to 0,0,0 of the model and all kinds of weird things can happen

tender fiber
hearty sandal
#

And no I don't have time for such, sorry

tender fiber
#

ok np

hearty sandal
#

Usually I think trying to add that stuff into a plane that is not designed for it is pain in the buttocks.

tender fiber
#

what exactly would these memory points be, is it for the flir camera or the pilot camera?

hearty sandal
#

Any camera I'd suppose. Unless it's a pylon pod

tender fiber
#

this is the memory point being used for the FLIR camera defined as memoryPointGunnerOptics="rendertarget0_dir";

tender fiber
hearty sandal
#

👍 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

humble plinth
#

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

tender fiber
hearty sandal
#

does your gunner have the ability to "turn out"?

tender fiber
hearty sandal
#

as thats what outGunnerMayFire is related to

#

and you should not have that in the planes turret

tender fiber
#

i'm using RHS's A-29 and EMBRAER T-27 planes as reference

#

they both have that

hearty sandal
#

well. dont 😅

tender fiber
hearty sandal
#

no outgunner action

tender fiber
hearty sandal
#

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

tender fiber
# hearty sandal well. dont 😅

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

hearty sandal
#

well if it caused you problem then do you need?

tender fiber
#

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 😅

lean bloom
#

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

lethal shuttle
#

how can i check a .p3d's model.cfg because they do not appear in pbo manager

hearty sandal
#

with pbo manager you cant

#

and with anything from vanilla tools you cant

#

mikeros eliteness can print it out in text for you though

lethal shuttle
#

thanks

lean bloom
untold temple
#

muzzleImpulseFactor in the magazine

#

by default, recoil on vehicle weapons is determined by the hit damage and speed of the shell

lean bloom
#

cheers, I will take a look

#

I used realistic values, but it doesnt seem to translate well into the game

severe marlin
#

hey guys i have a problem with config it says 'c' encountered instead of '{'. but i cant find it in config

wintry fox
#

You'd have to post your config, you're missing a { somewhere most likely

severe marlin
wintry fox
#

There shouldn't be a semi-colon there

severe marlin
#

today i added some helmets and vests

wintry fox
#

Still an error, but your problem is from this:
Line 5823

#

Made it a bit more obvious

severe marlin
#

whats that ?

wintry fox
#

You're missing {}; after the ItemCore

severe marlin
#

5823?

wintry fox
#

You're putting that Vest_Camo_Base inherits from ItemCore, but you never open the class

severe marlin
#

that also worked before

wintry fox
#

It shouldn't, because it's wrong

hearty sandal
wintry fox
#

At the very least, it's a missing semi-colon

severe marlin
#

u telling me i should add a '{' at line 5824?

hearty sandal
#

"worked" and worked are two different things

wintry fox
#

You should add {}; after it

#

class Vest_Camo_Base: ItemCore {};

severe marlin
#

no other problems or something?

wintry fox
#

That's what the line should be

wintry fox
hearty sandal
#

id recommend you get pboProject and let it check it for you

wintry fox
#

Just about anything is better than addon builder

winged musk
#

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?

wintry fox
#

Yeah, filepatching only reads unpacked data

#

Oh you mean game folder vs p drive

winged musk
#

yee

wintry fox
#

Pretty sure it's only game folder

severe marlin
#

well

#

another problem

severe marlin
hearty sandal
#

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

severe marlin
hearty sandal
#

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

severe marlin
winged musk
wintry fox
#

You can make a symlink

#

That's what hemtt does automatically

#

Make a symlink in the game folder to your build folder

hearty sandal
#

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

winged musk
#

got it, thank you guys

lethal shuttle
#

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?

nimble sequoia
lethal shuttle
#

im guessing there isnt documentation on that then...

nimble sequoia
lethal shuttle
#

cant help it, no other game like arma

hearty sandal
#

(other games have worse tools and less documentation)

lethal shuttle
#

probably, most of the games ive modded are from unity which is a bit more friendly

wintry tartan
#

Every modding bit in Arma 3 is working on a fragile engine that is two decades old and less maintained anyways

reef shore
hearty sandal
#

could be in an evenhandler

reef shore
#

what EHs are active in main menu

#

can i find it from config? or do i have to check cfgfunctions

hearty sandal
#

No idea

opal crater
#

All Arma invaders functionalities should be disabled if any mod touches configFile >> "RscDisplayMain" >> "Controls"

slate dust
#

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

hearty sandal
#

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

slate dust
#

oh so you essentially need to create a unit, for instance, in the editor, to apply it?

hearty sandal
#

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

slate dust
#

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"
        };
    };
reef shore
#

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

ebon pivot
#

I've never had invaders functionalities disable

reef shore
#

fr the wiki needs to be updated on how to disable the inavde and annex thing

ebon pivot
#

what

wintry fox
wintry fox
#

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
    };
};
hallow umbra
#

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?

wintry fox
#

Yeah, just make another version with a different set of textures

hallow umbra
#

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

wintry fox
#

Yes

reef shore
#

im not familiar with UI scripting, in config its pretty straight forward

wintry fox
#

ctrlSetText

#

Images are just a control's text

reef shore
#

how do i find the control of the logo

#

can u give an example

wintry fox
#

Look in the config and check for its idc

undone forge
#

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.

reef shore
undone forge
toxic solar
#

if both a weapon and a mag have reloadAction defined, which takes precedent?

untold temple
#

magazine

toxic solar
#

ty

#

🫡

lean bloom
#

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?

novel lava
#

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

lean bloom
#

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

novel lava
#

outdated/wrong

lean bloom
#

it is what it is

novel lava
#

anything tied to a weapon needs to be done that way

lean bloom
#

cheers, I will give it a try

hearty sandal
#

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.

lean bloom
#

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.

nimble sequoia
lean bloom
#

So it was skill issue then catdespair

nimble sequoia
#

afraid so 😉

#

Tklama << level up available

hearty sandal
#

🎚️
praise_the_sun

robust dune
#

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 {};
        };
    };
};
wintry fox
#

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

opal crater
#
class CfgVehicles {
    class Car;
    class Car_F: Car {
        class HitPoints {
            class HitHull;
        };
    };

    class MyClass: Car_F {
        class HitPoints: HitPoints {
            class HitHull: HitHull {
               // stuff               
            };
        };
    };
};
wintry fox
#

Can just do class HitHull; in Car_F, but yeah

#

Opening it doesn't do anything there

opal crater
#

yes, export from ADT

wintry fox
#

I figured

severe marlin
#

Hey about yesterday I worked with it a little but gave me new error

#

It says '{' instead of '='

chilly tulip
#

Usually means that you mis-spelt class somewhere.

#

capital C is hard to spot.

severe marlin
severe marlin
#

Idk where is the problem

chilly tulip
#

Don't see it. There's some dodgy formatting around there so maybe you pasted in a bad character.

nimble sequoia
chilly tulip
#

ah ok, so you get that message for run-on tokens too.

nimble sequoia
chilly tulip
#

Well, question is why class AAA BBB isn't an error immediately.

#

And instead it's just looking for an = for some reason.

royal falcon
#

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

brazen merlin
#

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?

royal falcon
#

for the record - CAMANBASE inherits properly

#

CaManBase has mod1 in its' eventhandlers list

nimble sequoia
brazen merlin
#

so it looks like this is a vanilla bug. we tested through all helicopters now

nimble sequoia
brazen merlin
#

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

hearty sandal
#

is the camera slaved to the pilots free look?