#arma3_config

1 messages · Page 41 of 1

lofty sonnet
#

this is with and without the mod that is interfering with mine.

#

Let me know if you need anything else

wintry tartan
#

Do you mean 1st_MEU_patch_main_loadingScreens is the faulty addon you think

lofty sonnet
#

yeah

wintry tartan
#

I think the nonsense is located in 1st_MEU_patch_main_loadingScreens Line 66-72

lofty sonnet
lofty sonnet
wintry tartan
#

delete these classes

lofty sonnet
wintry tartan
#

Maybe. Don't know if it would 100% work

lofty sonnet
wintry tartan
#

Maybe it doesn't work. You shall try

lofty sonnet
wintry tartan
#

Hence maybe

lofty sonnet
wintry tartan
#

Then I guess report it to the author

frail grotto
rapid sparrow
#

How would I change the reticle of a vanilla optic?

#

I can see that some optics use a 2d .p3d model for the reticle and some use a .paa

pastel fog
#

You can't unless there is an entry for the reticle in the config
If it's in the config, it should be just create a config patch mod that changes the file used for the reticle

rapid sparrow
#

That would be the modelOptics parameter?

wintry tartan
#

Indeed, you can change that config

charred mountain
#

is there a new config ?

rapid sparrow
wintry tartan
#

Sure

alpine tree
#

Not sure where to post this, but im having an issue with publisher, where in publisher i see the 4 options, public, hidden, unlisted and hidden. But when I post it as public it posts as friends only, and on the worshop page only 3 options show up, public not being one of them

crystal lion
#

i am trying to add a new uniform following the Guide on bis wiki, the model and textures from uniform was loaded on the soldier unit, but the uniform was still not existing in inventory and Arsenal

#

i check the .rpt logs, the only massage related to the soldier unit is [Some of magazines weren't stored in soldier Vest or Uniform?]

wintry tartan
#

Post your config

wintry fox
#

I'm going to guess that your uniform (CfgWeapons class) isn't configured properly

crystal lion
wintry tartan
#

Do you mean U_ACU_PCU_07D_LK is not available on Arsenal etc

crystal lion
#

maybe, i mean yes

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i cant see it in both inventory and Arsenal

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uniform slot is empty

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only model/textures loaded

wintry tartan
#

You sure what he wears is U_ACU_PCU_07D_LK

wintry fox
#

I've seen that usually happens if the unit is missing a uniformClass or the modelSides of the unit doesn't match its actual side

Both of those cases seem fine from inheritance, but check in the config viewer

crystal lion
#

modelSides?

wintry tartan
#

Your CfgVehicles class have a lot of unnecessary values too. Don't know how it really can do this though

wintry fox
crystal lion
#

i dont know what is necessary, so i copied all of them

wintry tartan
#

Which is unnecessary

#

More like that is not how a class inheritance should supposed to work

crystal lion
#

all right, i try to change a parent class inside of SoldierWB

wintry tartan
#

That is not what I suggested. I even said it is not right I don't know how it does the issue

wintry tartan
crystal lion
#

the uniformClass in CfgVehicles is U_ACU_PCU_07D_LK, and the model actually loaded in the unit is the one i added (i can confirm it)

wintry tartan
#

I am saying something about you see ingame, and what you see in your unit. Not uniformClass you say. I am telling you to confirm what you see is the correct thing

crystal lion
#

i see in game is the one i added

wintry tartan
#

Okay, I'll try to believe you

#

What if you do, let's say, uniformClass="B_Soldier_F"; in your CfgWeapons

crystal lion
#

not works, and i see another issue in model

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someting wrong in low res LOD

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ok, i am going to ask for template config from someone else

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i dont want to waste more time on config

wintry fox
crystal lion
#

ok, done

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just moved class UniformItem; inside the CfgWeapons

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and this is the config from rhsusaf, it is worked

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i dont know why it didnt work in my config

wintry fox
#

Oh yeah, I didn't notice that
The "xItem" classes are defined in CfgWeapons, not config root

lofty sonnet
#

Can someone help me with my model.cfg? Im having trouble attaching my model to the skeleton

hearty sandal
#

same applies to all gear

#

just different weighting

hearty sandal
lofty sonnet
lofty sonnet
#

Or could it be a problem with my actual config?

coral knoll
#

Is it possible to make a static turret lockable by AA rockets? if so, how would I go about doing it

wheat sluice
#

Static turrets are "vehicles" so there's nothing preventing you from making them targetable (just set irTarget = 1 to the turret itself). It just depends on what sensor type that your munition is using.
But since you've stated that this is an anti-air rocket it doesn't really make sense for it to be able to target ground vehicles.

steady kraken
#

Hello, I am trying to overwrite the text from 'User1' in the keybindings ui (so players know what action they are binding). I have found a class UserActionGroups in the ui_f .pbo file. I attempted to write an updated config using this config.cpp [ http://pastebin.com/UdtNtpWe ] (new text edits at very bottom) . My various attempts have not worked so far. Any suggestions?

pastel pivot
#

Hello, I'm making AA launcher (manpad) and I want to change locking sound and locked sound, what value in config i have to add because it's based on Titan AA? Only thing i found was locking sound but for air weapons but nothing for ground.

wintry fox
ember kraken
#

Hey there, can someone help me with custom sounds? This is the code i put in the description ext

class CfgSounds {
sounds[] = {};

class bbc {
    name="bbc";
    sound[]={"sounds\bbc.ogg",1,1};
    titles[] = {};
};
class cas {
    name="cas";
    sound[]={"sounds\cas.ogg",5,1};
    titles[] = {};
};
class orders {
    name="orders";
    sound[]={"sounds\radio1.ogg",5,1};
    titles[] = {};
};
class radio2 {
    name="radio2";
    sound[]={"sounds\radio2.ogg",4,1};
    titles[] = {};
};

};
[12:13 PM]
I get an error from it

wintry fox
#

What error, just saying you get an error isn't very helpful

ember kraken
#

here

wintry fox
#

You can't define the same class twice

ember kraken
#

what can I do ?

wintry fox
#

Add your sounds in the already existing CfgSounds

ember kraken
#

in the description ext, its only written once though

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no where else says sounds

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cfg sounds that is

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literally below it, it says sounds but thats not what we are concerned with

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other than that, no other cfg sounds

austere prism
#

Arma disagrees with you

ember kraken
austere prism
#

If you have #include ... from something in your description.ext, it could be in that file too

wintry fox
#

If that's KP liberation, then it's defined in liberation_titles.hpp

#

Specifically, ui\liberation_titles.hpp

ember kraken
#

ok one moment let me see that

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ok I see thank you

#

so I add my sounds to that list i suppose under titles hpp

wintry fox
#

Yeah you'd do:

class CfgSounds {
    sounds[] = {};
    class parasound    {
        name = "parasound";
        sound[] = {"res\c130.ogg", 1.0, 1};
        titles[] = {};
    };

    class bbc {
        // ...
    };
    // ...
};
#

Or whatever the existing cfgsounds looks like for you

ember kraken
copper hazel
#

Hi is there a way to make sure that with randomized headgear one specific helmet always comes with a specific nvg ?

hearty sandal
#

needs more specific randomization script

#

where such rules are set

pastel fog
tender fiber
#

what changes where the bullet should hit? gunBeg and gunEnd memory points are aligned and pointed foward (seen through Object builder's front view)

wintry tartan
#

Bullets won't fly forward magically, but your plane velocity will be influenced too

sullen fulcrum
#

I searched for "User Action 1" in the allinone config for 1.54 and couldn't find anything.

#

I guess it's hard coded

tender fiber
# wintry tartan Bullets won't fly forward magically, but your plane velocity will be influenced ...

my problem isn't exactly the bullets but why is the center crosshair offset? what causes this?, in the object builder everything is perfectly aligned to the center when using front view, event the pilot proxy

i currently need to align that crosshair to the center and then figure out how HUD works to figure out how to make the "impact prediction" circle be aligned with my shots

(this is a plane a member of the mod i'm helping is making, and he couldn't figure out why the aim is offset, i'm trying to help him)

sullen fulcrum
#

You can't change the actions in CfgDefaultKeysPresets. They are all hard coded

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I'll look for the localization in the string tables

wintry tartan
#

I literally explained

#

In case you still don't understand, bullet will fly with its initial velocity, your plane's velocity is also influencing the intial velocity. The line from gunbeg is telling where it came from, not where it WILL go

sullen fulcrum
#

str_usract_user_1

dusty relic
#

Occam's razor would suggest that the Gun_Pos & Gun_Dir are not aligned properly, regardless of whether or not you think they are.

ashen chasm
#

Well, if true speed indicator in that picture is working - the zeroing is really awfully off

sullen fulcrum
#

Can't find that string anywhere, so yes, probably hard coded. Sry.

tender fiber
# wintry tartan In case you still don't understand, bullet will fly with its initial velocity, y...

out of the 3 problems i'm having i figured out 2
Problem n.1 - Crosshair offset to the left
Answer - checking the 3D the "terminal" thing where the glass that contains that hud is located is a little to the right, causing this
Problem n.2 - The Crosshair is way high up
Answer - it is meant to be like that (logically), the wings of the plane are slightly pointed upwards making it go up (it's a A-29 and by comparing with RHS they have that "fixed" by having a bigger glass panel and adjusting the HUD upwards)
Problem n.3 - the ImpactPoint circle is not aligned to where it should fall
Answer - I don't know, i never dealt with HUD before, and it's my first time trying

the velocity thing probably wasn't my issue after all, it is 3D realted stuff, the plane flies "downwards" direction so even tho it is centered and aligned foward it should fire up because it will always fire at the front and it flies again "downwards"

i just have to figure out how the ImpactPoint hud thing works, but all that probably can be handled by the member of the team that is meant to do this (he asked for help because he couldn't figure out what was going on and i was just trying to help)

ashen chasm
#

pos10: 2D position on HUD plane of ray, which have angle to previous ray 10 degrees in axes X and Y notlikemeow

hearty sandal
steady kraken
#

thanks for looking into that for me,that's a big help. I found the user1, but i did not consider that was not the exact wording in the ui

rapid sparrow
#

Is there an eventHandler that's called when a player initiates a reload? All I can see is one for when a reload is complete.
I'm trying to make it so when you press "R" with a certain weapon, an option dialog pops up and then it actually loads when you close it

hearty sandal
#

if I recall right animation change can be used for that

#

thouuugh not quite sure if you can actually do that kind of interception 🤔

hearty sandal
rapid sparrow
#
  • player reloads rocket
  • fuze option dialog pops up
  • player selects fuze option, hits OK
  • variables changed and rocket loaded

I know I could do all of this with the reloaded EH and it would pop up right after reload, but for the slightly more realistic effect I'm looking to do it the other way if it's possible

rapid sparrow
#

does MagazineUnloaded trigger when a single-round magazine is expended due to firing?

wintry fox
#

No clue, you'd have to test it

rapid sparrow
wintry fox
rapid sparrow
#

It occurs to me that I can always initiate the actual reload through scripting; is there a way to set up an eventHandler that tells the event not to occur?

wintry fox
#

No

rapid sparrow
#

ok thanks

sullen fulcrum
#

You could maybe write a onLoad script for the dialog and edit the listbox manually

#

Expert tier scripting required though.

dusk jungle
#

Nooby inheritance question. Say I have display class enabled and I want another one with one ui control added to controlsBackground, how do I do that?

#

class Whatever {
class controlsBackground {
...lotsa stuff...
};
};

class ExtendedWhatever:Whatever {
...How do I add single control into controlsBackground?...
};

sullen fulcrum
#

Wouldn't it be better to have only one display?

dusk jungle
#

Well I need both and they are very similar

sullen fulcrum
#

class ExtendedWhatever: Whatever {
class controlsBackground: controlsBackground {
class oldbackground1;
class oldbackground2;
...
class newextendedbackground {...};
};
};

dusk jungle
#

Hm

sullen fulcrum
#

edited

#

You have to mention them again.

dusk jungle
#

class Whatever {
class controlsBackgroundTemplate {
...lotsa stuff...
};
class controlsBackground:controlsBackgroundTemplate {};
};

class ExtendedWhatever:Whatever {
class controlsBackgroundTemplate;
class controlsBackground:controlsBackgroundTemplate {
...additional control here...
};
};

#

Just thought of this, will this work?

sullen fulcrum
#

Pretty sure you HAVE to mention them again

#

Like with Turrets

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Other option would be adding the
controls[] = {}
array, but there you have to mention them again anyway

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Easiest would be having only one display in config. with the background hidden onLoad

#

Then inherit another one with not hiding it on load

#

As long as the full controlsX class is inherited you don't have to mention them again

dusk jungle
#

Tried my approach, doesn't work.

sullen fulcrum
#

Yup. It won't accept inherited classes.

dusk jungle
#

Yours doesn't seem to work either

#

class oldbackground1; is empty

hearty rivet
#

I worked for the past 8 hours, Redifined more ammo types, config, rename the classes but the ammo was just giving the error no matter what

hearty rivet
ashen chasm
ashen chasm
hearty rivet
#

I already changed the names of the magazines

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everything

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The error doesn't pop out anymore but the mag is not for use and the range card stills the same

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Mags being there but no use

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Range card giving the same value of previous ammo

ashen chasm
#

how do you add the mag to the weapon? Directly to weapon's magazines[] array? To one of its magazineWells? To some magazine well of your own and then add that well to the weapon?

hearty rivet
#

I tried adding the:

        {
            "Avalon_10Rnd_338",
             "CA_Magazine"
        };
#

But I kept getting the same error

hearty rivet
ashen chasm
#

why are you trying to add what looks like ammo classnames into the magazine well config?

hearty rivet
ashen chasm
#

this screenshot

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magazine wells should contain magazine classnames in its magazines array

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why are you trying to put what looks like ammo classnames there?

hearty rivet
#

Magazines are on magazines

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My "error" or issue here it's that

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Those mags aren't getting the ammo info that they should have making them just apear on game but not being able to shoot

ashen chasm
#

then post the CfgAmmo snippet as well blobdoggoshruggoogly

hearty rivet
ashen chasm
#

so, your gameplay screenshot shows ".338 HEIAP-T" loaded in its weapon UI
CfgMagazines screenshot seems to have that same displayNameShort in "Nole_338_HEIAP_Ball_Tracer" mag, that has ammo of "Nole_338_HEIAP_Tracer"
And your CfgAmmo screenshots don't show any class of that name

hearty rivet
#

So

#

DANG IT I SEE IT

#

OMG

#

Thx so much

ashen chasm
#

fingers crossed

hearty rivet
hearty rivet
hearty rivet
#

pandalove

Thx for opening my eyes

hallow umbra
#

dunno if this is the right channel but if I’m making a weapon and I have it inherit properties from a weapon that’s in a BIS DLC, will it require the user to have that DLC in order to use it without the watermarks

#

Like if I try to have something inherit from the QBZ in Apex so I can use its bullpup reload anims for example

hallow quarry
#

I have a question. Is there a way to give a vehicle pylons if I know its memory points. I used the eden debug code on the racing cessna from apex and thought if it is possible to set pylons on those memory points. I know I can set cameras on them

#

All things were done by code

pastel fog
sullen fulcrum
#

That might be, you'd have to use
class oldbackground: oldbackground {};
then

lofty sonnet
#

So im getting this when building an addon with addon builder. Can anyone take a peek at my config cause there is nothing left open.

pallid sierra
wintry tartan
#

Using Addon Breaker is apparently one fault

pallid sierra
#

Lol

ember kraken
#

Can someone try to help me understand the origin and fix to a
[ no entry ".model ]
issue?

wintry tartan
#

A badly made config

ember kraken
#

Ok, any tips on how to solve it?

wintry tartan
#

Find and fix that config

#

Without more context, that's the only thing I can say

hearty sandal
#

there are probably more

ember kraken
hearty sandal
#

the error message should also contain the affected class

#

and no you should not leave errors in your mod

ember kraken
#

mm ok

hearty sandal
#

thats the dumbest thing you can do

ember kraken
#

the file is liberation so not sure where to look

lofty sonnet
#

So something happened last night (not sure what), and now any p3d I export from blender breaks the binerization process. These 2 are identicle except one is larger. Can anyone tell me whats happening?

hearty sandal
#

what did you change

hearty sandal
#

and what do you pack the pbo with?

lofty sonnet
hearty sandal
#

no

#

it just packs stuff without checking

#

it does not work for you

#

it just lets you pack your errors

#

they still exist

#

and need to be fixed

#

pboProject might be able to tell you of p3d issues too

lofty sonnet
hearty sandal
#

maybe HEMMT too but I dont have personal experience with it

lofty sonnet
hearty sandal
#

why is the answer always this

lofty sonnet
#

lmao

hearty sandal
#

its very frustrating

#

you dont need help then

lofty sonnet
#

?

#

What do you mean?

hearty sandal
#

you said things work

lofty sonnet
ember kraken
# hearty sandal what did you change

This is a basic overview of everything I have done so far

I took the liberation altis files

I found another map I like
I created a new file on said map with the mission.sqm only

then I pasted all the altis files except for the mission.sqm

then I organised where the starting point should be and etc

then I copied the objectives from altis map and put them in good places that I found across the new map

the game mode runs well in all regards in the eden editor, I get the deploy menu, i can build a fob, I get attacked by enemy AI at the spot locations and everything is running smoothly

but then there is the no model found issue

for the record, I was recommende the liberation rx mod for this map, hellanma, but it didnt work for me regardless of what approach I try, I always get stuck in the loading screen

#

Both for the host server - edit approach and eden

lofty sonnet
ember kraken
#

I am also on the arma voice chat because I am happy to share my screen so people can look at it live and see for themselves

hearty sandal
#

Im not really familiar with how to setup liberation so cant really help with specifics there

ember kraken
hearty sandal
#

no, sorry I dont have that kind of time. I was just logging off for the night

ember kraken
#

ok thats fine thank you for coming over.

hearty sandal
#

to see if some particular lod is broken

slate raft
#

is there anywhere that i can get a config file for a tank that i can use as a guideline?

pallid sierra
robust dune
#

Where is the configs for pylons?

wintry fox
#

TransportPylons(?) class in components iirc

#

Could always look at vanilla jets

#

Yeah TransportPylonsComponent

earnest roost
#

Is there a video tutorial or very detailed written tutorial on how to get started with editing vehicle configs?

#

I'm planning on starting to make custom mods and this is where I'm starting

wintry tartan
#

What specifically you look for? There probably is none because editing a config does run on same principle which you can use in any config

hard chasm
#

it's major claims are inheritence, and baked-in-concrete

var=something;

look at any existing config from a obo. It's all you need to know to get you started

hearty sandal
wintry tartan
#

Having config should do "anything" gameplay wise but may not do anything visually

pastel tusk
#

If I choose the option Groups of synchronized objects and sync the module to a player slot.

Then during the mission that slot is not taken in the group but other slots are, will the module still receive the group? or no?

The Apply to attribute is done by having this in the config:

            class Units : Units
            {
                property = "aet_module_start_in_vehicle_units";
            };
wintry tartan
#

B_AssaultPack_Base clearly is not defined

fervent crystal
#

bvm i forgot i was goated and figured it out myself thanks

hard chasm
#

whatever that means

rapid sparrow
#

How do I reference the unit who fired a projectile based from the projectile itself?
(i.e. within the init eventHandler of the ammo, where shot is the parameter)

chilly tulip
#

you can try getShotParents.

#

Knowing Arma though, I wouldn't be surprised if the timing is all fucked and it won't work in all MP situations.

wintry fox
#

Also that's scripting, not config

rapid sparrow
#

Also yeah, managed to put it in the right channel earlier today but missed it on this one somehow

pastel tusk
#

Hello, quick question again.

How would I set the default value of a checkBox in a module's attributes to be checked? I tried setting defaultValue to true, 1, "1", "true" and none seems to work.

This is what I currently have it as.

            class moveInGunner : Checkbox
            {
                property = QUOTE(DOUBLES(PREFIX,TRIPLES(module,start_in_vehicle,moveInGunner)));
                displayName = "Use gunner seats";
                tooltip = "Should units be moved into gunner seats?";
                defaultValue = "true";
            };
molten musk
#
defaultValue = 1;

Works for me.
It shows correctly?
Could you share your config? Maybe issue is somewhere else

#

You have correct inheritance?
Like

class Logic;
    class Module_F: Logic
    {
        class ArgumentsBaseUnits
        {
            class Units;
        };
        class ModuleDescription;
        class AttributesBase
        {
            class Default;
            class Edit;
            class Combo;
            class Checkbox;
            class CheckboxNumber;
            class ModuleDescription;
            class Units;
        };
    };

class myowmodule: Module_F {
...
pastel tusk
#

I have a feeling it is something obvious considering this is my first time touching configs for modules but I can't for the life of me figure it out

pastel tusk
molten musk
#

Works for me,
Just modified propertys because i dont have your macros.

pastel tusk
#

Hmmmm

#

Wonder if that is part of the issue

#

Let me try

molten musk
#

i bet your macros , should be done differenlty.
If you are using cba macros,
Included those ,
Then you can just name your propertys

//from \x\cba\addons\main\script_macros_common.hpp
#define GVAR(var1) DOUBLES(ADDON,var1)
#define EGVAR(var1,var2) TRIPLES(PREFIX,var1,var2)
#define QGVAR(var1) QUOTE(GVAR(var1))
#define QEGVAR(var1,var2) QUOTE(EGVAR(var1,var2))
#define QQGVAR(var1) QUOTE(QGVAR(var1))
#define QQEGVAR(var1,var2) QUOTE(QEGVAR(var1,var2))

So your quotes goes

QEGVAR(start_in_vehicle,moveInCargo)

and if your prefix is module.
This will show up

module_start_in_vehicle_moveInCargo
pastel tusk
molten musk
#

You have default

#

Not defaultValue

pastel tusk
#

Oh... I should prob get some sleep...

#

Let me try with the proper name

#

Yep works

#

Thank you

pastel tusk
molten musk
#

Aa,
Okey.
But you can just do

QGVAR(vehicle_moveInCargo)

It will show up

"AET_yourAddonPrefix_vehicle_moveInCargo"

You don't need word module there if you don't want it, that is not "part" of config, just name there.
Most important is that you use TAG, and you are using, your PREFIX = AET.
I usually name classes

GVAR(someName): Checkbox {
    property=QGVAR(someName);
...
pastel tusk
#

Ah alright

#

Ty again

robust dune
hearty sandal
#

same way as any proxy

robust dune
#

I am quite ignorant to how models work.

#

Would you happen to know of any distributable biplane models I could mess around with?

hearty sandal
#

dont think so

hallow quarry
#

hello I have a question is the warning noise when you have a lock coming from the passive sensor itself or I must set a sound myself

delicate cypress
#

I have a custom gun in game and everything works, but whenever I have an optic equipped, the game uses said optic instead of the UGL's leaf sight. I'm inheriting from the vanilla GL_3GL_F class, would that be on the model side or a config thing?

delicate cypress
#

i think i figured it out; was missing

useModelOptics = 0;
useExternalOptic = 0;

pastel tusk
pastel tusk
#

Addtionally the last option here to select objects in synchronized triggers. It keeps giving back an empty array even though I have units / objects inside a trigger that is synched. All other options work as intended.

Any idea what I could be doing wrong here?

placid sky
#

Hey, I am tryna clean the whole main menu. The singleplayer tab is a little stubborn, any clue on how to delete it as well?

pallid sierra
pallid sierra
pastel tusk
# pallid sierra What is the code you have so far in the module function?
params [
    ["_logic", objNull, [objNull]],        // Argument 0 is module logic
    ["_units", [], [[]]],                // Argument 1 is a list of affected units (affected by value selected in the 'class Units' argument))
    ["_activated", true, [true]]        // True when the module was activated, false when it is deactivated (i.e., synced triggers are no longer active)
];

// Module specific behavior. Function can extract arguments from logic and use them.
if (_activated) then
{
    // Attribute values are saved in module's object space under their class names
    private _unitsAtt = _units;
    private _vehicleAtt = _logic getVariable ["Vehicle", -1];
    private _backupLZAtt = _logic getVariable ["backupLZ", -1];
    private _moveInCargoAtt = _logic getVariable ["moveInCargo", -1];
    private _moveInCommanderAtt = _logic getVariable ["moveInCommander", -1];
    private _moveInGunnerAtt = _logic getVariable ["moveInGunner", -1];
    private _moveInDriverAtt = _logic getVariable ["moveInDriver", -1];
    private _lockAISeatsAtt = _logic getVariable ["lockAISeats", -1];
    private _allowDamageAtt = _logic getVariable ["allowDamage", -1];

    [format["Units = %1 | Vehicle = %2 | backupLZ = %3 | moveInCargo = %4 | moveInCommander = %5 | moveInGunner = %6 | moveInDriver = %7 | lockAISeats = %8 | allowDamage = %9 | executedOn = %10", _unitsAtt, _vehicleAtt, _backupLZAtt, _moveInCargoAtt, _moveInCommanderAtt, _moveInGunnerAtt, _moveInDriverAtt, _lockAISeatsAtt, _allowDamageAtt, player]] remoteExec ["diag_log", 2, false];
};
// Module function is executed by spawn command, so returned value is not necessary, but it is good practice.
true;

Right now it is a rather simple function. I am just outputting the values to see what I'm getting and what I am not.

#

All values including units are showing up correctly unless I use the Objects in synchronized triggers then the units return an empty array.

tender fiber
#

Hey! can someone help me out? how do i get a vehicle to have rendertarget mirrors for the turn out of a vehicle

#

the Otokar (CSAT APC) does have this

#

and i can't for the life of me figure out how they did it

edit: found it

LODDriverTurnedOut=1100;```
hardy zodiac
#

Hello gentlemen. I hope this is the right place to ask. I have a mod which alters and tweaks the zoom properties of various scopes, as i am trying to achieve maximum immersion and realism in our missions. The mod changes mainly the zoom for iron sights and 1x scopes for RHS and Vanilla weapons, but i would like to go a little bit further and change also the default zoom settings for lets say the RHS ACOG optics, to 2x instead of 4x.

#

I have such a snippet from the config file: ``` class rhsusf_acc_ACOG: rhsusf_acc_sniper_base {
class ItemInfo: InventoryOpticsItem_Base_F {
class OpticsModes {
class alternative_view {
opticsZoomMin=0.35;
};
};
};
};
class rhsusf_acc_ACOG_pip: rhsusf_acc_ACOG {
class ItemInfo: ItemInfo {
class OpticsModes: OpticsModes {
class elcan_scope {
opticsZoomMin=0.35;
};
};
};
};

#

But i don't have a clue how to get a correct opticsMode for the ACOG main scope to change it 🤔

#

As those are only values which override the values for iron sights and secondary 1x optic modes if i am not mistaken

#

Any help would be GREATLY appreciated 🙂

hardy zodiac
#

Also is there any sensible way to test out such changes on "the run"? i.e i want to tweak a value and then test it - do i need to unpack the .pbo, tweak the value in the config, then again pack the .pbo and restart the game every time i make such changes?

wintry tartan
#

Check pinned for it

hardy zodiac
#

One more question: where could i find the weaponsconfig file for RHS weapons to peek around the opticmodes for ACOG?

wintry tartan
#

In-game config viewer

hardy zodiac
#

Ive just searched in around 5 .pbo files namely rhsusf_weapons1/2/3 etc. and the only files i could find are .paa and p3d files which i guess are models and textures

wintry fox
#

That's why you'd just use the config viewer, and then just look at whatever classes you want

ivory trench
#

i had used alive's config generator, so i honestly dont know everything in this file, however to my unknowledgeable eyes i assume the base class of something cannot be itself? would anyone know how i am supposed to define turrets?

#

i am sorry if i am missing something painfully obvious, i really dont know what im doing

ashen chasm
#

base class must be declared above. So for the snippet on the screen to work you need to have Turrets, CargoTurret_01 and CargoTurret_02 declared somewhere earlier in the inheritance tree (i.e. in Truck_01_base_F_OCimport_02). And as CargoTurret_01/2 would be inside Turrets class - you'd need to declare Turrets as a class existing in Truck_01_base_F_OCimport_02's parent`. See https://community.bistudio.com/wiki/Class_Inheritance#External_Base_Child_Classes for details (but spoiler: deep inheritance is a mess anyways) notlikemeow

ivory trench
#

alright thanks, that actually makes some sense

#

i think the orbat generator fucked with the inheritance tree, i guess im doing this the hard way.

wintry fox
#

A tool to generate a config for you can be handy, but you end up spending more time learning the tool or fixing its mistakes than you would spend just learning how to write the config yourself

ashen chasm
#

uh-huh

ivory trench
#

line 5513 was a couple lines under this, where it says scope = 2, i dont think the visibility of the vehicle has anything to do with it

#

could be wrong though, as far as i know arma can be real wack with how it works

ashen chasm
#

my meaning was "creating 5k+ lines config by hand doesn't look much better" 🙃

ivory trench
wintry fox
#

I was saying you should learn how a tool works before trying to automate it.

ivory trench
#

i dont mind learning how it works, i have pretty much figured out the ins and outs of how it makes infantry, but i really dont know how vehicles work at all behind the scenes

#

i havent been able to find the file with the stock vehicles either for reference

wintry fox
#

You can look at any class with the in-game config viewer

#

You don't need to go looking through pbos

ashen chasm
#

pinned messages > one that starts with "All in One config" > follow the link > open the last page > download the most recent posted dump blobdoggoshruggoogly

jovial zephyr
#

Is the Test_scope3D that is included with ArmA 3 samples current and accurate to use as a reference for making an optic?

hearty rivet
#

All in samples it's mostly the base on how to do it

jovial zephyr
# hearty rivet Yep

Ok thanks, are there any good guides on attachments? I am making my way through it but its rough. I thought after doing terrains that these would be a walk in the park...

hearty rivet
rare wing
severe marlin
#

Hey guys I kinda have a problem with a mod

#

I downloaded the "whiplash static animation" mod but idk how to activate the static animation

severe marlin
#

I did everything he said in description but didn't work

untold wyvern
#
_this switchMove "AnimationName"
severe marlin
#

Nothing happened

#

The bot moved

#

Instead of static animation

untold wyvern
#

Maybe this, i never used the init fields.
If it doesn't work ask here #arma3_scripting

_this disableAI "All";
_this switchMove "AnimationName";
untold wyvern
severe marlin
#

I used '[]' for that

hearty sandal
severe marlin
wintry tartan
#

I hate this Dwarden's weird renaming decision

hearty sandal
hearty sandal
pallid sierra
#

Should be even shorter.

A3_Scen

tacit zealot
#

Is it possible to disable the gibs that come out when shot for specific unit classes?
Looks like I already had this solved a bit ago

impactEffectsBlood = "ImpactPlastic";//ImpactEffectsBlood//ImpactMetal
        impactEffectsNoBlood = "ImpactPlastic";```
mortal thicket
#

Is it possible to randomize hiddenSelectionsTextures like asked above?

#

I am currently using a .sqf and forceAddUniform but it doesnt allow any item and magazine input

wintry fox
ashen chasm
#

nice necropost blobcloseenjoy Also, what do items and magazines have to do with forceAddUniform?

mortal thicket
#

I runned a .sqf from my config to let uniforms be randomized of infantry units but that blocks the uniform for the config to place items and mags in it

#

It all just gets pushed over to the vest

ashen chasm
#

and forceAddUniform seems to delete stuff in my testing, not move it anywhere

lean bloom
#

Which LOD do thrown grenades collide with? I need them to fall inside my vehicle through an opening. Is it Geometry?

lean bloom
#

Cheers

steady kraken
#

So do you do a config dump to get the allinone data for arma?

novel lava
#

physx geo

#

if they're shotGrenade or shotSmokeX

hearty sandal
#

Best to make all geos up to standard

elfin pawn
#

Hi guys, i wanted to pull the config of a modded vehicle to change the main gun and add it as a separate addon.
According to the wiki i need to run the dev branch (check) and execute

diag_exportConfig

Now when i try this code diag_exportConfig ["D:/config.cpp", cfgVehicles];(where config.cpp is the config that i want this info pasted to, if I understood correctly) i get the error that a ;is missing

#

i run the code through the debug console while loaded into a mission (i hope that is the correct way?)

wintry fox
karmic vector
#

what config decides when a shell should release its submunition

#

specifically for lg 155mm shells

slim halo
sullen fulcrum
#

Probably. I haven't made it.

#

It's a bit tricky, because long arrays might be cut off and all strings are localized

#

But for the most part it works fine.

steady kraken
#

Are you just looking at the one from six config browser?

sullen fulcrum
#

No. I don't think the one from SIX is still maintained

#

It's a .cpp file

steady kraken
#

Pardon my loss here, is this a pbo. Samples files?

sullen fulcrum
#

No idea where it's from.

#

pabstmirror links these in the ACE slack sometimes

steady kraken
#

And thats how you did a search. Ok. Thanks

#

Any chance you can share the link?

mortal thicket
#

How do i inherit several random units into one?

{
    wb_racs_army_random_uniform_base[] =
    {
        "wb_racs_army_rifleman_oli_base", 0.1,
        "wb_racs_army_rifleman_olibei_base", 0.1,
        "wb_racs_army_rifleman_beioli_base", 0.1,
        "wb_racs_army_rifleman_bei_base", 0.1
    };
    class EventHandlers : EventHandlers
    { 
            init = "if (local (_this select 0)) then { [(_this select 0), [], []] call BIS_fnc_selectRandom; };";
    };
};```
wintry tartan
#

What do you mean inherit units into one

#

What I can say is, your question and your config, both makes zero sense

mortal thicket
#

I am trying to get several random units from one unit

wintry tartan
#

And what exactly do you mean

#

What is your goal

mortal thicket
#

That the game spawns one random unit from a pool of units, i am trying to get my mixed cloting units to work properly, i did it before by forceAddUniform and that deleted the inventory of the uniform

wintry tartan
#

Use setUnitLoadout instead of forceAddUniform, is easier

elfin pawn
hearty sandal
elfin pawn
#

so, to replace the main gun on the challenger, i would swap these two parts out right?

elfin pawn
#

hmm i get this error when trying to pack

#

its this line. I thought since this is a vanilla class i dont need to somehow include it in the replacement addon?

ashen chasm
elfin pawn
pastel tusk
molten musk
pastel tusk
molten musk
#

I try 😀

chilly tulip
#

Anyone remember where Arma gets a vehicle's default waypoint completion radius from?

#

Ok never mind, it's precision but Arma is doing something buggy with it.

#

CUP DC-3 with 200m precision actually completes at ~50m.

molten musk
azure torrent
#

Hey all i have one problem i got one dedicated server runing antistasi with ace and copy all my mods from my PC to the server and when i play the car just dont move but if i host from my pc it works fine seems that only dont work in dedicated server can anyone help pls?TY

azure torrent
#

tks:)

pastel tusk
molten musk
molten musk
#
class CfgVehicles
{
    class Logic;
    class Module_F: Logic
    {
        class ArgumentsBaseUnits
        {
            class Units;
        };
        class ModuleDescription;
        class AttributesBase
        {
            class Default;
            class Edit;
            class Combo;
            class Checkbox;
            class CheckboxNumber;
            class ModuleDescription;
            class Units;
        };
    };
    class TAG_TestModule: Module_F
    {
        author = "Me";
        scope = 2;
        displayName = "Slider and Number";
        category = "ObjectModifiers";
        function = "TAG_fnc_moduleFunction";
        isGlobal = 1;
        isTriggerActivated = 1;
        is3DEN = 1;                            // 1 to run init function in Eden Editor as well
        class Attributes: AttributesBase
        {
            class Units: Units {};
            class SliderValue: Default
            {
                property = "SliderValue";
                displayName = "Slider value";
                tooltip = "";
                defaultValue = "0.5";
                control = "Slider";
            };
            class NumberValue: Default
            {
                property = "NumberValue";
                displayName = "Number value";
                tooltip = "Number value Tooltip";
                validate = "NUMBER";
                defaultValue = "3";
                control = "EditShort";
            };            
        };
        class ModuleDescription: ModuleDescription{};
    };
};
#

and function

mortal thicket
ashen chasm
#

wot

wheat sluice
# karmic vector what config decides when a shell should release its submunition

triggerDistance in the primary dummy shell's classname. The value is set to X metres above the target at which the submunition splits off from the primary shell.
For instance, if you change the Mk6 Mortar's hidden IR-guided shells (Sh_82mm_AMOS_guided) to have a triggerDistance of 100 metres, then the submunition (M_Mo_82mm_AT) will only be spawned from the primary shell once it is exactly 100 metres above the target (note the white smoke trail; that's where the submunition "missile" from the primary mortar shell gets created).
https://i.imgur.com/J4JGe2U.png

twilit ledge
#

what do you mean you cant edit the loadout ? @ashen chasm

pastel tusk
twilit ledge
#

if you look inside the mission END_GAME you will see a great way to give and set loadouts and Edit Loadouts on all, Plus you will find a Awsome way to edit the BIS_Ammo Box @ashen chasm i have done this and ofcorse iv changed many things to my liking and added the things to my missions thx BIS Awsome WOOHOO, works for SP MP and DED server

pastel tusk
molten musk
#

You are welcome 👍

pastel tusk
# molten musk You are welcome 👍

Another question if you have experience with modules. Are you familiar with the option Objects in synchronized triggers for the units attribute?

twilit ledge
#

wow thats cool Awsome @molten musk

#

every time i learn a new thing i feel like i know nothing at all lol

#

well all i have is time so WOOHOO Arma 3

hallow quarry
#

what's the variable that makes a turret see the amount of thrust in a plane

#

I am making a UAV F-4 Phantom

#

and I can only see the engine being on or off not the thrust perecentile (number next to engine)

#

Ucav for reference, and phantom

#

Ucav has thrust percentage (0) while phantom doesn't

spice plover
#

Hi all I've come across a config mystery related to turrets:

spice plover
#

The PO-30 Orca (unarmed) eventually inherits from ```
class Helicopter_Base_F : Helicopter {
class Turrets: Turrets {
class MainTurret: MainTurret {
};
class CopilotTurret {
};
};
};
class Helicopter_Base_H : Helicopter_Base_F {
class Turrets : Turrets {
class MainTurret : MainTurret {
};
class CopilotTurret: MainTurret {
};
};
};

It doesn't use the MainTurret, but it is not disabled anywhere. Everything looks fine when running without modification, but the following addition, which seems like it shouldn't do anything at all, appears to replace the PO-30 copilot with a gunner and sticks an additional guy in the gunner position on his shoulders.

class Heli_Light_02_base_F : Helicopter_Base_H {
class Turrets : Turrets {
class MainTurret : MainTurret {
};
};
};

I've exported the config before and after this mod and have confirmed that the only difference in the config is that empty definition of MainTurret:MainTurret. Any ideas?
wintry tartan
#

Because you are inheriting them?

spice plover
#

@wintry tartan I'm not sure what you mean. The PO-30 is already a (sub-)subclass of Heli_Light_02_base_F, so it is already inheriting Turrets and Turrets/MainTurret from Helicopter_Base_H.

wintry tartan
#

In order to understand your question, I need to know what is the goal you want to achieve

nimble sequoia
spice plover
#

Right now I'm just trying to make sense of the behavior that I'm seeing. Without mods, the CSAT Orca Unarmed (O_Heli_Light_02_unarmed_F) inherits two configured Turrets: CopilotTurret and MainTurret, and it looks like only the CopilotTurret has an effect on the spawned-in instance. However, if I add the mod below, which doesn't change any properties and keeps the existing inheritance, things get weird and the instance seems to use the MainTurret config instead of CopilotTurret. The Splendid viewer confirms that the configuration of O_Heli_Light_02_unarmed_F has not changed.

class CfgVehicles {
   class Helicopter_Base_H;

   class Heli_Light_02_base_F : Helicopter_Base_H {
      class Turrets;
   };
   class Heli_Light_02_unarmed_base_F : Heli_Light_02_base_F {
      class Turrets : Turrets {
         class MainTurret;
      };
   };
   class O_Heli_Light_02_unarmed_F : Heli_Light_02_unarmed_base_F {
      class Turrets : Turrets {
         class MainTurret : MainTurret {
         };
      };
   };
};```
nimble sequoia
#

Are you trying to mod an existing Bohemia (vanilla) vehicle or make your own new vehicle based on theirs, but with changes?
It should never be the former, always the latter.

wintry tartan
#

Because the config changes nothing

spice plover
#

POLPOX -- exactly! The config changes nothing, yet the result when spawning in the editor is different!

nimble sequoia
#

Actually that config is broken, but without context we can't go much further in helping.

spice plover
#

Oh! Could you tell me what is wrong with that config? That alone would be a great help! I was paring down the config to remove stuff I thought would just get in the way, but I can put together a quick config that does something.

wintry tartan
#

So you're gonna explain what is your goal or?

nimble sequoia
#

My car has a problem with the wheels, you can see them here. "Are you stationary or moving fast when it happens?" I'm not telling you, just tell me how to fix the wheels.

#

Trying to explain why context (your goal) is important to helping you solve the issue.

spice plover
#

Well that also might get in the way, but here goes... I was creating a mod that added datalink and a sensor panel to most of the vanilla military vehicles. I was also adding it to all crew positions, so I was adding it to most of the turrets. This is a lot to add, so I made tools for parsing the config, tracing the inheritance, etc, so I could add it all programatically.

#

In general this worked fine, but there was this weirdness with a couple of helicopters, so I was trying to track down whether it was an issue with my tools or something weird about the config of these helicopters.

#

The config I showed you was just a hand-rolled do-nothing config that exposed the same weirdness.

wintry tartan
#

So the config supposed to do nothing but just a proof of concept of inheritance

#

I could not understand it till now, I guess language fooled me

spice plover
#

There would be no reason to make a real config that modded the MainTurret of the Orca, since that turret isn't used, but I don't understand why adding the mod does what it does. Yes sorry just a proof of concept.

nimble sequoia
#

There are certain classes that when you inherit them, you have to include all their children, or they are lost. Turrets is one of those.
You also need to inherit them from the correct parents.

spice plover
#

Oh wow! OK I'll try that right now.

#

Actually... I see that in both the cases where I had a problem, there was already a superclass that defined only one of the two turrets -- which answers my other question about why the MainTurret class normally doesn't show up. So I guess I just need to add another rule about inheritance to my tool. Thank you so much! Is there a list of these special classes somewhere?

mortal thicket
#

So this is one of my loadout entries in CfgVehicles:

{
        uniformClass = "wb_racs_army_uniform_soldier_oli";
        weapons[] = {"Throw","Put","gm_m16a1_blk"};
        magazines[] = {"gm_30Rnd_556x45mm_B_M855_stanag_gry","gm_30Rnd_556x45mm_B_M855_stanag_gry","gm_30Rnd_556x45mm_B_M855_stanag_gry","gm_30Rnd_556x45mm_B_M855_stanag_gry","gm_30Rnd_556x45mm_B_M855_stanag_gry","gm_30Rnd_556x45mm_B_M855_stanag_gry","gm_handgrenade_frag_dm51a1","gm_handgrenade_frag_dm51a1"};
        linkedItems[] = {"gm_dk_army_vest_54_rifleman","gm_ge_army_conat2","ItemRadio","itemMap","ItemWatch"};
};```
The problem is that if i have it like this in CfgVehicles i get the "missing sope" error if i have it in my `class wb_racs_army_homeland_guard_m16a1_mix : wb_racs_army_random_headgear_mix_base` it says bad vehicle, how can i fix this?
#

If i make it based on another class in CfgVehicles class Bob : Bob2 and i play a scenario as Bob in MP and respwan, Bob will get the textures from gm_ge_army_rifleman_80_oli and not Bob or Bob2

dusty junco
#

I'm currently trying to flip the orientation of some munitions that come with FIR so that the pilots can choose munitions that don't visibily conflict with each other. Right now I'm working on the 2x EGBUs, I'm trying to make it where the pilot can chose a 2x EGBU that has a bomb on the center and left slots of the rack or the center and right slots of the rack. I duplicated the initial EGBU and edited mirrormissileindexes to {1,2 ,3} instead of {3,2,1}. Now on pylons 1,2,3,4,5,6 the munitions now flip properly but for pylons 7,8,9,10,11 they do not. Any ideas how to fix this? I can post screenshots if that will help.

ashen chasm
ashen chasm
#

create your own config root class, it's just data blobdoggoshruggoogly

mortal thicket
#

Ok thx ill try that

mortal thicket
#

I will be so happy when i am done with this fugin config

lunar aurora
#

Is there a reason nobody has ever made full height standing versions of these automated turrets?

Ignore my heavily modded game. In vanilla, you have access to both manned and unmanned versions of the HMG and GMG, but they're only possible to build in a small tripod configuration. You can't build a high standing variant, despite the fact that it should be trivially possible unless there's some ArmA spaghetti code that breaks this which I don't know about.

I am asking if someone has tried, and if that attempt failed, why did it fail?

#

What I don't know necessarily is where in the code the game handles where "gun bag + tripod bag = whatever gun mount" since I'd have to add something to make it possible for the automated gun bag + high tripod to make my intended automated full height standing auto turret. Right now it only works with low tripods because that's how vanilla made it.

ashen chasm
#

inb4 "lore reasons, tall tripod makes the brain bucket too vulnerable and the gun too unstable"

#

also, tall version doesn't have brain bucket modelled iirc

wheat sluice
# lunar aurora What I don't know necessarily is where in the code the game handles where "gun b...

You can easily make it by creating the corresponding classnames for the high tripod Mk30A HMG/Mk32A GMG versions and making sure the base/assembleTo/dissasembleTo[] tokens under assembleInfo are linked to the right backpack classnames.

The only problem is the model; the Automated Weapon System (AWS) module at the base of the low tripod version (HMG_01_F.p3d) doesn't exist for the high tripod version's model (HMG_01_high_F.p3d) so there's no way for you to distinguish between a sentry gun version and a non-automated Mk30/Mk32.

#

This also means you won't have the necessary memory points for uavCameraGunnerPos/uavCameraGunnerDir (unlike on the low tripod model) which means no proper PiP display as well.

grand zinc
#

@steady kraken you need a config dump? I could upload mine but its old. dont know how old though.. might still be 1.54

steady kraken
#

I'll take a look, that would be great

grand zinc
ebon pivot
#

is there a way to stop VTOLs pitching nose down on hover config-side?

steady kraken
#

Thanks a bunch for the link, I'll dig into it

mortal thicket
#

For some reason when i respwan in MP i get the uniform of my base class and not the uniformClass which setUnitLoadout should add

wintry fox
mortal thicket
#

How can i set the uniform ill respawn?

wintry fox
#

Note you'll need to filter out non-unit objects

addMissionEventHandler ["EntityRespawned", {
    params ["_newEntity", "_oldEntity"];
    if !(_newEntity isKindOf "CAManBase") exitWith {}; // Not a unit
}];
mortal thicket
#

Ok thx

wintry fox
#

Just realized I put the ! in the wrong place, it should be before the parenthesis, not before the if

mortal thicket
#

Just noticed that this is a mission EH but i need a solution for my config.cfg as part of my mod or can i just use it like that in a normal EH?

#

And i am obviusly not a cfg pro xD

pallid sierra
wintry fox
#

I assume because they're randomizing it on init, and then want to use that same random uniform on respawn

mortal thicket
lofty zealot
#

i started writing such a dumper in SQF once

#

but i forgot about arrays 😃

#

feel free to buiult ontop

mortal thicket
#

I tried now this

.sqf

waitUntil { not isNull player };

_uniformarray = ["wb_racs_army_homeland_guard_m16a1_oli_LOADOUT","wb_racs_army_homeland_guard_m16a1_olibei_LOADOUT","wb_racs_army_homeland_guard_m16a1_beioli_LOADOUT","wb_racs_army_homeland_guard_m16a1_bei_LOADOUT"];

_randomuniform = _uniformarray call BIS_fnc_selectRandom;

_this setUnitLoadout _randomuniform;

[player, [_randomuniform]] call BIS_fnc_setRespawnInventory;```
but its not working, when i respawn in MP i just get the same uniform as my base class has 😬
#

Is it possible to use createUnit in combination with BIS_fnc_selectRandom to create random selected units?

wintry tartan
#
  • Yes of course you can use selectRandom o use createUnit
  • Your SQF code seems to be broken, it won't run
  • And I think your SQF is not even running
mortal thicket
wintry tartan
#

Post your config

mortal thicket
#

Its long :0

wintry tartan
#

And what is the unit in question

mortal thicket
#

All units with homeland_guard

#

But i only bothered about the top wb_racs_army_homeland_guard_m16a1_mix for testing

wintry tartan
#

Okay, you sure init = "(_this select 0) exec ""\wb_racs\wb_gm_racs\wb_gm_racs_characters\wb_racs_army_homeland_guard_m16a1_mix_RANDOMIZATION.sqf"""; is running?

mortal thicket
#

Yep this ```_uniformarray = ["wb_racs_army_homeland_guard_m16a1_oli_LOADOUT","wb_racs_army_homeland_guard_m16a1_olibei_LOADOUT","wb_racs_army_homeland_guard_m16a1_beioli_LOADOUT","wb_racs_army_homeland_guard_m16a1_bei_LOADOUT"];

_randomuniform = _uniformarray call BIS_fnc_selectRandom;

_this setUnitLoadout _randomuniform;``` is 100% working

wintry tartan
mortal thicket
#

setUnitLoadout is only randomizing new created units but not respawned in MP so i tried to apply BIS_fnc_setRespawnInventory so i get the loadouts also in MP working but for some reason it doesnt work

wintry tartan
#

Then why waitUntil?

mortal thicket
#

Because i read it would be madatory x)

wintry tartan
#

Probably not. It seems the script is stuck there

mortal thicket
#

Ouh then ill try it without

#

Wasnt the problem, i tried it now without waitUntil```_uniformarray = ["wb_racs_army_homeland_guard_m16a1_oli_LOADOUT","wb_racs_army_homeland_guard_m16a1_olibei_LOADOUT","wb_racs_army_homeland_guard_m16a1_beioli_LOADOUT","wb_racs_army_homeland_guard_m16a1_bei_LOADOUT"];

_randomuniform = _uniformarray call BIS_fnc_selectRandom;

_this setUnitLoadout _randomuniform;

[player, [_randomuniform]] call BIS_fnc_setRespawnInventory;``` and i still get the same uniform after i respawn

#

Left corpse was the randomized, right ones are the respawned corpses

ashen chasm
#

BIS_fnc_setRespawnInventory is for menu respawn template IIRC

mortal thicket
#

I tried [player, [_randomuniform]] call BIS_fnc_setRespawnInventory; now seperated from _this setUnitLoadout _randomuniform; as ```_uniformarray = ["wb_racs_army_homeland_guard_m16a1_oli_LOADOUT","wb_racs_army_homeland_guard_m16a1_olibei_LOADOUT","wb_racs_army_homeland_guard_m16a1_beioli_LOADOUT","wb_racs_army_homeland_guard_m16a1_bei_LOADOUT"];

_randomuniform = _uniformarray call BIS_fnc_selectRandom;

[player, [_randomuniform]] call BIS_fnc_setRespawnInventory;```

#

and it didnt worked

mortal thicket
#

Then ill probably try to make something with createUnit

wintry tartan
#

Because you no longer have setUnitLoadout?

#

Or I maybe misrecall how init would behave on respawn

mortal thicket
#

setUnitLoadout unfortunately didnt loaded the uniform of uniformClass, i just got everytime the uniform from the base class the placeable unit was based on

ashen chasm
#

based on short testing 'init'/'postInit' EHs don't trigger on respawn in MP. 'respawn' EH does, though blobdoggoshruggoogly

#
class CfgPatches
{
  class RANDO
  {
    name="RANDO";
    author="RANDO";
    requiredAddons[] = { "A3_Data_F_Decade_Loadorder" };
    units[] = {"RANDO_Soldier_F"};
    weapons[] = {};
  };
};

class CfgVehicles
{
  class B_Soldier_base_F;
  class B_Soldier_F: B_Soldier_base_F
  {
    class EventHandlers;
  };
  class RANDO_Soldier_F: B_Soldier_F
  {
    displayName = "!RANDO";
    class EventHandlers: EventHandlers
    {
      class RANDOHandlers
      {
        postInit="systemChat str [diag_frameNo,'postInit']; params ['_entity']; if !(local _entity) exitWith{}; _entity setUnitLoadout selectRandom ['B_Soldier_F','B_Soldier_A_F','B_Soldier_AR_F','B_officer_F']";
        respawn="systemChat str [diag_frameNo,'respawn']; params ['_entity']; if !(local _entity) exitWith{}; _entity setUnitLoadout selectRandom ['B_Soldier_F','B_Soldier_A_F','B_Soldier_AR_F','B_officer_F']";
      };
    };
  };
}```
grand zinc
#

doesnt work anymore because of max string size

ashen chasm
#

or this for randomozing just a uniform with a little bit of extra customizability blobdoggoshruggoogly

spice talon
#

Hi, could anybody help me out? I'm tryna make my retexture mod and it seems like config is broken, I've made the right pathways for the textures but the vehicle appears just blank olive and there's no way to sit as a gunner :(

    class LNA_BTR80 {
        units[] = {"LNAF_BTR80"};
        weapons[] = {};
        requiredVersion = 1.8;
        requiredAddons[] = {"CUP_WheeledVehicles_BTR80"}; // Залежність від CUP
    };
};

class CfgVehicles {
    class CUP_BTR80_Base; // База бтр-80 з cup
    class LNA_BTR80 : CUP_BTR80_Base {
        scope = 2; // Можна використати в eden
        displayName = "BTR-80L"; 
        faction = "LastarianArmy"; 
        crew = ""; 
        side = 1;

        hiddenSelections[] = {"Camo1", "Camo2"};
        
        hiddenSelectionsTextures[] = {
            "LastarianForces\addons\btr80\data\LNA_btr80_co.paa", 
            "LastarianForces\addons\btr80\data\kpvt_co.paa",
            "LastarianForces\addons\btr80\data\Wheels_co.paa"
        };
        
        hiddenSelectionsMaterials[] = {
            "LastarianForces\addons\btr80\data\kpvt.rvmat",
            "LastarianForces\addons\btr80\data\kpvt_damaged.rvmat",
            "LastarianForces\addons\btr80\data\kpvt_destroyed.rvmat", 
            "LastarianForces\addons\btr80\data\btr80.rvmat",
            "LastarianForces\addons\btr80\data\btr80_destroyed.rvmat",
            "LastarianForces\addons\btr80\data\btr80_damaged.rvmat",
            "LastarianForces\addons\btr80\data\bppu.rvmat",
            "LastarianForces\addons\btr80\data\bppu_destroyed.rvmat",
            "LastarianForces\addons\btr80\data\bppu_damaged.rvmat",
            "LastarianForces\addons\btr80\data\wheels.rvmat",
        };
        
        armor = 400; 
        fuelCapacity = 500; 
    };
};

class CfgFactionClasses {
    class LastarianArmy {
        displayName = "LNA"; 
        priority = 2;
        side = 1; // BLUFOR
    };
};```
nimble sequoia
# spice talon Hi, could anybody help me out? I'm tryna make my retexture mod and it seems like...

It is unlikely that you should be inheriting from a CUP "base" class, as that probably does not contain all the turret definitions etc, so try looking for a child class to inherit from.
When you inherit, don't redefine the hiddenSelections, so remove hiddenSelections[] = {"Camo1", "Camo2"}; from your config.
Then check how many hidden selections are actually defined on the CUP vehicle, as you wrote "camo1" and "camo2", but then put 3 entries in your hiddenSelectionsTextures[].

severe marlin
#

Hi guys is there any config or something that increases the helmet protection for example?
I mean use that config in scenario

spice talon
#

yet, the thing is: there's texture, and I correctly mentioned it

#

and I can put it on manually through zeus

severe marlin
#

Not in mod config

wintry fox
#

You can't

tender fiber
#

would this work?

#

mikero is giving me an error because of the #if idk if mikero accept's that kind of stuff, i just want to know if this would work anyways

wintry tartan
#

What exact error

tender fiber
#
Rapify:circa Line 23 Unknown #if
circa Line 23 Unknown #if```
tender fiber
wintry tartan
#

Maybe __has_include not _has_include

tender fiber
#

._.

#

thank you...

pallid sierra
#

anyone got a list of the vegetation models or classes?

placid jay
#

There are no classes.

#

There is a mod that creates classes you could load and access the models from there. I think it uses vanilla paths to the models.

lofty zealot
#

there was a change @grand zinc ?

floral eagle
#

From Arma 3 v1.53.132890 strings are limited to maximum of 999999 (sometimes 1000000) characters

#

"(sometimes 1000000)"

mortal thicket
lofty zealot
#

so just one MB of a string now?

#

meh ...

#

what was the limit on arrays again? 😃

#

anyway ... just means i have to finish my dll

grand zinc
karmic vector
#

How would I change the spawn inventory of a vehicle?

wintry fox
karmic vector
wintry fox
#

Yes, that's what TransportWeapons is

pallid sierra
hard chasm
#

you could extract the game then type in a dos console:
dir/b P:\a3\*.p3d

ebon pivot
#

Anyone know how the slat armour jiggles work on the base game vics?

#

Easiest to see on the base game virtual arsenal garage, spawn it in and watch the jiggling

#

Easiest to see on the Namer afaik

nimble sequoia
wintry tartan
#

Post your config

oak beacon
#

Why would I lose detail on binarising an addon?

I discovered I had a "Cannot load texture....(long bad path) co.paa" error message thrown up on the Katangan gendarme wearing this hat. (Despite the error msg, the hat works and a texture is found) The bad path is not in rvmat or my cpp file, it's in the p3d model. I have now fixed the path in the model and in my fixed unbinarised version there are no error messages and the hat appears as expected.

On building the addon though, details in the fabric of the hat are lost (they are there until then). Attached pics demonstrate the problem.

I am at a loss here.

ebon pivot
#

Am I correct in that you can disable model.cfg animations with config with this feature? 😅

wintry tartan
#

Only vanilla usage is off variant of wind turbine

#

But yes

wintry tartan
ebon pivot
wintry tartan
#

What do you expect or your goal?

ebon pivot
#

Goal is to be able to control gear animations individually with script instead of the gear but the model has some other things bound to gear I want to remain bound to gear

#

i.e

class gear1anim {
  source = "gear";
  blahblahblah = 1;
};
class gear2anim {
  source = "gear";
  alsoblahblahblah = 1;
};```
want gear2 to remain intact but effectively disable gear1
wintry tartan
#

Is this your config.cpp?

ebon pivot
#

example of the model.cfg

#

waiting for them to reply on the actual classnames of it

wintry tartan
#

I don't think it's possible. The :: usage should override the source

ebon pivot
#

my assumption is the cpp would look like

class AnimationSources {
  class gear1anim {
    source = "::gear";
  };
};``` but i dont think that's correct?
ebon pivot
wintry tartan
#

What I understand is so the source can be controlled by animateSource script

ebon pivot
#

Yep, want to be able to basically make the source into half animateSource and half landing gear still

wintry tartan
#

And that is not what I believe possible

ebon pivot
#

Got you

oak beacon
wintry tartan
#

Try pboProject

ebon pivot
#

What does ::gear do though? Does it make the source = "gear" now refer to the animationsources class?

wintry tartan
#

"::gear" should transfer the control of the animation source gear into SQF level, instead of engine level

ebon pivot
#

Got it, thank you

#

Unfortunate I can't split them off but hey it's RV4 it's fortunate it boots most days

oak beacon
novel lava
#

...no p drive and binarizing models is uh, asking for a bad time

oak beacon
#

Probably why I'm having it. I don't want to say how much time I put into this frigging problem

wintry tartan
#

Setting up P and unpack itself won't really take much time

sullen fulcrum
#

Arrays are limited to 1kk elements. (last index being 999999)

#

This is a good thing imo. Because FLOATs collide above 1kk, so select'ing in arrays and strings would become unreliable.

severe marlin
#

Hi guys is there a way to make factions with "alive" and make the unit equipments randomize?

oak beacon
oak beacon
oak beacon
#

Basically you add code with your equipment lists to your units in cfgVehicles

severe marlin
#

I must do it for those units I want to randomize right?

oak beacon
oak beacon
# severe marlin U mean this pbo?

Yes, that one.

If you google random weapons or equipment you can find various scripts people use in randomisation, there are other ways.

Personally I find randomisation of weapons and vests a bit fiddly as you need to be careful with your lists to prevent issues like not having enough ammo. These days I prefer in my factions to control diversity in look by making several riflemen with different appearances and then just randomise their headgear and face gear (that is much simpler to achieve)

severe marlin
#

That's why I need randomize

oak beacon
severe marlin
oak beacon
severe marlin
oak beacon
# severe marlin Thanks that's cool of u

Ok here you go, a screenshot and my cpp with working example

From the screenshot using line numbers on left

  1. Set up event handlers, (code on lines 117-128) this goes in CfgVehicles in your config.cpp

  2. To your units listing in CfgVehicles, add code and list of classnames you want in the randomisation, lines 150-169. The numbers 0.9, 0.1 etc refer to how often you want an item to appear, lower number = less common. You can use the same lists for every unit being randomised or you can have different for different units.

  3. Check your classname listings (line 98 down). By default you may have listings for B_Soldier_F (BLUFOR example), same with medic and engineer. Remove these and replace with the base class in line 98. When you do the event handlers (Step 1) you are inheriting from a base class (B_Soldier_base_F)

hard chasm
#

nice

severe marlin
oak beacon
# severe marlin umm man mine its in autogen.hpp

It's still the same. That code goes in your cfgVehicles section, it will be either a section in config.cpp or it may be in a separate file. It might be called cfgVehicles.hpp for instance. However it's structured by Alive ORBAT that is the section the code goes in.

severe marlin
#

I tried to add headgearList

#

But it won't define the next unit class

oak beacon
#

What do you mean? What error are you getting?

severe marlin
#

It won't define the class after the first one I edited

#

Said undefined base class

severe marlin
severe marlin
oak beacon
#

Have you listed your 2nd rifleman class in the units section of cfgPatches? All your new classes should be listed there. If it's a 2nd rifleman it should inherit the same class as your 1st rifleman so you shouldn't have an undefined issue

Is this a blufor faction and do you have below listed in CfgVehicles?

class B_Soldier_base_F;

severe marlin
#

And it's under CfgVehicles

#

But I used a faction mod didn't used the default

#

It's opfor

oak beacon
#

Ah did you change the classes to the Opfor equivalent or enter that Blufor class from the example?

severe marlin
#

And still opfor

#

The only change I made was under cfgvehicles added headgearList

oak beacon
#

This is the same routine for a opfor example

severe marlin
oak beacon
severe marlin
#

i forgot to tell

oak beacon
#

Ok you got a few problems, line 306 is also bad, you have a }; there which closes off the cfgVehicles section after the first unit so it would also fail on line 308

Re prob at line 260 is your class O_ot_Assault_AK_01 listed in your cfgPatches? It's not defined in your autogen.hpp

severe marlin
#

So the other things was fine?

oak beacon
#

No, it's pretty messy with inheritance generally because you're working off an already custom faction and it's hard to follow it

Since you're replacing all the gear I actually think you'd be better off starting with vanilla opfor so you have clean inheritance

severe marlin
#

I think random facegears are working except the helmet

severe marlin
oak beacon
#

Anyway good luck, I'm off to bed

severe marlin
#

When I tried that without alive the face and Headgear didn't randomized

oak beacon
# severe marlin Hey man I tried few things the facewears worked but not the helmets it looks lik...

You don't need Alive for this to work, Alive has nothing to do with it. What I have given you is BI's code straight from their gear config wiki. You're trying to blend it with some Alive code that its ORBAT module included, that's not going to work. You don't need a single reference to any Alive function.

Everything you need is in this post :

#arma3_config message

Look through the cpp file I gave you to see how a unit is structured. You don't need anything other than the elements included. All the extra Alive code needs to come out.

severe marlin
oak beacon
severe marlin
ashen chasm
#

it looks jank blobcloseenjoy

severe marlin
#

@oak beacon well man it worked

#

It won't show random Headgear or facegear in editor but when u play the game it works

#

Problem was from "init"

severe marlin
oak beacon
severe marlin
#

And what should I type in the init

#

For randomize

oak beacon
# severe marlin For randomize

The same code won't work for those, that code is specifically for headgear and facewear.

There are ways of randomising other things, we've talked about that already. I gave up on them, never found them satisfactory. You need to be careful in managing your list so that for instance you don't randomly get a vest too small for enough ammo to fit in.

I do things like this instead these days:

  • rifleman 1, short sleeve
  • rifleman 2, long sleeve
  • rifleman 3, faded
    Etc

Might put different webbing variants on them but basically I create 3-5 variants then randomise headgear/facewear

severe marlin
#

Thanks anyway

#

For Headgear and facewear

oak beacon
#

No worries

#

You might want to look at Drongo's Faction Generator mod btw. I started with that. I found it creates simpler and cleaner code than ORBAT. The factions are still Alive compatible.

severe marlin
severe marlin
soft wasp
#

Hello, can you tell me how to change the type of additional cartridge for Type 115
I'm trying to change the "Secondary", but it gives me errors and switching shooting modes stops working.

    class arifle_ARX_Viper_K : arifle_ARX_blk_F {
        _generalMacro = "arifle_ARX_Viper_K";
        baseWeapon = "arifle_ARX_Viper_K";
        scope = 2;
        displayName = "Type 115SG-Prototype";
        descriptionShort = "$STR_A3_CfgWeapons_arifle_ARX_base_F1";
        model = "\A3\Weapons_F_Exp\Rifles\ARX\ARX_F.p3d";
        hiddenSelections[] = {"camo1", "camo2"};
        magazines[] = {"10Rnd_50BW_Mag_Viper"};
        htMin = 10;
        htMax = 820;
        inertia = 0.9;
        aimTransitionSpeed = 0.8;
        dexterity = 1.1;
        initSpeed = -1.125;
        reloadTime = 0.2;
        magazineReloadTime = 0.2;
        recoil = "recoil_ARX_primary";
        maxZeroing = 1500;
        picture = "\A3\Weapons_F_Exp\Rifles\ARX\Data\UI\arifle_ARX_blk_F_X_CA.paa";
        modes[] = {"FullAuto", "fullauto_medium"};
        hiddenSelectionsTextures[] = {"\A3\Weapons_F_Exp\Rifles\ARX\Data\arifle_ARX_blk_01_F_co.paa", "\A3\Weapons_F_Exp\Rifles\ARX\Data\arifle_ARX_blk_02_F_co.paa"};
        
        class Secondary : Secondary {
            displayName = "$STR_A3_CfgWeapons_arifle_ARX_blk_F_Secondary0";
            magazines[] = {"6Rnd_12Gauge_Pellets"};
        };
    };

this is the config that I did, but after that it stops switching cartridges...

soft wasp
ashen chasm
#

blobdoggoshruggoogly maybe post your full config

class CfgWeapons
{
    class arifle_ARX_base_F;
    class arifle_ARX_blk_F: arifle_ARX_base_F
    {
        class Secondary;
    };
    class MEME_arifle_ARX: arifle_ARX_blk_F
    {
        displayName = "!MEME";
        class Secondary: Secondary
        {
            displayName = "KAPOW";
            magazines[] = {"6Rnd_12Gauge_Pellets"};
        };
    };
};``` does work for me
severe marlin
prime ocean
#

Hello all. I'm trying to figure how to go about giving the pilot of an attack helicopter access to a camera (ideally the same one the gunner uses). Is it possible for a pilot to access the gunners camera, or should I just create a new "turret" altogether by inheriting the gunner's turret and omitting the models/weapons?

wild arch
#

I'm working on a custom face addon right now and I don't know where in the script the problem is, the custom face textures aren't showing up.

#
    class A3_Replika_face {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {
            "A3_Characters_F",
            "A3_Characters_F_Exp",
        };
    };
};

class CfgFaces {
    class Default;
    class Man_A3: Default {
        class Default;
        class WhiteHead_09;
        class Kerry_replika: WhiteHead_09 {
            displayName = "Kerry(Replika)";
            texture = "data\kerryreplika.paa";
            identityTypes[] = {"NoGlasses"};
        };
        class Miller_replika: WhiteHead_09 {
            displayName = "Miller(Replika)";
            texture = "data\millerreplika.paa";
            identityTypes[] = {"NoGlasses"};
        };
        class m_white_06_replika: WhiteHead_09 {
            displayName = "Dayton(Replika)";
            texture = "data\m_white_06_replika.paa";
            identityTypes[] = {"NoGlasses"};
        };
        class m_white_07_replika: WhiteHead_09 {
            displayName = "Dorgan(Replika)";
            texture = "data\m_white_07_replika.paa";
            identityTypes[] = {"NoGlasses"};
        };
        class m_white_08_replika: WhiteHead_09 {
            displayName = "Halliwell(Replika)";
            texture = "data\m_white_08_replika.paa";
            identityTypes[] = {"NoGlasses"};
        };
        class m_white_09_replika: WhiteHead_09 {
            displayName = "Johnson(Replika)";
            texture = "data\m_white_09_replika.paa";
            identityTypes[] = {"NoGlasses"};
        };
        class m_white_10_replika: WhiteHead_09 {
            displayName = "Martinez(Replika)";
            texture = "data\m_white_10_replika.paa";
            identityTypes[] = {"NoGlasses"};
        };
        class m_white_11_replika: WhiteHead_09 {
            displayName = "Kirby(Replika)";
            texture = "data\m_white_11_replika.paa";
            identityTypes[] = {"NoGlasses"};
        };
    };
};```
#

the custom faces appear in Arsenal, but when selected, the textures that should be applied are not applied.

hearty sandal
wheat sluice
# wild arch ```class CfgPatches { class A3_Replika_face { units[] = {}; ...
  1. Simplify your requiredAddons[] to just "A3_Data_F_Decade_Loadorder".
  2. Make sure the texture path has a backslash \ included before the PBO's path (e.g. texture = "\data\kerryreplika.paa"). And double check that your PBO has the right prefix (is it actually named as "data"? Or is that just the name of a subfolder within the PBO?).
  3. You can get rid of the Default external ref inside the Man_A3 class. That's not needed since you're not using it anyway.
wild arch
#

fix it thanks you!!

lean bloom
#

Uhm, how should I troubleshoot my vehicle´s weapon being loaded, but not firing when pressing LMB?

nimble sequoia
lean bloom
tawdry coral
#

why might a uniform be negating all damage

wild arch
#

I'm trying to retexture a VR uniform, but I'm not sure how to write the Config.

#
class CfgPatches
{
    class A3_Replika_Body
    {
        author = "";
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Data_F_Bootcamp"};
    };
};

class CfgVehicles
{
    class B_Soldier_F;
    class U_B_Protagonist_VR;
    class Replika_Body: U_B_Protagonist_VR
    {
        displayName = "Replika Body";
        uniformClass = "Replika_Body";
        hiddenSelections[] = {"camo_stripes","camo1","camo2","camo3"};
        hiddenSelectionsTextures[] =
        {
            "#(argb,8,8,3)color(0,0,0,1,ca)",
            "a3\characters_f_bootcamp\common\data\vrsuit_01_co.paa",
            "a3\characters_f_bootcamp\common\data\vrsuit_02_co.paa",
            "Replika_Body\data\replikabody_tex.paa",
        };
    };
 };
 class CfgWeapons
{
    class Uniform_Base;
    class UniformItem;
    class U_B_Protagonist_VR;
    class Replika_Body: U_B_Protagonist_VR
    {
        displayName = "Replika Body";
    };
};
#

I thought this would be enough, but it's frustrating that it doesn't work.

novel lava
#

your uniform class isnt pointing to the unit

wild arch
# novel lava https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#U...
{
    class A3_Replika_Body
    {
        author = "";
        units[] = {};
        weapons[] = {"Replika_Body"};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Data_F_Bootcamp"};
    };
};

class CfgVehicles
{
    class B_Soldier_F;
    class U_B_Protagonist_VR;
    class U_Replika_Body: U_B_Protagonist_VR
    {
        displayName = "Replika Body";
        uniformClass = "Replika_Body";
        hiddenSelections[] = {"camo_stripes", "camo1", "camo2", "camo3"};
        hiddenSelectionsTextures[] =
        {
            "#(argb,8,8,3)color(0,0,0,1,ca)",
            "a3\characters_f_bootcamp\common\data\vrsuit_01_co.paa",
            "a3\characters_f_bootcamp\common\data\vrsuit_02_co.paa",
            "Replika_Body\data\replikabody_tex.paa"
        };
    };
};

class CfgWeapons
{
    class Uniform_Base;
    class UniformItem;
    class U_B_Protagonist_VR;
    class Replika_Body: U_B_Protagonist_VR
    {
        displayName = "Replika Body";
        hiddenSelections[] = {"camo_stripes", "camo1", "camo2", "camo3"};
        hiddenSelectionsTextures[] =
        {
            "#(argb,8,8,3)color(0,0,0,1,ca)",
            "a3\characters_f_bootcamp\common\data\vrsuit_01_co.paa",
            "a3\characters_f_bootcamp\common\data\vrsuit_02_co.paa",
            "Replika_Body\data\replikabody_tex.paa"
        };
        class ItemInfo: UniformItem
        {
            uniformClass = "Replika_Body";
            containerClass = "Supply40";
            mass = 40;
        };
    };
};```
#

i did this but texture didn't show up....

wild arch
#

check everything and find some tutorial but still don't know what is problem...

wintry tartan
#

uniformClass = "Replika_Body"; should point the CfgVehicle class, not CfgWeapons

bitter osprey
#

Can i make a config that i use two magazines in a reload?
I want to reload two stripper clips and want to actually remove them from the inventory

wild arch
wintry tartan
#

I am saying you should to put the CfgVehicles class, not CfgWeapons'

wild arch
#
class CfgVehicles
{
    class B_Soldier_F;
    class U_B_Protagonist_VR;
    class U_Replika_Body: U_B_Protagonist_VR
    {
        displayName = "Replika Body";
        uniformClass = "U_Replika_Body";
        hiddenSelections[] = {"camo_stripes", "camo1", "camo2", "camo3"};
        hiddenSelectionsTextures[] =
        {
            "#(argb,8,8,3)color(0,0,0,1,ca)",
            "a3\characters_f_bootcamp\common\data\vrsuit_01_co.paa",
            "a3\characters_f_bootcamp\common\data\vrsuit_02_co.paa",
            "Replika_Body\data\replikabody_tex.paa"
        };
    };
};
class CfgWeapons
{
    class Uniform_Base;
    class UniformItem;
    class U_B_Protagonist_VR;
    class U_Replika_Body: U_B_Protagonist_VR
    {
        displayName = "Replika Body";
        hiddenSelections[] = {"camo_stripes", "camo1", "camo2", "camo3"};
        hiddenSelectionsTextures[] =
        {
            "#(argb,8,8,3)color(0,0,0,1,ca)",
            "a3\characters_f_bootcamp\common\data\vrsuit_01_co.paa",
            "a3\characters_f_bootcamp\common\data\vrsuit_02_co.paa",
            "Replika_Body\data\replikabody_tex.paa"
        };
    };
};

Now the uniforms are showing up properly, whereas before they weren't even showing up, but they didn't turn into retextured textures...sorry i try the tutorial but i really don't know what wrong

wintry tartan
#

I did not say to remove your ItemInfo

wild arch
strange egret
deft frigate
#

so I tried to change to materials on RHS mich helmet through hiddenSelectionsMaterials and I run into a bizarre error where the shadow seem to be broken but it fixes itself when there are 2 or more of the same model being used in close proximity (I'm assuming it a distance it switches the LOD) I thought my rvmat might have broken it somehow but I tried applying the ones it normally uses through hiddenSelectionsMaterials and it also broke so it seems like just using hiddenSelectionsMaterials breaks it. the code seems fine to me

class rhsusf_mich_bare: rhsusf_mich_helmet_marpatwd
{
class ItemInfo;
};
class H_Osea_mich_bare: rhsusf_mich_bare 
{
author="skpiotr";
displayName="MICH 2000 (Osea)";
hiddenSelectionsMaterials[]=
{
"rhsusf\addons\rhsusf_infantry\gear\head\data\rhs_helmet_mich.rvmat",
"osea_infantry\data\osea_mich_acc.rvmat",
"rhsusf\addons\rhsusf_infantry\gear\head\data\rhs_helmet_ach_acc.rvmat"
};
hiddenSelectionsTextures[]=
{
"\rhsusf\addons\rhsusf_infantry\gear\head\data\bare_mich_od_rhino_co.paa",
"\osea_infantry\data\mich_acc_od_os_co.paa",
"\rhsusf\addons\rhsusf_infantry\gear\head\data\rhs_helmet_ach_acc_co.paa"
};
class ItemInfo: ItemInfo{};
};```
here  a video example of it being broken since idk if I explained what's happening in a good way
#

idk if anybody knows what could be the cause of this ?

nimble sequoia
untold temple
#

model issue. The "camo" selection is in the shadow LOD as well as the res LODs, and it shouldn't be. Changing material assigned to the shadow mesh somehow breaks the non-closed requirement and breaks the shadow

#

not something you'll be able to fix yourself

deft frigate
#

Ah damn it, well thanks for the answer at least I know what the issue is, well I guess as a workaround I could readjust the flag texture so it looks better with default rvmat

nimble sequoia
#

Ah I assumed the model, being RHS, would be unlikely to have a fault in it. Yes, hiddenSelections, zbytek etc never in any service LOD's.

ornate horizon
#

Howdy, im still pretty new to arma modding.
im looking to add firemodes to my retexured weapons rather then just inheriting the firemodes of the original weapons.
Ive seen people do this by changing the inherited weapon and switching the handanims and model to the original weapon, but im trying to add new firemodes from scratch. thanks in advance
heres an example weapon if anyone would like to help out

class SA_CAMR: srifle_DMR_04_F {
    author = "Cyntaurus";
    scope = 2;
    scopeArsenal = 2;
    displayName = "[SA] CAMR10 "; // Custom display name with reference
    picture = "\A3\Weapons_F_Mark\LongRangeRifles\DMR_04\Data\UI\gear_DMR_04_X_CA.paa";
    model = "\A3\Weapons_F_Mark\LongRangeRifles\DMR_04\DMR_04_F.p3d";
    
    hiddenSelections[] = {
        "camo1",
        "camo2"
    };
    hiddenSelectionsTextures[] = {
        "\SA_Weapons_Beta\Textures\SA_SPMR.paa",
        "\SA_Weapons_Beta\Textures\SA_SPMR_1.paa"
        };

    baseWeapon = "SA_CAMR";
    magazines[] = {"CAMR10_15rnd", "CAMR10_15rnd_HYDRA", "CAMR10_15rnd_HEF", "CAMR10_15rnd_INC"};

    mass = 150;
    recoil = "recoil_dmr_02";
};
wintry fox
prime tulip
#

Hi folks, I am currently stumped on a CfgWeapon UI issue

#

I am getting an errant laser device icon appearing in the UI and each time I pack the PBO, the items affected changes randomly (some do not have the laser UI overlay and some do)

#

It may be related to the weapon classes I am inheriting from - e.g., have to define 'iconPicture = "\A3\Weapons_F\Data\clear_empty.paa"; ' for 'WeaponSlotsInfo'

#

but still confused as to why the affected items are random and changes everytime i re-pack the PBO

prime tulip
#

Update: Issue was indeed fixed by defining the iconPicture to the clear_empty.paa

bitter osprey
#

Hey 🙂
How would i be able to fix this? Is it easy?
... does not support Extended Event Handlers!

wintry fox
#

Or whatever mod. If its your mod, easy. If not, the mod author needs to

bitter osprey
severe marlin
#

Hi guys I'm trying to make an invisible vest, backpack, Headgear
I know u can make them invisible without textures but the shadow stay on body
How to do that without shadow

hearty sandal
#

hiddenselections are not meant to hide things

severe marlin
severe marlin
hearty sandal
#

empty lods in object = nothing to draw = invisible

#

there is no way to remove the shadows in the way you try to do it

severe marlin
#

I remember I made Modular carrier rigs invisible by accident

#

It was something about item info I guess

hearty sandal
#

unless you make the item use empty model

severe marlin
hearty sandal
#

yes thats what defines what model the item looks like

severe marlin
#

Just curious

hearty sandal
#

create empty model

novel lava
#

dont even need to probably theres an empty model in
\a3\weapons_f\empty.p3d

#

i dont think vests etc need any thing in the model to function so that'll probably work out of the box

hearty sandal
#

yeah that could work

wintry fox
severe marlin
novel lava
#

..it's an empty model

#

try it and find out

cursive talon
#

Is it possible to apply the Targeting system to a small arms weapon optic? I'm attempting to make a rifle optic that presents a target lead indicator for drones so the user can shoot them down.

dire solstice
#

HEMTT makes me feels really stupid, I think I imported the CBA macros propperly but it complains about invalid parameter when I want to use the QPATHTOF-Macro in a config

#

Which as far as I know should work for .paa files in this pattern

#include "script_component.hpp"
class something{
  [...]
  icon = QPATHTOF(ui\somefile.paa);
  [...]
};
placid jay
#

Hard to say without error msg and link to the repository.

#

You've probably not imported the macros correctly.

dire solstice
#

Probably, I‘m gonna take a break and reassess my code after some fresh air and tea

bronze vessel
#

Can anyone point out the error I'm making with inheritance here? I have looked all over and searched in this discord to try to follow guides for inheriting an external child class but I can't get this to work. Here is the config:

class CfgPatches
{
    class CTweaks
    {    
        requiredAddons[] = {"A3_Air_F_Jets_Plane_Fighter_01","A3_Air_F_Jets"};
        units[] = {};
        weapons[] = {};
        author = "Chris";
    };
};

class CfgVehicles
{
    class Plane_Fighter_01_Base_F; //external base class "skeleton"
    class B_Plane_Fighter_01_F: Plane_Fighter_01_Base_F //external parent base class inherits from the external base class
    {
        class MFD; //external child base class "skeleton"
    };

    class Plane_Test: B_Plane_Fighter_01_F //my class inherits from external parent base class
    {
        displayName = "Plane Test"; 
        class MFD: MFD //my child class inherits from external child base class
        {

        };
    };    
};

Plane_Test loads in without any MFD config at all.

nimble sequoia
bitter osprey
#

hey, i have multiple weapons mods that i want to add to one "pack" but i have different icons for a few - is there any way to retain the icons for specific weapons? like mod logo in ACE arsenal and such

nimble sequoia
#

@bronze vessel answer to your question ^^

bronze vessel
severe marlin
#

Hey guys I'm trying to add randomize for headgears and facewears but it gives me error

severe marlin
blissful moon
#

How do you make a wall/ building destructible?

broken plaza
severe marlin
blissful moon
broken plaza
#

I don't know enough to tell you that honestly.

On the building destruction thing have a look at the sample house in the arma 3 samples. Its 2 or 3 models with normal, damaged and ruin states. Its a fair bit more involved than walls.

hearty sandal
blissful moon
hearty sandal
#

probably for wharever way its been used in the vanilla maps

#

it probably has been used to build something thats not meant to be destroyed

blissful moon
#

I do wish it was destructible, there was a really annoying moment where we managed to sneak up on a base and set a bunch of charges on the wall just for it to not blow up

hearty sandal
#

yeah if its used as a wall and not like foundation for something else it would be cool to be able to blow a hole into it

#

the "wall" type destrucion can be bit silly looking for tall walls though so rubble ruin would look better for this kind of a "hard wall"

severe marlin
#

I used "alive" mod

wintry fox
#

Somone told you what the issue was

wintry fox
severe marlin
wintry fox
#

It is a problem

severe marlin
#

I did and it wasn't

wintry fox
#

It was, because you were closing the class too early

severe marlin
#

Still I received error

wintry fox
#

Because you probably have several

#

There's someone here every week with alive issues

severe marlin
hearty sandal
#

simplify to so you got 1 new item class that works

#

then add next one

#

and repeat until you have added each class in one by one so you can see where the issues are

severe marlin
severe marlin
hearty sandal
#

yes well make 1 unit that works

#

then make another

severe marlin
#

I don't think problem is from '};'

#

I tried some ways

hearty sandal
#

remove stuff until it works

severe marlin
#

Now when I try to run it the game will crash

#

Without errors

hearty sandal
#

I have never used alive creator myself, I dont really recommnd it due to the earlier mentioned "people have problems with it"

severe marlin
hearty sandal
#

but my advice for problems like this is the same. simplify until it works so you can start pintpointing what the issue is

wintry tartan
#

Dealing with the issue is not the only process to debug. Identifying the part that has the issue, is also a debug

severe marlin
#

But didn't closed the lines

#

So when I tried to run game crashed

hearty sandal
#

the spaces are irrelevant

severe marlin
#

Why spaces must be important

hearty sandal
#

but you cant expect anyone else to comb through almost 5000 lines of config

hearty sandal
#

they dont mean or do anything

severe marlin
#

When I removed spaces from one of them it gave me error from the next unit

#

Exactly the same headgearlist line

#

Of that next unit

hearty sandal
#

you most likely have missing };

#

somewhere

#

the spaces dont mean or do anything

#

I dont know how to be any more clear about that

severe marlin
hearty sandal
#

you cant just add it to some place

#

you need to find the right place

#

which is why I say remove all but 1 class

#

then test

#

and fix if theres problem

#

then add next

severe marlin
hearty sandal
#

and test

#

then maybe there is fault in the generator

severe marlin
hearty sandal
#

again

#

remove stuff until it works

#

then add things back one by one

#

that is the only way for you to figure it out

nimble sequoia
#

class Library {};
class Armory {};
Are either of these relevant to current Arma 3 weapon or vehicle configs?

This link https://community.bistudio.com/wiki/Armory_configuration states:
Each weapon and vehicle should define at least an Armory text description. To configure this property, it is best to use class Armory within such item's class. Class Library and its members are deprecated and while still supported, should no longer be added.
Perhaps it's referring to Armed Assault only? Does this actually appear anywhere in game?

(The field manual text comes from class CfgHints, neither of the above.)

mild wren
#

How would I go about making the config for a cardboard for people to hold that would go on the shoulder fired slot? I already got the model and I've done headgear and statics in the past, so I know a lil bit. I just dont know how to config a rocket that doesnt shoot

ashen chasm
hard chasm
#

yes. thingy [] causes a syntax errer

pastel fog
#

variable[] means that variable is an array type
variable [] is incorrect syntax
(I think this is right from my experience, and how it appears in the code.)

ashen chasm
#

well, yeah 🤣

placid jay
#

regex is your friend

#

Search: (\w) \[\]
Replace: $1[]

ashen chasm
#

just plain old search-replace with []= / [] = does suffice, tbh

#

plain old "test your stuff at least once before copypasting it 100 times over" would've helped earlier in the loop as well blobdoggoshruggoogly

wintry fox
#

It's a generator, they didn't write any of it

ashen chasm
#

nah, the user was advised to write the config by hand, the problematic parts of the file in question here do not exist in other ALiVE autogen.hpps floating here, and the file in question here does have another couple of copy/paste boohoos

dark anchor
#

is there an easy way within config to say
"hey, if someone flips this door to locked in 3den, change its textures"?

#

i have it scripted but that just seems silly

#

i want it to go off this, but what im thinking i have to do is just have another face layered on the original one hidden, then when its set to locked, it shows

is that right? ; w;

#

or is there an easier way

#

mainly bc i want the door to be able to be unlocked during gameplay and idk how it saves the variable that the door is locked or what the var is called
bis_disabled_door returns nil when i try it

dark anchor
#

*unlocked and revert the textures showing that its unlocked

toxic solar
#

I recall there being a sog gun that has two magazine proxies, like the 2nd mag is the underbarrel GL or underbarrel shotgun mag proxy but I dont remember which exact gun it is. What do I need to do in the p3d and config?

wintry tartan
#

...To do what?

toxic solar
#

like how do u do mag proxies for a 2nd muzzle?

wintry tartan
#

Just have another MAGAZINESLOT.p3d

toxic solar
#

okay with index 2?

wintry tartan
#

Yes

toxic solar
#

anything to do extra in config?

#

besides mag having the special model

wintry tartan
#

I don't really recall anything you really need to do in weapons

toxic solar
#

okay cool

novel lava
#

no the magazineslot index is based on muzzle

#

so 1 will be the first muzzle, 2 the 2nd etc

#

one thing I havent tested is only having one but with an index of 2 if it will correlate with the second or first muzzle

leaden cave
#

im getting "';' encountered instead of '{'" around commander optics, I’ve been scratching my head for a while would appreciate any help or pointing in the right direction

this is what my config looks like:

    class Tank: LandVehicle
    {
        class NewTurret;
        class Sounds;
        class HitPoints;
    };
    class Tank_F: Tank
    {
        class Turrets
        {
            class MainTurret: NewTurret
            {
                class ViewGunner;
                class Turrets
                {
                    class CommanderOptics;
                };
            };
        };
        class AnimationSources;
        class ViewPilot;
        class ViewOptics;
        class ViewCargo;
        class EventHandlers;
        class HeadLimits;
        class HitPoints: HitPoints
        {
            class HitHull;
            class HitFuel;
            class HitEngine;
            class HitLTrack;
            class HitRTrack;
        };
    };

       class leopard1_base:Tank_F {
                  class Turrets:Turrets
        {
            class MainTurret: MainTurret
            {
            class ViewGunner;
            class Turrets:Turrets
                {
                    class CommanderOptics:CommanderOptics;
                };
            };
        };
        class AnimationSources;
        class ViewPilot;
        class ViewOptics;
        class ViewCargo;
        class EventHandlers;
        class HeadLimits;
        class HitPoints: HitPoints
        {
            class HitHull:HitHull;
            class HitFue:HitFuell;
            class HitEngine:HitEngine;
            class HitLTrack:HitLTrack;
            class HitRTrack:HitRTrack;
        };
       };```
wintry tartan
#
class CommanderOptics:CommanderOptics;```
Invalid
leaden cave
wintry tartan
#

The question is, what is your intention there

leaden cave
#

Change the commanders unit type

wintry tartan
#

No, not the entire idea of your entire config. The intention in that particular line

leaden cave
#

If I just do commanderoptics; wouldn’t it just overwrite it?

wintry tartan
#

Nocpp class whateverClass;This will NOT overwrite anything. It can't

#

It is just declare so it is ready to be parented

leaden cave
#

so i should just have it as "class CommanderOptics;"?

wintry tartan
#

I do believe the entire leopard1_base in that particular config should be removed even

leaden cave
#

thats a bit hard to do seeing as its trying to be inheritedf from the main tank

wintry tartan
#
class Tank;
class Tank_F: Tank
{
    class Turrets
    {
        class MainTurret;
    };
};
class leopard1_base:Tank_F
{
    class Turrets:Turrets
    {
        class MainTurret: MainTurret
        {
            class ViewGunner;
            class Turrets
            {
                class CommanderOptics;
            };
        };
    };
    class AnimationSources;
    class ViewPilot;
    class ViewOptics;
    class ViewCargo;
    class EventHandlers;
    class HeadLimits;
    class HitPoints: HitPoints
    {
        class HitHull;
        class HitFuel;
        class HitEngine;
        class HitLTrack;
        class HitRTrack;
    };
};```Or, I guess this. You shall try. My config-processor within my brain is not perfect, but I guess you know the idea
leaden cave
#

i appreciate it

#

thank you

tender fiber
#

this should work to edit an existing map settings no? wanted to add ambient snakes to an existing map

#

G.O.S Nziwasogo

#

where Snake_random_f is there was a rabbit, but even doing that it doesn't change the map spawns

#

my CfgPatches

#

the original code

#

i think i'm inheriting it correctly, but it doesn't do anything

dry frost
#

Hey team,

Why would hideProxyInCombat = 1; affect sound attenuation?

hearty sandal
hearty sandal
#

Hide proxy in combat forces turned in state I believe

#

Though it should affect ai only

lean bloom
#

Is there any cheatsheet / formula I could use to see how high a caliber / hit / speed would a specific bullet need in order to penetrate an armour plate with a certain thickness?

tender fiber
dry frost
hearty sandal
#

but it might use 2 states still for turned in and out states

#

since its defined in 2 places

#

class cfgSoundEffects and class attenunationEffects

#

Sound config guys may have more insight 😄

nimble sequoia
#

No one with any thoughts at all?
Surprised it's not come up during DLC production at the very least.
class Armory {}
class Library {}
#arma3_config message

severe marlin
#

Which one is for units loadout?
Respawn items or linked items
Or both

wintry fox
#

Both, the respawn one is used when the unit respawns

ember kraken
dusk wolf
ember kraken
last bluff
#

anyone know how id go about making my mortar have a further range via the artillery computer? ive tried several setups for my modes but dont get very far with it

#

pretty unsure what all it means

wintry fox
last bluff
#

my ammo is pretty slow

#

my "typicalspeed" is 100

wintry fox
#

Oh nvm I'm thinking of artilleryCharge in the fire mode config

last bluff
wintry fox
#

Are you sure it's being set correctly then?

I'm looking at an old mortar config I did and that was all I changed to mess with the ranges

last bluff
#

i changed a lot of it lol i think i did about everything i could've done and nothing hit the mark

last bluff
#

@wintry fox figured it out lol

#

was for sure my velocity

#

my max range is just YES now

wintry fox
#

Makes sense
I didn't touch it in my config (which is also quite old now) so I wasn't sure

last bluff
#

its uh

#

a bit far

#

lmao

wintry fox
#

It's just trial and error
I was messing with numbers for like 2-3 days (I wanted the ranges to be round numbers)

last bluff
hollow bough
#

problem isthat the guide is not really "beginner friendly"

#

for example i didnt even know i had to have the Arma 3 tools

wintry tartan
#

#arma3_tools message
It makes zero sense that you mentioned no context that is carried from another channel. If that guide is not beginner friendly, then start from beginner guide. Also, this channel is not for vent but ask for a help/search for a clue about issue you have