#arma3_config
1 messages · Page 41 of 1
Do you mean 1st_MEU_patch_main_loadingScreens is the faulty addon you think
yeah
I think the nonsense is located in 1st_MEU_patch_main_loadingScreens Line 66-72
Im very curious, ill test that
dude I think that fixed it.
Is there anyway around that without having the owners of that mod change that?
delete these classes
How would that look?
Maybe. Don't know if it would 100% work
im new to all this and teaching myself so any ideas are helpful
Ill attempt it, but it looks like it wont delete the class if its being used elsewhere unless im reading that wrong.
Hence maybe
I think its a no go on that
Then I guess report it to the author
@toxic solar ur shit broke lmao
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
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
That would be the modelOptics parameter?
Indeed, you can change that config
is there a new config ?
Hypothetically, if an optic uses a modelOptic, could I overwrite the config to make it 2d instead?
Sure
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
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?]
Post your config
That message is because you gave your unit more items that could be stored in its uniform / vest
I'm going to guess that your uniform (CfgWeapons class) isn't configured properly
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Do you mean U_ACU_PCU_07D_LK is not available on Arsenal etc
maybe, i mean yes
i cant see it in both inventory and Arsenal
uniform slot is empty
only model/textures loaded
You sure what he wears is U_ACU_PCU_07D_LK
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
modelSides?
Your CfgVehicles class have a lot of unnecessary values too. Don't know how it really can do this though
modelSides determines what sides can wear a given uniform
i dont know what is necessary, so i copied all of them
Which is unnecessary
More like that is not how a class inheritance should supposed to work
all right, i try to change a parent class inside of SoldierWB
That is not what I suggested. I even said it is not right I don't know how it does the issue
And you did not answered this
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)
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
i see in game is the one i added
Okay, I'll try to believe you
What if you do, let's say, uniformClass="B_Soldier_F"; in your CfgWeapons
not works, and i see another issue in model
someting wrong in low res LOD
ok, i am going to ask for template config from someone else
i dont want to waste more time on config
The bare minimum is just changing the uniformClass on your unit / uniform classes (and obviously the model)
ok, done
just moved class UniformItem; inside the CfgWeapons
and this is the config from rhsusaf, it is worked
i dont know why it didnt work in my config
Oh yeah, I didn't notice that
The "xItem" classes are defined in CfgWeapons, not config root
Can someone help me with my model.cfg? Im having trouble attaching my model to the skeleton
theres headgear requirements listed in pinned messages
same applies to all gear
just different weighting
did you get it working? I realized the pin is at #arma3_model
I have not yet, would I need to do anything with geometry? Im not sure I have it setup correctly.
Or could it be a problem with my actual config?
Is it possible to make a static turret lockable by AA rockets? if so, how would I go about doing it
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.
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?
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.
lockingTargetSound and lockedTargetSound
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
What error, just saying you get an error isn't very helpful
You can't define the same class twice
Add your sounds in the already existing CfgSounds
in the description ext, its only written once though
no where else says sounds
cfg sounds that is
literally below it, it says sounds but thats not what we are concerned with
other than that, no other cfg sounds
Arma disagrees with you
I agree with you
If you have #include ... from something in your description.ext, it could be in that file too
If that's KP liberation, then it's defined in liberation_titles.hpp
Specifically, ui\liberation_titles.hpp
ok one moment let me see that
ok I see thank you
so I add my sounds to that list i suppose under titles hpp
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
DART YOU LEGEND
Hi is there a way to make sure that with randomized headgear one specific helmet always comes with a specific nvg ?
You might be able to run the regular randomnization and then apply the rules after with scripting
what changes where the bullet should hit? gunBeg and gunEnd memory points are aligned and pointed foward (seen through Object builder's front view)
Bullets won't fly forward magically, but your plane velocity will be influenced too
I searched for "User Action 1" in the allinone config for 1.54 and couldn't find anything.
I guess it's hard coded
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)
You can't change the actions in CfgDefaultKeysPresets. They are all hard coded
I'll look for the localization in the string tables
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
str_usract_user_1
Occam's razor would suggest that the Gun_Pos & Gun_Dir are not aligned properly, regardless of whether or not you think they are.
Well, if true speed indicator in that picture is working - the zeroing is really awfully off
Can't find that string anywhere, so yes, probably hard coded. Sry.
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)
pos10: 2D position on HUD plane of ray, which have angle to previous ray 10 degrees in axes X and Y 
Pilot eyes always point straight forward. This has to be taken into account when modeling the plane and it's weapons.
Sometimes compromises need to be made in design vs realism.
Pilot eye position is not in the middle of the head. The head needs to be slightly offset in the sitting animation to mitigate this.
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
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
if I recall right animation change can be used for that
thouuugh not quite sure if you can actually do that kind of interception 🤔
can you elaborate on what exactly you try to do
- 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
Muzzle reload event triggers before reload
reload triggers before, reloaded triggers after
does MagazineUnloaded trigger when a single-round magazine is expended due to firing?
No clue, you'd have to test it
Oh shoot I was looking at those yesterday I don't know why I didn't think of it.
I would assume it'd only be triggered when a new mag is loaded in, but I'm not sure
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?
No
ok thanks
You could maybe write a onLoad script for the dialog and edit the listbox manually
Expert tier scripting required though.
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?...
};
Wouldn't it be better to have only one display?
Well I need both and they are very similar
class ExtendedWhatever: Whatever {
class controlsBackground: controlsBackground {
class oldbackground1;
class oldbackground2;
...
class newextendedbackground {...};
};
};
Hm
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?
Pretty sure you HAVE to mention them again
Like with Turrets
Other option would be adding the
controls[] = {}
array, but there you have to mention them again anyway
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
Tried my approach, doesn't work.
Yup. It won't accept inherited classes.
Help
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
The ammo type dones't shoot and the range tab it's just stucked on the last registered ammo
different names 
There is a 2nd ammo called that way
I already changed the names of the magazines
everything
The error doesn't pop out anymore but the mag is not for use and the range card stills the same
Mags being there but no use
Range card giving the same value of previous ammo
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?
For the magazines [] it's only the "Avalon_10Rnd_338" but for the magazineWells[] its the full magazines
I tried adding the:
{
"Avalon_10Rnd_338",
"CA_Magazine"
};
But I kept getting the same error
why are you trying to add what looks like ammo classnames into the magazine well config?
Yes, I'm trying on the "Ammo" type give the Range Tab values and when the mag is choosen have those values that are defined on CFGAmmo
this screenshot
magazine wells should contain magazine classnames in its magazines array
why are you trying to put what looks like ammo classnames there?
Nope
Magazines are on magazines
My "error" or issue here it's that
Those mags aren't getting the ammo info that they should have making them just apear on game but not being able to shoot
then post the CfgAmmo snippet as well 

omw
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
fingers crossed

Omw to testing
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
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
If you use the model of the QBZ, then it will require the DLC
Don't know what would happen if you changed the model and still inherited from it, but you may as well make a separate weapon at that point
That might be, you'd have to use
class oldbackground: oldbackground {};
then
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.
Try using hemtt. It will tell you what you mess up.
Using Addon Breaker is apparently one fault
Lol
Can someone try to help me understand the origin and fix to a
[ no entry ".model ]
issue?
A badly made config
Ok, any tips on how to solve it?
you are trying to create a object via a class that is missing important parameters, like "model" for starters
there are probably more
I see. well its hard to pinpoint what it could be. I could upload the latest log file if that could help. Other than that, the people who are playable should be fine, and the same could be said of the vehicles. so not sure
the error message should also contain the affected class
and no you should not leave errors in your mod
mm ok
thats the dumbest thing you can do
the file is liberation so not sure where to look
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?
what did you change
try verify your tools
and what do you pack the pbo with?
Im using addonbuilder cause its the only one that seems to actually work for me
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
They seemed to work in game for multiple models I did that way.
maybe HEMMT too but I dont have personal experience with it
pboproject says this
why is the answer always this
lmao
you said things work
until something happened last night and now models wont export correctly
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
Like literally files I have not changed in days will not export correctly anymore
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
Im not really familiar with how to setup liberation so cant really help with specifics there
Would you be interested in looking at the screen share I can do
no, sorry I dont have that kind of time. I was just logging off for the night
ok thats fine thank you for coming over.
as to your probelm Id suggest creating the p3d with 1 lod at a time and trying if that packs
to see if some particular lod is broken
is there anywhere that i can get a config file for a tank that i can use as a guideline?
Export the base game config in an all in one
Is there a way to add pylons to a vehicle via config?
Im looking to make a skywarden https://images.app.goo.gl/2T3zj8p522eFrkjy9
Found on Google from l3harris.com
Where is the configs for pylons?
TransportPylons(?) class in components iirc
Could always look at vanilla jets
Yeah TransportPylonsComponent
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
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
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
https://community.bistudio.com/wiki/Class_Inheritance
keep reading that document until tyou understand it. no one here needs to help you while these basics arn't mastered
The vehicle needs pulon proxies in the model. If those don't exist then config pylons have nothing to connect with
Having config should do "anything" gameplay wise but may not do anything visually
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";
};
B_AssaultPack_Base clearly is not defined
bvm i forgot i was goated and figured it out myself thanks
whatever that means
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)
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.
Why not just use a fired event handler on the unit / weapon itself?
Also that's scripting, not config
🤦♂️ don't know why I didn't think of that. That completely eliminated the need for me to do that in the first place
Also yeah, managed to put it in the right channel earlier today but missed it on this one somehow
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";
};
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 {
...
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
But your module shows up?
Affirm, all the boxes and attributes also show up.
Works for me,
Just modified propertys because i dont have your macros.
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
Hmmm, doesn't seem to be the macros.
Oh... I should prob get some sleep...
Let me try with the proper name
Yep works
Thank you
My PREFIX is AET, I am trying to follow the wiki guide and iirc it was TAG_module_nuke_yield so mine would be AET_module_start_in_vehicle_moveInCargo.
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);
...
Is a pylon proxy something specifically added to a model or is it just a memory point that is used as a reference?
it is added proxy
same way as any proxy
I am quite ignorant to how models work.
Would you happen to know of any distributable biplane models I could mess around with?
dont think so
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
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?
i think i figured it out; was missing
useModelOptics = 0;
useExternalOptic = 0;
Hello :D
In regards to a module's config and the attribute isGlobal, what does persistant global execution mean here? Does it mean execute every time a player initialize / joins or something completely different?
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?
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?
Persistent is like JIP. Normally, the module executes at mission start or trigger firing and that's it. It allows things to say, modify a player when they join the server, no matter what time they join.
What is the code you have so far in the module function?
Is it worth deleting?
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.
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;```
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 🙂
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?
Check pinned for it
One more question: where could i find the weaponsconfig file for RHS weapons to peek around the opticmodes for ACOG?
In-game config viewer
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
That's why you'd just use the config viewer, and then just look at whatever classes you want
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
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) 
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.
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
uh-huh
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
my meaning was "creating 5k+ lines config by hand doesn't look much better" 🙃
i have made some configs by hand, its just a lot more work than its worth
yes exactly
"Learning how to write the config yourself"
I didn't say to write 5k lines by hand.
I was saying you should learn how a tool works before trying to automate it.
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
You can look at any class with the in-game config viewer
You don't need to go looking through pbos
pinned messages > one that starts with "All in One config" > follow the link > open the last page > download the most recent posted dump 
Is the Test_scope3D that is included with ArmA 3 samples current and accurate to use as a reference for making an optic?
Yep
All in samples it's mostly the base on how to do it
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...
Don't be so happy about that
On attachments..., Don't really know but on google there is a LOT of information about it
open up other weapon attachment configs and see how they work and all
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
Find the animation classname in the animation viewer and set it by using the right commands
https://community.bistudio.com/wiki/Arma_3:_Splendid_Animation_Viewer
https://community.bistudio.com/wiki/switchMove
I did but I have problem in the unit attributes part
I did everything he said in description but didn't work
_this switchMove "AnimationName"
I typed this in init
Nothing happened
The bot moved
Instead of static animation
Maybe this, i never used the init fields.
If it doesn't work ask here #arma3_scripting
_this disableAI "All";
_this switchMove "AnimationName";
Do I need to add quotes?
yes
I used '[]' for that
You probably need use trigger instead as init attribute runs at wrong time
But also #arma3_scenario
Talk about it there?
I hate this Dwarden's weird renaming decision
Yes it's more a mission/scenario question
Yeah the old ones seemed to work just fine.
Should be even shorter.
A3_Scen
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";```
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
Just use setObjectTexture after the object is created
nice necropost
Also, what do items and magazines have to do with forceAddUniform?
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
changing a uniform with https://community.bistudio.com/wiki/setUnitLoadout (see the last code snippet in the last comment by POLPOX) doesn't change inventory contents
and forceAddUniform seems to delete stuff in my testing, not move it anywhere
Which LOD do thrown grenades collide with? I need them to fall inside my vehicle through an opening. Is it Geometry?
Geometry if I recall right
Cheers
So do you do a config dump to get the allinone data for arma?
Best to make all geos up to standard
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?)
cfgVehicles isn't a config path, you'd want configFile >> "CfgVehicles"
what config decides when a shell should release its submunition
specifically for lg 155mm shells
You must run the diag exe. Normal dev branch exe doesn't have this command
- what Dart said
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.
Are you just looking at the one from six config browser?
Pardon my loss here, is this a pbo. Samples files?
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; };";
};
};```
What do you mean inherit units into one
What I can say is, your question and your config, both makes zero sense
I am trying to get several random units from one unit
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
Use setUnitLoadout instead of forceAddUniform, is easier
hmm okay. how do i load mods with the diag.exe then? Since it launches straight into the game instead of opening the launcher, I tried setting the startup parameters in steam but that didnt work.
Make a shortcut or bat file that has the launch parameters
so, to replace the main gun on the challenger, i would swap these two parts out right?
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?
you need to declare that thing exists before using it as a parent. See https://community.bistudio.com/wiki/Class_Inheritance#External_Base_Child_Classes (and the entire page for that matter) for examples and explanations
okay thanks, my brain is too mushy for that now, i will try again at a later point.
Hello again :D
Quick questino, are there other types of attribute classes than the ones mentioned here in the module wiki?
https://community.bistudio.com/wiki/Modules#:~:text=class AttributesBase {,is applied }%3B
I am specifically looking for something that returns a number or has a slider.
You can use any of the Eden editor controls
What do you mean, please do elaborate.
I try 😀
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.
You want get slider to your module?
like
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
tks:)
Yes, though knowing the rest if there are more would also certainly be helpful :D
Yeah,
I'm not on PC.
I can share simple example when I get back on pc
Amazing, thank you 
So, don't know how much you have, have you done nothing.
But if you have mod you can create in cfgVehicles your module and depens where and when you want it to be activated you need define modify.
But for example
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
all these founded from
https://community.bistudio.com/wiki/Modules
if you press show text , you will see examples/ guides
@ashen chasm Thx for pointing me in the right direction, setUnitLoadout works brilliant and not being able to edit the loadout is then i guess the cost of having randomization
wot
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
what do you mean you cant edit the loadout ? @ashen chasm
I have created my own module so far in a mod yes:
https://github.com/Nomas-X/AET_AUX/blob/main/addons/start_in_vehicle/CfgVehicles.hpp
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
I went through the wiki to create it but found no info on the slider so thank you :D
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?
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
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
Hi all I've come across a config mystery related to turrets:
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?
Because you are inheriting them?
@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.
In order to understand your question, I need to know what is the goal you want to achieve
It is likely that your inheritance of the parent classes is broken - turrets are a bit tricky to inherit correctly.
So best show your full config for us to check over and as Polpox suggests, explain in detail what it is you are trying to do to give context.
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 {
};
};
};
};```
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.
Because the config changes nothing
POLPOX -- exactly! The config changes nothing, yet the result when spawning in the editor is different!
Actually that config is broken, but without context we can't go much further in helping.
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.
So you're gonna explain what is your goal or?
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.
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.
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
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.
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.
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?
Not lists I'm afraid.
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
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.
or don't store your loadout inside CfgVehicles 
But where then?
create your own config root class, it's just data 
Ok thx ill try that
I will be so happy when i am done with this fugin config
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.
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
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.
@steady kraken you need a config dump? I could upload mine but its old. dont know how old though.. might still be 1.54
I'll take a look, that would be great
https://www.dropbox.com/s/15uf53e0clo6jn4/classDump.zip Its from 17.07.15 and its not only arma theres also a buch of mods in there
is there a way to stop VTOLs pitching nose down on hover config-side?
Thanks a bunch for the link, I'll dig into it
For some reason when i respwan in MP i get the uniform of my base class and not the uniformClass which setUnitLoadout should add
Yes, becauset setUnitLoadout doesn't change what gear you respawn with
How can i set the uniform ill respawn?
Use an event handler
https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#EntityRespawned
Note you'll need to filter out non-unit objects
addMissionEventHandler ["EntityRespawned", {
params ["_newEntity", "_oldEntity"];
if !(_newEntity isKindOf "CAManBase") exitWith {}; // Not a unit
}];
Ok thx
Just realized I put the ! in the wrong place, it should be before the parenthesis, not before the if
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
Why not just change the config loadout itself if you are doing a mod?
I assume because they're randomizing it on init, and then want to use that same random uniform on respawn
Yep that is exactly what i want as result
i started writing such a dumper in SQF once
but i forgot about arrays 😃
feel free to buiult ontop
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?
- 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
Brilliant, what would i need to do to fix it?
Post your config
And what is the unit in question
All units with homeland_guard
But i only bothered about the top wb_racs_army_homeland_guard_m16a1_mix for testing
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?
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
Okay then... if it is working, why you don't use this, but the code you've posted here?
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
Then why waitUntil?
Because i read it would be madatory x)
Probably not. It seems the script is stuck there
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
BIS_fnc_setRespawnInventory is for menu respawn template IIRC
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
Would explain why its not working
Then ill probably try to make something with createUnit
Because you no longer have setUnitLoadout?
Or I maybe misrecall how init would behave on respawn
setUnitLoadout unfortunately didnt loaded the uniform of uniformClass, i just got everytime the uniform from the base class the placeable unit was based on
based on short testing 'init'/'postInit' EHs don't trigger on respawn in MP. 'respawn' EH does, though 
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']";
};
};
};
}```
doesnt work anymore because of max string size
or this for randomozing just a uniform with a little bit of extra customizability 
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
};
};```
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[].
Hi guys is there any config or something that increases the helmet protection for example?
I mean use that config in scenario
Done, now it is possible to sit as gunner, additional passengers and commander, but the texture doesn't load, it shows
yet, the thing is: there's texture, and I correctly mentioned it
and I can put it on manually through zeus
I said in scenario config
Not in mod config
You can't
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
What exact error
Rapify:circa Line 23 Unknown #if
circa Line 23 Unknown #if```
it possibly doesn't support #if right?
Maybe __has_include not _has_include
anyone got a list of the vegetation models or classes?
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.
there was a change @grand zinc ?
From Arma 3 v1.53.132890 strings are limited to maximum of 999999 (sometimes 1000000) characters
"(sometimes 1000000)"
setUnitLoadout works now thanks to executing the .sqf via respawn, thank you mate 🙂
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
https://www.dropbox.com/s/kx39rlgqhb1905b/A3-CompleteCfg-1_54.zip
Here a new Dump Only Arma+Dlcs
How would I change the spawn inventory of a vehicle?
TransportWeapons, Magazines, etc. classes
would that work for changing the weapons inside of a vehicle(eg, the mx that starts in a mrap wcan be changed)
Yes, that's what TransportWeapons is
I just need the list of paths actually
you could extract the game then type in a dos console:
dir/b P:\a3\*.p3d
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
Probably using gmeter or a combo of it's x, y, z derivative animationSources.
Post your config
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.
Am I correct in that you can disable model.cfg animations with config with this feature? 😅
Which software you use to pack
Would I be able to disable only one class that is to gear? Not overly confident with my model.cfg stuff
What do you expect or your goal?
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
Is this your config.cpp?
I don't think it's possible. The :: usage should override the source
my assumption is the cpp would look like
class AnimationSources {
class gear1anim {
source = "::gear";
};
};``` but i dont think that's correct?
Override as in change the source or make the source now bound to the animationsource? 
What I understand is so the source can be controlled by animateSource script
Yep, want to be able to basically make the source into half animateSource and half landing gear still
And that is not what I believe possible
Got you
Addon Builder
Try pboProject
What does ::gear do though? Does it make the source = "gear" now refer to the animationsources class?
"::gear" should transfer the control of the animation source gear into SQF level, instead of engine level
Got it, thank you
Unfortunate I can't split them off but hey it's RV4 it's fortunate it boots most days
Will do. I'd been trying to avoid learning pboProject and p drives but I guess it's time 😒
...no p drive and binarizing models is uh, asking for a bad time
Probably why I'm having it. I don't want to say how much time I put into this frigging problem
Setting up P and unpack itself won't really take much time
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.
Hi guys is there a way to make factions with "alive" and make the unit equipments randomize?
Short answer yes it is. I made a Sandinista faction a few years ago that did it, that accompanied CFP and piggy backed off that mod's equipment randomisation scripts.
Maybe tell me how?
I'm out, not at my PC hence my short answer = yes it's possible. I'll add some detail later.
Ok so a Unit in an alive compatible faction is just like any other unit, what makes the faction alive compatible is the group structure, so anything you can do with a unit including randomisation you can do with one in an Alive faction.
There are various ways you can achieve randomisation. I did it this way, utilising CFP functions
My factions using this are here, feel free to pick them apart to see how it's done in practice
https://www.dropbox.com/sh/0s69htjvf7saoan/AABVm8EaAv2V93VxSJsEa9Wwa?dl=0
Basically you add code with your equipment lists to your units in cfgVehicles
Umm so I just need to add that random thing under the soldier loadout
I must do it for those units I want to randomize right?
Are you using CFP? That code won't do anything by itself unless you're using CFP. Its CFP that has the randomisation function, that code is just a list that it draws upon. You need to work through the link and pbo I've given above for the rest of it.
No I don't have cfp
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)
Yeah I have some riflemen with different headgears
That's why I need randomize
You might be interested in the randomisation section here then
This is what I use these days.
- I create several different riflemen with their load outs
- I then use the randomisation function from Bohemia to randomise their headgear and facewear
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide
Idk where exactly should i put this commands
I'll post you a full example later, it's much simpler
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
-
Set up event handlers, (code on lines 117-128) this goes in CfgVehicles in your config.cpp
-
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.
-
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)
nice
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.
They had event handler by default
I tried to add headgearList
But it won't define the next unit class
What do you mean? What error are you getting?
I already said
It won't define the class after the first one I edited
Said undefined base class
I used from a mod faction
I mean the 2nd rifleman class
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;
It has
And it's under CfgVehicles
But I used a faction mod didn't used the default
It's opfor
Ah did you change the classes to the Opfor equivalent or enter that Blufor class from the example?
It was opfor at first
And still opfor
The only change I made was under cfgvehicles added headgearList
This is the same routine for a opfor example
All riflemen are same
Post your hpp and cfgVehicles if it's a separate file and I'll have a look
line 260 and 282
i forgot to tell
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
That class name it's in cfgptches
So the other things was fine?
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
I'm testing it now it somehow gave my unit a backpack
I think random facegears are working except the helmet
So how about I test it with a faction with 3 units? It's easier u know
look here
used aaf
Yep
3 units, engineer, medic and rifleman. Engineer and medic because they have abilities to heal and repair that you will want. Every other class you can inherit off a rifleman, it doesn't matter what you call them or how they are equipped. TL, SL, grenadier, AT etc, inheritance off rifleman
This is all you need for your inheritance
Anyway good luck, I'm off to bed
Hey man I tried few things the facewears worked but not the helmets it looks like it won't work without "alive" mod
When I tried that without alive the face and Headgear didn't randomized
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 :
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.
But they already has eventhandler
I need to edit them?
If you have included event handler code for the same classes twice then yes edit it out. Post your config?
@oak beacon already sent
it looks jank 
@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"
Can u tell me about uniforms, vests, Backpacks, nvgs?
What did you want to know?
What should I type for the list
And what should I type in the init
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
Ah OK I use numbers for soldiers too
Thanks anyway
For Headgear and facewear
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.
I have his faction mod but not his generator
It has lots of notes and such
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...
I've never encountered anything like this before, so I'm asking for help here.
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
I saw that it had lots of notes in description
Thanks a lot, it helped.
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?
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.
the path data\file probably is not right
- Simplify your requiredAddons[] to just
"A3_Data_F_Decade_Loadorder". - 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?). - You can get rid of the
Defaultexternal ref inside the Man_A3 class. That's not needed since you're not using it anyway.
fix it thanks you!!
Uhm, how should I troubleshoot my vehicle´s weapon being loaded, but not firing when pressing LMB?
Firstly change the weapon and magazine for vanilla classes to eliminate any issues with the custom weapon/mag/ammo config.
Turns out if I dont include certain .hpps, they will simply not work 
why might a uniform be negating all damage
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.
your uniform class isnt pointing to the unit
oh.
uniformClass
{
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....
check everything and find some tutorial but still don't know what is problem...
uniformClass = "Replika_Body"; should point the CfgVehicle class, not CfgWeapons
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
Sorry, I'm an idiot, but can I just delete uniformClass = "Replika_Body"; part at iteminfo?
I am saying you should to put the CfgVehicles class, not CfgWeapons'
okay i will trying figure out....thanks you for help
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
I did not say to remove your ItemInfo
oh....i re add it
small ballistic calculator excel sheet for anyone who needs one. Can calculate range tables
https://forums.bistudio.com/topic/186984-x3kjs-ballistic-calculator-excel-macro-sheet/
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 ?
Unlikely to be shadow related.
I'd guess there's something wrong with the rvmat / uv mapping of your replacement textures
Turn off shadows using the in-game Video options, see if the issue persists.
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
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
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.
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";
};
Just inherit from the generic Mode_X classes, e.g. Mode_SemiAuto / Mode_FullAuto and change as desired
class Mode_SemiAuto;
class CfgWeapons {
class someWeapon;
class TAG_yourWeapon: someWeapon {
modes[] = {"Single"};
class Single: Mode_SemiAuto {
// your changes you want
};
};
};
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
Update: Issue was indeed fixed by defining the iconPicture to the clear_empty.paa
Hey 🙂
How would i be able to fix this? Is it easy?
... does not support Extended Event Handlers!
You're not inheriting the EventHandlers class
Or whatever mod. If its your mod, easy. If not, the mod author needs to
Yeah it is my own mod which uses ace And CBA to only show whitelisted items in the Arsenal - would you he so kind to tell me how i can easily fix it? 😄
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
then they should have no mesh at all.
hiddenselections are not meant to hide things
I know its kinda like a trick
So how does it work?
empty lods in object = nothing to draw = invisible
there is no way to remove the shadows in the way you try to do it
I don't see lod option in my vest config
I remember I made Modular carrier rigs invisible by accident
It was something about item info I guess
its not a thing you can do through config
unless you make the item use empty model
U mean "model" in config?
yes thats what defines what model the item looks like
What about the other way u said its not in config?
Just curious
create empty model
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
yeah that could work
Inherit the EventHandlers class in whatever object has the error
It's only for weapon or can be used for all?
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.
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);
[...]
};
Hard to say without error msg and link to the repository.
You've probably not imported the macros correctly.
Probably, I‘m gonna take a break and reassess my code after some fresh air and tea
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.
class CfgVehicles
{
class Plane_Base_F;
class Plane_Fighter_01_Base_F: Plane_Base_F
{
class MFD;
};
class B_Plane_Fighter_01_F: Plane_Fighter_01_Base_F {};
class Plane_Test: B_Plane_Fighter_01_F
{
displayName = "Plane Test";
class MFD: MFD
{
};
};
};```
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
@bronze vessel answer to your question ^^
Thank you
Hey guys I'm trying to add randomize for headgears and facewears but it gives me error
line 652 you have extra };
That shouldn't be there?
How do you make a wall/ building destructible?
For walls you mostly just need this inside the class you've made in CfgVehicles
destrType="DestructWall";
armor=500; //health
@oak beacon hey man maybe look at this?
Btw is there any reason some walls are indestructible in vanilla?
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.
what kind of walls?
looks like its been designed as indestructible yeah
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
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
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"
Does anyone know this?
I used "alive" mod
Somone told you what the issue was
^
That wasn't the problem
It is a problem
I did and it wasn't
It was, because you were closing the class too early

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
I used alive
Anyway all of them are in CfgVehicles
I did that before
I don't think problem is from '};'
I tried some ways
remove stuff until it works
I have never used alive creator myself, I dont really recommnd it due to the earlier mentioned "people have problems with it"
Hmm I tried once added random gears and worked now it wont
but my advice for problems like this is the same. simplify until it works so you can start pintpointing what the issue is
Dealing with the issue is not the only process to debug. Identifying the part that has the issue, is also a debug
I Said earlier
At Headgear line there was spaces between headgearlist and '[]' and '=' I removed the spaces and it's kinda worked
But didn't closed the lines
So when I tried to run game crashed
the spaces are irrelevant
but you cant expect anyone else to comb through almost 5000 lines of config
no they are irrelevant
they dont mean or do anything
Yeah it was weird
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
you most likely have missing };
somewhere
the spaces dont mean or do anything
I dont know how to be any more clear about that
If I add it closes the CfgVehicles
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
Lines generated
Tested that before, worked
well then you feed it something wrong
again
remove stuff until it works
then add things back one by one
that is the only way for you to figure it out
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.)
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
apparently the whitespace between identifier and [] matters 
yes. thingy [] causes a syntax errer
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.)
indeed that does matter.
well, yeah 🤣
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 
It's a generator, they didn't write any of it
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
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
*unlocked and revert the textures showing that its unlocked
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?
...To do what?
like how do u do mag proxies for a 2nd muzzle?
Just have another MAGAZINESLOT.p3d
okay with index 2?
Yes
I don't really recall anything you really need to do in weapons
okay cool
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
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;
};
};```
class CommanderOptics:CommanderOptics;```
Invalid
Ye I get that but then how do I inherit it properly?
The question is, what is your intention there
Change the commanders unit type
No, not the entire idea of your entire config. The intention in that particular line
If I just do commanderoptics; wouldn’t it just overwrite it?
Nocpp class whateverClass;This will NOT overwrite anything. It can't
It is just declare so it is ready to be parented
so i should just have it as "class CommanderOptics;"?
I do believe the entire leopard1_base in that particular config should be removed even
thats a bit hard to do seeing as its trying to be inheritedf from the main tank
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
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
Hey team,
Why would hideProxyInCombat = 1; affect sound attenuation?
You would want to inherit from the original map (and keep it's inheriteance chain as it is to not break it.
There's 2 attenuations if I recall right one for turned in one for turned out.
Hide proxy in combat forces turned in state I believe
Though it should affect ai only
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?
i found out it's a mod, i'm in the process of finding out which, i did createVehicle for the snake and it didn't spawned, then i tried on vanilla and it did work, now i gotta figure out which mod causes it
Yeah, sorry the weird thing is it’s removing the usual internal sound attenuation and treating it as if it’s turned out?
Where’s the turned in/out sound attenuation defined?
I did rembember it wrong.
there is only
attenuationEffectType
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 😄
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
Which one is for units loadout?
Respawn items or linked items
Or both
Both, the respawn one is used when the unit respawns
What website or program are you using in this picture to script?
Its Visual studio code.
Ok thank you
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
There's not like minRange/maxRange properties, you need to adjust the speed of the ammo and the min/max angle of the mortar itself as well
ah, could it be my ammunition then? the angle is pretty good
my ammo is pretty slow
my "typicalspeed" is 100
Oh nvm I'm thinking of artilleryCharge in the fire mode config
ah lol yeah ive messed with all that stuff a bit and to no avail lol
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
i changed a lot of it lol i think i did about everything i could've done and nothing hit the mark
@wintry fox figured it out lol
was for sure my velocity
my max range is just YES now
Makes sense
I didn't touch it in my config (which is also quite old now) so I wasn't sure
i wouldnt know how to decrease it though lol
its uh
a bit far
lmao
It's just trial and error
I was messing with numbers for like 2-3 days (I wanted the ranges to be round numbers)
yeah currently tweaking the artillerycharge and dispersion stuff
problem isthat the guide is not really "beginner friendly"
for example i didnt even know i had to have the Arma 3 tools
#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

