#arma3_config
1 messages ยท Page 42 of 1
Means for an addon it will have optional content if you have so and so mod installed and wont return an error if you dont have the optional mod
Okay I'll look into that
yep. thank @grand zinc for that/
thanks
Or check pinned post
Guess you're talking about this tidbit '''skipWhenMissingDependencies = 1;'''
Yes
appreciate it, I was getting a migraine trying to figure it out
atho along the same lines, `skipWhenMissingDependencies differs from ___has_include in that the mod itself is ignored, versus simply having a mod with (eg) vanilla Tanks vs Turbo Charged ones. This means the mission designed for the mod won't even open in the first case, vs just a change of vehicles.
An example would be a DLC which you can try for free vs the paid one which has enhanced sqf/sounds/vehicles/vegetation/etc.
How do you get multi-barrelled cannon to work (simulation = "shotShell";) ? Is it possible?
I'm using animations and the ammo revolving source to successfully move the gunBeg/gunEnd memory points and gun effects from one barrel to the next between shots, which works fine, except that even using BIS_fnc_missileLaunchPositionFix in an EH I can't get the actual shell shot-from location to move barrels (as seen with diagnostic "shots"). So the effects move (such as muzzle flash, case ejection, smoke) but the shells come from the first barrel.
I am trying to add a different type of ammo to an existing mod. I just want to inherit most of the info but have the ammo be explosive. That should be just be adding the info that needs changed to the new mag, ammo, and telling the weapon it can use this ammo right?
Or simply telling the magazine to use a new ammo or existed ammo even
"telling the weapon it can use this ammo" magazine
I just cant get it to show in the list of ammo
I figured it out. Me being bad at spelling.
if I wanted to make the explosion sound when it hit the ground, that would be soundHit[] = {"\modfolder\soundfile.ogg"}; correct? Or do you do that a different way?
I have a question and im not sure if this channel is the right one, but in modding how does one set up the top left and top right indicators ?
which indicators?
Is there a limit to the max total armour value?
In-game it is showing Ballistic damage as nothing but explosive resistance as max with these settings
armorStructural=999999999999;
minTotalDamageThreshold=999999999999;
passThrough=999999999999;
hiddenSelections[]=
{
""
};
hiddenSelectionsTextures[]=
{
""
};
class HitpointsProtectionInfo
{
class Head
{
hitpointname="HitHead";
armor=999999999999;
passThrough=999999999999;
minimalHit=999999999999;
};
class Face
{
hitpointName="HitFace";
armor=999999999999;
passThrough=999999999999;
minimalHit=999999999999;
};
class Neck
{
hitpointName="HitNeck";
armor=999999999999;
passThrough=999999999999;
minimalHit=999999999999;```
Do I also need to put "armorStructural"
On the Head, Face and Neck, or is that just for the HeadgearItem itself?
I have no idea how pass through works either.
If a lower number means better or a higher number does.
Basically I am try to make the helmet impenetrable
Or should I remove the Viper helmet from the
```class Great_helm: H_HelmetO_ViperSP_hex_F```
TL;DR - I need values that will make the helmet invulnerable
passThrough = 0.1; // coefficient defining how much damage will pass into total damage when this hit point is damaged more passThrough = less ballistic 
The ones for speed, fuel and damage on the to left and weapon, ammo fire rate on the top right
see https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection or something
See I had a look at that and my brain shutdown
Should I set the passthrough to "0.1" or "0"
try 0 for starters
Thank you
Still showing as 0
maybe try some small non-zero value
Still nothing
Do you know of any Arma Developers here that can help?
class CfgWeapons
{
class H_HelmetB;
class H_HelmetO_ViperSP_hex_F: H_HelmetB
{
class ItemInfo;
};
class MEME_H_Hehe : H_HelmetO_ViperSP_hex_F
{
author="Local Memer";
displayName = "!MEME Helmet";
class ItemInfo: ItemInfo
{
class HitpointsProtectionInfo
{
class Head
{
hitpointname="HitHead";
armor=999999999999;
passThrough=0;
};
};
};
};
};``` 
If pass through set on 0.5 it means 50%?
Try this maybe?
It has the stats
@ashen chasm
// coefficient defining how much damage will pass into total damage when this hit point is damaged // // multiplier of base passThrough defined in referenced hitpoint 
Should I keep these in there?
armorStructural=999999999999;
minTotalDamageThreshold=999999999999;
minimalHit=999999999999;
This is how it looks
{
mass=20;
uniformModel="\Greathelm\greathelm.p3d";
modelSides[]={3,1};
armor=999999999999;
armorStructural=999999999999;
minTotalDamageThreshold=999999999999;
passThrough=0;
hiddenSelections[]=
{
""
};
hiddenSelectionsTextures[]=
{
""
};
class HitpointsProtectionInfo
{
class Head
{
hitpointname="HitHead";
armor=999999999999;
passThrough=0;
minimalHit=999999999999;
};
class Face
{
hitpointName="HitFace";
armor=999999999999;
passThrough=0;
minimalHit=999999999999;
};
class Neck
{
hitpointName="HitNeck";
armor=999999999999;
passThrough=0;
minimalHit=999999999999;
};```
Anyway I set head protection for 4 helmets but their protection was 0 in game
Should I put armorStructural on the Head, Face and Neck as well?
Same for minTotalDamageThreshold?
Does that need to be 0?
I am testing it now
armorStructural/minTotalDamageThreshold/minimalHit/whatever are for the unit config, not gear. Gear has specifically hitpointName/armor/passThrough listed in doc 
Where is the Explosive protection exactly?
Same, I have no idea
@ashen chasm Not impenetrable but most likely as close to it as I am every going to get
Thank you, you absolute legend
// from BIS_fnc_arsenal
#define STATS_EQUIPMENT\
["passthrough","armor","maximumLoad","mass"],\
[false,false,false,false]
...
_stats = [
[_itemCfg],
STATS_EQUIPMENT,
_statsMin
] call bis_fnc_configExtremes;
_stats = _stats select 1;
_statArmorShot = linearConversion [_statsMin select 0,_statsMax select 0,_stats select 0,_barMin,_barMax];
_statArmorExpl = linearConversion [_statsMin select 1,_statsMax select 1,_stats select 1,_barMin,_barMax];
_statMaximumLoad = linearConversion [_statsMin select 2,_statsMax select 2,_stats select 2,_barMin,_barMax];
_statMass = linearConversion [_statsMin select 3,_statsMax select 3,_stats select 3,_barMin,_barMax];
// from BIS_fnc_configExtremes
if (_property == "armor") then {
{
private _armor = getnumber (_x >> "armor");
_value = (_armor / (1 + _armor))^18;
SAVEVALUE
} foreach configproperties [_cfg,_condition];
} else {
{
private _armor = getnumber (_x >> "armor");
private _passThrough = getnumber (_x >> "passThrough");
_value = (_armor / (1 + _armor))^9 * (1 - _passThrough);
SAVEVALUE
} foreach configproperties [_cfg,_condition];
};
``` 
plain "armor" for explosive resistance bar, combination of "armor" and "passthrough" for ballistic bar
kinda messy in general ๐คฃ
Never used this for my vest
Only body part
Armor
Pass through
I tried to add protection for my helmet but in game is 0
passthrough=-1; seems to make the stuff way more broken ๐คฃ
Oh?
How so lol
[26786,[B Alpha 1-1:2,"head",0,B Alpha 1-1:1 (artemoz),"B_65x39_Caseless",2,B Alpha 1-1:1 (artemoz),"hithead",true,3]]
[26786,[B Alpha 1-1:2,"",0.239649,B Alpha 1-1:1 (artemoz),"B_65x39_Caseless",-1,B Alpha 1-1:1 (artemoz),"",true,4]]
// passthrough=1;
[36563,[B Alpha 1-1:2,"head",0,B Alpha 1-1:1 (artemoz),"B_65x39_Caseless",2,B Alpha 1-1:1 (artemoz),"hithead",true,3]]
[36564,[B Alpha 1-1:2,"",0,B Alpha 1-1:1 (artemoz),"B_65x39_Caseless",-1,B Alpha 1-1:1 (artemoz),"",true,0]]
Glorious
passThrough = 0.5; // multiplier of base passThrough defined in referenced hitpoint from the gear part of the doc
We multiply hitpoint's passThrough by -1~~ = hitting head may even heal the guy (?)~~
nah, total damage doesn't seem to go down. But it doesn't seem to go up either
AI be gunning for the guys head wondering why it's healing him 
I take it that then means invulnerability?
head seems invulnerable. Body shots did increase the total damage, so the guy would've died in the end. Also, shooting to the head to the best of my abilities still somehow did damage his arms for some reason, idk, maybe i'm that bad at shooting
I've got the HitHead, HitNeck and HitFace
Should I add, HitArms?
If that is a thing?
HitArms is, well, arms
Maybe i've grazed bot's shoulder
The arms damage was like 1% iirc
Sweet
I'm trying to figure out how explosion effects work in the config viewer and I see there's barely any parameters. What determines the actual image used for the particle sprite?
Root and CfgCloudlets
Anyone off the top of their head know how to get the azimuith and elevation of a turret to display?
ACE has this functionality
Know the function, by chance?
Try adding this into the vehicle config
ace_artillerytables_showGunLaying = 1;
Working on a multi turreted vehicle. When I go in the secondary and tertiary turrets they are aimed straight up. Anyone know how to fix this?
class Flamm1: NewTurret
{
gunnerName = "Flamm 1";
animationSourceBody = "flammTurret1";
animationSourceGun = "flammGun1";
gun = "flammGun1";
body = "flammTurret1";
gunBeg = "usti hlavne1";
gunEnd = "konec hlavne1";
memoryPointGunnerOptics = "gunnerview1";
proxyIndex = 3;
weapons[] = {"GP_Flamm"};
magazines[]= {"GP_Flammenwerfer14mm_Mag"};
forceHideGunner = true;
InGunnerMayFire = true;
outGunnerMayFIre = false;
gunnerInAction = "lib_sdkfz251_gunner";
gunnerAction = "lib_sdkfz251_gunner";
minElev=-10; //10
maxElev= 16; //20
minTurn = -110; //-15
maxTurn = 110; //15
maxHorizontalRotSpeed=10; //5
maxVerticalRotSpeed=10; //5
initElev = 0;
initTurn = 0;
selectionFireAnim = "";
viewGunnerInExternal=true;
};
URGENT how do i convert a bin file to cpp to read the configs
ArmAUnbin
Arma tools,
CfgConverter
oh its there too
You don't need it
It's only used for mapping textures iirc, it doesn't have actual config in it
More of a modelling issue aparently. Turrets have to be facing 'forward' to intialize correctly and then use initTurn to point it the way you want. min and max turn and Elev also need to take this into account
I'm trying to to replace a weapon's ammo config.
which i've done sucessfully
but when it comes to modding TIOW's ammo configs
no matter what I do it's not being replaced, not being affected at all, nor detected in game.
the addon i'm working on is on the last in the load order too
I have the required addons listed correctly too
loadorder does not matter. you need to patch your addon to load after the original (or any that chagnes those same values) through cfgPatches requiredAddons array
I did that and it's not working
I even copied for example vanguard a mod that touches TIOW ammo's values and still nothing.
are you running some other mods too?
if yes, run only tiow and yours
to see if that works
oh god so many non tagged classses ๐
I'll try
it's just weird it's only when it comes to TIOW
I've done it to AoD (Age of Darkness) and it worked fine.
most likely some other mod you got ovewrites it
or theres typo
or required addons is wrong
(required addons neets to connect with original configs cfgPatches classname)
It does i've tried also disabling that mod and it's not touching it.
maybe a typo?
I've just ended up copying the addon that's overwriting it cfgpatches and still nothing.
But i'll first check what you said then double check for typos
dont copy cfgpathces
you neeed to have the one you ovewrite in your required addons
thats how the load order works
and your cfgpatches needs to have unique name
and preferably all your classes would be TAG_ prefixed with your modding tag to keep them unique
Well when i mean copy cfgpatches i coped the requiredaddons section.
and added the overwriting mods there too
I just tried with just TIOW and my mod and nothing.
I've also checked for any typos and nothing
Hello from the cup mod the british faction (if i command myself then i have the standard arma 3 tuning sounds but my ai have the british, even in vanilla it is like that if i have the mod loaded only
also tried with setspeaker as config this does not work
that can't be right, especially as the data is available for the british faction
You have to set your own voice through your profile I believe
I found out what it was, the profile takes over in the editor what you have selected but if you make the unit playable -> right click as this unit then it works
because the profile overwrites everything
and no chance to disable this feature :8
Hello there !
Would someone care to explain to me how to delet all the compatibleitems like scope, lasers and supressor and add the CBA to have compatibility to all items available like it's done on RHS or CUP. I already tried a few times but can't make it works and i'm a beginner so yeah not so good at it.
Thanks !
{
access=1;
compatibleitems[]=
{
"optic_av_pso2",
"optic_av_shahin",
"optic_av_1pn51",
"optic_av_pso",
"optic_av_1p78",
"av_kobra",
"av_1p63",
"av_1p29",
"av_e511_pl",
"optic_av_pso_camo",
"optic_av_1pn34",
"av_p69",
"av_pkp",
"optic_av_pks",
"av_barska2"
};```
Weird issue Im having currently. Have a uniform in the arsenal configged with the S&S mod, but currently the .p3d and texture don't apply and are instead replaced with a default arma uniform. Any reason why?
Hi, i need a hand with my vehicle config, it works fine, the vehicle is visible in eden. But when loading zeus the category is not visible. any help is appreciated
class CfgPatches {
class Sevine_Arms {
units[] = {"M700_VIPER", "Jackal_MRAP", "Jackal_MRAP_HMG", "Jackal_MRAP_GMG", "MHTV_Badger"};
weapons[] = {};
requiredAddons[] = {"A3_Data_F_Decade","A3_Data_F", "A3_Armor_F", "A3_Soft_F_beta"};
};
};
class CfgAddons {
class PreloadAddons {
class Sevine_Arms {
list[] = {
"Sevine_Arms"
};
};
};
};
class CfgFactionClasses {
class Sevine_Faction {
displayName = "Sevine Arms";
priority = 3;
side = 2;
icon = "\Addons\SA_Vehicles\Logo";
};
};
class CfgEditorSubcategories {
class Sevine_Armored {
displayName = "Sevine Armored";
};
class Sevine_Motorized {
displayName = "Sevine Motorized";
};
class Sevine_Aircraft {
displayName = "Sevine Aircraft";
};
};
class CfgVehicles {
class O_MBT_02_railgun_base_F;
class I_MRAP_03_F;
class I_MRAP_03_hmg_F;
class I_MRAP_03_gmg_F;
class B_Truck_01_covered_F;
class O_Heli_Attack_02_dynamicLoadout_F;
class B_MRAP_01_F;
class Sevine_TestVehicle : B_MRAP_01_F {
displayName = "Test Vehicle";
scope = 2;
scopeCurator = 2;
faction = "Sevine_Faction";
editorCategory = "Sevine_Category";
editorSubcategory = "Sevine_Motorized";
side = 2;
};
Your unit doesn't change the model
It's not being "replaced", you're not changing it
Try adding "Sevine_TestVehicle" to the units array in CfgPatches
which, btw, isn't necessary if using pboProject. That tool does it for him and also removes mistakes that almost every1 suffer from.
any way to slew sensors to the pilotCamera direction with animDirection = in the sensor config?
I can't figure out what the name is supposed to be
or Do I need to create a new turret for that?
Anyone have the hex code for this yellow color in the Field Manual? Adding a hyperlink to my entry and want to make sure it's noticable.
#fea81a for the text
Top bar is around af771b or ae761a
It's slightly transparent, so not entirely certain
Got the colours from your screenshot
Just needed the text, thanks
Yeah, that would mostly cover it
coefGravity = 0.01 as well
Don't set it to exactly 0, can cause issues when colliding with surfaces like water
They are softcoded because the colors are adjustable, FYI
I have a ammo type that I made and it makes the explosion sound fine unless it hits metal. Then it just makes the shrapnel sound. What setting is that?
Probably metal hit and soft material hit
They are separate from what I recall
what do you need the p3d for?
you dont need the p3d
you can just inherit from that objects class
retexture config basically needs new displayname, new hiddenselectiontextures pathings
when inheriting from original you get all the other relevant paths straight up
and dont need to change or add anything
keeps things clean
and simple
Struggling a bit with glass and macros. Currently trying to narrow down why my windows don't shatter when I use the macro but seem to work fine when I fully type them.
...
class HitPoints
{
...
class Glass_2_hitpoint
{
armor = 0.01;
material = -1;
name = "glass_2_hit";
visual = "glass_2_hide";
passThrough = 0;
radius = 0.25;
convexComponent = "glass_2_hide";
class DestructionEffects
{
class BrokenGlass1
{
simulation = "particles";
type = "BrokenGlass1ND";
position = "glass_2_effects";
intensity = 0.15000001;
interval = 1;
lifeTime = 0.05;
};
class BrokenGlass2: BrokenGlass1
{
type = "BrokenGlass2NB";
};
};
};
TEST_GLASS_HITPOINT(3)
...
};
The macro in question
#define TEST_GLASS_HITPOINT(glassID) \
class Glass_##glassID##_hitpoint \
{ \
armor = 0.01; \
material = -1; \
name = "glass_##glassID##_hit"; \
visual = "glass_##glassID##_hide"; \
passThrough = 0; \
radius = 0.25; \
convexComponent = "glass_##glassID##_hide"; \
class DestructionEffects \
{ \
class BrokenGlass1 \
{ \
simulation = "particles"; \
type = "BrokenGlass1ND"; \
position = "glass_##glassID##_effects"; \
intensity = 0.15000001; \
interval = 1; \
lifeTime = 0.05; \
}; \
class BrokenGlass2: BrokenGlass1 \
{ \
type = "BrokenGlass2NB"; \
}; \
}; \
};
Basically just trimmed off the extra effects from the sample house one
and also the other variables for armour and hit point radius just to try and limit where the issue is and I'm still missing it
Build and then use the in-game config viewer to examine your Hitpoints class to check what it actually created.
Personally I wouldn't put a space before the line continuation back slash, and would leave the final semi-colon off the #define, instead adding it to the calling statement TEST_GLASS_HITPOINT(3);
so the class name is correct, but the "glass_##glassID##_hide" just becomes "glass_glassID_hide"
Guessing it has something to do with the "s
Try QUOTE(thingy)
Actually, try without the " " completely, should work
Think its hemtt complaining at this point
it doesn't like stripping the quotes off, and it doesn't seem to recognise the QUOTE within the macro
pboProject deals with it ok
I had to add #define QUOTE(x) #x to the top of the macro but that got it working.
I was thinking it would be similar to rad() but is it just a thing that people normally define with a bunch of other common stuff
can someone point me in the right direction for changing the model path for ropes?
It's a thing from CBA
If you're fine with a CBA dependency, you could include the macros from there
Although CBA does expect you to define some other macros before including this file
https://github.com/CBATeam/CBA_A3/blob/master/addons/main/script_macros_common.hpp
I forget if it would throw warnings or errors if you don't define those, I don't think it would
I'll take a look at what they have, I'm trying to avoid dependencies atm, but it might be worth it
the macro as written is totally fine. One small exception is @nimble sequoia 's sensible warning to never close a macro with a ; If you do so you prevent the define ever being catenated (a favourite 'trick' with sqf).
TEST_GLASS_HITPOINT(3)
Also glares at you as being faulty tho isn't.
As noted pboProject has no problem with above and the ## are eseential since _ is NOT a word separator in C++.
Hi, im having a problem that i haven't seen.
All my weapons work fine, but ever since today i haven't been able to create any new magazines for my weapons despite being able to in the past
// [SA] AP3
class SA_AP3: hgun_Pistol_heavy_02_F {
displayName = "[SA] AP3";
author = "Cyntaurus";
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
hiddenSelectionsTextures[] = {
"SA_Weapons_Beta\Textures\SA_AP3.paa"
};
magazines[] = {"AP3_6Rnd_50BW_Mag"};
baseweapon = "SA_AP3";
};
///////////////
// 6-Round Magazine (.50 Beowulf)
class AP3_6Rnd_50BW_Mag: 6Rnd_45ACP_Cylinder {
displayName = "6Rnd .50 Beowulf Cylinder";
scope = 2;
scopeArsenal = 2;
picture = "\SA_Weapons\Textures\MagIcon.paa";
ammo = "B_50BW_Ball_F";
count = 6;
mass = 2;
};
The mag is with the rest of my magazines and the ammo is just the .50BW from the type 115, however the default magazine only shows up when loaded.
any help appreciated
Likely CfgPatches order
yep, CFGWeapons decided to eat CFGMags, thanks
Hey! Apologies if this has already been asked, but- has that multithreading patch been added to Arma 3 main branch yet? I noticed some new features in settings that I saw in profiling previously
There's #perf_prof_branch but no, the recent changes have not been put in the main build
There were additions to the profiling branch yesterday, but that's it
#perf_prof_branch message
Awesome, thanks!
Hey, how would i go about hiding a faction subcategory, like Infantry(Woodland) from spawning and Editor? can you use CfgEditorSubcategories with scope = 0?
You'd have to hide all the units / vehicles under that subcategory, or move them to a different subcategory
ignore how much im spamming i wanna get a beta of this mod out already
but my titan is not getting its textures, i had an old version that worked so i know its possible.
I dont have the old version any more and i cant figure out how to get my titan textures applied
class SA_AL8 : launch_B_Titan_short_F {
author = "Cyntaurus";
scope = 2;
scopeArsenal = 2;
displayName = "[SA] AL8";
ace_javelin_enabled=1;
hiddenSelections[] = {"camo1", "camo2"};
hiddenSelectionsTextures[] = {
"\SA_Weapons_Charlie\Textures\LAUNCHER.paa",
"\SA_Weapons_Charlie\Textures\TUBE.paa",
};
baseWeapon = "SA_AL8";
};
this is the base game titan code fore refrence
class launch_B_Titan_short_F;
class launch_B_Titan_short_tna_F: launch_B_Titan_short_F
{
author="$STR_A3_Bohemia_Interactive";
_generalMacro="launch_B_Titan_short_tna_F";
displayName="$STR_A3_CfgWeapons_launch_B_Titan_short_tna_F0";
picture="\A3\Weapons_F_Exp\Launchers\Titan\Data\UI\icon_launch_B_Titan_short_tna_F_ca.paa";
hiddenSelectionsTextures[]=
{
"\A3\Weapons_F_Exp\Launchers\Titan\Data\launch_B_Titan_tna_F_01_co.paa",
"\A3\Weapons_F_Exp\Launchers\Titan\Data\launch_B_Titan_short_tna_F_02_co.paa"
};
};
then don't redefine hiddenSelections[] array in your custom class
Vanilla Titan's selections seem to be named: hiddenSelections[]={"camo_launcher","camo_tube"}; when i browse the config
๐
You don't need to touch hiddenSelections 99% of the time if you're just retexturing an existing thing
dont define anything you dont want to redefine in your new config
Put a _co suffix on your textures before converting them to .paa as well and don't use all capitals as that indicates a MACRO
launcher_co.paa
i tried
hiddenSelections[] = {
"camo_Launcher",
"camo_tube"
};
and had no success when i copied it straight from the source code, regardless it works now so thanks
thanks, will do
What the others are saying is, don't even put a hiddenSelections[] = line in your code, it's not needed and can only do harm. Just use hiddenSelectionsTextures[] =
Oh, well that good to know. got lots of code to rewrite now. i was under the impression that you used hiddenSelections[] to load the hidden selection texture
HiddenSelections defines named parts of the model to apply textures to
it is needed yes, but when you retextures and inherit from the parent class, you get the hiddenselections already defined when you inherit
your retexture class needs to change only the the texture paths themsleves
and the few other thigns like displayname
my unit's uniforms are having this bug of getting black on mission start-up ,if you change it fixes it, but everytime someone joins in progress everyone that is using a uniform made by our unit,
we had that bug but only for the editor for a while
i suggested that it could be weird named properties, at first it did work but today after updating the server (we use FASTER for it) it started this bug, before the update it didn't happen.
Black typically means paths are not right.
Hey there, quick question. Is it possible to modify someone's CfgPatches like other classes? We have issues with running missions on dedi with some mods cuz their authors didn't include units[] array for example. So, I'm looking for a quicker and easier (and more appropriate) way to fix this issue than repacking the pbo with fixed config
hard to see why you think making your own pbo will be 'quicker and easier' than just fixing the original.
Well, usually we have little mod for tweaks and fixes. So, I wondering if I can just make a little update for my tweak/fix mod and preserve original pbo integrity rather than repacking and uploading fixed mod (sometimes quite large)
You don't need it in the original cfgpatches. It can be just your cfgpatches
When we start the mission we get something like this
No entry bin\config.bin/CfgPatches/SHA_Headgear.units
And the only way I know to fix this is repack this mod with fixed config. I can do this, but this is not optimal imo
Report to the author I'd suppose.
We can't really advice on repacking since generally that is forbidden
That's why I'm looking for a better way. Mods tend to be dropped of (3+ years of inactivity) and we can't get in contact with author in many cases
Broken mods may just need to be cut no matter what their content is.
development on this, it's caused by a faction, the BRAF (Brazillian Armed Forces mod) or my own mod that is an extention to it that adds a Blufor faction copy of their faction (they're by default Indfor), and if the units utilizing the uniform is from either mod this bug happens, not if it is from vanilla, what could this be?
I have acess both to my mod and the BRAF repo (i'm a helper there), can someone help me find the issue?
i don't know what could possibly cause this, there's also several variables, as in, there's some variants of the uniforms where the pants don't have this issue but every other part of the uniform has, there's some that have no problem at all, but all of them only happen to the BRAF mod in specific, trying to figure out what causes this for a definitive fix
Is it possible to make a mod that changes a seat in an existing vic to a seat that you can shoot from like in the back of a offroad or is that a model.cfg specific thing?
If the seat is already a turret, then yeah
its a normal passenger seat
I think it's possible, but requires a lot of work iirc
I figured some work, just wasnt sure
Was wanting to see if I could add the ability to shoot your weapon from the passenger seat of the Libertad Horse mod but probably more work than I really should bother with.
There're some Mods that does it, to like Quadbike or Ghost Hawk
Unsure if it's a texture issue or config issue, but running into an issue with item icons:
- 512x512 CA texture, assigned the _CA suffix prior to processing through the A3Tools png>paa tool
- Assigned to the asset via the "picture =" line in the config.
- Icon is visible in the Arsenal Menu, but not in Inventory interface.
Any errors?
icon = "..."
None. Nothing reported by the game nor pboProject. GOing to try changing them to icon = and see if that fixes the issue.
Seems I have both in cfgVehicles and CfgWeapons
And don't know which one is not working ๐
icon and picture.
And all references say picture
picture = "path/to/picture.paa"; //Displays icon in your Inventrory
You also need to care about slash being the first character in the path, if you got a strange error
I forgot have or not to have is causing that
Yeah, I tried that on a whim. Was the leading /
Didn't have it initially.
Proof once more how a single character can change the outcome dramatically...
So it was missing or exists slash
It actually is one of the strangest engine issue
it is the only file\refere\ence in the entire bis engine that MUST have a leading slash. The only other item which behaves badly are the damage rvmats. They must NOT have one. All other references silently treat this\file as meaning \this\file.
How play music on custom main menu?
Without a mission
I am sorry but I need a bit of advice:
I currently have three weapons in my turret with different barrell positions ( Autocannon, grenade launcher, MG), but for some reason my autocannonยดs bullets are spawning from the MG barrel, my grenade launcher bullets are spawning from the autocannon barrel, and the MG is working correctly.
The thing is: I havenยดt really touched any particular config entries for these weapons regarding bullet spawnpoints, so how come different weaponsยด bullets somehow originate from different positions, even though gunBeg / gun End and muzzlePos are all the same?
The only differing entries are selectionFireAnim and gunParticles memory points
Different ammo simulations
I am really sorry boss, but how does ammo simulation affect which memory point the bullets spawn at? I do not understand 
Shell simulation for turrets gunbeg gunend points, memorypoint machine gun points for bullet simulation
ahh, this bit then, okay, makes sense
Hi, I need help from someone who knows how to add ACE actions via config.
I want to add an ACE action to a unit, here is my attempt. The method always works with items and vehicles, but somehow not with units.
part of config.cpp:
requiredAddons[] = {"cba_main","ace_main","ace_common","ace_interact_menu","ace_interaction"};
part of cfgVehicles.hpp:
class C_Man_casual_1_F;
class C_Man_casual_4_F: C_Man_casual_1_F {
class ACE_Actions;
};
class C_Man_casual_5_F_euro: C_Man_casual_4_F {
class ACE_Actions: ACE_Actions {
class ACE_MainActions;
};
};
class test_unit_worker_euro_1: C_Man_casual_5_F_euro {
_generalMacro = "test_unit_worker_euro_1";
class ACE_Actions: ACE_Actions {
class ACE_MainActions: ACE_MainActions {
class test_act_guiConVehCanStore {
displayName = "blabla";
condition = "true";
exceptions[] = {};
statement = "systemChat 'work'";
icon = "";
};
};
};
};
is it shown in in-game config viewer? or missing there?
like is it an issue with config, or with ace (if its in config, but still not showing up)
Yes, it is displayed correctly
My current solution is with init EH
In my actions, I use this
exceptions[] = {"isNotSwimming"};
showDisabled = 0;
I never tried without these
i've seen "explosionForceCoef" in the config for the first time (cfgAmmo) Does anyone know what it does? Is it maybe for suppression?
showDisabled does nothing
anyone knows how SP CDLC made the bombs with FUSE?
i want to replicate it, via mod or script, but i cant find a way to do it
Does anyone know why I cant see my teamates and my own icon on the map?
and why we cant third person in vehicles?
im unsure what ive set wrong
this is in server.cfg, some of them work and some do not
fixed it.. turns out editing the file in home/user/.local/share/arma3/ is what does it
Guys, I am trying to fix this error that happens with Walker's A2 Vehicles. I've added the "maxHorizontalRotSpeed" value to the config.cpp file but still get the error. Checked CUP which has the same vehicle and the config there is basically the same and it doesn't even have the missing "maxHorizontalRotSpeed" value but the error doesn't appear on CUP vehicles
Other than the error both the turret and the vehicle work perfectly
I think it's the inheritance tree is inaccurate.
Try this (untested, might need tweaking):
{
class All;
class AllVehicles: All
{
class NewTurret
{
class ViewOptics;
};
};
class Land: AllVehicles {};
class LandVehicle: Land {};
class Car: LandVehicle {};
class Car_F: Car
{
class AnimationSources;
class Eventhandlers;
class NewTurret: NewTurret {};
class Turrets
{
class MainTurret: NewTurret
{
class ViewOptics: ViewOptics {};
};
};
class HitPoints
{
class HitLFWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRF2Wheel;
class HitBody;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
};
class ViewPilot;
};
class hiluxhmg_base: Car_F
{......```
Thanks! Testing in a few seconds ๐
Still got the error, here is the mod it might be easier that way: https://drive.google.com/file/d/1S-Qc6pkhJugL-q9Trnxkw8JioyNtn_TE/view?usp=sharing
The config in question is in "walker_a3_cars.pbo" in the "hiluxhmg" folder
disregard, i can't readhpp class CfgVehicles { class All { class ViewOptics; }; class AllVehicles: All { class NewTurret { class ViewGunner: ViewOptics {}; }; }; ...
is what i seem to have in the config dump here 
as in vanilla config dump, not mod-related
When you get those "no entry .value" kind of errors it's usually an inheritance boo-boo, rather than related to the actual parameter.
Even if my (or artemoz's) quick check of the config dump is incorrect, it will probably be a fix like that.
Indeed, thanks! I've been looking for the inheritance issue for hours but so far no luck ๐ฆ
why does it even try to search for ViewOptics directly inside the Turrets class instead of its children 
That is how cup does it
, but maybe it is an issue here
class Turrets: Turrets
{
class MainTurret: MainTurret
{
body = "mainTurret";
gun = "mainGun";
outGunnerMayFire = 1;
forceHideGunner = 1;
castGunnerShadow = 1;
viewGunnerInExternal = 1;
gunnerOpticsModel = "\a3\weapons_f\Reticle\optics_empty";
gunnerForceOptics = 0;
soundServo[] = {};
stabilizedInAxes = "StabilizedInAxesNone";
weapons[] = {"CUP_Vhmg_DSHKM_veh"};
magazines[] = {"CUP_100Rnd_TE3_LRT5_Green_Tracer_127x107_DSHKM_M","CUP_100Rnd_TE3_LRT5_Green_Tracer_127x107_DSHKM_M","CUP_100Rnd_TE3_LRT5_Green_Tracer_127x107_DSHKM_M","CUP_100Rnd_TE3_LRT5_Green_Tracer_127x107_DSHKM_M"};
gunnerRightHandAnimName = "OtocHlaven_shake";
gunnerLeftHandAnimName = "OtocHlaven_shake";
gunnerAction = "CUP_Hilux_Gunner";
gunnerInAction = "CUP_Hilux_Gunner";
ejectDeadGunner = 1;
gunnerCompartments = "Compartment2";
memoryPointGunnerOptics = "gunnerview";
memoryPointGunnerOutOptics = "gunnerview";
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
turretInfoType = "RscOptics_Offroad_01";
discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500};
discreteDistanceInitIndex = 3;
disableSoundAttenuation = 1;
minElev = -25;
maxElev = "+60";
startEngine = 0;
class ViewOptics: ViewOptics
{
minFov = 0.25;
maxFov = 1.25;
initFov = 0.75;
};
class ViewGunner: ViewOptics{};
};
}; ```
What properties must an object have to be able to be recognizable โairโ target using titan AA? Means that object should show up on sensors too. Also what part of LOD should it model have for this?
maxHorizontalRotSpeed is used in Air_F turrets and some, not all, commanderOptics. It is not attached or inherited by car_F, Since, by definition, turrets are removed for cars. (until such time as you re-introduce them via NewTurret eg)) CUP is a solid mod. I don;t believe cup is the enemy here. You are inheritimg from a non cup asset and it goes bang. Ise the KISS primciple amd fix one, not three, vehicles.
It could also simply be you are loading other mod(s) as well as yours. Look in the .rpt file.
also, doesn't repro on my machine O_o
with this and CBA being the only two loaded mods
is there any way to script a mission to add all modded gear to a loot-pool without manually adding every single new classname for every mod?
For example in RAVAGE's loot spawning
for the mods you don't control you can do some querying and filtering in SQF with https://community.bistudio.com/wiki/configClasses and so on, but expect stuff to be very inconsistent 
something like https://gist.github.com/artemoz/869563af6f5781ff130662da9e2df546, for example
I can confirm now that it is another mod which is causing the error. But since I don't have access to the mod files is there anything I can change on my own config to prevent it? Like giving the turret another name?
The other mod (Veterans mod) does not show any error when running on its own nor when walker's vehicles is also loaded, it is only with walker's HMG Hilux (when selecting it) that the error pops up ๐ฆ
you could add
HMG Hilux:whatever { change what you want; };
it's probably breaking inheritance very early in the chain
IFA3 has that issue with faces of war because FOW breaks the turret inheritance in staticweapon
its unfortunately very easy to do and not cause any errors until someone else needs that inheritance to work
so there's no way to just add a string that does something like "add all modded gear to this array"?
Linearly scales the force applied to objects that are thrown about by the explosion.
I added a few magazines in my weapon mod. I want 1 magazine to be the main magazine when players pick up the weapon. How can I do that?
put it first in the magazines[]= array if you mean the one when picking it from Arsenal. If it's from the editor-placeable groundholder for the weapon, it's defined in the TransportMagazines class
It does it even though I put it first.
any ideas why this code might be throwing this error?
class CUP_B_SearchLight_Static_CDF;
class Turrets;
class MainTurret;
class CFR_B_SearchLight_IR_Static_CDF: CUP_B_SearchLight_Static_CDF
{
displayName="Search Light (Infrared)";
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Reflectors
{
class main_reflector
{
color[]={1000,1000,1000};
ambient[]={70,75,100};
position="light";
direction="lightEnd";
hitpoint="light";
selection="light";
size=1;
innerAngle=10;
outerAngle=45;
coneFadeCoef=10;
intensity=600;
useFlare=1;
daylight=1;
flareSize=4;
irLight=1;
class Attenuation
{
start=0;
constant=0;
linear=0;
quadratic=0.040000001;
hardLimitStart=500;
hardLimitEnd=650;
};
};
};
};
};
};```
there is no class Turrets directly in CfgVehicles in the vanilla config dump. Your inheritance is probably wrong 
Your first declarations are doing it
ah I see
okay I might be stupid here
but when I try to set up my inheritance classes as such, following the inheritance order:``` class LandVehicle;
class StaticWeapon: LandVehicle
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class ViewOptics;
class ViewGunner;
};
};
};
class CFR_B_SearchLight_IR_Static_CDF: CUP_B_SearchLight_Static_CDF
{
displayName="Search Light (Infrared)";
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Reflectors
{
class main_reflector
{
color[]={1000,1000,1000};
ambient[]={70,75,100};
position="light";
direction="lightEnd";
hitpoint="light";
selection="light";
size=1;
innerAngle=10;
outerAngle=45;
coneFadeCoef=10;
intensity=600;
useFlare=1;
daylight=1;
flareSize=4;
irLight=1;
class Attenuation
{
start=0;
constant=0;
linear=0;
quadratic=0.040000001;
hardLimitStart=500;
hardLimitEnd=650;
};
};
};
};
};
};```
it just throws me errors about missing the 'Turrets' inheritance class upon trying to pack it
Maybe cause theres no listed _generalMacro?
speaking of turrets, would you mind answering a question quick? Im just looking for the modifier that causes a turret to not allow the gunner to use their NVGs. Not integrated NVGs but the players actual NVG item
While you aim (ADS) or not?
ADS yeah
Similar to how OPTRE has it
For the LAAG Turret warthog
The weapon on the vehicle in question has iron sights but my guyss waant to be able to use NVGs to be able to see at night
And it would be weird to just do visionMode and give it NVG and TI
If you define the token's array like so (visionMode[] = {"Normal"}) this will prevent the user from wearing NVGs only while they're "aiming" with the turret.
So if you want to be able to equip NVG items whilst you're "aiming" with the turret's weapon, just don't define the visionMode[] token in the turret's ViewOptics property.
Thank you, I actually, as you wrote that, figured it out. (Im doing the usual editing of a base version)
โค๏ธ
okay I think I'm going to have to relearn how inheritance actually works in this case or smith
The advanced developer tools mod will let you look at the entire inheritance tree for a given class
Looking at that helped me learn how to inheritance for classes inside of other classes (e.g. turrets).
So Im having an issue, Im currently trying to make a custom version of another mods weapon and mags, it seems that for whatever reason everything works but when I attempt to use the firemode selector it swaps to my bino's and the gun has inf ammo.
I dont know what could cause this
Is it possible for when a tank starts up to prevent it from moving for X seconds so that the engine can start up? I recall RHS having this where it takes a few seconds after turning on engine to move
is it all scripted or config values?
ACE has it
oh okay, and wat about for non ace
You just have to script it yourself
๐ซก I will see wat the ace men have done
It's just a setVelocity and setVectorDirAndUp
So I got an interesting issue on my server.
Every time a player or ai gets into a Hatchet helicopter, they start dancing. And with RHS they clip through and sit on the ground or roof.
For the dancing Iโm guessing it would be the ace extensions and animations doing that but never seen that type of conflict before.
If this isnโt the right channel sorry
corrupted animation data cache
Open windows explorer and paste this text in and hit ENTER.
%localappdata%/Arma 3/AnimDataCache
Go inside AnimDataCache folder and delete the contents
I'm working on a macro currently, and I need a conditional parameter. For example:
#define PCU_VEH(MODEL, VART, VART_NAME)
If VART_NAME is passed as "OFF", I want to use a #ifdef condition to check with an else statement. Is this possible?
My use case is; if VART_NAME is set as OFF, I want to use a different set of hiddenSelections, and set the a specific selection as hidden.
arguments are variables and can't be used in tha way. instead:
#define PCU_VEH(model,vart)...```
Arguments should not be upper case (in the define). It only adds to confusion.
@vast tartan
I'm trying to swap headset textures of a helmet, but the hiddenSelections parameter for the headset has 2 separate textures defined in it. Is there a way to change both of them?
eh?
the model has a section for the headset, and that section has 2 textures assigned - one for the headset itself, the other for the microphone and whatever else
when I try to change it with hiddenSelectionsTextures one part looks right, the other, well, not so much
photos what it should look like and after trying to change the texture
to make it clear I did not make those assets, hence why I'm asking
(2 different helmets but they show the effect well)
then maybe the texture you provide doesn't fit the UV mapping of the second selection or something 
the texture comes from the same mod, it's used in a different model
same thing happens when I try to do the same with a different model
idk how this works
Then nothing you can do
its set up wrong
same section must not contain different textures
I'll just have to swap the files around then, at least there's other models I can work with
thanks for the help
I'm having an issue with scripting a fix for a mod where during nighttime with night vision on, if I turn on the targeting pod mfd it causes the screen to blur out/get a overlay. Anyway to fix this?
Hi, i need some help with define.hpp file that I create in my common addon. I want to include the define.hpp that I can use the macros in the other addon. So my path structure doesn't match.
Mod structure:
name:** TAG_client**
- addon folder
- key folder
- mod.cpp
common addon structure:
name: TAG_client_common
- folder pic/picName.paa
- config.cpp
- define.hpp:
#define PATH_OF_PIC "pic\picName.paa"<----
vehicle addon structure:
name: TAG_client_vehicle
- cfgVehicles.hpp:
#include "\addons\TAG_client_common\define.hpp"<---- - config.cpp:
requiredAddons[] = {"TAG_client_common"};
Can I bring up Arma Reforger Server config here?
Is there a channel specific about Arms Reforger or is this channel also Arma Reforger / Arma 3
hmm, for me it doesn't work
include file addons\Tag_client_vehicle\addons\TAG_client_common\define.hpp not found
your screen above says \addons, the errro says \addons. what's going on here?
cba/ace style project foldering with addons\ as part of the pathing is my guess
what is this packed with and do you use P drive as modding environment?
ace includes there things in the script_components with this, but i dont know how to path this way.
(example: #include "\z\ace\addons\main\script_mod.hpp")
yes well the folder structure is meaningless
you can have any folders structure you want
ace has decided on that
packed with arma 3 addon builder
personally I like P:\project_TAG\TAG_stuff\morestuff\data\etc
ACE example having the addons\ in there is super confusing for beginners
I've noticed
Path of project folder G:\x\20250107\main@TAG_clientTest
\addons is a hard hard address directly off the pL drive and most unlikely
addons is rekative and might be correct.
I dont mess with PBOprefix so I cant advice on these out of P setups
okay then im looking after th P drive setup for mods
you can also use G: of that's your preference, the main point being EVERYTJHIG must be on that drive (in the correct location)
Okay i need a new structure, thank for the help you both
also if you only found out the nissing error during game load for heaven's sake use pboProjec.t it will tell you a damn sight faster than loading the game.
im having s issue with a file and idk how to fix it would anyone have suggestions
Not enough information
What kind of issues
(next time, just add the image to you first post, easier to help that way)
That's an odd place to load a mission from, which is probably why it's not loading
Usually %localappdata%/Arma 3 is just used for log outputs and cached missions
there a way to fix it?
Not certain, you might be able to make it work again by unsubscribing and resubscribing to KP Liberation
Are you trying to load a game or start a new liberation game?
start a new one it saved automatically i deleted a file that has the name on it but once i went to go start a new one thats whenn the error popped up
If you deleted a file, then it might be missing the texture entirely
Which file did you delete?
whats said on the picture but its now working agter i validated the files through steam

If it works, it works
Anyone happen to know if there's a way around simulation = "thingx"; and showWeaponCargo = 1; using the geometry of the weapon cargo instead of using the weaponHolder's geometry?
As it stands, the only luck I've had is to use simulation = "tankx"; instead, but obviously that's not ideal.
do you want it to have physics?
I used house simulation for an ammo box using showWeaponCargo as I didn't really care about it having physics
Yeah, the physics part is the hurdle
initially I didn't set it up with physics, as I personally didn't mind either, but at the request of players, I'm making efforts to see what options there are
thing simulation might work - its not physx its the old arma 2 physics but its, simulated, i haven't tested it though
Interesting. I'm not super versed in what simulation options there are, so I guess I didn't realize that was what that was
Will try and report back
simulation = thing; essentially turns it into a house object, and did not function as hoped
weird it should still move
I used it for tank/at gun shell casings because it can basically interact with physx objects but at low mass won't cause arma space program
with thingx it would fall over (it's an cylindrical shape), but with thing it stood straight up, and when running into it, it stopped my vehicle
odd
Another fun question, any chance someone can confirm what properties define whether an object is considered an Empty class as opposed to BLUFOR or OPFOR?
oh thats a fun one - its simulation to some extent, im assuming you put it in tankx and suddenly cant see it in the editor anymore?
or needed to add a 'crew' so it showed up under blufor/whatever
Just tankx is fine, but when inheriting from LandVehicle (trying to save myself some trouble) it disappeared
Currently, to accomplish what I wanted, I created my own baseclass inheriting from WeaponHolderSimulated, changed simulation to tankx, and then added all the properties that caused a pop-up error upon starting the game
(Yes, by booting the game over and over again and adding the missing classes one at a time ๐ )
I do wonder if this issue is caused by too much mass in the object
The mass is certainly higher than I thought it was, but the vehicle I hit it with was moving at 50km/h and is at least three and a half times the mass
shouldn't be enough to stop the vehicle
how much is high
825 in ObjectBuilder
Interesting
or mass, whatever
I think you're right that it's kg
what exactly does it try to be?
im guessing its an ODST weapon pod or something
something like that anyway
so an ammo box you can see the contents of
showWeaponCargo is for passengers I think not
it would be a groundholder thing i one wants to show the contents of the inventory
Yeah I'll stop being vague for the sake of assisting here
groundWeaponHolder uses showWeaponCargo and proxies to accomplish this
yeah this, I used it for the panzerfaust crates in spearhead
This is correct, it is a weapon pod based on the ones from Halo 2
๐ yeah looks like it
class WeaponHolderSimulated;
class TCP_WeaponHolder_Object_base: WeaponHolderSimulated
{
simulation = "tankx";
//--- Below are parameters REQUIRED for TankX simulation
preciseGetInOut = 0;
cargoPreciseGetInOut[] = {0};
cargoProxyIndexes[] = {};
class MFD;
class Sounds;
canFloat = 1;
leftDustEffect = "LDustEffects";
leftFastWaterEffect = "LWaterEffects";
leftWaterEffect = "LWaterEffects";
rightDustEffect = "RDustEffects";
rightFastWaterEffect = "RWaterEffects";
rightWaterEffect = "RWaterEffects";
tracksSpeed = 1;
class CargoLight
{
ambient[] = {0.6,0,0.15,1};
brightness = 0.007;
color[] = {0,0,0,0};
};
fireDustEffect = "FDustEffects";
turnCoef = 0;
class SquadTitles
{
color[] = {0,0,0,0.75};
name = "clan_sign";
};
memoryPointDriverOptics[] = {"driverview","pilot"};
class Exhausts;
memoryPointsGetInDriver = "pos driver";
memoryPointsGetInDriverDir = "pos driver dir";
memoryPointsGetInCargo = "pos_cargo";
memoryPointsGetInCargoDir = "pos_cargo_dir";
memoryPointsGetInCoDriver = "pos codriver";
memoryPointsGetInCoDriverDir = "pos codriver dir";
class RenderTargets;
driverDoor = "";
cargoDoors[] = {};
selectionRightOffset = "";
selectionLeftOffset = "";
selectionBrakeLights = "brzdove svetlo";
memoryPointMissile[] = {"spice rakety","usti hlavne"};
memoryPointMissileDir[] = {"konec rakety","konec hlavne"};
driverLeftHandAnimName = "";
driverRightHandAnimName = "";
soundGear[] = {"",0.000316228,1};
memoryPointsLeftWaterEffect = "waterEffectL";
memoryPointsRightWaterEffect = "waterEffectR";
memoryPointCargoLight = "cargo light";
alphaTracks = 0.7;
textureTrackWheel = 0;
memoryPointTrack1L = "";
memoryPointTrack1R = "";
memoryPointTrack2L = "";
memoryPointTrack2R = "";
gearBox[] = {-1,0,1};
driverLeftLegAnimName = "";
driverRightLegAnimName = "";
};
These are the values I found are required for tankx, which obviously already isn't nearly as optimized as thingx
tankX sim would be a pain though, you'll have to do hacky stuff like the the taru pods in the helicopter dlc/vanilla
I haven't run into anything yet
Something specific you have in mind?
there was some engine support for that namely:
editorForceEmpty
I believe that, because I am inheriting from WeaponHolderSimulated, it is fine?
well isnt it only showing up under a faction ?
No, as it stands it is fine and shows up correctly under empty
weird, maybe its OK because it doesnt have crew
It was before when I was trying to inherit from LandVehicle that I had that issue
This was my assumption as well
the problems I can potentially see for the 'thing' sim but wasnt a problem for me because all the time I used it in scripted stuff, is it might spawn 'asleep' so it will float until something hits it, etc
and this mass issue
it would be nice to see an engine side fix for this as I dont think there is a way to disable the weapon physx lod, at least I never could find it
I was going to suggest that in #dev_rc_branch, and potentially make a ticket, but I wanted to make sure nothing of that type existed already
Could someone please clue me in on how to create consistent "picture" entries (the white vehicle icon that appears in the briefing tab) for vehicles when it comes to the size and placement of the "icon"?
Are there any guidelines?
@wheat flicker is the pod suppose to sink into ground coming down or does it land gently?
I'd guess best place to start from would be one of the vanilla icons
For size
As for the image, screenshot form object builders side view works xD
When Proxies are hidden
There are a couple answers to this ๐
I have set up the pod as a pylon weapon, and when you fire it it drops a "bomb" that uses the closed capsule model. When it hits the ground, it spawns the actual CfgVehicles object with the weapon in it on the impact point. Originally, since it was static, it just spawned, but now I intend to disable simulation and set the position slightly underground.
When it is spawned by Zeus or through 3DEN, though, it will land gently, and probably roll around creating chaos.
have you considered buried static groundholder model and separate physX tube to roll around
This would double the necessary CfgVehicles classes, as there is a different CfgVehicles class for each weapon (I know I could script it, but I wanted to have them placeable in Zeus/3DEN based on the specific weapon) and I was hoping that when the object is picked up using ACE that it would return to having simulation.
Yes, but if I need to do this for 20 vehicles, how do I ensure all my pictures are the same ratio when it comes to the vehicle / total picture size? Some will inevitably be bigger / smaller than others
As in, the vehicle will be taking up a different percentage of space between different pictures
is anyone else's unit data not loading?
dont overthink it
๐
Ah, should pictures be fully white, or can they contain different shades of gray? 
nice cheers
picture = 128x64, _ca, white only (greys may be possible, but non-standard)
@grand zinc
Are you able to shed any light on which of these classes (or both, or none) has any relevance in Arma 3 these days please?
Or ask another knowledgeable "insider" with access to the code, to comment. Thanks.
#arma3_config message
Does anyone know why my server is not letting me use any mission sided scripts like init.sqf's e.g? They all work fine in multiplayer hosted servers in eden, just not after i uploaded them to the server.
I changed allowFilePatching to 2 but that didn't do anything.
// init.sqf
if (isServer) then {
powerboxSoundSource = createVehicle ["Land_HelipadEmpty_F", getPos powerbox_1, [], 0, "NONE"]; // Create an invisible sound object
powerboxSoundSource attachTo [powerbox_1, [0,0,0]]; // Attach it to the powerbox
};
if (hasInterface) then {
private _action = [
"ToggleLights",
"Turn Off",
"\a3\ui_f\data\igui\cfg\simpleTasks\types\use_ca.paa",
{
["powerbox_toggle_server", []] remoteExec ["call", 2]; // Run on the server
},
{true}
] call ace_interact_menu_fnc_createAction;
[powerbox_1, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToObject;
};
"respawn_west" setMarkerAlpha 0;
"respawn_east" setMarkerAlpha 0;
This is my init.sqf.
// powerbox_toggle.sqf
if (!isServer) exitWith {
["powerbox_toggle_server", []] remoteExec ["call", 2]; // Request the server to run the script
};
if (isServer) then {
private _lights = allMissionObjects "#lightpoint";
if (_lights isEqualTo []) then {
hint "No lights to turn off.";
} else {
{
if (!isNull _x) then { deleteVehicle _x; };
} forEach _lights;
hint "Lights turned off.";
};
};
This is my powerbox_toggle.sqf.
class CfgSounds
{
sounds[] = {};
class buzz
{
name = "buzz";
sound[] = {"\sounds\buzz.ogg", 300, 1};
titles[] = {0,""};
};
};
class CfgRemoteExec
{
class Functions
{
mode = 2;
jip = 1;
class powerbox_toggle_server { allowedTargets = 2; };
};
};
This is my description.ext. Incase it helps.
while {true} do
{
powerbox_1 say3D ["buzz", 50, 1];
sleep 5; // Adjust based on the duration of your buzz sound
};
This is my loopBuzz.sqf.
If anyone could help me why it's doing this, i'd appreciate that alot.
Ah, I have a question. If I am creating damage / destroy triplets, do I strictly need to define them for every texture set I am using, or can I skip certain ones that do not necessarily need it? (such as vehicle interior / components)?
Actually this is a dumb question, damage should obviously be visible from the inside of the vehicle as well
But if someone could explain to me how does minimalHit work within the hitpoints classes I would be happy 
Why is it sometimes positive and sometimes negative? How does a 0.4 value translate in any way to the amount of damage applied by a hit?
Most "hit" values are way way above 0.4
Or does this somehow interact with armorStructural, which divides the incoming damage by a set amount?
engine reads "Library" >> "libTextDesc" to set the weapons description
Which, as far as I can see isn't used anywhere anymore, it only uses the descriptionShort to display in inventory.
"Armory" is not read.
But I'm only looking in config, There is probably some old Armory scripts still laying around that do read the properties
You mean, if you are not packing your mission into a pbo?
Pack your mission into a pbo please
Hello Iโm making a building and Iโm in the stage of making the glass that breaks by shooting a bullet. The glass breaks but I have to put the amor at 0 otherwise it takes a magazine of 100 bullets to break the window. The problem Iโm facing now is that no matter where I shoot the building other than the glass, it still breaks. The building is large (40meters) I do not know if it is a problem of Hitpoint or other if someone to a solution I am taker. Thank you
Do you mean you set the whole buildings armor to 0?
That means the building has no health at all.
The armor in base of the glass needs to be something like 100-300 (compare to vanilla buildings.)
And then you need the glass hitpoint to be configured to have low armor. (compare to vanilla building hitpoints.)
The building has in itself a 200 armor but the hitpoint is 0 because if I put it to 1 for example I need hundreds of ball
I used the samples of arma 3 I put the same value as the House01
i mean, well, A3Samples house seems to use 0.01 armor on glass hitpoints?
Thanks for checking, appreciate you taking the time to look.
Hey boys, I would like to ask one thing, not sure if its right topic here but, is there any way, how to execute some commands on clients joining dedicated server, but directly from the server ? Not using scenario executors or mod ? When player joins match, I need to execute some simple commands, no biggie, but I would love to start them from dedicated server. Is there any sqf. like "initPlayerLocal" in scenario folder ? Thank You guys!
https://community.bistudio.com/wiki/remoteExec with JIP set to true before any players join?https://community.bistudio.com/wiki/Event_Scripts#initPlayerServer.sqf that remoteExec's stuff on demand?https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#PlayerConnected?
Yes but if I use 0,01 armor on glass hitpoint, I have to use 100 bullets to break it
Do your glass parts have hit geometry with glass penetration material applied?
You can also try lower number like 0.001
Yes I have a fire geometry, geometry, geometry phys, and i use a bohemian texture and material
tooke me like 5 hours to understand, that Addon Breaker silently skips binarizing p3d when it and it's matching model.cfg aren't located at P drive.
On a more positive note - "house" simulation objects seem to benefit from https://community.bistudio.com/wiki/Arma_3:_Damage_Enhancement's armorComponent hitpoint property 
I did? Obviously.
I have scripts inside of my pbo including the mission.sqm, it works fine in eden sp/mp but once it's on the dedicated server, the turn off thing doesn't work.
Meaning there's something wrong with my code, that makes it not work on dedicated servers.
if (isServer) then { for example.
https://community.bistudio.com/wiki/Light_Source_Tutorial
Such light source is local to the computer
if (isServer) then {
private _lights = allMissionObjects "#lightpoint";
...```
are any of `#lightpoint` objects network-synced at all to be found/deleted from the server? 
#lightpoint is considered any light module active in the missionfile at that moment.
Me having no light module placed in eden, it'll say "There's no lights to be turned off."
which light modules? I sadly can't find one in both 3DEN or Zeus
"Light Source", under effects.
Not sure if it's a modded feature from ACE or if it's base arma.
It's in zeus only.
Hello Gentleman. I am modyfing a .pbo which is essentialy an mod which adds a custom eden module. Is there any way to test changes of the .pbo (Where i am tweaking functions and config.cpp) "on the run"? Cause for now i need to reload the game and the .pbo everytime i make some changes.
Or maybe there is a way to change such things like custom eden modules without packing them into a .pbo?
Any help would be greatly appreciated
You can do with
https://web.archive.org/web/20241109164515/https://community.bistudio.com/wiki/diag_mergeConfigFile
But you need follow instructions
https://web.archive.org/web/20241130040546/https://community.bistudio.com/wiki/Arma_3:_Diagnostics_Exe
How to use diagnositics exe file.
Don't find all the correct sites because the wiki is currently down.
Thank you good sir. Is it also possible to edit fn_ files that are normally packed onto a .pbo?
You should be making your own config patch mod instead of packing existing pbo.
Your configpatch mod would be configured to load after the originl and thus overwrite things from it.
hello, im having issues starting up a private server. i got the config with all the ids ready. but when go to launch the server, it starts up and crashs a few seconds afterwards. any idea what might be happening?
Evening all,
I'm trying to get some music into game, for the Zeus to play during the missions.
I've modified an existing one used by our Unit, its showing up in the music menu, but its not playing the music at all.
The music files work, tested with the code from our other sound mod but still no joy.
config.cpp
{
class R75_Music_Mod
{
name = "75th Music Pack";
author = "Hammy, Prophet";
requiredVersion = 1.00;
requiredAddons[] = {};
units[] = {};
weapons[] = {};
worlds[] = {};
};
};
class CfgMusic
{
#include "tracklist.hpp"
};
class CfgMusicClasses
{
class R75MusicMod
{
displayName = "75th Music Mod";
};
};```
Tracklist.hpp
```class R75MusicModSong1
{
name = "Darth Revan Theme";
sound[] = {"\music\Revan_Theme.ogg",db+0,1};
duration="222";
musicClass = "R75MusicMod";
};
class R75MusicModSong2
{
name = "Imperial March";
sound[] = {"\music\Imperial_March.ogg",db+0,1};
duration="220";
musicClass = "R75MusicMod";
};
class R75MusicModSong3
{
name = "Duel Imperial March";
sound[] = {"\music\Duel_Imp_March.ogg",db+0,1};
duration="186";
musicClass = "R75MusicMod";
};```
Any suggestions?
@modest sable
The music files work, tested with the code from our other sound mod but still no joy.
that makes no sense. When, where, and how, do the ogg files work?
calling your pbo ''music" is asking for trouble. Do you think you're the only (irrational) person making files in P:\music? Much more sensible to have a P:\R75_music_mod. Caveat Emptor.
Looks like that was my last draft I forgot to update.
The sound files themselves work, as tested through media players.
I copied a working file from my other mod, copied the coding (adjusted for the folder path) and that doesn't work in game either.
The PBO itself isn't called that, when I've updated it to the correct file path it looks like this -
{"\75thMusicMod\music\Imperial_March.ogg",db+0,1};
Fixed the issue, turns out I forgot to update the files in the addon builder.
I'll put it down to PICNIC error
These are not unlicensed musics you try to use here are they?
idk if this is the place to ask, but for ace 3 no medical options for a dedicated server, how would i change those in the server settings? I just want to change the hearing loss to off so guns sound as loud as they should (with hearing loss on my guns sound muffled with or without earplugs)
Hearing loss is unrelated to medical
You'd want to look for "ACE Hearing" in the CBA settings menu
That's a script, so #arma3_scripting
Any known guides on scripting arma 3 languages?
often referred tu as the comref (command reference)
the comref is a huge XML file that hasn't existed for decades. The wiki is not the comref
Ah I understand the confusion in what I said. I'll rephrase. I want to make a custom language (ie LanguageGRE_F) that is spoken by the AI.
Like how IFA3 has a custom language for Germans as an example
https://community.bistudio.com/wiki/Arma_3:_Radio_Protocol
This really is the best resort
if it's the document i'm thinking of, it was periodically supplied to Plank at Ofpec. it's contents were written up as the sqf comref on the ofpec website. All such documents were later transferred to thr biki when arma1 was born and became the backbone of the biki. There was a comref supplied with oxygen, that described the sqf commands available in 02Script when building maps. The very same script commands which produced binbpo and the first pboproject!
Can someone please explain to me how am I supposed to reach a negative airFriction value from this formula (since the wiki asks for a negative airFriction value for bullets)?
And over what time should the acceleration value be calculated?
How can I get a negative result out of a division formula utilizing two positive values
I got the acceleration by taking the average of the acceleration between a bunch of the steps from an output card of JBM ballistics
Acceleration of a projectile is non-constant irl, so choose something that's close to the acceleration for the entirety of the engagement range
acceleration in arma is non-constant as well. You never see bullets stop in the air and fly backwards 
I should test that, because none of the vanilla projectiles actually decelerate enough in the time the projectile lives for that to be an issue
there ya go
That's neat
I'll have to do some testing with that next time I'm making new projectilees
Ah please, which config entry controls these "mod icons"? Iยดd rather not use the default one anymore 
those are set in mod.cpp if I remember right
Hi all
I've been working on a custom gun and need to remove it's muzzle flash completely, but I've gotten stuck on the light from the flash - I can't seem to get rid of it. I found a variable ( fireLightCoef ) in the attachments config but it doesn't seem to work if I just put it in my weapon's config (probably only works on attachments?)
Is it even possible to remove the flash without using a muzzle attachment?
is there a way to hide pylons
like they don't show up on the configure pylons tab
would the c++ delete command work
delete pylonname;
or better do class pylonname{};
the pylons are in between so 1,2,3,4,5,6[7,8,9],10,11,12, 13,14
I want to remove the ones in brackets
or make ones that don't show in configure pylons
I'm working on a framework for vests that will allow the actual magcount be displayed on the vest in the mag pouches. So, so far I've gotten the mag counting down. Since vests can't be configgured by setObjectGlobalTexture I've had to make a secondary model to each vest which only contains the mags and create it as a child of class Thing. But is there anyway for me to spawn the mag model in at its predetermined location in the p3d, as using attachTo spawns it on the ground as if the model.cfg wasn't used correctly (which I triple checked that it was).
the proxy position without animations is likely at ground level
for attachTo youll have to feed it right coordinates
and attachTo is the only way to do what you do
So I'd have to manually specify the coordinates for attachTo for any vest variation?
Was hoping to find a sort of workaround that would just take the p3d with mags and attach that on to the player, and since the mags are rigged it would just go where needed
no workarounds on this
and the rigging wont matter since its not treated as the character
Fair, is there any workaround for setObjectGlobalTexture for vests?
no
Damn. Manually setting the coords it is I suppose
that kind of dynamic variation is not in the scope of the game
unfortuntately
you are not the first to explore this ๐
Oh yeah I seen a few posts about the setObjectGlobalTexture part.
Well, in that case, any simple way of finding the coords I'd want to stick into attachTo?
Like if I have them positioned in my model, anyway I can use that to my advantage? or is it a case of keep changing a number, repacking and checking?
theres scripting commands to get selection positions out of model
and those can be translated into world coordinates
you can do all the attachto testing in live game
delete indeed is a valid command to delete a config
not quite sure what you mean there
Yeah, read that, don't know myself
So like my seperate model with the mags has 4 of them in differnet locations. when messing with attachTo, how do I know which one the attachTo will be using to position itself
Yea tried it but the pylons moved to fill the gaps
So pylons 10,11,12 went to the place of pylons 7,8,9 on the plane
Is there a way to stop this from happening
It worked for the two gun pylons at the end of the list that was there (13,14)
ah youll want each separate model
and attached separately
most likely at least
Would I though? Since I've them positioned correctly in the base model, then I just cut and paste them into a seperate model
or 1 model, many spawns
well yes
if you want to use scripting to get their positions right
since that one big model you got dont match any of the positions
or you can manually find good enough coordinates
that works too
I'd probably have to seperate them when I'm doing ones for the battle belt
since attachTo can only attach to one bone iirc
Any reason why setDir doesn't seem to work?
if (isNull _proxy) then {
systemChat "[INFO] Spawning new magazine proxy...";
_proxy = createVehicle ["jpc_breacher_b_mags", position player, [], 0, "CAN_COLLIDE"];
_proxy setDir (getDir player + 180);
_proxy attachTo [player, [0,0,0], "spine3"];
missionNamespace setVariable ["SOCOM_Vest_Proxy", _proxy];
} else {};```
setdir needs to be done after attachto
and yes in this case separation is must
Weird, didnt work, now works lul. Another thing, now that it is attached to spine3 it still floats in one location, as my player walks it bobs up and down, but if lean it stays vertical. Is that how it works?
Keep the pylons instead of using delete, then use (Exactly like this, should work)
attachment="";
hardpoints[]={};
To make the pylon not have a pylon weapon AND no pylons can be attached.
If you want to hide the UI pylon, you'll have to edit the 'UIposition[]='
quick question, I've recently made and put in a custom beret model for my unit and i'm wondering how to set the UI/Inventory icon for it and what the PAA parameters are? I have a mod icon for the item but in the inventory and head slot it's just blank
Check the sample headgear config for reference
I think it mentions the picture property
from arma3 samples on steam
okay, will do. Thanks goat
picture needs to have a leading slash
"path\to\some\icon_ui_ca.paa" will look in a specific folder that the game determines.
"\path\to\some\icon_ui_ca.paa" will look in the exact folder you specify.
so like \JOP rather than just JOP
ahhhhhhhhhhhhhhhhhh
god thats actually fixed so many previous grievances too
ty
๐
can someone help me
guys how do i fix my server from kicking me out
its a battleye issue
i basicly do a mission rotation
Battleye server kick "Query Timeout
Hey! Need some help with something
Looking to make just a simple inventory item in CfgWeapons
For example, just a donut that can be called in via Virtual Arsenal (actual item is different but I am keeping it under wraps)
I've configged weapons dozens of time before, but I'm clearly missing something with getting something this simple in-game
Does it have to have an attached CfgVehicles entry? Or just the CfgWeapons item?
DM me if you're able to help and I can give more specific details/config snippets ๐
Nvm, got it figured out!
depending on what you base it on, cfgweapons, cfgitems, cfgmagazines
Oh, there's a CfgItems?
What's it for compared to CfgWeapons?
map, gps etc stuff
Ahhhh okay
Is that just for items in specific slots (radio, map, compass etc) or any kind of item?
Config-wise, what's the functional difference between adding something in CfgWeapons vs CfgItems?
The ItemMap, ItemGPS, etc. classes are still defined in CfgWeapons
I've never heard or seen of a CfgItems
If it's a miscellaneous item (i.e. something to just sit in the inventory), just inherit from CBA_MiscItem in CfgWeapons. That will handle stuff for you
E.g.
class CfgWeapons {
class CBA_MiscItem;
class CBA_MiscItem_ItemInfo;
class TAG_someItem: CBA_MiscItem {
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 1;
};
};
};
๐ could be i have dreamed that one then ๐ด
I feel you there
I've been working on rewriting a huge mod from scratch (with other people)
The config trenches are wonderful this time of year
I'd say to just use the CBA one because people have a habit of breaking mine detectors when trying to inherit from the vanilla class
CBA misc item is a bipod iirc
Hi, not sure if this is the right channel but I'm making a GoPro UAV that's inheriting from the darter drone. For some reason when I connect to the UAV terminal, i have the scroll wheel menu option to get out, spawning a man. Is there something I missed to remove that option?
i just cant figure out why this is different from the drones id made before ๐ฆ appreciate it!
It sounds more like you're controlling the actual unit inside the drone, so getting out is just the unit in it
Try using the UAV crew AI units
I don't know the classes off the top of my head, but check the vanilla drones in the config viewer
Also you need to prefix your classes
Also _generalMacro doesn't do anything, you don't need to define it at all
It's just a marker from some automated tools that BI used
Does resolution somehow cause mod logos to get scuffed? As if a few pixels from their sides were cut off
Thank you!!! I'll try this tonight
Yes if pixels scale down to be less than 1px width it'll have to choose whether to render that pixel's color space or its neighbour
ahhhhh okay
You're best off using a resolution as close to the screen res of that icon as possible
class CfgAmmo {
class B_9x21_Ball;
class My_Ammo: B_9x21_Ball {
/*
* Config Values
*/
class EventHandlers {
init = "systemChat format ['init ammo EH output: %1 [time: %2]', _this, time]";
fired = "systemChat format ['fired ammo EH output: %1 [time: %2]', _this, time]";
ammoHit = "systemChat format ['ammoHit EH output: %1 [time: %2]', _this, time]";
};
};
};
For some Reason ammoHit wont trigger while shooting at things. The other ones will trigger?
artemoz has same result, that doesn't work.
#arma3_config message
Don't know if that is fixed , seems it is not.
Anyone happen to know what the Rotor Wash or Ground effect of a helicopter is controlled by? I purely mean the visual effect, i have a tiny drone that basically causing a hurricane in terms of dust that it kicks up ๐
Thanks for responting, gonna try it out later and Post an Update.
ACE Goggles
Even when using BulletCore as the parent it still wont fire the ammoHit EVH. So I am again lost :/
anyone else know a solution for WeaponBased EVH without adding a overhall handleDamage EVH to every Unit.
"Fired" of muzzle EHs may contain the projectile in its params, i suppose? Doc doesn't seem to be full at https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Weapon_Muzzle_Config_Events
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Fired
IIRC it is identical with this
ye, seems to be so
Which would bei cleaner:
Using the fired EVH via CfgAmmo or CfgWeapon?
when only one works the choice is pretty clear ๐คฃ
ah sorry
Depends on what you want
Do you want X thing to happen for all rounds that weapon fires, or all guns that fire that round?
IconSmall (or logoSmall) might be answer.
This isn't really what im looking for. I'm looking for vanilla functionality. The dust kicked up by a helicopter is much more than what a Darter drone kicks up, and i just want to know what property controls that so i can adjust it.
I thought you meant the visual effect applied to the screen since you said rotor wash
sorry i didn't know what else to call it xD thank you very much for the help
hello my friends, i have been doing retextures for a for a mod im making for my group and now i think its time for the configs. I have done the configs for infantry equipment but figured it would be best to create the faction before attempting the files for vehicles. Im pretty sure i have to include faction in vehicle configs. Is there a guide of some kind that can walk me through it as im still fuzzy on the syntax and something about chatgpts generated configs seem off. I figured it best to ask people who do this stuff constantly.
Is there a config value that determines if the NVG head harness is used with a particular helmet, or is it always there?
Always there unfortunately. Some models are just better at hiding the clipping (e.g. the majority of ballistic helmets) but it's unavoidable for hats and smaller headgear that can't conceal the harness.
No config to hide it unless you give the headgear integrated vision modes through subItems[], which has its own limitations with not allowing you to wear NVG slot items (616) at the same time.
Another possible workaround is maybe modelHMDOff (which was a recent addition to the engine), assuming you have access to the helmet's MLOD and can make a separate variant of the model that tweaks its appearance in a way that prevents the NVG harness from being visible. But the NVG harness will still be under it since this doesn't actually hide it.
Now I got another Problem:
I now have a Ammo setup with the "fired" EVH which adds an "HitPart" EVH to the projectile.
Now close quarter Shots wont Trigger the HitPart EVH of the Projectile...
I guess the Reason is the EVH isnt added fast enough before the Projectile hit its destination and gets deleted?
Is there a list what values are allowed on CfgVehicles role = "Rifleman" for example? I try to create a own faction and do not find any documentation to this value.
Thanks
Yes you should include the relevant faction for the vehicle within its listing in your cfgVehicles section.
faction="yourfactionsname";
Example
faction="BLU_F";
Can somebody tell me what I need to do to make this work? It's for making a prop have an Ace Arsenal via scroll wheel.
{
init = "[_this select 0, true] addAction["<t color='#c87500'>Open Ace Arsenal",{[_this select 0, player, true] call ace_arsenal_fnc_openBox;},[this],1.4,true,true,"","true",2,false,"",""];";
};```
[_this select 0, true] addAction wot
https://community.bistudio.com/wiki/addAction only takes one left argument 
also, [this] doesn't make any sense in the 3rd right argument
this magic variable isn't defined inside the EH
I'm having difficulties with setting up the hidden selections on some face wear. I've checked to make sure that the sections are grouped to the Camo group, and that the paths are correct for the textures, but no joy.
CfgGlasses don't have an ItemInfo
You just define the selections in the class itself
OH CRAP
Also:
class ItemInfo;
class GAW_P1ShoulderAnt: ItemInfo {...};
This makes no sense.
There is no ItemInfo class defined in CfgGlasses
I guess that's what I get for doing things without really understanding it.
class CfgGlasses {
class G_Combat;
class TAG_yourGlasses: G_Combat {
scope = 0;
author = "You";
model = "\path\to\model.p3d";
hiddenSelections[] = {...};
hiddenSelectionsTextures[] = {...};
};
};
There's your basic setup
Thank you thank you
I'm making a rhs retexture
was there a way to add a child class into the existing configs or do I have to make a whole new vehicle class
u need a new pbo
So i've tried to put in a custom video at the menu screen. It works. but.. when i start my mod with another mod having some kind of custom video too it goes over mine and makes it to not show. I was wondering if there where any way to make my mod video to i dont know.. maybe load first so it always showes in the menu instead of other mods content. Sorry for my bad english, i hope you understand my question! Here is my config.ccp = http://textuploader.com/5pody My initIntro.sqf = http://textuploader.com/5podi and my mission.sqm = http://textuploader.com/5pod8 ๐
I've been trying to get this config to work but I cant figure out what's wrong. I got permission from another author to modify some of their content for a unit I run with and I've been trying to modify the load capacity of the kitbag. The game runs fine but kitbag is no longer present. Here's the code I'm working with, there was no iteminfo defined in the original code.
Anyone know what could be wrong with the code?
Your parent classes and external refs are completely mixed up. You're defining the backpack as if it were a weapon but backpacks are not weapons (they are considered to be vehicles).
You changed the parent class of the Kitbag's base class to something that doesn't exist in CfgVehicles (ItemCore) so for all intents and purposes, the kitbag also doesn't exist anymore.
Change the following lines in your config:
- Get rid of
class ItemCore;(the first external reference; this doesn't exist in CfgVehicles). - Change the line for
B_Kitbag_Baseto justclass B_Kitbag_Base;(you do not need to define an ItemInfo property because backpacks are vehicles, not weapons). - Get rid of
class ItemInfofrom your custom backpack class and everything else inside it. - Get rid of the
modelline from your custom backpack class. This isn't needed because the model is already defined in the Kitbag's base class that you inherit from. - In your custom backpack class, add this line:
maximumLoad = 320;
Thank you for the help, it worked perfectly
Thank you!
Where does a CfgAmmo fired EVH is getting called? Serversided or Clientsided?
Should be able to use it in either. #arma3_scripting will be more helpful. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Fired
Hello all, I'm getting a seemingly unique issue with a mod I'm building. When I build the .pbo and attempt to load Arma I get the "File size too short" error (something corrupted), after checking each file through I realised it's my .rvmat files. I've pretty much used the same ones the whole time I've been modding though for some reason they've started corrupting during the build. To further this strangeness when attempting to clear the temp folder of the mod I get a "Invalid file handle" error and can't delete it, once again this is just because of the .rvmats. If the .rvmats are not included in the file then the mod works fine just obviously lacking any detail. Does anyone have any idea why the .rvmats are corrupting themselves?
Never mind fixed it
Is there a way to add radios to helmets?
no
If you mean visually changing the helmet whenever you equip a radio item, no.
If you mean functionally (as in having an integrated radio for the helmet) then yes, it's possible with subItems[] and either using the vanilla ItemRadio or a custom class of your own.
class H_HelmetB;
class H_HelmetO_ocamo: H_HelmetB
{
// Integrated_Radio_F is a custom class in CfgWeapons, inheriting from ItemRadio but scope set to protected (1) and stripped of any other unnecessary tokens/properties
subItems[] =
{
"Integrated_Radio_F"
};
};
Only drawback is that equipping the integrated radio helmet will automatically prevent you from equipping any radio items into the slot. Conversely, equipping a radio item will automatically remove your helmet.
You can see this in the example screenie below where all the CSAT soldiers don't have a helmet on because the linked ItemRadio (as part of their default loadout) takes precedence over the headgear slot. In contrast, my unit doesn't have a handheld radio item, but I can still issue commands to them via radio (see log on bottom-left) since my helmet has integrated radio comms enabled. You'll know if your integrated radio via subItems[] is working properly when a duplicate, semi-transparent icon of your helmet takes up the radio slot.
https://i.imgur.com/ulLcgA6.png
Visually changing is possible, but it requires a second helmet and a script to switch them
Which means either a second model, or using attachTo to do the radio attachments
I think it's the slotItems event handler that triggers when any equipment is changed, not certain if I have the right name for the event handler
That's not changing the visual of the helmet, that's changing what helmet you're wearing / creating an object and attaching it to the helmet
SlotItemChanged is the event
So my shots are overshooting when using a different ranges and I'm guessing it's because I have raised eye memory points for each range. Do I need to actually align each memory point based on where the shots are going or is that config based?
It's the closest that can be done for equipment as far as I know
It is
You can do some stuff like dynamic textures for helmets, but that requires unique classes for each one
Someone used that to make decals like player names on helmets or something similar
Not quite the same thing like Dart mentioned. The old swap-and-use-hidden-variant via scripting is just a workaround and not a solution. ๐
It's just a shame uniformModel isn't supported for anything that's not a HMD item (simulation="NVGoggles") or else that would make it possible to "attach" things to vests and helmets.
What does uniformModel do for hmd items?
I never looked into what it does, just that it's needed for vests, helmets, etc. so they appear correctly
Sets the model that gets used when the goggles are activated.
Needs to be paired alongside modelOff for the model that gets used when the goggles are switched off.
Oh I thought you were implying it did something other than just set the on state of the model
I.e. also what model in the class itself does
I wish it did. ๐ฆ
@forest maple i think the first video created will be behind the second one... you could either reimplement BIS_fnc_playVideo to make it play on the topmost layer it can. or juzst add a sleep before your video start so you can be sure it will start later
Question: How does one make dual barrels that shoot like the ZSU-35 Tigris in the config? I have been unable to get multiple firing points for one turret to work so far.
what type of ammo?
What HG is referring to is that dual mg's (bullets) are relatively easy, but dual or multiple barrel cannon/rocket/missiles require more complex work-arounds.
Its going to be out of shellcore and Rocketcore, as I am making a MLRS vehicle and a Multibarrel AA autocannon vehicle as well. So, I guess I need to know the complicated way ๐
Unfortunately yes. You'll be setting up animationSources for the weapon, using eventhandler functions, moving shells/missiles and their effects (ejections, smoke, flashes) manually.
You really need a good open example to follow - some searching on this discord for MLRS should pull up quite a lot of info, as it's all been explained a number of times before in detail.
Ill give it a looky in a bit ๐, but just hearing that as the processes I think I know how to go about it.
Hey guys, does somebody know how to do this or understand PBO files?
I want to edit the Real Hero's Ragdoll mod (Fixed Knees version) so the corpses don't fly around when shot too much, just slightly pushed maybe for balanced pseudo-realism (might as well release it on workshop, linking the og version and the fixed knees one)
I tried out PIR ragdolls but the arm bending annoyed me
VTN is too stiff for my liking or Realism
anyone have ideas for setting up camera parameters so that it rotates to keep the vehicle horizontal across the screen, like the second picture
i see two camera parameters for 3rd person, extCameraPosition[] and extCameraParams[] but it doesnt seem like either of them are related to what im trying to find
Did you try modifying those params?
Mods that modify the third person camera for units just modify extCameraPosition for CAManBase
Is there any way to enable a custom GUI element to be moved within the Arma UI Layout settings?
You might need to script extra camera and attach it to the plane to achieve a locked camera like that
i wasnt even aware scripting the third person camera was an option tbh
yeah, position is purely just location, and the params are just camera smoothing from the looks of it
i tried modifying camera smoothing to use -1 as said in the wiki to give it the old smoothing, but that didnt get what i wanted
Oh I get what you mean now
You want the camera to stay level with the plane, I didn't catch that part originally
Yeah you'd need to script it
i was hoping it wouldnt be scripting ๐ญ
Doesn't seem like it'd be that bad
- On player get in, create a camera object
- On player exit / vehicle killed or deleted, delete the camera
- When you enter third person, switch to the camera object
Probably more stuff but that's the tl;dr
oh yeah no it's probably not that bad but i havent ever touched scripting with a 3 foot poll
substance painter is way more fun than visual studio 
First mistake is using visual studio
VSC is plenty for arma, plus there's a lot of useful extensions
does anyone know how to make watches from mods show the time on map?
watches from Ace and KAT work (I assume because they inherit from ItemWatch), but SOG:PF and CSLA ones do not
How does the shift boost work? Is that a seperate speed value or?
Is anyone familiar with how to configure a building to work with the Zeus enhanced door module
My building is inheriting from house_f and all door are functional just not being detected by the module
It checks the UserActions of the object and gets everything with opendoor (case-insensitive) in the name
https://github.com/zen-mod/ZEN/blob/master/addons/doors/functions/fnc_getDoors.sqf
That's from a very quick look into it
would having my doors set up as OpenDoor_## conflict with that
I was looking at that earlier in the module.sqf there is a check for isKindOf "Building" is that something that wouldn't be set in the House_F class or need to be set in the p3d
isKindOf is for config inheritance
I would assume House_F inherits from it
would having my doors set up as OpenDoor_## conflict with that
No, that's exactly what the module is checking
thats what I was thinking
Yeah House_F inherits from Building, just checked
You could take the script and run it on your own and check the return
private _building = cursorObject;
private _doors = [];
{
if ("opendoor" in toLower configName _x) then {
private _position = getText (_x >> "position");
_doors pushBack (_building selectionPosition _position);
} else {
systemChat format ["Action '%1' is not a door", configName _x];
};
} forEach configProperties [configOf _building >> "UserActions", "isClass _x"];
_doors
Add some extra logging for debug purposes
For
begin1[] = {"A3\Sounds_F\arsenal\weapons_vehicles\gatling_762mm\762mm_01_burst", 3.98107, 1, 1300, {2, 36879}};
what are the numbers?I dont recall what the array is. from what i remember its volume, pitch, range, whats the last one?
Hi !
How can i do like this ? Custom game option ?
without cba lol
Reaction Forces did a very hacky way to overcome it. AKA not simple
So its just with CBA ?
Yeah i understood
But bot inplemented in vanilla option
?
I mean
This interface
Is not implemented in '' vanilla version '' of a3
?
And? What's the point? It's CBA option
Making some barriers that use the numberplate feature in order to have custom text on the barrier such as "Warning" etc. ive got it all setup, can enter the value you want in a 3den attribute etc.
I was wondering if theres any way to force the quality up?
{
class YourVehicle
{
class PlateInfos
{
// name of section where plate number should generated
name = "spz";
// color used for plate number in (r,g,b,a) format
color[] = { 1.00, 0.00, 1.00, 1 };
plateFont = "RobotoCondensedLight";
// "#" represent number & "$" represents letter
plateFormat = "# BUY ARMA $";
// required even if you don't use any letters in plateFormat
plateLetters = "ABCDEFHIKLMOPRSTVXYZ";
};
};
};
The documentation has all these values but I was wondering if theres a value for Font size or something to make the text less blurry
BUY ARMA $
What kinda crypto is this? ๐
Its just the wiki page default haha
Basically this blurryness of the text is the issue, if its not fixable its not a huge deal but I just wondered if it was
afaik there is no way
You can also try ui to texture
stretched UVs 
It works fine when executed in the console but if I add it to my cfgvehicles event handlers it doesn't recognise any fonts, even base game ones
what event you try to use?
// Apply the text when attributes are changed in Eden
AttributesChanged3DEN = "_this spawn { sleep 1; _text = (_this # 0) getVariable ['TCP_BarrierText', '']; (_this # 0) setObjectTexture ['spz', '#(rgb,1024,1024,3)text(1,1,''Caveat'',0.15,''#00000000'',''#f000000'',_text)']; };";
// Apply the text when the mission starts
init = "_this spawn { sleep 1; _text = (_this # 0) getVariable ['TCP_BarrierText', '']; (_this # 0) setObjectTexture ['spz', '#(rgb,1024,1024,3)text(1,1,''Caveat'',0.15,''#00000000'',''#f000000'',_text)']; };";
};```
for context this works when using the console ingame
test setObjectTexture ["spz", "#(rgb,1024,1024,3)text(1,1,""IndustryBold"",0.15,""#00000000"",""#f000000"",""STAYBACK"")"];
I can change industrybold to caveat and all is good, just as an fyi. I know there are some differences but mainly im trying to apply the _text
These are the errors that I end up with from using the event handlers
And yet if I use the console It applies perfectly
I have resolved it, the error was due to quotes formatting but i've also simplified it so it applies directly from the attribute. Thanks to all those that have helped with this ๐
class Attributes {
class BarrierText {
displayName = "Barrier Text"; // Shown in Eden
tooltip = "Set custom text for this barrier"; // Hover description
property = "TCP_BarrierText"; // Unique variable name
control = "Edit"; // Text input box
expression = "_this setObjectTextureGlobal ['spz', format ['#(rgb,1024,1024,3)text(1,1,IndustryBold,0.15,#00000000,#f000000,%1)', _value]];";
defaultValue = """ """; // Default text
validate = "STRING"; // Ensures only text input
};
};
Much better quality than the numberplate implementation ๐
Is it related to this channel? ๐
Hi, i need some help with my uniforms, these are just retextures but when loaded they give the error
No entry 'bin\config.bin/CFGWeapons/WA_URBAN_HEV_UNI.name sound'
and
No entry 'bin\config.bin/CfgWeapons/WA_URBAN_HEV_UNI.selectionFireAnim'
You've done the config wrong, probably something to do with the inheritance.
Put your config on pastebin and link to it here for further detailed advice.
I'm trying to make a config file to adjust the default rocket loaded into the FIM-92F Stinger from CUP. I've done this before with a base game Arma3 launcher and I'm doing the same thing but I can't seem to get the ammo to change.
quick question, what's the property to enable manual fire for a turret? and should I put in a turret or the vehicle itself
Manual Fire as in controlling AI gunner?
yes, e.g. in an attack helicopter the pilot would be able to take over the gunner's weapons for example
nvm i figured it out
Greetings, not sure if it's the best channel to ask...
Is the cfgMods working withing config.cpp? I cannot make it work. The external mod.cpp worked, but if I could just move that inside the PBO, I would be so happy.
Hiyas! I'm trying to set up a custom set of ballistic vest textures, but, whilst I'm able to get the texture loaded and working, the vest itself offers no ballistic protection. I've looked on the biki, but so far my attempts at adding lines for "HitpointProtectionInfo" have done nothing.
Is there something I'm missing/a way to make sure my vest has the same ballistic protection as others in its class? For reference, it's just a re-skin of the Carrier Lite vest for vanilla NATO.
I've used the Arma 3 Camo Mod Generator by bijx to get the initial config and textures set up, but beyond that, I'm on my own as far as trying to combine multiple textures into a single config. I can provide the config and .hpp files if needed
If you only change textures - protection should stay the same 
yeah, I'd assumed the same, but so far the guys are dying in one hit, whereas their vanilla versions are taking one or two ๐คท
Then post the config
This is my testing config, so the item names are just letters/numbers:
I've still got a scrap of hitpoint code on the helmet from when I was mucking with it
worked the last time I did it that way
class A1_CarrierRig: Vest_Camo_Base wrong inherit
class ItemInfo: ItemInfo
{
uniformModel="\A3\Characters_F\BLUFOR\equip_b_vest02.p3d";
hiddenSelections[]=
{
"camo"
};
containerClass="Supply140";
mass=80;
};```Delete
Your custom weapons have all wrong inheritations anyways
What you really need to understand is the concept of the entire config system. So you will know why you need to remove them
yeah I'm totally blind, tbh. this is my first attempt at anything like this
what exactly isnt working with it?
class V_PlateCarrier1_rgr: Vest_NoCamo_Base
{
author = "$STR_A3_Bohemia_Interactive"; // Bohemia Interactive
_generalMacro = "V_PlateCarrier1_rgr";
scope = 2;
displayName = "$STR_A3_V_PlateCarrier1_rgr0"; // Carrier Lite (Green)
picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
model = "\A3\Characters_F\BLUFOR\equip_b_vest02";
descriptionShort = "$STR_A3_SP_AL_III"; // Armor Level III
class ItemInfo: ItemInfo
{
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
containerClass = "Supply140";
mass = 80;
class HitpointsProtectionInfo
{
class Chest
{
HitpointName = "HitChest";
armor = 16;
PassThrough = 0.3;
};
class Diaphragm
{
HitpointName = "HitDiaphragm";
armor = 16;
PassThrough = 0.3;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 16;
passThrough = 0.3;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.3;
};
};
};
};```This is the vanilla plate carrier for vanilla NATO soldiers. If you want to retexture the same model, same stats, etc, this IS the base class
So, let's say
class V_PlateCarrier1_rgr;
class yourAwesomePlateCarrier: V_PlateCarrier1_rgr
{
displayName = "my carrier";
};```This is the correct config
Inheritation, as it says, is the concept of create a new class, but do not modify anything that that I haven't declared
Anyone? Can't find anything related to it on the wiki
enableManualFire = 1;```
Thank you!
Can't believe it was that simple ๐คฆโโ๏ธ
Having a better config viewer is always better and easier to see what's inside. Vanilla one is simply annoyingly useless
hey! i'm currently trying to create a faction mod and currently am scratching my head at getting the editor preview images to work. i'm a little confused on how the game reads images from the addon root folder atm. here's the piece of config relevant to my problem:
class O_watermelonSLA_Rifleman_01 : O_G_Survivor_F_OCimport_02 {
author = "watermelon";
scope = 2;
scopeCurator = 2;
displayName = "Rifleman";
side = 0;
faction = "O_watermelonSLA";
editorPreview = "$PREFIX$\previews\O_watermelonSLA_Rifleman_01.jpg";
};
$PREFIX$ is defined in a text file near the root, which is currently set to melonSLA due to it being an option in the Addon builder. help would be great!
Gotcha, so it's A: not inheriting from the correct vanilla config, and B: stipulating new item info that doesn't include hitpoint info?
Earlier in the config it also mentions "Vest_Camo_Base". I'm confused as to whether that's trying to define it as a new class, or call it to inherit the class. I think it's trying to define a new class?
I appreciate your help!
{
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
class ItemInfo;
};
class VestItem;
class Vest_Camo_Base: ItemCore
{
class ItemInfo;
};```
referencing this, quickly
It literally reads and understands $PREFIX$\previews\O_watermelonSLA_Rifleman_01.jpg and $PREFIX$ etc are NOT altered after some macro you use, if you have one
problem is it still wouldn't load the image when you hop into the eden editor
says that it cannot be found
tldr: No they are not needed
long answer: https://community.bistudio.com/wiki/Class_Inheritance
Gotcha, I'll get to reading ๐ซก
Something is not found means that is not found and path is not correct. Triple check: your source folder path, PBO path, config path
gotcha, in that order.
Order doesn't matter
They only indicate one thing: the game cannot recognize the path
just for clarity sake: the root defined in editorPreview is the addon root and not the A3 root, correct?
well. Nothing basically ๐
i want to make sure that the path looks good
What both do mean
when i was taking a look at this page, the guide specifies the images to be in the A3 folder https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews
i was a bit confused on how to point the game to the right image
No? It doesn't say so
This is just the example
If you tell me
- the path you wrote in your config
- the pboprefix (or rather, how do you pack/software to pack)
- the error you got in the game
- the path in Windows/source folder
I can explain more straightforwardly
gotcha. here it is:
-
the path in the config is
$PREFIX$\previews\O_watermelonSLA_Rifleman_01.jpg -
the pboprefix is
melonSLAand i use the Addon Builder to build my PBO -
the error i got in game is
Cannot load texture $prefix$\previews\o_watermelonsla_rifleman_01.jpg -
the path in my Windows folder is
@watermelon's SLA\addons\faction -
additional note, the
factionsfolder is the one that is packed
i'm guessing something's wrong with either the prefix or the root folder's name
the error i got in game is Cannot load texture
$prefix$\previews\o_watermelonsla_rifleman_01.jpg
Does indeed mean the game (or config you wrote) recognizes it literally$prefix$\previews\o_watermelonsla_rifleman_01.jpg
the path in my Windows folder is@watermelon's SLA\addons\faction\previews
Do you really mean that is the source folder that you pack into the PBO? PBO itself is not the question
actually no, the source folder is the @watermelon's SLA\addons\faction folder, sorry
oh okay, just realized it
So you pack faction folder with melonSLA prefix
yeah
hmm
even after removing the quotation marks the game still cannot recognize the image file
That is not the suggestion
melonSLA\previews\o_watermelonsla_rifleman_01.jpg is the suggestion
Or melonSLA\faction\previews\o_watermelonsla_rifleman_01.jpg
ah okay! thanks! and sorry for not recognizing it earlier
it's a little confusing looking at the webpage for editor previews
thanks! it works now
if it supposed to be working, I might set something up wrong
the dir parameter should be the actual folder the mod is in, right? with or without @? Tried with both though, no luck
meh... probably going with mod.cpp... wasted too much time on this already anyways
Is there an easy place to find the armor values for headgear/vests in arma? I'm trying to look through the configs, but there are a lot
I believe the fandom wiki has a bunch of armor values
https://armedassault.fandom.com/wiki/Pilot_Coveralls_(ArmA_3)#Hitpoints
https://armedassault.fandom.com/wiki/Carrier_Lite_(NATO)#Hitpoints
Pilot Coveralls are multi-faction uniforms in ArmA 3. Pilot Coveralls are worn by fixed-wing aircrews, transportation, and fighter jet pilots. They have a weight of 80 "mass" units[CfgWp 1][CfgWp...
The Carrier Lite is a ballistic-resistant vest worn by both NATO forces and CTRG operatives in ArmA 3. Versatile and relatively light to wear, the Carrier Lite is the standard-issue plate carrier...
ah, that's perfect, cheers!
(I also just stumbled across the values in the configs, haha)
does anyone have trouble with replacing the commander for RHS tanks? i've looked at a thread earlier in this channel but i'm still confused
What do you even mean by replacing
its same as with anything with turrets. you need the full inheritance tree mapped out so it does not break
i do have the full inheritance tree right here, and i've made sure to change the scope to protected for the base class. it still did not recognize it.
here's the part of the config that is relevant
you should not need to touch the scope of any of the classes
class PRACS_SLA_T72B;
class PRACS_SLA_T72B_OCimport_01 : PRACS_SLA_T72B {
scope = 1;
class EventHandlers;
class Turrets;
};
class PRACS_SLA_T72B_OCimport_02 : PRACS_SLA_T72B_OCimport_01 {
class EventHandlers;
class Turrets : Turrets {
class MainTurret;
};
};
class PRACS_SLA_T72B_OCimport_03 : PRACS_SLA_T72B_OCimport_02 {
class EventHandlers;
class Turrets : Turrets {
class MainTurret : MainTurret {
class Turrets;
};
};
};
class PRACS_SLA_T72B_OCimport_04 : PRACS_SLA_T72B_OCimport_03 {
class EventHandlers;
class Turrets : Turrets {
class MainTurret : MainTurret {
class Turrets {
class CommanderMG : CommanderMG;
class CommanderOptics : CommanderOptics;
};
};
};
};
well if i don't change the scope from private to protected, the children won't be able to access Turrets
yeah it does, but i am inheriting from the PRACS SLA tank class
i wonder if the fault lies with that mod rather than RHS

here's the updated inheritance tree btw, the last part got cut out
from what i could tell it seems like i am following the structure of the classes relatively well-ish?
youll probably need the rhs classes there too
or better yet forget the pracs stuff inbetween
and just iherit from the rhs classes straight
problem is i love the textures of the PRACS tanks and would love to include that in
from what i could gather about those tanks, they are essentially reskinned RHS T-72s with no difference
so just include it all the way to the base tank? the rhs_a3t72tank_base?
i'll do it
so just do class rhs_a3t72tank_base: Tank_F and then work recursively backwards and forwards?
so something like this?
class Tank_F;
class rhs_a3t72tank_base : Tank_F;
class rhs_t72ba_tv : rhs_a3t72tank_base;
class PRACS_SLA_T72B : rhs_t72ba_tv;
class PRACS_SLA_T72B_OCimport_01 : PRACS_SLA_T72B {
scope = 1;
class EventHandlers;
class Turrets;
};
class PRACS_SLA_T72B_OCimport_02 : PRACS_SLA_T72B_OCimport_01 {
class EventHandlers;
class Turrets : Turrets {
class MainTurret;
};
};
class PRACS_SLA_T72B_OCimport_03 : PRACS_SLA_T72B_OCimport_02 {
class EventHandlers;
class Turrets : Turrets {
class MainTurret : MainTurret {
class Turrets;
};
};
};
class PRACS_SLA_T72B_OCimport_04 : PRACS_SLA_T72B_OCimport_03 {
class EventHandlers;
class Turrets : Turrets {
class MainTurret : MainTurret {
class Turrets {
class CommanderMG : CommanderMG;
class CommanderOptics : CommanderOptics;
};
};
};
};
i'm worried that will break the already existing tanks that the other mods have loaded up
you need the turret inheritance to all the way to the beginning
here it is
the monster
please tell me if this is good enough @hearty sandal
i know the intermediate classes are redundant
I dont compile config in my head 
class vn_air_uh1_01_base;
class vn_air_uh1d_base: vn_air_uh1_01_base
{
class Turrets;
};
class vn_air_uh1d_02_base: vn_air_uh1d_base
{
class Turrets;
};
class vn_air_uh1d_02_01: vn_air_uh1d_02_base
{
class Turrets: Turrets
{
class CopilotTurret;
class MainTurret;
class LeftDoorGun;
};
};
class COTS_B_FAZ_UH1D_Slick: vn_air_uh1d_02_01
{
faction="COTS_B_FAZ";
side = 1;
scope = 2;
scopeCurator = 2;
scopeArsenal = 2;
displayName = "UH-1D Slick";
crew = "COTS_B_FAZ_Crewman";
typicalCargo[] = {"COTS_B_FAZ_Crewman"};
class Turrets: Turrets
{
class CopilotTurret: CopilotTurret
{
gunnerType = "COTS_B_FAZ_Crewman";
};
class MainTurret: MainTurret
{
gunnerType = "COTS_B_FAZ_Crewman";
};
class LeftDoorGun: LeftDoorGun
{
gunnerType = "COTS_B_FAZ_Crewman";
};
};
editorPreview = "\vn\editorpreviews_f_vietnam\air\preview_vn_b_air_uh1d_02_01.jpg";
editorSubCategory="EdSubcat_FAZ_Vics_Army";```
heres an example of SOGPF heli crew replacement
maybe that helps
imagine having "don't touch the inheritance, please" keyword for configs 
this is the config equivalent of looking into a soviet car engine
nah, soviet car engines tend to be stupid simple afaik
i am scared at what mikero has to say
Oh no you summoned him
@spare vortexyou misunderstand the role of scope=
the bottom line is ALL classes can access ANY other class irrespective of their scope.
scope=0 private: Only other classes can read this
scope=1: protected: the class can be accesssed by sqf.
scope=2: public: the class is available in the game editor.
It is a general rule that base classes are scope 0 because they rare;y have a model = anything
ah, so it's not variable scope generally understood in programming
thanks for clarifying that
FINALLY IT WORKED
it felt like slamming my balls against a door hinge but i finally managed to do it
turns out i just need to recursively do it one import at a time
class PRACS_SLA_T72B;
class PRACS_SLA_T72B_OCimport_01 : PRACS_SLA_T72B {
scope = 0;
class EventHandlers;
class Turrets;
};
class PRACS_SLA_T72B_OCimport_02 : PRACS_SLA_T72B_OCimport_01 {
class EventHandlers;
class Turrets : Turrets {
class MainTurret;
};
};
class PRACS_SLA_T72B_OCimport_03 : PRACS_SLA_T72B_OCimport_02 {
class EventHandlers;
class Turrets : Turrets {
class MainTurret : MainTurret {
class Turrets;
};
};
};
class PRACS_SLA_T72B_OCimport_04 : PRACS_SLA_T72B_OCimport_03 {
class EventHandlers;
class Turrets : Turrets {
class MainTurret : MainTurret {
class Turrets : Turrets {
class CommanderOptics;
};
};
};
};```
why is import_01 scope 0?
also if these are your new classes it might be good to add your own prefix to them
well, scope=0 kinda makes sense here TBH as intermediary classes are functionally useless
("useless" as in: unchanged(-ish) copies of PRACS_SLA_T72B). As long as final changed class sets scope back to 2
No it doesn't, there's no reason to change the scope of a class you're modifying unless you're explicitly wanting to make it available / hidden
E.g. ACE unhides some vanilla markers iirc
well, "classes are only created as intermediates to get properworking inheritance down the line, they aren't meant to be used by themselves" is a very explicit reason to want them hidden
if import01 acts as base class thats not supposed to be seen in editor then scope 1 makes sense
the naming is why I question it though
But why are you, a third party, deciding that? The scope is set by the original author
and the original class is still there to use, unmodified
and for this specific new mod author of this specific new mod has all the reasons to decide that whatever classes from this specific new mod shouldn't be used get scope 0/1 (in this specific new mod) ๐
going by assumption that PRACS_SLA_T72B is external base class from the original mod and everything with OCimport in the name is introduced by this new specific mod, and there exists some class PRACS_SLA_T72B_Piloted_By_Literal_Wookies_Or_Something: PRACS_SLA_T72B_OCimport_04 {... down the line
@ashen chasmdo not alter an existing class. if YOU want to have scope=0. state it in YOUR class(es). changing a bis class affects all users of that class simply from your mod being loaded, This will end in tears.
welp, hence my later remark about assuming that PRACS_SLA_T72B is EBC and classes below that are newly created for this specific mod
Unless of course, that is exactly what you want
ok. that wasn't easily apparent due to a lack of my_tag_PRACS_SLA_T72B_OCimpprt
Hi guys, does anyone have expierence adding fonts to arma 3? Ive followed the link guide below, using the powershell script and just manually doing the fontToTGAs, converting them to paas and the config but it dosnt work. No errors from arma and the config viewer shows the font is configured. But when I go to use it blank label no text shows.
https://community.bistudio.com/wiki/Arma_3:_Adding_Custom_Fonts?useskin=darkvector#Requirements
config.cpp
class CfgPatches
{
class RSW_Custom_Fonts
{
name = "RSW UI Fonts";
author = "Maddonut";
url = "https://github.com/yourname";
requiredVersion = 0;
requiredAddons[] = {};
units[] = {};
weapons[] = {};
skipWhenMissingDependcies = 0;
};
};
class CfgFontFamilies
{
class soymilk
{
fonts[] =
{
"RSW_Custom_Fonts\Fonts\soymilk\soymilk6",
"RSW_Custom_Fonts\Fonts\soymilk\soymilk8",
"RSW_Custom_Fonts\Fonts\soymilk\soymilk10"
};
};
};
folder structure screenshot attached too.
and finally 2 screenshots 1 showing text working with a normal arma font and one showing no text from using my "soymilk" font.
Any help greatly appreciated.
the fxy files must start at 1 and continue with 2,3,4 etc
the example in custom fonts is poorly presented
oh... so you can start at 6 like mine does? That is the file name that the font to TGA generated, so do I just change the file names to be e.g "soymilk1.fxy"? and only have to change the fxy files? or the paas too
fxy only
ill give it a try shortly thanks alot
oh shit my bad
CourierNewB64.fxy
CourierNewB64_01.paa
CourierNewB64_02.paa
CourierNewB64_03.paa
(sorry for that, my memory fails me)
no worries haha, but i think thats is what ive done no? if you see the screenshot with the files in I have
"soymilk6.xfy"
"soymilk6-01.paa"
"soymilk6-02.paa"
etc
I left the tgas in there I know I dont need them
fonts[] = { "RSW_Custom_Fonts\Fonts\soymilk\soymilk6",
should be labelled _01 _02 etc
right but thats just for the PAAs the fxy file is called "soymilk6.fxy" because 6 is the font size it contains so all the paa files have the -01 -02 etc but with the fxy name
maybe im crazy and not understanding but seems right ill try rename them
Just in case, what about requiredAddons[]? Highly doubt that can break everything though
Because I also ever made font Mod
there arnt any ๐ฆ
_01 not -01
its just a font being added nothing else in this mod
oh....
Nah it's okay
yeah thats what I thought ive seen a working one that uses the same naming format
which is what the fontToPAA generates
bit of an ask but do you have like 10 to just have a quick look over and see if you can spot anything obvious?
addonbuilder