#arma3_config
1 messages · Page 43 of 1
Just did nothing crazy, I do binarize. When testing the mod the config is showing correctly and not giving a "that font dosnt exsist" error so its pointing to the right file paths too :/
@abstract isleI was wrong -01 is fine and i never noticed it!!!!
Time to self advertise, mikero
hahah fr I do use his tools too
but I was just using addon builder currently which has worked fine before many times
i can try run it through his tools but idk if its really going to catch much, its pretty simple config etc
what were you saying about the requireAddons?
It is required. Every Mod should have at least some addon in it
exceptions: wrp layer files (if in their own pbos)
everything in therre is self contained
so looking at your as an example I just looked at yours (cutout below) in the fonts array what is the sub arrays, because ive seen mods and on the wiki that only have an array of strings in the font array. but you have an array of 3 texts per entry
class CfgFontFamilies
{
class EtelkaNarrowMediumPro
{
fonts[]=
{
{
"A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro6",
"plp\plp_CJKFont2\data\NotoSansKRMedium\NotoSansKRMedium6",
"plp\plp_CJKFont2\data\NotoSansSCMedium\NotoSansSCMedium6"
},
Yes. Basically (or rather this is what I understand) if there is no character in the first font (EtelkaNarrowMediumPro6) will use next font (NotoSansKRMedium6)
This is not really a big deal anyways
huh okay ill ignore for now then but dosnt that mean it would use the base font you put first rather than yours? 😅
Yes
ok just for the hell of it.... I used this hl2 font mod and just changed the names of all my fxy and PAAs to there names so I could keep all the same config etc etc to see if it works.
It dident, so I can only come to the asumption that its an issue with how the fxy and PAAs were made. But I made them with FontToTGA and then ImageToPAA programs provided by A3 😦
@abstract isle Have you checked with defxy what the table in the fxy actually looks like? (A simple hex edit would also reveal what you need to see)
Perhaps I am forgetting how this is done, but for the left/right sensor windows I want the zoom to only be 500m and 1km, but its 2km/4km. Inside my turret class config I have this
class Components: Components
{
class VehicleSystemsDisplayManagerComponentLeft: DefaultVehicleSystemsDisplayManagerLeft
{
class Components
{
class EmptyDisplay
{
componentType = "EmptyDisplayComponent";
};
class MinimapDisplay
{
componentType = "MinimapDisplayComponent";
resource = "RscCustomInfoMiniMap";
};
class UAVDisplay
{
componentType = "UAVFeedDisplayComponent";
};
class SensorDisplay
{
componentType = "SensorsDisplayComponent";
range[] = {500,1000};
resource = "RscCustomInfoSensors";
};
};
};
class VehicleSystemsDisplayManagerComponentRight: DefaultVehicleSystemsDisplayManagerRight
{
defaultDisplay = "SensorDisplay";
class Components
{
class EmptyDisplay
{
componentType = "EmptyDisplayComponent";
};
class MinimapDisplay
{
componentType = "MinimapDisplayComponent";
resource = "RscCustomInfoMiniMap";
};
class UAVDisplay
{
componentType = "UAVFeedDisplayComponent";
};
class SensorDisplay
{
componentType = "SensorsDisplayComponent";
range[] = {500,1000};
resource = "RscCustomInfoSensors";
};
};
};
};
I need help with adding a weapon to a jet. I've got the weapon selectable as an option in the pylon manager, but it's nowhere to be found when cycling through the weapons when I'm actually in the cockpit.
class SEC_AA_Gauss_Shell: OPTRE_25x130mm_Slug //In case changes are needed.
{
};
class CfgMagazines
class OPTRE_15Rnd_ALIM_Gauss_Slugs;
class SEC_AA_Gauss_Ammo: OPTRE_15Rnd_ALIM_Gauss_Slugs
{
count = 1000;
displayName = "1000Rnd Gauss Slugs";
ammo="SEC_AA_Gauss_Ammo";
hardpoints[]=
{
"OPTRE_Hardpoint_M1024_30mm"
};
pylonWeapon="OPTRE_M1024_ASWAC_30mm_MLA";
};
};
class CfgWeapons
class OPTRE_M68_GAUSS;
class SEC_AA_Gauss_Cannon: OPTRE_M68_GAUSS
{
ballisticsComputer = 4;
reloadTime=0.3;
magazineReloadTime=0;
autoReload=1;
FCSMaxLeadSpeed=200;
canLock=2;
autoFire=1;
displayName="SEC_AA_Gauss_Cannon";
descriptionShort="Gauss";
magazines[]=
{
"SEC_AA_Gauss_Ammo",
};
class Mode_SemiAuto;
class player: Mode_SemiAuto
{
sounds[]=
{
"StandardSound"
};
class StandardSound
{
begin1[]=
{
"OPTRE_Weapons\Vehicle\data\sounds\Gauss_1.wss",
2.5,
1,
1500
};
soundBegin[]=
{
"begin1",
1
};
};
soundContinuous=0;
reloadTime=0.3;
magazineReloadTime=0;
autoReload=1;
ballisticsComputer=4;
canLock=2;
autoFire=1;
dispersion=0;
};
};
};```
pylonWeapon is not equal to your desired weapon. Set it properly
ah ha I had somethin that accidently broke DefaultVehicleSystemsDisplayManagerLeft woopsie
I'm trying to add horns to a boat, and they don't seem to work. The noise just doesn't happen. I also noticed that on the attack boats, the drySound doesn't happen for any of the guns. Does someone have an idea of why, a work around, or something I need to enable in the boat class to make it work?
AFAIK no. Horns doesn't suoport it on a boat
I've replaced pylonWeapon="OPTRE_M1024_ASWAC_30mm_MLA"; with pylonWeapon="SEC_AA_Gauss_Cannon" and I'm still having the same issue. 😔
Is OPTRE_15Rnd_ALIM_Gauss_Slugs a pylon magazine?
I don't think so. It's pulled from a car's turreted weapon.
Then try to set your magazine a pylon magazine
do wat sog does, its a weapon that shoots a horn
look at the tanks in sog
is there a good way to have a missile that can target both air and ground but at different ranges. Right now i have it set up where its just the class AirTarget and GroundTarget maxRange changed but it kinda sucks
For most horns, it's the "gun empty sound". Does SOG make it the actual firing sound?
Yes its the shooting sound, they have sound shaders, mags with 9999 sounds, and range of like 50
vn_M274_MuleHorn
That's...... So silly. Thanks for that
Sorry for my ignorance, but can you refer me to documentation on how to go about that? I'm not seeing any info about it.
Okay I think I misunderstood something
Do you defined your CfgAmmo SEC_AA_Gauss_Ammo
Your pylonweapon name is wrong, it needs to be SEC_AA_Gauss_Cannon according to that config setup
I already changed that and am still running into the same issue
Also your ammo name is wrong you're referencing your mag not the ammo
@prime ocean ammo = "SEC_AA_Gauss_Shell";
ill give this a look for sure
I did think this is why I was asking about it in your discord haha
if you get sometime could you try using FontToGTA to generate a new font for arma and put it in game please? I have a sneaking suspicion that an update broken fontToTGA somehow. AS ive done all steps correctly multiple times and still nothing
Im going to try look at DeFXY but if you could try this it would be appreciated
It would help a bit to troubleshoot if you throw me your source
typical I go to check one last time before zipping it and sending it over, I packed it with pbo manager not addon builder this time and it worked. Ive got it figured out now it seems sorry to take so much of your time but its working thanks alot!
That sounds like it is AB issue
tbh I have to put my hands up and say it was a user error of AB 😢
but i got it working with AB too now
having trouble finding the paths for the Bergen backpack textures atm
I've found where the .p3d is located, but not the actual .paa s
You can open the config viewer in game and see paths to .paa files.
oo that's handy, cheers!
Hey peeps, i got a weird ai issue with my custom riflegrenade mode: basically ai will not use it unless i switch control to the ai unit and then switch it back to my player unit. At that point ai will use it as it should. Any idea what am i missing? Here is the config with the necessary classes for it
I can´t figure out what did I screw up. I have a custom weapon defined and correctly displayed in the "weapon" of the turret. Yet when I enter the vehicle, a completely different weapon is displayed in-game
are you sure that "TBD_S60_WEAPON" doesn't have "Bushmaster" as its displayName?
yeah
it also doesn´t display the magazines that ought to be loaded
I changed it now to a different weapon from a different mod I am running at the same time, and that one is working correctly
autocannon_30mm_CTWS has muzzles[]={"HE", "AP"}; defined 
So it probably is a weapon-specific issue, but idk
try adding muzzles[]={"this"}; to your weapon config, please
I´ll try
or maybe run currentMuzzle (gunner (vehicle player)) in debug console when manning the problematic version
I´ll give it a shot
Hm, that seems to have fixed it
what the hell
Thanks a lot, even though I have no clue how this happened. I´ll need to look into a previous mod where I thought I used this same inheritance
Hello !
I currently have a problem with a config.
I've configured a vehicle just for a retexture, Everything works except the scope and scope curator.
I'm trying to spawn my vehicle in zeus (I can spawn my vehicle in 3DEN) but my vehicle doesn't show up in the units menu.
I've check everything I could.
I've added my vehicles to the units[] arrays inside the config and cfgPatches.
I've added the option to my unit class.
I've checked the zeus module config and everything works. I can spawn other vehicles from the mod that have the same config. But yet I can't spawn this one.
class AR_M411_APC : OPTRE_M411_APC_UNSC
{
displayName = "M411 Bison APC (61St)";
author = "Adeptus Team";
scope = 2;
scopecurator = 2;
scopearsenal = 2;
side = 1;
forceInGarage = 2;
cargoCanEject = 1;
editorSubcategory= "61st_transport"
editorPreview = "\adeptus_vehicles\data\bison\previewImages\AR_M411_APC.jpg"
faction = "adeptus_republica";
crew = "B_RangeMaster_F";
hiddenSelections[] = {"camo1", "camo2"};
hiddenSelectionsTextures[] = {"\adeptus_vehicles\data\bison\AR_Bison_Body_CO.paa", "\adeptus_vehicles\data\bison\AR_Bison_Misc_CO.paa"};
};
config.cpp :
class CfgPatches
{
class adeptus_vehicles
{
requiredAddons[] = {"adeptus_core"};
units[] = {"AR_M411_APC","A_MRAP_01_F_V1", "A_I_APC_Wheeled_03_cannon_F"};
weapons[] = {};
AUTH
};
};
class CfgVehicles
{
#include "./configs/air.hpp"
#include "./configs/transport.hpp"
};
For Zeus your new class needs to be listed in the units array of the cfgPatches
It is. The second code i've put is my config.cpp with my CfgPatches
units[] = {"AR_M411_APC","A_MRAP_01_F_V1", "A_I_APC_Wheeled_03_cannon_F"};
The middle and last vehicles are visible in zeus, but not the first one
Is your faction and editorSubcategory correctly defined?
And is the addon that defines ar_uniformTrooper_v1_p2_dc15s in your requiredAddons?
For faction and editorSubcategory, yes they are correctly defined, as they are in the right place in 3DEN.
However i didn't put the addon for my unit class in the requiredAddons. I'm gonna check that right away
Ok, it seems it doesn't work when I put the required addons but I've just changed it to a regular Arma 3 Unit class. It seems also that i've missed a ; at the crew line.
Now it works ! Thank you very much for you help !
Yeah sometimes if there's an issue with the crew units, vehicles that use them don't appear in Zeus
Funny bug in connection with some fails of mod autors. (Using the same classname for their own CfgVehicles object).
Plus a badly made map called Mehland referencing this CfgVehicles classes without doing anything with them in lowerCase, and therefore seemingly changing the classnames to lowercase and as result _XYZ in _array checks fail.
Feedbacktracker worthy or solely blame the mod autors ?
https://cdn.discordapp.com/attachments/703150859571167262/1345771216287301752/image.png?ex=67c5c29d&is=67c4711d&hm=8b7353b5ed4d0dc1d1a868532b90cc6bd9c29b771c65fd35217eea7df079214b&
Nobody can help me on this?
It should not be possible to "change" a classname.
The one who first defines the classname, wins. If another mod can change it, then its a bug, but I doubt that's happening
Guess the map was first then, it's also a Vanilla classname for the building.
requiredAddons = {"A3_Data_F", "A3_Roads_F", "A3_Structures_F", "A3_Map_Data", "A3_Map_Stratis", "mehland_art", "mehland_layers", "rnc_main"};```
Funny part after changing all classes to lowercase in the config array, the in array checks were working again 
Two servers with a different map and the same scripts worked without any change to the config array.

How are preprocessor commands supposed to work?
This throws an error every time I try to compile it with pboProject
class CfgPatches
{
class RAVEN_Muzzle_Brakes
{
// Meta information for editor
name = "Improved Muzzle Brakes";
author = "Raven3.14";
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = { "A3_Weapons_F", "A3_Sounds_F", "cba_main_a3" };
};
};
// to be removed on next stable version, next stable arma version will be 2.20
// #if __GAME_VER_MAJ__ <= 2
// #if __GAME_VER_MIN__ <= 18
#if __GAME_BUILD__ < 152659
#include "cfgFunctions.hpp"
#endif
// #endif
// #endif
cfgFunctions.hpp is just that
cfgWeapons is below
It worked without the #if statements
Error I get is
\raven_Muzzle_Brakes\config.cpp Rapify:circa Line 18 Unknown #if
Failed.View->output logs for \raven_Muzzle_Brakes
Trying to determine a fix for a sound attenuation issue with a CUP HMMWV.
I'm able to adjust the attenuation for two turrets, but do not know if I have a field to adjust attenuation in the driver's seat.
@pastel foguntil now, bis don't support #if (except for has include) . @grand zinc might throw some light on this.
certainly and for sure it's the first i've seen this used anywhere
I'm attempting to make it work properly on both stable and prof, since not all of my group uses prof branch and I want it to be consistent
I managed to get it to build without errors in Addon Builder, but didn't get to checking if it worked as expected or if Addon Builder just failed to report errors
I'll wait to see if Dedmen has anything to add
I might end up releasing it with the muzzlecoef only working on prof branch, with it working for stable whenever 2.20 arrives
I can add this to my dll, but (until now), such code would of course not work 'properly' in addon builder.
time fo r me to test dayz and arma's cfgConvert.
@pastel fog GAME_BUILD can only be known by bis. No third party compiler can account for that. I reccomend you use has_include, only compiling that hpp when the hpp is present. Eg only (currently) in prof.
for smoke launchers for tanks, I have smokeLauncherOnTurret = 1 but the smokes still come out of the center of the hull, where the turret is at the rear of the hull. Is there any specific memory points i can give to make it so the come out at certain spots?
i think the only thing that does is whether it turns with the turrets direction
the vehicle smoke script is very basic but its just a script
so if you want it to be more detailed you'd want to write your own tbh
if the map was first, it must've been missing some entry in requiredAddons
Wat? Of course we do, I don't know what you mean
I reccomend you use has_include
That doesn't change anything and won't work any better.
Binarizing that config file, simply doesn't make sense.
You cannot binarize the config, which resolves all macros at pack time.
Because at pack time, you CANNOT know what game version the config will be loaded into.
That is the same whether checking game build or has_include or any other macro that is only determined at the time the game launches and loads the mod.
So you just have to disable config binarization for it to work
not sure if this is better for texture or config channel, but was curious if there's a way to tie how much damage something is receiving to its emissive value, or anything similar to achieve the same effect. IE a power core glowing brighter and brighter the more damage its taken. We've got it setup to where the color of the energy texture changes accordingly, but not sure about a ramping emissivity / brightness
__GAME_BUILD__ is listed in the preprocessor commands on the wiki, so it should work
has_include is unfortunately not relevant here, since mostly likely the fix hasn't actually changed the presence of a file
What I want to do is include a script if the version is before the build with the fix, and not include in builds after
The point being to not duplicate the effects of recoilCoef in MuzzleCoef
Once the recoilCoef fix reaches stable, I won't need the script anymore
That's what I thought, it needs to be unbinarized to work
You can hide mesh based on animation state, so potentially place a number of layers of your object one atop another, with increasing emissivity in the rvmat, then unhide each as the object takes damage.
its been a while but is this the best place to ask for questions about troubleshooting issues with server hosting? ie interpreting issues found in the log
#server_admins there's also windows / Linux specific channels if it's something specific to your os
I did windows instead. thanks for mentioning it
Any clues as to why my muzzleflash might be stuck? I'm using a zasleh selection which is correctly positioned in OB. I have zasleh defined in my CfgSkeletons and CfgModels under the sections array and in the class selection. I also have selectionFireAnim = "zasleh"; in my config.cpp. It does rotate properly, but it doesn't hide at all.
You probably have another selection on your zasleh proxy such as camo. Remove that and it will hide.
It was initially assigned to the same selection under the muzzle flash proxy. I've also tried to just assign a vertice directly under the resolution lod and using that as a zasleh selection. No luck though.
Figured it out. It was a goof in blender. I fixed it by assigning the entire muzzle flash proxy as zasleh rather than the single vertice at the barrel.
hey, anyone got the link to the armapedia that has all the info on how shit works?
i had the link before
found it disregard
hey, i'm back again with some other awkward ask: does anyone here have experience using the A3UExtender? if so, why aren't my faction templates loading up?
might not be the right channel, in which case please point me to it
does typical speed and impact speed impact indirectHit like they do to hit?
no I believe it does not. indirect hit is explosion damage
kewl kewl ty
hello everyone!
I'm fairly confident in my sqf skill but I'm very new to config editing so pardon me if I'm asking trivial things 🙏
I want to make a mod that uses another mod as a dependency. In the original mod there are some functions defined in cfgFunctions:
class KSS
{
class core
{
file = "\tf_kss\functions";
class useItem {};
}
}
In the mod files there is also the functions\fn_useItem.sqf file that corresponds to this config.
Question: I want to make it so that the base mod works the same as it currently does, but I want to modify the fn_useItem.sqf function so that when it finishes it calls hint "Foo". Is it achievable? If so, how? In my submod do I need to re-define core.useItem in the config? Should I put my .sqf file in the same folder? I'm a bit lost in all the documentation 😦
you would need new version of the sqf which has the code changes you want to have
now depending on the original mods license this might or might not be directly possible
this is the license
I think this means it is allowed to do what I want?
Media and formats; technical modifications allowed. The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so.
does that mean i need to copy the whole sqf file somewhere and make necessary changes inside of it? If so, how do I make the mod recognize my sqf file instead of the original one?
to the copy, yes. cant change its contents otherwise.
the the how, dont know specifically
For replacing the script, I assume it would be just overwrite the cfgFunctions entry with the path of your script file using a config patch mod
Haven't tried it myself though
Anyone here had experience with KLPQ Radio mod? Im Having issues with it not working. its not playing the music or displaying the song names like its supposed to
What is the sensor component for mine detector? Tryna put on a vehicle but I cant seem to find any examples
I had skill issue I found it, MineDetectorDisplay
Okay in relation to the above sorta, is it possible to have two different SensorsManagerComponent between driver and gunner? Example like ActiveRadarSensorComponent for driver is 360 degrees at 500 meters, where as for the gunner it would be like say 45 degrees up to 2km, and obv follow turret. Last I tried SensorsManagerComponent in Class Turret config the game crashed on spawning vic so I took it as not possible
Hopefully a quick question, how do you control how long a sound plays for an animation source? when using the following the sound only plays the "squeak" for 1 second
class gate_left_source
{
source = "user";
initPhase = 0;
animPeriod = 5;
sound = "ServoRampSound";
soundPosition = "gate_left";
};
how long is the sound?
how long is the animation?
The sound plays longer if you play it using playsound3d
The anim period is set to 5
Or do you mean the min and max value in the model cfg
how long is the actual sound file in seconds. and how long does the animation take to play out?
Playtime: 0.51 Seconds
Playtime: 0.52 Seconds
For both the squeaks it seems
the anim takes 5 seconds to play out
so i guess the question is, whats the proper way of making the squeak loop while the anim is still playing
I think youll need to edit the sound itself
yeah it would appear that the sound in cfgsounds is set to cut it short somewhat
cause playing the sound directly it lasts longer
odd but thanks for the help
Also tried it a few weeks ago.. didnt work. I also heard some rumours about it not working
yeah back in 1.38 I think it worked, must be broken again I tried it last night and same, you can still put cfgmods inside your configfile though, just throw in a mod.cpp too
I added LoadAltitude and autoseek to bomb but it still not fly to laser point? What did I missing?
the AI would drop the bomb when detected a laser guide point, but the bomb don't fly to the laser target, acting like normal bombs.
Has anyone seen the modelOptics matching with RscWeaponRangeZeroing? Read somewhere that this would show zeroing and ranging, but was not sure if this has a matching modelOptics
You need to add the proper SensorsManagerComponent to the bomb itself (ammo) that corresponds to lasers. https://community.bistudio.com/wiki/Arma_3:_Sensors_Config_Reference
Simple answer is no you can't, you can only have one
Not necessary in this case. Null045's custom class (REP_ammo_HEBomb) should already have laser-lock capabilities since it inherits from Bomb_04_F, which itself has ammo_Bomb_LaserGuidedBase as its parent.
You don't need the LOAL-related tokens. Get rid of flightProfiles[], class Direct, and class LoalAltitude. You already inherit those from the vanilla GBU-12 (Bomb_04_F) so you do not need to redefine them.
Also, 300 metres for lockSeekAltitude is very low. Chances are your bomb is actually locking onto the laser spot but it doesn't have enough time to adjust its trajectory towards it (vanilla LGBs have them set to 500 metres for a good reason).
dang
Another thing...why is your custom weapon using MissileLauncher as your parent class? There's already a dedicated LGB weapon class that you can use that has everything you need (weapon_LGBLauncherBase).
Just inherit from weapon_LGBLauncherBase instead, rename the weapon, assign it your custom bomb magazines, create a pylon weapon "magazine" (if you intend on making it dynamic loadouts-friendly), and you're good to go. No need to reinvent the wheel.
Do you mean #arma3_scripting ?
I've discussed these files previously in this channel, if needs be I can move the convo.
This channel is about config (description.ext or config.cpp) so that channel is better
In a plane, is the GEAR damage available to use as an animation source in model.cfg?
i.e. I want to switch on a warning light when the gear is damaged, so need it's animation source for a hide animation.
[The damage to plane gear is not hitpoint or fire geometry based, but is based on calculations for the physx wheels (rate of descent? my supposition), according to the Jets DLC description of it.] So there is no class AnimationSource or class Hitpoint related to HitGear for planes.
Ty, will check
will try it later
Is there a way of getting bullet/shell tracers to not stretch? I'd like to make custom tank shells that have a modelled round but I can't find any parameters that might controll that, TracerScale didnt do anything, I'm inheriting from the vanilla 120mm APFSDS in CFGAmmo and replacing it with my model
also making my own weapon and magazines based off the vanilla ones
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#model
At least with shotShell simulation, the model disappears above a certain speed
Tracer model and shell model are exclusive of each other
Tracers are always stretched, with the stretch dependent on projectile speed and ammo values
Is there a way of showing a model without it being a tracer?
I believe the mortars/artillery do this but they might be going slow enough for the model to not disappear
Yeah, set the model, not a tracer, and speed below the threshold
i'm actually using the model entry for that, APFSDS might be too fast for the game to handle unfortunately
You might have to play around for the other simulation types,
I haven't tested it myself, as the stuff I've done is all high-velocity stuff so far
the only way I got it to work in the way I wanted it was to give it simulation shotRocket, but that comes with other issues, such as the AI not using the ammo at all
The speed threshold listed is approximately 390m/s to 450m/s for shotShell
There should be some ways around AI not using it,
Might be something with the cost value that would need editing (if it inherits stuff from a simulation with a high default cost)
so lower the cost so AI is more prone to using it?
Most standard ammo has very low cost, I think the value for standard ammo for rifles is cost=1, might even be lower
right. Is there any info on shotBullet?
https://community.bistudio.com/wiki/Models_%26_Classnames:_Simulation_Types found this but doesnt actually tell me what each type does
Not that I can find
I haven't tested the different simluation modes
I think shotBullet is for bullets, while shotShell is used for larger rounds
I see
Slightly random question, the ruin type uses the path to the p3d of the ruin model, while the replaceDamaged uses the class name of the damaged version.
I'm going off of the house sample but was wondering if there was a reason for this
replaceDamaged = "Land_IXO_BST_Barn_01_Dam";
class DestructionEffects: DestructionEffects
{
class Ruin1
{
simulation = "ruin";
type = "\ixo\bst\addons\buildings\farm\ixo_bst_barn_01_ruin.p3d";
position = "";
intensity = 1;
interval = 1;
lifeTime = 1;
};
};
Reason I ask is because I previously had _Ruins at the end of the ruin class name instead of _Ruin and that made it so the ruin didn't appear after destruction
banging my head off this, I'm not sure what's wrong with my path here but its probably something obvious.
Tshirts > Data > tanShirt_co.paa should be TShirts/Data/tanShirt_co.paa right?
I think thats right but I'm getting "Cannot load texture tshirts/data/tanshirt_co.paa." so I must be doing something wrong
Looks like you're not including your pboprefix in the path
do I need to have a pboprefix/how would I see what it is since I dont have it explicitly declared anywhere.
I know addonbuilder says if its blank it gets computed automatically
Yeah, every pbo will have a prefix
The default is just the name of the folder you packed
Hmmm... I must be missing something then, TShirts should be the prefix
Can you show your project setup?
Oh wait actually I know what it might be
Go to your settings in addon builder
aye?
Can you show your setting for "files to include directly"
Or its worded similar to that, I forget
Yeah thought it might've been that
let me check the pbo to make sure though, also that would explain why packing script mods in the past forgot to include all the script parts lol
ye its there in the pbo
This is the entire project right now, just the config.cpp and the Data folder with the texture in it
Yeah that's odd
the tutorial I was checking out was just like "bam there's your new texture" and I'm sitting here with my guy who has no torso 
@broken plazathe engine locates the appropriate land class by prepending land_ to the type= stated in destruct effects. You can call it, and it's p3d , \some\where\spaghetti.p3d for all that it matters. Naming it blah\blah_ruin is merely a convenience, not a necessity. Most bis ruins end in _F not, _ruin!
The other thing to note is that ruins cascade. You can have a series of chained destructionEffects in each of their land classes. Note however that the damage you read from sqf is always that of the original building (eg 1)
is it possible to directly use the destruction effect simulation "ruin" for the main structure house class instead to get the main structure replaced with a ruin class and then use the simualtion "ruin" in destruction effects?
like as example vehicles got the wreck LOD (i know doesnt work for house classes) but just to get rid of ruin class
no
reason being it would ignore many of the vars inside a house class
thats sad cause ruin class is a new class of object.. and still the house exists under the terrain (still a bug)
yep. along with the above mentioned damage=
you see the house is still there.. still eats perfomance
while it generates a ruin too
you know, I had completely forgotten the burial.
^^
to add to this, the 'ruin' generally isn't a ruin at all. merely, boring-to-look-at, rubble.
we added burning buildings cascading to rubble in cwr1 & 2
i did in OFP walls with destruction effects and destruction levels but in Arma3 it should work easier.. but i dont like to replace the main class of the wall to a ruin class.. thats why i was hoping to be able to use the destruction effect.. our base build mission we do works easier with just one class and not to have more classes for each structure / or wall segment
you could use
destrtype=destructtent; (4) to flatten a house.
For walls we used destructtree (3) with no ruin needed. The collapsed wall was more appropriate.
Hiya I'm looking for a way to change the main menu of arma with a custom video/picture and having a unit logo take where the arma logo is. Any ideas?
study the rsc classes in the config. each class name gives a reasonable idea of what it does. I >think< not certain, the one you want is called LoadingScreen
So now thing got really wired, I now configed all my cfgammo cfgmagazine and cfgweapon all like in screenshots, delete all the not needed things only let them inherit from father class of vanilla LGB, but the bomb still not go onto the laser target, still acting like normal bomb
well, now i don't know it was working or not, testing results only 1 out of 10 seem fly onto the laser target, 9 of them missing.
By cascading do you mean that the burning ruin could go through its effects and then after it’s done the rubble one would start.
Or would it need to receive more damage
Might be a problem with how you're testing the bombing runs, given that you're still having at least one successful run.
There's no reason why your custom bomb shouldn't be locking properly since you're inheriting default LGB properties from vanilla.
hello 👋 i am creating some gear retextures which seemed to work okay but there is a few error messages like no entry bin cfg scope/side and when i try to see the uniform in the arsenal editor it shows as "empty" even if i spawn the unit wearing it. I guess its a problem in my config but i dont know what the cause of it is. does anyone know?
@broken plaza the burning structure eventually reaches damage 1 and triggers the next 'ruin' in the chain.
Hello, been having some trouble with a tide mod. I'm trying to raise the water level via tides on the modded map Isla Pera (GlobOps Terrain), but it seems that it's currently being weird with colours, I think it might be a mat issue (currently on river water mat by default) but I'm not sure. It turns into this weird blue-purple colour pretty quickly. Anyone know a fix for this?
water depth affects its color
but also do note that AI pathing dont really work with tides
What part of an optics' config determines whether it has a rangefinder or not?
Tell me which parameter in the config is responsible for braking? in the car
Please
dampingRateZeroThrottleClutchEngaged = 0.15; // engine braking with thrust 0
dampingRateZeroThrottleClutchDisengaged = 0.15; // engine braking in neutral/open clutch
brakeIdleSpeed = 1.78;
brakeTorque = 3000;
and in class Wheels {}
maxBrakeTorque = 3000;
maxHandBrakeTorque = 0;
longitudinalStiffnessPerUnitGravity = 100;```
😳
weapon (or optic) references a RscInGameUI subclass via weaponInfoType. See launch_MRAWS_base_F vs launch_MRAWS_olive_rail_F, for example. Sadly, can't test right now, deleted A3 by accident 🤣
Bwahaha thanks. I know I'll probably figure it out in the cfgViewer, it just looks intimidating. I'd already been looking at the difference between launch_MRAWS_base_F vs launch_MRAWS_olive_rail_F and couldn't figure it out lol
Think I've figured it out looking at the code from ace_xm157
anyone know why this is happening
in the screenshots you can clearly see its setup correctly
Why you show how mission2's setup when the error is about mission1
listen man
they’re both setup the exact same way
only difference is the missions themselves but
idk what the issue could be the forums were down and i bet there’s a solution on there
i’ve followed 2 different guides
and looked at the wiki
#include "BIS_AddonInfo.hpp"
class CfgPatches
{
class OADev
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Weapons_F",
"rhsusf_c_weapons",
"cba_jr"
};
version="1";
projectName="OpenAir";
author="Hugert";
};
};
class CfgMagazineWells
{
class OA_finger
{
"20Rnd_762x51_Mag",
"ACE_10Rnd_762x51_Mag_Tracer",
"ACE_10Rnd_762x51_Mag_Tracer_Dim",
"ACE_10Rnd_762x51_Mag_SD",
"ACE_10Rnd_762x51_M993_AP_Mag",
"ACE_10Rnd_762x51_M118LR_Mag",
"ACE_10Rnd_762x51_Mk316_Mod_0_Mag ",
"ACE_10Rnd_762x51_Mk319_Mod_0_Mag",
"ACE_20Rnd_762x51_Mag_Tracer",
"ACE_20Rnd_762x51_Mag_Tracer_Dim",
"ACE_20Rnd_762x51_Mag_SD",
"ACE_20Rnd_762x51_M993_AP_Mag",
"ACE_20Rnd_762x51_M118LR_Mag",
"ACE_20Rnd_762x51_Mk316_Mod_0_Mag ",
"ACE_20Rnd_762x51_Mk319_Mod_0_Mag",
};
};
class CfgWeapons
{
class srifle_EBR_F;
class rhs_weap_m14ebrri: srifle_EBR_F
{
magazines[]+=
{
"20Rnd_762x51_Mag",
"ACE_10Rnd_762x51_Mag_Tracer",
"ACE_10Rnd_762x51_Mag_Tracer_Dim",
"ACE_10Rnd_762x51_Mag_SD",
"ACE_10Rnd_762x51_M993_AP_Mag",
"ACE_10Rnd_762x51_M118LR_Mag",
"ACE_10Rnd_762x51_Mk316_Mod_0_Mag ",
"ACE_10Rnd_762x51_Mk319_Mod_0_Mag",
"ACE_20Rnd_762x51_Mag_Tracer",
"ACE_20Rnd_762x51_Mag_Tracer_Dim",
"ACE_20Rnd_762x51_Mag_SD",
"ACE_20Rnd_762x51_M993_AP_Mag",
"ACE_20Rnd_762x51_M118LR_Mag",
"ACE_20Rnd_762x51_Mk316_Mod_0_Mag ",
"ACE_20Rnd_762x51_Mk319_Mod_0_Mag",
};
};
class rhs_weap_sr25: rhs_weap_m14ebrri
{
magazines[]+=
{
"20Rnd_762x51_Mag",
"ACE_10Rnd_762x51_Mag_Tracer",
"ACE_10Rnd_762x51_Mag_Tracer_Dim",
"ACE_10Rnd_762x51_Mag_SD",
"ACE_10Rnd_762x51_M993_AP_Mag",
"ACE_10Rnd_762x51_M118LR_Mag",
"ACE_10Rnd_762x51_Mk316_Mod_0_Mag ",
"ACE_10Rnd_762x51_Mk319_Mod_0_Mag",
"ACE_20Rnd_762x51_Mag_Tracer",
"ACE_20Rnd_762x51_Mag_Tracer_Dim",
"ACE_20Rnd_762x51_Mag_SD",
"ACE_20Rnd_762x51_M993_AP_Mag",
"ACE_20Rnd_762x51_M118LR_Mag",
"ACE_20Rnd_762x51_Mk316_Mod_0_Mag ",
"ACE_20Rnd_762x51_Mk319_Mod_0_Mag",
};
magazineWell[]+=
{
OA_finger
};
};
};
};
class cfgMods
{
author="Hugert";
timepacked="1521883761";
};
Hello all, I’m having issues with added magazine options duplicating both in the arsenal and visually in the ammo count section.
Code is attached.
Is there any reason why you added the same array into both m14 and sr25?
Also any reason you use magazineWell too along with magazines?
Does your custom magwell OA_finger actually have any unique magazines of your own defined? If you don't have custom magazines to use, then you don't need to define ACE3's magazines in your own magwell class (ACE3 already does that since it appears you're running it alongside your own mod).
This is why the Mk11 has duplicated magazines while the M14 EBR won't have them since you didn't add your own magwell to it.
Also, the last element in all of your arrays has a trailing comma. Get rid of that too. Addon Builder should've warned you about this but I guess this is just Addon Builder just being terrible as per usual...
The original RHS config had it, I haven’t explored magazinewells very much so I included it for safety, will remove now.
The trailing comma did not nuke itself in addon builder or booting up, good catch though, thank you
You can use both simultaneously (BI does it too for a lot of the vanilla weapons). magazineWell[] just takes precedence if both exist at the same time in config. In this event, the old magazines[] array (specifically its first element) determines which magazine gets loaded into the weapon by default if you equip it in the Arsenal.
For instance, I can change the 3GL's magazines[] array so that 3-round HE grenade stacks are the first element in the array instead of 1-round HE grenades. This makes 3-round HE grenades always get loaded by default when I select the MX 3GL in the Arsenal:
(left is vanilla MX 3GL that only uses 1-round HEs; right is modded MX 3GL that autoloads 3-round HEs)
https://i.imgur.com/xe2WVHa.jpeg
Hm, indeed
Getting thisn error when attempting to crunch with pboproject
oh yeah btw 'voices' is line 26
+=, no space
thanks
I'm trying to increase the carrying capacity for the Shadow Company vests from Sturm's Shadow Company mod and I always end up getting Bad Vehicle Type SupplyXX error, and the vests will have no carrying capacity. I don't know what I'm doing wrong. I set the supply to 9999999 and added "maximumLoad = 9999999;" but the capacity won't increase and just gives the error I listed.
probably the config structure youve set up is wrong
Maybe, idk. The structure is exactly the same as it when it was last updated. I just added 9999999 to "supply" and added the line "maximumLoad = 9999999" I don't know how the structure could be set up wrong.
Here's an example
class sf_sc_dcs_marksman: sf_sc_shadow_co_vest_base
{
author = "SturmFall7";
scope = 2;
displayName = "[SC] DCS (Marksman/Tan)";
picture = "\sf_sc\icons\sf_sc_icon_was_rifle1_ca.paa";
model = "\sf_sc\vests\sf_sc_was_marksman.p3d";
hiddenSelectionsTextures[] = {};
class ItemInfo: ItemInfo
{
uniformModel = "\sf_sc\vests\sf_sc_was_marksman.p3d";
hiddenSelections[] = {""};
containerClass = "Supply9999999";
mass = 80;
maximumLoad = 9999999;
is Supply9999999 actually a config'd supplyclass?
https://community.bistudio.com/wiki/Arma_3:_ItemInfo_Config_Reference#containerclass
Oooooooohh..... Yeah I fucked up then.
maximumLoad is not useable for CfgWeapons by the way. That's only for CfgVehicles (defining a backpack's max storage limit, how much a vehicle's inventory can store, etc.).
I have a question about adding ffv slots to vehicles. when i add the slot it gets in like that and doesnt show character. do yall know what may cause this?
So I noticed that dumb bombs in A3 have "lift". If you give them velocity and heading directly towards a target that's diagonally ~400m away, they'll overshoot by about 20m. I'm guessing that this is part of the shotMissile simulation, and PCML missiles do their weird inverted path for the same reason.
Anyone know if there's a way to control or calculate that behaviour from config, aside from changing the simulation?
from rpt. still waiting for help
even the rhsusaf mods got changed any suggestions?
You've broken character animation config.
how can i fix that
Dunno. You provably need to rewrite whatever changes you have made.
Airfriction, possibly?
Trying to track down some behaviour with Blastcore Murr, does anybody know which config value either A) Creates vehicle debris on destruction, or more importantly B) Causes that debris to be on fire and damage players?
I can't seem to find the ground clutter as any type of object so it's hard to find out what's happening. I suspect it's a part of DestructionEffects but there's no documentation and no obvious values that would cause the fire
I need help with adding ffv to existed vehicles so i can shoot inside from it. Any help please?
i wanna use existing action animation but couldnt find any guides
This may not be possible due to existing vehicles don't have right crew proxy setup
I'm having trouble getting a custom grenade to work in game for some reason the custom Muzzle class isn't getting added to the muzzles array
is this not the correct format muzzles[] += {};
So how would I implement that into the config for the Shadow Company Vests?
{
class GrenadeLauncher;
class Throw : GrenadeLauncher
{
muzzles[] += {"MY_MUZZLE"};
class ThrowMuzzle;
class MY_MUZZLE : ThrowMuzzle
{
magazines[] = {"MY_GRENADE_MAGAZINE"};
};
};
};```
I've been fighting with this all morning, I've got a custom mine I'm making (here https://pastebin.com/saVVWetv) that uses a custom explosion effect defined (here https://pastebin.com/jHxDRa6y)
for some reason it can't find explosionEffects = "ZitMineExplosion"; which is defined in the effects config
You're defining ZitMineExplosion in CfgLights, not the config root
containerClass = "SupplyX"; in the vest's ItemInfo class.
This will be a class in CfgVehicles, there's a lot of variants already from vanilla, e.g. Supply50, Supply100, etc
Hello everyone, tell me if there is a beta version of Arma or something called where I can immediately edit config.cpp and not binary the model 100 times but immediately check what I changed without re-entering the game, tell me or give me a link to the article, I will be very grateful
Thanks that worked, didn't kow you could define anything outside of a Cfg class?
There's no CfgVehicles anywhere in the vest config.
The SupplyX classes are in vanilla
You don't need to make your own
You can create classes anywhere (as long as it's not like inside a property obviously)
A lot of mods define their own root classes for various reasons
Okay, thank you.
Have a look at filePatching setup
What colour would you like your unicorn to be?
If you want to re-load configs at runtime, you can use https://community.bistudio.com/wiki/diag_mergeConfigFile, available in Diag build of development steam branch of A3 https://community.bistudio.com/wiki/Arma_3:_Diagnostics_Exe 
?
100000 errors
Help please
whatever you try to do there, simplify it first to get the basic process down and working
then try to add more parts
Is there a way I can replace the model of a mine when it's destroyed? I think damage = house is the only destruction type that has that feature?
you are trying to start some broken mod or try to do something else that breaks it
youll want the ruin destruction
Mines can use eventhandler
Thanks, close enough. Seems like it's sideAirFriction that does this, and zeroing it is... harmless.
Curiously when I disabled air friction instead, the bomb sailed like 10x further. So whatever it's doing is pretty unstable.
very silly
hello everyone! I am trying to make my own cfgfunctions for the first time and I feel like I'm missing something.
I get the error on the first screenshots despite my addon looking like on the second screenshot.
this is my config:
class CfgPatches
{
class ATSFix
{
name = "ATS Fix";
author = "Dive";
fileName="atsfix.pbo";
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"ATS_Core"
};
};
};
class CfgFunctions
{
class atsfix
{
tag="atsfix";
class Fixes
{
file="atsfix\functions\Fixes"
class addLivoniaTracks
{
postInit=1;
};
}
}
};
Why would it not find the function even though the path seems correct?
You are missing addons from your pbo.
and you should use some other program than Pbo Manager to pack you mods.
addons?
I am using arma 3 addon builder to pack my pbos
Pbo manager is for inspecting only
You are missing addons from your pbo.
could you please elaborate what exactly that means? My config file and my sqf files are both in the pbo
Sorry looked wrongly. Thought it was @Mod/name.pbo -->
so missing @mod/addons/name.pbo
I'm not exactly sure how to incorporate that, I keep getting an error about DestructionEffects, somethings in the wrong order but I'm not sure what, this normally works for my buildings that have destruction, config below.
https://pastebin.com/EfSPW4xG
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
my pbo is inside the addons folder of my mod
this part makes no sense to me class DestructionEffects: DestructionEffects inheriting from itself?
Its inheriting from a class called DestructionEffects in a parent class
E.g.
class Parent {
class DestructionEffects {
// some base properties here
};
};
class Child {
class DestructionEffects: DestructionEffects {
// inherits everything from Parent's DestructionEffects
};
};
so like this?
`class CfgVehicles
{
class MineGeneric;
class MineBase;
class APERSMine: MineBase
{
class DestructionEffects {};
};
class my_custom_mine: APERSMine
{
whatever config info
class DestructionEffects: DestructionEffects
{
};
};
};`
the above is well organised but you probably need to alter some of the default vars= of destructionEffects. Look at any config that has a ruin. Also, check the MIneBase has, in fact, a class to inherit!
guys please, I've spent like 2 hours on a mod consisting of literally just 2 files 😭 It can not be that hard to run a single sqf file from a mod but I'm about to yeet my pc of the balcony. I've tried like 100 different adjustments to the config but it still gives me the "script not found". I beg for yall help for the bohemia forums are still down and with them all the answers 🙏
Please, what is wrong here?
class CfgPatches
{
class atsfix
{
name = "ATS Livonia Fix";
author = "Dive";
fileName="atsfix.pbo";
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"ATS_Core"
};
};
};
class CfgFunctions
{
class atsfix
{
class functions
{
file = "atsfix\functions";
class addLivoniaTracks
{
postInit=1;
};
};
};
};
I tried so many things, I changed the pbo name, the classname of atsfix, I tried adding a subcategory and subfolder, I tried different variations on what to write in file = but this stubborn pos won't work
Do you know about PBO prefixes?
I know that if you're writing a public function you call it YOURTAG_fnc_nameCamelCase, at least that's how it works for missions
I haven't worked with mods much, only familiar with mission-based sqf.
This is the first cfgFunctions that I'm writing.
@regal gate Halp, where did the "Creating an addon" wiki page go?
IDK? 😄
I see a lot of discussion of pbo prefixes on bohemia forums but alas
it sends me here so here I am
huh, what the fuck did I put in the search
is getting gaslit now
oh, fingers got cold and typo'd it to "created"
Anyway, read the "addon prefix" part until it makes sense. Might take several attempts.
oh damn I'm stupid, I have completely forgotten about the addon prefix step. Arma addon build tools hides it under "options" for some reason.
I have actually set up this prefix before for a different mod of mine (some item reskins).
so it was set to the prefix of my previous mod
now I changed it to atsfix and the error is gone, thank you!
You could set it empty from options and use $PBOPREFIX$ file in pbo
So you always declare your prefix in file, not in addon builder options.
https://community.bistudio.com/wiki/PBOPREFIX
Addon builder ignores $PBOPREFIX$, doesn't it? I think that's just Mikero and HEMTT.
Anyone know a good loadorder mod for SPE?
maybe not a question for here but
I've been going through a mod redoing armor values, because the original ones are bonkers
that's when I stumble accross this thing
crew looks fine from the outside, correct positions and animations
but then I turn on the firegeometry view, and they're just gone
config looks fine, proxies configured as they should be (as far as I can see anyway)
is there anything I can do about it from where I am (again, not my mod, not my p3d), or is this a lost cause
AFAIK they also should have crew proxies in such Geo. So just report to the author
rest in rip
Yes, just tested.
It ignores.
Mb.
Although, if proxies weren't placed, would crew be able to board and sit in the right places?
Visual LOD and Geos are unrelated
Im trying to make a skin for the F/A-181, but it doesn't show up in vehicle appearance menu, can anyone tell me what's wrong with my code?
You are including CfgVehicles into your CfgPatches
okay i fixed the problem, the skin now appears in the Vehicle Appearance, but i'm unable to select it, how do i fix it?
Post your config
Wrong inheritance, no parent for Plane_Fighter_01_Base_F
You also missing requiredAddons
it still doesn't work
Hey, I got a problem that the mirrors are zoomed in so much. Have been stuck with this for while so help is needed.
{
class LeftMirror
{
RenderTarget = "rendertarget0";
class Camera
{
pointPosition = "pip0_pos";
pointDirection = "pip0_dir";
renderQuality = 2;
renderVisionMode = 4;
fov = 0.5;
};
//BBoxes[] = { "pip0_TopLeft", "pip0_TopRight", "pip0_BottomLeft", "PIP0_BottomRight" };
};
};
maybe you need add to inhertitance
->
class CfgPatches
{
class ProjectMultipolar
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Air_F_Jets_Plane_Fighter_01"}; //missing requid addon like POPLOX said
};
};
class cfgVehicles
{
class Plane_Base_F;
class Plane_Fighter_01_Base_F: Plane_Base_F {
class TextureSources; // Inheritance from base textureSources
};
class B_Plane_Fighter_01_Stealth_F: Plane_Fighter_01_Base_F
{
class TextureSources:TextureSources //use and add to existing textureSources category
{
class USM_RAF
{
displayName="Royal Air Force";
author="BBeeje";
textures[]=
{
"projectmultipolar\air_f_bw\plane_fighter_01\data\fighter_01_fuselage_01_co.paa",
"projectmultipolar\air_f_bw\plane_fighter_01\data\fighter_01_fuselage_02_co.paa",
"a3\air_f_jets\plane_fighter_01\data\fighter_01_glass_01_ca.paa",
"a3\air_f_jets\plane_fighter_01\data\fighter_01_cockpit_01_co.paa",
"a3\air_f_jets\plane_fighter_01\data\fighter_01_cockpit_02_co.paa",
"a3\air_f_jets\plane_fighter_01\data\fighter_01_cockpit_03_co.paa",
"a3\air_f_jets\plane_fighter_01\data\fighter_01_cockpit_05_co.paa",
"a3\air_f_jets\plane_fighter_01\data\numbers\fighter_01_01_ca.paa",
"a3\air_f_jets\plane_fighter_01\data\numbers\fighter_01_00_ca.paa",
"a3\air_f_jets\plane_fighter_01\data\numbers\fighter_01_01_ca.paa"
};
};
};
};
};
Post your config
Our stats at Cytech for Forklift
mirror_L_pos being where the mirror starts and mirror_L_dir going out where you want it pointing to
Nope, still not working
This is the mirrors render target texture #(argb,1024,1024,1)r2t(rendertarget0,1)
I just left my house, will help later if one hasn't
#(argb,256,512,1)r2t(rendertargetX,1.0)
That, acoording to this https://community.bistudio.com/wiki/Arma_3:_Cars_Config_Guidelines
You are currently rendering in 1024p and the mirror isn't big enough there to render everything, so that should fix it
Zoom and resolution are unrelated
True
Yeah just makes it more pixelated
Can't remember what we got, was just a quick link
what does the mirror surface uvmap look like?
scale the mirror surface up
Mirror uses the entire UV to show the texture, so split the mirror part and make it into another UV island
this still doesn't work, i still can't select the texture in the editor
Okay, what it does mean can't selet in Editor
Well works for me.
Just tested.
You got some error?
Where do you test
in the vehicle appearence menu
Eden > Place Black Wasp II > Context Menu > Vehicle Appearance?
yep
And you don't see the button, or you can't click it to apply?
i can't click it
button appears but i can't click it
Try put prefix or suffix like class USM_RAF
You may overwrite existed texture class
Yup it was the uv mapping, thank you!
Fill the width of a UV island with your PiP mirror.
Use #(argb,512,512,1)r2t(rendertarget0,1.0)
{
class mirror_left
{
renderTarget = "rendertarget0";
class CameraView1
{
pointPosition = "pip0_pos";
pointDirection = "pip0_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.35;
};
bboxes[] = {"pip0_topLeft", "pip0_topRight", "pip0_bottomLeft", "pip0_bottomRight"};
};
};```
With this config.
class CfgPatches
{
class ProjectMultipolar
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Air_F_Jets_Plane_Fighter_01"}; //missing requid addon like POPLOX said
};
};
class cfgVehicles
{
class Plane_Base_F;
class Plane_Fighter_01_Base_F: Plane_Base_F {
class TextureSources; // Inheritance from base textureSources
};
class B_Plane_Fighter_01_Stealth_F: Plane_Fighter_01_Base_F
{
class TextureSources:TextureSources //use and add to existing textureSources category
{
class UMS_RAF // Use TAG in new class
{
displayName="Royal Air Force";
author="BBeeje";
textures[]=
{
"projectmultipolar\air_f_bw\plane_fighter_01\data\fighter_01_fuselage_01_co.paa",
"projectmultipolar\air_f_bw\plane_fighter_01\data\fighter_01_fuselage_02_co.paa",
"a3\air_f_jets\plane_fighter_01\data\fighter_01_glass_01_ca.paa",
"a3\air_f_jets\plane_fighter_01\data\fighter_01_cockpit_01_co.paa",
"a3\air_f_jets\plane_fighter_01\data\fighter_01_cockpit_02_co.paa",
"a3\air_f_jets\plane_fighter_01\data\fighter_01_cockpit_03_co.paa",
"a3\air_f_jets\plane_fighter_01\data\fighter_01_cockpit_05_co.paa",
"a3\air_f_jets\plane_fighter_01\data\numbers\fighter_01_01_ca.paa",
"a3\air_f_jets\plane_fighter_01\data\numbers\fighter_01_00_ca.paa",
"a3\air_f_jets\plane_fighter_01\data\numbers\fighter_01_01_ca.paa"
};
};
};
};
};
Good to know, we had to work out some jank to make it work properly, ez fix till next time i guess
Post your config
Error in your config. Hard to say what without seeing it.
this still doesn't work tho, dunno why
wait do you need the Jets DLC to retexture the F/A-181?
this maybe a dumb question but are the folder paths case sensitive?
No
Could you pic your mod structure.
should be ->
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon#Mod_Folder_Structure
maybe later (prob 1-2 hours later) i have to go somewhere for a bit
You have no turret inheritance.
{
class Helicopter_Base_H;
class CH53E:Helicopter_Base_H
{...```
What are you packing with? If AddonBuilder, try switching to Mikero's pboProject to catch the config errors.
err- wat does fileName=""; do in CfgPatches?
Nothing. You're reading some crappy made Mod's config I guess
Ah ok. Heh- I mean hey, maybe it's an anti-copy measure? xD
Just, include that, see if someone reuploads something with the `fileName" param xD
No. That's not how it works
Eitherway, I don't plan on uploading. Even though the mod could go for an update.
Maybe can reach out to the dev and get permission to take over? last update was 2018 so x3
What are you even trying
I use E2TB to export to terrain builder. Noticed an issue with it, and decided to fix said issue on a local copy of the mod. (Scaling isn't exporting right)
So I made it so there's an option to export without scale position compensation. :P
turns out the bug was just a file pathing mistake, the mod now works correctly
Hello Apollo did you seen rest of files in this zip package there are turrets definitions made directly in CH53E class with no inheritance
I found reason of this problem in those files and it looks very strange by A3 behaviur on it, it make effect like something in A3 compiler during turrets config is builded is overwrite standard turrets by value made in cargo turrets (but cargo turrets are not childs of those turrets and are not parents of those turrets, config is with no inheritance form upper classes so why ti make difference in turrets where is not changes?)
the vaue from config what makes difference and make changes on other turrets is "canHideGunner = 1;" -> when it is set to 1 on any cargo turret in vehicle like on this example the standard turrets on this vehicle lost optic and engine switch their crews do external (takeing soundcontroller value for them like "camint" shows that they are change from inside (before this value "canHideGunner" is changed in cargo turret from -1 to 0 or 1), to outside, so question what this value cause on this behaviour of other turrets?
You can try it on clear arma with simple config change for example "I_Heli_light_03_unarmed_F" just add for it cargo turret with "canHideGunner = 1;" and you see how it lost optic on coopilot observation turret and on this place you will hear engine like you will be outside vehicle (all those things happen in this situation with not changes in other turrets configs of this vehicle so why it happen? bug for me in some logic what compose turrets mechanic/logic in game with those cargo turrets in this conjunction of variables something was not covered in compiler code or missed or copied without testing) just now it happen and was discovered - question if it is possibile to fix in next/some update?
this is little hard to understand sorry.
what is it you try to do?
Simple thing (I have helicopter with prepared script for control sound volume depend on place where you seat inside) and....
when I am on pilot place is ok - when I open side window of pilot sound controllers recalculate my posirion level of opened weindow and set correct volume of external engine sound
but when I am on coopilot seat where is defined FLIR turret it goes bad
when I havent declared addituoinal cargo turrets for crew what manage withc h is ok coopilot seat is visibile for game like place inside vehicle
FLIR turret crew is seen inside vehicle
so coopilot is inside and all works corectly (even his optic mode in flir camera)
but.......
this isnt really a bug since you are doing non engine driven solution
when I add cargo turret to config with this canHideGunner = 1 parameter all goes bad
but it is not non engine managed solution
and I dont think you are supposed to have cargoTurret with canHideGunner
so belive me I can and it is not but in way that I cant declare cargo turret withthis value
Ihave already working cargo turrets with hathes what working by engine managed and open when crew try to shot by window
nooooo
or you know that arma not manage cargo turrets with hatches ?
only problem is in one thing in all of this
canHideGunner = 1 used in cargo turrets make other turrets not working correctly
so tell me it is not standard use of turrets ???
what cause that change of parameter in cargo turret make other turret (for example coopilot turret) to work in other way like this change will make change of config in this coopilot turret - that what i mean and asking
both of those turrets are declared in separate files and separate classes so???
is this somwhere written that cargo turret can be used with hatches? or any info that cause behaviur like this?
Yesss - so we are on goot direction 🙂
ok they can have hatches - so when I use them with hatches should they make changes on other turrets like this what i try to explain? (change of config in other turret what I don't change)
that part I dont understand
no turret should not affect other turret
unless you got some weird configuring set up
probably something you set up wrong
I am not done any strange config you can see for config files
I dont know what files you talk about sorry
RPT - no errors - DEV nor errors reporting
when I use turrets separatelly they work ok , when I use them together in one turrets class this what I wrote happen
I spent many hours for test every value of configs and found the situation when it change exactly with change of canHideGunner value on cargo turret
why are you using proxyindex 400 300 200
start from normalizing anything weird like that
yes but for turrets what are not used in this class (it is for normals gun turrets
👆
is is moved like thius to avoid missspelling in configs
where is written that this numebres are forbiden in configs - those numbers works ok why you asking for them
ok we can start from other side (leave my mod this happen even on vanilla units like this green heli what I descrivbed up)
it is not reason of my model I try this path too to found what i make wrong and discover that it happen even on bvvanilla object with added cargo turret
in wiki the descriptions of some values are sometimes very short and sometimes are not even decribed like parameter primary for exmaple in turrets - gues what it can make with config and mod?
when you set primary = 0; in turret config it is unaccesible - it is 1 thing, but if you use this value in single turret object liuke for example static weapon - this object is invisible on eden list 9only beacouse this value = 0)
belive me I am not fresh in arma and i am asking when I check every way what I can try to solve mayself
sometimes those are very frustrating things like last time I was on the wall when 1 wheel of physix gear was faulty reported on every reload of addon in situation when other wheels was inheritance from this broken class and those others was working fine - reason names of classes in class wheels in arma must be big/small leters equal so my wheel_1 class was not the same to Wheel_1 class - of course Wheel_1 was inherited from base class so rest of wheels was declared but ..........wrrrrrrr hours of search to find this 😦
try inherit your copilot turret from cargoturret like the rest of them
thasts all I got
your configs are pretty big and dont have the time to piece them together
this was tested too (coopilot turret in this way is outside (what is not my intention due to sound controllers) and optic of this coopilot flir stop to work at all
so at end I supose that is some bug/not managed conjunction in arma engine
but I have not look to source code of arma so this place is only one wher I am supose to find ansver
I don't know if you can check it in source (are you Bi dev ?)
but maybe someone look for that from side (maybe it is on our side really not just another wrong configured addon)
am not. so no cant look in there
ok so maybe later someone with higher level of acces will come and tell me that I am wrong and all in A3 code is correct
BTW did you remember time when ropes was possibilke to attach to moving bones of vehicles?
Now it not working again and sometimes i thinking that I have begining of memory leaks.
@grand zinc I do not really understand what you mean with reimplementing IS_fnc_playVideo... could you give me an example please?
Question for 100points - is any possibility in config to make destroyable heli wheels (physix ones defined with dampers etc) ?? or 2nd option make them rectractable (for now physix points are staying after retract gear so if you land with wheels closed heli is still stand on invisiblie wheels.
of course I mean nonrtd mode
and another question for Bi DEVs - why is impossibile to change behaviour of loaded by cargo heli (in nonRTD mode of course) depending on loaded mass? and change mass of heli by scripts cause it's engine power risie beside to lower it's capability to climb or fly
ROPE config quest for DEVs - how to configure nonstraching rope with high strenght? for example by this way will be possibile to make normally working towing semi trilers not like now those multirope solution from RHS - seriously is so much work with correct this issue?
devs are bit unlikley to respond
you are maybe 5-6 years too late with engine side questions
😅
Anyone know if it is possible to make a script execute automatically when a certain item is equipped on a rifle?
F....ck 😦
I made the script already, just need it to execute on item equip
IF we can do that from the config
I have mass of this kind questions like for example why is not possibile use pylons to configure ammo in tanks 😦
did you rty eventhanders?
on weapon/item side?
Yep, I just don't know which to use
Item is mimicing a flashlight, in terms of activation
All I'm looking for is to execute it on pressing the flash light key
IF the item is equipped
Basically, I'm wondering if I can do that via the config event handler class
start this cript and rest is on script sidein init of item make ta
of course you can run script by event handlers but not flash light
did you read event handlers list ?
So the init handler
Got ya
but rememer not all arte to all kinds of stuff
some of handlers are for man units some for vehicles some for missions etc
some of them are even for ammo
🙂
Fair point
you cant tie it to a weapon
Got ya
or theres no such event that you could use
BTW I was forget to ask if somebody here is knowin how to get targeting computer data (for example when you target air unit by phalanx it shows where computer expecting target s
theres a wiki page that describes the targeting/weapon improvements I believe
in MFD data sources is something like target vector so this data is avilable in engine but to way to get it out to scripts
Belive me I am in arma moding from OFP times I was search and try many things I made even my own scripts for that but it is onosense to calculate this what is already calculated
where do you try to use it?
so i was wondering if is any special way to get this out
I use it on my AMS system
to shot down mortars missiles etc
I dont think its exposed beyond the UI stuff
thats why DEVs should read this sometimes
There isnt really many of Arma3 crew left
in commands is something what should work like that but it not work
as far as I know
hidefrom target named command but it work maybe on land sometimes vehicles
on air units not
completely different thing
yes but as you wrote it not work like that
yeah its not related to targeting/aiming prediction
impactpoint in MFD sources is something like that
but is no way to get data outside MFd
this endles point will be the essence of needed data (for now I can compute aim targeting to check what is targeting unit but with high speeds this method is not precise)
other problem is of course no command for get actual aimed target or position from unit
correct yes. that is not exposed to anything else directly
impactpoint: position of CCIP (constantly computed impact point)
impactpointtoview: CCIP for HMD
impactpointweaponRelative: Impact point calculated at the distance to currently selected target. If there is no target then it is working like regular CCIP. Requires target lead (BCTargetLead aka 4) in ballisticsComputer bitflags list
impactpointtoviewweaponRelative: Impact point calculated at the distance to currently selected target. If there is no target then it is working like regular CCIP. Requires target lead (BCTargetLead aka 4) in ballisticsComputer bitflags list. HMD Variant
some way to get data from this will be great (:
So we can discuss some not implemented thing but nobody react on our ideas 🙂 great - this serwer and whole Bi fromu is only for beginers as I see to explain obwious things 😦
from times when DEVs not care about A3 it is only this - trying to find solutions on old crap base
its just that there arent really DEVs to answer the questions anymore
sure there is likely to be some more updates/fixes
but likely nothing huge
You think those things what we spoke last are huge 🙂
dunno. could be difficult, might not be
I think they are simple and easy from my experiences with programming in industry this is very very easy to do but nobody cares
I would like to have acces to source - many things I will correct by myself
well 
source you wont get access to unless you get a job for that at BI
theres no point getting mad about it
as you see most of those problems is share data to external or correct logic rules
yep 20 years ago I was wondering to work there now is too late fo me or fro them 🙂
Grab the script itself out of the bohemia pbos and modify it so that it creates the video on the topmost layer. But i think its not worth the effort
Trying to make sense of what I wrote before-
x="safezoneW - 7.5 * ( 5 * (pixelW * pixelGrid * 0.50)) - (pixelW * pixelGrid * 0.50)";
class RCHT_EDEN_TB_TIME_GRP: ctrlStructuredText
{
idc=IDC_RATCHET_EDEN_SYSTEMTIME;
x="safezoneW - 7.5 * ( 5 * (pixelW * pixelGrid * 0.50)) - (pixelW * pixelGrid * 0.50)";
y="1 * (pixelH * pixelGrid * 0.50)";
w="6 * ( 5 * (pixelW * pixelGrid * 0.50))";
h="( 5 * (pixelH * pixelGrid * 0.50))";
style="0x01";
font="EtelkaMonospacePro";
sizeEx="2.945 * (1 / (getResolution select 3)) * pixelGrid * 0.5";
shadow=0;
colorDisabled[]={1,1,1,1};
onLoad="(_this select 0) ctrlenable false;";
text="00:00:00 ?? ";
tooltip="SYSTEM TIME";
};
};
The x-
You want modify it? you want get result of it?
I wanna add something next to it, and they're both aligned to the right.
I can just have this whole thing in parenthesis for the new item, but then I started wondering why I have another pixelW * pixelGrid
wait- is it b/c of the tutorial button? 🤔
( 5 * (pixelW * pixelGrid * 0.50)) seems to be a macro/stable part as well (mentioned in w and h) 
making x a safezoneW - 7.5 * MACRO_B - MACRO_A
Oh and I can't see macro's in config viewer b/c they're replaced-
hm- new question- I can't get an items width, inside of that same items x position, right? xP
oh but what if-
may (or may be not) caused by manually adjusting for bare safeZoneW pointing beyond the screen's right border 🤣
https://community.bistudio.com/wiki/Arma_3:_Pixel_Grid_System x = safeZoneX + safeZoneW - (BOX_W + UI_GUTTER_W);
with provided example safeZone* values containing safeZoneX = -0.452381; safeZoneW = 1.90476;
wait, so why doesn't the help have safezoneX?
huh?
maybe the output of the in-game UI editor or something. I see the similar (pixelW * pixelGrid * 0.50) fragments as in your config
hm-
was thinking maybe something was messing with it after the fact, but no. If I run safezoneW - 1 * ( 5 * (pixelW * pixelGrid * 0.50)) - (pixelW * pixelGrid * 0.50) in console, and also retrieve the help controls postion, the X's are the same-
well-
Heh- so I'm doing this to get some functions I use alot out of debug console scripts and into buttons I can use.
I just played a bit of unturned map editor, and part of me keeps wanting to do ctrl+b and ctrl+n to copy and paste object positions. But- well, thats not a thing here. I could make it a thing, but ctrl+n is already taken xD
Oh another question!
Can I see if another addon is loaded?
w="(RCHT_TOOLBAR_GROUP_WIDTH * RCHT_STANDARD_SIZE_AAA)";
And this should work right?
allAddons or checking for configFile >> "CfgPatches" entry should work at runtime. There's some preprocessor command for import/load-time, i don't remember the exact name. There's also a CfgPatches entry to skip loading if another addon isn't present
like- inside the quotes, the macros should work
getInProxyOrder - it is usefull for configure whole crew or only cargo units? (on wiki no description of this variable and when heli crew boarding as group always taking places like driver/commander/gunners but more effective with not full crew is driver gunners/commander/cargo so if this can manage other proxies will be great
Dont know does this helps you.
But there is pretty "easy" way to handle ctrl position with macros.
#include "\a3\ui_f\hpp\defineCommonGrids.inc"
#define pixelScale 0.50
#define GRID_W (pixelW * pixelGrid * pixelScale)
#define GRID_H (pixelH * pixelGrid * pixelScale)
#define ATTRIBUTE_TITLE_W 48
#define ATTRIBUTE_CONTENT_W 82
#define ATTRIBUTE_CONTENT_H 5
#define QUOTE(var1) #var1
import RscText;
class RscPSRdisplay
{
idd = 15001;
duration = 1e+011;
onLoad = "uiNamespace setVariable ['RscPSRdisplay', _this #0];";
class ControlsBackground
{
class Background : RscText
{
onLoad = "systemChat 'MyTestCtrl onLoad BG';";
idc = -1;
x = QUOTE(GUI_GRID_CENTER_X + -9.5 * GUI_GRID_CENTER_W);
y = QUOTE(GUI_GRID_CENTER_Y + -4.75 * GUI_GRID_CENTER_H);
w = QUOTE(GUI_GRID_CENTER_W * 60);
h = QUOTE(GUI_GRID_CENTER_H * 30);
colorBackground[] = {0,0,0,0.8};
};
};
class Controls {
class ctrlLeft : RscText
{
y = QUOTE(GUI_GRID_CENTER_Y + -4.75 * GUI_GRID_CENTER_H);
x = QUOTE((ATTRIBUTE_TITLE_W + ATTRIBUTE_CONTENT_W * 1/12) * GRID_W);
w = QUOTE(GUI_GRID_CENTER_W * 60);
h = QUOTE(GUI_GRID_CENTER_H * 30);
text = "LEFT";
};
class ctrlCenter1: ctrlLeft
{
x=QUOTE((ATTRIBUTE_TITLE_W + ATTRIBUTE_CONTENT_W * 1/4) * GRID_W);
text = "CENTER 1";
};
class ctrlCenter2: ctrlLeft
{
x=QUOTE((ATTRIBUTE_TITLE_W + ATTRIBUTE_CONTENT_W * 2/4) * GRID_W);
text = "CENTER 2";
};
class ctrlRight: ctrlLeft
{
x=QUOTE((ATTRIBUTE_TITLE_W + ATTRIBUTE_CONTENT_W * 3/4) * GRID_W);
text = "RIGHT";
};
};
};
//A3 Ui \a3\ui_f_decade\UI\macros.inc has these defines
#define pixelScale 0.50
#define GRID_W (pixelW * pixelGrid * pixelScale)
#define GRID_H (pixelH * pixelGrid * pixelScale)
#define CENTER_X ((getResolution select 2) * 0.5 * pixelW)
#define CENTER_Y ((getResolution select 3) * 0.5 * pixelH)
#define ATTRIBUTE_TITLE_W 48
#define ATTRIBUTE_CONTENT_W 82
#define ATTRIBUTE_CONTENT_H 5
wait what's "quote"
Its a macro that wraps whatever is inside the brackets with quotes.
#define QUOTE(x) #x
#define QUOTE(var1) #var1
So- would x = "MACRO_A + 1" no work?
Also- should I do a config display or a sqf created displays, if I'm gonna have alot of them?
And would it maybe be useful to have a blank display and add ctrls to that?
-
Road display + needs input window
-
Four Object Intersect - should work without extra windows
-
Search map for object + confirmation window as it can take a minute
-
Randomize Rot and Scale + needs input window
-
Batch Replace + needs input window
-
Eden Model Grabber + needs output window you can copy from
-
Name Prop Getter + needs output window you can copy from
ah this will have to be put on hold as something else has broken xD
I'm once again asking for your coding support.
Does anyone know what i should do to get bikey after making PBO?
nvm i got it
Make sure you're not building the PBO with PBO manager because it won't work even with signing.
Like how guns can have built in flash lights with class FlashLight, can guns have built in IR lasers? I tried having the follow but no success, anything else I need to do to have a gun with built in IR laser?
class Pointer
{
irLaserPos = "laser_start";
irLaserEnd = "laser_end";
irDistance = 25;
beamMaxLength = 400;
};
Do we ever had an vanilla or modded example of gun with builtin laser?
it should work because that stuff is back before arma 3 as irlasers were in A2:OA too
at least in those all it was:
class Rifle:RifleCore
{
irLaserPos="laser pos";
irLaserEnd="laser dir";
irDistance = 0;
setting irDistance to 100 enabled it
so instead of putting your config changes in class pointer put it in the weapon class
hey guys im new to modding and created a vtol aircraft of what i was supposed to animate long story short the mod shows up in the launcher but doesnt in eden can anyone help me with that as i was told the config might have some problems?
As I said, config please. It is nearly impossible to tell anything without knowing your exact issue and source
mostly done by blackbox
but there you go
What is Blackbox
Okay, that is not how it works and just throw your AI out
alright
hey man i somehow got it to be there but the game kind of shows this and i have no idea how to fix it
I don't think I want to help if you don't know what are you doing
alright ok thanks for whatever uve helped so far
Just learn from scratch. At this point I also easily imagine your P3D or anything is AI generated too
im short in time i did create my own model but anyway alright
Hey i have a question it's been a long time since i didn't made a faction mod so i can't remeber how i made one, but i wanted to know why when i put my unit they go back to the unit it's base on like "class I_AN_Riffleman : I_Soldier_base_F" for exemple. Like the uniform, head, voice go back to AAF soldiers, but the vest weapon and even equipment i put inside the vest stay on ?
Can you tell what's unclear? What is "why?"
Or tell exact issue you got in details
I put my unit but the uniform is not the one i put it's the AAF uniform
in the CfgVehicles for the creation of a unit in the faction
I am asking for your exact config
all in the config.cpp, do you want i put the config here ? is that what you ask ?
Yes
And what exactly is supposed to happen, and what class is having the issue?
you may be trying to assignd uniform from wrong side to your units
the one on the right it the one i wanted to look, but it change to the base AAF uniform
yhea i'm using cup uniform
uniforms have side parameter that defines what side it can be used
and i think their like assign to different side or something like that
yhea i don't know if i can change it or do i need to find a specific uniform that is the Indep side
you may need to set up a indep variant of that uniform if it does not exist yet
how ? like i take the value of the uniform and change the side ?
new uniform item class
i'm sorry i don't realy know how. Like i put it in the CfgWeapon
class CfgWeapons {
class Uniform_Base;
class UniformItem;
class CUP_U_B_BDUv2_roll2_gloves_DPM : Uniform_Base
check first that there is no indep faction version of that uniform in there
the _B_ in the name there indicates that uniform is Blufor faction I think
yhea i check and the DPM uniform is only B side
their is no Indep
and if i put modelSides[] = {0, 1, 2, 3, 4, 5, 6, 7}; does it work ?
possibly
ok yhea it does not work i would just retexture the AAF uniform
thanks for the help
Can a HEMTT user perhaps help me? When building an addon, I get error messages that it can´t find the "base game" files. Stuff then does not work properly in game (fire geo material being the default dirt type)
but in OB everything seems fine?
You need to put them in a include\<vanilla path> folder
Or you can configure hemtt to require a pdrive, in which case it will use that
So either grab those files from vanilla and put them in include\a3\data_f\penetration\armour_plate_thin.rvmat, or add this to your project.toml
[hemtt.check]
pdrive = "require"
[hemtt.build]
pdrive = "require"
Thanks for help, I´ll check it out
Also if you set hemtt to require a pdrive but you don't have one, it will use your arma install
I'd recommend just putting the files in include though, so that way you can have github actions check code and models automatically
Hey guys, is this the place to ask how to mod a new ammo type in, specifically im looking to edit and add new loadings for various calibres, specifically to change the BC and Velocity values in ACE.
if anyone knows of any guides that would be greatly appreciated
I've seen some things about CfgAmmo
the forum is down so im asking here
I'm starting with this
If you've made a mod before, just edit the classes in CfgAmmo, and make sure to put the addon where those ammo classes are originally defined in your requiredAddons
If you haven't made a mod before, start with https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
hello I need some help
https://pastebin.com/afpQr5BG
Here is a pastebin of a variant of the F-4 from SOG
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I want to make it so the copilot has the cas camera like how I managed to do in the pilot camera in code
here is the pilot camera
here is the copilot one
you are welcome
do you know why my copilotturret camera doesn't work by any chance?
great success 
@grand zinc Okay thanks, do you maybe know which .PBO file it is?
i guess some script pbo but no idea ^^
@forest maple Here it is http://pastebin.com/EybqEGvc. It's in functions_f/gui/fn_playvideo
thanks boss
this is going to sound dumb but where do I find the CfgAmmo file?
There is no single CfgAmmo file
You'd be better off using the in-game config browser, which lets you look at all the config
yeah I see a video here of a guy using that
how would I go about accessing the in-game config browser
Just open a mission where you have access to the console. In the pause menu there should be a button that says "Config Browser" (or something similar)
I was going to say I strongly reccomend that mod, because the vanilla one sucks
awesome i'll get it now
I've performed my edits but these are in a .cpp reference file
i'll open the game up now and transfer them into the cfgammo
You can't edit config in the config browser, it just lets you view it
then how do I perform the edits
You need to make a mod which defines those same classes with the changes you want
The same way you'd make a mod in general, there's nothing specific to it
You still need a mod
That's only for development purposes, and shouldn't be used for actual gameplay
If you don't know how to make a mod, read the https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon page
If you need a very basic setup though, it'd just look like this
class CfgPatches {
class GRIF_ammo {
author = "Griffith";
authors[] = {"Griffith"};
name = "Griffith - Ammo Changes";
requiredVersion = 2.18;
requiredAddons[] = {
"A3_Weapons_F" // This is where you put the addon names that define the classes you modify. You MUST have them in your requiredAddons to work correctly.
};
units[] = {};
weapons[] = {};
};
};
class CfgAmmo {
class BulletBase;
class B_65x39_Caseless: BulletBase {
// whatever changes you want
};
};
A CfgPatches and then a CfgAmmo
beautiful, thank you very much!
i've made a map addon before for private use but there was no config changes in it and I used the built in tools to do it
so I know the file structure and config.cpp and all that stuff
ill do this right away
alright, so this will be a "mod of a mod" of ACE3, its in my workshop folder as @ace, I imagine i'll have to define it's name in the required addons section
how do I go about seeing the internal name for mods
With advanced developer tools there'll be an "Addons" list when you look at the class. That's a list of all the addons that define the class. You'll want to add the first item in that list to your requiredAddons
doing it now
So if you're looking at B_65x39_Caseless in the config viewer, it would (at least) show Addons: ["A3_Weapons_F"], so you'd add that to your requiredAddons
yep, and in my version i bet it will say something like Addons : [ACE3 Weapons]
I'll check that right now the games starting up
Ok I've confirmed it's only this addon
I only need to edit the ballistic segment
woops deleting that
this is the correct entry
I'll add that required addon entry for ace_ballistics
added it to the file
done, I've added "ace_ballistics" to the requiredAddons
@wintry fox from reading the linked guide, it seems the next step is to save my text file containing this code as a config.cpp file, and then run the addon builder?
Yep
also which addon packager do you prefer?, I wont lie the HEMTT tool looks a bit complex for me
I use HEMTT personally
When you're completely new to modding, it can definitely be a lot. It will make you write better code though so that's what I'd reccomend.
If your goal is only to make a small mod with a handful of changes, Addon Builder is fine, but it will let a lot of mistakes through
yeah these are all just simple config edits
Addon builder will do you fine then
I've just got edit the caseless tracer values right now or its going to be busted in terms of ballistics
wont take me long
thats weird, they're not effected by ace ballistics
do they just somehow automatically inherit the properties of the base round?
uh oh
You're missing a comma after "A3_Weapons_F"
Comma is to separate, so don't put in the last one
Drop the last comma
For an array, all items except the last one need a comma to separate them
🎉
thanks so much man
actually a lifesaver
right now to test if it works before uploading it
if it works then i'll add the name, description, and then upload it to the workshop
YAY
fuck yeah it works
LFG
@wintry fox should I redo the packaging to add the private key/key system?
do I need to do that so people can use it on servers?
privatekey is reuseable. bisign is not, you need to sign for every update
im trying to generate a privatekey now but its not recognising my normal filepath
when I click create key
do I need to run it as admin?
Thanks @wild pasture ! @grand zinc how do i modify it so that the video is on the topmost layer?
Hey folks, any reasons why my custom mines are not placeable by a unit with the mine inside his equipment? unless i place an editor prop of it on the ground, then it can be placed..
But even then, when placed the mine becomes invisible (maybe falls into the ground)..does the p3d needs land contact LOD?
Or is this a muzzle issue
in Line 26 the call to bis_fnc_rscLayer returns the current topmost layer i think.. replace that with the number 255 or something bigger see https://community.bistudio.com/wiki/cutRsc alternative Syntax
Hm, so I added the things, hemtt is now not complaining about the missing vanilla stuff anymore, but it completely stopped building because he apparently can´t find textures / rvmats from other mods that I already have on the P drive.
(The mod I am trying to build contains textures and rvmats from our other already released mods).
Is this some sort of a path issue?
Strangely still, if I simply -launch the mod through hemtt, everything works. But if I try to -build he simply refuses to build.
Why does everything work if I -launch. If it works, then just bloody build the addon, no?
Thanks ill try that!
IF hemtt has it's own discord you are probably better asking in there. Or even arma3_tools. this is a config cpp section.
I´ll give it a shot
hey guys, how to display russian words in class MFD
i want to display some russian text in vehicle by class MFD, but the text mess up in game
Check the ACE discord, there's a dedicated hemtt channel
Those files are missing or the path is wrong, hemtt launch builds a "dev" version of the mod and skips some steps like binarizing models and checking paths in p3ds. hemtt build builds a "build" version of the mod which does more checks
Managed to fix almost everything, but still the player cannot place the mines
it's almost like there is an issue with the muzzle but i don't see it. If someone is interested to help me i will paste my config
sorry if this is the wrong place, I am trying to get the reaction forces gauges to show in 3rd person on a server I set up for a small group. I set it for single player but it doesn't enable when I join the server. I am just wondering what the option is like the thirdPersonView = 1; // 3rd person view for example.
reaction forces server would be the perfect place for help on this
alright, I did try the forums but it says they are down due to spam I'll try find their discord and try there, thank you!
useAction=0 was problem, changed to 1
I've finally graduated from mission-only SQF scripting into proper mod making and here is my first mod 
In case anyone needs a compat like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3444980347
You might want to consider having it not depend on on ACE, with ACE recommended
Should be possible possible since ace ballistics properties do nothing if ACE is not loaded
Question:
I´d like to have a weapon display both the ACE elevation and azimuth numbers and PgUp / PgDwn zeroing numbers at the same time.
Issue is, they seem to be getting displayed in the same place by default, so I can only see one of them 🤔
I would ask in the ace discord, they would know what they're doing to those ui elements
Otherwise you could add your own overlay with ranging if they override it
Does seem so, because the ballistics change when I press PgUp and PgDwn. I´d need to move the UI element somewhere else, but that´s beyond my skill.
Does it have page up/down numbers?
I guess this like a field-gun? Where mouse input changes barrel elevation?
@vivid plankThank you for the originality of this mod. Last seen in the days of Operation Flashpoint. Nicely done.
It technically has them, because the ballistics change when I press the buttons.
It is an AA gun that has some ancient zeroing system that is best translated into the game via the PgUp and PgDwn zeroing.
But it can also be used in the capacity of an artillery piece, where the elevation and azimuth numbers are useful if seen.
well I'm not the creator of the original mod but the last update of that was in 2018 so I figured I'd chime in and bring it a bit more up to speed with modern arma
i cant remind the mod team name but i can remind they also did these nice looking barracks and mining structures right?
can't remember the name of the military buildings but I think @scarlet oyster was one of the creators.
yep
updated my mod page with comparision charts and tables so users can see the difference before playing it
next update is adding in new magazine types with the new ammo, so users have the option of loading different ammo
then i'll buy this 5 dollar FN IWS model and texture it and add it
I wanna make a dependency which would unlock a targetting camera on Reaction Force Cougar helo for pilot.
Currently its camera is locked into downwards position as its meant for slinging.
Normally as I am not very good at this, I would open up the config file, find lines that I want, and start writing new config from there.
But this time, the filew are epo so they are locked.
Just use ingame config viewer
I think I might be confused about inheritance than. As I was under impression that I would need to put in like 6 different classes under
Class myhelo { to even reach camera view
I am not sure how the first and second sentence relate. I said you need to use Config Viewer to browse config without open PBO/EBO
Also, post your config
Will do when I am at my pc a bit later. Will resume convo than
@wintry fox hey dart sorry about @ing you but the forums are down and there's nothing on reddit, I'm looking to add in this update an additional 5.56 loading (5.56 Neckless) and a magazine set to carry it, so I can't just overwrite the base 5.56, how do I go about doing this. Thanks
my code looks like this
What is your question.
How to write a config for a new magazine
How to add the magazine to weapons
How to make a new weapon work with ACE?
How to write a config for a new magazine, and any steps (if needed) to make it compatible with an existing weapon, thanks
I know which values to swap out but I dont know what an example magazine looks like in code
You inherited 556 ball for CfgAmmo.
Do the same in CfgMagazines and change the "ammo" and displayName/description entries.
For compatibility with other guns, you want to use CfgMagazineWells.
You can look into ACE code how they add their magazine into there
they have an example config file for ammo, ill check if their example cfg file for weapons has magazines in it
Got this weird bug, both these objects spawn the same explosion on the killed EH but the first doesn't damage me or the AI at all (Apart from the fire) and the 2nd kills both me and the AI
https://gyazo.com/a82603c631f534c52fede6dd16952915
params ["_unit", "_explosionType"]; // Parameters: unit and explosion type
// Get the position of the unit exactly as is (no modifications)
private _pos = getPosATL _unit;
// Create the explosion using the provided explosion type at the unit's position
_createExplosion = createVehicle [_explosionType, _pos, [], 0, "CAN_COLLIDE"];
This is the function i'm using to spawn the explosion
class TCP_explo_fusion_small: ShellBase
{
hit = 1200;
indirectHit = 400;
indirectHitRange = 6;
typicalSpeed = 100;
explosive = 1;
cost = 60;
model = "\A3\Weapons_f\empty";
airFriction = 0;
timeToLive = 1;
explosionTime = 0.001;
dangerRadiusHit = 800;
suppressionRadiusHit = 80;
audibleFire = 12.8;
visibleFire = 12.8;
visibleFireTime = 20;
soundFly[] = {"", 1, 1};
soundEngine[] = {"", 1, 4};
craterEffects = "ExploAmmoCrater";
explosionEffects = "HelicopterExplosionEffects";
SoundSetExplosion[] = {"SmallIED_Exp_SoundSet", "SmallIED_Tail_SoundSet", "Explosion_Debris_SoundSet"};
class CamShakeExplode
{
power = 16;
duration = 0.8;
frequency = 20;
distance = 120;
};
class CamShakeHit
{
power = 100;
duration = 0.3;
frequency = 20;
distance = 2;
};
class CamShakeFire
{
power = 1.2;
duration = 0.6;
frequency = 20;
distance = 40;
};
class CamShakePlayerFire
{
power = 1.6;
duration = 0.04;
frequency = 20;
distance = 1;
};
};
And the explosion in cfgammo
Is it possible the object is shielding the player/ai from the explosion perhaps?
Is it possible to code a launcher, or at least setup like a launcher, to the primary weapon slot to use guidance and locking. Cuz I have the parameters in place that would do it, but it doesn’t seem to be working as intended
no
missile/rocket type weapon is always in the launcher slot
Damn, so it’s gotta be on dumb fire if it’s not in a launcher slot
Second part tho, I made a model for the ammo that doesn’t show up when shooting the weapon, does a model for ammo matter for the type of ammo?
bullets typically are not drawn I think
and "non conventional" behavior typically needs to be scripted
as the game and the weapon simulation types are geared towards realism
That would explain why it only showed up when I had the ammo Inheriting from the Titan AT ammo. Would changing simulation allow it up show up while inheriting bulletbase?
First time doing an ammo model so I’m not familiar with those specifics
it might be easier to go around the other way and if you explain what you try to achieve we can probably tell if its possible
I’ve made a missile launcher for dreadnoughts for 40K. They’re not setup to use a launcher slot, so I had to make it for the primary slot. I tried getting it to do the guidance and tracking of a launcher to no avail, as you’ve said it’s not possible, but I made a model ammo for when it fires anyways, which seems to only show up when I inherited rocket ammo instead of bulletbase. So on the ammo portion, I’m thinking it’s the simulation of the ammo that shows the model when the weapon fires, but not 100% sure of that
you can probably start with grenade type
or shell I think also fires from the main weapon
guidance may need to be scripted
Not even worried about guidance tbh, I just want it to shoot relatively straight instead of the usual rocket arc, cuz the optic I’ve made for all the other weapons doesn’t have ranging on it
Which is probably just gonna be adjusting the air friction and gravity
But I’ll try messing with simulations at the very least
grenade/shell with low to none airfriction would probably fly straight
and be visible
Gucci, I’ll try those, thanks
I figured this out, the explosion was spawning underground as the object fell through the ground on destruction, I raised the createvehicle by 2m and works perfectly now
ho pretty wild 😄
nice catch
yeah abit odd, it would also explain the sometimes working and sometimes not depending on how the coil gets chucked by the explosion
makes sense
Have you tried tracersEvery = 1 in the magazine's config?
Could try that too, but even tracking back to rocket base, it didn’t have that in the config but only showed with that inheritance
I'm not sure on the specifics, but it would make sense to me that rockets wouldn't check tracersEvery since they're rockets, not bullets
Yeah true, didn’t even think that would affect the models ability to be visible
Well for a notmal bullet, the model would be the tracer
Nevermind, realized that wouldn't make sense
Sci-Fi Arma brain
All good lol, but I’ll try those things anyways
Hey folks, got an issues with zeus. My mines are not showing up for zeus, even with scope curator 2 and with units array filled inside cfg patches. Mines are listed in cfg vehicles
tracers tend to distort
try put the mines in weapons instead
or both 🤔
cfg patches array?
ye
ok
do othern mines show up in zeus?
have you checked what type of class the mines that show up are?
i'd bet class ModuleMine_APERSBoundingMine_F: ModuleMine_F and so on do show up :3
my classes that ends with_MINE do show up in the editor, but they do not as zeus. Vanilla and other mines from other cdcls do show up both editor and zeus, should i check their classes? I just followed vanilla config building for mines
by checking vanilla and AiO configs the cfg vehicles classes should be inside units. I may try then adding the muzzle classes inside the weapons array in cfg patches
Do you have the CfgPatches entries, and the CfgVehicles ground holders?
(Not entirely certain how mines work, but guns need both to work for Zeus)
i'd still argue that mines that Zeus can set are in fact modules. class ModuleMine_APERSBoundingMine_F: ModuleMine_F and such. And other classes from configFile >> "CfgPatches" >> "A3_Modules_F_Curator_Mines" >> "units" array 
as zeus i can place explosives singularly too, as long as the are visible in editor categories/sub categories
indeed, you can check my config scrolling up
this did nuffin
its strange because other explosives and grenades i ported previously did appeared for zeus, without even adding their classes inside units array of cfg patches
Hmm
Config looks fine
Did you by any chance forget to enable unofficial addons for Zeus?
nope
did that too
might be the minebase class i use? from which tno_minebase derives from?
cfg vehicles wise
Hello, im doing a vehicle that when RHS is loaded i want to change some stuff in it.
i have my vehicle in one .pbo:
class Car;
class myVehicle : Car {
//bla bla
};
And then i have another PBO that only is loaded if RHS is loaded, but i cant modify my orignal vehicle, so im forced to do this...
why?
i cant just do class myVehicle {//newParams} ?
class myVehicle;
class myVehicle_toweable : myVehicle {
class RHS_TowingSystem {};
};
i have it in cfgPatches btw
you can modify your original vehicle, though
or you can have RHS bits on base vehicle even without RHS loaded, one extra class member shouldn't break anything 
the problem are the user actions, that has functions from RHS
i can add the class RHS_TowingSystem {}; to my original class... but i dont want to add the userActions.
but if i do:
class myVehicle {
class RHS_TowingSystem {};
};
it dont work
Yeah, because that breaks inheritance
You need to also include what myVehicle inherits from
class myVehicle_base;
class myVehicle: myVehicle_base {
// ...
};
i need to do it with the inheretance of the vehicle_base too?
class parent;
class myVehicle_base : parent {};
class myVehicle: myVehicle_base {
// ...
};
The _base was just an example, the inheritance just needs to match whatever is in the original addon
Like if this is your inheritance, you'd use Car instead of the myVehicle_base
yep, now it works, thank you!
hey guys where do I find the base games CfgMagazines file
or is there no way to access it
It's spread across numerous config files in numerous pbos (mostly weapons I think)
Probably the easiest way to read all of CfgMagazines is using the ingame config browser
Advanced Developer Tools has a faster config browser than the vanilla one https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168
If you want to read the source code, then Arma3P with Mikero's tools is the best method I've found for unpacking the A3 pbos (only A3 and DLCs, CDLCs are encrypted, and only readable using the config browser iirc)
This is what I need to use
I want to copy the code blocks for the correctly configured magazines, that way I know it will work
Hi not sure if this is a config related thing.
I have imported a rifle into the game and its functioning with muzzle flash effect. The gun comes with its own suppressor which is already attached to the model. I want to make the gun to only fire with suppressed muzzle effect, so as if it has a suppressor attached. Any way to do that in config ?
muzzleflash is part of the model cept when its an attachment is involved
Ok I will ask the question over there thank you
Hello guys, I'm working on creating a faction through code (not alive orbat) and I'm unable to get my units to spawn with mags in their weapons. I've tried addPrimaryWeaponItem as this is how i would do it in a mission script but it doesn't seems to work. Any ideas ?
Thanks in advance !
Addprimaryweaponitem adds item, not mag.
If you want add weapon with mag.
Use
_unit addMagazineGlobal "30Rnd_556x45_Stanag";
_unit addWeaponGlobal "BAF_L85A2_RIS_SUSAT";
To make sure the added weapon is loaded and ready, add the magazine first.
https://community.bistudio.com/wiki/addWeaponGlobal
does this work in a mod cfg/hpp ?
Adds weapon item, including magazine, directly to the primaryWeapon
:3
maybe try https://community.bistudio.com/wiki/setUnitLoadout? It's pretty much one-stop solution
Well , seems i do not read what i read XD
i mean, i only remember it because i've used it to re-add the mag in the "Fired" EH, resulting in each-frame BRRRT 🤣
Nice one 👍 haha
Code was working fine but somehow I was trying to fit 7.62 mag in 5.56 weapons 🤡
does anyone know what the default magazine code actually looks like
because the forums are down
atm I don't have the storage space to unpack the game files with Arma3P
alright there's a new error now, I fixed the obviously invalid bracket
Undefined base class, forward declare the base class to fix it..
it seems to be saying there's an undefined base class for the 5.56 mag
And it is correct in saying that
yes it is obviously not wrong
Also the CSTRING macros, are you including the CBA headers that you need for that
I bet {class should be class.
You have one extra {, if behind error message is {
no I just copied an example of a correctly configured ACE magazine to reduce the odds of fucking it up
should I delete them?
will do
by forward declare do you mean adding in a "class MagazineBase"
that would be the logical equivalant
like it is with bullets
yes
ok added
yep
alright now the problem is at line66
something to do with the curly bracket not defining the classes properly
getting rid of that gives me this error
and the "class" MagazineBase is not blue
error message for it is "invalid combination of type specifiers"
is this the problem?, the code is considered to be ended by this?
this is an example of how ACE configures the exact same type of change im trying to make
which is to make a magazine loaded with a different bullet class but inherit everything from the base
ie mass and round count
referencing this
class cfgMagazines {
class CA_Magazine;
class 30Rnd_556x45_Stanag: CA_Magazine {};
class yourClass: 30Rnd_556x45_Stanag {
....
};
};
If you reference how they have done.
trying that now


