#arma3_config

1 messages · Page 43 of 1

wintry tartan
#

You need to recheck settings of AB I guess

abstract isle
hard chasm
#

@abstract isleI was wrong -01 is fine and i never noticed it!!!!

wintry tartan
#

Time to self advertise, mikero

abstract isle
#

but I was just using addon builder currently which has worked fine before many times

wintry tartan
#

I mean, it's as fine as

abstract isle
#

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?

wintry tartan
#

It is required. Every Mod should have at least some addon in it

hard chasm
#

exceptions: wrp layer files (if in their own pbos)

#

everything in therre is self contained

abstract isle
# wintry tartan It is required. Every Mod should have at least some addon in it

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"
            },
wintry tartan
#

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

abstract isle
#

huh okay ill ignore for now then but dosnt that mean it would use the base font you put first rather than yours? 😅

wintry tartan
#

Yes. That is the point of my Mod

#

Long story short, vanilla CJK font sucks

abstract isle
#

ahh

#

so its a fix not a new font gotcha

wintry tartan
#

Yes

abstract isle
#

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 😦

hard chasm
#

@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)

toxic solar
#

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";
            };
        };
    };
};
prime ocean
#

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;
        };
    };
};```
wintry tartan
#

pylonWeapon is not equal to your desired weapon. Set it properly

toxic solar
gentle axle
#

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?

wintry tartan
#

AFAIK no. Horns doesn't suoport it on a boat

gentle axle
#

All is not well in the kingdom of God.

#

Thanks anyway!

prime ocean
wintry tartan
#

Is OPTRE_15Rnd_ALIM_Gauss_Slugs a pylon magazine?

prime ocean
wintry tartan
#

Then try to set your magazine a pylon magazine

toxic solar
#

look at the tanks in sog

ivory magnet
#

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

gentle axle
toxic solar
#

vn_M274_MuleHorn

gentle axle
#

That's...... So silly. Thanks for that

prime ocean
wintry tartan
#

Okay I think I misunderstood something

#

Do you defined your CfgAmmo SEC_AA_Gauss_Ammo

steady beacon
prime ocean
steady beacon
#

Also your ammo name is wrong you're referencing your mag not the ammo

#

@prime ocean ammo = "SEC_AA_Gauss_Shell";

abstract isle
#

I did think this is why I was asking about it in your discord haha

abstract isle
# wintry tartan Yes

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

wintry tartan
#

It would help a bit to troubleshoot if you throw me your source

abstract isle
wintry tartan
#

That sounds like it is AB issue

abstract isle
#

but i got it working with AB too now

wicked sandal
#

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

molten musk
wicked sandal
#

oo that's handy, cheers!

calm pilot
#

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

lean bloom
#

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

ashen chasm
#

are you sure that "TBD_S60_WEAPON" doesn't have "Bushmaster" as its displayName?

lean bloom
#

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

ashen chasm
#

autocannon_30mm_CTWS has muzzles[]={"HE", "AP"}; defined tanking

lean bloom
#

So it probably is a weapon-specific issue, but idk

ashen chasm
#

try adding muzzles[]={"this"}; to your weapon config, please

lean bloom
#

I´ll try

ashen chasm
#

or maybe run currentMuzzle (gunner (vehicle player)) in debug console when manning the problematic version

lean bloom
#

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

royal minnow
#

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"
};
hearty sandal
royal minnow
#
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

wintry fox
#

Is your faction and editorSubcategory correctly defined?
And is the addon that defines ar_uniformTrooper_v1_p2_dc15s in your requiredAddons?

royal minnow
royal minnow
wintry fox
#

Yeah sometimes if there's an issue with the crew units, vehicles that use them don't appear in Zeus

untold wyvern
#

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&

grand zinc
untold wyvern
# grand zinc It should not be possible to "change" a classname. The one who first defines the...

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 ![blobdoggoshruggoogly](https://cdn.discordapp.com/emojis/748124048025714758.webp?size=128 "blobdoggoshruggoogly") 
Two servers with a different map and the same scripts worked without any change to the config array.
hearty sandal
pastel fog
#

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
molten roost
#

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.

hard chasm
#

@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

pastel fog
#

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

hard chasm
#

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.

hard chasm
#

@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.

toxic solar
#

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?

novel lava
#

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

grand zinc
grand zinc
grand zinc
# hard chasm <@923390382102941716> __GAME_BUILD__ can only be known by bis. No third party...

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

void palm
#

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

pastel fog
# hard chasm <@923390382102941716> __GAME_BUILD__ can only be known by bis. No third party...

__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

pastel fog
nimble sequoia
ember kraken
#

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

wintry fox
ember kraken
crisp wave
#

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.

nimble sequoia
crisp wave
crisp wave
#

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.

spark zinc
#

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

spare vortex
#

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

toxic solar
#

does typical speed and impact speed impact indirectHit like they do to hit?

hearty sandal
#

no I believe it does not. indirect hit is explosion damage

toxic solar
#

kewl kewl ty

vivid plank
#

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 😦

hearty sandal
#

now depending on the original mods license this might or might not be directly possible

vivid plank
#

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.

vivid plank
hearty sandal
#

the the how, dont know specifically

pastel fog
livid shale
#

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

toxic solar
#

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

toxic solar
#

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

mortal pumice
#

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";
            };
hearty sandal
#

how long is the animation?

mortal pumice
#

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

hearty sandal
mortal pumice
#

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

hearty sandal
#

I think youll need to edit the sound itself

mortal pumice
#

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

grand zinc
#

Also tried it a few weeks ago.. didnt work. I also heard some rumours about it not working

somber cloak
#

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

zenith verge
#

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.

wicked dome
#

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

steady beacon
steady beacon
wheat sluice
wheat sluice
#

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).

wheat sluice
# zenith verge I added LoadAltitude and autoseek to bomb but it still not fly to laser point? W...

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.

wintry tartan
alpine tree
wintry tartan
#

This channel is about config (description.ext or config.cpp) so that channel is better

nimble sequoia
#

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.

delicate cypress
#

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

pastel fog
delicate cypress
#

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

pastel fog
#

Yeah, set the model, not a tracer, and speed below the threshold

delicate cypress
#

i'm actually using the model entry for that, APFSDS might be too fast for the game to handle unfortunately

pastel fog
#

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

delicate cypress
#

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

pastel fog
#

The speed threshold listed is approximately 390m/s to 450m/s for shotShell

pastel fog
delicate cypress
#

so lower the cost so AI is more prone to using it?

pastel fog
#

Most standard ammo has very low cost, I think the value for standard ammo for rifles is cost=1, might even be lower

delicate cypress
#

right. Is there any info on shotBullet?

pastel fog
#

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

delicate cypress
#

I see

broken plaza
#

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

languid wing
#

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

wintry fox
languid wing
#

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

wintry fox
#

Yeah, every pbo will have a prefix

#

The default is just the name of the folder you packed

languid wing
#

Hmmm... I must be missing something then, TShirts should be the prefix

wintry fox
#

Can you show your project setup?

#

Oh wait actually I know what it might be

#

Go to your settings in addon builder

languid wing
#

aye?

wintry fox
#

Can you show your setting for "files to include directly"

#

Or its worded similar to that, I forget

languid wing
#

*.p3d;*.paa

#

should be including it

wintry fox
#

Yeah thought it might've been that

languid wing
#

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

wintry fox
#

Yeah that's odd

languid wing
#

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 kek

hard chasm
#

@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)

winter rain
#

like as example vehicles got the wreck LOD (i know doesnt work for house classes) but just to get rid of ruin class

hard chasm
#

no
reason being it would ignore many of the vars inside a house class

winter rain
#

thats sad cause ruin class is a new class of object.. and still the house exists under the terrain (still a bug)

hard chasm
#

yep. along with the above mentioned damage=

hard chasm
#

you know, I had completely forgotten the burial.

winter rain
#

^^

hard chasm
#

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

winter rain
#

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

hard chasm
#

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.

winter rain
#

might be an idea yeah

sullen fulcrum
#

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?

hard chasm
#

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

zenith verge
zenith verge
#

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.

broken plaza
wheat sluice
sullen fulcrum
#

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?

hard chasm
#

@broken plaza the burning structure eventually reaches damage 1 and triggers the next 'ruin' in the chain.

lunar kernel
#

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?

hearty sandal
#

but also do note that AI pathing dont really work with tides

rapid sparrow
#

What part of an optics' config determines whether it has a rangefinder or not?

hollow hinge
#

Tell me which parameter in the config is responsible for braking? in the car

#

Please

nimble sequoia
ashen chasm
#

@rapid sparrow likely this

rapid sparrow
#

😳

ashen chasm
#

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 🤣

rapid sparrow
#

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

rapid sparrow
#

Think I've figured it out looking at the code from ace_xm157

prime trout
#

anyone know why this is happening

#

in the screenshots you can clearly see its setup correctly

wintry tartan
#

Why you show how mission2's setup when the error is about mission1

prime trout
#

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

topaz kettle
#
#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.

wintry tartan
#

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?

wheat sluice
#

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...

topaz kettle
topaz kettle
wheat sluice
# wintry tartan Also any reason you use magazineWell too along with magazines?

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

wintry tartan
#

Hm, indeed

ripe siren
#

Getting thisn error when attempting to crunch with pboproject

#

oh yeah btw 'voices' is line 26

wintry tartan
#

+=, no space

ripe siren
#

thanks

lavish bear
#

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.

hearty sandal
lavish bear
lavish bear
# hearty sandal probably the config structure youve set up is 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;

lavish bear
wheat sluice
#

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.).

leaden jolt
#

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?

chilly tulip
#

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?

leaden jolt
#

even the rhsusaf mods got changed any suggestions?

hearty sandal
leaden jolt
hearty sandal
#

Dunno. You provably need to rewrite whatever changes you have made.

low wyvern
#

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

leaden jolt
#

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

hearty sandal
sand crystal
#

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[] += {};

wintry fox
#

It is, could be bad config for the muzzle itself or the Throw weapon

#

Also load order

lavish bear
winter rain
novel arch
#

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

wintry fox
wintry fox
hollow hinge
#

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

novel arch
lavish bear
wintry fox
wintry fox
low wyvern
lean bloom
ashen chasm
hollow hinge
hearty sandal
#

then try to add more parts

hollow hinge
#

What are these errors and how can I solve them?

novel arch
#

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?

hearty sandal
# hollow hinge

you are trying to start some broken mod or try to do something else that breaks it

hearty sandal
chilly tulip
#

Curiously when I disabled air friction instead, the bomb sailed like 10x further. So whatever it's doing is pretty unstable.

tame raven
#

very silly

vivid plank
#

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?

molten musk
#

You are missing addons from your pbo.
and you should use some other program than Pbo Manager to pack you mods.

hearty sandal
#

addons?

vivid plank
#

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

molten musk
novel arch
vivid plank
#

my pbo is inside the addons folder of my mod

novel arch
#

this part makes no sense to me class DestructionEffects: DestructionEffects inheriting from itself?

wintry fox
#

E.g.

class Parent {
    class DestructionEffects {
         // some base properties here
    };
};
class Child {
    class DestructionEffects: DestructionEffects {
        // inherits everything from Parent's DestructionEffects
    };
};
novel arch
#

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
{
};
};

};`

hard chasm
#

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!

vivid plank
#

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

chilly tulip
#

Do you know about PBO prefixes?

vivid plank
#

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.

chilly tulip
#

@regal gate Halp, where did the "Creating an addon" wiki page go?

regal gate
#

IDK? 😄

vivid plank
#

I see a lot of discussion of pbo prefixes on bohemia forums but alas

#

it sends me here so here I am

chilly tulip
#

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.

vivid plank
#

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!

molten musk
chilly tulip
#

Addon builder ignores $PBOPREFIX$, doesn't it? I think that's just Mikero and HEMTT.

chilly tulip
#

Anyone know a good loadorder mod for SPE?

lament carbon
#

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

wintry tartan
#

AFAIK they also should have crew proxies in such Geo. So just report to the author

lament carbon
#

rest in rip

molten musk
lament carbon
wintry tartan
#

Visual LOD and Geos are unrelated

spice prism
#

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?

wintry tartan
#

You are including CfgVehicles into your CfgPatches

spice prism
#

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?

wintry tartan
#

Post your config

spice prism
wintry tartan
#

Wrong inheritance, no parent for Plane_Fighter_01_Base_F

spice prism
#

it still doesn't work

wintry tartan
#

You also missing requiredAddons

spice prism
#

it still doesn't work

misty thicket
#

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" };
        };
    };
wintry tartan
#

0.5 is pretty zoomed

#

Try bigger value

molten musk
# spice prism it still doesn't work

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"
                };
            };
        };
    };
};

wintry tartan
formal flare
#

mirror_L_pos being where the mirror starts and mirror_L_dir going out where you want it pointing to

misty thicket
#

This is the mirrors render target texture #(argb,1024,1024,1)r2t(rendertarget0,1)

formal flare
#

I just left my house, will help later if one hasn't

#

#(argb,256,512,1)r2t(rendertargetX,1.0)

#

You are currently rendering in 1024p and the mirror isn't big enough there to render everything, so that should fix it

wintry tartan
#

Zoom and resolution are unrelated

formal flare
#

True

misty thicket
#

Yeah just makes it more pixelated

formal flare
#

Can't remember what we got, was just a quick link

hearty sandal
hearty sandal
wintry tartan
#

Mirror uses the entire UV to show the texture, so split the mirror part and make it into another UV island

spice prism
spice prism
wintry tartan
#

Okay, what it does mean can't selet in Editor

molten musk
wintry tartan
#

Where do you test

spice prism
#

in the vehicle appearence menu

wintry tartan
#

Eden > Place Black Wasp II > Context Menu > Vehicle Appearance?

spice prism
#

yep

wintry tartan
#

And you don't see the button, or you can't click it to apply?

spice prism
#

button appears but i can't click it

wintry tartan
#

Try put prefix or suffix like class USM_RAF

#

You may overwrite existed texture class

misty thicket
#

Yup it was the uv mapping, thank you!

nimble sequoia
# misty thicket

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"};
    };
};```
molten musk
# spice prism button appears but i can't click it

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"
                };
            };
    };
    };
};
formal flare
wintry tartan
#

Post your config

nimble sequoia
#

Error in your config. Hard to say what without seeing it.

spice prism
#

wait do you need the Jets DLC to retexture the F/A-181?

wintry tartan
#

No

#

You just doing something wrong. Maybe packing wrong folder, loading wrong Mod

spice prism
#

this maybe a dumb question but are the folder paths case sensitive?

wintry tartan
#

No

spice prism
nimble sequoia
#

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.
tawdry coral
#

err- wat does fileName=""; do in CfgPatches?

wintry tartan
#

Nothing. You're reading some crappy made Mod's config I guess

tawdry coral
#

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

wintry tartan
#

No. That's not how it works

tawdry coral
#

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

wintry tartan
#

What are you even trying

tawdry coral
#

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

spice prism
proud garden
#

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?

hearty sandal
#

what is it you try to do?

proud garden
#

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.......

hearty sandal
#

this isnt really a bug since you are doing non engine driven solution

proud garden
#

when I add cargo turret to config with this canHideGunner = 1 parameter all goes bad

#

but it is not non engine managed solution

hearty sandal
#

and I dont think you are supposed to have cargoTurret with canHideGunner

hearty sandal
#

so no bug

proud garden
#

so belive me I can and it is not but in way that I cant declare cargo turret withthis value

hearty sandal
#

from what I understand you are doing something the turret system is not meant for

proud garden
#

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?

hearty sandal
#

i am lost again

#

cargo turrets can have hatches

proud garden
#

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)

hearty sandal
#

that part I dont understand

#

no turret should not affect other turret

#

unless you got some weird configuring set up

proud garden
#

YEEEEEESSSSS

#

thats why I am sakingf for this situation - it is a bug??

hearty sandal
#

probably something you set up wrong

proud garden
#

I am not done any strange config you can see for config files

hearty sandal
#

I dont know what files you talk about sorry

proud garden
#

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

hearty sandal
#

why are you using proxyindex 400 300 200

#

start from normalizing anything weird like that

proud garden
#

yes but for turrets what are not used in this class (it is for normals gun turrets

proud garden
#

is is moved like thius to avoid missspelling in configs

hearty sandal
#

still

#

start from normal proxy setup

proud garden
#

where is written that this numebres are forbiden in configs - those numbers works ok why you asking for them

hearty sandal
#

maybe someone else has ideas then

proud garden
#

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 😦

hearty sandal
#

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

proud garden
#

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)

hearty sandal
proud garden
#

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.

forest maple
#

@grand zinc I do not really understand what you mean with reimplementing IS_fnc_playVideo... could you give me an example please?

proud garden
#

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?

hearty sandal
#

devs are bit unlikley to respond

#

you are maybe 5-6 years too late with engine side questions

#

😅

gusty scarab
#

Anyone know if it is possible to make a script execute automatically when a certain item is equipped on a rifle?

proud garden
#

F....ck 😦

gusty scarab
#

IF we can do that from the config

proud garden
#

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?

gusty scarab
#

Item is mimicing a flashlight, in terms of activation

proud garden
#

it depend on what you want to do by script

#

so you want to flash light by script?

gusty scarab
#

IF the item is equipped

proud garden
#

so make loop with action key sensitive

#

for example 1 second loop

gusty scarab
proud garden
#

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 ?

gusty scarab
#

Got ya

proud garden
#

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

#

🙂

gusty scarab
#

Fair point

hearty sandal
#

you cant tie it to a weapon

gusty scarab
hearty sandal
#

or theres no such event that you could use

proud garden
#

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

hearty sandal
#

theres a wiki page that describes the targeting/weapon improvements I believe

proud garden
#

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

hearty sandal
#

where do you try to use it?

proud garden
#

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

hearty sandal
#

I dont think its exposed beyond the UI stuff

proud garden
#

thats why DEVs should read this sometimes

hearty sandal
#

There isnt really many of Arma3 crew left

proud garden
#

in commands is something what should work like that but it not work

hearty sandal
#

as far as I know

proud garden
#

hidefrom target named command but it work maybe on land sometimes vehicles

#

on air units not

proud garden
#

yes but as you wrote it not work like that

hearty sandal
#

yeah its not related to targeting/aiming prediction

proud garden
#

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

hearty sandal
proud garden
#

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

hearty sandal
#

sure there is likely to be some more updates/fixes

#

but likely nothing huge

proud garden
#

You think those things what we spoke last are huge 🙂

hearty sandal
#

blobdoggoshruggoogly dunno. could be difficult, might not be

proud garden
#

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

hearty sandal
#

well blobdoggoshruggoogly

#

source you wont get access to unless you get a job for that at BI

#

theres no point getting mad about it

proud garden
#

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 🙂

grand zinc
#

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

tawdry coral
#

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-

molten musk
#

You want modify it? you want get result of it?

tawdry coral
#

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? 🤔

ashen chasm
#

( 5 * (pixelW * pixelGrid * 0.50)) seems to be a macro/stable part as well (mentioned in w and h) tanking

#

making x a safezoneW - 7.5 * MACRO_B - MACRO_A

tawdry coral
#

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-

ashen chasm
#

may (or may be not) caused by manually adjusting for bare safeZoneW pointing beyond the screen's right border 🤣

tawdry coral
#

?

#

oh

#

huh

ashen chasm
#

with provided example safeZone* values containing safeZoneX = -0.452381; safeZoneW = 1.90476;

tawdry coral
#

wait, so why doesn't the help have safezoneX?

ashen chasm
tawdry coral
#

tutorial button

ashen chasm
#

blobdoggoshruggoogly maybe the output of the in-game UI editor or something. I see the similar (pixelW * pixelGrid * 0.50) fragments as in your config

tawdry coral
#

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?

ashen chasm
#

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

tawdry coral
proud garden
#

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

molten musk
#
#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
tawdry coral
#

wait what's "quote"

broken plaza
#

Its a macro that wraps whatever is inside the brackets with quotes.

#define QUOTE(x) #x

molten musk
#
#define QUOTE(var1) #var1
tawdry coral
#

So- would x = "MACRO_A + 1" no work?

tawdry coral
#

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

tawdry coral
#

ah this will have to be put on hold as something else has broken xD

sweet dock
#

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

chilly tulip
#

Make sure you're not building the PBO with PBO manager because it won't work even with signing.

toxic solar
#

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;
};
wintry tartan
#

Do we ever had an vanilla or modded example of gun with builtin laser?

novel lava
#

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

glass furnace
#

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?

wintry tartan
#

As I said, config please. It is nearly impossible to tell anything without knowing your exact issue and source

glass furnace
glass furnace
#

but there you go

wintry tartan
#

What is Blackbox

glass furnace
#

its similar to chatgpt but has all other ai ( deepseek etc)

#

combined platform

wintry tartan
#

Okay, that is not how it works and just throw your AI out

glass furnace
#

alright

glass furnace
wintry tartan
#

I don't think I want to help if you don't know what are you doing

glass furnace
#

alright ok thanks for whatever uve helped so far

wintry tartan
#

Just learn from scratch. At this point I also easily imagine your P3D or anything is AI generated too

glass furnace
#

im short in time i did create my own model but anyway alright

blazing burrow
#

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 ?

wintry tartan
#

Can you tell what's unclear? What is "why?"

#

Or tell exact issue you got in details

blazing burrow
#

I put my unit but the uniform is not the one i put it's the AAF uniform

wintry tartan
#

And what config you have

#

What is supposed to happen

blazing burrow
#

in the CfgVehicles for the creation of a unit in the faction

wintry tartan
#

I am asking for your exact config

blazing burrow
#

all in the config.cpp, do you want i put the config here ? is that what you ask ?

wintry tartan
#

Yes

blazing burrow
wintry tartan
#

And what exactly is supposed to happen, and what class is having the issue?

hearty sandal
#

you may be trying to assignd uniform from wrong side to your units

blazing burrow
#

the one on the right it the one i wanted to look, but it change to the base AAF uniform

blazing burrow
hearty sandal
#

uniforms have side parameter that defines what side it can be used

blazing burrow
#

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

hearty sandal
#

you may need to set up a indep variant of that uniform if it does not exist yet

blazing burrow
#

how ? like i take the value of the uniform and change the side ?

hearty sandal
#

new uniform item class

blazing burrow
#

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

hearty sandal
#

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

blazing burrow
#

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 ?

hearty sandal
#

possibly

blazing burrow
#

ok yhea it does not work i would just retexture the AAF uniform

#

thanks for the help

lean bloom
#

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?

wintry fox
#

Or you can configure hemtt to require a pdrive, in which case it will use that

lean bloom
#

🤔

#

Let me ask my HEMTT guy

wintry fox
#

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"
lean bloom
#

Thanks for help, I´ll check it out

wintry fox
#

I'd recommend just putting the files in include though, so that way you can have github actions check code and models automatically

shy pasture
#

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

wintry fox
#

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

hallow quarry
#

hello I need some help

#

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

lean bloom
#

Eh, what did I break? pain

Stuff seems to work just fine

hallow quarry
#

add this

thermalMode[]={0,1};```
#

it may help

lean bloom
#

Cheers I´ll try

#

It seems to have worked, thanks! plus15

hallow quarry
#

you are welcome

#

do you know why my copilotturret camera doesn't work by any chance?

forest maple
#

@grand zinc Okay thanks, do you maybe know which .PBO file it is?

grand zinc
#

i guess some script pbo but no idea ^^

wild pasture
shy pasture
wintry fox
#

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

shy pasture
#

yeah I see a video here of a guy using that

#

how would I go about accessing the in-game config browser

wintry fox
#

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)

wintry fox
#

I was going to say I strongly reccomend that mod, because the vanilla one sucks

shy pasture
#

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

wintry fox
#

You can't edit config in the config browser, it just lets you view it

shy pasture
#

then how do I perform the edits

wintry fox
#

You need to make a mod which defines those same classes with the changes you want

shy pasture
#

and what file format do I need to use for that

wintry fox
#

The same way you'd make a mod in general, there's nothing specific to it

shy pasture
pastel fog
#

You still need a mod

wintry fox
# shy pasture

That's only for development purposes, and shouldn't be used for actual gameplay

#

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

shy pasture
#

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

wintry fox
#

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

shy pasture
#

doing it now

wintry fox
#

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

shy pasture
#

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

shy pasture
#

@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?

wintry fox
#

Yep

shy pasture
#

also which addon packager do you prefer?, I wont lie the HEMTT tool looks a bit complex for me

wintry fox
#

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

shy pasture
#

yeah these are all just simple config edits

wintry fox
#

Addon builder will do you fine then

shy pasture
#

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

wintry fox
#

You're missing a comma after "A3_Weapons_F"

shy pasture
#

like this?

wintry tartan
#

Comma is to separate, so don't put in the last one

wintry fox
#

Drop the last comma

#

For an array, all items except the last one need a comma to separate them

shy pasture
#

it uhhh worked?

wintry fox
#

🎉

shy pasture
#

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?

wintry tartan
#

privatekey is reuseable. bisign is not, you need to sign for every update

shy pasture
#

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?

forest maple
#

Thanks @wild pasture ! @grand zinc how do i modify it so that the video is on the topmost layer?

calm pilot
#

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

grand zinc
lean bloom
# wintry fox I'd recommend just putting the files in include though, so that way you can have...

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?

forest maple
#

Thanks ill try that!

hard chasm
#

IF hemtt has it's own discord you are probably better asking in there. Or even arma3_tools. this is a config cpp section.

lean bloom
#

I´ll give it a shot

crystal lion
#

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

wintry fox
wintry fox
calm pilot
#

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

pale latch
#

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.

calm pilot
pale latch
calm pilot
vivid plank
pastel fog
lean bloom
#

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 🤔

true fossil
#

Otherwise you could add your own overlay with ranging if they override it

lean bloom
#

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.

dry tangle
#

Does it have page up/down numbers?
I guess this like a field-gun? Where mouse input changes barrel elevation?

hard chasm
#

@vivid plankThank you for the originality of this mod. Last seen in the days of Operation Flashpoint. Nicely done.

lean bloom
vivid plank
winter rain
hard chasm
#

can't remember the name of the military buildings but I think @scarlet oyster was one of the creators.

shy pasture
#

updated my mod page with comparision charts and tables so users can see the difference before playing it

shy pasture
#

next update is adding in new magazine types with the new ammo, so users have the option of loading different ammo

shy pasture
#

then i'll buy this 5 dollar FN IWS model and texture it and add it

nimble lodge
#

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.

wintry tartan
#

Just use ingame config viewer

nimble lodge
wintry tartan
#

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

nimble lodge
#

Will do when I am at my pc a bit later. Will resume convo than

shy pasture
#

@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

shy pasture
#

here is what the Mk262 mag looks like

#

what does an example mag look like in code

grand zinc
#

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?

shy pasture
#

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

grand zinc
#

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

shy pasture
#

they have an example config file for ammo, ill check if their example cfg file for weapons has magazines in it

mortal pumice
#
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?

formal walrus
#

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

hearty sandal
#

missile/rocket type weapon is always in the launcher slot

formal walrus
#

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?

hearty sandal
#

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

formal walrus
#

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

hearty sandal
formal walrus
# hearty sandal it might be easier to go around the other way and if you explain what you try to...

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

hearty sandal
#

you can probably start with grenade type

#

or shell I think also fires from the main weapon

#

guidance may need to be scripted

formal walrus
#

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

hearty sandal
#

grenade/shell with low to none airfriction would probably fly straight

#

and be visible

formal walrus
#

Gucci, I’ll try those, thanks

mortal pumice
hearty sandal
#

nice catch

mortal pumice
#

yeah abit odd, it would also explain the sometimes working and sometimes not depending on how the coil gets chucked by the explosion

hearty sandal
#

makes sense

wintry fox
formal walrus
wintry fox
#

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

formal walrus
#

Yeah true, didn’t even think that would affect the models ability to be visible

wintry fox
#

Well for a notmal bullet, the model would be the tracer

#

Nevermind, realized that wouldn't make sense

Sci-Fi Arma brain

formal walrus
#

All good lol, but I’ll try those things anyways

calm pilot
#

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

hearty sandal
#

tracers tend to distort

hearty sandal
#

or both 🤔

calm pilot
hearty sandal
#

ye

calm pilot
#

ok

hearty sandal
calm pilot
#

yeah only mines do not

#

my mines**

calm pilot
#

still not showing up

hearty sandal
ashen chasm
#

i'd bet class ModuleMine_APERSBoundingMine_F: ModuleMine_F and so on do show up :3

calm pilot
calm pilot
# hearty sandal or both 🤔

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

pastel fog
ashen chasm
#

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 blobdoggoshruggoogly

calm pilot
calm pilot
calm pilot
#

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

pastel fog
calm pilot
#

nope

#

did that too

#

might be the minebase class i use? from which tno_minebase derives from?

#

cfg vehicles wise

potent loom
#

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

ashen chasm
#

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 blobdoggoshruggoogly

potent loom
#

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

wintry fox
#

Yeah, because that breaks inheritance

#

You need to also include what myVehicle inherits from

#
class myVehicle_base;
class myVehicle: myVehicle_base {
    // ...
};
potent loom
wintry fox
#

The _base was just an example, the inheritance just needs to match whatever is in the original addon

wintry fox
potent loom
shy pasture
#

hey guys where do I find the base games CfgMagazines file

#

or is there no way to access it

pastel fog
#

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)

shy pasture
#

I want to copy the code blocks for the correctly configured magazines, that way I know it will work

rugged pewter
#

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 ?

novel lava
#

muzzleflash is part of the model cept when its an attachment is involved

rugged pewter
#

Ok I will ask the question over there thank you

harsh scarab
#

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 !

molten musk
harsh scarab
ashen chasm
molten musk
ashen chasm
harsh scarab
#

Code was working fine but somehow I was trying to fit 7.62 mag in 5.56 weapons 🤡

shy pasture
#

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

grand zinc
#

Undefined base class, forward declare the base class to fix it..

shy pasture
#

it seems to be saying there's an undefined base class for the 5.56 mag

grand zinc
#

And it is correct in saying that

shy pasture
#

yes it is obviously not wrong

grand zinc
#

Also the CSTRING macros, are you including the CBA headers that you need for that

molten musk
shy pasture
#

no I just copied an example of a correctly configured ACE magazine to reduce the odds of fucking it up

grand zinc
#

Yes you cannot use CSTRING/ECSTRING like that

#

replace it by normal strings for now

shy pasture
#

will do

shy pasture
#

that would be the logical equivalant

#

like it is with bullets

grand zinc
#

yes

shy pasture
#

ok added

shy pasture
#

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

molten musk
#
class cfgMagazines {
     class CA_Magazine;
     class 30Rnd_556x45_Stanag: CA_Magazine {};
     class yourClass: 30Rnd_556x45_Stanag {
    ....
     };
};

If you reference how they have done.

shy pasture
#

trying that now