#arma3_config

1 messages · Page 44 of 1

shy pasture
#

ok nice

#

now i just need to sort that line 78 closing bracket issue?

molten musk
#

CfgAmmo, there is your error now
Not in cfgMagazines .

shy pasture
#

yeah there's a suspicious red bracket

#

right there

#

well uhh...that worked

#

just going to check in game now

grand zinc
#

How did you manage to introduce another error you didn't have before?

#

In your example you showed #arma3_config message
Which is class BulletBase;
And then you did class MagazineBase {
Do you really not see the difference?

#

And your base class name is not MagazineBase.
You circled your base class name here: #arma3_config message

shy pasture
#

yeah the correct one CA_Magazine

grand zinc
#

There is no need for CA_Magazine part.

#

You have to do, literally the same thing as #arma3_config message
Just swap out the classnames

The pattern is:

class A;
class B : A {
...
#

You have 30Rnd_556x45_Stanag for A. So put it there.

shy pasture
molten musk
# grand zinc There is no need for CA_Magazine part.

True.
Copied from ace (where they change init speed),
Removed that and didn't remove. Unused change.

class cfgMagazines {
     class 30Rnd_556x45_Stanag;
     class yourClass: 30Rnd_556x45_Stanag {
    ....
     };
};

Is correct.

shy pasture
#

this is for ACE, although initspeed is a weird value that doesnt seem to do anything in reality

#

its when it doesnt have a defined barrel length

grand zinc
#

initSpeed is used if ACE advanced ballistics is not on. Because advanced ballistics overwrites it with the muzzle velocity

agile star
#

hi together, i already searched for some clues, but i am trying to get a new variant of some kind of APC Base like the boxer, with and Turret on top into vbs. i worked with the tank and car samples, but i am currently not getting it to run, (wheels not moving -and only driving backwards) does someone have an working example for me to check what i am doing wrong ? ty in advance

hearty sandal
#

youll have to reach out to BISIM for VBS technical and creation support

agile star
#

sorry i thought the base is called vbs i mean arma modding - i want to add a new vehicle from some sources i saw online

#

because the video i saw about modding said something about vbs

hearty sandal
#

VBS is a combat training simulator

#

nothing to do with Arma anymore

#

separate programs

agile star
#

ah okay so wrong tutorial ?

hearty sandal
#

probably

agile star
#

u know a good tutorial for the arma base ?

hearty sandal
#

Arma 3?

agile star
#

yes

hearty sandal
#

theres no full tutorials for what you want to do exactly

#

I guess I first got to ask is the model from some other game

#

as I dont want to waste time on ripped things

agile star
#

nah its some own stuff, i took a boxer variant and put some turrent on top

hearty sandal
#

where did you take the boxer from..

#

You can check out tutorials from sokolonto, El Tyranos, Battlestad and MrClock

#

those can get you on the right path

#

the Arma3 samples on steam are mostly working things too

#

youll need to preferable set up P drive development environment form where you build your mod

#

and start from there

#

and youll likely want to practice on something simpler

#

like making a box/crate that you put in game

#

then animate its lid to open

#

jumping into making full complex vehicle is going to be very difficult

agile star
#

i will try that, ty very much

pure swift
#

Hi everyone, i need some help withe a custom weapon, im taking a class defined from another addon, to make a silenced sound, but i cant change my mode of Shooting, I think the error comes from the Addon Ace3 or Smthg, i dont really know, Arma3 doesnt give me any type of error

ashen chasm
#

Post your config blobdoggoshruggoogly but the basic idea is: as long as your weapon's muzzle has player-accessible modes - you should be able to switch to them

pure swift
pure swift
ashen chasm
#

nothing seems wrong in the posted snippet on a cursory glance. Maybe post a full config or something blobdoggoshruggoogly

pure swift
ashen chasm
#

you need to define where Mode_SemiAuto/Mode_FullAuto come from to inherit from them blobdoggoshruggoogly

pure swift
#

Ah sorry im rewriting it in the original code it is

#

I forgot that part on this txt haha

ashen chasm
#

paste hpp class Mode_SemiAuto; class Mode_FullAuto; before class CfgWeapons line blobdoggoshruggoogly

pure swift
#

I have it on the original code

ashen chasm
#

i don't see anything obvious

pure swift
#

You think it can be anything of the Ace addon?

ashen chasm
#

does your stuff work without ACE?

pure swift
#

Let me check

#

Im gonna test it ill write on some minutes

#

There isnt any box like usual

#

And i cant change it to Full auto

#

Here there is boxes

#

Now i cant even change modes in the dlcs weapons i dont understand anything

pure swift
pure swift
#

Already Find the error is this anyone can help me?

wintry fox
#

Some mod modifies a vanilla class and breaks it

pure swift
#

Yeah mine

#

How do i fix it?

wintry fox
#

Fix your inheritance

pure swift
#

Okay, there is any guide or smthg to fix it?

wintry fox
#

Not really
Load Arma without your mod, preferably with Advanced Developer Tools since its config viewer is a lot better than vanilla's

#

Go look at that class and check the Parents tree view, that will show you the inherentance you need to mimic to do it correctly

pure swift
#

Im new modding Arma3

wintry fox
#

Just ask here

pure swift
# pure swift

Well, okay, I put my code before, here, if you could check it

#

I alredy defined the modes of shooting

wintry fox
#

You're not defining Mode_SemiAuto or Mode_FullAuto anywhere

#

You're declaring that your fire modes inherit from them, but don't reference those classes

#

The Mode_X classes are defined in the config root, like CfgPatches and CfgWeapons are, so just add this above hour CfgWeapons:

class Mode_SemiAuto;
class Mode_FullAuto;
#

So it should be like:

class CfgPatches {
    // ...
};

class Mode_SemiAuto;
class Mode_FullAuto;

class CfgWeapons {
    // ...
};
wintry fox
#

That's putting them in CfgWeapons, not outside

#

Those classes aren't defined in CfgWeapons, so there would be your error

pure swift
#

i have to do it out?

wintry fox
#

Yes

pure swift
#

Where on Patches?

wintry fox
#

They shouldn't be inside any other class

pure swift
#

Okay okay ill try

#

if its that ill give you my life hahaha

wintry fox
#

There also isn't a WeaponSlotsInfo in CfgWeapons either

You can just remove the class WeaponSlotsInfo; from CfgWeapons and the : WeaponSlotsInfo from your gun

pure swift
#

But i need to make compatible the accesories

#

How do i do that?

wintry fox
#

You're not inheriting anything there currently, those classes don't exist so Arma just makes an empty one to inherit from

#

I don't mean delete the config, I just mean to remove : WeaponSlotsInfo part specifically.

I.e. changing

class WeaponSlotsInfo: WeaponSlotsInfo {
    // ...
};

To just

class WeaponSlotsInfo {
    // ...
};
#

That make sense?

pure swift
#

Was that man i love you

wintry fox
# pure swift

The Slot classes might be the same way as the modes, but I don't remember

#

They are, move the xSlot classes to where the modes are as well

nimble lodge
#

Whats the line that controls the movement restrictions on pilot turret/targetting pod cam thingy?

wintry fox
potent loom
#

i have this error and prioir crash ( im using diag_exe)

#

i dont found any documentation regardin "buoyancy" how its defined?

#

btw its an static turret

hearty sandal
nimble sequoia
west crater
#

Does anyone know how to fix this

wintry tartan
#

Post your config

west crater
#

i already tried changing it to HeadgearItem and it still didnt work

#

class CH252D_Helmet;
class 1266th_Noble_ODST_Helmet: CH252D_Helmet
{
scope=2;
scopeArsenal=2;
displayName="Noble Helmet";
model="MA_Armor\data\Helmets\Human_ODST\Reach_ODST_Helm.p3d";
picture="";
hiddenSelections[]=
{
"Camo1",
"Camo2",
// "Helmet",
// "Visor"

};
hiddenSelectionsTextures[]=
{
    "Traveler_Armor\Helmets\data\Noble_Helmet.paa",
    "Traveler_Armor\Helmets\data\Visor\Noble_Visor.paa"
};
hiddenSelectionsMaterials[]=
{
    "Traveler_Armor\Helmets\data\Noble_Helmet.rvmat",
    "Traveler_Armor\Helmets\data\Visor\Noble_visor.rvmat"
};
class ItemInfo: ItemInfo
{
    uniformModel="MA_Armor\data\Helmets\Human_ODST\Reach_ODST_Helm.p3d";
    hiddenSelections[]=
    {
        "Camo1",
        "Camo2",
    //  "Helmet",
    //  "Visor"
    };
    hiddenSelectionsTextures[]=
    {
        "Traveler_Armor\Helmets\data\Noble_Helmet.paa",
        "Traveler_Armor\Helmets\data\Visor\Noble_Visor.paa"
    };
    hiddenSelectionsMaterials[]=
    {
        "Traveler_Armor\Helmets\data\Noble_Helmet.rvmat",
        "Traveler_Armor\Helmets\data\Visor\Noble_visor.rvmat"
    };
};

}

hearty sandal
wintry tartan
#

Post your entire config

west crater
wintry tartan
#

I don't know which class CH252D_Helmet inherits from but you needclass CH252D_Helmet: whateverParentIs { class ItemInfo; };

west crater
#

i fixed that problem the problem is the class ItemInfo: ItemInfo cause even if i do class ItemInfo: HeadgearItem it still doesnt work but all the other armors work just fine its just this one that im having trouble with

hearty sandal
#

if you dont also define the actual class you inherit from

#

please read the wiki page about class inheritance

west crater
keen prism
#

Is there a way to "undelete" classes that another mod deleted?

Say there is a mod that does this:

class RscDisplayMain: RscStandardDisplay
{
    enableDisplay=0;
    delete Spotlight;
    class controls
    {
        delete Spotlight1;
        delete Spotlight2;
        delete Spotlight3;
        delete BackgroundSpotlightRight;
        delete BackgroundSpotlightLeft;
        delete BackgroundSpotlight;
        delete SpotlightNext;
        delete SpotlightPrev;
    };
    class ControlsBackground
    {
        delete MouseArea;
    };
};```

Is there a way to restore all the Spotlight classes in my config?
wintry tartan
#

No

#

Just redefine them

shy pasture
wintry tartan
#

No

shy pasture
#

what have I broken here

#

the error in the red underline for class

wintry tartan
#

Why you are still missing brackets

shy pasture
#

added it

#

is the bracket being in red a problem

#

why else would it be red

wintry tartan
#

You may not closed it

shy pasture
#

added in the A:B thing specified here

shy pasture
wintry tartan
#

At the end of CfgAmmo, obviously

#

And you cannot define two same class in same config

#

And I also said you don't need to redefine the base class's stats unless you are making a change there

shy pasture
#

cfg ammo does have a closing bracket

#

or is the semicolon ruining it

#

the closing bracket is the one above cfgMagazines btw

shy pasture
wintry tartan
#

You really should to know how does the syntax highlighter works and helps

shy pasture
#

yeah when I highlight the red one it shows which ones are linked to it

#

and its obviously not the right ones

wintry tartan
#

And you need to troubleshoot missing brackets efficiently

#

Ignore all inner working brackets and focus to the end

#

Also for the love of coding, use indent

shy pasture
#

this is probably a mortal sin but I got ChatGPT to correct the brackets, this was the result

wintry tartan
shy pasture
#

all the errors look gone

#

no I mean i just did it

#

I just told it to fix the brackets

shy pasture
#

how are you guys getting your code to post properly on discord

#

like with the colors

#

the 3x` type doesnt do it properly

#

alright looks like its working, but how do I get my new stuff to appear in the arsenal

#

the magazine specifically

shy pasture
#

ok going to test now but I checked using the config editor and magazines required the addon "A3_Weapons_F_Exp", I've now added it to Required addons

grand zinc
shy pasture
#

ty

shy pasture
#

Dedmen how do I get my added magazine to appear in the arsenal

#

or does it only show up if everything is correct

#

incredibly aggravating the forums are down

#

I literally cannot find 1 (one) example of a base game magazines code

nimble sequoia
shy pasture
#

Zamn thats exactly what im looking for

nimble sequoia
#

You can even load ACE with Arma and dump out it's changes to the code, should that be something you need to see as well.
But the vanilla files are invaluable to have as a reference.

shy pasture
#

yeah both will be good

grand zinc
#
class CfgMagazineWells {
    class CBA_556x45_STANAG {
        Gr1ff1th_magazines[] = {
            "Gr1ff1th_30Rnd_556x40_Emeric_Neckless_mag"
        };
    };
};
#

That's how you add magazines to the "CBA_556x45_STANAG" group.

If you look on the ACE file I sent, there are more, there is the one for SCAR, there is the vanilla 556. You probably want to add yours to both of them too

shy pasture
#

wow

#

Do I include the ADDON section in mine and specify my magazine to be added

#

added both

#

build successful time to test now

#

fuck yeah it worked!

#

awesome

#

ok thats concerning, it's loaded but it won't shoot

#

and the MV is at 832m/s regardless of barrel length

#

ok fixed it

#

accidentally made the class for the ammo= the magazine LOL

#

the magazine was loaded with magazines

#

yep everything works now

shy pasture
#

checked the wayback machine

#

this page has the 2020 config dumps

#

dumps acquired

#

next project is adding the LV-ER Version of the 40mm UGL Round

hearty sandal
nimble sequoia
shy pasture
#

yeah I just have super limited disk space right now due to uni projects + massive games folder

#

no space to install the dev build atm

#

atleast I assume it'll be 40GBs worth

nimble sequoia
#

You don't install both (typically), you switch one to the other.

wintry tartan
#

You don't install another 100gigs

#

But less than 100 mega

nimble sequoia
#

It'll be a smallish download to alter a few files which you reverse when you've finished.

wintry tartan
#

It is also even possible to generate similar using some script

hearty sandal
#

to run dev branch you need the devbuild exe and the bin.pbo and core.pbo

#

or well the pbos are needed if theres some new paremeters and such that the exe would look for

shy pasture
#

swag ok

#

yeah I can do that then

wintry tartan
#

I actually don't rely on AiO but Config Viewer

shy pasture
#

im using that as well

#

but the code is what im after

#

although ive learnt alot now

wintry tartan
#

"code"?

shy pasture
#

so now I dont need it as much

#

yeah the braindead copying and editing values instead of learning the syntax

#

I know that now for CfgAmmo and CfgMagazines

#

I went ahead and added the 150rnd drum versions on my own for the 5.56 (Neckless)

#

still this is low tier super simple stuff

#

a trained monkey could do this

nimble sequoia
#

I wish people

#

were still taught

#

in schools

#

to write long sentences

shy pasture
#

Hey, if this was a forum I would, I can if you want though

nimble sequoia
#

Personally I'd appreciate it. Reduces the amount of scrolling through messages to find others that might need help.

shy pasture
#

Hello, I would like to know why the new single round grenade magazine is not being recognised,it was added in the same style as my previous successful addition, and is using the correct class names from config viewer, along with the A/B syntax to inherit the base class, attaching the relevant section(s) of code for analysis. Thanks in advance.

Relevant notes : The problem is exclusively with the 1Rnd HELVER magazine, the 3Rnd version is confirmed working

First Attempted fix : removing quotes from Ammo type
Second fix : fixing : spacing, testing now
third fix : adding in a count = 1; section like the functional 3Rnd version
fourth fix : correcting the typo in initspeed

going to sleep now but will investigate defining the 1Rnd_He_Grenade_shell as class 1Rnd_HE_Grenade_shell: CA_Magazine like it is in the config dump from bohemia when I wake up

wheat sluice
#

Your 1rnd HE grenade classname is tagged with the prefix of Griff1th (with one "i" and a "1") but you defined the magazine as Gr1ff1th (with both "1"s) in your weapon's magazines[]/magazineWell[] array.

#

Just rename your CfgMagazines classname to its proper name (Gr1ff1th instead of Griff1th).

potent loom
#

im using this reference:
https://www.rhsmods.org/w/towing

code its almost the same ( it worked with other turret)

bot for some reason the turret moves, but the wheels dont spin, so its has a lot of friction to the ground.

#

the big "cone" is hidden when in transport mode.
i remove it and i have the same behaviur

#
14:38:00 Warning: Convex component representing wheel_1_physx not found
14:38:00 Warning: Convex component representing wheel_2_physx not found
14:38:00 Error: Wheel reference not initialized
14:38:00  ➥ Context:     [] L80 ()
    [] L89 ()
    [] L43 (rhsusf\addons\rhsusf_main\scripts\towing\rhs_towing_selectVehicle.sqf)
    [] L37 (rhsusf\addons\rhsusf_main\scripts\towing\rhs_towing_attach.sqf)

14:38:00 Error: Wheel reference not initialized
14:38:00  ➥ Context:     [] L80 ()
    [] L89 ()
    [] L43 (rhsusf\addons\rhsusf_main\scripts\towing\rhs_towing_selectVehicle.sqf)
    [] L37 (rhsusf\addons\rhsusf_main\scripts\towing\rhs_towing_attach.sqf)

i have this in the RPT

narrow swallow
potent loom
narrow swallow
#

Combo of spring strength and just moving the mempts down below the phyx/geo lod

#

Why is your bonename commented out?

potent loom
narrow swallow
#

Does it roll with less friction now?

potent loom
keen prism
# wintry tartan Just redefine them

How do you mean, just redefine?
I tried something like this:

class RscStandardDisplay;
class RscDisplayMain: RscStandardDisplay
{
    enableDisplay=1;
    class Spotlight
    {
    };

    class controls
    {
        class Spotlight1 {

        };
        class Spotlight2 {

        };
        class Spotlight3 {

        };
        class BackgroundSpotlightRight {

        };
        class BackgroundSpotlightLeft {

        };
        class BackgroundSpotlight {

        };
        class SpotlightNext {

        };
        class SpotlightPrev {

        };
    };

    class ControlsBackground
    {
        class MouseArea {

        };
    };
};

But i am still seeing nothing
I think because they are now just defined as empty classes?

potent loom
#

probaly refering it to this error:

17:20:13 Error: Wheel reference not initialized
potent loom
narrow swallow
#

yeah that's no good.
i know RHS_TowedWeapons_Base has this:
wheelMask = "wheel_X_X";
did you change anyting from wheel_1_1 to wheel_1?

potent loom
#

ive change the wheels names to wheel_1

narrow swallow
#

maybe change it back

potent loom
#

where you found this "wheelMask = "wheel_X_X"; ?

narrow swallow
#

in RHS_TowedWeapons_Base

potent loom
#

oh

#

mybe thats it

potent loom
narrow swallow
#

mm it's been a while since I did this for pracs, I'm not seeing what's specifically wrong =(

narrow swallow
potent loom
#
18:03:03 Warning: Convex component representing wheel_1_physx not found
18:03:03 Warning: Convex component representing wheel_2_physx not found

18:03:03 Error: Wheel reference not initialized

i have this errors, and the cilinder ive used in the physx is the same

wintry tartan
keen prism
near pasture
#

What is the config entry that determines the default zeroing of a 1x optic eg. optic_Aco

#

Is it a config entry or something more sinister?

west crater
#

anyone know why its not appearing in the arsenal at all the helmet works and i pretty much copied that code (THAT WORKS) changed the classes and textures and selections and its just not appearing in the arsenal

wintry fox
#

You also appear to be missing an ItemInfo, or didn't include it in the screenshot

#

Wait that's a vest

west crater
#

im making a vest

wintry fox
#

Yeah I just realized, not sure where I got uniform from

#

Check the class in the config viewer and see if there's anything that looks weird

#

And just to throw it out there, are you using ACE Extended Arsenal to consolidate items?
I know Misriah Armory does their setup for it in a poor way, which means you need to explicitly remove it from your stuff

west crater
wintry fox
#

That wouldn't affect what I'm talking about

#

If you're using ACE Extended Arsenal, you need to add class XtdGearInfo {}; to your vest

#

Misriah Armory does their organizaiton in the uniform/vest/etc classes themselves which breaks anyone who inherits from them.

west crater
#

wait but wouldnt that mean my helmet wouldnt work cause i dont have that code in the helmet and it works

wintry fox
#

They don't have it for everything

west crater
#

BRUH where would i put the XtdGearInfo at than

wintry fox
#

In the vest class

#
class Noble_... {
    class XtdGearInfo {};
};
west crater
#

ok thank you dart

shy pasture
wheat sluice
# near pasture What is the config entry that determines the default zeroing of a 1x optic eg. `...

distanceZoomMax and distanceZoomMin under ItemInfo >> OpticsModes >> (your optic mode classname).
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#distanceZoomMax=400

Alternately, it is set by the element values in discreteDistance[] if the optic has it defined. discreteDistanceInitIndex then determines the default zeroing value based on the values in discreteDistance[] (e.g. 2 = the third element in the array is the default zeroing setting).
https://community.bistudio.com/wiki/Config_Properties_Megalist#discreteDistance[]

toxic solar
#

can static turrets support pylons?

wintry tartan
#

AFAIK yes

#

At least ever seen a tank with pylon

ashen chasm
#

inb4 flying chair powered by 20mm cannon pod pylon

toxic solar
#

OKay I see that the SPE sherman with the funny rockets is pyloned

#

Okay so then I am doing something wrong cause even though my weapons show up in pylon manager and visually show on the turret they are not there 🙂

ashen chasm
#

inb4 they are owned by turret'svehicle's non-existing driver :3

#

(can be checked by running getAllPylonsInfo vehicle on your static) blobdoggoshruggoogly

toxic solar
#

kekega I actually think i found it out, well the SPE guys did, I saw they had an eventhandler called SPE_3den_PylonFix and well woulda look at that it fixed the pylon

#

how they found out idk ,but its good that this can be done

ashen chasm
#

now you tempt me to download SPE to check myself notlikemeow

toxic solar
#

good content

#

we buy CDLCs not just for the content but to learn quirky ideas from them

west crater
novel lava
#

yeah that fix is for pylons getting assigned to random turrets/crew positions in 3den

west crater
#

Does ACE have their own Discord

ashen chasm
west crater
#

thank you

toxic solar
toxic solar
#

On the topic for pylons again, do they support hiddenselections? I am assuming not since its not working for me

lean bloom
#

I´d like to ask for advice. I am struggling to make AP cluster mlrs work in a server-friendly way.

Is there any way I can give a submunition some sort of an "AP splash" radius? It would seem for now only direct hits cause tangible damage to armoured vehicles, which is obviously awful because it forces me to spawn too many submunitions to at least try and saturate an area.

So I´d like to spawn fewer submunitions but have them have some sort of a "damage radius to vehicles´ components" to sort-of "simulate" many small submunitions being ejected in that area.

hearty sandal
#

Or scripted damage event is possible.

lean bloom
hearty sandal
lean bloom
#

I reduced it 0.3

#

Is that a kinetic / explosive ratio?

wintry fox
#

Yeah explosive is a ratio of kinetic to explosive
0 - fully kinetic, 1 - fully explosive

lean bloom
#

But if I make it fully explosive then it will not penetrate armour in spite of a high caliber value, no?

hearty sandal
#

you probably need to make a tradeoff here accurate hits with less submunitions = less area coverage

#

or more area coverage emulated by explosive damage instead

#

or you can have both too Id suppose

#

throw in second submunition that is single explosive low damage thing

lean bloom
#

I see

hearty sandal
#

or depending on how large area you want to cover you might need multiple small explosions

#

(explosions without fire and smoke effects)

lean bloom
#

Yeah, most likely

#

What would be a safe submunition count? So it doesnt also cook an mp server with 160 people on it yoba_zampolit

hearty sandal
#

I dont know if we have any data gathered about that anywhere

lethal marsh
#

I have this configuration for the addon.

class CfgPatches 
{
    class Phoenix
    {
        author[] = { "abc" };    
    };
};

class CfgFunctions
{
    class Scripts
    {
        class Init
        {
            file = "\tag\initServerSide.sqf";
            preInit = 1;
        };
    };
};

I expect the initServerSide script to run at the start of the mission, however, it doesn't.

initServerSide.sql is located next to config.cpp

wintry fox
lethal marsh
wintry fox
#

Then just use your actual tag

ashen chasm
#

does fileExists "path\from_config.sqf"; return true in-game? is the function readable in the in-editor function viewer?

undone forge
#

so i'm editing armor values on vest, only thing is they have no parent, does that mean I would have to use the same name, and rewrite everything inside that config?

#

because I dont want to make an entirely new faction that is using the vest currently I can't make a new name

wintry fox
undone forge
#

editing an existing class

wintry fox
#

Just copy the inheritance and make whatever changes you want. Your changed will be applied after (as long as the original addon is in your requiredAddons)

undone forge
#

alright thanks saves me a ton of work

lethal marsh
#

fileExists return true

hard chasm
#

@lethal marshsmall detail of no consequence:
authorS[] = { peter,paul,mary };
Was introduced by the cup team for documentation purposes which many teams now implement. The engine ignores it.

As @gilded anvil has already mentioned in his detailed reply
author is a string, not an array
If it makes you feel better, you are not the first nor the last to scramble the two.🥸

lethal marsh
#

But I still don't understand why the game doesn't see my Config.

hard chasm
#

if it's not 'there' the .rpt will mention why it didn't load

wintry fox
toxic solar
#

I have a vehicle (a turret) with a pylon, how can I use animation sources from the pylon weapon to effect something on the vehicle. Example when the pylon shoots I want something on the vehicle to translate. Like what would I put here

class AnimationSources
{
    class ReloadAnim
    {
        source = "reload";
        weapon = "what ever my plyon weapon is here";
    };
};

I thought I could use pylonReload.-1 on the turret but I guess thats for helicopters/planes only

novel lava
#

it should work for all vehicles?

#

I dont think -1 is valid tho

#

it has to be a valid pylon index ie. 0,1,2,3,4 etc

undone forge
#

need some help with overwriting this. The only parent it has is ItemCore. Would this mean I have to copy and paste everything from the class before i change anything?

#

CfgWeapons btw

lethal marsh
# wintry fox How are you loading it?

My bad, I looked at the configs on the client, not on the server.

If I run initServerSide manually, everything will work, but I can't figure out how to make it work automatically.

wintry fox
lethal marsh
wintry fox
#

Do you see any missing file errors in the rpt?

lethal marsh
#

No, there are no errors in rpt at all.

wintry fox
#

Try running it in postInit, rather than preInit

#

Depending on what your script is doing, it might Error in preinit, but that should still log errors

tawdry coral
#

wait, if I replace "insignia" in a config with "clan" does that just make it show the clan logo instead of a insignia?

#

no- awww

toxic solar
lean bloom
#

What could I be missing if my armoured APC is blowing up to not-very-near misses from missiles with fully explosive damage? 🤔

It really shouldn´t be taking any explosive damage at all

#

(bigass MLRS rockets)

#

Thermobaric launchers / mortars / HE autocannon shells, etc. have no effect

willow vale
#

Hi not sure if this is the right place but I'm trying to whitelist mission on a dedicated server and can't find any information on how this is supposed to be formatted

missionWhitelist[] = {};

specifically populating this in the server.cfg

pastel fog
#

Each entry separated by a comma, no comma after last entry, probably caps sensitive

willow vale
#

ok yup it is just as simple as
missionWhitelist[] = {Gun Game.Altis,Spectrum Control.Stratis,Trouble In Terrorist Town.Altis};

#

lol

wintry tartan
heavy tree
#

MB, ty

ashen chasm
#

mandatory "unload ACE before checking again" 🍿

shy pasture
#

ok im just going to delete the above post then, but the question still remains, why did the ACE devs do this to the vanilla weapons only, like the basic ones

ashen chasm
#

assumption: probably because AK12s were added after the recoils addon was created and nobody bothered

shy pasture
#

it doesnt even affect the APEX weapons though

#

im not even kidding the Apex weapons are over 4X as accurate

ashen chasm
#

and Apex is apparently 2016

shy pasture
#

I'm looking for the ACE option to disable it now, if there isn't one then ill upload a patch mod to remove it., I initially started looking into CamShakePlayerFire to try and work out wtf was going on

ashen chasm
shy pasture
#

yeah this shit needs to be removed ASAP

#

all it does is nerf the everloving shit out of vanilla weapons

ashen chasm
#

although it may be about some pre-config custom SQF-based recoil management

shy pasture
#

at first I thought it was some ghetto way to make the Mk200 have 20MOA dispersion

ashen chasm
#

long story short: seems to be broken or incomplete, nobody seems to care for like 10 years, reporting this to ACE may lead to some resolution (or not) blobdoggoshruggoogly

shy pasture
#

I'll send them an email

ashen chasm
#

the pull 302 is totally about pre-marksman scripted recoil shenanigans, feel free to forget about it

#

current recoil implementation is started like a week after 302 was approved

shy pasture
#

its just bizzare, it basically either adds +25%-+125% to all recoils to all vanilla weapons

ashen chasm
#

"If i had a nickel every time ACE recoil surfaces up in a conversation - i'd have at least 3. It's not much, but i'm surprised it happened again" (almost ©️ ) 😄

shy pasture
#

for such a popular mod and such an impactful change its weirdly flying under the radar

#

testing the new code ingame now, I removed the multipliers from the base recoil class and all weapons in the config affected

ashen chasm
#

just... remove ace_recoil.pbo maybe?

shy pasture
#

I'll upload it as a seperate mod called ACE Recoil Fix

ashen chasm
#

well, if it better fits your workflow - your solution is probably better

shy pasture
#

I feel like more people will install a mod called ACE Recoil Fix than ones that will follow instructions to delete a .pbo, like my friends for example

#

"just subscribe to this to fix your recoil", vs "ok go to your ace file, yeah that one, okay click on that to navigate to ace recoil"

lean bloom
#

because.. why even?

shy pasture
#

its probably why its unnoticed, people using CUP or DLC weapons mostly

cloud saddle
#

You could also just go join the ACE Discord and ask why it is the way it is.

shy pasture
#

just uploaded the updated version, new cartridges and grenades, recoil changes, reference images, next update i'll make the 6.5 Overhaul (Ballistics + Recoil) it's own mod and remove the ACE dependancy.

uncut cypress
#

Im assuming this is the right channel. Im setting up some custom artillery shells and for some unknown reason, the shell model does not appear except for when the shell hits the ground at minimum range (it doesnt explode)
Would anyone know why this could be? Thanks.

wintry tartan
#

Post your config

toxic widget
#

Hello! I need some help. I doing a mod which would retexture some RHS weapons, I was able to retexture the weapon, but it has no sound and I got this error but I can't really find where the config or which config loads the sound. In the config I actually just copy pasted the weapon class and renamed it and changed the 3d model on it, so there shouldn't be a problem, does anyone have any idea where should I start to search? Thank you for your help in advance!

#

And I am not sure that I actually understand everything on this error code.

wintry tartan
#

Likely because rhs_weap_vhs2_base_RO does not exist

toxic widget
#

Hm then I really fucked up something

wintry tartan
#

You just need to inherit from the right class

#

Or, do you mean rhs_weap_vhs2_base_RO is your class?

toxic widget
#

But I actually found a place where I forget to rename the class

hearty sandal
#

It would be recommended to use your own tag_ instead of rhs_ in your new classes to make it clear they are from your mod.

toxic widget
#

Yeah I will do that right now my goal is only to be able to implant a working retextured weapon, after it I will do things like that.

#

When I will get there to make it into an actual retexture mode

#

Thing

lean bloom
#

What parameter decides whether the bullets fired from a weapon originate from gunBeg or memoryPointGun? 🤔

uncut cypress
#

Main two shells have the class names of "Kaz_155mm_HVP" and "Kaz_155mm_HVGP"

hard chasm
#

anyone mad enough to use FULL_UPPER_CASE deserves all that befalls them.

pastel tusk
#

Hello :D

Is it technically possible to change the container size of all uniforms / vests / backpacks through a config? including modded ones?

wintry tartan
#

Technically yes. But not realistically

pastel tusk
wintry fox
#

You need to do it manually for each vest, backpack, etc since most of them will specify their storage capacity

wheat sluice
#

^ That. You'd have to manually replace the containerClass value in every uniform/vest's ItemInfo property if you wanted to standardise every wearable piece of gear. And that only applies to vanilla + mods that you have loaded. It won't automatically result in any new addon that you add to your modpack getting the standardised containerClass values.

#

The "cheat" workaround is to change the maximumLoad value in all the SupplyX classes in CfgVehicles. This will apply your changes to new addons without needing to tweak the classes individually, but this is going to cause inconsistencies unless you want every vest to have the exact same supply load.

wintry tartan
#

Which means, you still can list all possible items to update it. And is unrealistic

#

However, if you know what Mod you are going to use, it's easy anyways

plush dragon
#

Is there a way to inherit values from ItemInfo? Monkeying around with another mod and created an item that inherits from the basegame "Modular Helmet", but the armor and weight values don't seem to carry over properly.

wintry tartan
#

Yes. Your inheritance is somehow wrong for sure. Post your config

plush dragon
#

Full disclosure, this is configuration from another mod (New CSAT (Overhaul) DVK) that I have stripped down and modified in order to get a grasp on how item config works.

#

Regardless:

class CfgPatches
{
    class dvk_altcsat_headg
    {
        units[]={};
        weapons[]={"DVKSA_H_CSAT_HelmetMod_Hex"};
        requiredversion=1.62;
        requiredAddons[]=
        {
            "A3_Data_F",
            "A3_Weapons_F",
            "A3_Characters_F",
            "A3_Characters_F_Exp"
        };
    };
};
class cfgWeapons
{
    class H_HelmetIA;

    class DVKSA_H_CSAT_HelmetMod_Hex: H_HelmetIA
    {
        displayName="Modular Helmet (Hex)";
        hiddenSelectionsTextures[]=
        {
            "\dvk_altcsat\data\helmet\iran_dpm.paa";
        };    
    };
};
wintry tartan
#

And where is your itemInfo

plush dragon
#

I didn't include it in this latest configuration

#

I did do it like this before but this didn't work either, granted I have no idea what I'm doing.

class cfgWeapons
{
    class H_HelmetIA;

    class DVKSA_H_CSAT_HelmetMod_Hex: H_HelmetIA
    {
        displayName="Modular Helmet (Hex)";
        hiddenSelectionsTextures[]=
        {
            "\dvk_altcsat\data\helmet\iran_dpm.paa";
        };    
    };
    class ItemInfo;
};
wintry tartan
plush dragon
#

I'm looking at it and understand the concept behind class skeletons better

#

Still not really sure why the ItemInfo values aren't inheriting though. I've seen other items inherit armor and weight values just fine with similarly simple configuration that doesn't explictly reference ItemInfo, on the surface anyways

wintry tartan
#

tldr ItemInfo should be located in your config, not out

plush dragon
#

"\dvk_altcsat\data\helmet\iran_dpm.paa"; just noticed this line has an erroneous semicolon at the end i'm a damn fool

#

Andddd yeah there we go, it works. Thanks Polpox!

fair condor
#

Hello, is this the channel where I can ask something about ALiVE Orbat Creator config?

fair condor
#

If yes, how do I remove cargo in a vehicle? The custom faction vehicle inherits the cargo from its original faction.

lean bloom
#

So the vehicle spawns empty?

fair condor
#

Yes

wintry fox
#

Just empty the TransportX classes in the vehicle(s).
E.g.

class TransportWeapons {};
class TransportMagazines {};
class TransportItems {};
class TransportBackpacks {};
fair condor
wintry fox
#

I have no idea, I don't use whatever generator thing that is

#

You can just paste those lines in the finalized config it spits out

lean bloom
#

Is it a big issue if I have no model assigned to an "ammo"? I have specifically opted to remove it to reduce the performance impact

fair condor
wintry fox
hearty sandal
#

although the question is does the ammo behave as expected without a model/empty model

#

as simulation validity is tied to valid geometry lod with many things for example

uncut cypress
#

alright I may have actually fixed my howitzer shell issues lol

#

Just curious. I assume there isnt a way to update the config while in-game right? Its a bit annoying to restart the game every time I change something but oh well

ashen chasm
uncut cypress
#

oh bet ty that will help a ton

green verge
#

how do I move a rifle to the handguns slot?

#

for example the pdw2000_base_F

wintry tartan
#

type = 4; in CfgWeapons

green verge
green verge
# wintry tartan `type = 4;` in CfgWeapons

for some reason type = 4; added the weapon to the launchers slot

class CfgWeapons
{
    class pdw2000_base_F;
    class NMG_weapons_sr2m: pdw2000_base_F
    {
        displayname = "$STR_wpn_vrsk2m_nmg_name";
        model = "\nmg_am\srm\a_sr2m";
        scope = 2;
        handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F_beta\Smgs\SMG_02\data\Anim\SMG_02.rtm"};
        reloadAction = "GestureReloadWBK_NMG_Srm_Reload";
        reloadMagazineSound[] = {"\nmg_ak1007\vitya\vityaz_reload.ogg",2,1,15};
        author = "Community Author";
        magazines[] = {"30Rnd_9x21_Mag","30Rnd_9x21_Red_Mag","30Rnd_9x21_Yellow_Mag","30Rnd_9x21_Green_Mag","16Rnd_9x21_Mag","16Rnd_9x21_red_Mag","16Rnd_9x21_green_Mag","16Rnd_9x21_yellow_Mag"};
        picture = "\nmg_am\srm\gear_sram_x_ca.paa";
        descriptionshort = "STR_wpn_vrsk2m_nmg_desc";
        recoil = "recoil_pdw";
        type = 4;
        initSpeed = 430;
        discreteDistance[] = {100,200};
        discreteDistanceInitIndex = 0;
        maxZeroing = 300;
        inertia = 0.22;
        aimTransitionSpeed = 1.1;
        dexterity = 1.75;
        modes[] = {"FullAuto","Single"};
    };
};
wheat sluice
#

You need 2 for pistols.

hard chasm
#

good info. thank you.

wintry tartan
#

I misrecalled then

hard chasm
#

easy to do. these are bltwise flags. 'type2' is bit1, type4 is bit 2, etc. They are or'ed with other bits when the engine displays gear, which 'slot' they're in etc. Bis moved goalposts with these flags when upgrading from flashpoint to arna1, and again, from arma1 to the rest of the series. Separately vbs did similar. In both cases it was necessary.

indigo zenith
#

Hello, I would like to make a modded radio, in a radio in tablet form, but I can't finish the config.cpp. Can I get your help?

indigo zenith
#

solutions pls ?

hearty sandal
indigo zenith
hearty sandal
#

start simple

#

add one thing at a time

#

test

indigo zenith
#

but i don find to modded radio

indigo zenith
hearty sandal
indigo zenith
wintry fox
#

No one besides you knows what your config looks like, you'd have to show it

hard chasm
#

class iteminfo is wrong. look at examples of use in other configs.

indigo zenith
hard chasm
#

how would I know?

indigo zenith
#

i dont find config base for radio modded

indigo zenith
#

Anyone have solution ?

mortal dove
# indigo zenith Anyone have solution ?

https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/addons/handhelds/fadak/CfgWeapons.hpp
and/or TFAR discord: https://discord.gg/uHrJMnhVE9

Also as you're inheriting, you only need to add the values you are changing.. aka: tf_dialog, tf_encryptionCode, displayname, picture, model, descriptonshort.

GitHub

TeamSpeak integration for Arma 3. Contribute to michail-nikolaev/task-force-arma-3-radio development by creating an account on GitHub.

hard chasm
#

And, the item that's causing you issues at moment is the wrongly configured iteminfo. With@mortal dove's comments, you don't need that class at all. Despite your poor English, (not a criticism) it would help if you explained what you were trying to do.

wheat sluice
# indigo zenith Hello, I would like to make a modded radio, in a radio in tablet form, but I can...

I don't use TFAR so I can't really help you here I'm afraid.

...but taking a cursory glance at TFAR's config in tfar_handhelds, I can see that all of the handheld radio items just inherit their stuff from the vanilla ItemRadio class with TFAR's specific tokens being stored in the root of the class.
Your inability to binarise seems to stem from the fact you're making the ItemInfo property in your tablet class (Tablette_Metiers_Radio_Object) inherit from the TFAR_fadak radio item, hence why Addon Builder is warning you about it.
The fix is to just change this part of your config:

class Tablette_Metiers_Radio_Object: TFAR_fadak
{
  class ItemInfo  // ItemInfo doesn't need to inherit from anything
  {
      mass = 5;
  };
};

In other words, just don't make ItemInfo inherit from TFAR_fadak.

#

Also, Tablette_Metiers_Radio_Object should not be listed under the units[] array in your CfgPatches. It's a CfgWeapons class, not a vehicle. You also don't need to list "A3_Weapons_F" in requiredAddons[] since tfar_core already has that as a prerequisite.

wheat sluice
#

Your CfgPatches. It's the block of text at the very top of the config.

#

Relocate Tablette_Metiers_Radio_Object into the weapons[] array instead.

#
class CfgPatches 
{
    ...
    weapons[] = 
    {
        "Tablette_Metiers_Radio_Object"
    };
    ...
};
#

Move that into weapons[] instead of units[].

indigo zenith
#

I will test this when i can

tame raven
#

Is it possible to give a VTOL access to the Sling Load Assistant? If so, how?

tame raven
wintry tartan
tame raven
#

Whatever, that sling load mod works decently enough

wintry tartan
#

I mean, it works. But VTOLs really have no good ability to pick anything up

tame raven
#

We've uh

Done some very stupid things with them in the past.

Such as attaching multiple of them to a heavy vehicle and doing it with teamwork

lean bloom
#

Riddle me this:

I have two soundShaders, one for people inside the vehicle, one for people outside. The inside one is limited to a few meters only, so it can mostly only be heard by people inside.

BUT the gunner is sitting on the roof in an open top turret, thus I need him to be able to hear the outside shader.

How can I achieve than the driver and cargo people hear the inside shader, and the gunner the outside one? Seems like distance limitation will not cut it.

hard chasm
#

@tame ravenunits{} and weapons[] are only used by the mission editor.

#

As an aside to this, since the game editor only uses scope=2 classes, there is no point listing private or protected classes in that array.

tame raven
#

There is

I have stuff that's scope 1 but available in Zeus

indigo zenith
#

Comme ça ?

#

its the same

narrow swallow
hard chasm
#

@tame ravenbig afaik. zeus does not use those arrays

wintry fox
#

That's just completely wrong.

hard chasm
#

for several years now, pboProject re-makes the units and weapons arrays. It only lists public.

wintry fox
#

How is that related

hard chasm
#

jenna's comment that he uses scope 1 in zeus

#

that would make no sense to me because such items aren't meant to be available in the editor. sqf only

wintry fox
#

*she
Also scope = 1 and scopeCurator = 2

#

Scope 1 doesn't mean SQF only, it means its not visible in the eden editor

tame raven
#

a ton of predef backpacks are scope 1

#

which are defo not sqf only

wintry fox
#

And the ones that aren't are mistakes

hard chasm
#

my comments about sqf are wrong and irrelevant. I cannot see where anything other than scope=2 should be listed in the units/weapons arrays.

tame raven
#

scope = 1 and scopeCurator = 2

#

guy i want in zeus but not in editor

hard chasm
#

it is not necessary to add it to the units/weapns array then.

wintry fox
#

Yes it is

hard chasm
#

ok.

tame raven
#

it won't be in zeus without being in the units array

wintry fox
#

Because if it's not, then it doesn't appear in Zeus

hard chasm
#

thanks for the heads up.

wraith flame
#

anyone know what adds / takes away doors on the ah-9 pawnee? The only thing i seem to find that has to do with doors is in "features =", but the way its worded, its adding doors. I have no idea what the features config is used by, but it looks like its for a gui.
I see a texture for the ah-9 with doors, so it seems to reason there should be a way to put them on?

pastel fog
wraith flame
tame raven
#

I'm about to be in-game. I'll check config viewer

#

What's the classname you're wondering about?

wraith flame
wheat sluice
#

You cannot add doors to the AH-9/MH-9 because the model (heli_light_01_f.p3d) doesn't have them in the first place.
Only the M900's model (heli_light_01_civil_f.p3d) has doors + benches so you can use it instead, though it comes with the downside of not having stub wings so you still cannot use its model for the AH-9.

tame raven
#

trust that guy

#

the ah-6 does have the animation sources for adding them but i suspect they don't work/are inherited

wraith flame
#

know anyone that is willing to add them on commission?

wheat sluice
#

They are Bohemia models. You can't edit them without reverse engineering the p3d, so whoever you're going to commission is breaking EULA = a big nono.

#

Until BI releases the sample MLODs for the models, that is. But we still have no ETA on when that's going to happen.

wraith flame
#

😭

tame raven
#

Isn't it a little bird? I'm pretty sure there's a (worse) little bird in the Arma 2 LDP

#

So you could edit that yourself so long as you comply with that LDP?

#

Would, uh, just have to import it

wintry tartan
#

AH-9 has doors. Just enable them with animation, which is implemented in vanilla

tame raven
#

Oh.

I just realized I have no idea what an AH-9 is, only an AH-6. I might be ace-brained.

Anyway yes! Animate!

wintry fox
tame raven
wintry fox
#

Iirc at least

wintry tartan
#

MH-9 vs AH-9 tho. Both uses same model, M-900 too

wintry fox
#

ACE Realistic Names keeps the MH / AH designations, but changes humming bird to little bird

wintry fox
wraith flame
wintry tartan
#

Eden Editor > Context Menu > Vehicle Appearance

wraith flame
wheat sluice
# wintry tartan AH-9 has doors. Just enable them with animation, which is implemented in vanilla

...when did this happen? Eliteness does show that the model has adddoors in it but this animateSource ["addbenches", 1, true]; this animateSource ["adddoors", 1, true]; does not seem to add any doors to heli_light_01_f.p3d:
https://i.imgur.com/G5nzN09.png
I can unhide the benches on the AH-9 and disable them on the MH-9, but doors do not show even when the command's used.
Are you sure you're not mixing it up with the M-900? It works fine on the latter since its model actually has doors but not for heli_light_01_f.p3d.

wintry tartan
#

Maybe. Do they use same model? Then surely it should be possible

wheat sluice
#

MH-9 and AH-9 do use the same model but not the M-900. The latter uses its own model that was added with the Helicopters DLC (which includes doors).

wraith flame
#

so close, and yet so far.

wintry tartan
#

🤔 I recall it could be done

wheat sluice
fast ruin
#

never seen this before. Any advice?

hard chasm
#

simple to understand, difficult to chase. two of your pbos rely on each other via requiredAddons[]=

#

as an eg. pbo1 is inheriting a class from pbo2, and pbo2 is inheriting a class from pbo1.

#

the rpt file will tell you what is clashing.

#

to fix this, move one of the classes into the other pbo.

wintry tartan
#

!rpt

charred sealBOT
#
Arma RPT

Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.

To get to your RPT files press Windows+R and enter %localappdata%/Arma 3

Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files

To share an rpt log here, please use a website like https://pastebin.com/ (Set expiry time to 1 week or less) to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.

wintry fox
#

Its also caused by an addon requiring an addon that has skipWhenMissingDependencies = 1 and its skipped
E.g.

class CfgPatches {
    class AddonOne {
        requiredAddons[] = {"MissingAddon"};
        skipWhenMissingDependencies = 1;
    };
    class AddonTwo {
        requiredAddons[] = {"AddonOne"};
    };
};
#

That issue isn't logged to your rpt, but still gives you the circular dependency error

narrow swallow
hardy zodiac
#

Hello, ive run into some problems with creating an addon for a specific weapon to disable its zoom abilities just like the mod No_Weapon_Zoom_Overhaul and RHS Lowered Zoom do, but i've run into some issues.

#

Weapons from RHS like the RPG-26 are edited just fine via opticsZoomMin = 1; and opticsZoomMax = 1;

#

But the launcher i want to edit behaves just weird and it's zoom can't be edited by any means.

#

The launcher is the RPG-76 "Komar" from PSZ Mod.

#

and ive given up for now, any help would be appreciated

#

Here is the config file of the rpg-76 if someone would be kind enough to take a look

proper estuary
#
class CfgPatches
{
    class DFM_Modules
    {
        units[] = {"DFM_ModuleHidden"};
        requiredVersion = 1.0;
        requiredAddons[] = {"A3_Modules_F"};
    };
};

class CfgFactionClasses
{
    class NO_CATEGORY;
    class DFM_Felix: NO_CATEGORY{
        displayName = "Felix's test module";
    };
};

Trying to make my own zeus module but haven't had any succses now this is my current version of the latest try I did "following the documentation might have gotten something wrong but can someone double check this?

hardy zodiac
hardy zodiac
#

You can delete those attributes and make simply your own based on what youre trying to actually achieve with your module 🙂

#

Also function = "Nat_SimpleSurrender_fnc_monitorOpforSquads"; takes the function which should be running while the module is placed.

proper estuary
#

looking at file=""
Gonna assume this pulls all functions from the functions folder sort of like a "require" or "import"

hardy zodiac
#

That's right. It pulls defined functions from the functions folder which in this case are: class monitorOpforSquads {};
class squadSurrenderLogic {};

proper estuary
#

btw quick question have you played around anything with NPC logic because I have some questions regarding functionality if certain things can be pulled off

hardy zodiac
#

Are you referring to AI Logic or do you have some NPC Framework on your mind? Like talking to "npcs"?

proper estuary
#

AI logic would be closer I guess,
the general gist of what I'm trying to do is make a zeus module that allows you to set it so a group or singular AI can only be seen and also target specific players.
sorta like a "schizo" zeus module

hardy zodiac
#

My good friend did once a script which worked like the "memories" script from Laws of War, where certain players did have PTSD hallucinations, and saw for example a whole destroyed building, while for others it appeared totally fine.

proper estuary
#

OO yeah might try to do something like that as well to mess with the unit members more

hardy zodiac
#

If you want to dive a bit deeper into this i suggest you dig a little in the Laws of War .pbo files. With a little luck you will be able to extract some nice functions and scripts in this regard.

#

But besides this you can achieve some really good effects with just remoteExec and hide/showObjectGlobal

proper estuary
#

👍 thank you for the help and idea I'ma see how far I get untill next time I have to come in here to ask for more help

hardy zodiac
#

You're welcome

#

And best of luck

royal minnow
#

Hi ! I currently have a problem with the config of my model.cfg. I've tried to add sections so that my model will have a hiddenSelectionTexture. Sadly I've tried so many thing but it didn't work it just stays wite in the game :
there is my model.cfg

class CfgModels
{
    class Default
    {
        sectionsInherit="";
        sections[] = {};
        skeletonName = "";
    };

    class tube_object: Default
    {
        sections[] =
        {
            "camo1"
        };
    };
};

There is my config :

class CfgVehicles{
    class house_F;
    class tube: house_F {
        author = "Archer";
        displayName= "Tube";
        editorPreview="";
        scope=2;
        scopecurator=2;
        model="\tube\models\tube_object.p3d";
        hiddenSelections[]= {"camo1"};
        hiddenSelectionsTextures[]= {"\tube\models\tube_co.paa"};
    class SimpleObject {
        eden = 1;
    };
};
}

I did not forget to add the vertex group in blender, it even appears in the Object builder.
I'm completly lost on what to do.

#

never mind I found the fix, I forgot to click assign on the Vertex group in blender 💀

hearty sandal
pure lintel
#

discretefov is not working for pilotCamera, is this any reason why this would be the case?

It still just defaults to the maximum and minimum fov

tacit zealot
#

Is there a way to edit the sound a man-type unit makes when impacting the ground without a parachute? Like, I want to be able to drop a unit out of an aircraft, and I want to make it's impact turn players heads
I don't really see anything useful in the SoundXYZ subclasses (or maybe im tired and not looking hard enough)
I see freefall sound, but that's for the halo jump stuff.
Similarly, can I disable the automatic HALO jump stuff on this unit via config?

hard chasm
#

you can record your own splat sound (I recomend audacity) and save it or convert it to ogg.
you then add your own splat class in the subclasses you mention above.
it's then up to you to replace a unit's given sound class with yours.

tame raven
#

Does anyone have documentation for damage rvmat's handy? Specifically getting them to correspond between hitpoints, vertex groups, and the damage class and its contents

woven notch
#

Hey, I can't get my CfgFunctions to work in a server-side only mod

#

config.cpp ```cpp
class CfgPatches
{
class LifeServer
{
// Meta information for editor
name = "Daylight Server-Only Mod";
author = "Me";
url = "";

    // Minimum compatible version. When the game's version is lower, pop-up warning will appear when launching the game. Note: was disabled on purpose some time late into Arma 2: OA.
    requiredVersion = 0.1;
    // Required addons, used for setting load order. (CfgPatches classname NOT PBO filename!)
    // When any of the addons are missing, a pop-up warning will appear when launching the game.
    requiredAddons[] = {};
    // Optional. If this is 1, if any of requiredAddons[] entry is missing in your game the entire config will be ignored and return no error (but in rpt) so useful to make a compat Mod (Since Arma 3 2.14)
    skipWhenMissingDependencies = 1;
};

};

#include "functions\CfgFunctions.hpp"

#

CfgFunctions.hpp ```hpp

class CfgFunctions
{

class daylight
{

    class database
    {

        class getPlayersData { file = "life_server\functions\database\fn_getPlayersData.sqf"; };
        class initDB { file = "life_server\functions\database\fn_initDB.sqf"; };
        class initializePlayerDB { file = "life_server\functions\database\fn_initializePlayerDB.sqf"; };

    };

    class init
    {

        class initServer { file = "life_server\functions\init\fn_initServer.sqf"; };

    };

};

};

#

No matter what combinations I try, there's always "function not found" error in server RPT

ashen chasm
#

do you see it in the in-game Function Viewer? Is any of functions, say daylight_fnc_getPlayersData defined in-game when you check with the Debug Console? Is your class daylight present inside CfgFunctions when you check the in-game Config Viewer? Does fileExists return true for any of the filepaths from config (say, fileExists "life_server\functions\database\fn_getPlayersData.sqf")?

woven notch
ashen chasm
#

and if you open your pbo, are the files actually there?

woven notch
#

Yes

#

Let me double check

#

Ahem

#

These are the only files in the mod lol

#

Now I repackaged the mod with PBOManager and got no more errors... Eh, what's this 😄

#

Is it some user error?

ashen chasm
#

Addon Builder doesn't seem to include sqf by default if you have Binarize enabled blobdoggoshruggoogly

woven notch
#

(╯°□°)╯︵ ┻━┻

#

True Bugemia Interlagtive moment

#

But thanks in any case, I was about to lose my mind 😄

ashen chasm
#

seems to work at least half of the times

woven notch
#

Ah, so it needs explicit inclusion... I see, I see

granite gale
#

Hi, my unit uses a mod for some fortification stuff that requires a script to be added in the init of the vehicle in eden editor

Is it possible to add that to the vehicle config so that when spawned it already has it enabled?

narrow swallow
pastel tusk
#

Hello :D

Quick question, how would I go about modifying another mod's function? I assume I have to do something through configs so do pardon me if I am wrong.

The context here is that I am trying to modify an ACE function through my own mod to add another condtion for the function to fire.

tacit zealot
# hard chasm you can record your own splat sound (I recomend *audacity*) and save it or conv...

I have an existing sound I plan to use, just a couple more question if you or someone else know the answer-

  1. Does this sound play only if the unit dies? These units are config-set to ignore fall damage, and I'd like the sound to play whenever they drop to the ground (think like a WH40K Space Marine jumping out of a dropship)
  2. I don't see any classes here that seem like the right place for a splat sound entry, what classname should I make/put the sound in?
wintry fox
#

Overwriting another mod's functions is doable, but can lead to a lot of issues. You also need to check the original and update it every single time ACE updates

rapid sparrow
#

What would cause the game to constantly replace a weapon with its base class as soon as I leave the arsenal?
I created a cfg that creates a new version of one of the NIArms rifles in a different caliber, and while everything looks good when I can get it to stay in my inventory, it likes to convert for some reason

tame raven
#

How do I determine how vulnerable to explosives the pilot of a vehicle is?

wintry fox
tame raven
#

Could also be NIArms doing a scripted thing

true fossil
pastel tusk
wintry fox
wraith flame
#

anyone know what i would use for sling load camera direction? need for sensor configanimDirection = "";

pastel tusk
wintry fox
#

Just modify the config

pastel tusk
#

Of the container? Does not work for us, we use a different modset every single week

#

One week we're doing WW2 the other we're doing Vanilla and the next HALO

wintry fox
#

Then overwriting functions in a constantly changing modlists sounds like a bad idea

You could make a PR to ace, maybe add a setting to disable overflowing

pastel tusk
#

I basically just want to stop the overfill protection from firing in our own OPs so I'd add a simple check rather than rewrite the whole function, if it updates then ah welp, maintaining that is easier than a list of all containers :L

pastel tusk
wintry fox
wintry fox
pastel tusk
pastel tusk
wintry fox
#

You'd just need to make a CfgFunctions and path to your file

pastel tusk
wintry fox
#

Normally yes, but not in this case

ACE uses CBA's method for compiling functions (which existed before CfgFunctions), which loads after CfgFunctions

#

CfgFunctions would load first and compile the function, when ace loads later it would fail to compile that function because it already exists

#

I'd just start with a pr though

Could use an overwrite short term, but function overwrites will always inevitably lead to issues

pastel tusk
#

Though would ACE even consider having this as an option? It's such a unique circumstance where you'd want a container to remain overfilled while you switch between containers.

wintry fox
pastel tusk
#

Yea lemme do that

#

Thanks for all the help so far

wraith flame
#

anyone know what i would use for sling load camera direction? need for sensor configanimDirection = "";

#

I’ve added pilot cam to a chopper that doesn’t have one, and using the sling camera instead.

#

Need this to get the camera direction to show up in the radar.

wraith flame
wintry fox
#

There's two properties, initAngleX and initAngleY

Both are numbers 0-360 which are the angle for each direction of the default camera angle

wraith flame
#

another config example animDirection = "PilotCamera_V";

#

i need to know what to use instead of "PilotCamera_V"

wintry fox
#

Pilot camera doesn't use a memory point for the aim direction, or at least not that I've seen

wraith flame
#

i pulled that from "B_Plane_CAS_01_dynamicLoadout_F" >> "Components" >> "SensorsManagerComponent" >> "Components" >> "VisualSensorComponent" >> "animDirection"

wintry fox
#

That's not the pilot camera

wraith flame
#

im aware, but its what makes the radar show the direction the pilot camera is facing correct?

wintry fox
#

No, it uses the current rotation of the pilot camera

wraith flame
#

in the same direction as the pilot camera

#

but im using sling camera instead of pilot camera

#

so I guess i need a way to find the current rotation of the sling camera?

wintry fox
#

I'm not sure if you'll be able to change that

A lot of that side menu stuff is hardcoded from what I've heard

#

Not something I've dabbled in though, so no clue

#

Actually, can you even rotate a Sling camera?

I thought they usually just faced straight down and didn't move

wraith flame
#

that changes my thought process

burnt kestrel
#

Anybody know where I would be able to find the information on the base game ammunition? What folder and PBO should I be looking in?
Trying to find what the set hit amount is for the 6.5 caseless.

wintry fox
burnt kestrel
#

Not exactly helpful to me.

I found it either way.
Arma 3 > Addons > weapons_f.pbo > config.bin

wintry fox
#

Knowing how to use the config viewer is helpful, so then you can just search the ammo class and not have to ask or debinning pbos

#

¯_(ツ)_/¯

shy pasture
#

you can also download the all in one config dump and then search it for what you're looking for

tacit zealot
#

If u have multiple sensors, assign a different guess to each's anim direction to test multiple at once

wintry fox
#

Pilot camera doesn't use a memory point.

toxic solar
#

so I thought it would be funny to have the dart of the sabot round as the tracer for tank shells. I thought they didnt stretch cause of simulation being shotShell but I guess thats not the case? anyway to not have it stretch so badly?

pastel tusk
# wintry fox You could ask in their discord, but as long as the default behavior was to preve...

I did some testing and looking and honestly I don't think it'd make sense to make a PR for it.

ACE Arsenal right now will reduce the number of items if you switch from a larger container to a smaller container but should you switch back to the larger container it seems that the removed items are added back / the removal is undone.

What I would be proposing is not applying any overfill prevention, so in theory you can take a large container, fill it as you like, then switch to a smaller container and have all the items there all though overfilled.

Besides what my community needs this for I think it is more reasonable to apply the fix through editing the function and keeping an eye out for its updates.

#
    class ace_arsenal
    {
        class Misc
        {
            file = "\z\aet\addons\loadout_handler\functions";
            class onselchangedleft {};
        };
    };
#

This is how I modified the function / rewrote it. Seems to work though I needed to use the proper paths for all includes since it is now in my addon instead of the other mod's addon.

ripe siren
#

what is the cause of a unit and group appearing in editor but not zeus. CuratorScope is set to 2.

tame raven
#

Is it in your units array?

ripe siren
#

yes

median fable
#

How does one create a custom 3DEN attribute for units?

median fable
narrow swallow
ripe siren
narrow swallow
#

if you have Zeus Enhanced, check that you haven't hidden the faction in the addon options.

median fable
ripe siren
median fable
#

How do I tell Arma to load my addon/CfgPatches entry after a certain mod which may or may not be loaded?

narrow swallow
#

Did you see requiredAddons and skipWhenMissingDependencies?

median fable
#

Hmm. True.

So, I create two different CfgPatches entries (under different or same class names?) with one requiring the "optional" mod's addons and one without?

wintry fox
median fable
#

Got it, thanks

chilly tulip
#

There's no built-in way to avoid loading config if another CfgPatches entry is present. So it really depends on what you're hoping to achieve.

median fable
#

I basically want to create a custom category at the very bottom of the list of attributes, including 3den Enhanced's custom attributes

hard chasm
#

you might be able to use the #if __hasInclude "some.file"

chilly tulip
#

(if your config isn't binarized)

hard chasm
#

Yes. that's a given. pboProject wont binarize any cpp that has them. Ditto comment for some exec/evals too.

rancid lotus
#

Hey! Quick question. I'm trying to make some custom CfgMarkerColors for my guys, ideally using HTML Hex Color Code as input in config to make it work

#

I'm also trying to do this via macro

#

Current WIP macro is as follows:

#

#define Color_Macro(NAME,HEX,SHOW)                         \
    class 41_Color_##NAME##: Default                    \
    {                                                    \
        name = "41|##NAME##";                            \
        author = "41st ODST/MFR";                        \
        scope = SHOW;                                    \
        color[] ={"(['##HEX##FF'] call BIS_fnc_HEXtoRGB)#0","(['##HEX##FF'] call BIS_fnc_HEXtoRGB)#1","(['##HEX##FF'] call BIS_fnc_HEXtoRGB)#2","(['##HEX##FF'] call BIS_fnc_HEXtoRGB)#3"};    \
    };




class CfgMarkerColors
{

    class Default;

    Color_Macro(Surtr,930C00,2)
    Color_Macro(Svalinn,FE5505,2)
    Color_Macro(Gungnir,0d152b,2)
    //etc
};
#

But it's not wanting to play nice

#

Can I get a sanity check? I'm 90% sure all of this should be working, but either I'm doing something wrong with the macro or the engine doesn't like me trying to call scripts in the color[] entry

#

This is what it shows up as in-game, basically just invisible ink with bugged names

#

||Also. RIP BIS forums||

wintry fox
rancid lotus
#

That explains a lot

wintry fox
#

Specifically in double quotes

rancid lotus
#

Copy

wintry fox
#

Which is why CBA (and many mods) just have a macro called QUOTE

// Wrap the value in double quotes
#define QUOTE(var1) #var1
#define SOME_MACRO 1
QUOTE(SOME_MACRO); // "1"
rancid lotus
#

And it clearly works fine

wintry fox
#

Are those used in CfgMarkerColors though?

rancid lotus
#

I'm guessing it has to do with the quotes, I'll have to bugfix tomorrow

rancid lotus
#

Lemme grab screenshot

#

This is for colorBLUFOR

#
color[] = {"(profilenamespace getvariable ['Map_BLUFOR_R',0])","(profilenamespace getvariable ['Map_BLUFOR_G',1])","(profilenamespace getvariable ['Map_BLUFOR_B',1])","(profilenamespace getvariable ['Map_BLUFOR_A',0.8])"};```
chilly tulip
#

There's some horror in config where if a value that's supposed to be a number is a string, it runs it as code. I forget the extent of that.

wintry fox
#

Interesting
You probably will need to pull the function from uiNamespace btw
E.g.

color[] = {QUOTE(['##HEX##FF'] call (uiNamespace getVariable 'BIS_fnc_HexToRGB')};
rancid lotus
#

Rapify:circa Line 141 EOF encountered

#

Throwing me a weird error in PBOProject

#

Ah well, I'm tired, will try in the morning

chilly tulip
#

single quotes are quotes too.

wintry fox
#

Macros in single quotes get processed

#

@rancid lotus
Did some testing
Raw config

#define QUOTE(var1) #var1
#define Color_Macro(NAME,HEX,SHOW) \
    class 41_Color_##NAME##: Default { \
        name = QUOTE(41 | ##NAME##); \
        author = "41st ODST/MFR"; \
        scope = SHOW; \
        color[] = { \
            QUOTE(['##HEX##FF'] call BIS_fnc_HEXtoRGB#0), \
            QUOTE(['##HEX##FF'] call BIS_fnc_HEXtoRGB#1), \
            QUOTE(['##HEX##FF'] call BIS_fnc_HEXtoRGB#2), \
            QUOTE(['##HEX##FF'] call BIS_fnc_HEXtoRGB#3) \
        }; \
    };

class CfgMarkerColors {
    class Default;
    Color_Macro(Surtr,930C00,2)
    Color_Macro(Svalinn,FE5505,2)
    Color_Macro(Gungnir,0d152b,2)
};

Rapified config (with formatting to make it easier to read):

class CfgMarkerColors {
    class Default;
    class 41_Color_Surtr: Default {
        name = "41 | Surtr";
        author = "41st ODST/MFR";
        scope = 2;
        color[] = {
            "['930C00FF'] call BIS_fnc_HEXtoRGB#0",
            "['930C00FF'] call BIS_fnc_HEXtoRGB#1",
            "['930C00FF'] call BIS_fnc_HEXtoRGB#2",
            "['930C00FF'] call BIS_fnc_HEXtoRGB#3"
        };
    };
    class 41_Color_Svalinn: Default {
        name = "41 | Svalinn";
        author = "41st ODST/MFR";
        scope = 2;
        color[] = {
            "['FE5505FF'] call BIS_fnc_HEXtoRGB#0",
            "['FE5505FF'] call BIS_fnc_HEXtoRGB#1",
            "['FE5505FF'] call BIS_fnc_HEXtoRGB#2",
            "['FE5505FF'] call BIS_fnc_HEXtoRGB#3"
        };
    };
    class 41_Color_Gungnir: Default {
        name = "41 | Gungnir";
        author = "41st ODST/MFR";
        scope = 2;
        color[] = {
            "['0d152bFF'] call BIS_fnc_HEXtoRGB#0",
            "['0d152bFF'] call BIS_fnc_HEXtoRGB#1",
            "['0d152bFF'] call BIS_fnc_HEXtoRGB#2",
            "['0d152bFF'] call BIS_fnc_HEXtoRGB#3"
        };
    };
};
wintry fox
wintry fox
#

Packed for me with hemtt

rancid lotus
#

In the morning that is

#

Ah, I use PBOProject

wintry fox
#

Should be fine

#

Also don't start class names with numbers

rancid lotus
#

Copy

wintry fox
#

Also is there a reason you want hex codes specifically?
Seems a lot easier to just do the conversion yourself and save some performance in-game.

I'm not sure if those values are calculated each time the color would be referenced or if its cached

rancid lotus
#

Inputting values by hex code would save me a lot of hassle in the long run

#

If there was a way to calculate it in preprocessing that’d be ideal

#

I should probably do it manually tbf but right now it’s easier for me to have a quick fire solution

wintry fox
#

Fair

median fable
#

I'll give it a try, thanks

ashen chasm
median fable
#

Hmm. I'd have to check if that's what fits the current user case, since this mod will be part of another larger one for my community. But good to know regardless, thank you 😄

wintry fox
#

Just note that then the game has to do that on startup, so if you have lots of config you should consider moving the parts that need the has include check to another addon (most addons don't get that big though)

median fable
#

Ah, that's good to know. Thanks, I'll keep that in mind 😄

hard chasm
#

@rancid lotusyou are defying convention here.
#define Color_Macro(NAME,HEX,SHOW)
ALL defines should be FULL_UPPER_CASE and nothing else ever should be (COLOR_MACRO yes, and never arg,u,ments,to the define)

secondly the trailing ; should never be part of the macro. They prevent concatenation and look plain wrong.

Color_Macro(Surtr,930C00,2) Color_Macro(Svalinn,FE5505,2)

intstant impession is, it's missing ;

thingy = ONE TWO THREE;
concatenation is not possible.

#

The reason why the world has moved to full upper case is because it's an instant heads up that the name is a define and not what it looks like.

sullen delta
#

Anyone happen to know a fix for the No entry .model error? It is driving me up the wall

royal minnow
hearty sandal
royal minnow
#

Oooh I see yeah in the texture field in the Materials Properties.

#

Thank you !

nimble sequoia
median fable
lean bloom
#

Ah I am sorry for the spam, but I can´t figure out how to make turning in / out work for the driver. I assumed it would be under UserActions, but it isn´t. I defined driverAction and driverInAction, but it does not seem to be enough, so I assume I am missing something.

I just don´t know what is this something catdespair

narrow swallow
lean bloom
#

it seems to be "1"

#

I have never heard about this parameter though

narrow swallow
#

change to 0 or false, then driver can turn out or I guess "is not forced to be hidden"

lean bloom
#

Cheers I will try it out

#

It worked, thanks a lot

#

Albeit I assume animations bound to turning in / out are done via some function or EH?

narrow swallow
#

you mean an animation on the vehicle, right?

lean bloom
#

yes, hatch opening etc

narrow swallow
#

animationSourceHatch

lean bloom
#

Uhhh. So this will create a source? What are its values, though? 0 if turned in and 1 if turned out? I don´t really understand

narrow swallow
#

Yeah, check vehicle player animationSourcePhase "hatchDriver" in the wheeled apc

lean bloom
#

Thanks boss

nimble lodge
#

I am a bit confused how inheritance works, yes I did read the wiki. What I am trying to do is to make Blackfish zoom in more, and have higher zeroing distance. As of right now it tops up at 2400m

class CfgVehicles
{
    class B_T_VTOL_01_armed_F;
    class V44X2: B_T_VTOL_01_armed_F
    {
        side=1;
        displayName="V-44 X2 Blackfish (Armed)";
        class Turrets:Turrets
        {
            class GunnerTurret_01:GunnerTurret_01
            {
                discreteDistance[]={100,200,300,400,500,600,700,800,1000,1200,1500,1800,2100,2400,2700,3000,3400,3800,4200,4600,5000,5500,6000,6500,7000,8000,9000};
            }
            class CopilotTurret:CopilotTurret
            {
                class OpticsIn:OpticsIn
                {
                    class Wide:Wide
                    {
                        initFov=0.46599999;
                        minFov=0.46599999;
                        maxFov=0.46599999;
                    };
                    class Medium:Medium
                    {
                        initFov=0.093000002;
                        minFov=0.093000002;
                        maxFov=0.093000002;
                    };
                    class Narrow:Narrow
                    {
                        initFov=0.018999999;
                        minFov=0.018999999;
                        maxFov=0.018999999;
                    };
                };
            };
        };
    };
};

Currently I am having class errors, its either already defined, or not defined at all if I delete the line.

molten musk
#

to get classes gunner turret and turret which you use referring

rancid lotus
nimble lodge
# molten musk Old but i bet this isnt chaged https://discord.com/channels/105462288051380224/1...

sooo smth like

class CfgVehicles
{
    class VTOL_Base_F;
    class VTOL_01_base_F: VTOL_Base_F
    {
        class Turrets;
    };
    class VTOL_01_armed_base_F: VTOL_01_base_F
    {
        class Turrets: Turrets
        {
            class CopilotTurret;
            class GunnerTurret_01;
            class GunnerTurret_02;
        };
    };
    class B_T_VTOL_01_armed_F: VTOL_01_armed_base_F {};
    class V44L: B_T_VTOL_01_armed_F
    {
        side=1;
        displayName="V-44L Blackfish (Armed)";
        class Turrets:Turrets
        {
            class GunnerTurret_01:GunnerTurret_01
            {
                discreteDistance[]={100,200,300,400,500,600,700,800,1000,1200,1500,1800,2100,2400,2700,3000,3400,3800,4200,4600,5000,5500,6000,6500,7000,8000,9000};
            }
            class CopilotTurret:CopilotTurret
            {
                class OpticsIn:OpticsIn
                {
                    class Wide:Wide
                    {
                        initFov=0.46599999;
                        minFov=0.46599999;
                        maxFov=0.46599999;
                    };
                    class Medium:Medium
                    {
                        initFov=0.093000002;
                        minFov=0.093000002;
                        maxFov=0.093000002;
                    };
                    class Narrow:Narrow
                    {
                        initFov=0.020999999;
                        minFov=0.020999999;
                        maxFov=0.020999999;
                    };
                };
            };
        };
    };
};
molten musk
#

You need opticsIn , wide, medium, narrow if you are reffing those.

rancid lotus
#

Alright, so! Based on changes discussed with @hard chasm, @wintry fox and @chilly tulip, this is what I now have so far

#
#define WRAP(var) #var

#define HEXWRAP(HEX,NUM) WRAP(['##HEX##FF'] call BIS_fnc_HEXtoRGB # ##NUM##)


#define COLOR_MACRO(NAME,HEX,SHOW)                     \
    class 41_Color_##NAME##: Default                \
    {                                                \
        name = WRAP(41 | ##NAME##);                    \
        author = "41st ODST/MFR";                    \
        scope = SHOW;                                \
        color[] = {                                    \
            HEXWRAP(HEX,0),                            \
            HEXWRAP(HEX,1),                            \
            HEXWRAP(HEX,2),                            \
            HEXWRAP(HEX,3)                            \
        };                                            \
    }

//^Still not working yet. Needs more work.


class CfgMarkerColors
{

    class Default;

    COLOR_MACRO(Surtr,930C00,2);
    COLOR_MACRO(Svalinn,FE5505,2);
    COLOR_MACRO(Gungnir,0d152b,2);
    //etc
};
#

PBOProject isn't letting me pack, and is throwing this error:

#

\41st_ODST_Internal_Assets\41Dress\config.cpp Rapify:circa Line 32 Expected comma or brace
circa Line 32 Expected comma or brace
pbo_Make failed

#

Line 32 is where COLOR_MACRO is first called so it's a problem with the macro

#

Thoughts?

#

I'm using 'WRAP' in lieu of 'QUOTES' until I find and set up the correct CBA macros

#

Oh wait, I'm silly, using select instead of # works nicer with macro

#

Just packed, checking it now

#

Progress!

#

Names work, colors just need fixing

#

Hmm. So it packs, but colors still do not work

#

YEAH BABY, LET'S GO

#

Got it working!

rancid lotus
#

Hugely appreciate all the help guys 😄

wintry fox
#

I mean, it's not really a work-around
Functions are cashed to uiNamespace in preStart (before the main menu) and then when a mission is loaded they're copied to missionNamespace

hard chasm
#

@rancid lotusit makes bugger all difference to the engine (except that all defines are exact-case sensitive.) It makes a world of difference to the poor bugger trying to retain his sanity.

#

note that your arg,u,ments still confuse.
scope = SHOW;

this is a heads up alert that SHOW is a define when it actually isn't. Don't upper case agu,u.ments for that reason.

green verge
#

Anyone knows if adding a magazine from BI's Aks (Apex DLC) to a modded weapon will cause the watermarks to show when players are using the modded weapon with the BI magazine?

wintry tartan
#

No

#

Magazines don't show ads

lucid cedar
#

wheres the apex syndikat class config located? cant find it
Found it \SteamLibrary\steamapps\common\Arma 3\Expansion\Addons\characters_f_exp\a3\characters_f_exp

wintry tartan
#
  1. What is Syndikat class?
  2. Why you need the PBO?
hard chasm
#

grrrrrrrrrrrr. 🥸 After 20 years of writing tools for this game, i suppose it's reasonable to forget some finer details. After checking the code (which I should have done in the first place) it turns out that pboProject handles both Scope and ScopeCurator for the cfgPatches arrays properly. aaaaarrgh! Where'z my pillz.

lean bloom
#

Is it possible to have multiple optic modes for the driver?

I currently have one, where the camera simply moves to a different place in order to use PiP telescopes, but I also want three additional optics that would use 2D overlays for people that don´t play with PiP enabled.

I can´t seem to find an example in the base game, they all only seem to have a singular additional optic mode defined.

#

Or do I need multiple classes within driverOpticsIn?

#

Right now I only seem to have defined the vertex in memoryPointDriverOptics for the singular driver optic mode.

calm pilot
#

Hey Kerc, i should use this formula for the caliber inside the penetrator of my ammo, or for the caliber in the ammo class? Also, the velocity (m/s) is the initspeed (iirc it is the muzzle velocity) or is it the typicalspeed?

untold temple
#

initspeed is muzzle velocity

novel lava
#

typical speed should be your initspeed

untold temple
#

typicalspeed is the minimum speed that a projectile will deliver the full "hit" damage value

novel lava
#

yeah

#

you want the caliber in the penetrator

#

if you are doing stuff SPE style for AP ammo the 'main' ammo wont have much penetration value at all its just the penetrator that does

calm pilot
novel lava
#

yes

calm pilot
#

So typical speed is the value to use in the calculation

lean bloom
#

Like, I´d like to define a separate vertex point for each class, such as in gunner´s optics

calm pilot
lean bloom
#

I actually made it work

#

seems you can define camPos and camDir for the driverOpticsIn classes the same way as for the gunner

#

And you can use an empty P3D in the OpticsModel to make it look like the driver only changed the position of his head

#

memoryPointDriverOptics has to be left empty

lean bloom
#

Are there any 2D optics overlays for periscopes, etc in the base game? I can´t find anything catdespair

narrow swallow
#

Very cool. have you tried the driver opticsmodel from a vanilla tank?

lean bloom
#

I´ll either make a new 2D overlay, or I´ll just place the camera behind the glass at the top of the periscope shrug

narrow swallow
#

Oh interesting. I was thinking from before we had vehicle interiors.

rugged flame
#

Hi, I'm on vscode and I have an error (hemtt : L-C01M) with my macro :

#define STR(NAME) #$STR_VI_##NAME

Could someone enlighten me?

wintry fox
rugged flame
#

thx

calm pilot
#

how can i make an artillery piece, with a limited elevation of 35 degrees, work by having ai using it and also having a working artillery computer? I read about the engine limitation of the minimum 45 degree angle of elevation in order to have the artillery computer work, i gave it a try but no success

calm pilot
#

i hate arma pt 83490

hearty sandal
#

at least I cant think of any example where that would have worked

calm pilot
#

i've read about scripts to have the flat trajectory artillery working

#

but i dont want to mess with event handlers and script

#

i like my precarious mental sanity

hearty sandal
#

Scripts probably can do that "easy"

#

but yea the ballistic computer is very specific setup

calm pilot
# hearty sandal but yea the ballistic computer is very specific setup

is there a guide or soemthing i can look up to build custom firemodes for that? i don't want to copypaste from existing configs. i know about this formula (0.235 * 680)^2 * sin (2*25) / 9.807 where 0.235 is the artilleryCharge, 680 is the initspeed of the mag, and 25 is the elevation, but ofc i cannot work with that

#

because i have no context and knowledge from this

#

the result should be the range, but what range? 🤔

#

min/mid/max

narrow swallow
#

Maybe try having a fake gun that goes up far enough, and the barrel that fires actually decreases elevation once the ai goes past max range 😅

potent loom
#

hello, im doing a re-texture from RHS ch47 i did it loke this:

class RHS_CH_47F_base;
class RHS_CH_47F_cargo_base : RHS_CH_47F_base
{
    class AnimationSources;
        class Turrets : Turrets {};
    class VehicleTransport;
};
class CLV_CH47: RHS_CH_47F_cargo_base
{
        hiddenSelectionsTextures[]= { //textures here 
        };
}; 

But i get this error spamed in the .rpt:

Invalid turret path
 ➥ Context:     [] L1 ()
hearty sandal
#

id maybe recommend pboProject so it dont let you pack broken config

#

you alos declare animationSources and VehicleTransport without any reason

potent loom
#

what im not sure how "far" i should go, and what to import

RHS_CH_47F_cargo_base parents are

  all
  allvehicles
  air
  Helicopter
  Helicopter_Base_F
  Helicopter_Base_H
  Heli_Transport_02_base_F
  RHS_CH_47F_base
narrow swallow
#

If you're just making your own classes and not editing rhs, you can just go forward.

class rhs;
class clv_base_1: rhs {
    scope = 1;
    class Turrets;
};
class clv_base_2: clv_base_1 {
    class Turrets: Turrets {
        class MainTurret;
     };
};

And so on

hearty sandal
potent loom
hearty sandal
#

I dont really know how it works but I have understood it should do some checking too

#

but if it let that config pack up, thats not great

potent loom
#

to be fair i did something kindda stupid lol

#

mikeros tools read the dependency addon?

wintry fox
chilly tulip
#

45 degrees elevation will always give you the maximum range if it's possible, due to lack of air resistance.

novel lava
#

in spearhead we just faked the elevation.
physical gun elevates to the max it can go. the 'real' simulated gun keeps going. muzzle/particles are all tied to the physical gun

can look funky if you sit and stare at it (like the shell flying out 85 degrees when the gun is only 45) but it's better than
A) not using these pieces
B) having the gun break its constraints to reach 85-90 degrees

#

armas artillery system is a bit of a lie, its more of a 'mortar' system. anything that isn't a mortar doesn't work well with it

#

cuz like even the M119 can't get the elevation that arma requires (in reality)

hearty sandal
#

👆 🧙‍♂️

calm pilot
slow vortex
#
{
    class B_Soldier_base_F;
    class B_soldier_new : B_Soldier_base_F
    {
        author = "Splendid Modder";
        scope = 2;
        scopeCurator = 2;
        scopeArsenal = 2;
        identityTypes[] = { "LanguageENG_F","Head_NATO","G_NATO_default" };
        displayName = "New Soldier";
        cost = 200000;
        camouflage = 1.5;
        sensitivity = 2.5;
        threat[] = { 1, 1, 0.8 };
        model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d";
        uniformClass = "U_B_soldier_new";
        hiddenSelections[] = { "camo" };
        hiddenSelectionsTextures[] = { "\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa" };
        canDeactivateMines = 1;
        engineer = 1;
        attendant = 1;
        icon = "iconManEngineer";
        picture = "pictureRepair";
        backpack = "B_Kitbag_mcamo_Eng";
        weapons[] = { "arifle_MX_ACO_pointer_F", "hgun_P07_F", "Throw", "Put" };
        respawnWeapons[] = { "arifle_MX_ACO_pointer_F", "hgun_P07_F", "Throw", "Put" };
        Items[] = { "FirstAidKit" };
        RespawnItems[] = { "FirstAidKit" };
        magazines[] = { MAG_10(30Rnd_65x39_caseless_mag), MAG_3(16Rnd_9x21_Mag), MAG_2(HandGrenade) };
        respawnMagazines[] = { MAG_10(30Rnd_65x39_caseless_mag), MAG_3(16Rnd_9x21_Mag), MAG_2(HandGrenade) };
        linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles" };
        respawnLinkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "NVGoggles" };
    };
};

Taken from (https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide)

Its not clear to me but is it possible to specify here what attachments the weapon posseses? and what items the vest etc. contains? or is that where I have to define custom CfgWeapons?

#

English is not my native lang. so sorry if I missed it spelt out somewhere 😅

hearty sandal
#

what is in the vest can not be determined

#

the items get put into uniform first then into vest, then into backpack

#

pre filled backpacks can be defined if I remember right

slow vortex
#

thank you

hearty sandal
#

like you can see in the example there arifle_MX_ACO_pointer_F

#

is a weapon with added attachments

#

but it wont appear in arsenal

slow vortex
#

Double checking, but If for example have a MyCustomVest : AlreadyDefinedVest

Can I leave certain things undefined, and assume they'll inherit the values of the already defined vest?

slow vortex
# hearty sandal yes

Perfect so its like standard inheritance, perfect thank you for the fast responses! 😊

nimble lodge
#

I am still very confused by the inheritance. I am trying to change the zero distance and targeting camera zoom. I keep making preexiting code dissapear almost no matter what I do.

class CfgVehicles
{
    class VTOL_Base_F;
    class VTOL_01_base_F: VTOL_Base_F
    {
        class Turrets;
    };
    class VTOL_01_armed_base_F: VTOL_01_base_F
    {
        class Turrets: Turrets
        {
            class GunnerTurret_01
            {
                class OpticsIn
                {
                    class Wide;                    
                    class Medium;
                    class Narrow;
                };
            };
        };
    };
    class B_T_VTOL_01_armed_F: VTOL_01_armed_base_F {};
    class V44X2: B_T_VTOL_01_armed_F
    {
        side=1;
        displayName="V-44 X2 Blackfish (Armed)";
        class Turrets:Turrets
        {
            class GunnerTurret_01:GunnerTurret_01
            {
                discreteDistance[]={100,200,300,400,500,600,700,800,1000,1200,1500,1800,2100,2400,2700,3000,3400,3800,4200,4600,5000,5500,6000,6500,7000,8000,9000};
            
                class OpticsIn:OpticsIn
                {
                    class Wide:Wide
                    {
                        initFov=0.46599999;
                        minFov=0.46599999;
                        maxFov=0.46599999;
                    };
                    class Medium:Medium
                    {
                        initFov=0.093000002;
                        minFov=0.093000002;
                        maxFov=0.093000002;
                    };
                    class Narrow:Narrow
                    {
                        initFov=0.020999999;
                        minFov=0.020999999;
                        maxFov=0.020999999;
                    };
                };
            };
        };
    };
};
hearty sandal
#

oh wait read that wrong

#

you need all this inside here too

#

with proper original inheritance definitions so you dont break the originals

nimble lodge
#

Thanks, I will try

nimble lodge
#

Yeee, doesnt work. Now gunner camera is missing at all. Also. second gunner optic is missing (has been missing entire time when I was trying this)

inland coral
chilly tulip
#

Can't really tell, but the "warning message" on missing config is not necessarily just a warning.

hard chasm
#

@nimble lodgeThe interesting thing about ANY inheritence tree is they don't have to be the exact truth.

class VTOL_01_base_F: VTOL_Base_F
{
   class Turrets;
};```

This is a 'config tree'. It is automatically a tree definition because there are NO var=anything; Trees are baked in concrete. There is no mechanism that permits you to alter the tree inheritence itself. (eg changing who inherits what)

This tree defines the place where 'turrets' can be 'accessed'. Note the word *accessed*, it does NOT (necessarily) mean the class is *physically* in `class VTOL_01_base_F`!  Class 'turrets' can be anywhere in that inheritence chain.

Where it gets murky is when you want to access a class within the turrets. 

class VTOL_01_armed_base_F: VTOL_01_base_F
{
class Turrets:Turrets
{
class GunnerTurret_01
{
class OpticsIn
{
class Wide;
....etc
};
};
};
};class Turrets:Turrets lets the engine (and compiler) know that the Wide class can be accessed at this point of the tree. It does not mean class wide is even used or created in VTOL_01_armed_base_F. This is the crucial piece to understand.class B_T_VTOL_01_armed_F: VTOL_01_armed_base_F {};```
would have been just as pertinent to use this class instead.

nimble lodge
#

I have been struggling with this for a while. And it seems every single time more and more stuff gets missing. Anyway I will try "simple" solution ome more time. Maybe I am missing smth

chilly tulip
#

I hate to disagree with mikero because he's been messing with config for much longer than me, but as far as I can tell what he writes there is incorrect. If you write this then it breaks the inheritance of GunnerTurret_01:

class VTOL_Base_F;
class VTOL_01_base_F: VTOL_Base_F {
   class Turrets;
};
class VTOL_01_armed_base_F: VTOL_01_base_F {
    class Turrets: Turrets {
          class GunnerTurret_01 {
            class OpticsIn {
                class Wide;
            };
          };
     };
};

#

As far as I can tell, any time you expand a class with {}, you need to re-specify the original inheritance if you want to preserve it.

#

I guess he didn't actually say that it wouldn't break anything. The contents of OpticsIn and Wide are preserved, because there's no inheritance involved there.

#

In this case I think you can fix it like this, but other cases may be more complex:

class VTOL_Base_F;
class VTOL_01_base_F: VTOL_Base_F {
   class Turrets;
};
class VTOL_01_armed_base_F: VTOL_01_base_F {
    class NewTurret;
    class Turrets: Turrets {
          class GunnerTurret_01: NewTurret {
            class OpticsIn {
                class Wide;
            };
          };
     };
};
#

Note that it doesn't matter that NewTurret is really specified back in AllVehicles. Arma figures that much out at least.

molten musk
#

There no needed get opticsIn from parent?

chilly tulip
#

No, because it was originally defined in the same class.

#

I suspect even BI gave up on inheritance at that point.

#

So there's a lot of duplicated content once you get three levels down.

slow vortex
#
    class JCA_arifle_M4A4_VFG_black_F;
    class PrimaryWeapon_VRS_Mercenary_1: JCA_arifle_M4A4_VFG_black_F {
        scope = 2; // Hidden from arsenal
        displayName = "Example M4A4 VFG";
        
        // Just define this array with existing attachments:
        linkedItems[] = {
            "JCA_optic_IHO_black", // Pre-attached optic
            "rhsusf_acc_rotex5_grey",  // Pre-attached suppressor
            "ACE_DBAL_A3_Green"  // Pre-attached IR laser
        };
    };
};

Could someone point out where I've gone wrong? I'm clearly misunderstanding how to pre attach attachments. Everything else works fine.

wintry tartan
#

And what is your issue

slow vortex
#

The rifle does not have the attachments.

wintry tartan
#

And how do you test it

slow vortex
#

A custom unit has the weapon equipped. When I place the custom unit, the rifle they hold is PrimaryWeapon_VRS_Mercenary_1 but it does not have the attachments.

wintry tartan
#

And how do you define the custom unit and how do you place it

slow vortex
#

and I place them in the editor.

wintry tartan
#
class arifle_Katiba_ACO_pointer_snds_F: arifle_Katiba_F
{
    class LinkedItems
    {
        class LinkedItemsOptic
        {
            slot = "CowsSlot";
            item = "optic_ACO_grn";
        };
        class LinkedItemsAcc
        {
            slot = "PointerSlot";
            item = "acc_pointer_IR";
        };
        class LinkedItemsMuzzle
        {
            slot = "MuzzleSlot";
            item = "muzzle_snds_H";
        };
    };
};```This is how it is defined in vanilla game
#

And no, cpp scope = 2; // Hidden from arsenalThis is not how it works

slow vortex
#

Ah I must've misunderstood then, thank you!

grand zinc
#

What would you expect when two PBO's, define a CfgPatches entry with the same name?
So a duplicate CfgPatches entry.

Would you expect the duplicate to get loaded anyway?

slow vortex
grand zinc
#

no, question into the room

wintry tartan
#

I always expected them to get loaded anyway, and it always happens?

grand zinc
#

Yeah they do get loaded anyway. But it messes up load order.

Eg mods that depend on the addon, will load after the first pbo with that named CfgPatches entry is loaded.
Even if the second is not there yet.

Mod1:

class CfgPatches { class A {}; };
class BaseClass {};

Mod2:

// I'm just a dummy
class CfgPatches { class A {}; };

Mod3:

// We need A because we inherit its base class.
class CfgPatches { class B { requiredAddons[] = {"A"}}; };
class BaseClass;
class SubClass : BaseClass {};

If game happens to load Mod1, Mod2, Mod3 its going to be fine.
But it can also load Mod2, Mod3, Mod1

And then Mod3 has issues because BaseClass doesn't exist. Mod3 got loaded, even though its requiredAddon "A" is not loaded yet, only the "duplicate" A is loaded, which will not have the contents that Mod3 expects to be in there.

So I hope no-one is doing this..

wintry tartan
#

I think an RPT or error window to tell "the game doesn't like this loadorder" is enough, at least me not going to blame you but the messy Mod

grand zinc
#

I'll notify that the duplicated CfgPatches entry will be ignored. But the addon is loaded anyway.

wintry tartan
#

Speaking of, actually. I have a very specific usecase of an additional parameter in CfgPatches where:

class CfgPatches
{
  class MyMod
  {
    requiredAddons[] = {"AnotherMod"};
    pleaseLoadMyModLaterIfYouFindThisMod[] = {"PleaseLoadThisModFirst"};
  };
};```
I guess lazy evaluation-ish idea to make a compat Mod
#

For instance, I have a retex Mod. People expected to see the retex, but some Mod may overwrites it (as the side effect)

#

And I can add the some Mod's Patch entry into the parameter so the config will be loaded after that Mod is ensured

...if it is not a crazy idea

grand zinc
#

You can make a second addon. That is skipOnMissingDependencies, with required PleaseLoadThisModFirst
That will re-apply the retexture

#

Your feature would be messing up the whole dependency resolution.
What would be easier is
loadModLast = 1
All mods with that set, will be loaded last, even if their dependency is resolved earlier. But I don't like that either.

wintry tartan
#

I get the point, but I don't like it when I have to duplicate the config as many as I have to. Yes I can #include it too so shares one config anywhere, but also doesn't feel alright to me

grand zinc
#

You'll have to live with duplicating it 🫂

#

Also

12:52:28 Warning: Addon dependency from 'swmd_main' to 'swmd_Crash' does not have same CaSiNg as the dependencies CfgPatches name 'swmd_crash'. 'swmd_Crash' != 'swmd_crash'
blobcloseenjoy

reef pasture
#

I had a random thought to make an backpack fed lmg type system where a gun can continuously fire as long as it has the applicable magazine inside a players backpack, I haven't seen or heard of anything like this done so I'm wondering if it's possible in arma?

hard chasm
#

hopefully for people's interest you can have multiple classes in a cfgpatches entry. Example?

{
      class Editor102 // enhanced by kegetys
      {
            units[]=
            and all the other goodies.
       }:
       class   gunslinger{}; //the unenhanced legacy pbo
};```

The *engine* will pay attention to what's in the first class. Subsequent classes are to ensure compatibility with existing missions and  savegames.
chilly tulip
#

RPT at least.

grand zinc
#

its in RPT for everypne

grand zinc
calm pilot
# novel lava in spearhead we just faked the elevation. physical gun elevates to the max it ca...

Hey Kerc, about this -i don't want to be annoying- i checked the weapon for the LeFH18 artillery version and couldn't spot anything different aside from a different kind of weapon used by the artillery piece instead of the one used by the direct fire version of this Howitzer. I guess the trick is there, but i couldn't spot it. The main turret of the artillery version controls the "L28 weapon" elevation-which is the arty cannon i guess- full to 85 degrees. So i'm trying to check the weapon config of it but can't spot the trick

novel lava
#

its not config its in the model

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basically two turrets in the skeleton, one the physical 'real' one and one hte virtual one for the muzzle memorypoints

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both tied to maingun animation source, the animation for the physical one is limited to the physical limit of the turret

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the animation for the 'virtual' isn't limited