#arma3_config
1 messages · Page 44 of 1
CfgAmmo, there is your error now
Not in cfgMagazines .
yeah there's a suspicious red bracket
right there
well uhh...that worked
just going to check in game now
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
yeah the correct one CA_Magazine
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.
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.
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
initSpeed is used if ACE advanced ballistics is not on. Because advanced ballistics overwrites it with the muzzle velocity
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
vbs?
youll have to reach out to BISIM for VBS technical and creation support
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
VBS is a combat training simulator
nothing to do with Arma anymore
separate programs
ah okay so wrong tutorial ?
probably
u know a good tutorial for the arma base ?
Arma 3?
yes
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
nah its some own stuff, i took a boxer variant and put some turrent on top
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
i will try that, ty very much
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
Post your config
but the basic idea is: as long as your weapon's muzzle has player-accessible modes - you should be able to switch to them
Sorry i was writing it hahaha
The muzzle thing, i used of base an arma3 muzzle to do it
I had to rewrite cuz my code has some bad words,
because of my stress, hehe
nothing seems wrong in the posted snippet on a cursory glance. Maybe post a full config or something 
There is no more man haha i only have this weapon on the mod xD
you need to define where Mode_SemiAuto/Mode_FullAuto come from to inherit from them 
Ah sorry im rewriting it in the original code it is
I forgot that part on this txt haha
paste hpp class Mode_SemiAuto; class Mode_FullAuto; before class CfgWeapons line 
I have it on the original code
There isnt any other problem?
i don't see anything obvious
You think it can be anything of the Ace addon?
does your stuff work without ACE?
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
Is the mod, i cant change of fire mods because the mod broken something
Already Find the error is this anyone can help me?
You're loading a mod with bad inheritance
Some mod modifies a vanilla class and breaks it
Fix your inheritance
Okay, there is any guide or smthg to fix it?
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
Could I DM you? I need some help with that
Im new modding Arma3
Just ask here
Well, okay, I put my code before, here, if you could check it
I alredy defined the modes of shooting
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 {
// ...
};
I Alredy did, wait
That's putting them in CfgWeapons, not outside
Those classes aren't defined in CfgWeapons, so there would be your error
i have to do it out?
Yes
Where on Patches?
Like this
They shouldn't be inside any other class
There also isn't a WeaponSlotsInfo in CfgWeapons either
You can just remove the class WeaponSlotsInfo; from CfgWeapons and the : WeaponSlotsInfo from your gun
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?
Was that man i love you
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
Whats the line that controls the movement restrictions on pilot turret/targetting pod cam thingy?
If you mean the pilot camera, it's min/maxAngleX/Y
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
its a lod and named property
Does anyone know how to fix this
Post your config
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"
};
};
}
it just means your structure for the config is noit right
Post your entire config
I don't know which class CH252D_Helmet inherits from but you needclass CH252D_Helmet: whateverParentIs { class ItemInfo; };
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
you can not inherit class like class itemInfo : ItemInfo
if you dont also define the actual class you inherit from
please read the wiki page about class inheritance
ive made armor before and it worked fine this is the first time im running into something like this but i figured it out
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?
do I need to define the stats for the 30Rnd 5.56 Stanag class
No
Why you are still missing brackets
You may not closed it
I'll check where its supposed to end
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
cfg ammo does have a closing bracket
or is the semicolon ruining it
the closing bracket is the one above cfgMagazines btw
removed the base 5.56 reference
You really should to know how does the syntax highlighter works and helps
yeah when I highlight the red one it shows which ones are linked to it
and its obviously not the right ones
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
this is probably a mortal sin but I got ChatGPT to correct the brackets, this was the result

all the errors look gone
no I mean i just did it
I just told it to fix the brackets
400 characters too long for me to post
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
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
ty
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
Make yourself an all-in-one config dump; all the game config code in one file that you can easily search, including magazine code.
No modder should be without it.
https://community.bistudio.com/wiki/Arma:_All-in-one_Config
Zamn thats exactly what im looking for
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.
yeah both will be good
MagazineWells
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
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
incredibly bad the forums are down
checked the wayback machine
(-benchmark) Recently I was able to successfully traceroute -benchmark parameter which is actually one of the two unknown OFP/ACWA startup parameters. This discovery may be proved to be useful for mission-makers or anyone who wants to instantly test something ingame Official OFP/ACWA startup para...
4 hours ago, Harzach said: Not for nothing, but why dont you place your objects in the editor and save your mission normally? Because its too many items to place and wont be able to place all of them like the players did.
this page has the 2020 config dumps
dumps acquired
next project is adding the LV-ER Version of the 40mm UGL Round
ive posted a more recent one somewhere in here
The link I sent you explained in 3 easy steps how to make yourself an up-to-date config dump, far better than relying on finding an old one somewhere.
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
You don't install both (typically), you switch one to the other.
It'll be a smallish download to alter a few files which you reverse when you've finished.
It is also even possible to generate similar using some script
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
I actually don't rely on AiO but Config Viewer
"code"?
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
Hey, if this was a forum I would, I can if you want though
Personally I'd appreciate it. Reduces the amount of scrolling through messages to find others that might need help.
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
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).
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
Make sure your wheel mempts reach the ground after suspension is compressed.
tehcnically i have no susp.
you mean bounds?
Combo of spring strength and just moving the mempts down below the phyx/geo lod
Why is your bonename commented out?
i moved up the bounds and only makes the turret "fly".
Does it roll with less friction now?
it dont roll
you mean this values?
frictionVsSlipGraph[]=
{
{0,5},
{0.5,2},
{1,1}
};
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?
its so enfurating that im literally copying it from another turret i did and it works perfectly.
but in this one it dont
probaly refering it to this error:
17:20:13 Error: Wheel reference not initialized
this error is when the vehicle is created
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?
ive change the wheels names to wheel_1
maybe change it back
where you found this "wheelMask = "wheel_X_X"; ?
in RHS_TowedWeapons_Base
i dont found that propiety in the config.
also my other turret has the same wheel_x names and it works
mm it's been a while since I did this for pracs, I'm not seeing what's specifically wrong =(
is boneName commented out on your working one too?
yea
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
Yes. Copy and paste from the original config and redefine
Damn, thats exactly what i was trying to avoid.
But it works, thanks for the help
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?
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
You don't assign selections or textures in the uniform (CfgWeapons) class
You also appear to be missing an ItemInfo, or didn't include it in the screenshot
Wait that's a vest
im making a vest
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
i tried scope=2 did not work
scope = 2 did not work also tried
scope=2
scope Arsenal=2 did not work
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.
wait but wouldnt that mean my helmet wouldnt work cause i dont have that code in the helmet and it works
They don't have it for everything
BRUH where would i put the XtdGearInfo at than
ok thank you dart
thanks I'll try that now,its more than likely going to be that
Update : It works now, thanks for the fix
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[]
can static turrets support pylons?
inb4 flying chair powered by 20mm cannon pod pylon
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 🙂
inb4 they are owned by turret'svehicle's non-existing driver :3
(can be checked by running getAllPylonsInfo vehicle on your static) 
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
now you tempt me to download SPE to check myself 
good content
we buy CDLCs not just for the content but to learn quirky ideas from them
update on this, it still doesnt work. i have rewritten the whole code by hand at this point and it still does not work
yeah that fix is for pylons getting assigned to random turrets/crew positions in 3den
Does ACE have their own Discord
ja, link available in this message: #channel_invites_list message
thank you
it worked in zeus in sp so
I will take wat I can 🙂
On the topic for pylons again, do they support hiddenselections? I am assuming not since its not working for me
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.
Area explosion damage can be use to emulate it if you have such a munition where area saturation would be certain
Or scripted damage event is possible.
What config entry is it? I tried indirecthit and indirecthitrange, but it seems to have no effect 
is the submunition explosive type?
Yeah explosive is a ratio of kinetic to explosive
0 - fully kinetic, 1 - fully explosive
But if I make it fully explosive then it will not penetrate armour in spite of a high caliber value, no?
correct
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
I see
or depending on how large area you want to cover you might need multiple small explosions
(explosions without fire and smoke effects)
Yeah, most likely
What would be a safe submunition count? So it doesnt also cook an mp server with 160 people on it 
I dont know if we have any data gathered about that anywhere
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
You're missing several things from your CfgPatches.
You need a weapons and units arrays, which can just be empty.
author is a string, not an array.
Your CfgFunctions is also wrong. Scripts should have a prefix, e.g. Phoenix_Scripts. Your path is also likely not correct, given that you're using tag and likely not what your actual PBO's prefix is
tag is an example. In fact, it contains the same tag that is used when building the PBO.
Then just use your actual tag
does fileExists "path\from_config.sqf"; return true in-game? is the function readable in the in-editor function viewer?
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
Are you editing an existing class or modifying the armor in a vest class you made?
editing an existing class
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)
alright thanks saves me a ton of work
My config is not available in CfgFunctions in the game... Why might he not be there? Judging by the RTP, the mod is loaded
fileExists return true
@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.🥸
Thanks, I've already changed this parameter.
But I still don't understand why the game doesn't see my Config.

if it's not 'there' the .rpt will mention why it didn't load
How are you loading it?
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
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
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
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.
Try adding a debug message at the top of the script, just to note whether it actually runs or not. E.g.
diag_log "Running Server init";
// ...
I've already done this, but the log remained empty until I called it myself.
Do you see any missing file errors in the rpt?
No, there are no errors in rpt at all.
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
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
ill try again, wiki does say plane/heli so I assumed only for those and I thot -1 would mean current pylon
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
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
Each entry separated by a comma, no comma after last entry, probably caps sensitive
ok yup it is just as simple as
missionWhitelist[] = {Gun Game.Altis,Spectrum Control.Stratis,Trouble In Terrorist Town.Altis};
lol
#arma3_questions , this channel is for modding
MB, ty
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
assumption: probably because AK12s were added after the recoils addon was created and nobody bothered
it doesnt even affect the APEX weapons though
im not even kidding the Apex weapons are over 4X as accurate
https://github.com/acemod/ACE3/commits/e35cb1eb3d75d23f9454411eaeac3edc25ac820b/addons/recoil/CfgRecoils.hpp most of the recoils seems to be unchanged from 2015 or something?
and Apex is apparently 2016
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
https://github.com/acemod/ACE3/pull/302 is a thing as well 🍿
woah
yeah this shit needs to be removed ASAP
all it does is nerf the everloving shit out of vanilla weapons
although it may be about some pre-config custom SQF-based recoil management
at first I thought it was some ghetto way to make the Mk200 have 20MOA dispersion
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) 
I'll send them an email
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
its just bizzare, it basically either adds +25%-+125% to all recoils to all vanilla weapons
"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 ©️ ) 😄
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
just... remove ace_recoil.pbo maybe?
I'll upload it as a seperate mod called ACE Recoil Fix
well, if it better fits your workflow - your solution is probably better
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"
I´d wager a great majority of people who use ACE do not play with vanilla Arma weapons
because.. why even?
its probably why its unnoticed, people using CUP or DLC weapons mostly
You could also just go join the ACE Discord and ask why it is the way it is.
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.
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.
Post your config
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.
Likely because rhs_weap_vhs2_base_RO does not exist
Hm then I really fucked up something
You just need to inherit from the right class
Or, do you mean rhs_weap_vhs2_base_RO is your class?
Yes
But I actually found a place where I forget to rename the class
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.
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
What parameter decides whether the bullets fired from a weapon originate from gunBeg or memoryPointGun? 🤔
Yeaaaah thatd probably help wouldnt it lmfao
This includes the shells and the artillery converted to AA pieces gun
Main two shells have the class names of "Kaz_155mm_HVP" and "Kaz_155mm_HVGP"
anyone mad enough to use FULL_UPPER_CASE deserves all that befalls them.
Hello :D
Is it technically possible to change the container size of all uniforms / vests / backpacks through a config? including modded ones?
Technically yes. But not realistically
Would you be able to explain why not realistically? would appreciate some more info as this is an option I am considering for our community to solve container sizes from different mods 😅
You need to do it manually for each vest, backpack, etc since most of them will specify their storage capacity
^ 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.
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
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.
Yes. Your inheritance is somehow wrong for sure. Post your config
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";
};
};
};
And where is your itemInfo
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;
};
https://community.bistudio.com/wiki/Class_Inheritance
You can check this article for now
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
tldr ItemInfo should be located in your config, not out
...shit
"\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!
Hello, is this the channel where I can ask something about ALiVE Orbat Creator config?
If yes, how do I remove cargo in a vehicle? The custom faction vehicle inherits the cargo from its original faction.
Alrighty thanks.
You mean how do you delete the contents of the cargo?
So the vehicle spawns empty?
Yes
Just empty the TransportX classes in the vehicle(s).
E.g.
class TransportWeapons {};
class TransportMagazines {};
class TransportItems {};
class TransportBackpacks {};
Could you tell me where I put these lines in the autogen.hpp please?
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
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
It worked! I really appreciate your help. Thank you.
Just use an empty p3d, vanilla has one for some nvgs iirc
👆
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
it does seem so, yes
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
Diag exe on the dev steam branch supports https://community.bistudio.com/wiki/diag_mergeConfigFile to update config in runtime 
oh bet ty that will help a ton
type = 4; in CfgWeapons
Thanks!
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"};
};
};
You need 2 for pistols.
The BIKI has a list of types that you can refer to for this purpose:
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#Types
Also, keep in mind that primary weapon hand animations will not work well since you're inheriting from the PDW2000's base class (which is a primary weapon). Pistol weapons need their own dedicated hand anims to not look weird.
good info. thank you.
I misrecalled then
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.
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?
solutions pls ?
missing stuff in your config
and what can i do ?
write config that has no errrors
start simple
add one thing at a time
test
but i don find to modded radio
You dont know what and where ?
nope. dont know that.
oh
No one besides you knows what your config looks like, you'd have to show it
class iteminfo is wrong. look at examples of use in other configs.
what i write in navigator ?
how would I know?
i dont find config base for radio modded
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.
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.
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.
Where in the start?
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[].
Srry, im french, but in french i dont understand, and un english is worst
I will test this when i can
Is it possible to give a VTOL access to the Sling Load Assistant? If so, how?
Actually, I have a question.
What does this actually do? I see it done but I've never seen documentation of what exactly the weapons array does. I know the magazines one is a fake thing made up my mikero but weapons is in actual Arma
No, no. I actually ever had a scripted solution but hacky anyways
A true tragedy.
Whatever, that sling load mod works decently enough
I mean, it works. But VTOLs really have no good ability to pick anything up
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
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.
@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.
There is
I have stuff that's scope 1 but available in Zeus
That's just wrong
could consider a camera, either pilotcamera or pip-only, or scripted
@tame ravenbig afaik. zeus does not use those arrays
It does
Objects not listed in units do not appear in Zeus
That's just completely wrong.
for several years now, pboProject re-makes the units and weapons arrays. It only lists public.
How is that related
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
*she
Also scope = 1 and scopeCurator = 2
Scope 1 doesn't mean SQF only, it means its not visible in the eden editor
And the ones that aren't are mistakes
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.
it is not necessary to add it to the units/weapns array then.
Yes it is
ok.
it won't be in zeus without being in the units array
Because if it's not, then it doesn't appear in Zeus
thanks for the heads up.
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?
You might find some more of the stuff from the config for the M900, the civilian variant of the ah-9
I don't know how you would actually add the doors though, and don't have time to check right now
sorry, should have mentioned, I've looked at the M900, AH-9, and the Mh-9
I'm about to be in-game. I'll check config viewer
What's the classname you're wondering about?
B_Heli_Light_01_dynamicLoadout_F
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.
trust that guy
the ah-6 does have the animation sources for adding them but i suspect they don't work/are inherited
know anyone that is willing to add them on commission?
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.
😭
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
AH-9 has doors. Just enable them with animation, which is implemented in vanilla
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!
Ah-6 is unarmed, ah-9 is the armed one
oh
Iirc at least
MH-9 vs AH-9 tho. Both uses same model, M-900 too
Nvm, slight difference
It's MH-9 for the unarmed, AH-9 is the armed one though
https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_WEST
ACE Realistic Names keeps the MH / AH designations, but changes humming bird to little bird
Didn't see that until after I sent my message, Discord's been weird
care to elaborate? I've never messed with animations, and have no clue how to do so. Is this the "features" line in the config?
Eden Editor > Context Menu > Vehicle Appearance
yeah, no door option
...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.
Maybe. Do they use same model? Then surely it should be possible
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).
so close, and yet so far.
🤔 I recall it could be done
You can just grab the model from Take On Helicopters' samples pack. Arma 3's xH-9 is pretty much a port of the Light helicopter from TKoH. A lot of the liveries are even straight up taken from TKoH.
Although I'm not sure what TKoH's licence is regarding usage of its models in Arma 3. The licence seems to still stipulate that it's for TKoH and only TKoH.
https://community.bistudio.com/wiki/Take_On_Helicopters:_Samples
You'll probably have to jump through legal channels with BI to get permission to use it outside of TKoH.
never seen this before. Any advice?
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.
!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.
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
Use the civ and add weapons instead
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
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?
You lack the module itself i guess. Here is my config, which you can base on:
thanks
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.
looking at file=""
Gonna assume this pulls all functions from the functions folder sort of like a "require" or "import"
That's right. It pulls defined functions from the functions folder which in this case are: class monitorOpforSquads {};
class squadSurrenderLogic {};
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
Are you referring to AI Logic or do you have some NPC Framework on your mind? Like talking to "npcs"?
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
Got it. I guess your best bet would be in this regard to play with remoteExec and https://community.bistudio.com/wiki/hideObjectGlobal
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.
OO yeah might try to do something like that as well to mess with the unit members more
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
👍 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
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 💀
btw you should assing a default texture on the model
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
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?
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.
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
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
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")?
At first I get this in main menu
Then this
And then this
and if you open your pbo, are the files actually there?
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?
Addon Builder doesn't seem to include sqf by default if you have Binarize enabled 
(╯°□°)╯︵ ┻━┻
True Bugemia Interlagtive moment
But thanks in any case, I was about to lose my mind 😄
seems to work at least half of the times
Ah, so it needs explicit inclusion... I see, I see
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?
Yes, add the script to the vehicle's init event handler, preferably using cba extended event handlers.
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.
I have an existing sound I plan to use, just a couple more question if you or someone else know the answer-
- 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)
- 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?
9/10 chance there's a better way to do what you want
What are you trying to do?
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
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
How do I determine how vulnerable to explosives the pilot of a vehicle is?
Did you change the baseWeapon?
Shouldn't cause that but only thing I could think of
Could also be NIArms doing a scripted thing
I am trying to overwrite one of the following functions:
https://github.com/acemod/ACE3/blob/85a62191c898bbd5c8224bb0f64368cc53ab06f1/addons/arsenal/functions/fnc_onSelChangedLeft.sqf
To allow overfill on container (uniform, vest, backpack) in ACE arsenal change during gameplay.
Definitely is, I think NIArms has a specific custom class in the guns CfgWeapons entry that points to some other classes for hand animation variants that needs to be handled properly you get the problem you have.
Yea not idea but nothing else comes to mind :(
That doesn't explain why you'd need to overwrite the function, just change the maximumLoad / containerClass for whatever you want to modify
anyone know what i would use for sling load camera direction? need for sensor configanimDirection = "";
I want it to change before items get deleted for being overfilled
Just modify the config
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
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
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
Will look into that, but until then I would like to have a solution, specially since from what I hear it takes a fair bit of knowledge to make a PR in ACE and I barley understand most parts of it.
You need to rewrite (or more specifically just copy/paste) the whole function
You can't add a line in the middle of a function
For just adding a setting for something that already exists it wouldn't be too bad
Probably 10-20 lines in total, with most of that being translation keys and the setting itself
Yes, that is the plan here :(
I can try but just in case it takes longer mind guiding me on how to overwrite a function?
You'd just need to make a CfgFunctions and path to your file
Do I need to worry about load order or anything like that?
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
I'll use it short term and work on a PR once free then
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.
You could ask in their discord, but as long as the default behavior was to prevent overfilling still, it wouldn't really matter
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.
It's just initAngleX/Y
not sure what you mean
There's two properties, initAngleX and initAngleY
Both are numbers 0-360 which are the angle for each direction of the default camera angle
another config example animDirection = "PilotCamera_V";
i need to know what to use instead of "PilotCamera_V"
Pilot camera doesn't use a memory point for the aim direction, or at least not that I've seen
i pulled that from "B_Plane_CAS_01_dynamicLoadout_F" >> "Components" >> "SensorsManagerComponent" >> "Components" >> "VisualSensorComponent" >> "animDirection"
That's not the pilot camera
im aware, but its what makes the radar show the direction the pilot camera is facing correct?
No, it uses the current rotation of the pilot camera
i need to make triangle, circled in red, move
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?
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
well, Ive added a pilot camera, using the sling camera memory point, so i guess im not using the sling camera
that changes my thought process
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.
Just use the in-game config viewer
Not exactly helpful to me.
I found it either way.
Arma 3 > Addons > weapons_f.pbo > config.bin
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)_/¯
yeah there's this mod called advanced developer tools,(https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168), I used it to view the exact thing you're looking for
you can also download the all in one config dump and then search it for what you're looking for
Best I can say is guess-and-check method.
Sometimes you can check a model.cfg or perhaps use another config memory point thats good enough.
If all else fails, fall back to the "sensor covers frontal hemisphere" method
If u have multiple sensors, assign a different guess to each's anim direction to test multiple at once
Pilot camera doesn't use a memory point.
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?
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.
what is the cause of a unit and group appearing in editor but not zeus. CuratorScope is set to 2.
Is it in your units array?
yes
How does one create a custom 3DEN attribute for units?
What are the Game Master attributes set to?
This is the biki page, you can also reference an attribute similar to what you want from an existing mod and see how they do it. https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes
Only default mode is #adminLogged and AllAddons enabled
if you have Zeus Enhanced, check that you haven't hidden the faction in the addon options.
Make sure all addons including unoficiall ones are included
Thanks, will take a look
Yup that one is checked
How do I tell Arma to load my addon/CfgPatches entry after a certain mod which may or may not be loaded?
Did you see requiredAddons and skipWhenMissingDependencies?
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?
Different
You shouldn't repeat CfgPatches names
Got it, thanks
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.
I basically want to create a custom category at the very bottom of the list of attributes, including 3den Enhanced's custom attributes
you might be able to use the #if __hasInclude "some.file"
(if your config isn't binarized)
Yes. that's a given. pboProject wont binarize any cpp that has them. Ditto comment for some exec/evals too.
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||
You're not going to be able to run SQF there
You're also trying to procress macros that are wrapped in ", that won't work
Oh, do macros not work when wrapped in quotes?
That explains a lot
Specifically in double quotes
Copy
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"
Well, the reason I went with SQF is because the default colors, i.e. Color_OPFOR, run an SQF script with getVariable/profileNamespace that grabs values players input from the UI editor
And it clearly works fine
Are those used in CfgMarkerColors though?
I'm guessing it has to do with the quotes, I'll have to bugfix tomorrow
Yes
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])"};```
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.
Interesting
You probably will need to pull the function from uiNamespace btw
E.g.
color[] = {QUOTE(['##HEX##FF'] call (uiNamespace getVariable 'BIS_fnc_HexToRGB')};
Huh! I'll see if that works
Rapify:circa Line 141 EOF encountered
Throwing me a weird error in PBOProject
Ah well, I'm tired, will try in the morning
single quotes are quotes too.
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"
};
};
};
But single quotes still expand macros, double quotes do not
Will see if it packs
Packed for me with hemtt
Copy
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
It’s for sanity’s sake
Our unit media team does all of our logos and has a standardized format for stuff like squad colors and branding
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
Fair
I use HEMTT which iirc does binarize them
I'll give it a try, thanks
seems configurable https://hemtt.dev/commands/build.html 
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 😄
Rapify, but yeah by default hemtt will treat any has_include as false. Youu can disable rapify per-addon if needed though and hemtt will skip it
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)
Ah, that's good to know. Thanks, I'll keep that in mind 😄
@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.
Anyone happen to know a fix for the No entry .model error? It is driving me up the wall
Sorry to come to you this late about this. At first I didn't understand what you meant. Now I do xD How should I proceed to assign a default texture ?
It's set on the model itself
It's likely that you don't have class inheritance set-up correctly.
You'll need to provide some details of what you're doing and the config if you need more advice.
Decided to go with this for now, works like a charm. Thanks again. 💜
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 
What is your forceHideDriver
change to 0 or false, then driver can turn out or I guess "is not forced to be hidden"
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?
you mean an animation on the vehicle, right?
yes, hatch opening etc
animationSourceHatch
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
Yeah, check vehicle player animationSourcePhase "hatchDriver" in the wheeled apc
Thanks boss
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.
Old but i bet this isnt chaged
#arma3_config message
to get classes gunner turret and turret which you use referring
Copy that
Does uppercasing it have any actual effect on parsing aside from helping readability for devs?
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;
};
};
};
};
};
};
You need opticsIn , wide, medium, narrow if you are reffing those.
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!
Thank you SOOOO much, this workaround worked perfectly!
Hugely appreciate all the help guys 😄
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
@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.
Fair enough! :P
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?
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
- What is Syndikat class?
- Why you need the PBO?
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.
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.
I think you can give different modeloptics for different sub classes of it, like “wide/near/far”
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?
initspeed is muzzle velocity
typical speed should be your initspeed
typicalspeed is the minimum speed that a projectile will deliver the full "hit" damage value
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
Which is in the mag if im not mistaken
yes
Perfect
So typical speed is the value to use in the calculation
Can I somehow define multiple memoryPointDriverOptics, though? It seems now all of the optic modes original from the same point.
All RHS vehicles seem to be limited to a single point as well
Like, I´d like to define a separate vertex point for each class, such as in gunner´s optics
I see now, I don’t think its possible, but my knowledge is limited here, i may be wrong.
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
Are there any 2D optics overlays for periscopes, etc in the base game? I can´t find anything 
Very cool. have you tried the driver opticsmodel from a vanilla tank?
I think it is not a model, but simply a vertex placed in front of a "window" of the model
I´ll either make a new 2D overlay, or I´ll just place the camera behind the glass at the top of the periscope 
Oh interesting. I was thinking from before we had vehicle interiors.
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?
Not much point in asking here and the ace discord
i'v already do it 🙂
thx
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
I dont think you can
at least I cant think of any example where that would have worked
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
Scripts probably can do that "easy"
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
guess.. 😅
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 😅
nah i surrender
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 ()
omg 
well you are missing turret parent
id maybe recommend pboProject so it dont let you pack broken config
you alos declare animationSources and VehicleTransport without any reason
im using hemtt
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
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
I guess my recommendation still stands 😅
i guess its not perfect lol
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
to be fair i did something kindda stupid lol
mikeros tools read the dependency addon?
You definitely have something weird going on, because hemtt will flag that as an error
Usually the only thing you vary with artillery firemodes is artilleryCharge.
45 degrees elevation will always give you the maximum range if it's possible, due to lack of air resistance.
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)
👆 🧙♂️
This gives me hope then, i’ll give it a try 🙏🏻
{
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 😅
weapon with attachments would be made its own cfgWeapon entry that is hidden from arsenal list to not clutter it.
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
thank you
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
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?
yes
Perfect so its like standard inheritance, perfect thank you for the fast responses! 😊
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;
};
};
};
};
};
};
oh wait read that wrong
you need all this inside here too
with proper original inheritance definitions so you dont break the originals
Thanks, I will try
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)
Hey y'all,
Any reason my server would be in a constant "Creating" loop?
Can't really tell, but the "warning message" on missing config is not necessarily just a warning.
@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.
However if I will just turret class or just vtol base class and will input my code, pretty sure it will overwrite a lot of it. Like instead having all the code it has now under wide class. It will only have that one line I am trying to change
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
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.
There no needed get opticsIn from parent?
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.
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.
And what is your issue
The rifle does not have the attachments.
And how do you test it
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.
And how do you define the custom unit and how do you place it
heres my custom unit
and I place them in the editor.
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
Ah I must've misunderstood then, thank you!
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?
Is this for me? Sorry I don't understand.
no, question into the room
I always expected them to get loaded anyway, and it always happens?
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..
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
I'll notify that the duplicated CfgPatches entry will be ignored. But the addon is loaded anyway.
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
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.
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
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'
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?
needs scripting
but sure
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.
I'd really like it to throw some sort of visible warning, because when people fork Antistasi they never change the patch names.
RPT at least.
its in RPT for everypne
It will also pay attention to requiredAddons in subsequent classes
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
its not config its in the model
basically two turrets in the skeleton, one the physical 'real' one and one hte virtual one for the muzzle memorypoints
both tied to maingun animation source, the animation for the physical one is limited to the physical limit of the turret
the animation for the 'virtual' isn't limited