#arma3_config

1 messages ยท Page 46 of 1

wintry tartan
#

You specifically scope 1 it

#

That hides it from Arsenal

severe marlin
#

It shows different texture for shirt

#

The pants texture are fine

severe marlin
#

Set it on 2?

wintry tartan
#

What else do you need? I thought you need your uniform visible? Then yes, otherwise just leave as is

severe marlin
wintry tartan
#

Show your entire config in text, not image

#

I'm still confused what is your intention

severe marlin
#

.

wintry tartan
#

For guer, don't overwrite hiddenSelections

severe marlin
severe marlin
#

6773

wintry tartan
sick salmon
#

Can someone help me?. I'm doing Scripting to change my vehicle's Texture but when I do the Script on the T100X Futura the textures are attached randomly. Like the texture for the body is attached to the turret. I've changed the hiddenSelections several times but it still doesn't work.

wintry tartan
sick salmon
#

lines 376

wintry tartan
#

Custom_O_MBT_02_railgun_F?

sick salmon
wintry tartan
#
  1. do not include hiddenSelections if you don't use a new model
  2. What fo you mean attach randomly
sick salmon
#

yeah like this, the texture is attached randomly

wintry tartan
#

And what kind of color is supposed to happen

sick salmon
wintry tartan
#

I said what color because I don't know what kind of texture you created so I don't know how it is wrong in that pic

sick salmon
#

Yeah, this is the texture

sick salmon
severe marlin
#

still has texture problem with "guerrilla" uniform
and still didnt shows "edited kerry" uniform in arsenal

wintry tartan
#

Post your config

severe marlin
severe marlin
wintry tartan
#

No you didn't

#

How do I know your current config then

severe marlin
wintry tartan
#

No?

severe marlin
#

i sent but u looked at that pic i sent

wintry tartan
#

So you didn't made any changes yet then?

severe marlin
wintry tartan
severe marlin
#

just removed the "hiddenselections" value

severe marlin
#

6926 kerry
6773 guerrilla garment

wintry tartan
wintry tartan
wintry tartan
#

Yes, I guess. Not 100% sure what you really tried to say

severe marlin
#

i guess i must put an '_' between my class name and K

wintry tartan
#

?

#

Arsenal checks CfgWeapons part of the uniform to list, not CfgVehicles part of it

#

And your CfgWeapons part of the uniform does not have a proper config

#

That's about it. className doesn't really matter as long as you make a proper config

severe marlin
#

oh wait

sick salmon
severe marlin
wintry tartan
sick salmon
ashen chasm
#

it's not following "do not include hiddenSelections if you don't use a new model" blobdoggoshruggoogly

ashen chasm
#

you should not include the hiddenSelections in your config. So, remove it blobdoggoshruggoogly

#

the entire line

wintry tartan
sick salmon
#

okay, I will try it

sick salmon
#

still not working, I have tried it and the textures do not attach at all

wintry tartan
#

Post your current config

sick salmon
wintry tartan
#

You sure you updated PBO and launch the game with it properly

sick salmon
wintry tartan
#

Also, don't, don't, don't, don't include hiddenSelections unless you know what you're doing

#

Open your Futura tank's config ingame and see if it has hiddenSelections

sick salmon
wintry tartan
#

Just in case, I ask for hiddenSelections, not hiddenSelectionsTextures

hearty sandal
#

unpack your pbo and compare folders to what you have used as paths

#

do those match

wintry tartan
#

That will throw a straightforward error message. Which is not a case now

sick salmon
hearty sandal
#

can you use the texture with setObjectTexture command?

wintry tartan
#

Just in case what is your current issue and how it does look

sick salmon
#

okay I'll try it

#

I've tried it in the game, with the setObjectTexture everything works smoothly

vivid plank
#

hello everyone! I'm struggling with passing custom module attribute values to the function of my custom module.

class CfgVehicles {
    class Module_F;
    
    class DMP_Module_InitDatabase : Module_F {
        scope = 2;
        scopeCurator = 1;
        displayName = "$STR_DMP_module_displayName";
        category = "DMP_Modules";
        function = "DMP_fnc_initDatabase";
        icon = "\DivesMinimalPersistence\ui\DSDR_module_icon.paa";
        isGlobal = 1;

        class Attributes {
            class DatabaseName {
                displayName = "$STR_DMP_attr_databaseName";
                tooltip = "$STR_DMP_attr_databaseName_tt";
                property = "DMP_DBName";
                control = "Edit";
                typeName = "STRING";
                defaultValue = """DefaultDatabase""";
            };
        };
     };
};

The module appears in eden editor and the module function (DMP_fnc_initDatabase) gets executed just fine. However, none of the attribute values that the user sets in eden editor are passed to the SQF function.

params [
    ["_logic", objNull, [objNull]], ["_units", [], [[]]], ["_activated", true, [true]]
];

// This always falls back to DefaultDatabase
private _dbName = _logic getVariable ["DMP_DBName", "DefaultDatabase"];

// This always falls back to DefaultDatabase too
private _dbName = _logic getVariable ["DatabaseName", "DefaultDatabase"];

What is the right way to pass arguments to sqf code? What I'm doing seems to be consistent with the official documentation, I'm not sure what I'm missing ๐Ÿ˜ฆ https://community.bistudio.com/wiki/Modules

chilly tulip
#

// Attribute values are saved in module's object space under their class names

#

yeah I dunno, the latter one should work.

vivid plank
#

I managed to fix it somehow. Was:

class Attributes {
     class DatabaseName {

now:

  class Attributes : AttributesBase {
      class DatabaseName : Edit {
#

the esoteric ways of arma strike again ๐Ÿ˜„

chilly tulip
#

The previous comment may be untrue.

#

So I'm guessing that Edit already contains that expression code.

vivid plank
#

yep seems like if not inheriting Edit you have to provide your own expression.

wheat sluice
#

Crossposted at @hearty sandal 's request (original here: #arma3_questions message):

Automatic self-destruct from timeToLive only applies to missile (shotMissile) and rocket (shotRocket) simulation types. Bullet-type ballistic projectiles (shotBullet) just straight up disappear even if they're classified as explosives. This applies to grenades as well since they're using shotShell simulation.
https://i.imgur.com/bQC02Uo.jpeg

You pretty much have to resort to using scripting commands like triggerAmmo if you want to simulate airburst grenades and shells.
https://community.bistudio.com/wiki/triggerAmmo

hearty sandal
#

thanks

#

always good to collect these little tidbits

#

with all the knowlege we collect people can finally easily start modding Arma3 when Arma4 comes out ๐Ÿคฃ

novel lava
#

would be nice to have a config property to swap this timetolive behaviour

#

ie have missiles not explode when it runs out, shells explode when it does etc

chilly tulip
#

Hmm, couldn't you use submunitions to do airburst?

#

triggerTime -> create submunition rocket with timeToLive 0

wheat sluice
#

AFAIK submunitions don't work for shotShell and shotBullet, so you'd need to switch to using shotSubmunitions (which is what BI does for splash ammo on their Gatling gun weapons). But the problem is that you're no longer using shotBullet/shotShell simulation at that point anymore. Nope. Ignore this.

chilly tulip
#

At least some of the submunition settings work for other simulations but it's not clear which.

novel lava
#

ie. a heat grenade or similar that self destructs after a set amount of time but you want to have a penetrator

chilly tulip
#

Can't a submunition have a submunition?

novel lava
#

it can yes

chilly tulip
#

Oh, if you want to do both with the initial projectile, ok

novel lava
#

like yeah in that example you could have projectile -> explosion submunition -> penetrator submunition

#

at least in my case though I needed the triggeronimpact submunition to ONLY spawn if it hits something due to its scripted nature

#

so I had to end up using a deleted eventhandler to spawn the exposion when it timed out

mortal sage
#

how do i write a function for a mod?

wintry tartan
mortal sage
#

ty

wintry tartan
#

Sorry for necropost. But I serioulsy wonder if there is a counterpoint from you (even though your initial point makes zero sense to me, or I just don't understand at all). Your FULL_UPPER_CASE whatever never made sense to me but if you continue this argument, the habit makes negative sense

thick dove
#

Hi, got a question and I think i'm going slightly crazy trying to figure it out. I'm taking over our unit's mod and trying to create some units with our default loadouts.
In RHS and ACE, I see that the mag_xx macro is used pretty often to quickly add multiple time the same item in a compact manner. When I try using the same macro directly (see screenshot), the mod will simply not build.
Adding the QUOTE() macro around the mag_xx allows it to build, but i'm getting a class not found error when loading the unit for the first time in the editor

#

Adding the same item as a string works fine.

novel lava
#

post the macro but you probably need to put the classname in quotes

#

ie.
mag_xx("RHS_30Rnd_545x39_7N22_AK",20);

thick dove
#

#define mag_xx(MAG,COUNT) class _xx_##MAG {magazine = MAG; count = COUNT;}

novel lava
#

mmmm that's a macro for transportmagazines not a unit magazines array

#

ie. magazines for a vehicle/ammobox/backpack

thick dove
#

That explains it!

novel lava
#

the magazine macros listed past the sample

thick dove
#

yeah, saw that before, I had in mind that the one i posted was a bit more modular. I'll use the one on the wiki!

novel lava
#

yeah unfortunately for that use case I think that's as good as it gets

thick dove
#

Quick other question: If I want to add magazines/items to a unit's backpack, do I have to define a backpack item with the stuff in it and add that to the linkedItems of the unit or can I define it directly in the unit?

novel lava
#

yeah you need a new backpack with the items already inside it

thick dove
#

Thanks!

novel lava
#

generally you just inherit from the physical (empty) one you want to use and scope = 1 it

thick dove
#

Thank you for you time, appreciate it!

novel lava
#

P:\a3\weapons_f\Ammoboxes\config.cpp has some of vanillas ones in it

wintry fox
mossy hound
#

Okay, running into a tricky thing here. Just doing a straight-up retex of another asset, got my inheritance structure working (no errors when using pboProject to build).

Armor/protection values for the different items (clothing, vest, helmet) are not inheriting.

    class CH252D_Helmet_dp;
    class GOLD_CH252D_TRP_BLK: CH252D_Helmet
    {
        scope = 2;
        scopeArsenal = 2;
        displayName="[GOLD] CH252D";
        picture=""; 
        model="MA_Armor\data\Helmets\Human_ODST\Reach_ODST_Helm.p3d";
        hiddenSelections[] = {"Camo1","Camo2"};
        hiddenSelectionsTextures[] = {"GOLD_HALO\Data\Textures\CH252D_BLK.paa","GOLD_HALO\Data\Textures\CH252D_Visor.paa"};
        hiddenSelectionsMaterials[] = {"GOLD_HALO\Data\Textures\Mats\CH252D.rvmat"};
        class XtdGearInfo
        {
            model = "GOLD_CH252D_Options";
            Camo = "BLK";
            Marking = "TRP";
        };
        class ItemInfo: HeadgearItem
        {
            hiddenSelections[] = {"Camo1","Camo2"};
            uniformModel="MA_Armor\data\Helmets\Human_ODST\Reach_ODST_Helm.p3d";
            hiddenSelectionsTextures[] = {"GOLD_HALO\Data\Textures\CH252D_BLK.paa","GOLD_HALO\Data\Textures\CH252D_Visor.paa"};
            hiddenSelectionsMaterials[] = {"GOLD_HALO\Data\Textures\Mats\CH252D.rvmat"};
        };
    };```
#

And I looked into the source mod's own config, seeing what their inheritances were, and the only thing I suspect could be an issue, is in their ItemInfo

#

They have a base helmet class defined with a subclass "ItemInfo: HeadgearItem" for the same section.

The class I'm inheriting from uses a subclass "ItemInfo: ItemInfo"

wintry fox
#

Just inherit from the helmets ItemInfo to use its values

mossy hound
wintry fox
#

You need to go up a level of inheritance

#

You can't just ItemInfo: ItemInfo

mossy hound
# wintry fox You can't just ItemInfo: ItemInfo

But that is the setup of the class I'm inheriting from. It uses ItemInfo:

{
    scope=2;
    scopeArsenal=2;
    displayName="[MA] CH252D Helmet";
    model="MA_Armor\data\Helmets\Human_ODST\Reach_ODST_Helm.p3d";
    picture=""; 
    hiddenSelections[]=
    {
        "Camo1", 
        "Camo2", 
      //  "Helmet",
      //  "Visor"
       
    };
    hiddenSelectionsTextures[]=
    {
        "MA_Armor\data\Helmets\Human_ODST\Color_Variants\MA_ODST_Helmet_CO.paa",
        "MA_Armor\data\Helmets\Human_ODST\Color_Variants\MA_ODST_Visor_CO.paa"     
    };
    class ItemInfo: ItemInfo
    {
        uniformModel="MA_Armor\data\Helmets\Human_ODST\Reach_ODST_Helm.p3d";
        hiddenSelections[]=
        {
            "Camo1", 
            "Camo2", 
        //  "Helmet",
        //  "Visor"    
        };
        hiddenSelectionsTextures[]=
        {
            "MA_Armor\data\Helmets\Human_ODST\Color_Variants\MA_ODST_Helmet_CO.paa",
            "MA_Armor\data\Helmets\Human_ODST\Color_Variants\MA_ODST_Visor_CO.paa"    
        };
    };
};```
#

And then that helmet's base (MA_Helmet_Base) uses HeadgearItem

#

And that has the protection values.

wintry fox
#

You need more than just ItemInfo: ItemInfo

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Is my point

#

(Different mod, but same idea)

#

Doing this also saves you redefining everything in the helmets ItemInfo like the model and selections

wintry fox
wintry fox
#

Yeah to inherit from a class inside of a class you need to "open up" the class

Here you do that by getting its parent and then referencing the class inside

mossy hound
#

Gotcha. That fixes the helmets and vests in terms of the protection values. Still stumped with the clothing though, as I know that's derived off of cfgVehicles, not cfgWeapons, correct?

wintry fox
#

Yes armor for uniforms is handled in the unit class for the uniform

mossy hound
#

Which the source mod is taking from B_soldier_f_base

wintry fox
#

If you're not modifying the HitPoints class in the unit for your uniform, double check your uniformClass in the uniform's ItemInfo

wintry tartan
#

Or, if you're "just" making a retex, don't redefine anything other than the texture

wintry fox
#

Hard to say without the config for your stuff

If I had to guess, could be funky inheritance but blobdoggoshruggoogly

It's like 11:30 for me though, so off I go

mossy hound
#

Under cfgVehicles:

    class GOLD_M56D_BLK_BLK_BLK_BLK_UNI: MA_Marine_ODST_BDU_HJ
    {
        scope = 1;
        UniformClass = "GOLD_M56D_BLK_BLK_BLK_BLK";
        hiddenSelectionsTextures[]= {"GOLD_HALO\Data\Textures\BDU_Top_BLK.paa","GOLD_HALO\Data\Textures\BDU_Bottom_BLK.paa","GOLD_HALO\Data\Textures\BDU_Collar_BLK.paa","GOLD_HALO\Data\Textures\Armour_Padding_BLK.paa","GOLD_HALO\Data\Textures\Armour_Straps.paa","GOLD_HALO\Data\Textures\Armour_Upper_BLK.paa","GOLD_HALO\Data\Textures\Armour_Lower_BLK.paa","GOLD_HALO\Data\Textures\Armour_Shoulders.paa","GOLD_HALO\Data\Textures\Armour_Shoulders.paa","GOLD_HALO\Data\Textures\Armour_Shoulders.paa"};
    };```

Under cfgWeapons:
```class MA_Marine_BDU_ODST_HJ;
    class GOLD_M56D_BLK_BLK_BLK_BLK: MA_Marine_BDU_ODST_HJ
    {
        scope = 2;
        scopeArsenal = 2;
        author = "Misriah Armoury";
        displayName = "[GOLD] M56D BDU [BLK/BLK/BLK/BLK]";
        class XtdGearInfo
        {
            model = "GOLD_M56D_Options";
            Top = "BLK";
            Bottom = "BLK";
            Chest = "BLK";
            Leg = "BLK";
        };
        class ItemInfo: UniformItem
        {
            uniformClass = "GOLD_M56D_BLK_BLK_BLK_BLK_UNI";
            containerClass = "Supply60";
            mass = 10;
        };
    };```
#

And in the source config no alterations are made to the cfgVehicles hit points, so it takes the default values assigned to B_Soldier_base_F

tender gust
#

Hi all I need mod to increase fire rate of vanilla cram and change fire color to red, thanks

fading dove
#

do weapon optics share a common base class and if they do anyone know what it is?

nimble sequoia
#

Is there any way to lock a tank turret and move it's position back to it's spawned default (no rotation)?

winter rain
#

i did also manually rotation but AI gets confused then, so not good if AI is in use

#

lockWhenVehicleSpeed = 1.5; puts turret back to default when speed is over 1.5km/h

nimble sequoia
#

What I've done previously on simpler models is have a duplicate mesh that is static and hidden, which I unhide when required for default position.

#

so locking the turret resets it's position?

winter rain
#

i did also 2 turrets and 1 is hidden when other 1 is active, thats how im doing artillery vehicle to combat vehicle cause turret classes are completly different so i had to switch gunner to commander and commander to gunner when i switch to arty or combat mode

winter rain
#

goes back = default pos

novel lava
#

can with scripting

winter rain
# novel lava can with scripting

i also did scripting but maybe i did something wrong. AI wasnt able to target anymore like the position it had is changed and the gun wasnt pointing there where it looked anymore

novel lava
winter rain
#

This page was last edited on 28 February 2023, at 16:44.
yeah i did my testings before this and 2.12 kekw2

novel lava
#

you just set the limits to 0 across the board and it basically resets it

#

I use it in spearhead for the halftrack gunners cuz they can turn in

#

and the proxy would be sitting sideways if the gun isnt reset forward

winter rain
#

good to know i might update my vehicle with this

nimble sequoia
novel lava
#

Yeah

#

just reminding myself how it works

#

oh wait for the halftrack I had another way of doing it I used

                class TurnIn
                {
                    limitsArrayTop[] = {{-0, 0}};
                    limitsArrayBottom[] = {{-0, 0}};
                };

in the turret config to lock the gun forward

#

but I used setTurretLimits for the stug III remote MG to keep it out of the way when the loader is turned out

#

that was just turnIn turnOut eventhandlers

nimble sequoia
#

cheers!

hearty sandal
#

oh man thats a good one!!!

nimble sequoia
narrow swallow
#

Doesn't that happen for viv too? Or is that just locked in place?

jovial topaz
#

Is there a template for creating a custom faction/subclass to add vehicles to?

wintry fox
jovial topaz
wintry fox
#
#define OPFOR 0
#define BLUFOR 1
#define INDFOR 2
#define CIVILIAN 3

class CfgFactionClasses {
    class TAG_yourFaction {
        displayName = "Faction Name";
        side = OPFOR; // Macro, see above for values
        icon = ""; // Optional, icon for the side
        flag = ""; // Optional, flag for the side
    };
};

class CfgEditorSubcategories {
    class TAG_yourSubcategory {
        displayName = "Your subcategory";
    };
};

class CfgVehicles {
    class TAG_yourVehicle {
        faction = "TAG_yourFaction";
        editorSubcategory = "TAG_yourSubcategory";
    };
};
#

I was writing a sample

jovial topaz
#

Thank you @wintry fox

wintry fox
#

For subcategories, you can also just use the vanilla ones for generic stuff like "Tanks", "Planes", etc. etc. if you want

wintry fox
jovial topaz
wintry fox
#

You'd need to make other version of the vehicle and change the side

#

Factions have a side property, but you can use the same faction class for multiple sides

jovial topaz
#

@wintry fox thank you

wintry fox
#
class CfgVehicles {
    class TAG_yourVehicle {
        side = OPFOR;
        faction = "TAG_yourFaction";
        editorSubcategory = "TAG_yourSubcategory";
    };
    class TAG_yourVehicle_BLUFOR: TAG_yourVehicle {
        side = BLUFOR;
    };
    class TAG_yourVehicle_INDFOR: TAG_yourVehicle {
        side = INDFOR;
    };
    class TAG_yourVehicle_CIVILIAN: TAG_yourVehicle {
        side = CIVILIAN;
    };
};
#

Something like that

jovial topaz
#

@wintry fox awesome

severe marlin
#

guys im looking for an uniform im trying to reskin that but have problems

hearty sandal
hearty sandal
jovial topaz
# wintry fox Something like that

Would you mind helping me more in-depth? I am struggling in a few areas with my Heli config. I could compensate your time/knowledge.

wintry fox
#

Don't pay me ๐Ÿ‘
Just ask whatever question(s) you have, what you've tried, and what happened when you tried and someone will answer

jovial topaz
#

Since the forums are down its almost impossible to find information

wintry fox
#

Exactly
Ask about whatever issue you're running into, or what you are trying to do / understand

jovial topaz
#

Is it possible to have a weapon load in the vehicle's inventory with attachments already on it?

hearty sandal
#

typically thats done by making hidden weapon classes that have the attachements on

#

and then adding that to inventories

jovial topaz
#

@hearty sandal what would the config look like for that? would it just go under class weapon

hearty sandal
#

there are such weapon variants in the vanilla conifg too

#

All In One config dump is your friend in these cases for easy lookup of vanilla classes

jovial topaz
#

do you have a link

hearty sandal
#

not at hand. but I think Ive posted one quite recent somewhere here

wintry fox
jovial topaz
#

class LinkedItems
{
class LinkedItemsMuzzle
{
slot = "MuzzleSlot";
item = "hlc_muzzle_556NATO_OpsInc12th_DT";
};
class LinkedItemsAcc
{
slot = "PointerSlot";
item = "hlc_acc_SF660_Barrel_Pad";
};
class LinkedItemsOptic
{
slot = "OpticSlot";
item = "HLC_optic_Aimpoint5000";
};
};

#

is the class/slot name wrong?

wintry fox
#
class LinkedItemsOptic {
            slot = "CowsSlot";
            item = "...";
        };
jovial topaz
wintry fox
#

It's just an Arma inconsistenty

jovial topaz
wintry fox
#

It won't check magazine wells btw

hearty sandal
#

if you want specifc magazine it has to be scripted im afraid

#

in the unit

#

either in config eventhandlers or on mission level

wintry fox
#

?

hearty sandal
#

ah no right your making specific weapons, not uniform loadout

#

then the magazine array like Dart said

jovial topaz
#

How do i make "class sp_fwa_acc_m21_art1_redfield_scope: optic_DMS" work with "class asdg_OpticRail1913;" ?

wintry fox
#

How easy that is depends on the weapon's config

No clue what it looks like, but tl;Dr is you need to edit the WeaponSlotsInfo >> CowsSlot >> compatibleItems, which will either be a class or array

wintry fox
#

Oh I thought that was a weapon and an attachment

Modify the compatibleItems in the asdg_OpticRail1913 class

#

Same thing, compatibleItems will either be a class or an array.

For an array, just do compatibleItems[] += {"attachment"}. For a class, just add attachment = 1 in the compatibleItems class

tawny yacht
#

Hey guys, question. I remember back then there was a tool on Sickboys website that allowed to search for weapons, vehicles etc. to look at their configs. It was pretty awesome to explore arma's configs quickly. Does that site still exist and if yes, could one of you shoot me the link? Thanks!

steep pawn
#

Don't think it does anymore

jovial brook
#

I am a bit new to Arma 3 modding. Is this structure correct for addon config.cpp?

class CfgPatches {
  class my_addon {
    //addon name n stuff
  };
};

class CfgWeapons {
//whatever I am messing with
};
wintry fox
tawny yacht
#

@steep pawn damn, is there no old backup copy or anything?

green verge
#
class CfgVehicles
{
    class Man
    {
        class EventHandlers
        {
            PostInit = "params ['_entity']; if (local _entity) then { [_entity, '', [], false] call BIS_fnc_initVehicle };";
        };
    };
}; ```
#

Anyone knows if PostInit also fires on player respawn?

wintry fox
#

Including when a new unit is created after a player respawns

wintry fox
#

That's a pretty bad example then, especially for modern modding

nimble sequoia
wintry fox
#

It's a wiki example

#

They said that

nimble sequoia
#

Something incorrect with my comment?

wintry fox
#

It's not at all related to what they asked about

nimble sequoia
#

They asked if postInit fires on player respawn along with an example that included BIS_fnc_initVehicle in the postInit for man class. So it seems entirely relevant to suggest that it would be incorrect to do so. But I wrote my comment for him, not you anyway, so he can judge.

young mortar
#

hey guys I have a small problem: I am working on a McMillan Tac 50 and it's almost finished (only waiting for textures) but there is one annoying glitch with the animation that seems to happen everytime i shoot someone who carries this gun and he does not die from it (mainly 9mm to the leg or something): http://imgur.com/a/ihjcf
any ideas what is causing this?
it's a custom animation btw

green verge
#

Your comments are spot on Apollo, just like Dart, the Wiki is clearly outdated or just miss commented

#

How can I add a MissionEventHandler via Config so that it runs on all missions start? I need to insert some GVARs to the Extraction Mode from the CDLC

grand zinc
green verge
grand zinc
green verge
#

Which causes all the confusion

nimble sequoia
fast sigil
#

is there an eh one can use to display an advanced hint on someone picking up an item (whether that be via arsenal, inventory or loading in with premade kit?)

wintry fox
#

Though that's scripting, not config

lean bloom
#

Is there any sample case I could look into when it comes to setting up a vehicleยดs turret in a way where the gunner would have the option of "folding" the turret, which would disable the ability to move / fire said turret until it has been unfolded again?

The gunner would need to have the option to obviously remain in the gunner seat, and the game would need to retain the correct amount of rounds in the weaponยดs magazine.

narrow swallow
#

Could use turn in/out, or pylon weapon bays open/close, or rhs style separate turret

hasty oasis
#

This may or may not sound like a very stupid question but it's something I've been wondering about. Is it a bad practice to have say, a folder for each custom weapon, with it's own specific config.cpp and folders of relevant files all contained within itself, or is it better to have a general weapons folder with one config.cpp file for everything? Does it actually matter?

wintry tartan
#

It doesn't matter. Your preference matters

#

Or, if you see it is easier to organize, yes

wheat sluice
# hasty oasis This may or may not sound like a very stupid question but it's something I've be...

The engine merges everything together during compilation so it doesn't matter how you create your config(s).

All that matters is your own sanity when it comes to updating/bugfixing. So having separate configs for each weapon would be easier to manage in the long run.
That being said, you can also use header files for the all-in-one config approach, which means less subfolders are needed and (effectively) does the same thing.

hasty oasis
#

Cool, thanks you guys. I've been doing the former method of having everything self-contained since I'm working on a very large mod and it's easier to troubleshoot stuff that way, but I saw a couple of open-sourced mods where they just had one big megafolder and a singular config file which made me second-guess if there was some drawback to the way I had been doing it.

nimble sequoia
green verge
#

Guys, do you know if there is a vanilla alternative to CBA's cba_fnc_addKeybind? Example:

["VAL_melee_mod","Melee_key", "Melee_Attack", {"Attack" call VAL_fnc_FN_Melee},"",[DIK_LCONTROL , [false, false, false]]] call cba_fnc_addKeybind;
#

โ˜๏ธ Here is how I assigned the Left Control key to perform a Melee attack using CBA. But since I am doing a sort of CDLC like project, I need to remove my dependency on CBA

#

I know how to do it via scripts but that just imposes the new key scheme on players rather than trully changing the keybind so I figured that by know there could be a better way via config

royal briar
brazen merlin
#

i just noticed that tank-type vehicles don't automatically flip on the headlights when it's dark. does anyone know what config property controls this?

novel lava
#

i vaguely recall seeing a config property but i can't find it after a quick look

brazen merlin
#

couldnt find anything either, but then again i don't even know what to look out for ๐Ÿ˜„

#

if it's in the main branch or some category, etc

novel lava
#

may have been this:

#

that I was thinking of

brazen merlin
#

hm

#

hope this isnt connected to tank simulation

#

crap

#

ofc it is

#

@grand zinc plz config attribute

nimble sequoia
brazen merlin
#

yeah but that's not what i want

#

i basically want it to behave like any other car

nimble sequoia
#

I know it isn't, but that's a solution no one has yet mentioned. I guess the thinking at BI was that tanks are not like cars and should not be giving away their position unless set to careless?

brazen merlin
#

yes likely

#

it makes sense for military vehicles

#

also usually tanks have NVG in their optics, so there's that as well

#

a config property that allows the behavior on tracked vehicles would be very nice to have

nimble sequoia
#

Could be coupled with similar config option to allow crew to remain turned out when entering combat, which again is currently related to carelessness.

grand zinc
#

need ticket, and is too late for 2.20

brazen merlin
#

no need for 2.20, but if in future, i'll be happy panda

#

gonna write a ticket

brazen merlin
nimble sequoia
winter rain
# brazen merlin i basically want it to behave like any other car

Is it for a custom tank?
If so, add class Reflectors to turret and close regular class Reflectors{};

Add script to enable / disable the "Searchlights" cause its a searchlight then but can work as headlights.. thats how i did it for my tank base classes and ive added a attribute for this aswell

brazen merlin
#

interesting workaround. not a fan of a scripted solution, but if nothing else helps, worth considering i guess

hallow quarry
#

hello I need some help, I am doing some plane overhauls and want to make it so both the gunner and the pilot can lock targets

#

what variable would I need

#

I have

driverIsCommander=1;```
for the pilot
and
```commanding=1;
primaryGunner=1;
primaryObserver=1; ```
for the gunner
The gunner can lock but the pilot cannot, unless it's manually through the pilot camera and pressing T
hallow quarry
#

Maybe I should do primaryobserver=0 for gunner

winter rain
stuck nest
hearty sandal
#

I dont think you can share weapons/targetting between crew members

nimble sequoia
#

enableManualFire = 1; maybe

wintry fox
#

Is there an "invisible" p3d I can use for a bullet?
tracersEvery = 0 in the magazine was still showing the model for some reason

I forget if bullets need anything specific, because there is an empty p3d for nvg optics iirc

narrow swallow
#

There's \a3\weapons_f\empty.p3d

hallow quarry
#

where if you give weapons to both the pilot and gunner they can use their respective weapons

lost plover
#

Hey people i have a question:

I have recently rented a Arma 3 VPS for my Group. we have started a liberation campaign and one of my admins decided we should swap a couple of mods in our server.

We did just that, however, that mod change corrupted our KP Liberation save files, to the point the mission is failing to open.

does anyone know where are the Mission save files are usually saved on a VPS?

wintry fox
wintry fox
#

I know this has been asked before but I couldn't find a clear answer

I'm wanting to make a sound set / shader for a weapon that has a start, a looping sound, and then an end.
The start sound should play the first time the gun is fired each time (it only has full auto), then the loop sound repeats, and then the the end sound plays for the last shot / after the player stops firing

Current config: https://gist.github.com/DartRuffian/d4709cde2aa84273772fa48ab372d97d

With my current setup, these are the issues I've run into:

  1. The shotLoop sound does loop, but loops forever and doesn't end after shooting
  2. The shotStart sound plays for each bullet fired
  3. The shotEnd sound plays for each bullet fired
Gist

WIP - Weapon SoundSet with Start, Loop, and End sounds - config.cpp

hasty oasis
#

Vanilla grenades don't have a sound that triggers on throw, do they? Currently trying to add a custom sound to play off an inherited vanilla grenade when it's thrown, not really sure what the best way to go about this is.

wintry fox
hasty oasis
#

I know ace has sounds for it, but for the mod I'm working on I'd like it to not need ace as a requisite. Basically I'm just trying to have a sound play once the grenade is thrown, can't really find anything anywhere on this particular subject, bit of at a loss as to how to go about it.

wintry fox
#

A single config property doesn't add a dependency

#

It just wouldn't do anything if ace wasn't loaded

wintry fox
hasty oasis
#

Hmm, unfortunate. I'll try asking in scripting since I'd really like to get this working.

mossy scaffold
wintry fox
unique hound
#

i'm trying to make a weapon where the barrel rotates while firing, as well as at the end of a reload. so far i've gotten both to work, the problem is; the barrel needs to rotate exactly from 0 to 360 degrees every time, both after every shot and when reloading. in the case of firing, when i set up the barrel rotation anim in the model.cfg, it starts at a different angle than it should even before any firing. the reload also has the barrel not return to 0. any ideas? (please ping me if responding)

video of the reload, you can see the barrel spins but snaps weirdly near the end https://youtu.be/n1zqiEMSADc
the section of model.cfg that controls the reload anim:

            class barrelrot_reload 
            {
                type = "rotation";
                source = "reloadmagazine";
                sourceAddress = "clamp";
                selection = "rotating_barrel";
                axis = "rotating_barrel_axis";
                minValue = 0.75;
                maxValue = 0.95;
                angle0 = 0;
                angle1 = 360;
            };
ashen chasm
#

angles are in radians, not degrees blobdoggoshruggoogly

#

use angle1 = "rad 360"; or something

unique hound
#

thank you, that worked ๐Ÿ˜„ it's always the one thing you don't try that ends up working

tawny yacht
#

@mossy scaffold thanks mate! awesome!

hallow quarry
#

hello I need some help making a reskin for the ldf combat fatigues

hearty sandal
ashen chasm
#

i'd assume wrong hiddenSelections[] for the model ๐Ÿ™ƒ

hallow quarry
slender drum
#

Hello, is there any way to fire a script/function when a submunition is created (via config?) - I have tried init event handler in the CfgAmmo of the subammo, or ammohit iin the parent ammo, so far nothing happens. Thanks in advance!

mossy scaffold
#

You're welcome ๐Ÿ˜ƒ

severe marlin
#

hey guys im trying to add the vanilla bandana mask but it wont add in arsenal list

vocal patrol
#

Hey all, I'm trying to add the passive sensor and chaff launcher to the Pawnee, the sensor seems to be working but the flares don't fire and it's lost it's standard weapons like the miniguns and pylons, I assume I've overwritten it or done something wrong?

class pawnee1blak : B_Heli_Light_01_dynamicLoadout_F
    {
            scope = 2; scopeCurator = 2;
            author = "Dozette";
            displayName = "AH-9 Pawnee (Blak)";
            side = 1;
            faction = "tru_faction";
            crew = "B_Soldier_F";
            typicalCargo[] = {"B_Soldier_F"};
            editorCategory = "tru_editor_cat";
            editorSubcategory = "tru_editor_heli";
            class Components : Components
            {
                class SensorsManagerComponent : SensorTemplatePassiveRadar
                {
                };
            };
            radarType = 4;                            //default is 8
            lockDetectionSystem = "2 + 4 + 8";        //default is 0
            incomingMissileDetectionSystem = 16;    //default is 16
            magazines[] = {"168Rnd_CMFlare_Chaff_Magazine"};
            weapons[] = {"CMFlareLauncher"};
            textureList[] = {"hummingbird1blaktex", 1};
            hiddenSelections[] = {"camo1"};
            hiddenSelectionsTextures[] = {"\trutexturemod\data\textures\vehicles\hummingbird\hummingbirdblak.paa"};
    };```
hollow turret
#

Nice work mate

vocal patrol
#

I've got the pylons and miniguns working again by just adding them back but I can't seem to get the flares to fire, is it because of the sensors?

cobalt topaz
#

Hello Everyone, I created a little plane, used the Arma 3 Samples (Plane) files and got it to work in the game. The only problem so far is that ~~plane does not have enough speed to take-off, caps at around 141. ~~ (got it fixed by adjusting sprungMass, springStrength and springDamperRate), now plane bounces slightly at the beginning and then rolls down runway on its own. Any help is greatly appreciated. Kind regards.

slender drum
wheat sluice
# vocal patrol Hey all, I'm trying to add the passive sensor and chaff launcher to the Pawnee, ...

I made this quick edit to the Pawnee's base class and it works fine out of the box. Passive Radar + CM flares/chaff + MAWS + RWR + SENSOR panel gets shown properly for the pilot.

    class Heli_Light_01_dynamicLoadout_base_F: Heli_Light_01_armed_base_F
    {
        weapons[]=
        {
            "M134_minigun", 
            "CMFlareLauncher"
        };
        magazines[]=
        {
            "5000Rnd_762x51_Belt", 
            "300Rnd_CMFlare_Chaff_Magazine"
        };
        class Components: Components
        {
            class SensorsManagerComponent
            {
                class Components
                {
                    class PassiveRadarSensorComponent: SensorTemplatePassiveRadar
                    {
                    };
                };
            };
            class VehicleSystemsDisplayManagerComponentLeft: VehicleSystemsTemplateLeftPilot
            {
            };
            class VehicleSystemsDisplayManagerComponentRight: VehicleSystemsTemplateRightPilot
            {
            };
        };
        lockDetectionSystem=8;
        incomingMissileDetectionSystem="8 + 16";
        memoryPointCM[]=
        {
            "inspect_hitvstabilizer12"
        };
        memoryPointCMDir[]=
        {
            "inspect_hitvstabilizer12"
        };
    };

You didn't define the countermeasure launch memory points for the Pawnee so flares and chaff can't fire properly (memoryPointCM[] and memoryPointCMDir[]).
Also, because the Pawnee's model (heli_light_01_f.p3d) doesn't have the necessary mempoints for launching CM flares/chaff, you will need to improvise with a different mempoint on the model.

vocal patrol
wheat sluice
vocal patrol
#

Oh cool, very nice

#

Thanks for your help

edgy forge
#

I got a little issue with my USAF->3AS Compat mod, When I load the mod with this Config, I cant use Countermeassures anymore on the Z-95, Arc-170 and Y-Wing Bomber (BTLB).

Can I ask here regarding help or do I need to go to #creators_recruiting ?

I dont really understand any of this. A friend of mine did this and I cant reach him as of now due to him being on holiday.

If whoever wants to help, would like to have the mod for better help, I can provide it.

nimble sequoia
edgy forge
edgy forge
# nimble sequoia Possibly your class inheritance is not accurate. For example, you do `class Comp...

After reducing it to This, the CM worked.

```class 3AS_ARC_170_Base: Plane_Fighter_03_dynamicLoadout_base_F {
    class EventHandlers
    {
        fired="_this spawn USAF_GPS_DIALOG_fnc_firedGPS;";
    };
    class UserActions
    {
        class USAF_GPS_targeting_system
        {
            displayName="GPS/INS Guidance System";
            shortcut="User3";
            position="pilotcontrol";
            radius=10;
            onlyforplayer=1;
            showWindow=0;
            hideOnUse=1;
            condition="(driver this == player) && {[this] call USAF_GPS_DIALOG_fnc_isGPSDialogAvailable}";
            statement="createDialog 'USAF_GPS_DIALOG'";
        };
        class USAF_HOB_Setting
        {
            displayName="Configure Height of Burst";
            shortcut="";
            position="pilotcontrol";
            radius=10;
            onlyforplayer=1;
            showWindow=0;
            hideOnUse=1;
            condition="(driver this == player) && {[this] call USAF_HOB_DIALOG_fnc_isHOBDialogAvailable}";
            statement="createDialog 'USAF_HOB_DIALOG'";
        };
    };
};```
#

so what do I have to replace it with now if that breaks the CM?

nimble sequoia
#

If you add 10 things, and you know that 1 of them breaks it, what would you do?

edgy forge
#

well narrow it down until I have the thing that breaks it?

As said, i am going off gussing here because I know absoluely nothing of what the hell i am doing here. Sorry for that and thx for helping me

nimble sequoia
#

Yes, narrow it down until you find the bit that breaks it.
So first, remove everything and verify that it works perfectly.
Then add back in half of your changes and see if one of them breaks or not.
Keep adding half again, until you find the one that breaks it.
Once you know what breaks it, if it's not obvious what the problem is, come back and ask again with the detail.

edgy forge
#

ok, ill go do that then, thank you!

edgy forge
#

Only when I delete Class Components the CM starts working.

I went Bit by Bit with hoping to break nothing else and only had

{
};``` 

left at the end and still didnt work. But as soon as I deleted that, it worked.

What I maybe could imagine but have no Idea how to test, is the Class of the Plane?

He used "Plane_Fighter_03_dynamicLoadout_base_F" but they technically are VTOLS if thats a different class?

While for the LAAT He used "Helicopter_Base_H" *and there it still works.
#

nvm my idea... I now know where he got the Class from I guess...

hearty sandal
#

you can tinker with the inheritance or add the component into your own class

edgy forge
#

ok

#

Thanks.

stuck nest
#

Is there a way to make AI fire at a building based on the config it has? Is there a specific method to rig something like that up? My goal is to get AI firing on base objects, I coded up an event handler for scripted damage, but I would prefer a config method supporting vanilla means.

nimble sequoia
vocal patrol
#

I'm still trying to fix my Pawnee config, miniguns work fine but flares are showing up and switchable between single or burst but not firing. Also the pylons seem to be disabled, I think I'm doing something wrong.

#
    {
            scope = 2; scopeCurator = 2;
            author = "Dozette";
            displayName = "AH-9 Pawnee (Blak)";
            side = 1;
            faction = "tru_faction";
            crew = "B_Soldier_F";
            typicalCargo[] = {"B_Soldier_F"};
            editorCategory = "tru_editor_cat";
            editorSubcategory = "tru_editor_heli";
            weapons[]=
            {
                "M134_minigun", 
                "CMFlareLauncher"
            };
            magazines[]=
            {
                "5000Rnd_762x51_Belt", 
                "300Rnd_CMFlare_Chaff_Magazine"
            };
            class Components: Components
            {
                class SensorsManagerComponent
                {
                    class Components
                    {
                        class PassiveRadarSensorComponent: SensorTemplatePassiveRadar
                        {
                        };
                    };
                };
                class VehicleSystemsDisplayManagerComponentLeft: VehicleSystemsTemplateLeftPilot
                {
                };
                class VehicleSystemsDisplayManagerComponentRight: VehicleSystemsTemplateRightPilot
                {
                };
            };
            lockDetectionSystem=8;
            incomingMissileDetectionSystem="8 + 16";
            memoryPointCM[]=
            {
                "inspect_hitvstabilizer12"
            };
            memoryPointCMDir[]=
            {
                "inspect_hitvstabilizer12"
            };
            textureList[] = {"hummingbird1blaktex", 1};
            hiddenSelections[] = {"camo1"};
            hiddenSelectionsTextures[] = {"\trutexturemod\data\textures\vehicles\hummingbird\hummingbirdblak.paa"};
    };```
vocal patrol
#

I tried adding drebin's code verbatim using the Heli_Light_01_armed_base_F as above but even that doesn't seem to allow for the flares to fire for some reason. Very odd.

wheat sluice
# vocal patrol I tried adding drebin's code verbatim using the Heli_Light_01_armed_base_F as ab...

What is your inheritance structure? I get the feeling that you're missing a subclass/property along the way and inadvertently deleted something like TransportCountermeasuresComponent.
It's either or that your CfgPatches is not set up correctly, meaning your changes are being overridden by a different mod that modifies the Pawnee's base class.

For reference, your inheritance structure should look like this:

nimble sequoia
vocal patrol
#

Is there a section of the wiki for memory points? I keep getting forum posts which we can't access at the moment I don't think

#

Trying your inheritance structure now drebin, mine was quite different and that could be the issue

#

That fixed it, it was something in my inheritance, works great now and shows up incoming missiles

#

How would I go about adding it to the humminbird as it doesn't have weapons? Like just the flares and sensors?

#

Thank you by the way, this stuff is pretty confusing and a lot of the old forum posts aren't viewable anymore unless I'm missing something.

wheat sluice
#

It's the same process. Just add the countermeasures weapon to the pilot's weapons[] array and flares/chaff magazines to its magazines[] array. Just keep in mind that the Hummingbird doesn't have pylons, so be sure to check your inheritance structure.

#

You can use web archive to view old posts on the BI Forums by the way.

vocal patrol
#

Ah okay thanks again.

vocal patrol
#

Do you know what the base version of the Hummingbird with benches is? I thought it was B_Heli_Light_01_F but you seem to use different base vehicles in your inheritance?

vocal patrol
#

Think I worked it out by sifting through my P drive, just need to work out how to display the ammo for flares in a vehicle without weapons?

blissful moon
#

Are there any good tutorials for aircraft (specifically jet) config? So far Iโ€™ve set up the memory points/ damage points by shuffling around the sample jet (and adding a couple). How do I then config that into a working aircraft

severe marlin
#

hey guys im trying to add the vanilla bandana mask but it wont add in arsenal list

chilly tulip
#

Did vanilla civ vehicles get a postInit EH (BIS_fnc_initVehicle) added in some recent Arma version?

hearty sandal
#

where do you try to add it?

severe marlin
#

facewears

hearty sandal
#

can you elaborate

severe marlin
#

well that vanilla bandana mask i reskinned it and i tried to add it

#

but it wont show in arsenal list

hearty sandal
#

so retextured bandana

severe marlin
#

no errors or anything

hearty sandal
#

normal arsenal?

#

ace arsenal?

severe marlin
#

both

hearty sandal
#

do you inherit from the original bandana?

severe marlin
#

yes

severe marlin
hearty sandal
#

try unload all extra mods in case some other mod breaks it

severe marlin
hearty sandal
#

and when you say arsenal do you mean mission placed arsenal box or also the gear selection menu

severe marlin
#

does it matter?

hearty sandal
#

yes

severe marlin
#

arent they same?

severe marlin
hearty sandal
#

๐Ÿ‘

severe marlin
#

even in ACE

rare ermine
#

could anyone help me out? there are two things i cant figure out how to do, restrict my zeus slot so only certain players can get into it and i would like to limit the arsenal based on role selected in my missions

novel rivet
#

Hello, I'm coming to you because I'm making a server on my machine, here's what I've already done and where I'm stuck, I installed the server with steamcmd, installed the database that works with the server, I opened my ports via the admin panel of my internet box, I have a fixed IP,disabled windows firewall but the server remains local and I can't put it online, would someone know how to help me

slow sage
#

did you forward your ports?

#

(I mean checked if they are actually open)

novel rivet
#

yes 2302 - 2306, 2344 -2345

slow sage
#

rgr - so you can for example home-host ARMA 3 matches normally just fine?

#

never really tried to make a dedicated in ARMA myself, but I am sure someone else will know what else you might be missing

hearty sandal
novel rivet
jade dawn
#

hey im having issues with understanding the config and changing things for the init of map files.

i want to understand how i can go about changing values of things like cargo space in vehicles persistently on a map and not just doing it in eden, same for the cargo value of objects in the map instead of needing to pre-emptively spawn all the objects with the value i desire in eden first.

is there resources to learn how to navigate armas config and systems like that im quite confused and want to learn so i can fix things going forward too. i currently have a basic piece of script that allows for certain objects to be loaded and carried (using ace) but i want to be able to consistently change any of these parameters at will. i noticed the config viewer but cant seem to find where any of this is or how it would work

thanks in advanced all the forums are down for maintenance so its made it more difficult to figure this out

wintry tartan
#

So you are trying to use description.ext to make a change on a vehicle?

jade dawn
#

i genuinely don't know what description.ext is

#

the mission init? through eden, i tried that i tried in a console in game, ive tried the execute in the object themself i also went outside the game to the ace pbo file because its a function that ace designed but im not accustomed to how any of this works

wintry tartan
#

Sounds like you ran into the entirely wrong way. You anyways need a Mod to make a change to a config, no mission can make a change

jade dawn
#

i thought that might be the case but at the same time ive been able to give objects load and unload so its hard to tell the difference i guess

#

like my first instinct was the config viewer and i kept thinking how the hell do i change this value

wintry tartan
#

You don't. A mission cannot change the config that is loaded into the game already

jade dawn
#

right i understand that i do i was also trying to poke around the files but im again out of my depth

#

do i have to make like a mod and literally define 6 to be = 4 and thats my entire mod? XD

wintry tartan
#

Yes

jade dawn
#

could i get some small help navigating that it would help alot

wintry tartan
jade dawn
#

theoretically this pbo could i throw it into a server and just force users on entering the server?

wintry tartan
#

No. Servers won't let players install your PBO automatically. You need to distribute it to everyone

jade dawn
#

wait but how would i force the pbo to function on the server then wouldn't the data for the cargo size be a server side thing not client?

#

i understand everyone needs the pbo but i figured the server could take it and distribute on startup

wintry tartan
#

A vehicle config is processed on everyone's end

#

More like, every config is

jade dawn
#

got it okay well this sounds so unbelievably infuriating for such a simple change

wintry tartan
#

It is not a complicated task. Just hard to get 101

jade dawn
#

why would it allow me to change the value individually inside eden but yet if i want it to be universal its forcing me to make my own pbo

wintry tartan
#
  1. Write a config
  2. Pack the folder into PBO
  3. Load it into everyone's end
#

Because a mission cannot make a change to the game's config

jade dawn
#

for context i literally just want to change these values universally for that object during the mission

#

just so you understand what im asking

wintry tartan
#

Okay so I didn't, and I am not an ACE user

jade dawn
#

right sorry im not trying to be bullheaded im hearing you loud and clear and understand what your getting at and happy to go through the process but just wanting to understand this fully

chilly tulip
#

Yeah, those are ACE vars. You can probably change them all via scripting but it'd take some research.

jade dawn
slow sage
#

Does anyone have some experience with the "Liberation" missions? I am using Liberation v0.96.7a. (porting it to one of the bigger Unsung maps) and for some reason the virtual arsenal is missing the options "voice", "patch/insignia" and "face". I am using the BI arsenal and full arsenal options (i.e. no restrictions) in Liberation so I reckon that it should show, but does not.

----> managed to fix it myself

severe marlin
#

Hey guys I'm wanna know how the magazines work unfortunately the arma site won't load properly so I can't see (cuz of net problems)

#

I just wanted to know how to add magazines to uniforms and vests

hearty sandal
severe marlin
#

Arma 3 samples?

hearty sandal
#

Yes

severe marlin
#

K

hushed loom
#

Hey lads, back again.

I am doing some retextures for a project coming up, and I am curious if I could somehow replace/tint the lenses in the base game APRs. I found the CA file for them and was able to get them to the right color, but looking at the config entries for the APRs in game don't seem to reference the .ca for the lens anywhere.

wintry fox
hushed loom
#

Drat

wintry fox
#

If they're listed in the model.cfg, you could add them in your config, but you'd have to rip the model.cfg from the p3d in order to see it

hushed loom
#

Yeah I do not want to do that

#

I will survive just fine by tinting the overlay, and doing some more texture work to the regular .CO for the gasmask to make it visually distinct. Thank you, though

hearty sandal
#

mikeros eliteness can read the model properties legit. but glasses normally dont have lens selections

hushed loom
#

Darn :/

#

It'll be alright. I am happier with the gas mask itself with a tinted ACE overlay

calm pilot
#

hey folks, i added a couple of nvg optics, in game it works, but in some rifles the optic doesnt show up when equipped, while in others it shows but offset (despite having accurately placed the proxy in blender). Autocenter 0 in the rifle res lod would be the issue for example? or its a weapon slot mishandled configuration?

novel lava
#

do you have a view pilot lod on the weapons

calm pilot
novel lava
#

autocenter only works in geometry lod btw

calm pilot
#

which is present in geo ofc

hearty sandal
calm pilot
hearty sandal
#

try vanilla scope too

#

though my guess isa you are missing the attachment proxy for it in some or all lods

calm pilot
hearty sandal
severe marlin
#

@hearty sandal I want give my soldier 6 primary weapon magazines
So I must type that magazine 6 times in the "magazines" line?

dusty junco
#

I'm having issues with class inheritance in a config file. I'm getting a .side .scope errors with my cfgvehicles and cfgweapons classes. I was hoping someone could help me out.

wintry tartan
#

Post your config

dusty junco
#

Right now I'm having the following issues: The two burst modes coded for the gau8 are not switching control methods (burst vs manual), the counter measure flare and chaff are duplicated in the arsenal and not deploying when pressing the countermeasure keybind, and I'm getting .scope and .side errors which I am guessing is due to class inheritance

chilly tulip
#

This doesn't make any sense. What aircraft were you trying to base this on?
class Peral_A10C : Peral_A10C

wintry tartan
#

Not sure where to start

#

What does this supposed to do

dusty junco
chilly tulip
#

Ah. In that case you need to preserve the original inheritance, whatever it is.

dusty junco
#

so whatever inheritance he had for that mod I need to follow the same inheritance?

chilly tulip
#

Yes.

#

You can look it up with ADT's config viewer. Or possibly the vanilla one but I haven't used that for a while.

wintry tartan
#

And, if you want to inherit a class and change one parameter, you don't need to bring the entire config

dusty junco
#

Yeah, my config is quite long but that's cause I'm changing or adding quite a few things

wintry tartan
#

That is not the idea of the configuring in Arma works

dusty junco
#

how else would I change or add things to the other mod then?

wintry tartan
#

If you are here just to change one or two config parameter, that means 99.99% of your config is rather making mess. Even though this is not the point of your issue

dusty junco
#

that's the thing I'm changing a couple dozen values and adding new functions

wintry tartan
#

Anyways, your point

#
class CfgVehicles
{
    class B_Soldier_base_F;
    class B_Soldier_F: B_Soldier_base_F
    {
        author = "$STR_A3_Bohemia_Interactive"; // Bohemia Interactive
        editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\B_Soldier_F.jpg";
        _generalMacro = "B_Soldier_F";
        scope = 2;
        displayName = "$STR_A3_CfgVehicles_B_Soldier_F0"; // Rifleman
        uniformAccessories[] = {};
        nakedUniform = "U_BasicBody";
        uniformClass = "U_B_CombatUniform_mcam";
        role = "Rifleman";
        class UniformInfo
        {
            class SlotsInfo
            {
                class NVG: UniformSlotInfo
                {
                    slotType = 602;
                };
                class Scuba: UniformSlotInfo
                {
                    slotType = 604;
                };
                class Headgear: UniformSlotInfo
                {
                    slotType = 605;
                };
            };
        };
    };
};```This is one example, vanilla NATO Soldier
#

And if you want to inherit it and change one parameter, do this:

#
class CfgVehicles
{
    class B_Soldier_base_F;
    class B_Soldier_F: B_Soldier_base_F
    {
        displayName = "My Custom Name";
    };
};```
dusty junco
#

Here's the original mods code:

#

would this work better?

severe marlin
dusty junco
# chilly tulip Yes.

So I followed what you said. The counter measures work again! But I'm still getting a .side and .scope error. Here's the new code:

dusty junco
#

the .scope error is with cfgweapons

#

and the .side error is with cfgvehicles

steel moss
#

What parameters adjust the controllability in helicopter config?

nimble sequoia
# steel moss What parameters adjust the controllability in helicopter config?

For Standard Flight Model, try some of these:

airFrictionCoefs0[] = {0,0,0};
airFrictionCoefs1[] = {0.1,0.05,0.006};
airFrictionCoefs2[] = {0.001,0.0005,6e-005};
altFullForce = 2000;
altNoForce = 6000;
backRotorForceCoef = 0.5;
backRotorSpeed = 1.0;
bodyFrictionCoef = 1.0;
cyclicAsideForceCoef = 0.2;
cyclicForwardForceCoef = 0.5;
liftForceCoef = 1.65;
limitedSpeedCoef = 0.22;
mainBladeCenter = "rotor_center";
mainBladeRadius = 9.1;
mainRotorSpeed = 1.0;
maxBackRotorDive = 0.0;
maxMainRotorDive = 0.0;
maxSpeed = 241;
minBackRotorDive = 0.0;
minMainRotorDive = 0.0;
neutralBackRotorDive = 0.0;
neutralMainRotorDive = 0.0;
simulation = "helicopterRTD";
startDuration = 20;
tailBladeCenter = "rotor_02_center";
tailBladeRadius = 9.1;
tailBladeVertical = 0;
washDownDiameter = "40.0f";
washDownStrength = "1.0f";```

For Advanced Flight Model, look into the rotor lib rtd xml.
calm pilot
hearty sandal
#

๐Ÿ‘

calm pilot
#

But also i got a question: these nvg optics i ported are Gen0 ones, so there is a IR source of light on them. I configured that source of light as an IR torch on the optics, but I would like it to be on without having the player pressing L on its keyboard (like any other torch). Is it possible to configure it this way?

#

Pics for reference

hearty sandal
calm pilot
hearty sandal
#

probably not.

#

light stuff has quite limited access in this regard

#

at least I think

calm pilot
#

Okk ok

hollow bison
#

Any idea why my units are available in the 3DEN Editor but not in Zeus even though the scopeCurator = 2 has been set in the cfgVehicles?

class CfgVehicles {
    class I_Soldier_base_F;
    class PEPE_test_rifleman : I_Soldier_base_F {
        author = "Test";
        scope = 2;
        scopeCurator = 2;
        identityTypes[] = { "LanguageENG_F","Head_NATO","G_NATO_default" };
        displayName = "Test Rifleman";
        uniformClass = "bope_forhonor_combatuniform_black_c";
        hiddenSelections[] = { "camo" };
        backpack = "B_Kitbag_blk";
        weapons[] = { "rhs_weap_hk416d10", "hgun_P07_F", "Throw", "Put" };
        respawnWeapons[] = { "rhs_weap_hk416d10", "hgun_P07_F", "Throw", "Put" };
        Items[] = { "FirstAidKit" };
        RespawnItems[] = { "FirstAidKit" };
        magazines[] = { MAG_10(rhs_mag_30Rnd_556x45_Mk318_Stanag), MAG_3(16Rnd_9x21_Mag), "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green", MAG_2(HandGrenade) };
        respawnMagazines[] = { MAG_10(rhs_mag_30Rnd_556x45_Mk318_Stanag), MAG_3(16Rnd_9x21_Mag), "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green", MAG_2(HandGrenade) };
        linkedItems[] = { "BOPE_carrier_1", "rhsusf_opscore_bk_pelt", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "rhsusf_ANPVS_15" };
        respawnLinkedItems[] = { "BOPE_carrier_1", "rhsusf_opscore_bk_pelt", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "rhsusf_ANPVS_15" };
    };
};```
wintry tartan
hollow bison
#

Damn I forgot about that! Thanks ๐Ÿ˜…

chilly tulip
# dusty junco

CannonCore is defined under CfgWeapons so that's where you need to define it too. I'm also not sure about the inheritance of manual, because most of these inherit from Mode_FullAuto. I can't do much more without downloading this mod.

severe marlin
severe marlin
hearty sandal
#

I dont understand the context

#

what are you trying to do

severe marlin
#

U remember I talked about magazines?

hearty sandal
#

yes

severe marlin
#

Like scope and laser sight

hearty sandal
#

you want them in the inventory or on the weapon?

severe marlin
#

On weapon

hearty sandal
#

then you need to make a cfgWeapons class that has those addons attached

#

then give the unit that weapon

#

the weapon would typically be hidden from arsenal list to not clutter it

#

but premade configurations need to be done like that

severe marlin
#

U mean in uniform or vest?

hearty sandal
#

yes

severe marlin
#

I want that soldier spawns with attachments on his gun

#

I mean I didn't made attachments

hearty sandal
#

yes and I listed what you need to do

severe marlin
hearty sandal
#

you can study the vanilla conifgs

#

for example here is the MX and its variants that have different preset attachements

severe marlin
#

But it's a CUP scope

hearty sandal
#

then you give it the right class to use

severe marlin
hearty sandal
#

it is just used here as linked item

severe marlin
#

But that's the rifle

hearty sandal
#

you link it

#

since it already exists

languid wing
#

is there some way that I can overwrite Firewills AWS to restore the main menu buttons? I see that it deletes the 3 spotlight buttons using this

class RscDisplayMain: RscStandardDisplay {
    enableDisplay = 0;
    delete Spotlight;
    class controls {
        delete Spotlight1;
        delete Spotlight2;
        delete Spotlight3;
        delete BackgroundSpotlightRight;
        delete BackgroundSpotlightLeft;
        delete BackgroundSpotlight;
    };
};
hearty sandal
#

cant undelete

languid wing
#

ahhhhh rats, I was hoping for a more elegant solution. I shall do that then

severe marlin
hearty sandal
#

you need to make new weapon class

#

which has the linked attachements added

#

then you put that weapon into the units weapons[] parameter

hollow bison
#

I am also interested in this, so from my understanding of this, you create a new weapons section from the existing weapon in game and give it attachments, which is then further referenced for equipment in the units section right?

hollow bison
hearty sandal
#

yes

#

it can be traced in vanilla config too

#

various units have different attachmente variants of the MX in their config entries

hollow bison
#

Awesome! Thanks for the clarification. ๐Ÿ˜„

prime ocean
#

I've been trying to make the Marshall faster in water, and subsequently have tried adjusting all the relevant settings in the configs, but have seen no changes. Is it just not possible, or am I missing something crucial?

severe marlin
nimble sequoia
hearty sandal
severe marlin
#

Or the attachment?

hearty sandal
# severe marlin That cup ak19

you need to use the class you want to have as weapon and make new version of it that uses whatever class of optics you want to have on it

severe marlin
prime ocean
severe marlin
hearty sandal
severe marlin
#

Ak19_afg

hearty sandal
#

Then yes

severe marlin
hearty sandal
#

The linked item stuff like I showed in one of the pictures

summer oyster
#

Why are no servers poping up on arma 3

hearty sandal
summer oyster
#

?

hearty sandal
severe marlin
#

I'm sensitive with coding places

#

Class my_ak19: ak19 class
Class my_attachment: my_ak19?

#

Or
Attachment class: my_ak19?

hearty sandal
#

like this

severe marlin
#

2nd is laser sight?

hearty sandal
severe marlin
#

OK so arifle_mx_holo_pointer_f
Is the custom name

#

Just like uniforms

hearty sandal
#

yes but you of course use your own new name

severe marlin
hearty sandal
#

that is up to you

severe marlin
#

I need to know all slot names?
What if I want to use all 4 attachments?

hearty sandal
#

or the wiki might have them listed too

severe marlin
#

Bohemia site it's down for now

sullen fulcrum
#

Everyone, I need help. I want to create a particle effect to represent an explosion on the water's surface. In other words, this effect should only appear on the water and not on land. How should I configure it? Right now, the explosion effect appears both on water and land simultaneously.

hollow bison
#

How do you export the config file from in game again? I forgot ๐Ÿ˜… - Config viewer only shows the config (duh) - I want to see the samples within.

wintry tartan
#

What is the difference between "the config" and "the samples" in your post?

sullen fulcrum
# wintry tartan Post your config

//++++++++++++++++++++++++++++++++++++++++++++++++++++
class TT_USAF_MOAB_fxp_MK82Tra1Link1_water: Default {
interval = 0.05;
particleShape="\A3\data_f\ParticleEffects\Universal\Universal";
particleFSNtieth=16;
particleFSIndex=13;
particleFSFrameCount=10;
particleFSLoop=0;
angleVar = 360;
lifeTime = 0.8;
moveVelocity[] = {
"0+(speedX/1)",
"0+(speedY/1)",
"0+(speedZ/1)"
};
weight = 22;
volume = 7.9;
rubbing = 2;
size[] = {
8,
12
};
color[]=
{
{0.709, 0.733, 0.624,0.5},
{0.709, 0.733, 0.624,0.69999999},
{0.709, 0.733, 0.624,0.69999999},
{0.709, 0.733, 0.624,0.69999999},
{0.709, 0.733, 0.624,0.69999999},
{0.709, 0.733, 0.624,0.69999999}
};
animationSpeed[] = {
1000
};
MoveVelocityVar[] = {
1,
1,
1
};
rotationVelocityVar = 5;
// particle can exist - only underwater (-1), only above the water (1), everywhere (0)
destroyOnWaterSurface=1;
// offset of water surface in destroyOnWaterSurface parameter
destroyOnWaterSurfaceOffset=-20;
// if true, destroy when the whole particle is on the other side of the water surface. Only when _destroyOnWaterSurfaceOffset is enabled,
destroyAfterCrossing = true;
};

wintry tartan
#

What about others than CfgCloudlets?

sullen fulcrum
wintry tartan
#

Meant post more config

sullen fulcrum
#

What do you mean? What other classes do you need?

wintry tartan
#

Every config that is relevant to your particular issue

#

Including the config that defines the effect, maybe ammo too

sullen fulcrum
#

class TT_BombBase: BombCore
{};

class TT_LaserBombBase: TT_BombBase
{};

class TT_GBU43: TT_LaserBombBase
{
    CraterEffects="TT_USAF_MOAB_BombCrater";
    explosionEffects="TT_USAF_MOAB_BombExplosion";
};This is the Ammo class. I only modified these two properties because they are related to the explosion effect.
sullen fulcrum
wintry tartan
#

And what is TT_USAF_MOAB_BombExplosion?

sullen fulcrum
#

class TT_USAF_MOAB_BombExplosion
{

class TT_USAF_MOAB_blast_wave_on_water
{
    simulation = "particles";
    type = "TT_USAF_MOAB_blast_wave_on_water";
    position[] = {0,0,0};
    intensity = 1;
    interval = "3 * 1";
    lifeTime = 0.1;
};
class TT_USAF_MOAB_circle_water_spray_on_water
{
    simulation = "particles";
    type = "TT_USAF_MOAB_circle_water_spray_on_water";
    position[] = {0,0,0};
    intensity = 1;
    interval = "3 * 1";
    lifeTime = 0.1;
};

};

#

The class TT_USAF_MOAB_circle_water_spray_on_water ultimately calls the class TT_USAF_MOAB_fxp_MK82Tra1Link1_water.

sullen fulcrum
# wintry tartan And what is TT_USAF_MOAB_BombExplosion?

destroyOnWaterSurface = 0; // particle can exist - only underwater (-1), only above the water (1), everywhere (0)
destroyOnWaterSurfaceOffset = 0; // offset of water surface in the destroyOnWaterSurface parameter
destroyAfterCrossing = false; // if true, destroy when the whole particle is on the other side of the water surface. Only when destroyOnWaterSurfaceOffset is enabled,
onSurface = true; // specifies whether the particle is placed on the (water) surface at the start of its existence; the default value is true, works only if circleRadius > 0
keepOnSurface = false; // set to true if the particle should remain on the water surface - see notes below
surfaceOffset = 0; // offset of water surface in the keepOnSurface parameter

In summary, I believe the issue lies within these properties of CfgCloudlets, but I am not sure how to configure them.

severe marlin
#

Anyone?

wintry tartan
sullen fulcrum
severe marlin
wintry tartan
wintry tartan
severe marlin
#

i made an faction with "Alive" mod and im trying to give attachments to the soldier's guns (I deleted alive loadout)

#

but idk this config is right or no they have cup ak19

wintry tartan
#

Is this the entire config?

hearty sandal
#

your new classes are not inside the cfgWeapons

severe marlin
hearty sandal
severe marlin
#

Said undefined base class

hearty sandal
#

most likely you have not structured your config correctly

#

thats all there is

#

looking at this its a mess

#

so you need to first simplify

#

and just add the classes until it works

#

then add the changes like linked items

#

so you dont get confused by all the lines

severe marlin
hearty sandal
#

well you probably have more mistakes

#

please dont talk back on this

wintry tartan
#

Your entire config is made by confusion it seems. That is why I asked for the entire config, but you posted a part of it

hearty sandal
#

it makes me not want to help you

#

if you want the help you must listen

severe marlin
hearty sandal
#

ok then you dont need the help

severe marlin
#

Ufff

severe marlin
#

I did like that then said undefined base class

#

I went to cup mods and found 4 related classes to ak19 I tried all

hearty sandal
#

well you did some mistake.

severe marlin
#

And none of them worked

hearty sandal
#

you have put something in wrong place

#

so the config does not work

#

and I dont want to write it for you

#

you need to know where things go

severe marlin
#

I always sensitive with placing codes

#

But isn't cfgweapons are after vehicles?

hearty sandal
#

their order does not matter

#

but they cant be inside each other

#

you probably have the cfgweapons inside cfgvehicles

severe marlin
#

I thought maybe they must be separate

hearty sandal
#

you put it in wrong place

hollow bison
hearty sandal
#

and you have the cfgWeapons in wrong place

hearty sandal
severe marlin
hearty sandal
#

and I think I have posted one somewhere here maybe

hearty sandal
#

try again

#

look at the sample configs from arma3 samples

#

look at where cfgVehicles and cfgWeapons open and close

#

you need to learn this

severe marlin
#

Kinda top of the rifleman codes

#

That's the place where cfgvehicles end

hearty sandal
#

If it dont work you put it in wrong place

#

saying you put it here or there dont change that it was wrong place if it dont work

#

I dont understand why you dont belive me that you made mistake

hollow bison
#

This is the message from pinned thread. Since the forum is down, do you have the debug code for that?

hearty sandal
wintry tartan
hearty sandal
#

or you can search the chat history for "config dump"

hollow bison
#

Yea just saw that link - Missed it as it was not in the pinned ๐Ÿ˜…

#

Thanks a lot ๐Ÿ‘๐Ÿป

hearty sandal
#

I suppose could pin it

hearty sandal
#

they need to be separate

severe marlin
hearty sandal
#

try again

wintry tartan
#

"I tried" at this point is really not trustable. Post your config

severe marlin
# hearty sandal try again

umm do i need to add 'class xxx' for attachments?
in the weapon config they had classes but not sure maybe it was for adding custom scopes

#

cuz it says linked items already defined

hearty sandal
severe marlin
hollow bison
#
class test_rifleman_ftl : I_Soldier_base_F {
        author = "Test";
        scope = 2;
        scopeCurator = 2;
        identityTypes[] = { "LanguageENG_F","Head_NATO","G_NATO_default" };
        displayName = "Test FTL";
        uniformClass = "bope_forhonor_combatuniform_black_c";
        hiddenSelections[] = { "camo" };
        backpack = "UK3CB_ION_B_B_ASS_BLK_01";
        weapons[] = { "rhs_weap_m4a1_blockII_M203_bk", "hgun_P07_F", "Throw", "Put" };
        respawnWeapons[] = { "rhs_weap_m4a1_blockII_M203_bk", "hgun_P07_F", "Throw", "Put" };
        Items[] = { "FirstAidKit" };
        RespawnItems[] = { "FirstAidKit" };
        magazines[] = { MAG_10(rhs_mag_30Rnd_556x45_M855A1_Stanag), MAG_3(16Rnd_9x21_Mag), "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green", MAG_2(HandGrenade) };
        respawnMagazines[] = { MAG_10(rhs_mag_30Rnd_556x45_M855A1_Stanag), MAG_3(16Rnd_9x21_Mag), "SmokeShell", "SmokeShellGreen", "Chemlight_green", "Chemlight_green", MAG_2(HandGrenade) };
        linkedItems[] = { "BOPE_carrier_1", "rhsusf_opscore_bk_pelt", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "rhsusf_ANPVS_15" };
        respawnLinkedItems[] = { "BOPE_carrier_1", "rhsusf_opscore_bk_pelt", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "rhsusf_ANPVS_15" };
    };

Why does the unit spawn with AAF uniform even though the uniformClass is defined above and is verified to be working in game?

wintry fox
#

Because you're not changing the textures

#

You're making a new uniform, but you're still using the AAF textures

hollow bison
#

The uniform already exists from a different mod. What should I be doing here then?

#

Do I have to specify the paa using hiddenSelectionsTextures ?

wintry fox
#

Yeah

#

Unit determines how the uniform looks when worn

#

Also probably model too if the uniform isn't the same as the AAF one
(This is also why you'd usually just inherit from the unit that sets this stuff up from whatever other mod)

hollow bison
#

If only it existed. There were no units just configurations of uniforms without any unit created for it.

wintry fox
#

Every uniform has to have a unit to change how it looks

#

Doesn't mean they have to be visible in Eden / Zeus

hollow bison
#

I'm looking through the mod and I see CfgVehicles with 2 uniform entries (each with its own hiddenSelections, Textures, Materials) and 2 CfgWeapons entry for the same.

#
class CfgPatches
{
    class bope_uniform_config
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Characters_F_BLUFOR"
        };
    };
};
class CfgVehicles
{
    class B_Soldier_F;
    class rhsusf_army_acu_uniform;
    class bope_forhonor_combatuniform_black: rhsusf_army_acu_uniform
    {
        scope=1;
        displayName="BOPE";
        _generalMacro="rhsusf_infantry_army_base";
        uniformClass="bope_forhonor_combatuniform_black_c";
        hiddenSelections[]=
        {
            "camo1",
            "camo2",
            "camo3",
            "identity",
            "flag",
            "insignia"
        };
        hiddenSelectionsTextures[]=
        {
            "bope_acu\data\fieldshirt_forhonor_preta_co.paa",
            "bope_acu\data\pants_bot_preta_co.paa",
            "bope_acu\data\rhsusf_uniform_acu_03_black_co.paa",
            "bope_acu\data\BR_Nametape.paa",
            ""
        };
        hiddenSelectionsMaterials[]=
        {
            "rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_01.rvmat",
            "rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_02.rvmat",
            "bope_acu\data\rhsusf_uniform_acu_03.rvmat"
        };
    };
    class bope_forhonor_combatuniform_camo: rhsusf_army_acu_uniform
    {
        scope=1;
        displayName="BOPE";
        _generalMacro="rhsusf_infantry_army_base";
        uniformClass="bope_forhonor_combatuniform_camo_c";
        hiddenSelections[]=
        {
            "camo1",
            "camo2",
            "camo3",
            "identity",
            "flag",
            "insignia"
        };
        hiddenSelectionsTextures[]=
        {
            "bope_acu\data\fieldshirt_forhonor_camuflada_co.paa",
            "bope_acu\data\pants_bot_camuflada_co.paa",
            "bope_acu\data\rhsusf_uniform_acu_03_tan_co.paa",
            "bope_acu\data\BR_Nametape.paa",
            ""
        };
        hiddenSelectionsMaterials[]=
        {
            "rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_01.rvmat",
            "rhsusf\addons\rhsusf_infantry2\acu\data\rhsusf_uniform_acu_02.rvmat",
            "bope_acu\data\rhsusf_uniform_acu_03.rvmat"
        };
    };

};
class CfgWeapons
{
    class UniformItem;
    class HeadgearItem;
    class rhs_uniform_acu_ucp;
    class rhs_8point_marpatd;
    class rhsusf_patrolcap_ucp;


    class bope_forhonor_combatuniform_black_c: rhs_uniform_acu_ucp
    {
        scope=2;
        displayName="[BOPE] Combat Uniform (Black)";
        picture="\bope_acu\data\acu_blk.paa";
        author="BravoSix";
        model="\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="bope_forhonor_combatuniform_black";
            containerClass="Supply40";
            mass=40;
        };
    };
    class bope_forhonor_combatuniform_camo_c: rhs_uniform_acu_ucp
    {
        scope=2;
        displayName="[BOPE] Combat Uniform (Digital)";
        picture="\bope_acu\data\acu_dig.paa";
        author="BravoSix";
        model="\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="bope_forhonor_combatuniform_camo";
            containerClass="Supply40";
            mass=40;
        };
    };

};
``` For context
wintry fox
#

Yeah the unit (CfgVehicles) classes are scope = 1, so they just don't show in Eden/Zeus

#

You can still inherit from then and make your own units available

hollow bison
#

Ill be inheriting from the bope_forhonor_combatuniform_black?

wintry fox
#

Yeah

#

That saves you redefining the model, hiddenSelections, etc. etc.

hollow bison
#

Would multiple inheritances work for the same class? Like inherit from vanilla I_Soldier_base_F AND bope_forhonor_combatuniform_black?

wintry fox
#

No, a class can only inherit from one class

hollow bison
#

Or should I just inherit the bope_forhonor_combatuniform_black and just add in the stuff I want to make it easier?

#

Tbh, the only reason I chose I_Soldier_base_F was that it was a rifleman (and has the options I was wanting to make). I don't know necessarily if we need to inherit an existing rifleman or just create one.

hollow bison
wintry fox
#

Yeah

#

Just make sure to update your requiredAddons

hollow bison
#

Nvm, i was regarded - Was using PBO name instead of CfgPatches classname kmao

tame raven
#

Is there a parameter that determines the "lift" of a missile? I've noticed mine dropping more than I want it to before it gets up to full speed.

slow sage
#

is there any way to get an addaction show up as the last one on the list?

wintry fox
#

Do the max/mid/minRangeProbab values all need to add up to 1 in a fire mode?
I.e. is the maxRangeProbab the chance the gunner will engage a target at maxRange, or is it the chance that the gunner will pick maxRange and then look for a target

I assume it's the first, since the second would be weird; but the samples all have them add up to 1

severe marlin
wintry fox
#

That's a very broad question

severe marlin
#

I mean spawns with that scope on his gun

wintry fox
#

Yeah, it's the same stuff that HorribleGoat was showing you earlier

severe marlin
wintry fox
#

You make a new version of the gun that has the attachments you want on it, and then you give that gun to the unit

severe marlin
wintry fox
#

Yeah you have linkedItems twice in your config

severe marlin
wintry fox
#

Read the error, "Member already defined"

#

You do

#

Not sure what else to tell you

#

You also don't need to ping in every single message

severe marlin
#

But with what?

wintry fox
#

LinkedItems, the thing just before that

wintry fox
#

LinkedItems is quite clearly listed there twice.

severe marlin
#

That image he sent was typed 2 times

wintry fox
#

You can't have two classes with the same name in the same location

#

That's why you get an error

#

Besides that stuff doesn't go directly in LinkedItems anyway, they each go in their own class

severe marlin
#

I think he said I must use that new version of that weapon in the "weapons"

wintry fox
#

Yes

#
class LinkedItems {
    class LinkedItemOptic {
        slot = "CowsSlot";
        item = "optic_Arco_AK_lush_F";
    };
    class LinkedItemAcc {
        slot = "PointerSlot";
        item = "acc_pointer_IR";
    };
    class LinkedItemMuzzle {
        slot = "MuzzleSlot";
        item = "muzzle_snds_B_lush_F";
    };
    class LinkedItemsUnder {
        slot = "UnderBarrelSlot";
        item = "bipod_03_F_blk";
    };
};
#

It's supposed to be like that

wintry fox
hearty sandal
#

ah Dart had it already ๐Ÿ‘

severe marlin
#

Now says my soldier class undefined

#

Ahahaha ๐Ÿ˜‚

fallen spoke
#

So im trying to figure out the "Custom" submunition type
submunitionConeType = {"custom", {{0,0}, {-1,0}, {1,0}, {0,-1}, {0,1}} };

Would someone be able to explain it for me as im trying to learn what with different variables are for.

#

Sorry to bother

fallen spoke
hearty sandal
#

the custom type is handled by array of coordinates where the submunitions are

#

its likely XY plane relative to the position and direction of the parent ammo

#

the values are likely in meters

#

and you need as many of them as you have submunitions to spread around

#

so you define the pattern the submunitions appear in

#

insted of the other options what randomize the submunition location in different styles

fallen spoke
hearty sandal
#

yes

fallen spoke
#

perfect, that works even better than what i had thought and what i need XD

#

Thank you for the help!!!

hollow bison
#

Hello again - How do you make the custom unit available under all sides? (West/East/Independent & Civilian)?

#

(Do I have to copy-paste the entire config with different class names for them?) sweating

narrow swallow
#

inherit and change the side

hollow bison
#

How would you do the same for CfgGroups?

narrow swallow
#

macros can help, for example have the groups you want to duplicate in a file with

// groups.hpp
side = VAR_SIDE;
faction = VAR_FACTION;

then in your config

class East 
{
#define VAR_SIDE east
#define VAR_FACTION O_OPF
#include groups.hpp
};
class West
{
#define VAR_SIDE west
#define VAR_FACTION O_BLU
#include groups.hpp
};
hollow bison
#

Ooh thats interesting!

#

Thanks!

hollow bison
narrow swallow
finite cloud
#

Haya! I'm looking to make a unit that has a random face identity, but I want to weight the identity chances.

identityTypes[]=
        {
            "LanguageENG_F",
            "Head_Greek", 50,
            "Head_Nato",50,
            "Head_Asian",50,
            "Head_African",300,
            "Head_Euro",50,
            "Head_Tanoan",50,
            "Head_Russian",50
        };
``` My assumption was that something like this would cause half of the units spawned to use the Head_African IdentityType, but it didn't work.

This was using the characters and encoding guide as reference, this is using the syntax from the "IdentityTypes" subsection the Facewear Configuration section in part of the page that the Sample Character Config in the Character Configuration section points to. However, as I said, this didn't work. (https://community.bohemia.net/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#IdentityTypes)
finite cloud
rancid lotus
#

So- I am having an issue (coincidentally also regarding characters and gear encoding), but this time with uniforms.

I'm trying to get different deck crewmen to have different uniforms, but for some reason they are defaulting to what the parent class's uniform is and I can't for the life of me figure out why.

Any tips on what I'm doing wrong?

    {
        displayName = "Crewman";
        scope = 2;
        scopeCurator = 2;
        engineer = 1;

        uniformClass = "41_Navy_BDU_Base_Gray";


        editorCategory = "41st_HIE";
        identityTypes[] = {"LanguageENG_F","LanguageENGB_F","LanguageENGFRE_F","LanguageGRE_F","Kerry","EPA_B_Northgate","EPA_B_Hardy","EPA_B_James","EPA_B_McKay","Head_Greek","Head_African","Head_Euro","Head_Asian","Head_NATO","Head_Tanoan","Head_Enoch","Head_Russian", "NoGlasses"}; 
        genericNames     = "NATOMen";
        faction = "OPTRE_UNSC";



    };```
#

(Besides using numbers at classname start)

rancid lotus
#

That'd be my guess as to the culprit

finite cloud
rancid lotus
#

Sorry: item 0 in array identityTypes

#

I'm an Arma modder, of course I don't know how to code "properly"

#

:P

#

Or sorry, item 1 technically?

Point is, look at the big red circle ๐Ÿคฃ There's no number for weighting

#

If you use the weighting method (as you have), then IIRC all options have to have a weight assigned

finite cloud
#

Interesting. I'll have a go with giving that a value.

rancid lotus
#

๐Ÿซก

#

Hopefully will help

#

If not, let me know, I've got a spare desk for you to smash your head on

finite cloud
#

Using my old desk for smashing people's heads on now are we? kek

rancid lotus
#

What better use for it ๐Ÿคฃ

rancid lotus
rancid lotus
#

Thankfully I fixed my own issue, in my infinite wisdom I forgor an underscore in the classname

finite cloud
#

For the record, my issue is still unsolved. ๐Ÿ™‚

rancid lotus
#

Hmmm... send latest config?

finite cloud
# rancid lotus ๐Ÿ˜ญ
identityTypes[]=
        {
            "LanguageENG_F", 1,
            "Head_Greek", 50,
            "Head_Nato",50,
            "Head_Asian",50,
            "Head_African",300,
            "Head_Euro",50,
            "Head_Tanoan",50,
            "Head_Russian",50
        };
``` Just added a 1 is all.
wintry fox
#

Languages don't take a weight
Also random faces is done in the CfgFaces class

#

Iirc

finite cloud
wintry fox
#

Not sure if you can weight them, haven't seen it dine at least. Looked at another mod and the faces are all just added to a single identity, which the unit still references

finite cloud
#

Gotcha! One thing I'm gonna try at some point soonโ„ข๏ธ is just adding the same identities to the list multiple times and see if that works.

wintry fox
#

I think that does yeah

rancid lotus
#

Getting the same issue again- this time it's another unit further down the line not wanting to use the right uniform. Any ideas?

#
class 41st_HIE_Crew_DamageControl_geared: 41st_HIE_Crew_DamageControl
    {
        displayName = "Crewman (Damage Control, Geared)";
        scope = 2;
        scopeCurator = 2;

        uniformClass = "U_C_ConstructionCoverall_Red_F";
        linkedItems[] = {"OPTRE_ONI_Researcher_Headgear_p","OPTRE_UNSC_M52A_Armor_Pilot_AF"};
        identityTypes[]= {"OPTRE_CBRN"};
    };```
#

It's meant to have red construction coveralls, not the heli pilot coverall

#

Like so

wintry fox
#

Unit still controls visual look, probably need to change model / textures

rancid lotus
#

Fudge, do you really need to set model and uniformClass for a soldier just to use a particular uniform?

#

That's so annoying

#

@wintry fox Confirmed, did not work

#

Any tips?

#

sqf```class 41st_HIE_Crew_DamageControl_geared: 41st_HIE_Crew_DamageControl
{
displayName = "Crewman (Damage Control, Geared)";
scope = 2;
scopeCurator = 2;

    uniformClass = "U_C_ConstructionCoverall_Red_F";
    //GRUMBLE GRUMBLE I HATE ARMA GRUMBLE GRUMBLE
    model = "\a3\Characters_F\Civil\c_driver_f";

    linkedItems[] = {"OPTRE_ONI_Researcher_Headgear_p","OPTRE_UNSC_M52A_Armor_Pilot_AF"};
    identityTypes[]= {"OPTRE_CBRN"};```
wintry fox
#

What's it look like?
Cause you don't change selections / textures there

rancid lotus
#

Left is how it looks, right is how it's supposed to look

#

It uses the uniform of a parent 2 steps up, not the one I specify

#

It's driving me insane

#

@wintry fox Any ideas?

#

Wait- maybe it's because the uniform in question is a civilian uniform?

#

God, I hate this game

finite cloud
#

modelSides strikes again?

rancid lotus
#

Fuck, maybe it IS modelSides

finite cloud
#

That was my issue last time I had your problem. I just said it wrong earlier as uniformSides when it should be modelSides

rancid lotus
#

Huh okay

#

Lemme ccheck

#

Boy oh boy do I love it when BIS doesn't do the documentation on useful details

rancid lotus
#

Does modelSides need to be CfgWeapons or CfgVehicles?

wintry fox
rancid lotus
#

Then yeah. No dice

rancid lotus
wintry fox
#

And most vanilla uniforms are also set to be their side + civilian

wintry fox
rancid lotus
#

Bummer

wintry fox
#

Look in config viewer to see if there's anything weird?

rancid lotus
#

I hate how lame Arma can be sometimes

rancid lotus
wintry fox
#

Worst case you make your own uniform class with the vanilla model and use that

finite cloud
#

Did you set the modelsides in the ItemInfo in CfgVehicles?

wintry fox
#

There is no ItemInfo in CfgVehicles

finite cloud
#

I swear modelSides goes in itemInfo

#

I may be stupid

wintry fox
#

It does, for CfgWeapons classes

#

Not units

finite cloud
#

Gotcha

wintry fox
#

Although I don't think it actually restricts what you can put on (for helmets/vests)

I don't remember it doing that at least, could be wrong

finite cloud
wintry fox
#

Yeah because commands bypass it

I was just saying I don't think modelSides on helmets/vests restricts you from equipping one from the ground

rancid lotus
#

I'll see if I can work around it with init eventhandler

rancid lotus
#

New question. Where are identityTypes defined?

#

What are identitytypes?

#

Are they for facewear (i.e. glasses) or for character faces?

fallen spoke
#

So with submunitions is there a way to force them to stay in a flat line instead of rotating in random orientations. Its keeping the same spread but not the orientation.

rancid lotus
#

Nvm, figured it out

tired raven
#

how i add a vehicle with a custom skin to spawn with zeus... i have the skin ready and only need applying

wintry fox
# rancid lotus What *are* identitytypes?

I saw you said you found em but just for anyone else poking though:

Facewear, faces, voices, and languages (maybe more) just get put into "pools" based on their identityTypes in config.

Then you point to those in a unit's config and it picks a random one from that pool.

E.g. in a face's config doing:

identityTypes[] = {"head_a", "head_b"};

Adds that face to the head_a and head_b pools.

pliant scarab
#

Hello, not so sure where to post this but is there anyway for me to modify a vehicles weapons or add weapons to it and publish it on the steam workshop as a mod? I know how to do it and save it as a composition via addWeaponTurret and addMagazine turret.

wintry fox
pliant scarab
wintry fox
pliant scarab
calm pilot
#

hey folks, i'm trying to understand how can i calculate the exact magnification i need in my custom scopes. What numbers/formulas are there? I use opticszoomMin/Init/Max

#

i know about this one: where 0.75 is the base one (x1 i suppose), and i have to divide that by 2 if i want a x2 magnification,3.5 for a x3.5 one and so on.. but it doesnt convince me

#

it doesnt look right

cinder wharf
#

How would one go about editing the top speed and acceleration of a ground vehicle?

tame raven
#

Could macro it

#define    MAGNIFY(zoom)    1/(4*##zoom##)
calm pilot
#

0.25/2, 0.25/4, etc

#

So x1 should be 0.25

tame raven
#

which is (1/4*1)

calm pilot
#

so its correct

#

good

lean bloom
#

Could someone please help me? How can I create an artificial delay between the player pressing LMB and the weapon firing?

nimble sequoia
#

Use a realllllly long mouse cord.

lean bloom
#

I basically need an AA system to power up for a second or so before it launches a missile

pastel fog
#

There's the charging script from the railgun tank, which might work

rain scarab
#

What are the minimum required things needed in CfgPatches after you use addonRootClass?

#

i.e. can I skip requiredAddons, requiredVersion, etc. and just have the name field?

pastel fog
#

I'd honestly not bother reducing it
Once you have the minimal block setup, it's pretty easy to copy and change any different fields
For requiredAddons, the simplest is to just use A3_Data_F_Decade_Loadorder, which ensures it loads after all of the vanilla content

rain scarab
#

Fair, but I ask out of curiosity how far you can push it. I dont mind testing it but wondered if anyone knew off the bat. Loadorder is great to have though ๐Ÿ‘

pastel fog
#

Not certain
It might actually work with almost all of it removed

#

Seems like the only required one might be requiredAddons, and that's only to make certain inheritance works properly

pastel fog
wintry fox
#

You can make the subaddon require the parent addon though + whatever else for concise-ness

rain scarab
#

Farthest I've reduced it successfully so far (packing using pboproject) has been only having addonRootClass for declaring the upper level cfgPatch class, and requiredAddons with only the root cfgPatch class

wintry fox
#

They have the same requirements as a normal addon. They are no different

#

AddonRootClass just reduces dependencies made to classes, nothing else

#

That "a part of the characters addon" should be in quotes

fallen spoke
#

How would i keep a custom submunition at a constant angle?

#

instead of rotating i just wanna keep it at a horizontal line

kind wharf
#

i kinda want to get in to arma modding do you guys have some resources and tips to get me started

hearty sandal
#

The BI wiki has some basics down about how configs work for example.

#

And there are arma3 samples on steam that can be study material for how to add various things

#

Each of the modding channels here also have pinned messages with tips

kind wharf
#

want to try and make a weapon mod to create the charge rifle and charge lance from rimworld

hearty sandal
#

Ambitious goals. I'd guess that means you'll also need to learn 3d modeling.

You could probably start from that.

kind wharf
#

ok thanks

hearty sandal
#

You can also start for configuring new weapon using the samples as base

#

And then proceed to figure out scripting to create the kind of special firing mechanisms you might need

willow garnet
#

Hey anyone know anything about creating custom items? I'm looking to create basic dummy items for my packing script. I've got this so far:

class CfgWeapons {
    class ItemCore;
    class InventoryFirstAidKitItem_Base_F;
    class GOL_Packed_HMG: ItemCore {
        scope = 2;
        displayName = "Static HMG (Packed)";
        descriptionUse = "Packed HMG. Self-interact to deploy.";
        descriptionShort = "Static HMG (Packed)";
        picture = "\A3\Weapons_F\Items\data\UI\gear_Toolkit_CA.paa";
        model = "\A3\Weapons_F\Items\Toolkit";
        class ItemInfo: InventoryFirstAidKitItem_Base_F {
            mass = 50;
        };
    };                     
}

But everytime I spawn them in my arsenal, they just disappear, if I debug console player addItem X and watch my items, they pop up for a split second and then despawn from inventory. Anyone got a clue what might cause that issue?

#

@hearty sandal You seem like a very capable person, I mean looking at how you attend this channel ๐Ÿ˜„

#

Sorry might be rude to tag

#

Just been packing, starting, closing, trying different things, packing repeat for too long ๐Ÿ˜„

hearty sandal
#

When running in problem simplify first so your problem sample is easy to read.

#

And yes as you can see from the history I answer stuff when I can even without tagging. ๐Ÿ˜œ

willow garnet
# hearty sandal Got other mods?

Haha sorry mate! I think I know what's happening, I believe the InventoryFirstAidKitItem_Base_F is being converted into ACE medical items

#

so they disappear and I get some bandages.

#

I've now changed ItemInfo : Item_Base_F instead

hearty sandal
#

Yep that's what I was suspecting.