#arma3_config
1 messages ยท Page 46 of 1
It won't hide it
It shows different texture for shirt
The pants texture are fine
About "kerry" uniform what scope should I use for it?
Set it on 2?
What else do you need? I thought you need your uniform visible? Then yes, otherwise just leave as is
I actually had 2 problems
One with Kerry and the other is one of the guerrilla uniform
Show your entire config in text, not image
I'm still confused what is your intention
That pic was the guerrilla uniform
.
I said entire config
For guer, don't overwrite hiddenSelections
Just leave them blank?
Don't overwrite, aka don't write it there, remove that line
thats it?
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.
Yes, try it
Post your config
Custom_O_MBT_02_railgun_F?
yeah
- do not include hiddenSelections if you don't use a new model
- What fo you mean attach randomly
wait, I will send a screenshot. For my vehicle
yeah like this, the texture is attached randomly
And what kind of color is supposed to happen
It should be the texture I created that is attached.
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
Yeah, this is the texture
Then refer to 1 here
okay i will try it, thanks for helping me
none of them worked
still has texture problem with "guerrilla" uniform
and still didnt shows "edited kerry" uniform in arsenal
Post your config
i did
.
u looked at it few minutes ago
No?
So you didn't made any changes yet then?
i did
^
just removed the "hiddenselections" value
You did not. I said remove line, not blank it
And BlackHandK_cam is not having a proper config to recognized as an uniform
u mean my class name?
Yes, I guess. Not 100% sure what you really tried to say
i mean my class name is "BlackHand"
i guess i must put an '_' between my class name and K
?
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
how its proper then?
oh wait
it doesn't work, I've tried it
well everything works now thanks
Post your current config
Lines 376
it's not following "do not include hiddenSelections if you don't use a new model" 
so what should I do?
you should not include the hiddenSelections in your config. So, remove it 
the entire line
^ same thing here
okay, I will try it
still not working, I have tried it and the textures do not attach at all
Post your current config
You sure you updated PBO and launch the game with it properly
Yes I have tried it but it didn't work
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
OK, I'll check
Yes, there are hidden selections in the game, I've checked
Just in case, I ask for hiddenSelections, not hiddenSelectionsTextures
That will throw a straightforward error message. Which is not a case now
paths are correct to the directory path
can you use the texture with setObjectTexture command?
Just in case what is your current issue and how it does look
okay I'll try it
I've tried it in the game, with the setObjectTexture everything works smoothly
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 ๐ฆ https://community.bistudio.com/wiki/Modules
// Attribute values are saved in module's object space under their class names
yeah I dunno, the latter one should work.
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 ๐
The previous comment may be untrue.
In this page, the attribute contains an "expression" var that does the value setting:
https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Entity_Specific
So I'm guessing that Edit already contains that expression code.
yep seems like if not inheriting Edit you have to provide your own expression.
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
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 ๐คฃ
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
Hmm, couldn't you use submunitions to do airburst?
triggerTime -> create submunition rocket with timeToLive 0
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.
At least some of the submunition settings work for other simulations but it's not clear which.
you can - and I have. but sometimes you want to use a submuniton for something else on impact
ie. a heat grenade or similar that self destructs after a set amount of time but you want to have a penetrator
Can't a submunition have a submunition?
it can yes
Oh, if you want to do both with the initial projectile, ok
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
how do i write a function for a mod?
ty
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
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.
post the macro but you probably need to put the classname in quotes
ie.
mag_xx("RHS_30Rnd_545x39_7N22_AK",20);
#define mag_xx(MAG,COUNT) class _xx_##MAG {magazine = MAG; count = COUNT;}
mmmm that's a macro for transportmagazines not a unit magazines array
ie. magazines for a vehicle/ammobox/backpack
That explains it!
what you're probably looking for is the macros listed here:
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Character_Configuration
the magazine macros listed past the sample
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!
yeah unfortunately for that use case I think that's as good as it gets
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?
yeah you need a new backpack with the items already inside it
Thanks!
generally you just inherit from the physical (empty) one you want to use and scope = 1 it
Thank you for you time, appreciate it!
P:\a3\weapons_f\Ammoboxes\config.cpp has some of vanillas ones in it
The idea is that all macros should be full uppercase, so you can tell they're macros but they're then extending the point to "You should never make anything else fully uppercase". Which makes no sense at all
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"
Yeah you're inheriting from headgearitem, which has no protection
Just inherit from the helmets ItemInfo to use its values
There lies another issue though... if I do that, then I get a "missing inheritance" error when I build the pbo.
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.
You need more than just ItemInfo: ItemInfo
Is my point
https://github.com/Legion-Studios/aux-mod-base/blob/main/addons/MYTAG_armor/CfgWeapons.hpp#L11
Can't write a specific example, but take a look at this
(Different mod, but same idea)
Doing this also saves you redefining everything in the helmets ItemInfo like the model and selections
My wifi is apparently down for the night so I just have a picture instead, but you can just do this:
Okay. That makes sense.
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
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?
Yes armor for uniforms is handled in the unit class for the uniform
Which the source mod is taking from B_soldier_f_base
If you're not modifying the HitPoints class in the unit for your uniform, double check your uniformClass in the uniform's ItemInfo
Or, if you're "just" making a retex, don't redefine anything other than the texture
That all matches up too.
Hard to say without the config for your stuff
If I had to guess, could be funky inheritance but 
It's like 11:30 for me though, so off I go
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
Hi all I need mod to increase fire rate of vanilla cram and change fire color to red, thanks
do weapon optics share a common base class and if they do anyone know what it is?
Is there any way to lock a tank turret and move it's position back to it's spawned default (no rotation)?
i was looking for such aswell but wasnt able to find a solution, maybe someone has a solution
im currently using this
lockWhenVehicleSpeed = 1.5;
in turret config
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
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?
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
it just goes back and locks the turret while speed is given
goes back = default pos
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
This page was last edited on 28 February 2023, at 16:44.
yeah i did my testings before this and 2.12 
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
good to know i might update my vehicle with this
Thanks Kerc, I'll try that.
You set the turret limits using a script fired from an EH?
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
cheers!
oh man thats a good one!!!
Thanks for your thoughts too, appreciate the input.
Doesn't that happen for viv too? Or is that just locked in place?
Is there a template for creating a custom faction/subclass to add vehicles to?
You don't add vehicles to a faction
Factions and editor subcategories are like 3 lines of config each
How about a better explanation. Because you do "add" them to a side/faction otherwise they wouldn't be linked to anything to register to/spawn in with.
#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
Thank you @wintry fox
For subcategories, you can also just use the vanilla ones for generic stuff like "Tanks", "Planes", etc. etc. if you want
What units they spawn with are defined by the vehicle's crew property, its unrelated to what faction the vehicle appears under in Eden / Zeus
If I wanted to attach them to Ion so i could use them on all sides, what would that look like?
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
@wintry fox thank you
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
@wintry fox awesome
guys im looking for an uniform im trying to reskin that but have problems
youll have to pick which channel you want to ask the question at.
its kinda both
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.
Don't pay me ๐
Just ask whatever question(s) you have, what you've tried, and what happened when you tried and someone will answer
I would prefer to learn what I am doing rather than spend hours of random trial and error like I have lol. I am in 40+ hours on this helicopter and made almost no progress.
Since the forums are down its almost impossible to find information
Exactly
Ask about whatever issue you're running into, or what you are trying to do / understand
Is it possible to have a weapon load in the vehicle's inventory with attachments already on it?
typically thats done by making hidden weapon classes that have the attachements on
and then adding that to inventories
@hearty sandal what would the config look like for that? would it just go under class weapon
yes
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
do you have a link
not at hand. but I think Ive posted one quite recent somewhere here
class LinkedItems {
class LinkedItemsMuzzle {
slot = "MuzzleSlot";
item = "TAG_muzzleItem";
};
};
i found it and got the muzzle and laser on the weapon, the optic isn't spawning with it though
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?
slot should be CowsSlot
class LinkedItemsOptic {
slot = "CowsSlot";
item = "...";
};
ofcourse, thats my bad
It's just an Arma inconsistenty
whats the class name for a specific magazine to load under linked items
None
It's first class in magazines array
It won't check magazine wells btw
if you want specifc magazine it has to be scripted im afraid
in the unit
either in config eventhandlers or on mission level
?
ah no right your making specific weapons, not uniform loadout
then the magazine array like Dart said
How do i make "class sp_fwa_acc_m21_art1_redfield_scope: optic_DMS" work with "class asdg_OpticRail1913;" ?
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
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
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!
Don't think it does anymore
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
};
Yes
Just make sure that your CfgPatches class and all new classes you create begin with a unique prefix to you / the mod you're making
@steep pawn damn, is there no old backup copy or anything?
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?
I really hope that isn't your config, but it would be ran whenever the unit is created
Including when a new unit is created after a player respawns
Thanks! That config is the example that appears on the wiki: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#PostInit
That's a pretty bad example then, especially for modern modding
postInit is used instead of init in EH now. But BIS_fnc_initVehicle is intended for vehicles (eg cars, tanks), not for man.
Something incorrect with my comment?
It's not at all related to what they asked about
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.
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
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
CfgFunctions, preInit script, add the missionEH in the script
Thanks! I was on that path already
What is wrong with it? It looks correct to me
Actually you are correct, the example I posted is for class Man so the wiki example doesn't fit that class but in the wiki it is correct and just my example was wrong
Which causes all the confusion
That's right, the wiki is correct, but your example of using it was probably wrong.
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?)
CBA's loadout event would work
Though that's scripting, not config
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.
Could use turn in/out, or pylon weapon bays open/close, or rhs style separate turret
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?
It doesn't matter. Your preference matters
Or, if you see it is easier to organize, yes
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.
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.
For big mods, separate folders and files works much better imo, in terms of organisation and development build times.
Although having "common" folders with texture atlas for items that appear in multiple places is also good, such as ammunition or vehicle mounted weapons.
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
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?
i vaguely recall seeing a config property but i can't find it after a quick look
couldnt find anything either, but then again i don't even know what to look out for ๐
if it's in the main branch or some category, etc
hm
hope this isnt connected to tank simulation
crap
ofc it is
@grand zinc plz config attribute
Give the tank a move waypoint and set behaviour to "careless" - lights come on.
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?
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
Could be coupled with similar config option to allow crew to remain turned out when entering combat, which again is currently related to carelessness.
need ticket, and is too late for 2.20
i almost believe we had this topic already in the past for open top gunners, but it's more ai involved, so ended up being a no-no
No doubt you are correct there. Anything AI related is likely to be met with an understandable no. We can but dream as the shenanigans we have to script to get turned out gunners to stay out and fight is not pretty!
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
interesting workaround. not a fan of a scripted solution, but if nothing else helps, worth considering i guess
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
Maybe I should do primaryobserver=0 for gunner
Works like a charm and its a small script you can add as FNC and via Vehicle Attribute and with a little effort you can add it for ZEN aswell, people love it to customize
- via "Searchlight" AI wont turn it off in any behaviour
I still need to make a ticket about hard coded heli destruction in the engine. 3+ years later still bothering me.
have you seen this kind of functionality done before?
I dont think you can share weapons/targetting between crew members
enableManualFire = 1; maybe
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
There's \a3\weapons_f\empty.p3d
I try to do what can be seen at helicopters like the cup AH-64D
where if you give weapons to both the pilot and gunner they can use their respective weapons
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?
Wrong channel, you want #server_admins
Yep that worked
Not getting anything in rpt about it, so seems to be fine
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:
- The shotLoop sound does loop, but loops forever and doesn't end after shooting
- The shotStart sound plays for each bullet fired
- The shotEnd sound plays for each bullet fired
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.
Not in vanilla
If you use ace, you can specify a sound for "pulling the pin"
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.
A single config property doesn't add a dependency
It just wouldn't do anything if ace wasn't loaded
There just isn't a thing for that in vanilla
You could make your own script for it, but then you'd also want to check if ace is loaded and not play the sound or else it'll double up
Hmm, unfortunate. I'll try asking in scripting since I'd really like to get this working.
@tawny yacht There's such an equivalent for Arma 3: http://configs.arma3.ru/
Bumping
Been told Laxemann may have some ideas, but they have DM's turned off, which is fair
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;
};
thank you, that worked ๐ it's always the one thing you don't try that ends up working
@mossy scaffold thanks mate! awesome!
hello I need some help making a reskin for the ldf combat fatigues
here are my classes
https://pastebin.com/xG9UhUq7
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
What's the problem?
i'd assume wrong hiddenSelections[] for the model ๐
The pants texture is all messed up
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!
You're welcome ๐
hey guys im trying to add the vanilla bandana mask but it wont add in arsenal list
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"};
};```
Nice work mate
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?
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.
Did not find for subammo system, but for normal ammo, I used FiredEH + while allive ammo code and looks like it is working
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.
Ah thank you, do I need to find a different mempoint or does the above hitvstabilizers work?
You can use any mempoint on the model. I just picked that one because it's positioned roughly below the tail rotor.
https://i.imgur.com/tDjJGl3.png
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.
Possibly your class inheritance is not accurate.
For example, you do
class Components {...};
which does not inherit any sub classes of Components, including SensorsManagerComponent
Try removing everything from your new aircraft class except the changed display name, and see if that restores the CM as you expect.
So I should remove everything within the โclass Componentsโ to see if that is the Culprit?
The LAAT still has working flares and its the same as of what I can see.
But I guess I can try that.
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?
If you add 10 things, and you know that 1 of them breaks it, what would you do?
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
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.
ok, ill go do that then, thank you!
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...
because you dont inherit class components you remove the countermeasure component that normally gets inherited
you can tinker with the inheritance or add the component into your own class
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.
Here's a suggestion for how you can inherit the existing Components sub classes (including the one required for CM), while still adding your new TransportPylonsComponent code.
It's a template, not the full code.
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"};
};```
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.
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:
Probably not the cause of your issue, but I'd be dubious about using the same memory point for both memoryPointCM[] and memoryPointCMDir[]. One is the position of origin and the other is the direction it should move in, so they should be different.
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.
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.
Ah okay thanks again.
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?
I was pulling my classnames from here https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_WEST
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?
anyone?
add invisible targets
Are there any good tutorials for aircraft (specifically jet) config? So far Iโve 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
beyond the sample. not really
hey guys im trying to add the vanilla bandana mask but it wont add in arsenal list
Did vanilla civ vehicles get a postInit EH (BIS_fnc_initVehicle) added in some recent Arma version?
not quite sure what you mean there
where do you try to add it?
facewears
can you elaborate
well that vanilla bandana mask i reskinned it and i tried to add it
but it wont show in arsenal list
so retextured bandana
no errors or anything
both
do you inherit from the original bandana?
i used black bandana class
try unload all extra mods in case some other mod breaks it
any other way?
and when you say arsenal do you mean mission placed arsenal box or also the gear selection menu
does it matter?
yes
arent they same?
i looked from tutorial-->virtual arsenal
๐
i mean everything i added it shows in all game arsenals
even in ACE
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
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
yes 2302 - 2306, 2344 -2345
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
#arma3_scenario is probably best spot to ask about mission making
#server_admins may be the place to go to
thank you
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
So you are trying to use description.ext to make a change on a vehicle?
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
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
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
You don't. A mission cannot change the config that is loaded into the game already
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
Yes
could i get some small help navigating that it would help alot
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
It is actually written overcomplicatedly (to me) but basically you need a text editor and packer software (Arma 3 Tools has one) to pack into a PBO
theoretically this pbo could i throw it into a server and just force users on entering the server?
No. Servers won't let players install your PBO automatically. You need to distribute it to everyone
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
got it okay well this sounds so unbelievably infuriating for such a simple change
It is not a complicated task. Just hard to get 101
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
- Write a config
- Pack the folder into PBO
- Load it into everyone's end
Because a mission cannot make a change to the game's config
for context i literally just want to change these values universally for that object during the mission
just so you understand what im asking
Okay so I didn't, and I am not an ACE user
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
Yeah, those are ACE vars. You can probably change them all via scripting but it'd take some research.
tyvm im trying my best just a bit out of my depth ill ask the scripting chat
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
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
Check the sample character config
Yes
K
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.
Most of the time they're only set in the p3d and not in config
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
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
mikeros eliteness can read the model properties legit. but glasses normally dont have lens selections
Darn :/
It'll be alright. I am happier with the gas mask itself with a tinted ACE overlay
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?
do you have a view pilot lod on the weapons
yes i do
autocenter only works in geometry lod btw
which is present in geo ofc
does other optics work on those rifles?
only ones i assigned as compatible items are my custom ones
try vanilla scope too
though my guess isa you are missing the attachment proxy for it in some or all lods
do have that in all of em
kk
maybe try copy the proxy into the problem ones again
@hearty sandal I want give my soldier 6 primary weapon magazines
So I must type that magazine 6 times in the "magazines" line?
Yes
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.
Post your config
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
This doesn't make any sense. What aircraft were you trying to base this on?
class Peral_A10C : Peral_A10C
I'm trying to inheirt the values from Peral A10C mod as I'm trying to change values with his aircraft without making a new aircraft
Ah. In that case you need to preserve the original inheritance, whatever it is.
so whatever inheritance he had for that mod I need to follow the same inheritance?
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.
And, if you want to inherit a class and change one parameter, you don't need to bring the entire config
Yeah, my config is quite long but that's cause I'm changing or adding quite a few things
That is not the idea of the configuring in Arma works
how else would I change or add things to the other mod then?
https://community.bistudio.com/wiki/Class_Inheritance
tldr, change the parameter you want to change. Do not bring anything else
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
that's the thing I'm changing a couple dozen values and adding new functions
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";
};
};```
Here's the original mods code:
here's my updated config for cfgvehicles
would this work better?
It's same for grenades?
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:
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.
Got it, it was a mix of proxy placements and config mishandling
๐
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
no dont think you can have it always on
Not even having it automatically go on at night for ai? ๐ค
probably not.
light stuff has quite limited access in this regard
at least I think
Okk ok
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" };
};
};```
https://community.bistudio.com/wiki/CfgPatches
Check units[]
Damn I forgot about that! Thanks ๐
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.
Hey man can u tell me about the rifle attachments?
?
Where should I put it in config?
U remember I talked about magazines?
yes
I want my soldier spawn with Weapon attachments
Like scope and laser sight
you want them in the inventory or on the weapon?
On weapon
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
Wdym about inventory?
U mean in uniform or vest?
yes
I want that soldier spawns with attachments on his gun
I mean I didn't made attachments
yes and I listed what you need to do
I didn't understand
you can study the vanilla conifgs
for example here is the MX and its variants that have different preset attachements
But it's a CUP scope
it does not matter
then you give it the right class to use
Isn't that scope defined before?
yes the scope item is define elsewhere
it is just used here as linked item
Do I need define it or just link it to config?
But that's the rifle
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;
};
};
you would need to copy paste them from vanilla config
cant undelete
ahhhhh rats, I was hoping for a more elegant solution. I shall do that then
this is my config idk where should i link the gun attachments
not here
you need to make new weapon class
which has the linked attachements added
then you put that weapon into the units weapons[] parameter
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?
Taking example of this screenshot and following my steps, it would mean, I refer my new gun (ex: CUP_arifle_AK19_AFG_black_Pepevarient) in place of CUP_arifle_AK19_AFG_black?
yes
it can be traced in vanilla config too
various units have different attachmente variants of the MX in their config entries
Awesome! Thanks for the clarification. ๐
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?
I must get that ak19 class?
What have you tried for this: waterResistanceCoef = ;?
what ak class?
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
Damn the more I run from it there is more coming
I have tried that. I believe I reduced it to 1/5th of what it was, and then to 1/10th and still saw no changes.
Well u mean
My_gun: the ak19 class?
Is your gun the ak19?
Then yes
Then where the attachment goes?
The linked item stuff like I showed in one of the pictures
Why are no servers poping up on arma 3
?
This is modding channel
Under the gun?
I'm sensitive with coding places
Class my_ak19: ak19 class
Class my_attachment: my_ak19?
Or
Attachment class: my_ak19?
ye but its Xd so you remove that
yes but you of course use your own new name
I actually want that too for some weapons
that is up to you
Scope slot is named cows?
I need to know all slot names?
What if I want to use all 4 attachments?
check the vanilla configs or the sample weapon config for reference
or the wiki might have them listed too
Thanks I check them later
Bohemia site it's down for now
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.
How do you export the config file from in game again? I forgot ๐ - Config viewer only shows the config (duh) - I want to see the samples within.
What is the difference between "the config" and "the samples" in your post?
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;
};
What about others than CfgCloudlets?
This is one of the subclasses of class CfgCloudlets. The configurations for the other effect classes are similar. This effect always appears when a bomb explodes on the waterโs surface or on the ground.
Meant post more config
What do you mean? What other classes do you need?
Every config that is relevant to your particular issue
Including the config that defines the effect, maybe ammo too
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.
I also thought that the craterWaterEffects attribute was related to underwater explosions, but after setting it, I found that even during underwater explosions, the explosion properties defined in craterWaterEffects do not appear.
And what is TT_USAF_MOAB_BombExplosion?
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.
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.
Anyone?
I see the point
craterWaterEffects = "ImpactEffectsWater";```In CfgAmmo
I tried changing the craterWaterEffects attribute, but it's not working.
It didn't worked man
It says undefined base class
I tried every class related to cup ak19
What did you actually done is the question, not the summary you tell
Same to you. Post your config if you have the issue
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
Is this the entire config?
That's the soldier config
I want to add attachments to his gun
you need to keep focus on where you open and close classes
your new classes are not inside the cfgWeapons
No no man not that it had problem when it was open too
its still a problem
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
That happened cuz I added '};' on last line
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
I did what u told
ok then you dont need the help
Ufff
U sent that
I did like that then said undefined base class
I went to cup mods and found 4 related classes to ak19 I tried all
well you did some mistake.
And none of them worked
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
they are both on same root level of config
their order does not matter
but they cant be inside each other
you probably have the cfgweapons inside cfgvehicles
That was the reason I putted that } there
I thought maybe they must be separate
you put it in wrong place
No difference. I just want to know how we can extract/export the config.cpp file as shown in the pic by HorribleGoat.
and you have the cfgWeapons in wrong place
theres debug script command to write all in one config dump file
I tried somewhere else too
and I think I have posted one somewhere here maybe
still was in wrong place and in wrong shape
try again
look at the sample configs from arma3 samples
look at where cfgVehicles and cfgWeapons open and close
you need to learn this
I puted that under CfgVehicles
Kinda top of the rifleman codes
That's the place where cfgvehicles end
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
This is the message from pinned thread. Since the forum is down, do you have the debug code for that?
its in the wiki. I dont have the link at hand
You can actually use utils function in Debug Console
Yea just saw that link - Missed it as it was not in the pinned ๐
Thanks a lot ๐๐ป
cfgVehicles
{
vehicles/units stuff
}; <<- close
cfgWeapons
{
weapons stuff
};
they need to be separate
I tried that but my cfgweapons closes too
try again
"I tried" at this point is really not trustable. Post your config
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
what says
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?
Because you're not changing the textures
You're making a new uniform, but you're still using the AAF textures
The uniform already exists from a different mod. What should I be doing here then?
Do I have to specify the paa using hiddenSelectionsTextures ?
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)
If only it existed. There were no units just configurations of uniforms without any unit created for it.
Every uniform has to have a unit to change how it looks
Doesn't mean they have to be visible in Eden / Zeus
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
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
Ill be inheriting from the bope_forhonor_combatuniform_black?
Would multiple inheritances work for the same class? Like inherit from vanilla I_Soldier_base_F AND bope_forhonor_combatuniform_black?
No, a class can only inherit from one class
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.
Suppose I replace the I_Soldier_base_F with bope_forhonor_combatuniform_black - It should work as expected right?
Nvm, i was regarded - Was using PBO name instead of CfgPatches classname 
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.
is there any way to get an addaction show up as the last one on the list?
Lower priority
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
Hey dart do u know about attachments?
That's a very broad question
Like I have soldier and I want him to use that attachment for his gun
I mean spawns with that scope on his gun
@wintry fox that I mean
Yeah, it's the same stuff that HorribleGoat was showing you earlier
Yeah most of the stuff solved
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
@wintry fox I have this
Yeah you have linkedItems twice in your config
But I don't have
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
LinkedItems, the thing just before that
LinkedItems is quite clearly listed there twice.
Cuz it's the code
That image he sent was typed 2 times
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
I must do something to them to go in inventory
I think he said I must use that new version of that weapon in the "weapons"
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
Also _generalMacro does nothing, you don't need to define it
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
https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines check if this is of help
Yee, I saw that but was confused a little where it says"custom one, where it is another array of pairs for specific locations". I wasnt sure what that meant, if it was a what defined a custom cone size or something else
at the end of submunitionconetype explanation it says what it does
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
So it lets you set custom and constant shapes for said munitions using the XY coordinates, gotcha (Just making sure i got it right
)
yes
perfect, that works even better than what i had thought and what i need XD
Thank you for the help!!!
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?) 
inherit and change the side
How would you do the same for CfgGroups?
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
};
Actually the groups thingy aint working.
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)
Why, hello there Gree :P
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)
What are the chances lol
Also, taking a quick look at this- possible problem is you may have forgotten to assign the weight on item 0 properly?
That'd be my guess as to the culprit
Item 0 is a language tho. 
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 ๐คฃ 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
Interesting. I'll have a go with giving that a value.
๐ซก
Hopefully will help
If not, let me know, I've got a spare desk for you to smash your head on
Using my old desk for smashing people's heads on now are we? 
What better use for it ๐คฃ
Also, to anyone else here,
Still need help on my thingy, by the by ๐ญ
No dice
๐ญ
Thankfully I fixed my own issue, in my infinite wisdom I forgor an underscore in the classname
Ah I was about to suggest checking spelling, or checking uniformsides.
For the record, my issue is still unsolved. ๐
๐ญ
Hmmm... send latest config?
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.
Gotcha! The biwiki page is slightly misleading in that case.
This identitytypes is working fine without the weights, I just wanted a weighted one. ๐
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
Gotcha! One thing I'm gonna try at some point soonโข๏ธ is just adding the same identities to the list multiple times and see if that works.
I think that does yeah
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
Unit still controls visual look, probably need to change model / textures
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"};```
What's it look like?
Cause you don't change selections / textures there
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
modelSides strikes again?
Fuck, maybe it IS modelSides
That was my issue last time I had your problem. I just said it wrong earlier as uniformSides when it should be modelSides
Huh okay
Lemme ccheck
Boy oh boy do I love it when BIS doesn't do the documentation on useful details
Nope, no joy
Does modelSides need to be CfgWeapons or CfgVehicles?
CfgVehicles
Then yeah. No dice
Any other suggestions?
And most vanilla uniforms are also set to be their side + civilian
No clue
Bummer
Look in config viewer to see if there's anything weird?
I hate how lame Arma can be sometimes
I did, nothing stands out
Worst case you make your own uniform class with the vanilla model and use that
Did you set the modelsides in the ItemInfo in CfgVehicles?
There is no ItemInfo in CfgVehicles
Gotcha
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
Idk
I give up at this point
Not for equipping ingame or arsenal, but IIRC it does for uniforms on units I think.
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
I'll see if I can work around it with init eventhandler
New question. Where are identityTypes defined?
What are identitytypes?
Are they for facewear (i.e. glasses) or for character faces?
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.
Nvm, figured it out
how i add a vehicle with a custom skin to spawn with zeus... i have the skin ready and only need applying
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.
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.
Yes
Tl;Dr, you would create a mod that creates a new vehicle / modifies the existing one and change the weapons and magazines in the turret classes
Got it! If iti's okay to ask is there a guide somewhere? I've been looking around Google, Steam and even this discord but there's no guide for that.
For the basics, https://community.bohemia.net/wiki/Arma_3:_Creating_an_Addon
The specirics of the vehicle part itself is going to be different depending on hows it set up though
I see, it looks hard to understand since I don't have any experience modding but I'll try my best
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
How would one go about editing the top speed and acceleration of a ground vehicle?
Iirc it's 1/ (4 * magnification)
Could macro it
#define MAGNIFY(zoom) 1/(4*##zoom##)
I checked cba script and if I understood it correctly it calculates it by using 0.25/magnification value
0.25/2, 0.25/4, etc
So x1 should be 0.25
which is (1/4*1)
Could someone please help me? How can I create an artificial delay between the player pressing LMB and the weapon firing?
Use a realllllly long mouse cord.
I basically need an AA system to power up for a second or so before it launches a missile
There's the charging script from the railgun tank, which might work
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?
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
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 ๐
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
There's also loadorder classes for all of the data_f pbos
I think decade is the latest of them though
No, addonRootClass just prevents extra dependencies. It's still subject to normal load order
You can make the subaddon require the parent addon though + whatever else for concise-ness
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
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
How would i keep a custom submunition at a constant angle?
instead of rotating i just wanna keep it at a horizontal line
i kinda want to get in to arma modding do you guys have some resources and tips to get me started
Do you have preference or idea what kind of modding you'd like to do?
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
want to try and make a weapon mod to create the charge rifle and charge lance from rimworld
Ambitious goals. I'd guess that means you'll also need to learn 3d modeling.
You could probably start from that.
ok thanks
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
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 ๐
Sorry might be rude to tag
Just been packing, starting, closing, trying different things, packing repeat for too long ๐
Got other mods?
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. ๐
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
Yep that's what I was suspecting.
