#arma3_config

1 messages · Page 48 of 1

severe marlin
hearty sandal
#

some references

hearty sandal
# severe marlin

so this would be a unit that would be in the bluefor/redfor/indfor/civilian lists

#

not in the yellow structure/building/static entity list

severe marlin
#

ah

hearty sandal
#

in the pictures I just posted theres reference list to the base classes and couple of examples how a weapon and vest holders have been set up

severe marlin
hearty sandal
#

so the difference is that the groundholder entity is a static object like a box or chair or building

#

and its made inside the cfgVehicles class like all static objects (and walking units and all other vehicles are)

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its not defined in the cfgWeapons where the items, weapons and gear that you interact in your inventory are defined

#

the cfgVehicles GroundHolder object will however carry the weapon or gear you want it to show

severe marlin
hearty sandal
severe marlin
#

for uniforms

hearty sandal
#

same way as when you create a unit you give it Weapons= Magazines= and so on

severe marlin
hearty sandal
#

yes

severe marlin
#

for the name right?

hearty sandal
#

what name?

severe marlin
#

in class transport item

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there is a name

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name = ""

hearty sandal
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yes that connects with cfgWeapons items

severe marlin
#

k

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i try

hearty sandal
#

same here for a weapon

severe marlin
#

it wont show in list

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also this

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my uniform has different color

wintry fox
#

Show your config

severe marlin
#

i just used on this 1

wintry fox
#

Yeah you're still inheriting from a unit

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You don't need to set the uniform class, model, textures, etc.

severe marlin
#

bruh

wintry fox
#

A ground holder is just an invisible crate with your item in its inventory

severe marlin
#

do i need to use ground holder on cfgweapon?

wintry fox
#

What?

severe marlin
#

nvm

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so whats the problem now?

wintry fox
#

You're trying to make your ground holder like a unit

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There needs to be a separate class for the ground holder, you can't make your unit into a ground holder

wintry fox
severe marlin
wintry fox
#

You didn't

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Because what Goat sent is completely different from what you have there

severe marlin
#

its vest

wintry fox
#

It's the same setup

severe marlin
#

he also gave the cfgweapon of that vest to that

wintry fox
#

There's nothing special about what item goes in it

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You need two CfgVehicles classes. One is your normal unit that sets the model, textures, etc.

The second will be the ground holder, which just contains the uniform (i.e. the CfgWeapons class) in its TransportItems

severe marlin
wintry fox
#

Should be Uniform_Base_F for uniforms, but I don't think it matters too much, mostly for categories iirc

severe marlin
#

but in "inventory items"

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instead of "Uniforms"

severe marlin
#

also when i put it on ground its 2 aaf uniforms on ground and half of the uniform its underground

wintry fox
wintry fox
#

Well that's what I said would happen

severe marlin
#

uniform base is nato uniform right?

wintry fox
#

Use Uniform_Base_F, which sets the editor category / subcategory

wintry fox
severe marlin
#

also this happened

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it spawned 2 instead of one

wintry fox
#

You're probably still setting the model, don't do that

severe marlin
#

yeah i set model

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in site used dummy weapon

wintry fox
#

You don't need to change it because you're inheriting

severe marlin
wintry fox
#

You don't need it, it's been long replaced by editor (sub)categories afaik

severe marlin
#

it joined in AAF

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it works but this

severe marlin
wintry fox
#

You need to add it to your addon's CfgPatches >> units list

severe marlin
#

Add what exactly?

wintry fox
#

The ground holder's class name

severe marlin
hearty sandal
#

everything you want to show up in zeus

severe marlin
#

on ground

wintry fox
hearty sandal
# severe marlin on ground

there are 2 parts to an uniform. The cfgWeapons Item which is that folded block of uniform you see normally and then the cfgVehicles part uniform that is what the uniform looks like on your character when you put it on in the inventory

#

I dont know why you have the cfgVehicles uniform visible when having the item in the ground holder should show the folded block

wintry fox
#

Probably because they set the model in their uniform config too

severe marlin
#

i also removed model in ground holder codes

wintry fox
#

Uniform = CfgWeapons, Unit = CfgVehicles

severe marlin
#

yes i set model

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for cfgweapons

wintry fox
#

Yeah that's why it shows like that

severe marlin
#

and try it

severe marlin
hearty sandal
#

and compare your class next to it

severe marlin
hearty sandal
#

I mean one of the actual uniform item ground holders

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so you can compare to a same thing you are making

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not the base class

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like this

severe marlin
#

I'm looking into an folded aaf uniform

severe marlin
hearty sandal
#

yes that is the GROUNDHOLDER model

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and the groundholder model would then show this folded model from the cfgWeapons

severe marlin
hearty sandal
#

that you dont touch

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the cfgWeapons Uniform should have suitpack_universal

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and that suitpack universal should show up on the dummyweapon of the ground holder

severe marlin
hearty sandal
severe marlin
hearty sandal
#

almost all uniforms use same UNIVERSAL suitpack which is retextured with this line

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this is for the folded uniform

severe marlin
hearty sandal
#

yes

severe marlin
#

So I must give hidden selection and texture same like vehicles

hearty sandal
#

yes

severe marlin
#

The folded models has different texture?

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Or no

hearty sandal
severe marlin
hearty sandal
severe marlin
hearty sandal
#

do you want the folded uniform look the same as the retextured man?

severe marlin
#

Yes

hearty sandal
severe marlin
#

Can't do copy pasta?

hearty sandal
severe marlin
hearty sandal
#

the textures are not the same

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so no

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this is what they look like

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left the unit man

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right the folder suit block

severe marlin
#

Well man

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Thanks

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It works but invisible

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It doesn't have texture

calm pilot
#

hey people, on my custom plane i can't see the wing vortices effects spawning. I do have them defined in the config and also have the respective mem points in the mem lod. So i don't see the reason that prevents them to spawn

trim thorn
#

is there a way for me to use the ace arsenal export code in a script to set a player's loadout? I am trying to have a few options in my undercover setup for premade kits such as a russian kit, middel east etc and would like to just be able to make a kit in the ace arsenal and export the code. If not then that is fine just will give the basic stuff like uniform vest backpack and headgear and let them change it in the arsenal at spawn

wintry fox
trim thorn
#

player setUnitLoadout [ [[["TOTT_NSR_300_CTR","TOTT_sandmans_NSR_Tan","TOTT_NSR_Side12_IR","TOTT_romeo4t_g33",["TOTT_PMAG_Tan_30rnd_110_TTSX",30],[],""],["rhs_weap_m72a7","","","",[],[],""],["rhsusf_weap_glock17g4","","acc_flashlight_IR_pistol_RF","",["rhsusf_mag_17Rnd_9x19_FMJ",17],[],""],["jeantee_2_uni",[["ACE_elasticBandage",60],["ACE_MapTools",1],["ACE_tourniquet",4],["ACE_splint",4],["ACE_EarPlugs",2],["ACE_DefusalKit",1],["ACE_EntrenchingTool",1],["ItemAndroid",1],["ACE_CableTie",2],["ACE_IR_Strobe_Item",2],["tsp_lockpick",1],["ACE_Flashlight_XL50",1],["MineDetector",1],["MRH_HackingTool",1],["MRH_SoldierTab",1],["flb_bandana_shades_01_rgr",1],["kat_Painkiller",1,4],["33Rnd_9x19_Mag_RF",1,33],["TOTT_PMAG_Tan_30rnd_110_TTSX",2,30]]],["TFR_JPC_Belt_TL_BLK",[["ACE_surgicalKit",1],["kat_accuvac",1],["ACE_SpraypaintYellow",1],["TOTT_Razor_110_RMR_Geissele",1],["tsp_sling",1],["rhs_mag_m67",2,1],["SmokeShell",4,1],["tsp_flashbang_cts",15,1],["TOTT_PMAG_Tan_30rnd_110_TTSX",11,30]]],["TFR_Scout_BLK",[["kat_TXA",15],["kat_EACA",15],["ACE_bloodIV",8],["kat_AED",1],["kat_IV_16",15],["kat_IO_FAST",15],["kat_larynx",15],["kat_Pulseoximeter",5],["kat_stethoscope",1],["ACE_bloodIV_500",8],["kat_chestSeal",10],["kat_aatKit",5],["flb_opscover_peltor_A_02",1],["ACE_UAVBattery",1],["ItemMavic3X",1]]],"mac_cap_nighttime_coms","flb_glasses_02",["Laserdesignator","","","",["Laserbatteries",1],[],""],["ItemMap","B_UavTerminal","TFAR_anprc152","ItemCompass","ACE_Altimeter","NVGoggles_mas_usl_h18"]],[["aceax_textureOptions",[]],["ace_earplugs",true]]] ];

so that is what I have put but doesnt seem to actually set the loadout to that which is why I am asking

#

unless im missing something

wintry fox
#

Ace arsenal uses "extended loadouts", which is just a vanilla loadout but also has a hashmap attached to it so mods can save extra info. That's what the textureOptions and earplugs part is

trim thorn
#

alright so what would I have to do in order to make it work or would it be easier to just create a unit and do something like

player setUnitLoadout "custom_unit"

wintry fox
#

You can either:

  1. Drop the extended bit (i.e. _loadoutExport select 0) and use that with setUnitLoadout
  2. Convert the extended bit into a hashmap (_loadout set [1, createHashMapFromArray (_loadout select 1)) and pass that to CBA_fnc_setLoadout
#

Pretty much the same results, but if you care about extra info from mods, use the second one

trim thorn
#

so if I did the second option I would just create a var and then put the loadout into the var and do something like this

`_loadout = [[["TOTT_NSR_300_CTR","TOTT_sandmans_NSR_Tan","TOTT_NSR_Side12_IR","TOTT_romeo4t_g33",["TOTT_PMAG_Tan_30rnd_110_TTSX",30],[],""],["rhs_weap_m72a7","","","",[],[],""],["rhsusf_weap_glock17g4","","acc_flashlight_IR_pistol_RF","",["rhsusf_mag_17Rnd_9x19_FMJ",17],[],""],["jeantee_2_uni",[["ACE_elasticBandage",60],["ACE_MapTools",1],["ACE_tourniquet",4],["ACE_splint",4],["ACE_EarPlugs",2],["ACE_DefusalKit",1],["ACE_EntrenchingTool",1],["ItemAndroid",1],["ACE_CableTie",2],["ACE_IR_Strobe_Item",2],["tsp_lockpick",1],["ACE_Flashlight_XL50",1],["MineDetector",1],["MRH_HackingTool",1],["MRH_SoldierTab",1],["flb_bandana_shades_01_rgr",1],["kat_Painkiller",1,4],["33Rnd_9x19_Mag_RF",1,33],["TOTT_PMAG_Tan_30rnd_110_TTSX",2,30]]],["TFR_JPC_Belt_TL_BLK",[["ACE_surgicalKit",1],["kat_accuvac",1],["ACE_SpraypaintYellow",1],["TOTT_Razor_110_RMR_Geissele",1],["tsp_sling",1],["rhs_mag_m67",2,1],["SmokeShell",4,1],["tsp_flashbang_cts",15,1],["TOTT_PMAG_Tan_30rnd_110_TTSX",11,30]]],["TFR_Scout_BLK",[["kat_TXA",15],["kat_EACA",15],["ACE_bloodIV",8],["kat_AED",1],["kat_IV_16",15],["kat_IO_FAST",15],["kat_larynx",15],["kat_Pulseoximeter",5],["kat_stethoscope",1],["ACE_bloodIV_500",8],["kat_chestSeal",10],["kat_aatKit",5],["flb_opscover_peltor_A_02",1],["ACE_UAVBattery",1],["ItemMavic3X",1]]],"mac_cap_nighttime_coms","flb_glasses_02",["Laserdesignator","","","",["Laserbatteries",1],[],""],["ItemMap","B_UavTerminal","TFAR_anprc152","ItemCompass","ACE_Altimeter","NVGoggles_mas_usl_h18"]],[["aceax_textureOptions",[]],["ace_earplugs",true]]];

_loadout set [1, createHashMapFromArray (_loadout select 1);

player setUnitLoadout _loadout;`

?

wintry fox
#

Also if you don't need to set this via script, you can just import the loadout onto the playable units in eden

wintry fox
trim thorn
#

alright so everything but the last line is right just change it to what you just gave

trim thorn
#

tis good thank you for the help much appreciated

#

now time to work on making the kits and setting up a cool down before can go covert again and making the self interaction option not show up for that time

calm pilot
fading tree
#

question, I am creating a GPS and I don't want a mini-map or radar feature. is there a way to disable it from config or does it have to be in a script in the addon folder?

trim thorn
#

alrigth so this is the whole of the config file but what I am currently trying to do is have a zeus module for setting a player as covert or overt. The modules are not showing up in zeus for me when I go into my eden testing file.

any ideas as to why?

class CfgPatches {
    class UndercoverMod {
        units[] = {"ModuleSetNotCaptive", "ModuleSetCaptive"};
        weapons[] = {};
        requiredAddons[] = {"cba_main", "ace_interact_menu", "A3_Modules_F"};
        author = "Freelancer";
        version = "1.0";
    };
};

class CfgFunctions {
    class UndercoverMod {
        tag = "UC";
        class functions {
            file = "\undercover\functions";
            class UndercoverBasic {};
            class UndercoverOff {};
            class UndercoverTest {};
        };
        class TFRModules {
            file = "\undercover\functions";
            class UndercoverOffModule {};
            class UndercoverOnModule {};
        };
    };
};

class CfgFactionClasses {
    class NO_CATEGORY;
    class TFRModules : NO_CATEGORY {
        displayName = "TFRModules";
    };
};

class CfgVehicles {
    class Man; 
    class CAManBase: Man {
        class ACE_SelfActions {
            class Undercover {
                displayName = "Undercover";
                class Undercover_Basic {
                    displayName = "Go Covert";
                    condition = "(!(captive _player))";
                    statement = "[_player] call UC_fnc_UndercoverBasic;";
                    icon = "";
                };
                class Undercover_Test {
                    displayName = "Go Covert Testing";
                    condition = "(!(captive _player))";
                    statement = "[5, [], {_player call UC_fnc_UndercoverTest}, {}, 'Putting on disguise...'] call ace_common_fnc_progressBar";
                    icon = "";
                };
                class Undercover_Off {
                    displayName = "Go Overt";
                    condition = "captive _player";
                    statement = "[5, [], {_player call UC_fnc_UndercoverOff}, {}, 'Removing disguise...'] call ace_common_fnc_progressBar";
                    icon = "";
                };
            };
        };
    };
    
    class Module_F;

    class ModuleSetNotCaptive : Module_F {
        scope = 2;
        displayName = "Set Player To Overt";
        category = "TFRModules";
        function = "UC_fnc_UndercoverOffModule";
        functionPriority = 1;
        isGlobal = 1;
        isTriggerActivated = 0;
        curatorCanAttach = 1;

        class Attributes {}; // No custom attributes needed
    };
      class ModuleSetCaptive : Module_F {
        scope = 2;
        displayName = "Set Player To Covert";
        category = "TFRModules";
        function = "UC_fnc_UndercoverOnModule";
        functionPriority = 1;
        isGlobal = 1;
        isTriggerActivated = 0;
        curatorCanAttach = 1;

        class Attributes {}; // No custom attributes needed
    };
};```
wintry fox
#

Zeus issue is that you probably need to set scopeCurator to 2, I think Module_F has it set to 0 iirc

trim thorn
#

alright let me try adding that line into the code and see if that helps. the wiki didnt have it in the list so yea

trim thorn
#

now just gotta not have the modules stack over top the player that but should just be a simple fix I think

wintry fox
#

Just delete the logic object in your function

#

Example:

/*
 * Authors: DartRuffian
 * Shows a message in the Zeus menu, and then deletes the given logic object.
 *
 * Please provide proper credits to those who participate in development.
 * This function was developed for Legion Studios: Core.
 * Do not place in any other mod without permission.
 *
 * Arguments:
 * 0: Logic <OBJET>
 * 1: Message or stringtable key <STRING>
 *
 * Return Value:
 * None
 *
 * Example:
 * [_logic, "message"] call ls_zeus_fnc_errorAndClose
 *
 * Public: No
 */

params ["_logic", "_message"];

if (isLocalized _message) then {
    _message = localize _message;
};
[objNull, _message] call BIS_fnc_showCuratorFeedbackMessage;

deleteVehicle _logic;
/*
 * Authors: DartRuffian
 * Toggles a unit's active camo.
 *
 * Please provide proper credits to those who participate in development.
 * This function was developed for Legion Studios: Core.
 * Do not place in any other mod without permission.
 *
 * Arguments:
 * 0: Logic <OBJECT>
 *
 * Return Value:
 * None
 *
 * Example:
 * _logic call ls_zeus_fnc_moduleToggleCamo
 *
 * Public: No
 */

params ["_logic"];

if (!local _logic) exitWith {};

private _unit = attachedTo _logic;

private _exit = true;
switch (false) do {
    case (!isNull _unit): {
        [_logic, "Place on a unit"] call FUNC(errorAndClose);
    };
    case (alive _unit): {
        [_logic, "Unit must be alive"] call FUNC(errorAndClose);
    };
    default {
        _exit = false;
    }
};

if (_exit) exitWith {};

// Module specific stuff that isn't relevant here

deleteVehicle _logic;
#

The if (_exit) exitWith {}; was due to some weird issues I was running into where the module wasn't exiting when it should have, but also did make it easier to handle multiple conditions like that

trim thorn
#

ah alright cause right now I just have this for the functions

player setCaptive true;
newLoadout = false;
hint "You are now undercover.";
//checks to see if the player shot while in line of sight of the enemy
player addEventHandler ["Fired", {
    params ["_unit"];
    private _friendlySides = _unit call BIS_fnc_friendlySides;    
    private _units = allUnits select { !(side _x in _friendlySides) };

    if (_units findIf { _x knowsAbout _unit > 1 } > -1) then {
        player setCaptive false;
            hint "You were spotted firing your weapon! You are now OVERT!";
        };
}];

so I would just add in
params ["_logic"]; and deleteVehicle _logic;

Correct?

wintry fox
#

Yeah the logic object (module) is passed to it
You'd also want to get what the module is attached to, because a zeus using that module on another unit would make them a captive

#

Also newLoadout there is global

trim thorn
#

basically creating a undercover thing where you can either go UC with your current kit or have your kit saved and a default one applied to you

the newloadout is a var that is just passed over to the function for you to take off the gear basically just tells it if you need to have your original kit replaced or not

#

could have been named better but was what I came up with in the moment

wintry fox
trim thorn
#

?

wintry fox
#

And if you do for some reason, you should prefix it

#

There's no leading _, that variable is accessible to any script

trim thorn
#

yeah that is how I wanted it to be so that way another script can get that value

wintry fox
#

So save it to the unit (and still add a prefix), because multiple units going undercover would all modify that same newLoadout variable

trim thorn
#

so do something like this then

player setVariable ["TFR_Base_Loadout", _tfrBaseLoadout, false];

rather than how I have it right now

wintry fox
#

Add a prefix to the name

#

And for zeus modules, player isn't going to be the unit you're placing the module on

trim thorn
#

like that

wintry fox
#

Not sure if that's what your intention is or not

trim thorn
#

for the other functions that would work but for the zeus one I assume I would need to do _this rather than player

wintry fox
# trim thorn like that

Yeah, though you can also drop the false because the default is to only set the variable locally

wintry fox
trim thorn
#

so _unit then

wintry fox
trim thorn
#

wait one

wintry fox
#

That also only works if curatorCanAttach is set to 1, which it already is in your config

trim thorn
#

so this would be for the zeus module

params ["_logic"];
private _unit = attachedTo _logic;

player setCaptive true;
private _tfrBaseLoadout = false;
_unit setVariable ["TFR_Base_Loadout", _tfrBaseLoadout];

hint "You are now undercover.";
//checks to see if the player shot while in line of sight of the enemy
player addEventHandler ["Fired", {
    params ["_unit"];
    private _friendlySides = _unit call BIS_fnc_friendlySides;    
    private _units = allUnits select { !(side _x in _friendlySides) };

    if (_units findIf { _x knowsAbout _unit > 1 } > -1) then {
        player setCaptive false;
            hint "You were spotted firing your weapon! You are now OVERT!";
        };
}];

deleteVehicle _logic;
#

it is working

wintry fox
#
  1. Still using player and not _unit in the module and the EH
  2. What's the point of setting _tfrBaseLoadout to false, and then only using it to set a variable on the unit? Why not just setVariable ["", false] directly?
  3. There's no check if the fired event handler has already been added, meaning you could have multiple running. The event handler is also never removed
trim thorn
#

check shouldnt be needed upon doing overt ace interaction you will have the event handler removed

#

this is the two interaction option functions

go covert

player setCaptive true;
player setVariable ["TFR_Base_Loadout", false];
hint "You are now undercover.";
//checks to see if the player shot while in line of sight of the enemy
player addEventHandler ["Fired", {
    params ["_unit"];
    private _friendlySides = _unit call BIS_fnc_friendlySides;    
    private _units = allUnits select { !(side _x in _friendlySides) };

    if (_units findIf { _x knowsAbout _unit > 1 } > -1) then {
        player setCaptive false;
            hint "You were spotted firing your weapon! You are now OVERT!";
        };
}];

Go Overt

player setCaptive false;
if (TFR_Base_Loadout isEqualTo true) then{
    private _oldLoadout = player getVariable ["TFR_Saved_Loadout", []];
        if (!(_oldLoadout isEqualTo [])) then {
        player setUnitLoadout _oldLoadout;
    };
};
player removeEventHandler ["Fired"]; 
hint "You are no longer undercover";
wintry fox
trim thorn
#

didnt think of that so would there just be like an if statement to check it or what would be the best way to check that?

wintry fox
#

Just set a variable on the unit, and only add it if it's not been set

trim thorn
#

so something like this then

Go Covert

player setCaptive true;
player setVariable ["Checked_Fired", true];

player setVariable ["TFR_Base_Loadout", false];
hint "You are now undercover.";
//checks to see if the player shot while in line of sight of the enemy
player addEventHandler ["Fired", {
    params ["_unit"];
    private _friendlySides = _unit call BIS_fnc_friendlySides;    
    private _units = allUnits select { !(side _x in _friendlySides) };

    if (_units findIf { _x knowsAbout _unit > 1 } > -1) then {
        player setCaptive false;
            hint "You were spotted firing your weapon! You are now OVERT!";
        };
}];

Go Overt

player setCaptive false;
if (player getVariable["TFR_Base_Loadout", []] isEqualTo true) then{
    private _oldLoadout = player getVariable ["TFR_Saved_Loadout", []];
        if (!(_oldLoadout isEqualTo [])) then {
        player setUnitLoadout _oldLoadout;
    };
};
player removeEventHandler ["Fired",{0}];
player setVariable ["Checked_Fired", false];
hint "You are no longer undercover";
toxic solar
#

Is there a way for a pylon to be able to switch mags, lets say I pylon out the nose gun on an apache like helicopter how would I have 1 pylon weapon with a HE and AP mag?

steady beacon
toxic solar
#

ah F

#

would have been huge

#

maybe just gotta script something wild out

crisp knot
#

Oy! My passengers and my turret under same compartment. I able to sit from turret to passenger but not from passenger to turret. What need do to allow passengers to use this turret?


        cargoCompartments[]=
        {
            "Compartment3"
        };
        class Turrets: Turrets
        {
            class PassengerTurret_01: CargoTurret
            {
                gunnerAction="passenger_inside_8";
                gunnerCompartments="Compartment3";
                //cargoCompartments="Compartment3";
                memoryPointsGetInGunner="pos cargo";
                memoryPointsGetInGunnerDir="pos cargo dir";
                gunnerName="$STR_a3_turrets_cargoturret_r";
                proxyIndex=7;
                LODTurnedIn=0;
                LODTurnedOut=0;
                LodOpticsIn=0;
                LodOpticsOut=0;
                maxElev=25;
                minElev=-55;
                maxTurn=70;
                minTurn=-5;
                isPersonTurret=1;
                enabledByAnimationSource="Doors";
                playerPosition=2;
                soundAttenuationTurret="OpenHeliAttenuation";
                disableSoundAttenuation=0;
                selectionFireAnim="";
            };
                };
nimble sequoia
#

Another possibility is with enabledByAnimationSource="Doors";that the turret might be disabled. Try removing that line.

crisp knot
nimble sequoia
hearty sandal
toxic solar
hearty sandal
#

Dont know. XD

crisp knot
narrow swallow
#

I'm using animationSourceElevation to allow FFV turret to rotate the player proxy, so that it can cover the full 360 using Q and E.
I'd like for it to start in the middle of the range, instead of 0. Is that possible? I suppose the other choice might be camElev.

hearty sandal
#

in the config

#

angle0 and angle1

narrow swallow
#
angle0 = -rad 360;
angle1 = rad 360;

so it turns right 720, but cannot go left at the start

hearty sandal
#

you could try make it a custom animation source

#

in config.cpp

#

class animations sources

narrow swallow
#

oh like iwht the ::

hearty sandal
#

well you could override it too if you dont need it elsewhere

#

but also it could be alternate one

#

wihout the :: but just something like

#

class newElevtSource
{
source = animationSourceElevation
initphase 0.5
}

#

assuming it goes goes between 0-1

narrow swallow
#

oh interesting, like another step of scaling. I'll try

#

hmm. not having any luck getting a custom source to mirror

//Turrets
animationSourceElevation = "Turn_source";

//AnimationSources
class Turn_source3 {
    source = "Turn_source";
    initPhase  = 1;
};

also tried raw

hearty sandal
#

Hmm I'll have to check what the engine sources say but have to do that tomorrow.

narrow swallow
#

It's for this

novel lava
#

does anyone know what or how a boat determines its 'safe' to unload units?

I have a test scenario where I use a vanilla armed speedboat and they beach the ship and unload fine, but the modded one they just want to get closer and closer to the shore until they can't move anymore due to being beached

#

and never unload

novel lava
#

figured it out, seems to be caused by the memoryPointsGetInCargo/memoryPointsGetInCargoDir

#

having them too 'low' makes them want to get it closer to shore

novel lava
#

...kind of

nimble sequoia
novel lava
#

Yeah I found my changes to be inconclusive with that

#

they were reasonably high, like 30cm off the ground if the ship is beached

#

I had it working even 1 meter off the ground

#

but it was unreliable, it still seems like the driver thinks the ship isn't close enough to land

nimble sequoia
novel lava
#

I tried copying the one from the speedboat (engineShiftY = -0.1;) but didn't see a change

#

previously it would have been 0, or whatever the inherited value from Boat_F is

nimble sequoia
#

It's a useful number for getting the desired sailing performance and can change how the boat moves under power, especially for high powered small boats like RHIB's where the prow lifts at speed, in my experience. Typically I've used -0.5 to +0.5, trial and error.

novel lava
#

yeah this in particular is an LCVP landing craft

#

and the screw is at the lowest part of the keel so I think at least for this having it raise the front would probably make this worse

#

it seems to behave as expected anyway - it's just the AI insist on putting it as far on land as it can instead of just in shallows

toxic solar
#

for pylons that are like cannons is there way to get GunParticles to show up whereever the pylon is? right now the particle effects play in the center of the geo/center of the vic on ground cause I am assuming the particle effects does not actually know where the pylon weapon is

winter rain
#

and place these defined mem points in the memory pylon

trim thorn
#

kinda need some help with this. I am trying to make like a sudo tranquilizer thing. The mod works fine for units that are placed down in eden and the mission runs but if they are zeus spawned then they don't work.

I have a function that adds an event handler for when they are damaged by the ammo type but I need way to have this work on zeus spawned AI as well. Does anyone know what I would need to do in order to get it to work. I have tried this code in both a postInit and XEH_postInit sqf file but they don't seem to work so not sure what the problem is

[
    "CAManBase",
    "EntityCreated",
    {
        params ["_unit"];

        [_unit] spawn {
            params ["_u"];
            waitUntil { !isNull _u };
            sleep 0.1;

            [_u] call Tranq_fnc_onHit;
        };
    }
] call CBA_fnc_addClassEventHandler;
chilly tulip
#

First step would be to add some logging to check what exactly isn't working.

trim thorn
#

I had in there hints to display but they werent event showing

#

I guess first question/s really is this. Is that the best way to go about it and does the code at least look correct?

wintry fox
trim thorn
#

fair but wouldn't be stopping the whole thing would it?

#

units in eden have no problem so rather pretty much just use this as the code then

[
    "CAManBase",
    "init",
    {
        params ["_unit"];

        [_unit] spawn {
            params ["_u"];
            sleep 0.1;

            [_u] call Tranq_fnc_onHit;
        };
    }
] call CBA_fnc_addClassEventHandler;
wintry fox
#

You don't need that spawn

trim thorn
#

so just go from parms to _unit call Tranq_fnc_onHit;

wintry fox
#

Yeah

trim thorn
#

opps didnt know that was a channel

nimble glade
#

hey i am looking for someone to do a commission for me (add a specific drone boat) what is the appropriate channel to ask in?

nimble glade
#

thanks

wintry fox
#

Just know that you can't pay people to import things, you can comission a model, not an import

nimble glade
#

I build the specific boat irl and the designs are mine, i got the model and everything i'd need the config/scripting done

#

is that considered importing?

#

also not to be published on workshop or anything

wintry fox
#

You'd still (presumably) need to do stuff like making lods, but the tl;dr is you can't pay people for anything that goes through the A3 tools

wintry fox
wintry fox
nimble glade
#

i guess then as long as i get someone to do the configs i can test them myself and ask for refining

#

Okayge 👍

wintry fox
#

That sounds like a grey area that I wouldn't touch

toxic solar
whole bear
#

Would anyone here by chance be interested in assisting me with understanding Cold War Assault .cfg files. I am specifically hoping to learn how to locate weapon cfg, and ammo cfg.

wintry tartan
#

These configs are always stored in PBO files. You can use some software (official or unofficial) to unpack them

whole bear
bleak cypress
#

Hello everyone, I found a model car Tahoe, but I have a feeling that it has a twisted damage, that is, too strong for such a car, how can this be fixed so that the damage on the car model is more realistic? Models from Arma 3

nimble sequoia
bleak cypress
nimble sequoia
toxic solar
#

so for MBT_01_Engine_RPM1_INT_SoundShader and the other stages, the volume and frequency values I assume take into consideration the rpm values for merkava, for a tank of mine those rpm values would be different so si there a easier way to edit those volmune/frequncy equation cause theres ALOT of numbers there 💀
Is there like a formula macro or something?

severe marlin
#

guys

#

the uniform dressing and undressing wont work
yesterday it worked for independence uniforms but today i added the ground holder for all uniforms but now only the nato ones works

#

the indepence uniforms as AAF uniforms, paramilitary, guerrilla these wont work

plush cave
#

can you have multiple string tables in a single pbo

addon\main\folder1\stringtable.xml
addon\main\folder2\stringtable.xml
wheat sluice
#

Yep. Just make sure the package IDs don't conflict and you can have as many as you want within the same archive.

cursive nova
#

Does anyone know how I can change the subclass of certain mod faction vehicles?
I'm trying to change a certain subclass name from "dropships" to "helicopters"

#

@wintry tartan not entirely sure how that works but I'll do some digging

wintry tartan
cursive nova
#

interesting

#

the creator of this mod was so hell bent on labeling helicopters as "dropships" there may be too many lines to edit

toxic solar
#

I have a plyon that has 2 barrels, is there any way to have the bullets alternate from both barrels? I thought doing in the magazine

muzzlePos[] = {"muzzle1pos","muzzle2pos"};
muzzleEnd[] = {"muzzle1end","muzzle2end"};

would work but only seems to work for non pyloned weapons

steady beacon
toxic solar
narrow swallow
#

Make it 2 pylons

strange locust
#

cargoProxyIndexes[] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14}; is this defining the (cargo-)seats in a helicopter? lets say id want to remove some seats - could I just override thise array?

narrow swallow
#

Yes and decreases transportSoldier

strange locust
#

thanks for the quick reply

thin crag
#

Anyone else notice the Samples_F\Test_Fonts\config.cpp/CfgFontFamilies/test_Font.fonts[] has a type-o?

#

in the sample config, font[] is where fonts[] should be?

#

Just a heads up

brave crag
#

Anyone aware of how I can enable "Manual Fire" for a commander seat operator?

#

I cant find the correct info on it, only thing I find is about manually controlling a missile

brave crag
#

A modded Tunguska

#

Or from A mod I should say

#

For some reason it doesnt allow it and I can't figure out why

#

Oh I think I found it primaryObserver I will try this

hearty sandal
hearty sandal
umbral cosmos
#

hello does anyone know to setup dynamic airport configuration. the wiki gave information but no guide what any of it means. im tryying to add a secondary airport on Rosche

wintry tartan
#

You look for a new airport on a terrain? Not a vehicle's Dynamic Airport?

untold stream
#

Is there a way to edit a jet to be able to use pylons not normally supported? I want to add nato stuff onto a russian jet

wintry tartan
nimble glade
#

is there any way to find why i am getting a premautre EOF

hearty sandal
#

and wont pack unless you fix things it reports

nimble glade
hearty sandal
#

it does expect P drive setup with unpacked data

#

ye nothing really to debug that

#

you got some bad data in there

#

is it self made model?

nimble glade
#

model exported from solidworks into blender, adjusted, added 3 materials with each their texture paa file (static color) and .rvmat file referencing said texture. fixed ngons, only 1 LOD (custom), stuff and exported to p3d (went through fine)

#

this is my rvmat the three files differ just in the color names (blue black white)

hearty sandal
#

is it triangulated?

#

thats not valid rvmat

#

for super shader at least

nimble glade
#

it is triangulated, no ngons

nimble glade
#

this is the model so its very simple

hearty sandal
#

if you got P drive unpacked right P:\a3\data_f\ has bunch of hte default shaders

#

this really should need only 1 texture too.

#

all the colors baked on 1 map

nimble glade
#

as solidworks exports it only 1 mesh for the blue part and white part i did not know how to make it nice

hearty sandal
#

thats where you will need to learn blender stuff

#

uvmapping, texturing etc

#

solidworks/ cad models can only go so far for game use

nimble glade
#

it's only for internal use anyway so won't ever be released to anyone else

hearty sandal
#

:L

#

should I spend time helping with that then? Sometimes I wonder. :C

nimble glade
#

I am always open to paying for good work but apparently with the licensing etc its not allowed

hearty sandal
#

I guess you can test replace your model with just simple non textured cube and see if that packs

#

simplify until things work

nimble glade
#

will try thanks

hearty sandal
#

then add more stuff

hearty sandal
#

and its not about money. its about how the results help/enhance the community

nimble glade
#

isnt that licensing limited to the bohemia software? or do they include mikero tools for example

toxic solar
narrow swallow
#

In that case the extra python sits empty.

hearty sandal
#

just interface with them in more elaborate ways.

tame raven
#

In a fire geo lod, does the actual thickness of an armor plate matter if you use one of the penetration rvmat's that includes a metal thickness?

tame raven
hearty sandal
#

for the plate of X thickenss materials you typically would use large boxes

tame raven
hearty sandal
#

angling works with the plate materials too

tame raven
#

oh nice

hearty sandal
#

but modeled thickness is better imo

#

I prefer the accuracy

tame raven
#

Yeah, and it's within my modeling capabilities so it won't be a huge issue.

Just need the energy to actually do it lmao

hearty sandal
tame raven
wintry tartan
#

I am not asking which article you read. Your goal it is

umbral cosmos
#

What?

toxic solar
#

Such is life no one will notice one bullet out of two barrels anyways

tame raven
toxic solar
#

Oh yes

tame raven
#

ah yeah Uhhh

#

... You could script it to swap between them?

#

Like have two pylons that aren't the same weapon and swap to the other every shot

wintry tartan
# umbral cosmos What?

Because you say

im tryying to add a secondary airport on Rosche
Which is not a part of Dynamic Airport which belongs to a vehicle class, so I am really thinking you are simply reading an unrelated article

umbral cosmos
#

He article states that I can dynamically add an airport to empty part of land without hard coding it into the terrain

wintry tartan
#

Okay, then it is the article

#

So, what is unclear or what is not understandable to you

umbral cosmos
#

Basically they gave me the cake without the instruction on how to do so. Meaning there are no instructions like a step by step. Is it a game logic?

wintry tartan
#

That means you lack of knowledge how to write a config and pack it into a Mod

umbral cosmos
#

So it is a mod and not some sort of script?

wintry tartan
#

Yes

#

The game offers a Dynamic Airport object already though. It is used in USS Freedom

umbral cosmos
#

I’ve searched for that everywhere even with jets dlc installed

wintry tartan
#

Of course everyone installed Jets DLC

#

DynamicAirport_01_F it is

umbral cosmos
#

And I’ve looked for that. Where specially would it be

wintry tartan
#

It is a vehicle. So just createVehicle it

umbral cosmos
#

Which faction is under because I’ll check this later when I get home

wintry tartan
#

No, it's a hidden object

umbral cosmos
#

This is why I’m asking. I’ve been trying to figure this out over using GMs airport helper

cursive nova
#

how do I edit a weapon to be useable with a silencer?

hearty sandal
cursive nova
#

It's from a mod

hearty sandal
#

typically if a weapon is not made to have silencer it lacks the necessary points for the engine to attach a silencer to

cursive nova
#

ah

hearty sandal
#

so most likely you cant

cursive nova
#

is there a way I can reduce the noise it makes

#

that's probably a stupid question

hearty sandal
#

it would could be done by making less noisy ammo type

#

I think

cursive nova
#

aahhh right okay

hearty sandal
#

or an invisible silencer that does not need to be seen

steep pawn
#

I am currently porting the M16 from A2 for personal use and I am using the MX as a base class for the sake of saving time. Here is my config: http://pastebin.com/mCHZx6bW At the moment when I try and spawn in the gun in the editor I am getting this error: http://i.imgur.com/VJWSlIi.jpg anyone know why? I checked for types but I can't see anything wrong

sullen fulcrum
#

modes[] = {"Single","Burst"};

#

The Burst fire mode is not defined in the MX

steep pawn
#

I know, I am specifiying it to inherit from the burst mode class above the base class though?

sullen fulcrum
#

Btw. you can copy these pop up messages with ctrl+c

#

no need to make a screenshot

#

You have to add a Burst mode.

#

You just declared the Burst Mode class, but never added it to the weapon.

steep pawn
#

So where would I need to add it?

sullen fulcrum
#

Inside the weapon

steep pawn
#

I know that but I mean with what?

sullen fulcrum
#

class AN_M16_Base: arifle_MXC_F {
class Burst: Mode_Burst {};
};

steep pawn
#

ok ty

sullen fulcrum
#

I think thats how it goes at least.

#

There are enough weapon config references out there.

#

Something like under the last link.But the classname has to be "Burst" (because thats what you added in muzzles[])

umbral cosmos
# wintry tartan `DynamicAirport_01_F` it is

i spawned via a script in the init.sqf file as airportLogic = createVehicle ["DynamicAirport_01_F", [16248.4,6984.84,0], [], 0, "NONE"]; so far it only works for vanilla f/a 18 I need it to work for any modded airplane

steep pawn
#

No entry 'bin\config.bin/CfgWeapons/AN_M16_Base/Burst.displayName'.

sullen fulcrum
#

Yup

umbral cosmos
#

looks like i'm going to have use GM DLC AI Airport Helper cause I know that works

sullen fulcrum
#

It means that there is no displayName in class Burst.
Because class Burst does not exist.
But you need it, because you added the "Burst" mode in muzzles.

#

Understand?

steep pawn
#

No entry 'bin\config.bin/CfgWeapons/AN_M16_Base/Burst.textureType'.

sullen fulcrum
#

Yeah. There are some entries missing in the burst base class.

#

Wait no. Actually that one exists

#

have you added cfgPatches correctly?

steep pawn
#

class AN_M16
{
requiredaddons[] = {"A3_Sounds_F","A3_Weapons_F"};
requiredversion = 0.1;
units[] = {};
weapons[] = {"AN_M16"};
magazines[] = {};
};

sullen fulcrum
#

Oh I see the error.

#
class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;

these must be outside of CfgWeapons

#

They are base classes in the main config. CfgWeapons only contains real weapons and not these.

#

Example:

class CfgPatches {...};

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;

class CfgWepaons {...};
trim thorn
#

No clue what is wrong here but this is the config I have for a zeus module I am working on. When I open zeus I get the error "no entry 'bin\config.bin/CfgFactionClasses'

the category nor the module show up in zeus (and yes all addons including unoffical ones set set for the zeus)

here is the code

class CfgPatches {
    class CivilianSpawningMod {
        units[] = {"Civilian_Pop_SpawnCivilians"};
        weapons[] = {};
        requiredAddons[] = {"A3_Modules_F"};
        author = "Freelancer";
        version = "1.0";
    };
};

class CfgFunctions {
    class CivilianSpawningMod {
        tag = "CivPop";
        class CivilianSpawning_Modules {
            file = "\CivSpawning\functions";
            class spawnCivilians {};
        };
    };
};

class CfgFactionClasses {
    class NO_CATEGORY;
    class CivilianSpawning_Modules : NO_CATEGORY {
        displayName = "Civiilan Population Modules";
    };
};


class CfgVehicles {
    class Module_F;

    class Civilian_Pop_SpawnCivilians : Module_F {
        scope = 2;
        displayName = "Spawn Civs";
        category = "CivilianSpawning_Modules";
        function = "CivPop_fnc_spawnCivilians";
        functionPriority = 1;
        isGlobal = 1;
        isTriggerActivated = 0;
        curatorCanAttach = 1;
    };
};

if anyone has any ideas on what might be wrong then please let me know. As I copied over the code from another module I have working and updated the class names so no clue at this point

wintry fox
trim thorn
#

alright so im not crazy then when I don't see anything else wrong and thank you for pointing that out lol

trim orchid
#

Greetings,

In my mod config, i define an object of type thing

        scope = 1;
        author = "author";
        destrType = "DestructNo";
        model = "pathToModel.p3d";
        weight = 50;
    };```

However this object doest not have physx applied to it, as commands like `addTorque `do not work on the regular *thing * objects that dont use physx.

I modified the config to include base class *ThingX*, and changed this class to inherit *ThingX * instead of *Thing*. However, in game the object doesnt seem to spawn.

Any ideas on what im doing wrong?
#

Is there something that must be included in the model.p3d object to be able to work with physx?

wintry fox
#

Code blocks are three backticks, not one
I.e.
```cpp
```

steep pawn
#

Now I am getting this when making the PBO with PBOProject In File AN_M16\config.cpp: Line 74 rap: missing inheritence class(es)

hearty sandal
steep pawn
#

Never mind, I was silly

#

cheers for the help @sullen fulcrum

sullen fulcrum
#

:->

brave crag
brave crag
#

I suspect it may be an ammo config thing and not vehicle/turret

toxic solar
#

numberPhysicalWheels does nothing for tanks correct?

toxic solar
#

alas time is issue

cobalt topaz
#

Hi All, I am trying to add a co-pilot to the plane I am finishing but have few problems. Pilot can't swop seats with co-pilot, and I cannot get in to co-pilot seat from outside. (Co-pilot spawns in correct position). This is the co-pilot class). Any help is greatly appreciated.

nimble sequoia
slow vortex
#

Can someone give me some resources on class CfgFunctions for a mod.

The bohemia forums are still down and I can't find thorough documentation and explanation

toxic solar
# toxic solar numberPhysicalWheels does nothing for tanks correct?

and well in relation to this, I am doing the config parts for a tank now. the class wheel portion is more or less the same as merkava with the only things I changed are the memory point related stuff., mass and MOI Problem is vehicle caps outs at like 16kmph in VR map so not good.

the weight of the tanks is 50k KG which is lighter then the merkava, I dont think anything in class wheel is a problem, so any suggestions on what I can do to make the tank not cap out at 16kmp, ideally id like it to go 60kmph rather quickly for a tank

toxic solar
#

sure just 1 sec I got it all spread out in various files

toxic solar
nimble sequoia
#

looking

toxic solar
nimble sequoia
#

Can you measure the diameter of your tank wheels please?

toxic solar
#

1 sec

nimble sequoia
#

For tanks, try

dampingRateInAir = 1;```
toxic solar
#

0.4m-0.001m for radius, so I used 0.4m, so diameter is 0.8m

toxic solar
nimble sequoia
#

Next try

springDamperRate = 30928;```
toxic solar
#

Okay trying

#

loading*

#

how did u get those numbers?

#

Okay still at max speed of 20kmph

nimble sequoia
#

Do the wheels bounce up and down over uneven ground?

toxic solar
#

Yes lemme get u a video

nimble sequoia
#

no need - there are a large number of variables where things can go wrong, so it's just a question of going through them in some "most likely" order

#

Can you show a side view of your physx lod

toxic solar
#

Yes

nimble sequoia
#

probably ok

#

same views for memory points, but hide anything that's not wheel related

toxic solar
#

Okay

#

1 sec

nimble sequoia
#

Some things to check there

toxic solar
#

ahd yea tracks deform nicely

nimble sequoia
#

This is how it should look

#
  • all the wheels are aligned front to back
  • wheel axis are two points, closely spaced, centred
  • boundary points are directly under the wheel axis
  • sprocket wheels (0 and 9) have their boundary points 90 degrees up
toxic solar
#

So just looking at first wheel (that touches ground)
center="wheel_1_1_axis"; is one point, it should be two?
boundary="wheel_1_1_bound"; is directly under that one point of wheel_1_1_axis

nimble sequoia
nimble sequoia
#

Try moving those wheel 0 and 9 boundary points, if nothing else. Move them to same height as axis, and possibly bring them in slightly closer than edge of wheel

toxic solar
#

but could the suspension here really be the reason why the vehicle caps out at 20kmph? I had tried some crazy values before and having these the tanks goes kinda wat I would like it to go

normalSpeedForwardCoef = 0.7;
slowSpeedForwardCoef = 0.35;
maxSpeed = 100;
enginePower = 3000; //1121
maxOmega = __EVAL((19000 * 2 * PI) / 60);
minOmega = __EVAL((1000 * 2 * PI) / 60);
peakTorque = 15000;
idleRPM    = 1000;
redRPM    = 19000;

now I dont like that the rpm is 19k so thats wat I guess im tryna fix

toxic solar
#

the two sprocket wheels

nimble sequoia
#

As I said, it could be any one of 20 different things. We're 1/3rd through the list

toxic solar
#

ah okay

#

we might have to resume later since its 7:15 and alas I must leave for work soon sunglasscry

nimble sequoia
#

When I see something you're doing that is not how I do it, I'll point it out for you to try

toxic solar
#

so move wheel 0 boundery to black line or to red line?

nimble sequoia
#

Can you see it on my screenshot?

toxic solar
#

that red one is boundery?

nimble sequoia
#

yes

toxic solar
#

ah okay

#

Okay i moved them, ill try now

nimble sequoia
#

I have to go too, but no doubt someone else can offer help if I'm not here.
Next to try would be additional config stuff, such as engine power, omega's and torque curves.

toxic solar
#

oh and I am on dev branch ill see if anything in rpt logs

toxic solar
#

its lighter hten merkava so should go faster

#

I guess something in p3d is wrong

nimble sequoia
#

The physx of your p3d is totally different though, including wheel mem points

toxic solar
#

ah okay

#

thank u for now ill fix the axis memepoints and get back then

cobalt topaz
nimble sequoia
nimble sequoia
#

Check what is set for driverCompartments (main config) and gunnerCompartments (turret).
You have confirmed that the get-in memory points exist, are raised above the ground a bit and are spelled correctly?

untold stream
#

Is there any documentation for missile configs? I was making my own and it was working but it wouldn't lock anything farther than 5km, and it was taking forever to lock.

true fossil
#

The lock speed / timing is under the weapon cfg as weaponLockDelay

chilly tulip
#

missileLockMaxDistance for the other thing, although I imagine you found that.

untold stream
#

well its not locking

#

at all

#

but when it was working it only worked at like 5km

chilly tulip
#

You have object view distance set high enough?

untold stream
#

like 20k

untold stream
#

ahhhh i broke it more

#

is there a place where I can find the vanilla amramms full thing and edit it?

hearty sandal
#

though cant edit it there.

#

there is also all in one config dump file in the pins that can be used as reference

#

you would need to create an additional mod that alters things

#

instead of editing the original files

tepid stratus
brazen merlin
#

does anyone know how i can disable the secondary explosion on a tracked vehicle? there arent any explosions on static turrets, which also use tankx simulation, but i dont get why. i have probably disabled everything i could find related to explosions, yet, after a few seconds of being destroyed, my vehicle will spawn an explosion

#

hullDamageCauseExplosion = 1; ok, i missed this. let's test..

brazen merlin
#

yes, -1

hearty sandal
#

also does it have fuel?

brazen merlin
#

it has 0 fuel

hearty sandal
#

destruction effects?

brazen merlin
#

class DestructionEffects{};

#

i even commented out all of the hitpoints, still

nimble sequoia
brazen merlin
#

i have another idea

#

yeah

#

i just thought of that

#

currently i am using destrType = "DestructDefault";

#

however, static 50 cal is using the same, and that one doesnt explode either

#

ok, as expected, with DestructNo it doesnt get destroyed anymore at all, which is also not what i want 🥲

#

arma is really testing me again today

nimble sequoia
brazen merlin
#

sure

nimble sequoia
#

some people are hard to please

nimble sequoia
brazen merlin
#

hmm. let's try

#

nope, still boom

#

oh wait

#

i am inheriting. let's remove that

#

nope, not it

nimble sequoia
#

You're testing without ACE loaded?

brazen merlin
#

yes, i dont have / use ace

#

let's see what happens if i inherit from static weapons instead of tank_f

#

ok, it stopped exploding. now i need to figure out the why

#

or maybe i'll just keep it as static weapon.. since everything else still seems to be working as intended..

hearty sandal
#

technically it could even be related to parent class

#

like how invisible helipads work 😅

brazen merlin
#

hm. indeed.

#

i'm too tired for this stuff now 😄 i don't want to work through another night again, it's getting a little tough

brazen merlin
#

you know, maybe that really is the case. because while the other big statics like that AA thing cast fire, they do not explode either

steep pawn
#

Is there any way to set a weapon to always spawn with a scope? I have a p3d of a weapon with no ironsight so want it to always spawn with some form of scope on it (prefferably from an array)

trim thorn
#

alright I need some help with this as its my first time trying this so yeah. I am trying to make a UI popup when you place down a module for inputs from the player on different things. The config code is below along with the fnc code. I am not sure if I have this setup right at all but please could use some help with this.

Currently I get an error when I place the module down that tells me the variables are undefined which makes sense as there as never a prompted for inputting values

config

class CfgVehicles {
    
    class Logic;
    class Module_F : Logic {
        class AttributesBase
        {
            class Default;
            class Edit;                    // Default edit box (i.e. text input field)
            class Combo;                // Default combo box (i.e. drop-down menu)
            class Checkbox;                // Default checkbox (returned value is Boolean)
            class CheckboxNumber;        // Default checkbox (returned value is Number)
            class ModuleDescription;    // Module description
            class Units;                // Selection of units on which the module is applied
        };
    };

    class ManageCivs : Module_F {
        scope = 2;
        displayName = "Civilian Manager (Dynamic)";
        category = "CivilianPop_Modules";
        function = "TFR_fnc_manageCivilians";
        functionPriority = 1;
        isGlobal = 1;
        isTriggerActivated = 0;
        curatorCanAttach = 1;
        scopeCurator = 2;

         class Attributes : AttributesBase {
            class civMaxPerPlayer: Edit {
                displayName = "Max Civilians per Player";
                tooltip = "Maximum number of civilians to spawn per player.";
                property = "civManager_maxCivsPerPlayer";
                control = "Edit"; // number input
                typeName = "NUMBER";
                defaultValue = "15";
            };

            class civSpawnRadius: Edit {
                displayName = "Spawn Radius";
                tooltip = "Distance from player within which civilians will spawn.";
                property = "civManager_spawnRadius";
                control = "Edit";
                typeName = "NUMBER";
                defaultValue = "200";
            };

            class civDespawnRadius: Edit {
                displayName = "Despawn Radius";
                tooltip = "Distance from player beyond which civilians are deleted.";
                property = "civManager_despawnRadius";
                control = "Edit";
                typeName = "NUMBER";
                defaultValue = "300";
            };

            class civUpdateInterval: Edit {
                displayName = "Update Interval";
                tooltip = "Time in seconds between civilian population updates.";
                property = "civManager_updateInterval";
                control = "Edit";
                typeName = "NUMBER";
                defaultValue = "10";
            };

            class civDensityScale: Edit {
                displayName = "Global Density Multiplier";
                tooltip = "Scales civilian density in all areas (0.0 to 1.0).";
                property = "civManager_densityScale";
                control = "Edit";
                typeName = "NUMBER";
                defaultValue = "1.0";
            };
        };

        class ModuleDescription {
            description = "Dynamically spawns civilians near players.";
        };
    };
};
#

function

if (!isServer) exitWith {};

if (isNil "civManager_allCivs") then {
    civManager_allCivs = [];
};

// Main loop
[] spawn {
    params ["_logic", "_units", "_activated"];

    private _maxCivs       = _logic getVariable ["civManager_maxCivsPerPlayer", 15];
    private _spawnRadius   = _logic getVariable ["civManager_spawnRadius", 200];
    private _despawnRadius = _logic getVariable ["civManager_despawnRadius", 300];
    private _interval      = _logic getVariable ["civManager_updateInterval", 10];
    private _densityScale  = _logic getVariable ["civManager_densityScale", 1.0];

    private _civilianTypes = ["C_man_polo_1_F", "C_man_1", "C_man_hunter_1_F", "C_man_p_beggar_F"];
    while { true } do {
        {
            private _player = _x;
            if (!isPlayer _player) then { continue };

            private _nearbyCivs = civManager_allCivs select {
                (_x distance _player) < _spawnRadius
            };

            private _pos = getPos _player;
            
            private _density = [_pos] call TFR_fnc_getZoneDensity;
            
            if (_density == 0) exitWith {}; // No civs in invalid areas
            private _customDensity = round (_densityScale * _density);
            private _spawnCount = round (_customDensity * _maxCivs);
            
            private _civsToSpawn = _spawnCount - (count _nearbyCivs);            
            
            for "_i" from 1 to _civsToSpawn do {
                private _posSpawn = _player getPos [random _spawnRadius, random 360];
                private _type = selectRandom _civilianTypes;
                private _group = createGroup civilian;
                private _civ = _group createUnit [_type, _posSpawn, [], 0, "NONE"];
                [_civ] call TFR_fnc_setCivBehavior;
                civManager_allCivs pushBack _civ;
            };
        } forEach allPlayers;

        // Despawn logic
        {
            private _civ = _x;
            private _nearAnyPlayer = allPlayers findIf { _civ distance _x < _despawnRadius } > -1;
            if (!_nearAnyPlayer) then {
                deleteVehicle _civ;
            };
        } forEach civManager_allCivs;

        civManager_allCivs = civManager_allCivs select { alive _x };

        sleep _interval; // Run every 10 seconds
    };
};
trim thorn
#

sorry if this isnt the right place for this as well wasnt sure as its a bit of both scripting and config

wintry tartan
trim thorn
#

so its a zeus module im not sure line wise I saw line 35 for the function but it jumps to different lines

#

would it be causing an issue if I play it in singleplayer from eden

half jasper
trim thorn
#

ah that was leftover code from something else

wintry tartan
#

Zeus Modules does not work like that, unless ZEN or something alters how it works. I've never tried it

half jasper
trim thorn
#

alright cool thank you I will look into that

trim thorn
hearty sandal
#

after you have that you can add the more elaborate functionality

#

the guys already said this is made wrong

#

(also dont use chatgpt if you have tried that)

#

and youll likley have to first choose what exactly you are making

twilit ledge
#

My ChatGPT is the guys in Discord

hearty sandal
strange egret
#

look at vanilla configs...

slow vortex
#

My config.cpp in the root folder called ess_myscript

{
    class ess_myscript
    {
        units[] = 
        {
        };
        weapons[] = {}; 
        requiredVersion = 0.1; 
        requiredAddons[] = 
        {
        }; 
    };
};

class cfgFunctions 
{
    class ess
    {
        class ess_myscript
        {
            class myinitscript 
            { 
                file = "ess_myscript\Functions\fnc_myscript.sqf";
                preInit = 1;
            };
        };
    };
};

in the root folder there is a folder called Functions that contains the file fnc_myscript.sqf

I get the error: "Script ess_myscript\Functions\fnc_myscript.sqf not found"

Can someone point out what I am doing wrong? I can't figure out functions

#

fnc_myscript.sqf does not do anything at the moment I just want to get rid of the not found error first.

wintry tartan
#

Check the PBO's pboprefix

#

Or rather, how do you pack the PBO

slow vortex
#

ess_myscript being the root folder.

#

The pbo is then placed in a local mod @MyLocalMod/Addons

wintry tartan
slow vortex
wintry tartan
#

Then your PBO might not include your SQF properly

#

Addon Builder, Options, there should be a option for included files

slow vortex
#

Well I no longer get the error, so hopefully its fixed.

#

It works, thank you so much for the help! @wintry tartan

#

Not sure what specifically it was but just re-did all of the Addon builder options and it seems to have fixed

wintry tartan
#

AB is anyways a bad builder. AKA Addon Breaker

slow vortex
wintry tartan
#

pboProject or HEMTT

slow vortex
#

thank you

untold stream
#

If I update a mod do I need to do anything with the bikey, and sign thing?

steep pawn
#

I know about LinkedItem but is there any way to do that in a randomised array?

strange egret
#

no

#

randomization is at unit level

steep pawn
#

for iconPosition[] = {0.0, 0.50}; is it X:Y?

cobalt topaz
nimble sequoia
gusty scarab
#

Anyone have a guess on why these slugs are going all over the place?

#

(I made the slugs, I'm curious on why they swerve everywhere other than the target within 100 meters)

#
class vnj_12g_slug : vn_12g_buck
    {
        airFriction = -0.00275;
        deflecting = 20;
        submunitionAmmo = "";
        submunitionConeAngle = 0;
        submunitionConeType[] = {"poissondisc",1};
        hit = 42;
        caliber = 1.037;
        triggerTime = 0;
    };

The config in question

gusty scarab
#

Disregard, somehow fixed it by inheriting from a different class

wheat sluice
#

Not sure why you're using a pellet shotshell as your parent class when vanilla already has slug shells (B_12Gauge_Slug_NoCartridge) that you can inherit from.

cobalt topaz
clever creek
#

@wintry tartan My bad man, I ended up getting really busy with other stuff. As soon as I have a second Ill ask about the character config stuff again. Wanted to update so you dont think Im rude

native hinge
#
class CfgWeapons
{
    class HeadgearItem;
    class ItemInfo;
    class H_Beret_CSAT_01_F;
    class Boina_Alfa: H_Beret_CSAT_01_F
    {
        scope=2;
        author="Zaring";
        displayName="Boina Alfa";
        picture="\A3\characters_f_EPB\BLUFOR\Data\UI\icon_H_beret02_ca.paa";
        model="\boinas_EUC_textura\Boina.p3d";
        hiddenSelections[]= 
        {
            "Head"
        };
        hiddenSelectionsTextures[]=
        {
            "\boinas_EUC_textura\textures\Boina_Alfa_CO.paa"
        };
        hiddenSelectionsMaterials[]=
        {
            "\boinas_EUC_textura\textures\Boina_Alfa.rvmat"
        };

        class ItemInfo: HeadgearItem
        {
            mass = 5;
            uniformModel = "\boinas_EUC_textura\Boina.p3d";
            hiddenSelections[]= 
            {
                "Head"
            };
            hiddenSelectionsTextures[]=
            {
                "\boinas_EUC_textura\textures\Boina_Alfa_CO.paa"
            };
            hiddenSelectionsMaterials[]=
            {
                "\boinas_EUC_textura\textures\Boina_Alfa.rvmat"
            };

        
            class HitpointsProtectionInfo
            {
                class Head
                {
                    hitPointName = "HitHead";
                    armor = 1;
                    passThrough = 0.5;
                };
            };
        };
    };

    class Boina_Fenix: Boina_Alfa 
    {
        scope=2;
        author="Zaring";
        displayName="Boina Fenix";
        picture="\A3\characters_f_EPB\BLUFOR\Data\UI\icon_H_beret02_ca.paa";
        model="\boinas_EUC_textura\Boina.p3d";
        hiddenSelections[]= 
        {
            "Head"
        };
        hiddenSelectionsTextures[]=
        {
            "\boinas_EUC_textura\textures\Boina_Fenix_CO.paa"
        };
        hiddenSelectionsMaterials[]=
        {
            "\boinas_EUC_textura\textures\Boina_Fenix.rvmat"
        };

        class ItemInfo: HeadgearItem
        {
            mass = 5;
            uniformModel = "\boinas_EUC_textura\Boina.p3d";
            hiddenSelections[]= 
            {
                "Head"
            };
            hiddenSelectionsTextures[]=
            {
                "\boinas_EUC_textura\textures\Boina_Fenix_CO.paa"
            };
            hiddenSelectionsMaterials[]=
            {
                "\boinas_EUC_textura\textures\Boina_Fenix.rvmat"
            };
        };
    };
    
};
#

I added this piece of headgear and I can't get the "Hiddenselections" to work

#

Still uses same textures and material assigned to the model

#

I don't know where I did messed up

#

Could somebody help me out?

toxic solar
chilly tulip
#

uh, what makes you think the engine speed is the 2nd number? In the examples it'd have to be the first number.

#

33% engine speed -> 100% torque.

bitter niche
#

could someone link me a guide or something on how to add a camuflage (like the ones that show up in garage for vehicles) to a vehicle?

toxic solar
chilly tulip
#

No?

#

It's the same line just with calculations instead of plain numbers?

#

792/2400 = 0.33

toxic solar
#

oh woah

#

yo okay maybe im just too sleepy 💀

#

I see now

pastel tusk
#

Heyo, got some questions if someone has time and knowledge on how to work with Modules [I already went through the wiki]:

Context:

I set the module via isGlobal to fire even for JiP players but it only seems to work on mission initialization, and I can't for the life of me figure out what is causing it or how to set it up right if I fucked something up.

if it may help here is the config:
https://github.com/Nomas-X/AET_AUX/blob/3332f41e52393a7dc04caa50fed064282d0b52dc/addons/start_in_vehicle/CfgVehicles.hpp

The init function it self seems to work fine when I run it through debug.

trim orchid
#

for cfgfaces, whats the difference between texture and texture hl?

severe herald
#

need a little help i think (just posted this in scripting but its probably more of a config thing) - i've put together bespoke hitpoints for a unit, it works as intended for the most part, but there is a particular issue when it comes to speciifc hitpoints that are designed to be weakspots affected by small-arms fire; against which small arms do appear to deal damage - however the damage dealt appears to just stop at something like 0.15, with further hits dealing no further damage to that specific hitpoint - i cant really tell which config variable could be affecting that or if the "getallhitpointsdamage" command im using to monitor it can display it wrong

dim knoll
#

whats causing this to not work

#

/code class CfgWeapons
{
class ItemCore;
class HeadgearItem;

// Consolidated base class for common properties
class Craw_H_Headgear_Base: ItemCore
{
    scope=0;
    author="MacK";
    class ItemInfo: HeadgearItem
    {
        mass=5;
        allowedSlots[]={901,605};
        modelSides[]={3,1};
    };
};

class Craw_H_Beret_01: Craw_H_Headgear_Base
{
    scope=2;
    displayName="Beret (Craw.C)";
    model="\A3\Characters_F\OPFOR\H_Beret_CSAT_01_F.p3d";
    picture="Craw_Character\Headwear\data\ui\icon_Beret_01_Urban.paa";
    hiddenSelections[]={"camo"};
    hiddenSelectionsTextures[]=
    {
        "Craw_Character\Headwear\data\beret_01.paa"
    };
    class ItemInfo: ItemInfo
    {
        uniformModel="\A3\Characters_F\OPFOR\H_Beret_CSAT_01_F.p3d";
    };
};

class Craw_H_Boonie_01: Craw_H_Headgear_Base
{
    scope=2;
    displayName="Boonie (Urban)";
    model="\A3\Characters_F\Common\booniehat.p3d";
    picture="Craw_Character\Headwear\data\ui\icon_Boonie_01_Urban.paa";
    hiddenSelections[]={"camo"};
    hiddenSelectionsTextures[]=
    {
        "Craw_Character\Headwear\data\boonie_01.paa"
    };
    class ItemInfo: ItemInfo
    {
        uniformModel="\A3\Characters_F\Common\booniehat.p3d";
    };
};

class Craw_H_Milcap_01: Craw_H_Headgear_Base
{
    scope=2;
    displayName="Patrol Cap (Urban)";
    model="\A3\Characters_F\Common\cappatrol.p3d";
    picture="Craw_Character\Headwear\data\ui\icon_Milcap_01_Urban.paa";
    hiddenSelections[]={"camo"};
    hiddenSelectionsTextures[]=
    {
        "Craw_Character\Headwear\data\Milcap_01.paa"
    };
    class ItemInfo: ItemInfo
    {
        uniformModel="\A3\Characters_F\Common\cappatrol.p3d";
    };
};

class Craw_H_PASGT_01: Craw_H_Headgear_Base
{
#

i think it might be inheritence but i have no idea how that works

#

i got this config from ai

molten musk
# dim knoll i got this config from ai

You gave an answer why it doesn't work
"i got this config from ai"

Don't remember !quote,
But it is ,
Do not use any ai to sqf.
It just doesn't know how it works.

hearty sandal
dim knoll
#

well i gave my config to modify it

#

it did kind of a decent job

#

like the editor objects spawn and have the texture

#

but the wearable object dosent have the texture and uses the vanilla textures

#

to befair idont know how to do SQF myself

#

so

wheat sluice
#

it did kind of a decent job

If AI were capable of doing a "decent" job, then it would know that making a brand new base class when all you're doing is making additional texture variants of existing hats is plain dumb and utterly redundant.

Like everyone else said, please don't use AI to write configs. Chuck your full config on pastebin or something so that we can actually check it for you.

trim orchid
tacit zealot
#

What parameter can I change in an ammo class to adjust the in-flight sound? Missile inherits from KH58 but I can't find any relavent parameter in the config viewer.

wheat sluice
# tacit zealot What parameter can I change in an ammo class to adjust the in-flight sound? Mis...

soundFly[]

The KH-58 ARM technically has it defined but no sound file was assigned. The majority of missile-based ordnance from the Jets and Tanks DLC don't have in-flight sounds for whatever reason so they remain completely silent.
If you want an example of how the array is defined, see M_PG_AT (DAGR) or M_Titan_AT_long (Titan Missile).

BIKI article: https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#soundFly[]
(pay no attention to the article being titled as CfgWeapons; the token is actually used for CfgAmmo)

tacit zealot
#

awesome thanks

#

Is it possible to make it use a soundset? Want to use a jet engine soundset for a jet powered missile

wheat sluice
#

AFAIK there's no token for that (only for explosions). So you'd have to do some magic with event handlers.

real bluff
#

How do you make an object be able to use something like ACE carry but not a requirement if you dont want to use ACE?

molten musk
wintry fox
#

If it's the second, just set the ace_dragging_canCarry (or canDrag) variable on the object to true. Or set the same properties in the object's config. Neither setting a variable or just a config entry would create a dependency.

real bluff
dusty junco
#

Is there a way to reduce radar range on a ground anti-air radar?

chilly nexus
#

Is there a certain limit on how long a main menu background video can be? Two of the videos I used are like 6 minutes long and the game would refuse to load the main menu and would just crash instead

pallid sierra
chilly nexus
#

the main background

wintry tartan
#

If you use a video in vanilla game and works, it is fault of your video file

chilly nexus
#

Yeahh you're right

#

thanks btw

severe marlin
#

Guys

#

Do u know how to add Armor for Viper suits?

#

Should I add protection for cfgvehicle or cfgweapon?

severe marlin
wintry fox
#

It's HitPoints

#

Like vehicles

severe marlin
wintry fox
#

Different name / path
ItemInfo >> HitPointsProtectionInfo for vests versus HitPoints for units

#

Wifi was weird there for a sec

wintry fox
#

I'm not sure what you're asking there

severe marlin
#

Viper suit

wintry fox
#

I was pointing out the difference between how you'd do protection for vests and uniforms

toxic solar
#

for angleRangeVertical if I have it following maingun of my vehicle, is it like A or B?

and then question #2 does color[] = {1, 1, 0, 100}; for sensors actually change anything? I have not had success in have the color change

severe marlin
#

And site won't load

toxic solar
severe halo
#

Hello, Someone know how to add a plane for Zeus fire support in the config ?

toxic solar
#

wats the config property for where this dust effect comes out of on merkava (both sides)? on my current tank it comes out of the middle so I am assuming im missing a memory point

nimble sequoia
queen grove
#

Hi, I've been struggling with this problem for the last few days. Does anyone have any ideas on how to fix it?

No entry 'bin\config.bin/CfgMagazines.TACDEVRON_762_M80_POUCH'

nimble sequoia
nimble sequoia
#

Do you think that 1 line error message gives us enough information to be able to suggest what the problem is? (the answer is "no")

wintry tartan
#

It is not really possible to give you an answer other than "unload a faulty Mod", maybe "TACDEVERON" suggests what it is. Also mind your attitude with your reaction

wintry tartan
nimble sequoia
wintry tartan
#

I actually have never seen the "convention" elsewhere than Mikero's DOS

toxic solar
gusty scarab
#
class CfgFunctions
{
    class vnj3
    {
        class functions
        {
            file = "RPD_Bandolier\scripts";

            class postInit     {postInit     = 1};
        };
    };
};

class CfgRemoteExec
{
    
    class Functions
    {
        mode = 2;    // whitelist only
        jip = 0;    // JIP flag not allowed
        class postInit {allowedTargets = 0; jip = 0};
    };
};


class CfgGlasses
{
    class None;
    class G_vnj_rpd_pouchx1 : None
    {
        author = "nonJoker";
        displayname = "RPD drum pouch x1";
        model = "RPD_Bandolier\Models\RPD_drum_pouch_single";
        picture = "RPD_Bandolier\Textures\bandolier_icon.paa";
        mass = 34;
        identityTypes[] =
        {
            "G_NATO_default",300
        };
        mode = 2;    // Facewear mode:
                    // 0 = None - not supported
                    // 1 = Diving - diving goggles, only appear while swimming
                    // 2 = Goggles - normal goggles, they show overwater but disappear while swimming
                    // 3 = NVG - not supported
                    // 4 = DivingAndOverwater - goggles always show, over and underwater - added in Arma 3 v2.08
    };
};

Anyone see anything out of order?

#

Getting this problem from pboProject

#
#include "CfgGlasses.hpp"

class CfgPatches
{
    class vnj
    {
        author="nonJoker";
        name="RPD Bandolier Pouch (single and double)";
        url="";
        requiredAddons[]={"loadorder_f_vietnam"};
        requiredVersion=1.0;
        weapons[] = {};
        units[]={};
    };
};
gusty scarab
#

Disregard, was missing two semi-colons that somehow were not causing a problem with the default addon builder

#

(Somehow)

hearty sandal
gusty scarab
latent monolith
#

howdy people got a question regarding custom particle effects

#

basically ive made a flamethrower but the flame effect is kinda "puny" how do i make it more of a concentrated gout of flame

balmy siren
#

Is it not possible to force magazines/items into a characters vest by config? Or to script it so that when those characters get spawned at mission start, all of the items get moved to the vest automatically as like an EH or something?

#

I know its possible to do with basic scripting but this is for player roles that need to be there at start.

wintry fox
#

But no, you cannot move items into specific slots via config

#

They just get put wherever they fit and allowedSlots allows them to be placed

mortal pumice
#

Just trying to see if I can get it closer so it looks better

#

Also for ref the cargo points for the getin are pos cargo rr and pos cargo rr dir

nimble sequoia
mortal pumice
#
                gunnerAction = "passenger_inside_3";
                gunnerPreciseGetInAction = "GetInMRAP_01";
                gunnerPreciseGetOutAction = "GetOutMRAP_01";
                gunnerName = "$STR_A3_TURRETS_CARGOTURRET_R4";
                memoryPointsGetInGunnerPrecise = "pos cargo rr";
                memoryPointsGetInGunnerDir = "pos cargo rr dir";
#

Like that?

still owl
#

Can someone help my try to understand how this works? Is this Suppressor somehow defined as CBA asdg_muzzleslot_338?

    class InventoryMuzzleItem_Base_F;
    class srifle_LRR_F;
    class InventoryUnderItem_Base_F;
    class AXMC_SUPPRESSOR: ItemCore
    {
        scope=2;
        displayName="AXMC Suppressor (BLK)";
        author="isky";
        picture="7TP_AXMC\7TP.paa";
        model="7TP_AXMC\suppressor.p3d";
        editorCategory="7TPAXMC";
        editorSubcategory="AXMC";
        vehicleClass="WeaponsPrimary";
        class ItemInfo: InventoryMuzzleItem_Base_F
        {
            mass=5;
            class MagazineCoef
            {
                initSpeed=0.89999998;
            };
            class AmmoCoef
            {
                hit=1;
                typicalSpeed=1;
                airFriction=1;
                visibleFire=0.0099999998;
                audibleFire=0.0099999998;
                visibleFireTime=0.0099999998;
                audibleFireTime=0.0099999998;
                cost=1;
            };
            class MuzzleCoef
            {
                dispersionCoef="0.8f";
                artilleryDispersionCoef="1.0f";
                fireLightCoef="0.1f";
                recoilCoef="1.0f";
                recoilProneCoef="1.0f";
                minRangeCoef="1.0f";
                minRangeProbabCoef="1.0f";
                midRangeCoef="1.0f";
                midRangeProbabCoef="1.0f";
                maxRangeCoef="1.0f";
                maxRangeProbabCoef="1.0f";
            };
            muzzleEnd="zaslehpoint";
            alternativeFire="Zasleh2";
            soundTypeIndex=1;
        };
    };```
#

And from the weapons class WeaponSlotsInfo:

MuzzleSlot is compatible with CBA asdg_muzzleslot_338 class?! But only the two from the CompatibleItems array?

            {
                iconPosition[]={0.050000001,0.38};
                iconScale=0.2;
                compatibleItems[]=
                {
                    "AXMC_SUPPRESSOR",
                    "AXMC_SUPPRESSOR_Tan"
                };
                linkProxy="\a3\data_f\proxies\weapon_slots\muzzle";
            };```


How would i make that gun compatible with every other asdg_muzzleslot_338 item plus the one described at the top?

And is it possible to make that suppressor a "real" asdg_muzzleslot_338 item? Or with other words..is it possible to make it compatible with other guns without putting it in an compatibleItems array in every single config?
wintry fox
#

More than likely, you want to add your new items to the asgd_muzzleslot_338 class

still owl
#

so..patching cba instead of the weapons?

#

more precisely cba_jr?

wintry fox
#

Yeah

still owl
#

thank you for pointing me in that direction, will try that

wintry fox
#

Also note that cba classes will use the newer class version of compatibleItems

still owl
#

dang it..
mods suppressor on other gun

#

and standard 338 suppressor on mods gun

#

guess this wont work then...

#

and probably the reaseon why the mod uses only its own suppressor?!

still owl
#

nevermind...with your suggestion to patch the jr_classes i was able to patch another wrapped suppressor the same way which isn't flipped 90°

wintry fox
#

Looks like your proxy in the gun is rotated?

#

Assuming it's your gun model at least

#

Oh I read that wrong
Yeah but something is weird there

cobalt topaz
#

Hi All, is it possible to hide the twin gun in order to make it appear like its shooting from the guns that are on the plane. Class used: class Pylons4: Pylons1
{
priority = 2;
attachment = PylonWeapon_300Rnd_20mm_shells;
maxweight = 500;
UIposition[] = {0.27,0.28};
hardpoints[] = {"B_A143_BUZZARD_CENTER_PYLON"};
};

hearty sandal
#

if its plane you are making you could try move the nose pylon way back so pylon model is hidden inside the plane

cobalt topaz
hearty sandal
#

you could just have configured integrated weapons instead of pylons for the nose gun

cobalt topaz
hearty sandal
#

Im pretty sure it has some weapons configured

#

or you can look at vanilla configs via in game config viewer (leopards advanced viewer is better for that) or you can find a all in one config dump from pins

cobalt topaz
hearty sandal
#

well you can study the other vehicle types too and vanilla configs to see how weapons are configured

open portal
#

Hey guys, I tried adding the name of the LOD to the hieddenselections and using the setObjectTexture command to change its color, but it didn't work.

hoary lava
#

Im trying to add a submunitionAmmo to a grenade, the problem is, when the submunitionAmmo triggers, the new created submunition will "jump", How can I solve this problem?

class CfgPatches {
    class BOT_subAmmoTest {
        requiredAddons[]= {"A3_Weapons_F"};
        units[]= {};
        weapons[]={};
    };
};

class CfgWeapons {
    class GrenadeLauncher;
    class Throw: GrenadeLauncher {
        Muzzles[] += {
            "BOT_subAmmoMuzzle"
        };
        class ThrowMuzzle: GrenadeLauncher {};

        class BOT_subAmmoMuzzle: ThrowMuzzle {
            magazines[] = {"BOT_HandGrenadeSub"};
        };
    };
};

class CfgMagazines {
    class HandGrenade;
    class BOT_HandGrenadeSub: HandGrenade {
        ammo = "BOT_GrenadeHandMain";
    };
};

class CfgAmmo {
    class GrenadeHand;
    class BOT_GrenadeHandMain: GrenadeHand {
        simulation = "shotSubmunitions";
        submunitionAmmo = "smokeShell"
        submunitionConeAngle = 0;
        submunitionConeAngleHorizontal = 0;
        submunitionConeType[] = { "custom", { { 0, 0 } } };
        submunitionDirectionType = "SubmunitionModelDirection";
        triggerTime = 1;
        deleteParentWhenTriggered = true;
        triggerSpeedCoef = 1;
        submunitionParentSpeedCoef = 1;
    };
};
pastel fog
#

I haven't done submunition configs, so this is just a guess
Could be from a combination of velocity passthrough and the model direction of the first grenade
It doesn't look to be very convenient, since grenades rotate in midair iirc

novel lava
#

the problem is you're changing to shotSubmunitions which iirc is based on shotshell, the model direction is 'fixed' upon firing

#

so when the submunition spawns it's basically recreating the same arc it had when it was thrown

#

leave the simulation type as shotGrenade

hoary lava
novel lava
#

oof yeah I forgot triggerTime doesn't work for shotgrenade for reasons

next anvil
#

Hello all, I'm trying to fix an IR laser pointer issue but can't seem to locate the origin. Any help would be greatly appreciated.

It's a secondary laser pointer named an Izlid, and from my perspective - the view looks fine. But others see my laser originate from the ground, which obviously defeats the purpose. From the wiki/drawLaser, I can't really find anything wrong with the current config.

        if (!_skipFrame) then {
            _gunPos = _unit selectionPosition ['proxy:\a3\characters_f\proxies\pistol.001', 1];
            _gunPosWorld = (_unit modelToWorldVisualWorld _gunPos);

            _gunDir = (_unit weaponDirection _currentWeapon);
            _normalizedGunDir = vectorNormalized _gunDir;

            _rightVector = (vectorNormalized (_normalizedGunDir vectorCrossProduct [0,0,-1]));
            _upVector =(vectorNormalized (_rightVector vectorCrossProduct _normalizedGunDir));
            _offset = (_rightVector vectorMultiply (WORM_IZLID_OFFSET # 0)) vectorAdd (_normalizedGunDir vectorMultiply (WORM_IZLID_OFFSET # 1)) vectorAdd (_upVector vectorMultiply (WORM_IZLID_OFFSET # 2));

            _laserPos = _gunPosWorld vectorAdd _offset;
            _laserThickness = (Marbit_Izlid_High * .01);
                if (Marbit_Izid_Pilot == true) then {
                _laserThickness = (Marbit_Izlid_High_Pilot*.01);
                };
            _laserSplashSize = Marbit_Izlid_Splash_High*.01;

            if ((currentWeaponMode _unit) == WORM_IZLID_MODE_LOW) then {
                _laserThickness = (Marbit_Izlid_Low*.01);
                if(Marbit_Izid_Pilot == true) then {
                _laserThickness = (Marbit_Izlid_Low_Pilot*.01);
                };
                _laserSplashSize = (Marbit_Izlid_Splash_Low*.01);
            };

            drawLaser [
                _laserPos,
                _gunDir,
                [1000, 1000, 1000],
                [],
                _laserSplashSize,
                _laserThickness,
                -1,
                true
            ];
valid remnant
#

@pastel fog

#

this it or nah

#

[Possible dumbass moment]

pastel fog
#

Pretty close
Like this for cpp code block

#

But it's long enough that finding the probable error is time-consuming
The best solution is pboProject, at least then it should give you a line for the error

pastel fog
# valid remnant

You have A3_Characters_F twice in requiredAddons, don't know if that could cause issues
I don't see anything else that stands out, but I don't have time to check every line
Check against the vest in TIOW as well, there should be good code there

untold stream
#

Am I able to add pylons to a plane that doesn't already support them? also a targeting pod

wintry tartan
#

Yes and yes but not as a pylon weapon. Not model wise

true valve
#

i need some help on setting addon configs on a dedi servers player.vars.arma3profile

#

every time i sftp a new line of code in it changes it back to the default

#

i export the settings i want to use from a multiplayer editor clipboard into the dedi servers vars.arma3profile and it just reverts to default

pliant trench
#

If I define hitpointsprotection info for a vest and then inherit from a the class that has it defined do I need to redefine it in the new class or will the inheriting class take the base classes definition?

wintry fox
pliant trench
#

ty

untold stream
wintry tartan
#

You can put a pylon weapon anyways, which is not visible (and due to being invisible may not work properly)

#

I have ever done a hacky config experimental for Fenguhuang, but no guarantee that the solution always work

untold stream
#

what is Fenguhuang

untold stream
wintry tartan
wintry tartan
untold stream
untold stream
untold stream
#

I see

gusty scarab
#

Anyone know how the horizontal submunition spread works?

submunitionConeAngleHorizontal = 1.75;

Trying to make a duckbill pattern

#

So far it just sprays the floor only

hearty sandal
hearty sandal
gusty scarab
#

Weird, even a search on the wiki didn't find anything

I'll check to see if I can find your link

gusty scarab
dusty junco
#

Can you code a setvariable line in a config.cpp?

gusty scarab
#

@hearty sandal Found some useful info via messing around

submunitionConeType[] = { "randomupcone", 28 };
submunitionConeAngle[] = {180,270};
submunitionConeAngleHorizontal = 1.75;

This code sprayed pellets straight downward and to the front

dusty junco
#

I've been trying to get the usaf moab to work with the USAF cargo planes but I've been struggling to get it to work. I changed the .sqf for usaf_moab_init.sqf to reflect the two cargo planes:

#

Line 3: _moabPlanes = ["USAF_C130J_Cargo", "USAF_C17"];

#

and in the config for the moab I edits the lines to this:

#
                priority=0.5;
                shortcut="";
                condition="count (nearestObjects [this, (this getvariable 'MOABPlanes'), 50]) > 0 && (getDammage this) < 0.5";
                statement="nul = this spawn USAF_LOADMOAB";
                displayNameDefault="";
                position="actionpoint";
                radius=10;
                onlyforplayer=0;
#

Right now I'm not getting any errors but the MOAB has no "load moab option"

#

I managed to get it to have the option before but then it would throw errors and no work

#

I have the moab within 50 meters of the aircraft but I'm not sure what I'm messing up in the code

#

if you need I can send the files

royal hornet
#

hi, can anyone help me to make a custom config for a model so that my radar jammer actually works in game , which tools i need to use

willow garnet
#

Hello guys I'm trying to get my custom compositions inside an addon. AI has been unable to get me there, this is the minimalistic example of my config.cpp.

class CfgEditorCategories {
    class GOL_GuerrillasOfLiberation {
        displayName = "GOL Guerrillas of Liberation";
    }; 
};

class CfgEditorSubcategories {
    class GOL_Subcat_Bases {
        displayName = "Bases & Camps";
    };
};

class Cfg3DEN {
    class Compositions {
        class TEST_MyComposition {
            path = "configs/LARs/compositions/Ammocamp"; // This folder does NOT need to exist for the entry to show up!
            side = 8; // Ensures it appears under Props
            editorCategory = "GOL_GuerrillasOfLiberation "; // Built-in default category
            editorSubcategory = "GOL_Subcat_Bases "; // Built-in default subcategory
            displayName = "TEST: My Composition";
            icon = "\A3\ui_f\data\map\markers\nato\b_support.paa";
        };
    };
};````

Even if the path is wrong, I should still be able to see the composition in Eden right? There's of course good information on the forums, which obviously have been abandoned 😄 so there's little information regarding this. Any help would be insanely appreciated 🙏
toxic solar
#

I am assuming this is more config related then memory point on model, the flare points on the tank are at right spots, but the lights are coming out of the center it appears. However if in config I only do left side, the lights out of the left side, is there something im missing?

narrow swallow
toxic solar
#

I think I hav seen this with large amounts of vehicles placed they all kind of get combined into one

narrow swallow
pallid sierra
#

how can I find out if an object is a PhysX object? I'm assuming the VLS missile is a PhysX object?

toxic solar
pallid sierra
coral knoll
#

what determins a vehicle weight?

nimble sequoia
coral knoll
#

oh.

#

darn

toxic solar
#

for mfds, why does say sourceIndex = 1002; on the merkava why is it in the 1000's and not just sourceIndex = 2;?

toxic solar
#

and then anothething , why does source = "weapon"; return the name of the firemode? and not the name of the weapon it self?

obsidian bay
#

This is just a generalized question, but does scripting with in game tasks (the objective markers like BI uses in singleplayer) have a tendency to break when a server is on the profiling branch? I’ve been noticing it in some ops recently

chilly tulip
#

Nothing like that has been reported.

obsidian bay
#

Interesting, I’ve noticed it across a few ops in separate units

#

Namely tasks not completing when they should

chilly tulip
#

Task completion is just scripting, but the task system needs to broadcast data for clients to see the results.

obsidian bay
#

Because it was an op that worked previously on the public branch and then developed these issues on profiling with seemingly no changes

chilly tulip
#

Well, if the guaranteed queue was completely jammed then no-one would see task changes. But I'd expect you to notice other issues in that case.

#

So no. The server operator would need to investigate the issue.

obsidian bay
#

Alright thanks

toxic solar
#

is there any information on getting something like this setup? this is the radar part on the commanche from pilot view

faint spruce
#

What do i need in the config of a pistol to be able to aim with ironsights ?

sinful bay
#

Are you inheriting from any pistol base classes? It might carry over from there. I do see these entries in the P07?

#

There's also useModelOptics=1

winter rain
hearty sandal
#

Documentation is a bit limited for those unfortunately

faint spruce
hallow quarry
#

hello does anyone know what happened to advanced dev tools?

#

the export config util saved my butt many times

molten musk
hallow quarry
#

did it break any rules?

hallow quarry
#

I see..

toxic solar
still owl
#

does this error point to an wrong base class? or is it some kind of syntax error?

#

because that base class is existent in the sps mod?!

#

i guess syntax somehow becaus how would cfgconvert know about other mods?!

chilly tulip
#

I'm not sure what its existence in a giant list of strings is supposed to mean.

#

Generally you have to re-declare any external base classes you're using, for example:

class CfgVehicles {
    class VTOL_Base_F;
    class VTOL_01_base_F: VTOL_Base_F
    {
    
    };
};
wheat sluice
# still owl i guess syntax somehow becaus how would cfgconvert know about other mods?!

CfgConvert doesn't have the ability to check if an external class reference exists or not.
It does however, warn you with this EOF error if you attempted to inherit from an external class that you didn't declare in your own config.
From the looks of it, you probably attempted to write this in your config patch:

    class CfgWeapons
    {
        class new_hk416_16_base: sps_hk416_16_5_sl_fde_f
        {
            ... blah blah blah ...
        };
    };

But you did not declare sps_hk416_16_5_sl_fde_f as your external reference (like what John Jordan said above):

    class CfgWeapons
    {
        class sps_hk416_16_5_sl_fde_f;
        class new_hk416_16_base: sps_hk416_16_5_sl_fde_f
        {
            ... blah blah blah ...
        };
    };
#

Just having your own config patch specify the original addon in its requiredAddons[] is not enough. Declaring the external class reference is still required.

still owl
#

dang it....thank you @wheat sluice

#

and John Jordan, too

#

i was wondering why it was working for "sps_hk416_16_5_sl_vfg_fde_f" but not "sps_hk416_16_5_sl_fde_f" ....seems i forgot to add that reference

#

first time for me diving so deep into cfgs...

narrow swallow
#

also it tells you the line number 2484

faint spruce
#

I'm trying to use a gunparticle effect on my pistol, why do i get this message ?

#

When i type getText(configFile >> "CfgCloudlets" >> "IARTS_BlackPowderCloud" >> "texture") the answer is correct

#

which means the cfgcloudlet is correctly defined

#

the effect is defined in CfgWeapons like this C++ class GunParticles { class IARTS_BlackPowderCloud { positionName = "gunparticle"; directionName = "gunparticle_dir"; effectName = "IARTS_BlackPowderCloud"; }; };

wintry fox
#

Because it's looking for a class defined in config root

#

GunParticles uses complex effects, not a CfgCloudlets class

winter rain
#

Does anyone know from where this RPT Error comes from / what causes it? And how to fix it? Is there something new in the Arma3 Patch? Error wasnt there before, happens after a time on my server with my mod to all my units and spams server log and server goes down to 0fps
Get matrix of physx actor is not valid! Object:

chilly tulip
#

Stable or perf branch?

faint spruce
winter rain
chilly tulip
#

Check if stable does the same thing. If not then report to Dedmen.

jagged basin
#

Hello, first time I post here..
Someone can help me with this little config ?

Advanced flight model works if put inside RotorLibHelicopterProperties

RTDconfig="A3\Air_F\Heli_Light_02\RTD_Heli_Light_02.xml";

But it doesn't work if I put this:

RTDconfig ="ffaa_heli\addons\ffaa_uh_1h\data\rtd\rtd_ffaa_uh_1h.xml";

route is double, triple checked .. I even move the RTD_Heli_Light_02.xml to that path and doesn't like it.

I start thinkg that is the "ArmA 3 Addon Builder" tool. Any help ? Thank you in advance.

class B_Heli_Transport_01_F ;

class ffaa_uh_1h : B_Heli_Transport_01_F
{
    author = "FFAA Mod - Flaber";
    displayName="UH-1H Huey";
    
    icon="\ffaa_uh_1h\data\ui\ffaa_uh_1h_icon.paa";
    picture="\ffaa_uh_1h\data\ui\ffaa_uh_1h_ca.paa";
    editorPreview = "\ffaa_uh_1h\data\ui\ffaa_famet_uh_1h_preview.paa";
    logoSmall = "\ffaa_uh_1h\data\ui\ffaa_logo.paa";     //Logo displayed next to all units and vehicles in the editor

    side=1;
    dlc = "FFAAMOD";
    faction= "FFAA";

    class RotorLibHelicopterProperties
    {
        //RTDconfig="A3\Air_F\Heli_Light_02\RTD_Heli_Light_02.xml";
        RTDconfig ="ffaa_heli\addons\ffaa_uh_1h\data\rtd\rtd_ffaa_uh_1h.xml";
        autoHoverCorrection[]={6.5,0,0};
        defaultCollective=0.60500002;
        retreatBladeStallWarningSpeed=92.583;
        maxTorque=4032;
        stressDamagePerSec=0.0033333332;
        maxHorizontalStabilizerLeftStress=10000;
        maxHorizontalStabilizerRightStress=10000;
        maxVerticalStabilizerStress=10000;
        horizontalWingsAngleCollMin=0;
        horizontalWingsAngleCollMax=0;
        maxMainRotorStress=350000;
        maxTailRotorStress=350000;
    };
narrow swallow
jagged basin
#

Nop, I will check it

winter rain
jagged basin
#

if (fileExists "ffaa_uh_1h\data\rtd\rtd_ffaa_uh_1h.xml")
then { systemChat "El fichero existe"; }
else { systemChat "El fichero no existe";}

Result: File doesn't exists

#

I have checked with an image, it is detecting the paa file, but not the xml. So why? it is because it is binarized ? because xml doesn't get copied?

winter rain
#

probably it gets excluded, check options.. pboProject excludes also if you dont set it up correctly

jagged basin
#

Thank you, was the file, didn’t get copied because of the filter, and also combined with a faulty xml. Now it is working.

So again, thank you very much.

coral knoll
#

is there a way to have a submunition instantly fire, tried having the triggerTime set to something like 0.000000001 but it seems to wait at least a second before triggering

chilly tulip
#

Hmm. Check out how the shotgun pellets are implemented maybe.

coral knoll
#

those are set to 0.008 and they seem to have the same issue, the line showing the main bullet goes for about a second before stopping

chilly tulip
#

That implies that it's generating the submunitions well before then?

graceful sparrow
#

anyone know how i can define door gunners? ive tried typicalCargo[] = {"BAPMC_Helicopter_Crew"}; however it is still using the standard bluefor crew as door gunners

wintry fox
graceful sparrow
graceful sparrow
nimble sequoia
graceful sparrow
#

when i checked in the ingame config viewer that was there and i couldnt see it being overwritten by anything but it was also the only thing that was there

#

so im going to go back through the parents and make sure ive inherited properly

nimble sequoia
#

When you say the only thing that was there, you mean the turret class was empty apart from that one line?
Definitely an inheritance error in that case.
Try using mikero's pboProject to pack, rather than Addon Builder, to get some error checking.

graceful sparrow
#

oh i dont use addon builder, however after looking through my inheritance, i think the inheritance issue may be coming from the mod that im trying to change the crew of

royal hornet
#

class CfgPatches
{
class test_mod
{
name = "Test Mod";
units[] = {"Test_Soldier_F"};
weapons[] = {"Test_Uniform"};
requiredVersion = 1.0;
requiredAddons[] = {"A3_Characters_F"};
author = "Arnav";
};
};

class CfgFactionClasses
{
class Test_Faction
{
displayName = "Test Faction";
priority = 3;
side = 1;
icon = ""; // Optional, or provide path if you have one
};
};

class UniformSlotInfo
{
slotType = 0;
linkProxy = "-";
};

class CfgVehicles
{
class B_Soldier_F;

class Test_Soldier_F : B_Soldier_F
{
    author = "Arnav";
    scope = 2;
    scopeCurator = 2;
    displayName = "Test Rifleman";
    faction = "Test_Faction";
    side = 1;
    uniformClass = "Test_Uniform";

    identityTypes[] = {"LanguageENG_F", "Head_NATO", "G_NATO_default"};
    model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";

    hiddenSelections[] = {"Camo", "Insignia"};
    hiddenSelectionsTextures[] = {"\test_mod\Data\test_file.paa"};

    weapons[] = {"Throw", "Put"};
    respawnWeapons[] = {"Throw", "Put"};
    magazines[] = {"SmokeShell"};
    respawnMagazines[] = {"SmokeShell"};
    linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
};

};

class cfgWeapons
{
class Uniform_Base;
class UniformItem;

class Test_Uniform : Uniform_Base
{
    author = "Arnav";
    scope = 2;
    displayName = "Combat Uniform [Test Camo]";
    picture = ""; // Optional: add icon path if needed
    model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";

    class ItemInfo : UniformItem
    {
        uniformModel = "-";
        uniformClass = "Test_Soldier_F";
        containerClass = "Supply40";
        mass = 40;
    };
};

};

#

pls help

graceful sparrow
molten musk
#

And you can use
```cpp
Your code
```

To get code block

graceful sparrow
royal hornet
#

class CfgPatches
{
class test_mod
{
name = "Test Mod";
units[] = {"Test_Soldier_F"};
weapons[] = {"Test_Uniform"};
requiredVersion = 1.0;
requiredAddons[] = {"A3_Characters_F"};
author = "Arnav";
};
};

class CfgFactionClasses
{
class Test_Faction
{
displayName = "Test Faction";
priority = 3;
side = 1;
icon = ""; // Optional, or provide path if you have one
};
};

class UniformSlotInfo
{
slotType = 0;
linkProxy = "-";
};

class CfgVehicles
{
class B_Soldier_F;

class Test_Soldier_F : B_Soldier_F
{
    author = "Arnav";
    scope = 2;
    scopeCurator = 2;
    displayName = "Test Rifleman";
    faction = "Test_Faction";
    side = 1;
    uniformClass = "Test_Uniform";

    identityTypes[] = {"LanguageENG_F", "Head_NATO", "G_NATO_default"};
    model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";

    hiddenSelections[] = {"Camo", "Insignia"};
    hiddenSelectionsTextures[] = {"\test_mod\Data\test_file.paa"};

    weapons[] = {"Throw", "Put"};
    respawnWeapons[] = {"Throw", "Put"};
    magazines[] = {"SmokeShell"};
    respawnMagazines[] = {"SmokeShell"};
    linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
    respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
};

};

class cfgWeapons
{
class Uniform_Base;
class UniformItem;

class Test_Uniform : Uniform_Base
{
    author = "Arnav";
    scope = 2;
    displayName = "Combat Uniform [Test Camo]";
    picture = ""; // Optional: add icon path if needed
    model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";

    class ItemInfo : UniformItem
    {
        uniformModel = "-";
        uniformClass = "Test_Soldier_F";
        containerClass = "Supply40";
        mass = 40;
    };
};

};

#

i am not able to see my mod in eden editor

#

@graceful sparrow

#

anyone

#

help

hearty sandal
#

is the config packed into a pbo?

#

is the pbo getting loaded on game start?

royal hornet
royal hornet
royal hornet
#

And can you pls tell me how to load custom mods

I am using -mod=@example in launch options

hearty sandal
#

config viewer use you can google

#

its part of the mission editor

#

to see if mod is loaded you can check the rpt log file

#

!rpt

charred sealBOT
#
Arma RPT

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

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

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

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

royal hornet
hearty sandal
#

youll need a @yourmod folder and the @yourmod\addons\ folder where you put your pbo in

#

then you add the @yourmod as local mod into the modlist

royal hornet
hearty sandal
#

goodle should get you instructions. I dont have them at hand

jolly nova
#

sup! I'm trying to do local mod for more brighter nights but everytime I try I got this "'bin\config.bin/CfgWorlds/Altis/Lighting/sunSunset' is not a value'" error what should I do ?

hearty sandal
#

so first youll need to figure out if your inheritance structure is correct to begin with

#

simplest you can do without extra mods is to make missions on full moon

#

or use the setaperture etc post process effects via scriptiin

jolly nova
#

thats my first try the do any mods and I dont know exactly what should I do

hearty sandal
#

changing lightin is not easy

#

setting date on fullmoon night or playing with the aperture commands is far easier

jolly nova
#

is there a command for fullmoon in LAN servers?

still owl
#

if a weapon mod has a weapon slots info like this

#

why is this not working to open the muzzle slot for all asdg_MuzzleSlot_762 suppressors?

#

second pic would be a additional mod

#

or can an additional mod not remove the compatibleItems array if set in the original mod?

molten musk
#

It will remove , it define your adgs_MuzzleSlot_762 to {} empty with second picture.
You want use same for your sniper?
And you should use some tag like

skaw84_sniper:...

Every new entry

jolly nova
#

Do you guys know how to add custom car skin with local mod ?

#

I probably made mistake in codding

wintry tartan
#

Post your config and issue

jolly nova
# wintry tartan Post your config and issue

class CfgPatches
{
class ArabaSkin // Modunuzun iç adı
{
units[] = { "MyCustomSUV_F" }; // Editörde görünmesini istediğimiz birim sınıf adı
weapons[] = {};
requiredVersion = 1.00;
// DÜZELTİLDİ: Her iki olası temel SUV bağımlılığı da eklendi.
requiredAddons[] = { "A3_Soft_F_SUV", "A3_Soft_F_Gamma" };
author = "YourName";
name = "My Vehicle Skin Mod"; // Modun Arma 3 Launcher'da görünen adı
};
};

class Cfgvehicles
{
class Landvehicle;
class A3_Soft_F_Gamma_SUV_01;

class MyCustomSUV_F : A3_Soft_F_Gamma_SUV_01 // DÜZELTİLDİ: Doğru temel sınıfı miras alıyor
{
    _generalMacro = "MyCustomSUV_F";
    scope = 2; // Editörde görünür yapar
    scopeCurator = 2; // Zeus'ta görünür yapar
    displayName = "GobrakAraba"; // Editörde görünecek adı

    
    hiddenSelections[] = { "Camo1","Camo2"};
    hiddenSelectionsTextures[] = {
        // Dokunuzun yolu. "@MyVehicleMod" yerine mod klasörünüzün doğru adını kullanın.
        "\@ArabaSkin\addons\gobrak.paa" // Eğer mod klasörünüzün adı "@ArabaSkin" ise ve doku orada ise
    };
};

};

wintry tartan
#

Besides I see amount of issues, what is your issue

jolly nova
#

wait a sec

jolly nova
#

when I dont take this error message , I didnt see the car inmod file right panel

wintry tartan
#

Of course, because A3_Soft_F_Gamma_SUV_01 is not a CfgVehicles class in vanilla game

jolly nova
#

ı used that car model

wintry tartan
#

Check the className ingame

jolly nova
wintry fox
#

Also other people won't be able to see your textures if they don't have the mod, the car will appear invisible to them
(Or at least the parts using custom textures will be invisible)

wintry fox
jolly nova
rugged flame
#

Hey there, does anyone know if it's possible to use a preprocessor #IF inside a #DEFINE?

wintry tartan
#

IIRC no

rugged flame
#

ok thx

narrow swallow
rugged flame