#arma3_config
1 messages · Page 48 of 1
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
ah
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
also i added that for vests and helmets still the same
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)
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
i must put that code in the cfgweapons?
for uniforms
no
same way as when you create a unit you give it Weapons= Magazines= and so on
wait i must give the cfgweapon class name to it?
yes
for the name right?
what name?
yes that connects with cfgWeapons items
still no
it wont show in list
also this
my uniform has different color
Show your config
Yeah you're still inheriting from a unit
You don't need to set the uniform class, model, textures, etc.
bruh
A ground holder is just an invisible crate with your item in its inventory
do i need to use ground holder on cfgweapon?
What?
You're trying to make your ground holder like a unit
There needs to be a separate class for the ground holder, you can't make your unit into a ground holder
Just look at what HorribleGoat sent
i did that too
its vest
It's the same setup
he also gave the cfgweapon of that vest to that
There's nothing special about what item goes in it
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
"class Item_Base_F;"
in the site its an example or no?
Should be Uniform_Base_F for uniforms, but I don't think it matters too much, mostly for categories iirc
its added in editor
but in "inventory items"
instead of "Uniforms"
also still like this
also when i put it on ground its 2 aaf uniforms on ground and half of the uniform its underground
Did you inherit from Item_Base_F? Because that's what I said Uniform_Base_F was for
yes from item base
Well that's what I said would happen
uniform base is nato uniform right?
Use Uniform_Base_F, which sets the editor category / subcategory
No
You're probably still setting the model, don't do that
You don't need to change it because you're inheriting
also there is a VehicleClass
that i gave my uniform class in it
You don't need it, it's been long replaced by editor (sub)categories afaik
ok umm
it joined in AAF
it works but this
it wont show it in zeus too
You need to add it to your addon's CfgPatches >> units list
Ow
Add what exactly?
The ground holder's class name
I must add all of the uniforms I have?
everything you want to show up in zeus
still shows aaf texture
on ground
Dropped uniform textures are from the uniforms hiddenSelectionsTextures, not the unit's
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
Probably because they set the model in their uniform config too
vehicle or weapon?
i also removed model in ground holder codes
Uniform = CfgWeapons, Unit = CfgVehicles
Yeah that's why it shows like that
i will remove the model line
and try it
Still no
get yourself one of the vanilla groundholder classes as example
and compare your class next to it
It was item_base_F
Not that
I mean one of the actual uniform item ground holders
so you can compare to a same thing you are making
not the base class
like this
I'm looking into an folded aaf uniform
And the model of that folded aaf uniform is dummyweapon
yes that is the GROUNDHOLDER model
and the groundholder model would then show this folded model from the cfgWeapons
My uniform is aaf so I used dummyweapon
the groundholder always has dummyweapon
that you dont touch
the cfgWeapons Uniform should have suitpack_universal
and that suitpack universal should show up on the dummyweapon of the ground holder
But where is aaf universal suit?
I dont know what you mean by that
It's a 3d model right?
almost all uniforms use same UNIVERSAL suitpack which is retextured with this line
this is for the folded uniform
This codes are in cfgweapons?
yes
So I must give hidden selection and texture same like vehicles
yes
different
It needs retexture?
have you retextured the uniform man?
Yes
do you want the folded uniform look the same as the retextured man?
Yes
then yes
Can't do copy pasta?
what would you copy?
Those uniforms I retextured
the textures are not the same
so no
this is what they look like
left the unit man
right the folder suit block
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
Show your config code?
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
It's exported as an extended loadout, you can just feed the first argument into setLoadout
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
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
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"
You can either:
- Drop the extended bit (i.e.
_loadoutExport select 0) and use that with setUnitLoadout - 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
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;`
?
Also if you don't need to set this via script, you can just import the loadout onto the playable units in eden
[player, _loadout] call CBA_fnc_setLoadout if you're doing the second
alright so everything but the last line is right just change it to what you just gave
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
Yes, i will in a bit, i went to work out and forgot
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?
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
};
};```
Not related to your issue, but prefix your modules
Zeus issue is that you probably need to set scopeCurator to 2, I think Module_F has it set to 0 iirc
fair
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
that was the fix thank you. Annoying that the wiki doesnt have that or at least I didnt see that part of it
now just gotta not have the modules stack over top the player that but should just be a simple fix I think
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
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?
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
yeah that is meant to be it is passed along to another function
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
So just... pass it to the function. You don't need to make it globally accessible
?
And if you do for some reason, you should prefix it
There's no leading _, that variable is accessible to any script
yeah that is how I wanted it to be so that way another script can get that value
So save it to the unit (and still add a prefix), because multiple units going undercover would all modify that same newLoadout variable
so do something like this then
player setVariable ["TFR_Base_Loadout", _tfrBaseLoadout, false];
rather than how I have it right now
Add a prefix to the name
And for zeus modules, player isn't going to be the unit you're placing the module on
like that
Not sure if that's what your intention is or not
for the other functions that would work but for the zeus one I assume I would need to do _this rather than player
Yeah, though you can also drop the false because the default is to only set the variable locally
No, _this would be the module object itself, because that's what is passed to the module (maybe some more stuff, I'm not sure)
so _unit then
No, that's not something that's defined for you
You need to get what the object is attached to, like I sent here:
wait one
That also only works if curatorCanAttach is set to 1, which it already is in your config
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
- Still using
playerand not_unitin the module and the EH - What's the point of setting
_tfrBaseLoadouttofalse, and then only using it to set a variable on the unit? Why not justsetVariable ["", false]directly? - 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
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";
But if you use the module on the same unit twice, you'll have to event handlers
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?
Just set a variable on the unit, and only add it if it's not been set
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";
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?
Iirc you can't, only one mag at a time and even with spare mags loaded into the vehicle you can't reload the pylon while in the vehicle, you need an ammo truck/crate/dynamic Loadout system
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="";
};
};
Have you tried moving seats when you are the only occupant? That is, no AI in other seats and not part of a group?
It's often the case that the AI commander will prevent you moving from certain seats.
Another possibility is with enabledByAnimationSource="Doors";that the turret might be disabled. Try removing that line.
my subordinate in the copilot's seat was blocking passenger turrets
wat?
He probably has highest commanding = value in that turret.
Simple user action to swap the pylon weapon/magazine from gunner/pilot position if conditions are met.
wat would happen if I switched to a mag that is allowed on the weapon, but the mag doesnt have the hardpoints[] and pylonWeapon set?
Dont know. XD
👍 commanding=1; added to cargo turrets now works as need, thanks!
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.
what rotation range have you given it now?
in the config
angle0 and angle1
angle0 = -rad 360;
angle1 = rad 360;
so it turns right 720, but cannot go left at the start
you could try make it a custom animation source
in config.cpp
class animations sources
oh like iwht the ::
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
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
Hmm I'll have to check what the engine sources say but have to do that tomorrow.
It's for this
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
figured it out, seems to be caused by the memoryPointsGetInCargo/memoryPointsGetInCargoDir
having them too 'low' makes them want to get it closer to shore
...kind of
Having the get-in mem points too low, even if only at ground level, can cause them not to work on air and land vehicles too. So I generally raise them off the ground by default, in the range 0.05 to 0.25m.
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
Boats and amphibs are notoriously difficult around the shoreline, particularly for the physx sim.
Did the engineShiftY param make any difference to the unloading option?
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
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.
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
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
not sure if you have to define the mem points in the cfgWeapons
and place these defined mem points in the memory pylon
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;
First step would be to add some logging to check what exactly isn't working.
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?
You don't need that isNull check, it's not doing anything
Your issue is because EntityCreated isn't an object event, use init. You also probably want to use true for _applyInitRetroactively if you want it to apply to units that already exist in Eden
https://cbateam.github.io/CBA_A3/docs/files/xeh/fnc_addClassEventHandler-sqf.html
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;
You don't need that spawn
so just go from parms to _unit call Tranq_fnc_onHit;
opps didnt know that was a channel
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?
thanks
Just know that you can't pay people to import things, you can comission a model, not an import
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
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
Not relevant
Which means you could probably technically pay someone to write config for you, but they can't test it or anything so it'd be largely pointless
(I'm also not a lawyer, yada yada yada)
i guess then as long as i get someone to do the configs i can test them myself and ask for refining
👍
That sounds like a grey area that I wouldn't touch
Probably best to ask in #other_ip_topics
yeah had that, still didnt work 😦
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.
These configs are always stored in PBO files. You can use some software (official or unofficial) to unpack them
Excellent. I shall do some experimentation. Much appreciated.
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
As it sounds like you do not have access to modify the model, you won't be able to change the Fire Geometry or Hitpoints LOD's.
This leaves you with some config parameter options, including:
armor
armorStructural
armorLights
crewExplosionProtection
epeImpulseDamageCoef
damageResistance```
and `class Hitpoints { }`
Thanks for answer. I didn’t work with mods and models in arma, i am only starting. Could you tell what programs i need to solve my problem?
Arma3 Tools from Steam (free)
Arma3 Samples from Steam (free, examples for learning)
Mikero's Tools (free or subscribed)
Text editor such as Notepad or Notepad ++ (free)
Thanks
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?
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
can you have multiple string tables in a single pbo
addon\main\folder1\stringtable.xml
addon\main\folder2\stringtable.xml
Yep. Just make sure the package IDs don't conflict and you can have as many as you want within the same archive.
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
https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization
It is simple as this
interesting
the creator of this mod was so hell bent on labeling helicopters as "dropships" there may be too many lines to edit
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
This does not work for pylons weapons unfortunately
😦 I was hoping my test was wrong but alas, pain
Make it 2 pylons
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?
Yes and decreases transportSoldier
thanks for the quick reply
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
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
in what vehicle?
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
so you are trying to modify it via a config patch?
it will at least need the enableManualFire = 1; parameter
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
You look for a new airport on a terrain? Not a vehicle's Dynamic Airport?
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
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts
hardpoints[] are the thing
I didn't see this, thanks
is there any way to find why i am getting a premautre EOF
mikeros PboProject does lot of config/file error checking
and wont pack unless you fix things it reports
i am getting this so not much to go off of
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?
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)
it is triangulated, no ngons
is therre any resource where i can find one as basic as it gets?
this is the model so its very simple
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
as solidworks exports it only 1 mesh for the blue part and white part i did not know how to make it nice
thats where you will need to learn blender stuff
uvmapping, texturing etc
solidworks/ cad models can only go so far for game use
it's only for internal use anyway so won't ever be released to anyone else
I am always open to paying for good work but apparently with the licensing etc its not allowed
I guess you can test replace your model with just simple non textured cube and see if that packs
simplify until things work
will try thanks
then add more stuff
that is correct
and its not about money. its about how the results help/enhance the community
isnt that licensing limited to the bohemia software? or do they include mikero tools for example
sadly theres cases for that pylon where its 1 barrel 😦
In that case the extra python sits empty.
mikero tools use BI tools as well
just interface with them in more elaborate ways.
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?
You could do an anim source to move the pylon?
yes if its thinner if I recall right then the thinner size is used
for the plate of X thickenss materials you typically would use large boxes
Ah so make them comfortably thick or measure them out.
If you measure them out, does that mean angling of armor works?
angling works with the plate materials too
oh nice
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
you must build additional pylons
I must acquire additional coffee
I am not asking which article you read. Your goal it is
What?
Would look quite ugly f
Such is life no one will notice one bullet out of two barrels anyways
Oh you're using the pylon for the visual too?
Oh yes
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
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
He article states that I can dynamically add an airport to empty part of land without hard coding it into the terrain
Okay, then it is the article
So, what is unclear or what is not understandable to you
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?
That means you lack of knowledge how to write a config and pack it into a Mod
So it is a mod and not some sort of script?
Yes
The game offers a Dynamic Airport object already though. It is used in USS Freedom
I’ve searched for that everywhere even with jets dlc installed
And I’ve looked for that. Where specially would it be
It is a vehicle. So just createVehicle it
Which faction is under because I’ll check this later when I get home
No, it's a hidden object
This is why I’m asking. I’ve been trying to figure this out over using GMs airport helper
how do I edit a weapon to be useable with a silencer?
what weapon?
It's from a mod
typically if a weapon is not made to have silencer it lacks the necessary points for the engine to attach a silencer to
ah
so most likely you cant
aahhh right okay
or an invisible silencer that does not need to be seen
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
I know, I am specifiying it to inherit from the burst mode class above the base class though?
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.
So where would I need to add it?
Inside the weapon
I know that but I mean with what?
class AN_M16_Base: arifle_MXC_F {
class Burst: Mode_Burst {};
};
ok ty
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[])
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
No entry 'bin\config.bin/CfgWeapons/AN_M16_Base/Burst.displayName'.
Yup
looks like i'm going to have use GM DLC AI Airport Helper cause I know that works
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?
No entry 'bin\config.bin/CfgWeapons/AN_M16_Base/Burst.textureType'.
Yeah. There are some entries missing in the burst base class.
Wait no. Actually that one exists
have you added cfgPatches correctly?
class AN_M16
{
requiredaddons[] = {"A3_Sounds_F","A3_Weapons_F"};
requiredversion = 0.1;
units[] = {};
weapons[] = {"AN_M16"};
magazines[] = {};
};
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 {...};
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
Nothing sticks out, you do have a typo in the faction's displayName though, Civiilan
alright so im not crazy then when I don't see anything else wrong and thank you for pointing that out lol
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?
Code blocks are three backticks, not one
I.e.
```cpp
```
Now I am getting this when making the PBO with PBOProject In File AN_M16\config.cpp: Line 74 rap: missing inheritence class(es)
please no crossposting same thing on multiple channels. talked at #arma3_model message
:->
Sadly this didn't change anything
I suspect it may be an ammo config thing and not vehicle/turret
numberPhysicalWheels does nothing for tanks correct?
sadly maybe if I was done with teh vic but still so much more to do for it that getting stuck on this part would be big sad
alas time is issue
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.
For not being able to get into the seat from outside, try lifting the pos copilot and pos copilot dir memory points about 0.5m above the ground level.
For being able to switch seats, it might be that the pilot and copilot are in different "Compartments", so try setting this in your CopilotTurret
gunnerCompartments = "Compartment1";
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
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
Post your config.cpp
sure just 1 sec I got it all spread out in various files
sorry if its too much 💀
looking

Can you measure the diameter of your tank wheels please?
1 sec
For tanks, try
dampingRateInAir = 1;```
0.4m-0.001m for radius, so I used 0.4m, so diameter is 0.8m
okay loading game
still caps out at 20kmph 😦
Next try
springDamperRate = 30928;```
Okay trying
loading*
how did u get those numbers?
Okay still at max speed of 20kmph
Do the wheels bounce up and down over uneven ground?
Yes lemme get u a video
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
probably ok
same views for memory points, but hide anything that's not wheel related
Some things to check there
ahd yea tracks deform nicely
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
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
I almost always use 2 points for axis and don't use rotationX/rotationY.
Using single points might always work, but dev branch throws physx log complaints.
ah I am doing rotationX lol
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
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
Okay will try
the two sprocket wheels
As I said, it could be any one of 20 different things. We're 1/3rd through the list
ah okay
we might have to resume later since its 7:15 and alas I must leave for work soon 
When I see something you're doing that is not how I do it, I'll point it out for you to try
so move wheel 0 boundery to black line or to red line?
Can you see it on my screenshot?
that red one is boundery?
yes
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.
oh and I am on dev branch ill see if anything in rpt logs
will do, kinda curious why since its just merkava config why it didnt work, cause since the only real change is p3d
its lighter hten merkava so should go faster
I guess something in p3d is wrong
The physx of your p3d is totally different though, including wheel mem points
Hi Apollo, thank you for your replay, but unfortunately it did not work. In the Eden Editor it allows me to change position however in game not.
Are you only able to not change positions when you are in an AI group and an AI is in that seat?
With AI and with out AI.
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?
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.
This page should help you out:
https://community.bohemia.net/wiki/Arma_3:_Targeting_Config_Reference#CfgAmmo
thx
The lock speed / timing is under the weapon cfg as weaponLockDelay
missileLockMaxDistance for the other thing, although I imagine you found that.
yeah I have it on 16000 but it ony locks at like 5km
well its not locking
at all
but when it was working it only worked at like 5km
You have object view distance set high enough?
like 20k
ahhhh i broke it more
is there a place where I can find the vanilla amramms full thing and edit it?
Have you gone through this?
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration
ingame config viewer
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
Thats a good idea.
Best to use Advanced Developer Tools: https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168
You've may of already gone through this but Tanks Config Guideline: https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines
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..
what you got this at?
yes, -1
also does it have fuel?
ok, this doesnt work either
it has 0 fuel
destruction effects?
I've got a feeling it's related to the type of destrType. Try comparing "DestructNo" and "DestructWreck".
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
Didn't blow up though, did it? 😉
sure
some people are hard to please
I found this in my research notes, might be of relevance.
hmm. let's try
nope, still boom
oh wait
i am inheriting. let's remove that
nope, not it
You're testing without ACE loaded?
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..

technically it could even be related to parent class
like how invisible helipads work 😅
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
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
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)
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
};
};
sorry if this isnt the right place for this as well wasnt sure as its a bit of both scripting and config
Is this a module for Eden? What line/what part is throwing the error?
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
[] spawn {
params ["_logic", "_units", "_activated"];
You can't just do params there, if you don't pass anything into the spawn. Where are those variables ["_logic", "_units", "_activated"] supposed to be coming from?
ah that was leftover code from something else
Zeus Modules does not work like that, unless ZEN or something alters how it works. I've never tried it
@trim thorn
Ah yeah if its a zeus module you are doing it wrong. You configured 3den attributes those are not editable from zeus. Zeus interfaces have to be scripted.
ZEN has some framework to quickly throw together zeus UI for that. But its not via config, all functions.
https://zen-mod.github.io/ZEN/#/frameworks/dynamic_dialog?id=creating-a-dialog
alright cool thank you I will look into that
so if I am trying to pack this module into a mod would zen work for that as well or no?
I think youll have to go back to basic setup first and get something visible that says "Hello world"
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
My ChatGPT is the guys in Discord
look at vanilla configs...
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.
Arma 3 Addon Builder, I set the source directory to "C:\path\ess_myscript"
With Clear temp folder true, sign pbo output file true, Binarize true, and Binarize all textures true.
ess_myscript being the root folder.
The pbo is then placed in a local mod @MyLocalMod/Addons
Can you find your PBO with allAddonsInfo
https://community.bistudio.com/wiki?title=allAddonsInfo&useskin=vector&mobileaction=toggle_view_desktop
["ess_myscript","",false,0,"457a1ae839453bd892980fbfbf6e599958ce9c5e"]
Then your PBO might not include your SQF properly
Addon Builder, Options, there should be a option for included files
do you mean I should add *.sqf as shown to the following option parameter?
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
AB is anyways a bad builder. AKA Addon Breaker
What is the recommended tool for future reference?
pboProject or HEMTT
thank you
If I update a mod do I need to do anything with the bikey, and sign thing?
I know about LinkedItem but is there any way to do that in a randomised array?
for iconPosition[] = {0.0, 0.50}; is it X:Y?
My bad I've misunderstood completely what you meant by driverCompartments and gunnerCompartments, but now do (switching seats between pilot and co-pilot works now) than you so much ♥️ . The second part still no joy. Memory points pos copilot and pos copilot dir exist and are 0.5 off the ground, and in theCopilotTurret class.
Using the in-game config viewer, select your vehicle, go to the copilot turret class and check what setting you have for the isPersonTurret parameter. If it is 1, try making it a 2 instead.
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
Disregard, somehow fixed it by inheriting from a different class
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.
Did that, unfortunately no change. Again it was my mistake, in my CopilotTurret class I had memoryPointsGetInCargo/Dir instead of memoryPointsGetInGunner/Dir. Thanks a lot for the help Apollo.
@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
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?
for https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#torqueCurve
where it says The x-axis of the curve is the normalised engine speed should that not be y axis since its the 2nd number in the pairing? with the 1st number being the normalized rpm value per the __EVAL example
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.
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?
Okay so for { 0.33, 1.0 } its {33% of speed, 100% torque} but then the next line below its
torqueCurve[] = { { __EVAL(0/2400), __EVAL(80/100) }, { __EVAL(792/2400), __EVAL(100/100) }, { __EVAL(2400/2400), __EVAL(80/100) } };
where the first number is now rpm, and hte 2nd number is now engine speed percent
No?
It's the same line just with calculations instead of plain numbers?
792/2400 = 0.33
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.
for cfgfaces, whats the difference between texture and texture hl?
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
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
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.
Yeah please don't use Ai to ask stuff. I don't really know anything.
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
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.
To answer my own question (Because apparently noone knows and the answer is not known) in CfgFaces, texture is the main face texture to apply on top of the textures in the model, textureHL is like a second texture on top to add more variation it seems. textureHL2 seems to be a 3rd layer that can be mixed in
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.
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)
awesome thanks
Is it possible to make it use a soundset? Want to use a jet engine soundset for a jet powered missile
AFAIK there's no token for that (only for explosions). So you'd have to do some magic with event handlers.
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?
You can make addaction and attach an object to the player,
And create an addaction where you have an event to detach an object from the player.
Like ace does.
Do you mean:
- What Prisoner said, vanilla action to carry object if ACE isn't loaded
- Use ACE carrying if its loaded, but not create a hard dependency
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.
The 2nd option is what I was looking for, thanks.
Is there a way to reduce radar range on a ground anti-air radar?
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
You mean for the spotlight? Or the main background
the main background
If you use a video in vanilla game and works, it is fault of your video file
Guys
Do u know how to add Armor for Viper suits?
Should I add protection for cfgvehicle or cfgweapon?
CfgVehicles
Is it like Vest protection or its different coding?
Isn't that like Vest protection?
Different name / path
ItemInfo >> HitPointsProtectionInfo for vests versus HitPoints for units
Wifi was weird there for a sec
What's that?
Why Vest?
I'm not sure what you're asking there
I was pointing out the difference between how you'd do protection for vests and uniforms
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
I tried to use the same thing for vests and Helmet hit protection but I got errors
And site won't load
and in relation to this, can turrets have their own SensorsManagerComponent defined or is that all in root config of a vehicle ( i am guessing not since its not working for me)
Hello, Someone know how to add a plane for Zeus fire support in the config ?
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
dustBackLeftPos = "dustBackLeft";
dustBackRightPos = "dustBackRight";
dustFrontLeftPos = "dustFrontLeft";
dustFrontRightPos = "dustFrontRight";```
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'
TACDEVRON_762_M80_POUCH is presumably a macro, as it's written in all capital letters?
yes
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")
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
Capital letter macro is actually a myth from what I could see. Nothing forces you to do it
It's a long-standing convention. Nothing forces it, but for code readability it makes sense to use all CAPS for macros, and not otherwise.
I actually have never seen the "convention" elsewhere than Mikero's DOS
I had forgot to post two hours before u posted that I found out, but I had fallen asleep 
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[]={};
};
};
Disregard, was missing two semi-colons that somehow were not causing a problem with the default addon builder
(Somehow)
addonbuilder does not check a lot
Just found that out the hard way :P
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
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.
You can get the vest's container object with https://community.bistudio.com/wiki/vestContainer, and then just use the cargo commands
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
Thanks for the exp!
Is there any way to control the position of gunnerGetInAction/gunnerGetOutAction?
gets in miles away from the proxy/memory points, but does seem to get out directly ontop of them? is it just something to do with the mid point of the animation?
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
usePreciseGetInAction
preciseGetInOut
cargoPreciseGetInOut[]
memoryPointsGetInDriverPrecise
memoryPointsGetInCargoPrecise[]
memoryPointsGetInGunnerPrecise```
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?
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?
Well yeah... you're defining compatibleItems in your weapon, so the one from asdg_muzzleslot_338 isn't there
More than likely, you want to add your new items to the asgd_muzzleslot_338 class
Yeah
thank you for pointing me in that direction, will try that
Also note that cba classes will use the newer class version of compatibleItems
Community Base Addons for Arma 3. Contribute to CBATeam/CBA_A3 development by creating an account on GitHub.
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?!
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°
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
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"};
};
no you would need an invisible pylon weapon model
if its plane you are making you could try move the nose pylon way back so pylon model is hidden inside the plane
Does invisible pylon weapon model exist? Unfortunately when I move it backwards it shows up in the cockpit.
no dont think there are any
you could just have configured integrated weapons instead of pylons for the nose gun
Would you have a sample class that you are willing to share?
arma 3 samples on steam have a plane
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
The image posted is what I got from Arma 3 Samples Plane.
well you can study the other vehicle types too and vanilla configs to see how weapons are configured
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.
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;
};
};
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
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
Submunition wont spawn if so.
Maybe I should use init EH + function to trigger the submunition :/
oof yeah I forgot triggerTime doesn't work for shotgrenade for reasons
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 ];
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
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
thanks ill try that
Am I able to add pylons to a plane that doesn't already support them? also a targeting pod
Yes and yes but not as a pylon weapon. Not model wise
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
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?
It will be inherited unless you redefine ItemInfo and make it inherit from something else
ty
What does that mean will it like not show up or something?
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
what is Fenguhuang
How, is there doctumentation somewhere?
A CSAT drone from Apex
No
sad
ohhhh
https://steamcommunity.com/sharedfiles/filedetails/?id=3031951532
IIRC this Mod imports my config
I see
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
did you check the config reference wiki page for submunition?
If you mean anything else, I was not able to find one
There is other page too. I've linked it sometime in the past here I think. but should be googleable too
Weird, even a search on the wiki didn't find anything
I'll check to see if I can find your link
I did find this, if it's of use to use
Can you code a setvariable line in a config.cpp?
@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
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
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
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 🙏
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?
probably aggregated together
ah, what causes that? and is there anything I can do?
I think I hav seen this with large amounts of vehicles placed they all kind of get combined into one
aggregateReflectors https://community.bistudio.com/wiki/Arma_3:_Cars_Config_Guidelines#Reflectors
how can I find out if an object is a PhysX object? I'm assuming the VLS missile is a PhysX object?
ah okay I recalled ther was something like this but couldnt remmeber the name thx
whats its simulation type?
shotMissile
what determins a vehicle weight?
Add mass to each component in the Geometry LOD.
for mfds, why does say sourceIndex = 1002; on the merkava why is it in the 1000's and not just sourceIndex = 2;?
and then anothething , why does source = "weapon"; return the name of the firemode? and not the name of the weapon it self?
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
Nothing like that has been reported.
Interesting, I’ve noticed it across a few ops in separate units
Namely tasks not completing when they should
Task completion is just scripting, but the task system needs to broadcast data for clients to see the results.
Do you know what might be causing the issue then?
Because it was an op that worked previously on the public branch and then developed these issues on profiling with seemingly no changes
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.
Alright thanks
is there any information on getting something like this setup? this is the radar part on the commanche from pilot view
What do i need in the config of a pistol to be able to aim with ironsights ?
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
So far not really thats that MFD thing
Documentation is a bit limited for those unfortunately
Problem solved, bad class inheritance issue
hello does anyone know what happened to advanced dev tools?
the export config util saved my butt many times
Author take it down from steam.
did it break any rules?
I see..
yeah I had assumed it was mfd but was not able to find out so far anything useful 😦
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?!
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
{
};
};
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.
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...
also it tells you the line number 2484
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"; }; };
Because it's looking for a class defined in config root
GunParticles uses complex effects, not a CfgCloudlets class
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:
Stable or perf branch?
Problem solved, i checked bohemlia's config to figure out how to make it work
Perf-Profiling-Branch
Check if stable does the same thing. If not then report to Dedmen.
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;
};
have you checked if the file path in game is correct using fileExists?
Nop, I will check it
ffaa_uh_1h\data\rtd\rtd_ffaa_uh_1h.xml
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?
probably it gets excluded, check options.. pboProject excludes also if you dont set it up correctly
will do tonight 
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.
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
Hmm. Check out how the shotgun pellets are implemented maybe.
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
That implies that it's generating the submunitions well before then?
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
Crew property in the turret config
Thank you
ive tried crew = and gunnerType = in the turret config after looking through the base arma files, but it still is just loading as the base nato crew
gunnerType = in the turret config
That's the correct parameter, but if you're not seeing it working, check using the in-game config viewer whether your code is in place in the spawned vehicle, or if perhaps it has been overwritten by a later class change that you're not aware of.
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
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.
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
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
can you put that inside of a code block please and say what your issue is
And you can use
```cpp
Your code
```
To get code block
i had infact spelt mainturret with one r 😭
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
are you able to see your config in the config viewer
is the config packed into a pbo?
is the pbo getting loaded on game start?
Whats that
Yes
How to check that
And can you pls tell me how to load custom mods
I am using -mod=@example in launch options
you can add your custom mod folder as localmod into the mod list
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
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.
Which folder to add that
The addons folder or the !workshop folder of steam where all mods are
local mods can be anyhwere
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
Just bear with me
How to add the mof into modlist
goodle should get you instructions. I dont have them at hand
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 ?
your config essentially breaks the whole map class there
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
we'r playing antistasi with my friends we should use mods
thats my first try the do any mods and I dont know exactly what should I do
changing lightin is not easy
setting date on fullmoon night or playing with the aperture commands is far easier
is there a command for fullmoon in LAN servers?
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?
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
Do you guys know how to add custom car skin with local mod ?
I probably made mistake in codding
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
};
};
};
Besides I see amount of issues, what is your issue
wait a sec
when I dont take this error message , I didnt see the car inmod file right panel
Of course, because A3_Soft_F_Gamma_SUV_01 is not a CfgVehicles class in vanilla game
ı used that car model
what should I do instead of
Check the className ingame
is it
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)
Yes that's the class name
I know I'll send them
it worked tysm
Hey there, does anyone know if it's possible to use a preprocessor #IF inside a #DEFINE?
IIRC no
ok thx
You can if outside define though
yep i will do this

