#arma3_config
1 messages Ā· Page 51 of 1
whats the example path you write?
Yeah considering that it's likely a file path issue, putting a dummy like that doesn't say much
Okay, I'm getting my ass kicked just trying to make some custom flag markers. I keep getting a cannot load texture error and I'm assuming I've screwed up the filepath somehow. Is it meant to be tied to the pbo it's in or the addon the pbo is a part of?
For reference I've tried these:
"\SOR_Redux\addons\SOR_MapMarkers\data\SOR_Flag_NATO.paa"
"\data\SOR_Flag_NATO.paa"
and about to try this:
"\SOR_MapMarkers\data\SOR_Flag_NATO.paa"
I also have no idea how I'm meant to configure the color array so I've guessed with
color[] = {0,1,1,1};
You missed it on line 1873. Your class tkcw_rbl_mi8_mtv doesn't have the closing bracket
Thank you, will fix it when I get home
Okay...got it to work. Turns out the correct option was
"\SOR_MapMarkers\data\SOR_Flag_NATO.paa"
and I just somehow didn't realise.
Now I just need to figure out why the white is blue...
Is the marker color blue?
Marker icons will be colored by whatever the marker color is
Vanilla flag ones included I believe, but they're always placed as white
I didn't set a marker colour since it was textured, it whined about needing a color array though. But would that really set the white on the texture of the marker blue? For clarity, this is the config I've got.
class cfgMarkers
{
class SOR_Flag_NATO
{
scope = 1;
name = "NATO";
icon = "\SOR_MapMarkers\data\SOR_Flag_NATO.paa";
texture = "\SOR_MapMarkers\data\SOR_Flag_NATO.paa";
color[] = { 0, 1, 1, 1 };
shadow = 1;
size = 32;
markerClass = "flags";
};
};
Okay, I'm getting lost now. Are you talking about the color array or the showEditorMarkerColor parameter?
Scratch that, I'm being a moron. The showEditorMarkerColor is a boolean.
The color array, but color just serves as a default for the marker. Players can still manually change it
Yeah I just had to dig out an explanation of the color array. I spent some time trying to figure out if it was ARGB or RGBA and never found an answer in the reference for cfgMarkers, but just managed to find one thank god
Thank you bud š
It's RGBA
I can't think of anything that's ARGB, everything I've ever come across is RGB(A)
Yeah I think that was just some weirdness in my head from colour gamuts and the like
Does anyone know what can be a possible cause that made Launcher become invisible after equip perticular modded outfit? Checked on their Config and they SEEMS fine but havent check on texture yet because i have absolute zero knowledge with texture
Sounds like it could be a missing launcher proxy in the uniform
Thanks man Will check that out Time to start learn Texture editing I guess XD
sorry for circling back to this.
So when you want to append in config, can you only append explicitly defined values?
Or pre-established arrays can be appended into the main array?
class A {
x[] = {1,2,3};
};
class B {
x[] = {4,5,6};
};
class C
{
x[] += B;
};
class D : C
{
x[] += A; //{4,5,6,1,2,3}?
};
Can you append multiple times to a single array without having to redefine the class?
Doing += A would be corrected to += "A" and append a string
Hey guys - I made a modification to the Fixed Splendid Lighting Mod to add Chernarus 2020 and Tanoa (with Sticky Joe/John Jordan's help!)
Oddly, Chernarus 2020 works but Tanoa does not.
I don't really know what I did wrong - could someone take a look and advise if you have the time?
Thank you š
@hearty sandal
@wintry fox
line 1490
editorpreview
it wont show or it showes default preview pic
As I said you likely just need to use the proper requiredAddons, check pinned
hey thanks! So I added Tanoa to the list but I'm getting this error when I open it up, and Tanoa still doesn't seem to work with the splendid lighting mod - do I need to update the version line on the notepad doc attached or something?
okay I'm not sure if I did the write thing but I used the:
copyToClipboard (configSourceModList (configFile >> "CfgPatches") apply {str _x} joinString endl)
line so see what I got. I removed all mods but included the stuff I thought were DLC's, you can find them below. I know what they are, except for orange, argo, expansion and curator but I'm guessing Tanoa is one of those four?
"curator"
"expansion"
"kart"
"heli"
"mark"
"jets"
"argo"
"orange"
"tacops"
"tank"
"enoch"
"aow"
No! I intended to answer it with first lines of the post
Oh, is it "A3_Data_F_Decade_Loadorder" // Arma 3?
Because there's nothing for Tanoa/Apex on that listed you've provided
Anyone?
Added a pilot camera to a plane, but want to edit the UI.
Does anyone know what controls the pilotCamera UI?
Originally was leaning towards unitInfoType or driverWeaponsInfoType but no luck so far.
Heyo, I'm trying to create my custom faction with its own group.
Was wondering how would I assign the icon on the left side of the text, usually "BLUFOR Infantry" marker or something similar.
Or better yet, is there an example of a CfgGroups I can look at that has that done?
icon in the group config
https://github.com/Legion-Studios/LegionCore-Public/blob/master/addons/groups/opfor/cis/standard.hpp#L8
Ty :D
Just going to repost here for visibility: #arma3_config message
If anyone knows where I can adjust these HUD elements that would be awesome. Thank you!
Assuming I'm inheriting off vanilla NVG, anybody know what param the "overlay" image is from when you activate it? Trying to have my NVs be fully panoramic/unobscured but can't find what param it's from to remove it
what config entry determines if an object has an inventory?
ModelOptics / ace_nightvision_border
Aha, that's exactly what I needed. Cheers, and thank you.
I asked this in #arma3_audio previously but it might be more of a config question
what determines the value of the camPos? Is it computed live from in game data or is it defined in the config somewhere?
Decade_Loadorder includes all official addons so addimg that line patch all official config
Hello, I'd like to know what are the cutscenes in a map's config like following
{
"Altis_intro1"
};```
Quick question, are there downsides to long class names?
I found my self ending up with something like AET_F_nomas_remal_alghaib_UNA_Squad_Leader and was wondering if I should find a way to cut it down.
Nothing performance wise if that's the kind of thing you're asking about
Purely just more to write
Alrighty
Ty
@wintry fox Hope you don't mind me pinging :D
How would I go about handling a vehicle's inventory if it's possible?
This is what I have currently for example:
class AET_F_nomas_remalAlGhaib_B_MATV: B_UN_MRAP_01_lxWS
{
faction="AET_F_nomas_remalAlGhaib_B_UNA";
side=1;
displayName="MATV";
hiddenSelectionsTextures[]={"lxws\vehicles_f_lxws\data\mrap_01\mrap_01_un_base_co.paa","lxws\vehicles_f_lxws\data\mrap_01\mrap_01_un_adds_co.paa",""};
crew="AET_F_nomas_remalAlGhaib_B_Vehicle_Crew";
typicalCargo[]={"AET_F_nomas_remalAlGhaib_B_Vehicle_Crew"};
};
What do you mean by "handling a vehicle's inventory"?
If you mean changing the contents of its inventory, you do that through the TransportWeapons, Magazines, Items, and Backpacks classes (they're all TransportX)
This is for backpacks, but it's the same process and names (since backpacks are objects)
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Backpack_Configuration
trying to do some retexturing with some buddies. I have been designated as config guy as i have a lot of CSCE experience.
I have a basic handle on things but the lack of actual documentation and guides is... weird.
Are there any good resources for learning how the mod configs and filesystem works? Or can I just... dump stupid questions here
Some of the basics are in the bi wiki
the BI wiki is... abysmal for documentation
at least id ont understand how ya'll use it
That“s the neat part. You don“t.
where is the config stored for all the names ai spawn with?
CfgWorlds >> genericNames
is it defined per terrain 
Then in unit config you specify a class name from there
E.g. genericNames = "example"; points to CfgWorlds >> genericNames > example
In that case Iām gonna dump stupid questions here.
Is there anything special I need to do to make an hpp file import from another mod? Iām trying to retexture something from RHS, and I want to know if just using the class name will work or if I need to do an import or something
You'd only import a file if you wanted to use that file's exact content
If your goal is just making your own version of a uniform (say with a different texture or something), you'd only need to define the class name and inherit from it.
E.g.
class RHS_someUniform_base;
class RHS_someUniform: RHS_someUniform_base {
class ItemInfo;
};
class YourPrefix_someUniform: RHS_someUniform {
// your changes here
class ItemInfo: ItemInfo {
uniformClass = "YourPrefix_someUniform_unit"; // Points to a unit you define in CfgVehicles
};
};
Hrmmmmā¦
In that case I have 0 idea why this isnāt working.
More dumb questions later I guess.
I can make the PBO, get it imported, and load it it just doesnāt load in the retextured helmet at all and doesnāt even throw me an error
Have you checked in config viewer for whether your stuff is being added?
No idea what a config viewer is.
Iāve been writing them, making the PBO and loading it.
Eden Editor, Tools, Config Viewer
checked the confgig viewer and it is indeed not being added
Then you may not have a proper requiredAddons
what do I need in a requiredAddons
Check pinned
also very difficult to base this off of RHS when I can't find RHS' main config.cpp file... 0 clue what PBO its in
Why you need to find it, you can just refer to the config ingame
that is far messier than just finding the PBO, dumping the config into an IDE and working wiht it there ngl
Why? You can even output very small chunk of config
the Eden config editor looks super messy to me i guess i just gotta mess with it more
Of course it is, find one like Advanced Editor Tools or whatever its called
Or use utils in Debug
I also can't separate out RHS' configs from the entire game
Nobody really rely on vanilla viewer. That is simply too bad
You can't. But what's the point
to see specifically how RHS is built so I know what a good mod looks like and build from there
yeah this config is just... not loading in
don't want to dump a bunch of text in here for the files to show what I have but not sure what else to do
As I said, requiredAddons
I did the RequiredAddons thing. It includes the last thing that RHSUSF loads so it should be loading in last.
It's just... not loading in
Then your PBO is not loaded maybe
Are you sure your PBO is actually updated into your last change, are you sure you're making a change to the right config, are you sure you're making a change to a part of RHSUSAF
- yes, I repacked the PBO, replaced it, and in the ARMA launcher reloaded the mod manually
- no. That's... kind of why im so confused i have very little idea how all these configs work
- I'm not chanign RHSUSAF, I'm trying to retexture a MICH Helmet.
Then tell your config
config.cpp:
#include "CfgPatches.hpp"
class CfgWeapons
{
#include "headgear.hpp"
}
CfgPatches.hpp:
class CfgPatches
{
class A3_customhelm
{
units[] =
{
};
weapons[] =
{
"CustomMICHHelm"
};
requiredAddons[] = {"rhsusf_melb"};
};
};
headgear.hpp:
///! HEADGEAR
class ItemCore; // External class reference
class HeadGearItem; // External class reference
class InventoryItem_Base_F; // External class reference
class InventoryMuzzleItem_Base_F; // External class reference
class InventoryOpticsItem_Base_F; // External class reference
class rhsusf_mich_helmet_marpatwd
#define INVENTORY_CATEGORY headgear
class CustomMICHHelm : rhsusf_mich_helmet_marpatwd
{
displayName = "CUSTOM HELMET"
hiddenSelectionsTextures[] = {
"customhelm\addons\rhsusf\addons\data\custom_helmet_mich.paa",
"rhsusf\addons\rhsusf_infantry\gear\head\data\ach_acc_tan_co.paa"
};
};
This, the data folder and the paa for the texture are the only thing that gets loaded into the pbo
And where do you look in in game config viewer
- use a proper packing tool, such as mikero's pboProject which includes error checking
- set-up your work environment with a p:\ drive
- look up HorribleGoats oft repeated advice about how to name pbo's/cfgPatches/class names/paths
- add "yourTag_" prefix to your custom class to ensure it is unique to you eg
jwd_customMichHelm : rhsusf_mich_helmet_marpatwd(ref point 3) - your hiddenSelectionTextures path names are almost certainly wrong (ref point 3)
- missing a
;ondisplayName =line
config wise for drones what controls that 50 meters altitude for its default state? How would I add a state where it can loiter at 20 meters?
Thank you for these resources, a couple followup questions
- Why do I need ann entire P: drive to do ARMA modding, likke is it an organizational thing or is it really that nescessary
- Where can I find HorribleGoats advice? it's not pinned anywhere nor is it showing up on google searches if its in the wiki somewhere
- PBOProject won't let me make a key, for whatever reason, some I8N error, can't troubleshoot this either
these tools are... very obtuse
..yeah
youll need the key once you got everything working
you can look up my chat history on this channel
All the tools and basic BI workflow is designed around P drive representing the ROOT of the game engines file system
so p:\Path\file becomes Path\file inside pbo
okay I'm getting... somewhere?
uhhhn two questions:
- The custom helmet paa file is in the P drive at that exact path. So why would it be missing?
- The idea is to get this mod to depend on and use RHS' PAAs, rather than having to require the resources in its own pbo files, is that possible? Or do I need to include the PAA somewhere in the mod? Or can I just move an unpacked version of the RHS files into my P drive and have it use that?
it is possible you can create dummy file into that pathing to get the file check pass
you could also unpack the rhs pbo but those are pretty big
shoe screenshot of the folder that missing custom paa is at?
with the path showing
full pathname is:
"P:@custommod\data\custom_helmet_mich.paa"
I've probably got my naming schemes wrong i just... don't know how the naming schemes... work?
dont have @ in folder names on P drive. @modname historically refers to the local mod folders people had in armas install folder before steam workshop.
technically naming can be anything. but imo best to keep it simple
P:\TAG\TAG_yourFancymod\mods files like config.cpp and subfolders like data\
modders tag_ should be unique to you and helps make sure your filenames and classnames stay unique
as in if many people make P:\house\house.p3d
that causes problems.
when your P drive is set up right you see Armas files in P:\A3
A3\is kinda like the yourTAG\ I refer there
like mine is P:\HORGO\ and thats where my mod stuff is in
Hello, Cargo Space Vehicle Sorting is based on config carrier vehicle or vehicle in cargo ?
Question; is there some turret equivalent for lockCargo in AnimationSources?
Doesn't this have to be executed in script as opposed to specified in config?
You can use it in statements of UserActions for example, or functions.
Okay now I have an apc that is amphibious but it caps out at 17kmph in water, I tried changing the values below plus engine all to various extreme values to see if something had an effect but nothing seems to change the vehicles top speed in water, is there some other value I am missing that I should try?
canFloat = 1;
engineShiftY = 0.85;
maxFordingDepth = 12;
waterAngularDampingCoef = 5;
waterDamageEngine = 0.2;
waterLeakiness = 1;
waterLinearDampingCoefX = 2.5;
waterLinearDampingCoefY = 2.5;
waterPPInVehicle = 0;
waterResistance = 0;
waterResistanceCoef = 0.008;
waterSpeedFactor = 1;
waterSpeedCoef = 0.2;
rudderForceCoef = 0.8;
rudderForceCoefAtMaxSpeed = 0.004;
17kph is already quite fast for an APC.
As you've already lowered waterResistanceCoef, you may just not have enough power/torque.
So look at increasing enginePower, peakTorque, tweaking torqueCurve[] and gearboxRatios[].
I thought the expeditionary forces apc went rather fast š¤
changing peakTorque torqueCurve and gearboxRatios might be tough cause I do like how it operates on land right now, but ill try anyways and deal with watever problems come after
yeah that might be it, gotta play with the various values now
Don't forget AmphibiousRatios[] too.
Ah sorry to jump in but this reminded me. If I enter water with my APC at speed it maintains realistic speed. But if I stop in the water and try to get going again, it doesn“t go above 3 km/h.
Is this some gearbox issue that cant shift upwards for some reason? I can“t really nail down the problem.
What do you have for these two?
waterResistanceCoef = 0.5;```
engineShiftY = 1; experimented with this at all?
I“ll go and try, I haven“t touched this issue in a month as I have been working on other stuff, but I just remembered it seeing the discussion above.
post rpt log with all necessary mods started (but as few as possible)
Trying to get editor previews working and I get this error in rpt.
12:58:39 Warning Message: Cannot load texture 23pzd_ifa_251_editorpreviews\data\23pzd_sdkfz251.jpg.
The jpgs are 455x256. I have a config.cpp
#define _ARMA_
class CfgPatches
{
class 23pzd_ifa_251_EditorPreviews
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
My $PBOPREFIX$ file has the line \23pzd_ifa_251_EditorPreviews\$PBOPREFIX$
My editorPreview line is
editorPreview = "\23pzd_ifa_251_EditorPreviews\Data\23pzd_SdKfz251.jpg";
I have my 23pzd_ifa_251_EditorPreviews pbo in the requiredAddons of my pbo with the cfgVehicle I want the preview on. Any ideas?
Try with full path
\23pzd_ifa_251_EditorPreviews\addons\data\23pzd_sdkfz251.jpg
And prefix should be
23pzd_ifa_251_EditorPreviews
The addon prefix is typically a single word:
Addon_Name
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
Okay, random question.
Can secondaries be used underwater if they meet the same requirements of the primary underwater weaponry?
You can make pistols and launchers fire underwater. All you need to do is enable the canShootInWater = 1; flag and change the ammo's waterFriction value so that the projectile won't instantly lose all velocity upon being fired/launched.
https://i.imgur.com/I8uME6d.jpeg
The issue is the lack of animations for pistol slot + launcher-type weapons whilst you're swimming. Another problem is that AFAIK it's hardcoded that you can only equip primary weapons whilst you're underwater. So you can't really have underwater "pistols" unless you turn them into a primary weapon.
Thankfully, I'm just doing modifications to the SOG:PF knives
Thank you for the info
The underwater aspect of A3 is unfortunately very barebones and was never fleshed out by BI. š
A lot of these limitations haven't been changed in the slightest since the Alpha.
Switching from addon builder to pbo project fixed it, I guess addon builder wasn't using the JPEGS in my addon.
It doesn't include most files directly by default, you need to add exclusions for things like scripts and textures
I did try changing some values, right now its at
AmphibiousRatios[] = {"R1",-10,"N",0,"D1",30};
if I make D1 say 90 or 15 though, it actually gets worse which confuses me
also if I remember right the value of engineShiftY should be y distance from center of geo to these memory points?
memoryPointsLeftWaterEffect
memoryPointsRightWaterEffect
memoryPointsLeftEngineEffect
memoryPointsRightEngineEffect
for engineShiftY I would use negative values if the center of mass is above the engine effect memory point?
You still experiment with? My APC is able to drive around 43-45km/h
Oh yes, I changed enginepower,torque, the amphibious ratio ni complex gearbox and torque curve. and finally the waterResistanceCoef I am able to fine tune a bit. Only problem is when its entering water it gets a bit of a speed boost but thats fine tbh
Okey cause ive experimented many hours in my amphibious stuff wheeled and tracked (yes tracked for my hover MLRS, wheeled doesnt feel hovering and sliding) and works fine even with AI so if you need some help for your APC with increasing some speed let me know
will do when I make new apc, im working on an older apc that hasnt been touched in 8 years so I was trying not to change toooo much of its existing behavior š
There are only 2 lines to edit i need to see it cause ive marked these to edit its speed and its not torque or engine power
wym?
To edit its speed in water
Ive marked in my config these 2 lines but cant remind which ones in my head cause its like over one year ago i did last changes on it and im on phone atm
oh I thought it would be a combination of a few, when u can plz let know š
š«”
Alright ill start my microwave š š gimme some mins and ill look into it

rudderForceCoef= 0.7;// increase this to gain more turning on lower speeds
rudderForceCoefAtMaxSpeed= 0.4;// increase this to gain more turning on higher speeds
ill send you PM
š«”
Inheritance question, I want to extend off RscOptics_UAV_gunner and add say CA_heading or watever, so the inheritance would look like this
class RscPicture;
class RscText;
class RscUnitInfo;
class RscInGameUI
{
class RscOptics_UAV_gunner: RscUnitInfo
{
class CA_IGUI_elements_group;
};
class blahblahblah_Rsc: RscOptics_UAV_gunner
{
class CA_IGUI_elements_group: CA_IGUI_elements_group
{
class controls: controls
{
//add watever
};
};
};
};
but how would I extend class controls? I could just copy the existinng classes manually like so, but that seems a bit suboptimal
class RscPicture;
class RscText;
class RscUnitInfo;
class RscInGameUI
{
class RscOptics_UAV_gunner: RscUnitInfo
{
class CA_IGUI_elements_group;
};
class blahblahblah_Rsc: RscOptics_UAV_gunner
{
class CA_IGUI_elements_group: CA_IGUI_elements_group
{
class controls: controls
{
//add watever
class watever {};
class RangeText {/*blah blah blah*/ };
class ModeText {/*blah blah blah*/ };
class CA_VisionMode {/*blah blah blah*/ };
};
};
};
};
I guess I could have this like base class rsc but that doesnt seem right
class RscPicture;
class RscText;
class RscUnitInfo;
class RscInGameUI
{
class RscOptics_UAV_gunner: RscUnitInfo
{
class CA_IGUI_elements_group;
};
class fakersc: RscOptics_UAV_gunner
{
class CA_IGUI_elements_group: CA_IGUI_elements_group
{
class controls;
};
}
class blahblahblah_Rsc: RscOptics_UAV_gunner
{
class CA_IGUI_elements_group: CA_IGUI_elements_group
{
class controls: controls
{
//add watever
class watever {};
};
};
};
};
woah lots of text my bad
question for yall so ive got a tank thing works (for the most part) im trying to get the tank to do the little painting of the tank treads as its moving but i have no idea what controls this or how to get it to apply to my tank.
heres a picture of what im talking about
I can't remember the exact names, but there should be config properties that point to memory points to where the end of the tracks are, which is where those decals are created
memoryPointTrack1L = "stopaLL";
memoryPointTrack1R = "stopaLR";
memoryPointTrack2L = "stopaRL";
memoryPointTrack2R = "stopaRR";
These perhaps?
maybe ill check those out now ta i think i had something else like this
memoryPointsLeftTrack = "l_track_start";
memoryPointsRightTrack = "r_track_start";
memoryPointsLeftTrackEnd = "l_track_end";
memoryPointsRightTrackEnd = "r_track_end";
Yup it's those, afaik they just need to be in the memory lod
The sample tank only has them there at least
Can anyone @ me with how to add a custom arsenal icon with color? I added a custom one that is a _ca, but it is grey and see through. What could be the issue.
Guys
About the armor
Can anyone tell me the armor formula?
When in config I set armor to 2 what it will be in game?
It stays 2 or it changes?
what armor value you mean?
Vests
Vest health
armor = "";
In config
This armor
I know
But how it works?
Once I set a Helmet head armor to 20
And in arsenal the ballistic protection was filled
I remember I think it was in Fandom it said the armor every number u type will be Ć2
That means if I set armor to 2 it will be 4 in game
Is that right?
no
that makes no sense
armor is the hitpoints of a thing
it is what its typed to be
So if I set it on 2 it will be 2 hp in game
it will be +2 hp to the units base hp for that hitpoint
vest adds points
it says so in the wiki there
And about Explosive protection
Its really necessary to set it in Vest config or no?
depends what you want the vest to do
In config says Explosive shielding
yes do you want it to have explosive shielding?
you set that parameter according to what you want it to be
I added some carrier rigs and I didn't set Explosive shieldings but they already has some Explosive protection
I just set the armor and passthrough
Does anyone know much about making Ace Arsenal Extended?
I need some help fixing the parent class calls in an equipment stave overwrite mod I'm making. I've gotten vests and packs to cooperate, but some of the uniforms don't want to accept the changes I'm making in cfgVehicles or are broken completely due to something I'm messing up in cfgWeapons. Helmets are just completely non-screwed.
Can someone just tell me the correct way to format each initial parent call section? I have them organized and each starts with a // so you can just jump down the line. I've spent the last 4 days on this file and my brains are leaking out of my ears but I'm just not seeing what I keep messing up
This is the mod list I'm developing with as well as the local mod containing the overwrite mod if you want to run it natively
You can look at their github
https://github.com/jetelain/AceArsenalExtended?tab=readme-ov-file#sample
in class AnimationSources what does raw = 1 mean again?
Typically it refers to raw input from source. But off the top of my head cant recall how it behaved in the animationSources
is there a reason why my P drive doesn't persist after computer restarts and I havve ot make it anew each time i turn on my PC?
Which of the many scripts did you use to set it up?
just the one in Arma3Tools from steam
Ah I see, it has like three different ones in the data but there's no way of telling which one is used by the UI.
It's probably just running subst as non-admin though. I think that only lasts for the session.
Try running A3 tools as admin.
Looking for some insight into why the camPos soundcontroller might be returning 1 from some helicopter FFV seats? And is there any way that I can make a config patch to make those seats return 0 (the helicopter is really loud if you are sitting in those seats)
is that something controlled by the config or is that configured elsewhere?
Anyone know how to check the position of the muzzles array in-game?
I'm having trouble getting rifle grenades to show up when they're supposed to
Mainly when selecting the muzzle required for said grenades
Also noticing that the secondary magazine slot is not working, either
Disregard, turns out that having more than two muzzles was preventing it somehow
Anyone got a clue why fuel pumps in basegame have class = vehicle and damage = tree in the named properties?
The damage tree seems to be so it doesn't have an effect but still can die from my understanding
https://community.bistudio.com/wiki/Named_Properties#dammage_or_damage_for_ArmA
but there is no reference to class = vehicle or what it does on that page
When establishing the structure of external base classes can you call an external base as its own parent to establish in internal child class like so, where the information of the external base is preserved except for the child class?
class externalBase: externalBase
{
class child{};
};```
I'm trying to overwrite a huge amount of information in child classes and trying to find the most efficient way to call everything
You cannot do this. What are you exactly trying to achieve?
The message this one is replying to is my original one that has my config.
My unit likes to mix a lot of mods together and also does weekly variety ops in different time periods with totally different equipment sets which makes it a nightmare to keep things balanced for the mission makers.
I've been normalizing all our mods so all the vests, helmets, and uniforms have consistent armor/weight/capacities so it's easier for missions to get built. I was able to muddle through patching RHS mostly but now I'm doing a bigger mod set that has uniforms that provide armor and now I'm having all sorts of class inheritance issues
"This" what I mean exactly is
class X;
class X: X
{
};```This or```cpp
class X;
class X: Y
{
};```are both illegal as duplicated class
I'm just basically just mimicking what I sin in other config files for the most part. Not sure how I got away with RHS.
class HitFace
{
armor = 1;
material = -1;
name = cLass Face_hub"; // <- whut
passThrough = 0.8;
radius = 0.08;
explosionShielding = 0.1;
minimalHit = 0.01;
};```Is this the issue you mean?
The "?
You have 452 instances of this broken string it seems
cLass also doesn't look alright at all
A couple of days ago I had been looking at that doc for the fourth day in a row and it was after midnight and I got a bit too crazy with the select all/replace just trying for a solution
Do small first. Try not to fix 65k lines of config in once
Oh I got yah. That why I'm just focusing on getting the external base and parent child class inheritance syntax correct before I dive back into correcting the formatting within the changes
I already have know good class examples set aside for that but I need to know I'm not messing up inheritance first
So tell me, you are wondering
class Uniform: Uniform_Base
{
class HitPoints: HitPoints
{
};
};```how to declare inner `HitPoints` properly?
Yes but how far do I need to go up the chain of inheritance to establish the hit point child class and how should it be done with so many interactions between classes.
If you look at the uniforms section for instance, the chain of inheritance starts in the base game for some items and from modded items for others.
There's also the issue with headgear where I'm introducing armor to some hats that have none in the mod or base game originally.
My issue is where is the correct place to call the first externalBase class in these instances
.
Thinking about it, I just need to make a test config change payload that is just a non-functional variable I can check for in the config editor and start from there.
I'm in here asking for help because I think I'm messing up inheritance but I'm probably getting it right but the bad config change payloads are killing the classes and I'm just thinking I screwed up inheritance instead
class CfgSomething
{
class X;
class Y: X
{
class HitPointsOrSmth;
};
class Z: Y
{
class HitPointsOrSmth: HitPointsOrSmth
{
};
};
};```
The individual hitPoints within the hitPoint class never have to be defined right? Because they are being created the first time they are written in as a change?
Do I have to worry about clearing them when I switch from uniform classes in cfgVehicles to vests and helmets in cfgWeapons?
If you have no intention of giving your uniform ballistic/explosive resistance, then you don't need to define the HitPoints property in your custom uniform class.
Just create a custom uniform class in CfgVehicles that doesn't have increased HP/explosive resistance, and swap the uniformClass definition in the uniform item to yours instead. You don't need to modify the vehicle class that the original mod used.
e.g.
class CfgWeapons
{
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
class ItemInfo;
};
class OriginalMod_UniformClass: Uniform_Base
{
class ItemInfo: UniformItem
{
uniformClass = "MyCustomUniformClassWithNoArmour";
};
};
};
class CfgVehicles
{
class Underwear_F;
class MyCustomUniformClassWithNoArmour: Underwear_F
{
// Copy over the original uniform's model + HS/HST + wound textures
model = "\...\.p3d";
hiddenSelections[]=
{
...
};
hiddenSelectionsTextures[]=
{
...
};
class Wounds
{
tex[] =
{
...
};
mat[] =
{
...
};
};
// Link the original uniform to your custom uniform class
uniformClass = "OriginalMod_UniformClass";
};
};
Class Base
{
Class stuff;
};
Class child : base
{
Class stuff: stuff
};
Im trying to make a acex compat but i`ve been troubleshooting for around 3 days and havent got anywhere. Help would be much appreciated. Currently the uniforms wont show up ingame. Previously they worked fine before i attempted to make the acex compat. Pastebin above so you smarter people can help hopefully.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Got an odd one im not sure if anyone has encountered before, I have configured sling load for an object, but it only works if i knock the object over?
(excuse my crap flying)
https://gyazo.com/4bb098d2bcfbbff9f68dd1d2e9b93718
incorrectly defined slingload points?
Unfortunately not so simple haha
They are all defined individually and correctly in memory and cfgvehicles otherwise when it actually does give me the option it wouldnāt sling it like it does
Okay, I am lost. I get an error:
Picture equip\w\w_mf_uniforms\icon.paa.paa not found
Which fair enough, I can see that it literally means fucked up when I did copy paste.
But when I looked over all my config files, search function didn't manage to find this line anywhere. (was searching for "paa.paa" using sublime).
Is there a way for me to see what pbo or what I dunno, smth, where can I find this?
Either removing your first backslash, or adding one as the first character
No, I mean I know how to fix it, I just cant find that line of code anywhere
Hello all
Do you need a model cfg for buildings/structures in arma ?
if so are there any open source exmaples of how to make/do this ?
if they have animated parts, yes
there are arma 3 samples on steam you can study
yes
no
okays thank you
In CfgGroups, is there anything that could cause some groups to simply not appear? There are no conflicting or overlapping classnames. Code: https://pastebin.com/TwY7mzah
Works in 3den, does not work in zeus.
Ope, it might be PboProject doing the scopeCurator bug, hold on...
CfgPatches too
Yep nvm it was because scopeCurator != 2 in the classes I was inheriting in the group's units, so the groups werent available becuase not all units were scoped right
goofy
Scopecurator is only needed if it's explicitly defined. Not defined means it's based purely on scope
Which is better imo at least, because it can lead to issues with things that inherit from it. Classes that are scope 0 and scopeCurator 2 also appear in Zeus, but obviously can't be spawned
Best to avoid it where possible imo
Hello, Is it possible to turn on sound/music in this game loading screen? (this is the loading screen for the entire game)
I tried various experiments with the help of XEH_loadingDisplay.sqf and RscDisplayStart RscDisplayLoadMission RscDisplayNotFreeze But the music never started, even though it was configured correctly.
Is there a tool for making MFDs where you can paste code in and get an instant visualization?
I had to run the troubleshooter to get a rpt with any actual logs in it. Seems like aia has had this problem over a faulty texture but this pbo seems to work with aia just not cup_core since aia had a hotfix for the error a long time ago. http://pastebin.com/TTNZnBdG
You should launch again without the -noLogs parameter
Facepalm
š
http://pastebin.com/ksRBmCRA <------- Actual Logs, at least now I know what to look for. Can't believe I missed the smallest thing haha, Thx Pennyworth. Now to get this problem solved.
Well there is this "18:36:10 Warning Message: Addon 'Napf' requires addon 'mbg_killhouses'" but I don't think that's the cause
Do you know if it crashes with the Arma 2 version of Napf?
Yes the Arma 2 Napf version had a hotfix for it so it could work with arma 3 but that download link is down and I can't find the file, The mbg_killhouses isn't the problem as I just fixed that to test it again but still same problem.
The part that is causing the crash is "18:36:16 Error updating 'bin\config.bin/CfgVehicles/Church_Small_F/DestructionEffects/Smoke1Med/' by 'a3\structures_f\config.bin/CfgVehicles/Church_Small_F/DestructionEffects/Smoke1Med/', base 'Smoke1Med'"
I might have found that pbo you were looking for http://angryinsects.de/napf/aif_napfobjects.7z
Crosses Fingers*
Momo linked it here https://forums.bistudio.com/topic/129080-napf-island-beta/?p=2566202
what is memoryPointSupply for?
If I could only hug you right now.... No error on start up, testing the rest now.
Center point for being able to access inventory at least, probably also used for rearm, refuel, and repair if I had to guess
Thanks for that haha
ah okay thx
š¤ now where to put it
at the very tip top of the car
Wherever you'd access inventory from
There is no tool for MFDs its would be quite difficult because each MFD is bound to 4 vertices
can I get some explanation on aggregateReflectors? I have left1, left2,left3,left4, right1,right2,right3,right4 and I have aggregateReflectors[] = {{"Left_1","Right_1","Left_3","Right_3"}}; and so I only see left1,right1,left3,right3 at a distance, but what does each element in aggregateReflectors mean? and wat does it mean if I have multiple arrays in aggregateReflectors? (ik the names arnt correct I didnt type correctly š )
These reflectors will be simplified and combined into one if you're (your camera is) far enough to render not all of them
so will right1,left3,right3 be combined into just showing left1?
In this context something similar should happen. That's what I understand
Not exactly
They are combined at an average point between the reflectors
ooooof thats gonna look bad
Each array combines (aggregates) the reflectors in the average point
Depends on the usage, the flares still appear on each point
But the light source that actually illuminates things spawns at the aggregated position
oh I forgot about flares
Itās used a lot and you probably havenāt noticed it
2 mins I've got a really good example to show the affect of aggregation
in the video you can see that it has 4 flares for the lights around the windows, and the actual light volume casting at the centre of the window.
As I shoot each light out, the position re-evaluates the average and moves as can be seen both on the window and on the floor.
Its not a problem to aggregate the lights in this instance when they are facing the same way as it saves on the hard limit of 32 light sources but giving the look of 4 lights (in my example)
https://gyazo.com/c7614676e9a7aabd527bfdfa1fb3affd
When putting reflectors on vehicles it's important to remember that hard limit of only 32 light sources total in scene. Less is more.
Same thing on this watchtower, 2 lights per side, but only one actual real light per side due to aggregation
From my understanding, if the vehicle has switchlight "off" the lights that are off don't count towards the limit anymore?
or if they are destroyed etc.
Yeah, only lights that are on.
ah so this vehicle of mine with like 8 might not be best lol
4 of them in scene and no other (reflector) light sources can be shown, anywhere on map, to that player š
That's where aggregation has a place.
Have you got a picture of the lightsetup?
like the model
behold pink car
TBH the side lights really dont matter and the two big middle ones can be just one light source no one will really notice in the long run
Tbh, In this case I would either have all in A aggregated together and all of B aggregated together or just aggregate all of them with their own flares
They are so close you could easily get away with two but for optimal performance at the sake of loosing some realism you can link them all together marked c
I like C
Then as they are shot out or damaged in some other way, the lights will recalculate to find a new average each time
upto you entirely, as apollo said, less it more. The bunker I used in my example would have 35 lights if it weren't for aggregation. With it, its 11 (Which i also know is ridiculous, but not meant to be spamming them haha)

šØ š
Hello, I have a problem.
My units shows up in EDEN Editor, but not in zeus.
(example below)
class ASCW_Vehicles_Ural_4320 {
units[] = {"ASCW_MSV_ural4320"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"ascw_core","rhs_main","rhs_c_heavyweapons","rhs_decals","rhs_optics","rhs_c_troops","rhs_c_btr","rhs_c_sprut","rhs_c_bmd","vtn_wheelede_ural4320_tx"};
};
};
class CfgVehicles {
class RUS_MSV_ural432031;
class ASCW_MSV_ural4320 : RUS_MSV_ural432031 {
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
side = 2;
displayName = "$STR_ASCW_MSV_URAL_4320";
faction = "IND_F_ASCW";
editorSubcategory = "ASCW_MSV_Vehicles";
crew = "I_ASCW_MSV_Driver";
hiddenSelectionsTextures[] = {
"ascw_vehicles_ural_4320\ural4320_cabin_co_marpatw.paa",
"vtn_wheelede_ural4320_tx\kuzov_co.paa",
"vtn_wheelede_ural4320_tx\tent_co.paa",
"vtn_simvol_tx\reg_znak\rn01_ca.paa",
"vtn_simvol_tx\reg_znak\rn02_ca.paa",
"vtn_simvol_tx\reg_znak\rn03_ca.paa",
"vtn_simvol_tx\reg_znak\rn04_ca.paa"
};
};
};```
(it's simple retexture of kamaz from rhsafrf in custom faction)
By any chance, anyone already encountered similiar problem ?
Add its crew into CfgPatches
One of the things that bothers me about the controls in this game is the way that tracked vehicles handle in reverse: namely, that the left and right controls are opposite of how they are in wheeled vehicles, and how they are in most other games (except for planetside 2, which also has bass-ackwards tank controls). I've not been able to find any existing mod that fixes the inverted reverse movement, so I am attempting to do so myself. Anyone have any clue where in the game files I would look to find the code that governs this?
You're not going to be able to access it
I think the only way to do what you're wanting would be via scripting, but I don't think you can change vanilla keybinds like that
Conceptually you could swap the key values for them when a player gets in a tank, but I don't think that's possible
darn
I did, but it's still doesn't appear in Zeus
I can copy and paste unit now, it doesn't say "can't place unit" anymore. But still doesn't appear as faction/category in Zeus
(my ascw_core config below)
class ASCW_Core {
units[] = {
"ASCW_MSV_ural4320"
};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Data_F"};
};
};
class CfgFactionClasses {
class IND_F;
class IND_F_ASCW : IND_F {
displayName = "$STR_ASCW_MSV_Faction";
side = 2;
priority = 1;
icon = "\A3\ui_f\data\map\markers\nato\o_infantry.paa";
};
};
class CfgEditorSubcategories {
class ASCW_MSV_Infantry {
displayName = "$STR_ASCW_MSV_Infantry";
};
class ASCW_MSV_Vehicles {
displayName = "$STR_ASCW_MSV_Vehicles";
};
};
You might do a CfgEditorCategories aswell
What's that ? I'm quite new to Arma modding
Could you send me guide link if there any ?
I can't seems find it in google
Thanks, will take a look !
That is not what I mean. Add the crew unit in units[]
Didn't i added them already ?
units[] = {"ASCW_MSV_ural4320"};```
```cpp
crew = "I_ASCW_MSV_Driver";```nope
Sorry I miss understood it- It's worked ! Thanks very much
Thanks, though that didn't fixed it-
But this helped me to sort things out to categories
Did some more testing of this, anyone got any ideas
when its upright, it refuses to be allowed to be sling loaded, simply rotating it, and its happy to jump 30m in the air
Hello guys! I'm making some cosmical horror characters. And I was thinking about making them with x2 of walk/sprint speed, high health and maybe be able to walk.
But I dont know if this can be defined via config file or I need to do another kind of file to edit the parameters? I'm using the A3 char skel in order to fit the model
And also to increase the size of the skel and character
You'll need to remake all animations you wantit to do. Not an easy task.
If you want to scale it
Well I say some coding using some parameters from wiki and could make the char bigger. But also read that placed in Eden is kinda cpu demandant(?)
Well I say no you cant
Not properly anyway
Ok guess it depends what kind of things you accept
I was planing to do a char that fits in the same normal skel. Or if there is a proper way to scale a character via coding
And if I want to edit some properties of the A3 char like max health... Can I make it inside the config file or sqf?
There is no proper way to scale character via config
Scripting can kinda do it
Ok, so I'll take a look in that
question: if I want to disable an addaction class for testing purposes in config can I just put
condition="false";
The addaction come from another mod
Yeah, your mod needs to load after though, so update your requiredAddons
what is the config property that determines if a plane starts its engine when it spawns versus like the xi'an when it spawns it doesnt turn its engine on automatically.
I have a vtol drone that when its spawned in starts turning its engine on which afik no other vtol does
ah nvm its not that the vehicle is turning its engine on its that for some reason it starts rotating a bit when spawned yikes
Hi, how do you make a vehicle "liftable" by the Apex Blackfish
You probably can't, as the Blackfish is a plane type, not a helicopter, and so doesn't have sling-loading capability.
simulation = "airplanex";
Sorry if it wasn't really clear but I was talking about loading vehicles in it's cargo bay
I have a Halo operation this week end and I would love to airdrop some APC
The BlackFish Vehicle Transport can internally load other vehicles with weight up to 25,000kg, as long as their size fits inside the cargo bay.
Can I change that ? I've seen vehicle on the workshop which are too big for the cargo bay but are attached to the bottom and act the same way
You can create your own version of the Blackfish in a mod, by inheriting it's class and then changing
class Carrier: Carrier {
your changes here, such as
maxLoadMass = 40000;
};
};```
https://community.bistudio.com/wiki/Arma_3:_Vehicle_in_Vehicle_Transport
thank you really much man
where are weapon magazine .p3ds actually supposed to be located in in the config? Thought they'd be in CfgMagazines but appareantly not?
cfgMagazine classes are where the model is defined yes
so this would be correct then?
class CfgMagazines
{
class Default;
class CA_Magazine;
class 20Rnd_762x51_Mag;
class PSC_Bar_20rnd_Mag: 20Rnd_762x51_Mag
{
scope = public;
displayName = ".308 Caliber 20Rnd Mag";
model="\PSC_Bar\PSC_BAR_30rnd_mag.p3d";
};
i was looking at the config viewer and all cfgmagazine classes had the model mag_univ.p3d
It's definitely not all of them
you can also add something like this to the vehicle config to force it to fit in a ViV box if normally the box size checks fail, i've used this to fit an ifrit into a blackfish (it ALMOSTTTT fits normally)
class VehicleTransport
{
class Cargo
{
parachuteClass = O_Parachute_02_F;
parachuteHeightLimit = 5;
canBeTransported = true;
dimensions[] = {"BBox_1_1_pos", "BBox_1_2_pos"};
};
};
thats what the base magazine class has
things like vehicle magazines dont have specific models usually
so those might inherit it
hand held weapons all have their specific models
what is it that you are looking to do with it is probably more easily explored question
you can also try set the vehicle mass via scripting in mission to get past weight limits. Or just use attachTo scripting commands instead of the VIV system if you need to force some singular specific case
its likely not only weight limits, in that case the dimensions in config is required
bc it compares sizes between the model and the possible cargo space
then attachTo should still work I think
oh yeah, that should work for under it
ok, so i did put the model path in the class.
However, in-game it shows the model of the parent class (which is the mk14 mag) instead of the magazine that i created? In the weapon .p3d, i have a magazineslot proxy
class PSC_Bar_30rnd_Mag: 20Rnd_762x51_Mag
{
scope = public; /// or 2, to be precise
count = 30;
displayName = ".308 Caliber 30Rnd Mag";
model="\PSC_Bar\PSC_BAR_30rnd_mag.p3d";
};```
whats the name of the proxy?
A3\Data_f\proxies\weapon_slots\MAGAZINESLOT
yes
Could be missing modelSpecial and modelSpecialIsProxy = 1
Well definitely missing modelSpecial, not sure if that class has the isProxy
that was it, thanks!
We tried but for some reason it didn't work. Maybe my friend made an error with it
Do you still have the file by chance ?
Has anybody had issues with the GUV heli variants, i cant seem to find the mi8 version and remove it
Is it possible to make shotgun type ammunition on Arma 3 ?
Even in vanilla, yes
There is 2 in-game already :D
Kozlice and the underbarrel shotgun on the Promet
How do i configure the ammo so it can shoot for example 10 lead balls at the same time ?
Oh that's true, i forgot about these
thanks i'll get a look on their config š
The two main tokens you'll want to focus on are submunitionAmmo (what ammo to fire) and submunitionConeType[] (how your ammo is distributed + number of projectiles spawned).
Specific BIKI link is here (...since the CfgAmmo megalist doesn't have it for whatever reason):
https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit
this page needs to be connected to cfgAmmo on the wiki. I was looking for subminition description and i can't find any info even using search bar on the website
anyone know how to fix this "mpmissions__cur_mp.Malden\mission.sqm/Mission/Entities/Item125.type: Vehicle class Land_OPTRE_vidphone_terminal no longer exists" im trying to get this mission onto my server and it keeps telling me that the mods i have dont exist and if i make a mission with nothing but base game stuff it still tells me that i dont have the mod stuff
It will error because you have done mission with mods that you arent loaded on server.
And correct channel for this issue would be #arma3_editor / #arma3_scenario
my bad
Ah I am sorry but I don“t understand why can “t I get this to work
type = "hide";
source = "spg_reload_magazine_source";
selection = "round_selection_hide";
minValue = 0;
maxValue = 1;
hideValue = 0.01;
unhideValue = 0;
}; ```
The **reloadMagazine** source is 1 when the weapon is fired and progressively reduces to 0 within reload time.
So that means that the selection of a round inside the barrel should be unHidden only when the value of the source is 0, and hidden any time the value is >0. But how am I supposed to define >0 in the hideValue?
unhideValue should be greater than hideValue.
So in this case, you have to reverse (mirror) the source.
source = "spg_reload_magazine_source";
sourceAddress = "mirror";
type = "hide";
selection = "round_selection_hide";
minValue = -1;
maxValue = 0;
unhideValue = 0.99; // hides from (1-hideValue) to (1-unhideValue) = 1.00 to 0.01
hideValue = 0.0;
};```
Ah, I see, I have never tried that before
I just dont know if I should even be using magazineReload for reloading animations. It doesn“t seem like I can setup delayed animations with it in any way.
I've done it like that for some uses, it's ok.
Technically since it basically goes 0 -> 1 instantly it also triggers any animation instantly. So even if I, say, have a minValue of 0.25 and a maxValue of 0.35 on some rotation / translation animation in order to make it slightly delayed, it still triggers instantly when I fire the weapon
It should take the time of the magazine reload
Change the unhideValue to 0.5 for example
If I understand correctly it takes the magazineReload time to go from 1 to 0. But upon firing the weapon it still instantly changes from 0 to 1 first, right?
(I am not trying to hide stuff in this particular case)
Just, say, have X amount of seconds of delay between firing the weapon and some rotation animation playing
Say the reloadTime is 10 seconds, and if I have minValue of 0.25 and maxValue of 0.35 on a rotation animation with the reloadMagazine source, as far as I know it should go like: Fire the weapon -> 2.5 seconds of delay -> Rotation animation played over the course of 1 second -> 6.5 seconds of nothing.
But then again the 0 -> 1 change of magazineReload source is instant, it is only the 1 -> 0 portion that is affected by the magazineReload time.
Ugh maybe I need to instead use the firedEH somehow for this, since in between all of this and the magazineReload time duration constantly changing based on FPS it is basically impossible to align reloading animations and sound effects 
Question, maybe someone knows...
Smoke screen on armored vehicles. It has a smoke effect. How to find a particle class of this smoke?
I couldn't find anything similar in CfgCloudlets.
I have some questions about class Wounds in CfgVehicles. The samples say: ```class Wounds /// changes material of skin according to damage
{
tex[] = {};
mat[] = {
"A3\Characters_F\Common\Data\basicbody.rvmat", /// what material is changed
"A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like in damage 0.5 and more
"A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like while the part has damage 1
"A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", /// next materials are used through personality of the soldier
"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat",
"A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat",
"A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_white_old.rvmat",
"A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat",
"A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"
};
};```
Now what if the uniform has multiple hiddenSelections ? How is the game supposed to know which selection to apply the injury rvmat on ?
Is the injury rvmat supposed to be applied to the uniform or only to the skin ?
Is this class really handling blood on uniforms in the first place ? If yes, then what are injury_hands and injury_legs selections for in the model ?
Now what if the uniform has multiple hiddenSelections ?
It checks each one in sequence, i.e.:
hiddenSelections[] = {"camo1", "camo2"};
class Wounds {
tex[] = {};
mat[] = {
"path\to\camo1.rvmat",
"path\to\camo1_injury.rvmat",
"path\to\camo1_injury.rvmat",
"path\to\camo2.rvmat",
"path\to\camo2_injury.rvmat",
"path\to\camo2_injury.rvmat",
...
};
};
Is the injury rvmat supposed to be applied to the uniform or only to the skin ?
Uniform
Is this class really handling blood on uniforms in the first place ? If yes, then what are injury_hands and injury_legs selections for in the model ?
Yes, and I think those selections are for applying damaged materials for the face onto the uniform when its worn
Then why is this not working ? ```class IARTS_Police_Uniform_Old_Soldier: B_Soldier_base_F
{
author="IARTS Studio";
_generalMacro="IARTS_Police_Uniform_Old_Soldier";
model = "\IARTS_Military_Uniforms\police_uniform_old.p3d";
scope=1;
modelSides[]={3,0};
uniformClass="IARTS_Police_Uniform_Old";
hiddenSelections[]=
{
"camo",
"shoes",
"buttons",
"insigna",
"flag",
"rank_front",
"rank_shoulder"
};
hiddenSelectionsTextures[]=
{
"\IARTS_Military_Uniforms\data\police_uniform_old_co.paa",
"\IARTS_Military_Uniforms\data\old_boots_co.paa",
"\IARTS_Military_Uniforms\data\police_uniform_old_buttons_co.paa",
"#(argb,8,8,3)color(0,0,0,1.0,co)",
"#(argb,8,8,3)color(0,0,0,1.0,co)",
"#(argb,8,8,3)color(0,0,0,1.0,co)",
"#(argb,8,8,3)color(0,0,0,1.0,co)"
};
hiddenSelectionsMaterials[]=
{
"\IARTS_Military_Uniforms\data\police_uniform_old.rvmat",
"\IARTS_Military_Uniforms\data\old_boots.rvmat",
"\IARTS_Military_Uniforms\data\police_uniform_old_buttons.rvmat",
"",
"",
"",
""
};
class Wounds
{
tex[] = {};
mat[] = {
"IARTS_Military_Uniforms\data\police_uniform_old.rvmat",
"IARTS_Military_Uniforms\data\police_uniform_old_injury.rvmat",
"IARTS_Military_Uniforms\data\police_uniform_old_injury.rvmat"
};
};
};```
i only need the camo selection to have blood
Not sure, don't see anything definitely wrong there (though you could drop the _generalMacro and "" lines in hsMaterials)
Yet when i try to shoot a unit wearing this uniform, it doesn't get covered with blood. I tested the injury rvmat in OB to be sure and it works
the "" lines in hsMaterials are mandatory if i correctly remember, but i'll try
They're not, "" just defaults to whatever is defined in the model
For materials at least, textures are different
Indeed, so far no error
Still not working. There is definitely something else i'm missing
Using hiddenSelectionMaterials[] on uniforms breaks the wound damage texture swapping. It's a long-running bug.
It used to also be a bug with vehicles but was fixed in the last year or so.
ah ! Let me try this then
I had forgotton about that bug, been too long since I've used it
Indeed, now its working properly, thank you very much guys š
Is there anything else I need to set to add a PilotCamera to an aircraft other than just defining the PilotCamera class (and adding views) and setting controllable = 1?
Hey guys - beginner question here, how do I find the pbo name for my requiredAddons field in my Cfg in the Confg Viewer?
https://community.bistudio.com/wiki/configSourceAddonList
You can also just use the advanced developer tools mod, has a better config viewer and shows the addon(s) that define a class
I execute this line with the clothes on my character using the debug?
I am guessing
No it takes a config path to a specific class
Cool ta
Sorted thanks
You also need to define and place a memory point:
class PilotCamera
{
class OpticsIn
{
class Wide //2x
{
opticsdisplayName = $STR_VN_V_PLANE_SIGHT_W_DN;
initAngleX = 0;
minAngleX = 0;
maxAngleX = 0;
initAngleY = 0;
minAngleY = 0;
maxAngleY = 0;
initFov = 0.5;
minFov = 0.5;
maxFov = 0.5;
directionStabilized = 0;
visionMode[] = {"Normal"};
thermalMode[] = {0};
gunnerOpticsModel = "A3\weapons_f\empty.p3d";
};
showMiniMapInOptics = 0;
showUAVViewpInOptics = 0;
showSlingLoadManagerInOptics = 1;
};
minTurn = -180;
maxTurn = 180;
initTurn = 0;
minElev = -20;
maxElev = 90;
initElev = 5;
maxXRotSpeed = 1;
maxYRotSpeed = 1;
maxMouseXRotSpeed = 0.5;
maxMouseYRotSpeed = 0.5;
pilotOpticsShowCursor = 1;
controllable = 1;
};```
Yeah I realized the issue was a missing mem point, that's what memoryPointDriverOptics points to correct?
yep
When is weaponInfoType used? I know it's related to weapon optics but I get this error:
11:36:52 Warning Message: No entry 'bin\config.bin/RscInGameUI.'
11:36:52 Warning Message: No entry '.idd'
11:36:52 Warning Message: '/' is not a value
when equipping one of our launchers but only sometimes. I know it's from using weaponInfoType = "", which seemed fine because we were using a custom modelOptics and didn't have a need for it and didn't get errors. But just now I'm getting a report of that error being logged
Oh well I can just use weaponInfoType = "RscWeaponEmpty";, just found that on the RPG-42
Ah does anyone know what controls how much ACE deafness ammo causes?
ACE_caliber in CfgAmmo will be used if defined
ahhhh ACE_caliber I see
Though it's not a direct value for hearing damage, it's just what' fed in as a source

Hi, Is it possible to help mod.cpp define more than one logo? e.g. one pbo uses logo1, pbo2 uses logo2 or it is possible to define only one logo for the entire content
logoSmall is same ?
all
its single mod.cpp for that local @mod folder
covers all pbos in @mod\addons
class CfgWeapons
{
class ItemCore;
class InventoryOpticsItem_Base_F;
class PSC_Bar_Scope
{
scope = 2;
displayName = "Automatic Rifle Optic";
model = "\PSC_Bar\PSC_BAR_Scope.p3d";
weaponInfoType = "RscOptics_myOptics";
class ItemInfo : InventoryOpticsItem_Base_F
{
mass = 7;
modelOptics = "\A3\Weapons_f\acc\reticle_NLAW";
class OpticsModes
{
class MyOptics
{
opticsID = 1;
useModelOptics = true;
opticsPPEffects[] = { "OpticsCHAbera1", "OpticsBlur1" };
opticsZoomMin = 0.0555;
opticsZoomMax = 0.1300;
opticsZoomInit= 0.1300;
discreteDistance[] = { 100, 300, 400, 500, 600, 700, 800, 900, 1000 };
discreteDistanceInitIndex = 1;
distanceZoomMin = 100;
distanceZoomMax = 1000;
nFovLimit = 0.07;
discreteFov[] = { 0.1300, 0.0555 };
discreteInitIndex = 0;
modelOptics[] = { "\A3\Weapons_f\acc\reticle_NLAW"};
memoryPointCamera = "opticView";
visionMode[] = { "Normal", "NVG" };
opticsFlare = true;
opticsDisablePeripherialVision = true;
cameraDir = "";
};
};
};
};```
My optics config is not showing up in-game?
when using any weapon that has a TOP slot, it wont show
I think you need to add ItemCore when defining the PSC_Bar_Scope class, and in the ItemInfo you need to set type = 201 and optics = 1.
^ as above. In addition to your class not inheriting from ItemCore, you have not added your optic to the CowsSlot_Rail global class.
Creating a new optical sight will not automatically add it to the pool of compatible attachments. You need to manually add it to the list.
e.g.
class CowsSlot;
class CowsSlot_Rail: CowsSlot
{
class compatibleItems
{
PSC_Bar_Scope = 1;
};
};
I'd like to change the NVG color preset of the Zeus night vision camera. Is this hardcoded in the engine or could I possibly change it? I've been digging through all the curator vision mode functions and stuff but it's just not clear where the ultimate, final color values come from so I'm guessing internal
Need to apply a post processing effect, there's a mod out there that let's you customize the color
I forget if it applies to Zeus or not
Good to know! Thank you for clarifying. Do you know the name of the mod? I'll go hunting otherwise
Not off the top of my head, same mod author as white_phosphor though
Had it downloaded still
Right on, thank you
Seems to not work on the Zeus overlay, but it does work for unit's NVGs. Close but not exactly what I'm looking for. Maybe I could try making something that applies pp effect based on the curator vision mode variable though 
sooo it's hardcoded in the engine or something š I got everything but it just ends up washing out the zeus green nvg instead of layering color. When I pause, you can see the color correction (which is deliberately very strong for testing) but unpausing it goes back to green hell
Currently trying to create a custom character, however when I look at it in game it has the default face and the name is randomized. Any advice would be truly appreciated.
cfgidentities
{
name = "Kyle Varis";
nameSound = "Kyle Varis";
face = "LivonianHead_1";
glasses = "";
speaker = "Male01ENGB";
pitch = 1;
};```
cfgvehicles
```class TTR_KyleVaris: B_officer_F
{
faction="TKE_AG";
side=1;
displayName="Kyle Varis";
identityTypes[] = {"KyleVaris_TTR"};
uniformClass="U_ParadeUniform_01_AG_decorated_F";
weapons[]={"TKE_UCNPistol","Put","Throw"};
respawnWeapons[]={"TKE_UCNPistol","Put","Throw"};
items[]={"FirstAidKit"};
respawnItems[]={"FirstAidKit"};
magazines[]={"TKE_UCNPistol_mag","TKE_UCNPistol_mag"};
respawnMagazines[]={"TKE_UCNPistol_mag","TKE_UCNPistol_mag"};
linkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","H_ParadeDressCap_01_AG_F"};
respawnLinkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","H_ParadeDressCap_01_AG_F"};
editorSubcategory = "EdSubcat_Personnel_Story";
backpack="";
class EventHandlers: EventHandlers
{
init = "(_this select 0) setIdentity ""KyleVaris_TTR""";
};
};```
Is there a way to disable target lock on the maingun of a tank, im using QAV,s abrams x and he helped me to put on the targeting lead indicator on his commander turret, issue is the only way to activate it is when you press T to lock on a vehicle and doing this makes the maingun on the vehicle target that same unit, is the a way so stop this or to de-slave the mainturret from the commander turret on a tank
If you made this vehicle you should be able to separate the mainturret and the commander turret
If its a mod you downloaded you probably need to copy paste the config on the tank in a new mod and change what you need to change
Guys
Is there a way to change the unit's name?
I mean in their identity
From config
Do you mean the list of random names they are assigned? Or bespoke characters like Nikos where their name / identity should always be the same?
Random ones
I made an faction with alive mod and I used csat soldiers, my soldiers are kinda European but they have persian names
In the unit's config there is a genericNames[] array. You can change that to something else found under CfgWorlds -> GenericNames in config viewer
You can also change the identityTypes array to something else if you want to change their nationality, glasses, head shape, voice
But that's not in config file
It's just head
Language
Glasses
It is in the config. If it's not already in yours, then it's just pulling it from what you inherited from.
Upload your config to pastebin or something and share it here and we can take a peek
Can I use AAF soldier to inherited from to change the names?
Just add this line to your units:
genericNames="EnochMen";
Or "CzechMen" or anything else you see in CfgWorlds -> GenericNames. You can open Config Viewer in the 3den Editor and find this to see whats available.
Ok I try that later
How do i define the skins to be applied via hl selection on a custom character ?
For the face its defined via cfgfaces but what about the body ?
How do I figure out what color to put in #(rgb)color() ? I've been trying to get black, but it comes out transparant.
Maybe
#(argb,8,8,3)color(0,0,0,1,co)
17,17,17 is invalid because x resolution,y resolution,mipmap
So you cannot create 17x17 resolution pic with 17 mipmap
There is no reason to make anything other than argb,1,1,1, even though the engine is supposed to make 1x1 pic regardless you put, but it still needs to be valid value (1, 2, 4, 8... 4096)
interesting, can you explain why #(rgb,8,8,3)color(0.26,0.41,0.19,1) is green?
Because the green channel is the strongest in that context
for boneName = "wheel_1_1"; inwheels is that the selection of the wheel or the modelcfg animation class for that wheel?
Hey man can I use like 2 or 3?
In generic names
It's not an array so I would say no
You could make your own list of names in CfgWorlds though
Ah so it's not like faces
Correct
Can someone help me with an RscDisplay issue? I"m trying to ovverride the Arsenal menu, but I can still see the buttons that I commented out: http://pastebin.com/raw/bMzZKwtp
my config has "A3_UI_F", in the requiredaddons as well, which was all I thought I needed to load and overwrite an RscDisplay
It worked man thanks
Note my example to you was ARGB.... not RGB
hello I've been trying to fix an HMD by giving a helicopter the HMD of the Kasatka (Light_Heli_2) but I get that error. when I start the game thinking I did something wrong
Color in draw
color[]=
{
"user0",
"user1",
"user2"
};
In Bones
color[]={0.15000001,1,0.15000001,1};
I want to understand what user0-3 does
Likely to be incorrect inheritance. Can you post your config.cpp on pastebin?
yea sure I'll post the classes and the stuff there
I'll remove the classes that aren't connected to this (the mod is overhauling cup vics and huds so they work). Cup has their own Kasatka that has an extra GL on the side
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
original HMD
https://pastebin.com/Dw9GfUm7
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
It's not AirplaneHUD, just HUD.
Check the in-game config viewer on Helicopter_Base_H
give me a second to unload the mod
I think it's better now
You can do 2 things to check
- Look at the RPT log for "Updating Base Class" lines involving your classes - there shouldn't be any where your mod is updating vanilla base classes
- Build and run your mod - look in the in-game config viewer (recommend use of Leopards Advanced Developer Tools) at your vehicle class and see if what is there, is what you want to be there
!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.
checked it my thing doesn't change anything
Bases are changed by cup itself and some other mods. That means we are good
is there a way to see updates live for rvmats? Is it something to do with bulldozer?
and is there a way to change the texture/rvmat for model in bulldozer?
Updates live as in in-game preview? Check #arma3_texture pinned post
not sure if this is the place to ask, but when launching arma3diag_x64.exe, I get this error then my game procedes to crash.
It will be one of the mods you are running. Perhaps something with GGE in the name.
Can someone tell me what exactly animationSourceGun and animationSourceBody in the Turret Config are used for? Iām currently learning turret configuration by looking at another modās example. In that config, they set animationSourceBody = "obsturret"; and animationSourceGun = "obsgun";.
I want to know: are "obsturret" and "obsgun" animation sources built into the game? Because I couldnāt find a model.cfg file in the model directory. Could it be that the model.cfg file was lost due to binarization?
check out the tank sample in Arma3 Samples on steam
the sources are not built in game, thats where you define them for that turret
and then use those in model.cfg
Arma3 Samples?
Formerly part of Arma 3 Tools, this application contains all necessary samples to get started with Arma 3 content creation. The collection covers a broad spectrum of topics, from scenario design to mod making. Along with every sample comes commented code and relevant documentation to allow you to understand how they work.
Note: These samples aā¦
ok
# Hey people :D
** Im into introducing myself into config.cpp in detail.**
** Can you say me if the attached screenshot is the correct index for the side selection and**
** maybe link me to an information source for something about "CfgFactionClasses"/ "CfgEditorClasses"**
opfro, blufor etc correspond to the side= parameter of config
faction is like NATO CSAT etc
Where can I read?
Because I also heard about implementing an own faction is possible.
So is there any intel about the parameter of config where also opfro and blufor is corresponding to?
Ouch
So far about the faction
So it leaves with the "CfgFactionClasses/ CfgEditorClasses"
yes that is where a faction would be defined
there is a wiki page for the editor classes
So I have do add my own otherwhise its default. -logic-
So where to find about default values
Can you share it with me?
I Dont have link at hand but it should come up with google
With what prompt? Ive tried "CfgFactionClasses/ CfgEditorClasses" in all ways and got an good otherview about future stuff again but wasnt able to take an good hit
try arma3 editorCategory
or check out the vanilla configs via config viewer (leopards advanced dev tool mod) or get yourself all in one config dump file to search with notepad
Idk if this is the right channel but I finished with my mod directory also. Before I started, I saw the first "issues"
How can I insert the picture to this and the link thats available?
Is that the one I can insert wich is in the wiki example "GitHub"?
Ive also attached my mod.cpp wich should could insert my picture in the spot.
Or is that the steam thumbnail and linking to steam?
If I start I return an error from my config.cpp
Maybe I misunderstood something in scoping that
Its in the member definition.
Im honest that I could need a little explanation about how the child parent part works in that case
I did it like: The House_F is the source of data (someone explained it from a tut) where its belong to) so are
my objects its children,
or did I misunderstand something wrong?
I got an error with my file paths, from where do I start them if I want to implement them into the
addons folder as .pbo file? Do I start from where the file exist or where the @Mod folder is?
It needs to start with whatever the pbo's prefix is set to. If using addon builder, it will default to the folder name.
I.e. packing YourPrefix_main would give it a prefix of \YourPrefix_main
Your talking about the mod.cpp or about the config.cpp?
Wait I think I got it. I will need to lead the image and model paths to the folder where I will later store them in the @Mod structure. In my case addons folder
Correct?
In your config, you're not packing your mod.cpp into a pbo
Right
So I form my path with the .pbo file treated like an folder like that:
And if this is correct, do I have to lead it to or through the .pbo file?
class AET_F_bastionBreaker_I_ECF_T_100X_Futura: O_MBT_02_railgun_F
{
faction="AET_F_bastionBreaker_I_ECF_nomas";
side=2;
displayName="T 100X Futura";
hiddenSelectionsTextures[]={"a3\armor_f_decade\mbt_02\data\mbt_02_body_expo_co.paa","a3\armor_f_decade\mbt_02\data\mbt_02_turret_expo_co.paa","a3\armor_f_decade\mbt_02\data\mbt_02_expo_co.paa","a3\armor_f\data\camonet_csat_hex_desert_co.paa"};
crew="AET_F_bastionBreaker_I_ECF_Crewman";
typicalCargo[]={"AET_F_bastionBreaker_I_ECF_Crewman"};
class TransportWeapons {};
class TransportMagazines {};
class TransportItems {};
class TransportBackpacks {};
};
Heyo, I am having an issue with trying to make my own faction, above I am trying to include the T 100X and specifically have it with the "Grey" camou but even though I set the hiddenselection to the correct textures it still spawns with the default one it inherited.
Anyone able to point to me what I did wrong?
A little Yes|No question to the experienced from the site
The picture I attached shows all params of how good the vehic
drives on not streets.
**---> ** ** So this are all parents I can attach my childrens, **in case of vehicles , or are there more?
you can use any existing vehicle as a base class for your own. The vanilla baseclasses are there to give vanilla vehicles of that type the basic parameters they share
the individual vehicle configs then add the individually set up parameters on top
You also need to consider class TextureSources in the config.
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customisation
Thank you my friend š
Im still on that thing, can you maybe explain in other words or/and give me a source to read about?
So just hypothetically speaking, if I had a static weapon that I could disassemble into a tripod and the "gun", and I actually made this gun into a shoulder-fired launcher slot weapon, how would I go about making sure the ammo count from the static weapon would carry over exactly to the shoulder-fired weapon?
And is there a config parameter that controls how much "sway" does a weapon have?
If you're not manually setting a pbo prefix, it should begin with the folder name of what you are packing.
E.g. you're packing a folder called YourPrefix_main. The pbo prefix is YourPrefix_main, so your paths to that addon should be like YourPrefix_main\path\to\texture_co.paa
So my main folder is the final position after extracting (or before??) making pbo?
So in my case "@EBER_structures..........p3d"; ? (in the config.cpp)
or does it start with the P:\Drive before convert.pbo so my path sounds "EBER\structures\content.p3d
Im so confused but want to complete this little step
Or do I have to do the path from the beginning of the @EBER_Structures throught the .pbo file into the content folder?
for an model.p3d
Ok this took me a bit to figure out. Was hopping it would inherit it.
Thanks a lot for the help.
The "real" path to the pbo does not matter. Only the prefix set in the pbo itself and the relative path to the model / whatever from the pbo matter.
You have the pbo packed, you can just look at the headers and see what the prefix is
Your pbo is also missing a prefix in the file name, your pbos should be named as YourPrefix_name.pbo
are there any recommended practices for creating Scene To HUD Transformationpos0[] and pos10[] array values for parallax HUDs? Current setup is VR walls radially placed around [0.0] pos in VR with my head about in the middle which isn't exactly ideal since the vehicle-cockpit offset isn't known. I'm modifying an existng aircraft so I can't directly access the model.
Perhaps a script command to get HUD memory point positions and distance to eye camera? Then I could mathematically figure it out and not need to rely on guess-and-check
Update: I was able to use selectionPosition to get the positions of each HUD corner wrt. the aircraft; however, I'm not sure how to get the player eye/camera position wrt. the aircraft.
Using the following appears to return the relative position of the player eye wrt. the aircraft: (eyePos player) vectorDiff (getPosASL a), where a is the aircraft variable name. Checked function returns, eyePos returns ASL.
Heya all, I am trying to change the weight and max load of a series of uniforms from mods and base game which I've been told can be achieved by using a macro, I want to make them standardised, I would like to inheirt all of the previous details and only change their Item Info, but to the new values. I get no errors on build and the isClass (configFile >> "CfgVehicles" >> "USP_G3C_CS_CU_KP_MCT"); for example it returns true, when I however equip one of the uniforms there is no model.
Can someone explain to me why this is happening, or do I have to do it an alternative way?
#define MAX_LOAD 300
#define MASS_VAL 20
#define PATCH_LOAD_MASS(CLASS) \
class CLASS : CLASS { \
class ItemInfo : ItemInfo { \
mass = MASS_VAL; \
maximumLoad = MAX_LOAD; \
}; \
};
PATCH_LOAD_MASS(PMCA_buttonup_uniform_b_b)
PATCH_LOAD_MASS(PMCA_cargo_uniform_b_b)
PATCH_LOAD_MASS(PMCA_cargo_uniform_b_g)
PATCH_LOAD_MASS(PMCA_casual_uniform_b_b)
PATCH_LOAD_MASS(PMCA_casual_uniform_j_b)
PATCH_LOAD_MASS(PMCA_sweater_uniform_b_b)
you dont use class :class
just class on its own?
if you edit a class you just define it class This_thing {your changes};
Ah shoot I see
also ditch the itemInfo inheritance
#define MAX_LOAD 300
#define MASS_VAL 20
#define PATCH_LOAD_MASS(CLASS) \
class CLASS { \
mass = MASS_VAL; \
maximumLoad = MAX_LOAD; \
};
Like this?
you need the iteminfo class
but not inherit from another item info
since you dont define the original inheritance the edite class has
#define PATCH_LOAD_MASS(CLASS) \
class CLASS { \
class ItemInfo { \
mass = MASS_VAL; \
maximumLoad = MAX_LOAD; \
}; \
};
If I understand you correctly, my macro should look like that?
I think so.
also you will need to have all the mods cfgPatches listed in your requiredAddons array so that your mod loads after them and applies these changes
Ye - got all the addons listed it still isnt loading the uniforms though
what do the classes look like in config viewer
No, you need to have what CLASS inherits from, otherwise you're breaking inheritance
then this wont work since itemInfo can be inherited from base unifrom class or from the base itemInfo class
so the macro will also need to take account the orginal inheritance?
or tecnically it might not have inheritance at all as it might be fully selfcontained
Also don't use "class" as a macro argument, otherwise you will end up with something like:
PATCH_LOAD_MASS(SomeClassName);
// results in:
SomeClassName SomeClassName {
// ...
};
No one is fully defining a backpack from scratch
There's no reason too
well. We do see many ways to write configs in mods dont we.
Never someone writing anything like that from scratch
Ye I am quite new to macros, , I can do the old fashion way e.g.
class USP_G3C_CS_CU_KP_MCT {
class ItemInfo {
mass = 20;
maximumLoad = 300;
};
};
but I got around 50 changes so I wanted to use a macro
That's still incorrect
Oh didn't mean to reply to that
You have to include the inheritance
I dont want to be rude - but can you give me an example to base of?
Yeah I was writing a sample
Awsome thanks
It will be pretty specific to each uniform though, since you need to copy the same inheritance setup that they're using
No worriesd
Are you familiar with how to use the Advanced Developer Tools mod's tree viewer for config?
Ye I've used some Advanced Dev Tools - I've had a look in the config viewer
On the right of the "Parents" section you'll see the icon for a tree view. That will show the inheritance tree of whatever class you're looking at, it makes doing these types of changes much easier
Anyway here's a small sample, this assumes the mod does things the "normal" way, this hopefully helps get the idea though. This is not something you can just copy/paste. It is an example that you can look at. You will need to look at the mod's inheritance setup in order to patch their classes correctly.
parentClass is a placeholder for whatever PMCA_buttonup_uniform_b_b directly inherits from. Uniform_Base is the vanilla base class for uniforms, but they may also have their own.
class Uniform_Base;
class parentClass: Uniform_Base {
class ItemInfo;
};
class PMCA_buttonup_uniform_b_b: parentClass {
// They may not inherit the ItemInfo here at all, you will need to check
class ItemInfo: ItemInfo {
containerClass = "SupplyXXX"; // point to supply class in CfgVehicles that you want to use for capacity
mass = 10; // mass of the uniform item
};
};
Ye makes sense - so in this case it'll just be doing this over and over again
I was hoping to find a smarter way
Yeah
If the config is fairly standard, you can macro it
Ah cool okay - I'll take a look into this now
thanks I'll message in here if it goes wrong
Here's how you could macro this setup:
#define PATCH_UNIFORM(UNIFORM_CLASS,PARENT_CLASS) \
class UNIFORM_CLASS: PARENT_CLASS { \
class ItemInfo: ItemInfo { \
containerClass = "Supply100"; \
mass = 10; \
}; \
}
class Uniform_Base;
class parentClass: Uniform_Base {
class ItemInfo;
};
PATCH_UNIFORM(PMCA_buttonup_uniform_b_b,parentClass);
Hey guys
I'm trying to convert my config file to a bin
I converted that but when I try to make it into a pbo
It gives me error
Result code = 1
Cfgconvert task failed
Can I do it manually?
Use hemtt
I have pbo manager
Don't use pbo manager, it is not meant to pack mods
It means that there's some kind of error, might be in your mod or you have arma open with your mod loaded (and so it can't delete the old pbo)
Arma wasn't running
Then there's an error in your code
I stand by what I said. Hemtt and mikeros will both scream at you if you have an error.
You'd be better off using better tools though, tools like hemtt will give you fare better errors and catch more errors than addon builder will
It's nicknamed "addon breaker" for reasons
It needs another app to install it
?
Says needs a terminal
Hemtt, if that's what you're talking about, runs in a terminal yes. You already have one installed, every operating system does
Name it?
Just look up "terminal"
If you're using windows there's powershell and command prompt
In information book said using winget
And gave a command
I don't have winget
You have but you may need enable it first time
https://learn.microsoft.com/en-us/windows/package-manager/winget/#install-winget
Too late its installed
How it works?
winget install hemtt
.
Or do you mean how hemtt works?
Yes?
My bad, i got confused by the path to head folder in BI config, i didn't realise there is the texture for the body as well
woops this is the wrong channel! sorry
@wintry fox has mod template for hemtt.
Pretty simple to use with that.
https://github.com/DartsArmaMods/ModTemplate
Everything you need to build Arma 3 mods with HEMTT
Idk
Didn't said the command
He couldn't make it like a normal app?
There's a whole section for commands
No there's no GUI
It's like three commands you can just run in your console
This is good practice for you. CLI everyone should know if getting into the modding scene for any game.
#define PATCH_UNIFORM(CLASS, PARENT) \
class CLASS : PARENT { \
class ItemInfo { \
containerClass = "Supply100"; \
mass = 20; \
}; \
}
PATCH_UNIFORM(USP_G3C_CS_CU_KP_MX_VQ_MCB, USP_G3C_CS_CU_KP_MX_VQ)
Getting this error on build - syntax error, unexpected T_CLASS, expecting T_SEMICOLON
class USP_G3C : USP { class ItemInfo { containerClass = "Supply100";
No idea how to fix it, tried a few different ways
You shouldn't pad macro arguments (i.e. the space after the comma), you're also missing the inheritance on the ItemInfo. May / may not be intentional depending on how their config is set up
Ye inherited correctly but still not showing the uniforms
Then you're overwriting something, check your rpt for "updating base class" errors
19:52:28 Updating base class USP_G3C->USP_G3C_CU, by BAPMC-Core\Addons\uniform_changes\config.bin/CfgVehicles/USP_G3C_CU_KP/ (original USP_Gear_Body\config.bin)
19:52:28 Updating base class USP_G3C->USP_G3C_CU_KP, by BAPMC-Core\Addons\uniform_changes\config.bin/CfgVehicles/USP_G3C_CU_KP_MX/ (original USP_Gear_Body\config.bin)
19:52:28 Updating base class USP_G3C->USP_G3C_CU_KP, by BAPMC-Core\Addons\uniform_changes\config.bin/CfgVehicles/USP_G3C_CU_KP_OR/ (original USP_Gear_Body\config.bin)
19:52:28 Updating base class USP_G3C->USP_G3C_CU, by BAPMC-Core\Addons\uniform_changes\config.bin/CfgVehicles/USP_G3C_CU_MX/ (original USP_Gear_Body\config.bin)
19:52:28 Updating base class USP_G3C->USP_G3C_CU, by BAPMC-Core\Addons\uniform_changes\config.bin/CfgVehicles/USP_G3C_CU_OR/ (original USP_Gear_Body\config.bin)
19:52:28 Updating base class USP_G3C->USP_G3C_KP, by BAPMC-Core\Addons\uniform_changes\config.bin/CfgVehicles/USP_G3C_KP_MX/ (original USP_Gear_Body\config.bin)
19:52:28 Updating base class USP_G3C->USP_G3C_KP, by BAPMC-Core\Addons\uniform_changes\config.bin/CfgVehicles/USP_G3C_KP_OR/ (original USP_Gear_Body\config.bin)
19:52:28 Updating base class USP_G3C->USP_G3C_MX, by BAPMC-Core\Addons\uniform_changes\config.bin/CfgVehicles/USP_G3C_MX_VQ/ (original USP_Gear_Body\config.bin)
19:52:28 Updating base class USP_G3C->USP_G3C_OR, by BAPMC-Core\Addons\uniform_changes\config.bin/CfgVehicles/USP_G3C_OR_VQ/ (original USP_Gear_Body\config.bin)
Not seeing any errors
Those are errors
oh lol
"Updating base class" = You're changing what something inherits from
Right - so how can I work out the issue thats causing it, I am bit confused again
I realized one thing when I convert config file to bin addon builder gives error
But when it's not bin it works fine
It works
Is there a way for a weapon to disable a character“s ability to run?
Oh, and is there any way to have two different optics modes on a weapon with a built-in optic?
It looks like modelOptics is only defined once per weapon with a single optic P3D?
yes, it's done with classes inside class OpticsModes
this is referring to an attachment but it can be done inside a weapon too
unfortunately it's a2 oa tech so badly documented
yeah I am trying but I dont know what is wrong here
I thought I“d just be able to cycle between them, but it remains firmly stuck on the first one, defined in the weapon itself
im pretty sure optics is meant to be a number not a string
0 or 1
i doubt thats the issue as whatever you're using to pack it is probably translating it to 1 anyway
let me try
if I remove modelOptics from the weapon class itself it doesnt even allow to right click into an optic anymore :/
you are using like , switch optic right? not trying to zoom or whatever
ctrl + rightclick by default iirc
I do believe so yes, basically the same that I use in vehicles or on weapons with dedicated switchable optic attachments
I“d just prefer to avoid making a separate scope attachment as I have no clue how I“d make that appear correctly on an infantry weapon that is created by disassembling a static emplacement
you definitely dont need to
the only thing I can think of that might be causing it to not work is you're not defining a memorypointcamera
oh wait nvm
yes you are
yeh, I mean the game detects the first optic mode correctly
and I cant even bruteforce it with SetOpticsMode to change it
wait no, it did change, but the P3D remained the same, what the hell
oh I see your issue
you wrote modelOptics = { should be modelOptics[] = {
although, no that should only be if you have multiple optic models ie. for different zoom levels
that's weird
so it actually is switching between the modes, but the P3D is remaining the same. I change the zoom of one of the modes just to test it.
let me try changing this, maybe it“ll help
Nope, nothing seems to help, the P3D simply isn“t switching for some reason :/
No matter what I do the optics remain firmly stuck on the first P3D defined in this array. The optics modes are switching, but the P3D is not
Uhm let me take a look, I don“t even have ItemInfo defined at the moment yet
Wait what?
but if I remove this everything breaks, I cant rmb at all
Nevermind. Ignore all that above. I thought you were making an attachment.
Ah yeah it“s for a weapon. Which is really curious that I can“t get it to work, because I could get it to work for a scope attachment :/
I“d wager the principle would be the same
IMO you're probably better off making an attachment for the optical sight instead. Then just use LinkedItems so it's always attached by default to the weapon.
it definitely should work it sounds like an actual bug that it doesn't
the modelOptics defined in the weapon should be ignored if ones is defined in the opticmode
I guess a work around would be to set it up as a zoom level as in the example on the weapon config wiki page
I spent some time thinking about it and realized I can“t think of a single weapon ingame that would use this. They all use scope attachments.
the only ones ive seen use it dont have two optics
just an optic and then a back up iron sight or similar that doesnt use modeloptics
long shot but have you tried setting modelOptics in the weapon to just "-"
gonna check A2 configs if its done it probably exists there
yeah nothing there, did find one thing I dont think ive seen anywhere else tho
disabledOpticsModes[] = {1}; //vyloceni 2D optiky (ID)
no freakin idea what its for, seems to imply like being able to disable opticsmode depending on firemode
if it works as I think it does it would mean the 4x scope wouldnt work on full auto on the scar_L in A2:OA
Yes, it makes you unable to rightclick even 
Hmm, any idea which weapon this could be? Technically the ironsight is still an empty optic p3d, no?
At least that's the way I solved it in the case of vehicles, but maybe vehicles work a completely different way compared to infantry weapons
rhsafrf rpg 26 has 2 iron sights that are switched with lctrl right click
if i remember correctly
Well, technically that is the same "empty" p3d, right?
So it doesnt cycle between different p3ds, but rather only between different memory points
oh yea, nvm then
Unrelated - has a flamethrower been implemented yet? I'd need my launcher to set people on fire in a small radius, but it would have to respect LOS and ignore people in closed vehicles, and it kinda sounds like a nightmare to try to get working
You can use ACE fire
Yeah I reckon its the same as setting the crew on fire
_intensity is number from 1-10
["ace_fire_burn", [_unitToSetOnFire, _intensity, _instigator], _unitToSetOnFire] call CBA_fnc_targetEvent;
Hmmm, can that be somehow bound to only trigger on people taking damage from the initial hit?
Albeit you could argue that a flamethrower should also work behind LOS in certain circumstances..
That's just to set one unit on fire, you'd just run it once for each unit you want to set on fire
Hm. But that would have to be somehow handled automatically by the game the moment the round explodes

How can I remove the blinking in night vision from the IR strobe grenades?
Sounds weird but I want to use simulation = "shotNVGMarker" because it collides with units.
I tried emptying the NVGMarkers class but its still present
have you tried making a new "blingking" clas for the nvgmarkers with blinking= 0?
also could turn brightness to 0
Yep that did it, weird that empty class was still producing it, but that works
I wonder if that still makes them lockable with IR weapons
My unit doesn't have enough people to crew all spots on armored vehicles on op days so we usually just have a driver and gunner. When someone gets in the commander seat of RHS vehicles it pulls counter measure control away from the driver and gunner as well as preventing the driver from turning in and out and doesn't return control when the seat is emptied. For example, when vehicles get screwed up in a RHS BMP, the driver can't turn out/in or use the smoke generator.
I've been trying to find a way to either prevent the driver and gunner from losing control or getting them a way to regain control, but I'm having issues finding what even defines a weapon and actions as something that can be taken over by the commander. Just changing the weapon and actions properties would be ideal, but if I have to make a scroll wheel action to reset the command status that would work too if I knew what to target.
can someone point me in the right direction?
Uhm, where do I define animationSources for an infantry weapon? Is it done the same way as in the case of vehicles?
For example the "ammo" source, and so on
they have all the engine sources by default
they dont have separately defined sources
Ah, I see, I“ll try like this first then
vehicles can define specific sources to tie on specific weapon they carry when there are multiple weapons
Yeah it works, thanks a lot. Looks like weapons are way easier than vehicles 
Can I somehow spawn the smoke effect from a destroyed vehicle as part of a submunition?
I“d seem I need to define an ammo class in the submunitionAmmo, which only leaves me with a smoke grenade effect?
I“d like a thermobaric launcher to spawn smoke at the point of impact
you can change and make your own effects yes
Looking into some config adjustments for my first time, how do I override values in an existing class? I have a HEMTT project set up, and I want to increase the maximum load of specific vanilla uniforms. I assumed this would work: cpp class CfgWeapons { class U_C_Paramedic_01_F { class ItemInfo { containerClass = "Supply500"; // "Supply30" }; }; }; But after adding requiredAddons[] = {"A3_Data_F_AoW_Loadorder", "A3_Data_F_Orange_Loadorder"} to my CfgPatches, this erased the rest of the config. Do I need to have my classes inherit their external base classes, Uniform_Base and UniformItem? Or should I not be doing this at all?
My goal is to increase their capacities while being at least kind of compatible with vanilla clients, i.e. ensuring the uniforms are visible to clients that don't have the mod. John Jordan suggested setMaxLoad which seemed promising, but I didn't find a suitable event handler to detect the uniform containers being created, and I suspect it wouldn't jive well with saved loadouts anyway.
No. You are missing inherting
Might be enough:
class CfgWeapons {
class Uniform_Base;
class UniformItem;
class U_C_Paramedic_01_F : Uniform_Base {
class ItemInfo : UniformItem {
containerClass = "Supply500";
};
};
};
ah, i incorrectly defined UniformItem inside the uniform inner class when i had tried it, now it works! ā¤ļø
Depends where it's from. You gotta check.
I'm trying to get this vehicle to inherit every undefined part of it's turrets class from the class it inherits from but it's not working. The B_AFV_Wheeled_01_up_cannon_F class inherits it's turret from class B_AFV_Wheeled_01_up_cannon_F which inherits it's turret from class AFV_Wheeled_01_up_base_F. Do I need to predeclare the turret in the parent's parent class or something?
Yes.
You need the full inheritance chain for turrets. If you don't declare the chain properly, the game assumes you want to delete those turrets.
Alright got it, thanks.
Hm, I am now wondering, since I want this to be MP compatible, should I not be using hitMP? Or maybe handleDamage with the specific ammo defined?
I really suck at EHs 
you can define damage type in the ammo for ace iirc
ACE_damageType = QGVAR(explosive_incendiary);
Hmmm, I can try. Does that set people on fire automatically?
its whats used for the flamethrowers in spearhead and sog
Hm, I dont think it works. I take damage from the indirectHit part, but I dont start burning š¤
what did you actually set, you'll need to translarte the macro
it should be "ace_explosive_incendiary" iirc
Well, yeah, that“s what I am running
ACE_damageType = "ace_explosive_incendiary";
model = "x\tbd_m202\addons\main\tbd_m202_ammo.p3d";
airFriction = 0.45;
hit = 100;
indirectHit = 20;
indirectHitRange = 20;
caliber = 1;
craterEffects = "HERocketCrater";
multiSoundHit[] = {"soundHit1",0.25,"soundHit2",0.25,"soundHit3",0.25,"soundHit4",0.25};
effectsMissile = "missile1";
effectsMissileInit = "PylonBackEffectsRockets";
effectsSmoke = "SmokeShellWhite";
explosionEffects = "MortarExplosion";
explosionEffectsDir = "explosionDir";
maxSpeed = 114;
explosive = 1;
effectsFly = "ArtilleryTrails";
submunitionAutoleveling = 1;
submunitionConeAngle = 50;
submunitionConeAngleHorizontal = 50;
submunitionConeType[] = {"randomupcone",1};
submunitionInitialOffset[] = {0,0,-1};
submunitionInitSpeed = 200;
submunitionParentSpeedCoef = 0;
triggerOnImpact = 1;
triggerDistance = -1;
subMunitionAmmo = "tbd_M202_submunition";
thrust = 98;
thrustTime = 0.3;
typicalSpeed = 114;
airLock = 0;
initTime = 0;
maneuvrability = 0;
simulationStep = 0.02;
timeToLive = 25;
fuseDistance = 10;
simulation = "shotRocket";
sideAirFriction = 0.01; ```
no idea sorry maybe its only on direct hits
hmmm, the flamethrower ammo actually uses "grenade" ace damage type š¤
weird, the napalm and molotovs do
class sticky_napalm_red_small: ShellBase {
ACE_damageType = QGVAR(explosive_incendiary);
};
ohh right I forgot it's not part of ace its part of the compats for spe/sog
Something else I have been thinking about making:
Is it possible to somehow have a static ATGM launcher, which allows the operator to deploy the "control panel + scope" (effectively the gunner“s position) in one place, but have the actual missile launcher be positioned elsewhere? (preferrably carriable / redeployable within a range of X meters from the position of the control panel)?
maybe as a UGV/UAV
Its an old piece of crap 
the UAV remote control mechanic is the only way to do it though
at least withing engine features
scripting can do a lot more
Hmm, and what if: I deploy the launcher where I want to have it, get in, and then use custom keybinds to "move" the necessary selection (control panel + gunner proxy), which would basically just be translation animations along the X and Y axes?
albeit idk whether that wouldnt be messy and allow movement through walls and so on
it would allow that most likely
I am not even sure if such an animation would follow terrain curvature
none
it would have to be scripted to calculate that
something like:
use action - ghost image of the controller appears where you look and you can move around normally and it keeps calculating if you can place it down
and then animates it to that position
but even then its risky
and also not quite easy

you want to do very speacial non vanilla mechanics there š
Cant really use UGV with this
It technically has a wire that allows you to offset your position, but might be too much for arma
Other mods/dlcs that have those just keep the gunner near it
well, but can you change the position of the launcher without changing the position of the gunner?
That“s kinda what I “d want it to work like, to have flexible separate deployment locations for the gunner and the launcher
It's in the SOG:PF DLC, try it out.
I'm trying to make a "rocket" that has as close as possible performance to a 120mm shell so that I can install a seeker warhead for proximity detonation. It seems to lose velocity very quickly and it travels in a perfectly straight line with zero drop even though thrust is set to 0. Is there a way to add drop and adjust the friction to closer match a normal shell?
maybe start from shotrocket sim rather than shotmissile.
Shells don't have any air friction at all in Arma though.
Is the shotrocket sim capable of supporting sensors in order to use triggerDistance?
I'd be surprised if it wasn't. But I don't know and I doubt if it's documented.
I just changed it to use rocket simulation and it's doing something I didn't think was possible. It's airbursting without a designated target. It only has an IR and a laser sensor and the turret laser was powered off. It still has no drop though.
i just got here, but did it hit its timeToLive?
Rockets explode at the end of that.
So I created an optic, added the optic slot to the launcher, added the optic into the linkedItems class and... it doesn“t work.
Whenever I either select the weapon in the arsenal, or acquire it by picking it up off the tripod the optic is never spawned together with the weapon. I always have to put it there manually and thus carry it with me in the inventory.
Does this linkedItem functionality even work in any case? None of the vanilla weapons seem to use it, and the vanilla weapons that do have this defined in the config aren“t spawnable in the arsenal
Is it also listed as a compatible item in the CowsSlot?
Does this linkedItem functionality even work in any case?
Yes
None of the vanilla weapons seem to use it
They do
aren“t spawnable in the arsenal
They're scope 1'd since they're mainly meant for AI to use
yes it is
Oh slot is case sensitive. needs to be slot = "CowsSlot"
Ran into this same issue so made a note of it
https://github.com/DartRuffian/Obsidian-ArmaModding/blob/main/Common Issues/Weapons.md
Well. It now works when I select it in the arsenal, it comes with the optic pre-selected.
But it doesnt spawn the optic if I disassemble the tripod 
Is that using ACE CSW?
yes
Can you show the CSW config on your tripod?
If its set correctly, it may be an issue with addWeaponCargoGlobal
https://github.com/acemod/ACE3/blob/master/addons/csw/functions/fnc_assemble_pickupTripod.sqf#L62
This is what the static has in it“s cfgVehicles
enabled = 1;
disassembleTurret = QUOTE(TBD_SPG_BASEPLATE);
disassembleWeapon = QUOTE(TBD_SPG_LAUNCHER);
disassembleFunc = QFUNC(handleDisassembly);
};
};
class ace_csw_baseTripod;
class ace_csw_mortarBaseplate : ace_csw_baseTripod {};
class TBD_SPG_BASEPLATE : ace_csw_mortarBaseplate {
class ACE_CSW {
disassembleTo = QUOTE(TBD_SPG_TRIPOD);
};
model = QPATHTOF(TBD_SPG_TRIPOD.p3d);
}; ```
Oh apologies, I was looking at the wrong bit of code
https://github.com/acemod/ACE3/blob/master/addons/csw/functions/fnc_assemble_pickupTripod.sqf#L49
ACE explicitly adds the weapon without any items

So is this impossible to do then I assume?
Unfortunately it isn“t possible to switch between distinct P3Ds defined in the optics modes of a weapon, thus I opted to create an optic to allow for this functionality, but if it doesn“t spawn together with the weapon then its a bit of a bummer.
Realistically it means only the designated crew can disassemble it, since they can have the optic in their inventory to put on the weapon after disassembly
Could make a PR to ace to change it, the CBA function that's used has a parameter to remove LinkedItems that defaults to true
I'm not sure if there's a specific reason they add it without the items or not
So the only code change would be adding a , false to the call
Hmmm, mayhaps
When a two-seat aircraft has a pilot and a gunner, is there a way to force the HUD to display info for pilot weapons and not the back seater's weapons?
RHS USAF is corrupted/half-installed:
14:16:25 Warning Message: Addon 'rhsusf_c_m1a2' requires addon 'rhsusf_c_m1a1'
That one isn't really a warning. It's terminal.
Is there a suggested method to get pos0 and pos10 vectors for type="horizon" HUD elements. My math formula method works for any other element, but my vertical angle indicators never correspond to the player view properly (using the F/A-181 horizontal pitch lines as reference). They do notably maintain correct rotation/aspect ratio on roll off-vertical
I used guess-and-check to painstakingly fix the Y-axis pos0/pos10, but then found out that I needed to change the X-axis as well since the rotation/scaling got funky when rollong the aircraft.
Used guess-and-check on the X-values rather easily when fixed in place rotated 90°, but then that turned out to affect my already matched Y-values. The effect wasn't large, and I no longer have rotation/stretching issues, but my Y-vals are still off now.
There isn't a great way to describe the issue, see attached. HUD with HMD overlay. I thought there was another bone affecting the draw class, but I checked and there wasn't - the draw class is copied from the F/A-181 with some tweaks to make it work on HUD instead of HMD
reinstalled all the mods now im getting this 18:51:19 Mission SSD_TWIN_LAKES_HOMEFRONT.sws_twinlakes: Missing 'description.ext::Header
That's a normal error IIRC
it makes it unplayable, like its not finding the map
its what it says the mapname is in editor and it matches on the pbo in mpmissions. ive never had this issue
There's probably another error that's not normal.
Although Arma doesn't put all of those in the RPT :/
well i switched server hosting recently so i didnt have to use filezilla, it was supposed to be easier to just install collections of mods but at this point i think id rather do it manually. its been nothing but problems
and now it says im missing nvgs?
What is the best way to make a model when placed on a terrain have a consistent sound playing from it?
Use fountain simulation and set the sound, it's how stuff like wind turbines and ac units are done
I can't remember the property name off the top of my head, but looking at the wind turbine config will show it
sound[]
Still not playing though...
class CfgEnvSounds {
class CfgEnvSpatialSounds {
class sound_hvac_01
{
memPoint="sound_hvac_01";
soundSets[]=
{
"HVAC_01_SoundSet"
};
};
};
};
class CfgSoundSets
{
class HVAC_01_SoundSet
{
soundShaders[]=
{
"HVAC_01_SoundShader"
};
volumeFactor=0.5;
frequencyRandomizer=6;
spatial=1;
doppler=0;
loop=1;
volumeCurve="InverseSquare1Curve";
sound3DProcessingType="PLant3DProcessingType";
};
};
class CfgSoundShaders
{
class HVAC_01_SoundShader
{
samples[]=
{
{
"DEVGRU\Terrains\RS_Terrains_DamNeck_Objects_1\Misc\sounds\HVAC.wss",
1
}
};
volume=1;
range=12;
};
};
class CfgMusic {
class HVAC_01_Test
{
sound[]=
{
"\DEVGRU\Terrains\RS_Terrains_DamNeck_Objects_1\Misc\sounds\HVAC_01.wss",
1.2589254,
1,
120,
1,
0,
0,
0
};
titles[]={};
};
};
Tried using CfgMusic (wind turbine) and the shader method using a memory point (named sound_hvac_01)
class cfgVehicles {
class RS_Terrains_DamNeck_Objects_1_Misc_HVAC_01: Items_base_F
{
editorPreview="";
editorCategory="TACDEVSQDN4";
editorSubcategory="RS_Terrains_DamNeck_Objects_HVAC";
displayName="HVAC Unit (01)";
icon="iconObject_1x3";
scope=2;
scopeCurator=2;
_generalMacro="RS_Terrains_DamNeck_Objects_1_Misc_HVAC_01";
model="\DEVGRU\Terrains\RS_Terrains_DamNeck_Objects_1\Misc\HVAC1.p3d";
vehicleClass="small_items";
simulation="fountain";
sound="HVAC_01_Test";
};
};
Could it be the parent class I'm using for my vehicle?
It uses CfgSounds, not music
Also generalMacro does nothing
quick question for any knowledgable individuals in the chat, how does one actually access the config to change shit in it? Im ATTEMPTING to edit the carry weight of a few vests and backpacks for my use, but I literally cant figure out how to get to that point in the first place.
Good morning people.
Its 10.30pm in germany and Im on since 8 hours again š
Is there a possibility to create a subcat of on subcat?
Like a Folder (Cat) in a Folder (Subcat) in a Folder (Subcat2)
The shown config is very invalid, too
Thanks for the info.
Could you maybe give me a bit more intel then:
"Its invalid" lol
The syntax is not valid
A class can have only two ways to be written
class CfgSmth;```
or```cpp
class CfgChild: CfgParent {};```
Thats a good source. Thank you brother ā¤ļø
Am I allowed to screenshot it and add it to the EBER documentary?
?
I really hoped you were lazy or left something hahaha
I will go to sleep now. Im way to long on this again. Ive slept 2hours and went instantly back to work
Can I use this screenshot?
Why not?
because its your intellectual property and Ive got respect
I call taking without asking -> "stealing"
Ive also waited to use Mikero Tool because it cracks the game files
use mikeros tools
the unpacking of Arma data on P drive is standard procedure
the Arma tools installer does it too but it does more smaller limited set
its not "cracking"
Ill have to setup things after waking up š
But I really run on 1% battery.
I need sleep. So also thanks to @hearty sandal& @wintry tartan for the ensuring to do the right.
I wish you all a good day and we will probably hear later if I got a thing to ask and
cant procced with the intel data I found.
That's not how a good progress is made. Take a nap
This page is what goes over the basic structure and what is possible. I believe you linked this earlier already.
https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization
Hey guys
I'm trying to make a mod and that mod uses another 2 mod's assets
Like get models from "mod 1" and puts the "mod 2" textures on "mod 1" models
Kinda like that
And what's the question
How to do that
Just use the model path from mod 1 and texture path from mod 2
are you sure the textures from mod2 are compatible with models from mod2?
textures between different models are usually not interchangeable
Don't worry about it
Its compatible
Hello!
I am having trouble figuring out the proccess of adding randomized faceware to a faction. I've tried using the information here:
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Headgear_and_Facewear_Randomisation
I've also tried overwritting the faceware classes that i want to use to add a custom identity type and then assign that identity type to the soldier's base class.
Could somebody(s) help walk me through this process? Or direct me to other sources of information?
Hey y'all got a question. Does anyone know a config patch I can make that automatically sets all uniform slots to level 1 armor? Including basegame, CDLC, and any modded uniforms?
this is not really possible to make
without manually mapping ALL the items
Anyone know the cfg format for map markers, to create a sub category in the editor? I tried the faction deal, no luck, but I am sure it must work another way.
I have resolved this, for anyone having the same issues, here's what i did.
Since I used modded facewear i made a patch that included the modded items I wanted to use and added a custom identity type:
https://prnt.sc/KMId3UtNr120
I then assigned this custom identity type to the unit(s) I wanted:
https://prnt.sc/GqoHJ8c_1wy1
It was that simple :/
How do you get modules to show up in Zeus? I see my modules in Eden but I can not get them to show up in Zeus.
- Make sure you have your module in cfgPatches -> units[]={"yourModule"}
- Make sure you have enabled from Game Master module -> All addons (including unofficial ones)
I've been trying to make a HUD element show up when the aircraft's main gun is selected using condition="weaponX" as a testing condition. The desired weapon is the first entry in the vehicle's weapons array weapons[] = {"B47_AL_M61A1","CMFlareLauncher"};; however, no matter whether I substitute X with 0 or 1, the element only shows up when the gun is NOT selected (i.e. I switch to pylon missiles, and the element appears in addition to the missile's own HUD element).
Is there some other way to detect the main gun? I'm trying to use this as a workaround since my original condition, //condition="-2+(mgun)*ImpactDistance";//Jets, but for gun only, doesn't display on two-seaters because the driver gun is not assigned to the backseat "gunner".
scopeCurator as well, in case that's defined in the module classes
True.
That could be added here too
https://community.bistudio.com/wiki/Modules#Creating_the_Module_Config
In the Example [show text]
There is only
class TAG_Module_Nuke : Module_F
{
// Standard object definitions:
scope = 2; // Editor visibility; 2 will show it in the menu, 1 will hide it.
....
That didn't worked
I added that texture to my mod and worked
Then you did something wrong
Marker has markerClass entry. Which refers to CfgMarkerClasses
Thanks! I am still pretty new to all of this and have burning the candle from both ends. I am embarrassed, I honestly thought that line was a skeleton variable like needing a model for a texture mod. Defeated by the humble map marker, lol.
Is there a way to just scope=0 an entire faction?
By scope=0 the entire classes of the faction. I usually use some SQF code to generate such config
If i scope=0 every class will it hide the faction completely in editor and curator too?
Correct
Same with groups? Or do i need to scope=0 groups too?
Groups does not take a scope. You need to delete the group configs
Okay, in a patch mod i essentially need to do
https://prnt.sc/xTiwXRmlMR5X
What about the faction class? Same thing?
Don't need to, if a faction has no available objects then it won't appear
Gotcha.
thanks guys
Factions config wise are just categories mainly
Can i have a specific weapon have less sway than others without sqf?
inertia config parameter
Iām currently having an issue where the optical sight of the turret always faces the front of the vehicle. I have a rear-mounted turret whose barrel always points toward the rear of the vehicle, so the optical sight always ends up pointing to the rear of the turret. I tried changing the initAngleY = 0 property in the class ViewOptics subclass of class Turrets to initAngleY = 180, but it had no effect. Does anyone know how to fix this?
all turrets need to be modeled forward
then they are set to face required direction (side, rear, etc) in the turret config
the memorypoints for gunner optics/view also need to be tied to the gun selection
so they follow the guns movement
the gunner proxies can be modeled to face the direction the guns are designed to point
But if you want the gunner to hold the gun with the hand IK config, the gunner proxy also needs to be first modeled to face forward and then animated to turn to face the turrets init direction (separately from the turret)
OK, do you know how to rotate all selected points by 180 degrees around a specified axis in Object Builder?
Id strongly recommend doing this in better programs (like where the model is originally modeled at)