#arma3_config

1 messages ยท Page 65 of 1

untold temple
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but if they're not defined in the model, no amount of configing will allow you to use hiddenSelectionsTextures

nocturne verge
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ah okay , so if the games config doesn't have it i am increasing my config length for no reason

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thank you

untold temple
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well you'd need to check the section names of the .p3d file to see if there are potentially any section names in there for retexturing. But generally if BIS adds "camo" sections to the model for the purpose of retextuting, then one of the associated config classes usually has the hiddenSlections defined

stoic lily
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@strange egret yeah thanks. mixed engine with fuel ๐Ÿ˜Š

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dep3d -S p3dFile will show selections set in a model

thorn leaf
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Does it still kill all players inside the vehicle though when hullDamageCauseExplision = 0 I wonder

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Maybe explision wont work ;) lol

hot pine
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no explosion at all

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this command allows you to make tanks behave like cars

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if car had hithull = 1 it didn't exploded, just red text in ui & ai leaves vehicles

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(player can board vehicle though)

velvet hinge
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@kindred moss It seems that it can be used to f.e. make wheeled APC behave like tanks, or tanks behave like cars just as reyhard states

kindred moss
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thanks you for clarification, I assumed it is so, I just wanted confirmation, its great news ( if it works right )

thorn leaf
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amazing news ๐Ÿ˜„

viral rapids
#

@karmic crypt
e.g. 5.56 Bullet Cfg

    class B_556x45_Ball: BulletBase
    {
        hit=8;   <------ this
        indirectHit=0;   <------ this
        indirectHitRange=0;   <------ this
        cost=1;
        typicalSpeed=920;
        airFriction=-0.0012000001;
        waterFriction=-0.30000001;
        caliber=0.69999999;
        deflecting=20;
        model="\A3\Weapons_f\Data\bullettracer\tracer_yellow";
        tracerScale=1;
        tracerStartTime=0.050000001;
        tracerEndTime=1;
        visibleFire=4;
        audibleFire=6;
        dangerRadiusBulletClose=8;
        dangerRadiusHit=12;
        suppressionRadiusBulletClose=6;
        suppressionRadiusHit=8;
        class CamShakeExplode
        {
            power="(5^0.5)";
            duration="((round (5^0.5))*0.2 max 0.2)";
            frequency=20;
            distance="((5^0.5)*3)";
        };
        class CamShakeHit
        {
            power=5;
            duration="((round (5^0.25))*0.2 max 0.2)";
            frequency=20;
            distance=1;
        };
    };```
A3\Weapons_f\config.cpp
edgy acorn
#

is it possible to add a turret to a plane? (like a door gunner on osprey)

edgy acorn
#

nvm, got it working

humble raven
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I would like to lower brightness of HUD in helicopters in Advanced Flight Model. Could this perhaps be done with config?

kindred moss
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afaik nobody ever tried to mod anything related to AFM so thats not going to be an easy task

humble raven
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I just checked, the AFM HUD is the same as the standard heli HUD, with the addition of 5 dials -- perhaps it won't be so difficult once I know how to do this stuff

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which reminds me, I have to ask: How do I get started learning to configure? I don't know how to begin at all

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is configuring -- as opposed to scripting -- when you open that big editor in the 3D Eden Editor and click on the Config button? Then you see all these parameters, and you can modify them?

strange egret
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you cant modify them in that editor

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you can only modify or create new onew externally with a text editor

humble raven
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ok

runic fable
#

:|
class Ruins: HouseBase
=>
class Ruins: Static

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in latest dev branch

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WHY??? @BI

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@red wharf please ask them to revert this inheritance change. you don't change base classes 15 years into the game

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(you introduce a new class like RuinsStatic_F or sth if that kind of inhertance)

stone cove
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you dont know BI likes to find new things to break for each big update so everyone has to fix it ๐Ÿ˜„

untold temple
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AFAIK they're doing it so that ruins load as simpleobjects and improve performance

jade brook
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Ace developers have to understand the basics of programing and inheritance, you don't mess up a base class for every one, but create a derivative for your mod so it can coexist with other community work.

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wew teach me

strange egret
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thats why i create my own baseclasses... the rest of the world can do what it wants and sling mud at each other, i have my own little island

viral rapids
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Same here. Grabbing the actual Cfg -> Create an own one with Tag_

candid wave
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X3KJ: when you say create, you mean inherit from bis or actually write/copypaste everything?

kindred moss
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you must inherit otherwise problems

jade brook
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or just make up stuff. looks like that is what anybody else does.

15:11:49 Updating base class asdg_SlotInfo->, by SMA_HK417\config.bin/asdg_FrontSideRail/
15:11:49 Updating base class ->asdg_SlotInfo, by z\ace\addons\laserpointer\config.bin/asdg_FrontSideRail/
15:11:50 Updating base class asdg_SlotInfo->, by scar_arma3\config.bin/asdg_FrontSideRail/
15:11:51 Updating base class ->asdg_SlotInfo, by bwa3_comp_ace\config.bin/asdg_FrontSideRail/
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thats why i create my own baseclasses
not an option

strange egret
#

maybe for you ๐Ÿ˜›

jade brook
#

Arma inheritance is way to complicated

stoic lily
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the above is just wrong inheritance parent definition

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by SMA_HK417 and scar_arma3

jade brook
#

nope

stoic lily
#

yes

jade brook
#

by SMA_HK417 and scar_arma3

stoic lily
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(and lack of requiredAddons probably)

jade brook
#

ace and bw are correct

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idk about required addons. all of these are loaded after CBA

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bw and ace are the correct ones... and I wrote both

stoic lily
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class asdg_FrontSideRail: asdg_SlotInfo

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and load order wouldnt matter

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that is bad practice though too

jade brook
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SMA_HK417 and scar_arma3 break it. ace and bw change it back

stoic lily
#

nothing gets broken

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its just a warning

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as i tried to explain you before the engine just writes the tree config by config

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but it doesnt rewire it

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if it would break things, BI would have made the compiler/parse stop the game from startup like with other errors

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also you dont see functionality broken

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the warning is important if you have actual change in inheritance like BI does now with Ruins

jade brook
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it totally breaks things. SMA_HK417 and scar_arma3 have to add additional config entries to these classes that are not correctly inherited

stoic lily
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like before it was meant to inherit from X, now it does from Y

jade brook
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the addons are just written in a way where it works out

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and ubc is not always harmless

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it can lead to missing config values

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and if the value is important enough, it will cause an error pop up

stoic lily
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and it gets changed as BI loads first (unless one uses hacks or bin.pbo replacement in thise case) and thus defines the tree for anything to follow

jade brook
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kju, I'll post an example

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Let me search. error pop up ingame due to ubc error

stoic lily
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like i mentioned last time do the relevant tests - isKindOf and if you can change a Car to Plane if you redefine its parent

jade brook
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no dude

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just wait for my example

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discord died

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Bohemia Interactive Forums

Page 38 of 39 - BWMod - posted in ARMA 3 - ADDONS & MODS: COMPLETE: @chompster We are preparing a hotfix for the false ammo names and other stuff. We will also look at the sights. Thanks for reporting. Cool! The zeroing for the CG is only for setting the range of the Smoke and Illum rounds. The Pz3 doesnt have a PgUp/Dn zeroing. Hmm.. Not sure if this specific to the German version then, since i definitely recall the TF47 CG being able to range even with HE and HEAT rounds(t...

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this one. we made a mistake with the inheritance of HitPoints class and it caused every tank that was NOT from BW to have an error pop up

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and since Arma is shitty, the error pop ups stop missions from loading

stoic lily
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diff of your fix?

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if you load before BI/A3 defines stuff, you can set the stage and cause such issues ofc

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and this type of error isnt catched by the parser/compiler/engine (like several others); plus its a sample of bad coding from BI - no standard is set when definition is missing

proud brook
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Did leftDustEffects[] = Supports leftDustEffects[] +=? As for now on my Configs and ingame Tests, it looks like no, it ignores the whole part if i use leftDustEffects[] += to add own Surface Effects for a new island.

summer fulcrum
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Yeah I have had multiple problems with DustEffects on terrains and I have had them working but once I started adding things they tend to just break for unknown reasons.

proud brook
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@summer fulcrum i was have this too, actually my used solution is, to complete inlcude alle Effects from Arma 3 and CUP including my own.

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And overwrite everything

summer fulcrum
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Its weird I just tested things and for some reason my dust only works underwater lol

proud brook
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lol

summer fulcrum
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I have the issue of it only working on roads and underwater.

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I'll do a lot of testing and see if I can find a solution within the next week.

summer fulcrum
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@proud brook I have a working config if you want it, make sure you don't have cup or aia loaded when using the config otherwise it breaks the dust.

proud brook
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@summer fulcrum thats caused by CUP since they overwrite everything, try to make Cup_world_dusteffects as dependency so your config will not be overwritten by CUP ;) and add the effects from Vanilla and Cup to the config, thats the way i was fix it, while some assets we use fromCUP

summer fulcrum
#

my map isn't going to require cup when it is released so no worries for me.

kindred moss
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since they overwrite everything
if that is so thats bullox, should tell them to fix that

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no mod outhere should overtake any root class and make others life a misery

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this should be carved in somewhere

wild pasture
#

That's a little bit of an assumption to make. The += operator doesn't work properly for configs arrays that contain subarrays, so there isn't anything CUP can do. However, CUP currently doesn't have the Tanoa surfaces defined for that entry so that needs to be fixed.

stoic lily
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is BI aware of the issue or they dont care?

wild pasture
humble raven
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I want to create a gray rectangle, mostly transparent, that I can lay near the bottom of the screen in game (so it will have the effect of making things behind it dimmer). Can anyone give me a hint to get started? So far I 've thought of tweaking a certain function ( https://community.bistudio.com/wiki/BIS_fnc_AAN ) -- I can remove the text but I can't figure out how it creates the opaque rectangular background

#

At least i've learned how to call this function in a script and pass it my own text, or remove text altogether

jade brook
stoic lily
#

Make code blocks by indenting two spaces:
You can also use three backticks to enclose the code block:
You can specify a language for syntax highlighting with lang=xxx:

#

+= has no logic; its simply extends an existing definition (appends to an array) - if the parameter is not defined in the class, it will become in effect just a = (assignment)
the compiler/parser is dump and doesnt know about inheritance (hence you cannot rewrite inheritance either - you just overwrite that its defined for the given field)

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the second example i find hard to believe - seems like BI screwed up big time there

jade brook
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are you trying to say this is no bug? then re read the issue.

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both examples show that. you are the only one who tried to explain it away. even the BI guy confirmed that it doesn't work and was only meant to work with grenades

wild pasture
#

I'll just make a separate ticket since it's technically two different issues.
This doesn't do anything

leftDustEffects[] += {{"CRConcrete", "LDirtEffects"}};

This incorrectly adds it to the array

leftDustEffects[] += {"CRConcrete", "LDirtEffects"};

So it'd be loaded as something like this

{"GdtGrassShort","LDustEffects"},
"CRConcrete",
"LDirtEffects",
{"GdtGrassShort","LGrassEffects"}
jade brook
#

Yeah. Seems to be a different issue. Or part of the same. The implementation of += just sucks

stoic lily
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stacked arrays seem bugged

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your first issue commy2 is just wrong expectations - i agree that the implementation is poor/very simple, yet your assumption how it works is just wrong

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just imagine an AIO config. now if you param += to a class where param is not explicitly defined, it will just write it in that line - the system is not capable to do an inheritance/parent lookup for the definition

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your second issue is a bug, if it really turns out that way

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as often BI tried a quick hack and messed up

jade brook
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sorry, kju, but the first issue is not expected behaviour. I don't know why you try to find a fault in everything I say, but just carefully read what I wrote there.

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I have no idea how you can say that that is expected behaviour.

humble raven
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oh there you are commy, thanks for the tip yesterday, it helped me over a little learning hurdle

jade brook
#

yw

shadow sand
#

I don't get why there's a channel for editing configs.. But whatever

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Just a "IMO"

somber cloak
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you dont get a lot.

kindred moss
#

yeah screw configs not like they are important ๐Ÿ˜„

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why do you guys even argue over a operator that doesnt work? Why even use that shit if its not working and never was intended to work as you expect it. It seems its just made as a dirty hack for something that needed quick fix.

jade brook
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because it would be very usefull

kindred moss
#

oh so the argue will make it work ๐Ÿ˜›

jade brook
#

what are you talking about?

kindred moss
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about your's and kju's pissing contest?

jade brook
#

you don't make any sense, mate

kindred moss
#

bah nvm you Germans...

jade brook
#

you're weird

kindred moss
#

I might be, Im 36 and its 00:30 Zulu and IM sitting here talking to you, I must be weird

jade brook
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go to bed

wicked delta
#

Would anyone know how to fix the fact that there's no sound of bullets leaving the gun in the A3 samples weapon?

stoic lily
#

commy2 i am just trying to explain how the engine works in this regard. its up to you if you want to know it or not.
however it helps with expectations on functionality, if one understands it

jade brook
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yeah, no. those are not expected behaviour.

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you telling me "how" it works is just pure speculation

stoic lily
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its based on lots of testing and ppl checking the leaked source

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but whatever

jade brook
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And I didn't test it? Also, pretty sure that the leaked version didn't even have +=, but I might be wrong

ruby rampart
#

How would someone make a light source IR only?

nocturne verge
#

            class Bag_Base;

    class B_Kitbag_Base_LATPAD: Bag_Base {
        author = "[SAWRecce]Maj.AntiAlligat3r";
        mapSize = 0.510000;
        scope = 0;
        _generalMacro = "B_Kitbag_Base";
        picture = "\A3\Weapons_F\ammoboxes\bags\data\ui\icon_B_C_Kitbag_blk";
        model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Fast";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\SAWRecce_ArmA3\Digital\LATPAD\Backpacks\Desert\data\backpack_fast_LATPAD_co.paa"};
        maximumLoad = 500;
        mass = 30;
    };

    class B_Kitbag_LATPAD: B_Kitbag_Base_LATPAD {
        author = "[SAWRecce]Maj.AntiAlligat3r";
        _generalMacro = "B_Kitbag_mcamo";
        scope = 2;
        displayName = "Kitbag [LATPAD]";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\SAWRecce_ArmA3\Digital\LATPAD\Backpacks\Desert\data\backpack_fast_LATPAD_co.paa"};
    };
}; ``` Can anyone enlighten me as too why this does not show in the VA , and 'does not exist'
jade brook
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forgot to add a correct requiredAddons into cfgPatches?

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forgot to add these classnames to units in CfgPatches?

nocturne verge
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never done that and everything works but kitbags

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or other backpacks for that matter

jade brook
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you have to do that, otherwise they won't show up

hot pine
#

scopeArsenal=2?

jade brook
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nope, CfgPatches requiredAddons and units

wild pasture
#

scopeArsenal overrides the scope property if defined, but if it's undefined and scope = 2 then it should show up

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So if you didn't want an object in the editor but you wanted it in the arsenal you would use scope = 1 and scopeArsenal = 2. Then if you wanted the object to be available in the editor but not the arsenal you would use scope = 2 and scopeArsenal = 1

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I'm fairly certain it's not working for him because he has it defined as class cfgVehicle instead of class CfgVehicles. The capitalization doesn't matter, but he forgot an "s"

cold moat
#

Quick question in relation to the defines.hpp file for GUIs. When writing out '#defines CUSTOM_THING ####' what does the #### portion relate to. I've tried looking at examples from other mods but can't find any relation between them.

stoic lily
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units[] should be also necessary as commy2 says

#

#define SEARCH REPLACE

wild pasture
#

#defines wouldn't work either (there shouldn't be an "s").

#define someName someValue
#define ALPHA 0.5

Then when it's used you can just do things like

_color = [255, 255, 255, ALPHA];
cold moat
#

Ok ya I know how the syntax all works I just want to know why it matters in relation to the defines.hpp file for a GUI becuase in every mod I've looked at there is no correlation between what is being referenced with the someName and the someValue that I can find between the my_gui.hpp file and anything else.

jade brook
#

what

stoic lily
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people do just stuff for no reason if they dont understand how it works

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are just include "all" to be on the safe side is another common pattern

somber cloak
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^^

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also people are good at asking for fixes, and not even diff'ing the changes to understand what/why/where they went wrong

nocturne verge
#

@wild pasture that could be the problem , I never noticed , thank you

#
    //Headstuff
    class SAWRecce_Beret_B: Helmetbase {
        scope = 2;
        dlc = "SAWRecce_ArmA3";
        author = "[SAWRecce]Maj.AntiAlligat3r";
        displayName = "Beret [SAWRecce]";
        picture = "\Addons\characters_f_epb\A3\characters_f_epb\BLUFOR\Data\UI\icon_h_beret02_ca.paa";
        model = "\Addons\characters_f_epb\a3\characters_f_epb\BLUFOR\headgear_beret02.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\SAWRecce_ArmA3\SAWRecce\Headgear\data\headgear_beret_SAWRecce_co.paa"};

        class ItemInfo: HeadgearItem {
            mass = 2;
            uniformModel = "\Addons\characters_f_epb\a3\characters_f_epb\BLUFOR\headgear_beret02.p3d";
            allowedSlots[] = {801, 901, 701, 605};  //No idea what this is
            modelSides[] = {6};   //or this
            armor = "1 * 0.5";
            Elite = "100";
            passThrough = 0.100000;
            hiddenSelections[] = {"camo"};
        };
    }; ``` and can anyone explain why only I can see my beret and my friends can't
kindred moss
#

quick help

is there a takistan identity type in the game as in language and head types or is that now persian

kindred moss
#

found it

#

identityTypes[] = {"LanguagePER_F","Head_TK","NoGlasses"};

wicked delta
#

What determines the location of the view on turning out?

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For the driver especially?

sacred niche
#

Is there a way for event handlers to be executed on the server (for Extended_Init_EventHandlers)?

edgy yacht
#

anyone knows where i can find a config entry for the sound of the building destruction, i wanna replace it

stoic lily
real cloak
#

dunno if that the right channel, but I made a custom inventory.. however
When pressing the Inventory button or player action ["Gear"...] it wont show up sometimes. Even tho, the onLoad is called and delivers a display..

Anybody had this issue before?

real cloak
#

findDisplay afterwards returns NoDisplay aka displayNull

jade brook
#

Is there a way for event handlers to be executed on the server (for Extended_Init_EventHandlers)?
if (!isServer) exitWith {}; in line 1 ?

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No, Senfo. Maybe it was closed immediately?

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for example when you are too far away from the container? hard coded range is 15 meters or something like that

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it will auto close if you are further away than that

real cloak
#

tested it with the player as container

jade brook
#

I think this base value can be altered by a config value too. So it depends on the containers model

real cloak
#

didnt work either

jade brook
#

another unit cannot be the container

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that doesn't work

real cloak
#

however this is only in multiplayer, it works just fine in editor

jade brook
#

has many inventory synchronization bugs

real cloak
#

it sure can

jade brook
#

that doesn't work

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nope

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in MP the inventory is not synchronized using that method

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it's not meant to be used that way

real cloak
#

I cant open it up on cars etc.. either

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clicking "I" some more times will bring it up after a rondom amount of clicks

jade brook
#

never had that. you sure you are close enough to the car?

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cars can have adjusted range for this

real cloak
#

I will test that a few more time, just a second :)

jade brook
#

can't rememer the config value, but its added to the base value so it's negative most of the time

#

player action ["Gear", cursorTarget];

real cloak
#

alright, same result even if I am standing right next to the car

#

In editor it works just fine either way even from distance

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however

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it works just fine when I am sitting in the car

jade brook
#

maybe it's borked. wouldn't be the first thing

real cloak
#

really annoying.. no errors shown

sacred niche
#

@jade brook, from the testing I did the event handler does not run when used like class Extended_Init_EventHandlers { class ADDON { init = "call compile preprocessFileLineNumbers '\z\uo\Addons\debugconsole\xeh_init.sqf'"; }; };

jade brook
#

you use ADDON, but are you sure you are using that macro?

sacred niche
#

Yes, as I have a preinit and a postinit

jade brook
#

if you don't then two things could conflict, as they share the same name

#

oh wait

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no that's wrong

#

for init you have to specify the class name

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wait

#
class Extended_Init_EventHandlers {
    class CAManBase {
        class My_Soldier_init_eh {
            init = "diag_log _this";
        };
    };
};
#

will fire for every CAManBase in this case

sacred niche
#

Will that also fire on the server?

jade brook
#

yes

sacred niche
#

oh, okay.

jade brook
#

init is a event that is triggered even for remote machines

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so everywhere and it doesn't matter which machine owns the object

sacred niche
#

thanks for clearing that up.

jade brook
#

shitty discord ate the closing bracket AGAIN

jade brook
#

@sacred niche
Personally I'd just use the newer SQF version:

["CAManBase", "init", { ... }] call CBA_fnc_addClassEventHandler;

Just make sure to call it from the unscheduled preInit script, so you don't miss objects that already are created

#

no need for more ugly configs and you have some nice optional parameters

sacred niche
#

I will def look into that.

jade brook
real cloak
#

what are the params of CfgEnvSounds >> XXX >> randSampx[]=
{
"A3\Sounds_F\XX",
0.099999994,
1,
100,
0.12,
10,
25,
40
};

#

0.099999994 should be relative volume, right?

stoic lily
real cloak
#

Btw why cant I manually edit the Serverbrowser Listbox :P
lbDelete throws out of array even tho the index can be read
lbSetData crashes the game

gilded lake
#

the engine is probably hardcoded to use them. You could hide them though by moving them off screen. ^^

kindred moss
#

is allowedfacewear in headgear config actually a whitelist of allowed facewear or is used for AI and gear randomization?

#

if I do this

    {
        "G_Aviator", 1,
        "G_Balaclava_blk", 1,
        "G_Balaclava_oli", 1,
        "G_Bandanna_aviator",
        "G_Bandanna_beast", 1,
        "G_Bandanna_blk", 1,
        "G_Bandanna_khk", 1,
        "G_Bandanna_oli", 1,
        "G_Bandanna_shades", 1,
        "G_Bandanna_sport", 1,
        "G_Bandanna_tan", 1,
        "G_Shades_Black", 1,
        "G_Shades_Blue", 1,
        "G_Shades_Red", 1,
        "G_Shades_Green", 1,
        "", 1
    };``` would that mean only that facewear can be selected with this headgear item or is this just used for AI identitytypes randomization of facewear?
#

yeah its what I thought it is, facewear randomization

edgy yacht
#

is it possible to modify a class if it's not inheriting from some other class

stoic lily
#

sure

edgy yacht
#

how?

stoic lily
#

config loading is just overwriting previous definitions

#

no magic involved at that stage

#

inheritance only comes into play when the engine takes over and the game is running

edgy yacht
#

let's say i have class CLASSNAME in cfgsoundshaders, and i wanna modify it with a patch, how do i do it

stoic lily
#

requiredAddons

#

to make your config load after to overwrite

edgy yacht
#

did that, and what's next?

#

just add CLASSNAME {value = 1; } and it will modify the existing class?

stoic lily
#

yes

#

class CLASSNAME

#

but i guess you meant that

edgy yacht
#

well yeah, so other values that were there before will stay?

stoic lily
#

(specific access setting can stop some things)

#

you can either extend or overwrite

#

(remove via delete is very advanced/complex usage)

edgy yacht
#

how does it know if i want to overwrite or extend?

stoic lily
#

extend = parameter not defined so far (also not via inheritance) (same applies for subclasses)

#

overwrite = definition exists in prior loaded config

edgy yacht
#

oh okay, got you

stoic lily
#

extend example:

#

IFA3_newParamter = "ok";

edgy yacht
#

okay i got it, will try

#

thanks

stoic lily
#

np

edgy yacht
#

for some reason i thought that if a class is already defined and you try to overwrite it, it will overwrite all values, not just what you set

stoic lily
#

fair assumption but thats not how it works

edgy yacht
#

that's nice of arma

runic fable
#

aimTransitionSpeed new in cfgWeapons

#

they also fixed(?) all their float (x.xf) values

#

new but empty: root class CfgFeedbackEffects

thorn leaf
#

Uhhg Is there any config effecient way to allow 2-3 shot burst to be semi accurate to about 75m.. Without making it so you can full auto spray people? ๐Ÿ˜ข

nocturne verge
#

yeah probably dispersion that you change and recoil

#

anyway so I retextured the Strider , all good and well but i felt it was a tat slow , so i started increasing values , but for some reasoon , it gets too 60km/h and then starts breaking down to 40 , can anyone maybe explain why or do you need the coding

kindred moss
#

on which surface?

#

it may depend where are you driving it, afaik it will slow down on dirt

#

max speed on roads

strange egret
#

never noticed any slow down off-road with physx

viral rapids
#

iirc, there is one. Can't find the config entry atm

wild pasture
#

That could be configured in the vehicles config or that surface.

sullen fulcrum
#

there is maxSpeedCoef

    {
        access = 2;
        files = "gdt_strconcrete_*";
        character = "Empty";
        soundEnviron = "concrete";
        soundHit = "concrete";
        rough = 0.05;
        maxSpeedCoef = 1;
        dust = 0.15;
        lucidity = 0.3;
        grassCover = 0.0;
        impact = "hitConcrete";
        maxClutterColoringCoef = 1.35;
    };```
agile flame
#

Hello mates ๐Ÿ˜ƒ Who can point me to simple config.cpp for static object likes road code or chair or table etc? thank you

stoic lily
#

ALDP from BI

nocturne verge
#

no but i mean , I am driving on tar road , all is fine until about 70 then the brakes enable until i am at a speed of 40

#

and that is really really annoying since i have -100 ideas why

kindred moss
#
{
    class LandVehicle;
    class Car: LandVehicle
    {
        terrainCoef = 1.7;
    };``` note the `terrainCoef` value the lower the faster will car go
#

offroad that is

#

I think there was hardcoded limit for vehicle speed too

#

124 or something

#

as for sudden slowdown I have no idea that might be Physx config

viral rapids
#

its the same iirc

stoic lily
#

not sure

#

one is per vehicle at least and the other per surface

agile flame
#

what can be wrong, when im packing pbo its just stacked on Binarizing process. If im uncheck Binarize box, it packing ok but then game crashing when im trying to spawn object in editor from pbo?

bleak scaffold
#

Gettin some bin error, custom backpack wont show ingame

#

Tried SCope 1 and 2

kindred moss
#

@agile flame you model might be faulty or issues in model.cfg

wintry bear
#

Im trying to reskin an aircraft and looking for a way to get rid of the aircraft registration numbers on it. Right now Im just messing with the attributes in the eden editor to load up my textures. Is there a way to keep the Aircraft registration numbers from showing up?

#

Btw, the numbers are in a seperate .paa

kindred moss
#

hiddenselection... you must figure its name and overwrite that texture with your own trough config... if its not done that way then there is no way and you will have to live with it

nocturne verge
#

chances are you will have to cover the numbers in the texture itself

kindred moss
#

Added: A new "Fired" Even Handler for muzzle config (example: CfgWeapons/Default/Eventhadler/init = "hint str _this")

will this make it into 1.64? Pl0x

runic fable
#

new

class CfgCoreData
gizmoModel = "core\default\default.p3d";

edgy yacht
#

is this what i think it is? we'll be able to add event handlers too weapons, or am i dreaming it up?

spare night
#

any idea as to why the turret isnt moving and weapons arent showing or useable + no gunner view when you go into the scope for the SAM truck?
http://pastebin.com/fMmdbU1K

kindred moss
#

is this what i think it is?

Yeah... I mean fu*k yeah

humble raven
#

jastreb do you know how to make a simple overlay, like a little .paa file, that you can toggle with addAction and doesn't interfere with your controlling the game?

#

I know how to make a dialog with addAction now but it removes all control until I kill it with Escape

kindred moss
#

sorry I know almost nothing about dialogs, never messed with it... and thats a scripting task so try #arma3_scripting

humble raven
#

ok... I have a feeling though that eventually I will try to do something like it with configs -- but i'll leave that for a week or so

viral rapids
#

class RscTitles

wicked delta
#

Does anyone happen to know how to lower the damage needed on a vehicle to kill it? The thing seems to be taking damage like a normal vehicle, but takes an absurd amount of explosives to actually explode.

jade brook
#

HitFuel has to be > 0.9

#

or structural damage has to be >= 0.9 (iirc the threshold)

#

it's all hard coded

strange egret
#

if you are talking about vehicles from other mods - no not really. Only proper way is to edit firegeometry and hitpoints

wicked delta
#

Hmm, the problem is that the tank takes like 10 rpg shots before it goes kaboom, but it is taking damage to its hull etc, any clue how to fix? Thanks.

jade brook
#

add more points into the hit-points LOD and put them thingther

real cloak
#

Can someone kindly advise me ... I want to rewrite the default inventory, but the layer order of the controls in RscDisplayInventory just stays the same as the original

any way to avoid or change that?

stoic lily
#

use new classes and delete/disable the old ones (idc=-1)

#

the initial load order determines the order - you cannot really influence that for BI classes

#

you would need to load before them, yet this can cause issues at times or turn out to be unreliable

#

you would need to load before them, yet this can cause issues at times or turn out to be unreliable

real cloak
#

ok thats for the help :)

thorn leaf
jade haven
#

I'm trying to add some custom Attributes to my vehicle. Does anybody know how I would populate the combo box with my data?
class Attributes { class WeaponsOptions { displayName = "Weapons loadout"; tooltip = "Weapons loadout"; property = "ARMSCor_Rooivalk_Weaponsoptions"; control = "Combo"; typeName = "STRING"; class Items { class Option1 { text = "Light"; data = ""; }; class Option2 { text = "CAS"; data = ""; }; }; }; };

#

Or if you can point me to a more appropriate place to ask or get info. Have been googling this for days now. ๐Ÿ˜ฆ

stoic lily
#

i would check ACE and the Eden editor mod to see how they do it

stoic lily
#

maybe try with allowAgainstInfantry = 0

#

also whats your test env?

#

finally you can compare AA ammo from the other launcher i guess

hot pine
#

it's worth to check maxLeadSpeed in cfgMagazines too

#

use values instead of items. pasted whole attribute class from rhs t72 tank so you can see some other attributes too

jade haven
#

@hot pine WOW. Thanks mate. Much appreciated

stark jungle
#

Without making this sound like a racist comment, is there way in which you only use the NON African American heads, it's to avoid clipping issies with face masks and balaklava's ?

jade brook
#

so if I want the RPG to be used against pretty much all targets, simply add in more flags?
yeah. although most of the lower flags are non functional. these should work. I did this for Bundeswehrs RGW90 and they do engage infantry with it.

agile flame
#

Guys, who good with house \ building configs?

#

i need simple cfg with 2 doors

#

likes garage

#

nothing more

#

who can help, kudos by me ๐Ÿ˜‰

wild pasture
#

Arma 3 Samples has a house with doors

viral rapids
#

I am waiting for the "me gonna pay uuu, bruuuuu"

thorn leaf
#

I know, lazy mode. Does anyone know how to disable inventory weight from effecting

#

Effecting stamina*

viral rapids
#

player enableFatigue false;
๐Ÿ˜„

thorn leaf
#

Well I still want stamina sys. But I want it so say a fat Automatic Rifleman with all his weight can keep up with mr rifleman

#

So basically I want everyone to have the same stamina

agile flame
#

@wild pasture sure, why not

shadow sand
#

@thorn leaf maybe set the weight of the objects in the Inventory? Besides, that's what stamina isn't for. To have more realism than "Let's run together for exactly 15 minutes even if you have nothing but I'm carrying 100kg of cat food"

viral rapids
#

@thorn leaf With or without Addons?
*Note: nvm, if you "disable" the wight of the items by Config, you can load yourself full with... erm... everything (like 100 Launcher etc)

thorn leaf
#

With addons.. and I am not interested in the realistic aspect for this. I wanna do it so that if a squad is going to point a/b the heavy loaded AR isnt always lagging behind without the squad :)

#

And damn that sucks about the weight.

sullen fulcrum
#

@thorn leaf You would need to give every rifle, pistol, item type, uniform, backpack and west the same weight per "type", probably by creating your own rifle baseclass with a given weight and inherit your own rifle classes from it.
you would end up redoing probably all the cfgWeapon classes
maybe there is a smarter way i don't see right now...

humble raven
#

Doing a big reinstall here -- does anyone know where that tutorial is on how to install all the stuff for the P drive and so on?

#

you know, when you get the a3/ and all the subfolders

thorn leaf
#

Redoing cfgWeapons.. :"(

#

Nooo

sullen fulcrum
thorn leaf
#

:(

#

I stay out of that channel. Above my paygrade

humble raven
#

Does anyone know how to change location of huge "Arma 3 Projects" (extracted game data?) away from C drive, so that P drive still works?

agile karma
#

Depends on the config. Lots of it is quite simple, the problem comes when you're trying to adjust configs no one ever deals with

humble raven
#

no problem now, it seems to be working

real cloak
#

@humble raven I use symlinks for that

stoic lily
#
{
    staminaDuration = 60;
    staminaCooldown = 10;
    staminaRestoration = 30;
    aimPrecisionSpeedCoef = 5;
    terrainDrainSprint = -1;
    terrainDrainRun = -1;
    terrainSpeedCoef = 0.9;
};```
#
class CfgMovesBasic
    class Default
        stamina = 1;```
humble raven
#

symlinks, haven't heard that word in a long time... makes my brain hurt

#

i know they're supposed to be very useful once you get round them

thorn leaf
#

@stoic lily I assume thats directed toward me? Am I missing something here? Does this achieve what I am looking for?

stoic lily
#

@thorn leaf you asked whats available outside scripting

thorn leaf
#

Ahh gotcha thanks! Unfortunately this doesnt work for what I am trying to achieve. However, I got those reconfiged also ๐Ÿ˜„

sullen fulcrum
#

Hi all, I am trying to find alternatives to "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa",

#

I am having a look in the Config viewer in the ArmA 3 editor under CfgHoldactions but I cannot find any references to those .paa files.
Trying to find an icon for placing a bomb instead of "connecting"

jade brook
#

holdAction_forceRespawn_ca.paa

#

holdAction_hack_ca.paa

#

holdAction_revive_ca.paa

#

holdAction_reviveMedic_ca.paa

#

holdAction_search_ca.paa

#

holdAction_unbind_ca.paa

#

that's all there is in that folder

humble raven
#

OK I've been learning scripting for some time now and I'm beginning to suspect that what I want to do is more of a config thing, so:

#

Can anyone point me to vids/tutes/docs on "Config for beginners"?

odd prairie
#

i have a arma altis life server buy how do in put in the teamspeak

jade brook
#

ModParams - Undefined or empty mod directory

#

what does this mean exactly?

wicked delta
#

source = "!isSelected"; would this work in a model.cfg?

jade brook
#

nah. it's not sqf. you just enter the string

kindred moss
#

ModParams - Undefined or empty mod directory
have you launched the game with or without mods and which ones?

#

it might be that arma3.exe was launched with param -mod= being empty ( unlikely ) or that mod that you are using has empty or wrong set dir="" param in cfgMods

jade brook
#

or that mod that you are using has empty or wrong set dir="" param in cfgMods

#

ok. do I even need this?

dull bolt
#

I just added several functions and this is the only one that doesnt want to work

#

i havnt gotten any errors for fn_targeting itself

wild pasture
#

That's because it's under ED4_fnc_targeting

dull bolt
#

so the tag= is worthless?

wild pasture
#

Not sure, looking through A3 configs for it now

dull bolt
#

I tried it outside of the ed4 parent class, and there was no difference

wild pasture
#

class CfgFunctions
{
    class A2
    {
        tag = "BIS";
        project = "arma2";
        class Arrays
        {
            file = "A3\functions_f\arrays";
            class selectRandomWeighted {};
#

The wiki has this syntax as an option

class CfgFunctions
{
    class myTag
    {
        class Anything
        {
            tag = "myTag"; //Custom tag name
            requiredAddons[] = {"A3_Data_F"};
        };
    };
};
#

I can't find it used in that way in any of the A3 configs though

dull bolt
#

the tag is the same as the prefix right?

wild pasture
#

Yeah I would avoid the second syntax I posted, something seems off about it

dull bolt
#

got it to work, you were right. there can't be more than one subclass

agile karma
#

tag is not useless for sure.

acoustic crag
#

What's the config parameter for vehicles that defines the trunk space?

#

Does it happen to be "maximumLoad"?

wild pasture
#

Yes that should be it

acoustic crag
#

Thanks

stoic lily
#

Added: A new explosionShielding object shape property

#

more info on that one available?

runic fable
#

impactDamageMultiplier

#

mipBias = 2.0;
sounds like one can configure mipmap changing via config? (class CfgVideoOptions)

stone cove
#

it can?

runic fable
#

well the parameter sounds like it and BI adjusted it with 1.64

kindred moss
#

^ should be there

kindred moss
#

Tweaked: The BIS_fnc_exportEditorPreviews function now allows taking screenshots of specific vehicle classes

#

oh gawd thanks

kindred moss
#

well that didnt last long...

#

DX11 error : Saving of screenshot to file failed: : E_FAIL

#

I cant get this to work at all, since its introduced

#

same error over and oover again

humble raven
#

My Youtube video explaining my project for VERY important improvement to A3 Heli Advanced Flight Model has gone live, with my PBO, script, etc....

#

I think it may end up being a config thing instead of scripting but I'm not sure at this point

kindred moss
#

yeah I understand but pls dont spam every channel with it

humble raven
#

that was 2 channels out of 50

kindred moss
#

0 = [nil,"vehicles",[independent],[],["myaddon_c_troops"]] spawn BIS_fnc_exportEditorPreviews; looks to be working something but it produces actually NOTHING as in
DX11 error : Saving of screenshot to file failed: : E_FAIL

#

I cant make editor previews without this, so does anyone have any solutions or I will have to forget about its existence. Its not working for me since its introduced

stoic lily
#

i think you need to run full screen; maybe even dev branch or diag.exe
maybe other specific video options, no 3rd party tools to interfere etc

kindred moss
#

well none of that I run in fullscreen no overlays or anything alike was running... tried to run all the things as administrator it still fails

#

I dont know about diag.exe havent tried that

#

neither its ever mentioned as requirement, but anyways...

#

none of the related works either... screenshot wont work too

#

followed everything on wiki even added maxScreenShotFolderSizeMB = 2000; to arma3profile

#

I dont remember trying this though

#

screenshot "any\where\you\want.png";

#

but I doubt it will work it clearly states that DX11 fails to save screenshot

stoic lily
#

diag.exe might contain more info in debug.log at least

kindred moss
#

Note The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows 8 and is not supported for Windows Store apps.

#

Im going to try with diag.exe but if it fails thats it, should of posted a bug report long ago, I might do it now if it fails again

#

that is the function that fails and mind you the D3DX11 is marked as deprecated

wild pasture
#

Didn't we conclude it might be an error caused by one of the characters in your profile name?

#

I can't remember what the end result of that was

kindred moss
#

it proved to not be the case, and you have a very good memory ๐Ÿ˜ƒ

#

reinstalled windows since then and profile does not contain any cyrillic chars

#

its same as here Jastreb

wild pasture
#

Well there goes that theory

kindred moss
#

yeah to my disapointment, I really hoped that to be the problem but its not..

#

in theory now that could be driver issue

#

thats the only things that is a constant in this equasion

wild pasture
#

What kind of graphics card do you have? Worst case I can give you a DLL/extension and edited editor preview script to capture the images

kindred moss
#

Radeon 6950

#

bonkers... shoot me a PM or ping me later on I cant get this to work, Im keen to see a solution if you have one

red wharf
kindred moss
#
 213.072:   (last instruction at A3\functions_f\Diagnostic\fn_exportEditorPreviews.sqf:239)
 214.056: DX11 error : Saving of screenshot to file failed:  : E_FAIL
 214.056: c:\w\dev\futura\lib\d3d11\engdd11.cpp(3290)(func: DX11::EngineDD11::DDError11)  [AssertRLS]  ThreadID=9784 DX11 error : Saving of screenshot to file failed:  : E_FAIL```
#

thats about it wih diag.exe no idea what that means I cant debug DX11 errors

stoic lily
#

i guess A3FT ticket with dxdiag.exe output attached and this is the best you can do for now

#

maybe send a tweet to the ticket to Karel afterwards to increase your chances

kindred moss
#

my chances are low then I purged my social acounts recently ๐Ÿ˜„

#

Ill to the FT part and hope that @wild pasture has some tricks ready for me ๐Ÿ˜‰

kindred moss
#

^ created it

wild pasture
#

Do you get the same DX11 error if you run screenshot "testFile.png"; from the debug console?

kindred moss
#

@wild pasture yeah pretty much the same 22:53:35 DX11 error : Saving of screenshot to file failed: : E_FAIL

#

I tried giving it wrong path and it fails even before it tries to save anything

#
22:55:52 error: Invalid file path "D:\testFile.png".```
sullen fulcrum
#

Is it possible to extend the CfgIdentities class in ArmA 3?

I would like to add some new attributes to it for my mod e.g.

class CfgIdentities
{
    class MyLittleSoldier
    {
        name = "Givens";
        nameSound = "Givens";
        face="WhiteHead_06";
    glasses="None";
    speaker="Male05ENG";
    pitch=1.1;
        role=marksman; //this
        kits=["ghost_recon_kit1", "ghost_recon_kit2", "ghost_rifleman_kit1"];     //this
    };
};

Commented

#

I need a way to restrict loadouts an identity can take, is this possible?

agile karma
#

no

stoic lily
#

via scripting you can

tight raven
#

Hi all. Does anyone have an idea why am I seeing only SiAF/Men subcategory in editor and not SiAF/Men Woodland, SiAF/Desert, SiAF/SLOcam?
Here is my config
http://pastebin.com/raw/fs0bngaZ

P.S. In groups section of editor I can see the 3 diferent unit categorys

#

I think the problem is somewhere in "class CfgVehicleClasses" part of config but I canot see it for the life of me... :S

gilded lake
#

I think how you did things is the old 2D editor way of things

#

not entirely sure though, never actually bothered with that side of modding ๐Ÿ˜ƒ

tight raven
#

I'll look in to that. Thanks @gilded lake

kindred moss
#

@sullen fulcrum editorSubcategory = "my_EdSubcat_something"; < you are missing that for Eden editor. Must create new classes under class CfgEditorSubcategories { class my_EdSubcat_something { displayname= "Something"; }; }; and then use that in soldier classes

tender folio
#

anyone know why a boat would just flip over only on land?

kindred moss
#

can you be more specific? If you spawn a boat on land it flips? Well, it cant float on dirt mate.

tender folio
#

when i run aground my boat always rolls over

#

as if the center of mass is like at the top of the boat

#

but its not

kindred moss
#

custom made boat by you I take it?

tender folio
#

partially

#

bis rhib from a2

kindred moss
tight raven
#

@kindred moss thanks for the explanation. I edited the config and will test it ASAP.

vital torrent
#

Hi! Anyone know where exactly recoil needs to be defined in weapons?
A3 cfg has two different entries, one in the "main" config and one inside every mode. what's the difference? the one inside the mode overwrite the one in the "main"?

kindred moss
#

there is one main recoil inside weapon class that one is used for standard stances, and serves as base, and the ones inside firing modes closer defined recoils in different fire modes. AFAIK they will take over any other definitions if defined inside fire modes.

#

see cfgRecoils and Rifle_Base_F

vital torrent
#

weird because i've just a definition in the "main" and the modes are inherited, but they don't take over the "main" recoil

kindred moss
#

here is the example

#
        recoilProne = "recoil_auto_prone_mk200";```
#

this is defined in my LMG fullauto

#

recoil will change here when I go prone with it

#

while main recoil is recoil = "recoil_auto_mk200"; and that is used in all cases except when prone

vital torrent
#

recoil = "recoil_auto_mk200";
recoilProne = "recoil_auto_prone_mk200";
recoil = "recoil_mk200";

I don't quite follow, but probably i'm a bit tired and my english doesn't help.
From what you wrote, I understand that LMG full auto will work just when prone

kindred moss
#

no I said that recoil will change to recoilProne = "recoil_auto_prone_mk200"; when you go prone with the weapon in all other cases it will use recoil = "recoil_auto_mk200";

#

you can define different recoils for different fire modes and stances

#

when you get some rest check cfgrecoils in arma3 config, best to get All in one config dump

vital torrent
#

ok thanks!

kindred moss
#

check that folder for dumps, props to Pennyworth

vital torrent
#

that's exaclty what i was trying to tell you!
I've:
recoil = "fow_w_mg_recoil";
recoilProne = "fow_w_mg_recoil_prone";
class FullAuto: Mode_FullAuto {blabla}//not recoil def but inherit

#

but, it won't overwrite the main one

#

that's why i was so curious

icy orbit
#

So, hi, I'm new here and terrible at configs... I'm trying to make a reskin of a vehicle. I already have the textures made, but I am too stupid to make a config to make it into an actual working vehicle.. x3x

kindred moss
#

I wouldnt call that stupid but lazy ๐Ÿ˜„

#

see the Arma3 Samples on steam that will get you going

icy orbit
#

I've tried for the past three months to make a working config to no result. I just can't wrap my head around it. Can't even make a simple uniform work lol

stoic lily
#

@vital torrent just in the main weapon class; the rest is obsolete code - recoilProne is obsolete too

vital torrent
#

@stoic lily I suspected it, thanks very much!

quaint bramble
#

how do i make my own ammobox ?

turbid coral
wise fog
#

@icy orbit is the vehicle already in arma? Like are you reskinning a strider? If so thats pretty easy. I can show you later as I am not at home

#

As well as units

summer fulcrum
#

Not exactly sure what channel to ask this in but does anyone know what, "model.cfg cannot have externs" means? It was produced by pboProject when packing a large set of models.

kindred moss
#

recoilProne is obsolete too

๐Ÿ˜ฎ just how is that if the game itself has recoilProne definitions? Isnt that a bit stupid to do?

#

@summer fulcrum are you trying to inherit some class in model.cfg which should not be there?

summer fulcrum
#

I'm porting over a lot of a2 objects from the licensed data packs, will have to take a look and see if one of them are messed up.

kindred moss
#

see the binlog in pboproject that will tell you at least where to look

summer fulcrum
#

yeah it just randomly stops working at a paa and then throws the model.cfg error with no lines or anything.

kindred moss
#

hmm you might have a old reference to \CA\something in some rvmat or some model?

summer fulcrum
#

yes everything is still pointed to ca\ if that is what you are saying.

kindred moss
#

then turn of check extrnal references in pboproject

#

but mind you your stuff wont work

wild pasture
#

The model.cfg cannot have externs error is trying to inherit something in your model.cfg that isn't defined anywhere

kindred moss
#

looks like hes got a lot more errors to deal with including \CA\ references

wild pasture
#

That's true, but that's not where his error is coming from at the moment

kindred moss
#

yeah while that is true after he gets it fixed it will stop there again ๐Ÿ˜‰

#

now when I think of it... what did A2 had in model.cfg that A3 does not?

wild pasture
#
class CfgSkeletons
{
    class Car;

Would give you an error for model.cfg cannot have externs, unless Car was defined in a model.cfg in a "more root directory"

summer fulcrum
#

so what about class Default; figured that would be defined somewhere within arma. New to model.cfg so I am a noob.

wild pasture
#

/someAddon/model.cfg

class CfgSkeletons
{
    class Car
    {
        ...some stuff...
    ;
};

Now /someAddon/someVehicle/model.cfg could have an extern

class CfgSkeletons
{
    class Car;
};
#

In one of the model.cfgs for the Arma 3 Samples there should be an entry for class Default

kindred moss
#
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
    class Vehicle : Default {};
    class Car : Vehicle {};
};```
summer fulcrum
#

ok thanks will mess with it a bit.

#

I was under the impression that class Default; was just a basic class being pulled from arma.

gilded lake
kindred moss
#

indeed it is aswell as Vehicle and Car, but if you used Arma2 model.cfg those are not compatible with Arma3, so check the Arma3 samples to see how its done now, and adjust. Porting isnt really straightforward repacking.

summer fulcrum
#

yeah I have ported a few individual objects but nothing like the amount I am trying to doing now all at once.

turbid coral
#

@gilded lake last updated 4 months ago?

gilded lake
#

true

turbid coral
#
  • support of BIS and CBA functions
#

not only commands

#

I am missing ftdetect, but its on todo, as well as completion for commands and functions

summer fulcrum
#

@kindred moss @wild pasture Thanks for the help, got the issue fixed ๐Ÿ˜‹

gilded lake
#

@turbid coral cool, I'll wait and see. Currently happy enough with sqwishy's version. ๐Ÿ˜ƒ

polar locust
#

need help I'm gettin this error "File custom_uniform\config.cpp, line 320:/CfgVehicles/: Missing '}'

#

I looked at line 320 and the } is there idk whats wrong

#

message me on skype: "Warwolf013"

stoic lily
#

@polar locust get a proper text/code editor that does bracket matching

candid wave
#

kju: are you still using EditPadPro? (I am)

stoic lily
#

ofc

stoic lily
#

BI dev

Hopefully you will find this explanation useful. I will definitely describe the functionality in greater detail once the development of the feature will be finished.
https://forums.bistudio.com/topic/178711-recoil-overhaul-feedback/?p=2812490

another good one regarding docu ๐Ÿ˜ƒ to be fair the detail he shared there is pretty decent already

Bohemia Interactive Forums

Page 5 of 10 - Recoil Overhaul Feedback - posted in ARMA 3 - DEVELOPMENT BRANCH: No it does not disable recoil on modded weapons. The old recoil is still there. The new recoil parameters just stack upon the old, and modded weapons inherit one of the new recoils. I already implemented the new recoil system in Swedish Forces Pack. Here's an example of what it looks like: class recoil_sfp_ak5d { kickBack[] = {0.03,0.06}; muzzleInner[] = {0,0,0.0,0.1,0.1}; muzzleOuter[] = {0.3,1.2,0.4,...

nocturne verge
#

question
I retextured the Strider (AAF MRAP) and i tried

            description = "Strider Unarmed [LATPAD]";
        };```
 yet I can't find it in Virtual Garage? ideas?
same with the Leopard (MBT somthing)
jade brook
#

the garage only accepts unique models

#

but there is a config entry around this

#

let me look it up

#

forceInGarage = 1;

#

@nocturne verge ^

#

into the vehicles config

nocturne verge
#

Thank you , I tried addeding another texture but that didn't work

thorn leaf
#

Is there any config way to 'jerk' or 'twitch' a player when hit with a bullet? Or just camshake? (which I would prefer to move the players arms and gun a bit vs just a visaul effect)

stoic lily
#

you can modify the ragdoll to some extent via configs

#

if you mean that

thorn leaf
#

Not really

#

say it takes 3 shots to kill someone in the vest

#

I want those first two shots to jerk the player around simulate a kind of recoil

#

but I guess this isnt possible

stoic lily
#

well thats default behavior, is it not?

#

you could script dummy bullets not doing damage to trigger ragdoll maybe; i am doubtful one can make it work/look good though

thorn leaf
#

well the model moves but gun and aimpoint doesnt move

stoic lily
#

so you want to move the actual player - dont think you can manipulate that in any meaningful way

random beacon
#

play an animation?

polar locust
#

I need someone to help me trouble shoot my mod

random beacon
#

Thanks for letting us know.

#

What's up?

polar locust
#

could we talk in voice?

random beacon
#

I can't right now. If you'll post up your problem, someone usually responds soon.

polar locust
#

I've been waiting for hours

#

need help I'm gettin this error "File custom_uniform\config.cpp, line 320:/CfgVehicles/: Missing '}'"
I looked at line 320 and the } its there idk whats wrong

#

there is a link to my config

fleet ether
#

L176 is missing a };

polar locust
#

"File custom_uniform\config.cpp, line 187: /CfgVehicles.Custom_Backpack_compact:Member already defined"

viral rapids
#

2x "Custom_Backpack_compact" in the config oO

wild pasture
#

Are you using pboProject? It would catch all of these errors
Line 5 has a semicolon inside of the units array.
As jokoh said, missing }; on line 176
You have Custom_Backpack_Compact twice on lines 167 and 177
Lines 207, 221, 249, and 263 have \\ in their paths
Lines 207 and 249, \A3\characters_f\b_soldier_01.p3d isn't the right path, it should be \A3\characters_f\blufor\b_soldier_01.p3d
Lines 221 and 263, \A3\characters_f\b_soldier_03.p3d isn't the right path, it should be \A3\characters_f\blufor\b_soldier_03.p3d
Line 301, A3\Charactrs_F_EPA\BLUFOR\equip_b_vest_kerry has characters misspelled

polar locust
#

so i have to make different meshes for each bag even tho they are the same

wild pasture
#

Not sure where you are getting the term meshes from, I'd say different classnames.

polar locust
#

like the picture that puts texture on the bag

#

OH! I see

#

class Custom_Backpack_Compact is on there twice

wild pasture
#

Yes

polar locust
#

so i got to name it like Custom_Backpack_Compact_UK?

wild pasture
#

Sure, whatever floats your boat, and I guess that makes sense since the displayName has [UK] in it

polar locust
#

awesome! thanks so much guys. i'll let you know how it works

#

WORKS GREAT!

thorn leaf
#

Didnt think so @kju a shame thanks for trying

polar locust
#

if i want to add another vest do i have to move all the script over a tab?

#

so i can close the braket on line 11

#

or do i delete the bracket on line 52?

#

wait never mind i think i figured it out let me test it

#

I think i got the hang of it

polar locust
#

I'm going to upload an alpha release of my mod to the steam workshop @wild pasture @kjn thanks for the help. check it out if you'd like

thorn leaf
#

Is there an updated All in one config dump that includes the new Guerilla faction in RHS?

stoic lily
#

why not create it yourself? need a configDump mission?

thorn leaf
#

yea

#

would be nice

runic robin
#

whats the typical problem with diffculties when the server is stuck in creating. Finally getting around to creating a custom difficulty and the overhaul wiki are much to be desired

#

no rpt errors, just can never connect

runic robin
#

I did get it started after I found I removed the mission rotation. I forced the difficulty but even though 3rdpersonview is 1 it isnt available. anyone else had that problem?

kindred moss
#

dont try to force veteran with 3p on it wont work, you must use custom for that

#

in case you are forcing custom and still cant get it to work check your profile paramters in startup

runic robin
#

I'm forcing custom yes

kindred moss
runic robin
#

oh ok

tropic gorge
#

hello

#

someone can help me?

#

i want to run arma 3 server with file.bat

kindred moss
edgy yacht
#

have a question

#

let's say there's a class weapon1: base_weapon {};

#

and i modify it using weapon1: base_weapon {value = 1;};

#

and then suddenly the class was changed by the devs to weapon1: new_base_weapon {};

#

will my modification work?

#

is it safe to do that or will something break?

sharp stone
#

youll have to update your mod

kindred moss
#

since you are inheriting from base_weapon and class gets changed the answer is no

edgy yacht
#

will it produce some errors or break anything?

kindred moss
#

simply your class wont work at all since it inherits from nonexisting class

#

mod broken pletora errors

edgy yacht
#

what if base_weapon is still in the game

sharp stone
#

the old class might still exist, but now you are changing the base class

#

this is very bad

kindred moss
#

^ yep dont ever change base class

#

rather inherit from base and make your own base class with scope=0; and change values there

edgy yacht
#

okay gotcha

#

thanks

vagrant fossil
#

does anyone know of a way to changed the camera view of a PIP camera via a script that has defined in RenderTargets for vehicles?

strange egret
#

i dont think that is possible. You can only change PIP camera's that you created via script afaik

#

unless you mean switching the camera position... which can either be done via animating the memory point, or by just using a different PIP and hiding/unhiding the pip faces

boreal heart
#

Anyone knows what this means when using Miks pboProject

#

scanning cfgPatches...In File 160thSOR_Marines\config.cpp: Line 16 config.cpp has externs but no RequiredAddons

#

What do I have to do to resolve this issue

dull bolt
#

I'm trying to help a buddy with a uniform config, but I'm stumped. The texture file isn't being used for the uniform

#

fixed the typo for coveralls*

ruby rampart
#

@boreal heart Check you have "rebuild cfgPatches" enabled in pboproject

untold temple
#

@eagledude4#5640 the cfgweapons class is just the inventory item for the uniform. The uniform itself is the unit class in cfgVehicles linked to the item with uniformClass = "B_SoldierW_03_f";

boreal heart
#

@ruby rampart I don't have that option in pboProject. Only rebuild RequiredAddons []= and even with that ticked I get the same error

#

My version of pboProject is x64U1.56

ruby rampart
#

I'd update it asap in that case and try again

boreal heart
#

I just did now pboProject doesnt work haha

#

Entry Point not found

#

Also I have the non sub version of his tools if that makes a sifference

#

Reinstalled all the latest, now shit works

#

Though I still get the same error both with the rebuildcfgPatch ticked and non ticked

#

Nvm fixed it all ๐Ÿ˜ƒ

ruby rampart
#

๐Ÿ‘

wise fog
#

Anyone know why my dammages on my custom vehicle don't go to 100% destroyed ingame? for example my vehicle "car setHit ["glass1", 1];" will make it destroyed but not remove the glass like it does in ObjectBuilder. Same with the wheels, 1 dammage makes them extremely popped but does not hide it and the destroyed wheel take its place but it again does so in objectbuilder, any tips or things to double check?

hasty ruin
wise fog
#

@hasty ruin Thanks, I will double check there and see if I missed anything in my configs

hasty ruin
#

No problem, hitpoints and animation sources are the key to the complete removal of wheels, glass, doors, etc in game due to dammage.

wise fog
#

yea, I seem to have it set up in OB but missing imgame, I will test with the link you provided ๐Ÿ˜ƒ

wise fog
#

@hasty ruin That link worked great ๐Ÿ˜ƒ thanks, I guess my base classes weren't inheriting correctly.. ๐Ÿ˜ฆ

hasty ruin
#

great news man, enjoy

forest maple
#

Cause i got the config up and running but the map was without any clutter..

kindred moss
#

include it in class clutter?

#

class clutter { #include "cfgClutter.h"};

strange gull
#

can I redefine Tanoa cfgSoundShaders? I tried to do it but nothing happen

agile flame
#

Guys, who know how to make my building or static object visible in 2D and in Eden Editor, how to add it some category or make own category? Thank you! ๐Ÿ˜ƒ

wild pasture
south bison
#

Hello I'm having a error I'm creating a faction using independent base uniform and when I finsh config and retuxtering and tested the faction it appeared with green backs ( independent faction ) uniform
Any help
http://pastebin.com/JKhwCghp

south bison
#

Going out ... PM me the solution and thank you in advance

sullen fulcrum
#

Hello, how can I check if a class already exists and define another class if it does?

jade brook
#

In config? You can't

sullen fulcrum
#

but it's also not possible to create classes once all addons have been loaded, right?

south bison
#

Seriously no help

gilded lake
south bison
#

Check out the config

gilded lake
#

well comparing your config and the wiki link

#

you have uniformClass = "lybian_militia_CombatUniform2_base"; instead of uniformClass = lybian_militia_CombatUniform2_base;

#

same with containerClass

#

could be an error on the wiki though, no clue ๐Ÿ˜ƒ

#

actually, that's for CfgWeapons

#

oh that's fine

#

๐Ÿ˜„

#

in uniform config, uniformClass property in the ItemInfo subclass has to contain the name of one of the characters who are wearing the uniform

#

that's your error

#

but like I said, 0 experience with it ^^

summer fulcrum
#

Anyone know if there are any other config properties that effect WingVortices? I have the memory points placed for the right and left wing just like it shows in the sample models but it doesn't seem to want to show up ingame. Everything else is working fine like Exhausts, MarkerLights but was wondering if maxspeed had some play in it or any other config needs besides class WingVortices.

jade brook
#

@sullen fulcrum No.

kindred moss
#

The problem is it comes only when I created this unit
No the problem is that others fixed your errors without you learning from the example at all and now you come back with same questions. BTW have you bought the game yet or still running pirate flags?

south bison
#

i created m113 desert medical with crescent based on RHS M113 but it appear with cross as my faction is Tunisia and we are Muslim nation that can't work out any idea even though the config is fine as i see it http://pastebin.com/ZU72RMhV

kindred moss
#

are you getting any errors in the game like cannot load texture error, have you checked RPT?

south bison
#

no errors in game

#

RPT ?

kindred moss
#

arma3 log file..

south bison
#

no

kindred moss
#

also remove this from your classes to stop randomization of textures

#

class textureSources{....}; remove entire class

#

and remove this textureList[] = {};

south bison
#

i have 2 camo

kindred moss
#

2 camo what

#

woodland and desert?

south bison
#

desert with digital colors

#

and tan

kindred moss
#

thats what Im speaking of you have that feature enabled

south bison
#

yeah i know i apply it because i got 2 textures

kindred moss
#

our friend should learn how addon works, I missed the cfgPatches and errors in texture arrays, plus he is packing with pbomanager? Nay... learn the basic operations man before you try this again

cursive eagle
#

any one know if
thrustTime is How long main engine burn before reaching top speed ?
or
if its is how long the main engine burns for ?
(working on some RAP's )

gilded lake
#
thrustTime
Type: Float
Description: Engine burn time for missiles and rockets.
Example: thrustTime = 0.200000;
#

so basically it's both.. if the engine stops it's at it's top speed and it's also how long the engine burns.. ^^

jade brook
#

ModParams - Undefined or empty mod directory

#

how do I fix this?

kindred moss
#

@jade brook I already told you about that and its related to dir="moddir" property in cfgMods

#

it happens to me too when I am testing my buiild with different folder name for mod than one defined in cfgMods

#

but I will investigate and get back to you, might be something went wrong in the last few patches

#

oh I dont use @ in dir=""

jade brook
#

but it doesn't work

#

bwa3, @bwa3, @bwa3_dev, lower case, uper case

#

error won't disappear

kindred moss
#

allright let me fire it up and see if I get the error again

#

nope its not there

jade brook
#

what is moddir for you? just the @mod folder name without the @? it doesn't work in that case

#

and it wouldn't make sense either. the @ is just a modder convention

#

you can change that to ! like the workshop folder

#

or just use letters

kindred moss
#

what is moddir for you?
as I said I dont use @ anywhere, my mod directory is saf and in cfgMods I have dir="saf"

#

if I change mod directory to something else like saftest it will spew that error

#

havent tested with @saf but I think that should be ignored as you said

#

ignored in mod directory but I dont think its ignored in dir="@mod"

#

not sure must check that one

cursive eagle
#

@gilded lake Ahh, so is there a way to make a projectile have... like 12seconds of straight level flight at full thrust before engine cutting out ?
So leaves barrel, thrust's up to full speed, maintains full speed for 12 seconds, starts to drop ?

gilded lake
#

@cursive eagle couldn't tell you. I was just quoting the wiki. ^^

boreal heart
#

Anyone know the line of code I need to add to a backpack to increase its carry capacity?

cursive eagle
#

@boreal heart maximumLoad=xxx; IIRC

boreal heart
#

I'll give it a shot

#

Yea that works cheers mate

naive flame
sharp stone
#

you modified the base class by not inheriting from the parent

#
class CfgVehicles {
    class Cargo_House_base_F;
    class Land_Cargo_House_V1_F : Cargo_House_base_F {
        testconfig = "123"
    };
};
naive flame
#

the config is complete but it didnt add my entry

    class CfgVehicles {
        class Cargo_House_base_F;
        class Land_Cargo_House_V1_F : Cargo_House_base_F {
            testconfig = "123";
        };
    };
};```

https://i.imgur.com/xPXcTnz.png
sharp stone
#

now you have a double cfgVehicles

#

also remember to set the correct requiredAddons

naive flame
#

my fault

#

works perfect now, why i have overseen the double cfgVehicles ๐Ÿ˜ฉ

#

thy for your help

astral rivet
#

what does sourceAddress:Mirror mean in the model cfg animations?

kindred moss
#

Use "loop" if you want your animation to "loop" (e.g. on wheels) or "clamp" if you want your animation to stop at a specific angle (e.g. on the steering wheel of a car).

#

sourceAddress Does the animation loop or not? This can be any of three different values: clamp (default), loop or mirror.

#

animation properties

astral rivet
#

Thanks I saw that. It mentions loop but not more info on mirror.

dim mist
#

I think it just reverses it (makes 1 into 0 and 0 into 1)

#

not certain though

hearty sandal
#

that exactly

runic fable
#

is weight in cfgMagazines and cfgWeapons actually used or just obsolete date before BI switch to mass?

#

never noticed quickReload in cfgMag either (just = 0 in the Default class)

hot pine
#

weight is used for RTD helicopters mass simulation

stoic lily
#

ah totally forgot about that. thanks @hot pine !

kindred moss
#

hm here is something new for me, how to add custom effect to a cusom rocket model? Is that something that need to be added to a model or attach through a config? Never did this so no idea where to start.

stoic lily
#

its a scripted effect. search for muzzleEffect = ".."

kindred moss
#

nah, not muzzleeffect I meant the actual inflight effect

#

hm BIS_fnc_effectFiredRocket

#

oh I got this thanks

astral rivet
#

If I'm inheriting a skeleton from class:Plane_Base_F in the model.cfg, does the skeleton need to be defined in the model.cfg? If not where does the Plane_Base_F skeleton reside?

strange egret
#

skeletons are baked into the p3d when binarizing

#

You would generally just define your own animations. Just take the sample plane model.cfg as guideline and adapt it to your needs

astral rivet
#

I see, I am using the sample plane as a base. Looking at the A2 model.cfg for the Osprey it just inherets the Plane skeleton, I'm assuming the memory point definitions. I thought the skeleton for the base plane was in the A3/Air_f_beta

#

or maybe I'm just running myself in circles..

analog salmon
#

possible to make a pistol available/usable in launcher slot?

#

and how? ๐Ÿ˜„

#

problem was there wasnt an action to take this one out

#

it was on the slot but i wasnt able to equuip it

kindred moss
#

If I'm inheriting a skeleton from class:Plane_Base_F in the model.cfg
you ar emixing apples and oranges... you dont inherit from a config class to a model.cfg / models have their own subclasses and root clases which are not part of the 'visible' game config, they are baked into p3d during binarization and work from there. As some said above use the sample model (model.cfg ) from Arma 3 Samples ( Steam Tools ) and work from there. See how its done. Also > https://community.bistudio.com/wiki/Model_Config

jade brook
#

possible to make a pistol available/usable in launcher slot?
nope

runic fable
#

cameraSmoothSpeed = 5;

#

anyone tried to tweak that yet?

formal heath
#

@red wharf @summer comet @final vortex after a bit of digging around i came across this ( class WaterSSReflectionsQuality ) that is for the screenspace correct? if so am i digging in the correct place to possibly see the coding for that? im working on something for arma and wanting to do something so... ๐Ÿ˜›

sullen fulcrum
formal heath
#

@sullen fulcrum yea i found that, im trying to find the location on where its drawing / calling for the ssReflection cause i am trying to add it to vehicles ๐Ÿ˜

sullen fulcrum
#

pretty sure thats not possible

frank mulch
#

Does somebody know in which .pbo / hpp "RscDisplayGarage" is defined?

gilded lake
#

@frank mulch

a3/ui_f/config.cpp:44559:class RscDisplayGarage
a3/ui_f/config.cpp:45727:class RscDisplayGarage3DEN
#

it has all the scripts and configs unpacked for all relevant BI releases

#

then it's just a matter of grepping or using findstr to find whatever you want ๐Ÿ˜ƒ

kindred moss
#

๐Ÿ‘

wise fog
#

Anyone know how to find errors with animations in configs? I have something that works in OB and responds to changes via model.cfg for OB but once ingame it doesnt animate correctly. It only moves horizontally and not vertically, plus when it gets to one side of the screen it warps back to the other side, any tips or pointers to help me solve this?

strange egret
#

step 1) upload configs and model.cfg
step2) post screens of memory LOD and visual LOD with selection names
step3) profit

#

my crystal ball is out of batteries

wise fog
#

I can do that when I am off work, stuck with this problem that will greet me at home ๐Ÿ˜ฆ

strange egret
stoic lily
#

@strange egret looks quite interesting. one has to test in practice to get a real feel for it i think though

#

do you want to avoid scripting in general/at all costs?

frank mulch
#

@gilded lake aaah, okay fail. Thank you ๐Ÿ˜ƒ

strange egret
#

as much as possible, yes

#

it works pretty well for direct damage so far, might have to tweak explosion damage a bit. No scripts involved at this stage

stoic lily
#

like to script indirectHitDamageg oneself should be quite trivial - performance wise its certainly worse though

strange egret
#

the only script i would consider worth it for infantry would be for an overkill situation (middle of a bomb blast or so), which removes the body and all items entirely.

#

since i have the bodyarmor included in the uniform i can also use minimalHit property to make some bodyarmor truly immune to certain damage. Thanks to the better differentiation in arms and legs, and the meatbones firegeo for the limbs, this won't turn infantry into terminators (unless intended)

stoic lily
#

do you plan to release a demo or sample model for others to try?

strange egret
#

its very specific to my mod, so at this point i dont really see the need/benefit. My approach only works if you make a full conversion, including all weapon damage, firegeometry etc. The differentiation between knee and foot for example is only necessary if you need to include heavily armed infantry (like that http://media.moddb.com/images/mods/1/6/5152/63670.jpg - not my model). For standard soldiers with helmet and vest at best it's overkill.

#

Its really simple too. Nothing fancy.

#

if you want quick and easy improvement, changing meat to meatbones in the firegeo for all parts, and the changing dependency of HitBody to "+" instead of "max" (while adjusting explosionshielding to 1/4th of it's original value for all the torso parts)

#

there is an "issue" where bullets damage chest and diaphragm at the same time for example, leading to double damage. For me that is not a problem, i justify it as hitting something very vital (e.g. fractured a rib beneath the armor or damaged a vital organ).

stoic lily
#

well you didnt adjust ammo, if i got this right - so this should still be compatible with other mods or am I missing something?

#

and yes its mainly relevant to full conversions, yet there are a couple they could be interested (like us)

charred tangle
#

Hey @strange egret, i haven't followed your changes towards the damage model fully, but i've tested, in my opinion, the most broken thing atm - which is getting oneshotted into the legs/arms(without armored clothings). This is still possible (with 6.5 weapons or higher) and i wonder if thats intended.

strange egret
#

@charred tangle you have to change armor (the global value) to 10 and armorStructural to 1000 if you want to use it for vanilla. My weapons have 1/10th the damage

#

@stoic lily my weapons all have lower damage, and explosive damage is also changed

charred tangle
#

oh i understand, i thought the BR mod is using your damage model ๐Ÿ˜ƒ nvm then

strange egret
#

i dont even know what BR is for a mod ๐Ÿ˜›

charred tangle
#

battleroyale. But again, i miss undesrstood something ๐Ÿ˜ƒ

strange egret
#

also, you can't use it on vanilla soldiers, as i changed/added hitpoint names.

stoic lily
#

๐Ÿ‘

stoic lily
#

@sullen fulcrum you dont need to define this in every class, but just overwrite it in those that have it defined.

#

Get an AIO, filter all lines but the parameter and classes, and reduce it to the relevant code

sullen fulcrum
#

I believe its what i did!

#

Ahhhh.. I see...

#

Some modelSides are herited

stoic lily
#

note the sample is based on Version: 1.59.135790 - something might have changed since

sullen fulcrum
#

Can i know by SQF if a parameter of a vehicle config was defined on it or was taken from a parent?

stoic lily
#

yes it can be done. the ingame config viewer also differentiates between "class parameters/values" and "inherited parameters/values"

#

i havent looked into it myself yet how its done though

#

inherit: Boolean - (optional, default: true) include inherited properties

potent dust
#

Hello, for some time I wonder about one problem.
I'm trying to get to the BIS respawn screen Players saved loadout from the arsenal. I found a function of the Arsenal section where loads from profiles stored loadout but do not know how much good the programming language so I do not know what and how to write there.

this is part of Arsenal function:
//--- Load
_ctrlTemplateValue = _display displayctrl IDC_RSCDISPLAYARSENAL_TEMPLATE_VALUENAME;
if ((_ctrlTemplateValue lbvalue lnbcurselrow _ctrlTemplateValue) >= 0) then {
_inventory = _ctrlTemplateValue lnbtext [lnbcurselrow _ctrlTemplateValue,0];
[_center,[profilenamespace,_inventory]] call bis_fnc_loadinventory;

            //--- Load custom data
            _ctrlTemplateValue = _display displayctrl IDC_RSCDISPLAYARSENAL_TEMPLATE_VALUENAME;
            _data = profilenamespace getvariable ["bis_fnc_saveInventory_data",[]];
            _name = _ctrlTemplateValue lnbtext [lnbcurselrow _ctrlTemplateValue,0];
            _nameID = _data find _name;
            if (_nameID >= 0) then {
                _inventory = _data select (_nameID + 1);
                _inventoryCustom = _inventory select 10;
                _center setface (_inventoryCustom select 0);
                _center setvariable ["BIS_fnc_arsenal_face",(_inventoryCustom select 0)];
                _center setspeaker (_inventoryCustom select 1);
                [_center,_inventoryCustom select 2] call bis_fnc_setUnitInsignia;
            };

            ["ListSelectCurrent",[_display]] call bis_fnc_arsenal;
        } else {
            _hideTemplate = false;
        };

a link to an image where I want to get at least let you know what I mean https://www.dropbox.com/s/j7y1hhf7dup3807/arma respawn.jpg?dl=0

Thanks in advance for any help

kindred moss
#

easiest thing to do is to put empty amoobox where players spawn and add ["AmmoboxInit",[this,true]] call BIS_fnc_arsenal; to its init, so players can open arsenal and load what they want

sullen fulcrum
#

Seens the resulting array have config data type elements, so i wonder how a propertie should be on it since its not a config. It must return a string with the name of the propertie.

topaz ridge
#

@stoic lily if I remember correctly the config viewer is just using count and select to iterate over the config entries - inherited values aren't accessible by those 2 commands / are hidden for them

thick lotus
#

Build an sqf representation of each config, compare that results

stoic lily
#

@topaz ridge ok thanks - cool to know ๐Ÿ˜ƒ

#

(actually should have realized this already..)

wise fog
kindred moss
#

missing }; at the bottom other than that looks ok

wise fog
#

@kindred moss Thanks, yea I just wrote that up for simplicity.. missing a few things ๐Ÿ˜‰ I will give it a whirl

kindred moss
stoic lily
#

dont change parameters in base classes

kindred moss
#

missed sensitivityEar=0.125; sensitivity=1.75; you should not redefine or change that in base class

wise fog
#

I'll remove it, thx I had just copy pasted from A3 defaults

kindred moss
#

see my linky that is a proper way to handle

#

minus MRAP.. dont need that one

wise fog
#

@kindred moss Ill give yours a try real quick, what I showed didn't work.. Took new animations but wouldn't for example destroy the tire completely where as before (with no new animatons and all defaults it does)

kindred moss
#

are you using diag.exe and filepatching?

#

if youre packing and then testing use mikero tools it wont let you pack until you do it properly
: - )

wise fog
#

im not packing with mikeros, no

#

Ill give that a shot after

kindred moss
#

yeah gove it a go, it will also help you understand where you made a mistake, just dont use external reference checking if you dont use A3 materials

wise fog
#

that one didn't work as well, same output with taking new animations but not old

#

Ill mess with mikeros

wise fog
#

@kindred moss Mikeros goes through the entire config with no errors

#

I think I will just rebuild the animations as its only destroying windows and glass thats suddenly not working

sullen fulcrum
stoic lily
#

nice one

naive otter
#

Hey, could anyone point me in the direction of an example config for a custom GL grenade? I can get the item ingame, but it won't fire from any GL weapon because i'm not sure how to do the CfgWeapons/muzzle aspect to it. All the examples i've found are for thrown grenades, not launched ones. Cheers!

kindred moss
#

have you made a custom models for grenades?

#

you need to configure them first in cfgAmmo, then make cfgMagazines using that ammo and finally add those magazines as compatible for a rifle

kindred moss
#

obviously this is complete reference if you have everything custom including rifle w/ custom UGL model and custom UGL grenade model

#

remove the comment lines if using /// but should not this is just a reference

unreal musk
#

Nice handy reference there.

naive otter
#

@kindred moss Perfect, exactly what I needed thanks!

stoic lily
strange egret
#

standard arma model with tweaked armor values, thats what it looks/sounds like.

stoic lily
#

Tweaked: The load order of the CfgPatches classes was adjusted. Each deliverable as a whole is now dependent on all of the previous deliverable (in chronological order)

#

anyone checked if that worked out fine or blew up things?

kindred moss
#

CfgPatches classes was adjusted
๐Ÿคฆ will check

thorn leaf
#

does anyone know how to make the gunner sit lower in the m2 of the uparmored hmmwv? Or do I have to use a different animation?

strange egret
#

different animation. You can also move proxy, but then the hands will not fit the M2 grips

thorn leaf
#

Alright i'll start looking hopefully I get lucky and find something but prob a longshot thanks

strange egret
#

if you use ported stuff ... why dont you just open the character sample p3d, load the A2 rtm and modify that?

thorn leaf
#

Uncharted grounds to me.. but idk

slow moat
#

just realized I was probably posting this in the wrong area....this seems like the right place. Question: When making a unit config....if I want to disable randomization (hats, sunglasses) in the actual config..not in the init of one particular unit...how would I do that within the config itself?

wicked delta
#

Anyone got a good guide on how to setup up multiple vehicles from the same model with hiding selections?

thorn leaf
#

@strange egret Thanks

#

Note: There are gunners in both of those turrets ๐Ÿ˜‰

#

just showed both for comparison

#

But thats just moving the proxy position

uncut elm
#

Hey guys, does anyone have an idea how I can go about a single UAV being usable by all sides/factions etc? I don't want to have to make a player config per side/faction and handle creation of the "correct" unit

kindred moss
#

not possible

#

you have to make a config entry for each side/faction for the same UAV / vehicle

runic fable
#

new

class Mode_SemiAuto
burstRangeMax = -1;

edgy yacht
#

have no idea what triggers it, seems random

dim mist
#

something is trying to use a config named ""

#

configfile >> ""

wild pasture
#

RPT might provide more info

strange egret
#

lel... 1 hit from AP tank round caused 163 HandleDamage Events

#

anyone know what could be causing a hitpoint to be named "?" instead of its real class name?

#

ok im stupid... it wasnt hitpoint class, it was selection ... and the selection was missing in the p3d

forest quartz
#

Trying to find the most recent and up to date AllinOne config (with a working link).
Can someone help me out?

stoic lily
#

@X3KJ#8043 163 is really something - how many hitclasses do you have?

edgy yacht
#

rpt had the same thing

#

@dim mist that's interesting and probably is the case

#

hm so that means that it's not exactly some mods fault, just some script calling non-existing class, damn, that would be impossible to track down

kindred moss
#

check the mission.sqm for any addons you dont use now but are in required

#
{
    "A3_Characters_F",
        "some_not_used_addon"
};```
edgy yacht
#

nothing unusual there

dim mist
#

it could be a mod

kindred moss
#

hm open mission in editor go to config viewer and choose missionconfigfile

#

see if anything funny there

#

if not then its some mod

edgy yacht
#

will take a look

dim mist
#

hard when it pops up randomly.. i'd probly try and work out what the random event is

#

unlikely to be totally random

edgy yacht
#

yeah, some event happens and it triggers some script probably

kindred moss
#

any scripts that spawn something at some point?

edgy yacht
#

dac and that's it

kindred moss
#

using triggers with it or arrays and scripts? Well you got some checking to do ๐Ÿ˜ƒ

dim mist
#

could be something on a certain unit/vehicle that it's spawning too

#

with that type of error.. you only see it once every time you restart arma

#

so you have to restart it to test again

#

or keep checking your log possibly

edgy yacht
#

yeah, okay thanks anyway guys, i'll try to find what event does this and maybe i'll find where it comes from

thorn leaf
#

Not sure if I should post here or sound_music_makers.

RHS Shotgun buckshot sounds are pretty non existant. Has anyone reconfigured them to be louder? Looking into this now

#

or is this just some bug having to do with shotSpread?

kindred moss
#

@thorn leaf I just tried and cant seem to reproduce it

thorn leaf
#

same

jovial aspen
#

is there a way to make sure my custom glasses won't be randomly given to soldiers? is there a "randomisation" command for the config or something like that?

dim mist
#

(identityTypes[])

jovial aspen
#

thanks

#

works like a charm

sullen fulcrum
#

so i'm working on a custom gui
and I want to make this "this addAction[localize ""STR_MAR_Rebel_Weapon_Shop"",life_fnc_weaponShopMenu,""rebel"",0,false,false,"""",' license_civ_rebel && playerSide == civilian'];" action run on a press of a button
so i need to spawn life_fnc_weaponShopMenu "rebel" with a press of a button but i've no idea how anyone has any ideas how to do it?

thorny tangle
#

You have the function life_fnc_weaponShopMenu, and you know that "rebel" is passed to it

sullen fulcrum
#

yeah but what I'm wondering is how would I execute it in the onButtonClick

#

onButtonClick = "closeDialog 0; [] spawn life_fnc_clothingMenu,""reb"";";

wise fog
#

[arg] call/spawn function;

boreal heart
#

Would anyone know why I get the error 'No entry 'bin\config.bin/CfgVehicles/EventHandlers.size'.'? when I try use BIs headgear randomisation?

#

I'm doing everything exact to their 'gear encoding' guide

hot pine
#

you have wrong inheritance

#

or to be more precise - you have declared eventhandler in wrong place. this is very wrong -> class cfgVehicles { class EventHandlers; [...] }

#

instead you should define it in soldier class you are inheriting from

boreal heart
#

I've got it in my soldier class though. It's inheriting off of the 'B_Pilot_F'

#

Unless I make the event handler like a soldier then inherit from that?

#

I have 'class EventHandlers;' up the top where all the other classes are

#

Then in my actual soldier class I have '

class EventHandlers: EventHandlers
{
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
};

untold temple
#

You don't put class Eventhandlers outside

#

You have to inherit like this: ```class baseClass;

class parentClass : baseClass
{
class EventHandlers;
};

class myClass : parentClass
{
class EventHandlers: EventHandlers
{

};

};```

stoic lily
#

probably a bracket matching problem

boreal heart
#

This is what I have currently at the bottom of my soldier class

#

/*headgearList[] =
{
"H_LIB_GER_Helmet_1024LWFSJ", 0.6,
"H_LIB_GER_Helmet_2048LWFSJ", 0.6,
"H_LIB_GER_Helmet_40961LWFSJ", 0.6,
"H_LIB_GER_Helmet_40962LWFSJ", 0.6,
"H_LIB_GER_Helmet_40963LWFSJ", 0.6,
"H_LIB_GER_Helmet_541LWFSJ", 0.6,
"H_LIB_GER_Helmet_LWFSJ1", 0.6,
"H_LIB_GER_Helmet_LWFSJ2", 0.6,
"H_LIB_GER_Helmet_LWFSJ3", 0.6
};
{
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
};

#

and class EventHandlers; at the very top of the page

#

I'm inheriting from a Base BI soldier class so not sure how to edit the base class then?

dusky warren
#

Does anyone have any ideas why selling a vehicle from the garage in altis life is crashing my server?

stoic lily
#

@boreal heart pastebin your complete config

boreal heart
#

@stoic lily you want the entire 1000 lines or just the soldier class thats fuckin me over?

stoic lily
#

complete

boreal heart
#

Line 700 - 756 is the soldier class I'm testing on

uncut elm
#

@kindred moss Thanks, I did that in the end ๐Ÿ˜ƒ

stoic lily
#

@boreal heart
Rapify x64UnicodeVersion 1.76, Dll 5.44 "6ppawHzP.txt"
In File 6ppawHzP.txt: Line 753 Expected class, define, or varname

#

you forgot class Eventhandler: Eventhandler

boreal heart
#

@stoic lily when I put that in I get the same error anyway

#

The pastebin version is me seeing if it works without that or chucking stuff in different spots