#arma3_config

1 messages Β· Page 72 of 1

inland gulch
#

basically sometimes upon starting up the game using my addon, either the .rvmat won't load at all, or part of it won't be visible (like the nohq or smdi)

#

I thought it was maybe because I hadn't properly created my textures but I have redone all of them and it doesn't seem to be the issue

viral rapids
#

What means "wouldn't work"?

#

Not beeing loaded?

#

if so -> Check for the "exclude" list in pboProj (i just assume you use it)

inland gulch
#

different parts of different .rvmats don't load the same way each time I start up the game

viral rapids
#

?

inland gulch
#

sometimes the smdi won't be visible, sometimes the nohq, sometimes both, and sometimes the entire material won't be visible

viral rapids
#

Check if you have another addon, that uses the same name.

inland gulch
#

if I restart the game I get different results each time

#

I don't

#

also I had encountered a weird problem (potentially unrelated) with a retexture of the rpg-32 using a custom .rvmat where sometimes the model wouldn't even load properly. It would display the lowest LOD and cause the same thing to happen to all other instances of the rpg-32. If I loaded a vanilla one first, I wouldn't get that issue. I was using a custom model optic for that and removing the .p3d in the config might have fixed it but I am not entirely sure

viral rapids
#

Yep

#

Something is broken.

#

Not in a "cute way".

#

More like a planecrash into an orphanage.

#

Okay, no joking now:
Your Prob seems to be somewhere else. You should disable any other addon you load in (even removing .pbo's) and recheck if its still happening. Then adding some to it again.

inland gulch
#

I have never encountered an issue I would call cute

viral rapids
#

Find out wich pbo breaksit.

inland gulch
#

will do

viral rapids
#

Yeah... when you forgot to assign the correct axis's to doors you can call it "cute" =}

#

When a door flys to your face above the half house

sullen fulcrum
#

I just packed my addon with the addon builder and nothing seems to load in game.

#

The addon is loaded though, the gear or the objects are not there.
In the packing process I binarized the CPP files, I think that it's what causing it.
What can I do then? I want the files binarized.

inland gulch
#

I would start by using PBOproject

viral rapids
#

☝ πŸ’―

sullen fulcrum
#

hm that's mikero's?

viral rapids
#

Yep

#

If you want proper feedback and/or Errorlogs/messages -> PboProject

sullen fulcrum
#

Alright I'll give it a try

inland gulch
#

It has a little bit of a learning curve if you haven't used external tools before but it really isn't that difficult to use. It is nice because it is much better about pointing out errors and binarizing without breaking anything

sullen fulcrum
#

Yep I see that there are error log buttons and everything

viral rapids
#

You might get annoyed in the beginning, because some Error messages pop up (your faults!) -> But when you fixed them -> heaven πŸ˜„ Rules out so many mistakes, that can be made.

sullen fulcrum
#

do I need all of his tools installed in order to use PBOProject?

viral rapids
#

install of them from top to bottom

sullen fulcrum
#

alrighty

#

I can't get in the website again it says "We're sorry, but something went wrong."

viral rapids
#

Wich site?

sullen fulcrum
#

nvm just spammed the refresh button

inland gulch
#

just refresh it

#

does that sometimes

#

I think I might have figured out the problem

viral rapids
#

example for errorLog/Message (i added a 2nd ; in one line)

};;
In File \CUP\Terrains\cup_terrains_ca_structures_e_c\HouseK\config.cpp: Line 96 double ;; detected. binarise will have a fit.```
inland gulch
#

And it topically relates to me originally using addon builder

#

In order to get models to binarize, there had to be a model.cfg in the folder they shared

#

but I didn't need one as my models were quite basic and not needing any additional configuration outside of the config.cpp

#

so, I simply created a blank model.cfg with empty cfgmodels and cfgskeletons entries

sullen fulcrum
#

I don't have a model file in my PBO only PAA's

inland gulch
#

I deleted it and so far things seem to work

#

@Adir#6863 this is just for my particular issue

#

probably not related to yours

sullen fulcrum
#

oh ok sry ><

inland gulch
#

@viral rapids Is it likely that this could be the cause? (Or at least a contributing factor?)

viral rapids
#

uhm, wut? mom

#

Fighting with the carpet, one second

sullen fulcrum
#

should I thick the Full Build option?

#

What does it/that/this mean "full build"

inland gulch
#

that is basically the equivalent of using the clear temp option in addon builder

#

so yes

#

for now you should probably

viral rapids
#

Full Build -> Delete everything you did before.

#

Yeah, do it.

#

So, again @inland gulch

#

I can't find a Question oO

sullen fulcrum
#

It says that I have files missing

#

.-.

viral rapids
#

πŸ˜‰ fix em

sullen fulcrum
#

But I do have them :I

#

the addon it works

viral rapids
#

"View output(s)"

#

last line

#

You do have missing files. Why would PboProj lie to you?

inland gulch
#

@viral rapids I had a blank model.cfg (with just cfgskeletons and cfgmodels with no entries in them)

#

so addon builder would binarize the models

#

I forgot to delete it when I switched over to PBOproject so I was wondering if that could be a factor in the loading issue

sullen fulcrum
#

Warning: Arma 3 Modding@tf24gearmod\addons\tf24_gear\tf24_vests\config.cpp Line 24: tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa

#

I can see the file in the folder :I

viral rapids
#

Shouldn't Rylan

#

Adir:
Is the FULL path to the file:
P:\tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa ?

sullen fulcrum
#

no

viral rapids
#

Whats the Path?

#

Oh stop!
Pls tell me you use the P-Drive

sullen fulcrum
#

I actually don't :I

viral rapids
#

Do it

sullen fulcrum
#

but I did change the workspace

#

in the setup

viral rapids
#

If you start doing stuff -> start with the basics

#

You can easily move everything to somewhere else, when you know how stuff works/you have path's to assign

#

But for the beginning (i tell it everyone) -> use P-Drive

sullen fulcrum
#

so pboProject works only with P?

viral rapids
#

It's easier for everyone to help

#

Have i said that? No.
But you know little to nothing atm, so it's easier for me (and others) when you just use P-Drive to do stuff.

#

Since we can easily replicate stuff

#

Wich results in: Easier/quicker way to help, if needed.

inland gulch
#

@viral rapids So far after two restarts on this build all the materials and textures appear to be working just fine

#

I guess I just didn't think of the model.cfg before lol would have made things much easier

viral rapids
#

So everything works now?

inland gulch
#

so far, yes

#

I will keep playing around with restarts and rebuilding the pbo and see if anything changes

viral rapids
#

rgr

sullen fulcrum
#

to create the p drive I simply do subst P: "path"?

viral rapids
#

Arma Tools

#

Check google, there are alot of well explained Tuts

sullen fulcrum
#

I'm following this one

viral rapids
#

πŸ‘ pmc always good

#

e.g.
subst p: "c:\arma3work" -> E:\Arma_Workdrive <- Is mine for example

sullen fulcrum
#

ok I created the P drive

#

I still get the same errors

viral rapids
#

Where is your file located?

#

P:\ Path

sullen fulcrum
#

P:@tf24gearmod\addons\tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa

viral rapids
#

Why @tf24gearmod?

#

delete the folders:
@tf24gearmod\addons\

#

So your path is:
P:\tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa

#

@Adir#6863 ?

sullen fulcrum
#

still the same

viral rapids
#

...

#

stop doing stuff on your own for now, okay?

#

Just listen and do what i tell you, okay? Then we fix that stuff

sullen fulcrum
#

the program created texHeaders.bin files

#

ok

viral rapids
#

Good.

#

So, you path is now
P:\tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa

#

Yes or No?

sullen fulcrum
#

yes

viral rapids
#

This means:
In Configs you assign the path:
tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa

sullen fulcrum
#

yes

viral rapids
#

WITHOUT P:\ addon bla

sullen fulcrum
#

yep

viral rapids
#

Same for Model pathes etc

sullen fulcrum
#

yes

viral rapids
#

As "Source Folder" in PboProj. you select
P:\tf24_gear\tf24_vests

#

This should output a file named "tf24_vests.pbo"

#

outputFolder:
E:\Arma3\@MyAddonName

#

(for example)

#

Not ADDONS (it creates it automaticly)

sullen fulcrum
#

yep

viral rapids
#

Now, all files in the folder tf24_vests have the Path:
tf24_gear\tf24_vests\

#

Wich means, when you wan't to access a file in the Folder "tf24_vests" you need the Path
tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa

sullen fulcrum
#

yep

viral rapids
#

(when you want to access the Folder data with the file tf24_marciras_aor1.paa in it)

#

What is currently the Path in your config right now?

#

(or model)

sullen fulcrum
#

tf24_gear\tf24_vests\data\tfwp_marciras_aor1.paa

viral rapids
#

Looks fine.

sullen fulcrum
#

that's from the config file

viral rapids
#

Ah stop, where is the config config.cpp located?

#

In wich folder

sullen fulcrum
#

tf24_vests

viral rapids
#

Perfect.

#

Now select as SourceFolder P:\tf24_gear\tf24_vests

#

And press "Crunch"

sullen fulcrum
#

tf24_vests is not the main addon folder

#

tf24_gear is

viral rapids
#

shush

sullen fulcrum
#

okok

viral rapids
#

πŸ˜„

#

Did it packed the files?

sullen fulcrum
#

nope :I

#

P:\tf24_gear\tf24_vests

#

that's the source

#

I don't get it

viral rapids
#

Click on "View output(s)"

#

Check the last 3 lines, copy that in here

sullen fulcrum
#

texHeaders.bin
Missing File Summary
See rapify listings

viral rapids
#

" Click on "View output(s)" "

sullen fulcrum
#

yep

viral rapids
#

Whats in the DOS-BoxCenter?

sullen fulcrum
#

it shows me a text file

viral rapids
#

Yeah, in that Textfile, check the last lines.

sullen fulcrum
#

those are the last lines

viral rapids
#

rgr

#

Whats in the DosBox?

#

Make a screenshot of it. Might be better

sullen fulcrum
#

missing file(s)

makepbo failed
tf24_vests.pbo not produced due to error(s)
Job(s) completed in 0secs on Wed May 10 05:00:01 2017

viral rapids
#

one sec

#

crunching wrong file -.- one moment

sullen fulcrum
#

πŸ˜†

viral rapids
#

binarizing takes agessssssss

#

AH!

#

Try a leading \

#

e.g.
model = "\tf24_gear\tf24_vests\data\tfwp_marciras_aor1.paa";

#

Copy that whole line in here pls, where you define the paa Path

sullen fulcrum
#

ok

#

hiddenSelectionsTextures[] = {"\tf24_gear\tf24_vests\data\tf24_marciras_aor1.paa"};

#

I added the \ now

viral rapids
#

Yeah, crunch again

#

(still packing here -.-)

sullen fulcrum
#

I need to add \ everywehre

#

give me a moment :p

viral rapids
#

when you click "View output(s)" search in that File for "Missing"

sullen fulcrum
#

oh ok

viral rapids
#

until you find something like:

Warning: rapWarning: **********missing file(s)***************
Warning: \CUP\Terrains\cup_terrains_ca_structures_e_c\HouseK\config.cpp Line 134: \ca\Structures_E\HouseK\House_K_1_EP11.p3d
rapWarning: **********missing file(s)***************```
#

Yeah, i thought it was in the end

inland gulch
#

Shouldn't the error just be at the bottom?

viral rapids
#

Yeah, i thought so too. Isn't anymore @hard chasm Did you changed that?

#

For me, it's in the center of the file

inland gulch
#

also when using custom hidden selection textures it is a good idea to redefine the hiddenselections as well

viral rapids
#

Not rly needed, but doesn't hurt to do so.

inland gulch
#

hiddenSelections[] = {""};
hiddenSelectionsTextures[]={""};
hiddenSelectionsMaterials[]={"'};

#

I have found it works sometimes when it hadn't before

#

I just do it regularly now

sullen fulcrum
#

I didn't see the paa file in the output

#

I'll try to add \ to the other configs

viral rapids
#

Yep yep

sullen fulcrum
#

now this \A3\characters_f_epb\BLUFOR\Data\UI\icon_h_beret02_ca.paa

#

what the heck

#

it's the right path

viral rapids
#

Did you unpack the A3-Files in your P-Drive?

sullen fulcrum
#

yes

#

with the derap

viral rapids
#

Means: When you type
P:\A3\characters_f_epb\BLUFOR\Data\UI\ <- You are in that folder?

#

In Mikeros Tools Folder, there is an Arma3P (or something similar)

sullen fulcrum
#

yeah I don't remember the tool's name

#

I used one of mikero's tools to unpack all arma 3's pbo

inland gulch
#

that was probably Arma3P

sullen fulcrum
#

yes

viral rapids
#

So again, can you enter that Path in your exploder?

sullen fulcrum
#

yep

viral rapids
#

P:\A3\characters_f_epb\BLUFOR\Data\UI\

#

And there are 2 files?

sullen fulcrum
#

1 paa

viral rapids
#

Good, was just a trick if it rly works πŸ˜›

sullen fulcrum
#

:I

viral rapids
#

Whats the complete line again, where that file is used in?

sullen fulcrum
#

I don't understand your last line

#

where that file is used in?

#

oh nvm

#

hm

#

berets I created berets and it's the picture for the virtual arsenal

viral rapids
#

\A3\characters_f_epb\BLUFOR\Data\UI\icon_h_beret02_ca.paa <-- the line in the config, where you used that path in

sullen fulcrum
#

tf24_gear\berets\config.cpp

#

picture = "\A3\characters_f_epb\BLUFOR\Data\UI\icon_h_beret02_ca.paa";

viral rapids
#

Are you sure that file is missing?

sullen fulcrum
#

that's what the output file says

hard chasm
#

Yeah, i thought it was in the end
it is 'at the end' of each pbo made.
add \ to everything
this is bis you are dealing with, they don't understand relative addressing.
the rule here is \ or lack of one, doesn't matter, EXCEPT:

picture= \MUST\HAVE\A\SLASH;
damage[]={must\NOT\have\a\slash.rvmat...};

the guy who implemented this crap should go back to digging potatoes

viral rapids
#

When you search for "missing" ?

#

^^

#

mikero

sullen fulcrum
#

yes between Warning: rapWarning: missing file(s)*****

viral rapids
#

thats odd

hard chasm
#

the reality folks is bis can't implement relative addressing because they don't understand how it worrks. that's why you need \prefix\addressing for everything. And that means, with the rare exception above, you should always use \

sullen fulcrum
#

yep that's what I did in the moment he told me

#

I edited all of the config files

viral rapids
#

And now the only Error is the A3 Path related one?

#

This doesn't sound right.

inland gulch
#

You can't use the \ in .rvmats

sullen fulcrum
#

I don't know what's wrong with this><

#

ffs

inland gulch
#

the texture won't be found in game for that material if there is a slash in the .rvmat

viral rapids
#

Pack it again, upload the output to pastebin.com and send the link @Adir#6863

sullen fulcrum
#

it just worked

#

wtf

#

wtf

#

wtf

#

W.T.F.

viral rapids
#

Β―_(ツ)_/Β―

#

+No spam pls

sullen fulcrum
#

butbut

#

that's...

inland gulch
#

wtf x3

viral rapids
#

Welcome to Arma Modding.

inland gulch
#

W.T.F. x1

viral rapids
#

=}

#

Okay, did you understand what you did before, regarding the Pathes?

#

if not -> Read it again πŸ˜‚

#

Because -> I will finish those stupid houses finaly. Only ~100 left

sullen fulcrum
#

you're creating a terrain?

#

or just objects

viral rapids
#

Yes and No. Updating the CUP-Buildings atm to the new AnimationNames (getting rid of dvere_01, dvere1, dvere_L, DoorL, Door_01, etc bla)

sullen fulcrum
#

oh

#

ok

#

I guess

#

lol

#

You're from CUP though?

viral rapids
#

helping.

sullen fulcrum
#

oh

viral rapids
#

So @Adir#6863 Your addon works now?

inland gulch
#

Does anyone know what the syntax is for weapons sound configuration? for example begin1[]={"sound\name.ogg",1,1,1};

sullen fulcrum
#

yep @viral rapids

#

Thanks alot

inland gulch
#

the bi wiki just says the last number = speed

viral rapids
#

rgr Adir.

#

no clue Rylan Β―_(ツ)_/Β―

inland gulch
#

Found an explanation from LordJarhead on a sound modding topic

#

for anyone else that need that info

hard chasm
#

standard sound[]={sound\file,pitch, volume in db};

sensible values for pitch are between 0.8 (frankenstein) to 1.2 (donald duck). volume can be anything but you normally see it expressed as db -1 etc

the sound FILE, by default, is wss. there is no need to state the extension. if the file does not actually exist it will try and find

sound.ogg.wss or sound.wss.wss or sound.wav.wss

avoid using wav files. they are bloated with crud intended only for the sound tool that created them.

#

the guy who invented the new array format with distance cones, ran away 3 months later, having broken all the arma2 soundxx[]= {arrays...} because they have the same number of paramaters. The distance cone is somewhat problematic, no-one has ever supplied any intellible answer to what they actually mean. for that reason, do what bis do and just copy paste existing values.

viral rapids
#

hm

polar locust
#

@everyone how do you get your script in that grey box

hard chasm
#

i am the author of that biki page! It refers to arma2 sounds before bis moved goalposts.

sullen fulcrum
#

Ah, ok.

#

Btw @hard chasm, what did you mean by "the guy ran away 3 months later"?

#

Quit working at BIS?

sullen fulcrum
#

Is there a limit for the virtual arsenal list?
Like if I make alot of equipment and all of them are having scope = 2, will all of them show in the arsenal?

fast mica
#

I'd assume they all show, I can't see why not

clever kestrel
#

@sullen fulcrum 🀦 scope=2 means you cant acess it,

jade brook
#

Are you sure about that?

viral rapids
#

wtf?

#

Scope = 0 = No acess

#

Scope = 1 only spawned in, not in Editor

#

Scope = 2 fully available

sullen fulcrum
#

it's offtopic but, where are the downloaded workshop missions located?

viral rapids
#

@clever kestrel

sullen fulcrum
#

I can't find'em anywhere

viral rapids
fast mica
#

I think you're correct Dscha

viral rapids
#

I know i am^^

sullen fulcrum
#

if scope 0 you can still access it by the classname? @viral rapids

viral rapids
#

Of course, yes. You just can not spawn it in.

#

(iirc car_F for example has it)

#

BaseClasses = 1 (basic settings done)
final configs = 2 (rdy to use)

sullen fulcrum
#

so if I simply want to hide the item from the arsenal what should I use? 1?

viral rapids
#

What did i write earlier? πŸ˜‰

sullen fulcrum
#

I actually found this property scopeArsenal

sullen fulcrum
#

Can CBA macros be used as part of a class name? Like this ```CPP
class CfgPatches {
class GVAR(someMod) {
// Stuff
};
};

jade brook
#

It's a great way to handle OFPEC tags in config.

sullen fulcrum
#

Nice, thanks.

sullen fulcrum
#

Bollocks! AddonBuilder throws out errors when packing...

#

It doesn't expect a ( and ).

jade brook
#

Did you include the script_component.hpp ?

icy coral
#

which command defines the object, so i can put it in the Virtual Arsenal into my Backpack ? i have set it up to Scope = 2; but it only shows in the normal Editor up.

grand zinc
#

scopeArsenal

jade brook
#

The item also has to have a specific simulation type.

#

Only some work.

icy coral
#

ok thx

sullen fulcrum
#

Why wouldn't the backpack show in-game? What did I miss?

 class B_Kitbag_Base;
    class tf24_kitbag_aor1: B_Kitbag_Base {
        displayName = "(tf24)Kitbag(AOR1)";
        author = "Task Force 24";
        _generalMacro = "B_Kitbag_Base";
        scope = 2;
        picture = "\A3\Weapons_F\ammoboxes\bags\data\ui\icon_B_C_Kitbag_rgr";
        hiddenSelectionsTextures[] = {"\tf24_gear\tf24_backpacks\kitbags\data\tf24_kitbag_aor1.paa"};
    };```
grand zinc
#

Define "in-game"

sullen fulcrum
#

it's not showing in the arsenal also with addBackpack

grand zinc
#

scopeArsenal
Check what other backpacks that inherit from B_Kitbag_Base do.

sullen fulcrum
#

that's exactly what they do, I copied it

#

They don't have scopeArsenal

grand zinc
#

Also placed in CfgVehicles?

sullen fulcrum
#

no, only CfgWeapons

grand zinc
#

Well...

#

Backpacks are vehicles

#

No wonder it doesn't work

#

B_Kitbag_Base is probably also in CfgVehicles.. right?

#

Problem solved. Good night. πŸ’€

sullen fulcrum
#

thank you

#

I just thought it's the same as vests

clever kestrel
#

@viral rapids oh shit, my bad. > retard

barren umbra
#

How can apply setAnimSpeedCoef for every spawned unit in a game? Event handler or something?

sullen fulcrum
#

Yes, @jade brook.

jade brook
#

Works for me. 🀷

sullen fulcrum
#

Hmm, odd.

sullen fulcrum
#

Does anybody know what the hiddenSelections[] and hiddenSelectionsTextures[] are for the M88 uniform in RHS?

stone cove
#

well thats for the reskins

sullen fulcrum
#

Than I'm looking at the wrong place...

#

I'm trying to create a new unit that inherits everything besides the uniform from rhsgref_cdf_b_reg_rifleman.

#

When I place it I get a bunch of no entry errors.

#

I need to inherit from something else other than rhsgref_cdf_b_reg_rifleman, don't I?

#

What am I missing? ```CPP
class CfgVehicles {
class rhsgref_cdf_b_reg_rifleman;
class new_soviet_rifleman: rhsgref_cdf_b_reg_rifleman {
author = "Neviothr";
uniformClass = "Item_rhs_uniform_m88_patchless";
};
};

jade brook
#

CfgPatches

#

requiredAddons[] = {..., whatever-RHS-addon-has-these-soldiers};

sullen fulcrum
#

Well yeah besides that (CfgPatches is already there, I just posted only CfgVehicles).

jade brook
#
class BWA3_Tank_Commander_Tropen: BWA3_Tank_Commander_Fleck {
    author = "$STR_BWA3_Author";
    _generalMacro = "BWA3_Tank_Commander_Tropen";
    uniformClass = "BWA3_Uniform_Crew_Tropen";
    vehicleClass = "BWA3_Men_Tropen";
    editorSubcategory = "BWA3_EdSubcat_Personnel_Tropen";
    editorPreview = "\bwa3_units\editorpreview\BWA3_Tank_Commander_Tropen.jpg";
};
#

Nothing, lgtm. This is what I use ^

sullen fulcrum
#

What's _generalMacro?

jade brook
#

I have no idea. It's just tradition to put it there at this point.

#

Good luck charm.

sullen fulcrum
#

πŸ˜‚

viral rapids
#

iirc somebody said it was mainly just for debuging

scarlet oyster
#

Its the same type of relic as _F at the end of BI classnames. Likely they create classes or contents of classes with macros. This also dumps some output of the macro into _generalMacro = ;

#

So there is no point in having this, just as there is no point in having _F at the end of your classnames. πŸ˜„

viral rapids
#

^^

#

What was the _F for?

#

_F(utura) ?

scarlet oyster
#

yep

hot pine
#

_generalMacro - is only used by some internal arma tools

#

there is no reason to keep it in your configs

viral rapids
#

☝ Thats what i had in mind

scarlet oyster
#

Ah here we go. Actual knowledge. πŸ˜„

hot pine
#

_F == Futura indeed

viral rapids
#

me is gut \o/

scarlet oyster
viral rapids
#

What does it do? oO

scarlet oyster
#

Nothing.

viral rapids
#

lol

#

But sounds like a "Stalker"-like sphere/bulb/thingy

scarlet oyster
#

AFAIk it was something from the early stages of Project Futura, before A3 was turned into what it was during early access.

viral rapids
#

So no Aliens.

scarlet oyster
#

It does explain the rather futuristic assets in world and game. πŸ˜„

grand zinc
#

Regarding AnomalyPars ARMA3_TIME_ANOMALIES TimeAnomaly represents one time anomaly (time bubble)
You walk into it.. Animations slow down/speed up
Script commands for it:
setRefractPars Sets params for refraction.
Time Anomalies don't work in MP though. Which is kinda obvious as they alter simulation time and such.

There are also Fail Anomalies:
setEquipFailure Sets equipment failure of given type of person (commander unit).
Weapons would have a reliability variable.. To me that sounds very close to the Weapon Jamming that ACE has.
Yeah.. If reliability < failure"rate" then only plays empty magazine sound when you try to shoot.
Your electric optics could fail.
Can also cause Vehicle engines or controls to fail.

Also Wind Anomaly WindAnomaly represents one wind anomaly - causing wind blowing to/from center of the anomaly
That would be so cool if the wind is so strong that trees would bend towards it.

The Stalker Mod guys would certainly love this stuff.. And I do too. I see it not really fitting into the A3 theme.. But it would be a nice feature to have.

There is still something related to anomalies in the game right now..

If anyone knows what these words have in common...
rain, night, meadow, trees, hills, houses, windy, deadBody, sea, forest, waterDepth, camDepth, anomaly, coast, altitudeGround, altitudeSea, daytime, shooting, fog
Something related to ambient entity ?

sharp stone
#

arent those the keywords for simple expressions? like in selectBestPlaces?

jade brook
#

I remember reading some of these in the sounds configs.

scarlet oyster
#

Oh wow, didn't know the script commands were still around.

#

Yes, those are simple expressions and are referred to as "ambient parameters".

#

They are used in sound configs, ambient life configs and also for selectBestPlaces script command.

#

There is another, 4th use for them that was pretty obscure and i cant remember what it was. :/

grand zinc
#

The script commands are not around anymore. If they were they wouldn't do anything and just return Nil

jade brook
#

They are not script commands outside of where they're used.

sullen fulcrum
#

Oh I know what's causing it.

#

rhs_uniform_m88_patchless and Item_rhs_uniform_m88_patchless are different things.

#

Bad news - units aren't equiped with the M88 uniform, but rather with the Flora one, which for some reason doesn't have an icon in the inventory. Good news - no more errors.

hot pine
#

@sullen fulcrum -
uniformClass = "Item_rhs_uniform_m88_patchless"; that doesn't sound like proper uniform class

sullen fulcrum
#

@hot pine read above. I change it to rhs_uniform_m88_patchless. Now units aren't equiped with the M88 uniform, but rather with the Flora one, which for some reason doesn't have an icon in the inventory.

strange egret
#

oh man... another bad damage mechanic...
Turns out that if a bullet hits a hitpoint A on an object, another hitpoint B on the object can take up to 3x the indirect damage compared to hitpoint A (more damage than defined in the projectile config ) ... up to 3x as much. There may be more shenanigans, i may not have found the pit of this stupid damage system hellhole either.

viral rapids
#

Funny thing is: Let the DamageHandler log each hit. You get xxxx entrys -.-

#

even with 0 dmg

strange egret
#

yes. Thats why i have some filtering applied, but its not enough. I now also have to check if damage is higher than the config permitts and limit it... Oh and of course if you set damage it also triggers a DMGhandler (apparently?)...

viral rapids
#

Wut?

#

setDamage does? Nah

#

(or? uhm)

strange egret
#

idk, i use different methods. But in my vehicle damage system i destroy all hitpoints on a vehicle if ammo is hit and random condition is met... and for some reason it causes damage=1 to all hitpoints? But its weirdly logged... need to investigate further on that

viral rapids
#

But all in all -> Yeah, its erm... "not so optimal"

#

wait, what?

#
 i destroy all hitpoints on a vehicle if ammo is hit and  random condition is met... and for some reason it causes damage=1 to all hitpoints? But its weirdly logged``` *confused
strange egret
#

i mean, the scripted damage setting causes a trigger for the damagehandler

viral rapids
#

You mean setHitpointDamage or setDam(m)age?

strange egret
#

like i said, need more testing to see if this is actually the cause for the handler triggers or just some silly coincidence in the tests i made

#

_vehicle setHit [_x,1]

viral rapids
#

iirc, it doesn't trigger it, hmm..

strange egret
#

for all hitpoints

viral rapids
#

Oh, setHit

#

uhm, never used that, tbh

strange egret
#

i have to use it, because setHitPointDamage does only work for classnames... and good luck finding the right "HitTurret" on vehicle with multiple turrets or "" (<- is a valid class apparently)

strange egret
#

handledamage returns selection, which can be damaged with setHit - easier handling. If it causes problems i guess i can try setHitIndex, but i doubt it does things differently

viral rapids
#

rgr dat

buoyant mason
#

Any way to add in dialog, a button, to connect to an server, with ip and port ? ( i want to modify my main menu of the game)

viral rapids
#

no

sharp stone
#

Can anyone help me to get an XEH init EH to fire? Ive been trying for a bit but nothing to show for it.
These are the relevant file bits:
https://pastebin.com/YLT0nh8a

The logic show in the editor and I can place it, the function is loaded and I can call it manually and it works, but it's not fired from the XEH. Any clues?

gilded lake
#

step 1. try init = "diag_log _this"; as the EH

#

and maybe check if everything is correct in the config browser I guess

#

I'm not sure that the GVAR macro should be used in configs πŸ€”

sharp stone
#

it resolves fine

#

its a cheat for properly TAGging your shit

#

ill try moving the diag to the init property itself

#

yea definitively not firing

#

did i mess up the inheritance of class Eventhandlers; somehow?

gilded lake
#

hmm try adding

class EventHandlers {
    class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
};

to the CfgVehicles class

sharp stone
#

I will but i can see it's already there in the config browser atm

#

ill need to declare CBA_... in the parent too right?

gilded lake
#

if it shows in config browser it's probably fine

sharp stone
#

ah but it's empty

#

arent there supposed to be EH calling the CBA ones there

sullen fulcrum
#

@sharp stone so you want the module to run code?

sharp stone
#

its a game logic, just some init code

gilded lake
#

no the EHs are registered in the CBA classes somewhere

#

initially anyway

sharp stone
#

yea but there should be calls to the cba ones right?

sullen fulcrum
#

Yeah, you place a module, run the mission, and the module runs code on init, right?

sharp stone
#

yes

#

ah seems Logic _does't have defined CBA_Extend... properties in class CBA_Extended_EventHandlers on my side

sullen fulcrum
#

Where is your CfgPatches?

sharp stone
#

oh the mod is loading an all

#

i can place them and the code running in 3den works

#

just the init left

#

ah

#

gamelogics dont run CBA XEH by default it seems

gilded lake
#

πŸ˜›

sharp stone
#

thanks for the pointer, ill add them manually

#

... as soon as ive resolved the XEH macros πŸ˜›

#

grasscutter for buildings πŸ˜›

gilded lake
#

πŸ˜„

jade brook
#

Problem is that there aren't enough test results yet to see if this doesn't cause any problems with map objects etc.

sharp stone
#

Mhm for map objects would be interesting

#

Houses that can register themselves for loot/garisson/??? Scripts

sullen fulcrum
#

@jade brook could that be used for whitelisting buildings and having AI automatically garrison them without having to run a script?

#

@sharp stone that's actually pretty cool. Might use this myself (if you don't mind of course).

jade brook
#

It's not really about terrain objects. More like classes that typically are associated with terrain objects. class Static etc.

#

So when you place a chair with Eden, the chair can use XEH.

sharp stone
#

ah i only read the small preview in discord, my bad

sullen fulcrum
#

^

sharp stone
#

also @sullen fulcrum it's pretty trivial code. the hard part is actually getting everying working nicely in 3den since everything works a little bit different

#

you can browse around here for the implementation

#

i have my dev version that works from the debug menu laying around still too if youd like to work from that

sullen fulcrum
#

Thanks.

stiff thistle
#

Can arrays made by macro only have one item in them?
Below is an example of what im tring to do, the macro works fine with just one item in the array but any more and it skips the entire class

        textures[]=TEXTURES;\
    };
VEH(C_Kart_01_Red_F,{"Index_0"})

// output:

class C_Kart_01_Red_F
{
    textures[]=
    {
        "Index_0"
    };
};```
dim mist
#

nah, afaik at least, you can't put commas in them

stiff thistle
#

that is a tad inconvenient

jade brook
#

This is what I usually end up doing:

#define VEH(CLASSNAME,tex) class CLASSNAME {\
        textures[]={tex};\
    };

#define VEH_2(CLASSNAME,tex1,tex2) class CLASSNAME {\
        textures[]={tex1, tex2};\
    };

#define VEH_3(CLASSNAME,tex1,tex2,tex3) class CLASSNAME {\
        textures[]={tex1, tex2, tex3};\
    };
#

Or incorporate these:

#define ARR_2(arg1,arg2) arg1, arg2
#define ARR_3(arg1,arg2,arg3) arg1, arg2, arg3
#define ARR_4(arg1,arg2,arg3,arg4) arg1, arg2, arg3, arg4
#

Also have seen this being suggested:

#define COMMA ,
stiff thistle
#

how about that, COMMA works

#

Cheers guys πŸ‘πŸΌ

barren umbra
#

Hey folks, I have a big issue with my DIY AC-130. Previously I had it all working when it was baked into CUP's C-130J, it was all working, turret guns and all. I decided that the test was successful and wanted to make the AC-130 into a separate addon with CUP as dependency. However for some reason I just cannot fire weapons at all. The ammo is displayed and all, but nothing happens when I pull the trigger. Not even some horrible broken bullets come out. The model is set up and all.

hot pine
#

obviously CUP_B_AC130_40mm_HE doesn't exist @barren umbra

barren umbra
#

yeah, thanks for pointing that out, I changed the classname somehwere down the line

solemn scroll
#

Do you guys know if there is a way to set faces for units? I want my insurgents to have like, eastern faces.

    class Insurgent_Rifleman : I_G_Soldier_unarmed_F {
        
        _generalMacro = "Insurgent_Rifleman"; 
        side = 2;
        scope = 2;
        scopeCurator = 2;
        displayName = "Rifleman"; // In-game name of unit
        faction = ZEUSOPSInsurgentFac; // Puts unit under new faction
        vehicleClass = "ZEUSOPSInsurgentFac_Infantry"; // Puts unit in the vehicleclass
        icon = "iconMan";
        editorCategory = ZEUSOPSInsurgentTop;
        editorSubcategory = ZEUSOPSInsurgentInfantry;
        nakedUniform = "U_BasicBody";  
        uniformClass = "U_BasicBody"; // Uniform Class
        backpack = ""; // Backpack Class
        linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch",  "ItemRadio"}; // Item's added to the unit. 
        respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch",  "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section.
        magazines[] = {"rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","SmokeShell","SmokeShell",};
        Respawnmagazines[] = {"rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","rhs_30Rnd_545x39_AK","SmokeShell","SmokeShell",};
        weapons[] = {"rhs_weap_ak74m_camo"}; // Weapons added to the unit.
        respawnweapons[] = {"rhs_weap_ak74m_camo"}; // Weapons added to the unit. Should be identical to the weapons section
};
sharp stone
#

it's defined by their identityTypes iirc

#

identityTypes[] = {"LanguageENG_F","Head_NATO","G_GUERIL_default"};

#

typical CSAT soldier: identityTypes[] = {"LanguagePER_F","Head_TK","G_IRAN_default"};

distant gyro
#

Sorry, not sure whether to post here or the dev branch channel. But does anyone have any information on what's changed with laser targeting/ locking. Currently in the stable build, the weapon I've been working on can lock onto a laser marker and fire accurately, but on the dev build, I can't lock. I know they changed it so targets have to have a heat signature, but that's not ideal. Does anyone how to change this? Cheers

untold temple
#

What does your weapon's cfgAmmo class use as a parent? If it's inheriting from an ammo type that has new sensors defined, but not a laser sensor, it wont lock on laser targets

untold temple
hardy tendon
#

Which a3 cargoposes works with ffv?? trying to find one that can fit my vehicle a little better

sullen fulcrum
#

Is there a way to globally disable RHS' FCS? They seem to be pretty kin about not removing the darn thing.

hot pine
#

nope ( Ν‘Β° ΝœΚ– Ν‘Β°)

sullen fulcrum
#

Shame.

polar locust
#

hey is there anyone willing to jump on my teamspeak and help me out with my mod? its just a simple vest retexture and i need help adding the carrier rig

#

in the config

fast mica
#

@polar locust Can you copy paste the config here and I'll take a brief look

polar locust
#

Config is too big to copy and paste. plus I got alot I want to do

strange egret
#

also taking small steps is key if you are new to this...

#

unless you want to redo everythin over and over

polar locust
#

i'm taking small steps but i'd like a mentor or something

#

i'm trying to make a retexture of the carrier rig. i already got the carrier light

#

also I'd like to create custom units with custom classes

polar locust
#

anyone good with config that is willing to help me out with my mod

shell terrace
#

Hey quick question, when I stand up straight and shoot a custom weapon the sound is really quiet, but if I lean and shoot I hear it at normal volume.. Its the same thing in first person

#

any ideas?

#

I tried my own config and I also used the vermin config and m200 config

dim mist
#

the example only shows adding the 'Editor event handlers' in the config

#

actually maybe they can be added in the normal EventHandlers in objects.. will try that

dim mist
#

they can

fast mica
#

@polar locust Change tis to a path to a p3d { uniformModel = "\A3\Characters_F\BLUFOR\Data\equip_b_vest02";

#
            uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; ```
boreal heart
#

Does anyone know where I can get a list of all the aircraft pylon weapons classnames?

jade brook
#

From the ingame config viewer.

thorn leaf
#

can probably make an all in one config too

boreal heart
#

Thats what I was hoping for, mainly a config of the new jets DLC stuff

#

Would do it myself but I got no idea how to do config dumps

boreal heart
#

πŸ‘Œ

agile flame
#

Hello guys! πŸ˜ƒ

JSRS Soundmod - 5.17.0517 Changes:
Additions:

  • Added New Footstep sounds for various surfaces like dry and tall grass, forest and concrete

im looking for how to disable footsteps sounds for some anims
daz it possible?

boreal heart
#

For some animations probably not, as the animations I presume would just call upon the walking footsets sounds. So if you disable the sounds or comment them out then you wont have any footstep sounds for any animation

fathom thorn
#

hi guys. Im making an aircraft where I want to use proxies for visuals changes only between two variants. can I do this in the config? I know how to change between different weapons using proxies, but what I want should only be static objects with no functionality

#

one variant will have fueltanks on the wings and the other will have missile pods

#

I can solve the issue with hiding stuff, but I wonder if there is a more sexy way of doing it

boreal heart
#

Anyone here familiar with making gunpods work in the Dynamic loadout?

agile flame
#

@boreal heart probably, or not works 100% ? Did u tryed it by self?

gilded lake
#

does A3 happen to define a macro when Apex is loaded?

boreal heart
#

@agile flame I have tried. I've followed the biki, I went through the config dump and tried to find out how they did gun pods but apprently they dont exist so I had no luck there. I tried following someones mini template thing for gunpods but that did't work either

viral rapids
#

100€ bet, that the guy who made the CargoIndex's for the Truck was drunk, while he did that ^^

#

Rows from Last to first Seat at "Tempest Open" ( O_Truck_03_transport_F )
{5,4,3,2,9,1} - Left Row (9?)
{11,10,12,8,7,6} - Right Row (ffs?)

sharp stone
#

Guess its to simulate ppl spreading out inside

viral rapids
#

It's only at the Tempest and HEMTT.

agile flame
#

@boreal heart im asked about footstep sounds...

boreal heart
#

Misread it then mate. As for the footsteps, I haven't tried, I'm just going off common sense and how I think it is set up. You could disable sounds for certain surfaces but not sure about animations. As the sound would just play in relation to the surface, I may be wrong though

untold temple
#

@viral rapids did they proxies get re-indexed for FFV?

fathom thorn
#

Hi guys. Has anyone here experience with VTOLs? I'm having an issue. My VTOL feels like a brick to fly when it's hovering. Very unresponsive controls. I tried using the same flightperformance variables as the Y32 xi'an(as it should behave more or less just like it) and distributing the mass the best I can.
When flying like a normal jet in high speeds, it works fine.

Any obvious reasons whats wrong? What am I missing?

viral rapids
#

@untold temple I doubt it

strange egret
#

@fathom thorn if u use "masscubes" move them closer together, that should reduce moments of inertia. Alternatively, there are some config settings for vtol/hovermode that influence sensitivity (dont remember what it was called )

lapis oar
#

Hello all, I'm working on a new RP framework(so to speak) and could use some help, especially with extDB. Please contact me on steam: Azuren's Tactical Dog if you can help! (I'm not making a full fledged altis life, just something hat can fit the needs of my server.)

fervent glacier
#

Hello guys. I made a new vehicle and configurated it like a tank. But now, when i get in as the driver, my character is not visible in 3rd person. Do you have any idea on this ? (nb : the problem disapear if i use simulation = "carX" instead of simulation = "tankX" )

wise fog
#

Driver proxy in the visual lod?

fathom thorn
#

@fervent glacier I you add a pilot view LOD you can change the 1st person view. It should just contain what you can see and not the whole model

fervent glacier
#

@wise fog the driver proxy is ok
@fathom thorn thanks i'm going to try

wise fog
#

Its in the correct position for resolution lod 1 and all others?

fervent glacier
#

yes

fathom thorn
#

Is the path to the proxy model correct? are you sure you assigned a name to the proxy and didnt just make a selection?

wise fog
#

I haven't played with tanks much, there might be a config setting missing

#

Such as show driver in 3rd person = 1

#

Might just be off for tanks in general

fathom thorn
#

It should be enough just to add the proxy

fervent glacier
#

when i select the option to expose myself , i can see the driver

untold temple
#

This is how all tanks work. You have to be turned out for the proxy to appear

#

can force the vehicle to have the driver turned out at all times

strange egret
scarlet oyster
#

Oh god yes please

fervent glacier
#

hideProxyInCombat=0 solved the problem. The character is always in the "turn out" position

#

thank you guys for your help

wise fog
#

almost a year old for a good feature

#

may 8th 2016 on that tracker 😦

fathom thorn
#

I have hideproxyincombat = 1, and my driver is visible all the time, but I just realized my class is B_APC_Tracked_01_rcws_F

ornate plaza
#

Does anyone know what the defined class for the pilot sling load camera is? the pip rsc optics code ? cant find anywhere on BI

hot pine
#

@ornate plaza - check pilotCamera class for rsc class

#

@strange egret - funny fact - there is commented out part of the code in A3 from VBS that contains control over "viewdriverinexeternal" yet after uncommenting that driver was visible inside but his FG was not working at all

viral rapids
#

FG?

strange egret
#

firegeo

viral rapids
#

ah

strange egret
#

the firegeo was propably added later , and maybe in a way that only works with "status quo"

#

the marvels of legacy engines - a core and a big stack of features stapled to it. If you change the core, staples will come off ^^

hot pine
#

well, it's working in VBS somehow right now so it's probably possible to make that working in RV engine too

strange egret
#

would be very nice

hot pine
#

needs some spies infiltrating BI Sim though πŸ˜›

viral rapids
#

Can you tell em to steal the Pin&Hole Stuff too? πŸ˜›

strange egret
#

of course it works in VBS, it has much more staples in it. <- thats how coding works, i'm sure

worn eagle
#

any idea why my items in cfgunits won't go to backpack of a unit?

#

it gives unit the stuff only to its vest and uniform, not anything on backpack

strange egret
#

you mean the backpack is not added, or are items not added to the existing backpack?

worn eagle
#

items are not added to the existing backpack

strange egret
#

check how vanilla units are setup. Might be possible that items for backpacks have to be predefined in the backpacks config. Never done this myself

worn eagle
#

checked, the vanilla units are made the same way

strange egret
#

check the backpacks they use.

worn eagle
#

yeah, true

#

it seems like they have inventory already in them πŸ˜„

#

thanks

dim mist
#

trying to set up 3den attributes on a set of objects.. do they not inherit?

#

can see all the attributes in the config viewer, but they don't show in 3den (only attributes explicitly defined in each object)

#

but in the base class it shows all 10+ attributes that show in the config viewer

sharp stone
#

did you set your requiredAddons correctly? You might add the attribute before the inheritance happens, so to speak.

dim mist
#

there are no required addons, it's all in 1 config

#

if it wasn't inheriting properly, i don't think it'd show everything in the config viewer

hot pine
#

@dim mist eden attributes are not visible unless you redefine them

#

class Attributes: Attributes {
class ObjectTexture: ObjectTexture {};
class rhs_decalNumber_type: rhs_decalNumber_type {};
class rhs_decalNumber: rhs_decalNumber {};

#

I use something like that for rhs

dim mist
#

yeah ok, thanks.. at least I don't need everything duplicated in there

#

wierd that you have to do that

scarlet oyster
#

needs some spies infiltrating BI Sim thoughhah, meeting scheduled. πŸ˜›

sullen fulcrum
#

has anyone a idea how to set particle movement speed?
moveVelocity seems to do nothing

scarlet oyster
#

CfgCloudlets?

#

Can you pastebin it?

sullen fulcrum
#

trying to make a brass that flies to the right

#

it just drops straight to the ground

strange egret
#

is it for a handweapon?

#

if yes, then moving the "endpoint" of the particle memorypoint further away from start increases "throw distance" in my experience

sullen fulcrum
#

Well i need to script that as i want the shell to eject when bolting, the standard system only allows you to eject it directly when shot

dim mist
#

@sullen fulcrum have you tried multiplying it? direction is probably a normalized vector so the speed would be 0.5 with that directionX/2 etc

#

might be too slow to be noticable

sullen fulcrum
#

@dim mist i do that in the actual particle class, the first one is intended to be a "baseclass"
moveVelocity[] = { "directionX * 100", "directionY * 3", "directionZ * 3" };

#

at least something should move with that

dim mist
#

ah ok sorry, didn't scroll down enough

sullen fulcrum
#

np ^^

dim mist
#

is 'direction' definitely right? I've got one that uses moveVelocity[] = {"inDirX * 5", "inDirY * 5", "inDirZ * 5"};

#

that's for blood spray

#

might have different vars available depending on where it's used

sullen fulcrum
#

tbh i have no idea where it's comming from πŸ˜„

#

couldn't find any info on the wiki so i just copied vanilla stuff and assumed something...

dim mist
#

yeah i dunno sorry, as you said the vanilla one is like yours

sharp stone
#

If its already zero, multiplying it wont help. Try adding to it? But that seems like solving a symptom, not a cause...

dim mist
#

yeah, sorta need the * or it'd always go the same direction

sullen fulcrum
#

yea i also tried +

#

nothing happend aswell

dim mist
#
  • should do something if it's working at all
sullen fulcrum
#

thats what i assumed as well, no luck so far..

#

@scarlet oyster i posted the pastebin above, do you have any idea?

mint pike
#

im retexturing the Mk18, got the texture loaded, went through and changed the class names so it came up seperate from the vanilla MK18. but now you can only put on vanilla sights, none of the modded ones. anyone have a clue what's going on? https://pastebin.com/wkGrzWLe

dim mist
#

you're not inheriting the slots properly

#

or not defining them properly to inherit

#

if all you're doing is retexturing, you don't need 90% of that

mint pike
#

im guessing i could get rid of the sounds and all that

dim mist
#

(you'll need to find the proper base class)

#

can probably delete at least the model too (because you're not changing it)

mint pike
#

hmmm

#

?

fathom thorn
#

Hi. I am making two different variations of the same aircraft. 1 with fueltanks and the other with missile pods. I know of two ways to do this.

  1. include both(fueltanks and missilepods on top of eachother) and use a script for each variation to hide a selection.

  2. make them as seperate objects and use a script with attachTo for each of them. which solution is best performance wise? or is the difference insignificant?

or is it a third option that can be done straight in the config itself?

sorry for double posting (also posted in the scripting channel)

mint pike
#

cut it down a whole lot, i understand what you're saying now @dim mist and still, only vanilla and ace sights

#

NVM, got him workin

#

thanks for the help @dim mist

vital torrent
#

Struggling with a rocket config:
initSpeed in magazine is 96 but in game it starts at 350

#

What am i missing?

#
    {
        scope = 2;
        type = "3* 256";
        initSpeed = 96;
        model = "\magazine.p3d";
        modelSpecial = "\foaded.p3d";
        displayName = "Rocket";
        ammo = "fow_R";
        picture = "\fow\fow_weapons\piat\data\ui\rocket_ca.paa";
        mass = 25;
    };```
#
    {
        simulation = "shotRocket";
        hit = 400;
        indirectHit = 50;
        indirectHitRange = 2;
        initTime = 0;
        thrust = 0;
        thrustTime = 0;
        fuseDistance = 5;
        sideAirFriction = 0.5;
        timeToLive = 15;
        maxSpeed = 96;
        model = "\fow\fow_weapons\projectile";
        simulationStep = 0.002;
        cost = 175;
        whistleDist = 5;
        airLock = 0;
        aiAmmoUsageFlags = 128;
        irLock = 0;
        maneuvrability = 0;
        allowAgainstInfantry = 0;
        muzzleEffect = "";
        effectsMissileInit = "";
        effectsMissile = "EmptyEffect";
};```
untold temple
#

Does the weapon class have an initspeed param as well?

#

if you want to use the one from the mag nowadays the weapon has to have initspeed = -1;

vital torrent
#

i've checked the cfg in game, it had 30 as default, i've tried it with 0

#

i'm gonna give a try with -1

#

same result

fleet pawn
#

:...:

mint pike
dim mist
#

@mint pike the base might not have the attachments set on it.. try inheriting an actual equippable weapon

mint pike
#

ive had it inherit (i believe) the base gun

#

and all it does is replace the texture, for the MK18, rather than it be its own seperate mod

dim mist
#

it should work with your texture as a seperate gun if you do as you have but replace EBR_base_F with whatever the working vanilla gun is

#

not sure if that's what you mean by 'its own seperate mod'

#

if you did VanillaGun_F : EBR_base_F it would replace the textures on the vanilla one

clever kestrel
#

I'm still very confused as to how pathing works with arma 3. I've added my addon prefix to : midnight_insignia and my cfgPatches looks like this: class CfgPatches { class asw_midnight_insignia { name = "Insignia - ASW"; author = "Midnight"; url = "armasimulatedwar.com"; requiredVersion = 1.68; requiredAddons[] = {}; units[] = {}; weapons[] = {}; }; };

#

and my CfgUnit Insignia looks like this:

#
{
    class midnight 
    {
        displayName = "Midnight Patch";
        author = "Midnight";
        texture = "\insignia\data\midnight_eye.png";
        textureVehicle = "";
    };
};```
dim mist
#

the prefix = the root of your pbo

#

so it should be "\midnight_insignia\data\midnight_eye.png" (if you can use .pngs?)

#

and assuming it's in a data folder in your pbo @clever kestrel

#

cfgpatches doesn't effect the path

clever kestrel
#

@dim mist Yeah it's actually a .paa I dont know why it's a png in the config (yes I did already make the change to .paa). pbo is name insignia though?

dim mist
#

pbo name doesn't matter, just the prefix

clever kestrel
#

Well that's weird, literally the prefix, pbo name, and cfgPatches (I understand that you don't need cfgPatches changes, I was just identifiying that there is pretty much similar in every naming convention)

dim mist
#

yeh the pbo name doesnt matter at all (renaming the pbo won't change anything)

#

the cfgpatches name is just used for 'requiredAddons' on other pbos

clever kestrel
#

Right.

dim mist
#

prefix is all that matters for the path

clever kestrel
#

I'm so at a loss then, the prefix matches up to the path perfectly.

dim mist
#

not in the example you pasted?

clever kestrel
#

prefix is insignia ??

dim mist
#

oh ok, thought you said it was midnight_insignia

clever kestrel
#

No no.

dim mist
#

you checked the prefix is right in the pbo? (extracted it)?

clever kestrel
#

Yep.

viral rapids
#

Short Summary: Whats the Prob?

#

No idea wich PreFix to use?

clever kestrel
#

during runtime the insignia cannot be found.

dim mist
#

yeah i don't know sorry, we have some in our modset, prefix (generated from folder on P:) is \asor\asor_insignias, config has class CfgUnitInsignia { class CMD_PAT { displayName = "CMD 1"; author = BLAZE; texture = "\asor\asor_insignias\data\SWORD1.paa"; }; };

viral rapids
#
P:\MyMainFolder\MyModFolder\Texture\image.paa

texture = "\MyMainFolder\MyModFolder\Texture\image.paa";```
#

or

P:\Midnight\Insignia\Texture\image.paa

texture = "\Midnight\Insignia\Texture\image.paa";```
clever kestrel
#

@viral rapids Well, I'm worried about this because using a absolute path could cause problems if someone were to rename the folder?

viral rapids
#

Absolut Paths???

#

Check "texture" again

dim mist
#

they would have to rename it inside the pbo

viral rapids
#

Yep

clever kestrel
#

Oh I see. duh my bad.

viral rapids
#

It's the pboPrefix, that handles everything INSIDE the pbo

#

Good morning.

clever kestrel
#

πŸ€”

viral rapids
#

So your *Path is (when you use P: Drive) the full path, just removing "P:" from it
(fk discord...)

#

I assume you pack with PboProject?

dim mist
#

discord made it correct anyway? should leave the \ in

clever kestrel
#

Alright, easy enough. Yes I use PboProject.

viral rapids
#

Ah, yeah. True Lecks πŸ˜„

#

Then hf. There isn't much more to tell about it

#

Except...

#

When the file is in a Missionfile:
\ <-- Must removed at the beginning ( \= indicator that it has to search in an addon)

dim mist
#

yeah and for some reason in p3ds you can't have it

clever kestrel
#

😟 headache inducing.

dim mist
#

what dscha was saying will break if you manually set a prefix btw

#

(have a $PREFIX$ file)

viral rapids
#

Or let PboProj do it.

#

More easier, no butthurt.

dim mist
#

yeah

viral rapids
#

tbh, i can't remember when i set up the $PREFIX% file by myself the last time

clever kestrel
#

Well, it's sort of like the eden editor properties for multiplayer. I never trust that shit, I always do it manually with .ext file.

viral rapids
#

Thats from BI πŸ˜‚

clever kestrel
#

I still don't trust it. Give me the crazy eye a few different times

viral rapids
#

one thing i can say: You can trust (99% of the time), what PboProj does.

clever kestrel
#

Yeah, freaking addon builder reports nothing back to me unless I go digging around in logs. PBO is project and tells me up front. "Hey moron, there is something wrong"

#

It's all working now. 🀷

viral rapids
#

Yep

#

So, anything else? πŸ˜„

clever kestrel
#

Nope. πŸ˜›

viral rapids
#

rgr that, back to OBE then =}

clever kestrel
#

okie dokie

gilded fog
#

does anyone know how to make the mirror checkbox actually work on modded planes (I already defined mirrorMissilePos to the corresponding pylons)

sullen fulcrum
#

Prefixs need better documentation.

viral rapids
#

for what?

grand zinc
#

Don't know what should be documented on that. You add a prefix you get a prefix

sullen fulcrum
#

It seems like a lot of people (including myself) are confused by it.

viral rapids
#
P:\MyMainFolder\MyModFolder\Texture\image.paa

MyModFolder = the one you select to pack
=
prefix=MyMainFolder\MyModFolder

texture = "\MyMainFolder\MyModFolder\Texture\image.paa";```

Thats it oO
sullen fulcrum
#

I always thought the prefix is added behind the path... 🀦

grand zinc
#

Yeah.. Because pre is the same as post.

viral rapids
#

🀦

boreal heart
#

Anyone know how to get the NATO boxes as seen here

#

To show up for custom units, or just how do you get them in the first palce

strange egret
#

in cfgGroups you need to set up the appropriate icons

boreal heart
#

What config input do I need? I've looked everywhere

#

Is it like icon = "";?

strange egret
#

have you even looked at a vanilla config?

#

icon = "\A3\ui_f\data\map\markers\nato\b_inf.paa"; its right there

boreal heart
#

Yea I did, ages ago, just looked recently and found it as I was asking haha

#

Probably did a real basic search back then

boreal heart
#

Would anyone know why when I make custom SMA weapon classes for my milsim unit they spawn in with no attachments, but when I use RHS weapons they work fine

#

class SMA_Mk16_Green;
class SOR_USMC_W_Mk16_SLTL: SMA_Mk16_Green
{
class LinkedItems
{
class LinkedItemsOptic
{
item = "SMA_eotech552_3XDOWN";
slot = "CowsSlot";
};
class LinkedItemsAcc
{
item = "rhs_acc_perst1ik_ris";
slot = "PointerSlot";
};
};
};

#

For example, that weapon when spawning in with my units have no attachments, but if I swap the classes out to an RHS one, the weapon spawns with attachments

untold temple
#

Are the attachment classes you're writing, definitely compatible with the weapons? IIRC, SMA's SCARs have a few items that are specific to certain weapons

boreal heart
#

I can put them on in the arsenal, and they work fine

#

But when trying above they dont work, if thats what youre asking?

sullen fulcrum
#

@grand zinc I'm confused.

grand zinc
#

ok

sullen fulcrum
#

When it comes to Arma modding confused is my normal state.

plain field
#

Does anyone know how to get magazines to show up in the magazine list, in the Virtual Arsenal

#

They show when you have the rifle equipped, but not from that magazine list (the button with 3 mags shown)

#

scope =2;
scopeCurator =2;
scopeArsenal = 2;

None of those have done the trick

viral rapids
#

wut? It should with those settings.

plain field
#

Yea, it should, but it doesn't

#

I thought perhaps there was a new line to add, they only added that button back last year

viral rapids
#

afaik not

#

scopeArsenal = 2; <-- Should do the trick. hm...

plain field
#

yea I don't know what's going on

viral rapids
#

Did you checked the ingame config Browser? Maybe a 2nd Class has the same name and overwrites it.

plain field
#

I was just about to XD

viral rapids
#

^^

plain field
#

wonder if it's weaponpoolavailable = 1;

#

can't find any info on it though

grand zinc
#

sounds more like the weaponPool script commands

plain field
#

Nope not that, hmmmm, this is weird

#

Wonder if I have to make a cfgVehicle for it like I would for use in the editor

#

I guess you can't place magazines in the editor, alright now I'm getting frustrated

strange egret
#

put them inside an ammobox, hit play and drop them on the ground then

#

unless you want to place them for mission/beautification purposes...

#

pretty sure there is a way for that too

plain field
#

Nah I need them to come up in the Arsenal from the magazine list

#

And scopeArsenal = 2; isn't working

strange egret
#

is it listed in your CfgPatches magazines[]={foo} ?

plain field
#

oh bollux, no it isn't, I'll try that, thanks man

strange egret
#

thats propably it then

plain field
#

No such luck

untold temple
#

@boreal heart might want to check the class name of the slots in those SMA weapons. They might not use e.g. class CowsSlot but instead give it some custom name

#

looking at the SCAR, they use names like asdg_OpticRail_SMAAssault for the optic slot. asdg_FrontSideRail_SMAAssault for the laser/light slot and asdg_Underbarrel for the bipod slot

#

so would need to use that in the slot = ###; parameter of the linkedItems

strange egret
#

blergh -.- stupid hardcoded bullshit. Static weapons apparently dont respect custom selection names etc

untold temple
#

For what? "hlavne" etc mem points?

strange egret
#

no mainturret and maingun connection between model.cfg and turret logic

#

or its a different error...

untold temple
#

Have noticed the mainGun source seems to go backwards to what I expected on e.g howitzers and mortars

#

nvm, it's the same for everything- increasing value depresses the gun, negative value elevates

strange egret
#

great, my mortar falls over all the time, with out even doing anything

boreal heart
#

@untold temple I never thought about looking there, I didn't realise you could make your own slot classe etc! Thankyou I'll look into it πŸ˜ƒ

boreal heart
#

You know where I can actually find this info out for myself? for future reference?

#

Actually nvm πŸ˜ƒ You info fixed it, as always I find what I'm looking for right after I ask about it

spiral steppe
#

Could someone please point me in the right direction for updating a mod vehicle to use the new FCS? The vehicle hasn't been updated in a long time, but obviously now with ACE removing their FCS.

untold temple
#

@spiral steppe You have a custom turretInfoType?

magic wagon
#

For lack of a better word, any idea why my plane is "humping" the ground after the engine is on goes foward on its own

inland gulch
#

is there a guide anywhere on how to create macro definitions?

viral rapids
#
#define sysChatThis(AAA) systemchat str AAA;

sysChatThis(Blaaaa) = "Blaaaa" in the Systemchat

inland gulch
#

#define mag_xx(a,b) class xx##a {magazine = a; count = b;}
@viral rapids What about this? What are the additional ##'s for?

#

should have formated that properly

viral rapids
#

Example: (used that, to define the UserAction Conditions and Statements for the CUP-Buildings:

#define StateCond_Door_1_O(DOORNUM1) \
condition = "(this animationSourcePhase ""Door_##DOORNUM1##_sound_source"" <= 0.5)"; \
statement = "([this, DOORNUM1, 1] call BIS_fnc_Door);";

#define StateCond_Door_1_C(DOORNUM1) \
condition = "(this animationSourcePhase ""Door_##DOORNUM1##_sound_source"" > 0.5)"; \
statement = "([this, DOORNUM1, 0] call BIS_fnc_Door);";```
#

StateCond_Door_1_O(1)
would result in:

condition = "(this animationSourcePhase ""Door_1_sound_source"" <= 0.5)";
statement = "([this, 1, 1] call BIS_fnc_Door);";
#

So ## = Add to an existing thingy

inland gulch
#

#define mag_xx(a,b) class _xx_##a {magazine = a; count = b;}
why isn't it needed here:
#define mag_2(a) a, a

#

Oh wait I get it

viral rapids
#

mag_xx(a,b) class xx##a {magazine = a; count = b;}

mag_xx(MyName,50)
class _xx_MyName {magazine = MyName; count = 50;}

inland gulch
#

it attaches the classname to the first part without a space

#

or am I wrong?

viral rapids
#

Yep

scarlet oyster
#

Preprocessors as a whole are worth understanding.

viral rapids
#

Ah, thats the side i was searching... bookmarked now -.-

inland gulch
#

is it possible to add an init script to a uniform through config? I know I can do it to the soldier that the uniform is attached to, but what about the uniform object itself?

untold temple
#

I thought swapping uniform was swapping the unit class?

#

Since uniforms require a cfgweapons item for the inventory but are are linked to a cfgvehicles unit class

dim mist
#

don't think so (part of what makes uniform configs so confusing).. typeOf player doesn't change and i don't think an init script would run

sullen fulcrum
#

Are #defines shared bytween addons?

grand zinc
#

No. That's not hot preprocessing works @sullen fulcrum

#

You only have access to #define's that are in your file before your #ifdef

sullen fulcrum
#

So ```CPP
// In addon 1
#ifdef magicNumber // Defined in addon 2
// Do stuff
#endif

grand zinc
#

yeah

#

they are processed on a per-file basis. So if the #define is not higher up in the same file where you #ifdef it will not work

sullen fulcrum
#

Ok. Thank you.

grand zinc
#

You can #include the file from the other addon. But then for everyone that has addon1 but not addon2 the Game will just die because of the missing include

dim mist
#

not if you use mikeros tools

#

it preprocesses while building

#

preprocesses cpps and their included hpps that is, not SQFs

grand zinc
#

Yeah binarized confics are preprocessed when they are binarized. Same for BI's tools

clever kestrel
#

anybody have a clue on how to configure for CfgRanks?

#

I tried replicating it by observing the config entries seen in the config viewer, but nothing of it.

clever kestrel
#

disregard last.

hardy tendon
twin plume
#

Does anyone know how do I empty/remove the compatible Items array from a config patch?

dim mist
#

compatibleItems[] = {};

twin plume
#

Setting it as that doesn't allow any items, is there a way to remove it completely?

dim mist
#

don't understand what you mean.. that would probably just give an error or be the same as setting it to nothing?

#

you want to undo the changes from a patch pbo? (but keep what was there before it was patched)?

#

if so, i don't think that's possible (without editing the patch pbo)

twin plume
#

i want to remove the compatibleItems[] setting completely, this is for a compatiblity patch for another mod

dim mist
#

there is a syntax 'delete compatibleItems;', but i've never successfully used it

#

still don't really understand what you're trying to do though tbh

twin plume
#

omg thankyou so much the delete compatibleitems; worked a treat

dim mist
#

nice, np

twin plume
#

my friend wants your address so he can come hug you πŸ˜‰

dim mist
#

i think i've only tried it on classes, not variables.. i guess that doesn't work

fathom thorn
#

Does anybody know why this happens? and is it a list somewhere on whitch ammotypes that work and whitch that dont in this case?

balmy spear
#

Hey guys, already asked in #arma3_texture, not sure if that was the right place, so i am going to try my luck here :)

I want to texture a vehicle as i already did a few times before. But this time i just don't get it to work. Despite doing the exact same thing as i did when it worked, it does not now.
I hope you guys can point me to the right direction.
https://pastebin.com/L7d2EFV5 here is my config.cpp
My addon ist called: grad_press.pbo
In the pbo there is the config.cpp and a folder called data. The texture press.paa is in that folder.
When i start the game with my mod, i can place the vehicle Offroad (Press) but an error appears telling me that the texture could not be found.

fathom thorn
#

@balmy spear Did you add it in sections[] in model.cfg?

balmy spear
#

Oh i did not mention, that i am using a vanilla car. So there is no model.cfg, right?

fathom thorn
#

well to the best of my knowledge, if you are using hiddenSelectionTextures for texture variations.. you need those selections in sections in the model.cfg

#

whats in your hiddenSelections[] then?

#

in cfgVehicles

#

I think you need something like:
hiddenSelections[]={"color"};

#

and in the model.cfg:
sections[]= {"color"};

balmy spear
#

But where is the model.cfg?

fathom thorn
#

I think you need to make your own, and inherit from the vanilla car

balmy spear
#

Hm i actually dont think that, because when i textured vehicles (vanialla) before i never had an extra model.cfg πŸ˜•

#

Thats what weirds me out, i did everything like i usally did, but it does not work πŸ˜„

fathom thorn
#

hm

balmy spear
#

But i added hiddenSelections[] = {"camo1"}; as you mentioned

#

Gonna try if that fixes sth

fathom thorn
#

well like you said. the vanilla one probably already have that.. maybe thats not the problem then

balmy spear
#

Yea

#

btw to texture the offroad i have to turn off the automatic randomizer.
I did that by adding:

        class EventHandlers
        {
        init = "(_this select 0) setVariable ['BIS_enableRandomization', false];";
        };
#

is that the right way? Maybe thats whats wrong πŸ˜•

fathom thorn
#

sorry don't know

balmy spear
#

adding the hiddenselections part seem to changed sth. Not the vehicle spawns but has not the texture applied. so maybe the randomizer still kicks in.

#

@fathom thorn No worries, thanks for your help πŸ‘

fathom thorn
#

np 😁

#

Hi guys. When I inherit Ammo from M_Air_AA and M_Titan_AA_long, I am able to use my own proxyshape, and they are located (and fired from) the position where the proxy is in the p3d (for example proxy:\a3\weapons_f\ammo\bomb_01_f.008).

When I try to do the same with R_80mm_HE (used by skyfire_rockets) I'm not able to do this. The rocket in flight use the correct model, but they all fire from the default point in the center (memoryPointLRocket = "Rocket_1";) and they are invisible until fired
Does anybody know why this happens? and is it a list somewhere on whitch ammotypes that work and whitch that dont in this case?

twin plume
#

hey, can you apply custom textures to models that dont have hiddenselections?

fathom thorn
#

I think so, if you specify the path to the texture in the p3d

#

but then you will only have that one

nimble sequoia
#

Is there a way to remove the "Engine On" userAction from a pilot? (an alternative method is to remove the fuel so the engine won't start, but that's not what I want).

fathom thorn
#

you only want to start the engine using shift?

#

have been looking for removing defauly userActions myself actually. made my own landingGear userAction but didnt know how to remove the default one

topaz ridge
fathom thorn
#

what happens if you add this?
startEngine = 0;

dim mist
#

@twin plume can only apply textures if it has hiddenSelections in the config that match 'sections' in the model.cfg

topaz ridge
#

startEngine is for turrets to set whether moving the turret will start the engine

fathom thorn
#

ok

fathom thorn
#

Can some tell me why the AI refuses to take off when having passengers on board?

#

If he is alone in the aircraft he takes off when I order him to move somewhere.....

#

am I missing something in my config?

nimble sequoia
#

Thanks @topaz ridge , I suspected they couldn't be removed. I'll take a look at that EH.

inland gulch
#

is it possible to addon optional addons? Like add features that use content from another mod as a dependency but it won't load if that mod isn't loaded?

grand zinc
#

If it is scripted you can just check in the script if the other addon is there. If it's config based - no.
Just put the pbo in the optionals folder instead of addons and let the user move it themselves

astral rivet
#

Can someone point me to documentation for class OpticsIn and OpticsOut?

strange egret
#

i havent seen any. what do you want to know?

astral rivet
#

Just what it does mainly. I'm mostly having an issue with the NewTurret class. The gunners head wont turn and is stuck forward.

strange egret
#

so you mean freelook is not activateable? Or are you trying to have the gunner face in a different direction than the turret barrel / optic by default?

astral rivet
#

Yeah freelook is not working

strange egret
#

gunnerForceOptics = 1;
gunnerOutForceOptics = 1;
will prevent you from activating freelook

#

in turretconfig, not opticsIn and out

astral rivet
#

Ok that works.. Now I have a CoPilot class with class OpticsIn... but the optics wont move with the mouse...

#

This is what I'm using - class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
minFov = 0.25;
maxFov = 1.25;
initFov = 0.75;
};

strange egret
#

memory viewpoint needs to be made a bone and child to gun bone in model.cfg

dim mist
#

anyone know why 3den attributes would only get set on the server despite having expression = "_this setVariable ['%s',_value, true];";

nocturne verge
#

does anyone know what property makes reskined stuff apear in 3den

dim mist
#

didn't think you needed anything if the original shows

#

possibly needs to be in units[] = in CfgPatches

nocturne verge
#

strange because my units and everything works , including in VA and in creates but i cannot place a uniform or helmet of vest from my mod down onto the map its self

dim mist
#

oh.. those need an extra CfgVehicles thing added

#

in addition to the CfgWeapons stuff you have

nocturne verge
#

could you provide me an example?

dim mist
#

all the things like configfile >> "CfgVehicles" >> "Vest_V_BandollierB_khk"

#

basically works like an ammo box

#

with just the 1 vest in it

#

and vehicleClass = "ItemsVests";

#

the vest goes in "TransportItems" as in normal ammo boxes

nocturne verge
#

class B_AssaultPack_Nutria: Bag_Base when i define class as such it shows in 3den , anyreason why? also do i have to go and say uniform_base now for each of my uniforms ?

dim mist
#

backpacks are the exception because they're vehicles, not weapons

#

do you want them to not show?

#

in a nutshell you can think of it as CfgWeapons = inventory items, CfgVehicles = objects in the world

#

if a 'weapon' is in the world, it needs to be in a 'weaponholder' like a 'groundweaponholder' or ammo box

#

uniforms also need to bein the cfgVehicles for the actual unit

#

so yeah, to make everything show, you'll need the additional uniform, vest, headgear and any items in cfgvehicles

nocturne verge
#
        {
            class H_Booniehat_oli
            {
                name="H_Booniehat_oli";
                count=1;
            };
        };``` as such?
dim mist
#

yeh looks right

#

in a class inheriting from Headgear_Base_F

nocturne verge
#

and this is under cfgWeapons?

dim mist
#

vehicles

#

no cfgweapons will show in 3den

#

only in arsenal, etc

nocturne verge
#

sooooo since when did headgear things end up in vehicles?

dim mist
#

they're not in vehicles

#

only the 'fake ammobox' to place it in the map is

#

(the part you're adding now)

#

has always been like that in A3 at least

nocturne verge
#

so i have just been doing it wrong for the past year?

dim mist
#

well the vehicles part isn't really necessary

nocturne verge
#

yeah i know but its nice to have

dim mist
#

only if you want to put down a helmet on the ground in 3den

#

so i wouldn't say u've been doing it wrong.. just not including that feature πŸ˜ƒ

#

i've never bothered adding those things because it seems like it'd be pretty rare you wanna place stuff like that

nocturne verge
#

true but im making a campaign for my clan so yeah this is a nice to have feature πŸ˜› thanks for the help , also class Headgear_Base_F; class H_Booniehat_SADF_F: Headgear_Base_F { scope=2; scopeCurator=2; displayName="Booniehat [Nutria]"; author="[SAWRecce]Maj.AntiAlligat3r"; editorCategory="EdCat_Equipment"; editorSubcategory="EdSubcat_Hats"; vehicleClass="ItemsHeadgear"; model="\A3\Weapons_F\DummyCap.p3d"; class TransportItems { class H_Booniehat_SADF { name="Booniehat [Nutria]"; count=1; }; }; }; that goes in vehicles class H_Booniehat_SADF_F; class H_Booniehat_SADF: H_Booniehat_SADF_F { author="[SAWRecce]Maj.AntiAlligat3r"; _generalMacro="H_Booniehat_SADF"; displayName="Booniehat [Nutria]"; picture="\A3\Characters_F_Bootcamp\Data\UI\icon_H_Booniehat_oli_ca.paa"; hiddenSelectionsTextures[]= { "\SAWRecce_ArmA3_Dev\Nutria\headgear\data\booniehat_Nutria_co.paa" }; }; that goes in weapons?

dim mist
#

err nvm, that's right

random briar
#

hey guys... Looking for a little mod building help - I'm getting a build error "config.cpp has externs but no RequiredAddons"... problem is I have no idea what externs are in this context (I understand them in C++)

#

(I'm using Mikero's pboProject)

viral rapids
#

You probably have class default; in your model.cfg, or?

random briar
#

This is my config.cpp...

#include "script_component.hpp"
class CfgPatches {
class ADDON {
author = AUTHOR;
authors[] = {AUTHOR};
name = COMPONENT_NAME;
requiredAddons[] = {};
requiredVersion = REQUIRED_VERSION;
units[] = {};
url = URL;
version = VERSION;
versionAr[] = {VERSION_AR};
versionStr = VERSION_STR;
weapons[] = {};
};
};
class CfgMods {
class Mod_Base;
class DOUBLES(TAG,PREFIX) : Mod_Base {
name = QUOTE(PREFIX_NAME);
author = AUTHOR;
picture = PATHTO_PIC(logo_ca);
logo = PATHTO_PIC(logo_ca);
logoOver = PATHTO_PIC(logo_over_ca);
logoSmall = PATHTO_PIC(logo_ca);
};
};

viral rapids
#

1.:
```cpp
CODE
```

#

2nd thats a config.cpp scratch that, missread

#

The code above basicly mean: You get something from an Addon outside of this addon (e.g. A3_soft)

random briar
#

okay, so just like a C++ extern... what's confusing me, though, is that the Mod_Base that the class inherits from is defined in the line above, so not exactly an extern

viral rapids
#

It needs the CfgPatches name from the Addon you refer to

#

+forget c++

#

It might look like, but it's not.

random briar
#

(happily, C++ forgotten πŸ˜ƒ )

#

Ahh... I think I see it now

#

I'll keep hammering away at it, thanks for the help @viral rapids

#

Hmm.. apparently I don't see it at all

inland gulch
#

anyone know the syntax for soundfly[]?

#

its just {"soundfile",number,number,number};

#

nothing says what the numbers are for

thorn leaf
#

M2 hmg is a very accurate weapons platform. But arma doesn't have recoil for vehicles. I was thinking of having a full auto mode with higher dispersion to help 'simulate' recoil but I would still like to have a more accurate fire mode. Any ideas? I was thinking full auto and burst mode. But it might be kinda lame to have a fixed amount of shots everytime.

strange egret
#

you could use the ammoRandom animation source to move parts around, including the muzzle memorypoints

plain field
#

hope someone is here who could help briefly, can't seem to fit my weapon into a backpack, no matter the mass set, is there a variable I need to be setting to allow it to go into a backpack?

strange egret
#

class WeaponSlotsInfo: WeaponSlotsInfo {
allowedslots[] = {901};
mass = 1235468;
};

allowed slots

plain field
#

Alrighty, awesome thanks

#

ye allowed slots is definitel what I'm looking for, thanks man

#

Job done, appreciate your time @strange egret

strange egret
#

np

#

you helped me solve the process for my first HP bake, so i'll gladly pay that time back^^

plain field
#

Did I?

strange egret
#

yerp

thorn leaf
#

thanks @strange egret i'll give it a try after figuring out the memorypoints

#

i'm surprised that's not already done then if that's the case for RHS

astral rivet
#

I have skeleton and animations inherited in a model.cfg but buldozer wont play the inherited animations. Is this expected behavior?

nocturne verge
#
    {
        scope=2;
        displayName="Kitbag [Pattern2000]";
        author="[SAWRecce]Maj.AntiAlligat3r";
        model="A3\weapons_f\ammoboxes\bags\Backpack_fast.p3d";
        picture="\A3\characters_f\Data\UI\icon_b_assaultpack_ca.paa";
        hiddenSelectionsTextures[]=
        {
            "\SAWRecce_ArmA3_Dev\SANDF\data\backpack_fast_Pattern2000_co.paa"
        };
        maximumLoad=300;
        mass=30;
    };``` can somone tell me why this does show under equipment in 3den , but when i play the scenario the bag vanishes
thorn leaf
thorn leaf
#

edited showed the invisible mode 😒

fervent glacier
#

Hello guys. i'm making a bike and i tried to make a BicycleHorn. The problem is that the sound is playing only locally, for the driver

#
class cfgweapons
{
    class SportCarHorn;
    class Sonette_velo: SportCarHorn
    {
        displayname="Sonette";
        scope=2;
        reloadTime=4;
        drySound[]=
        {
            "HL_Motos\data\velo\son\Sonette.wav",
            1,
            1
        };
    };
};
viral rapids
#

```cpp
ConfigStuff
```

fervent glacier
#
class CfgVehicles
{
    class Bicycle;
    class HL_Velo_cross: Bicycle
    {
        weapons[]=
        {
            "Sonette_velo"
        };
viral rapids
#

You can edit your Text above also
+when you add "cpp" right after the 3 ` -> Fancy colors/Highlighting πŸ˜‰

fervent glacier
#

nice, thank you πŸ˜„

viral rapids
#

Regarding your prob: One sec, had that prob before.

#

(if anybody else is faster -> Go on πŸ˜„ )