#arma3_config

1 messages · Page 101 of 1

hearty sandal
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does not sound right no and I see no point in that

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Sounds like the addon is not the best place to start learning

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which is true for most addons I guess.

worldly quartz
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So would the right structure be as follows, then?
Define C_man_p_fugitive_F as being replaced 1 time by several new classes.

hearty sandal
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did you read the page about class inheritance I linked

inland gulch
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If you make retextured DLC items, and remove the DLC config parameter, is that allowed? I have seen retextured DLC items that don't trigger the watermark effect, but I'm not sure if that is encouraged, but if there are no issues, I would ideally like to not have my retextured version of a DLC object create a dependency

grand zinc
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watermarking stuff should be in the model

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which changing texture shouldn't change

inland gulch
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I recall there being a lack of the watermark effect on mod versions of DLC equipment back before I had the marksman DLC when I was playing around with some custom retextures, and I have heard the same from friends. I always thought that would be weird, since players could just make a patch to unlock the DLC for non-owners, but I never really thought about it too much until now

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but, if it isn't actually possible, then I don't need to worry about it anyway

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I just don't want to restrict the amount of objects I have to work with to non-dlc objects, because the vanilla content is lacking in many areas and there is only so much that can be done with simple retextures. I guess players will just need to have the DLC if they don't like watermarks lol

inland gulch
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@grand zinc I just had a friend test it, and it seems you're correct. I'll just keep using DLC items and not restrict myself for the non-DLC owner's sake and simply limit the use of DLC objects where I can. The only serious issue with compatibility would be for vehicles that can't be driven, but other than that, it's just a watermark, so no big deal.

Thanks for the info, though 🙏

covert magnet
strong shuttle
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it seems that the function is not setup properly, which usually means a typo or a missing entry in CfgFunctions (and not CfgVehicles)

covert magnet
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i am using infantry @strong shuttle and also now i reset arma without mods and the little box at top right doesnt even signal im recording data

strong shuttle
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I found the script(s) you use, and based on the error you're missing the CfgFunctions entry in the descriptions.ext

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*made a typo before

covert magnet
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So the description file is nescessary to have?

strong shuttle
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yes, it's required to add configs to your mission

covert magnet
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Oh i thought that was just for his specific mission file,. ill try it with that and let you know

covert magnet
strong shuttle
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I guess the recorded data you use is not correct, or you use the wrong dataset for the wrong function (move, fire and anim are seperated as far as I can see)

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please note that I do not know the ins-and-outs of the script you use, I can only tell what I can see in the error message and the scripts themselves... although the readme should tell you how to properly use it

covert magnet
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man if u dont understand it fully then idfk what im readin here

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@strong shuttle See ive used it before, other people use it, no issue, but for me its just fucking issue after issue and i dont understand what to do

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If i dont use animation data, it doesnt work, if i use it i get error for some time bs

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Now i made animation where i use no animations, and its says Error Zero Divisor

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i really dont know what to do, anything i try or attempt seems to cause an error somewhere else etc etc

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Yea so @livid sigil i really dont know what to do, im puzzled af, there are no other posts made about this type of error anywhere else

livid sigil
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https://SQFBin.com /Pastebin your Client RPT from when you got that error and let's see the full thing. What are you passing into the function?

covert magnet
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can you dumb it down, by like a lot, i dont do scripting at all so you is confusing me

livid sigil
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Erm, what part?

covert magnet
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wait ima look online how to get that rpt file

livid sigil
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%localappdata%\Arma 3

covert magnet
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oh

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wait

livid sigil
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That's why I linked some sites to put the content ABlobHaha

covert magnet
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is that fine?

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the newest erros at the bottom down there at timestamp 3:30

livid sigil
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Mhm. And what are you sending to the function? What code are you running to get that?

covert magnet
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dumb that down if you may pls

livid sigil
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If you are spawning or calling that function, what are you putting in the [] ?

covert magnet
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the data that is given to me when i finish usting the unicapture recording tingy

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but this time i have nothing in there

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since there were no animations recorded so no data was given to be put in there

livid sigil
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That's probably the cause of the zero divisor then. What's the point of using this function at all if you are passing it nothing?

covert magnet
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i mean i can re do it this time with animations and it still threw similar errors up

livid sigil
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Can you sqfbin the code you have right now?

covert magnet
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in the section where im supposed to paste the animation data or the file from where im getting these errors from?

livid sigil
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If by the latter you mean the contents of the function you downloaded, I don't need that. Just whatever you wrote.

covert magnet
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ok 2 secs

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anything useful? @livid sigil

livid sigil
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That still doesn't show what you are passing into the function. Where are you running the function?

covert magnet
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can i just link you the download to the files im using so you can see them all?

livid sigil
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I guess?

covert magnet
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scroll down to the bottom of the post there's a mega link

livid sigil
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Yeah, that doesn't say what you are running. I know the functions. The functions aren't the issue.

covert magnet
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oh really?

livid sigil
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Whatever you are passing to the function is likely incorrect or malformed.

covert magnet
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would this have anything to do with it

livid sigil
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Yes.

covert magnet
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Finally found it..

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all these files, except the captureData.sqf havent been modified by me

livid sigil
covert magnet
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k 2 secs

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hmm

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welll

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something did work

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but what did you change tho?

livid sigil
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So now it's an array of arrays.

covert magnet
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nvm

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but yea

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good one

livid sigil
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The function loops through those arrays to run it if you look at it.

covert magnet
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so is it only at the start and finish that i had too many "[ and ]"

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or was it throughout the whole thing

livid sigil
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Pretty much, start and end.

covert magnet
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ok so im gonna do smtn now and ill test and see if it workssss

livid sigil
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[ [content], [content] ] not [ [ [content], [content] ] ]

covert magnet
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yea its cus i had it like dis HLF_moveData = [];

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so i would paste in between those brackets, which i see now cuases me to have the issue

livid sigil
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Yeah, those are empty arrays and not something to paste in.

covert magnet
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@livid sigil well i can officially say, thx for the fix man

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3-5 days, possible like 40 hrs of tryna find a fix

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and all i needed to do is go on the arma 3 discord server

livid sigil
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That's why it exists. Somethings just need another pair of eyes.

covert magnet
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see i usually assosciate official game discords with toxicity but this one is well managed

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its 4 am, i gotta be up in 5 hrs, so ima go passout, i rlly do appreciate the help mate, and being patient with me since i dont understand coding or it phrases

livid sigil
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Good luck with your project anyhow and have a great night! bcaSleep2

undone quiver
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What is typicalCargo vs crew

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Because I noticed some mods have crew for both entries.

livid sigil
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typicalCargo is an array of multiple unit class strings. I think crew is just one string.

strange egret
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typicalCargo doesnt work as intended though... the amount is set correct, but turrets just use the default unit

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has to be unfucked by crewTurret (?) in turret config or so, cant recall from memory

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^gunnerType

placid kraken
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is there any info about "CfgAddons" >> "PreloadAddons" i cant find something about PreloadAddons in the wiki.... why use it when requiredAddons is there?!?

strong shuttle
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not sure, nor ever used it However I believe it's a way to make sure you're mod is loaded AFTER the ones listed in PreloadAddons, where as requiredAddons only make sure that those mods are available (and can be accessed during runtime).

tacit sandal
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would inheriting from the contact shotgun pellets create a DLC dependency on my new class?

undone quiver
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That is a good question, but I think the ammo is fine

astral pagoda
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It should be fine

somber fern
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What is the fundamental difference between these two pieces of the config?

    class LandVehicle {};
    class StaticWeapon: LandVehicle {};
    ... etc.``` and
```class CfgVehicles {
    class LandVehicle;
    class StaticWeapon: LandVehicle;
    ... etc.```I checked through the configurator: properties in child classes are inherited the same way. But after updating RHS, the first config causes an inheritance error
astral pagoda
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First one is wrong

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If anything, it should be like this

    class LandVehicle;
    class StaticWeapon: LandVehicle {};
    ... etc.```
somber fern
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And what will the game engine do? if it receives a line in config for base class class LandVehicle {};?

strange egret
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you redeclare landVehicle to contain nothing by this

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not the greatest idea

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only do {} if you inherit from something. That means the class is inherited "as is", without further modifications
class something {}; just (re)defines an empty class... useless mostly

somber fern
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class something {}; just (re)defines an empty class... useless mostly
nope
It works and inherits all properties. Same as code without brackets

strange egret
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@hard chasm would you enlighten a lost child ? 😇

astral pagoda
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No that's not how it works, @somber fern

untold temple
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Maybe they're just getting lucky with loadorder, i.e. don't have proper cfgpatches

astral pagoda
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Yeah, would make sense, if this addon is not getting loaded as last or something

undone quiver
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If a fixed wing had human detecting sensors like the darter has

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Would AI be able to use that craft to attack infantry?

idle matrix
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AI in planes already can spot and attack infantry

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AI in planes just aren't very good in the first place

hot pine
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@idle matrix ai planes cannot attack infantry

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Helicopters yes, but not fixed wing

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It's hardcoded and ie iron front is tricking system by adding irtarget = 1 to infantry

idle matrix
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huh, nevermind me then

hearty sandal
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clever mission maker can always drop some invisible ir targets in the midst of players 😄

undone quiver
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@hot pine Wait, like they become IR lockable targets?

untold temple
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Yeah, but it's iron front. They don't have ir-guided weapons in WW2

hard chasm
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@somber fern ,reyhard already told you the difference between
class thingy{}; //>>potentially<< empties the contents of this class
and
class thingy;// an external reference

There is NO relationship between the two, and yes, you will find code that makes that error in your first example because the author assumes it has the same meaning.

A classic example of deliberately (and properly) emptying (note the word, the class is not deleted, it's emptied) is:

class Turrets{};// trees don't have turrets

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From there it get's tricky. Because the only classes that can, in fact, be emptied are ones with have no inheritance of their own. Thus;

....
class A{};// another addon empties it```

```class B:{thingies...};
class A:B{};

....
class A{};// has NO effect at all```

one final word on 'empty' it means 'contents hidden from view'
autumn crater
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Is anyone here familiar with submunitions?

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Trying to set up a parent munition that on impact release sub munitions within a 360° ring of the impact point

untold temple
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tried submunitionConeType[] = {"custom",...};?

autumn crater
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No as I don’t understand the example given on the wiki with what I assume are coordinates

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@untold temple

untold temple
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Yeah, they're X,Y coordinates relative to the plane that the parent munition is in

autumn crater
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Would it be possible to fire backwards or up at all

untold temple
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submunitionInitialOffset to place it behind the object if you want. Otherwise try setting -ve speed values

autumn crater
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-ve?

untold temple
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negative

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like -20 for 20m/s backwards

autumn crater
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so I'm retarded as f**k, can show me an example of how that would be written?

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            {
                    submunitionAmmo = "SubMunition";
                    submunitionConeType[] = {"random", 10};  
                    submunitionConeAngle = 360;
                    triggeronimpact = 1;
            };``` 

@untold temple
livid sigil
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Watch the profanity. The mods don't like it. May want to edit that.

autumn crater
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ty

untold temple
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you don't want coneangle to be 360. That's the spread angle

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so you want that to be 90

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assuming you want them to spread perpendicular to the parent

autumn crater
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I want them to spread in a ring

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think, shrapnel - like

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ideally some firing at a slightly upward trajectory.

untold temple
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yeah but 360 is no different to setting it to 0

autumn crater
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ah

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180?

untold temple
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180 will fire it backwards probably

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I'd go for between 90 and 180

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so it's backwards but outwards

autumn crater
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is it 2 numbers?

untold temple
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not cone angle, no

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single number

autumn crater
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submunitionConeAngle = 180;

that should fire it in a 360 ring, no?

untold temple
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no, it'll fire them straight backwards and they will fall according to gravity

autumn crater
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how would you suggest getting them to fire in a random direction?

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submunitionConeType[] = {"custom", {{0,0}, {-1,0}, {1,0}, {0,-1}, {0,1}, {-.5,0}, {.5,0}, {0,-.5}, {0,.5}} };

untold temple
autumn crater
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well

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is there a way to get them to fire in a ring from the point of impact then?

untold temple
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any angle that is not 0, 180 or 360 will create a ring, depending on how fast the submunitions are moving

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otherwise you would have to use the custom distribution patter to place them at specific points away from the centre of the parent

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but that's not randomised AFAIK

autumn crater
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Perhaps then my explaination is flawed

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I would like the shell to impact and then, from the point of impact fire submunitions around it. Similar to the way shrapnel would originate from a grenade

hearty sandal
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assuming the round was still at the moment of detonation

autumn crater
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yes

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releasing submunitions before that point is causing too much of a directional effect

untold temple
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No, I understand exactly what you want. I am saying that in order to fire away from the parent, the sub-munitions need to have velocity to make them move (hence the initspeed) and be launched at an angle that is not along the axis on the parent, because they will not spread out if they are launched at 0, 180 or 360 degrees

sudden garnet
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hey I know that symbol, theta!

autumn crater
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            {
                    submunitionAmmo = "Submunition";
                    submunitionConeType[] = {"custom", {{0,0}, {-1,0}, {1,0}, {0,-1}, {0,1}, {-.5,0}, {.5,0}, {0,-.5}, {0,.5}} }; 
                    submunitionConeAngleHorizontal = 360;
                    submunitionInitSpeed = 20;
                    triggerspeedcoef[] = {0.25, 0.5, 1.0, 1.5};
                    triggeronimpact = 1;
            };```

Do you think this would work better?
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because everything I have tried in doing this thus far has caused all submunitions to detonate at the initial point of impact of the parent

untold temple
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I'm not entirely sure what submunitionConeAngleHorizontal does. I haven't used it to see how it effects the shape of deployment relative to the parent's initial direction

autumn crater
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so if submunitionconangle = 180; fires it straight back
submunitionconangle = 0; fires foreward
submunitionconangle = 90; fires perpendicular

do you have an idea on a means to merge these?

undone quiver
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You want triggerDistance

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Impact means it literally is hitting the ground before poof I believe

autumn crater
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@urban ferry hitting ground first is intentional

undone quiver
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At what distance is the sub spawning at relative to the initial shot?

autumn crater
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current config is above

undone quiver
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Yea, that doesn't tell me what your triggerDistance is

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If you don't have that defined or set to 0 your literally spawning the sub-munition right into the same point of the inial impact, which means it probably doesn't even have room to do much.

autumn crater
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because there is no trigger distance.

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trigger distance is replaced by the parameter triggeronimpact

undone quiver
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What is your goal then?

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Like you want the thing to hit, then spawn 360 spray yea?

autumn crater
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yes

undone quiver
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How do you expect to do that when the impact is already hitting the ground, and the spread can't go above the ground?

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I'm sure you can have it angle it up so it acts like shrapnel. But I don't know if I would trust it at spawning at the exact same point of the munition.

autumn crater
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it can. It already is. It's only firing foreward.

undone quiver
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because everything I have tried in doing this thus far has caused all submunitions to detonate at the initial point of impact of the parent

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This is implying they are all exploding at the same spot. Hence the confusion

autumn crater
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I have them firing after impact successfully, they're just all going forward

undone quiver
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Were are they spawning at?

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Because if it's for a split second, it might be easier to just spawn them at a higher level first to make sure your having a actual effect on them.

autumn crater
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how tho

undone quiver
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triggerDistance

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XD

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Then once you get the effect you want, you can shorten the distance. Because it might be changing things, it's just so fast and such a short distance you can't see it.

autumn crater
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So even when using trigger distance I couldn’t get this effect

undone quiver
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mmmm

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Try inheriting a vanilla based munition

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Maybe your missing a definition

autumn crater
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I haven’t found one that fires in a ring.

undone quiver
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Well yea, but there is plenty of cluster munitions to attempt to produce that effect

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Your goal is to make a ring.
Your current testing shows no effect on the config
You can't find the source of the issue.
So in that case, you start with something that you know works 100% and attempt to modify that.

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Then at some point you will probably see you missed definition.

robust path
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They wanted "What I am looking for is that the submunitions spawn omnidirectionally (in a perfect sphere) with random chance of direction. Basically, if the parent ammo strikes something, the submunitions will spawn from that hitlocation, and can basically go in any theoretical direction afterwards" but no settings would do it apparently

somber fern
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@hard chasm in this example

class A:B{};

....
class A{};// has NO effect at all``` `class A{}` has no inheritance of their own?
livid sigil
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In that example, it would do nothing.

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It's an empty class.

somber fern
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class A inherits thingies... from class B

autumn crater
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@undone quiver I did that before coming here.

hard chasm
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@somber fern In the example above the contents of class B would normally show thru so that any user of class A would see them as if they were part of class A. (that is the point of inheritence).

when you attempt to empty class A in the example above, it has no effect The contents of class B (and if there were anything in class A) would still be seen.

in short, emptying only works on uninherited classes.

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but the basic issue here, is you are mistaking an explicit external reference to a class; in some other pbo, to a creation, or emptying of a class{}

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it was wrong of me and misleading to write it the way did, this should be clearer:

class A:B{more_thingies};```

neither thingies, nor more_thingies can be hidden from view
hot pine
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@autumn crater submunitionConeAngle[] = {0, 10}; submunitionConeAngleHorizontal = 720; submunitionAutoleveling = 1; submunitionConeType[] = {"randomupcone", 1};

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I dont have source code at hand now but afair coneAngleHorizontal was divided by 2 for some weird reason

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so if you want to have 360 degree randomness you have to input 360*2

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you can check RHS rhs_mine_ozm72_a_ammo and see how it works there

stoic lily
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ai planes cannot attack infantry
Helicopters yes, but not fixed wing
It's hardcoded and ie iron front is tricking system by adding irtarget = 1 to infantry

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@hot pine unfortunately we had to disable it as it makes AI see radar signatures regardless of actual radar settings - as result tanks were snipping infantry at large distance and "through" foliage (aka one/few pixel were enough to get awareness levels) 😦

autumn crater
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Thank you very much @hot pine I will try this out this afternoon

strange egret
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@stoic lily are you sure its not just an old setting "can see/fire at IR" creeping somewhere around in the base configs of the tanks and their weapons?

stoic lily
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always possible we missed something but we did a full inherited dump of the classes

idle matrix
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I'm trying to make a reskin of the AAF uniform and I've gotten to the config bit, however the sleeves rolled up variant just gives me the underwear model thing. The normal variant works fine. Does anyone know what might be going wrong? Here is the config itself by the way https://pastebin.com/WBd9821a

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Already fixed it

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it was missing the right scope definition apparently

autumn crater
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@hot pine thank you very much man! Got it working as intended. Took some tweaking but I absolutely love it.

somber fern
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@hard chasm thanks a lot

sullen fulcrum
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anybody know what the units are for thrustTime in cfgammo?

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or for that matter timeToLive...

somber fern
livid sigil
dry carbon
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in a plane config, can landingSpeed help how fast a plane can taxi without taking damage, for instance over bumpy terrain?

hearty sandal
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I think thats the speed AI tries to use for landing?

dry carbon
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yes, definitely, but I was wondering if there was another use for it?

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well, I was really wondering if there's a config to help protect planes travelling on the ground

hearty sandal
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likely not

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jet planes in general are meant to use flat airfields

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what kind of behaviour do you have?

dry carbon
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Doesn't it seem like some planes have more ruggedness, and some planes explode if you sneeze on them?

hearty sandal
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perhaps its not config but model issue

dry carbon
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Behaviors seem to be different from plane to plane. I have a few

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maybe, yeah

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Well, I was thinking ahead, anyway. This would be for a different type of plane that has almost no envelope and needs to be able to resist hitting the ground and water and crashing

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a plane that doesn't fly 😉

hearty sandal
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might be tough nut to crack that one. Since Plane and Helo simuations have some annoying hardcode damage things

dry carbon
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Ok. I guess another option is to have an APC with a tall buoyancy level

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There won't be an elevator, though. that kind of sucks

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These hardcode things... It's like they already know what we;re trying to do in advance, and they're like "nope. we don't want you to have that"

hearty sandal
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theyre old limits

hearty sandal
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theres always the delete message option that will keep the moderators happy

sullen fulcrum
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yay thanks for le answer

calm panther
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Quick question, anyone have the issue of the turret(camera) working but not able to rotate?

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I can post the code when I get home but just wanted to ask before hand.

calm panther
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first issue

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second issue, view with no control

sick zephyr
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Hello there, does hiddenSelectionsMaterials[] work on man class objects? It used to work only for vehicles like tanks, cars and so on

untold temple
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You can use it, but I think it's still the case that the materials don't always load unless they are applied in a model. And wounds wont work

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hsMats works best on weapons now

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now they fixed the LOD bug with it

calm panther
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nevermind I fixed it with memoryPointGunnerOptics= ""

boreal surge
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hey i dont know what is the config.cpp for the custom map markers.
can someone send me the template for a custom map markers i would be grateful

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class CfgPatches
 {
class Markers
{
    units[] = {};
    weapons[] = {};
    requiredVersion=1.00;
};
 };

 class CfgMarkers
 {
class CivilWarNorth
{
    name="CivilWarNorth";
    icon="\modFolderName\north.jpg";
    color[]={1,1,1,1};
    size=32;
    shadow = 0;
    scope = 2;
    markerClass = "Flags";
};
class CivilWarSouth
{
    name="CivilWarSouth";
    icon="\modFolderName\south.jpg";
    color[]={1,1,1,1};
    size=32;
    shadow = 0;
    scope = 2;
    markerClass = "Flags";
     };
 };
random harbor
lethal bobcat
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class CfgCharacterRoles {
    class Groupleader {
      //
    };
  class Medic{
      //
    };
};

Is there a way to have all classes from a cfg returned as an array?

private _allRoles = (configFile >> "CfgCharacterRoles" ) call BIS_fnc_GetCfgData;

Tried that but failed

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meh just found configClasses

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sorry

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Is there at least a way to have it nicer? [bin\config.bin/CfgCharacterRoles/Groupleader] is a bit noisy for my cause

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["Groupleader", "Medic"] would be a perfect result

sudden garnet
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_blah = "true" configClasses(configFile >> "Blah") apply { configName _x };
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will convert the array of configs to their config names.

lethal bobcat
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ah awesome thx buddy

gritty rune
#

hi, is there a guide on packing rotors for a heli? I tried a simple model.cfg based approach, but the rotors rotate a bit and get smaller and hide finally

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looks pretty weird, I have a video on dropbox if anyone wants to see it

dry carbon
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Really crazy commander turret things going on with my tank. I have a commander turret atop the main turret. Main turret works great, even with gunner position in the chassis (via video feed). Commander is inside the turret, and has his own scope-turret with animated visible model. The scope is facing forward in the .p3d, but, it initializes 180 degrees to the back when playing. The turret range properties are:

                        maxElev = 45;
                        initElev = 0;
                        minTurn = -360;
                        maxTurn = 360;
                        initTurn = 0;

The rendertarget display shows the feed turned around 180 to the rear, too, and the controls are swapped such that Left = right and up = down, and vice versa.
Lastly, the optics mode is flipped backwards 180 (imagine looking up so much you're looking backwards, and upside-down) .

#

adjusting the axes of these selections (scale two points -1,-1,-1), I can get the PIP looking forward. It's not the right way because the point "commanderview" is in from of the point "commanderview_dir", which should make it aim backwards. In this case it's a double negative, I think. Even though the interior PIP now seems to be operating well, the turret outside is not facing the same way, and optics mode is still flipped backwards/upsidedown.

flint goblet
#

Is it possible to add an inventory to an object via config?

dry carbon
#

For clarification, I also had to scale the turret axis (obsturret_axis) and the scope axis (obsgun_axis) with (-1,-1,-1), just to get it do that above.

#

@flint goblet Yes you can use
class TransportBackpacks
class TransportMagazines
class TransportItems
class TransportWeapons

#

well... I mean this works for vehicles. Never tried in static object

#

Getting back to my tank turret weirdness... I just wanted to point out I also tried negating the values of the selections' min and max angles in the model config. It had the same effect as scaling -1's to each set of two points.

#

So, I'm here, wondering if there's a config parameter that's possibly missing or something.

lethal bobcat
#

I want to add a new scenario 3DEN editor attribute.
What I did so far is adding .../addons/rpg/Cfg3DEN.cfg

class Cfg3DEN {
    class Mission {
        class CoopR_RPG {
            displayName = "CoopR RPG Attributes";
            //display = "Display3DENEditAttributesPreview"; // Optional - display for attributes window. Must have the same structure and IDCs as the default Display3DENEditAttributes
            class AttributeCategories {
                class Logging {
                    class Attributes {
                        class LogLevel {
                              displayName = "Log Level";
                              description = "The log level to use for this addon";
                              typeName = "NUMBER";
                              class Values {
                                  class opt_1 {name = "None"; value = 0;};
                                  class opt_2 {name = "Info"; value = 1; default = 1;};
                                  class opt_3 {name = "Debug"; value = 2;};
                              };
                        };
                    };
                };
            };
        };
    };
};

And add #include "Cfg3DEN.hpp" to .../addons/rpg/config.hpp.
I thought that be it. But no category appearing in the 3DEN Editor under theAttributes menu tab.
Did I misunderstood something with those attributes?

#

I expected CoopR RPG Attributes to appear here:

stoic lily
#

@random harbor apart from faulty class CAWorld; context definition (has to be in cfgWorlds), it looks fine - however BI disabled the main menu cutscene with the 3 quick access boxes, didnt they?

tiny aurora
#

not sure if this is the right place to ask but.... am I able to grab the mission files from mpmissions off my wasteland server and put them in the same folder on my exile server really wanna get those missions in exile so i can change my wasteland into an epoch.... got a whole batch of fresh arma junkies looking for a great combat zone

hearty sandal
#

no that wont work

#

they are two totally different systems

tiny aurora
#

bummer thank you so much

nimble sequoia
#

@gritty rune are you still looking for a suggestion on the heli folding rotors? I did the 3CB Merlin and can explain my method.
http://i.imgur.com/NTFULwZ.jpg

sullen fulcrum
#

I'm creating a mod with new content for my mission but i don't know how to make this content avaliable in new classnames, i believe i need to do a config, but i have no clue how to do that, anyone can point me to the basics?

hearty sandal
#

arma 3 samples on steam got pretty good example configs and BI wiki contains good description on how config inheritance works

sullen fulcrum
#

@hearty sandal thanks. Do you have in mind a small mod i can download to check?

#

CUP is good to check and learn for beguiners?

livid sigil
sullen fulcrum
#

In CfgPatches, i need to put Arma 3 vanilla addons in requiredAddons[]? If Arma 3 vanilla addon always loads first than custom addons, the answer is no.

grand zinc
#

yes

#

Just use the loadorder tho

#

loadorder contains all vanilla addons

sullen fulcrum
#

@grand zinc , this?requiredAddons[] = {"A3_Data_F_Enoch_Loadorder", "A3_Data_F_Mod_Loadorder"};

#

What is Enoch?

grand zinc
#

enoch is the non-optional part of contact dlc

sullen fulcrum
#

Thankyou for your kindness.

sullen fulcrum
#

I can make a config.bin from my config.cpp file with CfgConverter tool but when i use the addon builder i get this error:Build failed. Result code=-1073741819 Binarize task failed.

grand zinc
#

That means an error happened

#

check logs

#

Or use proper tools instead of addon builder

sullen fulcrum
#

@grand zinc i get error even if i remove the config.cpp, so the error is in CfgConverter code=1.

grand zinc
#

you cannot remove a config.cpp

#

a mod pbo needs to have CfgPatches

#
    class House;
    class House_F: House {};

Why?
Just do
class House_F;

#

model = BRPVP\models\helion4_ceil.p3d; // Path to model missing quotes

#

vehicleClass = Structures; missing quotes

sullen fulcrum
#

i removed MY config.cpp, Addon builder is supposed to create a basic config.bin, like it was doing... but now it give an error in CfgConverter code=1

grand zinc
#

Addon builder is supposed to create a basic config.bin
That's new to me

sullen fulcrum
#

yes, it creates

grand zinc
#

have you looked into the logs?

#

Dunno where addon builder saves them

#

but they probably tell you what's wrong

sullen fulcrum
#

no relevant info

#

binarize have a log

#

it just says that:

#

@grand zinc on Arma 3 Sample "game" they use no quotes on those two.

grand zinc
#

Arma 3 sample rvmats also have invalid position matricies on their stages. So what? It's still wrong

sullen fulcrum
#

ok

#

but running CfgConverter on this config, in the link, generates the config.bin with no error messages

#

With no quotes

grand zinc
#

it just says that:
what is "that"

sullen fulcrum
grand zinc
#

looks like a problem with your model

#

not your config.cpp

sullen fulcrum
#

oh

#

can be.

#

since binarize.exe is not used in config.cpp

#

i'm using the model extracted from the PBO file, this PBO file was created by Addon Builder

#

May be Addon Builder changed the model

#

and now it's causing the error

#

When i open the model in Object Builder it closes

#

@grand zinc Addon Builder Binarized the model? Can i unbinarize it?

#

if not i have lost my model

grand zinc
#

no you can't unbinarize models

sullen fulcrum
#

Addon Builder was trying to binarize an already binarized model, and this was causing random errors

torn coral
#

Does anyone know where I can find the config (in game or in pbo) for the RscOptics_LaserDesignator class

sullen fulcrum
#

@grand zinc i found the unbinarized model, also, it's all working now! Thanks!

hearty sandal
#

@sullen fulcrum why are you packing helion4's object I doubt you're him. I think you're slipping down the wrong slope now.

regal spire
#

Hello, I just wanted to know if anyone know how I can find the model.cfg and config.cpp of the Praetorian 1C from jet DLC ?

#

I'm a currently working on a CIWS system but I cant find any CIWS template in ArmA 3 sample assets =/

hearty sandal
#

Configs you can find from unpacked A3 data if you've set up the dev environment correctly. Model. Cgf doesn't really offer anything special. The animation mechanics is the same in the samples.

regal spire
#

Yeah but when I look at the pbo with pbo manager, I only see the .P3D and a file name "config.bin" =/

grand zinc
#

Don't use pbo manager then

#

it doesn't support binarization stuff

hearty sandal
#

@regal spire you're working with wrong methods I'm afraid.

#

PMC wiki has steps to set up the tools and P drive

regal spire
#

This is the first stuff I try to get ingame, usually I just do the LODs and texture and someone else do the config for me lol

hearty sandal
#

You're kinda hopping into the deep end with a complex object if you got no idea how the whole workflow goes.

regal spire
#

I know how to set up a basic box, and make the LODs working, so I thought a basic turret like a CIWS will be something "easier" to do than a vehicle

hearty sandal
#

Not really. No. :D

tough cliff
#

I need someone to explain filepaths when it comes to addons. I've added

logo = "\x\frd_vof\addons\main\data\mod.paa";

to my mod.cpp file, though it throws Warning Message: Picture \x\frd_vof\addons\main\data\mod.paa not found

#

Here is the addon structure:

.
├───addons
│   └───main
│       ├───data
│       └───functions
└───keys
#

It is also throwing a similar error for my preinit script

Script \x\frd_vof\addons\main\XEH_preInit.sqf not found
#
class Extended_PreInit_EventHandlers
{
    class frd_VOF
    {
        serverInit = QUOTE(call COMPILE_FILE(XEH_preInit));
    };
};
grand zinc
#

no pboprefix?

#

Let's say you have
main.pbo\file.txt

The final path will be
prefix\file.txt aka prefix\pathInPbo
If you don't have a prefix, Arma will use the pbo name.
so it would be
\main\file.txt if you didn't set a prefix.

#

The prefix is a pbo property, so how it's set depends on the tool.
Mikero reads it from $PBOPREFIX$ file.
Addon builder has it in the options.

tough cliff
#

I've packed the main folder into a .pbo using PBO manager

#

Not sure if that makes a difference

#

compared to using addon builder or Mikero

hearty sandal
#

Again the manager

#

Wth is this??? Past couple of months everyone is using the manager

astral pagoda
#

haha right?

strange egret
#

maybe someone made a shitty "how to make life server" tutorial

hearty sandal
#

Use the right workflow if you want any chance with debugging.

grand zinc
#

Yeah using bullshit tools isn't gonna get you far

#

might work for packing a mission.sqm and a description.ext together but not for much else

astral pagoda
#

@tough cliff what tutorial you were following?

tough cliff
#

I've used it for a couple of years at this point, mainly for opening mission files and such but I guess it isn't suitable for addon building

#

Not really following any tutorial, just trying to replicate some github repos structure

hearty sandal
#

It is not yeah.

tough cliff
#

Mainly the CBA one

hearty sandal
#

Are you creating something big and complex?

tough cliff
#

Wouldn't call it large

hearty sandal
#

Is it set up like CBA?

strange egret
#

just use addonbuilder or pboproject for packing. You can still use the manager for unpacking/viewing content

tough cliff
#

Nope, restructuring it to use CBA macros and CBA_fnc_waitAndExecute and such.

hearty sandal
#

It's better to unpack sruff with better tools too.

strange egret
#

in what sense better?

hearty sandal
#

Rvmat and config unbinning in one go

#

Instead of having to do it yourself

tough cliff
#

Using addon builder to pack the .pbo yields the same result

grand zinc
#

and you've set the prefix in the addon builder options?

tough cliff
#

It is currently empty, hovering over it it says "Leave the box empty to compute automatically."

#

I'm not sure what I'm supposed to put in there

#

Is it the component name, addon name or something like x?

#

Looking at the generated .pbo it has simply picked the filename.

grand zinc
#

I explained above how prefix works

tough cliff
#

Thanks @grand zinc, managed to figure it out.

sullen fulcrum
#

If anyone can help: my model can be used as a ceil or a floor, it's just a thin 15x15x1 block done for me by Helion4 from Epoch. Right now i created a class name for it, inheriting from House_F class.... But i ask, there is a better class to inherit from?

#

@hearty sandal this model was done for me by Helion4 from Epoch Discord, it is just a 15x15x1 block to be used as a ceil or floor.

grand zinc
#

🤔

sullen fulcrum
#

@peak laurel can you confirm the above please?

hearty sandal
#

basically its not very good idea to build things like that

#

I get that you are probably doing some sort of base building system since everyone makes those but they are not very good for the scenario

peak laurel
#

confirmed. I made that for him to use.

hearty sandal
#

alright then.

#

What was the problem again @sullen fulcrum

carmine zealot
#

Hello, I'm not sure if it's a config or an animation problem so I've just posted in here , I have made a RTM file and for some reason my  third person view is on the ground , how do I go about changing that. Thanks

hearty sandal
#

animation problem. Your rig needs the camera bone

carmine zealot
#

Ok thanks . @hearty sandal

dry carbon
sullen fulcrum
#

@hearty sandal no problem at all.

#

On Cfg_Magazines modelSpecial is the model that appears when the magazine is in a weaponHolder?

untold temple
#

No, the model when dropped or weaponholder is the one in model =

sullen fulcrum
#

@untold temple thanks!

#

My first food item! 😌sqf class CfgMagazines { class CA_Magazine; class Mag_BRPVP_Food_01: CA_Magazine { scope = 1; count = 1; displayName = $STR_food_01_displayname; model = "\A3\weapons_F\ammo\mag_univ.p3d"; picture = "\BRPVP\images\crispy_bread.paa"; }; };

hearty sandal
#

@dry carbon have you tried flipping the points?

dry carbon
#

thank you, and yes

#

I've tried scaling them -1,-1,-1, and I've tried using opposite values in the model.cfg

#

none of the has any impact on the optics mode

hearty sandal
#

also you dont define the commanders optics points anywhere in your commander turret config

dry carbon
#

it has impact on PIP mode, but not in a helpful way

#

oh ok. that's probably helpful?

hearty sandal
#

well if they are not defined they will default to 0,0,0

#

and when both of them default there strange things like that can happen

dry carbon
#

not this?

                        memoryPointGunnerOptics = "commanderview";
hearty sandal
#

no not that one

dry carbon
#

then I have class viewoptics and class OpticsIn: Optics_Commander_01

hearty sandal
#

possibly im thingking of the gun direction

#

even though it does not have a weapon, the gun direction is what defines the direction of the view

dry carbon
#

ok, so... the view is attached to the gun. Maybe I got it backwards because of the gun_beg/gun_end debacle

hearty sandal
#

did you have those values in the config

#

I did not spot them

dry carbon
#

wait, no... my logic is flawed because there's no gun barrtel

hearty sandal
#

but could be just 😵

#

the commanderOptics you have there is a turret

#

and turret has certain parts it needs to function

#

compare to the config to any commander periscope in vanilla vehicles

dry carbon
#

I'm using the Slammer's for reference

#

it seems to be missing axes, and the view memory points are inconsistent. adding to the confusion

#

oh, and Czech

#

So, I need to recheck the "gun" memory points and make sure it has them in the right order, and make sure they exist...

#

feels like I've done all this already. I've been 'round and 'round with this so much

sullen fulcrum
#

I tried to add sounds to my addon, but they are not avaliable in game:sqf class CfgSounds { sounds[] = {"BRPVP_eating","BRPVP_stomach"}; class BRPVP_eating { sound[] = {"\BRPVP\sounds\eating.ogg",1,1}; titles[] = {}; }; class BRPVP_stomach { sound[] = {"\BRPVP\sounds\stomach.ogg",1,1}; titles[] = {}; }; };

grand zinc
#

sounds[] = you are overwriting the sounds array and deleting everything that was in there before

#

but not sure if the game even reads that array

sullen fulcrum
#

@grand zinc i put CfgSounds inside CfgMagazines... 🙄 sorry!

#

Will test now.

#

Working!

astral pagoda
#

@dry carbon Can you provide me the whole data pack? I can take a look then.

dry carbon
#

@astral pagoda LMK when you're available. I'd rather send you that in private.

boreal surge
#

hey i dont know what is the config.cpp for the custom map markers.
can someone send me the template for a custom map markers i would be grateful
the only documented question is from reddit and its useless
https://www.reddit.com/r/armadev/comments/1mfb0l/idiots_guide_to_making_a_custom_marker/

class CfgPatches
 {
class Markers
{
    units[] = {};
    weapons[] = {};
    requiredVersion=1.00;
};
 };

 class CfgMarkers
 {
class CivilWarNorth
{
    name="CivilWarNorth";
    icon="\modFolderName\north.jpg";
    color[]={1,1,1,1};
    size=32;
    shadow = 0;
    scope = 2;
    markerClass = "Flags";
};
class CivilWarSouth
{
    name="CivilWarSouth";
    icon="\modFolderName\south.jpg";
    color[]={1,1,1,1};
    size=32;
    shadow = 0;
    scope = 2;
    markerClass = "Flags";
     };
 };
wise tusk
#

Hi, can IR pointer be added to turret?

hearty sandal
#

yes

wise tusk
#

Could you point me to some place on wiki or tell me how? I cant find it anywhere

hearty sandal
#

its a weapon you can give to the turret

#

compare to any vanilla config of a vehicle that has turret mounted IR pointer

hot pine
#

IR pointer != laser designator

hearty sandal
#

oh

#

then no?

grand zinc
#

If only IR reflectors

wise tusk
#

Yeah I meant ir pointer exactly

#

damn

toxic solar
#

for scopes whats x1 zoom fov? is it .75? because for example the Kahila says its x5-x11 zoom but if I use call CBA_fnc_getFov it says the zoom is x14 and x33 (roughly).

untold temple
#

0.25 is 1x

toxic solar
#

i guess thats out of date then?

untold temple
#

No, it was 0.375 and then 0.25 after marksman DLC, people just don't understand that the "zoomed in" narrow FOV view when you press Num+ without your weapon raised, is supposed to represent 1x, not the wider FOV

toxic solar
#

oh I thought just the normal first person view was x1 lol, thanks

woeful spruce
#

Hey, looking for some help hope this is the right place to post this. I think i've got a handle on config editing but now I'm starting to use funcs and I'm looking for a way to get the names of all players in a a player's group so I can display them on screen. Does anyone know how I can go about getting the names?

grand creek
#

@woeful spruce this belongs to #arma3_scripting , also you will get a better chance of getting an answer there

sullen fulcrum
#

Can i make an ammo explosion less smoky? I mean, with less smoke or with faster fade out smoke.

#

Using a mod.

#

I have a city with 100 zombies (all done by me) and those zombies have explosive attack, but this can lead to tons of smoke in your screen, cursing FPS.

#

This is why i want to make smoke fade out fastelly.

hearty sandal
#

How is the attack made. You should be able to change effects as you wish.

sullen fulcrum
#

The zombie jump in player direction (using setVelocity) and when the zombie touch the ground at the end of the jump i spawn a explosive ammo on his foot.

hearty sandal
#

Likely you need to configure new ammo type with different/custom effect

sullen fulcrum
#

I will check Arma 3 Tools for an Effects editor.

hearty sandal
#

There are none. And documentation is preety much zero on them. Editing them expects you to know how configs work and ability to deduct the rest.

spring sun
#

Is RHS GAZ233114 gunnerType different from arma config? I'm trying to retexture them but cant change gunner type

hearty sandal
#

what do you mean by gunner type?

spring sun
#

crew = "I_soldier_F"; gunnerType = "I_soldier_F";
Driver and gunner unit

untold temple
#

gunnerType has to be in the turret class. Possibly you're not doing the inheritance properly

spring sun
#

Works in offroad and other veh types. rhs_brm1k_msv and rhs_tigr_sts_3camo_msv are different from all vehicles in arma

untold temple
#

offroad doesn't have gunnerType defined. The only Arma 3 vehicles that do, are helicopters

spring sun
#

So I_G_Offroad_01_AT_F gunner defined in crew config?

untold temple
#

well I can't see any instance of gunnerType in that class or its parent Offroad_01_AT_base_F in the 1.94 config dump

spring sun
#

Hmmmmmm, thats right:
class CargoTurret;
class Turrets: Turrets
{
class CargoTurret_01: CargoTurret
{

untold temple
#

Full inheritance structure should be along the lines of ```C
class rhs_tigr_base;
class rhs_tigr_vdv : rhs_tigr_base
{
class Turrets;
};
class rhs_tigr_m_vdv : rhs_tigr_vdv
{
class Turrets : Turrets
{
class CargoTurret_01;
};
};

class MY_tigr_m : rhs_tigr_m_vdv
{
    class Turrets : Turrets
    {
        class CargoTurret_01 : CargoTurret_01
        {
            gunnerType="MY_gunner";
        };
    };
};```
echo trench
#

Hello all, does anyone understand how to create custom ACE Medical Systems. Simply I am able to create an action on another unit using the ACE_Actions. But when I do ACE_SelfActions > ACE_Medical > ACE_Head > myCustomClass. It doesn't appear or it creates its own directory of actions in the main Self Actions menu.

quasi sonnet
#

Post your full Config and i can have a look. Nice to see that you learned asking stuff at nearly the right place and don’t dm people

nimble sequoia
#

Can someone remind me what memoryPointCirculumReference is used for in a vehicle please?

hearty sandal
#

calculating the size of the wheel?

nimble sequoia
#

Is it? It's a single memory point in the model usually, not near a wheel.

hearty sandal
#

1 point for the wheel center and another (circumference) point for the edge/radius of the wheel

#

thas at least how I understood it

nimble sequoia
#

You might be thinking of the memory points "center" and "boundary" in class Wheels

hearty sandal
#

Possibly

#

but also cant find such parameter in any config

#

only wheelCircumference = 2.277; /// diameter of 725

#

@nimble sequoia

nimble sequoia
#

Thanks for looking @hearty sandal . It's in the vanilla BIS class Car {} memoryPointCirculumReference = "circulumReference";

#

There's no reference to it in the community vehicles wiki either, so probably it's not important. But I'm curious about it.

hearty sandal
#

indeed it seems to be there. Likely it is not used in anything since it has never come up anywhere

#

@hot pine could you confirm if its obsolete?

hot pine
#

such thing doesnt exist in code

#

might be some a1/a2 leftover

nimble sequoia
#

Thanks @hot pine, good to know it's an obsolete function and so the memory point can be removed from the model.

hearty sandal
#

What model did you find such a relic on? 😄

nimble sequoia
#

I found it on a few 3rd party donations, but like a lot of things, I suspect it was just a cut and paste from something older without understanding what was being added.

hearty sandal
#

in models?

#

that is rather odd

#

Im quite positive such point was never present in A2 models

#

possibly on some older stuff sure, not too familiar with those

nimble sequoia
#

@hearty sandal I've just rechecked - that memory point is also in current A3 models. Example: Offroad_01_unarmed_F.p3d

hearty sandal
#

How are you checking them?

nimble sequoia
#

Using the odol online converter to see the memory lod

hearty sandal
#

hmm yeah I can see it with Eliteness too

#

whats its position?

nimble sequoia
#

ground level, near the back of the vehicles

#

it's on mraps too

hearty sandal
#

oh actually found it on A2 models too

#

was looking for wrong name

nimble sequoia
#

lol. it's a weird one, present in quite a lot of places, but none of us know what it is

hot pine
#

it's nothing in a3

nimble sequoia
#

why is it in the BIS A3 models then? 😉

hot pine
#

copy paste?

nimble sequoia
#

yeah, likely I guess

hot pine
#

I was removing once soundFly from cfgMagazines & cfgWeapons

#

someone just pasted it everywhere in hope to get it working

#

I'm pretty sure it that memory point is some old a1/a2 thing

#

don't forget that i.e. MRAP 01 was created originally in 2012

nimble sequoia
#

but most of us were around in a2 days, and still we don't know (remember)

#

Anyway, without such mysteries, were would the excitement in Arma modding be? 😉

onyx stump
#

Question - made a custom faction and some pieces, trying to now add a little preview pic that shows up next to it in the arsenal and I cannot for the life of me figure it out. Anyone point me in the right direction?

nimble sequoia
onyx stump
#

Does that apply to the arsenal pics as well as the editor pics?

#

or are they the same thing, rather?

nimble sequoia
#

Which picture in the Arsenal do you mean? the little tiny icon next to the description?

onyx stump
#

yeah, if you're picking a piece of gear it shows a thumbnail next to the item name

nimble sequoia
#

ah ok...

#
icon = ```
onyx stump
#

! a ha

#

I couldnt find that reference to save my life.

nimble sequoia
#

Just checked - it's the icon = you want for the Arsenal

#

put it in your config.cpp

#

use a 128x128 _ca paa

onyx stump
#

thank you! Been driving me up a wall.

nimble sequoia
#

no probs 🙂

#

You can make the silhouette by loading up the model in Object Builder and taking a top down screen shot

onyx stump
#

also good to know. appreciated!

nimble sequoia
#

for a vehicle

dry carbon
#

Is the launch parameter -filePatching helpful? So far, I've been doing things where I compile a PBO and re-launch the game for every time I change something. I was wondering if this parameter allows me to instead make changes without closing the game each time. It would be especially useful in working with vehicle physx like powertrain, wheel, and suspension stuff.

astral pagoda
#

It's best you can get

opal crater
#

It was designed for that... but if you're using it for config changes you would need dev branch + diag_mergeConfig command afaik.

astral pagoda
#

Yep ^

opal crater
#

dev or profiling it was 🤔

astral pagoda
#

dev

opal crater
#

with filepatching only, game sees the changes in the files so you don't need to re-pbo all the time.

#

however changes to configs are reloaded only after executing diag_mergeConfig.

#

you should take a look at this, it speeds up the development immensely.

#

As arma takes a while to start even on fast cpu and 3.4gbps read speed m2 😬

dry carbon
#

right

#

and I've been doing it that way since beta. I know... many other have been doing it like that since OFP etc etc... Still... 6 years is a loooong time

opal crater
#

... don't even count how much time you've "wasted" waiting for the game to start.

#

😱

dry carbon
#

yeah that's what I'm on about

#

lol

#

how many late nights did I fall asleep waiting

#

waking up 10 minutes later a little disoriented and forgot what exactly I was working on.

hearty sandal
#

multitasking keeps you awake while you wait for stuff to load/pack

dry carbon
#

It has to be quiet multi-tasking these days. I tried doing Sudoku while waiting, but I'd fall asleep during that, too. lol

#

I'm suddenly realizing maybe it's the "late" part and not the "wait" part

#

So is this kinda what the process might be like?

  • Switch to Dev branch
  • Start game with -filePatching enabled into a mission with an asset I want to work on (still on that tank, btw)
  • find it in config viewer thingy.
  • alt-tab to Np++, make and save parameter changes
  • alt-tab back to game
  • input somewhere diag_mergeConfig and name the newly saved config.cpp
  • reload the vehicle or entire mission. Observe changes.
    Something like that?
hearty sandal
#

afaik you only need the diag exe

dry carbon
#

so how would it know which config was changed?

hearty sandal
#

not tested the merge config stuff though

#

you put the unpacked data into the arma3 folder

dry carbon
#

ohhh

#

ok

#

in addons?

hearty sandal
#

no in the root

dry carbon
#

ok

hearty sandal
#

the root of Arma3 acts as the root of the engine folder structure

dry carbon
#

I need to switch back to stable after dev session, to play online again, right?

hearty sandal
#

yes. unless you get the diag exe and it works with the merge config

opal crater
#

If not you can always get separate arma installation via SteamCMD

dry carbon
#

a little confused on both answers

#

can someone confirm if diag exe is all that's needed? That would spare me switching back and forth, and I'm not sure how or if I can have separate installations (would that require using more disk space?)

#

Sorry this topic has outgrown "config_editing"

hearty sandal
#

you would have 2 full install of the game yeah

#

for me filepatching has worked with texture/rvmat/p3d edits with just diag.exe in my normal A3 folder

#

merge config im not unfortunately sure

dry carbon
#

ohhh ok

hearty sandal
#

all diag_ commands ive used have worked though

#

so I see no reason why it would not work

dry carbon
#

however changes to configs are reloaded only after executing diag_mergeConfig.

#

for config changes you would need dev branch + diag_mergeConfig command

#

Yep ^

#

So branch switching it is

#

at least it's not before and after every change

#

I'm kinda excited to get it working this way, but a little sore that I've been doing it the long way all along

lethal bobcat
#

This Eden config for mission/scenario attributes:

class Cfg3DEN {
    class Mission {
        class CoopR_RPG {
            displayName = "CoopR RPG Attributes";
            //display = "Display3DENEditAttributesPreview"; // Optional - display for attributes window. Must have the same structure and IDCs as the default Display3DENEditAttributes
            class AttributeCategories {
                class Logging {
                    class Attributes {
                        class LogLevel {
                              property = "MyMissionAttributeUniqueID";
                              displayName = "Log Level";
                              description = "The log level to use for this addon";
                              typeName = "NUMBER";
                              class Values {
                                  class opt_1 {name = "None"; value = 0;};
                                  class opt_2 {name = "Info"; value = 1; default = 1;};
                                  class opt_3 {name = "Debug"; value = 2;};
                              };
...

resulted in this:
https://imgur.com/a/g9P2vMc

#

Any idea what I am missing out?

grand zinc
#

multitasking keeps you awake while you wait for stuff to load/pack
Sure.. Unless you work on 5 things in parallel, and all of the sudden everything goes fast already and you get super stressed trying to juggle everything.
Source: Me 20 minutes before end of workday, every day.

#

@lethal bobcat you don't inherit anything and you aren't setting the control type

lethal bobcat
#

@grand zinc yeah I just figured out the missing control type was the problem. I want to have a combo. A bit unclear how to fill it with values but I am just trialing 'n erroring for a while now. Thx for the link anyway

sharp pagoda
#

Trying to add more turrets to a vehicle and i think i have setten up the config ok, but the slots arent there

#

My current turret config ^

#

ideas on what needs fixing?

hot pine
#

@sharp pagoda you defined new turrets in MainTurret

#

if you want to have those to be parent of main turret then follow the commandOptics example

#

otherwise put it to parent Turret class

sharp pagoda
#

fair enough, ty

sharp pagoda
#

next broken thing is its a bouncy castle

#

i have set the mass high = 20000

#

springStrength = 1000;

#

and the physX lod doesnt touch any of the wheel's mem points

nimble sequoia
#

set the SprungMass to vehicle total mass / number of wheels

#

springStrength should be between 25 and 100 x sprungMass

#

@sharp pagoda

#

don't forget to set the Geometry LOD mass

sharp pagoda
#

yep, i have it set

lethal bobcat
#

is something like this possible:

    class LogLevel {
        // ...
             expression = "[_value,"  + DEBUG_CTX + "] call coopr_fnc_setLogLevel;";
        // ...
      }

Cause I'd like to use a macro inside a string code expression but have not figured out yet if that is possible

opal crater
#

macros should work in single quotes from what I remember.

class LogLevel {
        // ...
             expression = '[_value, DEBUG_CTX] call coopr_fnc_setLogLevel;';
        // ...
      }
#

You can always take a look at how it's done in CBA with QUOTE macro

#
#define QUOTE(VAR)   #VAR

but then you need to handle arrays with ARR macro.

lethal bobcat
#

Ok thanks for the info buddy 💪

#

hm single quote seem not to be allowed

#

I'll take the macro approach

round dust
#

how long-winded is it to reconfigure a IND set of units to an OPFOR one?

#

can you just inherit or redefine the original IND cfg?

#

been years since i touched a config and a long time since i touched SQF or played arma hardcore, go easy on me thanks

grand zinc
#

single quotes are allowed in config

dull bolt
#

I need a hand with a FFV config. I want a cargo seat to be used both for normal sitting and as a gunner seat. Sort of like the offroad's standing positions. Currently the way I have it set up, a soldier can take both the positions but be in the same seat, so they're overlapping https://pastebin.com/ZMedG4mv

nimble sequoia
#

You should add the memoryPointsGetInGunner and memoryPointsGetInGunnerDir memory points too.

dull bolt
#

the intention for that was to only enable the option from the inside

#

but i may as well change it

nimble sequoia
#

When a position is a turret, it's not usually included as a cargoProxyIndex or transportSoldier

dull bolt
#

without the proxyindex, how does the config know where the passenger is?

nimble sequoia
#

Note the difference between proxyIndex = in class Turret and cargoProxyIndexes [] = in the main config

toxic solar
#

I notied with like CfgConvert if I say have the follow

#define some_cool_macro ammo_name

ammo = some_cool_macro

The compiler(? is that the right word) would do

ammo = "ammo_name";

is there away I can do that for my own attributes I make?

grand zinc
#

explain

#

the preprocessor will do that

#

Are you asking whether you can use macros? yes you can

toxic solar
#

ah okay ill explain 1 sec

#

Okay so lets say for example u have tf_encryptionCode and I decide to assing its value with a macro just because. I could assign the value "tf_west_radio_code" like so.

#define tfarwest "tf_west_radio_code"

tf_encryptionCode = tfarwest

now what if I did this, where I didnt put the quotes around in the macro definition

#define tfarwest tf_west_radio_code

tf_encryptionCode = tfarwest

Is there anyway to make the preprocessor add quotes around automatically? I think it even adds semicolon too.

cosmic pond
#
#define tfarwest tf_west_radio_code
#define QUOTE(x) #x

tf_encryptionCode = QUOTE(tfarwest);
toxic solar
#

any way without having to use a quote macro?

#

I just found it interesting the preprocessor would insert quotes for base game attributes

grand zinc
#

you can use ' quotes

toxic solar
#

so like this?

#define tfarwest tf_west_radio_code

tf_encryptionCode = 'tfarwest'
cosmic pond
#

correct

toxic solar
#

ill use that then

dull bolt
#

the animation looks fine in buldozer

nova scarab
#

hi all, quick question. I have a heli that has an weapons, I m trying to do a version of this same heli with out the weapons. I m looking at the sample and i see there is a animation that hide the weapon. class HideWeapons:damageHide. But i m having problems the weapon wont hide. i moves back but it does not fully hide. does anyboody knows why?

astral pagoda
#

It's part of another selection

#

Also, why are you playing with wrong aspect ratio?

nova scarab
#

what you mean

#

aspect ratio?

astral pagoda
#

That screenshot is visibly stretched

nova scarab
#

it is just my monitor action up

#

sorry about that

#

any idea on how i could solve my problem

#

it is driving me crazy

#

but the sample works fine

#

😦

#

so everytime it is part of another section i get this problem?

hearty sandal
#

well yes

#

all the different moving parts have to be part 1 moving selection

#

so if the thing needs to be hidden, the hide bone should be before the rest of the bone chain

#

so hidebone - turret bone - gun bone

#

none of the mesh needs to be then part of the hide selection as they are connected to the hide bone

#

and when that is hidden evertything after it is hidden too

nova scarab
#

@hearty sandal so like in a chain!?

#

any examples I can follow?

hearty sandal
#

the examples I suppose

#

how their skeletons are arranged in different skeleton parent - child chains

#

the "how to animate a model" page in the BIwiki

#

and modelcfg page

nova scarab
#

Alright I will give it a try

#

thx

hearty sandal
#

its the same as you have to chain gun after turret

#

so that moving the turret moves the gun too with it

#

but moving gun moves only the gun

nova scarab
#

something like this

#

class HideWeapons : damageHide
{
selection = "Civilian_hide";
source = "Proxy";
animPeriod = 0;
};

        class HideMinigun:damageHide
        {
            selection="OtocHlaven";
            source="Proxy";                    
            animPeriod=0;            
        };
#

it worked

#

thank you @hearty sandal

hearty sandal
#

not quite what I meant but if it works the 👍

nova scarab
#

ok so it sort of work, I guess i m back to the begining kind off

#

ok so i have a section that is name damageHide, and as one would assume it has an animation that hide it anytime there is damage to the heli.

#

now i m trying to apply the to the same selection another selection

#

called

#

Civilian_hide

#

so i can hide it anytime i chose the civilian version of my heli

nova scarab
#

is this what you mean?

#

"damageHide", "Civilian_hide"

gleaming oar
#

hello i have a problemis which is that i want to add sirens to the D3S cars and i dont know where to begin with becaus i cant find nothing in the internet that can help me. i hope sombody can help me.

strange egret
#

"found nothing on the internet" ... lol. Hard to believe. That question is asked multiple times every month.

gleaming oar
#

@strange egret thank you for your help but i made it my self and got it to work

nova scarab
#

@gleaming oar bun well played like a true gentleman.

outer sapphire
#

is possible to get eventhandlers from RscDisplayInventory listboxes?

dull bolt
hearty sandal
#

You model is likely not set up correctly

idle matrix
#

The filepaths are correct

#

I know that for a fact

#

the icon just doesn't load in the inventory menu

#

but

#

it shows up just fine in the arsenal next to the item

#

also the filepath in the config is "gordon_reskins\universalstuff\icons\uniforms\stripeywoodland.paa"

#

and it worked perfectly fine before as well which is the weird part

nimble sequoia
#

@idle matrix did you notice that the error message references yourfile.paa.paa two .paa's there

idle matrix
#

yeah but the filepaths are correct like I said

nimble sequoia
#

do a config.cpp search on "stripeywoodland.paa" and post all lines

idle matrix
#

picture="gordon_reskins\universalstuff\icons\uniforms\stripeywoodland.paa";

#

that's the only line that has that

#

and again, it worked fine

#

I wouldn't worry too much about it though, I just removed all picture lines so it just uses the icon of the uniform it inherits from, not that big of a deal really

stoic lily
#

equipment pictures are a bit special

#

there are some special rules involved

idle matrix
#

Could you tell me those rules please? Not that I really need it, but having pictures work would be nice

sharp pagoda
#

sop um, this is happening

#

ive run out of ideas on what can be causing the issue

hot pine
#

there are some broken physx wheels - probably fault cfg?

sharp pagoda
#

maybe, but ive double checked them a few times

hot pine
#

if you can send me pbo I can quickly see which one it is

modest bay
#

So I would like to replace NATO units in the East Wind Campaign with BAF units. Any idea how I'd go about that?

sharp pagoda
#

@hot pine check PM

hot pine
#

@sharp pagoda

sharp pagoda
#

aaaaaah i see

#

hmmm

#

i have the selection tho

hot pine
#

boneName = ""; thats first issue

#

2nd thing is related to p3d

#

just take a look at my pic and then check memory points in memory LOD for that wheel which I marked on screen

#

notice that selection for that memory point contains 2 points

sharp pagoda
#

the mem points for the wheel (wheel_1_2) are fine

hot pine
#

look at pic again 😛

#

hint: look where is engine deck

sharp pagoda
#

so that's what

#

1_6

#

im still super confused 😄

#

if its 1_6

#

its still ok,

hot pine
#

it is not 1_6 😛

#

it's marked on pic

#

I was also quite confused at first but it's quite nice brain exercise when you try to rotate stuff just in your head and get proper orientation of object 😉

calm panther
#

Hey guys so I have made major progress in the helicopter but are still having some snags. So far I have gotten, the doors to open and close, the probe to go in and out, the pilots and co-pilots clocks, and the speed indicator to work. The snag that I am having is understanding the value scale for the model.cfg. Can someone explain it?

#

For instance, the vert speed indicator is default at the 270 deg location. It will then go plus or minus based off vert speed. When I set the min and max at 30 and -30, the needle is changed orientation at start.

#

So my main question is what is the scaling for values? 0 = 0% and 1 = 100%

#

Or if angle1 = rad 360 then min and max are based off the 360

stoic lily
#

@idle matrix wrong guy to ask sorry

idle matrix
#

That's okay, don't worry about it

nimble sequoia
#

@calm panther the vertSpeed animationSource is likely in metres per second.
So
minValue = 0;
maxValue = set to max vert speed on your dial (in m/s)
Then move your needle in the model p3d to point at 0
angle0 = "rad 0";
angle1 = "rad (number of degrees rotation to get the needle pointing at the maximum vert speed on dial)";

calm panther
#

@nimble sequoia I tried that but the needle also needs to go in the negatives

nimble sequoia
#

maybe:

maxValue = set to max vert speed on your dial (in m/s)```
#

and

angle1 = "rad (number of degrees rotation to get the needle pointing at the maximum vert speed on dial)";```
#

You can go into Buldozer and select the animation source to find out what possible values are

calm panther
#

I’ll try that, thanks. Been having some issues with bull dozer crashing.

unreal musk
#

(unnecessary profanity removed)

woven flax
#

For the man blood mist impact, is that controlled by firegeo? When i changed it to a metal it didnt seem to effect the blood mist

hearty sandal
#
        
        impactEffectsNoBlood = "ImpactMetal";
        impactEffectsBlood = "ImpactMetal";```
#

in the characters cfgVehicles class @woven flax

woven flax
#

danke

hearty sandal
#

have you compared to the sample car?

sharp pagoda
#

Can i get some help with a few turrets, My Commander, Loader and hull MG dont move and i cant rotate their turret

#

^ current turret config. First time im avtually making them and i dont really know where i messed up XD

hearty sandal
#

Way too many turrets classes in your inheritance @sharp pagoda

sharp pagoda
#

is that causing the problem?

hearty sandal
#

Likely it starts from there

hot pine
#

huh? I don't think so

#
turretAxis``` what is this? never seen this before
#
                body = "MG_turret";
                gun = "MG_turret";``` it cannot be same thing
nimble sequoia
#

What is memory point "zamerny" for in a vehicle p3d please?
It's in BIS vehicles (eg Offroad_01_unarmed_F.p3d).
It appears in the config dump only under class Man {}:
memoryPointAim = "zamerny";
memoryPointCameraTarget = "zamerny";
memoryPointCommonDamage = "zamerny";
So what is it's relevance to a vehicle? Anyone used it?

grand zinc
#

it's the vehicle center

sharp pagoda
#

As far as i know its the aiming point for AI

grand zinc
#

yes

#

aiming point for AI, camera center (I guess 3rd person?)

nimble sequoia
#

Ah I see. So if it's missing, that point will default to centre of vehicle?

grand zinc
#

basically a "center of mass" thing, even though it's not the real center of mass, for example on most cars its close to the engine

#

not sure what happen if miss

nimble sequoia
#

Actually I should have searched discord before posting, as it's been asked before. Thanks for the answers chaps.

woven flax
wise fog
#

Is there a way via config or script to hide a vehicle from passive or active radars?

dry carbon
#

What might typically cause a tank to suddenly drop sped whenever it reaches a certain number? I've got one that once it gets up to about 50kph, it drops down to about 20kph. It lurches forward as if braking when it does this.

dull bolt
#

sounds like a gearbox issue to me

dry carbon
#

thought it might be.

timber walrus
#

Does anyone know how to fix this?

#

I looked into line 52 and there really isn't anything wrong

#

statement = "this animate ["

#

Line 52 ^

dull bolt
#

show the entire line

#

you need to either do statement = ' "some string" ' or statement = " ""some string"" "

dry carbon
#

sounds like a gearbox issue to me I'm having second thoughts about this now. I've noticed the drop happens while the gear is still within its optimal range. I'd expect it to happen during a gear change (judging by audio).

timber walrus
#

oh my bad, the whole line is here

#

statement = "this animate [" "door1" ",1];this animate [" "door2" ", 1]"; };

round pebble
#

Hey guys, dumb question, but is it here I can ask for help with "description.ext" or a different channel? 🙂

grand creek
#

YEs go on

#

The .ext file is also a config

round pebble
#

I just can't get it to do the functions that the codes / scripts, are meant to.

#

I've tried showGPS false;

#

It just won't remove the GPS "function"

grand creek
#

so... what do you want to achieve? this .ext file is NOT where you typically want to put scripting functions

round pebble
#

I want to take away the vanilla GPS function, the brackets keys in essence

#

I am running a modded build and want them to use the modded GPS'

livid sigil
#

That's a scripting function though. What exactly have you done in the description?

round pebble
#

showGPS = false;
disableVoN = 1;

#

That is all i've done, and those should be description.ext scripts

livid sigil
timber walrus
#

I really need help in fixing this

hearty sandal
#

it does say what line and what the problem is

timber walrus
#

i checked the line

hearty sandal
#

if its not your made then you might not be able to do anything about it

timber walrus
#

statement = "this animate [" "door1" ",1];this animate [" "door2" ", 1]"; };

hearty sandal
#

im not sure if statement allows multilines like that

timber walrus
#

statement = "this animate [" "door1" ",1];this animate [""door2" ", 1]"; };

#

should I go like this then?

hearty sandal
#

where does the error pop up?

timber walrus
#

when launching arma 3

hearty sandal
#

is it your addon?

timber walrus
#

the building is inside the modpack I am launching

hearty sandal
#

:C

#

modpacks are generally poop

timber walrus
#

ik lol

#

but I have seen this work on maps before lol

hearty sandal
#

life maps

#

are generally poop

#

sorry to say

#

well you can try making config patch addon

timber walrus
#

what does that mean

hearty sandal
#

you make a new config that fixes stuff and loads after the crap

#

or you know, dont use poorly made mods and modpacks

timber walrus
#

But this one works lolm how do I make a new config

#

go ingame and add a line in the execute statement?

hearty sandal
#

no

#

but also I dont have time to explain such big question at the moment.

timber walrus
#

alright : (

hearty sandal
#

and sad to say the addons do not sound worth fixing

timber walrus
#

thanks for the either way 🙂

round pebble
#

Sorry for responding late, the disable VON on config doesn't work for me.

gritty rune
#

for rotorlib AFM changes, is there any debug mode to visualize what one does? For example, what is InfoPrint tag doing?

#

after changing the positions in the xml to reflect the CH-46 model, the tail rotor comes to a standstill when collective is applied, here the changes: xml <CenterOfGravity x="0.0" y="-1.2" z="-2.16"/> <Fuselage forceExertionPntX="0.0" forceExertionPntY="-1" forceExertionPntZ="0" rotationalResistance="10000"> (Main Rotor) Rotors->Rotor->Geometry <Position x="0.0" y="4.5" z="4" /> <!-- Huron <Position x="0.0" y="-2.18" z="4.6" /> --> <Tilt lateralTilt="0.0" longitudinalTilt="-6.5" /> <Blades radius="7" chord="0.641" rootCutout="2" count="4" hingeOffset="0.38" flappingHingeLowerLimit="-5" flappingHingeHigherLimit="30" /> <Rotation clockwise="false" /> (Tail Rotor) Rotors->Rotor->Geometry <!-- Huron <Position x="0.0" y="-14.03" z="6.35" /> --> <Position x="0.0" y="-14" z="6" /> <Tilt lateralTilt="0.0" longitudinalTilt="-6.5" /> <Blades radius="7" chord="0.641" rootCutout="2" count="4" hingeOffset="0.38" flappingHingeLowerLimit="-5" flappingHingeHigherLimit="30" /> <Rotation clockwise="true" />

round pebble
#

Is there anyone that knows any way of removing or disabling "GPS minimap and the vanilla mine detector" ?

gritty rune
#

oh well, loading the right mod solved this miracle, bummer

round pebble
#

Ehm, I figured out VON. I was just being dumb. But is there a way to disable GPS & Mine detector?

nova scarab
#

Hi all, question. I have a plane that has parts being called by proxy

#

how can i disable on the config?

dark breach
#

Hi guys!
Does anyone know the difference between hitbody and hitHull on vehicles?

hot pine
#

hitbody can pass some damage to general hitpoint pool via passthrough but mainly, it's used for damage material switching

#

hitHull can cause delayed catastrophic explosion if hullDamageCauseExplosion is set 1

dark breach
#

Okay I understand, if I can make a repair system I have to repair both parts ?

hot pine
#

yes

dark breach
#

👌

fluid oasis
#

Does anybody know in regards to adding custom attachments to modded weapons, if certain mods either do not allow the attachments for some weird reason or they require you to add the attachments in a different manner. - To help explain my problem, I am attempting to create ‘weapons with attachments’ for my custom faction in config.cpp, (one weapon within the config, using 3CB weapons): ``` class UK3CB_BAF_L129A1;

class L129A1_TA648_IRpointer_Bipod: UK3CB_BAF_L129A1 
{
    class LinkedItems
    {
        class LinkedItemsOptic
        {
            slot = "CowsSlot";
            item = "UK3CB_BAF_TA648";
        };
        class LinkedItemsAcc
        {
            slot = "PointerSlot";
            item = "UK3CB_BAF_LLM_IR_Black";
        };
        class LinkedItemsUnder
        {
            slot = "UnderBarrelSlot";
            item = "UK3CB_underbarrel_acc_fgrip_bipod";
        };
    };
};
hearty sandal
#

if the weapon model does not have the attachement proxies they wont work

fluid oasis
#

Is that possible? - Due to the fact that you can still add attachments to the same weapons ingame.

hot pine
#

@fluid oasis do you have correct CfgPatches with requiredAddons?

fluid oasis
#

@hot pine I added the required addons to CfgPatches, though it still does not work. - I have similar configs using different mods that seem to work fine.

hearty sandal
#

what is the new addon packed with?

#

do your new weapon class show up in the editor/arsenal?

#

is it actually inside cfgWeapons class?

fluid oasis
#

yes, the new weapons are listed under cfgWeapons - and no weapons do not show up in the editor/arsenal as they are intended to be hidden and only added to AI units

hot pine
#

can you show whole config?

fluid oasis
#

i sent you the config in DM, as the config is too large for the chat

untold temple
#

possitive that those weapons are using "CowsSlot" etc from the slots classnames?

#

Not some custom classname

hearty sandal
#

for future reference, pastebin.com is easy way to share configs

fluid oasis
#

that did not cross my mind @hearty sandal , will do in the future

#

@untold temple In regards to slots, I am not particularly sure. - ( I am a bit of noob in regards to configs in arma )

hot pine
#

try using requiredAddons[] = {"UK3CB_BAF_Weapons_LoadOrder"};

fluid oasis
#

no change

hot pine
#

also, you might want to inherit from UK3CB_BAF_L129A1_FGrip_Bipod

#

it seems there is gripod system there

untold temple
#

yeah, the weapons have custom slot names by the looks

#

asdg_FrontSideRail_UK3CB_BAF_L129A1, asdg_MuzzleSlot_UK3CB_BAF_L129A1, asdg_OpticRail_UK3CB_BAF_L129A1, UK3CB_underbarrel_rifle_slot

fluid oasis
#

not to sound stupid but... does that mean I am just incorrect in using:

            class LinkedItemsOptic
            {
                slot = "CowsSlot";
                item = "UK3CB_BAF_TA648";
            };
untold temple
#

yes

#

slot is not correct

#

needs to match the slot classname that the weapon has

#

CowsSlot is just the conventional name that BI use on their weapons, and some addon makers choose to use the same name

fluid oasis
#

ah, okay - I will change the slots and give it a try

echo hornet
#

Can someone link an easy to follow tutorial for creating a faction? I dont really want to add anything, i just want to have my loadouts be default in certain scenarios

hearty sandal
#

I dont think there is such tutorial

#

and Im not sure if you could add such loadout as it would not be multiplayer compatible

sullen fulcrum
#
{
    class OctomsMod
    {
           units[]={};
           weapons[]={};
           requiredAddons[]={};
           requiredVersion=0.1;
     };
};
class Cfgweapons
{
    class cannon_125mm;

    class 125mm:  cannon_125mm
{
displayName="125MM";

//Values to edit
};
};
class CfgVehicles
{
    class B_MBT_01_TUSK_F;

    class Slammer:  B_MBT_01_TUSK_F
{
displayName="SlammerUP+";
class Turrets
    {
        class MainTurret
        { 
        weapons[]= {"cannon_125mm"};
        Magazines[]= {"24Rnd_125mm_APFSDS"};
//Values to edit
};
};
};
}; ```
#

cant figure out why the 125mm wont inherrit,trying to get a 125 cannon onto a slammer up, when i spawn it in theres no gunner seat or commanders seat

fluid oasis
#

@untold temple This worked:
```class UK3CB_BAF_L129A1;

class L129A1_TA648_IRpointer_Bipod: UK3CB_BAF_L129A1 
{
    class LinkedItems
    {
        class LinkedItemsOptic
        {
            slot = "asdg_OpticRail_UK3CB_BAF_L129A1";
            item = "UK3CB_BAF_TA648";
        };
        class LinkedItemsAcc
        {
            slot = "asdg_FrontSideRail_UK3CB_BAF_L129A1";
            item = "UK3CB_BAF_LLM_IR_Black";
        };
        class LinkedItemsUnder
        {
            slot = "UK3CB_underbarrel_rifle_slot";
            item = "UK3CB_underbarrel_acc_fgrip_bipod";
        };
    }; ``` - Thankyou, one last question how do you find the custom weapon slot names? I am currently looking through the weapon in the config viewer and I am lost.
sullen fulcrum
#

whats going on in my config viewer under Mainturret

hearty sandal
#

also you cant just add a turret

#

it would be invisible

#

and it would ho selections to get the needed points from

untold temple
#

@fluid oasis It should be in the config viewer, but you need to expand the weapon class in the left-hand list, and then the weaponSlotsInfo subclass inside that

hearty sandal
#

also @sullen fulcrum your inheritance is broken.

#

youre not inheriting the turret class

#

youre overwriting it

fluid oasis
#

@untold temple ah, I understand - thanks for the help everyone (this was a headache)

sullen fulcrum
#

@hearty sandal alright i honestly just want to change the ammo type used, but i didnt think its possible, like instead of the cannon shooting 120mms i want it to have 125s and a SPMG for the coaxial. is there anyway of just changing the ammo without invisible turrets happening

hearty sandal
#

yes, proper config inheritance

#

you inherit the classes and then apply the changes you want to make

#

yours is semi close

#

but not quite there yet

nimble sequoia
sullen fulcrum
#

can you help me a bit further as to making it proper im new to this and i have no idea what im doing tbh

#

is it the CFGweapons thats the issue?

hearty sandal
#

both

#

read above, should get you started

fluid oasis
#

@nimble sequoia Yh , I get it now - thanks for the confirmation

nimble sequoia
sullen fulcrum
#

@hearty sandal im still a bit confused, why was CfgVehicle used in conjunction with an infantry?

hearty sandal
#

everything in Arma is basically a "vehicle"

#

buildings are inside cfgVehicles

#

units are inside it

#

etc

idle matrix
#

well almost everything

hearty sandal
#

you should also study the Arma3 samples from steam

idle matrix
#

helmets and vests for example are weapons

hearty sandal
#

well yes

#

but they too are placed down inside objects that are vehicles

idle matrix
#

true

sullen fulcrum
#

ah

#

would the cannon_120 be considered a vehicle to

hearty sandal
#

no

#

its a weapon

#

so its in the cfgweapons

#

all objects you can place down are "vehicles"

#

there are different types of entities too

sullen fulcrum
#

so to fix a part of this inheritance do i remove the class turrets and class mainturret?

#

because i was only overwriting it

hearty sandal
#

no you need to inherit it properly so you get the rest of the config stuff there and change only the weapon and ammo lines

sullen fulcrum
#
{
    class O_MBT_04_command_F;

    class 125mm:  cannon_125mm
{ ```
#

am i on the right track? thats the t140ks class name and im guessing that can help inhert the cannon

hearty sandal
#

no that wont work

#

going way off track now

sullen fulcrum
#

rip
time to ctrl z back on track :p

#

honestly have no idea how to fix the inheritance lol

hearty sandal
#

did you read what was in the link I pasted

#

have you looked into the Arma 3 samples on steam

#

this has good bits about inheritance too

#

but its up to you to study this stuff

sullen fulcrum
#

i have but its a bit confusing to debunk the meaning

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

class CfgVehicles
{
    class B_MBT_01_TUSK_F;

    class Slammer:  B_MBT_01_TUSK_F
{
displayName="SlammerUP+";
 
        class CfgWeapons
{
    class cannon_125mm;

    class 125mm:  cannon_125mm
{
displayName="125MM";

//Values to edit
};
};
        weapons[]= {"cannon_125mm"};
        Magazines[]= {"24Rnd_125mm_APFSDS"};
//Values to edit
};
};

#

hows this look

#

even further from correct than before or closer?

hearty sandal
#

about the same

#

cfg weapons does not belong inside cfgvehicles

#

they are at the same root level

#

pls load the Arma 3 samples

sullen fulcrum
#

its auto crashing on startup need to verify first

#

im probably using it wrong when i open it from steam a tab opens and closes immedaitely

#

verified and same results

hearty sandal
#

yeah they are files on your steam install directory now

#

its not a program

sullen fulcrum
#

ah i see them

#

hmmm what can i copy and paste from this cfgvehicles.hpp xD

#

i only need to use the turret so ill C+P shit from that section

hearty sandal
#

problem is that you are just throwing it at the wall and seeing if anything sticks

#

look at the config

#

and draw lines to it where different things go and connect to

sullen fulcrum
#

Ok ill do this now

hearty sandal
#

it wont really work if youre just 🐒 at ⌨ and copy paste untill someone says yeah thats good

sullen fulcrum
#

first thing i notice is cfgvehicles is at the top so ill fix that first ig

hearty sandal
#

do note that the hpp files are combined in the config.cpp file by the include commands

sullen fulcrum
#

alright i think i sorta got this now

tawny grove
#

I can't access the inventory in a vehicle. Anyone know what config setting controls that?