#arma3_config

1 messages ยท Page 102 of 1

tawny grove
#

lol, disableInventory=1, found it ๐Ÿ™‚

sullen fulcrum
#

i tried starting my arma and i need to define a newturret

#
{
    class B_MBT_01_TUSK_F;

    class Slammer:  B_MBT_01_TUSK_F
{
    class B_MBT_01_TUSK_F: B_MBT_01_TUSK_F
{ 
        class Turrets {
            class MainTurret:NewTurret {
                class Turrets {
                    class CommanderOptics;
                };
            };
        };
        
 
#

do i just make a new inheritance

#

or do i actually even need that right now

hearty sandal
#

no you dont need to define new turret

#

theres nothing on that vehicle that can act as the new turret

#

you have the turrets a vehicle already has

sullen fulcrum
#

right so ill just commend it out

hearty sandal
#

I guess youll just have to try them out

#

this is almost like im writing this for you

#

got other stuff to do so, good luck, and read the pages I linked

sullen fulcrum
#

ok ty

idle matrix
#

try that

echo hornet
#

@hearty sandal multiplayer compatibility is not a concern of mine. the scenario im thinking about is dynamic recon operations. when you go to assign your team, there are different loadouts based on whatever faction you choose. i just want to make my own faction so that my loadouts are in the dropdown menu as opposed to the normal ones

lethal sandal
#

i am trying to put the soundSetEnvironment array into an external filr,so i included the file insite the envsounds class.since i tried this the game crashes when the world is loaded.is that stuff that HAS TO stay inside the main config??

#

well rpt throws an "undefined variable in expression "wind" lol

grave steppe
#

Morning guys, I was having a small issue with one of my rifle configs.
The mod is packing and the rifle works in game but everytime I switch firemode and then reload the rifle the firemode goes back to semi on its own. Any ideas?

dry carbon
#

I have a universal or shared folder with no config of its own, but how do I compile it? I assume I need some kind of default or empty config, but what exactly goes in?

opal crater
#

config.cpp + cfgpatches inside, "compile" to pbo and you can access the resources from other addons.

dry carbon
#

cfgPatches would be empty?

#

like this? ```
#define ARMA

class CfgPatches
{
class assets_pool
{
units[] = {};
weapons[] = {};
requiredVersion = 1.82;
requiredAddons[] = {"A3_sounds_f"};
version = "0.1";
};
};```

#

Yup, that worked! Thanks, @opal crater !

opal crater
#

yeah, You should TAG cour cfgpatches class

#

and that define is useless.

dry carbon
#

it's part of a larger mod

#

ok. relic

#

so... within the mod, this sits here:
P:\61jtf\assets_pool\[reused_paas_and_rvmats]
P:\61jtf\moreAssets\forExample\[files]
P:\61jtf\vehicleClasses\tanks\myTank01\[files]

#

dang discord formatting

opal crater
#

Does not matter, you should tag your classes.

#

eg class 61jtf_assets_pool

dry carbon
#

duly noted

opal crater
#

someone else unaware about tagging will create an addon with a pool

#

and will name his class assets_pool too.

#

And you've a confilict.

#

ofc they should TAG their stuff too...

strong shuttle
#

good rule of thumb is MODNAME_ADDONNAME_classname

dry carbon
#

ok

strong shuttle
#

or just MODNAME_ADDONNAME for tagging

opal crater
#

or use CBA/ACE addon template and macros will do that for you.

#

(with HEMTT for easier compilation and component adding ๐Ÿ˜ฌ )

dry carbon
#

so what you're proposing is a complete overhaul of all my folders, every p3d, every rvmat, every config and every hpp

opal crater
#

welp. It means your stuff is not written "up to standards" ๐Ÿ˜›

#

It's just asking for conflict. Also I don't think you need to TAG rvmats and stuff like that.

#

But every config entry that can conflict with other addons should use that.

dry carbon
#

changing the name of the folders requires changing their location in the file paths

#

doesn't the class name need to match the folder name?

opal crater
#

umm

#

no

#

ace/addons/advanced_throwing/config.cpp
class ace_advanced_throwing

dry carbon
#

ok not so bad, then

#

I was about to have an embolism

opal crater
#

do you tag the classes of your vehicles/buildings whatever you're doing?

dry carbon
#

I guess not, at least not in the cfgPatches

#

here's me getting educated on the matter:

[10:00 PM] ScotG/Rooster3D: yes
[10:01 PM] mikero: then that's where ALL your files live...  

...you made the best decision of all putting ALL your stuff in P:\your_tag
[10:05 PM] mikero: no one but no one, can put THEIR crap in there```
#

Something about that I misunderstood, I guess, or didn't fully grasp.

#

Admittedly, he never asked to see my cfgPatches, and there was no need to for what he was helping me with

#

but one can see why this might give a sense of security.

opal crater
#

๐Ÿค” Maybe mikero tools have some auto class prefixing.

#

But im not aware of features of that. If it has it would be weird to me.

#

what his tools do with P: drive is that it does the pboprefix for you

#

so with path P:\61jtf\assets_pool

#

you have $PBOPREFIX$ 61jtf\assets_pool

#

so you can use this as paths in arma

nimble sequoia
#

I've got a feeling you'll run into problems using a tag name beginning with a number.

dry carbon
#

ah crap

#

6 problems or 61 problems? ๐Ÿ˜œ

nimble sequoia
#

back when I started the 3CB mods, I couldn't just use "3cb_restofclassname" and had to take "uk3cb_restofclassname" - long time ago, so can't remember the reason why

astral pagoda
#

lol

opal crater
#

Someone still uses that? ๐Ÿ˜„

astral pagoda
#

exactly

dry carbon
#

??

nimble sequoia
#

you don't have to, but in case of conflict with some other modder who copies your tag and causes conflicts it might be helpful

dry carbon
#

I'm no slouch, yall. I'm just inadequately informed in some areas.

#

I have great passion for my work. I'm not just trying to bang out a crap mod

#

I think Apollo can vouch for that, since I know he's been following its progress for quite a while

#

Of course, I'd say my stuff is legit, but if that's not a shared opinion, then it's at least legit-adjacent.

#

but it's still in development, and that's why I'm here, putting my inadequacies on the table.

#

btw, @astral pagoda , I got to the root of my upside-down commander scope issues. It was ultimately because I had the sourceAddress of my commander_turret set to "clamp" when it should have been "loop."

astral pagoda
#

Oh okay! Didn't catch that!

grand zinc
#

numbers at start of classname are valid, just look at magazines

nova scarab
#

hi all, I got a question. I am trying to have one back hawk with 2 weapons system, one with a 240 and another with a minigun. they both are maned , is it possible to do it by proxy?

hearty sandal
#

no

#

unless its a custom model

nova scarab
#

yes it is

#

but my question is, can it still be maned by a player?

#

so one version will have a 240 mashine gun

#

and the other version will have a minimi

#

called by proxy

#

would it work?

untold temple
#

Yes, you would want different animations for the crews in those turrets to fit the different weapons, but there's no reason it wouldn't work

hearty sandal
#

also do note that proxy weapon like that would not have animated parts

nova scarab
#

awww I see so like a minimi wouldnt really turn/rotate as it shoots

#

so it is a better approach to have two models

#

of the same heli

hearty sandal
#

it would yes

untold temple
#

The gun would move but things like the ammo belt and feed cover wont move if the weapon is all one proxy

nova scarab
#

thank you guys, you all rocks as always

hearty sandal
#

but all the small parts would not move

nova scarab
#

that's too bad, well i guess I will keep 2 models

#

i was trying to make my mod smaller

hearty sandal
#

a model here or there doesnt really matter

untold temple
#

.p3ds aren't really very big usually

hearty sandal
#

๐Ÿ‘†

untold temple
#

textures, sounds etc. take up more file space than most .p3ds

nova scarab
#

true thank gents

hearty sandal
untold temple
#

multiple .p3ds are just more of a pain to manage when you want to update some aspect of all variants of that type of object

hearty sandal
#

solution = make no mistakes

untold temple
#

and pray BI doesn't change something or add something cool that you want to add

hearty sandal
#

๐Ÿ˜„

nova scarab
#

LOL noted

#

Thx

dry carbon
#

What @nimble sequoia was saying earlier, about the tagname starting with numbers. @grand zinc and @hard chasm confirmed that it's okay to start classnames with numbers. However, if you are trying to be consistent all around, is there any instance where starting with a number is not okay? Examples: 61jtf.p3d, 61jtf.paa, etc? If so, then it may be best to avoid starting with a number for the sake of consistency.

#

Also, Mikero clarified that while having my files in P:\61jtf\ was a smart move that will prevent someone placing their assets in there, indeed it will not prevent conflicts if they decided to unwittingly make their own version of a file I have.

#

I don't know how any of this would stop someone from doing it intentionally, though.

#

Or why they would... but some people just want to watch the world burn.

nimble sequoia
#

As I mentioned before there was a reason that using a numbered tag was problematic for us, obviously not purely related to class names, but it was 5 years ago now so perhaps the issue is no longer present, or alternatively you'll discover it at an inopportune moment! Better to pass the caution from experience on than not.

hard chasm
#

it will not prevent conflicts if they decided to unwittingly make their own version of a file I have

using tag_nameOf.p3d prevents the likelihood of that happen. It is not malicious, it is simply you, fred, the girl next door, and her dog, have ALL called their p3d 'potato'. When map making, the engine doesn't know which one is being referred to. (clutter and land classes).

it is even more essential that you tag_classname. for every class you ever make.

that dog and it's friends are guaranteed to have:

class elephant

only you can have

class mytag_elephant

let them fight among themselves. you have lifted yourself out of the swamp

#

Oh yes, for anyone thinking "well, i've not had any problems", the answer is:

ho ho ho. Be patient. Your pbo will be unusable sometime in the future. The dog will come in and bite you.

gleaming kiln
#
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 73: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 85: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 97: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 109: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 121: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 133: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 145: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 157: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf" ```
#

so a friend of mine is having an issue while trying to pack this

#

the script works so we are not sure of what the problem is

#

any ideas?

#
        {
            init="(_this select 0) execVM '\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf'";
        };
hard chasm
#

my dll can't distinguish in config,cpp's between sqf statements that only produce constants, and the one above which clearly doesn't so is flagged as probably wrong (which it isn't). ordinarily you use sqf in exec eval statements and they must produce a constant value in order for that cpp to be baked to a bin. The choice is to just ignore all probable errors, and not bother at all. or at least warn.

#

example (only valid in a model.cfg)

angle = rad -90; // produces a constant.
angle = rad random(); // does not.

I'll look into seeing how i can improve above.

autumn crater
#

working on a jet, but I cannot, for the life of me get the HUD to appear. I have copied the Wipeout's MFD section as a test and still am having no luck regarding getting a damn hud to appear. Any thoughts?

astral pagoda
#

got mem points right?

autumn crater
#

The hud itself (the one not using the model) requires memory points? @astral pagoda

hearty sandal
#

if its not model projected hud, do you have it configured to be helmet/player view only?

#

showHMD = 1; plays a part on that I recall.

autumn crater
#

I think? I tried my own hand and had no luck so I copied the one from the wipeout

#

Where is showHMD going?

hearty sandal
#

the root of the vehicle controls the pilot and each turret class can have it too

autumn crater
#

no luck on the showHMD = 1;

hot pine
#

Wipeout have only HUD + MFDs with dynamic loadouts so it's not going to work as HMD

#

showHMD is only for gunner btw

#

helmetMountedDisplay is HMD flag

autumn crater
#

So, what is causing it to not appear for the pilot then?

#

(I realize that is a super broad question, but do you have any immediate ideas @hot pine )

untold temple
#

The fact that it's not designed to be a HMD

autumn crater
#

I cannot find any notation on "HMD"

untold temple
#

If you want a non-HMD HUD/MFD in a vehicle, it requires memory points in the model to provide the boundaries where the MFD will show

autumn crater
#

in either the dev reference or online

#

so how would you show it to be HMD or is that not an option and thus requires memory points?

untold temple
#

You would need to write a new MFD class that uses correct sources for all the displays

#

or use one from a vehicle that actually has a HMD

autumn crater
#

the wipeout does have what I'm talking about

#

hold on

untold temple
autumn crater
#

reyhard already linked this

#

are HMD and MFD interchangable?

untold temple
#

Not completely

hot pine
#

Hmd =helmet mounted display, hud = head unit display, mfd= multi function display

autumn crater
#

alright, well, I'm just gonna continue to beat my head against this then

strange egret
#

i suggest to wear a helmet... it can be painful

woven flax
hot pine
#

@woven flax you have to input whole vector

#

Not just single value

woven flax
#

Will try again in the morning. Do you know if directionlocal is local to the players facing, or the world in general?

remote hatch
#
headgearList[] = {
            "VSM_Beanie_tan", 1,
            "VSM_Multicam_Boonie", 1,
            "VSM_Bowman_cap_balaclava_Tan", 1,
            "VSM_Bowman_cap_Tan", 1,
            "VSM_Mich2000_OGA", 1,
            "VSM_Mich2000_2_OGA", 1,
            "VSM_OGA_Helmet1", 1,
            "VSM_OGA_Helmet2", 1,
            "VSM_oga_OPS", 1,
            "VSM_oga_OPS_2", 1,
            "VSM_Peltor_coyote", 1,
            "VSM_FullShemagh_Tan", 1
        };
        class EventHandlers;
        class EventHandlers: EventHandlers {
            init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
        };
#

Seems to not actually have any effect?

#

Not including class Eventhandlers; results in it not packing properly

#

for full unit class

#

Anybody had success randomizing headgear?

cedar cave
#

so, how would i go about making a ladder in arma?

#

i have the model, and its in-game, i just dont know where to go from there, or in other words, make it actually act as a ladder on this object i have.

hearty sandal
#

it needs memory points and config definition

dry carbon
#

Can anyone tell me what this is?:
memoryPointTaskMarker

hearty sandal
#

where are you picking it up from?

hot pine
#

@dry carbon it's a memory point defining where 3d icon for task will appear

#

i.e. you can have task "Get in" (don't mistake it with get in order from leader) and if you press "J" then you will see icon for task

dry carbon
#

ok

strong shuttle
#

I've got a custom soldier in CfgVehicles with a backpack assigned. However after spawning the unit in Eden the backpack remains empty, and even though uniform and vest are full, not all of the items (from items[] and magazines[]) are added.
Is it really required to make custom backpack configs just so I can put items in there?

woven flax
#

Anyone know If the "snap" sound when a bullet goes past is configurable per weapon?

hot pine
#

@woven flax it's in cfgAmmo soundSetBulletFly[] = {"bulletFlyBy_SoundSet"};

woven flax
#

Thank you @hot pine

toxic solar
#

Whats that best way to balance a bullet? Like between hit,caliber and velocity how should I go about setting those values, or should I just try something and see how it feels?

grand zinc
#

for caliber and velocity use real life values

#

for hit, Guess just try out yeah

toxic solar
#

so for caliber=1 is that the 6.5mm or 5.56? Im unsure what unit it is really, like with velocity its m/s

grand zinc
#

caliber is in mm afaik

#

ACE has 5.69 for 556x45
and 9.017 for 9x19 M822
and 12.7 for .50
seems a bit all over the place, close to the real value, but rarely really on it

toxic solar
#

oh okay lol

so hit, indirectHit,caliber, whatever the velocity is through mag or weapon or ammo,and indirectHitRange are the only things that determine damage right?

#

lol 9.017 thats pretty specific

astral pagoda
#

afaik caliber=1 is 6.5

novel lava
#

it used to be 7.62 nato ๐Ÿ˜›

velvet mesa
#

Hello!

#

Any clue why a model in map does not animate and a model in mission does?

hot pine
velvet mesa
#

Its a copy paste config with land class hm,mm

#

let me investigate more

hearty sandal
#

basically this

velvet mesa
#

its setted like that

#
class CfgVehicles {
    class House_F;
    class land_pop_tuning : House_F {
hearty sandal
#

is your p3d pop_tuning.p3d?

#

@velvet mesa

velvet mesa
#

it is

#

Its a car elevator

#

Idk whats happening ๐Ÿ˜ฉ

hot pine
#

@velvet mesa did you do all steps mentioned on that page?

velvet mesa
#

well, I did. Indeed i copy pasted the comfig and models so...

hot pine
#

Models?

velvet mesa
#

model.cfg

#

config.cpp and model.cfg

#

The thing is model.cfg works, because i can animate it while beeing a mission object

hot pine
#

I think you didn't read everything

#

Because otherwise you would propably mentioned p3d change

#

Model. cfg wasn't mentioned there anywhere

velvet mesa
#

I had pop_tunning in units

#

Maybe its that

#

reyhard, i read that post sereral times among a few years

#

I came here cause it was weird XD

hot pine
#

Which part is weird?

velvet mesa
#

It animates in mission object and as simple object but not as map object ๐Ÿ˜ฆ

#

First time getting this

hot pine
#

Is everything in p3d set correctly?

velvet mesa
#

Yep

#

It also animates in object builder as it animates ingame

hot pine
#

What properties do you have?

velvet mesa
#

1 sec

#

None

#

๐Ÿค”

hot pine
#

Mystery solved

velvet mesa
#

let me fix

velvet mesa
#

Nothing u.u

#

just copy pasted the properties of a working building

#

and... nothing

hearty sandal
#

what animation source do you use?

velvet mesa
#

custom one

#

"Zeroanimation"

#

its linked to user

#
                source = "user";
                animPeriod = 5;
                initPhase = 0;
            };```
#

I can use in editor but not when packed with map

hearty sandal
#

how are you trying to use it

velvet mesa
#

3 ways

#

Putting in mission and playing it --> that works

#

Putting in map, terrain builder, packing and playing a empty map ---> not working

#

Putting in mission, setting simple object check and playing it --> that works

hearty sandal
#

yes but how do you launch the animation

velvet mesa
#

2 ways

#

cursorobject animate ["up", 3] --> in mission works

#

and selection the action on object (mission aswell)

hearty sandal
#

useraction?

#

alright, those should work on terrain objects too

#

so you have class = house namedParameter in the geometry lod?

#

the land_p3dfilename class

#

and model.cfg class with p3dfilename class?

velvet mesa
#

Not geometry onlo LOD 0

hearty sandal
#

another thing to try then

#

after that im out of ideas

velvet mesa
#

crunching ๐Ÿ˜ฉ

#

BAM!

#

Working!

#

Buuuut last thing, the objects does not appear in map as grey object

hearty sandal
#

you dont probably have a right map class in its geometry lod

velvet mesa
#

hmm

gritty rune
#

Unsung and CUP have a conflict with regards to MainTurret for planes it seems. No entry 'bin\config.bin/CfgVehicles/Plane_Base_F/Turrets/MainTurret.maxHorizontalRotSpeed'. is seen. When I remove all Unsung dual seaters, it goes away.

#

the Unsung inheritance looks like:

#
class CfgVehicles
{
    class Air;
    class Plane: Air
    {
        class HitPoints;
        class Turrets;
    };
    class Plane_Base_F: Plane
    {
        class Turrets: Turrets
        {
            class CopilotTurret;
        };
        class HitPoints: HitPoints
        {
            class HitHull;
        };
        class NewTurret;
        class ViewPilot;
        class ViewGunner;
        class ViewOptics;
        class AnimationSources;
        class Eventhandlers;
        class Components;
    };
hearty sandal
#

if both mods define Plane_Base_F somewhere and they neither mod is dependant form the other its loadorder nightmare

#

so whichever gets loaded last defines that class

#

Id perhaps make a UNS_Plane_Base_F : Plane_Base_F and add your new stuff there and leave the vanilla base classes totally alone

#

aa

#

I see a thing

#
class Turrets
            {
                class CopilotTurret: NewTurret
                {
                    primaryGunner = 0;
                    gunnerForceOptics = 0;
                    body = "";
                    gun = "";
                    animationSourceBody = "";
                    animationSourceGun = "";
                    weapons[] = {};
                    magazines[] = {};
                    gunnerGetInAction = "GetInHigh";
                    gunnerGetOutAction = "GetOutHigh";
                    gunnerName = "Copilot";
                    gunnerNotSpawned = 1;
                    memoryPointsGetInGunner = "pos codriver";
                    memoryPointsGetInGunnerDir = "pos codriver dir";
                    minElev = -50;
                    maxElev = 30;
                    initElev = 11;
                    minTurn = -170;
                    maxTurn = 170;
                    initTurn = 0;
                    maxHorizontalRotSpeed = 3;
                    maxVerticalRotSpeed = 3;
                    startEngine = 0;
                    gunnerUsesPilotView = 1;
                    class ViewGunner: ViewPilot
                    {
                    };
                    commanding = -1;
                    turretCanSee = "1 + 2 + 4 + 8 + 32";
                };
            };```
#

from Plane_Base_F vanilla config from config dump

#

it does not inherit turrets class from class Plane

#

like in yours @gritty rune

#

this is not vanilla

gritty rune
#

so best to declare class Plane_Base_F; and then class uns_plane: Plane_Base_F?

hearty sandal
#

it might be most clean way yes

#

class plane does not have turrets class at all

#

removing the turrets class inheritnace might also work

#

because these dont exist

gritty rune
#

ok

#

that's how it was originally, thought the turrets def might fix it

hearty sandal
#

well I guess there technically is empty turrets {}; class there

#

becasue allVehicles (distant parent class) has first
class Turrets { };
in it

#

class Allvehicles introduced the class newTurret that some classes use to define the basic turret settings

#
class newTurret
class turrets 
{
    class main turret :  newTurret
    {
    };
};```
gritty rune
#

yes, that's defined in the actual class turret def

hearty sandal
#

All In One config dump is good source to check these on

sullen fulcrum
#

can someone tell me whats incorrect about this base class? im trying to definene animation sources: animationsources

hearty sandal
#

do you have a space in the classname?

#

and do you have a class animationsources to actually inherit from somewhere

sullen fulcrum
#

yes

#
           {
        class AnimationSources: AnimationSources
        {```
#

ive used the same defining to define a turret before

#
{
    
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
            
                {```
#

couldnt figure out how to properly define AnimationSources

hearty sandal
#

what you show here doesnt quite make sense

#

do you have 2 KumaPlus classes?

sullen fulcrum
#

no i have one

hearty sandal
#

also does b_MBT_03 have animationsources class?

#

and why do you even iherit it? you should not need to change anything in it

sullen fulcrum
#

in the config with all the vehicles in it it has one, i dont think it uses b_MBT_03 now that i look closely

#

in the config file it has this

#
                tex[] = {};
                mat[] = {"A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext01.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext01_damage.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext01_destruct.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext02.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext02_damage.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext02_destruct.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_RCWS.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_RCWS_damage.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_RCWS_destruct.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_track.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_track_damage.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_track_destruct.rvmat"};
            };
            class AnimationSources: AnimationSources
            {
                class muzzle_rot_cannon```
hearty sandal
#

you dont need to inherit everything like that

#

only the things you intend to change

#

so for weapons the turrets

#

and then change the stuff in them you need

sullen fulcrum
#

then i could just delete the whole animation thing?

hearty sandal
#

yes

#

this part already inherits everything

#

the rest you need to define with iheritance if you want to change stuff but also keep the rest you inherit

#

the rest you need to define with iheritance if you want to change stuff but also keep the rest you inherit

sullen fulcrum
#

that seems to be the issue i was having my game started, thanks for the help

#

fat rip my MFD class is fucked up aswell ingame i get errors regarding it and the tanks not showing in eden

hearty sandal
#

I dont think you need that either

sullen fulcrum
#

commented it out but my next error is cannon side and scope so ill c omment that out aswell now

hearty sandal
#

when I said add 1 thing and test I meant it

#

its not very easy to climb backwards into the tree

#

youve added way too much

#

might be better to just start fresh again

#

and test more often when you add things

lethal sandal
#

can anyone give me some advice on how i can make the water on our map dirty?i tried the SkyR reflection colour but i really want the whole thing to look duuuurdy.cpp class Underwater { noWaterFog=-0.001; fullWaterFog=0.001; deepWaterFog=200; waterFogDistanceNear=10; waterFogDistance=40; waterColor[]={0.039999999,0.16,0.22}; deepWaterColor[]={0,0.001,0.0089999996}; surfaceColor[]={0.039999999,0.16,0.22}; deepSurfaceColor[]={0,0.001,0.0089999996}; };assuming i need to change values here,but what values?is it rgb?rgba?

strange egret
#

RGB (its just 3 values after all). And its float. 255 = 1.0 , 128 = 0.5

charred sentinel
#

Hello, is there a sample uav model.cfg available?

hearty sandal
#

no.

#

It however does not contain anything special

stable sandal
#

Any idea why

#define COOPR_POSITION(X_POS,Y_POS,W_POS,H_POS) \
    x = __EVAL((((X_POS * (getResolution select 0)) / 1920) * safeZoneW) / (getResolution select 0) + safeZoneX); \
    y = __EVAL((((Y_POS * (getResolution select 1)) / 1080) * safeZoneH) / (getResolution select 1) + safeZoneY); \
    w = __EVAL((((W_POS * (getResolution select 0)) / 1920) * safeZoneW) / (getResolution select 0)); \
    h = __EVAL((((Y_POS * (getResolution select 1)) / 1080) * safeZoneH) / (getResolution select 1));

Returns "<null>" when put inside a mod config but works fine in the mission config?

quasi sonnet
#

; at the end of a #define could be a problem

stable sandal
#

But then it shouldn't work inside missionConfig?

quasi sonnet
#

Maybe you are not doing the same there

#

I dont know your full code

stable sandal
#

That's the code, same in missionConfig and modConfig

#define COOPR_POSITION(X_POS,Y_POS,W_POS,H_POS) \
    x = __EVAL((((X_POS * (getResolution select 0)) / 1920) * safeZoneW) / (getResolution select 0) + safeZoneX); \
    y = __EVAL((((Y_POS * (getResolution select 1)) / 1080) * safeZoneH) / (getResolution select 1) + safeZoneY); \
    w = __EVAL((((W_POS * (getResolution select 0)) / 1920) * safeZoneW) / (getResolution select 0)); \
    h = __EVAL((((Y_POS * (getResolution select 1)) / 1080) * safeZoneH) / (getResolution select 1));

class RscButton {};
class MyGUI {
    idd = -1;
    class Controls {
        class MyButton: RscButton {
            COOPR_POSITION(1574,1008,342,68)
        };
    };
};
#

I keept it as basic as possible to be sure that the issue was not elsewhere

quasi sonnet
#

i have no idea, but I can say the semicolon is right there

hot pine
#

@stable sandal you cannot evaluate scripts in such context

stable sandal
#

Oh okey, thanks. I suspected it a bit but maybe I was doing something wrong. I managed to do what I wanted to do (using onLoad and repositioning the elements with SQF).
Btw, the error was that getResolution was returning [0,0,0,0,0,0,0,0,false] and therefor dividing by 0.

hard chasm
#

a config.cpp bin is cast in concrete and can only use constants. GetResolution is only known after game has loaded (and in most cases, only after mission load). It will work in a description.ext because that is not compiled until just before mission start. but configs are binarised with no actual reference to the game engine. After all, you make an addon pbo on any machine you care to without even the game installed.

grand zinc
#

You might be able to get rid of eval completely and just store as string, when engine tries to getNumber from a string it will evaluate the script inside the string.
Not sure if the config script evaluator has access to getResolution tho

stable sandal
#

Yeah I replaced __EVAL by # to wrap al that in quotes and it works

bold marlin
#

Does anyone know of a good way to rename towns and cities on a specific map? I found out about the CfgWorlds config that I placed in config.cpp:

class CfgWorlds {
    class Altis {
        class Names {
            class Pyrgos {
                name = "Pyrgos 22";
            };
        };
    };
};

But it seems to throw a few errors:

No entry 'bin\config.bin/CfgWorlds/Altis.RainParticles'.
No entry 'bin\config.bin/CfgWorlds/Altis.startWind'.
No entry 'bin\config.bin/CfgWorlds/Altis.gridNumbersOverLines'.

Does anyone have any idea how to fix those errors, or know an alternative to achieve the same thing?

grand zinc
#

You need to keep inheritance correct

#

Altis inherits from something

bold marlin
#

CAWorlds I think

#

So then:

class CfgWorlds {
    class CAWorld;
    class Altis : CAWorld {
        class Names {
            class Pyrgos {
                name = "Pyrgos 22";
            };
        };
    };
};

?

#

actually singular

hearty sandal
#

@bold marlin can you expand a little whats the purpose of what you are doing?

bold marlin
#

Hey, that worked!

I just want to rename some locations on a map for a mission to mission basis... Now I would prefer there to be an option like something I could do in the init field for a mission, or the mission's description.ext... but I tried the latter using the same code without success... the Wiki says the description.ext only accepts certain Cfgs, so I figured that may have been the reason so didn't keep trying

hearty sandal
#

yeah terrain configs are like that.

candid flower
#

for the purposes of training a new engineer in a minefield, is there a way i can either prevent a tripped mine from exploding, or prevent said mine from killing someone?

grand creek
#

add an event handler which is handling damage of a unit

#

and find out which combination of inputs is being caused by a mine explosion

candid flower
#

hmm, thats true

#

alrighty

hearty sandal
#

make dummy training mines that make no dammage

candid flower
#

thats what i was originally going for, yeah

#

next question....how do you delete a mine AFTER it's diffused? looking through list of script commands now...i see removeAllOwnedMines, but i dont think that is quite it..

#

i tried "deleteVehicle" but it didnt work...probably because the mine in its "diffused" state is no longer considered a vehicle or...something? i dont think that sounds right

quasi sonnet
#

You need to delete the container in the ground, since it is a pick up able item on the ground after disarming

idle matrix
#

why not use the dummy training mines?

#

from Laws of War?

candid flower
#

because we havent downloaded or purchased Laws of War ๐Ÿ˜ฆ

idle matrix
#

you can still place the mines in the editor/zeus can't you?

#

also pretty sure you don't need to download Laws of War

#

comes with the game

candid flower
#

indeed. can still place

#

so how does one "delete the container in the ground" @quasi sonnet ?

hearty sandal
#

its "vehicle"

#

so deleteVehicle should work

candid flower
#

but if the mine has no specific name, will it work?

idle matrix
#

do you have some sort of addon that can update editable objects for zeus?

#

you can remove it through zeus then

candid flower
#

indeed, but im going for automation

#

what im doing is creating a training area for engineers to practice disarming mines.

if you walk into a guard shack, it deploys IEDs and mines for engineers to disarm

what i want to do is prevent 'new' mines from deploying until all existing mines in a given area are disarmed, and also remove any disarmed mines left in the area if they cant be carried

#

ive successfully set up triggers to create the mines, so that works

idle matrix
#

ah I see

candid flower
#

indeed

#

i mean, the player can pick up the disarmed mine of course, but im also trying to prevent trolling, in the sense of walking in and out of the trigger area which would deploy more mines

fluid oasis
#

Is there a way to get the 3d model names / directories for the LDF and Spetsnaz uniforms, even though they are EPO files?

hearty sandal
#

You can read them from the configs

sullen fulcrum
#

I'm using Arma 3 default boxes on my mod, but those boxes are objects with physics and sometimes they goes under the ground. Can i create a box that don't have physics, like a static object?

grand creek
#

Yes
createSimpleObject
Or create a standard object and disable its simulation with enableSimulation

sullen fulcrum
#

@grand creek thanks, but i want to keep the inventory capabalities of the box.

#

Can i create a moded box and just change the simutation from ThingX to house?

grand creek
#

That looks like a way
Sadly I don't know

sullen fulcrum
#

@grand creek i tested and it works, box have inventory and is solid like rock

#

Still testing to see if i find some problem

sullen fulcrum
#

Not sure if inventory functionality will be untouched

bold marlin
#

Is it possible to change the config of something in a mission? I'm intending, as a follow on to my previous questions, to rename locations on a map to be more relevant to a mission. The idea is having a map like Ruha, and pretending it's in Finland. The terrain is similar, but of course the names on the map give it away as being a German place

grand zinc
#

no

cedar cave
#

So, I have a metal wall that sprays out dirt when a bullet hits it. Well, I donโ€™t want that to happen. I want it to have a spark or something different. So, can one of you gents help me out with that?

grand zinc
#

you need to set the penetration material in the material of your geom lod in the model

cedar cave
#

Ahh, ok

#

Thx

hearty sandal
#

*firegeom lod

cedar cave
#

hmm, where do i actually set the penetration material though?

wild pasture
#

@cedar cave in Object Builder you select a piece of geometry that you want to apply it to, open the face properties (I think the default keybind is E), and edit the material to be the path to the penetration RVMAT you want to use. You can make your own material if you want, but the ones in a3\data_f\Penetration should cover nearly every scenario.

sullen fulcrum
#

Change the simulation of a box from thingx to house (config) can cause any harm? I need help!

cedar cave
#

makes sense, thanks

hearty sandal
#

@sullen fulcrum if you make a new derivative class then it should not affect anyone else's stuff.

sullen fulcrum
#

@hearty sandal i did a new class... but i'm blind about side effects because i'm new to config. But, from my tests its working well, it even gets detected by nearEntities and entities commands.

grand creek
#

What other things do you need from the object?

#

If you can't think of any which could be broken by lack of physics in an object then it's allright, no?

full rock
#

is there somewhere that describes how to make a item a misc item in virtual arsenal i cant find any info about it ๐Ÿ˜ฆ

hearty sandal
#

yes in any items config that is on that list

grand zinc
#

ACE makes misc items mine detectors I think. Or they did in the past

hearty sandal
#

everything is a mine detector. some things are just better at it ๐Ÿ˜„

full rock
#

ive tried doing the config of other misc items but im new to this so i rly need something that can walk me through it step by step

hearty sandal
#

there is no such thing really

#

theres BI wiki pages on how config works and how inheritance works

#

but nothing as specifc as how to make misc items

grand creek
#

what are misc items?
when learning how to write configs, it helped me when I found some addon which was adding a bunch of items of the class I need, and I looked at its config file

sullen fulcrum
#

rpt, packing logs what they tell you

gleaming oar
#

Hello, i have a question about sounds. I have made a siren for mz police cars but the sound is to silent and i want to make it louder.

#

the config looks like this

#

sounds[]=
{
"Siren1",
"Siren2"
};
class Siren1
{
name="Siren1";
sound[]=
{
"\d3s_srthellcat_15\sounds\siren.wav",
1,
1
};
titles[]={};
};
class Siren2
{
name="Siren2";
sound[]=
{
"\d3s_srthellcat_15\sounds\yelp.wav",
1,
1
};
titles[]={};
};

#

can someone tell me wtich part is responsible for the volume of the sound_

grand zinc
gleaming oar
#

@rigid kitedmen so should i do this then?

#

class Siren2
{
name="Siren2";
sound[]=
{
"\d3s_srthellcat_15\sounds\yelp.wav",
1,
1,
200
};
titles[]={};
};

#

@grand zinc

grand zinc
#

try it out

gleaming oar
#

ok thx a lot ๐Ÿ˜„

strange egret
#

๐Ÿคฆ

gleaming oar
#

so i tried it like this

#

class Siren2
{
name="Siren2";
sound[]=
{
"\d3s_srthellcat_15\sounds\yelp.wav",
2,
1,
200
};
titles[]={};
};

#

and with a 100 the sound voulume keeps the same

flint goblet
#

@gleaming oar why not increase the amplification of your original sample.

viral gale
#

Hello everyone ๐Ÿ‘‹๐Ÿป

#

I have a model try to import it into arma 3 but know nothing about config and scripting could anyone give advice please?

#

Iโ€™ll post a picture for the model

#

Oops there is no insert pic

#

Thank you in advance

hearty sandal
#

is the model from some other game or from a legit source you can actaully use?

#

you can paste link to your picture

viral gale
#

@hearty sandal first of all thank you for your fast responding sir

#

Itโ€™s a arma file actually when I tried to port it itโ€™s going move just backward and forward

#

Yeah Iโ€™ll paste the link for sure ๐Ÿ‘๐Ÿป

#

Thank you again

astral pagoda
#

Is it from OFP?

viral gale
#

I was thinking so the one belong to OFP less details

hearty sandal
#

is the model from the released data package?

viral gale
#

No sir to be obvious itโ€™s not

hearty sandal
#

@viral gale I dont think you can port it then

#

porting means you are allowed to use the model, when you dont it becomes ripping/stealing

viral gale
#

@hearty sandal maybe I miss understanding how to describe , sir I imported it into arma 3 -donโ€™t know if itโ€™s the right word-
And drive it forward and backward. Itโ€™s not my own model, but itโ€™s now fully working like lunching missile etc..

#

I can send files if itโ€™s needed.

hearty sandal
#

what I mean is that you dont have permission to use the model and you must not continue with this operation

viral gale
#

Ohh, thanks for the advice, i was thinking it could be nice to have this truck for arma 3 .. maybe Iโ€™ll wait for it

wind birch
#

hi maybe its not the right place to ask this but hupefully some of you can help me out.
i have an animated object with an class UserActions in there i have 2 classes for 2 animations on the object.
But the animation consits of multible classes with are all run by this
statement = "this animate [""bridge_road"", 5];this animate [""rampe"", 5];this animate [""zugstangen"", 5]; .....
is there a way to cleen things up so its just 1 statement that runns an amination "group".
config.cpp = https://pastebin.com/Gu8paQds
model.cfg = https://pastebin.com/L2vNQcni

hearty sandal
#

@wind birch use the animateSource command

wind birch
#

thanks

sullen fulcrum
#

I see the AT turrets have a minimum distance to shot vehicles, can i use config to decrease this distance?

#

Thanks a lot!

hearty sandal
#

yes

sullen fulcrum
#

@hearty sandal can i make it lock faster?

#

I have in my mod computer comtroled Turrets that players uses to defend their base, but AT turrets are highly unefective because of the distance minimum limit and lock time.

hearty sandal
#

possibly, turret movement speed is in the cfgvehicle class and weapon stuff in the cfgvehicles

sullen fulcrum
#

Thanks

sullen fulcrum
#

I found this CfgAmmo property on WIKI: weaponLockDelay. I want to use it but the M_Titan_AT_static ammo don't have it set? May be it's an old property?

unique wind
#

My server isnt kicking players with high ping or desync issues. Is the following code from my server cfg configured properly?

maxdesync = 150; // Max desync value until server kick the user
maxPing= 300; // Max ping value until server kick the user
maxPacketLoss= 50; // Max packetloss value until server kick the user
kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; //Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1)
kickTimeout[] = { {0, 0}, {1, 0}, {2, 0}, {3, 0} };
regal gate
#

//Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1)

#

1, 1, 1, 1 seems to be the way to go

#

@unique wind

unique wind
#

@regal gate thx

gritty rune
#

what might be the reason a sling loadable 50kg rescue basket stays on the ground and the rope detaches from it when shortened, instead of pulling it up?

#

thats the config: ```cpp
class Car_F; // extern

class ttt_stokesBasket: Car_F { // Ship_F {

    model = "ttt_ch46\hoist\stokes_basket.p3d";
    side = 1;
    scope = 2;
    scopeCurator = 2;
    scopeArsenal = 2;
    displayName = "Rescue Basket";
    slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"};
    slingLoadCargoMemoryPointsDir[] = {};
};```
#

the script looks like this: ```sqf

stretcher = "ttt_stokesBasket" createVehicle (getPos ch46);
[ch46, stretcher] spawn {
params ["_helo", "_stretcher"];
_stretcher enableRopeAttach true;
private _rope = ropeCreate [_helo, "ropeOriginRight", _stretcher, [0,0,0]];
// ropeCreate [_helo, [0,0,0], _stretcher, [0,0,0]];

sleep 2;
ropeUnwind [_rope, 1, 1, false];
waitUntil {ropeLength _rope < 1.1};
private _length = getPosATL _helo # 2;
ropeUnwind [_rope, 1, _length, false];

};

flint goblet
#

I have some facewear assets in my pack, I'd like to select a few of these from the NVG slot, is there a way to configure facewear assets for selection in the NVG slot?

flint goblet
#

So from what I've found so far nvg's are configured under the Binocular class, i'll give that a go...

gritty rune
#

on the sling load, if I change class to thingX it works: class ttt_stokesBasket: ThingX { But I would like to add a passenger to the stretcher ...

#

any ideas what class to use for that?

tranquil mauve
#

Hi, I don't really know if this is the right place to ask, but I desperately need some help modding in my own custom factions.

#

Me and a few friends have been using ALiVE to add in our own custom factions which has been working fine, but after we tried to make a second faction for one side (Like making another faction in OPFOR) everything started to go down hill

#

each of the factions are disappearing randomly from the editor like they're overwriting or something, but they all have unique .pbo names and each faction is a separate mod.

#

Any help is very appreciated, i'm completely lost on how to fix this, i've only been modding Arma for a couple days, if you can even call it modding. I've repacked all of my mods so many times to try and fix it but nothing is working.

flint goblet
woven flax
#

Trying to change the "Crack" of a bullet going by the player. I currently have this in my config.
https://pastebin.com/eNe37sGa

But i still hear the crack. Any idea what else may be causing this?

grand root
#

Would this break the mod, if the version number is different to the stable release. sqf class CfgPatches { class EC_Data { units[] = {}; weapons[] = {}; requiredVersion = 1.62; requiredAddons[] = {}; author = "Capwell"; authors[] = {"Capwell"}; }; };

grand zinc
#

different no

#

it's the minimum version

grand root
#

Thanks โค @grand zinc

grand zinc
#

you can't sort it out

#

as it's invalid c++ syntax

gritty rune
#

on the stretcher and sling loading problem, inheriting from car_f does not work, but inheriting from the quad bike works. Guess some fields need to be set and they are not present in car_f

nova scarab
#

Hi all I m trying to get the textures from ACR and BAF how do I go about doing that. I try to use Mikero and it does not work. I know BIS provided all the model, but how can I get the textures?

wise fog
#

is there a way via config to make a vehicle harder to lock on or not able to lock on at all?

undone quiver
#

Depends on what your trying to lock on with.

candid flower
#

what settings in a weapons config entry control recoil and/or physical displacement of the "vehicle" itself when firing?

#

i.e, this is happening when i fire a turret

#

it's not damperforce or dampersize...

#

nothing's jumping out at me

strange egret
#

muzzleimpulsecoef in cfgmagazine tells how "strong" it is. Mass of the vehicle is the only thing that acts against it. Maybe friction of the ground surface too, not sure, but its impractical to adjust that for eliminating this issue

candid flower
#

crap

candid flower
#

what config line controls how many magazines are loaded into a given vehicle's turret.....

#

im scouring for it now

astral pagoda
#

magazines[]?

candid flower
#

yeah, just found it XD

#

โค

#

thanks XD

sullen fulcrum
#

Can anyone explain why this Tank wont appear in Eden editor?

#

    class MBT_T100
    {
        units[] = {"octoms_MBT_T100"};
        weapons[] = {};
        requiredVersion[] = {"0.100000"};
        requiredAddons[] = {"A3_Armor_F", "A3_Armor_F_Gamma_MBT_02", "A3_Weapons_F_Tank"};
    };
};
class Turrets;
class MainTurret;
class CommanderOptics;
class CfgVehicles {
     
     
    /*extern*/ class O_MBT_02_BASE_F;

    class octoms_MBT_T100_100: O_MBT_02_BASE_F
    
    {
        
        scope = 2;
        _generalMacro = "O_MBT_02_cannon_F";
        displayName = "T100Plus";
        side = 1;
        crew = "B_crew_F";
        faction = "BLU_F";
        vehicleClass = "Armored";
        
        hiddenSelectionsTextures[] = {"a3\armor_f_gamma\mbt_02\data\mbt_02_body_co.paa", "a3\armor_f_gamma\mbt_02\data\mbt_02_turret_co.paa", "a3\armor_f_gamma\mbt_02\data\mbt_02_co.paa", "A3\Armor_F\Data\camonet_CSAT_HEX_Desert_CO.paa"};
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics: CommanderOptics
                    {```
#
                        gunEnd = "Konec hlavne2";
                        memoryPointGun = "usti hlavne2";
                        selectionFireAnim = "zasleh2";
                        minElev = -5;
                        maxElev = 60;
                        weapons[] = {"HMG_NSVT", "SmokeLauncher"};
                        magazines[] = {"150Rnd_127x108_Ball", "150Rnd_127x108_Ball", "SmokeLauncherMag"};
                        discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000};
                        discreteDistanceInitIndex = 2;
                        turretInfoType = "RscOptics_MBT_02_commander";
                        class HitPoints
                            {
                                class HitComTurret
                                {```
#
                                    armor = 0.1;
                                    material = -1;
                                    armorComponent = "hit_com_gun";
                                    name = "hit_com_gun_point";
                                    visual = "-";
                                    passThrough = 0;
                                    minimalHit = 0.1;
                                    explosionShielding = 0.4;
                                    radius = 0.15;
                                    isGun = 1;
                                };
                            };
                    };
                };
                weapons[]=
                {
                    "cannon_120mm_long",
                    "LMG_coax",
                    "HMG_static"
                };
                magazines[]=
                {
                    "32Rnd_120mm_APFSDS_shells_Tracer_Red",
                    "20Rnd_120mm_HEAT_MP_T_Red",
                    "30Rnd_120mm_HE_shells_Tracer_Red",
                    "200Rnd_762x51_Belt_Red",
                    "200Rnd_762x51_Belt_Red",
                    "200Rnd_762x51_Belt_Red",
                    "200Rnd_762x51_Belt_Red",
                    "200Rnd_762x51_Belt_Red",
                    "200Rnd_762x51_Belt_Red",
                    "200Rnd_762x51_Belt_Red",
                    "200Rnd_762x51_Belt_Red",
                    "200Rnd_762x51_Belt_Red",
                    "200Rnd_762x51_Belt_Red",
                    "200Rnd_762x51_Belt_Red",
                    "200Rnd_762x51_Belt_Red",
                    "500Rnd_127x99_mag_Tracer_Yellow",
                    "500Rnd_127x99_mag_Tracer_Yellow"
                    
                    
                    
            
                };```
#
                    {
                        class HitTurret
                        {
                            armor = 0.8;
                            material = -1;
                            armorComponent = "hit_main_turret";
                            name = "hit_main_turret_point";
                            visual = "";
                            passThrough = 0;
                            minimalHit = 0.1;
                            explosionShielding = 0.2;
                            radius = 0.25;
                            isTurret = 1;
                        };
                        class HitGun
                        {
                            armor = 0.8;
                            material = -1;
                            armorComponent = "hit_main_gun";
                            name = "hit_main_gun_point";
                            visual = "";
                            passThrough = 0;
                            minimalHit = 0.1;
                            explosionShielding = 0.4;
                            radius = 0.2;
                            isGun = 1;
                        };
                    };
            };
        };
    
        
    };
    
};```
#

I followed a format i used for a diffrent tank, i copied and pasted everything and replaced class names textued and addons, and all the main turret classes etc. Game starts fine but the tank is nowhere to be found(i check the correct faction for the tank)

wild pasture
#

What are you using to build the PBO? I copy and pasted your config into a new addon and I see the tank available under BLUFOR > NATO > Tanks > T100Plus

sullen fulcrum
#

pbomanager and i got it working now

#

Do you know how to bisign properly? i tried creating a public bikey and i pasted them into 3 diffrent mods i made then i uploaded them to a test server with the bikeys and im getting some wierd error that the PBO is not accepted

wild pasture
#

I know people have had issues with PBOManager in the past when trying to sign them, something to do with a signature mismatch

sullen fulcrum
#

how else should i do it? and should i be making a bikey from the generator in arma 3 tools or signing a pbo somehow , this is my first time doing this so i dont really know/understand how to do it

#

and for some reason all the mods in the server have a signature mismatch even though me and my friend can join just fine

#

all mods are up to date aswell

hearty sandal
#

@sullen fulcrum PboManager is the wrong tool for packing up addons

#

it works for unpacking data and packing missions

#

but for everything else it is wrong

#

PboProject is the most useful for you since it feedbacks on most common errors

#

and it can sign mods too

#

And Im pretty sure I've told you this before already

#

๐Ÿ˜›

sullen fulcrum
#

i fucked up the P drive and didnt know how to fix it lol

hearty sandal
#

๐Ÿ˜‘

sullen fulcrum
#

do you still got the link for that

hearty sandal
#

do search in discord for "PMC tools"

dry carbon
#

How hard would it be to do this?:
Create a vehicle that works like a Stomper with HMG, where the operator can drive and gun at the same time. Omit the need to use a terminal to control it, force operator to be on board. Allow turn out and in position for operator. Essentially, it may have the option to carry cargo troops, but create the illusion that there's only one crewman. Note: I've tried hasDriver=-1;, but this doesn't allow the operator to turn on/off lights, engine, etc.

#

Before doing anything, I'm looking at the problem and thinking "how do I eliminate the terminal?" This stems from a lack of understanding how the UAV terminals work, possibly, but also stems from not understanding how to force a permanent AI into the vehicle.

strange egret
#

turn engine off by script. turn on is automatic anyway. use turret lights instead of "driver lights".

dry carbon
#

Also, it's still not working in MP maps. We can get in , but it's stuck to the ground.

last rapids
#

When making a faction mod

#

if I want my unis to be able to be put into arsenal

#

do I need a seprate classname?

#

I see some mods having tro classes one for CfgWeapons and one for CfgVehicles

#

for uniforms and vests?

last rapids
#

What is the diffrence between CfgVehs

#

and CfgWeapons?

#

Am I naming the models for my texture seprate

#

and refering to them in the CfgVeh

#

for the unit

#

Such as

#
class tfa_gen3_oga_fatigue_x: tfa_uniforms_g3_mc1_1l
    {
        displayName="[TFA] OGA Gen3 Fatigue, X-Ray";
        picture="tfa_fatigues\data\ui\icon_gen3_x_ca.paa";
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="tfa_gen3_oga_x";
            containerClass="Supply50";
            mass=40;
            uniformType="Neopren";
        };
    };
#

Using TFA as an example.

#

This is from TFA's

#

cfgWeapons section

last rapids
#
/// Sample vest config ///

class cfgWeapons
{
    class ItemCore;
    class Vest_Camo_Base: ItemCore
    {
        class ItemInfo;
    };
    class V_vest_new: Vest_Camo_Base
    {
        author = "Splendid Modder";
        scope = 2;
        displayName = "New Vest";
        picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
        model = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
        hiddenSelectionsTextures[] = {"\A3\Characters_F\BLUFOR\Data\vests_khk_co.paa"};
        class ItemInfo: ItemInfo
        {
            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";          
            containerClass = Supply80;     
            mass = 15;
            
            class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
            {
                class Chest
                {
                     hitPointName = "HitChest";
                     armor = 16;
                     passThrough = 0.3;
                };
            };
        };
    };
};```
quasi sonnet
#

CfgWeapons is for vest to be accessable, but you need a Unit for a new uniform. Every unit obviously needs a uniform but every uniform need a unit to be shown

last rapids
#

Can the class names be the same?

idle matrix
#

Probably not

stoic lily
#
  • Timer before getting up after being knocked down, e.g. when ejecting out of a moving vehicle, is too long
#

is this configurable or same for every vehicle/engine hardcoded?

strange egret
#

oh great, czenglish hardcoding struck again... without konec/usti hlavne the weapon cant use the resting mechanic (only bipod)...
why have muzzlePos/End in config when you can just assume its the same for every gun ๐Ÿ’ฉ๐Ÿ‘Œ

ripe narwhal
#

@livid sigil where is the server's profile ? ๐Ÿ™‚

#

In my ftp ?

livid sigil
#

It's the profile of the server user. It'll be in whatever folder you have defined as -profiles= in your launch/startup parameters under another folder with the user running the server's name or whatever you defined as -name=.

ripe narwhal
#

i don't find.. its a cfg ?

livid sigil
#

it's a .Arma3Profile file.

ripe narwhal
#

But on the video, he have a user folder

livid sigil
#

What are your startup parameters for your server?

ripe narwhal
#

I dont know.. Sorry i'm beginner

#

where i can find them ?

last rapids
#

How do I get a mod logo to show in the arsenal

woven flax
grand creek
#

What are the mass units of cfgMagazines?

#

They are obviously not kilograms, but what are they then?
I mean the "mass" property of a magazine

untold temple
#

made up quantity that represents both mass and volume

grand zinc
#

they are volume in made up units. Not mass

untold temple
#

ACE uses a formula to convert those to kg to display in the arsenal for comparison purposes

grand zinc
#

ACE has a forumla to convert them to kilograms, but they are just a approximation

grand creek
#

huh, "mass" is actually volume, what a mess

#

thank you

#

I would expect it to be of kg*m^3 unit ๐Ÿ˜…

cursive thorn
#

aren't the weights in deci-pounds?

#

or maybe that was only weapons

grand zinc
#

they are imaginary units

#

And as said, there are no weights

cursive thorn
#

Okay, then.. I must have confused it, it's just ACE that interprets it that way

west monolith
#

I have some loadouts that I made in the Virtual Arsenal that I would like to use for units in an addon. I've been trying to use ALiVE's orbat tool but it's not saving stuff like Facewear properly.

What's a good guide for doing things by hand?

grand creek
#

Is it possible to set a different texture for a magazine model (in cfgMagazines)?

crystal walrus
#

@ripe narwhal yes it's in the ftp. If you don't see the Users folder you have to message your server provider's support and tell them to give you access.

hot pine
#

@grand creek only for magazine proxy

grand creek
#

Hmm I'm not really familiar with this. I am making a simple magazine object to be picked up by player (it's just a box) for misc scenario purposes. It's not used in a gun or anything. Can I retexture that with that proxy?

strange egret
#

for that you would use setTexture scripting commands

#

provided the model actually supports this

grand zinc
#

hidden selection. If its an item on the ground you can't get a reference to it and need a textured subclass in config

grand creek
#

cfgMagazines supports hidden selection?

strange egret
#

if its not to be used as actual magazine in a weapon, you dont have to use cfgMagazines

grand creek
#

What should I use then?
I think I tried another config class but there wasn't SQF functionality for some kind of manipulation of that object in a container, I don't remember exactly

hearty sandal
#

make it just an object?

grand creek
#

I need to have it in my inventory

hearty sandal
#

then you may need to make the different variations into p3ds

strange egret
#

cfgWeapons -> all general items that are not magazines are in weapons

grand creek
#

Oh ok, I will try to make my items weapons instead

hearty sandal
#

that probably will work. not sure if you can access the weapon in the ground holder though?

strange egret
#

weapon attachements, helmets, backpacks are all cfgweapons

untold temple
#

backpacks are cfgvehicles

#

Indeed they're the one part of a unit other than the uniform, you can use setobjecttexture on

grand creek
#

So I've made my cardboard box item a class in CfgWeapons and now I've set its hiddenSelections and their textures like it's set in the corresponding cfgVehicles object and the texture is fine now

#

However the model gets rotated 90 degrees and half of it clips into the ground when I put it on the ground, which makes sense for a gun but not for a cardboard box... is there any way to rotate it?

hearty sandal
#

you know how weapons are on their side in the groundholder thingy

#

you have to counter that in your model

grand creek
#

ah ok... problem is that it's not my model, i'm just using a model from base arma to craft a pickup item

hearty sandal
#

then its a no go I suppose

#

you can always try to rotate the groundholder object though

grand creek
#

yeah true
I believe they don't have some onDrop = ""; event handler?

zealous mesa
#

I am not sure which part of this is wrong, but whenever i try to use this "patch mod?" using Local Mod on arma it keeps saying miopatch.paa missing
is there something wrong with my config?

    {
        displayName = "[MIO]MIO Patch";
        author = "Doc";
        texture = "\MIO\icon\miopatch.paa";
        textureVehicle = "";
    };```
nimble sequoia
#

@zealous mesa could it be you've missed off the _ca which would often be used? miopatch_ca.paa

zealous mesa
#

no i have not put _ca
its just named miopatch.paa
should i be putting _ca?

nimble sequoia
#

What is this class? There are no instances of textureVehicle = in the config dump

zealous mesa
#

i think that's for vehicle, i mean
i tried to look at what other config did and try to do the same

nimble sequoia
#

Are you trying to retexture an existing vehicle? Is there more to your config?

zealous mesa
#

here mind if i dm?

nimble sequoia
#

ok

west monolith
#

Is there a class I can inherit for a unit to be able to wear any kind of uniform?

grand zinc
#

It looks like a patch config.
If it says mipatch.paa is missing, then it's probably missing. Have you checked that the path is correct? @zealous mesa

#

@west monolith you mean also enemy uniforms?
No. The sides that can wear a uniform are defined in the uniform config

west monolith
#

Yeah :/ I'm trying to figure out how to 'fix' that lol.

west monolith
#

hmm. i already had modelsides defined in my config and it wasn't working. is it case sensitive?

grand zinc
#

config is not case sensitive no

west monolith
grand zinc
#

check rpt

#

the restrictions are only for picking up stuff, not for adding it via script

#

you have something else going wrong

west monolith
#
17:35:48 Uniform U_BG_Guerilla3_1 is not allowed for soldier class PCT_Scavenger_01```
#

this seems to be relevant but i don't know how to change what's allowed any more than what i already have

grand zinc
#

show your config

west monolith
#
class CfgVehicles {
    class B_Soldier_base_F;
    
    class PCT_Scavenger_01 : B_Soldier_base_F {
        scope = 2;
        displayName = "Scavenger 01"; // In-game name of unit
        faction = scav_units; // Puts unit under new faction
        side = 2
        modelSides[]={6};
        uniformClass = "U_BG_Guerilla3_1";
        backpack = "";
        linkedItems[] = {"","","IIIE_Beard_Short_Light","ItemWatch","","","","","","","",""};
        respawnLinkedItems[] = {"","","IIIE_Beard_Short_Light","ItemWatch","","","","","","","",""};
        weapons[] = {"rhs_weap_Izh18","Throw","Put"};
        respawnWeapons[] = {"rhs_weap_Izh18","Throw","Put"};
        magazines[] = {"rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck"};
        Respawnmagazines[] = {"rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck"};
        items[] = {"ACE_tourniquet","ACE_fieldDressing"};
        respawnItems[] = {"ACE_tourniquet","ACE_fieldDressing"};
    };```
grand zinc
#

CfgPatches?

west monolith
#
class CfgPatches
{
    class escape
    {
        units[]=
        {
            "PCT_Scavenger_01",
            "PCT_Survivor_01"
        };
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]={};
    };
};```
grand zinc
#

requiredAddons[]={}; wrong

#

You require other addons, so you should also properly enter them there

west monolith
#

Yeah, it should include the stuff like RHS etc

grand zinc
#

everything you require.

west monolith
#

but the uniform that's not working is from the vanilla game

grand zinc
#

Yes

#

you require the vanilla game

#

so that should be in there too. It isn't tho

west monolith
#

ah, i assumed that it'd automatically assume that or something. What exactly should I put in there for that stuff?

#

interesting that all other things work :/

grand zinc
#

you inherit from a class that doesn't exist yet

#

A3_Data_F_Enoch_Loadorder in CfgPatches will require all of vanilla

west monolith
#

i'll test and see if that helps. The other thing i considered was if perhaps i ought to create a uniform that inherits from the one i want to use and just changes the bare minimum (uniformClass in iteminfo, scope)

#

changing cfgpatches didn't help :(

grand zinc
#

check ingame config viewer

#

whether your changes appear there

#

Also it says U_BG_Guerilla3_1 is not allowed.
But you are only changing PCT_Scavenger_01

#

But afaik the CfgWeapons class doesn't have restrictions... weird

west monolith
#

yeah. U_BG_Guerilla3_1 is the uniform i want to use

grand zinc
#

Ah!
The uniform says it belongs to B_G_Soldier_M_F

#

I assume it's only allowed on there then

#

you need to make a new uniform subclass too and change it's target

west monolith
#

I'll try that. I assume that's the same as what i said - inherit from the original class and change scope and the uniformClass?

grand zinc
#

ye

west monolith
#

Hmm, nothing changed except that i can't find that error in the RPT anymore :/

#
{
    class UniformItem;
    class U_BG_Guerilla3_1;
      
    class PCT_U_BG_Guerilla3_1: U_BG_Guerilla3_1
    {
        scope = 1;
        class ItemInfo: UniformItem
        {
            containerClass = "Supply50";
            mass = 50;
            scope = 0;
            type = 801;
            uniformClass = PCT_Scavenger_01;
            uniformModel = "-";
        };
    };
};``` perhaps this is wrong somehow?
grand zinc
#

go up one more level

#

class Uniform_Base;
class U_BG_Guerilla3_1 : Uniform_Base {
class ItemInfo;
}
class PCT : U_BG_Guerilla3_1 {
class ItemInfo: ItemInfo {
}

west monolith
#

ยฏ_(ใƒ„)_/ยฏ

#

it shows up in config viewer, all nice and inherited

#

but it's still not appearing on the character

#

v_v

#

I wish I knew why this uniform has trouble but the other one doesn't :/

west monolith
#

i rather dislike whoever chose to make the side restrictions for uniforms work the way they do -_-

#

couldn't the same effect have been achieved without linking a uniform to a specific unit??

grand zinc
#

No idea why it works the way it works either

west monolith
#

x_x i hope that this issue doesn't affect too many of my loadouts that i plan to use

west monolith
#

Okay. it should be obvious if you look at how uniforms are defined but they also don't get their appearance from their own config. they get it from the model parameter of the soldier they are tied to.

So previously I tried inheriting the uniform and changing the basics - i should have checked my inventory rather than just judging how the appearance didn't change. Because it actually did work. In order to make it actually work completely you need to define the model and textures in the custom unit as well

#

Still don't really see the benefit of this. its like. the opposite of modular lol

west monolith
#

Where does one find/define the options for identityTypes? (Head_NATO, G_NATO_default etc) i can't figure it out in the config viewer for some reason :/

grand zinc
#

search a all in one config

west monolith
#

all in one config?

#

ah i see, googled it :o

plush umbra
#

Does anyone have any good scripts for camera controls, also scene settting config silders for for time of day, Overcast etc

hearty sandal
#

yes the "splendid camera" system that is in game has those

plush umbra
#

How do i find them?

livid sigil
#

Debug console.

#

There's a "Camera" button that should do it.

plush umbra
#

Nice thanks

#

I will have a play

candid flower
#

having an issue with attempting to assign custom gunners and commanders to vehicle slots

according to RHS, the gunnertype command should allow me to assign a custom loadout soldier into the gunner and commander's slot of a vehicle

however, in my current configuration, the gunner and commander do not show up at all :(

        {
            editorPreview = "?";
            editorSubcategory = "trucks";
            generalMacro = "GLASC_GAZ66_ZU23";
            author = "[TLS] Commander A9";
            scope = 2; // Not available in Eden Editor
            scopeCurator = 2; // Not available in Zeus
            side = 2; // INFOR
            displayName = "GAZ-66 (ZU-23-2)";
            faction    = GLASC_BAF;
            crew = "glasc_rebel_fsbbaf";
            typicalCargo[] = {"glasc_rebel_fsbbaf","glasc_rebel_fsbbaf","glasc_rebel_fsbbaf"};
            gunnerType = "glasc_rebel_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
            class Turrets
            {
                class CargoTurret_01
                {
                    gunnerType = "glasc_team_leader_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
                };
                class MainTurret
                {
                    gunnerType = "glasc_rebel_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
                };
            };
        };```
#

did i miss something?

#

i searched in a search engine, but found only broken forum-posted commands with no resolution

stoic lily
#

that turret inheritance looks bad

candid flower
#

so im missing inheritance?

#

alrighty

#

ill see what i can do

#

wait, you can specify inheritance in the middle of an open vehicle configuration?

#

i didnt pursue that though because the forum post indicated a failure to resolve the issue, but ill give it a shot

candid flower
#
    {
        crew = "IP_B_Helipilot_F_EF";
        displayname = "UH-80 Ghost Hawk (EF, Black)";
        faction = "IP_EUROFORCE";
        hiddenSelectionsTextures[] = {"\IP_EUROFORCE\air\txt\Heli_Transport_01_ext01_COEFBlack.paa","\IP_EUROFORCE\air\txt\Heli_Transport_01_ext02_COEFBlack.paa"};
        typicalCargo[] = {"IP_B_Helipilot_F_EF"};
        vehicleClass = "IP_Air_EF";
        
        class Turrets;
        class Turrets: Turrets
        {
            class MainTurret;
            class MainTurret: MainTurret
            {
                gunnerType = "IP_B_helicrew_F_EF";
            };
        };
    };```

This was on the forums...I'm assuming inheritance in this case failed because the name of the new turret class was the same as the original?
#

well, damnit, my configuration failed ๐Ÿ˜ฆ

#
        {
            editorPreview = "?";
            editorSubcategory = "trucks";
            generalMacro = "GLASC_GAZ66_ZU23";
            author = "[TLS] Commander A9";
            scope = 2; // Available in Eden Editor
            scopeCurator = 2; // Available in Zeus
            side = 2; // INFOR
            displayName = "GAZ-66 (ZU-23-2)";
            faction    = GLASC_BAF;
            crew = "glasc_rebel_fsbbaf";
            typicalCargo[] = {"glasc_rebel_fsbbaf","glasc_rebel_fsbbaf","glasc_rebel_fsbbaf"};
            gunnerType = "glasc_rebel_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
            class Turrets;
            class GTurrets: Turrets
            {
                class CargoTurret_01;
                class GCargoTurret_01: CargoTurret_01
                {
                    gunnerType = "glasc_team_leader_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
                };
                class MainTurret;
                class GMainTurret: MainTurret
                {
                    gunnerType = "glasc_rebel_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
                };
            };
        };```
simple trout
#

Hey guys, I've seriously neglected the ground holder config part for my mod and now I want to go back and make them...is there an easier way of doing this??? ๐Ÿ˜ฌ

stoic lily
#

@candid flower you need to recreate the inheritance properly. check RHS configs/config dump/config browser

simple trout
#

I think I'm going to try this fancy "macro" thing for the groundhandlers, then just copy and paste my patches info, do a little copy and paste, and that should work.

mellow crow
#

hi there! can anyone help me with getting custom helmets and vests in game?

mellow crow
#

I have managed to get uniforms in game

#

i just dont know how to fiddle with configs to get helmets and vests

simple trout
#

that link will help you

#

go ahead and bookmark it. Best thing for getting stuff in game

mellow crow
#

Can anyone help real quick?

#

Arma saying i'm missing "}" at line 1070

#

but i don't seem to be missing naything

#

class ItemCore_29;
class MY_NEW_WEAPON_WHICH_IS_NOT_IN_CUP_NAMESPACE_29 : ItemCore
{
author = "My Name";
dlc = "My dlc name";
scope = 2;
allowedSlots[] = {901}; //see https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#allowedslots.5B.5D.3D.7B.7D
displayName = "AFRF AnaKamysh Combat (Fingerless)";
picture = ""; //custom preview for eden editor
model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; /// how does the uniform look when put on ground
class ItemInfo : UniformItem
{
uniformModel = "-";
uniformClass = "MY_NEW_VEHICLE_WHICH_IS_NOT_IN_CUP_NAMESPACE_29"; //note that it matches the cfgvehicles class here!
containerClass = Supply60;
mass = 20;
};
};

#

Line 1070 is the displayName line

#

everything looks fine to me atleast through a glance

#

i don't see what's wrong here

#

disregard

#

saw whats wrong

#

missed a bracket at the end of cfgweapons

pallid snow
#

Hi guys, I need a quick question answered. What's the best way to rescale text depending on the players resolution. I tried using sizeEx (i.e sizeEx = 0.185;) but it doesn't look correct on all machines ๐Ÿค” moved to #arma3_gui

mellow crow
#

Might beb est to ask in textures section?

pallid snow
#

possibly, buttt repost ๐Ÿ˜„

mellow crow
#

๐Ÿ˜„

hearty sandal
mellow crow
#

Anyone here can help me with my config?

#

Idk what's wrong

#

a couple of the uniforms are loading the wrong textures in game

#

If you can please dm me so i can send you the config to look at

sullen fulcrum
#

pastebin it here ....

mellow crow
#

i forgot that was a thing

sullen fulcrum
#

did you check the rpt?

mellow crow
#

it loads up IG

#

Just load the wrong texture

hearty sandal
#

@mellow crow is that a joke?

#

whats with the classnames?

#

how looong is it?

#

start with 1 class and when that works copy another

#

If only couple of uniforms bug, perhaps list those

#

Id wager no one has energy to go through 114 identical looking classes

#

and make sure the uniforms you use actually support retexturing

mellow crow
#

This is a practice one

#

I had help from CUp folks

#

So i didn't bother renaming it since i'm just getting the hang to things

#

It's the SURPAT uniforms, it's loading not Surpat.paa but Urban.paa. I checked it and the line seems correct

#

They do support retexturing as most of them works

hearty sandal
#

yes but which ones dont work...

#

theres 100 of them

mellow crow
#

again, this is just be dabbling into it and the class name was like that because i made a mistake asked the folks over at CUP who generously corrected them and sent them to me

#

Should be AFRF Surpat Combat (Fingerless)

hearty sandal
#

class number

#

or full name

mellow crow
#

One mo

#

class CUP_Creatures_Military_RUS_Soldier_Base_59;
class MY_NEW_VEHICLE_WHICH_IS_NOT_IN_CUP_NAMESPACE_59 :CUP_Creatures_Military_RUS_Soldier_Base
{
author = "My Name";
scope = 1;
scopeCurator = 0;
displayName = "Some camo 6";
model = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\CUP_RUS_Uniform_80s_rolled_up_gloves.p3d";
uniformClass = "MY_NEW_WEAPON_WHICH_IS_NOT_IN_CUP_NAMESPACE_59"; //note that it matches the cfgweapons class here!

    hiddenSelectionsTextures[] = 
    {
    "\Custommod\Data\AFRF_Surpat.paa"
    };
    icon = "iconMan";
};
#

This in particular

#

Don't mind the class names etc

hearty sandal
#

I assume the path is correct then

mellow crow
#

yup the path to the texture is correct

hearty sandal
#

youre textures are all missing the correct suffixes

mellow crow
#

because other uniforms that use the same texture shows

hearty sandal
#

perhaps that unifrom does not have hiddenselection textures active

mellow crow
#

I've used the same uniform for other textures and they do show

#

The earlier ones thatu se the same uniform shows up IG

#

with correct texture

#

Hence why idk what went wrong

#

Another one that's loading the wrong texture

#

class CUP_Creatures_Military_RUS_Soldier_Base_58;
class MY_NEW_VEHICLE_WHICH_IS_NOT_IN_CUP_NAMESPACE_58 :CUP_Creatures_Military_RUS_Soldier_Base
{
author = "My Name";
scope = 1;
scopeCurator = 0;
displayName = "Some camo 5";
model = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\CUP_RUS_Soldier_rolledup_gloves_kneepads.p3d";
uniformClass = "MY_NEW_WEAPON_WHICH_IS_NOT_IN_CUP_NAMESPACE_58"; //note that it matches the cfgweapons class here!

    hiddenSelectionsTextures[] = 
    {
    "\Custommod\Data\AFRF_Surpat.paa"
    };
    icon = "iconMan";
};
astral pagoda
#

Please, at least paste the code into code block

mellow crow
#

sorry

astral pagoda
#

No problem, but just for future ๐Ÿ™‚

candid flower
#

@stoic lily i thought i did...rhs told me to go to google :/ if youve got an idea feel free to pm me if youve got the time to help me learn

mellow crow
#

Okay i think i managed to fix it

untold temple
#

@candid flower what you are doing there isn't inheriting the existing turrets at all. You are creating a bunch of new blank turrets with the same classname as the turrets the parent vehicle had, then creating more new turrets that inherit from your now completely empty turret classes, with only the gunnertype parameter

#

Inheritance of an existing class has to be called from the parent class

mellow crow
#
    class HeadgearItem;
    class Example_Headgear: ItemCore
    {
        author="Gruntini";
        scope=2;
        weaponPoolAvailable=1;
        displayName="PAVN Infantry helmet";
        picture="\mod\data\mod_icon_ca.paa";
        model="\CUP\Creatures\People\Military\cup_creatures_people_military_usarmy\CUP_H_PASGTv2.p3d";
        hiddenSelections[]=
        {
            "camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\Custommod\Data\K7_Infantry_helmet.paa"
        };
        class ItemInfo: HeadgearItem
        {
            mass=5;
            uniformModel="\CUP\Creatures\People\Military\cup_creatures_people_military_usarmy\CUP_H_PASGTv2.p3d";
            };
        };
    };```
hearty sandal
#

@mellow crow pls use the code blocks

mellow crow
#

Yeah i tried

hearty sandal
#

thanks

mellow crow
#

I missed ab it at the end there

#

But yeah this is my head gear thingy, idk why it's not showing IG

#

Arma launches fine and shows no error

hearty sandal
#

you can also put cpp after the first ```

mellow crow
#

It's under cfgWeapon section

#

ah thanks

#

But yeah would appreciate if someone can check to see if i did something wrong with the helmet config.

candid flower
#

@untold temple ooohhh! So THATS why i keep seeing "base" classes for certain weapons and vehicles in mods like rhs and cup?

#

So i need to adjust my inheritance to the base parent class

#

Ok now im understanding where this is going

simple trout
#

Hey guys, I'm trying to get my equipment to show up in the right editor categories in eden editor. I tried using this editorSubcategory = ItemsHelmets; but it doesn't seem to be the correct category. Can someone tell me where I can find the correct categories? Thanks.

livid sigil
#

Look in the configs for CfgEditorCategories and CfgEditorSubcategories and see what the defaults are using.

untold temple
#

default ones anyway. You can make your own

stoic lily
#

@candid flower as mentioned you need to replicate the exact turret setup with the correct inheritance definition - looking at RHS code should be the best way to go

candid flower
#

Gotcha

simple trout
#

Thanks guys, appreciate it.

thorn leaf
#

Can i shoot two separate ammo classes simultaneously? IE drop one bomb but use two separate amno class entries?

hearty sandal
#

without scripting no

#

with scripting maybe

thorn leaf
#

Okay thanks

hot pine
#

@thorn leaf what kind of ammo?

thorn leaf
#

A bomb

#

Bombcore

#

Actually gave up for the day so just brainstorming for the coming

#

I know it's possible to have submunition types. But I want to have one of x_main and then 20ish_x_secondary

buoyant sigil
#

Hello, how do you setup Machinegun in sydicat vehicles, that i can reload them by pressing R, I digged trough whole config and i have no idea where to look

#

this is question directly to BI i think, i've never saw something like that

untold temple
#

You can use submunitions for that, but it's probability based. So the outcome of 1 in 20 is only the most likely mix, not 100% guaranteed

thorn leaf
#

Yea that's my predicament. I want the 100%

#

So was hoping for other solutions

hot pine
#

what about one submunition which is not destroyed upon triggering (your one) which creates 20 secondary?

thorn leaf
#

That's what I was thonking of trying

#

I'll experiment with that

strange egret
#

holy shit discrete muzzle eye position is fixed, and nobody told me ... https://feedback.bistudio.com/T122806
i'm so mad and happy at the same time ๐Ÿ˜„ finally proper adjustable sights after all...

strange egret
#

lol... no it wasnt, it's only working correctly when bipod/weapon is deployed ๐Ÿ‘บ
that means you have to decide if you want your adjustable optic to work when using bipod OR when standing. And in later case you can trial & error for days until it fits properly

#

@hot pine ๐Ÿ˜ข

buoyant sigil
#

@hot pine oh powerful reyhard can you help me with my question?

#

it was posted above

sly prairie
#

dont know if config makers is the correct section to ask, but is someone able to help me with the IK systems for arma ? I have been screwing around with my model memorys and model config but I cant seem to get it to work.

#

you free to send me a dm if you are willing to spend some of your superior time to me.

grand zinc
sly prairie
#

thanks dedmen going to ask in animation then

crystal walrus
#

What would I be looking for if I wanted to remove the mapping of a patch to a uniform. A flag on a shoulder of a uniform for instance.

grand zinc
#

what do you mean by mapping?

#

you mean the patch is directly attached to the uniform?

crystal walrus
#

Yea the patch is on the uniform, like i'm able to find its location in a .paa file but arent you able to remove it altogether from being referenced; and this is in the config isn't it?

hearty sandal
#

That would likely be the insignia selection.

#

But no without full access to the original files it can't be completely removed. You probably can set it up as blank/invisible in the config.

candid flower
#

still having an issue with incorrect custom vehicle crews showing up in gunners and commander's positions...or not showing up at all...if anyone's got some time, id appreciate some one-on-one instruction..

hearty sandal
#

possibly config inheritance or addon loading order/addon requirement issue

candid flower
#

i think so....

#

google hasnt yielded much, so im trying to teach myself, but its not quie working

hearty sandal
#

add 1 new class at a time and test it throughoutly before doing another

hot pine
#

I would recommend looking at gref vehicle config as reference

candid flower
#

@hot pine since you responded to my ticket, perhaps you'd be willing to work with me one-on-one?

hearty sandal
#

@candid flower don't expect people to have that kind of time.

#

If some of your things work already you should isolate the ones that don't work and compare them to the working ones and list any differences you have.

strange egret
#

ticket ๐Ÿ˜‚

candid flower
#

yeah....something isnt working right with these 'custom turrets' i suppose is the best way to call them

#

my attempts at creating a custom turret based on inheritance relying upon the vehicle base class resulted in empty turrets

#

ive got another idea however..

simple trout
#

if I make a random object, like a canteen, how do I make it show up in arsenal under items?

hearty sandal
#

@candid flower you can't just add turrets. You must have exactly same config classes that you inherit and then overwrite with changes you want to make.

#

@simple trout make it some item type.

candid flower
#

Oh

#

@simple trout '''scopeArsenal = 2''' in the config entries of weapons, vests, backpacks, and items sould have them show up

grand zinc
#

no

#

you need to have it be a type that shows up in some category

candid flower
#

Well that too XD

simple trout
#

I got it to work with cba. I'm not sure if bi made a special type for random items but cba got it to work. Thanks

hearty sandal
#

by "random" do you mean like you have selection of items you want to have randomly on you, or "random" just any kind of object

opal crater
#

I think he means inventory items that are just there for show without functionality. For scripting etc.

#

CBA just makes them a bipod.

warped dove
#

Hey, how can I get real self-destructing rounds to explode after a certain amount of time?

#

I tried timeToLive but that just deleted the rounds, not destroying or exploding them

#

unless I somehow did that wrong

strange egret
#

fired eventhandler in the cfgammo class is now possible

hot pine
#
  • triggerAmmo
#

but you can also achieve that via submunition

strange egret
#

is there a description of the ammo eventhandlers? i#ve never heard about triggerAmmo

hot pine
#

I meant this scripting commands

hearty sandal
#

oooh what a nice command

strange egret
#

oh ok. Are there other universal eventhandlers than fired for ammo?

hot pine
#

universal? I don't think so

#

beside fired there is only "AmmoHit" which works only on mines

low sonnet
#

Quick question: I created a custom faction with 3 different camos (Woodland, Desert, Winter) that are missing a few groups in Zeus but not in editor. Let's take Rifleman Squad for example, it shows up in the woodland camo but not in the desert and winter versions. I copied and pasted the CFG Groups and CFG Patches from the woodland version to the other versions (while fixing them to their code) and the problem occurs again.

Is there any way to solve this?

low sonnet
#

Nvm, I found the problem. an extra letter from one of the units borked it

restive veldt
#

Have a question about CfgAmmo. Can a missile be declared to lock both air and ground targets? I'm leaning towards no because it seems that the entry airlock is a boolean and from what I can tell its only an either or scenario. Figured I'd ask here though to be sure

livid gyro
#

Hi all - I'm new to the discord and am looking for some help for some custom objects I'm working on. I'm looking to create a weapon that has the ability to smoothly zoom from a very low level of magnification to a high level. Would this channel be the right place to get some advice/insight?

hot pine
#

@restive veldt where did you found that airLock is a boolean?

hot pine
#

first result for me is "Arma 3 Targeting config reference"

#

this one is more up to date

restive veldt
#

im looking in CfgAmmo reference

#

seems to be a discrepancy in the 2

hot pine
#

Arma 3 Targeting config reference is more up to date

#

but yeah, you can for sure have aa/ag missiles

restive veldt
#

thats awesome then

#

can i declare a copy of a missle class in mission w/o having to make a mod for this new missile as long as it inherits from an already defined missile class?

#

basically, I'm taking a mod with AIM9's and making them target ground units as well

restive veldt
#

Answered my own question, those classes can't be modified in the mission description

novel lava
#

Is anyone aware of a way to use a eventhandler on a submunition? Fired eventhandler works for the parent projectile but doesn't for the submunition

buoyant sigil
#

Hello, how do you setup Machinegun in sydicat vehicles, that i can reload them by pressing R, I digged trough whole config for global mobilization, cup, apex still no idea, any suggestions?

hearty sandal
#

The turret would need to have more magazines added to it I suppose.

simple trout
#

@hearty sandal @opal crater is correct, though I would like to add functionality

outer sapphire
#

hello, is possible to change underwater view distance?

hearty sandal
#

not easily

#

would need to tinker with terrains configs

outer sapphire
#

ah, understand ๐Ÿ˜ฆ

#

i'm tryed this

#
class CfgWorlds
{
    class Altis {
        
        peakWaveBottom = -20;
        peakWaveTop = -1;

        waterTexture = "#(argb,8,8,3)color(0.35,0.47,0.76,1)";

        wavesForced = 0.6;

        class SeaWaterShaderPars
        {
            // coefficient used to multiply move value of refractions
            refractionMoveCoef = 0.01;
            // minimal water surface opacity, when we are looking from above the water surface down
            minWaterOpacity = 0.45;
            // coef used to multiply square root of distance of pixel from water surface when coputing final opacity of water surface
            // waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef;
            waterOpacityDistCoef = 0.05;
            // opacity of water surface when we are under water
            underwaterOpacity = 0.1;
            // distance from object, where we start to fade the water surface to full opacity
            waterOpacityFadeStart = 100;
            // length of water surface opacity fading
            waterOpacityFadeLength = 20;
        };
        class Underwater
        {
            noWaterFog=-0.3;
            fullWaterFog=100;
            deepWaterFog=200;
            waterFogDistanceNear=60;
            waterFogDistance=80;
            waterColor[]={0.039999999,0.16,0.22};
            deepWaterColor[]={0,0.001,0.0089999996};
            surfaceColor[]={0.039999999,0.16,0.22};
            deepSurfaceColor[]={0,0.001,0.0089999996};
        };
};
#

but nothing is changed

#

after last update under water i can't see anything

hearty sandal
#

thats probably the right place, keep testig

woven flax
#

I have one vehicle with a useraction assigned to it, I want other vehicles to go to it and get an option to execute a script.

This is what i currently have.

            {
                //displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
                displayName = "Activate Catapault 1"; // Label of the action used in the action menu itself.
                position = "Catapault_1_trigger"; // Point in Memory lod in p3d around which the action is available.
                priority = 0.4; // Priority coefficient used for sorting action in the action menu.
                radius = 15; // Range around the above defined point in which you need to be to access the action.
                onlyForPlayer = true; // Defines if the action is available only to players or AI as well.
                condition = "(vehicle player) && (alive this)"; // Condition for showing the action in action menu. 
                statement = "([this, execVM ""IMN\carrier\script\functions\IMN_Catapault1.sqf""])"; // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
            };```
#

Ingame no option appears to activate the useraction.
I have a feeling my condition is wrong, any ideas?

hearty sandal
#

im not sure how vehicle player can return true in this case

#

alive this will return true

#

but vehicle this just returns the object player is in

stoic lily
#

@outer sapphire faulty inheritance definition. missing cfgPatches

outer sapphire
#

@stoic lily i maked a cfgPatches is on my config, just discord can't send more than 2000 symbols

#
class CfgPatches
{
    class map_editorus
    {
        author="Terrano";
        requiredAddons[]=
        {
            "a3_characters_f",
            "a3_characters_f_beta",
            "a3_characters_f_epa",
            "a3_characters_f_epb",
            "a3_characters_f_epc",
            "a3_characters_f_gamma",
            "a3_data_f",
            "a3_weapons_f",
            "a3_weapons_f_beta",
            "a3_weapons_f_bootcamp",
            "a3_weapons_f_epa",
            "a3_weapons_f_epb",
            "a3_weapons_f_epc",
            "a3_weapons_f_gamma",
            "a3_rocks_f",
            "a3_anims_f",
            "a3_weapons_f_mark",
            "a3_weapons_f_exp",
            "a3_map_altis_scenes",
            "a3_map_vr_scenes",
            "a3_map_stratis_scenes",
            "a3_ui_f",
            "A3_Map_Altis"
        };
        units[]={};
        weapons[]={};
    };
};

grand zinc
#

just use the enoch loadorder

opal crater
#

You dont need all that required addons use:
A3_Data_F_Mod_Loadorder

grand zinc
#

does the mod one include everything else too?

#

I think cba does mod and enoch

opal crater
#

blobthinkingdown not sure

grand zinc
#

no it doesn't

opal crater
#

It was: A3_Data_F_Enoch_Loadorder ?

grand zinc
#
        class A3_Data_F_Mod_Loadorder
        {
            addonRootClass = "A3_Data_F_Mod";
            requiredAddons[] = {"A3_Anims_F_Mod", "A3_Data_F_Mod", "A3_Language_F_Mod", "A3_Sounds_F_Mod", "A3_Weapons_F_Mod", "A3_Weapons_F_Mod_SMGs_SMG_03"};
            requiredVersion = 0.1;
            units[] = {};
            weapons[] = {};
        };

Yes.
A3_Data_F_Enoch_Loadorder

opal crater
#

Not at pc right now can't check.

grand zinc
#

That is also the last CfgPatches class that's loaded in vanilla

opal crater
#

๐Ÿ‘Œ

outer sapphire
#

@grand zinc i used loader, but water is still blured

#

my class loaded

idle matrix
#

is there a list of loadorder classes somewhere?

grand creek
#

How do paths within addons work?
For instance I have a path to an icon within my addon made by these ACE/CBA macros from the ACE addon template: (it works and gets resolved by arma)
icon = \z\project_0\addons\ui\markers\notification_top_right.paa";
What is z? Where is it? Is it an ace-only thing or is it an arma thing?

hearty sandal
#

ace thing

#

I think

grand creek
#

How does arma resolve it then?
" \ " is the arma root, right?

hearty sandal
#

yeah

#

when P: drive is used the P:\ represents the engine root

#

so P:\folder\another\ becomes \folder\another\ in engine

#

for me that path above makes little sense but perhaps it keeps things better organized

#

or is some other form of higher thinking

grand creek
#

I still don't understand how arma resolves Z ๐Ÿค”

grand zinc
#

What is z?
a virtual folder
Where is it?
nowhere, it's virtual
Is it an ace-only thing or is it an arma thing?
Arma thing. All arma things have a3 as prefix.
ACE just chose
z

#

CBA is x

#

its just the pboprefix

#

if you have config.cpp, with a pbo prefix of "z\ace\addons\mod"
then you will end up with
"z\ace\addons\mod\config.cpp"

grand creek
#

Ok, so an addon tells arma what its pbo prefix is somewhere? I see a $PBOPREFIX$ file in the addon source, which I assume has the prefix we are talking about, but where in the release version of the addon is this thing specified for an engine to read?

#

ah nvm it's right in the pbo as well

#

Ok then it's clear, thx Men ๐Ÿ˜„ and HorribleGoat

grand zinc
#

open a pbo in notepad++

#

youll see the prefix entry at the start

grand creek
#

yes I see it with pbo manager

grand zinc
#

EW

#

WTF is wrong with you

#

I feel bad for your parents

#

You can leave now

#

bye

grand creek
#

Why, PBO manager is great

grand zinc
#

leaves

grand creek
#

๐Ÿ‘น

boreal surge
#

hey can someone send me a template (config.cpp) for custom map markers?

strong shuttle
#

just make sure the scope is set to public (or 2) to have them show up in-game

boreal surge
#

thanks, and quick question what is the optimal size for the map marker?
32 or 64?

grand creek
#

They typically use around 64x64 in arma

boreal surge
#

oh ok

grand creek
#

32x32 is probably too low detail

#

you can make them any size actually

#

it still must be power of two of course

boreal surge
#

alright im going to play with that and see what is going to be normal

#

but thanks for the help

sullen fulcrum
#

Hey I'm having some realy trouble coding a cfgvoice class

#

i cant get the directories[] to recognise the voicelines ive made in the radioprotocol folder

sullen fulcrum
#

nw got it to work ๐Ÿ˜„

grand creek
#

Where are accessories specified for weapons with attachments on them in cfgWeapons?
For instance arifle_AK12_GL_lush_arco_pointer_F, which config entry says that it has an ARCO and a laser pointer and everything?

#

Nevermind, I'm blind, I only needed to expand the class in the class viewer ๐Ÿคฆ

rough hatch
#

hey, is there some kind of issue with turret stabilization on boats? I added stabilizedInAxes = 3; to a boat turret but it still isn't stabilized

#

I noticed the vanilla speedboat turret isn't stabilized either

#

despite its config having that command too

strange egret
#

quite possible... maybe it could be hodgepodged by stacking animations/ bones
But then it would be active at all times, not just when someone sits in it

idle matrix
#

Is it possible to hide a faction in zeus, and if so, how would you do it?

#

To be more specific, I'd like to edit a faction so it doesn't show up in zeus

#

thought it'd be as simple as putting in scopeCurator = 0 but that doesn't seem to quite work

umbral barn
#

I've heard that there's a uav template in the sample files, anyone have any idea what it's filed under? UAV is only getting me the textures from apex

#

Or if it even exists?

restive remnant
#

I am trying to pack an sqf into a mod

#

this is what i use: ```cpp
class CfgFunctions
{
class testmod
{
class testmod_functions
{
class testmod
{
file = "\testmod\init.sqf";
postInit = 1;
};
};
};
};

#

Arma: Script "\testmod\init.sqf" not found.

#

what do?

#

i know \testmod\ does not work

#

how do i tell a3 the pbo is \testmod\?

idle matrix
#

I don't think that first \ is supposed to be there

restive remnant
#

does not work with or without

#

i've tried

lofty shadow
#

Quick question for model.cfg in the context of a custom tank. Do uh, do selections need to be named in their Czech naming?

hearty sandal
#

no

lofty shadow
#

so then I just have to make sure I tell the classes and what not to use whatever selection name then. Alright. Will have to do testing when I get to that point. Still trying to understand all the requirements for a custom vehicle.

hearty sandal
#

Arma 3 sample models should help.

#

as long as right names are used in right places they can be anything

lofty shadow
#

I've been studying them for the past couple days and such, watching tutorials. The hard part is understanding not only the tools, but how it all interacts

hearty sandal
#

it takes some time and exploring

lofty shadow
#

for example, I know we need a memory LOD, just not fully sure how to create all the points and stuff. So far it looks like I could use Blender and Arma Tools for easy hitpoint generation, but the memory points might have to be done by hand it seems.

#

Though the main thing was the whole czech names. Some places said they had to be named it, but then it looked like they were just arbitrary names defined in model.cfg to me. So this should make things easier.

hearty sandal
#

yeeah you will find a LOT of misinformation out there

strange egret
#

well some few things STILL have to be named czech or they dont work... but its not documented which