#arma3_config

1 messages ยท Page 105 of 1

idle matrix
#

can you put the configs on pastebin?

#

my brain isn't feeling like cooperating and I think I'll be able to help more if I can take a look myself

dim pumice
#

no worries haha

#

I'll drop them on

idle matrix
#

wait I think I know the issue

#

no wait nvm

dim pumice
#

damnn

#

might have to use a different site for the host config

#

I think its too big

#

nope got it

#

just taken a small snapshot which includes some of the classes I'm trying to redefine

idle matrix
#

So right now it's like ```
Class A
{
stuff
Thing = 1
stuff
};
Class B
{
stuff
Thing = 2
stuff
};
Class A: B
{};

dim pumice
#

Correct

#

my config

#

config where Class A and B are originally defined

#

You can use AIM120 as an example

#

It should be inheriting AIM9X (my new version of it)

#

But none of those attributes are inheriting

#

Instead what is already defined for AIM120 in the original config persists

idle matrix
#

well I've come to the conclusion that I simply don't know

#

my best bet is that it doesn't work because it's been defined in a different config and then trying to edit via inheritance is fucky

dim pumice
#

fair enough

#

no worries man, really appreciate you taking the time out

#

I guess the court is open to anyone else if anyone else has any ideas haha

hot pine
#

Did you check what Rpt is saying.

#

?

dim pumice
#

was trying to take a look at that, didn't see any errors but wasn't sure what exactly to look for

hot pine
#

Look for Updating base class errors

dim pumice
#

couldn't find any of those

#

I can see the "Updating base class" occuring for my config and the inheritances getting changed

dim pumice
#

Is there any circumstances where inheriting a class doesn't inherit its attributes if they are redefined elsewhere?

#

I guess it must still be something to do with the load order, where the other config where the values are originally defined is replacing this ones values (but not the inheritance itself)

#

Issue is - inheritance works, but attributes defined in a config that should be loading before my one, are overwriting my new inherited values
If I define the attributes specifically in my config, it will use my new attributes, its only when I rely on the inheritance that they are overwritten

dim pumice
#

I'm noticing this in another config I wrote now also, it seem that perhaps if attributes are defined somewhere, you have to redefine them explicitly for them to change rather than relying on inheritance

grand creek
#

Hello. I know that guns have fire modes for AIs according to the scope they have. I want to make a script which gives them best scope which they will benefit from. In my understanding i must search whole config for scopes compatible with the gun, then select any with the highest scope level or smth like that. Am I thinking the right way?

#

Currently the problem I have is, I give guns to bots but these are base weapon classes without attachments

little basin
#

Hi, I have made a model and textures for in the game and as far as I can tell have written the config like I should, however the HiddenSelectionsTextures are not working as even though I have them pointing towards different textures, the hat still displays the standard texture. Anything I could be doing wrong?

grand zinc
#

maybe the hat doesn't support hidden selections? Are you sure it does?

little basin
#

I made it myself, and in blender arma toolbox, hidden selection maker says camo

#

Should I not have set a face texture but instead a color?

idle matrix
#

did you also list the hiddenselections in the config?

#

like this ```
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"texture.paa"
};

little basin
#

yes.

idle matrix
#

ah, okay

little basin
#

hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"ATCCH\data\ATCCH_snow_co.paa"};

idle matrix
#

sounds more like a model issue than a config issue then IMO

#

maybe ask in model makers? I reckon you'll have a better chance of finding a solution there

little basin
#

Alright thanks.

livid heath
#

been playing with UGL smokes - trying to get them to stop and disperse near to impact point.

#

instead of bouncing off to timbuktu

#

deflecting values seem to have very little effect (i tried 5, 30 and 60)

#

deflectionSlowDown seems to also do nothing (tried 0.8 and 0.1)

#

i can set explosionTime to 0 so the yimmediately go off at the impact point, but this just starts the smoke fx, which then continue as the ammo bounces off into the wild blue yonder

#

any idea how to kill speed without a hacky script?

stoic lily
#

deflecting is the way go as far as i know

#

buts its an angle parameter

livid heath
#

yeah understood

#

tried reducing timetolive but once the grenade disappears, it stops emitting smoke

stoic lily
#

maybe caliber is also relevant how much energy it looses on ground contact

opal crater
#

there was simulation = "shotSmoke"; but it had some other issues, no smoke sounds if I recall correctly.

livid heath
#

ok so an engine limitation - such a shame... if i add a huge mass to the grenade it will just mess up the trajectory afaik

#

hrm i wonder if submuition might help here?

#

so the grenade arcs onto target like a normal HE, then goes off, and spawns a normal smoke submunition

#

i.e. without the velocity of the UGL grenade

hearty sandal
#

Mmm is it set as explosive?

#

There's a thing that makes a shot explosive so that it just goes poof

#

And does not continue on its way

#

Can't remember at what value it starts to just go poof, but I recall at 1 it does.

#

Then again it won't probably be there to emmit the smoke. Submunition might be the way to go.

novel lava
#

simulationStep and 'shotSmoke' simulation is what i've heard

#

other suggestion would be to use submunitions

#

have the smoke grenade explode on contact, delete parent, submunition spawns in its place

hearty sandal
#

I'd perhaps do it that way.

livid heath
#

trying but can't seem to get the new mag to show up now ive added the submunition to it

#

maybe a conflict between the simulation somewhere?

#

ignore me

#

works perfectly

#

thanks chaps

#
    class mymod_40mm_smoke_ammo: mymod_40mm_he_ammo //G_40mm_Smoke
    {
        hit = 0;
        indirectHit = 0;
        indirectHitRange = 0.2;
        explosionSoundEffect = "";
        CraterEffects = "NoCrater";
        explosionEffects = "NoExplosion";
        dangerRadiusHit = 50;
        suppressionRadiusHit = 50;
        explosionTime = 0; //impact
        deflecting = 5;
        submunitionAmmo = "mymod_40mm_smoke_sub_ammo";
        submunitionCount = 1;
        submunitionDirectionType = "SubmunitionModelDirection";
        submunitionInitSpeed = 1;
        submunitionParentSpeedCoef = 0;
        submunitionInitialOffset[] = {0,0,-0.2};
        triggerOnImpact = 1;
        deleteParentWhenTriggered = 1;
    };
//submunition
    class mymod_40mm_smoke_sub_ammo: mymod_handgrenade_ammo 
    {
        model = "mymodel";
        effectsSmoke = "my smoke fx";
    };```
#

works absolutely perfectly. i can now put smoke right where i want it

opal crater
#

nice ๐Ÿ‘ bouncy smokes sux

livid heath
#

yeah will now roll that out across all our smokes

strange egret
#

oh god... brace yourself... physx library updated in dev branch

#

luckily (if i read it correctly) no changes to vehicles in the library, only one fix

little basin
#

Alright, I got some contraband models I want to implement ingame. I want them to be able to be placed in-world and in an inventory, How would I best do this? magazine that can't fit in any gun?

livid heath
#

contraband?

little basin
#

weed, cocaine, alcohol, etc

#

Basically I need items that I can drop on the floor and have them be fully functioning models but also can pick up and put into your own inventory or a vehicles inventory for example.

livid heath
#

magazines or items would work

little basin
#

I made them hats and just made them invisible if you try to wear them, another question, what do I have to add to the config to make them appear in the editor/zeus props list?

strong shuttle
#
    scope = 2;   // Editor
    scopeCurator = 2;   // Zeus
    scopeArsenal = 2;   // Arsenal
little basin
#

under the normal descriptors or ItemInfo?

strong shuttle
#

in the regular class item.... the object itself

little basin
#

Alright, thanks.

#

It doesn't seem to work

strong shuttle
#

in that case there's something wrong in the configs

#

or you use a limited Arsenal

little basin
#

I have it like this

class SHIF_wine: H_HelmetB
{
    author = "Shifumii";
    displayName = "Alcohol";
    model = "Contraband\contraband_bottle.p3d";
    picture = "";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"Contraband\data\contraband_bottle_co.paa"};
    scope = 2;
    scopeCurator = 2;
    scopeArsenal = 2;
    class ItemInfo: ItemInfo
    {
        mass = 26; 
        uniformModel = "";
    };
};
strong shuttle
#

a alcohol bottle inherits a helmet... sounds interesting

#

have you checked the helmet section in Arsenal?

little basin
#

Yeah I made them into helmets because can't be asked to figure out how to make it properly work otherwise

#

I specifically searched in the editor for the names.

#

both for classnames and displaynames

#

they show up in the arsenal without issue

#

I might have forgotten to throw in the new pbo file now I think about it, hold on.

strong shuttle
#

it's primarily because the object you inherit is a helmet... with some special stuff in its class which probably kills your object

little basin
#

My config creation skill is still limited to using inherited objects.

#

Yeah, I didn't forget to use the new pbo file, so how do I fix this?

strong shuttle
#

well, just having scope = 2; should be enough by default to show up everywhere

#

but using something like ItemCore as a base class would probably help more (it just requires you to set everything, without inheriting something wrong)

little basin
#

Ok, how would I set everything? What do I need beyond what I already have?

strong shuttle
#

the arma 3 PBO's extracted on your P: drive so you can see how specific objects are configured... Like Land_TacticalBacon_F sounds like a good place to start, or FirstAidKit.

#

the config doesn't look bad, but I can't tell you what is wrong because there are too many things which can be set due to inheritance

little basin
#

I see what I forgot now,

    editorCategory="EdCat_Equipment";
    editorSubcategory="EdSubcat_InventoryItems";
    vehicleClass="Items";
pseudo ermine
#

has anybody have any issues animating the spz setplate stuff? have a license plate that is on a door and when i animate the door, the spz text does not follow the animation but instead is freefloating. the selection itself is animating properly, but the text remains in place. anybody come across this?

hearty sandal
#

I recall someone else talking about that too. I think it might not be possible to animate those points

sick zephyr
#

Is it possible to make a wheel rotate 4 times slower than a carX wheel animation source, but still using the "wheel" source?

#

What I mean is: how to use animation phase and loop settings in model.cfg to make an animation slower than the source

pseudo ermine
#

@hearty sandal yeah it seems what might be happening, the spz selection is only used as a location and scale for the text. in game it spawns text in which sadly is independant from the selection :/

cloud haven
#

Guys, help me pls. I changed config of car, tried to launch mod with this car and got this error. Then i deleted this mod, rebooted my PC but it didnt help. What should i do? https://imgur.com/eW6HTsz

hearty sandal
#

@pseudo ermine do you have the points only in the moving selection?

cloud haven
#

It downloads endlessly

pseudo ermine
#

so right now i have door_top which has spz in it

#

spz itself is animating properly

hearty sandal
#

@sick zephyr you should be able to make second animation source that uses wheel but has different animation phase

sick zephyr
#

Scripting it is then

hearty sandal
#

@sick zephyr not scripting, config work ๐Ÿ˜„

pseudo ermine
#

not sure if you can open that

#

but if you can, the blue plate is the spz selection that is moving properly with the door_top selection

#

the red is the textthat remains floating

#

our current workaround is to store the text, wipe it when door is opened, and recall the stored variable when its closed

hearty sandal
#
class animationSources
{
  class slowerwheel 
    {
        source = "wheel";
        animationphase = 4;
    };
};```
#

or something along these lines

#

and @pseudo ermine yeah Id wager it just cant animate

sick zephyr
#

Yes!

pseudo ermine
#

yeah sadly :/

hearty sandal
#

those are usually done by textures

pseudo ermine
#

but still, thanks for kinda confirming it

#

if somebody else had the problem

#

oh goat, i released a beta of my corvette

#

if you wanna check it out

young oar
#

With helicopters, are copilots able to fire twin Gun Turrets? For reason I've only been able to get it working with the pilot but not the copilot. When firing the guns with the copilot,
the bullet only comes from one memory point.

young oar
#

In cfgVehicles i'm using

class Heli_Test_base: Helicopter_Base_H
{            
    weapons[] = 
    {
        "autocannon_35mm"
    };
    magazines[] = 
    {
        "680Rnd_35mm_AA_shells_Tracer_Red",
        "680Rnd_35mm_AA_shells_Tracer_Red"
    };
    gunBeg[] = {"usti hlavne 1", "usti hlavne 2"};
    gunEnd[] = {"konec hlavne 1", "konec hlavne 2"};
    memoryPointGun[] = {"usti hlavne 1", "usti hlavne 2"};
class MainTurret: MainTurret
{        
    
    weapons[] = 
    {
        "autocannon_35mm"
    };
    magazines[] = 
    {
        "680Rnd_35mm_AA_shells_Tracer_Red",
        "680Rnd_35mm_AA_shells_Tracer_Red"
    };
    memoryPointGunnerOptics = "gunnerview";
    memoryPointGun[] = {"usti hlavne 1", "usti hlavne 2"};
    gunBeg = "usti hlavne 1", "usti hlavne 2";
    gunEnd = "konec hlavne 1"; "konec hlavne 1";
toxic solar
#

So I was looking at cfgammo for caliber and the penetration equation says this

velocity[m/s] * caliber * penetrability / 1000. Penetrability is a material property (for RHA steel it is 15, for concrete 80, for meat 250).

is the material property on the thing getting hit, or on the bullet? like can I make a meat bullet

idle matrix
#

pretty sure it'll be on the thing getting hit :p

toxic solar
#

that makes sense, but also disappoints me, so nothing on a bullet p3d its penetration/speed/caliber and only config values do

hearty sandal
#

why would the p3d need to affect it?

#

theres really no point for that since with the various config values it can be setup with precision

zinc oak
#

for wheeled vehicles, can you specify an empty track effect on the wheels? I.e. define the memory points in the model to put tyre tracks down on the road behind it, but remove the effect by adding something into the config? I am working on a motorbike, and it has four wheels for physx purposes, but only two visible in the model. I have to define all memory points for the tyre tracks as if a four wheeled car, and as a result the tyre tracks behind the vehicle are very dark (essentially a double track from the front and back) but if I could have two of the sets of memory points put down 'no track', it would remove the issue.

#

// Tyre Tracks
memoryPointTrackFLL = "TrackFLL";
memoryPointTrackFLR = "TrackFLR";
memoryPointTrackBLL = "TrackBLL";
memoryPointTrackBLR = "TrackBLR";
memoryPointTrackFRL = "TrackFRL";
memoryPointTrackFRR = "TrackFRR";
memoryPointTrackBRL = "TrackBRL";
memoryPointTrackBRR = "TrackBRR";

#

can I simply remove the desired entries or will that have the track being generated from the centre point of the vehicle?

#

I have tried having just 4, but it didn't appear to work. It placed no tracks down at all. I suspect all 8 need to be defined in a wheeled vehicle in order for it to work correctly?

little basin
#

I need some help with config again, I tried making the contraband items actual items to be able to be put in inventories and ingame, while in the items category in the arsenal. Now they simply don't show up. This is one of the item's config

class CfgWeapons
{
  class ItemCore;
  class InventoryItem_Base_F;
  
    class SHIF_cocaine: ItemCore
    {
        author = "Shifumii";
        displayName = "Cocaine";
        model = "Contraband\contraband_package.p3d";
        picture = "";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"Contraband\data\cocaine_package_co.paa"};
        scope = 2;
        scopeArsenal = 2;
        scopeCurator = 2;
        icon = "iconObject_circle";
        descriptionShort = "A pound of Cocaine.";
        class ItemInfo: InventoryItem_Base_F
        {
            mass = 10; 
        };
    };
stoic lily
#

@little basin cfgPatches part?

toxic solar
#

@hearty sandal I thought that vehicle mass and center of mass was defined in config but but actually where defined in p3d, I also didnt know that a weapons mass effects the recoil so that even if two weapons with different masses had the same Cfgrecoil, they would behave differently. So I thought maybe bullets had something like that blobshrug

little basin
#
class CfgPatches
{
    class SHIF_Contraband
    { 
        weapons[] = 
        {
            "SHIF_cocaine",
            "SHIF_weed",
            "SHIF_crack",
            "SHIF_heroin",
            "SHIF_crack",
            "SHIF_tobacco",
            "SHIF_wine"
        };
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Characters_F"};
    };
};
stoic lily
#

requiredAddons should be Contact LoadOrder

#

however the issue is probably InventoryItem_Base_F

#

you need to assign a type most likely

little basin
#

Why should I use contact? I don't even have it

#

And how would I fix this?

strong shuttle
#

A3_Data_F_Enoch_Loadorder will ensure that the latest version of Arma is used (even without any DLC's)

#

And regarding InventoryItem_Base_F๏ปฟ , this is correct in the example given, so nothing has to change there.

The only thing I can imagine is not having a simulation on your item, which should be added on the ItemCore inheritance.

class CfgWeapons {
    class ItemCore;
    class InventoryItem_Base_F;
    class TAG_ItemCore: ItemCore {
        type = 131072;
        detectRange = -1;
        simulation = "ItemMineDetector";
    };

    class TAG_Item: TAG_ItemCore {
            // your stuff
        };
};

Yes, it looks silly to have a "broken minedetector", but it seems to work for my items ๐Ÿ˜‰

little basin
#

So this would work then?

class CfgPatches
{
    class SHIF_Contraband
    { 
        weapons[] = 
        {
            "SHIF_cocaine",
            "SHIF_weed",
            "SHIF_crack",
            "SHIF_heroin",
            "SHIF_crack",
            "SHIF_tobacco",
            "SHIF_wine"
        };
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Characters_F", "A3_Data_F_Enoch_Loadorder"};
    };
};

class CfgWeapons
{
    class ItemCore;
    class InventoryItem_Base_F;
    class SHIF_ItemCore: ItemCore {
        type = 131072;
        detectRange = -1;
        simulation = "ItemMineDetector";
    };
    
    class SHIF_cocaine: SHIF_ItemCore
    {
        author = "Shifumii";
        displayName = "Cocaine";
        model = "Contraband\contraband_package.p3d";
        picture = "";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"Contraband\data\cocaine_package_co.paa"};
        scope = 2;
        scopeArsenal = 2;
        scopeCurator = 2;
        icon = "iconObject_circle";
        descriptionShort = "A pound of Cocaine.";
        class ItemInfo: InventoryItem_Base_F
        {
            mass = 10; 
        };
    };
strong shuttle
#

Assuming your mod is placed in P:\Contraband, yes

little basin
#

Yep, thanks

#

wait, one question do I not have to make it into a pbo and throw it inside of a different folder to be able to load it?

strong shuttle
#

You must make a PBO, and either tell the Arma Launcher to use a local mod (pointing to the folder), or upload the mod to the Workshop, download it and then activate in the Luancher

little basin
#

ah ok, the way you said how my mod had to be in P:\contraband made me think I didn't need to do that.

strong shuttle
#

for development you need to have it on your P: drive so that the packing tools know where to find everything ๐Ÿ˜‰

#

the tools aren't that smart when it comes to custom paths and stuff

little basin
#

I use PBO manager and just rightclick>PBO Manager>pack into PBO

#

then cut the pbo that was made and just paste it into my local modfolder

strong shuttle
#

no, a mod always contain: @modname\addons\file.pbo, where the who @ folder is considered as a mod

little basin
#

yeah, I paste the mod.pbo over the old one in @whatever\addons

hearty sandal
#

@little basin... ๐Ÿ˜‘

#

Pbomanager

#

Is not addon building tool

#

You need to have proper development environment set up.

little basin
#

then what should I use

hearty sandal
#

I would recommend pboProject

#

PMCwiki has easy set up steps.

#

For Arma tools and P drive.

little basin
#

I got the tools and the P drive

hearty sandal
#

Did you do them by the PMC guide?

little basin
#

don't remember

#

all I know is it works and I don't get any errors

hearty sandal
#

Right right.. As you were then.

little basin
#

I installed pboproject with all it's requirements

#

how do I use it?

hearty sandal
#

It has a manual, that should get you started

little basin
#

Alright managed to work out pboProject. The items show up inside the arsenal but not in the editor

stoic lily
#

editor needs a cfgVehicles weapon holder type container with your item in it

little basin
#

aaaaaah ok

little basin
#

Now it says: No Entry 'bin\config.bin/CfgVehicles/Item_SHIF_cocaine.side'.

#

what am I missing?

class Item_SHIF_cocaine: SHIF_cocaine
{
    author = "Shifumii";
    displayName = "Cocaine";
    scope=2;
    scopeCurator=2;
    editorCategory="EdCat_Equipment";
    editorSubcategory="EdSubcat_InventoryItems";
};
strong shuttle
#

wait... are you inheriting a CfgWeapon class into a CfgVehicles class?

little basin
#

perhaps... I already switched inheritance though
testing it now

#

doesn't work, what should I inherit?

strong shuttle
#

I use Item_Base_F and ThingX for an item I have, although I also need a bit more interactions

little basin
#

yeah idc about interactions, so Item_Base_F should be fine if I add model and hiddenselections to it?

strong shuttle
#
class CfgVehicles {
        class Item_Base_F;
        class SHIF_cocaine_Item: Item_Base_F {
                author = "Shifumii";
                scope = 2;
                scopeCurator = 2;
                scopeArsenal = 2;
                displayName = "Cocaine";
                editorPreview = "";
                vehicleClass = "Items";
                class TransportItems {
                        class _xx_SHIF_cocaine {
                                name = "SHIF_cocaine";
                                count = 1;
                        };
                };
        };
};
#

Creates an item which "contains" the item ๐Ÿ˜‰

little basin
#

alright, thanks

little basin
#

It works perfectly now, thank you so much.

strong shuttle
#

you're welcome

sick zephyr
#

Anyone had this error occuring?

 1:06:45 Error: Wheel reference not initialized
#

It's CarX simulatiomn

#

I literally copy-pasted memoryLOD of the quadbike so I doubt it's anything wrong with it

#

I have a Geometry Phys too

hearty sandal
#

Physx config also from quad bike?

sick zephyr
#

yep

sick zephyr
#

I also copied Geo, Geo Phys and Landcontact, still can't initialise

strange egret
#

config/memlod is only 2/3's of the equation. model.cfg is critical too - and it must all link together properly

sick zephyr
#

I suppose it's impossible to make it work as I wished it would

#

Since I don't have any actual wheels

#

I wanted to use the wheels source since it is static when the vehicle doesn't move and it speeds up as the vehicle speeds up

#

Instead I'm forced to make a custom animationsource based on vehicle's speed

hearty sandal
#

The vehicle has the physx wheels and all that though right?

sick zephyr
#

yea

#

it's a copy paste literally

#

I suppose I should also try copy-pasting the whole model.cfg with plenty of stuff I won't use

#

and just add what I need to that

#

By the way, is there any list of all possible hitpoints?

past knot
#

Hi everyone,

My first try with editing config files, excuse my ignorance..

I would like to change the CfgVehicles of a vanilla tank (its' speed). The tutorials that I found all describe how to make a complete addon. But is there a way of loading and applying an alternative config file to a vanilla vehicle using scripts in the mission folder?

stoic lily
#

nope

limber tree
#

Anyone here got the stealth balaclava with goggles working with a new texture? I'm kinda lost as to why it won't work for me.

idle matrix
#

stick your config on pastebin or something so people can take a look

limber tree
idle matrix
#

no cfgpatches?

limber tree
strong shuttle
#

try adding A3_Characters_F_Exp to requiredAddons

idle matrix
#

^

#

does it give any errors when loading?

limber tree
#

none

#

checking now with A3_Characters_F_Exp added

idle matrix
#

also I noticed you have classes with NFP camouflage, I know this is a bit offtopic but where did you get textures for NFP camo?

limber tree
#

Made them myself, sortoff

#

there's a official document online with the colorcodes and a small pattern available

idle matrix
#

ooh, can you link that please?

limber tree
#

sure gimme a sec

idle matrix
#

oh another thing I noticed with your goggles config is that you have a dlc entry in there

#

doesn't that override the original and thus no longer make people require apex for the gear?

limber tree
tepid saffron
#

Shifty, I've got this for the camo2 line... "\A3\Characters_F\Heads\Glasses\data\g_combat_ca.paa" ...note it's \Heads\ plural.

limber tree
#

Honestly, that's just because I don't know much about scripting I guess xD Someone once started all of this and I just learned the basics to add new units and vehicles etc with new textures

#

Aah great, it works now!

idle matrix
#

I don't think a typo in a filepath would prevent it from not showing up though, it would just mean that that particular texture doesn't show

#

also, good to hear!

limber tree
#

indeed, your advice about A3_Characters_F_Exp helped the bottom part appear, but with a goggle error

#

and Dmorchards advice got the goggles to show up ๐Ÿ˜›

#

thanks so much guys!

idle matrix
#

filling in the proper requiredAddons entries is pretty important, so keep that in mind next time blobcatwinktongue

limber tree
#

Yea I totally slack at that part I realised xD

idle matrix
#

otherwise the game will try to inherit something that doesn't exist

#

also, I believe if you put A3_Data_F_Enoch_Loadorder under requiredAddons, you won't need anything else for vanilla game content

grand zinc
#

ye

limber tree
#

so just like 'requiredAddons[] = {"A3_Characters_F_BLUFOR", "A3_Characters_F_Exp", "A3_Data_F_Enoch_Loadorder"};'

#

?

grand zinc
#

no

#

just the loadorder

#

it includes everything else (in vanilla)

limber tree
#

aaaah ok, awesome

#

Thanks for all the help, and @idle matrix if you need any help with nfp maybe I can chime in some way;)

idle matrix
#

no problem, and thanks!

torn coral
#

In theory would it be possible to speed up the time between switching between your primary weapon and side arm?

zinc oak
#

so I have ported over the Skoda Octavia from arma 2. Config, model.cfg, and Physx is set up. Car is in game, drives around, has working suspension etc... However, the car 'feels' like it is driving on ice. It likes to drift / slide. Is there any where specifically where I can increase tyre grip?

swift fox
#

Hello guys, can you help me with the config edit please? Example: I want to add new parameter for the existing vest, say "V_LIB_US_AB_Vest_Padded_Carbine_nco_Radio", hierarchy is V_LIB_US_AB_Vest_Padded_Carbine_nco_Radio >> V_LIB_Vest_Camo_Base >> Vest_Camo_Base >> ItemCore >> Default. I've tried to declare the base class and its subclassed, as it was described in manuals I could find: ```class CfgWeapons {
class ItemCore;
class ItemInfo;
class Vest_Camo_Base {
class V_LIB_Vest_Camo_Base {
class V_LIB_US_AB_Vest_Padded_Carbine_nco_Radio {};
};
};

class V_LIB_Vest_Camo_Base;
      class V_LIB_US_AB_Vest_Padded_Carbine_nco_Radio: V_LIB_Vest_Camo_Base 
    {
        side = 2;                                                  

};
}```, but it doesn't work. What I'm doing wrong in this case?

grand zinc
#

class V_LIB_US_AB_Vest_Padded_Carbine_nco_Radio {};
-> class V_LIB_US_AB_Vest_Padded_Carbine_nco_Radio;

#

also why is that a subclass? that doesn't seem correct

#

why does vest_camo_base have a member of that classname? that doesn't belong in there
please fix your indentation, thats confusing

#

I think you might want

class CfgWeapons {
    class V_LIB_Vest_Camo_Base;
    class V_LIB_US_AB_Vest_Padded_Carbine_nco_Radio: V_LIB_Vest_Camo_Base {
        side = 2;                                                  
    };                                      
};
#

also make sure your cfgPatches is correct

swift fox
#

"why does vest_camo_base have a member of that classname?" What do you mean?
"also make sure your cfgPatches is correct" - do I need it if I only make changes to existing classes?

grand zinc
#

CfgPatches is always needed

#

What do you mean?

 class Vest_Camo_Base {
        class V_LIB_Vest_Camo_Base {
            class V_LIB_US_AB_Vest_Padded_Carbine_nco_Radio {};
        };
    };

that. its a subclass of vest_camo_base, that makes no sense

#

YOu also need to set correct requiredAddons in CfgPatches, to make sure the mod you are modifying is being loaded before your mod

swift fox
#

@grand zinc Thanks a lot ๐Ÿ™‚ There was my mistake - I've lost in hierarchy, and took a wrong base class. About the required addons: as I understand, if I want to be sure it is loaded, I should add one [main] pbo, or it depends? And I've seen something like "WW2_Core_c_ZZZ_LastLoaded_c", but there was nothing like this - is it the wildcard or something?

grand zinc
#

some mods have a specific class that you can put in requiredAddons, to make sure that the whole mod is loaded before yours. that LastLoaded could be such a class, but I don't know that WW2 mod so not sure

swift fox
#

@grand zinc Done with root parameters, but stuck further. Want to change some in subclass, i.e.: class V_LIB_SOV_IShBrVestMG; class V_LIB_SOV_IShBrVestPPShDisc : V_LIB_SOV_IShBrVestMG { class ItemInfo { class HitpointsProtectionInfo { class Abdomen { hitpointName = "HitAbdomen"; armor = 20; passThrough = 0.3; }; class Chest { hitpointName ="HitChest"; armor = 100; passThrough = 0.5; }; }; }; }; But subclasses are overwrittens - it doesn't have anything except the given parameters.

grand zinc
#

you need to keep the same inheritance

#

thats a bit more advanced, I assume itemInfo inherits from ItemInfo

#
 class V_LIB_SOV_IShBrVestMG : <its parent here> {
class ItemInfo;
};
    class V_LIB_SOV_IShBrVestPPShDisc : V_LIB_SOV_IShBrVestMG {
class ItemInfo : ItemInfo {
...
}

if "Chest" inherits from something else too, you have to go another level deeper

#

class <its parent here> : <parents parent here> {
class ItemInfo;
}

class ... : <its parent here> {
class ItemInfo : ItemInfo {class <chestparent here>;}
}

torn coral
#

In theory would it be possible to speed up the time between switching between your primary weapon and side arm?

novel lava
#

speeding up the animation should do it

swift fox
#

@grand zinc class V_LIB_Vest_Camo_Base; class V_LIB_SOV_IShBrVestMG : V_LIB_Vest_Camo_Base { class ItemInfo; }; class V_LIB_SOV_IShBrVestMG : V_LIB_Vest_Camo_Base { class ItemInfo : ItemInfo { class HitpointsProtectionInfo; }; }; class V_LIB_SOV_IShBrVestMG : V_LIB_Vest_Camo_Base { class ItemInfo : ItemInfo { class HitpointsProtectionInfo : HitpointsProtectionInfo { class Abdomen; class Chest; }; }; }; class V_LIB_SOV_IShBrVestMG : V_LIB_Vest_Camo_Base { class ItemInfo : ItemInfo { class HitpointsProtectionInfo : HitpointsProtectionInfo { class Abdomen : Abdomen { hitpointName = "HitAbdomen"; armor = 20; passThrough = 0.3; }; class Chest : Chest { hitpointName ="HitChest"; armor = 100; passThrough = 0.5; }; }; }; }; - undefined base class 'ItemInfo'

stoic lily
#

V_LIB_Vest_Camo_Base

#

you need to define the inheritance in the parent class(es)

#

as said before @swift fox you need to learn the structure - best using config dump or extracting configs

swift fox
#

As I said, I've learned it, and I understand nothing, 'cause there is no proper example. Nobody can lear anything without examples. Dedmen gave me only one, and I've fix all of the mistakes with most of config.

stoic lily
#

let me repost:

swift fox
#

Once again: I've read it many times after you gave it to me, and there is no proper example. I've did the same, as described in this article, and got nothing.

stoic lily
#

you need to replicate the class structure

#

there is no way around that

swift fox
#

Without proper examples there is no need for such terms ๐Ÿ™‚ I wouldn't understand. You mean - I need to create my own version of vest?

grand zinc
#

@swift fox you are defining the V_LIB_SOV_IShBrVestMG class 4 times.
That's impossible, you can only define a class once.
When I wrote <its parent here> i meant, to put the name, of its parent, there.
and <parents parent here> is the parent, of that parent. You need to go up the hierarchy.

swift fox
#

@grand zinc Can't understand. Can you give an example?

grand zinc
#

I don't know your mod, thus i cannot give you the names of the parent classes

#

you have to see that yourself in config viewer

swift fox
#

And I did as you said (as far as I understand), only with V_LIB_SOV_IShBrVestMG and its parent, V_LIB_Vest_Camo_Base

grand zinc
#

and its parent, V_LIB_Vest_Camo_Base
and what about vest_camo_base's parent?

#

Vest_Camo_Base apparently

#

Then just take the stuff I sent

class <its parent here> : <parents parent here> {
class ItemInfo;
}

class ... : <its parent here> {
class ItemInfo : ItemInfo {class <chestparent here>;}
}

and insert the names

class Vest_Camo_Base : ItemCore {
class ItemInfo;
}

class V_LIB_Vest_Camo_Base : Vest_Camo_Base {
class ItemInfo : ItemInfo {class Chest; class Abdomen;}
}

class V_LIB_SOV_IShBrVestMG : V_LIB_Vest_Camo_Base {
class ItemInfo : ItemInfo {class Chest : Chest { ... }; class Abdomen : Abdomen{ ... };}
}

Not sure if Chest inherits from Chest. config viewer will tell you that

swift fox
#

@grand zinc Should I really ignore the parent class HitpointsProtectionInfo? I've tried with this: ```class Vest_Camo_Base : ItemCore {
class ItemInfo {
class HitpointsProtectionInfo;
};
};

class V_LIB_Vest_Camo_Base : Vest_Camo_Base {
class ItemInfo : ItemInfo {
class HitpointsProtectionInfo : HitpointsProtectionInfo {
class Chest;
class Abdomen;
};
};
};

class V_LIB_SOV_IShBrVestMG : V_LIB_Vest_Camo_Base {
class ItemInfo : ItemInfo {
class HitpointsProtectionInfo : HitpointsProtectionInfo {
class Abdomen : Abdomen {
hitpointName = "HitAbdomen";
armor = 20;
passThrough = 0.3;
};
class Chest : Chest {
hitpointName ="HitChest";
armor = 100;
passThrough = 0.4;
};
};
};
};``` - and it seems ok in config viewer (all parameter inherits well), but can't see it in the arsenal, and when I tried to add it via addvest command, it returns false.

grand zinc
#
class Vest_Camo_Base : ItemCore {
    class ItemInfo {
        class HitpointsProtectionInfo;
    };
};

thats not what I sent. You are probably missing ItemInfo inheritance there

#

you need to push class ItemInfo; one level higher

#

I forgot the hitpointsprotectioninfo class in there

#

class ItemCore : Default {
class ItemInfo;
};

class Vest_Camo_Base : ItemCore {
class ItemInfo : ItemInfo {
class HitpointsProtectionInfo;
};
};

swift fox
#
    class ItemCore : Default {
        class ItemInfo;
    };                                                                                                                                  
    class Vest_Camo_Base : ItemCore {
    class ItemInfo : ItemInfo {
        class HitpointsProtectionInfo;
    };
};

class V_LIB_Vest_Camo_Base : Vest_Camo_Base {
    class ItemInfo : ItemInfo {
        class HitpointsProtectionInfo : HitpointsProtectionInfo {
            class Chest; 
            class Abdomen;
            class Body; 
            class Diaphragm;
        };
    };
};


class V_LIB_SOV_IShBrVestMG : V_LIB_Vest_Camo_Base {
    class ItemInfo : ItemInfo {
        class HitpointsProtectionInfo : HitpointsProtectionInfo {
                class Abdomen : Abdomen {
                hitpointName = "HitAbdomen"; 
                armor = 20;
                passThrough = 0.3;
            };
            class Chest : Chest {
                hitpointName ="HitChest"; 
                armor = 100; 
                passThrough = 0.4; 
            };
            class Body : Body {};
            class Diaphragm : Diaphragm {};
        };
    };
};
``` - and it disappears from arsenal, with all of its child items.
hearty sandal
swift fox
#

Many times.

vivid rock
#

I assume this is where I ask it, since I can't see anything else right.

#

Is there a tutorial out there for actually putting an Arma 3 mod together?

#

For example some custom uniforms I've made, to get them in the actual game.

hearty sandal
#

There are some useful stuff on youtube for example this https://www.youtube.com/watch?v=GxGIgurkzW4
Then a lot of questions are answered on the BI forums editing section and the Arma wiki contains basics about how configs etc work
Then there is the PMCwiki that has all kinds of tidbits from various subjects and good simple tools and development environment setup method
Then theres the Arma3 samples on steam that contain examples on almost all things you can make.

0:00 model presentation
1:30 substance painter
3:32 Linking source folder to P drive
4:15 ArmA export properties in Blender
6:10 Resolution LODs
9:50 Shadow LOD
11:56 Exported to Object Builder - first basic operations
15:00 Geometry LOD - essential concepts
17:10 How to crea...

โ–ถ Play video
vivid rock
#

You are truly a hero. Thank you my friend. @hearty sandal

undone quiver
#

Any design reason why the static turret baseclass has their CaBeTransported set to 0?

hearty sandal
#

Nothing particular comes in mind. If you need it changed for bunch of your own statics just make a new baseclass for your own stuff.

untold wyvern
#

Is it possible to remove linked items from weapons via a cfgpatch ? Like with removing side restriction on uniforms ?

#
    {
        author = "$STR_RHS_AUTHOR_FULL";
        picture = "\rhsafrf\addons\rhs_inventoryicons\data\weapons\rhs_weap_ak103_ca.paa";
        scope = 2;
        displayName = "$STR_RHS_WEAP_AK103";
        rhs_npz = "rhs_weap_ak103_npz";
        rhs_fold = "rhs_weap_ak103_folded";
        baseWeapon = "rhs_weap_ak103";
        class LinkedItems
        {
            class LinkedItemsMuzzle
            {
                slot = "MuzzleSlot";
                item = "rhs_acc_dtk";
            };
        };
    };```

I need to get rid of all these muzzle attachments, they screw with my persistence (trashing inventory).
grand zinc
#

you can delete a class with delete

untold wyvern
#

how would i do this ?

grand zinc
#

class LinkedItems {
delete LinkedItemsMuzzle;
};

untold wyvern
#

ok thank you, gonna try my luck ๐Ÿ˜„

#

worked, thank you again @grand zinc ๐Ÿ’–

calm panther
#

So I am now working on a MFD element overlay to the FLIR image and need help. I copied over a simple sample and it works. However I would like to understand how the point system works for placement within the bounds of the TL,TR, and BL memory points

calm panther
#

For all, I figured it out. Here is what I did based off a friends help.

#

this will give you and upside plane to work off of. Then plot your points inside the square. like this

willow vale
#

Is there anyway to make it so I can have every turret in a vehicle actually spawn it's unit?

I can't get anyone but the driver to spawn in the 4WD, I did some testing and it seems this vehicle only lets a driver spawn, unlike say the Warthog in Operation Trebuchet.

#
    class TCAR : OPTRE_M813_TT_OCimport_02 {
        author = "Murix";
        scope = 2;
        scopeCurator = 2;
        displayName = "TestCar";
        side = 1;
        faction = "TUNSC";
        crew = "UNSCTG";

        class Turrets : Turrets {
            class CargoGunner_1 : CargoGunner_1 { gunnerType = "UNSCTG"; };
            class CargoGunner_02 : CargoGunner_02 { gunnerType = "UNSCTG"; };
            class CargoGunner_03 : CargoGunner_03 { gunnerType = "UNSCTG"; };
            class CargoGunner_04 : CargoGunner_04 { gunnerType = "UNSCTG"; };
            class CargoGunner_05 : CargoGunner_05 { gunnerType = "UNSCTG"; };
            class CargoGunner_06 : CargoGunner_06 { gunnerType = "UNSCTG"; };
            class CargoGunner_07 : CargoGunner_07 { gunnerType = "UNSCTG"; };
        };

#
    class testcar2 : I_C_Offroad_02_unarmed_F_OCimport_02 {
        author = "Murix";
        scope = 2;
        scopeCurator = 2;
        displayName = "test car 2";
        side = 1;
        faction = "TUNSC";
        crew = "UNSCTG";

        class Turrets : Turrets {
            class CargoTurret_01 : CargoTurret_01 { gunnerType = "UNSCTG"; };
            class CargoTurret_02 : CargoTurret_02 { gunnerType = "UNSCTG"; };
            class CargoTurret_03 : CargoTurret_03 { gunnerType = "UNSCTG"; };
        };
#

from this it's pretty obvious it's the the "I_C_Offroad_02_unarmed_F_OCimport_02" that won't let you spawn units in it's turrets, can i change this from this custom class?

warped dove
#

is there a way I can get a vehicle show up in an editor subcategory?
Here's my vehicle class,

{
    editorSubcategory = "us_unit_12CAB_vehicles";
    scope = 1;
    faction = "us_faction_army";
    crew = "us_unit_12CAB_ApachePilot";
    typicalCargo[] = {"us_unit_12CAB_ApachePilot","us_unit_12CAB_ApachePilot"};
};```
and even though I've assigned it a proper defined subcategory, it does not show up in the editor
I can still spawn it in with it's classname however
copper socket
#

I would like to create a new static weapon, I am not going to make a custom model instead I will just inherit from bohemias vanilla model, apart from the magazine, what are the other things I need to change in the configs for it to work?

sullen fulcrum
#

@copper socket im not entirely sure but ill give you an example of how i inherited a vehicle and hopefully it can guide you to your answer

copper socket
#

Cheers

sullen fulcrum
#

ill pm you a file

silver karma
#

Got a question..
I got to the point of having a config.cpp that looks like

...
name = "Bridges";
                class ramp01
                {
                    name = "ramp01";
                    class Object1 {side=8;vehicle="BlockConcrete_F";rank="";position[]={1.99414,1.62061,-0.289439};dir=198.793;};
                    class Object2 {side=8;vehicle="BlockConcrete_F";rank="";position[]={0.239746,-2.90332,-0.286439};dir=198.793;};
                    class Object3 {side=8;vehicle="BlockConcrete_F";rank="";position[]={2.47412,5.5127,1.03156};dir=225.095;};
                    class Object4 {side=8;vehicle="BlockConcrete_F";rank="";position[]={2.73682,5.40234,1.10656};dir=241.622;};
...

but I want to have all those objects be just 1 object, and I can't quite figure out the syntax, or where to look for examples. Any suggestions?

calm panther
#

Having issues with AFM if anyone know why

hearty sandal
#

@silver karma this does not look like a config.Cpp stuff.

stoic lily
#

probably a composition

woven flax
#

Currently having an issue where my aircraft will not lock onto another vehicle without having the gunner occupied.

What config value allows the pilot to lock onto something without the gunner?

stoic lily
#

maybe canLock in the vehicle itself. probably the new class based sensor system is to be used

#

best check A3 or RHS planes as reference

silver karma
hearty sandal
#

And what does it do now and what is it you want it to do? @silver karma

silver karma
#

at the moment it acts as a composition made up of 18 concrete block objects. what I want it to do is give me a single object, in the configuration of that composition. so basically "fuse" my composition together

silver karma
#

woops. @hearty sandal

hearty sandal
#

Are you sure that is possible?

silver karma
#

well no, that's why I'm here ๐Ÿ™‚

hearty sandal
#

While I've not tinkered with compositions I don't think what you want is possible. My I oression is that when you drop a composition on the map the objects stay separate.

silver karma
#

hmm.. so in simpler terms, it's not possible to create a single object from a composition, even when placing from a mod?

#

I'd have to actually model it if I wanted that?

strong shuttle
#

A composition is, as the word suggest, a combination of objects grouped together. Just like a piece of music which contains melodies of different instruments put together.
If you want to place a single object, it needs to be a single model.

There are some methods to "fuse" objects together with scripts (attachTo), but even then there it's just multiple objects attached to each other.

warped dove
#

Anyone have any ideas why a vehicleClass wouldn't be working? I have it defined properly,

{
    class us_unit_12CAB_vehicles
    {
        displayName = "12th CAB Vehicles";
    };
};```
have it assigned to the vehicle properly,
```class us_unit_12CAB_vehicle_UH60M: RHS_UH60M
{
    scope = 1;
    displayName = "12th CAB UH-60M"
    faction = "us_faction_army";
    vehicleClass = "us_unit_12CAB_vehicles";
    crew = "us_unit_12CAB_HelicopterPilot";
    typicalCargo[] = {"us_unit_12CAB_HelicopterPilot","us_unit_12CAB_HelicopterPilot"};
    class Turrets: Turrets
    {
        class CopilotTurret: CopilotTurret{};
        class MainTurret: MainTurret
        {
            gunnerType = "us_unit_12CAB_HelicopterCrew";
        };
        class RightDoorGun: RightDoorGun
        {
            gunnerType = "us_unit_12CAB_HelicopterCrew";
        };
        class CargoTurret_01: CargoTurret_01{};
        class CargoTurret_02: CargoTurret_02{};
        class CargoTurret_03: CargoTurret_03{};
        class CargoTurret_04: CargoTurret_04{};
    };
};```
at least I believe I have. Not sure what I'm doing wrong here.
#

It's not showing up in the editor at all but it is spawnable.

astral pagoda
#

scope = 1 is the issue

#

put 2 there

warped dove
#

holy shit you're right
didn't think of that

#

thanks so much

astral pagoda
#

np ๐Ÿ™‚

silver karma
#

@strong shuttle thank you!

woven flax
#

Is anyone aware of a plane that has a gunner seat, in which the pilot is able to lock on their own?

#

Currently having the issue still where the gunner has to designate the target for the pilot to lock onto. If i remove the seat, then the pilot is able to lockon without assistance.

hearty sandal
#

which seat is set as primary gunner? @woven flax

#

also what type of lock on?

woven flax
#

Ground to Air

#

I dont believe i swapped around primaryGunner

#

LEt me try to knock it to 0 and see if i crash

#

@hearty sandal Yep that was the issue. Wasnt aware that was a config param. Thank you.

hearty sandal
#

radar?

#

arlight-o ๐Ÿ‘

woven flax
#

I guess if its set to primary gunner then all missiles are slaved to primary gunner ๐Ÿค”

hearty sandal
#

quite possible

idle matrix
#

Would anyone here have an idea on how one would go about replacing the default sight texture of the P90?

onyx aspen
#

Does anyone know what can cause a suppressor to not attach properly to a gun? The gun im trying to attach it to already has a suppressor made for it that works perfectly, all im trying to do is make it compatible with other suppressors. Both suppressors use the same proxy link aswell ...linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";

hearty sandal
#

certain items are restricted by config, like you cant put all caliber suppressors to all guns

#

@idle matrix by making a config patch for it

idle matrix
#

I don't see anything referring to the sight in its config though

#

well, the sight texture anyway

onyx aspen
#

@hearty sandal thats not the issue here, as I said I have made it work in-game. It also shoots as if the suppressor is attached so its definetly working. But the suppressor model is not in the correct place.

hearty sandal
#

wrongly set up proxy

#

or proxy in wrong lods

#

@idle matrix which textue are you referring to?

onyx aspen
#

Has to be wrong something wrong with the proxy set in the model itself

hearty sandal
#

yes most likely

idle matrix
#

ring_sign and ring_sign_dot

hearty sandal
#

picture?

onyx aspen
#

@hearty sandal is there a way to make the suppressor attach somewhere else tho? By using coordinates or smthing? Or is it only proxy based

hearty sandal
#

only proxy

#

possibly your new proxy model is in wrong position

onyx aspen
#

Damn alright, thanks for the answers

#

Its not my model, so I cant check if its wrong anyway

#

Im just writing a compatibility thing to make it work with other attachments

hearty sandal
#

then might not be possible to debug it

onyx aspen
#

Yeah..

#

It must be something wrong with the original suppressor for the gun. As the one im trying to add compatibility for is from RHS and I know it works on other rifles

idle matrix
#

what if you try that original suppressor on a different gun?

onyx aspen
#

Iโ€™m gonna try that

idle matrix
#

@hearty sandal did you want a picture from freddy or from me?

onyx aspen
#

You can see the suppressor is attached inside the magazine

idle matrix
#

does it move with the magazine when you reload?

onyx aspen
#

Nope

hearty sandal
#

@idle matrix from you.

hearty sandal
#

those are likely controlled by the weapons cursor parameter

#

do note that whatever changes you do will not carry over to vanilla servers.

tender folio
#

anyone know why a muzzleflash would animate on the wrong axis?

#
             {
                 type                    = "rotationX";
                 source                    = "ammoRandom";            //use ammo count as phase for animation
                 sourceAddress            = "loop";     //loop when phase out of bounds
                 selection                = "zasleh";       //selection we want to rotate
                 axis                    = "";                  //no own axis - center of rotation is computed from selection
                 centerFirstVertex        = true;   //use first vertex of selection as center of rotation
                 minValue                = 0;
                 maxValue                = 4;               //rotation angle will be 360/4 = 90 degrees
                 angle0                    = "rad 0";
                 angle1                    = "rad 360";
             };
#

works fine in buldozer but breaks in-game

hearty sandal
#

U use rotationX don't use that

tender folio
#

hm

hearty sandal
#

Use rotation and define the axis in memory poinst

tender folio
#

this is from the samples

hearty sandal
#

Well at least in my stuff where I always define the axis myself I never get issues like that.

tender folio
#

will try

novel lava
#

Ive had similar issues with rotations being broken like that ingame but fine in buldozer, cant remember if I was using rotationX/Y/Z though

hearty sandal
#

You probably were.

warped dove
#

Currently having an issue with BIS_fnc_unitHeadgear, it's not working

{
       init = "[_this select 0, ['H_ECH_OEFCP_01',.5,'H_ECH_OCP_08',.5], ['C_ESS_Crossbow_Smoke_G',.5,'C_ESS_Crosshair_Smoke_G',.5]] call BIS_fnc_unitHeadgear";
};```
no headgear or facewear is given to the unit
#

what am I doing wrong here?

outer sapphire
#

hello, i'm trying to make manual gearbox

#

to my car

#

but what value i must put on gearBoxMode?

astral pagoda
#

You can't

outer sapphire
#

ah, understand ๐Ÿ˜ฆ

#

is possible change maximum steering wheels angle with config?

slow cypress
#

hi so im not sure if i have to be here or in #arma3_scripting but i am trying to add custom music to a mission but it doesnt work

#

is there an easy way of doing it?

#

but the music wont show up in the trigger music menu

hearty sandal
#

@outer sapphire if I remember right then no, those are tied to the animations, but check the Steam Arma3 sample pack for car example and how physx is configured.

hazy monolith
#

Can anyone guide me on how to determine CfgVehicles class having inventory enabled and its size. Yeah, I've tried transportMax* but these are all equal to 0. The thing is that's a thingX that doesn't have something distinct according to config viewer, but still have a lot of space and is inventory accessible.
Example I've told about:

configfile >> "CfgVehicles" >> "Land_FirstAidKit_01_open_F"

Cheers.

P.S maximumLoad is also 0

stoic lily
#

Land_FirstAidKit_01_open_F is no container

hazy monolith
#

@stoic lilyhttps://i.gyazo.com/b82ec1c5347158e07231e7a534e9f318.png

#

It is thou.

stoic lily
#
    {
        author = "Bohemia Interactive";
        mapSize = 0.67;
        class SimpleObject
        {
            eden = 1;
            animate[] = {};
            hide[] = {};
            verticalOffset = 0.063;
            verticalOffsetWorld = 0;
            init = "''";
        };
        editorPreview = "\A3\EditorPreviews_F_Orange\Data\CfgVehicles\Land_FirstAidKit_01_open_F.jpg";
        _generalMacro = "Land_FirstAidKit_01_open_F";
        scope = 2;
        scopeCurator = 2;
        displayName = "First Aid Box (Open)";
        model = "\A3\Props_F_Orange\Humanitarian\Camps\FirstAidKit_01_open_F.p3d";
        DLC = "Orange";
        icon = "iconObject_2x3";
        editorSubcategory = "EdSubcat_Medicine";
        destrType = "DestructNo";
        attendant = 1;
    };```
#

maybe you can abuse Thing[X] but they are not set up as container

hazy monolith
#

@stoic lily Thanks, but that doesn't seem helpful anyways, I stated that in my question. The fact is fact, it is a container, it has cargo space even none of that is defined anywhere (you can simply access it with a gear dialog). I seek for any tip on how that happens at all and how to define that, because this is not normal to let such features be without any class entries about it. It seems like this is hardcoded into this object for some reason.

hearty sandal
#

have you looked what its parent classes have?

#

items_base_F and whatever comes before that

stoic lily
#

I did and nothing is there to make it a container

#

again double check yourself - may have missed something

#

but as said my conclusion is not intended to work that way

hazy monolith
#

@hearty sandal ["Items_base_F","ThingX","Thing","All"] Hierarchy, none of these have something related to cargo, at least I found none.

hot pine
#

attendant = 1 enables cargo

#

you can disable it with disableInventory = 1 or something like that

#

although you will be still be able to see it when you are close enough and press inventory key

iron pike
#

anyone know a good tutorial on rvmats? First time ever making a mod and looking at this i have no clue what im doing, and cant seem to find much help on google. Im trying to create an object and want it so bullets wont pass through it

hearty sandal
#

The penetration materials are in the unpacked Arma data on your P drive A3/data_f/penetration

north plinth
fathom granite
#

hello, I am creating some custom units, and I would like to know how to define the level of the unit, I have an array from ASRAI that use 11 levels from 0 to 10, how can I define that on my new unit class:

asr_ai3_skills_sets = [ // for each level: skilltype, [<min value>, <random value added to min>]
    [    'general',[1.00,0.0],    'aiming',[1.00,0.0],    'spotting',[1.00,0.0]    ],    // 0:  super-AI (only used for testing)
    [    'general',[0.85,0.1],    'aiming',[0.55,0.03],    'spotting',[0.8,0.01]    ],    // 1:  sf 1
    [    'general',[0.80,0.1],    'aiming',[0.55,0.03],    'spotting',[0.8,0.01]    ],    // 2:  sf 2 (recon units, divers and spotters)
    [    'general',[0.75,0.1],    'aiming',[0.49,0.03],    'spotting',[0.8,0.01]    ],    // 3:  regular 1 (regular army leaders, marksmen)
    [    'general',[0.70,0.1],    'aiming',[0.47,0.03],    'spotting',[0.65,0.05]    ],    // 4:  regular 2 (regulars)
    [    'general',[0.65,0.1],    'aiming',[0.30,0.01],    'spotting',[0.60,0.03]    ],    // 5:  militia or trained insurgents, former regulars (insurgent leaders, marksmen)
    [    'general',[0.55,0.1],    'aiming',[0.25,0.01],    'spotting',[0.55,0.03]    ],    // 6:  some military training (insurgents)
    [    'general',[0.45,0.1],    'aiming',[0.20,0.01],    'spotting',[0.50,0.03]    ],    // 7:  no military training
    [    'general',[0.70,0.1],    'aiming',[0.40,0.01],    'spotting',[0.70,0.03]    ],    // 8:  pilot 1 (regular)
    [    'general',[0.65,0.1],    'aiming',[0.30,0.01],    'spotting',[0.70,0.03]    ],    // 9:  pilot 2 (insurgent)
    [    'general',[0.79,0.1],    'aiming',[0.60,0.01],    'spotting',[0.80,0.03]    ]    // 10: sniper 
];

I want to create regular, regular2, sf1 sf2 units, if you know what I am talking about please point me in right direction, thanks.

outer hazel
#

what do i need in a building in order for the AIs to open doors when crossing them? currently they just phase in

#

nvm, sorted it out, turns out named selections in paths lod are case sensitive

stoic lily
#

waitUntil {sleep 0.1; !isNil "asr_ai3_skills_sets"}; sleep 1; asr_ai3_skills_sets = [custom def];

fathom granite
#

probably my question was not clear, will try to explain in a better way maybe using a video

#

@stoic lily thanks for trying btw

hazy monolith
#

@hot pine Cheers.

cloud dust
#

can i ask about a retexture config here? im having trouble getting my textures to actually show up

hearty sandal
#

Are you using pboProject to pack your new addon?

#

And yes this is appropriate channel for such questions

cloud dust
#
    class U_c35_guerilla1_1: U_BG_Guerilla1_1
    {
        author = "Bohemia Interactive";
        scope = 2;
        displayName = "Guerilla Garment (Skull)";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\a3\characters_f_gamma\Civil\Data\c_cloth1_black.paa"};
        
        class ItemInfo: UniformItem
        {
            uniformModel = "\a3\characters_f_gamma\guerrilla\ig_guerilla1_1.p3d";
            uniformClass = B_G_Skull_Soldier;
      
        };
    };
};```
#

is there something wrong with this part of the config that would cause the entire character to disappear ingame?

hearty sandal
#

Are you trying to edit existing classes or add new ones? Also my question above still stands.

strong shuttle
#

I hope this config is coming from CfgWeapons, and the class UniformItem has been defined.
Not to mention that the ItemInfo needs more information.

And you also created a unit in CfgVehicles which actually uses this uniform.

#

ohh... and uniformModel can't be used

cloud dust
#

i did use that source

#

i just removed what i didn;t need, like projectile protection info since its inheriting it from a base class i thought

#

and im using addon builder

#
    
    class B_G_Skull_Soldier: B_Soldier_F
    {
        scope = 2;
        author = "Bohemia Interactive";
        dlc = "Conflict2O35";
        model = "\a3\characters_f_gamma\guerrilla\ig_guerilla1_1.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\a3\characters_f_gamma\Civil\Data\c_cloth1_black.paa"};
    };
};```
#

this is my CfgVehicles

hearty sandal
#

You are trying to use vanilla textures right now yes?

#

I would recommend using PMC tools and P drive setup guide and use Mikeros pboproject to pack your addon.

#

Since it has lots of error checking where addon builder has about none.

cloud dust
#

Yes i am trying to use vanilla textures at the moment

#

i am also having trouble with a custom texture too though, only one though so its something im doing

hearty sandal
#

pastebin your whole configs and link here

#

its possible you got something else wrong than just these snippets

cloud dust
#

i dont know how to use pastebin, i may just restart and follow guides to the letter

zealous rover
#

I have a question regarding mod making. I'm new to this, I don't want to step on anyones toes. I'll describe what I'd like to achieve, and I will happily listen to your suggestions.

I am creating a new unit (which I will not name), and have used @mod_a. @mod_a contains an independent faction that I would like to have available for ZEUS's as an OPFOR faction - for sake of argument lets call them the Altis Police Force, and having to drop them then change their faction is a royal pain. Therefore, I would like to create a unit mod that basically re-lists their faction as OPFOR. Can this be done, or would this be considered a form of plagiarism?

idle matrix
#

It depends on the mod_a's rules regarding modification and derivatives but I imagine if you make a config patch of sorts without messing with the mod_a's original files, leaving that as is, it'll be fine

#

probably a good idea to ask mod_a's author(s) regardless

zealous rover
#

Fantastic, thanks

cloud dust
#

So, what should my cfgvehicles look like for a uniform config?

#

i got the cfgweapons stuff from the biki, but there isn't the stuff thats apparently needed in the cfgvehicles there

cloud dust
#

and, how can i edit the texture of a vanilla item? so, like the carrier rig if i want to change it to be a new camo. i asked in another server but that code they gave isn't working

strong shuttle
#

The easiest method is to take an existing unit and change the hiddenSelectionsTexture:

class cfgVehicles
{
    class B_Soldier_base_F;
    class B_soldier_new: B_Soldier_base_F
    {
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"};
    };
};
#

same applies for items, you just need to make sure you make a "copy" of the original item

cloud dust
#

thanks guys, works without error now

cloud dust
#

any ideas why this code is showing up as the wrong texture? ```class U_c35_guerilla_uniform_6: Uniform_Base
{
author = "Bohemia Interactive";
scope = 2;
displayName = "Guerilla Garment (Brown)";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\a3\characters_f_gamma\Civil\Data\c_cloth1_brown.paa"};

    class ItemInfo: UniformItem
    {
        uniformModel = "\a3\characters_f_gamma\guerrilla\ig_guerrilla1_1.p3d";
        uniformClass = B_G_Soldier_Brown;
        containerClass = Supply40;
        mass = 40;
    };
};

};```

#

its coming up as a grey camo shirt, when it should be brown

#
    {
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\a3\characters_f_gamma\Civil\Data\c_cloth1_brown.paa"};
    };
};```
#

here is the cfg vehicles too

hot pine
#

@cloud dust your CfgVehicles entry is using wrong hiddenSelections[] selections

#

Check it with in game config viewer or via all in one config dump. I don't want to spoil you the fun but correct entry is using two hiddenSelections ๐Ÿ˜‰

cloud dust
#

strange, when i checked ingame with the config viewer it said it only had "camo"

hot pine
#

are you checking B_G_Soldier_F ?

#

@cloud dust

cloud dust
#

No, i was checking the uniform

#

with camo1 and camo2 as hidden selections, they show up ingame but they dont have any pants

hot pine
#

hiddenSelectionsTextures[] = {"\a3\characters_f_gamma\Civil\Data\c_cloth1_brown.paa"}; that translates to
apply "\a3\characters_f_gamma\Civil\Data\c_cloth1_brown.paa" to "camo1"
apply empty texture to "camo2"

idle matrix
#

AFAIK doing something like hiddenSelectionsTextures[] = {"\a3\characters_f_gamma\Civil\Data\c_cloth1_brown.paa", ""};means it'll keep the second texture as is, right?

strong shuttle
#

no, it means set the second value to "" (empty)

fathom granite
#

hello it's possible to add weapon and optics separate in unit config ? I see come weapon have a class that specify weapon/optic but could I just add weapon and optic separated ?

strong shuttle
#

Well, you can set a weapon without attachments to a unit, and put attachments in their inventory. But they won't be attached to the weapon.
For that you'll need a separate config with the attachments connected to the weapon.

robust path
fathom granite
robust path
fathom granite
#

so the answer is not, in unit config you can't add the optic must be defined separately

#

wish that was different, it's stupid as hell

strong shuttle
#

It's because old arma code... where each variation used to be an unique object.
So now you need to create a new class with the attachments connected to it.

fathom granite
#

yes I was Blaming RHS for all those sub classes of same weapon

#

now I know who to blame ๐Ÿ™‚ thanks btw I appreciate your help, @robust path and @strong shuttle

#

maybe you can save some time looking for it, how to add magazine in backpack still taking from unit addon config side

strong shuttle
#

in unit config you need to add:

magazines[] = {name_of_mag};
fathom granite
#

I see in this confing

#

magazines[]=
{

#

and respawnmagazines[]=

#

but

#

it's not specified if in vest / backpack etc.

#

so I just add there and it will be spreaded by avaiable slots?

strong shuttle
#

the magazines/respawnmagazines variables will add to uniform and vest where there is room available.

#

backpacks are a bit different, and require something similar as weapons with attachments

fathom granite
#

I want to add metis ammo, that would not fit vest/uniform

strong shuttle
#

eg. this is my backpack for a ACE Medic:

class CfgVehicles {
   class B_Kitbag_mcamo;
   class custom_Kitbag_MC_Medic: B_Kitbag_mcamo {
      scope = 1;
      class TransportMagazines {
         mag_xx(SmokeShell,3);
      };
      class TransportItems {
         item_xx(ACE_fieldDressing, 15);
         item_xx(ACE_elasticBandage, 15);
         item_xx(ACE_quikclot, 20);
         item_xx(ACE_packingBandage, 20);
         item_xx(ACE_epinephrine, 15);
         item_xx(ACE_morphine, 15);
         item_xx(ACE_bloodIV_500, 6);
         item_xx(ACE_tourniquet, 10);
         item_xx(adv_aceSplint_splint, 10);
         item_xx(ACE_personalAidKit, 1);
         item_xx(ACE_surgicalKit, 1);
         item_xx(adv_aceCPR_AEDItem, 1);
         item_xx(ACE_bodyBag, 3);
      };
   };
};

Which is then added to a unit with the backpack = ""; variable in the config

#

PS. I use macro's for adding multiple items ;)

#define mag_xx(a,b) class _xx_##a {magazine = a; count = b;}
#define weap_xx(a,b) class _xx_##a {weapon = a; count = b;}
#define item_xx(a,b) class _xx_##a {name = a; count = b;}
fathom granite
#

so also for that you have to create a custom backpack class

strong shuttle
#

yup

#

blame BI, again ๐Ÿ˜‰

fathom granite
#

they are cool people enjoy life, alchool etc. can't blame them just fun how they code things with a nice logic...

strong shuttle
#

it's based on 14+ year old logic ๐Ÿ˜‰

fathom granite
#

yes that's not a good "excuse"

strong shuttle
#

Arma 4 might improve on it, but that will take a few more years to hit the shelves

#

why fix something when it's not broken

fathom granite
#

I hope, in massive improved of multithreading cos in more years we will all have so much cores and thread ๐Ÿ™‚

strong shuttle
#

Problem is in the unit config, which is hardcoded, and doesn't support it.
So it either needs an update in the core (by BI), or some fancy scripting which tries to add attachments based on custom config entries

#

Although none of the faction mods ever had major problems with it, since there are methods of doing it.
So I doubt we'll see a global solution for it

fathom granite
#

Yes I know but it could be done in several ways, even as a auto replacement script that run when unit is created, check if there is customized stuff and load it

rough hatch
#

what property in a config controls whether the turret is locked forward when a gunner is turned out? I have a vehicle where the turret is stabilized in 3 axes and when the gunner is turned out, it still tries to stabilize so the turret stays facing the same direction when the vehicle moves

fathom granite
#

the solution is to create a different class for each weapon config it's not a great solution

rough hatch
#

the vanilla CSAT tank for example has it how I want, where it's stabilized but when the gunner turns out, the turret is locked in the position it was relative to the vehicle

#

but I can't find what defines that behavior in any config

strong shuttle
rough hatch
#

huh you are right

#

I completely would not have thought so from the name

#

also it's funny how it's not what's set to

#

it's whether it exists

#

that vanilla tank just does not have that parameter at all, mine had it set to 0

#

just removing it made it work right

fathom granite
#

glad you sorted it

hearty sandal
#

are you sure you dont inherit if from somewhere?

steep frost
#

Is there any way to use a config to limit the items that appear in an arsenal, without using a blacklisted arsenal?

My unit has a bunch of packs that add "meme" kit that we'd like to not be available from a full arsenal and we can't use a blacklist as none of our missions have set spawn locations and arsenals, they're placed down by our zeuses based on the operation being run.

hearty sandal
#

dont think there is if you want them to be visible for the zeus

idle matrix
#

isn't there a config value for that exact thing though?

#

scopeCurator I believe?

tepid saffron
#

Maybe scope = 0; scopeCurator = 2; would do it?

zealous rover
#

Question for mod makers. Do Steam workshop mods have to contain any content other than a list of required mods? The reason I ask; I saw a unit that listed it's modpack as a virtually empty workshop mod, and had the dependencies be their required mods. Long story short, you could click one button and ARMA would be like "Here are all the mods you need to load"

strong shuttle
#

The Publisher won't do anything when there are no PBO's available, which in turn can't be made when it doesn't contain valid files. Additionally, to make it work properly in the Launcher the mod should have several files and configs.

#

So in short; no, you can't just create an empty "mod" and upload it to the workshop.

zealous rover
#

Hmm.. what's the best way to go about this then.

Collections will let you subscribe to a group of mods, but they won't load specifically the ones you want to load
The export mod list in the launcher will only subscribe to mods too, it doesn't actually load the right ones (assuming someone had more than the mods for our unit installed)

strong shuttle
#

making a collection with all the mods is the best way to do that, and then let people import the mod list in the launcher (which will load them).

hearty sandal
#

launching server with said mods loaded will start them too

strong shuttle
#

^^ and that

zealous rover
#

Weird. When I try loading the list itโ€™s like โ€œyou are already subscribed to all of theseโ€

hearty sandal
#

you dont have to manually start them

zealous rover
#

And nothing gets loaded

hearty sandal
#

perhaprs your install is broken? start by verifying game files and repoty what happens on #arma3_troubleshooting

zealous rover
#

Will do

steep frost
#

@hearty sandal @tepid saffron @idle matrix Don't need them to be visible for the zeuses either. Stuff like NIArms that has an all-in-one with pink guns etc, we'd just like to completely remove those select items from the server with a config

harsh scarab
#

You can also create and share a preset ...

fathom granite
#

anyone online with experience with turret config, zeroing thermal etc. need some assistance doing a replacement config to add termal zeroing and different missiles to cup btr90, would be amazing if you can give me some advices.

grand zinc
#

@zealous rover you basically just need a empty pbo for your base mod, then you can set required mods onto that

carmine cave
#

hi there ! is anyone could explain to me why i cannot set a copilot turret with a flir and cargoturret as a personturret ?

hearty sandal
#

you should be able to do that. you may need to paste your configs to pastebin and link here for starters

#

maybe someone can spot where youre doing your error

carmine cave
#

ok ty @hearty sandal

onyx aspen
#

I have an issue with a modded rifle, sometimes it bugs out and I cant reload. Whenever I press reload the rifle consumes the magazines but no reload happens. What could be the cause? I've looked trough the code but don't see the problem

hearty sandal
#

you made it?

#

is it just normal reload?

grand creek
#

What exactly makes launcher say that this addon also requires these addons? Where is it specified?

#

Does it read config.cpp in all the .pbo files of my addon?

        requiredAddons[] = {
        };
viral rapids
#

guess so

grand creek
#

Then it would have to iterate all addons on workshop I guess? Or how does it work? ๐Ÿคท

#

Then why doesn't it auto show reuploads ๐Ÿค”

viral rapids
#

ยฏ_(ใƒ„)_/ยฏ

grand creek
viral rapids
#

Takes it from Steam Repo Info?

#

(haven't read, but just remembered there was an area for that)

grand creek
#

Ah damn, it's set up at the workshop page through steam UI, yes you are right Takes it from Steam Repo Info?

#

Quite convenient I guess

#

It links directly to workshop items

grand zinc
#

What exactly makes launcher say that this addon also requires these addons?
the required mods from the workshop item

viral rapids
#

6hrs later, already answered. gj ๐Ÿ˜‚

novel lava
#

does anyone know how to get cameraDir = "look"; to work for mortars? the memory point exists in the model but the camera still follows the 'gun' elevation so is looking at the sky

rough hatch
#

does anyone have any idea why hideWeaponsGunner might not work?

#

my vehicle commander "turret" has that set to 1 and yet the rifle is still visible

#

I tried putting in hideWeaponsCommander in too but that didn't help either

novel lava
#

FFV turret?

#

cuz ffv seems to stop it from working even if you're turned in :/

grand creek
#

6hrs later, already answered. gj ๐Ÿ˜‚
I guess I should cross my questions which have already been answered, maybe

calm fulcrum
#

does anyone here know how exactly I would go about configging in a retextured rhs tank? specifically the t-72b (obr. 1984g.)? I've retextured multiple cars and btrs and stuff from both rhs and cup, so I understand how to do basic configging, but for some reason, the tank commander always ends up just being a russian when I try to do it the same way as the other vehicles.

rough hatch
#

what property in a turret config defines what position the character in that seat will be placed?

calm fulcrum
#

well part of the issue is probably that I'm not 100% sure what you mean, but are you talking about the gunnerType property?

#

do I need to copy over the turret config to the config of my retextured tank?

rough hatch
#

I mean like, when a person is in a vehicle their physical body is placed in a spot inside the vehicle

#

is it the proxyType proxyIndex stuff?

calm fulcrum
#

I honestly have no idea

#

like I said, my configging knowledge is still very basic

rough hatch
#

ok yeah that does appear to be what sets it

calm fulcrum
#

so would I be able to just copy over the turrets class and all the stuff inside of it over to mine?

#

or do I need to copy over the whole tank base class thing?

#

cause what I've been doing for all of my vehicle retextures is just taking from like, an msv or vdv version of the vehicle that inherits from the base class, and just changing the hiddenSelectionsTextures and crew stuff

#

and it seems to have worked ok for like, the uaz and btr, but I guess not the tanks

lethal crag
#

How would one make sure a weapon also spawns with an intended magazine loaded just like the rest of it's attachments?
is it possible to do within cfgWeapons inside the LinkedItems?
Along the lines of:

class LinkedItems
        {
            class LinkedItemsOptic
            {
                slot="CowsSlot";
                item="optic_Hamr";
            };
            class LinkedItemsAcc
            {
                slot="PointerSlot";
                item="CUP_acc_ANPEQ_15_Top_Flashlight_Tan_L";
            };
            class LinkedItemsMags
            {
                slot="MagSlot";
                item="magazine_classname";
            };
        };
grand zinc
#

doesn't look like it ๐Ÿค”

#

you want it for a loadout class or a unit?

#

Actually "slot" is the classname from WeaponSlotsInfo, which doesn't have magazine, so no linked items doesn't work

#

the weapon magazine is a seperate entry in a loadout config for a unit.
What u wanna do @lethal crag

lethal crag
#

@grand zinc I'm trying to make units that don't retract a magazine from the actual unit, and instead has the magazine loaded directly in the rifle.

grand zinc
#

how do they get their loadouts?

#

CfgUnits (I think) config?

lethal crag
#

Yeah, it's defined in the cfgUnits

grand zinc
#

Hm.. I'd say you can't.
Haven't checked what cfgunits config can do. but its old, I assume they didn't think of that back then

lethal crag
#

Ah, I just thought with the magwell system and whatnot there'd be a new setup to slap a magazine in a gun without loading it from the unit's inventory

grand zinc
#

nah magwell doesn't touch that stuff, it only does mag compatibility

lethal crag
#

big F
I guess I'll just build the kit around having one mag not loaded then

wise tusk
#

Hi there I got issue with reflectors, I want to have two lights, one pointing to left, other to right. When I add one it works as intended. When I add second light, both are pointed to center. Why?

calm fulcrum
#

so I've copied the rhs t-72 base class, changed every instance of rhs_msv_crew and rhs_msv_crew_commander to my own crewman, and then inherited from the base class to make a retextured t-72, but the tank commander is still a russian, and I don't understand how because the t-72 base class inherits from Tank_F, which I'm assuming is the vanilla tank class

#

unless rhs changes the vanilla tank class?

calm fulcrum
#

so I'm getting these No entry "bin\config.bin/CfgVehicles/Turrets.scope" and Turrets.side errors, and I wonder if that has something to do with the tank commander still being russian

hot pine
#

@calm fulcrum check how GREF tanks are configured

#

gunnerType is turret specific override of crew, so if you want to replace crew, you need to change it there too

calm fulcrum
#

I did change gunnerType for the base class, which is why this is confusing me so much

#

there's no hint of any rhs crew anywhere in the base class I copied over

#

but I'll check out how gref does it regardless

hot pine
#

you have to change it in your child class

calm fulcrum
#

oh

#

ok

#

I'm gonna keep looking through the gref config, and I'll try again doing it the way gref does

hot pine
#

most crucial thing is to rebuild inheritance

#
    class rhs_a3t72tank_base: Tank_F
    {
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics;
                    class CommanderMG;
                };
            };
        };```
calm fulcrum
#

oh ok

#

so is it bad that the way I normally made all my other retextured vehicles was simply by just inheriting from something that already inherits from the base class, and then just changing the hiddenSelectionsTextures, or is it ok as long as it works?

#

where did you find that specific cpp file btw?

#

I was initially going to look in rhsgref_c_vehicles_ret

hot pine
#

in rhsgref_c_vehicles_ret

calm fulcrum
#

oh ok

#

cool

hot pine
#

if you are not changing gunnerType, then its okay

#

turret inheritance is kind of special so you have to be very careful when playing with it

calm fulcrum
#

ya I kinda figured that out the hard way lol

#

thank you though, I don't know how long it would've taken me to figure out on my own

hot pine
#

no problem ๐Ÿ™‚

calm fulcrum
#

so I hate to be a bother, but I did manage to eventually get the tank to work in game with the right crew, by having to copy over all the vanilla land, tank, tank_F classes and all that since it kept telling me I didn't define a Turrets class, and when I just added Turrets; to the config, it would just make it so there wasn't a working turret at all, but now my mod breaks the vanilla slammer so that when you're turned in, you're guy is standing up past the hatch, and in the modded tank, your guy disappears when trying to use the nsvt. I'm not sure what to do at this point.

#

would setting all the vanilla addons in my mod's requiredAddons thing make it so I don't have to define Turrets and whatnot?

#

also, apologies for the paragraph, but this is confusing me quite a bit now

hearty sandal
#

you have likely overwritten something from the original configs

#

I would recommend starting over and following the example of the sample tank config from Arma 3 samples on steam

#

you inherit a class and change only what you need to change

#

if you have to copy over whole big classes you are doing it wrong and should figure out why

#

there is a config inheritance explaining page in the BI wiki

calm fulcrum
#

I didn't even know there was a sample tank config

#

alright I'll try and figure out where I went wrong then

hearty sandal
#

the sample tank might be too complex for what you need so you may need to reduce it. but it should show a lot about how the inheritance is done

#

also the BI wiki page I mentioned is a must read

calm fulcrum
#

right

#

ok I'll read that as well

#

I appreciate it

wise tusk
#

Any way to disable aggregateReflectors ?

strong shuttle
#

override config with aggregateReflectors[] = {} ?

wise tusk
#

Tried now. aggregateReflectors/ is not class ('color' accessed)

strong shuttle
#

it sounds like a typo in your config (eg. missing bracket or ; )

wise tusk
#

Yeah, you are correct. I misplaced this line. It works great, thanks

hidden totem
#

Does CUP weapons operate differently on setting up scopes for AI? I have an example here that shows the gun but no scope.

    class CUP_arifle_Mk17_STD_FG_black_reflex: CUP_arifle_Mk17_STD_black
    {
        class LinkedItems
        {
            class LinkedItemsOptic
            {
                slot = "CowsSlot";
                item = "CUP_optic_Elcan_reflex";
            };
        };
    };
hot pine
#

@calm fulcrum I would rather suggest to take a look at GREF config again

#

you have full required inheritance there listed

calm fulcrum
#

I very conveniently just got it working lol

#

the only caveat is that I did end up having to copy over the commanderOptics part, because no matter what I did, it wouldn't inherit over or whatever

#

but other than that

#

it's working perfectly fine

hot pine
#

could you show your config?

calm fulcrum
#

do you want me to just show you the class I made, or would you prefer I just sent my whole cpp over?

hot pine
#

whole config

calm fulcrum
#

ok

#

it's being weird and not letting me drag it over

#

gimme one more second

#

do I need to convert it to a text file?

#

I don't see why, but let me see

#

still won't drag over

hot pine
#

try uploading it to pastebin

calm fulcrum
#

ok

hot pine
calm fulcrum
#

ooh I think that might've worked

#

apologies if my config looks like a complete mess

hot pine
#

you are modifying RHS classes yet you are completely missing them in your requiredAddons list

calm fulcrum
#

ah

#

I see

#

how does it work at all then?

#

oh god

hot pine
#

you are breaking RHS classes probably but you haven't noticed it yet

calm fulcrum
#

I did check to make sure it wasn't breaking the cdf t-72, but ya it might be doing something I haven't noticed

hot pine
#
        {
             A3_Data_F_Enoch_Loadorder,
             rhs_main_loadorder
        };```
calm fulcrum
#

so just add those?

hot pine
#

just use those

calm fulcrum
#

oh ok

hot pine
#

A3_Data_F_Enoch_Loadorder - this make sure that all bohemia addons are loaded first

calm fulcrum
#

ooh

hot pine
#

rhs_main_loadorder - this ensures that all AFRF addons are loaded

calm fulcrum
#

that makes life a whole lot easier

hot pine
#

there are also loadorders for USAF, GREF, SAF etc

calm fulcrum
#

I'll add those as well

hot pine
#

search for them in rhsXX_main addons

calm fulcrum
#

alright

#

I really appreciate the help btw, this is my first time modding anything

#

this was supposed to just be a mod that added a couple of patches lol

hot pine
#

you can try removing copy pasted commander optics after you are done with requiredAddons change

calm fulcrum
#

ya I was gonna do that

#

I wanna try and keep the amount of lines down if possible

hot pine
#
        class EventHandlers
        {
            init="this setVariable [""RHS_Decal_Symbol_Enabled"", false, true]";
        };``` defining eventhandlers in this way breaks RHS event handlers + CBA extended event handlers
#

Correct way would be defining inheritance like EventHandlers: EventHandlers

calm fulcrum
#

oh ok

#

so that's why I see Turrets defined the way it is

calm fulcrum
#

I've gotta find out now if cup, niarms and vsm have their own loadorders, since the mod uses those too

#

tbh, I kinda just ignored requiredaddons after a very short while

#

and the tank works fine without copying CommanderOptics now

idle matrix
#

you really really shouldn't ignore requiredaddons

calm fulcrum
#

ya I understand that now

#

I didn't know it could break things like that

idle matrix
#

requiredaddons determines load order, so without it, arma might load your addon before, say, RHS is loaded, and arma will be like "I don't know what a T-80 is??๐Ÿคทโ€โ™‚๏ธ "

calm fulcrum
#

lol

#

ok, I'll make sure that I've got all the addons I use set in requiredaddons from here on out

idle matrix
strong shuttle
#

no need to cross post (especially not in the wrong channel)

grand zinc
#

If you are told that a message of yours violates a rule, then I recommend you remove that message and the violation before a moderator comes along and has to do it for you.
Because when a moderator does, that usually comes with a official warning.

narrow musk
novel lava
#

I'm having issue with caliber outperforming what is expected of it

viral rapids
#

@narrow musk Use pboProject.

novel lava
#

I'm using the macro that's been going around of (mmPenetration/((15*speed)/1000)) but if I input a value of say 122mm it ends up easily going through 200mm

narrow musk
#

@viral rapids pboproject is giving me errors aswell

#

is there something wrong with my config in the link above?

viral rapids
#

Yeah, then just read the log in there. It tells you where and what kind of problem there is.

#

It's much easier/better to get the error from there

narrow musk
#

yeah its says
In File SAN\SAN_Space\config.cpp: circa Line 2 Expected ';' or ':' or '{' after classname
class CfgVehicles
class Space_DefaultGalaxy: sphere
In File SAN\SAN_Space\config.cpp: circa Line 2 Expected ';' or ':' or '{' after classname

viral rapids
#

circa Line 2 Expected ';'

#

{ <- nothing before?
} ;

narrow musk
#

the lines you see are all there is
I don't know much but from looking at other configs I don't think a ; should go in line 2

#

I'll try

viral rapids
#

Why is there an { ?

#

Without class/var definition?

narrow musk
#

oh thats an extra{} I did by mistake, removed it

viral rapids
#

And next time paste it as code pls, thx.

#

```cpp
code
```

narrow musk
#

yeah my keyboard doesnt have the keys for formatting so each time I have to find the ` somewhere

viral rapids
#

Hmm. meh

narrow musk
#
class Space_DefaultGalaxy: sphere;
    {
        author = "Sanchez";
        mapSize = 0.8;
        class SimpleObject
        {
            eden = 1;
            animate[] = {};
            hide[] = {};
            verticalOffset = 0.1;
            verticalOffsetWorld = 0;
            init = "''";
        };
        editorPreview = "";
        _generalMacro = "";
        scope = 2;
        scopeCurator = 2;
        displayName = "Space";
        model = "\SAN_Space\skysphere.p3d";
        icon = "";
        editorSubcategory = "";
    };```
here
viral rapids
#

Yeah, now check the first line again

#

and 2nd

#

hint: ";"

narrow musk
#

they should both have ; ?

#

oh I see

#

ok now it wants a { at line 2

viral rapids
#

And why does it want that?

narrow musk
#

to close up class Space_DefaultGalaxy?

viral rapids
#
class CfgVehicles
class Space_DefaultGalaxy: sphere;
{

There is your problem.
; is wrong, for example

#

and you load/define CfgVehicles and do nothing with it.

narrow musk
#

so I shouldn't put a ; in the first line

viral rapids
#

Why are you loading it anyway?

narrow musk
#

I'm not sure, its the first time I'm doing a config so I though it was necessary to create a static object

#

using the Bohemia food props as a template

viral rapids
#

You better check out some basic configs as examples. They can help you more, understanding what you are doing and where.

Do Both configs look the same?

narrow musk
#

well the food one is much more complex
but I haven't found a simpler one so far

viral rapids
#

example:

class CfgVehicles
{ // <---------------- create class in CfgVehicles
  class Class_i_inherit_stuff_from;
  class MyNewStuff: Class_i_inherit_stuff_from // = use "Class_i_inherit_stuff_from" to inherit data/variables from it, it must be loaded before you inherit from it
  {
    stuff = 1;
  };
}; //<-----------
hearty sandal
#

@narrow musk check the sample building to get the beginning of the config right

viral rapids
#

Is it better?

hearty sandal
#

Than yours? No

#

But yours was not there when I started typing.

viral rapids
#

Ah

hearty sandal
#

You little ninja

viral rapids
#

๐Ÿ˜˜

narrow musk
#

I may be understanding

#

the Class_i_inherit_stuff_from, what should I use?

viral rapids
#

dunno ยฏ_(ใƒ„)_/ยฏ

#

Depends on what you want

narrow musk
#

in all honesty I'm literally creating a collisionless/physixless sphere

viral rapids
#
class CfgVehicles
{ // <---------------- create class in CfgVehicles
  class Class_i_inherit_stuff_from;
  class MyInheritedStuff: Class_i_inherit_stuff_from // = use "Class_i_inherit_stuff_from" to inherit data/variables from it, it must be loaded before you inherit from it
  {
    stuff = 1;
  };
  class MyNewlyCreatedClass  // create a new empty class
  {
    stuff = 1;
  };
}; //<-----------
#

It can't be more simplified, tho

narrow musk
#

but considering I don't want to inherit anything I'm still unsure on what to use

viral rapids
#

Just read what i wrote...

narrow musk
#

oh so you meant I could use this

  {
    stuff = 1;
  }; ```
instead of this?
``` class Class_i_inherit_stuff_from;
  class MyInheritedStuff: Class_i_inherit_stuff_from // = use "Class_i_inherit_stuff_from" to inherit data/variables from it, it must be loaded before you inherit from it
  {
    stuff = 1;
  }; ```
viral rapids
#

As i wrote, yes.

#

Anyway, read the link

#

It explains some stuff you need to know

narrow musk
#

I am, thanks

narrow musk
#

another thing, what should I put instead of stuff?
not sure if it needs any property or attribute

#

@viral rapids

viral rapids
#

I won't prechew everything for you, sry man. Check the other configs (with things that do nearly the same) and see what you need.

narrow musk
#

yeah of course, don't wanna ask you the world
I was just doubtious since my sphere could have possibly no attribute at all

viral rapids
#

what about a scope? Modelpath? Check the other files.

narrow musk
#

maybe the closest thing to my object would be one of the vr stuff
I'll check there

willow crane
#

Hey, does anyone know how can I add a scope to a unit's weapon in the config?

#

Nvm, found it

ruby phoenix
#

What am I suppose to in order to get a weapon model to show up as a placeable prop in the editor? I took a look at the CUP weapons, and have setup editorCategory and editorSubCategory but that apparently isn't enough.

strong shuttle
#

set proper scopes

ruby phoenix
#

I have set scope=2 and scopeArsenal=2

#

Didn't help either

#

Or is there perhaps a scope for the Editor?

strong shuttle
#

can you post a config?

#

ahh... I now found it; do you also have an entry in CfgVehicles with the object? And not only CfgWeapons?

grand zinc
#

For w soon to be placable you need a contain r in cfgvegicles that contains only that gun. Check config class of existing gun that has editor entry

strong shuttle
#

Here's an example I have in one of my mods:

class CfgVehicles {
   class Item_Base_F;
   class tfw_rf3080: Item_Base_F {
      author[] = {"Raspu"};
      scope = 2;
      scopeCurator = 2;
      scopeArsenal = 2;
      displayName = "SATCOM Antenna";
      descriptionShort = "RF-3080-AT001";
      editorPreview = "";
      vehicleClass = "Items";
      class TransportItems { // this is important!
         class _xx_tfw_rf3080Item {
            name = "tfw_rf3080Item";
            count = 1;
         };
      };
   };
};
restive storm
#

Stupid question, anybody know how to implement hearing protection built into helmets? I know it's a variable that comes up in ACE Arsenal, and some helmets, Namely the HGU-56 helmets for helicopter pilots and crew have a value, but I'm trying to see if I can add a value for helmets that include Peltors

earnest raptor
#

Not sure if it goes here but I am having an error send back to me from Mikero's tools when packing a mod's pbo. I cannot find any relevant information either:

ERROR: \m\mf7\addons\retextures\config.cpp is faulty
The addon name for \m\mf7\addons\retextures\res\MF7_Armor_II_Legion.paa cannot be determined```
Anyone know what happens to cause this? 
The files names and paths are correct and that EOF flag is in the middle of a included config.
strong shuttle
#

could be a broken linebreak or space which got in your code after copy&paste from a non-UTF8 source (like BI Forums)

earnest raptor
#

hmm

#

well all of it was copied from other .cpp files so doubtful

#

and this error occurs on all of my definitions for the textures on every item for some reason

hearty sandal
#

you using P drive?

earnest raptor
#

yep and a converted ACE/ACRE mod structure and format

hearty sandal
#

imo ACE has very difficult structure and I would not recommend that for a beginner

earnest raptor
#

I an not really a beginner tbh. And im familiar with it as ive already commited code to ACRE. Its just the additions of these retextures to my mod thats caused this for some reason.

#

and unfortunately its a very vague error

#

if you would like a more complete picture, i can provide the packing log

hearty sandal
#

EOF usually means missing ; or } etc on some line

earnest raptor
#

hmm, but then it wouldnt occur at every definition of the file paths right? Could it be relevant to them being macros?

        {
            QPATHTOF(res\MF7_Mk7Helmet_II_co.paa)
        };```
#

i have the error for every time i define a texture for an item

idle matrix
#

don't you need a ; after that QPATHOF line?

earnest raptor
#

shouldnt

idle matrix
#

Give it a try, who knows.

hearty sandal
#

perhaps the macro is broken

earnest raptor
#

no on semicolons, and if it was broken, I would assume the filepath wouldn't be there in mikero

hearty sandal
#

no idea. Ive never really got into using macros myself

earnest raptor
#

They are rather convenient

hearty sandal
#

untill this happens.

earnest raptor
#

perhaps, though im leaning more toward it being something other than the macro causing this

hearty sandal
#

quite possible.

#

you could post the whole config. that might help someone to spot an error

earnest raptor
#

cant post files :/ its a bit long to fit here in one go

#

config.cpp

#include "script_component.hpp"

class CfgPatches {
    class ADDON {
        name = COMPONENT_NAME;
        requiredVersion = REQUIRED_VERSION;
        author = ECSTRING(main,Author);
        url = ECSTRING(main,URL);
        VERSION_CONFIG;
        requiredAddons[] = {"mf7_core","A3_Functions_F","A3_Data_F","A3_Characters_F","A3_Anims_F","TIOWSpaceMarines","TIOW_SpaceMarine_Animations"};
        // List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content (units and groups) unlocking.
        units[] = {"MF7_Mk4Powerpack_II_Legion","MF7_Tactical_II_Legion"};
        // List of weapons (CfgWeapons classes) contained in the addon.
        weapons[] = {"MF7_Mk7PowerArmor_1_II","MF7_Mk7Limbs_II_Legion","MF7_MK7Helmet_II"};
    };
};

class CfgEditorSubcategories
{
    class EdSubcat_II_Legion
    {
        displayName="II Legion";
    };
};

#include "CfgVehicles.hpp"
#include "CfgWeapons.hpp"
#include "CfgEventHandlers.hpp"
#

part of CfgVehicles.hpp

class CfgVehicles
{
    class TIOW_Mk4Powerpack_Ultra;
    class MF7_Mk4Powerpack_II_Legion: TIOW_Mk4Powerpack_Ultra
    {

        author="Holliday";
        scope=2;
        picture="\TIOW_SM\Icon\MK4Powerpack_ca.paa";
        displayName="Mk 4 Powerpack (II Legion)";
        model="\TIOW_Sm\Marine\Model\MK4_Powerpack.p3d";
        hiddenSelections[]=
        {
            "PowerPackCamo"
        };
        hiddenSelectionsTextures[]=
        {
            QPATHTOF(res\MF7_Mk4Powerpack_II_Legion_co.paa)
          
        };
        maximumLoad=150;
        class TransportMagazines
        {
        };
        class TransportItems
        {
        };
        tf_hasLRradio=1;
        tf_range=50000;
        tf_encryptionCode="tf_west_radio_code";
        tf_dialog="rt1523g_radio_dialog";
        tf_subtype="digital_lr";
        tf_dialogUpdate="call TFAR_fnc_updateLRDialogToChannel;";
    };
    ```
hearty sandal
#

for future reference pastebin is good place to drop configs

#

actually please drop it there so line numbers are visible

earnest raptor
#

woops forgot about pastebin gimme a sec

hearty sandal
#

I got to say I fail to see the purpose of thousands of lines of macro stuff just to avoid copypasting couple of lines.

But enough of that, its my problem.

Are you sure this log is from same version of congfigs?

#

this does not exist in the config you pasted

earnest raptor
#

you'll need to find ERROR: to get mikero errors. Also, most of that is CBA's macros

#

wait one on it

#

wrong version

hearty sandal
#

how about you just put the paths without the macro there and see if that runs

earnest raptor
hearty sandal
#

is that the real path?

#

the file is in P:\m\mf7\addons\retextures\res\MF7_Mk7Helmet_II_co.paa

earnest raptor
#

yes

hearty sandal
#

you got pboPrefix somewhere there messing stuff up?

hearty sandal
#

I think Mikero said its become obsolete now

#

oh

#

no

#

nothing

#

did you add "" around the full paths?

earnest raptor
#

yes, and double checked as well

hearty sandal
#

no idea

earnest raptor
#

ikr

hearty sandal
#

maybe your got some bad encoding type in your text editor

#

The addon name for \m\mf7\addons\retextures\res\MF7_Mk7PowerArmor_II_Legion_co.paa cannot be determined

#

this is probably a new check as I cant remember ever seeing this message before

earnest raptor
#

yeah, I have no idea what it means by that

hearty sandal
#

have you checked documentation?

#

and just to be sure this is pboProject you are running?

earnest raptor
#

i have nothing relating to that error and yes, though makepbo is what packs it

hearty sandal
#

can you elaborate

earnest raptor
#

on which part?

hearty sandal
#

makepbo

earnest raptor
#

Makepbo is the portion of mikero's tools that packs pbos i believe. Pboproject just controls the other tools if I recall

hearty sandal
#

so are you running it from commandline or through pboProject

earnest raptor
#

command line technically

hearty sandal
#

ah

#

your workflow is unfortunately too far of from what Id call norm. Cant really help there. Too many unknowns for me

earnest raptor
#

only difference in default settings is that .hpp isnt flagged as excluded

#

Yeah, its not a typical workflow, its a modified version of the ACE/ACRE one

hearty sandal
#

you may need to consult them

earnest raptor
#

indeed

#

was hoping someone could help here since it is a mikero error

hearty sandal
#

off the top of my head cant rember seeing that ever

#

on my own stuff or here

#

so it may be related to makepbo use or something else that deviates from the norm

#

unfortunately this is one of the reasons I would not recommend using such workflows

earnest raptor
#

could be, Ive never seen this before and none of the other pbos in the mod have any errors either. I have a feeling its something completely unrelated to what the error is saying

low escarp
#

Hi all, I encountered an error I've not seen before when placing down a static object I made: Preprocessor failed with error - Invalid file name(empty filename) I have no idea what file name it'd be referring to, been crunching pbo's for 3 years now!

viral rapids
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@earnest raptor You might wanna change fully to "pboProject" as tool.

#

cannot be determined sound like, that it can't find it ยฏ_(ใƒ„)_/ยฏ

earnest raptor
#

I am using pbo project?

viral rapids
#

You said you use makePBO

earnest raptor
#

pbo project is just the handler

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makepbo is the packer itself

#

unless im misunderstanding something?

viral rapids
#

makePbo is the packer, correct.
The CLI just leaves space for errors.

Anyway:

mikeroToday at 2:40 AM
there is no cfgPatches class for that paa
mikeroToday at 2:41 AM
the pbo in which it lives requires a cfgpatches class

hollow wraith
#

Can someone help me? I seem to be stuck with my config, it keeps causing my A3 to lock up everytime I go to play from 3den editor after spawning my vehicle. I think it has to do with my config

hearty sandal
#

Have you set up your tools and P drive according to PMC wiki guides and are you packing with Pboproject? (if pboManager then feelsGunMan)

hollow wraith
#

I am doing everything correct

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I believe its the content within the script itself

#

The rootclassnames and such

#

I don't think im doing it correctly

hearty sandal
#

So you are packing with Pboproject and it gives no errors?

brazen mulch
#

Have a question about Tank Treads / Tracks, I want to take the BTR-K and hide it's treads + overwrite sounds so that it has the appearance of a hovering apc. I'm trying to figure out how to hide the tracks still.

Before I started writing config, I was thinking I could just use SQF to figure out the vehicle part to hide doing something like

_this setObjectTexture [0, ""]; translates into hiddenSelectionsTextures[]= from my understanding.

But that doesn't seem to work, the treads of the tanks seem to not be in the array? I can hide nearly everything on a BTR-K except for the part I want to hide.

Any community suggestions? Am I looking to have to start modeling to meet this goal? If I start modeling that means I can't use the base BTR either, since those models are not allowed to be touched by license right?

Thank you in advanced for any tips / pointers

hearty sandal
#

tracks usually are not part of any hidden selections so what youre trying to do is impossible

#

so totally new model would be required

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also you cant edit any game or mod models so it would have to be done from scratch

rough hatch
#

I'm having some trouble getting my separate item bipod to work, even though I have defined the deploy points in the config and the model has those points, it doesn't seem to use them

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if I deploy the gun when standing it just uses the deploy point for the gun itself

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and if I go prone it uses some random point that just makes me sink into the ground and it rotates somewhere around the center of the gun

brazen mulch
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@hearty sandal thanks, that was my fear

hollow wraith
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@hearty sandal Yeah. Everything appears correct, just it keeps crashing and idk why

#

Can someone tell me what I did wrong? I'll send you the config privately as I dont want to clutter the chat

hearty sandal
#

Also check the rpt log if there's any error or warning indications

cloud dust
#

okay so i have a problem

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im trying to get a custom uniform ingame, but i dont know how to do the "cfgvehicles" section of a new uniform

#

all i've done is retextures so far, so im confused on how to actually make a unit that has the uniform model, if the uniform doesn't exist

strong shuttle
cloud dust
#

that doesn't really help for custom uniform

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im trying to get a new model ingame, rather than retexture one

strong shuttle
#

the same config applies, you just need to add the custom model to it

cloud dust
#

thats the bit im asking about

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adding the custom model

strong shuttle
#

This line is in a CfgVehicles unit class:

model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d";        // The path to the model this character uses.
cloud dust
#

apologys if that wasn't clear, i meant mainly the last bit of the novel i wrote

strong shuttle
#

and the uniform needs to be added to CfgWeapons (as written in that guide)

cloud dust
#

already got all that done

strong shuttle
#

including

class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = B_soldier_new; // classname of CfgVehicles unit
            containerClass = Supply40;
            mass = 40;
        };
cloud dust
#

got it ingame, but i have a feeling i messed up something in the lods

hearty sandal
#

Shadow lod is not correctly made for instance

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textures dont seem to be made with Specular/Gloss workflow

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missing proxies for head and stuff

#

I suggest you copy the hand mesh and proxies from the sample model

cloud dust
#

i did

#

do you need to add the arms and head to every LOD?

hearty sandal
#

yes

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just like in the example..

#

also theres a wiki page about LODs

cloud dust
#

Do i need to add the memory points and the rest of that stuff from the head bust too?

#

or just the model

hearty sandal
#

just the proxy triangle

#

compare to the sample character from Arma 3 Samples on steam

cloud dust
#

i think i've borked it

#

textures aren't loading properly, shadow lods still broken, and vests, headgear, and heads dont swap

nocturne verge
#

#define mag_xx(a,b) class _xx_##a {magazine = a; count = b;} does anyone know how to use this properly magazines[]= { mag_xx(SAW_30Rnd_556x45_AP_Stanag,2); }; this gives me a cfgMag error and no mag is in inventory

strong shuttle
#

the mag_xx macro is used for adding items in containers (through class TransportMagazines {}, and not for inventory.

Use

#define mag_2(a) a, a
#define mag_3(a) a, a, a
#define mag_4(a) a, a, a, a

instead

nocturne verge
#

thanks ๐Ÿ™‚

strong shuttle
#

and don't add the ; at the end

hearty sandal
sullen fulcrum
#

I binarised it using the tool provided through arma3 tools on steam. cfgconvert iirc

hearty sandal
#

youre doing stuff totally wrong

sullen fulcrum
#

I will test again and see if I can be 100% certain.

hearty sandal
#

have you a P drive set up?

#

binarizing an addon is done by Addon Builder if you insist on using Arma Tools

#

you dont do it yourself manually

#

I would however suggest using Mikeros toolset and PboProject as it has a lot of packing debug that will help you to produce a properly working addon

#

@sullen fulcrum

sullen fulcrum
#

Yeah I just reset my pc but using cfgConvert shouldn't be an issue for such a simple test addon?

hearty sandal
#

yes you are doing it wrong.

#

use proper tools and workflows if you want anything to work.

sullen fulcrum
#

@hearty sandal Addon Builder in my experience delete stuff. I can't remember exactly what but I'm pretty sure it was configs actually. I can imagine it'd be a hustle to get it working if you did anything more in depth. just fyi

hearty sandal
#

Deletes stuff from where?? P drive?