#arma3_config
1 messages ยท Page 105 of 1
my brain isn't feeling like cooperating and I think I'll be able to help more if I can take a look myself
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
So right now it's like ```
Class A
{
stuff
Thing = 1
stuff
};
Class B
{
stuff
Thing = 2
stuff
};
Class A: B
{};
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
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
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
was trying to take a look at that, didn't see any errors but wasn't sure what exactly to look for
Look for Updating base class errors
couldn't find any of those
I can see the "Updating base class" occuring for my config and the inheritances getting changed
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
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
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
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?
maybe the hat doesn't support hidden selections? Are you sure it does?
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?
did you also list the hiddenselections in the config?
like this ```
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"texture.paa"
};
yes.
ah, okay
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"ATCCH\data\ATCCH_snow_co.paa"};
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
Alright thanks.
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?
yeah understood
tried reducing timetolive but once the grenade disappears, it stops emitting smoke
maybe caliber is also relevant how much energy it looses on ground contact
there was simulation = "shotSmoke"; but it had some other issues, no smoke sounds if I recall correctly.
Looking at commy2 PR for ace it seems there is no easy solution:
https://github.com/acemod/ACE3/pull/7244
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
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.
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
I'd perhaps do it that way.
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
nice ๐ bouncy smokes sux
yeah will now roll that out across all our smokes
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
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?
contraband?
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.
magazines or items would work
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?
scope = 2; // Editor
scopeCurator = 2; // Zeus
scopeArsenal = 2; // Arsenal
under the normal descriptors or ItemInfo?
in the regular class item.... the object itself
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 = "";
};
};
a alcohol bottle inherits a helmet... sounds interesting
have you checked the helmet section in Arsenal?
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.
it's primarily because the object you inherit is a helmet... with some special stuff in its class which probably kills your object
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?
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)
Ok, how would I set everything? What do I need beyond what I already have?
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
I see what I forgot now,
editorCategory="EdCat_Equipment";
editorSubcategory="EdSubcat_InventoryItems";
vehicleClass="Items";
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?
I recall someone else talking about that too. I think it might not be possible to animate those points
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
@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 :/
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
@pseudo ermine do you have the points only in the moving selection?
It downloads endlessly
@sick zephyr you should be able to make second animation source that uses wheel but has different animation phase
Scripting it is then
@cloud haven #arma3_troubleshooting and verify your steam game files
@sick zephyr not scripting, config work ๐
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
class animationSources
{
class slowerwheel
{
source = "wheel";
animationphase = 4;
};
};```
or something along these lines
and @pseudo ermine yeah Id wager it just cant animate
Yes!
yeah sadly :/
those are usually done by textures
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
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.
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";
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
pretty sure it'll be on the thing getting hit :p
that makes sense, but also disappoints me, so nothing on a bullet p3d its penetration/speed/caliber and only config values do
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
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?
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;
};
};
@little basin cfgPatches part?
@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 
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"};
};
};
requiredAddons should be Contact LoadOrder
however the issue is probably InventoryItem_Base_F
you need to assign a type most likely
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 ๐
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;
};
};
Assuming your mod is placed in P:\Contraband, yes
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?
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
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.
for development you need to have it on your P: drive so that the packing tools know where to find everything ๐
the tools aren't that smart when it comes to custom paths and stuff
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
no, a mod always contain: @modname\addons\file.pbo, where the who @ folder is considered as a mod
yeah, I paste the mod.pbo over the old one in @whatever\addons
@little basin... ๐
Pbomanager
Is not addon building tool
You need to have proper development environment set up.
then what should I use
I would recommend pboProject
PMCwiki has easy set up steps.
For Arma tools and P drive.
I got the tools and the P drive
Did you do them by the PMC guide?
Right right.. As you were then.
It has a manual, that should get you started
Alright managed to work out pboProject. The items show up inside the arsenal but not in the editor
editor needs a cfgVehicles weapon holder type container with your item in it
aaaaaah ok
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";
};
wait... are you inheriting a CfgWeapon class into a CfgVehicles class?
perhaps... I already switched inheritance though
testing it now
doesn't work, what should I inherit?
I use Item_Base_F and ThingX for an item I have, although I also need a bit more interactions
yeah idc about interactions, so Item_Base_F should be fine if I add model and hiddenselections to it?
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 ๐
alright, thanks
It works perfectly now, thank you so much.
you're welcome
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
Physx config also from quad bike?
yep
I also copied Geo, Geo Phys and Landcontact, still can't initialise
config/memlod is only 2/3's of the equation. model.cfg is critical too - and it must all link together properly
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
The vehicle has the physx wheels and all that though right?
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?
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?
nope
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.
stick your config on pastebin or something so people can take a look
no cfgpatches?
I'll link the entire thing, the goggles are way at the bottom https://pastebin.com/k2VVFgU4
try adding A3_Characters_F_Exp to requiredAddons
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?
Made them myself, sortoff
there's a official document online with the colorcodes and a small pattern available
ooh, can you link that please?
sure gimme a sec
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?
https://docs.google.com/file/d/0B31I5aLLI9UAWGt6M3ViUC1vdU0/edit just know this is somewhat old (the NFP has been in development since 2009 I believe) and it's just now coming to our Dutch soldiers so I myself changed some of the colors to closelier match the current version actually being fielded.
Shifty, I've got this for the camo2 line... "\A3\Characters_F\Heads\Glasses\data\g_combat_ca.paa" ...note it's \Heads\ plural.
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!
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!
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 ๐
thanks so much guys!
filling in the proper requiredAddons entries is pretty important, so keep that in mind next time 
Yea I totally slack at that part I realised xD
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
ye
so just like 'requiredAddons[] = {"A3_Characters_F_BLUFOR", "A3_Characters_F_Exp", "A3_Data_F_Enoch_Loadorder"};'
?
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;)
no problem, and thanks!
In theory would it be possible to speed up the time between switching between your primary weapon and side arm?
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?
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?
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
"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?
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
@grand zinc Thanks a lot ๐ 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?
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
@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.
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>;}
}
In theory would it be possible to speed up the time between switching between your primary weapon and side arm?
speeding up the animation should do it
@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'
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
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.
let me repost:
Hello. Im doing some class writing and run in to a problem when I wanted subclasses of a class to be inherited. Heres what I mean. class Test1 { class TestSub1 { }; }; class Test2 : Test1 { class TestSub2 : TestSub1 // is sub class inheritance like this possible? { }; }; I kn...
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.
Without proper examples there is no need for such terms ๐ I wouldn't understand. You mean - I need to create my own version of vest?
@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.
@grand zinc Can't understand. Can you give an example?
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
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
"you have to see that yourself in config viewer" - https://i111.fastpic.ru/big/2019/1219/e4/_da76c5752f41de50d13a50127fbe50e4.jpg
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
@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.
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;
};
};
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.
https://community.bistudio.com/wiki/Class_Inheritance @swift fox have you read this?
Many times.
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.
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...
You are truly a hero. Thank you my friend. @hearty sandal
Any design reason why the static turret baseclass has their CaBeTransported set to 0?
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.
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).
you can delete a class with delete
how would i do this ?
class LinkedItems {
delete LinkedItemsMuzzle;
};
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
For all, I figured it out. Here is what I did based off a friends help.
Go to a graphing website like https://www.desmos.com/calculator, enter in (0,0) and (1,1)
this will give you and upside plane to work off of. Then plot your points inside the square. like this
This is the results I got https://i.gyazo.com/thumb/1200/47cb34ba4cfd730d6570935d714a68ac-png.jpg
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?
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
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?
@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
Cheers
ill pm you a file
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?
@silver karma this does not look like a config.Cpp stuff.
probably a composition
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?
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
@hearty sandal that's part of the contents of my config.cpp in my mod.. full file: https://pastebin.com/TUHCJwx5
And what does it do now and what is it you want it to do? @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
woops. @hearty sandal
Are you sure that is possible?
well no, that's why I'm here ๐
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.
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?
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.
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.
np ๐
@strong shuttle thank you!
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.
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.
I guess if its set to primary gunner then all missiles are slaved to primary gunner ๐ค
quite possible
Would anyone here have an idea on how one would go about replacing the default sight texture of the P90?
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";
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
I don't see anything referring to the sight in its config though
well, the sight texture anyway
@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.
wrongly set up proxy
or proxy in wrong lods
@idle matrix which textue are you referring to?
Has to be wrong something wrong with the proxy set in the model itself
yes most likely
ring_sign and ring_sign_dot
picture?
@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
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
then might not be possible to debug it
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
what if you try that original suppressor on a different gun?
Iโm gonna try that
@hearty sandal did you want a picture from freddy or from me?
https://media.discordapp.net/attachments/575292593357848597/660247747269754881/ArmA_3_Screenshot_2019.12.27_-_21.51.01.31.png here is a picture of what my problem looks like
You can see the suppressor is attached inside the magazine
does it move with the magazine when you reload?
Nope
@idle matrix from you.
those are likely controlled by the weapons cursor parameter
do note that whatever changes you do will not carry over to vanilla servers.
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
U use rotationX don't use that
hm
Use rotation and define the axis in memory poinst
this is from the samples
Well at least in my stuff where I always define the axis myself I never get issues like that.
will try
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
You probably were.
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?
hello, i'm trying to make manual gearbox
to my car
but what value i must put on gearBoxMode?
You can't
ah, understand ๐ฆ
is possible change maximum steering wheels angle with config?
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?
https://www.youtube.com/watch?v=BRfwCmObPB8 i tried doing it this way
but the music wont show up in the trigger music menu
@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.
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
Land_FirstAidKit_01_open_F is no container
{
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
@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.
have you looked what its parent classes have?
items_base_F and whatever comes before that
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
@hearty sandal ["Items_base_F","ThingX","Thing","All"] Hierarchy, none of these have something related to cargo, at least I found none.
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
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
The penetration materials are in the unpacked Arma data on your P drive A3/data_f/penetration
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.
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
waitUntil {sleep 0.1; !isNil "asr_ai3_skills_sets"}; sleep 1; asr_ai3_skills_sets = [custom def];
probably my question was not clear, will try to explain in a better way maybe using a video
@stoic lily thanks for trying btw
@hot pine Cheers.
can i ask about a retexture config here? im having trouble getting my textures to actually show up
Are you using pboProject to pack your new addon?
And yes this is appropriate channel for such questions
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?
Are you trying to edit existing classes or add new ones? Also my question above still stands.
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
a good place to start is: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
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
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.
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
pastebin your whole configs and link here
its possible you got something else wrong than just these snippets
i dont know how to use pastebin, i may just restart and follow guides to the letter
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?
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
Fantastic, thanks
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
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
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
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
@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 ๐
strange, when i checked ingame with the config viewer it said it only had "camo"
No, i was checking the uniform
with camo1 and camo2 as hidden selections, they show up ingame but they dont have any pants
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"
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?
no, it means set the second value to "" (empty)
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 ?
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.
You can also script it with https://community.bistudio.com/wiki/setUnitLoadout
I've read this thread: https://forums.bohemia.net/forums/topic/140670-adding-optics-etc-in-config/
Which uses this array: https://community.bistudio.com/wiki/Unit_Loadout_Array
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
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.
yes I was Blaming RHS for all those sub classes of same weapon
now I know who to blame ๐ 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
in unit config you need to add:
magazines[] = {name_of_mag};
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?
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
I want to add metis ammo, that would not fit vest/uniform
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;}
so also for that you have to create a custom backpack class
they are cool people enjoy life, alchool etc. can't blame them just fun how they code things with a nice logic...
it's based on 14+ year old logic ๐
yes that's not a good "excuse"
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
I hope, in massive improved of multithreading cos in more years we will all have so much cores and thread ๐
I am not so expert but adding a command in config that would add accessory to weapon same as https://community.bistudio.com/wiki/addPrimaryWeaponItem can't be so hard,
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
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
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
the solution is to create a different class for each weapon config it's not a great solution
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
@rough hatch perhaps https://community.bistudio.com/wiki/Turret_Config_Reference#isPersonTurret_.3D_2
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
glad you sorted it
are you sure you dont inherit if from somewhere?
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.
dont think there is if you want them to be visible for the zeus
Maybe scope = 0; scopeCurator = 2; would do it?
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"
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.
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)
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).
launching server with said mods loaded will start them too
^^ and that
Weird. When I try loading the list itโs like โyou are already subscribed to all of theseโ
you dont have to manually start them
And nothing gets loaded
perhaprs your install is broken? start by verifying game files and repoty what happens on #arma3_troubleshooting
Will do
@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
You can also create and share a preset ...
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.
@zealous rover you basically just need a empty pbo for your base mod, then you can set required mods onto that
hi there ! is anyone could explain to me why i cannot set a copilot turret with a flir and cargoturret as a personturret ?
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
ok ty @hearty sandal
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
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[] = {
};
guess so
Then it would have to iterate all addons on workshop I guess? Or how does it work? ๐คท
Then why doesn't it auto show reuploads ๐ค
ยฏ_(ใ)_/ยฏ
ohh wait nvm, just found this (not through wiki search ๐คฆโโ๏ธ ), might have answer to my question https://community.bistudio.com/wiki/Arma_3_Launcher_-_Mod_Handling
Takes it from Steam Repo Info?
(haven't read, but just remembered there was an area for that)
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
What exactly makes launcher say that this addon also requires these addons?
the required mods from the workshop item
6hrs later, already answered. gj ๐
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
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
6hrs later, already answered. gj ๐
I guess I should cross my questions which have already been answered, maybe
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.
what property in a turret config defines what position the character in that seat will be placed?
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?
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?
ok yeah that does appear to be what sets it
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
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";
};
};
doesn't look like it ๐ค
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
@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.
Yeah, it's defined in the cfgUnits
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
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
nah magwell doesn't touch that stuff, it only does mag compatibility
big F
I guess I'll just build the kit around having one mag not loaded then
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?
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?
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
@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
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
you have to change it in your child class
oh
ok
I'm gonna keep looking through the gref config, and I'll try again doing it the way gref does
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;
};
};
};```
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
in rhsgref_c_vehicles_ret
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
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
no problem ๐
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
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
I didn't even know there was a sample tank config
alright I'll try and figure out where I went wrong then
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
Any way to disable aggregateReflectors ?
override config with aggregateReflectors[] = {} ?
Tried now. aggregateReflectors/ is not class ('color' accessed)
it sounds like a typo in your config (eg. missing bracket or ; )
Yeah, you are correct. I misplaced this line. It works great, thanks
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";
};
};
};
@calm fulcrum I would rather suggest to take a look at GREF config again
you have full required inheritance there listed
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
could you show your config?
do you want me to just show you the class I made, or would you prefer I just sent my whole cpp over?
whole config
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
try uploading it to pastebin
ok
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
ooh I think that might've worked
apologies if my config looks like a complete mess
you are modifying RHS classes yet you are completely missing them in your requiredAddons list
you are breaking RHS classes probably but you haven't noticed it yet
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
{
A3_Data_F_Enoch_Loadorder,
rhs_main_loadorder
};```
so just add those?
just use those
oh ok
A3_Data_F_Enoch_Loadorder - this make sure that all bohemia addons are loaded first
ooh
rhs_main_loadorder - this ensures that all AFRF addons are loaded
that makes life a whole lot easier
there are also loadorders for USAF, GREF, SAF etc
I'll add those as well
search for them in rhsXX_main addons
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
you can try removing copy pasted commander optics after you are done with requiredAddons change
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
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
you really really shouldn't ignore requiredaddons
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??๐คทโโ๏ธ "
lol
ok, I'll make sure that I've got all the addons I use set in requiredaddons from here on out

no need to cross post (especially not in the wrong channel)
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.
I'm not sure what I did wrong, if not everything
https://imgur.com/a/S0hXIeQ
I'm having issue with caliber outperforming what is expected of it
@narrow musk Use pboProject.
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
@viral rapids pboproject is giving me errors aswell
is there something wrong with my config in the link above?
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
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
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
oh thats an extra{} I did by mistake, removed it
yeah my keyboard doesnt have the keys for formatting so each time I have to find the ` somewhere
Hmm. meh
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
And why does it want that?
to close up class Space_DefaultGalaxy?
class CfgVehicles
class Space_DefaultGalaxy: sphere;
{
There is your problem.
; is wrong, for example
and you load/define CfgVehicles and do nothing with it.
so I shouldn't put a ; in the first line
Why are you loading it anyway?
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
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?
well the food one is much more complex
but I haven't found a simpler one so far
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;
};
}; //<-----------
@narrow musk check the sample building to get the beginning of the config right
Is it better?
Ah
You little ninja
๐
in all honesty I'm literally creating a collisionless/physixless sphere
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
but considering I don't want to inherit anything I'm still unsure on what to use
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;
}; ```
I am, thanks
another thing, what should I put instead of stuff?
not sure if it needs any property or attribute
@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.
yeah of course, don't wanna ask you the world
I was just doubtious since my sphere could have possibly no attribute at all
what about a scope? Modelpath? Check the other files.
maybe the closest thing to my object would be one of the vr stuff
I'll check there
Hey, does anyone know how can I add a scope to a unit's weapon in the config?
Nvm, found it
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.
set proper scopes
I have set scope=2 and scopeArsenal=2
Didn't help either
Or is there perhaps a scope for the Editor?
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?
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
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;
};
};
};
};
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
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.
could be a broken linebreak or space which got in your code after copy&paste from a non-UTF8 source (like BI Forums)
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
you using P drive?
yep and a converted ACE/ACRE mod structure and format
imo ACE has very difficult structure and I would not recommend that for a beginner
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
EOF usually means missing ; or } etc on some line
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
relevant documentation for macro: https://acre2.idi-systems.com/wiki/development/coding-guidelines-sqf#path-macros
don't you need a ; after that QPATHOF line?
shouldnt
Give it a try, who knows.
perhaps the macro is broken
no on semicolons, and if it was broken, I would assume the filepath wouldn't be there in mikero
no idea. Ive never really got into using macros myself
They are rather convenient
untill this happens.
perhaps, though im leaning more toward it being something other than the macro causing this
quite possible.
you could post the whole config. that might help someone to spot an error
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;";
};
```
for future reference pastebin is good place to drop configs
actually please drop it there so line numbers are visible
woops forgot about pastebin gimme a sec
config.cpp https://pastebin.com/r1jMDSEZ
CfgVehicles.hpp https://pastebin.com/c9cz7PhB
packing log: https://pastebin.com/fP2GWEeW
Shows other errors and where they occur along with other files.
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
you'll need to find ERROR: to get mikero errors. Also, most of that is CBA's macros
wait one on it
wrong version
Here you go: https://pastebin.com/fP2GWEeW
so how I see it the failure happens here
how about you just put the paths without the macro there and see if that runs
no dice: https://pastebin.com/ScX5jcES
is that the real path?
the file is in P:\m\mf7\addons\retextures\res\MF7_Mk7Helmet_II_co.paa
yes
you got pboPrefix somewhere there messing stuff up?
I think Mikero said its become obsolete now
oh
no
nothing
did you add "" around the full paths?
yes, and double checked as well
no idea
ikr
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
yeah, I have no idea what it means by that
have you checked documentation?
and just to be sure this is pboProject you are running?
i have nothing relating to that error and yes, though makepbo is what packs it
can you elaborate
on which part?
makepbo
Makepbo is the portion of mikero's tools that packs pbos i believe. Pboproject just controls the other tools if I recall
so are you running it from commandline or through pboProject
command line technically
ah
your workflow is unfortunately too far of from what Id call norm. Cant really help there. Too many unknowns for me
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
you may need to consult them
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
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
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!
@earnest raptor You might wanna change fully to "pboProject" as tool.
cannot be determined sound like, that it can't find it ยฏ_(ใ)_/ยฏ
I am using pbo project?
You said you use makePBO
pbo project is just the handler
makepbo is the packer itself
unless im misunderstanding something?
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
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
Have you set up your tools and P drive according to PMC wiki guides and are you packing with Pboproject? (if pboManager then
)
I am doing everything correct
I believe its the content within the script itself
The rootclassnames and such
I don't think im doing it correctly
So you are packing with Pboproject and it gives no errors?
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
tracks usually are not part of any hidden selections so what youre trying to do is impossible
so totally new model would be required
also you cant edit any game or mod models so it would have to be done from scratch
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
if I deploy the gun when standing it just uses the deploy point for the gun itself
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
@hearty sandal thanks, that was my fear
@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
Put it in pastebin.com and link here
Also check the rpt log if there's any error or warning indications
okay so i have a problem
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
best resource ever on different character and gear configs: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
that doesn't really help for custom uniform
im trying to get a new model ingame, rather than retexture one
the same config applies, you just need to add the custom model to it
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.
apologys if that wasn't clear, i meant mainly the last bit of the novel i wrote
and the uniform needs to be added to CfgWeapons (as written in that guide)
already got all that done
including
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = B_soldier_new; // classname of CfgVehicles unit
containerClass = Supply40;
mass = 40;
};
Shadow lod is not correctly made for instance
textures dont seem to be made with Specular/Gloss workflow
missing proxies for head and stuff
I suggest you copy the hand mesh and proxies from the sample model
Do i need to add the memory points and the rest of that stuff from the head bust too?
or just the model
just the proxy triangle
compare to the sample character from Arma 3 Samples on steam
i think i've borked it
textures aren't loading properly, shadow lods still broken, and vests, headgear, and heads dont swap
#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
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
thanks ๐
and don't add the ; at the end
@sullen fulcrum --> the #arma3_config channel.
I binarised it using the tool provided through arma3 tools on steam. cfgconvert iirc
youre doing stuff totally wrong
I will test again and see if I can be 100% certain.
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
Yeah I just reset my pc but using cfgConvert shouldn't be an issue for such a simple test addon?
yes you are doing it wrong.
use proper tools and workflows if you want anything to work.
https://pmc.editing.wiki/doku.php?id=arma3:tools:installing-steam-arma-3-tools
https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
I would suggest doing these and then using Mikeros PBOProject
@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
Deletes stuff from where?? P drive?
