#arma3_config
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Is that something in the config.cpp or when the zeus adds it onto a unit?
someone familiar with adding like a "heated gas" effect when weapons fire? ik its a config line but im not sure where to go looking for it
I need to put a headgear in the nightvision slot (not to occupy the helmet or glasses) would anyone have a config template that works?
another question, i have a non launcher style weapon, currently working properly etc etc. however, i dont want it to have the explosive value that the launchers have by default it seems. What i mean is, if i fire and strike something with my weapon is acts like ive fired a low powered rocket or similar. Id like it to just be non explosive
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Do duplicate classnames defined in a mod's 'config.cpp' override vanilla config? For defining music states for vanilla tracks for example
You can find extra context here: https://discordapp.com/channels/105462288051380224/105462984087728128/712289363396001803
yes
Thanks, do i need track names? Or just the path?
path? names? explain
What do you need and what do you want?
Ah, sorry
I meant in Cfgmusic
sound[] = { "\A3\music_f\Music\LeadTrack03_F.ogg", db + 0, 1.0 };
If this would be in a mods config.cpp
Would it be able to play
Or do I have to account for different folder structure?
and do I need a track name
Or can I just skip it
its a global/absolute path
it doesn't care where your config is, it doesn't even know
Alright, so it's basically evaluated in the engine, from the arma root folder?
yes, no not really, you don't need to know how it works
So I am fine just leaving the path like that? That's all I need to know indeed ๐
ye
thanks, much appreciated
is there a possibility to get the particle effect of the vehicle smokescreen ? i cant find it in any config, also not in the latest allinone config dump
@icy coral it's scripted, search for "effectFired_something" functions
thanks will take a look
a question on AFM tuning: When a helicopter steers left or right upon takeoff with just shift pressed (wind off), what to correct so it raises more or less straight? Or leave it as it is probably tail rotor torque effect? E.g. upon take off, should a Huey UH-1D raise straight and level, or steer a bit to the right?
has it to do with autoHoverCorrection[] = {4,3.3,0}; in the RotorLibHelicopterProperties or some other place?
So in CfgAmmo im making a rocket. so i need a positive airFriction value. But this seems to make the rocket start traveling backwards once its velocity hits zero. Is there a better way to handle drag on a slow rocket?
do you have a new model for it?
No im using an existing model.
are you inheriting from one of the vanilla rockets and changing only the stuff you need to change?
Im inheriting from an addon rocket. Its supposed to travel very slow so should have a high arc.
im adjusting airFriction and the thrust values
if it travels slowly it will need very long burn time to keep it up
is this a realistic weapon?
what kinds of speeds are you talking about?
you could perhaps derive something from the grenade launcher grenades parameters
Ok ill try and look at that
also again, whats a slow speed?
m/s?
Whatever arma uses in initSpeed and maxSpeed. i think m/s
how about just normal rpgs properties?
Yes. cutting init speed just means it will hit 0vel faster and start going back
at 100m/s and airFriction at 0.8 has the rocket going back at about 270m
what rocket model are you using?
Bazooka from Faces of War mod
have you tried using vanilla model also?
in case there is something wrong with the actuall ammo model
lol like B
Ok setting airFriction and sideAirFriction to 0 fixed it
apparently thats jsut how RV handles drag? By just putting a negative force on it independent of velocity???
well as you may have noticed from vanilla rpgs etc they do work as intended
I think you are just missing some parameter
I tested the vanilla rpg and made it live forever. It eventually does start going backwards once it vel drops to zero.
The thing im doing just travels slow enough that you notice it quicker
is this only vanilla or ACE used also btw?
No ACE. Just CBA and the mod
When doing uniform reskins for an existing mod, can I inherit from that mod, or do I have to start from the top with "B_Soldier_F" or something similar?
Hello, can someone tell me what is the base file to change the main menu? I've seen a lot of mods that have changed this home menu ๐ค
In what terms? Change the entire screen or โshowcaseโ screens?
I saw that for the window screens there was only one that could be modified. Otherwise it would be for the background animation
the window screens there was only one that could be modified
Technically false though...
So... you need what?
From the base file that you have to modify to be able to change the background animation
https://community.bistudio.com/wiki/Arma_3_Main_Menu
I have already looked, it does not specify the file to be modified
You always can overwrite the config via other file
That's how modding in Arma works
All right, I'll look into it, thank you
I need to put a headgear in the nightvision slot (not to occupy the helmet or glasses) would anyone have a config template that works?
The Arma3 samples had a example for that I recall.
And you can always check up the Arma3 configs how the originals work.
havent found that in samples anyway
this p3d features config?
no but since its there it also has a config in the sample config
ty
is it possible to attach a camera to an object while having it focused on another object? camSetRelPos is relative to the target, which isn't what I'm looking for. Think like a car chase with a dash cam that follows the getaway vehicle, while in the cop car dash.
attachTo?
possibly
how do I call on the p3d for the Contact DLC's Advanced Modular Combat Helmet? I feel like I am probably making a stupid mistake here
i have a nice texture ready but my config does not hold up
HiddenSelections only needs to be configured for every sections[] entry in the model.cfg right?
+the hiddenselections arrays in the objects config.cpp class
What I was trying to ask was is the hiddenSelections (in the config.cpp) explicitly in relation to sections[] array (in the model.cfg)?
Alight, thanks for the verification. I took a year or two break from modding and am just trying to refresh my memory
@burnt vine you just inherit the original config class in your config. Make a new subclass with hiddenSelectionTextures
if your config doesn't work while you expect it to work, you could just show it here
thank you!
anyone know how to add the long range task force radio into a vehicle config?
tf_hasLRradio = 1;
tf_isolatedAmount = 0.65;
tf_range = 10000;
TFAR_hasIntercom = 1;
these 4 lines @zinc ether
thx friend
This is for vehicle config makers:
How do you edit the weapons on a vehicle without breaking the turret? I've looked at the cfg references on the bohemia wiki, but everytime I load into the game, it says bin\config.cpp\cfgVehicles\turret.scope is missing, and the turret does not work in game
are you inheriting the turret class?
Yeah, my code is essentially:
class NewTurret;
class Turrets : Turrets
{
class MainTurret: MainTurret
{
weapons[]= { "weapon I want to change"};
magazine[] = {"Magazines for the weapon"};
};
};
I'm working on an OPTRE-type addon, that would replace the guns of the AMV Marshall to cannons that are a bit better, as well as the Rooikat for it to have more ammo
It was working last week, but since I added them to the cfgPatches - units thing, the new turrets don't work
๐คทโโ๏ธ I might figure it out eventually, but I'm not certain
did you put the addons in ur cfg patches
of the weapon
make sure you define the weapon in ur cfg patches weapons[] array
so like if im using cup_minigun
id want it to look like weapons[] = {cup_minigun};
Yeah yeah I did all that too
Both, you don't even get into the gunner "seat" you kinda just float where the turret would be
Alongside this, I have a Hornet that uses a new gun that I configed based on the 30mm Gau 8, and a set of flares that are from Arma itself, but the gun works and the flares do not
Like vanilla flares should work, but they just don't fire
Are you making new custom classes or trying to overwrite the vanilla ones?
i dont believe it.. my damage textures were working perfectly last night now they just dont work
is arma 3 case sensitive when it comes to file paths?
Yes
What is the procedure when your rvmats arent showing up in-game? They were working fine yesterday. I repack the mod and now my boat is white.
directory all seem to be fine
check RPT for errors
Warning Message: Cannot load texture ab_st3_swcc\textures\m134_as.paa.
Warning Message: Cannot load texture ab_st3_swcc\textures\m134_smdi.paa.
Warning Message: Cannot load texture ab_st3_swcc\textures\m240_nohq.paa.
Warning Message: Cannot load texture ab_st3_swcc\textures\m240_as.paa.
Warning Message: Cannot load texture ab_st3_swcc\textures\m240_smdi.paa.
Warning Message: Cannot load texture ab_st3_swcc\textures\m240_ti_ca.paa.
sounds like the rvmat is being loaded
using addon builder it works, using mikero it doesnt
was using mikero last night and the textures were loading in just fine
pboprefix set correctly?
yup
you make them paas?
the textures? of course
mikero was working fine last night now it just wont pack my rvmats
Anyone know how to add inventory space to an object in configs? Just modelled an ammo can and I'd like to be able to store stuff in it.
I got a quick question about cfgAmmo, essentially I'm creating variations of the 14.5x114mm rounds, and I am wondering about the 'caliber' parameter:
Penetration depth in mm
velocity[m/s] * caliber * penetrability / 1000. Penetrability is a material property (for RHA steel it is 15, for concrete 80, for meat 250).
So I am assuming, if my round has a velocity of 1006 m/s, is 14.5x114mm I would do something like this:
caliber = "1006 * 15 * 15 / 1000"; // I just use the value I get from calculating that, but I put the whole thing so you can see what I meant
I'm not sure about the values of penetrability so I just used the one they gave.
caliber has nothing to do with your diameter of the bullet
15ยฒ would mean insane penetration
Alright, so what kind of value should I input there?
you look at the reallife penetration against steel. Then you calculate what caliber value you need to get the desired penetration
And then I input that rather than 15^2
So if that value were to be 0.6 (example)
It would look more like
1006 * 0.6 * 15 / 1000
Correct?
that would be the penetration in mm, yes.
in the config you use caliber = 0.6
I see, so I just set that value immediately as the float value of the parameter
in your case its propably caliber=3 or slightly lower (iirc it was ~45mm RHA penetration)
Alright, thanks for the help I'm gonna try to get the correct value now
So the config maps the textures to a model, is there a list of models available somewhere ? because my textures are based off an arma 3 clothes texture and the textures are appearing incorrectly in game
Available nowhere. You probably just fetched wrong texture
Its the correct texture it just looks like its being displayed the wrong way round. Ill paste a imgur link one sec
and I tried it with the default version and had the same results so am guessing its a problem with the config
- What is your base uniform?
- What is your config?
- What is the base texture?
I was changing the heli flight suit
Link to the config https://pastebin.com/Fhb5BWsZ
Sorry if am missing something obvious, struggling to find good quality tutorials on it and the documentation isn't the best
You probably looking for model = "\A3\Characters_F\Common\coveralls.p3d"; instead
oh okay so the model has to reflect where the texture cam from not the faction
Huh
I thought I would have to pick a blufor model when making a blufor unit
asif that was the problem
thank you very much
Each model has its own textures.
There is a retexture basics guide and lot of discussion on the BI forums.
Hi everyone. I would like to configure the physics of my vehicle, but I currently have problems. I saw a @sullen fulcrum publication from 2013, (https://forums.bohemia.net/forums/topic/155974-tutorial-creating-custom-engine-gearbox-and-suspension-vehicle-config/) but none of the links are functional anymore. Could someone give me directions on how to do? Thank you for your reply.
how do i make the mod i made spawn under blufor?
Do you mean how to make a unit show under bluefor?
you need to setup a cfgFactionClasses
ok
ah gotcha
That way you'll get a custom faction under cfgFactionClasses and then it'll be under that side
//cfgFactionClasses
class B_Tag_CoolFaction {
displayName = "My Cool Faction";
side = 1;
flag = "somepath.paa";
icon = "somepath.paa";
priority = 0;
};
if you wanna make factions and stuff quickly
Alive has a system for that
Called ORBAT creator
Simplest way to make large factions quickly.
There's tutorials online to help you make one/export one
np ๐
@pallid snow if I wanted to put my mod under BLUFOR's NATO faction
how would that be?
faction = "factionName"; in the cfgVehicles config
So for NATO, faction = "BLU_F";
oh I forgot to mention
in my cfgFactionClasses example
where I put VKN, thats whatever tag you use, don't use VKN as thats what I use for my mod ๐
I updated it to Tag now
If you don't have one, I would come up with one so all of your stuff you make is easily identifiable
If you want an example where Alive has been used for multiple factions, my mod has it: https://github.com/56curious/VKN_Official_Mod/tree/master/VKN_Extensions/VKN_Extensions_Characters
Can look at stuff but don't steal content ๐ Good luck, off to bed ๐
ah gotcha
so my faction is BLU_F
but it still shows it under civilian faction
it is under NATO category though
oh ! thank's @lapis quail
How do boats "decide" direction of their engine's thrust?
I made a small boat with outboard engine which can be rotated left/right (like the vanilla game's rubber dinghy), but i am struggling with the config to make the direction of thrust follow the rotation of the engine.
What i would expect:
If i rotate the engine all the way right (so it is perpendicular, pointing to the right), and i increase throtle, i would expect the boat to start turning left more or less in place, maybe drifting a bit towards the right, but turning.
What i get:
If i try the above, the boat remains still, it doesn't move at all.
Only if i turn the engine little less than all the way, so it is turned less than 90 degrees, then the boat tends to move forward VERY slowly, and it starts turning only after it gains some forward speed.
Can it be done the way i want, or is the boat simulation too simplified, not capable of what i want?
And another question:
How to delay the movement of the boat until certain amount of thrust has been achieved?
...so it doesn't start moving immediately when the engine was turned on, but only after the RPM get high enough for the engine to generate enough thrust.
I only found that if i set thrustDelay to something like 5, it will slow down the ship's acceleration (which still isn't wht i want, but at least its something), but it also slows down the rate at which you can rotate the engine, which makes the boat nearly uncontrollable.
I want the boat's thrust vector follow where the engine is pointing.
So if i point the engine right, it will make hte boat rotate left, because the engine is located at the back and the boat center of gravity is before it.
Sure, it can slide a bit towards right, but the main point is turning to the opposite side than where the engine is pointed
The game seems to simulate all boats as boats with fixed forward pointing engine where the steering is controlled by rudder - therefore, the boat needs to be at speed for the rudder can have any effect on the boat turning.
What i want, is a boat with outboard engine which can be turned left and right, more than 90', so there is no rudder and the direction the engine is turned controls the direction of the thrust.
You mean instead of:
angle0=1.5; angle1=-1.5;
i would do:
angle0=-1.5; angle1=1.5;
...and that will suddenly make the simulation work the way i want??? that makes no sense to me, but i'll try.
No, that just reversed the engine rotation, but has no effect on simulation.
I think you misunderstood what i meant.
@nova sail do you have any real life video of what do you mean?
@hot pine nope, i actually spent almost 2 hours looking for one on YT, but apparently nobody thought such thing is worth of making video about :-D
...maybe this comes close: https://www.youtube.com/watch?v=vc9DUvVw2jU
so you want very short turning radius, right?
http://feedback.rhsmods.org/view.php?id=4963 something like in this ticket?
hmm, kind of, maybe, it would probably be satisfactory.
I want the boat to turn without having to first achieve forward momentum.
try reducing waterAngularDampingCoef = 3.0; to this value (or even lower) and then increase rudderForceCoef = 3.5;
engineShiftZ = 3.0; - defines where "engine" is placed, and its offset from center
with proper values you can achieve turning on spot
i played with those values already, but so far no matter what i did, the bot always requires some forward/backward momentum before it can start turning.
But i did not try messing with waterAngularDampingCoef, that one eluded me, i will try more experiments.
no
yes... but.. not really
its in a config, in a pbo that has to be loaded before any mod is loaded
you cannot config replace it
your config replacement would be loaded too late
you could edit it, and fail all bisign checks, and you cannot have it download via workshop....... I ... think.. ๐ค
I think its easier to just say "no you can't"
afair you can still run mod which have pbos with same name
I did something like that for running diag exe with stable arma - dta & bin pbos were in mod and they were successfully replaced
yes bin.pbo in mod I also remember working
searching for the number 288
Its not a number, its the number of names defined int he config
Search in AIO config for "groupNameFormat"
should be dta.pbo or dta/bin.pbo something like that
number of groups, is the max that groupNameFormat can build from the given squad/platoon/company names
Looks like it "just" needs additional Group, Platoon and Company names in CfgWorlds ๐ค
Although with access = 0 it can't be extended, so it probably need some magic
to make it work without problems
Yes that. And yes as I said, you'd need to modify the pbo
can someone help me find the correct config file command for Chernarus? Much appreciated thank you
template = Exile.Altis; // Exile.Namalsk, cup_chernarus_A3
what command do I use to have cup_chernarus_A3 run on my server?
@zinc ether one of the sides values are set to be civ not blufor
@pallid snow but side is 1 which is BLUFOR
Then the unit inheriting is civilian and it's going off something there, it wont just randomly be going in there ๐
Never seen CfgConvert make a mistake
are there any errors in .rpt?
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
class ItemInfo;
};
class tono_hippieclothing: Uniform_Base
{
author = "tono";
scope = 2;
displayName = "[AG] Test Clothing";
picture = "\tono\icon.paa";
hiddenSelections[] = {""};
hiddenSelectionsTextures[] = {"tono\hippieclothing\data\hippie"};
nakedUniform = "";
model = "\tono\hippieclothing\hippieclothing.p3d";
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "tono_hippieclothing";
Armor = 30;
containerClass = "Supply60";
mass = 30;
};
};
};
its not showing up in game
remove forward slashes
"\tono\hippieclothing\hippieclothing.p3d"
to
"tono\hippieclothing\hippieclothing.p3d"
etc etc
hi guys i want to create some editor categories, how would i place that so i easily can call it from all my pbo's?
does anyone here use serverblend.com as a host?
@limpid rock yes, our unit uses it (40 slot + TS) and we are happy about it.
Although I guess your question fits more in #server_admins
@strong shuttle could I ask you guys how you transfer the keys in the FTP folder?
is the possibility to modify pylons restricted to planes
What do you mean?
how do we create custom weapon attachments?
tyyyyyy
I believe this section is bit outdated though
could someone help me pick any chernarus map? I'm trying to find the right template please
CUP Terrains 2.0 is downloaded
template = Exile.Chernarus; // Exile.Namalsk, Exile.Chernarus
Check configFile >> "CfgWorldList" there must contain the className you look for
I.e...
Class cfgEditorCategories {
Class myClass {
Display name = "my category";
};
};
On my phone so no indentation
Class myClass {
displayName = "my category";
};
};```Fixed for ya
Ty
I wish phones had a tab
Could probs find a keyboard to download that has one tbf
Also why was the message with the ping to him removed ๐ค๐ค
@slim falcon above is the answer to your question
My aircraft starts with engine on and moving, even if there is no pilot in it.
And probably related to that: it just won't stop. I can accelerate, i can slow down, but i cannot bring it to stop ๐
What am i missing?
@pallid snow Okay, once the class in created in one config.cpp i can just call it with the classname, even from other pbo's?
Yes via editorSubcategory = "myClass";
in cfgVehicles
ifyou wanna be safe add the addon into cfgPatches so its loaded first
Hello people. I am trying to use the sideRadio command to call the voice lines already in the game (like the default responses "Low on ammo" or "Target that man". Does anyone know where the actual cfgRadio classes for all the ingame voices are defined? I would rather not define all the sounds again in my own configfile as they surely must already be defined somewhere for the game to use them.
Hey guys, if i wanted to add a weapon attachment to the weapon im adding to the player in this statement, how would i do that?
statement = "this animate [""proxy_sp_1"", 1]; 0 = [player, ""OPTRE_M393_DMR"", 1] call BIS_fnc_addWeapon;";
Its in the config.cpp of my model and its a user action
Figured it out
statement = "this animate [""proxy_sp_1"", 1]; 0 = [player, ""OPTRE_M393_DMR"", 1] call BIS_fnc_addWeapon; player addPrimaryWeaponItem ""OPTRE_m393_scope""";
It's already possible to have a listen-only object (it's even a module in TFAR 1.0), and it should technically be possible to make any object a radio.
Although it will require some scripting to make it work.
hmm
scripting is not my strong suit haha
maybe a reference object in workshop might help
is there some config property that could cause a pilot appear inside a plane?
I place the plane in the editor, i drag the pilot out and delete him, i start the scenario and suddenly the plane's engine is running and it has a pilot in.
the editor has a checkbox at the bottom right which allows you to include a crew, if you uncheck that it will place an empty vehicle
yeah, i know about that, my question is whether there is something in the config that may cause the behavior i desribed - that a pilot somehow appears even after i remove it.
Vehicles normally have a crew in the configs, which are used by the editor to pre-fill them. However I've never seen empty vehicles being filled without a reason...
It happens only with vehicles from which i remove the crew manually.
If i use that checkbox to place the plane without a crew, its fine, it remains empty.
But if i place another with crew and then remove the pilot, it somehow conjures up a pilot when i hit "play in SP".
...i am not trying to solve a problem of "how do i place empty vehicles", but i am trying to solve a problem "why the vehicle i created has the ability to conjure up a pilot if the pilot was removed".
It doesn't happen to any other vehicles, only to the plane i created.
It happens only with vehicles from which i remove the crew manually.
If i use that checkbox to place the plane without a crew, its fine, it remains empty.
But if i place another with crew and then remove the pilot, it somehow conjures up a pilot when i hit "play in SP".
There's your problem and solution...
Manually removing a crew member obviously doesn't change how the mission is loading the vehicle (with crew)...
I haven't tested this, but I wouldn't be surprised if that would be the case.
Manually removing a crew member obviously doesn't change how the mission is loading the vehicle (with crew)...
@strong shuttle Well, i think it has to, if this way you can remove crew from vehicles which were placed with a crew.
There's your problem and solution...
@strong shuttle You dont understand. Yes, if i had this weird problem, i can just solve it by placing the vehicle without a crew in the first place. But that is not the problem i am trying to solve. I made a vehicle which has this weird bug, and i need to fix this bug, otherwise the world will be full of confused ppl running around asking why that mod they just downloaded has this bug.
Hi, i'm creating a new veheicle based off an existing one, and I want to assign a specific texture to it. I can get the texture name from the vehicle arsenal, how do I assign this to a unit? I don't see a list of hiddenselections in the config viewer for this particular vehicle. Thanks.
using hiddenselectiontextures[] = "";
I am unable to select texture via "Edit Vehicle Appearance..." in editor.
It does show the options and changes the texture on the preview model if i click on any of the options, but i cannot really select anything - the checkbox won't check and when i hit "OK" and it goes back to the editor, there is no change indeed.
Am i missing something in the config?
(maybe i should crarify: it works fine for everything, except the vehicle i made)
@nova sail is it working in regular Virtual Garage?
Guys, do you think if it would be possible to dynamically attach (put) magazines into vest pouches based on mags that unit has in inventory?
No
I remember seeing a working a working invisibility system for a mod recently, I.e when activated it makes the soldier mostly transparent and turns off eventually, anyone got any idea how it was done or know who made it?
Guys, do you think if it would be possible to dynamically attach (put) magazines into vest pouches based on mags that unit has in inventory?
@fathom zenith yesn't. You could probably attachTo the magazine onto the vest onto predetermined positions on the body. But with most things ArmA it'd just look super janky cus attachTo doesn't follow rotation
or at least AFAIK
would ofc only work if you were to use only one type of weapon, or you'd have to make a texture/model for every single mag in the game ๐
And that would work only on custom vests. So short answer is simply, no.
OR you don't care about clipping/ front floating mags and you do that attachTo solution in onPlayerRespawn.sqf
Is that really even an option
Weeeeeelllll, you always gotta ask yourself how far down that rabbit hole you wanna go
Alright, thx for the help
or put all mag models on the vest with invisible textures and hiddenselections, then apply the texture when the unit has the mags
@jagged jasper This might be a stupid question, but after that how do I check it? Because AFAIK there is nothing like if or switch in cfg files
I'm aware of that as I want to make custom gear addon
again, thanks for your help
@nova sail is it working in regular Virtual Garage?
@hot pine i googled, but i am not sure what that is? some sort of script ppl use? a mod? i did find some "garage" function, kind of like arsenal, is that wht you mean?
Open Arsenal from menu > There's two buttons on the top of the Arsenal screen, the right one is
that menu is in editor or in some mission? i just dont see anything like that anywhere.
You do not mean wht i meant, the "Edit Vehicle Appearance..." option you get when you rightclick a vehicle in the editor?
Main Menu I mean
aaaaah, from the screen when yo ujust start the game and it wont go anywhere automtically yet? ๐ ok, sorry, mmt
Found it.
No, its the same thing - i can click on the texture options, they do show on the vehicle, but the checkbox doesn't get ticked.
Interestingly, i added an option to hide the door, and everytime i toggle it, the vehicle texture changes to randomly chosen texture.
I know rambling doesn't help, but omg, the documentation for this game is actually worse than what Bethesda has for Skyrim and Fallouts - and those aren't too great either.
Or is there some other place beside wiki and forums, where i can read this stuff, instead of spending days by trial and error and then asking in forums?
I started working on this 3 days ago, this is just crazy ๐
(and when i say 3 days, that means i haven't been doing nothing else except this and sleeping)
yeah, i read that several times, it contains no information that would point me to what the problem is.
its probably some little piece of information that got omitted, because everybody thinks its widely known, or something like that ๐
Well so, let me clarify your issue, you can't see your custom textures in Edit Vehicle Appearance from Eden Editor right?
nono, i can see them, i only cannot select them, as in "chose them to be applied"
...if i click on the texture option, it does change the preview model, but the checkbox doesn't get ticked, and when i click "OK" to confirm the choice, it goes back to the editor and the texture remains the same.
it is a vehicle i made config for - a plane converted from Arma 2
OMG! I found it!
THE TEXTURE PATHS!
Ahh, good to hear
They must either contain complete filename including extension (ie. not just red_texture, but red_texture.paa), and/or they need to be absolute paths, starting with \ (ie. \a3\...\red_texture.paa).
...i doubt the starting slash is required, but probably the file extension.
That's some kind of weirdo of Arma
Like i said, a minor detail missing from the wiki. Its always like that ๐
You can shout it in #community_wiki to improve it!
yeah, i'll do that after i verify whether it requires the slash too, or just the extension.
thank you
I guess extension is required and without it, string comparison fails
Yes, I'm writing it in FT, as I found in #community_wiki
Hi guys i get this error: ErrorMessage: Circular addon dependency detected,
These are my files:
1: https://pastebin.com/dpJui287
2:https://pastebin.com/j5rwFjpf
Located as follows:
1: POD_Objects.pbo\config.cpp
2:POD_Objects.pbo\POD_Skilt\config.cpp
I cant see where they should call eachother and go circular.
I only see 2 call 1
packed with mikeros tools?
Yeah
mikero modifies required addons
maybe it was so nice to add the circular dependency for you
But when i remove the required addons before paking, mikeros tells me that i have to have some required addons xD
well you probably require vanilla right?
When I'm trying to configure a short-range radio with TFR, the radio deletes itself after a few seconds in arsenal, anyone know the reason behind this? @grand zinc
TFR? Whats that?
Task force radio
you have a typo there.
or missing word
if you mean Task Force Arrowhead Radio, which is TFAR for short
OHHHH.. TFAR! I know that one.
I assume either using old TFAR with new ACE Arsenal or........ No further ideas.
Well its a possiblity they mean that one. I cant be sure. Its like when them life ppls talk about life servers and Altis Life gets shortened to Altis.
I also heard about this thing called "Atlas Life" I think its a minimap mod
๐คฏ
@hearty sandal I believe, on the steam workshop atleast, TFAR just become TFR - I may be wrong though. As there used to be 2 mods, and now I can only find the one which is TFR- and mentions nothing about TFAR being the newer version. I think they just scrapped TFR sort of thing and now TFR is TFAR.
Again, may be wrong
in fact I'm sure I'm wrong but the whole TFR/TFAR scene is confusing and it's what I've understood from the description of the mod?
ah right, was looking at the wrong thing. thanks ๐
if you are recruting, why not post in the recruiting channel instead? ("instead" is hinting at removing this post from this channel before posting there)
I usually use TFR and TFAR to distinguish stable and dev
Found issue, dw
hey i created a custom class in my config.cpp and now i want to select that class with configFile or missionConfigFile but it wasn't listed, do i miss something?
if you are recruting, why not post in the recruiting channel instead? ("instead" is hinting at removing this post from this channel before posting there)
@grand zinc
Yeah sorry ahah i will do it, i was thiking recruitment was for players teap
Team *
#creators_recruiting says creators tho ๐ฟ
@thorny spindle your config have cfgpatches?
No but does it work on server mod, its for the headless client?
oh i see there is a CfgPatches, but what exactly has to be in there?
I'm having a couple of issues with my tank addon: I have set up the "pos driver" and "pos driver dir" in the memory LOD of my p3d, which is using the config from the sample test_tank_01. i have added two lines defining the memory points in the cfgvehicles. Yet, when i test it in eden, i cannot seem to be able to mount back in the driver seat after dismounting. I even tried working around with it by using ACE and trying a getin action, but all i achieved was the driver playing the getin animation 2 meters above the tank and falling down, hurting itself. Anyone has had any similar issues? Am i missing something?
how do markerlights work?
what is the Chernarus Autumn map command?
Is there a way to automatically pull pictures of uniforms for the uniform preview pic?
Anyone knows the name of the animation source of the gun barrel...??
like an artillery barrel you raise/lower
https://community.bistudio.com/wiki/Model_Config
cant find it here. or am I just blind?
theres no separate animation source for it I think
its just hte turret/gun sources
animationSourceBody and animationSourceGun in the Turret config @maiden lodge
@simple trout does this help? https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews
does anyone have a list of already available cargoturret gunneractions?
Thanks apollo, I'll try it out
How do I find the addon name to put in "requiredAddons"?
Do they show some place, or do I have to find them by checking configs?
it is the cfgPatches class of a config that is used
often it corresponds with the pbo name
but not always
Okay. Thank you ๐
So, for CUP there's like 100 of them? Or do I then just do "Core"?
depends what you are using from them
core probably is not enough if you use something that is loaded after it
Okay. Thanks you.
Hello,
I have a problem with my config.cpp,
The CfgConvert task failed.
Config: some entries after EndOfFile.
most likely forgot to close something
if you use addon builder it will tell you where
Here is the error:
https://image.noelshack.com/fichiers/2020/22/7/1590884326-beug-config.jpg
Send your code in pastebin or similar, I can run it through syntax/lint for you
Thank You ๐
https://pastebin.com/zxFL2m0M
Takes a little, working on a mac with a VM -.-
use pboProject if you want packing debug
why is your config in C: path
your tools and development environment are not set up correctly
hiddenSelection need square brackets like this:
hiddenSelections[] = ...
afaik
Same with hiddenSelectionTextures
hiddenSelectionsTextures = {"LEOOX_SSSM\Data\tenue\polo_infchef.paa"};
};
hiddenSelectionsTextures[] = {"LEOOX_SSSM\Data\tenue\polo_infchef.paa"};
};
are you also packing with addon builder?
He sent pic of using Addon Builder
Yes @wild rampart use that
ยฏ_(ใ)_/ยฏ
Aren't the []'s needed? I have that for all of mine...
hiddenSelectionsTextures[] = {"LEOOX_SSSM\Data\tenue\polo_infchef.paa"}; };
@wide vessel you can make an example with that ?
Sorry I don't get what you're saying...
I am french sorry
All good. What do you mean though?
You can make an example with the Robin hiddenSelectionTextures
Because i donโt see the mistakes
hiddenSelectionsTextures[] = {"\a3\characters_f\heads\glasses\data\spectacles_brown_ca.paa"};
all arrays need the []
@still mauve if yours dont have them you should fix that
Okay. So he has
hiddenSelectionsTextures = ...
He needs:
hiddenSelectionsTextures[] = ...
So he has to add the [] to his file
Which none of them currently do (Can be fixed with a replace all easily)
he is trying right now thanks a lot
Okay. Eliteness is refusing to run for me, so I can't actually run lint on it, but you should be fine with the other part.
I still do not understand yet I changed following your advice
https://pastebin.com/jmus5aZ1
well, within the first 10 lines I already notice 3 issues with arrays
I am a beginner ๐
all arrays in configs must have the format parameter[] = { "value" };
Add that where ?
Ah,
units[]
weapons[]
requiredAddons[]
if it's in {} it has to have the [] after the parameter
There are Arma 3 Samples on Steam
and the wiki is full of examples
If you ask HorribleGoat you will know how many of my questions he's answered. It's a lot...
I would recommend checking those out
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
This may help, a lot for uniforms and gear.
I use this a lot to make sure I don't mess something up, and to copy from.
Samples are good to look at, but if you don't know what exactly you're looking for it's too overwhelming.
Better off using Wiki, a lot more is explained and detailed there.
Taken me two months to do my first couple of vehicles and uniforms... I know the struggle haha
Luckily I'm able to do 99% of it without errors now, still having issues with a few params tho
๐
Im currently making a turret on a custom vehicle. Right now everything is functioning properly except the gunners POV remains fixed towards the front of the vehicle and will not follow the turret. I have the proxy weighted to the turret as the proxy itself does rotate but the POV remains fixed...anybody have any idea what might be causing this?
viewpoint memorypoint weigthed to follow the turret?
thats correct
Also to clarify im not in the gunner sight, the gunners sight itself works just fine.
ill try posting a video shortly
How so? The problem was present before I set up the PIP
huh
i see, ill give it a shot after this finishes packing, thank you!
@hot pine That did it! Thank you so much I'd have never gotten that. I appreciate the help.
animationSourceBodyandanimationSourceGunin the Turret config @maiden lodge
@nimble sequoia
thanks
Does anybody know where to find a list of all the exceptions available for when adding an action to the ace interaction menu
Hello, I was wondering if anyone knows how RHS' autoloader script for Russian tanks works, as I'm trying to disable it.
How can I correctly inherit the Rhino MGS's turret class? I'm configuring a new class of rhino with more ammo and a different gun, but any time I try to config the turret, it doesn't work. Here's my inheritance for the classes
class B_AFV_Wheeled_01_cannon_F
{
class Turrets
{
class MainTurret;
};
};
class RED_Rhino_MGS: B_AFV_Wheeled_01_Cannon_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{
weapons[]={};
magazines[]={};
};
};
weapons[]={};
magazines[]= {};
};
};
};
I had to edit out a bunch of spaces that would've made it look neat and the ammo and weapons, those are easy to add in, but if I kept all the text the message would've gone over the character limit
Oh and I also tried:
class B_AFV_Wheeled_01_cannon_F
{
class Turrets
{
class MainTurret
{
class Turrets
{
class CommanderOptics;
};
};
};
};
So i my unit is looking to switch our fixed with aircraft from the yax's super hornet mod to something that marine corps aviation actually operates. We came across Laroche's old F-35C mod, and we really like it. However the FIR AWS compat is completely broken. So changing the loadout in game is completely impossible, including the Ace interacts with a rearm truck. I'd like some help on making an entirely new Compat for this aircraft to make it usable, not only for us. But for other Units that want a carrier capable F-35 mod isnt a port from Arma 2 like every other mod
we got a reskin of Mora apc which is AAF vehicle but we do use hiddenSelectionsMaterials and i noticed the wrecked model doesnt have damaged textures , is there a way to fix this? but still using modified rvmats?
anyone happen to know what config thing control wether you can or cant use weapons when turned out?
@stone cove It is unfortunately not possible to use hiddenSelectionsMaterials without breaking damaged or wounded textures.
hmm that sucks ๐ฆ
yeah 
ok i did something
i can use weapons and binocs
but im sitting inside the tank still
now i just need to make him elevate a bit
You can't elevate them
I mean you can't
You can't means you can't, unless you make a set of (elevated) animations
shouldnt it just use the same animations but move the model a bit higher?
You can't since the model is binarized
i mean the relative positioning of the commander dude to the tank
Suppose you used vehicle_turnout_1, I picked vehicle_passenger_stand_2 and works like a charm, except they're bit clipping
is that the T-100?
i used vehicle turnout_2
imma try what you said
is there some sort of quick preview feature?
What preview?
previewing your mod
No
Or, you can use this config:
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Tank_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class Turrets
{
class CommanderOptics;
};
};
};
};
class MBT_02_base_F: Tank_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{
outGunnerMayFire=1;
isPersonTurret=1;
personTurretAction="vehicle_passenger_stand_2";
};
};
isPersonTurret=1;
outGunnerMayFire=1;
personTurretAction="vehicle_passenger_stand_2";
};
};
};
};```
do i not need to copy the entire base config file?
Of course that will work, but never recommended
Will break everything after your MOD
class CfgPatches { class CfgVehicles { class LandVehicle; class Tank: LandVehicle { class NewTurret; }; class Tank_F: Tank { class Turrets { class MainTurret: NewTurret { class ViewGunner; class Turrets { class CommanderOptics; }; }; }; }; class MBT_02_base_F: Tank_F { class Turrets: Turrets { class MainTurret: MainTurret { class Turrets: Turrets { class CommanderOptics: CommanderOptics { outGunnerMayFire=1; isPersonTurret=1; personTurretAction="vehicle_passenger_stand_2"; }; }; isPersonTurret=1; outGunnerMayFire=1; personTurretAction="vehicle_passenger_stand_2"; }; }; }; };
so that?
That's not how CfgPatches works
{
class PLP_something //change to your original name
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Data_F_Oldman_Loadorder"}; //change if you need, I'm lazy so I always do this
};
};
class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Tank_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class Turrets
{
class CommanderOptics;
};
};
};
};
class MBT_02_base_F: Tank_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{
outGunnerMayFire=1;
isPersonTurret=1;
personTurretAction="vehicle_passenger_stand_2";
};
};
isPersonTurret=1;
outGunnerMayFire=1;
personTurretAction="vehicle_passenger_stand_2";
};
};
};
};```
Is there any way to configure a context menu item that only visible on a certain typeOf in Eden Editor?
Hi, i'm adding pylons to an aircraft and this seems to happen? https://imgur.com/a/utsdknf
I tried overriding existing config values
magazines[] = {"168Rnd_CMFlare_Chaff_Magazine"};
weaponsGroup1 = "";
weaponsGroup2 = "";
weaponsGroup3 = "";
weaponsGroup4 = "";
weapons[] = {"CMFlareLauncher"};
but it doesn't seem to effect the actual model. My next guess is this is defined in another class right?
With ACE is it possible to turn off cookoff in the vehicles config? I tried setting ace_cookoff_probability = 0
But im still having issues of it cooking off and sending munitions everywhere.
Hello, (model cfg question). I'm trying to get a helicopter rotor to spin like a Turbine (right now they're spinning like a coin flipping rather than a fan). I've tried a few things now but this is what i currently have (I was playing about with the angles so they'll be wrong). Any suggestions?
source="rotorH";
selection="main rotor";
axis="velka osa";
angle0="2 * 3.1415926536";
angle1=0; ```
the animation system cant make turbine like speeds due to game framerate. Helicopter rotors have separate smudgy high speed spinning rotor that gets switched at certain speed
so for turbines it would likely have to be faked too
So would I just have to have give my turbine blade a rotation animation that would start up when you spawn the vehicle in/ turn engine on?
to get it rotating, yes
to get it looking like super high speed, it likely needs some trickery like what the helicopter blades has
I don't mind the speed, just want them to start rotating, haha. Any idea what I would put in the config to start them rotating when the engines turn on?
Do I do this in the cpp or model cfg?
Sorry let me rephrase that (bad question on my end).
Should I keep the animation in the model CFG or make a new animation in the cpp and have it execute on engine start up?
if you use game engine animation sources like the rotorH then it plays automatically when the game engine outputs that source
so model.cfg is enough
rotors turn on automatically but they are tied to the RPM/throttle
you could also have 2 set of turbine rotors
static and one that rotates constantly with "time" as its animation source
and then use rpm or rotorH or userAction to swap between those 2 with a hide animation
Okay, thanks for the advice ๐
@pallid snow pylons are set in separate place
Hello, is there a tool or documentations that can be use to help me create a proper Physx for my vehicle. I tried Tom's Shop but it does not seem effective. Thank you in advance!
most whats written about it is on the BI forums
other than that I don think there are any comprehensive guides for it
@hearty sandal Thank you for the quick reply, I tried that, but they are not very helpful, oh well, I'll keep playing with numbers ๐
also whats Tom's shop?
Tom's Engine Shop, is a tool to come up with many of the Physx requirements
ah. it might be able to give some sort of starting point I suppose
I recall someone using something similar on one related discussion on the forums
well also the geometry and mass of the vehicle affect the driving properties so its not just about tweaking the numbers
the models itself has to be made correctly
Correct!
but yeah that topic is probably the most indepth look into it you can find
I agree
`class CfgPatches
{
class TurnoutFix //change to your original name
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Data_F_Oldman_Loadorder"}; //change if you need, I'm lazy so I always do this
};
};class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Wheeled_APC_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class Turrets
{
class CommanderOptics;
};
};
};
};
class AFV_Wheeled_01_base_up_F: Wheeled_APC_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{
outGunnerMayFire=1;
isPersonTurret=1;
personTurretAction="vehicle_turnout_2";
minOutElev=-65;
maxOutElev=45;
initOutElev=0;
minOutTurn=-125;
maxOutTurn=125;
initOutTurn=0;
};
};
isPersonTurret=1;
outGunnerMayFire=1;
personTurretAction="vehicle_turnout_2";
minOutElev=-65;
maxOutElev=45;
initOutElev=0;
minOutTurn=-125;
maxOutTurn=125;
initOutTurn=0;
};
};
};
}; `
why does this only work for the gunner
but not for commander
it works for the gunner on both rhino variants
but only for the commander on the normal variant
weird
@hot pine My pylons and everything related work. My problem is that the original weapon there, in this case the rocket pods, don't disappear when you add a new pylon, I've tried removing everything related to weapons but they don't seem to be removed. I don't have access to the model.cfg, p3d etc. because its a 3rd party mod. Is it possible that this is defined here?
This image shows it better https://imgur.com/a/eLPDda6
My pylon configuration is:
class Components: Components {
class TransportPylonsComponent {
uiPicture="\VKN_Objects\Vehicles\EC135\pylonBackground.paa";
class pylons {
class LeftOuter {
attachment = "PylonRack_12Rnd_missiles";
hardpoints[] = {"DAR","DAGR","B_SHIEKER","UNI_SCALPEL","20MM_TWIN_CANNON","B_ASRRAM_EJECTOR"};
priority = 1;
UIposition[] = {0.05,0.4};
};
class LeftInner {
attachment = "M134_minigun";
hardpoints[] = {"DAR","DAGR","B_SHIEKER","UNI_SCALPEL","20MM_TWIN_CANNON","B_ASRRAM_EJECTOR"};
priority = 2;
UIposition[] = {0.05,0.2};
};
class RightOuter {
attachment = "PylonRack_12Rnd_missiles";
hardpoints[] = {"DAR","DAGR","B_SHIEKER","UNI_SCALPEL","20MM_TWIN_CANNON","B_ASRRAM_EJECTOR"};
priority = 3;
UIposition[] = {0.59,0.4};
mirroredMissilePos = 1;
};
class RightInner {
attachment = "M134_minigun";
hardpoints[] = {"DAR","DAGR","B_SHIEKER","UNI_SCALPEL","20MM_TWIN_CANNON","B_ASRRAM_EJECTOR"};
priority = 4;
UIposition[] = {0.59,0.2};
mirroredMissilePos = 2;
};
};
};
};
};
Although I don't think this is required. Unless i'm missing a value
Note: The settings are in a testing phase so I can get it working, rather than a final goal. I was going to edit to what I need later on.
@pallid snow what 3rd party mod is it? I guess they might be hiding old non dynamic mesh (created pre Jets DLC pylons) somehow with animation
This MOD is illegal, you have to stop
How so?
It's ripped
Great ๐ How do you know?
AFAIK it is. Give me a bit, I've a proof but I lost where it was
๐
I was given permission to include it into my mod so I kinda need to see it so I got a backup reason to remove it
ffs I really liked this thing haha
his FB page shows lots of models, seems he does make some
But no offence to life servers but you can never be sure
I'll proceed in #ip_rights_violations
Yeah np
class CfgPatches
{
class TurnoutFix
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Data_F_Oldman_Loadorder"
};
};
};
class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Wheeled_APC_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class Turrets
{
class CommanderOptics;
};
};
};
};
class AFV_Wheeled_01_base_F: Wheeled_APC_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{
outGunnerMayFire=1;
isPersonTurret=1;
personTurretAction="vehicle_turnout_2";
minOutElev=-65;
maxOutElev=45;
initOutElev=0;
minOutTurn=-125;
maxOutTurn=125;
initOutTurn=0;
};
};
isPersonTurret=1;
outGunnerMayFire=1;
personTurretAction="vehicle_turnout_2";
minOutElev=-65;
maxOutElev=45;
initOutElev=0;
minOutTurn=-125;
maxOutTurn=125;
initOutTurn=0;
};
};
};
};
why does this only work for commander on the normal rhino
not on the Rhino UP
@runic mantle Rhino UP is defining isPersonTuret = 0 again
where tho
i've looked but cant find
if i change "class AFV_Wheeled_01_base_F: Wheeled_APC_F" to class "AFV_Wheeled_01_up_base_F: Wheeled_APC_F" it only works for the gunner not the commander
class AFV_Wheeled_01_up_base_F: AFV_Wheeled_01_base_F
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{
isPersonTurret = false;
personTurretAction = "vehicle_turnout_2";```
well shucks
Wondering is someone could shoot me a suggestion. I'm trying to limit the height of my helicopter to 100 meters. I used altFullForce and altNoForce but it can't take off ontop of mountains because of it. Anyone got any suggestions on what i could do instead?
class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Wheeled_APC_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class Turrets
{
class CommanderOptics;
};
};
};
};
class AFV_Wheeled_01_up_base_F: AFV_Wheeled_01_base_F
{class Turrets: Turrets { class MainTurret: MainTurret { class Turrets: Turrets { class CommanderOptics: CommanderOptics { isPersonTurret=1 personTurretAction="vehicle_turnout_2"; }; }; isPersonTurret=1; outGunnerMayFire=1; personTurretAction="vehicle_passenger_stand_2"; minOutElev=-65; maxOutElev=45; initOutElev=0; minOutTurn=-125; maxOutTurn=125; initOutTurn=0; }; }; };};
this doesnt work, says "File E:\T100New\Config.cpp, line 32: /CfgVehicles.AFV_Wheeled_01_up_base_F: Undefined base class 'AFV_Wheeled_01_base_F'"
AFV_Wheeled_01_base_F is missing so failed to inherit
i changed it
but the message is over 2000 chars
class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
};
class Wheeled_APC_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class Turrets
{
class CommanderOptics;
};
};
};
};
class AFV_Wheeled_01_base_F: Wheeled_APC_F { class Turrets: Turrets { class MainTurret: MainTurret { class Turrets: Turrets { class CommanderOptics: CommanderOptics { isPersonTurret=1 personTurretAction="vehicle_turnout_2"; }; }; isPersonTurret=1; outGunnerMayFire=1; personTurretAction="vehicle_passenger_stand_2"; minOutElev=-65; maxOutElev=45; initOutElev=0; minOutTurn=-125; maxOutTurn=125; initOutTurn=0; }; }; isPersonTurret=1; outGunnerMayFire=1; personTurretAction="vehicle_turnout_2"; minOutElev=-65; maxOutElev=45; initOutElev=0; minOutTurn=-125; maxOutTurn=125; initOutTurn=0; }; }; }; class AFV_Wheeled_01_up_base_F: AFV_Wheeled_01_base_F { class Turrets: Turrets { class MainTurret: MainTurret { class Turrets: Turrets { class CommanderOptics: CommanderOptics { isPersonTurret=1 personTurretAction="vehicle_turnout_2"; }; }; isPersonTurret=1; outGunnerMayFire=1; personTurretAction="vehicle_passenger_stand_2"; minOutElev=-65; maxOutElev=45;
initOutElev=0; minOutTurn=-125; maxOutTurn=125; initOutTurn=0; }; }; };};
Then?
seems to work
Also not to use quote, use ```
lets me binarize it atleast
b
oh nice
now all of a sudden it wont let me binarize
The system cannot find the drive specified.
Config : some input after EndOfFile.
Error reading config file 'E:\T100New\config.cpp'
Press any key to continue . . .
Could someone help me with mod signing?
I have signed them, and when loading the mod I get signed, but when entering the server it says that they are not signed, I have put the signature file in the keys folder as well
@runic mantle you are missing a bracket somewhere
anyway, I would recommend using pastebin or similar for sharing code
@hot pine can you help to sign mods?
@sullen fulcrum I guess someone else could. Please avoid direct pinging people randomly
I thought you would know
@sullen fulcrum I guess someone else could. Please avoid direct pinging people randomly
@hot pine
@sullen fulcrum
See #rules
- Please refrain from tagging
Bohemia.netstaff
Yes, people know, but people probably don't have time for that
Is there a way to limit the altitude of an aircraft (say to 100 meters) but still have it so it can fly up mountains? Because right now I can limit the altFullForce but then it can't take off or fly on the mounts because it's too high.
any idea of how to fix the compat for this? the service menu refuses to work entirely
Compat with what? And you probably need to ask from whoever made the compat?
hold on, the links are wrong
the FIR compat for laroche's F-35C mod
his profile is private and he's not updated it in more than a year
Well without using the mods it is pretty much impossible to say whats wrong. You would need to either learn the stuff yourself or find someone who knows whats what and is interested in both of those mods.
Looking just at the configs it appears he knew what he was doing and should work.
I personally would just remake it. Feel free to use the ITC compat as an example. Itโs a good starting project .
https://community.bistudio.com/wiki/Class_Inheritance
You will need to understand class inheritance
https://community.bistudio.com/wiki/Config_Properties_Megalist
AWS how to by firewills
List of all the magazines.
when i try to addon build this it tells me cfgconvert task failed
anyone got a clue?
Error says what?
cfgconvert faieled
Build failed. Result code=1
CfgConvert task failed.
not sure if that means there's some fault in the config file or not
If you're running Arma 3, close it
@runic mantle check line 46 & 71
thx
imma do that
class CommanderOptics: CommanderOptics
{
71 isPersonTurret=1
personTurretAction="vehicle_turnout_2";
};
class CommanderOptics: CommanderOptics
{
isPersonTurret=1
46 personTurretAction="vehicle_turnout_2";
};
nothing looks out of the ordinary
Missing ;
wait where
46 and 71 as he said
behind the "1"?
yeah i see it now
still fails
uh
how do i open the logs?
it "works" if i try to binarize it but the pbo is empety
well it has a config.bin containing
class cfgMods
{
author="รยขรยพรยฒรยฐรโฌรยธรโฐ รโรยฐรโฌรยปรยธ";
timepacked="1591179152";
};
how is your mod structure looking like?
Root>addons>configg.cpp & .bin
huh?
folder structure?
why cpp & bin in same place?
not sure
doesnt work if i remove one or the other anyways :/
kinda confusing why it dont work
Hello ! I created a door my animation works but not my trigger. Can i send you my config?
You can put it into pastebin.com and link here
My trigger name is correct ... my P3D and config
It can come from the fact that I have no geometry ?
Ok its just my geometry thanks anyway

๐
@hearty sandal the arma tools addon builder
I would recommend setting up the P drive and Tools with PMCwiki guides and using PBOProject
as AddonBuilder does not really give you much any debug information
got one of those links?
not any faster than you googling it
no
mikero's tools?
apparently the problem was that the file was named "configg" instead of "config"
i feel like i have about 0.5 brain cells rn
aaaaaaaaah
oh i see
" personTurretAction="vehicle_passenger_stand_2";"
should be
personTurretAction="vehicle_turnout_2";
i am genuinely a brainlet
Could someone help me with mod signing?
I have signed them, and when loading the mod I get signed, but when entering the server it says that they are not signed, I have put the signature file in the keys folder as well
@sullen fulcrum when you sign a mod it generates a bikey, the bikey goes in your keys folder, bisign stays in the addons folder with the pbo.
@flint goblet I have it in the keys folder
Does anyone know a way to have a mine 'explode' but without it being deleted after the explosion?
use setDamage on the explosive to destroy it (aka explode), it will most likely be gone (since mines don't have a destruction model afaik), but the impact will remain
I did some more digging and it looks like the training mine does exactly what I need, thanks for the help though ๐
Explodes, mine is still there after the 'explosion'
yes, it's scripted though
Seeing you wrote it, would you recommend going that route or trying the submunition route?
I wanted to to rewrite training mine to use both submunition & script but there were some unknowns which I didn't solve last time I checked
scripted would be fine as long as you are not planning to place 100 mines and then roll over with tank through such minefield
@hot pine
Seeing you've just done it though scripting for the training mine I'll follow your lead and go that route.
Thanks for the information and the help. ๐
no problem, although I see that I still didn't convert that training mine to EH solution - instead particle effects are used
class rhs_mine_msk40p_white_ammo: APERSMine_Range_Ammo
{
hit = 1;
indirectHit = 0;
indirectHitRange = 0;
minimumSafeZone = 0;
minDamageForCamShakeHit = 1.55;
mineInconspicuousness = 35;
mineTrigger = "rhs_msk40p_trigger";
CraterEffects = "IEDMineSmallLandCrater";
explosionEffects = "rhs_msk40p_effect";
rhs_flare_type = "rhs_mine_msk40p_white_flare";
rhs_flare_used = "rhs_mine_msk40p_white_used";
rhs_flare_offset[] = {0,0,0.35};
CfgAmmo_CamShakeBallistic(0);
CfgAmmo_CamShakeHit(0);
model = \rhsafrf\addons\rhs_weapons\mines\rhs_msk40p_white_e;
mineModelDisabled = \rhsafrf\addons\rhs_weapons\mines\rhs_msk40p_white_d;
defaultMagazine = rhs_mine_msk40p_white_mag;
soundHit[] = {"\A3\Sounds_F\arsenal\explosives\mines\Explosion_tripwire_landmine",3.1622777,1,1500};
SoundSetExplosion[] =
{
"TrainingMine_Exp_SoundSet",
"TrainingMine_Report_SoundSet"
};
whistleDist = 8;
cost = 200;
class Eventhandlers: Eventhandlers
{
class RHS_FlareExplosion
{
AmmoHit = "_this remoteExec ['rhs_fnc_tripwireFlare_msk40p']";
};
};
};```
take a look at this perhaps @quick gorge
with submunition approach you should be able to even retain original direction of mine (neither trip mine flare from RHS or training mine doesn't do that )
What is the performance impact of submunitions vs createVehicleLocal or createSimpleObject?
In the context of, if a mine is set of, the remains of that mine would say in the same position for the rest of the mission, the same as how the training mine works currently.
Would there be a major performance impact if one was used over the other? (Submunitions vs other. I already know that simple object is best)
I'd like the mine to stay after detonation but I don't want it to cause a massive performance impact by having physX simulation and other things like that.
Hello everyone! Just getting a strange error with my new uniforms. Uniforms works good in local, but when I'm logged in inside a dedicated server, if I'm wearing those uniforms there is a chance that the new user see me without the texture. Here are some pics:
https://gyazo.com/14df592a596389a3d45104952e7e5cd9 (Insignia and camo2 swapped due to this bug)
The quick solution is to drop the uniform and put it on again. The texture mix is done, but I really want to fix that texture bug. I will drop the hiddenSelections and HiddenTextures below
hiddenSelections[]= { "Camo", "Camo2", "Insignia" }; hiddenSelectionsTextures[]= { "VSM_AOR1\Data\VSM_ARD_AOR1_1.paa", "\VSM_AOR1\Data\basicbody_mcoe_co.paa" };
(This one is from the shirt uniform)
hiddenSelections[]= { "Camo1", "camo2", "Insignia" }; hiddenSelectionsTextures[]= { "VSM_AOR1\Data\VSM_AOR1_BDU.paa", "VSM_AOR1\Data\VSM_AOR1_1.paa" };
Code that creates the battle-dress uniform
Camo1 and Camo2 are used to pick the shirt and pants respectively in two different textures.
Anyone have encountered this bug before? Any fix known?
I suspect that when the user is loading the textures of other users already in the server, insignia loads before camo2 and camo2 gets stuck, because this bug is always with Camo2. Camo1 in both uniforms loads just fine.
perhaps you are using wrong selection names
perhaps you are using wrong selection names
@hearty sandal It is working good in local. That's what drive me crazy
was VSM one of the forbidden ones?
@hearty sandal What do you mean?
mod that used forbidden content
Forbidden content? Don't really know about that
I've look up about that in Google. It looks like stupid and non-sense drama. Mod is up and running. Let's see if we can fix this bug, it is quite strange tbh
Hey guys, I need some help. I'm trying to delete a single parameter from an inherited class for a weapon (Unsure if this is possible?). Quick and dirty example code, I know how I can delete an entire class (see: subclass) but not a single "line" per se. What I'm trying to achieve in this case is delete the "randomparam" line so that no value is carried forward into my new class.
Class weapon: other_weapon {
displayname = "Something";
randomparam = "name";
delete SUBCLASS;
};```
what if you just leave it empty?
like so Class other_weapon; Class weapon: other_weapon { displayname = "Something"; randomparam = ""; delete SUBCLASS; };
It doesn't seem to like that
It gave the same results in game as just leaving to be inherited normally
I can make it work by substituting my weapon class name in those slots, but it's functionality I don't require and it's an extra 15 or so lines per weapon
And effort... Trying to fix this in my base class so it's not carried into derivative ones
what about just overwriting it via "class __MAGSWITCHCLASS {};" ?
I think he wants to get rid of the baseWeapon entry which isn't in that class
otherwise just deleting the magswitch class would also delete the entry he wants rid off and he wouldn't have this issue
Yeah the subclass is taken care of thankfully
Just left with the RHS grips and default weapon entries
This is inheriting from Toadies HK416 which offers support for RHS foregrips, I donโt intend on doing the same so I want to remove all those parts of the config but retain inheritance especially re; sounds, firemodes and other weapon parameters
Option 2 is create my own base class inheriting off rifle_base_f and inherit the sounds through another method.
I gave that a shot, it gave different results to an empty string but not entirely working
Iโll have to play with it more in the morning, and open the weapon config in game to see what actually happened when I did that
what if you looked for the script or eventhandler that uses that parameter and delete that instead?
then it doesn't matter if the parameter is there or not
probably easier too
I was trying to avoid breaking the functionality in the other mods that do actually use it
no I mean in your specific base class
it has to inherit something that uses those parameters
Iโm not totally sure about how to do that. I think truth be told I may have to bite the bullet and make my own base class instead of piggy back, if nothing else to refactor and generally tidy up my code
Just to make sure I'll do it correctly (with the amount of bad info out there) anyone got a reliable tutorial on how to add wrecked models for vehicles you make (and have them spawn in when the vehicle dies)?
There may be a way to do it with config files, the only way I can think to do it is with an event handler https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Killed
I have a question of my own, I am trying to add object tracking to a turret (a.k.a using Ctrl-T you can lock the camera onto a vehicle, and it will automatically move the vehicle so it is always on the screen.) I know it is possible, I am looking for functionality exactly like the vanilla UAVs. I have tried to use stabilizedInAxes, but that just allows for compensation of movement, not tracking. I also didn't see anything exciting in the UAV's config using the splendid config viewer
You may want to look into the actual camera pods @plucky notch , maybe find the camera pod in the cfg weapons somewhere
Thank you! I will take a look around
Unfortunately I wasn't able to find the targeting pod information you mentioned, and I can't seem to get other information on it - at this rate I will probably end up implementing as a script.
Thank you for your help though!
@finite bronze I was wrong before, the way the mod I am working on does it is to use destrtype = "DestructWreck" from there I don't know. Maybe it's a LOD?
Helicopters landing on water - Is it impossible in arma?
The RHS chinook does it if I remember correctly
Ah. Would that then be done through configs or some weird importing trick?
for the units array in CfgPatches, what exactly is supposed to go in there?
also, what exactly is it for anyway?
so, everything that goes under CfgVehicles? even things like backpacks?
and that's not very clear on what it does IMO
yes, all new classes in CfgVehicles
bit odd to call it units when backpacks apparently also go in there but okay
it's arma after all :p
I would say it's still an artefact from OFP times
@wide vessel the CUP one does it too, at a very basic guess I would assume it has something to do with the buoyancy geometry LOD
There are also values that define at what point the vehicle starts to take damage from water. I cannot recall if these are config parameters or memory points
Just an question, I've been trying to figure out. Is it possible to add an
class EventHandler
{
init="Code Here";
};
As I'm trying to add chemical properties to ammo upon them being fired from either AI, Player, or Zeus Modules.
@ornate cape where do you want to add it?
What do you mean by that? @hot pine
How is advanced and simple flight model separated or recognized within the GenHeli600-DesktopSim.xml file?
@ornate cape where do you want to write that code?
in the config.cpp
that execVM an sqf file that applies the script to the bullet upon it being created. @hot pine
so fired would have the ammo execVM an sqf upon it being fired correct? @hot pine
so a zeus module that fires the ammo won't have it's properties?
spawning is not same as firing
I'm aware but i'm unsure if the zeus module spawns or fires the ammo.
that is where I'm unaware of how that works
I would say it spawns them
since firing would require character or vehicle to do the firing
fair
Hi, so I want to retexture the NVGoggles. I have a texture for them, but I don't really know what to put into my config, could anyone please help me or give me any directions? Thank you.
if they support hidden selections then you need to make a new item class that uses your textures on the hiddenselection textures array
the A3 samples have example config for them
hmmm, ok lemme check
You mean the preview image in 3den?
In that case: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#editorPreview
I'm trying to add a rocket pod/launcher to a tank and ive tried multiple of the memorypoint configs in the vehicle config itself and the turret and the rockets will always spawn instead at the tanks cannon barrel rather than the rocket launcher, is there something i'm missing? these are the entries ive tried so far:
memoryPointLMissile = "T27_beg";
memoryPointRMissile = "T27_beg";
memoryPointLRocket = "T27_beg";
memoryPointRRocket = "T27_beg";
memoryPointMissile[] = {"T27_beg","T27_End"};
memoryPointMissileDir[] = {"T27_beg","T27_End"};
mmm think I know why actually... cuz it's using shotSubmunition sim like the vanilla MLRS
When making a custom inventory item and inheriting from InventoryItem_Base_F, what does type = represent?
its flags stuff ๐
For example inventory items with a specific type act as a first aid kit and add the scrollwheel action.
Others act as a mine detector and add the detector functionality
Awesome, is there a list for them anywhere?
Also, having an issue when I add this item to my inventory it seems to add 25 of another item too... any idea on what setting ive screwed lol?
how do you add it? ยฏ_(ใ)_/ยฏ
defined within CfgVehicles.hpp as an addon
ACE Arsenal sorry
Default = 0, Muzzle = 101, Optics = 201, Flashlight = 301, FirstAidKit = 401, NVG = 602, Headgear = 605, Map = 608, Compass = 609, Watch = 610, Radio = 611, GPS = 612, Para = 613, Scuba = 604, Goggles = 603, HMD = 616, Binocular = 617, MineDetector = 618, Medikit = 619, Toolkit = 620, UavTerminal = 621, // uniform and vest items Vest = 701, Uniform = 801, Backpack = 901,
I think bipod is missing there. ACE/CBA uses bipod as base, because it doesn't add any side effects like minedetector/medikit/toolkit/uavterminal
ACE Arsenal sorry
And you click the "+" button once but it adds 25??
of another item too
Oh another item? which item? More details please ๐
All the details if possible
Yeah click the button once and it adds 1 of the item I selected and 25 ACE bandages
class CfgWeapons
{
class ItemCore;
class InventoryItem_Base_F;
class MyITEM_TEST: ItemCore
{
author = "xxxx";
scope = 2;
scopeArsenal = 2;
scopeCurator = 2;
displayName = "My Item Test";
model = "xxxx";
picture = "xxxx";
icon = "iconObject_circle";
descriptionShort = "xxxxx";
class ItemInfo: InventoryItem_Base_F
{
mass = 10;
type = 401;
};
};
thats the config, nothing special.
type = 401;
FirstAidKit
ACE replaces vanilla FirstAidKits with the ACE medical items.
Just testing the bipod config now.
Looks better now.. however obviously it shows up under the bipod section of the arsenal :/
Y... up.
if you are willing to require CBA
you could just use their baseItem class that I linked above
that will show up correctly (they have special handling detecting specifically that)
Easy done, happy to roll with CBA
requiredAddons "cba_common" and then use the base class linked above and modify the rest of the properties
Yeah that worked a treat, cheers mate!
if they support hidden selections then you need to make a new item class that uses your textures on the hiddenselection textures array
@hearty sandal Uhhh, so I must say that I looked all thru the samples and I didn't find anything relating to NVGs. Don't get me wrong, they're part of a retexturing mod i'm making, so I know what a config is (altough bear in mind i'm new to this). What i really ment, was if i could just get their config, where i could only put my texture for them, or if i could find the original arma 3 config(s?) anywhere, since i need the original armour, piercing, etc.. values for my Uniforms, vests, backpacks and helmets
Are bullet holes (the little black dots) configurable? Hunting through ammo configs I see no references to it.
CfgCoreData perhaps?
nvm just leave the nvgs away since they're not much of a problem rn. The thing is that i'm trying to put a logo for my mod. And i did a mod.cpp where i put all the logo name; picture; logoSmall; logo; logoOver; etc. With their respective paths, but for some reason it doesn't work. Does it come in the Addon folder which is made into a .pbo or before that? Or does it come in the .pbo and somehow called in the config?
Which logo do you mean? The one shown at the main screen (bottom of page where all loaded mods are), or the icon next to objects in 3den and Arsenal?
config for it as far as I know is pretty much same as the other headgear
for more elaborate example look into the game configs for the vanilla nvgs
@strong shuttle I mean all 3 of them. The logo shown at the main screen where all mods are, the one in the arsenal and the one in the editor
https://gyazo.com/0e0c050338debfd754117fdac4c81dc4
in the mod.cpp:
name = "Romanian Armed Forces";
picture = "\Romanian_Armed_Forces\Images\picture.paa";
logoSmall = "\Romanian_Armed_Forces\Logos\logo_small.paa";
logo = "\Romanian_Armed_Forces\Logos\logo.paa";
logoOver = "\Romanian_Armed_Forces\Logos\logoOver.paa";
action = "";
tooltipOwned = "It's yours!";
// Color used for DLC stripes and backgrounds (RGBA)
dlcColor[] =
{
0.23,
0.39,
0.30,
1
};
// Overview text, displayed from the extension menu
overview = "Unleash your creativity! Here goes the long description of your mod.";
hideName = 0; // Hide the extension name
hidePicture = 0; // Hide the extension menu
and it doesn't work. Idk if i need something in config.cpp
or if it doesn't come in the addons.pbo, but before it
like @Mod>Addons>
mod.cpp
>addons.pbo
?
@hearty sandal thank you very much. Where are these things you have there in? I looked all over Arma 3 Samples (the steam thingy) and there weren't such things. Unless i have to extra install something..
hmmm
ok so apparently i was looking in the wrong way
i managed to find these now
sorry my bad xD
๐
Don't you need to define your objects as DLC items to have them show an icon in 3den/Zeus/Arsenal?
That's obvious, otherwise you wouldn't have asked ๐คฃ๐คฃ๐คฃ
xD
if i'm saying things that are too dumb, i'm really sorry, but i'm a noob trying to figure things out
If it was simple people would have given you an answer (or link to an answer) already ๐
hmm
so it is outside the .pbo
thing is that i was also looking at another mod to see how they made it, but i legit didn't understand what had happened there
do i need to define or write something about the mod.cpp anywhere, or just put it outside the .pbo and define that logo paths?
no it should be read from there
hmm, ok. Lemme just try it real quick
ok, so it actually works!
Sry its late ๐
then what should i put there? I'm not making a dlc, just a mod
Thought I replied this morning
np xD
add... where?
you mean the stuff in the mod.cpp, or somewhere other than in the mod.cpp?
please be more precise as i'm new and i tend to get confused easily xD
does anyone know if the old maverickweapon proxy stuff (used on planes, helicopters for bombs etc) is only limited to aircraft? i know about the pylon stuff
but want to know if maverickweapon works for tanks etc too
ok nvm it only works for planes and helicopters, annoying
You mean like making the missile fire from the position of the proxy?
hm, for some reason i cant mount P-drive anymore (worked fine last time i used it some weeks ago)... anyone know what could be wrong? When i click the thingy in A3tools, it launches the a console that runs through stuff and closes immedietaly (too quick to see). Something is displayed yellow in the console.
well running the mount and stuff from A3Tools is about 50/50 change it works or not
was pretty reliable thus far (in that it mounted). I blame windows update...
๐
well its every time the same thing. it just breaks at some point
I can recommend dedicated physical P drive
though my 512gb m2 is getting too small
Would someone be able to assist with a uniform ground holder config? The uni shows up on my rifleman and in the arsenal, but it doesn't show up as a ground item, and it can't be unequipped or hold items - it essentially doesn't exist in the inventory space
I followed the guide on the wiki
did you make a CfgWeapons entry for it?
Does it need a separate CfgWeapons entry (in this case no), or am I supposed to refer to the CfgWeapons entry used for the soldier in CfgVehicles (in this case yes)?
Sounds like youre trying to reference a class that doesn't exist
did you define a class for groundtextur1?
So you ripped something from a mod and now asking why it doesn't work? ๐ค
E76 is broken mod.
Been working with the character config given here (https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide), anyone know if theres a way to put attachments on weapons in a character config?
I recall you need a weapon version that has the attachements set up to be attached and then you put that on the character
there are plenty of characters in vanilla that have different attachements on their weapons
so it is possible
awesome thanks ill look into it
Hey, I am currenly stumped on something in CfgWeapons.
I was having the issue that the laser designator is firing out of the gun, which for most aircraft isn't a problem, but in the mod I am a developer for (AH-64D Apache) they are not always pointing at the same location.
I worked with a modeller to add two new memory points to act as the muzzle for the laser designator, namely "TADS_LRFD_Start" and "TADS_LRFD_End". I then built a new laser designator in CfgWeapons, which is the following:
class Laserdesignator_mounted;
class fza_Laserdesignator_mounted: Laserdesignator_mounted {
irLaserPos = "TADS_LRFD_Start";
irLaserEnd = "TADS_LRFD_End";
muzzlePos = "TADS_LRFD_Start";
muzzleEnd = "TADS_LRFD_End";
};
The laser still seems to be following the gun, and I am trying to work out how to change that. Has anyone had experience with a similar thing?
Hi, does anybody know if the following (Huron, Huron (Unarmed) and Hellcat) support hiddenSelectionsTextures?
I tried retexturing them for my mod, and I checked everything like 10 times and I couldn't notice anything wrong, but they won't have my texture on them, only the default one. No errors or anything either. Does anybody know what the issue could be?
B_Heli_Transport_03_F
B_Heli_Transport_03_unarmed_F
I_Heli_light_03_dynamicLoadout_F
Not sure sorry @indigo sinew.
However, any y'all know if there's a class which only includes uniforms; vests, and headgear? I want to automatically set sizes for all those things to improve another mod which creates a new armour modular armour system. Basically, it wouldn't make sense having an 8 pound vest without an armour plate technically in it.
Class that does what? Where? The question does now quite make sense.
@full wagon
@indigo sinew you can use the get texture command or look into the particular vehicles config in the config viewer to find out
Or try the set object texture command
Thanks, i'll look into it
Sorry @hearty sandal, I meant to ask how I can change the mass of all uniforms, vests and headgear automatically.
you cant
You can override the configs, but you'll have to do it manually for each single item.
All good @hearty sandal, and yeah exactly @strong shuttle.. I wish I could do that, but I suck at most repeatable tasks unfortunately. I already have a hard enough time functioning in real life because of mostly being unable to deal with missing comfort or feeling pain.
Is it possible to make config that will define which pbos of a mod will be loaded?
And can i place Addons into any subfolders in a mod? As far i read on wiki, i can do: mod_fo\addons\addon_fo.pbo\subMod_fo\addons\addon1_fo.pbo; but is it possible to achieve without double packing them?
Is it possible to make config that will define which pbos of a mod will be loaded?
When a config is read, all the pbo's are already loaded
And can i place Addons into any subfolders in a mod?
no
As far i read on wiki, i can do: mod_fo\addons\addon_fo.pbo\subMod_fo\addons\addon1_fo.pbo;
No you can't do that, where did you read that?
my fault
Hello, can someone help me fixing my config please
"No entry 'bin\config.bin/RscDisplayMain/controls/GroupSingleplayer/Controls/Campaigns.type'."
I have no clue where it could come from
Show us your config
Heyo folks. Q for you. I have two guns offset from the center of my vehicle. There any way to get the rounds to hit where the camera crosshairs are
