#arma3_config
1 messages · Page 112 of 1
Line 233?
Causes what?
No
What's funny? There's no point to make it private
Theres nothing private I cant send photos here
Just post URL
So, okay, what exactly you wanted to do?
Is that everything you wanted to do?
yes
Then why you have to delete the most of them?
Once again: What exactly you wanted to do?
Remove the error?
What, exactly, is, your, goal? You have what? What is your goal?
im making a custom ui, and im getting this error
Custom main menu right?
yes
That's what you have to tell us first
Oh I thought it was clear sry
So, the imgur link, is that showing the error when you remove line 233 from the config you posted?
yes
So, I don't have experience of modding main menu neither, but suppose the error(s) appears because RscDisplayMain.sqf is still trying to referrer the config you delete
i dont have RscDisplayMain.sqf
Arma 3 does
You can. No idea that is the thing though
So, I've just tried your config you posted, that runs pretty without any errors except missing images because I don't have
Also i forgot to mention, it only happens when I load other mods with it

Could other mods call RscDisplayMain ?
You can so others can
I thought you were having a conversation with yourself there Polpox haha
Damn non avatar
I am trying to attach a flag on a tank as a separate class, so you can decide to spawn the tank in with or without a flag on the zeus or editor list. I can get the flag to spawn at [0,0,0] on init, but cannot get it to attach. I have the following in the CfgVehicles class...
class EventHandlers: EventHandlers
{
init = "_flag = ""cgsa_flag_short"" createVehicle([0,0,0]); _flag attachTo [this, [-1.5,-2.5,1]];";
};
I have tried both "this" and "_this", and I am not sure what the issue is
When I go into Eden and give the objects variable names, attaching is easy - but I am not sure how to do that for when a vehicle spawns
Solved: "this" replaced with "(_this select 0)"
Is it possible to make seats in a vehicle be "persistent" in orientation or affected by gravity, in a way where the vehicle can change orientation from being horizontal to vertical, but the seat's orientation is still the same relative to the ground?
hey so I'm trying a basic static object that you can shoot at and that you can't walk/drive through
I've first tried inheriting from thing but it gave it physics and while I couldn't walk through it I could drive through
then I've tried inheriting from house but I could walk through it
any suggestion for a good inheritance?
as a plan b I guess I'd have to inherit from thing and modify some parameter?
Sanchez you might wanna look at the wiki, you can do "simple objects", which don't kill performance, but have very basic functions.
Or you can look at the forums, trying to find other people asking about "static objects", and using their configs to see what applies to you, and how you have to set it up.
simple object would ruin some mechanics
Okay, then the second option may be viable for you.
yeah guessed so
a question though
is the preblem that makes vehicles drive through the object related to the config or to the geometry?
You need to make multiple "collision meshes", I believe there is a "fire geometry" which is how impacts are calculated, and another one for vehicles and other objects and players, not sure if there's a third for players.
can't say I'm 100% sure but on the biki I only remember the geometry lod and the fire geometry lod
don't remember a lod for vics but let me check again
You should take a look at this wiki: https://community.bistudio.com/wiki/LOD
It has all of the details of the different types of LOD's required.
yeah thats what I'm referring to
don't see what you mean
unless its using the geometry phys for the vehicle collision
but I though thats just for 2 physics objects, not just one
So you'd need a "Geometry Phys" for interaction with vehicles and object and players, and a "fire geometry" for bullets and rockets.
Geometry Phys; Defines the collision model that is used in a collision between two PhysX Objects.
yeah I have the fire geometry sorted
wait but if thats all done by geometry phys
whats the purpose of the geometry lod
Geometry LOD?
the standard geometryhttps://community.bistudio.com/wiki/LOD#Geometry
Defines where the model will collide with other objects.
though it counted vehicles aswell
I guess I'll make a geo phys just for the sake of it
will probably fix my problem
"Geometry LOD is used for Collision if one of the colliding Objects is not a PhysX simulated Object. For example living Soldiers are not PhysX objects. Tank-Soldier Collision is therefore determined by Geometry LOD, even-though the Tank is a PhysX simulated Object."
So you need a Geometry LOD for Object-Soldier, a Geometry Phys if your object has PhysX, and a Fire Geometry if it has impacts with Bullets.
oh I see
though that a static prop counted as a non physx entity
Well, it does.
To my understanding you'd only really need a Geometry LOD, and a Fire Geometry, however I assume you'd have to set that up config wise in that configuration aswell, which you can then look at the A3 samples, the wiki or the forum.
how should I name the geometry phys
geo phys?
@wide vessel mathias said its absence was what was making vehicles drive through it
@unkempt jewel what should I do?
do you heave a geo lod
yeah
is convex only, named components, mass etc
yeah otherwise I could walk through it as a soldier
which i dont
Check out the house sample
Physx lod is not needed for simple stuff
my point exactly
All geometry lods default to the basic one
I'll check out the sample I guess
weird though that I can go tru as a car but not as a soldier
so the house sample does have a geometry physics
not sure what I'm doing wrong then
giving for granted that the phys is unnecessary
if my geo was invalid it wouldn't let me export
Yes it would
oh
all my sense of security is now in shambles
How are shooting positions done in things like heli's? Are they done as animations on a "turret", or how exactly are they configured?
?
@jolly igloo 1
class UniformSlotInfo
{
slotType = 0;
linkProxy = "-";
};
class CfgVehicles
{
class B_Soldier_F;
class texture_uniform_fatigues_desert: B_soldier_F {
author = "Sebi";
scope = 1;
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";
uniformClass = "uniform_fatigues_desert";
hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"addons\Data\uniform_fatigues_desert_co.paa"};
};
and 2
class cfgWeapons
{
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
class ItemInfo;
};
class uniform_fatigues_desert: Uniform_Base
{
author = "Sebi";
scope = 2;
displayName = "Combat Fatigues (Desert) [RoAF]";
picture = "\addons\UI\icon_uniform_fatigues_desert_items.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
class ItemInfo : UniformItem {
uniformClass = "texture_uniform_fatigues_desert";
containerClass = "Supply40";
mass = 80;
};
};
1 part is the texture
2 part is the arsenal
look at uniformClass
2 calls out 1
and 1 calls out 2
together they make the uniform
so... :
/// Uniform config ///
class UniformSlotInfo
{
slotType = 0;
linkProxy = "-";
};
class CfgVehicles
{
class B_Soldier_F;
class texture_uniform_fatigues_syndikat: B_soldier_F {
author = "BFO Team";
scope = 1;
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";
uniformClass = "Uniform_Base";
hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
class cfgWeapons
{
class UniformItem;
class Uniform_Base;
class U_B_soldier_new: Uniform_Base
{
author = "BFO Team";
scope = 2;
displayName = "Tanoan Combat Fatigues";
picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
model = "\uniform\uni.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
class ItemInfo: UniformItem
{"
uniformModel = "-";
uniformClass = B_Soldier_F;
containerClass = Supply40;
mass = 40;
};
};
};
uniformClass
is the name of the class
class UniformSlotInfo
{
slotType = 0;
linkProxy = "-";
};
class CfgVehicles
{
class B_Soldier_F;
class texture_uniform_fatigues_syndikat: B_soldier_F {
author = "BFO Team";
scope = 1;
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";
uniformClass = "U_B_soldier_new";
hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
class cfgWeapons
{
class UniformItem;
class Uniform_Base;
class U_B_soldier_new: Uniform_Base
{
author = "BFO Team";
scope = 2;
displayName = "Tanoan Combat Fatigues";
picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
model = "\uniform\uni.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
class ItemInfo: UniformItem
{"
uniformModel = "-";
uniformClass = "texture_uniform_fatigues_syndikat";
containerClass = Supply40;
mass = 40;
};
};
};
look what i did to both uniformClass -es
so that one works?
should be, yeah. Altough idk what kind of model = "\uniform\uni.p3d"; is
what uniform is that?
neither do I, it was in my buddy's template, but the uniform skin I'm trying to use is a AAF combat fatigues retexture
ok so tried a bit of a rewrite with the help of a few bohemia forum posts
{
slotType = 0;
linkProxy = "-";
};
class CfgVehicles
{
class B_Soldier_F;
class texture_uniform_fatigues_syndikat: U_I_CombatUniform {
author = "BFO Team";
scope = 1;
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";
uniformClass = "U_B_soldier_new";
hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
class cfgWeapons
{
class UniformItem;
class U_I_CombatUniform;
class U_B_soldier_new: U_I_CombatUniform
{
author = "BFO Team";
scope = 2;
displayName = "Tanoan Combat Fatigues";
picture = "";
model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
class ItemInfo: UniformItem
{"
uniformModel = "-";
uniformClass = "texture_uniform_fatigues_syndikat";
containerClass = Supply40;
mass = 40;
};
};
};
probally messed up again, still not showing in virtual arsenal
@jolly igloo should remove the profanity and make your code more readable in discord by using three ` before and after your code
This is much easier on the eyes when looking at code
regarding physx lods:
+they ARE required for 'houses', since arma3 configs inherit from house_f, not house.
+Irrespective of whether you have a physx lod ALL p3ds without exception require a geolod.
(The only point of confusion with above is if there is only one lod in the p3d, it is also a geolod as well as being a visual entity.)
note also that the definition of a house in bis is purely dependent on the geolod property class=house (or building). So this includes scaffolding, piers etc
buried deep in the nested inheritence of class house and house_f is the magic property simulation=house. Since a config is not actually necessary for 'houses' that have no animations, when the engine is dealing with a 'house' baked into a wrp (map) it converts the p3d's class= to a simulation=
@wide vessel I might be a bit late to your question about seats staying level while the vehicle pitches and rolls, but you might want to have a look at the a3 samples jet which has an artificial horizon animated.
btw @indigo sinew , the reskin is of an AAF combat fatigues, could this be why it ain't working?
not showing in virtual arsenal
Is this the issue you face?
Yes looks it has unwelcomed " there
My config is as follows
class UniformSlotInfo
{
slotType = 0;
linkProxy = "-";
};
class CfgVehicles
{
class B_Soldier_F;
class texture_uniform_fatigues_syndikat: B_soldier_F {
author = "BFO Team";
scope = 1;
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";
uniformClass = "U_B_soldier_new";
hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
class cfgWeapons
{
class UniformItem;
class Uniform_Base;
class U_B_soldier_new: Uniform_Base
{
author = "BFO Team";
scope = 2;
displayName = "Tanoan Combat Fatigues";
picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
model = "\uniform\uni.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
class ItemInfo: UniformItem
{"
uniformModel = "-";
uniformClass = "texture_uniform_fatigues_syndikat";
containerClass = Supply40;
mass = 40;
};
};
};
{"```
...Hey, is the config everything you got?
atm that an a DATA folder with the .paa inside
\addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa
This config is literally broken. Tried to fix, not tested
class UniformSlotInfo //This is not needed AFAIK
{
slotType = 0;
linkProxy = "-";
};
class CfgVehicles
{
class B_Soldier_F;
class texture_uniform_fatigues_syndikat: B_soldier_F
{
author = "BFO Team";
scope = 1;
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";
uniformClass = "U_B_soldier_new";
hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
};//<- you forgot to close this
};//<- you forgot to close this too
class cfgWeapons
{
class UniformItem;
class Uniform_Base;
class U_B_soldier_new: Uniform_Base
{
author = "BFO Team";
scope = 2;
displayName = "Tanoan Combat Fatigues";
picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
model = "\uniform\uni.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "texture_uniform_fatigues_syndikat";
containerClass = Supply40;
mass = 40;
};
};
};```
testing that out, should probaly note, never modded in a uniform / texture before, normally I just use alives orbat tool for faction mods
no error this time, but still no uniform
Because probably there's no CfgPatches
that would explain it.
so follow up seeing as I'm apparently completely idiotic, how do I make that?
so I need this in the config correct?
or is it like with factions where I need a CfgPatches file seperately ?
Must need this in the config
got it.
If the config doesn't contain CfgPatches, it is ignored when the game is loading addons on startup.
Because your path isn't correct
what is the locality of event handlers that are defined in a vehicle config? for example if I have a "killed" event handler, when the vehicle gets destroyed will that just run where that vehicle was local or do I need a locality check?
@sullen fulcrum thx
what is the locality of event handlers that are defined in a vehicle config?
same as addEventHandler
you can do addEventHandler only locally on the vehicle or you can do it everywhere, does config only add it to wherever it's local?
config adds it everywhere where the config is loaded
so
what config parameter makes stuff catch on fire when you fire at it enough?
Hey everyone I need some assistance with this config, I think I am doing this right I can spawn the vehicle in game but it does not have the hidden selection textures I applied. It just spawns with the default textures
class ambulance: Van_02_medevac_base_F {
scope = public;
displayName = "Ambulance";
picture = "\a3\Soft_F_Orange\Van_02\Data\UI\Van_02_medevac_CA.paa";
hiddenSelections[] = {
"camo1",
"camo2",
"camo3",
"monitors",
"emergency_lights"
};
hiddenSelectionsTextures[] = {
"\skins\textures\vehicles\van\van_02_ambulance_co.paa",
"\a3\soft_f_orange\van_02\data\van_wheel_co.paa",
"\a3\soft_f_orange\van_02\data\van_glass_CivAmbulance_CA.paa",
"\a3\soft_f_orange\van_02\data\van_ambulance_monitors_co.paa",
"\skins\textures\vehicles\van\van_02_ambulance_co.paa"
};
};```
CfgPatches requiredAddons correct?
Yes
#define private 0
#define protected 1
#define public 2
class cfgPatches {
class PSS {
units[]= {
"ambulance",
};
weapons[]= {};
requiredVersion=0.4;
requiredAddons[]= {
"A3_Characters_F",
"A3_Characters_F_beta",
"A3_Characters_F_gamma"
};
};
};```
not correct
Your class is form Soft_F_Orange, you have Characters_F 3 times
easiest way is to just requiredAddons A3_Data_F_Oldman_Loadorder that has all Arma content up to oldman
That'll be safe in any case, and is much easier than seperate reqAddons
Thanks, so just for confirmation like this
class PSS {
units[]= {
"ambulance",
};
weapons[]= {};
requiredVersion=0.4;
requiredAddons[]= {
"A3_Data_F_Oldman_Loadorder"
};
};
};```
Also you don't really need the hiddenSelections[] = in your class, as its the same as what's set in Van_02_medevac_base_F and you inherit all its entries anyway
yes like that
I will try with them changes thanks for the insight
@grand zinc Thank you very much its working now
Ok scratch that, I thought it might of been working since it path was wrong with the skin before then I fixed that then now after the skin path fix and the changes it's still doing what it was before
class ambulance: Van_02_medevac_base_F {
scope = public;
displayName = "Ambulance";
picture = "\a3\Soft_F_Orange\Van_02\Data\UI\Van_02_medevac_CA.paa";
hiddenSelectionsTextures[] = {
"Skins\textures\vehicles\van\van_02_ambulance_co.paa",
"\a3\soft_f_orange\van_02\data\van_wheel_co.paa",
"\a3\soft_f_orange\van_02\data\van_glass_CivAmbulance_CA.paa",
"\a3\soft_f_orange\van_02\data\van_ambulance_monitors_co.paa",
"\Skins\textures\vehicles\van\van_02_ambulance_co.paa"
};
};```
🙃
Yep that's how I feel right now
hiddenSelectionsTextures[] = {
"Skins\textures\
didnt you miss there a "" before Skins?
""
\
\Skins\textures\vehicles\van\van_02_ambulance_co.paa here you have it on last line, first not
and i think Skins is your Skins.pbo? or is there a other pbo name
but then it should error and show no texture I'd think
Yea I was thinking that as well
It doesn't throw a error no texture it just doesn't apply the textures that I have set
Honestly I have no clue, but I will give @winter rains suggestion a go then see what happens
No change on adding the /, but a interesting new development if I apply the texture from the setObjectTextGlobal command then it works no problem but for some reason it doesn't like the mod
class CfgVehicles {
class B_UGV_01_F; // External class reference
class blahblubb : B_UGV_01_F {
side = TWest;
displayName = "Blah Blubb Poop";
hiddenSelectionsTextures[] = {"blahblah\data\blah1_CO.paa", "blahblah\data\blah2_CO.paa"};
};
maybe take a class after base_F
like on this UGV, its not UGV_Base_F
class Van_02_medevac_F its maybe the class after, i dont know you have to look from where you got the class name
I don't think the class is the issue I found it the config viewer and it spawns the vehicle fine with the classname I set its just the case the textures don't apply on the vehicle, but I have other vehicles that work fine and one of them is the hunter so its not the case of the multiple selection textures. I also shouldn't need to add in the side as it inherits from the default class? my understanding is only add to my class to what I want to overwrite or is that wrong?
im only trying to make step by step to find the issue. this is a retextured UGV example and it works. its possible that the _Base_F could be a problem. i only try to sort out the problems that could be
Sorry if my message came across as hostile or defensive, I didn't type it with that intent, I appreciate the help, I will try with its actual class of the ambulance and see what results it has
everything is alright bud. you havent done a mistake ^^
yes test it without the _Base_F, a class after it
I tried with van_02_medevac_f still no change with its textures
is it the right class name that exists?
Yes the class exists and also my class that I define works as well
Anyone able to help me?
class CfgPatches
{
class MyAddon
{
// Meta information for editor
name = "Tanoan Combat Fatigues";
author = "BFO Team";
url = "";
// Minimum compatible version. When the game's version is lower, pop-up warning will appear when launching the game.
requiredVersion = 1.60;
// Required addons, used for setting load order.
// When any of the addons is missing, pop-up warning will appear when launching the game.
requiredAddons[] = { "A3_Functions_F" };
// List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content (units and groups) unlocking.
units[] = {};
// List of weapons (CfgWeapons classes) contained in the addon.
weapons[] = {};
};
};
class UniformSlotInfo //This is not needed AFAIK
{
slotType = 0;
linkProxy = "-";
};
class CfgVehicles
{
class B_Soldier_F;
class texture_uniform_fatigues_syndikat: B_soldier_F
{
author = "BFO Team";
scope = 1;
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";
uniformClass = "U_B_soldier_new";
hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
};//<- you forgot to close this
};//<- you forgot to close this too
class cfgWeapons
{
class UniformItem;
class Uniform_Base;
class U_B_soldier_new: Uniform_Base
{
author = "BFO Team";
scope = 2;
displayName = "Tanoan Combat Fatigues";
picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
model = "\uniform\uni.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa"};
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "texture_uniform_fatigues_syndikat";
containerClass = Supply40;
mass = 40;
};
};
};
For what?
It's a AAF uniform retexture, it's showing and equipable in the virtual arsenal and 3den but the texture does not show / is see through, someone (I actually think it was you?) mentioned something about the path being wrong?
Yes I am... that would be the reason
I'm completely green on doing configs as I normally just do faction mods with alive's Orbat tool.
wdym / which path?
addons\Data\U_I_C_Soldier_Para_1_F_2_co.paa This one. What's your pbo name?
Hidden_Uniform
Then Hidden_Uniform\Data\U_I_C_Soldier_Para_1_F_2_co.paa is the correct path I guess, unless you set a PBOPREFIX
I think it set to do a NATO combat fatigue instead of AAF?
B_Soldier_F ?
I don't know, someone able to help me change it, (It needs to be AAF Combat Fatigues)
Then I_Soldier_F instead? Maybe
nope, still loading in as a NATO Combat Fatigues. . . ? ?
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; huh
Why you have to redefine model?
The NATO Combat fatigues streches the texture weirdly vs AAF fatigues
that load it normally (different model)
E-excuse me? Is that be a reason that you'll need to redefine model?
If you inherit, model also
I think so?
Then no need to
I dunno
vs
the second is using: setObjectTextureGlobal (The texture is originally from \A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Para_1_F_2_co.paa) (Just trying to make it a actual uniform / item)
Just try inherit from I_Soldier_F and without redefining model
I changed all the
B_Soldier_F
to
I_Soldier_F
Results stays the same
And model?
trying to find the correct filename
I said no need to redefine
nevermind
changed it to \A3\characters_f_beta\INDEP\ia_soldier_01.p3d it's working correctly now
I won't complain anymore when it's working
@patent delta what program are you packing the addon with?
pbo manager
I see Ill try packing it without using PBO manager and Ill pack it with PBO Project via my P drive
Honestly would of used PBO Project in the first place but its wayyyyy to convenient to pack it with pbo manager xd
Yea it is for in the moment, but if its not doing it right then I have no problem switching, what happened for it to break anyway or did it always do it wrong?
well it basically just stuffs the files into a pbo container
does not do binarizing
does not do any checking (the biggest benefit from using pboProject)
despite the flashy name, its not proper tool for addon making
does not do any checking (the biggest benefit from using pboProject)
also the biggest problem of PboProject (or actually rapify/makepbo)
but in short is MakePbo/PboProject superior to the tools provided by BI
@strong shuttle why problem tho. You do want to build error free things right? 
Unless you want to do things which are valid in Arma 3, but not valid in MakePbo ;)
Although those are edge cases and don't apply to average joe on this Discord
well... pP can be a bit overzealous
😅
when i just want to see a prototype ingame, i dont want to hunt down and provide substitutes for 20 missing references that are just eye candy
i just use addonbuilder...
DokanPbo, instant 0 disk space usage pdrive with all arma content
Just tried packing my addon with PBO Project and I am getting these two errors \PSS\config.cpp circa Line 274: A3\Characters_F_Enoch\Vests\V_CarrierRigKBT_01_light_F.p3d \A3\Characters_F_Enoch\Vests\V_CarrierRigKBT_01_light_F.p3d and I have A3_Data_F_Oldman_Loadorder in my cfgPatches in my required addons
Scratch that figured it out
🙃
I have used for long time Total Commander (maybe not many people know this program xD ) to pack pbo files. Until someone told me (not sure it was @hearty sandal), use the mikero tools like pboproject (so i just get mikero's tools to get full access with the tools).. At the first time i really hated it, cause all my stuff i did had a lot, or tons of errors. so i started mostly from scratch and rebuild configs part by part and tried to find the issues to fix. so i also did some config examples that are basic so i can just copy them and change my names to other names. but at least, the work was worth. error free configs and stuff and im also looking to make errorless 3d models in OB (always checking for nonclosed faces, and just let faces unclosed that are not seen (have to be closed if you want 3D print). important to make these basic files (i call them basic files, cause the other files are the scriptings) to get a better perfomance in MP games and such to save some perfomance, and also the community likes errorfree addons, so also the community appericate your work with your invested time to make it a good addon.
was me probably 😅
For explosives, has there ever been a config entry similar to caliber for projectiles that determines how much it can go "through" other geometries?
fully explosive thing (explosive = 1) does not go through anything, it just explodes.
Any y'all know if there's a method for changing the weight of uniforms, vests etc? I been trying to change the weight of all uniforms to be the same weight with these blocks of code for each uniform. Here's an example.
class Item_U_B_CombatUniform_mcam : Uniform_Base
{
class ItemInfo : UniformItem
{
mass = 4;
};
};
The above is contained in CfgWeapons and I imported these classes also.
class InventoryItem_Base_F;
class ItemCore;
class Uniform_Base : ItemCore
class UniformItem : InventoryItem_Base_F
You would have to do the change for each item separately.
There is no way to mass change it with a single class
As the individual item classes overwrite it
also your configs cfgPatches required addons must be correctly set up for your config to be loaded as last for any changes to apply
and lastly, is the mass used by some other mod and are you sure there isnt some special value it uses instead of this?
No, I want to do with each item separately.
However, I checked out the config in A3_Characters_F PBO and saw that mass was defined in the ItemInfo classes within the Uniform Item classes.
yea as far as I know that is the correct place for vanilla mass
Yeah exactly, I want to change that for each item.
So; if I was wrong about how to do it, how do you think I should do it? I can't really find any documentation on editing mass of clothing anywehre.
you did not answer if some other mod is involved
how do you check if your changes apply?
Oh sorry, I'll let you know.
However, I check by going into the ACE arsenal where I can see the weight of uniforms in LBS and KG which are derived from mass in Arma.
With regards to what I want to apply this change onto, I want to also apply it to mods with clothing content.
are you sure ACE does not use some special value they assign to things themselves?
I don't think so because it still relies on Arma 3 mass with its own items.
Oh my god lmao
The mod I been working on was somehow deleted off Arma 3's mod list LOL
I'm so stupid xD

Bruh lol
I had it on there before, it must've removed itself so I'm confused haha
Its on now so I'm good lel
Okay, now its working @hearty sandal. However, it added new uniforms without any properties other than mass when I wanted to edit their mass instead.
It was likely due to making the uniforms inherit from a uniform base class so the required classes can be defined.
However, I'll try again without it.
Now I fixed the inheritance crashing the game @hearty sandal, but I got a new problem which is where new uniforms are added but they obviously have no model due to only having their mass defined.
I'll put my code in a pastebin since it'd be too big on here and that I need to go to bed in real life if you or anyone else wants to help. Thanks for trying to help me also.
How do I only edit the ItemInfo class on uniforms? Because putting it inside of a uniform item class makes the game think that the changed uniform has no properties aside from what I edited.
I found this question which is similar to mine but how do I change it locally according to -=XTRA=-Larsiano's quote "You can do this two ways: change the existing one locally / on your server or make a completely new item:"? I don't want to make a completely new item. Anybody know how to do this?
https://www.armaholic.com/forums.php?m=posts&q=26111
https://community.bistudio.com/wiki/Class_Inheritance this might help
I done it correctly @idle matrix so I don't know what else to do.. I gave up but asked about this problem on the Bohemia forums since they're more active than this.
if an item only has the properties you edited then you didn't do it correctly
looking through your config (in PasteBin) the first thing I see is the weapons[] array in CfgPatches which makes no sense at all...
^
second; you inherit the wrong wrong base classes for the different items
Sorry @strong shuttle and @idle matrix, I forgot to add a new pastebin for what I've tried.
However, I'll put it up since I removed the Weapons[] array and a couple of other things. Also, I tried whatever I could to find the correct base classes so what would they be if I still got them wrong?
In Arma you can open the Config Viewer to see the original class (and parents).
For uniforms you should make 2 different entries: one in CfgWeapons (the uniform itself) and one in CfgVehicles (the unit who wears the uniform), which both are slightly different
why are you putting item class names under requiredAddons?
also the last entry there shouldn't have a comma
protip, just use A3_Data_F_Oldman_Loadorder
requiredAddons[]=
{
"A3_Data_F_Oldman_Loadorder"
};
so you get that
the .bisign that i put in the server's folder can be a one from any addon that was signed with the same private key as the addons that i want to allow ?
Yes
what do I need to do to make sure that displaynames can be translated and how do I translate them?
@narrow musk $<<Key ID>> https://community.bistudio.com/wiki/Stringtable.xml
thanks
hi, can someone help with a uniform issue? Everything works - models retexture good, they show up in arsenal, units look good with items, uniform acts as container and ground container - except my guys don't actually spawn with the uniform itself in inventory. I can add it to their inventory like it is supposed to be if I do "edit loadout" in eden.
I have uniformClass on the unit in cfgVehicles set to the uni in cfgWeapons. I tried adding the uniform to linkedItems and respawnLinkedItems, but that didn't work. Any hints? Thank you
You have to make actual units (in CfgVehicles) who are wearing the uniforms, since in Arma uniforms are more like cosmetic items for units and not useable items.
It's defined as uniformClass in the unit config.
See. https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Character_configuration
I do have that. When I go into eden, I can place my rifleman, and he has the right textures and gear. But if I test play or edit his loadout, his uniform is "empty" in the arsenal, even though the texture on the body is correct. And I used that guide
Can you post the config of one of those uniforms?
yes, I am loading relevant stuff into pastebin...one sec
I apologize for the cluttered look, I am just trying to get it to work before I pare it down and clean it up
All of the other parts of the config.cpp are there, just not included so you didn't have to look past it
Everything works except uniforms don't appear in inventory and they spawn without uniforms on my server
What you could try is setting the uniformClass of the uniform (line 101 in pastebin) to CGSA_Soldier_R, which is an active unit.
Because I know you can reuse an uniform, however I'm not sure if you can have the "default" unit be hidden (since B_cgsa_g3_green has scope=1=
np, happy it worked out!
i'm trying to modify the BW mod to accept RHS ammuniton but i cant find the config file for the ammunition types anywhere
is it hidden in the .p3d?
no. weapons use magazines, and the used ammo is defined in the magazine classes
hmm so i would have to modify the rhs files?
to accept the weapon
or better, i should say, i want to use RHS magazines in a BW mod weapon
you would probably create a new class for the BW weapon and set it to use the rhs magazine
i've managed to find the file:
class BWA3_G28_Patrol: BWA3_G28 { author = "$STR_BWA3_Author"; baseWeapon = "BWA3_G28_Patrol"; displayName = "$STR_BWA3_G28PatrolName"; descriptionShort = "$STR_BWA3_G28PatrolDescription"; model = "\bwa3_g28\bwa3_g28_assault.p3d"; picture = "\bwa3_g28\ui\bwa3_g28_assault_x_ca.paa"; uiPicture = "\A3\weapons_f\data\ui\icon_regular_CA.paa"; magazines[] = {"BWA3_20Rnd_762x51_G28","BWA3_20Rnd_762x51_G28_Tracer","BWA3_20Rnd_762x51_G28_Tracer_Dim","BWA3_20Rnd_762x51_G28_SD","BWA3_20Rnd_762x51_G28_AP","20Rnd_762x51_Mag"};
But whne i add the ACE ammo on the end there it dosent really do anything
i did some stuff and i have no idea whats the next step, i guess its just to wrap it to a pbo again?
are you editing usaf models?
@dusty helm perhpas its best if you explain what you are trying to do
yeah true, so i wanted to change a missile's explosion which i did, i saved the changes and now i want to convert it back to being a normal pbo file
like the whole folder there is this the screen shot the: "missilebox_c" folder
@hearty sandal
no this is the wrong way
you do not repack changed pbos
that will just break it completely
if you want to make changes you need to make a config patch addon that loads after the thing you want to change and overwrites the old stuff with your changes
without violating the original pbo
huh, so how do i do that?
@hearty sandal like i have no idea where am i supposed to start
BI forums perhaps
or search for "config patch addon" on this discord
I've been up all night and its way too big topic to start typing
its similar to what youve done now but with correct tools and development environment and separate pbo
alright
@idle matrix, I told you that I added a new pastebin which didn't have items in the RequiredAddons class. However, how would the Oldman Loadorder? Sorry, I'm not sure because I'm not using anything from that update.
However @strong shuttle, how do I make the CfgWeapons one without having to create a new uniform? Because that's the problem, but I'll try making a CfgVehicles one despite not making a faction mod.
your latest pastebin in this channel has InventoryUnderItem_Base_F and UniformItem under requiredaddons
those are items, not addons
and the oldman loadorder is basically an easy way to have the entire game loaded before your addon is loaded, so you won't ever miss a thing or have to dig through files to get the right pbo names
OH sorry lol, I thought you meant the uniforms haha
But that's interesting though, I never knew that loadorder would do that.
anyway try this https://pastebin.com/JdGtZMFZ
unless I missed something that should lower the mass for the regular nato uniform
Oh okay, all good then but thanks.
However; if it doesn't work, I'll try to use a CfgVehicles class if ItemInfo is only for displaying information.
it should also be easily editable for other uniforms, you'll just have to replace U_B_CombatUniform_mcam and B_Soldier_F with the right entries
I doubt you'll have to mess with CfgVehicles
Yeah of course with regards to the other uniforms, just that the main issue's the template but all good.
Oh my god, it worked @idle matrix! Thanks so much 🙂
I forgot to try that again since I tried it once when the mod wasn't loaded so nothing happened xD
is there a config-replacement tutorial/template?
I need to change the inventory sizes of some uniforms of another mod
ah... i shouldve done my research: https://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial
here, this might help as well https://community.bistudio.com/wiki/Class_Inheritance
Late reply @hearty sandal but my issue is if I have a bomb, then a house wall, I want items on the other side of the house wall to still get hit by the explosion, I dont want the wall to block it. Even trees/bushes are blocking damage at times
If you want "reliable" results, you could script the damage on the bombs explosion moment.
Run into an interesting issue. Created a custom jet texture for my unit on a new jet platform we're transitioning to as standard (The A-149 Gryphone from Jets DLC). Textures work fine in the standard hiddenSelections/hiddenSelectionsTextures. Though when using TextureSources it displays an odd behavior:
Both texturesources start as 'selected'(Square filled in) and cannot be 'unselected'(empty squre). Tried to find documentation on texturesources and basically came up empty, and compared it to the structure in the base aircraft with no difference.
First up, show us your config
I'll see if I can get at it remotely - sent that as I rolled out the door 😅
so I'm still having problems with this
GUI wise it works flawlessly
but when it comes to executing the expression I can't make it work
to reclarify I'm trying to make a dropdown menu in an object attribute to select an amount of textures
control = "combo";
property = "SZ_custom_logo";
displayName = "logo";
description = "This combo has twentyfive values.";
tooltip = "Choose the logo to use on the box";
expression = "_this setVariable ['%s', _value];"; //this is probably where I have to put it//
defaultValue = 0;
typeName = "NUMBER";
unique = 0;
condition = "1";
[removed]
i had class1 inheriting from class with a subclass inheriting from a base one .
class1 had the same subclass setup, and i failed to overwrite a part of properties in the sub-subclasses . it makes no sense, why it doesn't work like that ?
Heya, do you gus know what PhysX values I should tweak to stop tanks spinning like crazy when stationary?
Whenever AI uses them they tend to spin around in place
And damn do they spin fast
The turnspeed doesn't affect stationary tank, only moving one
something wrong with the wheels maybe?
does it happen both engine on and engine off?
They don't spin by themselves really
It's when you want to rotate the tank around it's axis
Using engine
The rotation speed is crazy
no scripts running that could do that?
no accidental animation tied to the whole of the tank 😄
thought that would show up when driving too
so yeah physx
tankTurnForce?
whats it set to?
440000
also is the tank config inheriting from some other tank or straight from the base class?
Tank_F
you could try to put some working tank inbetween there
just as a test
are all wheels in contact with the ground?
also is the center of mass in geometry lod at center of the tank?
Yeee, tweaking that value definitely helped
It's probably going to be enough
and the center of gravity is in the center of the tank
wheels are on the same level so they should touch the ground
that parameter then is probs it 🤞
i have the game completely ignoring my configurations
for example, i have the class
class nca_survivor_f_4: nca_survivor
{
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"nca_characters\frosta3\data\frost_3_co.paa"};
scope = 2; /// scope needs to be 2 to have a visible class
displayName = "Survivor";
};```
where i set the texture for the character
the unit this class defines shows up in the editor just fine
but it has the default-texture defined in the model
how can this be?
Not to judge you nor anything @latent lion, but is your mod loaded? Because when I was working on a config mod lately, Arma 3's launcher automatically removed my mod off its mod list so that could be happening to you also.
I'm not sure what NCA is in your config so I can't tell whether the inheritence or references are wrong which is why I thought of that question.
Or actually.. If that class is to make a character, maybe the character needs to be put into a unit of a faction if you can't spawn it in?
can you put your whole config on pastebin nica?
Yes, i can, sorry. I took a sleep. And yes, the mod IS loaded, as the units and their models are added by the mod
Just a moment, i need to wake up
what exactly are you trying to reskin?
oh brand new one, ok
are you sure the model has hiddenselections set up?
i set them up myself
Ah I see and all good, take your time if needed @latent lion but I think the problem would be with the NCA_Survivor class if that's what your example depends on? Because a problem from a "base" uniform for the rest of the uniforms can screw up their dependents too.
the config looks fine so my guess is it's something with the model
All good with the / stuff on there lol, I understand its a quicker way to comment a line (I think?).
all the units*
Oh never mind.
so the config is fine
so it only uses the default texture?
but it refuses to replace the texture
Maybe you accidentally got the spelling wrong for the names of the texture files?
You probably checked but that could be a cause.
if the texture name was wrong it'd be invisible
Oh never mind.
and give an error
nope, the texture-files are correct
All good.
I'm pretty sure it's a model issue
maybe wrong hiddenselection name or something, idk
it worked before i made changes to the config
but it could be that i thumbed something up in the model
Sorry, I thought that textures were in the uniform configs from what I've seen when changing clothing mass for a mod lol
what do you reccon?
I don't know myself since I haven't modelled a uniform.
Ah okay.
i'll do a fresh port today anyways
start from the scratch
there are some model-errors i need to fix
which could be the reason
I haven't modeled uniforms either, but judging by the config alone it should all be fine
the game is deleting selections because they have too many bones
Oof
🤷♂️
it might be deleting the camo-selection
in which case it cant change the texture of it
Yeah true, I seen the "camo" and "hiddenTexture" fields on some uniforms link to .paa files so that could be a part of it maybe.
Well I think .paa files are textures.
they are
the "camo" selection is the unit's uniform selection
can also be split to camo1 and camo2 if you need more space/different rvmat
doesn't even have to be camo
i'm remaking the model from scratch
could be "pants" and "shirt"
not a bad idea
All good and just curious also, what's your mod? Its okay if you want to keep that private.
it's not private
I find Arma's modding community interesting.
a DayZ port to arma 3
a proper one
i'm done with the inventory already
THE arma 2 inventory
i just like the feel of the old one more
Fair enough, it also felt a bit more immersive compared to the Arma 3 one. At least for me.
isn't there already a DayZ port for Arma 3?
especially when backpacks got added
there is, but it's meh and not supported
abandonware
Oh true, now I remember and there were DayZ ports but they didn't have as much.
also it's malicious
Malicious?
so i cant even use it as a base to work off from
Did they have viruses or?
Why not build the DayZ:SA inventory system?
That's something I would like to see
Oh never mind.
But yeah true, that's a bit like some low-quality mods I seen before like how CUP used to be and especially a bunch of weapon and unit mods called Massi.
@strong shuttle if you can do this model-porting and fixing, i'll give you a DayZ SA inventory any day
Although they were Arma 2 quality, it didn't belong in Arma 3 well lol
for Arma 2 models/porting I simply use CUP 😉
They're replacing Arma 2 stuff though haha
Yeah exactly.
And that they were able to get rights to some content in other lesser known mods.
Though, they also improved those things a bit more like adding bipods to FALs and G3s from NIArms.
but degraded some content aswell, atleast in my opinion
Yeah I also seen that.
but most of it is phenomenal
but i need to start working on this
lots to catch up to
You're better than me with that then, I get distracted super easily.
i have Asperger's
that's my superpower
once im focused on something, i wont be diverted from it
I have that too (although I was diagnosed with mild autism) and true in the long term but I still get distracted oddly enough lol
Yeah, all good.
can anyone shed any light on how to create the range of movement correctly in an FFV turret?
The wiki is confusing and missing some key definitions
limitsArrayTop[] and limitsArrayBottom[] Each of these arrays contains pairs of numbers which are vertical and horizontal angles of points on the curve - these points are then connected to create a polygon of view```
limitsArrayTop[] = {{33.8208, -93.9616}, {40.8906, 66.5705}}; // points for the upper curve
limitsArrayBottom[] = {{-9.4643, -94.5753}, {-8.3683, -67.6867}, {-9.7173, 43.6372}, {-10.1082, 78.9166}}; /// points for the lower curve```
i cannot picture this in my head, without a little further explanation
what does each number in the array do?
is it a position in 2d space or an angle in degrees?
or is it {minturn, minelevation}, {maxturn, maxelevation}
and then in between, are other points to allow a shape rather than a straight turn line between min and max points?
what are the upper and lower curves?
ah i think i get it, uppercurve is the maxelev varying with turn from minturn to maxturn and lowercurve is minelev varying with turn from minturn to maxturn
wiki could have said that simpler hehe
limitsArrayTop[] = {{minturn, maxelevation}, {maxturn, maxelevation}};
limitsArrayBottom[] = {{minturn, minelevation}, {maxturn, minelevation}};
is that right?
Looking at the wiki example, you have the ability to set more than 2 points. I wouldn't know from any experience (never worked on this before) but here is what I got when graphing out the points in the config from the wiki (and the one you put above)
It says on the wiki it joins up the two lines to make a polygon, my guess is that it gets the edges of the two lines and joins them together to make a polygon, which then defines the edges of travel laterally?
limitsArrayTop[] = {{maxelev_right, maxright_top}, {maxelev_left, maxleft_top}};
limitsArrayBottom[] = {{minelev_right, maxright_bottom}, {minelev_left, maxleft_bottom}};
think i got it now thank you!
useful for not allowing a player to shoot through the floor of the vehicle etc
or raise his rifle through the roof
Does anyone know how to create something along the lines of this:
From what I understand, it should be descriptionShort in the config editor
But by default it doesn't seem to show up when hovered over in Arsenal or inentory
...And what is your config?
Second
displayname="M97 Helmet (M-MDU-02)";
descriptionShort="Origin: Serbia - Manufactured: 2002 - Color: Green";
This is one example, I'm trying to make it so I don't have to add an extremely long display name for every item, I don't want a full on sentence to be in the Arsenal, but rather show up on hover
You can't break lines in a config like that
descriptionShort="Origin: Serbia -\nManufactured: 2002 - Color: Green";Do this will do, I guess
Yeah I know line breaks, I meant more of the on hover, for example for me in the Arsenal right now, it doesn't display the descriptionShort at all, only the displayName
Don't know how ACE Arsenal works though... What's your the entire config?
scope=2;
scopeArsenal=2; picture="\rhsafrf\addons\rhs_inventoryicons\data\headgear\rhs_ssh68_ca.paa";
displayName="SSh-68 (VMF)";
descriptionShort="Origin: Soviet Union, Branch: Naval Infantry";
model="\rhsafrf\addons\rhs_infantry\gear\head\rhs_ssh68";
hiddenSelections[]=
{
"camo1"
};
hiddenSelectionsTextures[]=
{
"\fl_rhs_retex\data\helmet\ssh68_vmf_co.paa"
};
Here's a finished one, just fetched it, I'm using the BI Arsenal, not the ACE one, I saw several mods use the descriptionShort to write out details about an item
You probably using my MOD?
So rather than having PASGT (M81/Goggles/Shemagh/Headset/NVMount/etc)
They just have it as
PASGT (M81)
Camouflage: M81 Woodland
Additional: Shemagh, Headset
The config viewer?
Arsenal doesn't show you the description by vanilla I mean
I see, well I'm currently only running RHS, CBA, MCC since I'm just retexturing, and the showing description thing I saw on VeteranMod, AFI that came out recently and some others, and wondered how to implement that, since it's a much easier way to display information
IDK what shows it but before proceed, check your weapon has descriptionShort in your game
It 100% does, when I'm not running anything other than RHS, CBA and MCC, the only thing it displays is the displayName, and the class name right below it, which I assume is vanilla?
Example here, which differs from the above posted one
Make double check again, in in-game config viewer
Very well
...Maybe because vests tab don't show the description?
Triple checked, all items definitely have a descriptionShort parameter
And it's not just the vests
As you can see, the AK-103 also displays the classname, whilst in the previous one, it displayed a variety of things all from descriptionShort
I'm assuming there is a mod or some form of config that makes the Arsenal display descriptionShort, I've just been unable to figure out exactly what that is
last FFV question - does anyone know why when you aim at a point in ironsights, you can shoot and hit the crosshair, but when you enter scope/ optics, the camera turns 20 degrees to the left, but your weapon still shoots where the crosshair was pointing.
i'm sure i encountered this in unsung a few years ago, but for the life of me i can't recall how i fixed it then.
it's like the optics mode has a different init turn point to the ffv cargoturret
the proxy is sitting at an angle, not sure it should make any difference.
but maybe do i need to configure a custom viewoptics or something?
@livid heath proxy is in 1st resolution lod (or whatever lod you are using for lodOpticsIn) doesn't match with view cargo
thank you!!
Hey all! I was wondering: is there a way to force animations on certain vehicle parts? For example, the A-164 Wipeout airbrakes don't open on my teammate's plane when watching him taxi, although he is using them. Another one is that objects attached to a "pilot camera" don't seem to animate on another players' vehicle. However, in both of these scenarios the player can see the animations of his own vehicle parts. Any ideas?
maybe some sources are not synched over network, maybe also for good reason (?)
network optimization?
you dont expect someone to see into the cockpit of another jet in normal circumstances
is there somewhere i can read up on how to make weapons compatable with ace ammunition
or rhs ammunition
@mild urchin it's called "MagazineWells" and is by now a part of Arma 3.
https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Magazine_compatibility_groups
Simply add the correct wells to your weapons, and it will automatically support all ammo from mods which are configured correctly (like RHS)
Oh awesome thanks
i guess if you use those you need to ensure that your magazine model is positioned exactly the same as the compatible ones? otherwise magazineproxy functionality could offset your model differently on weapons from different mod teams.
is there an example pic of standard positioning for magazines?
thanks!
what is the correct syntax to run a script for each unit when they are initialized?
what i've tried:
class CfgVehicles
{
class CAManBase
{
class EventHandlers
{
class TOM_inventoryBackpack
{
init = "this call compile preProcessFile 'NCA\TOM\Addons\inventory\inv_functions\fn_addBackpackAction.sqf'";
};
};
};
};```
https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes this might help @latent lion
Anyone know of any examples in mods or base arma of an artillery vehicle needing to stabilise before firing? kind of like the old nuke truck from a2
Or can you simply put the artillery computer user action behind a conditional statement?
what could be causing this?
no entry "bin\binconfig.bin/CfgVehicles/SimpleObject.side".
class SimpleObject is missing "side" parameter
either you are missing curly bracket somewhere or you are doing something as silly as class SimpleObject; in CfgVehicles
oh yeah didn't add side to it I guess
its probably related to the simple object checkbox I applied to a prop
so you have a prop with class name "SimpleObject"?
no but inside the prop class there is a class SimpleObject
it didn't had a side parameter because I though it wasn't necessary
error states that you have "SimpleObject" in CfgVehicles so see my message about bracket
{
class SimpleObject {};
class someProp {};
};```
right now error suggest that you have something like that
its not inside of someProp
oh I did but thinking about it I'm not really inheriting anything from it
yeah that was stupid
also I found out about an attribute control type called ObjectTexture
where can I find some reference about it?
@latent lion you dont expect someone to see into the cockpit of another jet in normal circumstances
True, but this isn't that case. This is the actual airbrake flaps that split from the ailerons on the wings. I kind of get the whole net optimization thing, but I think that should be a choice for servers to turn on/off at their own discretion. if they want to take the hit for better aesthetics and immersion, then they can choose to.
true, but maybe too late to change that
Hehe. Well that's definitely typical. I just had a little hope that someone had found or seen a work-around.
force animation-state?
In fact... I just now remembered that I have a wing fold animation that DOES show up on another player's plane. I referenced the Blackwasp wingfold stuff to make it work. I wonder if a user-based airbrake flap would show up
There's a rather inconvenient amount of hardcoded limitations that hinder the engine's capabilities, if you ask me. I should be the judge of whether it's important (in my own mod content). A LOT of people play for aesthetics.
100x people more strive for better performance though
Agreed, but animated flaps on a plane shouldn't be too much of a performance hit, or am I way wrong? And... I mean these are particularly large and noticeable airbrakes. When splitting, they are twice as large as the aileron itself (which is animated). Following my squadron leader, I clipped him because he used airbrakes, and I was waiting for the animation to signal me to slow down...
I'm just saying that it could be any shape plane, imaginary or real, with exceptionally large airbrakes, that look incomplete because the visibility of the animation is expected.
Anyway... there doesn't seem to be a work around when we have fallen into debate of weather or not it's important to have.
Changing subjects, could anyone kindly help me figure out some issues with a Titan/Javelin-inspired missile?
It gets a lock, which I guess is more a function of the launcher/weapon, but...
A - it doesn't ascend for a top-down attack or
B - adjust course to hone in on target.
you'll still need inheritance for it all
yep
i want to add to a base-class
so...
class CfgVehicles
{
class CAManBase:CAManBase
{
class EventHandlers
{
class TOM_inventoryBackpack
{
init = "[this] call compile preProcessFile 'NCA\TOM\Addons\inventory\inv_functions\fn_addBackpackAction.sqf'";
};
};
};
};```?
i want to add an eventhandler to the CAManBase
CAManBase definitely doesn't inherit from CAManBase
sure
class CfgVehicles
{
class CAManBase
{
class EventHandlers
{
class TOM_inventoryBackpack
{
init = "[this] call compile preProcessFile 'NCA\TOM\Addons\inventory\inv_functions\fn_addBackpackAction.sqf'";
};
};
};
};```?
now better?
it doesnt work
but i dont know what's the issue
im getting no errors, nothing
Do you know what class inheritance is...?
class thisClassinherits : ThisClass
{
thisValueOverrides = "something";
};
pretty much my understanding of inheritance
so if thisValueOverrides is defined in ThisClass, then the thisClassinherits would have everything that thisClass has but with thisValueOverrides changed
Then you know how it should. CAManBase has inherited from Man
should i declare CAManBase before?
i jsut need to add an eventhandler to the class CAManBase;
...?
or do i add it to Man?
class CfgVehicles
{
class Man;
class CAManBase: Man
{
class EventHandlers
{
class TOM_inventoryBackpack
{
init = "[this] call compile preProcessFile 'NCA\TOM\Addons\inventory\inv_functions\fn_addBackpackAction.sqf'";
};
};
};
};```
CAManBase is not a base class?
but CAManBase is not defined in the base-game?
Sorry are you sure?
im not sure of anything, which is why im asking a question
i want to add an eventHandler to ALL man-type units
CAManBase is something used in base game
ok, thank you
doesnt work, shame
probably my fault
nope
the script is not triggering
YU no use CBA XEH?
ok, i got the file executing now
Thank you!
what's the magic variable for the current unit in EventHandlers?
this has nothing in it for init
wait
"unit"
no..
but "this" is empty
there is nothing in it
_this?
🤔
that's probably it
_this is argument passed to script. ALWAYS.
"this" is not a argument, and some special sauce for triggers and stuff
except for init-field
No
In unit field there are no arguments. But there is a predefined local variable called "this"
A local variable.. without _
yep, yeah
A bit ridiculous really but.. backwards compat
"_this" is a predefined local variable that contains the passed array aswell?
but it's an array, right?
so it's a variable?
Yes?
what game?
if trying to be factually correct is a game, then yes. But you know, youre the same. Niin metsä vastaa kuin sinne huutaa
it's in quotes
It's non english
yes? It's meant to be in non-english because it's a proverb
translating proverbs from finnish to english doesnt work
English equivalent: The world you get is the world you give away, What goes around comes around or You reap what you sow. The proverb refers to the echo that the treeline produces.```
I'll make sure to include translations in the future
Is there a certain config eventhandler to add to a weapon, such that when said weapon gets pulled out, e.g. is being held. the handler fires?
No
@pure dove you could use the animation one?
How do you know which vest and stuff to write when making a config
The wiki is full of information, and the search function works well enough to find stuff
is there no backpack-sample in the arma 3 samples?
i dont get this
im trying to increase the base-capacity of a backpack
but i cant even find where backpacks are defined
😅
there's no sample of the config structure either
You have in the article you got
i see
splendid
can i add bogus config entries?
if i want to be able to access a value from the backpack's config?
can i, per say add TOM_backpack_slots = 20;?
you can add everything to it
whatever i want? nice
there are just a few names you shouldn't use, and of course put your own tag in front of it to prevent others doing the same
what? not sure what you're trying to do, but "bulk-specify dependencies" with custom config variables doesn't sound like a logical thing...
ok, so i need dependency for the backpacks in CUP units
but theyre sort of spread out
among many packages
i tried to add each of those packages, but i only got addon errors
so is there a way to make sure my addon loads AFTER cup units?
requiredAddons[] = {"CUP_Weapons"};
or any other CUP addon name which you want to add (check CfgPatches to know which one to add)
and they might even have a loadorder somewhere
I don't have CUP extracted at the moment, so can't tell the exact names
yeah
i just hope they stick to convention
and it's called "CUP_Units"
nope
never mind, it was another mod giving these errors
but CUP_Units doesnt work
backpacks are in CUP_Weapons_Backpacks
And I believe the "main" config for CUP Units is "CUP_Creatures_People_Core"
Heya, I've got a turrets question:
So I have 5 turrets setup, 4 of them use MGs. Now whenever each of those is firing the muzzle particle effect is always displayed on the main turret. I can't find any config entry that defines what memorypoint is used for that, how do I deal with it?
So for example, I'm firing the rear turret MG, everything works fine but the particle effect is displayed on the main turret's main gun
selectionFireAnim="zasleh";This would be the thing. I didn't make my own config so might wrong
@sick zephyr this is configged in the cfgweapons class for your turret weapon
so I need a separate weapon for each turret 😱 ?
class mg1: parentmg
{ class GunParticles
{
class effect1
{
positionName = "mg1_usti_hlavne";
directionName = "mg1_konec_hlavne";
effectName = "machineguncloud";
};
class effect2
{
positionName = "mg1_machinegun_eject_pos";
directionName = "mg1_machinegun_eject_dir";
effectName = "machineguncartridge1";
};
};
};
class mg2: mg1
{ class GunParticles: GunParticles
{
class effect1: effect1
{
positionName = "mg2_usti_hlavne";
directionName = "mg2_konec_hlavne";
};
class effect2: effect2
{
positionName = "mg2_machinegun_eject_pos";
directionName = "mg2_machinegun_eject_dir";
};
};
};```
these are custom memory points for each mg
and yes, you need aseparate weapon for each turret because they are used in your animationsources
your turrets ofc also need custom memory points
yea, that makes sense
memoryPointGun = "mg1_usti_hlavne";
gunBeg = "mg1_usti_hlavne";
gunEnd = "mg1_konec_hlavne";
body = "mg1_turret";
gun = "mg1_gun";
animationSourceBody = "mg1_turret";
animationSourceGun = "mg1_gun";
selectionFireAnim = "mg1_zasleh";
gunnerLeftHandAnimName = "mg1_otochlaven_recoil";
gunnerRightHandAnimName = "mg1_otochlaven_recoil";
memoryPointGunnerOutOptics = "mg1_gunnerview";
memoryPointGunnerOptics = "mg1_gunnerview";```
yea, thanks, only now I realised I need those extra weapons to set up muzzleflashes and memopoints properly
class AnimationSources: AnimationSources
{
class mg1_reload
{
source = "reload";
weapon = "mg1";
};
class mg1_reloadmagazine: mg1_reload
{
source = "reloadmagazine";
};
class mg1_revolving: mg1_reload
{
source = "revolving";
};
class mg1_muzzle_source
{
source = "user";
animperiod = 0.1;
initphase = 0;
};
class mg1_muzzleflash_rot: mg1_reload
{
source = "ammorandom";
};
class mg2_reload
{
source = "reload";
weapon = "mg2";
};
class mg2_reloadmagazine: mg2_reload
{
source = "reloadmagazine";
};
class mg2_revolving: mg2_reload
{
source = "revolving";
};
class mg2_muzzle_source
{
source = "user";
animperiod = 0.1;
initphase = 0;
};
class mg2_muzzleflash_rot: mg2_reload
{
source = "ammorandom";
};
class mg3_reload
{
source = "reload";
weapon = "mg3";
};
class mg3_reloadmagazine: mg3_reload
{
source = "reloadmagazine";
};
class mg3_revolving: mg3_reload
{
source = "revolving";
};
class mg3_muzzle_source
{
source = "user";
animperiod = 0.1;
initphase = 0;
};
class mg3_muzzleflash_rot: mg3_reload
{
source = "ammorandom";
};
}; ```
yeah, that's standard stuff
the way i do my mg's is to have them use all the same points and selection names but have mg1_ or mg2_ on the front
then it's really easy to config a 5 turret vehicle
one thing to be aware of, i'm not sure why this is, but i've found in the past that i could not get theplayers head / optics to work if a cannon was not on mainturret
it may have been some mistake, but back in the day when i worked on that i had a recoilless on a side turret and it is a class of cannon
that's a Turrets class setting right?
i had to swap the recoilless turret to being configged as mainturret and have my actual main centre turret configged as a side turret
in order t ofix a longstanding bug with the recoilless on our m113 in unsung
notsure if it was just some oversight in our code, or ifit was an engine limitation
im not sure it is still an issue today, just saying in case you encounter odd movement behaviour when mixing cannons and mgs on multiple turrets
i have a hunch it was a bug in arma 3 code that was since fixed
but i have no knowledge beyond my own experience wit hit
this was on a tracked or wheeled apc sub-class
every class seems to have its own idiosyncracies
like getting twin tracers to work on a turret is a bit of wizardry, depending on the vehicle type (heli, plane, tank etc)
everything is possible
yea, I've been setting twin-linked barrels before, two is allright but four is even more "fun" 😄
I'm not sure if my next question should go here or in #arma3_scenario, because the problem may be in the config but is certainly affecting the ability to load a mission. I have a weapons config starting like this: class CfgPatches { class fff_Weapons { author = "Scot Gilmore"; name = "Fight for Freedom - Weapons and Accessories"; requiredAddons[] = {"A3_Anims_F_Config_Sdr","A3_Data_F","A3_Ui_F","A3_Weapons_F"}; requiredVersion = 0.1; units[] = {}; weapons[] = {"fff_twin_30mm_apc_01_F","fff_v_missiles_VSRAAM","fff_h_missiles_SIDEARM","fff_v_missiles_ACULEUS","fff_v_missiles_GIART","fff_v_bomb_heli_lite","fff_v_rockets_12_HE_CAS","fff_v_rockets_19_HE_CAS"}; }; };
The problem is that fff_weapons is not referenced anywhere else in my mod, thus not being used in a mission. The lack of it being included prevents it from starting. This happens only when my mod is the only mod running. Once any other mod is there it seems to bypass this and load everything.
I guess I just need to know if I should rename class fff_weapons or if I need to be referencing it elsewhere, and where?
As I said, this is a weapons config.cpp, so it has classes such as cfgAmmo, cfgMagazines, cfgWeapons, etc. Should class fff_weapons in cfgPatches, in my code block above, be used in one of these?
Hi guys,
I am quite new to mod making and have some Question.
I am making a mod that is changing some game mechanic and therefore adds some custom items.
Now I need some ui pictures an while I am quite good at coding I am not that good with graphics.
I know that I am not allowed to use content from other mods without permission, but what about BIs Content. Am I allowed to modify UI picture of Vanilla content and use it for my purposes.
So for example if a was making an caprio hatchback am i allowed to remove the roof of the UI picture with Photoshop and use it as my UI Picture?
For Mods content I assume I have to contact the developers and/or check their license.
Any suggestion / experiences from the crowd?
as long as you stick within the license
@dry carbon all your vehicles that use those weapons should have that pbo as required addon
But lack of it being used would not prevent it from loading
All pbos get loaded
Hrm...
the pbo itself is "weapons" but in the fff folder.
All the vehicles that use it are also part of the same mod, just not the same pbo, which I thik is why they work.
The cfg patches class name is what connects them
The pbo name is just good practice to have with same name
roger that
is Dummy_Magazine_Base an arma 3 equivalent for CA_Magazine?
or can i use CA_Magazine in arma 3
Use CA_Magazine

what would be an arma 3 alternative for "\ca\Weapons\shell"
@hearty sandal Thanks for the help, btw!!
\A3\Weapons_f\ammo\shell @latent lion
🙏
@latent lion is there any help with license except of this: https://www.bohemia.net/community/licenses ?
I am getting confused with ALDP and Arma3 Content. So ALDP Models and UI Pictures are free to modify but Arma 3s are not?
Is there a channel on this discord that is more suitable for my concerns?
no idea about forums, but if you find the picture in a licensed data pack, you can use it under the license's terms
take a look here: https://www.bohemia.net/community/licenses/licensed-data-packages
ok thanks so far 😃
If it is in a sample pack or LDP at the URL Nica posted you can use under the terms of the DPL, APL or ADPL license, noting that you are and obeying the license terms. If it is not in a sample pack or LDP you cannot use it (though you can config mod it for retextures, etc.). Also nothing from ARMA 3 is released under ADPL so it is ARMA only
As far as use goes: DPL = ARMA 2 only, APL = ARMA only, ADPL = ARMA or DZSA
Yeah... obeying the license terms 😉
if it is SA, you must publish it under the same license you got it with
yeah, well, youre right
read the license and obey it
this is NOT legal advice, but i dont think bohemia will throw a tantrum if you use one low-quality picture with small edits and publish it with a nice license and dont monetize it
If it's APL and you use in DZSA they will 🙂
even if you retrieved it from the arma 3 install
NOT LEGAL ADVICE
yeah
but if you take one unit icon from arma 3 and edit it a bit
and publish it within a3
for arma 3
But if ypu do, you will be breaking the EULA so you can face punishment... I have always found Bohemia's Legal Department to be very nice and responsive so it can't harm to ask first...
But we're now going OT...
Grahame, help a friend out
what's the path for the reload sound of the m1014 in cup?
😅
got a question for cars / trucks.. where is the steering radius defined? i got a truck based unit with 2 steering wheels at front, so 2 left and 2 right. but the steering radius is huge and the AI cant handle it right and has to correct all the time... need to know how i can make the radius smaller
It's a CUP reload sound, not ARMA 3 vanilla @latent lion
class attributes
{
class ObjectTexture
{
control="ObjectTexture";
data="ObjectTexture";
displayName=" ";
tooltip=" ";
};
};```
anybody knows how to disable the randomization option that comes with this attribute?
hi guys, so im having issues with getting units/vehicles to show up in the zeus menu. everything shows up fine in Eden, but not in zeus. strangely enough, i have a vehicle on each side thats using the same editorsubcategory (car etc), yet only the one on OPFOR shows in zeus.
Check your CfgPatches
everythings in CfgPactches
Double check. Check every single classes. Or use Mikero's Tools to pack pbo
can you paste your cfgPatches?
no, i mean the cfg patches
is like 16 lines
and i've got comments in it
it's even less
pastebin
What are missing in Eden?
what is this fileName
unsure, OPTRE has it included in their file structure
It doesn't matter today
ammo[]/magainzes[] are in the OPTRE configs and a few other configs ive looked at
if you need to spawn them on the ground, yeah
anyways, are you sure your not just looking in the wrong place?
use the search-bar to look for your units
i see
im missing everything except OPFOR/GREENFOR in zeus
that cfgpatches is from the only file those units are in
So you like made separated config files per factions, and only BLUFOR isn't appeared into Zeus?
no, i have all of this vehicle (vehicles being a car. all vehicles have same editorcategory, which is "Car") in this file. In Eden, i can place all of them. In zeus, i can only place side 0 and side 2. (OPFOR and Greenfor respectively)
https://discordapp.com/channels/105462288051380224/122121444703338496/726656930868756560
You have all of this vehicles?
those vehicles in cfgvehicles yes
Excuse me, and some of the vehicles in this config don't appear right?
correct
Check if crew is available in Zeus
IIRC if defined crew isn't available in Zeus, so vehicle is
pft. damn it. yeah. that was it. i didnt have the units being used as crew show up in zeus either.
Gotcha, gg!
i was working on another file which had the units being used as crew in it and i added everything properly. repacked and it worked. GG me.
Nah, it's okay. Strange Zeus indeed
i was having this issue during my OP today as well. so i wanted to fix it. and now it is
currently looking for the names of the interaction points that ace uses for vehicle interactions and for the repairing of each individual component (like Right track or engine) Ive tried looking through the ace_repair pbo but couldnt find the exact point name to add in Object Builder, only scripts that get the vehicles position. Anyone know what these are named so i can place them on my vic?
hello im currently trying to setup and amphibious tank, i got it to float but i cant get it to accelerate or turn, what should i try to look at to get it working ?
so no way to do that then ?
cant remember if the problems were resolved
Has anyone worked with module creation, I cannot for the life of me get a certain mode for the module to get called. registeredToWorld3DEN never fires when the module is created, only attributesChanged3DEN. Trying to spawn objects upon module placement
Trying to add a new radio to tfar, got to the point where its recognized as a radio where I can get a menu when I open it from my inventory with shift+p and it gives a "Select short range radio" option, but after selecting any option I get an error for resource NAME_radio_dialog not found , and "Channel: scalar NaN, Freguency: any" on the bottom right
@kindred viper how does the config look like of your radio? Because it seems it doesn't have tf_dialog set or the dialog doesn't exist
tf_prototype = 1;
tf_range = 999999;
tf_dialog = "nokia_radio_dialog";
tf_encryptionCode = "tf_east_radio_code";
tf_dialogUpdate = "call TFAR_fnc_updateSWDialogToChannel;";
tf_subtype = "digital";
tf_parent = "ACE_Cellphone";
tf_additional_channel = 0;```
all of the tfar related bits of the cfgWeapons
and you also have the UI part?
like https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/addons/handhelds/anprc152/ui/anprc152.hpp?
yes, nokia_radio_dialog.ext in the pbo
because the error clearly tell you that it can't be found 🤷♂️
It's why Im confused too
Been trying to use other mods that add radios as examples on how to do it, but Im not seeing where the error comes from
the most obvious thing that comes to mind is: did you properly include the file? 😉
because the configs look good to me
Not sure where to include it, usually it would be in the config.cpp - but neither tfar nor the mods Im using as examples have it included there
TFAR does....
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/addons/handhelds/config.cpp
at line 61 is adds uiDefines.hpp and at lines 70-75 it adds the UI's for the different radios
I see, must've seen something wrong, will try that now
is that the github for TFAR beta by any chanse?
because I still use the 0.9.12 sadly(
well of course it's TFAR 1.0
but also 0.9.12 adds the configs, albeit slightly different
yes, I am fixing it in the config now, will see if any more errors come up
And I would suggest to not use old config examples, especially from a 5 year old project which isn't up-to-date anymore. Or even better, move to TFAR 1.0 completely since it won't take long till 0.9.x will be removed completely
Yeah, you are most correct
My community is in the process to (finally) switch to 1.0, just took them a few years to realize its a good idea
Yep, I had included the radio diolog in the wrong place, thanks for the help Grezvany! https://i.imgur.com/FwUwg2Y.png
👍
In a weapon config, the cowsslot is where the sights go, but I'm wondering why it's even called a cowsslot? 🤪
it holds the cows
I am new to making configs and I couldnt find anything on it so how do you refrence certain things in your code as file paths I understand how to do it but I dont undestand where it starts
it may help to explain some specifics about what youre trying to do, and then learn from solving that problem
ok
there's no one rule for everything in Arma
e.g. sometimes paths start with a \ and sometimes not
can I send you a pastebin of my config and then give me pointers because I couldnt find any config tutorials
that's a simple enough item
I just need to make configs and I have no idea how so if you know any tutorials that would be great too
I have it to where a Icon, config and model are all in the addons folder of my pbo and the rest are in data
is your p drive set up as P:\vatos\addons\Plate.p3d
does your vest model.cfg have the sections list "camo", "camo1", "camo2", "camoB", "camoB1"
model = "vatos\addons\Plate.p3d"; not model = "\vatos\addons\Plate.p3d";
I dont even know what that is I rly need a good tutorial