#arma3_config
1 messages ยท Page 113 of 1
hiddenSelectionsTextures[]=
{
"\vatos\addons\data\plitnikBlack_co.paa",```
also wont work
is there any good ways to learn
hiddenSelectionsTextures[]=
{
"vatos\addons\data\plitnikBlack_co.paa",```
yeah take this advice
class CfgWeapons
{
class InventoryItem_Base_F;
class ItemCore;
class Vest_Base;
class HeadgearItem;
class UniformItem;
class Uniform_Base;
class VestItem : InventoryItem_Base_F
{
type = 701;
uniformType = "Default";
hiddenSelections[] = {};
armor = 5*0;
passThrough = 1;
hitpointName = "HitBody";
};
class Vest_NoCamo_Base : ItemCore
{
scope = 1;
weaponPoolAvailable = 1;
allowedSlots[] = {901};
picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
model = "\A3\Weapons_F\Ammo\mag_univ.p3d";
hiddenSelections[] = {};
class ItemInfo : VestItem
{
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
hiddenSelections[] = {};
containerClass = "Supply0";
mass = 0;
armor = 0;
passThrough = 1;
};
};
class Vatos_Vest: Vest_NoCamo_Base
{
scope = 2:
displayName = "Vatos Vest";
picture = "vatos\addons\icon.paa";
model = "vatos\addons\Plate.p3d";
hiddenSelections[]=
{
"camo",
"camo1",
"camo2",
"camoB",
"camoB1"
};
hiddenSelectionsTextures[]=
{
"vatos\addons\data\plitnikBlack_co.paa",
"vatos\addons\data\vestBlack_co.paa",
"vatos\addons\data\sumkiBlack_co.paa",
"vatos\addons\data\podsumokBlack_co.paa",
"vatos\addons\data\polizei_co.paa"
};
class ItemInfo: ItemInfo
{
uniformModel = "vatos\addons\Plate.p3d";
containerClass = "Supply90"
mass = 50;
armor = "16";
passThrough = 0.3;
hiddenSelections[]=
{
"camo",
"camo1",
"camo2",
"camoB",
"camoB1"
};
hiddenSelectionsTextures[]=
{
"vatos\addons\data\plitnikBlack_co.paa",
"vatos\addons\data\vestBlack_co.paa",
"vatos\addons\data\sumkiBlack_co.paa",
"vatos\addons\data\podsumokBlack_co.paa",
"vatos\addons\data\polizei_co.paa"
};
};
};```
i didnt count the { and } so beware, was a bit of a messy pastebin
ok
but the parent class works properly
ok
and i changed up your inheritance of iteminfo
how does the hidden selections work
bc I cant get the model into blender
and I need to do that to make a single texture
you need this model.cfg in your folder next to your p3d
it defines the bones and the sections
i gotta duck out but this should help you on your way
in terms of modelling in blender, ask in an art related channel
ok
loads of blenderheads about but not so many in here
hi, someone know how work the filepatching ? because i have a problem with it. My mod is in "Arma 3@test" but the mod is not loaded after mod.cpp so someone have an idea ?
"C:\Program Files\Steam\SteamApps\common\Arma 3\arma3diag_x64.exe" -skipintro -nosplash -worldempty -filepatching -mod=@mymod
works best for me, in target line of a shortcut for diag.exe i use when in dev branch
oh ok i will test
oh ok but i need to change to the "dev branch" in the beta tab on steam right ?
how would i go about setting a seat location in a vehicle?
Proxies in the model? #arma3_model
That's model side, not config side
@native ether just use the stable branch, dev branch is for the game developers to test upcoming changes to the base game
Does anyone know what CfgNetworkMessages does in config.cpp. Can't find any documentation on it
Does the delete keyword not work on classes that other classes derive from?
Good to know, thanks ๐
So always remove the children before you remove the parents.
๐
If I have an array like items[] += {"Item1","Item2"}; is there a way to delete a specific item from it?
https://community.bistudio.com/wiki/Array This seems to suggest you can with deleteAt
deleteAt is an SQF command and he's asking about config.
I don't think you can delete single element from array in a config.
does items[] -= {"item1"}; work?
Is -= even a thing?
If nobody here knows, just test is the only way; test!
so, i m trying to make a small addon. This addon is supposed to have a config file that must only be available serverside, any idea on how to do that?
I mean, in a mission, you can include a config via description.ext #include "blah.hpp", but how do you do it in an addon?
you put a config.cpp into the addon folder, write the stuff you want into it and pack it to pbo and plop it to the server
basically
if clients dont have it I dont think they would see it
although depends maybe whats it supposed to do if it works only server side
cant i add a second config file?
i would prefer to have the config.cpp only for configuring the functions and stuff
You can put multiple config.cpp into one pbo, but each should have CfgPatches
of course you can have multiple config files, simply include all the files in your config.cpp
^ also will do
you can also make multiple addons in a single mod ๐
so, #include "second.cpp" works in a config.cpp?
yes
oh
so its that easy
thanks 
does it even make any difference what kind of file you use?
i mean, with #include, you can include .cpp .hpp even .sqf
so, couldnt i also use a .sqf for configs?
#include only transfers the file contents inside the file whatever its extension, is my understanding
Yes
so, wouldnt it be possible to ONLY use sqf or cpp or hpp file to write all your code and stuff?

and, is there a difference for when you should use a hpp or cpp file?
#includeonly transfers the file contents inside the file whatever its extension, is my understanding
config.cpp is required, since it's the file loaded by the engine (which requires some configs). The rest can be whatever you want since #include just includes those files and reads it as one big file.
Scripts must be .sqf, since that's how the engine reads them (although it should technically be possible to have any extension).
afaik do "we" use .cpp, .hpp, .ext and .inc for config files, without any fixed rules, to have a quick indication of what the file contains.
i see
i already figured the config.cpp must be named like that, because there is no file pointing at this to be loaded
if you want easily debuggable stuff when you run into problems, dont go inventing some obscure method of putting you configs together though
yea, ofcourse not
i just want to write a small addon, that runs serverside, and is well structured, so you can add more addons to it at any time, with as small ammount of work possible
my personal method is for readability:
- config.cpp
- Cfgvehicles.cpp (included in config)
- Cfgvehicles_Men.cpp (included in cfgvehicles)
- etc.
makes sense
and for addons I usually have a 'Main.pbo' which contains all the configs/scripts shared throughout the mod, and then add addons with specific features specific things (but always require main)
thats a good approach 
how do you structure main.pbo then?
because, thats basically the idea i already had, a base config
https://github.com/Grezvany13/ILBE-Assault-Pack-Rewrite/tree/master/y/tfw_radios/addons
'main' contains basically nothing, except for mod stuff, 'ilbe' and 'rf3080' contain the actual content
do note that I use CBA as a dependency and use it throughout, so might be a bit overwhelming ๐
btw... I am working on a Modding 101 Guide which goes though all of this, although it's not even in WIP status ๐
i see
thanks tho
much appreciated
when i looked through your code, i noticed, that my brain was on airplanemode .__.
its not that i did a mistake or anything, or that your help wasnt enough, but i just now figured out that i can put a config.cpp into every .pbo in the end
and dont actually need any main.pbo
still, thanks for the help

it's always a good idea to look at other projects on how they do stuff, although most projects I know use CBA as a dependency which makes stuff more complex (yet easier to program)
yea
i want to keep it as vanilla as possible, so its easier to include into a server later on
so, all you gotta do to expand my addon, is to simply drop the additional .pbo into the addons folder, and done
EXPANDED

well, at least, serverside
That is usually not a good idea, and it's better to make additional mods with expansions.
why?
updates; if you update the main mod it can mess up the additional pbo's (like removing them), or if something isn't 100% compatible it will break everything
true, but in my case, i want to develop some smaller things for altis life
like, for example, a whitelist menu
so you simply drop the configuration pbo into the addon
the addons inside the addons folder wont interact with each other anyways
they just get loaded under the same mod
simple/compatible and altis life doesnt really match?
wdym?
well at least the stuff I've seen has been quite all over the place
i just want to do this, to add some backend functions and configs, like for example, a list of ids that are allowed to use these functions
such things shouldnt really be configured in the mission config in my opinion
especially not the functions, as they are supposed to interact with extdb3
Does anyone know what CfgNetworkMessages does in config.cpp. Can't find any documentation on it
@rose gull it doesn't exist.
anyone familiar with where the default group config file is? the one that handles the placeable groups
is it possible to override default keybinds through a config?
like rebind an action
let's say, switching fire-mode to be some other action or to execute a script instead?
i guess i'll just use this:
https://cbateam.github.io/CBA_A3/docs/files/keybinding/fnc_addKeybind-sqf.html
hello guys
I know the scripting command for it...
But now I want to make it a feature of an object:
I want someone who has object X in his inventory to 'ReportRemoteTargets'
as with the scripting command setVehicleReportRemoteTargets.
Anyone has an idea how to do that?
@maiden lodge -> #arma3_scripting
on that note. Iterate throught the list of units and their list of Items and look for X
yeah ok. I get that so far.
But I would like to understand how to put this into a config
in which part of it?
when do you want it to run?
its most important, when someone has the item in its inventory
so all units
well yeah anyone who has it
class CfgVehicles
{
class Man;
class CAManBase: Man
{
class EventHandlers
{
class TOM_inventoryBackpack
{
init = "_this spawn TOM_fnc_addBackpackAction";
};
};
};
};```
that's what i used
the "init" field is executed for ALL units on their initialization
do keep in mind that this includes main menu and 3den etc.
It's not feasible to use a config this way. You need to track if someone adds/removes this item to/from their inventory.
ok either way...
What is the best way to create this feature for my item?
multiplayer or singleplayer?
player only or ai too?
Multiplayer.
Not too interested in AI.
giving AI the capability is bonus but deffo not required
and also, #arma3_scripting
@latent lion
Since I wanted to build a mod I persumed this channel was better
you can write functions into a mod
yup
is there a way to blanket-override the "userActions" of a cfgVehicle?
or is it a manual process of going through every single building in the config and removing them?
basically, i want to remove the user-actions from buildings
delete UserActions; ?
does that work?
I just know that you can delete classes from configs with delete, so if it's a class you can remove it ๐คทโโ๏ธ
But Door actions will be on object class not in generic useractions class.
they in the object's useractions, yes
so im honestly just considering to nuke the whole action-menu and its elements
if anyone is aware of how to accomplish this, let me know
Hi ! Me again ^^ still on my Rafale and I need help (obviously). I start loosing myself with ammo/weapon/pylon/magazine and proxys. Any kind helping me just to make me understand how to do, or link to tutorial ?
For the config side: https://pmc.editing.wiki/doku.php?id=arma3:config:bis-weapon-config-guidelines
@strong shuttle hey for sur I keep that link for later ! thank you, but i'm afraid it doesn't tell me more about missile and plane config.
I believe Pylons are the only thing I haven't seen on the wiki (as in explain in detail), but the rest can be found.
And no, those are not tutorials but just config examples
all right, if I'm getting all of this right the way shoud be : create ammo (p3d)- create magazine with that ammo - create pylon with magazine (pylon + proxy of ammo) - create a weapon.
and on my plane put proxy of pylon = pylon model + proxy ammo)
Hey cfg experts..
Is it possible like in the OFP days to make buildings East / West (so now Opfor / Blufor) sided that tanks and such units with heavy weapons will attack buildings or do I have to script a invisible target to the building(s)?
Its important that AI will attack.. not for players
can anybody help me decompile this? https://cdn.discordapp.com/attachments/531944364554059778/728319127789502474/config.bin
its tembelan's config
i am trying to edit it because when launching with deticated server, get this error
2020/07/02, 19:41:41 Warning Message: No entry 'bin\config.bin/CfgWorlds.Tembelan'.
2020/07/02, 19:41:41 Warning Message: No entry '.gridNumbersOverLines'.
2020/07/02, 19:41:41 Warning Message: '/' is not a value
2020/07/02, 19:41:41 Warning Message: No entry '.centerPosition'.
2020/07/02, 19:41:41 Warning Message: []: '/' not an array
2020/07/02, 19:41:41 Cannot evaluate '' - no file
2020/07/02, 19:41:41 Warning Message: []: '/' not an array
@restive remnant what are you trying to do there?
the forward slash is invalid, that is not a hierachy denoter
I mean what are you trying to do with someone elses terrain
i suspect the forward slash is in the config, i want to remove it
dedi server cant run it
not sure if it is just the rpt complaining or not, cannot run any mission under this map and the rpt i posted above is the last thing i see before i get kicked to slotting lobby again
perhaps you got to pick another map
You are aware that even if you fix it, you're not allowed to upload the fixed terrain?
i can not upload it and run my server tho
maybe you report the issue and see if @restive nova wants to fix it
yeah ok, then case closed with "config broken"?
or something else you run breaks it
although, the config is corrupt, yeah?
or you uploaded it wrong
And it is a pre-Apex map that was last updated two years ago...
or it has never been updated to latest requirements
or you got some poopy old version of it
i ran armake2 unpack Tembelan.pbo and unpacked it through pbo manager and md5sum says both are the same
so pretty sure the extracting is right
you dont need to extract pobs
Should also be noted that a version of Antistasi supports it so I doubt that the map is broken enough to not work ๐
also the pbo is straight off steam workshop, dl'd it with steamcmd
are you running other mods?
it works if hosted from a client, but not when hosted in dedi
yes, ace and rhs
none of those caused any problems with any other map
first things first, run it without anything else on a empty mission
alright
and then report to the maker if there are issues
hard to believe large projects like this manage without an issue tracker
LOL
๐
bi forum thread ๐ข
From the map page... ๐คฆ ```Bugs are best reported on the forums:
https://forums.bistudio.com/forums/topic/212761-tembelan-island/```
yeah, but its large in the sense that everyone uses it
so
I've never heard of it ๐ค
Issues are tracked there
trackers get filled with people complaining tree is in wrong place for their mission
Everyone uses Tembelan? never have personally and I've used a lot of maps
Just contact creator in case there are issues, if he/she doesn't support it anymore you can ask for permission to release a fixed version.
cant fix it tho, tis corrupt/too old to be decompiled
That is not true...
you dont fix it by decompiling it anyway
you as a user have pretty much no reason to decompile pbos
you can ask for permission to release a fixed version
how do you "fix" it then
you should ask the permission first before doing anything
i have a reason, which is i suspect the problem lies in the config.cpp
if so you would create a config.cpp addon that overwites the one in the pbo when its loaded after the original
its creative commons attribution noncommercial license
no, i want to:
- unpack it
- decompile config
- edit config
- repack
- enjoy life
no
BTW... This 2020/07/02, 19:41:41 Warning Message: No entry 'bin\config.bin/CfgWorlds.Tembelan'. Sort of suggests a mistake on your part
or rebuild, whatever addon builder does
so the problem is the mission? @robust path
grepping a / returns no results in mission.sqm or any other file in the mission pbo
Somewhere... cause this class Tembelan: Altis is in CfgWorlds in the config.bin
I mean if it wasn't no one could ever use the map... that error you report says that the map cannot be found...?
Is the Tembelan map in your mod list (I know... silly question... but...)
right, you say serverside does not have the map
ill check the md5sum on server and client and compare
Huh?
to see if the server and client has the same pbo file and contents
the file hash
yeah, both have the same hash and both are loaded
๐
I was asking whether you have added the map mod to the -mod parameter to the arma server
RPT... pastebined?
let me flush it into a file, im on linux
the forward slash is invalid
no
that is not a hierachy denoter
how do you want to know that? There is no written standard about it.
i suspect the forward slash is in the config
its not
yeah ok, then case closed with "config broken"?
no its not
want to hear whats your problem?
Would it be something that only happens on Linux?
Would I have already mentioned the possibility?
how can i redefine a base-class to be empty?
just class aBaseClass {};?
i tried deleting the base class, but ofcourse some script is trying to look for it and creates errors if i just delete it
i jsut need it to be empty
but if that baseclass inherits from something you also need to properly define that inheritance
very broken config
or mod
๐
Its human error, but hey just let me take this guys mod, unpack edit and repack it without asking
It's not though [Ben] โค๏ธ
Yeah i know. Works fine on my server.
You should update it to use Apex terrains though...
๐
You have a lot of practice at that sort of thing now ๐
Or just ignore an old terrain and work on more epic stuff ๐
Utes 2020?
You didn't load the mod on the server
censored for worksafe

Hey guys, is there a way to #define macro a huge block of code? Like 100 lines or so stored in a macro
Importing a base weapon model into the game as a static object leaves the muzzle-flash constantly on, Is there a fix for this?
Its a selection. Variant 1 its called muzzleFlash, variant 2 its called zasleh
i see
Ah yes, the proxy is just called in selections ๐
it's a shame, really
Why?
@latent lion, you trying to put a weapon on like a rack as a static piece?
im trying to get a smaller hitbox than the default dummyweaponholders
not sure what you mean
you know when you put down a weapon or an item in the editor?
yeah
it actually gets added to a container that just displays the item
that container is commonly a dummyweapon/item holder
the size of that holder is too big for my purposes
ah
could always just make a GH version of your weapon.
think it moves the box to the size of the weapon
Groundweaponholder is too big aswell
ยฏ_(ใ)_/ยฏ
it does?
hol up
because im rpetty sure i tried this and it didnt, but i'll have to recheck
i just have all my weapons with there own placeable versions from the editor/zeus list
what are your purposes?
im trying to detect the hitbox of a displayed weapon through lineintersect
for an interactive shop-display
hold on, i'll get a video
ah that you probably cant do yeah
yeah, i sort of can
perhaps you could use invisible target objects
and ignore the groundholder
i just really dont want to go there, but if i have to ๐คทโโ๏ธ
since its pretty static situation
like it works fine with weapons, but items have MASSIVE hitboxes for some reason
could do a static version of the weapon like a box and script it
erm...
cant
the models are binarized and if i cant remove the muzzle-proxy, then i cant have the weapons
since the muzzle-flash will be stuck in the weapon model
trust me, been there, done that
both through simpleObject and config
good call though
Have you tried simpleobject for a .p3d with a proxy to your chosen weapons, rather than the p3d of the weapons themselves?
can you give an example?
because i haven't
here's a video of the current system. VERY EARLY PROTOTYPE.
https://streamable.com/xtr4ba
pretty much just a concept still
video makes it seem like it works as intended
sure does when i force it to
but it's VERY fickle about the placements of the camera etc.
the problem is with the collision boxes for the items
theyre MASSIVE
Well it requires making a p3d so you'd need object builder, Create>Proxy path it to the weapon model, save it and put it in your mission or some addon if you are making a mod, then use createSimpleObject pathed to the p3d you made
like you could fit 4 men inside the colision box of a bipod holder
have you got some guides, Monkey?
and will this fix the muzzle-flash?
the problem is currently that i have no experience in OB apart from porting over models from arma 2 LDP
decent
i guess there isnt any way to scale the object to the proxy boundingbox?
also, what is the mapSize parameter in CfgVehicles
it's the size the object will show up on the map (especially on the 2D map in 3den).
๐
ok, so if i want the proxy to be a specific model, i browse to that mode. What if i want the proxy to work like the dummyitem?
so that it displays the item in it's storage
that would require you to create a new sized groundholder object
which works differently
not sure if there are any examples of those anywhere tho
Any y'all know where I can find the function for the virtual arsenal command? Because I'd like to make the game use the ACE Arsenal instead when scripts want to open the normal arsenal.
Hello, how would I go about making a backpack which can resupply a specific vehicle or turret? Or is there any way to load vehicle ammo into a backpack then into a vic?
Side int 2 is indep correct?
yes
Right
class cfgGroups {
class Indep {
#include "cfgGroups\Asian_Paramilitary.hpp"
#include "cfgGroups\Sonora_Cartel.hpp"
#include "cfgGroups\Modern_China.hpp"
#include "cfgGroups\Legion.hpp"
};
Extract there, got this which clearly places them into indep, but they go into opfor, the side given inside the faction is 2 but I don't get where the assignment for cfgGroups into opfor is from.
I should note its only the last two
I've literally done factions like 20 times all fine
its just these two
Anyone got a spare set of eyes to look at: https://github.com/56curious/VKN_Official_Mod/tree/master/VKN_Extensions/VKN_Extensions_Characters
Its my last 3 commits
I want to create a biki page about operators that are available in configs. Anyone got a list of them?
OK. deleted an earlier question as it was waaaaay too broad. Trying to focus down a little.
I'm a scripting newb, trying to muddle through a few projects to teach myself. One project of interest is a bangalore torpedo.
For those that don't know, it's basically a pipe bomb that you can affix extras, end-to-end to make a longer and longer explosive. Often used to blow obstructions. For purposes of my project, I'm going to limit it to 4 units.
Using ACE, and having referenced ACE Explosives on github to get a basic framework:
- I've defined the basic torpedo in cfgAmmo.
- I've defined iterations of a single torpedo through 4 joined torpedoes in cfgMagazines, each with a 'count' of 1-4 of the base item from cfgAmmo, and 'mass' reflecting the increased count.
- cfgWeapons has been used to address placement issues, but doesn't seem to need an iterated class cfg in the same way???
- In cfgVehicles I've also defined versions 1-4, along with a test ('condition' in the inheritence from Ace_Explsoives_Place) to check if the player has the required number of tubes ... though I'm still working on that code. ;)
So hopefully, the engineers can carry 1 or more Bangalore Torpedoes in their pack. ACE will give them the correct options for placement based on the number carried, and they can trigger by timer or clacker.
Does this seem like the correct basic structure, or have I mixed up how the cfgs interact? Want to make sure I'm on the right track before I dig into wikis, bikis, and more.
(Also, my big challenge will be getting the Ammo / explosion spread out over the physical length of the multiple-tube magazines ... I suspect I'll try a solution with attaching mines to individual memory points in the model, but any advice is appreciated.)
Are there vehicle seat actions that show the backpack the occupant is wearing?
Or something like hideWeaponsDriver = 0 but for backpacks?
not possible AFAIK, yet @hot pine should be able to confirm
there is no such parameter
What's causing my 7.62x39mm chambered CUP G3s to not show up in Arma despite having the mod loaded? Sorry, I'm so confused with why I can't find the G3s at all in CfgWeapons nor the arsenal itself since it looks like I've done everything correctly according to online documentation.
I even both kind of copied and interpreted a mod which also adds rechamberings of different weapons (that mod actually works) so I wonder what I did wrong.
@full wagon missing baseWeapon parameter
OH I see lol, thanks for pointing that out haha
I never knew that was needed.
So, is baseWeapon the classname for my gun or the gun that its based off @hot pine? I'm doing some research but I'm still unsure.
Oh never mind, I found that its for my weapon.
baseWeapon is basically is arsenal param to filter out sub variants
if your weapon doesn't have that param correctly set, then your weapon is considered as a variant and it's no longer shown
Fair enough, I learnt that's how it worked just then but thanks for clarifying it still.
But yeah.. I'm surprised that's not in the CfgWeapons Guidelines documentation on the Bohemia wiki, considering how necessary it can be lol
Although I somehow missed that parameter when referring to a mod with gun variants, but still haha
it's there now ๐
Nice, good job.
Actually.. Anything else which can prevent a weapon from being visible or useable? I still don't see it despite using baseWeapon.
I just checked my PBO's config and it was packed correctly so I feel something else is wrong.
you are trying to inherit from CUP weapon yet you don't have them in required addons array
I also assume that you have ton of pop up errors - do not ignore them but try to read them one by one
you can also look at .rpt for more informations what is wrong
"A3Data" I'm pretty sure this one if giving you error on startup
OH I see and I don't think I have any from my mod, but I'll take a look though.
I somehow didn't think that it was required because the other mod didn't include it, I think its because its config depends on another part of its mod so yeah.
https://community.bistudio.com/wiki/Class_Inheritance#Addon_loading_order take a look at that page
Does anyone know to hide the range of a turret weapon from the top right display - i.e. the numbers you usually see when paging up and down - i.e. 200m, 300m, 400m etc...? I have set one range for the turret to coincide with the optic using discrete distance and index, but I don't want that ranging m to be displayed. Thanks.
Ah okay, thanks @hot pine. I think its fine but I'll have a look.
However @zinc oak, I know that you can at least disable that in the difficulty options but I don't know how to prevent it on all the options for that.
Also Reyhard, what was the Oldman loading order thing? I forgot it.
So that you mod loads after all vanilla stuff
I know what it is, I just forgot what it was called but I just found it oddly enough.
But yeah, I'll see how it goes this time.
Actually, I'll look for the CUP loadorder thing first.
However, should I put the modded stuff after the vanilla loadorder thing or before it?
What else do I need to put in RequiredAddons? I'm confused, because all the classes I used are in the PBOs and loadorders I put into RequiredAddons.
Or how does one find everything that needs to go into RequiredAddons? I mean, putting EVERYTHING into it which I used doesn't even work so wtf?
I copied the classnames of the PBOs just under CfgPatches for each of them so I don't get what I've done wrong.. Well I think its supposed to work like that, but I give up today, I'm confused and also not feeling great in real life but feel free to help since I'll try again later.
@full wagon Thanks. Believe I've found it. ballisticsComputer = 0; // Disabled for the weapon system.
no option to manually range the weapon. It is fixed at whatever distance you set it at and you need to use the optics reticule for ranging.
Your CfgWeapons should not be inside CfgPatches. requiredaddons has an extra comma.
My vehicle inherits from StaticWeapon but has a driver seat. Is there a config entry that disables the Engine On action?
@narrow swallow try this in the class Turrets section startEngine = false;
That parameter decides only if engine should be turned on when you move turret
is there also a way when the engine is on that its does an animation? is there any source for it?
Rpm
nice ill get a try on this. its needed for my sam site to open its detector and the rocket pods. thank you ๐
Oh I see @narrow swallow, sorry about that. However, I think the extra comma in it is okay though. I do it since I very easily forget parts of instructions so yeah.. It takes me much longer to completely learn something unfortunately.
Hello everyone ! Step by step and in large part thanks to your help the plane on which I work begins to take shape. I come back to you when faced with a problem with missiles: when firing, the proxy missile in my proxy pylon does not "hide". I understand that I should add a "hide" animation somewhere but ... where and how? I manage to make Dynamic Loadout work well so I guess my proxies are great. No sample on Arma3's sample Anyone have an example to share with me?
The missile proxy needs to be a type that has maverickWeapon simulation in cfgNonAIvehicles
Easiest to just path the proxy inside your pylon to one of BI's bombs/missiles with that simulation already in place. But if you particularly want your own missile/bomb model to be the proxy, you need to write a cfgNonAIvehicles class for it
@untold temple thx, already done that
{
class ProxyWeapon;
class ProxyMissile_AA_MICA_IR_fly_f: ProxyWeapon
{
model="\AMF_DASSAULT_RAFALE_M\weapons\Missile_AA_MICA_IR_fly_f";
simulation = "maverickweapon";
};
class Missile_AA_MICA_IR_f: ProxyWeapon
{
model="\AMF_DASSAULT_RAFALE_M\weapons\Missile_AA_MICA_IR_f";
simulation = "maverickweapon";
};
class ProxyPylonPod_Missile_AA_MICA_x1_f: ProxyWeapon
{
model="\AMF_DASSAULT_RAFALE_M\weapons\PylonPod_Missile_AA_MICA_x1_f";
simulation = "pylonpod";
};
class ProxyPylonPod_Missile_AA_MICA_x1_rail_f: ProxyWeapon
{
model="\AMF_DASSAULT_RAFALE_M\weapons\PylonPod_Missile_AA_MICA_x1_rail_f";
simulation = "pylonpod";
};
class ProxyPylonPod_Missile_AA_MICA_x1_rail2_f: ProxyWeapon
{
model="\AMF_DASSAULT_RAFALE_M\weapons\PylonPod_Missile_AA_MICA_x1_rail2_f";
simulation = "pylonpod";
};
};```
oh !
writting this I saw a misspell >_<
on another line
gonna check that
thank you ๐
Well, nothing has changed, the missiles are well launched but those on the pylons are not hidden.
Don't know if the leading \ might be an issue
Bit of an issue with my helicopter. I've remade the entire thing to upgrade it but now for some reason when I start up the engine the MROT (main rotor) and ATRQ (Anti-torque rotor) just break instantly. Any idea why?
Is there a way to get the classnames of the "specialized" air vehicles that are only visible in Zeus? Such as the (Cluster) versions and the (CAS/CAP) versions, same with the drones.
hi i have a question
i followed instructions on how to make a custom flag using config.cpp
but im not sure if its right
class SYEDISTANFLAG: FlagCarrier
{
author="yes";
class SimpleObject
{
eden=0;
animate[]=
{
{
"flag",
0
}
};
hide[]={};
verticalOffset=3.977;
verticalOffsetWorld=0;
init="''";
};
editorPreview="\syediflags\flagfiles\syedistanflag.paa";
scope=2;
scopeCurator=2;
displayName="Syedistan Flag";
hiddenSelectionsTextures[]=
{
"\A3\Structures_F\Mil\Flags\Data\Mast_mil_CO.paa"
};
hiddenSelectionsMaterials[]=
{
"\A3\Structures_F\Mil\Flags\Data\Mast_mil.rvmat"
};
class EventHandlers
{
init="(_this select 0) setFlagTexture '\syediflags\flagfiles\syedistanflag.paa'";
};
};
class PALANDIAFLAG: FlagCarrier
{
author="yes";
class SimpleObject
{
eden=0;
animate[]=
{
{
"flag",
0
}
};
hide[]={};
verticalOffset=3.977;
verticalOffsetWorld=0;
init="''";
};
editorPreview="\syediflags\flagfiles\palandiaflag.paa";
scope=2;
scopeCurator=2;
displayName="Palandia Flag";
hiddenSelectionsTextures[]=
{
"\A3\Structures_F\Mil\Flags\Data\Mast_mil_CO.paa"
};
hiddenSelectionsMaterials[]=
{
"\A3\Structures_F\Mil\Flags\Data\Mast_mil.rvmat"
};
class EventHandlers
{
init="(_this select 0) setFlagTexture '\syediflags\flagfiles\palandiaflag.paa'";
};
};```
class CfgPatches
{
class MyAddon //This should match the name of your PBO, for convience's sake, but it's not that important
{
units[]= {"SYEDISTANFLAG","PALANDIAFLAG"};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]={};
};
};```
is this right?
im not sure about the first part
did you try it?
yeah i just did and i got a critical error while loading up the game
hello! im trying to execute a script every time there is a explosion, i found this config from RealEngine mod:
class IEDMineSmallExplosion
{
class real_blast_wave_refract
{
simulation="particles";
type="real_blast_wave_effect_small";
position[]={0,0,0};
intensity=1;
interval="3 * 1";
lifeTime=1;
};
};
i tryed with declaring my fuction in cfgfuctions and adding a
class NameOfTheFuction;
but it didnt work, im not so sure how configs works :c
I'm thinking this could be anything, but characters I've made, which show up and are place-able through the editor, are not being consistent in multiplayer. It seems that their uniforms are missing when a server loads them. They default to underwear, but the rest of their gear (helmets, vests, etc.) remain. The characters are using a mix of my mod and A3 items. This only happens if a character is placed directly, so if instead we use a custom loadout with the same gear, it will show up.
What is the minimum entry to cfgVehicles so that I can createVehicle(Local) it?
I want to make some dummy objects to attach them to some places and then check distance to them with nearObjects and similar commands.
No ideas?
Hey y'all. Question: is it possible to make ammunition that tracks infantry?
Like in 5th Element?
More like a Needler
you should be able to get the bullet and modify it's direction with #arma3_scripting
(^this guy is a noob^) So then what's the difference between Scripting vs Config?
config is just defining stuff in assets, like setting armor values and what textures to use
scripting is for stuff like if X do Y else Z to actually make things happen in the game
But most of the mechanics already exist, I just want it to apply to infantry...
it still requires you to run a script which runs for every bullet shot by a unit
I'm not sure if bullets have that kind of steering component. They would likely need to be so sort of rockets with thrust and steering
So possibly yes, but for the actual how I can't say
@idle matrix weapon and ammo stuff is more complex than that
First problem@grave tiger you have to figure out is that rifle type weapons can't fire rockets or missiles
They don't need to be technically rockets.
You can give regular ammunition weaponLockSystem properties, right?
If you want the steering, they might need to be
But that you just have to test
Locking and homing towards the locked target are 2 different things
Also characters may have locking on them disabled in their own configs
If everything else fails you could make a invisible target that you attach inside characters when you aim at them so that the ammo can lock on to that
Sort of a tagging system
Hmmmm.... Interesting...
But anyway. You can try get bullet type ammo have steering and locking first
Then possibly mess with submunitions to change bullet to missile mid flight
What is the minimum entry to cfgVehicles so that I can createVehicle(Local) it?
@grand creek https://github.com/CBATeam/CBA_A3/blob/master/addons/common/CfgVehicles.hpp#L4
you might also consider using locations as they are always local and lighter than objects:
https://github.com/CBATeam/CBA_A3/blob/master/addons/common/CfgLocationTypes.hpp#L3
Thanks Veteran
If I make my own location type, is there a command to query locations of that type in certain radius?
Sweet 
last question, what is more heavy, creating a location or a string-type variable?
I guess that a location is heavier, right?
location
don't know what your definition of "heavy" is, but moving electrons around is usually not considered a "heavy" thing
Heavymeans affects performance more:
Either takes more memory, or game starts to iterate this location object periodically
But yes thanks :)
I was just thinking if it would be better to make OOP objects from locations instead of just storing all in missionnamespace
Arrays are the lightest for objects
Config makers... I'm having trouble find explosionAngle function on the cfgAmmo reference page. Can someone explain it or point me in the right direction? (We're looking at how ACE handles the SLAM mine and trying to figure out what is going on between explosionAngle and indirectHitRange). Thanks
is it possible to allow turn in tank crew (gunner, commander, driver) to access their compass while in the tank?
Hey! Currently working on a modified autocannon that has a dual-feed system, meaning that it can switch between HE and AP rounds, and I have got to the muzzles section. Currently it seems like a lot of inheritance, so I was going to set the muzzle class to inherit from the gun (which I know would cause a recursive definition but couldn't think of a better way to do so) but that didn't work, as it seems classes can only inherit from siblings. Is there any way to define new muzzles without writing tons of boilerplate using some form of inheritance from autocannon_Base_F, is there another base class I should use instead or do I just need to deal with it and do it?
@zinc oak yes
can classmfd be used inside vehicle optics??
I'm not really well educated with __EXEC so questioning... can I do something like in a MOD's config.cpp:
__EXEC(if (isClass (something) then {1} else {0}))to make something 1 or 0 regarded to if something is existed in the game?
Ah, forgot that
can classmfd be used inside vehicle optics??
@maiden lodge
if the answer is no, Is there a good tutorial for custom optic-overlays?
PLP_EXECTest = __EVAL([0,1] select (count (addonFiles ["CUP\Terrains\cup_terrains_core"]) != 0));Sadly __EXEC and isClass didn't worked but this workaround lets me to do the thing. In this case if CUP\Terrains\cup_terrains_core is not found, PLP_EXECTest is 0 otherwise 1, and done without any (visible) errors (forgive the variable name)
@maiden lodge no, it cannot be used. It was usable for some time but then someone in team decided its a bug and removed it ๐ฆ
it would be quite cool to have it optional though
thnx
any tutorials for the overlay?
PLP_EXECTest = "parseNumber isClass (configFile >> 'CfgPatches' >> 'cup_terrains_core')";
should work in config.
number entries can be a string, then it's evaluated as code.
Does anybody have any ideas why uniformed soldiers are showing up in underwear, but only on servers? These are custom character classes using a mix of my assets and A3 assets. A typical combination for one of these characters is that it has one of my helmets along with an A3 uniform model using edited textures and materials (i.e.: change of color, bump changes, smdi changes).
The helmets and other gear are showing up, but the uniform itself is defaulting to underwear. This doesn't happen when you drop the character into the editor offline.
any errors in the logs?
Anyone got a tutorial on how to add weapon accessories (like custom Bipods, and such).
@hearty sandal Are we talking about server errors or compiling errors? I have no compiling errors, because I'm using Mikero/pboPorject. If there are any server errors, my server admins haven't seen or reported them.
I'm willing to supply the config.cpp, if needed.
One of my server guys had suggested that there's maybe a missing ; or } somewhere, but Mikero's tools are very, very persistent with catching those and not allowing the compile.
https://discordapp.com/channels/105462288051380224/122121444703338496/732618333232431156
Tried to do this trick, but pboProject doesn't like it to use in scope :/
Oh yeah, it's doing some validation (which is not perfect as Number entries can be a String), I don't remember how CBA team worked around that.
maybe @hard chasm would be able to help.
Afaik CBA team didn't workaround, they just stopped using mikeros tools
in fact they didn't. Exec Eval / sqf statements must produce constants to be binarisable. the above can only be used if the pbo remains with a config.CPP. The above syntax only produces a constant at begginning of engine load.
cba and it's friends use my tools to alert them when the above conditions apply.
Exec Eval / sqf statements must produce constants to be binarisable.
they are neither exec nor eval.
(not of the above applies to description.ext because it is never binarised /until gametime
the above can only be used if the pbo remains with a config.CPP.
nope, it works just fine
The above syntax only produces a constant at begginning of engine load.
yes thats the intention
in fact they didn't.
They did move away from your tools
https://github.com/CBATeam/CBA_A3/pull/1145
and ..
here is their workaround @opal crater
https://github.com/CBATeam/CBA_A3/pull/1199
Just move config into own pbo, and disable binarization on whole pbo so that mikeros tools stop complaining about it
I don't see why it can't be binarised 
it's just a string. Everything is handled at runtime by engine.
Yeah no, as I said it can be binarized just fine
in otherwords exec eval cannot be prebinarised (with the above syntax). You need to supply a cpp, not a bin. And in fact, you can supply a config.bin providing it's actual contents are text!
There are no exec/eval used in this case though
with the above syntax
above syntax doesn't use either.
exec/eval was mentioned in the beginning.
as for
anything="some; sqf; expressions;"; my tools don't even look at it. So they don't complain except for basic C(++) syntax rules.
https://discordapp.com/channels/105462288051380224/122121444703338496/732618333232431156
Tried to do this trick, but pboProject doesn't like it to use inscope:/
my tools don't even look at it.
but they do, CBA had to implement a workaround for your tools and speed up moving to HEMTT because they did just that
k
I brought it up 4 months ago <#arma3_tools message>
You wanted to look into it but didn't hear of a fix being done yet
@grand zinc you are right about scope= . it's was buried in my todo list and effectively lost. Next release will 'accept'
scope="anything; sqf;";
Actually not sure if thats correct
it might be only single statement, meaning no semicolon supported
no, obviously only a "single expression[;]";
I tested that with a different parameter recently, in the style of
stuff; 10 it didn't return 10, it returned "stuff" and got confused
ohhhhhh... derp.. Now I know a way better workaround for that issue.
just do a call compile preprocfile "..." script file, that'll then be able to execute multiple expressions
class base
{
arr[] = {};
};
class derived : base
{
arr[] += { "foo" };
}
```was this the correct way to use this operator?
yeah
class base
{
arr[] = {};
val = 5;
};
class derived : base
{
arr[] = delete;
val = delete;
}```
and this?
delete class x; (iirc) too
that not sure, sounds Bohemian
Forums might have some stuff
@hearty sandal
Allright
Is it even possible to let vehicles swim faster without any script?
Amphibious tanks/cars seem to have problems. Cause is unknown as far as I know.
"mixvehiclewithboatmode" ๐
hg putting down my hopes and dreams one line at a time ๐คฃ
Soz. 
Hi, the missiles are fired from only one launcher , how should I proceed in order to fire from each launcher in turn?The missiles are fired from only one launcher , how should I proceed in order to fire from each launcher in turn?
model: https://imgur.com/PWMWVBI
memorypoint: https://imgur.com/CTljY8b
Has anyone got an idea what's causing this rpt message? 16:05:40 Wrong color format
It happens if a custom UI is opened in Eden Editor, but looking through the config, I don't see anything wrong with the color definitions
how do you make a hide animation start as hidden?
In model.cfg or ingame vehicle config?
model.cfg
In model.cfg you can do it with hidevalue = 0; and then unhidevalue something greater than 0
in vehicle config you can set initphase to 1 to make the vehicle start with it hidden
so when the model first loads it will be hidden?
Oh wait i see
mine was set to 1
trying it now
You can still make it hidden at init with hidevalue = 1; You just have to make the animation source in config have initphase = 1; as well
It just depends which way around you need the hiding to work in e.g. the garage
You included the unhidevalue as well, right? Otherwise it permanently hides no matter what value the animation source is set to.
yeah i did
just trying to link the animations atm i think i have it as ive setup the linking at the top of the model.cfg
need the unhidden bit to slide open with the rest of the door
I want to make the door lock and unhide an emissive, i could do that with a user action, but how do i make it so only the mission editor can set it up that way?
So its not on the scroll wheel
@winter rain do you mean via config? There are no problems to set it at 100kmh if you want. Most apcs in real life are 10kmh max in water though
reduce waterResistanceCoef, increase enginePower + maxSpeed & tweak GearboxRatios
Thank you a lot, ill try to figure this out ๐๐
@placid jay best to make a FT ticket and plea to Dedmen to improve the debug to include the code in question
Is there a way to change the default of do-not-show-NVGs-on-vehicle-crews? We can still use them while in a vehicle, so for open cabin vehicles it would be nice to still see them.
@stoic lily Yeah, I exported the GUIs config which caused the issue but couldn't find anything wrong with the code.
So im trying to make this amphibious vehichle float in the water and it does but you cant control it, will enabling shipx mess with the land portion of it
yes thats not what you are supposed to do
unfortunately there are no A3 examples of amphibious setup so its mostly trial and error and deeper understanding of the configs for the vanilla APCs that are amphibious
A2 models can have some similarities if you get the A2 samples
ship config and model guidelines can point into right direction though
Yeah I saw your messag too late tested it and bam
On the bright side it works in water lol
So I found that cup enabled tankX for their AAV I tried it out and now it just floats in water
Maybe ask them for advice on their discord?
Solved I got it just need to increase speed
@dry carbon there is config param for it. Try looking for it in static weapons cfg
Having an odd issue, vehicle spawns with a full crew.
When you take everyone out, and try to add a new squad. Some turrets cannot be re-occupied by AI.
However players have no issue. Anyone have any idea what could cause this?
@hot pine Thanks for responding. I found this: hideWeapons__ in the Megalist. So far, every other search has had me going in circles. I haven't tried it, but I assume it'll be something like hideWeaponsNVG = 0; . IF that's not it, then please let me know. I will not have time to check it this morning, but I can start testing this in about 6 hours.
Incidentally, there is no issue with "ON" NVGs. They are showing on crew helmets as long as they are in use.
I recommend using all in one configs for things like that
Also, doing a search for NVG in the allinone is going to return hundreds of results
regex is your friend then ๐
I'm not familiar with that, I think?
ok. Are you talking about the term regex or the website? LOL
OK I';m tracking
lol reyhard
Right?
TY, Dedmen for underlining my point. I am grateful for the help you guys, but I wanted to emphasize I try to only use this channel when all other searches and attempts are failing. It's possible, even likely, I overlooked something, though.
I mean, searching & filtering is useful trait & 99% of results can be easily skipped
anyway, I already posted answer - it's on the pic
I disagree
I disagree your disagree
I mean, searching & filtering is useful trait & 99% of results can be easily skipped Not always easy. It's funny, because people have always asked me how I draw so well and make pretty decent 3D models. When I tell them it's easy they usually act offended like I'm being condescending. I'm not, but it's still insensitive of me. So... maybe things aren't always easy. As I said, if I'm on here asking, then I probably already did a search and might have overlooked something (hint: I did). I am grateful for the advice, though, as this falls under the realm of something that I overlooked, and I did not see this in my prior searches.
Do I have to sign a pbo each time I build it?
Hey guys, I've stumbled upon a wierd bug: whenever a vehicle (static weapon) I made is getting hit (not necesarily taking damage, just getting hit with whatever weapon) it turns completely black
Has anyone had this problem before?
It's only happening on 2 of my vehicles
Out of about 20
Removing "camo" selection doesn't change it, still turns black when hit
Do you have class damage?
It's something like C class Damage { tex[]={}; mat[]= { "PATH\TO\MAIN.rvmat", "PATH\TO\DAMAGED.rvmat", "PATH\TO\DESTROYED.rvmat" }; };
If it's going black, it suggests maybe it can't find one or more materials from the destroyed or damaged .rvmat
@junior sparrow its good practice for each release as you give server admins with an unique key (per release) (and per mod) to control exactly what users are allowed to use
@junior sparrow the bisign signs the content of the pbo, if you change the pbo the signature won't match anymore so you need to resign
Hi, could somebody please tell me why am I having this error at game launch when I clearly defined the base class in the Config? I'm trying to retexture a Prower (AT) and I don't understand what's the issue.
https://gyazo.com/fe5ba7f9db17f605ba1c39495c2e7281
https://gyazo.com/df857ebecf9ce558255c15ce0631b0fa
Looked you didn't make it into CfgVehicles?
So, I would like to add an UI to the driver slot in a tank, to allow the driver to see a horizontal compass at the top of the letter-box driver optic. I have it working for the Commander and Gunner turret using turretInfoType = ""; However, how is it added to the driver? For example, how would I give the driver RscOptics_MBT_01_driver?
@wintry tartan Thanks for answering, I defined CfgVehicles at the start of the Config
How? I doubt it's a correct way
Give me 1 sec.
Thing is that I actually retextured more vehicles, but only this one doesn't work.
https://gyazo.com/46813f5b80df70454e59eb9ef20e6916
Can you just pastebin us your entire config?
Apparently your config RoAF_B_LSV_01_AT_F is out of CfgVehicles
What is how? It's out of it
class CfgVehicles
{
class LSV_01_AT_base_F;
};
class RoAF_B_LSV_01_AT_F: LSV_01_AT_base_F
{
};```You are doing this. That's why
Use indents wisely to make codes better
Disregard. Found it. driverWeaponsInfoType = "RscOptics_MBT_01_driver";
Hmm
Thing is that I made the same for all vehicles, why are the others working and this not?
Ohhh, ok. It somewhat works now, I'll do some more testing and I'll let you know what I achieve
https://gyazo.com/4c30674ce1f8eaf34e7c6068d729a5c6
Hey guys! I've made a custom explosive - tripwire flare - which is basically re-configured APERS Tripwire mine. Problem is, on the dedicated server the explosion sounds are localized to the server and don't appear on clients. This seems to apply only to mines placed in editor when mission is run on dedicated server, mines placed by a player after mission start work just fine on dedicated.
Here's the mod configs: https://github.com/Cambusta/Tripflare/tree/master/source/dnct_tripflare
I'm really confused with that one as the config is really tiny and just changing a few values of APERS mines that are working fine.
Any help will be appreciated.
What do i put in my config.cpp for my helicopter doors to open when you click get in as pilot, my doors are animated and work fine via user action and right now i have this in the config driverDoor="pilot_door"; but it doesn't seem to do anything. if anybody knows please tag me.
I'm hesitant to ask, because I have done a little bit of searching on the topic and found quickly that there's very little information, but here goes: When exactly does "hover flight" kick in, in regards to a VTOL's VTOLYawInfluence? This question also applies to pitch and roll, but I'm interested in this one specifically, because it becomes overrun by the very ineffective rudder configs with the slightest speed. I guess what I'm also asking is: Is there is a way to change the speed or percentage in which the VTOL yaw relinquishes control?
Vtol makers are unfortunately quite rare. I'd be interested hearing more about this too!
Im making an Addon for RHS,
Basically I noticed one of their weapons in an infantry config rhs_weap_ak74mr_1p87 has the 1p87 for the weapons optic.
i tried doing the same for a different weapon by adding the optic at the end of the weapon classname and get a wrong classname error. made the classname correct after and no error How would I get a weapon into the config with an optic preconfigured
also tried searching in eden for that specific weapon, no dice must be config voodoo
You have to write new config classes for each weapon, inheriting from the basic weapon with no attachments, and add the attachments you want with linkeditems
That particular weapon's config looks like this:```C
class rhs_weap_ak74mr_1p87 : rhs_weap_ak74mr
{
class LinkedItems
{
class LinkedItemsOptic
{
slot = "CowsSlot";
item = "rhs_acc_1p87";
};
class LinkedItemsMuzzle
{
slot = "MuzzleSlot";
item = "rhs_acc_uuk";
};
};
};```
so this is logical
class Warlords_akmn: rhs_weap_akmn
{
class Linkeditems
{
class LinkedItemsOptic
{
slot = "cowslot";
item = "rhs_acc_pkas";
};
};
};```
Also will this fall under Cfgweap?
ahhh wait i made it complex
rhs_weap_akmn_pkas
Missing a ; on the first line, but otherwise it's like that yes
would recommend making your classname distinct though. Use your own tags rather than starting with rhs ones
๐ค Now I believe to have implemented the classnames wrong into the config
https://pastebin.com/RdAsunwk is the way I added it to the infantry incorrect?
rn it just gives me the base AK no optic
@hearty sandal I've been tooling around with my VTOL, the War Hawk, and I have found a nice work-around... actually it's something that should make the VTOLYawInfluence param obsolete. In order to turn in place, I set the rudderInflence way low - 0.5. Setting the rudderCoefs to much higher values (around 10, compared to typical 0.5 to 3.5 values) allowed better turning when drifting. There is still a bit of a struggle at super low speeds between VTOL yaw and rudder authority, but it goes away once there is a little drift/sway/thrust
im following this, cause some units in my mod are also VTOL ๐
If you do it the other way around and try to strong-arm the rudderInfluence to higher values, the result will be sporatic, jerky turns, and the higher the attempted value, the more unpredictable it seems to be.
@dry carbon could you make a video of how yours flies right now?
There is a side effect to this, so you'll need to increase the draconicForceYCoef to prevent falling out of the sky.
I can, sure!
Gimme a few to set up the OBS, YT, and all that. Should I post the link here?
yes please, im also a person that tries everything but atm im not at this point for VTOL testings. not arrived there yet ๐
Yeah no hurry. Just interested to see it. And yeah link here
Ive managed to confirm the weapon class is actually working by changing the display name. and it changed in game so there must be an issue with cowslot which is most likely the fact I didnt capitalize (C)ow(S)lot now that i do a double take
nope not that either ๐ฆ
nice @dry carbon .. not bad so far
Thanks
also like your model and texture work on this. looks great. do the hovercrafts work?
They sort of work
I have an airboat that works, but for some reason the HCs won't steer in water
"some reason"... There's a lot of experiemntal, out-of-the-box thinking in my mod
i have to figure out how i want to do this properly, thats why i have asked some days ago how to make the water swim speed faster for apc vehicles
need to test it out, found a solution
yes. I had mine going at a higher speed, but it can be quite frustrating
okey. important for me is that even the AI can handle it.
right.
but your VTOL project is going well. keep us informed with it. i do like the movement, could be a bit quicker
The AI were following me out to sea in the Airboat, and in an APC I have. They didn't seem to fear it.
quicker turning, or forward speed?
just a reminder that the published version of my War Hawk doesn't fly as well as in the video, since I have made the adjustments in the last hour, but It's out there to look at. The next update will have the improvements.
@sullen fulcrum you are missing requiredAddons
got the requiredAddons now still not working and I noticed some further issue
Whenever I play as character the unit has my rifle(still no optic). But when I go to edit loadout. it goes to the RHS variant I inherited from and my weapon isnt showing in the arsenal. Am I missing more required addons or there is more of a fundemental issue?
ok so i would like to show you my entire problem i do have and i need to permanently fix. Even I dont know where I should post it.. the problem belows while I pack my addon with pboproject, the whole script doesnt work anymore, or its not getting executed. I dont know whats happening. even in the Arma3 rpt is no error and also not in the pboproject view output file. the script is executed with eventhandlers init in the config. I did 2 videos of it, 1 without packing with pboproject and one with packing with pboproject. maybe someone could help or had a similar issue and knows any solution // Problem is fixed \
Is it possible to overwrite the configs of the vanilla apc if your inheriting it. Like if you wanted to change transportsolider=8 to transportaolider=13
Possible. Most cases not possible visually in this case though
Yeah I know the extra 5 wonโt show up in the vic but thatโs fine for now
But how would you do it because I put in the line and the vanilla would overwrite it to 8 instead of 13
Anyone know what possibly could attribute to this camera behavior? https://www.youtube.com/watch?v=NeOdZvhQVqs&feature=youtu.be&t=245
You can see while in the zoomed in view the camera is stable but as soon as he gains forward momentum the camera gets this weird jitter.
Might be its not stabilized
Hey guys , I don't know where to post this so I am sorry if this is the wrong category. I get this warning when i pack my mod using pboProject
16:28:02: Increasing your page file size might improve game performance.```
Does anyone know how i can fix this?
Does it prevent you from packing? It should not
maybe trying to pack full RHS+CUP into one single pbo? ๐
My problem about the laser turret I have posted yesterday has been fixed by @hearty sandal , he has found the right solution! Thanks a lot!
Hey, got a weird one that I've been racking my head over. Was wondering if anyone would be kind enough to help.
Trying to add a smoke countermeasure launcher to a helicopter. Using the CSAT MRAP config as base. The smoke launcher option is showing up on the helicopter, you can hear the 'popping' sound when you activate it and it detracts one smoke from the magazine. But the smokes don't appear anywhere. Not the grenade model nor the particle effect. Any ideas?
Smoke stuff is handled by an eventhandler if I'm not mistaken
Would that be defined in the same place as the weapons/mags or somewhere else?
The MRAP doesn't have anything in the event handlers that would differentiate it from other vehicles that can't deploy smoke
@sullen fulcrum variants with attachments are filtered on purpose from arsenal. If you want to have messy addon then you can add baseWeapon property to it
@echo ingot do you have smoke related params in config?
Does it prevent you from packing? It should not
@hearty sandal
No it doesnt ,but extra fps is always good
won't do anything for fps
binarize doesn't have fps, its just a tool not a game that actually renders stuff
@hot pine Do you have any experience in the area? I've been looking at it for hours and I'm completely lost at this point.
@echo ingot which one exactly?
With the SmokeLauncher
Post your config maybe
Am I allowed to sent it here or DM?
Use pastebin for instance
Oh hold on is that one responsible for the smokes?
Yes, it was mentioned here before
Yeah I was looking for something countermeasure or smoke related. Didn't think fired was related to that
Let me try copying that event handler across and see what happens!
@hot pine I owe you a beer kind sir
๐
How do I make units spawn with Ammunition in the backpack. every other weapon has the ammunition in the inventory(including the igla with the 1 preloaded missle) The backpack just remains empty, Ive also checked to make sure the backpack is capable of carrying more missles
(link to config https://pastebin.com/3ATYKyB2 )
@sullen fulcrum you need to make special backpack variant with prefilled items
{
class rhs_mag_9k38_rocket
{
count = 3;
scope = 0;
name = 9k38
};
}; ```
I tried doing it this way and I get this error
https://gyazo.com/dae9aafb4879b87dc607e6b0fcb52b78
Not even sure if im doing it right, I found the macro to be confusing on the biki under backpacks configshttps://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
Could be a problem if missing requiredAddons again? im not understanding of how to discern what addons need to be defined vs not
name is missing both quotes and semicolon
and missing the magazine name too
and your scope entry is both invalid, and not needed there
class TransportMagazines
{
class 100Rnd_65x39_caseless_black_mag_tracer
{
magazine = "100Rnd_65x39_caseless_black_mag_tracer";
count = 1;
};
};
here s a example TransportMagazines entry
ok thanks ded and rey, I got it working
how to fsm orbat?
fsm orbat?
FSM is a config to automate stuff, ORBAT is a config to show (military) structure for the units in the mission
@restive remnant you may want to pastebin such files
It's not polite to make people download random files
What determines in a config what slot a weapon goes in (ei, what determines if it's a rifle, pistol or launcher). Is it the class inheritance or is there a specific line of code?
type
Is it possible to change a thermal's thermalMode by adding a self ace interaction to it?
like switch between green and white
Don't think so, the thermal modes are configured in the vehicle's config, and that isn't something you can change on the fly like that
so there are nvg-s with thermals. and i would like it so you have an ace interaction under equipment where you can switch the "thermalMode[]= {};" parameter of the nvg-s.
but you kidna already answered this. What if i make all of the variations and when you choose a color ir switches out the nvg item. Could that work?
this is way above what i have done so far config-wise so any help is appretiated really ๐
Can't you add more than one value in thermalMode[] array and it cycles with N?
i just wanted to make it more convenient for the boys to not cycle trough many of them
Is there a list of accepted driverAction and cargoAction[] animations or something? I'm trying to make a vehicle's driver use "AmovPercMstpSnonWnonDnon" (meant to be the standing still without any weapons static animation), along with all the cargo slots, but it acts as if there was no valid animation for it (won't let me in, and if it does through forced stuff like zeus or eden, then it's the regular gun pointing forward anim).
AmovPercMstpSnonWnonDnon isn' a ManActions class
Oh, ok. Is there any way to find out if an anim is a ManActions class without manually trying it each time on the vehicle?
Would anyone here happen to know how to disable the active protection system for the RHS t14 ? I cant seem to find it in configs, or find documentation on AFRF site
I removed the afghinite under weapons[]= tank and nothing happened.
https://pastebin.com/VJVGeUes (config)
Also, when the active protection system is set off, it displays a feed message at the bottom left saying hard kill activated,
is there some function to track where the message comes from in aid of finding the APS script?
I know there's a T14 in RHS which is not working as expected and is unkillable
thats what im trying to cease
it has infinite APS charges
otherwise it would be killable
at least to AP rounds
i think it was @opal crater who said there was a simple config tweak in the past?
Find their APS init function in CfgFunctions
and do a config patch which sets function to some dummy empty file.
That APS is only used on armata for now AFAR.
Are file paths in config.cpp case sensitive
some and in linux all?
hmm removed the aps, seems grez is correct to some extent. Tanks destroy t14 fine, but Infantry with missles/rockets seem unable to kill it and air assets need to use alot of payload to kill it. maybe I can play with armor and armorstructual to make it more killable
@sleek yew they are not
Hey guys , can anyone tell me which property is for the gunners of the ghosthawk? Because i got both pilot and co-pilot to the soldiers I want.
class B_Heli_Blackhawk_Nutria_F: B_Heli_Transport_01_F
{
author = "[TF461]Maj.AntiAlligat3r";
displayName = "Ghosthawk [Nutria]";
editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\B_Heli_Transport_01_F.jpg";
_generalMacro = "B_Heli_Blackhawk_Nutria_F";
scope = 2;
side = 1;
//faction = "BLU_F";
crew = "SANDF_Soldier_F";
typicalCargo[] = {"SANDF_Soldier_F"};
availableForSupportTypes[] = {"Drop","Transport"};
hiddenSelectionsTextures[] = {"Task_Force_461_Clan_mod_ArmA3\SANDF\Helicopter\data\Heli_Blackhawk_ext01_Nutria_CO.paa","Task_Force_461_Clan_mod_ArmA3\SANDF\Helicopter\data\Heli_Blackhawk_ext02_Nutria_CO.paa"};
};```
@hearty sandal Arma internal filesystem is case insensitive (implemented as everything lowercase)
@nocturne verge none of those. You need to modify the crew within the turret classes for the helicopter. Should be a parameter there called gunnerType
@untold temple thanks bud , any idea how to add my helicopters skin to the skin types in the virtual garage?
Have to somehow insert your own class textureSources subclass into the base class for that vehicle
It can be a bit fiddly getting the inheritances right
ah okay , ill try that , yeah was about to ask how to get the inheritances right for turrets an main turret
class Turrets: Turrets
{
class MainTurret: MainTurret
{```
Turrets are a bit of a pain to inherit, yeah. Need to include all of the turret classes even if you're not modifying them
class Helicopter_Base_F;
class B_Heli_Transport_01_F: Helicopter_Base_F
{
class Turrets;
class MainTurret;
};
//class B_Heli_Transport_01_F;
class B_Heli_Blackhawk_Nutria_F: B_Heli_Transport_01_F
{```
I did this , would this work
No
class Helicopter_Base_H;
class Heli_Transport_01_base_F: Helicopter_Base_H
{
class Turrets;
};
class B_Heli_Transport_01_F: Heli_Transport_01_base_F
{
class Turrets: Turrets
{
class CopilotTurret;
class MainTurret;
class RightDoorGun;
};
};
class B_Heli_Blackhawk_Nutria_F: B_Heli_Transport_01_F
{
class Turrets: Turrets
{
class CopilotTurret: CopilotTurret {};
class MainTurret: MainTurret {gunnerType = "#CLASSNAME#";};
class RightDoorGun: RightDoorGun {gunnerType = "#CLASSNAME#";};
};
};```
Something like that IIRC
sorry, should be class B_Heli_Transport_01_F: Heli_Transport_01_base_F and I was missing some {
thanks , so i don't need to include all the coding under MainTurret and only the one I am changing?
So long as you have inherited MainTurret properly, you'd only need to change the gunnerType parameter and no need to include anything else
sweet Thanks so much!
The trick is with things like RightDoorGun. In the B_Heli_Transport_01_F parent class, the turret is defined as RightDoorGun: MainTurret and then changes a bunch of things like memory points and animation sources. But if you're modifying it in your own subclass you have to set it up with a RightDoorGun: RightDoorGun because otherwise it'll go back to inheriting everything from the MainTurret again
You have to be really aware of where the parameters you want to inherit for each turret class, are actually defined when rebuilding the whole turret setup
And even though you're not modifying CopilotTurret, it still needs to be in your turrets class with proper inheritance, else this turret simply disappears from the vehicle
On the other hand, I think for the textureSources thing, it's going to be simply something like C class Heli_Transport_01_base_F: Helicopter_Base_H { class Turrets; class TextureSources { class myTextures { #customisation parameters# }; }; };
Just class TextureSources rather than class TextureSources: TextureSources because in that case you are merging the existing TextureSources where they are defined in that base class, with the one in your config, in order to add the new classes
yeah i got that to work , but I found what i want to do won't work unless I make a new helicopter entity.
Thank you for helping!
question , why is the standard ghosthawks gunner positions gone as well as co-pilot
my version works 100% tho
You're doing C class B_Heli_Transport_01_F: Heli_Transport_01_base_F { class Turrets: Turrets { class CopilotTurret; class MainTurret; class RightDoorGun; }; }; right? not C class B_Heli_Transport_01_F: Heli_Transport_01_base_F { class Turrets: Turrets { class CopilotTurret{}; class MainTurret{}; class RightDoorGun{}; }; }; with extra {};
class B_Heli_Transport_01_F: Heli_Transport_01_base_F
{
class Turrets: Turrets
{
class CopilotTurret;
class MainTurret;
class RightDoorGun;
};
};```
yeah
Hmm, yeah I have cocked up somewhere. I said turrets are a pain. Will try and sort it
{
class Turrets: Turrets
{
class CopilotTurret;
class MainTurret;
class RightDoorGun;
};
};``` try doing something like that
Yeah, bumping it up another class seems to resolve it
class Heli_Transport_01_base_F: Helicopter_Base_H
{
class Turrets;
};
class Heli_Transport_01_base_F: Helicopter_Base_H
{
class Turrets: Turrets
{
class CopilotTurret;
class MainTurret;
class RightDoorGun;
};
};``` like this? but won't pboProject say that i have a duplicated class?
No, like this ```C
class Helicopter_Base_F;
class Helicopter_Base_H: Helicopter_Base_F
{
class Turrets;
};
class Heli_Transport_01_base_F: Helicopter_Base_H
{
class TextureSources
{
//STUFF
};
class Turrets: Turrets
{
class CopilotTurret;
class MainTurret;
class RightDoorGun;
};
};
class B_Heli_Transport_01_F: Heli_Transport_01_base_F {};
class B_Heli_Blackhawk_Nutria_F: B_Heli_Transport_01_F
{
class Turrets: Turrets
{
class CopilotTurret: CopilotTurret {};
class MainTurret: MainTurret {gunnerType = "#CLASSNAME#";};
class RightDoorGun: RightDoorGun {gunnerType = "#CLASSNAME#";};
};
};
oooo thats where the texture sources goooo
Hey, if I want to add a ManAction how would I do it without replacing the existing definition of it?
Regarding mass in Arma, does 1 mass = 1kg?
In the config? No, it's some made up value that represents both mass and volume
yes, i was referring to config
Is there a way im overlooking, that allows you designate a target with the 'artillery target' object.
So imagine a laser designator, but producing an artillery spot instead
(for a custom weapon Im making)
In the config? No, it's some made up value that represents both mass and volume
@untold temple
I kind of always took 10 for '1kg'
For TLAR use
(That Looks About Right)
After a google search, a post from pettka in reply to a similar query states that Weight of Real-Life item in KG x 22 = "Ingame Mass" is roughly correct although the formula is a little more complex.
ACE/RHS have a formula
10 = ~1 lb
Question , does anyone know how to unhide weapons in vehicles like the ghosthawk? I found the animations in the config , but when i view them they have weapons , so I am wondering what attribute or field did I miss that hides the weapons in animations
thanks bud
@flint goblet truth is there is no real conversion for mass
as it was mentioned before its combination of mass & volume
is there a way to configure a muzzle item to not actually change the muzzle flash of a gun? just have it use its default flash? if I set the "alternativeFire" in the accessory config to something that doesn't exist, that retains the original muzzle flash but also throws an error for that config entry not existing
basically I want the muzzle break to be completely cosmetic
oh, leaving that blank does it
that solves that problem
Hey guys , so I have the following code for my soldier
class SACMP_Standard_Rifleman_F: B_Soldier_F
{
_generalMacro="SACMP_Standard_Rifleman_F";
author="[TF 461]Maj.AntiAlligat3r";
displayName="Rifleman";
scope=2;
scopeCurator=2;
side=2;
faction="TF461_Military_Police";
vehicleClass="TF461_Infantry";
editorSubcategory="TF461_Men";
and this for the faction
class cfgFactionClasses
{
class TF461_Military_Police
{
displayName="Military Police";
priority=1;
side=2;
};
};
my soldier I create remains independant , and I have no idea why , can someone point out why?
side 2 is independent side. IIRC 0 is OPFOR and 1 is BLUFOR
Is there any way to add to an existing class without having to copy it in it's entirety, and keeping the class name?
class InheritedClass;
class TheExistedClass: InheritedClass
{
thisIsMyVariable = 1;
};```
Right, thanks still, but changing the InheritedClass, not a new one
What do you mean?
TheExistedClass is the existing one you want to change. InheritedClass is merely the parent class of the one you are trying to modify. Both classes in the example are intended to refer to pre-existing classes in the game rather than new ones
Ok, but that would remove all information on it other than what it inherited from it's parent class, right? What I was asking if it would be possible to simply further add to it, without overwriting anything
No
erm, i think so ๐ค
Ok, but that would remove all information on it other than what it inherited from it's parent class, right? What I was asking if it would be possible to simply further add to it, without overwriting anything
@foggy halo
Example with MRAP:
class CfgPatches
{
class MyAddonName
{
requiredAddons[] = {"A3_Soft_F_MRAP_01"};
};
};
class MRAP_01_base_F;
class MRAP_01_gmg_base_F: MRAP_01_base_F
{
transportSoldier = 200; //orig: 2
};
(If this is what you mean ๐ค )
how would i link a model, that isn't in an A3 folder to a texture?
If you have set up your development environment correctly with a P drive, the path it the same as the directory structure on the P drive (except for the drive designation itself).
So if your texture is in P:/yourmod/addons/youraddon/textures/file.paa than the path would be /yourmod/addons/youraddon/textures/file.paa
So for a Lil project Iโm doing Iโm trying to get the interior of the vehichle where the passamgers to be the Marshall
I know thereโs a class in the config where you path it to the interior model but I canโt find it
Anyone know what to do?
does anyone know how to use this macro
#define mag_xx(a,b) class _xx_##a {magazine = a; count = b;}
mag_xx(CLASSNAME,4711)
okay fair enough , my appologies , i mean how to declare it , because it doesn't work the way its declared
Just put it somewhere before the line you wanted to use it
does medikit go under magazines or linkedItems?
a medkit can't be linked and technically its a weapon.. maybe magazines
all items (map, watch, radio, etc) are technically weapons ๐ . Medikit would go to the items but keep in mind that takes a lot of space
support for medkits/toolkits in vest was added in 1.98 patch
Tweaked: Medikits and Toolkits can be now stored in vests if there is enough space - FT - T128710
Does anyone know how to make the ride in back inside of your APC the ride in back inside of the Marshall
Trying to figure out what that base is called
Im having a problem with lights getting dimmed when you get to close to them, is there any way to stop this?
they may be too bright if that happens. but dont think you can do anything about it. its like how you squint your eyes when looking at bright stuff
ok thanks
I'm looking into making a helmet with integrated NVGs, and presenting them as a single item in the helmets category of the arsenal. I also want to disable compatibility with any other NVGs. I can make their classes as individual components and give them a scope of 1 to keep the separate parts from being accessed, but I'm still trying to figure out if I can use a new class which includes both component classes to accomplish the full effect.
afaik the only way to accomplish that is by making a "normal" helmet and force a (empty) NVG in slot.
This can be done by adding event handlers on Put, Take and some others which will check for the current helmet, remove current NVG's and add the hidden one.
I recall there is a config variable for that
since the Viper helmets work like that
Funny you say Viper helmets.
^^ the ViperHelmet has a config entry called subItems
class H_HelmetO_ViperSP_hex_F: H_HelmetB
{
...
subItems[] = {"Integrated_NVG_TI_1_F"};
}
I recall the subitem then overwrites and reserves the NVG slot
That looks awesome
It was destiny, because the helmet/goggles combo this is for is inspired by the Cobra Viper helmet.
https://youtu.be/7y0_qAXuJAw
https://www.yojoe.com/action/86/viper.shtml
Hi i have a question about class cfgs. I have two cfg files identical to one another in every way except the textures that they pull for the uniforms they wear. When i pack the pbos and load them up in the mod, only one will ever show up. It's either one or the other and never both. Could anyone tell me what might be causing that?
@sullen fulcrum If I'm understanding you right, you need to give them separate class names. In this case, it's a good idea to inherit from one, and affect only the textures and materials you want to change in the second class.
Hi, so it's not a massive issue or anything but moreso gaining understanding. I was recently changing up the sounds for the Challenger 2 mod made by Burnes, came across a sound pack from Steel Beasts so I decided to try and implement it. It sounds.. awfully weird and when you're off the throttle (but still moving) it just has no sound. Why could this be?
I didn't remove or add any parts to the sound section of the config file, only changed some file paths for the sound files
Hi, me again, I'm stuck with one tricky bug : I'm able to make custom missiles on pylon but somehow, some don't work. Is there someone wanting to take a look on my .cpp ?
(custom GBU and custom VLS , others work perfectly)
20:36:30 unable to create weapon for missile 'PylonRack_3Rnd_LGM_AASM', check config entry'pylonWeapon'
20:36:30 wrong 'pylonWeapon' in magazine:'PylonRack_1Rnd_SCALP_x1' this magazine cannot be used in weapon'weapon_ScalpLauncher'
20:36:30 unable to create weapon for missile 'PylonRack_1Rnd_SCALP_x1', check config entry'pylonWeapon'```
user rpt <-
i did double check, and my pylonweapon=something -> something is the weaponclass
Did you check the magazines[] array of the weapons? e.g. weapon_AASMLauncher?
@untold temple hey, thx for answer, yes, magazine[]= { "3Rnd_LGB_AASM", "PylonRack_3Rnd_LGM_AASM" }; here an example
{
count = 3;
displayName="A2SM HAMMER";
displayNameShort="AASM GL/IR dnshort";
descriptionShort="AASM GL/IR dsshort";
ammo = "Bomb_AASM_F";
}
// PYLON AASM proxy weapon = 3Rnd_LGB_AASM
class PylonRack_3Rnd_LGM_AASM: 3Rnd_LGB_AASM // pylon avec 3 missiles
{
displayName="AASM";
count=3;
hardpoints[]={"B_BOMB_x3_AASM"};
model="\AMF_DASSAULT_RAFALE_M\weapons\PylonPod_Missile_AASM_x3_f"
pylonWeapon="weapon_AASMLauncherAmf";
mirrorMissilesIndexes[] = {2,1,3};
};```
here the mag and pylon
{
model="\AMF_DASSAULT_RAFALE_M\weapons\Missile_AT_AASM_fly_f";
proxyShape="\AMF_DASSAULT_RAFALE_M\weapons\Missile_AT_AASM_f";
};```
and here the ammo
Hi, I'm trying to add a BLUFOR version of LDF and thought simply changing side to 1 would work, i.e. /*extern*/ class I_E_Survivor_F; class B_E_Survivor_F : I_E_Survivor_F { side = 1; }; However, two unexpected things happen when I load my simple mod and start placing my new units in Eden: 1) B_E_Survivor_F appears to be dressed in the AAF combat uniform, 2) his uniform displays as <Empty> in Eden's loadout editor despite him having uniformClass = "U_I_E_Uniform_01_F"; according to the config viewer. Issue #1 seems to be because almost all LDF characters have hiddenSelectionsTextures[] = {"\A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_co.paa"}; rather than something LDF-specific, which seems like a bug. Can anyone explain why issue #2 happens?
magazine[]= is mistyped. Should be magazines[]= plural @safe blade
oh no ! really ??!! xD
gonna check that
@untold temple you solved in one sentence 4 days of research as in "find the error" THANK YOU ๐
feel dumb
Further to my question above, by the same "re-siding" process, my B_E_Soldier_CBRN_F character, now part of my new BLUFOR LDF faction works fine. He looks identical to his IND counterpart, and Eden's loadout editor lists his uniform as U_I_E_CBRN_Suit_01_EAF_F. ...which baffles me, since he inherited hiddenSelectionsTextures[] = {"\A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_co.paa"};, the AAF combat uniform, from I_E_Soldier_CBRN_F ... ๐คฆโโ๏ธ ๐คทโโ๏ธ
Why do i keep receiving this, it makes no sense :
https://media.discordapp.net/attachments/737385262526758988/737385611249319946/Screenshot_07-27-2020_18.50.48.png?width=352&height=488
?
have you checked line 79?
@narrow musk changes nothing (removing the comments)
it says there is a [ instead of a {, is it from a mod?
weird, maybe its reading class loadingTexts[] = { wrongly
classname is an array? wut
XXXXXXXXXXX
should it be an array loadingTexts[] = {#values#}; or a classname class loadingTexts {#strings, arrays and numbers#};?
"loadingTexts[] = {", i realized it after your 1st message (p.s. i knew the syntax, just literally did not see this) ๐ , thanks X)
Hey guys, anyone able to guide me to the right path? I'm making a headwear mod, it shows in the arsenal with picture and everything but the 3d model dosn't show on the player.
See below my config:
[...]
class cfgWeapons {
class ItemCore;
class HeadgearItem;
class beret_cpa: ItemCore {
scope = 2;
scopeArsenal = 2;
author = "Pyth3rEx";
weaponPoolAvailable = 1;
displayName = "Beret CPA-10";
model = "\cpa10_beret\mdl_beret_cpa";
hiddenSelections[] = {"camo", "camo2"};
hiddenSelectionsTextures[] = {"cpa10_beret\data\txt_beret_cpa.paa", "cpa10_beret\data\insigne\ins_beret_cpa.paa"};
identityTypes[] = {};
class ItemInfo: HeadgearItem {
mass = 1;
allowedSlots = {801, 901, 701, 605};
uniformModel = "\cpa10_beret\mdl_beret_cpa";
armor = "0";
passThrough = 1;
picture = "\cpa10_beret\data\icon\icn_beret_cpa.paa";
};
};
};```
and folder structure: https://gyazo.com/ac681b982a304be8923453251fb2dd86
@nocturne verge what are you talking about??? That is not correct information
sorry thought that was the error
It could be model.cfg related but you don't rename the cfg
You have a nameOfP3d class in it in correct place.
@sullen fulcrum there should be some errors in .rpt https://community.bistudio.com/wiki/Crash_Files
I also doubt that it shows in Arsenal with picture, at least not with yours, since picture parameter is defined in wrong place
I have used the script for RTD and it works like a charm - however, my skids are about 6 inches off the ground, how do I adjust this? (I used my landcontact LOD points to create the Skids RTD positions).
Also, should I enter the Vertical/Horizontal Stabilizers and both Rotors centers too into the RTD points calculator.
Wondering if anyone can help me with my vest script. I tried following a template but it keeps throwing an error at me when I try to crunch my files with pboproject..
script - https://paste.ofcode.org/gfZAfZRvbpBYcer5MkLdCN
error message - https://pastebin.com/33bgPuMj
- where is
cfgWeapons? - you want to inherit
ItemCore, where is it defined?
please check https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration
because as the error says, there are missing inheritance classes
but in total it's broken completely due not not using the correct structure
yeah i copied template inherited from an overall mod, including uniforms etc... So that's probably why.
I'm using this script `class cfgWeapons
{
class ItemCore;
class Vest_Camo_Base: ItemCore
{
class ItemInfo;
};
class V_vest_new: Vest_Camo_Base
{
author = "Splendid Modder";
scope = 2;
displayName = "New Vest";
picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
model = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
hiddenSelectionsTextures[] = {"\A3\Characters_F\BLUFOR\Data\vests_khk_co.paa"};
class ItemInfo: ItemInfo
{
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
containerClass = Supply80;
mass = 15;
class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
{
class Chest
{
hitPointName = "HitChest";
armor = 16;
passThrough = 0.3;
};
};
};
};
};` but i want to add more vests so at which point would i be copying the text and pasting it
if the vests are the same you can simply inherit V_vest_new and only add the stuff which change
class V_vest_anotherNew: V_vest_new {
displayName = "Another New Vest";
// ect.
};
which is also placed within CfgWeapons
Alri amazing, cheers mate you're a godsent! ๐
This script `class cfgWeapons
{
class UniformItem;
class U_B_soldier_new: Uniform_Base
{
author = "Splendid Modder";
scope = 2;
displayName = "New Uniform";
picture = "\Baltic Union\uniforms\textures\tshirt_black_co.paa";
model = "\Baltic Union\uniforms\models\shirt.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"};
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = B_soldier_new;
containerClass = Supply40;
mass = 40;
};
};
};`
is throwing this error at me
`{
class UniformItem;
class U_B_soldier_new: Uniform_Base
{
inherit class 'Uniform_Base' does not exist
In File P:\Baltic Union\Addons\uniforms\config.cpp: circa Line 6 rap: missing inheritence class(es)
In File P:\Baltic Union\Addons\uniforms\config.cpp: circa Line 6 rap: missing inheritence class(es)
Rapify error
"uniforms.pbo not produced due to error(s)" `
@covert magnet To paste code, please use:
```
CODE
```
CODE
It's much more readable for others.
Regarding your issue:
class cfgWeapons
{
class UniformItem;
class U_B_soldier_new: Uniform_Base
You don't load class Uniform_Base; before (simply add it above class U_B_soldier_new: Uniform_Base )
Not sure if I should ask here or in #creators_recruiting but could anyone show me a config for the carrier lite?
I've made a retexture and I never manage to create the configs the right way
it's pretty simple really
@jolly igloo here, this should do the trick https://pastebin.com/FEuGNKKQ
So I gave it a shot, I can't see it when testing in virtual arsenal
class CfgPatches
{
class Myaddon
{
// List of units defined in this "PBO"
units[]={};
weapons[]=
{
"vests_cbr_co_V_PlateCarrier1_coyote"
};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Functions_F"
};
};
};
class CfgWeapons
{
class V_PlateCarrier1_blk;
class vests_cbr_co_V_PlateCarrier1_coyote: V_PlateCarrier1_blk
{
author = "BFO Team";
scope = 2;
displayName = "Carrier Lite (Coyote)";
hiddenSelectionsTextures[]=
{
"Tanoan_vest\Data\vests_cbr_co.paa"
};
};
};
@jolly igloo why did you replaced required addons with wrong entry?
When inheriting/editing vanilla configs, all you need for requiredAddons is the Old Man loadorder
ok, I still can't see the vest in the VA
Strange, that config should work just fine
any ideas why neither config works? anyone?
https://community.bistudio.com/wiki/Crash_Files#Arma_3 check RPT if there are any errors and double check with in game config viewer if your class is actually loaded
perhaps its some packing issue
RPT has no errors, and I can't find the config in the in-game config viewer
@regal gate Copy. I am here now.
{
class UniformItem;
class U_B_soldier_new: Uniform_Base
{```
this keeps throwing errors at me that say
```{
class UniformItem;
class U_B_soldier_new: Uniform_Base
{
inherit class 'Uniform_Base' does not exist```
anyone know how i change the code around so it works?
well lookins at the error, it's saying that Uniform_Base does not exist
i haven't a clue what any of that coding stuff means, so i need like an idiots guide
Oh me too man, is it a reskin or a brand new texture? (did you use an existing model?)
reskin
ok which uniform is it?
and used an existing model
its some one that im not too sure of the origin of
a tshirt and g3 pants
few posibilities here, either it's worn combat fatigues (kerry) : are the pants MTP? or its guerilla outfit
@jolly igloo your addon is not being loaded then. You can share it here if you want to have some tips
which chat Reyhard? I can't upload files in here?

