#arma3_config

1 messages ยท Page 113 of 1

molten birch
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the model.cfg

livid heath
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 hiddenSelectionsTextures[]=
            {
                "\vatos\addons\data\plitnikBlack_co.paa",```
#

also wont work

molten birch
#

is there any good ways to learn

livid heath
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 hiddenSelectionsTextures[]=
            {
                "vatos\addons\data\plitnikBlack_co.paa",```
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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"
            };
    };
 
    };```
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i didnt count the { and } so beware, was a bit of a messy pastebin

molten birch
#

ok

livid heath
#

but the parent class works properly

molten birch
#

ok

livid heath
#

and i changed up your inheritance of iteminfo

molten birch
#

how does the hidden selections work

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bc I cant get the model into blender

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and I need to do that to make a single texture

livid heath
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you need this model.cfg in your folder next to your p3d

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it defines the bones and the sections

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i gotta duck out but this should help you on your way

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in terms of modelling in blender, ask in an art related channel

molten birch
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ok

livid heath
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loads of blenderheads about but not so many in here

native ether
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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 ?

livid heath
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"C:\Program Files\Steam\SteamApps\common\Arma 3\arma3diag_x64.exe" -skipintro -nosplash -worldempty -filepatching -mod=@mymod

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works best for me, in target line of a shortcut for diag.exe i use when in dev branch

native ether
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oh ok i will test

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oh ok but i need to change to the "dev branch" in the beta tab on steam right ?

novel torrent
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how would i go about setting a seat location in a vehicle?

latent lion
wintry tartan
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That's model side, not config side

sullen fulcrum
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@native ether just use the stable branch, dev branch is for the game developers to test upcoming changes to the base game

rose gull
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Does anyone know what CfgNetworkMessages does in config.cpp. Can't find any documentation on it

placid jay
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Does the delete keyword not work on classes that other classes derive from?

idle matrix
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nope

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this old post might help a tad

placid jay
#

Good to know, thanks ๐Ÿ™‚

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So always remove the children before you remove the parents.

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๐Ÿ˜„

placid jay
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If I have an array like items[] += {"Item1","Item2"}; is there a way to delete a specific item from it?

idle matrix
opal crater
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deleteAt is an SQF command and he's asking about config.

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I don't think you can delete single element from array in a config.

hearty sandal
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does items[] -= {"item1"}; work?

wintry tartan
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Is -= even a thing?

hearty sandal
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I dunno

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thats what I was asking ๐Ÿ˜„

wintry tartan
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If nobody here knows, just test is the only way; test!

placid jay
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its not

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tested that. Would be too easy ๐Ÿ˜„

ashen grove
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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?

hearty sandal
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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

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basically

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if clients dont have it I dont think they would see it

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although depends maybe whats it supposed to do if it works only server side

ashen grove
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cant i add a second config file?

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i would prefer to have the config.cpp only for configuring the functions and stuff

wintry tartan
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You can put multiple config.cpp into one pbo, but each should have CfgPatches

strong shuttle
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of course you can have multiple config files, simply include all the files in your config.cpp

wintry tartan
#

^ also will do

strong shuttle
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you can also make multiple addons in a single mod ๐Ÿ˜‰

ashen grove
#

so, #include "second.cpp" works in a config.cpp?

strong shuttle
#

yes

ashen grove
#

oh

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so its that easy

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thanks TohruThumbsUp

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does it even make any difference what kind of file you use?

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i mean, with #include, you can include .cpp .hpp even .sqf

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so, couldnt i also use a .sqf for configs?

wintry tartan
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#include only transfers the file contents inside the file whatever its extension, is my understanding

ashen grove
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thats why i m asking

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i mean, you can include .hpp in .sqf

wintry tartan
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Yes

ashen grove
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so, wouldnt it be possible to ONLY use sqf or cpp or hpp file to write all your code and stuff?

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and, is there a difference for when you should use a hpp or cpp file?

wintry tartan
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#include only transfers the file contents inside the file whatever its extension, is my understanding

strong shuttle
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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.

ashen grove
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i see

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i already figured the config.cpp must be named like that, because there is no file pointing at this to be loaded

hearty sandal
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if you want easily debuggable stuff when you run into problems, dont go inventing some obscure method of putting you configs together though

ashen grove
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yea, ofcourse not

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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

strong shuttle
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my personal method is for readability:

- config.cpp
- Cfgvehicles.cpp (included in config)
- Cfgvehicles_Men.cpp (included in cfgvehicles)
- etc.
ashen grove
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makes sense

strong shuttle
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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)

ashen grove
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thats a good approach hmmm

strong shuttle
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idea "stolen" from CBA and ACE though ๐Ÿ˜‰

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please don't ban me now

ashen grove
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how do you structure main.pbo then?

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because, thats basically the idea i already had, a base config

strong shuttle
#

do note that I use CBA as a dependency and use it throughout, so might be a bit overwhelming ๐Ÿ˜‰

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btw... I am working on a Modding 101 Guide which goes though all of this, although it's not even in WIP status ๐Ÿ˜‰

ashen grove
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i see

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thanks tho

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much appreciated

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when i looked through your code, i noticed, that my brain was on airplanemode .__.

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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

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and dont actually need any main.pbo

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still, thanks for the help

strong shuttle
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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)

ashen grove
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yea

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i want to keep it as vanilla as possible, so its easier to include into a server later on

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so, all you gotta do to expand my addon, is to simply drop the additional .pbo into the addons folder, and done

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EXPANDED

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well, at least, serverside

strong shuttle
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That is usually not a good idea, and it's better to make additional mods with expansions.

ashen grove
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why?

strong shuttle
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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

ashen grove
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true, but in my case, i want to develop some smaller things for altis life

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like, for example, a whitelist menu

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so you simply drop the configuration pbo into the addon

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the addons inside the addons folder wont interact with each other anyways

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they just get loaded under the same mod

hearty sandal
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simple/compatible and altis life doesnt really match?

ashen grove
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wdym?

hearty sandal
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well at least the stuff I've seen has been quite all over the place

ashen grove
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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

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such things shouldnt really be configured in the mission config in my opinion

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especially not the functions, as they are supposed to interact with extdb3

grand zinc
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Does anyone know what CfgNetworkMessages does in config.cpp. Can't find any documentation on it
@rose gull it doesn't exist.

paper path
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anyone familiar with where the default group config file is? the one that handles the placeable groups

grand zinc
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where? its a mod config

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there are many of them

paper path
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just the base arma one

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that handles the NATO groups

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i found it

latent lion
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is it possible to override default keybinds through a config?

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like rebind an action

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let's say, switching fire-mode to be some other action or to execute a script instead?

maiden lodge
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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?

latent lion
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@maiden lodge -> #arma3_scripting

on that note. Iterate throught the list of units and their list of Items and look for X

maiden lodge
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yeah ok. I get that so far.
But I would like to understand how to put this into a config

latent lion
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in which part of it?

maiden lodge
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That is my question really ๐Ÿ˜ฌ

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in the init eventhandlers...?

latent lion
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when do you want it to run?

maiden lodge
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its most important, when someone has the item in its inventory

latent lion
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so all units

maiden lodge
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well yeah anyone who has it

latent lion
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class CfgVehicles
{    
    class Man;
    class CAManBase: Man
    {
        class EventHandlers
        {
            class TOM_inventoryBackpack
            {
                init = "_this spawn TOM_fnc_addBackpackAction";
            };
        };
    };
};```
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that's what i used

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the "init" field is executed for ALL units on their initialization

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do keep in mind that this includes main menu and 3den etc.

narrow swallow
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It's not feasible to use a config this way. You need to track if someone adds/removes this item to/from their inventory.

latent lion
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config is the worst place to use for this, but it's possible

maiden lodge
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ok either way...
What is the best way to create this feature for my item?

latent lion
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multiplayer or singleplayer?

opal crater
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player only or ai too?

latent lion
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selected units or all units?

maiden lodge
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Multiplayer.
Not too interested in AI.

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giving AI the capability is bonus but deffo not required

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and also, #arma3_scripting
@latent lion

Since I wanted to build a mod I persumed this channel was better

latent lion
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you can write functions into a mod

maiden lodge
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yup

latent lion
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is there a way to blanket-override the "userActions" of a cfgVehicle?

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or is it a manual process of going through every single building in the config and removing them?

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basically, i want to remove the user-actions from buildings

strong shuttle
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delete UserActions; ?

latent lion
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does that work?

strong shuttle
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I just know that you can delete classes from configs with delete, so if it's a class you can remove it ๐Ÿคทโ€โ™‚๏ธ

opal crater
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But Door actions will be on object class not in generic useractions class.

latent lion
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they in the object's useractions, yes

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so im honestly just considering to nuke the whole action-menu and its elements

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if anyone is aware of how to accomplish this, let me know

safe blade
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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 ?

strong shuttle
safe blade
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@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.

strong shuttle
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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

safe blade
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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.

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and on my plane put proxy of pylon = pylon model + proxy ammo)

winter rain
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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

latent lion
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ok

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i went through 95,000 lines of config

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and i nuked the action-menu

restive remnant
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its tembelan's config

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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
hearty sandal
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very broken config

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or mod

robust path
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That's [Ben]'s map

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Last updated in 2018...

hearty sandal
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@restive remnant what are you trying to do there?

restive remnant
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the forward slash is invalid, that is not a hierachy denoter

hearty sandal
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I mean what are you trying to do with someone elses terrain

restive remnant
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i suspect the forward slash is in the config, i want to remove it

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dedi server cant run it

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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

hearty sandal
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perhaps you got to pick another map

strong shuttle
#

You are aware that even if you fix it, you're not allowed to upload the fixed terrain?

restive remnant
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i can not upload it and run my server tho

hearty sandal
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maybe you report the issue and see if @restive nova wants to fix it

robust path
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Well you could contact the author through Steam and see what happens

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Ninjaed ๐Ÿ˜ญ

restive remnant
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yeah ok, then case closed with "config broken"?

hearty sandal
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or something else you run breaks it

restive remnant
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although, the config is corrupt, yeah?

hearty sandal
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or you uploaded it wrong

robust path
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And it is a pre-Apex map that was last updated two years ago...

hearty sandal
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or it has never been updated to latest requirements

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or you got some poopy old version of it

restive remnant
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i ran armake2 unpack Tembelan.pbo and unpacked it through pbo manager and md5sum says both are the same

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so pretty sure the extracting is right

hearty sandal
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you dont need to extract pobs

robust path
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Should also be noted that a version of Antistasi supports it so I doubt that the map is broken enough to not work ๐Ÿ™‚

restive remnant
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also the pbo is straight off steam workshop, dl'd it with steamcmd

hearty sandal
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are you running other mods?

restive remnant
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it works if hosted from a client, but not when hosted in dedi

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yes, ace and rhs

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none of those caused any problems with any other map

hearty sandal
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first things first, run it without anything else on a empty mission

restive remnant
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alright

hearty sandal
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and then report to the maker if there are issues

restive remnant
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hard to believe large projects like this manage without an issue tracker

robust path
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LOL

hearty sandal
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๐Ÿ™ˆ

restive remnant
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bi forum thread ๐Ÿ˜ข

hearty sandal
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its 1 man project

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no very large

robust path
restive remnant
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yeah, but its large in the sense that everyone uses it

hearty sandal
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so

strong shuttle
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I've never heard of it ๐Ÿค”

robust path
#

Issues are tracked there

restive remnant
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that makes it popular, not large

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i was wrong

hearty sandal
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trackers get filled with people complaining tree is in wrong place for their mission

robust path
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Everyone uses Tembelan? never have personally and I've used a lot of maps

strong shuttle
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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.

restive remnant
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cant fix it tho, tis corrupt/too old to be decompiled

robust path
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That is not true...

hearty sandal
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you dont fix it by decompiling it anyway

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you as a user have pretty much no reason to decompile pbos

restive remnant
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you can ask for permission to release a fixed version
how do you "fix" it then

hearty sandal
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you should ask the permission first before doing anything

restive remnant
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i have a reason, which is i suspect the problem lies in the config.cpp

hearty sandal
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if so you would create a config.cpp addon that overwites the one in the pbo when its loaded after the original

restive remnant
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its creative commons attribution noncommercial license

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no, i want to:

  1. unpack it
  2. decompile config
  3. edit config
  4. repack
  5. enjoy life
hearty sandal
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no

robust path
#

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

restive remnant
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or rebuild, whatever addon builder does

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so the problem is the mission? @robust path

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grepping a / returns no results in mission.sqm or any other file in the mission pbo

robust path
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Somewhere... cause this class Tembelan: Altis is in CfgWorlds in the config.bin

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I mean if it wasn't no one could ever use the map... that error you report says that the map cannot be found...?

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Is the Tembelan map in your mod list (I know... silly question... but...)

restive remnant
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right, you say serverside does not have the map

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ill check the md5sum on server and client and compare

robust path
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Huh?

restive remnant
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to see if the server and client has the same pbo file and contents

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the file hash

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yeah, both have the same hash and both are loaded

restive nova
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๐Ÿ‘€

robust path
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I was asking whether you have added the map mod to the -mod parameter to the arma server

restive remnant
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yeah

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i do

robust path
#

RPT... pastebined?

restive remnant
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let me flush it into a file, im on linux

grand zinc
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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?

robust path
#

Would it be something that only happens on Linux?

grand zinc
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no

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well, maybe related

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but in principle no

robust path
#

Would I have already mentioned the possibility?

grand zinc
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didn't see it

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you got close

latent lion
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how can i redefine a base-class to be empty?

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just class aBaseClass {};?

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i tried deleting the base class, but ofcourse some script is trying to look for it and creates errors if i just delete it

grand zinc
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class aBaseClass;

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thats not re-define though

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Uh

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yeah what you wrote then

latent lion
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i jsut need it to be empty

grand zinc
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but if that baseclass inherits from something you also need to properly define that inheritance

restive nova
#

very broken config
or mod
๐Ÿ’”

grand zinc
#

Its human error, but hey just let me take this guys mod, unpack edit and repack it without asking

robust path
#

It's not though [Ben] โค๏ธ

restive nova
#

Yeah i know. Works fine on my server.

robust path
#

You should update it to use Apex terrains though...

restive nova
#

๐Ÿ˜’

robust path
#

You have a lot of practice at that sort of thing now ๐Ÿ™‚

strong shuttle
#

Or just ignore an old terrain and work on more epic stuff ๐Ÿ˜‰

robust path
#

Utes 2020?

restive remnant
#

tell me what my problem is @grand zinc

#

our lord and savior

grand zinc
#

You didn't load the mod on the server

restive remnant
#

censored for worksafe

grand zinc
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censored for following our #rules

restive remnant
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yeah, my bad

#

i was referring to my self censorship

hearty sandal
neat shadow
#

Hey guys, is there a way to #define macro a huge block of code? Like 100 lines or so stored in a macro

wintry tartan
#

Add \ into end of lines

#
line 2\
line 3\
line 4```
latent lion
#

Importing a base weapon model into the game as a static object leaves the muzzle-flash constantly on, Is there a fix for this?

hearty sandal
#

likely not

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the muzzle flash hiding, showing is run by an engine mechanic

latent lion
#

is it a selection?

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because if it is, can't i apply a transparent texture on it?

winter rain
#

Its a selection. Variant 1 its called muzzleFlash, variant 2 its called zasleh

latent lion
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i see

hearty sandal
#

it is not a selection that can be retextured

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its a proxy

winter rain
#

Ah yes, the proxy is just called in selections ๐Ÿ˜…

latent lion
#

it's a shame, really

hearty sandal
#

Why?

paper path
#

@latent lion, you trying to put a weapon on like a rack as a static piece?

latent lion
#

im trying to get a smaller hitbox than the default dummyweaponholders

paper path
#

not sure what you mean

latent lion
#

you know when you put down a weapon or an item in the editor?

paper path
#

yeah

latent lion
#

it actually gets added to a container that just displays the item

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that container is commonly a dummyweapon/item holder

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the size of that holder is too big for my purposes

paper path
#

ah

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could always just make a GH version of your weapon.

#

think it moves the box to the size of the weapon

latent lion
#

Groundweaponholder is too big aswell

paper path
#

ยฏ_(ใƒ„)_/ยฏ

latent lion
#

it does?

#

hol up

#

because im rpetty sure i tried this and it didnt, but i'll have to recheck

paper path
#

i just have all my weapons with there own placeable versions from the editor/zeus list

latent lion
#

yeah, but those just get placed into a dummyweaponholder

#

yeah, nope

hearty sandal
#

what are your purposes?

latent lion
#

im trying to detect the hitbox of a displayed weapon through lineintersect

#

for an interactive shop-display

#

hold on, i'll get a video

hearty sandal
#

ah that you probably cant do yeah

latent lion
#

yeah, i sort of can

hearty sandal
#

perhaps you could use invisible target objects

latent lion
#

it's just the weaponholders are janky

#

yeah, i could

hearty sandal
#

and ignore the groundholder

latent lion
#

i just really dont want to go there, but if i have to ๐Ÿคทโ€โ™‚๏ธ

hearty sandal
#

since its pretty static situation

latent lion
#

like it works fine with weapons, but items have MASSIVE hitboxes for some reason

paper path
#

could do a static version of the weapon like a box and script it

latent lion
#

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

untold temple
#

Have you tried simpleobject for a .p3d with a proxy to your chosen weapons, rather than the p3d of the weapons themselves?

latent lion
#

can you give an example?

#

because i haven't

#

pretty much just a concept still

paper path
#

video makes it seem like it works as intended

latent lion
#

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

untold temple
#

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

latent lion
#

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

hearty sandal
#

it actually will

#

as proxies dont have proxies

latent lion
#

decent

#

i guess there isnt any way to scale the object to the proxy boundingbox?

#

also, what is the mapSize parameter in CfgVehicles

strong shuttle
#

it's the size the object will show up on the map (especially on the 2D map in 3den).

latent lion
#

๐Ÿ‘Œ

strong shuttle
latent lion
#

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

hearty sandal
#

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

full wagon
#

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.

ruby moth
#

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?

pallid snow
#

Side int 2 is indep correct?

ruby moth
#

yes

pallid snow
#

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

#

Its my last 3 commits

placid jay
#

I want to create a biki page about operators that are available in configs. Anyone got a list of them?

fast matrix
#

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.)

narrow swallow
#

Are there vehicle seat actions that show the backpack the occupant is wearing?
Or something like hideWeaponsDriver = 0 but for backpacks?

stoic lily
#

not possible AFAIK, yet @hot pine should be able to confirm

hot pine
#

there is no such parameter

full wagon
#

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.

hot pine
#

@full wagon missing baseWeapon parameter

full wagon
#

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.

hot pine
#

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

full wagon
#

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

hot pine
#

it's there now ๐Ÿ˜‰

full wagon
#

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.

hot pine
#

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

full wagon
#

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.

zinc oak
#

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.

full wagon
#

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.

hearty sandal
#

So that you mod loads after all vanilla stuff

full wagon
#

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.

zinc oak
#

@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.

narrow swallow
#

Your CfgWeapons should not be inside CfgPatches. requiredaddons has an extra comma.

narrow swallow
#

My vehicle inherits from StaticWeapon but has a driver seat. Is there a config entry that disables the Engine On action?

winter rain
#

@narrow swallow try this in the class Turrets section startEngine = false;

hot pine
#

That parameter decides only if engine should be turned on when you move turret

winter rain
#

is there also a way when the engine is on that its does an animation? is there any source for it?

hot pine
#

Rpm

winter rain
#

nice ill get a try on this. its needed for my sam site to open its detector and the rocket pods. thank you ๐Ÿ™‚

full wagon
#

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.

safe blade
#

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?

untold temple
#

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

safe blade
#

@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 ๐Ÿ™‚

#

Well, nothing has changed, the missiles are well launched but those on the pylons are not hidden.

untold temple
#

Don't know if the leading \ might be an issue

finite bronze
#

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?

sullen fulcrum
#

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.

slow cypress
#

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

hearty sandal
#

did you try it?

slow cypress
#

yeah i just did and i got a critical error while loading up the game

potent loom
#

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

dry carbon
#

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.

grand creek
#

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.

grand zinc
#

Static?

#

might work

dry carbon
#

No ideas?

grave tiger
#

Hey y'all. Question: is it possible to make ammunition that tracks infantry?

dry carbon
#

Like in 5th Element?

grave tiger
#

More like a Needler

strong shuttle
#

you should be able to get the bullet and modify it's direction with #arma3_scripting

grave tiger
#

(^this guy is a noob^) So then what's the difference between Scripting vs Config?

idle matrix
#

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

grave tiger
#

But most of the mechanics already exist, I just want it to apply to infantry...

strong shuttle
#

it still requires you to run a script which runs for every bullet shot by a unit

hearty sandal
#

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

hearty sandal
#

@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

grave tiger
#

They don't need to be technically rockets.

#

You can give regular ammunition weaponLockSystem properties, right?

hearty sandal
#

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

grave tiger
#

Hmmmm.... Interesting...

hearty sandal
#

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

opal crater
grand creek
#

Thanks Veteran
If I make my own location type, is there a command to query locations of that type in certain radius?

grand creek
#

Sweet blobcloseenjoy

#

last question, what is more heavy, creating a location or a string-type variable?

#

I guess that a location is heavier, right?

grand zinc
#

location

#

don't know what your definition of "heavy" is, but moving electrons around is usually not considered a "heavy" thing

grand creek
#

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

lofty zealot
#

Arrays are the lightest for objects

fast matrix
#

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

zinc oak
#

is it possible to allow turn in tank crew (gunner, commander, driver) to access their compass while in the tank?

plucky notch
#

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?

latent lion
#

@zinc oak yes

maiden lodge
#

can classmfd be used inside vehicle optics??

wintry tartan
#

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?

grand zinc
#

wiki says exec doesn'T like parenthesis in there

wintry tartan
#

Ah, forgot that

grand zinc
#

__exec([0,1] select isClass)
maybe

#

but not sure if it maybe dislikes the ,

maiden lodge
#

can classmfd be used inside vehicle optics??
@maiden lodge

if the answer is no, Is there a good tutorial for custom optic-overlays?

wintry tartan
#

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)

hot pine
#

@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 ๐Ÿ˜ฆ

#

it would be quite cool to have it optional though

maiden lodge
#

thnx
any tutorials for the overlay?

hearty sandal
#

dont think so

#

Forums might have some stuff

opal crater
#
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.

wintry tartan
#

Ah, that's wiser

#

I always forgot about string

dry carbon
#

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.

hearty sandal
#

any errors in the logs?

finite bronze
#

Anyone got a tutorial on how to add weapon accessories (like custom Bipods, and such).

dry carbon
#

@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.

dry carbon
#

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.

wintry tartan
opal crater
#

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.

grand zinc
#

Afaik CBA team didn't workaround, they just stopped using mikeros tools

hard chasm
#

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.

grand zinc
#

Exec Eval / sqf statements must produce constants to be binarisable.
they are neither exec nor eval.

hard chasm
#

(not of the above applies to description.ext because it is never binarised /until gametime

grand zinc
#

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

opal crater
#

I don't see why it can't be binarised thomp

#

it's just a string. Everything is handled at runtime by engine.

grand zinc
#

Yeah no, as I said it can be binarized just fine

hard chasm
#

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!

grand zinc
#

There are no exec/eval used in this case though

with the above syntax
above syntax doesn't use either.

hard chasm
#

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.

opal crater
grand zinc
#

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

hard chasm
#

k

grand zinc
#

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

hard chasm
#

@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;";

grand zinc
#

Actually not sure if thats correct

#

it might be only single statement, meaning no semicolon supported

hard chasm
#

no, obviously only a "single expression[;]";

grand zinc
#

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

lofty zealot
#
class base
{
  arr[] = {};
};
class derived : base
{
  arr[] += { "foo" };
}
```was this the correct way to use this operator?
strange egret
#

yeah

lofty zealot
#
class base
{
  arr[] = {};
  val = 5;
};
class derived : base
{
  arr[] = delete;
  val = delete;
}```
and this?
grand zinc
#

no

#

delete arr;
delete val;

strange egret
#

delete class x; (iirc) too

grand zinc
#

that not sure, sounds Bohemian

strange egret
#

sry for my accent

#

yeah its wrong, only
delete classname;

maiden lodge
#

Forums might have some stuff
@hearty sandal

Allright

winter rain
#

Is it even possible to let vehicles swim faster without any script?

hearty sandal
#

Amphibious tanks/cars seem to have problems. Cause is unknown as far as I know.

winter rain
#

"mixvehiclewithboatmode" ๐Ÿ˜‚

sullen fulcrum
#

hg putting down my hopes and dreams one line at a time ๐Ÿคฃ

hearty sandal
#

Soz. notlikemeow

charred sentinel
#

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

placid jay
#

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

mortal pumice
#

how do you make a hide animation start as hidden?

untold temple
#

In model.cfg or ingame vehicle config?

mortal pumice
#

model.cfg

untold temple
#

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

mortal pumice
#

so when the model first loads it will be hidden?

#

Oh wait i see

#

mine was set to 1

#

trying it now

untold temple
#

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

mortal pumice
#

The hidevalue worked

#

thanks a bunch

#

๐Ÿ™‚

untold temple
#

You included the unhidevalue as well, right? Otherwise it permanently hides no matter what value the animation source is set to.

mortal pumice
#

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

mortal pumice
#

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

mortal pumice
#

nvm figured it out

#

Just had to set up the hide to be tied to the conditions

hot pine
#

@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

winter rain
#

yes via config. how is it possible?

#

my mod does not exist in real life ๐Ÿ˜›

hot pine
#

reduce waterResistanceCoef, increase enginePower + maxSpeed & tweak GearboxRatios

winter rain
#

Thank you a lot, ill try to figure this out ๐Ÿ‘๐Ÿ‘

stoic lily
#

@placid jay best to make a FT ticket and plea to Dedmen to improve the debug to include the code in question

dry carbon
#

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.

placid jay
#

@stoic lily Yeah, I exported the GUIs config which caused the issue but couldn't find anything wrong with the code.

errant wharf
#

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

hearty sandal
#

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

errant wharf
#

Yeah I saw your messag too late tested it and bam

#

On the bright side it works in water lol

errant wharf
#

So I found that cup enabled tankX for their AAV I tried it out and now it just floats in water

robust path
#

Maybe ask them for advice on their discord?

errant wharf
#

Solved I got it just need to increase speed

hot pine
#

@dry carbon there is config param for it. Try looking for it in static weapons cfg

woven flax
#

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?

https://gyazo.com/22670cc4e235cdc40ccd60b5d8fee2e9

dry carbon
#

@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.

hot pine
dry carbon
#

I have it...

#

I try to limit using it, since it bogs down my N++

hot pine
dry carbon
#

Also, doing a search for NVG in the allinone is going to return hundreds of results

hot pine
#

regex is your friend then ๐Ÿ˜‰

dry carbon
#

I'm not familiar with that, I think?

#

ok. Are you talking about the term regex or the website? LOL

grand zinc
#

term

#

regular expression, check notepad search window bottom left

dry carbon
#

OK I';m tracking

grand zinc
dry carbon
#

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.

hot pine
#

I mean, searching & filtering is useful trait & 99% of results can be easily skipped

#

anyway, I already posted answer - it's on the pic

dry carbon
#

OMgosh

#

I see them. TY so much, annnnnd I feel like afool

errant wharf
#

Dw

#

Weโ€™re all foolish in the worlds of programming

grand zinc
#

I disagree

errant wharf
#

I disagree your disagree

dry carbon
#

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.

junior sparrow
#

Do I have to sign a pbo each time I build it?

sick zephyr
#

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

untold temple
#

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

stoic lily
#

@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

grand zinc
#

@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

indigo sinew
wintry tartan
#

Looked you didn't make it into CfgVehicles?

zinc oak
#

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?

indigo sinew
#

@wintry tartan Thanks for answering, I defined CfgVehicles at the start of the Config

wintry tartan
#

How? I doubt it's a correct way

indigo sinew
#

Give me 1 sec.

wintry tartan
#

Can you just pastebin us your entire config?

indigo sinew
#

Ok, here it is:

wintry tartan
#

Apparently your config RoAF_B_LSV_01_AT_F is out of CfgVehicles

indigo sinew
#

How?

#

It's all in one config.

wintry tartan
#

What is how? It's out of it

indigo sinew
#

Hmmm

#

So what should I do?

wintry tartan
#
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

zinc oak
#

Disregard. Found it. driverWeaponsInfoType = "RscOptics_MBT_01_driver";

indigo sinew
#

Hmm

#

Thing is that I made the same for all vehicles, why are the others working and this not?

wintry tartan
#

Do I need to repeat my answer?

#

It's just your careless failure

indigo sinew
upbeat kayak
#

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.

little warren
#

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.

dry carbon
#

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?

hearty sandal
#

Vtol makers are unfortunately quite rare. I'd be interested hearing more about this too!

sullen fulcrum
#

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

untold temple
#

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";
    };
};

};```

sullen fulcrum
#

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

untold temple
#

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

sullen fulcrum
#

๐Ÿค” Now I believe to have implemented the classnames wrong into the config

#

rn it just gives me the base AK no optic

dry carbon
#

@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

winter rain
#

im following this, cause some units in my mod are also VTOL ๐Ÿ˜›

dry carbon
#

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.

hearty sandal
#

@dry carbon could you make a video of how yours flies right now?

dry carbon
#

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?

winter rain
#

yes please, im also a person that tries everything but atm im not at this point for VTOL testings. not arrived there yet ๐Ÿ˜›

hearty sandal
#

Yeah no hurry. Just interested to see it. And yeah link here

dry carbon
sullen fulcrum
#

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 ๐Ÿ˜ฆ

winter rain
#

nice @dry carbon .. not bad so far

dry carbon
#

Thanks

winter rain
#

also like your model and texture work on this. looks great. do the hovercrafts work?

dry carbon
#

They sort of work

#

I have an airboat that works, but for some reason the HCs won't steer in water

dry carbon
#

"some reason"... There's a lot of experiemntal, out-of-the-box thinking in my mod

winter rain
#

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

dry carbon
#

yes. I had mine going at a higher speed, but it can be quite frustrating

winter rain
#

okey. important for me is that even the AI can handle it.

dry carbon
#

right.

winter rain
#

but your VTOL project is going well. keep us informed with it. i do like the movement, could be a bit quicker

dry carbon
#

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.

hot pine
#

@sullen fulcrum you are missing requiredAddons

sullen fulcrum
#

got the requiredAddons now still not working and I noticed some further issue

https://pastebin.com/tpMbJCrD

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?

winter rain
#

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 \

errant wharf
#

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

wintry tartan
#

Possible. Most cases not possible visually in this case though

errant wharf
#

Yeah I know the extra 5 wonโ€™t show up in the vic but thatโ€™s 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

ruby basalt
hearty sandal
#

Might be its not stabilized

nocturne verge
#

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?
hearty sandal
#

Does it prevent you from packing? It should not

strange egret
#

maybe trying to pack full RHS+CUP into one single pbo? ๐Ÿ™ƒ

winter rain
#

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!

echo ingot
#

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?

hearty sandal
#

Smoke stuff is handled by an eventhandler if I'm not mistaken

echo ingot
#

Would that be defined in the same place as the weapons/mags or somewhere else?

echo ingot
#

The MRAP doesn't have anything in the event handlers that would differentiate it from other vehicles that can't deploy smoke

hot pine
#

@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

hot pine
#

@echo ingot do you have smoke related params in config?

echo ingot
#

Yeaah

#

I've added all the same ones on the MRAP

nocturne verge
#

Does it prevent you from packing? It should not
@hearty sandal
No it doesnt ,but extra fps is always good

grand zinc
#

won't do anything for fps

#

binarize doesn't have fps, its just a tool not a game that actually renders stuff

echo ingot
#

@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.

hot pine
#

@echo ingot which one exactly?

echo ingot
#

With the SmokeLauncher

hot pine
#

Post your config maybe

echo ingot
#

Am I allowed to sent it here or DM?

hot pine
#

Use pastebin for instance

echo ingot
#

This is what I've added in

hot pine
#

What about rest?

#

Are you sure your helicopter has eventhandler fired?

echo ingot
#

Oh hold on is that one responsible for the smokes?

hot pine
#

Yes, it was mentioned here before

echo ingot
#

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

hearty sandal
#

๐Ÿ‘

sullen fulcrum
#

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 )

hot pine
#

@sullen fulcrum you need to make special backpack variant with prefilled items

sullen fulcrum
#
   {        
        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

grand zinc
#

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

sullen fulcrum
#

ok thanks ded and rey, I got it working

restive remnant
#

how to fsm orbat?

strong shuttle
#

fsm orbat?

#

FSM is a config to automate stuff, ORBAT is a config to show (military) structure for the units in the mission

hearty sandal
#

@restive remnant you may want to pastebin such files

#

It's not polite to make people download random files

finite bronze
#

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?

wintry tartan
#

type

spiral fiber
#

Is it possible to change a thermal's thermalMode by adding a self ace interaction to it?

#

like switch between green and white

idle matrix
#

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

spiral fiber
#

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 ๐Ÿ˜„

untold temple
#

Can't you add more than one value in thermalMode[] array and it cycles with N?

spiral fiber
#

i just wanted to make it more convenient for the boys to not cycle trough many of them

foggy halo
#

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).

untold temple
#

AmovPercMstpSnonWnonDnon isn' a ManActions class

foggy halo
#

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?

foggy halo
#

Nevermind think I got it

#

Thanks, it helped and I've figured it out ๐Ÿ‘

sullen fulcrum
#

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?

strong shuttle
#

I know there's a T14 in RHS which is not working as expected and is unkillable

sullen fulcrum
#

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?

opal crater
#

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.

sleek yew
#

Are file paths in config.cpp case sensitive

hearty sandal
#

some and in linux all?

sullen fulcrum
#

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

stoic lily
#

@sleek yew they are not

nocturne verge
#

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"};
    };```
grand zinc
#

@hearty sandal Arma internal filesystem is case insensitive (implemented as everything lowercase)

untold temple
#

@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

nocturne verge
#

@untold temple thanks bud , any idea how to add my helicopters skin to the skin types in the virtual garage?

untold temple
#

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

nocturne verge
#

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
            {```
untold temple
#

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

nocturne verge
#
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
hearty sandal
#

No

untold temple
#
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 {

nocturne verge
#

thanks , so i don't need to include all the coding under MainTurret and only the one I am changing?

untold temple
#

So long as you have inherited MainTurret properly, you'd only need to change the gunnerType parameter and no need to include anything else

nocturne verge
#

sweet Thanks so much!

untold temple
#

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

nocturne verge
#

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

untold temple
#

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 {};

nocturne verge
#
class B_Heli_Transport_01_F: Heli_Transport_01_base_F
    {
        class Turrets: Turrets
        {
            class CopilotTurret;
            class MainTurret;
            class RightDoorGun;
        };
    };```

yeah
untold temple
#

Hmm, yeah I have cocked up somewhere. I said turrets are a pain. Will try and sort it

hot pine
#
    {
        class Turrets: Turrets
        {
            class CopilotTurret;
            class MainTurret;
            class RightDoorGun;
        };
    };``` try doing something like that
untold temple
#

Yeah, bumping it up another class seems to resolve it

nocturne verge
#
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?
untold temple
#

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#";};
};
};

nocturne verge
#

oooo thats where the texture sources goooo

foggy halo
#

Hey, if I want to add a ManAction how would I do it without replacing the existing definition of it?

flint goblet
#

Regarding mass in Arma, does 1 mass = 1kg?

untold temple
#

In the config? No, it's some made up value that represents both mass and volume

flint goblet
#

yes, i was referring to config

maiden lodge
#

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)

flint goblet
#

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.

grand zinc
#

ACE/RHS have a formula

narrow swallow
#

10 = ~1 lb

nocturne verge
#

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

wintry tartan
#

Hmm URL didn't worked

#

Check hide... part

nocturne verge
#

thanks bud

hot pine
#

@flint goblet truth is there is no real conversion for mass

#

as it was mentioned before its combination of mass & volume

rough hatch
#

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

nocturne verge
#

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?

untold temple
#

side 2 is independent side. IIRC 0 is OPFOR and 1 is BLUFOR

foggy halo
#

Is there any way to add to an existing class without having to copy it in it's entirety, and keeping the class name?

wintry tartan
#
class InheritedClass;
class TheExistedClass: InheritedClass
{
  thisIsMyVariable = 1;
};```
foggy halo
#

Right, thanks still, but changing the InheritedClass, not a new one

wintry tartan
#

What do you mean?

untold temple
#

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

foggy halo
#

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

wintry tartan
#

No

viral rapids
#

erm, i think so ๐Ÿค”

#

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 ๐Ÿค” )

covert magnet
#

how would i link a model, that isn't in an A3 folder to a texture?

strong shuttle
#

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

errant wharf
#

So for a Lil project Iโ€™m doing Iโ€™m trying to get the interior of the vehichle where the passamgers to be the Marshall

#

I know thereโ€™s a class in the config where you path it to the interior model but I canโ€™t find it

#

Anyone know what to do?

nocturne verge
#

does anyone know how to use this macro

#define mag_xx(a,b) class _xx_##a {magazine = a; count = b;}
stoic lily
#

mag_xx(CLASSNAME,4711)

nocturne verge
#

okay fair enough , my appologies , i mean how to declare it , because it doesn't work the way its declared

wintry tartan
#

Just put it somewhere before the line you wanted to use it

nocturne verge
#

does medikit go under magazines or linkedItems?

grand zinc
#

a medkit can't be linked and technically its a weapon.. maybe magazines

hot pine
#

all items (map, watch, radio, etc) are technically weapons ๐Ÿ˜‰ . 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

errant wharf
#

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

pallid mulch
#

Im having a problem with lights getting dimmed when you get to close to them, is there any way to stop this?

hearty sandal
#

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

pallid mulch
#

ok thanks

dry carbon
#

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.

strong shuttle
#

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.

hearty sandal
#

I recall there is a config variable for that

#

since the Viper helmets work like that

dry carbon
#

Funny you say Viper helmets.

strong shuttle
#

^^ the ViperHelmet has a config entry called subItems

class H_HelmetO_ViperSP_hex_F: H_HelmetB
{
   ...
   subItems[] = {"Integrated_NVG_TI_1_F"};
}
hearty sandal
#

I recall the subitem then overwrites and reserves the NVG slot

dry carbon
#

That looks awesome

sullen fulcrum
#

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?

dry carbon
#

@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.

rich bolt
#

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

safe blade
#

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

untold temple
#

Did you check the magazines[] array of the weapons? e.g. weapon_AASMLauncher?

safe blade
#

@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

tepid saffron
#

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?

untold temple
#

magazine[]= is mistyped. Should be magazines[]= plural @safe blade

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 ๐Ÿ™‚

#

feel dumb

tepid saffron
#

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 ... ๐Ÿคฆโ€โ™‚๏ธ ๐Ÿคทโ€โ™‚๏ธ

narrow musk
#

have you checked line 79?

worn pewter
#

@narrow musk changes nothing (removing the comments)

narrow musk
#

it says there is a [ instead of a {, is it from a mod?

worn pewter
#

the text above is the file

#

(on the screenshot)

narrow musk
#

weird, maybe its reading class loadingTexts[] = { wrongly

untold temple
#

classname is an array? wut

worn pewter
#

XXXXXXXXXXX

untold temple
#

should it be an array loadingTexts[] = {#values#}; or a classname class loadingTexts {#strings, arrays and numbers#};?

worn pewter
#

"loadingTexts[] = {", i realized it after your 1st message (p.s. i knew the syntax, just literally did not see this) ๐Ÿ˜‚ , thanks X)

sullen fulcrum
#

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
pseudo cedar
#

missing model.cfg?

hearty sandal
#

@nocturne verge what are you talking about??? That is not correct information

nocturne verge
#

sorry thought that was the error

hearty sandal
#

It could be model.cfg related but you don't rename the cfg

#

You have a nameOfP3d class in it in correct place.

hot pine
#

I also doubt that it shows in Arsenal with picture, at least not with yours, since picture parameter is defined in wrong place

teal spindle
#

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.

covert magnet
strong shuttle
#

because as the error says, there are missing inheritance classes
but in total it's broken completely due not not using the correct structure

covert magnet
#

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

strong shuttle
#

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

covert magnet
#

Alri amazing, cheers mate you're a godsent! ๐Ÿ™‚

covert magnet
#

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)" `

viral rapids
#

@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 )

jolly igloo
#

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

idle matrix
#

it's pretty simple really

jolly igloo
#

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"
        };
    };
};
hot pine
#

@jolly igloo why did you replaced required addons with wrong entry?

idle matrix
#

When inheriting/editing vanilla configs, all you need for requiredAddons is the Old Man loadorder

jolly igloo
#

ok, I still can't see the vest in the VA

idle matrix
#

Strange, that config should work just fine

jolly igloo
#

any ideas why neither config works? anyone?

hot pine
#

perhaps its some packing issue

jolly igloo
#

RPT has no errors, and I can't find the config in the in-game config viewer

worldly totem
#

@regal gate Copy. I am here now.

covert magnet
#
{
    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?

jolly igloo
#

well lookins at the error, it's saying that Uniform_Base does not exist

covert magnet
#

i haven't a clue what any of that coding stuff means, so i need like an idiots guide

jolly igloo
#

Oh me too man, is it a reskin or a brand new texture? (did you use an existing model?)

covert magnet
#

reskin

jolly igloo
#

ok which uniform is it?

covert magnet
#

and used an existing model

#

its some one that im not too sure of the origin of

#

a tshirt and g3 pants

jolly igloo
#

few posibilities here, either it's worn combat fatigues (kerry) : are the pants MTP? or its guerilla outfit

covert magnet
#

i found a fix

#

replaced Uniform_Base with UniformItem

hot pine
#

@jolly igloo your addon is not being loaded then. You can share it here if you want to have some tips

jolly igloo
#

which chat Reyhard? I can't upload files in here?