#arma3_config
1 messages Β· Page 115 of 1
armor = 100;
armorStructural = 20;//30;//20;
explosionShielding = 0.001;
impactDamageMultiplier = 0.001;``` those parameters are not part of ItemInfo and do nothing there
Am very confused now
{
uniformModel = "-";
uniformClass = macro_new_uniform_skin_class(opfor,Armor); //ties to @2
armor = 100;
armorStructural = 20;//30;//20;
explosionShielding = 0.001;
impactDamageMultiplier = 0.001;
modelSides[] = {6};
containerClass = "Supply100";
mass = 400;
};``` (context)
Oh I get that, but why does it do nothing? is it all that other config?
it does nothing because those parameters are not part of ItemInfo
Yeah but that's a uniform assigned to the character
it's still item info
if it would be assigned in character config then yes, it will work
but not in ItemInfo
class macro_new_unit_class(opfor,Heavy_Standard): Heavy
{
scope=2;
faction= macro_enemy_faction
editorSubcategory = macro_editor_cat(Heavy)
uniformClass = macro_new_uniform_class(opfor,Armor);
displayname = "Enemy";
class EventHandlers : DefaultEventhandlers {};
#include "armor.hpp"
};
It's assigned here right?
I assume it's in CfgVehicles?
That's right
no, there is no such option
to the weaponholder itself probably/potentially - just try it. not to the item tho
@jagged jasper probably is to config it like a mine a option? You can put it on ground and you can add easy effect or script to it
And you can also carry it in a backpack
Ive seen people use admin config in game to do some crazy stuff. Is there any chance it could be used to increase PIP view distance? Im interertesd in using the Console displayed TGP on some modded aircraft, but am unable as the distance viewable is soooooo short in the camera. Anything anyone can do to magic up a fix?
The configurable pip is not in game yet I recall.
Damn
question would work
{
class: BaseRilfe;
#include "weapon1.hpp"
#include "weapon2.hpp"
};
with the .hpp files
class my_rifle: BaseRilfe
{
blah blah blah
};
yes, except for the class: BaseRilfe; part, which must be class BaseRilfe; π
Is there an easy way to make smth like ace's google's overlay effect work on helmets?
And if there isn't an easy way, how should I go about making doing it the hard way?
@sleek yew at compile time the compiler dumps #includes during the preprocessing into the config.cpp. So yes it will work.
π
@autumn furnace You have to use mod for that, there are few (RHS is among them) which are increasing PiP view distance beyond default 2km.
Hi there, is there a way to remove the targeting cursors in CfgInGameUI other than editing it there? I am trying to remove all targeting information ARMA automatically overlays onto the screen both in and out of camera, but only in a specific vehicle. This is done currently by having an empty texture in all of these cases, but this modifies the UI when people are in other vehicle with our mod installed which is suboptimal.
I know you can make the config get the alpha channel of the script through getting a variable, and swap it that way but RHSUSAF already does this and I would like to not have a race condition where depending on which gets to the config last either RHS or our mod doesn't work properly. Is there any way to do this other than a compat patch?
What does the value artilleryDispersion do exactly?
Hey, question- does anyone know if it's possible to add event handlers to vests/helmets?
I'm working on a mod that includes vests that become burnt/damaged after being hit by an explosion
(E.g. with an onExplosion event handler, it swaps the vest with another damaged version)
I have the event handler working in missions, but I'm not sure where to put it so it works universally
I believe you can't for vests/helmets, but you can do it via make an EH for units
Ah, do you know how one would do that? And would it be possible to make for all units?
Would I have that as an event handler for like, the basic man class?
Yes, apply it to CAManBase or something should do
Awesome, thanks!
Do you know if the Biki has anything on this specifically?
Or any sample configs anywhere?
Would save me some time
Secs please
I can't find π€ Hang on, I'll sort the thing up ASAP
class CAManBase: Man
{
class EventHandlers
{
class WhateverYouWantToWriteButShouldHaveSomethingOriginalName
{
init = "_this call YourFunctionToMakeIt";
};
};
};
Outstanding! Thanks a ton
Now, do you know if it's possible/easy to overwrite the CAManBase class so that the event handler is added for all human units? For example, something like: ```class CAManBase;
class CAManBase: CAManBase{
class eventHandlers{
[...]
};
};```
I've tried something like this before with other projects but I'm not certain what the best/least clunky way of doing this would be for a core class like this
If I can get this down everything else should be a cinch
Muh, your code doesn't make sense and will just throws an error. Mine should just work?
It's rough, but I mainly mean like overwriting the class with new subclasses (in this case, eventHandlers)
If I do
class ManAlpha: CAManBase
{
/*brah*/
};
class ManBravo: ManAlpha
{
/*brah*/
};```Along with the code I wrote above, they will inherit the EH
Gotcha, sounds good, thanks!
Good luck π
@plucky notch you can disable the targeting ability per vehicle/turret or the specific part of it with A3 newer targeting tech
Question regarding making a config replacement mod. In the documentation it shows class CfgVehicles { class SoldierWB; class B_Soldier_base_F: SoldierWB
But what does SoldierWB represent? If I want to change the example B_Soldier_base_F, what do i inherit from?
configName inheritsFrom (configFile >> "CfgVehicles" >> "B_Soldier_base_F")```You can find the inherited class via scripts or config viewer
Ok, so whatever I want to change, I need to find it's inherited class and use that.
Thank you for the reply @stoic lily , I have looked in there before and I can't seem to find a config entry that does the exact thing I wanted. I would like the locking to still work but my mod uses its own custom interface for managing the locks in the vehicle, and as such I would not like to have the vanilla targeting GUI enabled too. In short, I want targeting to still work, but I don't want to see the big boxes and diamonds around targets that are used by vanilla arma
@plucky notch alternative is you disable the element and script a replacement. one might be able to do a full replication of the functionality or close to it in A3 now i think (unless maybe for missiles)
I dont config and I was trying to import a port object like for boats and I made this I was wondering what is wrong with it
https://pastebin.com/WcVKsi22
Okay thank you, I am following down that level of inquiry now. After I have done more research I will probably move down to #arma3_gui for it!
@molten birch 1. requiredAddons 2. brackets (get a decent code editor) 3. no Eden Category assigned
@hot pine someone sent me one, thanks tho!
So I made a unit and gave them my custom weapon but for some reason the ai refuse to shoot the enemy with it but when switching the ai to civillian they shoot. I'm really in a pickle here, just can't figure out what the problem is. Some help would be apreciated π
pastebin your config
Hi. Me again ^^ with another problem : is it possible to unhide object under two conditions ? I mean I've got a selection wich I want to unhide if hasOptics OR hasAccessory. At the moment, it does unhide only if both of those conditions are completed.
{
type="hide";
source="hasOptics";
selection="ris";
minValue = 0;
maxValue = 1;
hideValue = 0;
unHideValue = 0.25;
animPeriod = 0.0;
initPhase = 0.0;
};
class ris_side
{
type="hide";
source="hasAccessory";
selection="ris";
minValue = 0;
maxValue = 1;
hideValue = 0;
unHideValue = 0.25;
animPeriod = 0.0;
initPhase = 0.0;
};```
1 bone can only have 1 source affecting it
so you will need to chain the bones so that thres ris_optics and ris_accessories
@hearty sandal sorry : / french inside, I don't get it
the bone "ris" can only be used by 1 animationSource "hasAccessory" or "hasOptics"
if you want both of them to hide the selection
you will need 2 bones
"ris_optics" , "",
"ris_accessory,"ris_optics",
or actually bossibly 3
"ris_optics_hide" , "",
"ris_accessory_hide","ris_optics_hide",
"ris" , "ris_accessory_hide",
so the whole part you want to hide is "ris"
and then the animations for hiding work on "ris_optics_hide" and "ris_accessory_hide"
and when either of them hide
they will also hide all the other bones after them
hmm ... okay, guess I get it now, thank you, i gonna test that @hearty sandal my debt start growing quickly π
What needs to be added to the config so that the weapon goes into the slot under the pistol and into the slot under the weapon
what?
@hearty sandal
There are 2 slots, a secondary weapon and a primary. How do I make it possible to put weapons in both?
you cant
Apparently, you need to create your own weapon based on secondary weapons.
I just do not understand. How exactly do weapons differ in the config?
different parameters
and the slots are configured for different character states
basically you should not have rifle type weapons in the pistol slot
that wont work right
@hearty sandal didn't work, I've may done something wrong : "ris" is the selection I need to hide, "ris_optics_hide" and "ris_accessory_hide" are child of it but empty selection ?
"ris_accessory_hide", "ris_optics_hide",
"ris" , "ris_accessory_hide",```
``` class ris_optics
{
type="hide";
source="hasOptics";
selection="ris_optics_hide";
minValue = 0;
maxValue = 1;
hideValue = 0;
unHideValue = 0.25;
animPeriod = 0.0;
initPhase = 0.0;
};
class ris_side
{
type="hide";
source="hasAccessory";
selection="ris_accessory_hide";
minValue = 0;
maxValue = 1;
hideValue = 0;
unHideValue = 0.25;
animPeriod = 0.0;
initPhase = 0.0;
};```
yes they dont need selections in the model
your hide value is 0
so they are hidden without the accessory or the optics
yep that the thing. I need them unhide if accessory OR optics are on
then your hide value would be 1
oh unhide
ah
then you may need 2 ris meshes
one for either situation
i see, but if both accessory and optic are on, it should unhide both meshes ?
possibly
perhaps something like this:
"ris_optics_hide",""
"ris_1", "ris_optics_hide"
"ris_accessories_hide","",
"ris_opticsOn_hide",""ris_accessories_hide",
"ris2",
so ris_1 is visible if optics are on
and ris2 is visible if accessories are on
but if optics are on then ris2 is hidden
ok then gonna check that
So I made a unit and gave them my custom weapon but for some reason the ai refuse to shoot the enemy with it but when switching the ai to civillian they shoot. I'm really in a pickle here, just can't figure out what the problem is. Some help would be apreciated π https://pastebin.com/8p3fbBHt
Does anyone know if it is possible to change the player's name in the top right of the map? I have so far tried
class RscDisplayMainMap {
class controls {
class TopRight: RscControlsGroup {
class controls {
class CA_PlayerName: RscText {
onDraw = QUOTE(_this call FUNC(mapPlayerName));
};
};
};
};
};
I have tried onDraw and onLoad on both RscDisplayMainMap and RscDisplayDiary
@ruby moth have you tried giving that weapon to a vanilla character?
perhaps the problem is your unit
Good idea, i will try that
No, the vanilla units will use literally anything but my gun
they throw grenades
perhaps you should try inheriting from some working weapon instead of rifle_base
you might be missing some parameters
also try using vanilla magazine and/or ammo
Tried all that
no success π
I did everything exactly like in the sample weapon
checked the units and they have magazines in their inventory
and in their guns
yes but did you configure your weapon to vanilla magazine class or vanilla ammo class?
also if you use the weapon yourself does it work normally?
and is it a normal rifle looking thing?
Yeah I added vanilla magazines to the weapon. It works correctly when I use it.
normal rifle looking type thing
maybe its the fire rate?
Oh and the AI shoots when using the suppression function of Achilles
just not at actual enemies
Thank you for your help guys. The problem was that the ammo wasn't designated to be used against infantry.
allowAgainstInfantry = 1;
hello ladies and gentlemen,
I request help with my config for a custom retexture
Go ahead
shall I send the cfg file?
We can't help you without
yes, how do I type the code box like above?
ty
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
class ItemInfo;
};
class Battalion_Top: Uniform_Base
{
scope = 2;
displayName = "Battalion Top";
picture = "\UBACS\UI\16AA.paa";
model = "\A3\characters_f_epb\Guerrilla\ig_guerrilla4_1.p3d";
class ItemInfo : UniformItem {
uniformClass = "Battalion_Top";
containerClass = "Supply50";
mass = 50;
}};
}; ```
had to cut out a lot
And what is your issue?
the uniform does not appear in the arsenal
I used to get errors but not anymore
as in I'd be able to see what was going wrong and fix
do you have a CfgWeapons entry for it?
yes, it's just above as:
class cfgWeapons
{
Any errors?
none at all
and what about a CfgVehicles entry?
isnt it tied to soldier classes etc?
can you put the whole config on pastebin?
Post the entire please, on Pastebin or something

yeah was just doing that now xD
I'm pretty sure the cfgweapons entry shouldn't have model = "\A3\characters_f_epb\Guerrilla\ig_guerrilla4_1.p3d";
class 2_Para_UBACS_SS: Uniform_Base
{
scope = 2;
displayName = "2 Para UBACS (Rolled Sleeves)";
picture = "\UBACS\UI\2PARA.JPG";
model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d";
class ItemInfo : UniformItem {
uniformClass = "2_Para_UBACS_SS";
containerClass = "Supply50";
mass = 50;
};```
Excuse me... Where's your `};`?
Where? This is like speaking Japanese for me
since you are using a default uniform model you should inherit your config from vanilla class that uses the same uniform
instead of uniform_base
also is your 2_para_ubacs_ss configured in cfgVehicles
it is
so, the UBACS' work just fine, it's the Battalion Top that doesn't
has the same class name as the cfgweapons one
would also be good to use different names on the item uniform and unit that is the uniform
batallion top doesn't have a cfgvehicles entry
units[] = {"Custom_Uniform_Mod";}; ```Is this legal or illegal BTW?
so of course it won't work
I got it from a yt video
thats not right way to fill the units list no
XD
yt videos are not to be trusted as truth
Also is Custom_Uniform_Mod not something supposed to be there?
also yeah that ; shouldn't be in the brackets
they may contain some, truths but they have lot of errors in them too
it was a tutorial!
not a very good one
π¦
tutorial makers dont often know enough but they just want to make a tutorial
not your fault though, hard to find a good thing when you don't know what good is supposed to look like
can't say that without seeing the tutorial. maybe the tutorial isn't at fault :>
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
Trustable as your government
lol I can link it if you wanna check it out
sure
here's the thing
just out of curiostiy
damn, 32 minutes video for something that would be much faster in text.
yeah I put off watching it for ages just trying to find a shorter one
so am I retarded or is it a bad tutorial?
ye I'm looking at it now, I am more of a visual learner
that unfortunately will not really matter here
well, first thing i notice is that he shows clear code, so all the mistakes in your code are clearly your fault :p
most of the valuable information is in text
yeah I copy + pasta'd his stuff then deleted the irrelevant information
how do you know what was irrelevant?
class Fistly
{
class Use_Your_Indents
{
class Wisely
{
class For_Visibility
{
And_Not_To_Do_A_Mistake = 1;
};
};
};
};```
nah but he had like vehicles and that which I don't need
For Uniforms, you will need
but you do need them too...
for uniforms you absolutely need cfgvehicles stuff
the cfgweapons entry is the item itself, in your inventory and when you drop it
no I mean he literally had retextured vehicles
the cfgvehicles entry is the visual aspect when you wear a uniform
"vehicle" in a3 config isn't just brum-brum's
I see so it's a bit like entering a car
π
so what I've gathered is that I need to make a cfgvehicles for the battalion top?
and cfgweapons too
yep
also I need to remember to use notepad++
well, you already have a cfgweapons entry
so I only need 1 weapons entry for all 3?
no
the uniformClass parameter in each cfgvehicles or cfgweapons entry is supposed to be the corresponding entry in the other Cfg thing
wait the other Cfg?
for example
class CfgWeapons
{
class uniformitem
{
uniformClass = actualuniform;
};
};
class CfgVehicles
{
class actualuniform
{
uniformClass = uniformitem;
};
};
it links the two together
yeah but it does the switcharoo
so you have the right item with the right uniform and vice versa
I think i understand...
I feel like I'm tryna teach myself some ancient alien language that died out because they couldn't communicate properly
Anyone know how the hell unit armor actually works? Been struggling with this for a couple of days now. Looking at the base Arma config, the CSAT fatigues are meant to have more armor but there's zero mention of armor or hitpoints config in the uniform class or anything it refers to
If I remember correctly, I've already told you that hitpoints are in CfgVehicles, not in uniform class
Yeah but the cfgvehicles has the unit this uniform refers to
So what makes this uniform better at ballistic protection than another, if the unit itself is what has the armor
Is it a combination that the uniform only has the protection if combined with a specific unit?
Simply, CfgVehicles hitpoints are only used
uniform is taking that data from cfgvehicle class that its linked too
if you change uniform, your current hitpoints will also change - they will be same as linked class in uniform config
So as an example
class O_Soldier_F: O_Soldier_base_F
{
author="$STR_A3_Bohemia_Interactive";
editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\O_Soldier_F.jpg";
_generalMacro="O_Soldier_F";
scope=2;
displayName="$STR_A3_CfgVehicles_B_Soldier_F0";
role="Rifleman";
};
class U_O_CombatUniform_ocamo: Uniform_Base
{
author="$STR_A3_Bohemia_Interactive";
scope=2;
displayName="$STR_A3_Iran_Fatigues_hex";
picture="\A3\characters_f\data\ui\icon_U_OI_CombatUniform_ocamo_ca.paa";
model="\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_opfor_co.paa"
};
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="O_Soldier_F";
containerClass="Supply40";
mass=80;
};
};
That uniform is linked to the soldier. That soldier has no hitpoints on his own but the soldier base has defined hitpoints
it have hitpoints
So the uniform inherits hitpoints from the soldier base?
O_Soldier_F inherits hitpoints from O_Soldier_base_F
Yes
it's like IRL; a person (aka unit) has hitpoints, so even without clothing/armour you're not made of sugar.
Clothing/gear have their own hitpoints which add up to the unit.
@strong shuttle wrong
gear have their own hitpoints. Uniforms are only using linked hitpoints
well, there's always some "uniform" attached to a unit (underwear)
So the uniform only has more hitpoints because the "O_Soldier_base_F" has more hitpoints than the "B_Soldier_base_F"?
no idea if hitpoints are defined in O_Soldier_base_F, it could be defined even deeper so technically speaking its more correct to say that O_Soldier_F have more hitpoints than blufor counterpart
Yes they are defined there
I mean I think I understand what you're saying but it seems like such a weird way to do it I am second guessing myself
inheritance is used to simplify configs so that things that are the same do not need to be defined over and over again
So while the hitpoints are defined in the unit, the unit itself has no hitpoints but only the uniform it has defined in which then links back to the unit itself
Am I understanding that correctly?
So if you switch the Blufor guy's armor with the CSAT armor, Blufor guy is then getting the hitpoints of "O_Soldier_base_F"
unit without uniform has its "naked" hitpoints
when uniform is put on the uniform characters hitpoints are used
so yes
Ok, yeah. That's what I understood
That was a weird one to wrap my head around. Thanks for the patience π
you put on platemail, the platemail protects you
Yes! But what was confusing is that you put on a platemail and the knight who wears the platemail protects you
well technically in Arma the platemail item turns you into the knight
Clothes make the man I suppose
yes
And for vehicles is it just the HitPart config? Or is there some extra shenanigans' going on?
well there is also the hit geometry in the model that defines what kind of armor material different parts are
shots first hit the geometry and they might not even reach the actual hitpoints if the armor is strong enough to block the shot
But as far as config goes, you can't change hit geometry
indeed that is true
Can you circumvent that issue by making the armor stronger/weaker?
Not fully but a workaround
possibly yes. depends of course as well how well a vehicle is made
Ok cool. Thank you for that, beer's on me!
Ok if I may just clarify 2 minor points on this π If the HitBody for example has a passthrough of 1, where does that damage pass through to?
And also, what does the depends do? I've read the soldier protection page on the arma wiki but it's not really explained what it does, just how to use the simple expressions
depends?
class HitBody: HitChest
{
armor = 350;
material = -1;
name = "body";
passThrough = 1.0;
radius = 0.1;
explosionShielding = 6;
visual = "injury_body";
minimalHit = 0.01;
depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest";
};
Does that mean you need to destroy all the other hitpoints first for the damage to take effect? Or that the damages passes through to those hit points?
Is it possible somehow to make an identityType more common for a unit?
Trying to add a slight mix of faces to my unit, however adding "Head_Euro" simply overwhelms everything else.
im trying to code some missile but i have no idea how far the indirect hit range value means does is mean indirectHitRange=50; = 50 meters or am i looking at this wrong
yes iv read throught that but it dosenent give a set value for 1 meaning 1 meters/feet/yard/kilometer
Id wager its radius in meters
yes meter, because bohemia doesnt use the limb-and-rubble unit system, and kilometer would be too ridiculous
thanks
@hearty sandal thank you again for my hasoptic/hasaccessory problem, for whatever raison if 2 bones are exactly at the same position a glitch appear so issue fix with move a bit on X and Y by 0.0001 each. (if someone encounter this issue). Don't know why but this is the way I fix it.
π
is there any way to set in the config to disable damadge to buildings
im trying to code a thermobaric hellfire
Thermobaric/Fuel-Air-Explosive/Enhanced-Blast munitions are designed to level buildings though, aren't they?
and then add a fired eventhandler that calulates the damage on different types of units
@hearty sandal ahah, now, when player drop grip on the floor, the grip got bipod too xD... I guess it canno't be solve, I don't see any sourceanimation to prevent that.
well you are kinda adding unsupported feature
class HitLegs: HitHands
{
armor=6;
material=-1;
name="legs";
passThrough=0.13;
radius=0.1;
explosionShielding=0.30000001;
visual="injury_legs";
minimalHit=0.0099999998;
depends="0";
};
};
armor=5;
armorStructural=1;
Any idea why with this config, no matter how many shots in the legs, the unit won't go down? π
other mods involved?
ACE medical would be the only thing that could get in the way
But then if you make it work without the mods that it will be used with, you can find that things break once you add those mods in
well it makes it very hard to help you though
because there are now n^ of unknown variables that can cause your issues
instead of the basic Arma features
so at least I myself cant offer any more assistance since I dont work with ACE like that
That's fair, but this thing won't even run without ACE
@echo ingot use diag exe to see what is going on - "shot" & "hitpoints" diag would be quite useful to see what is going on
check also .rpt logs if there are no errors
Diag.exe? Is that in the Arma tools suite?
Thank you!
Got something weird here:
I have a reskin of a vanilla vehicle in a mod, which works perfectly fine in the editor or when starting a MP game from the editor.
However on a dedicated server (same PC), when I place the vehicle with Zeus, I can't edit it like other vehicles/objects (shows up in working order in-game, but not in the left 'EDIT' list).
Is there something I have to add in the config to make it work?
Obviously do I have scope = 2; and scopeCurator = 2; set, among other changes (displayName, faction, editorSubcategory, hiddenSelectionsTextures, etc.).
the vehicle itself works perfectly fine with the correct textures, but it doesn't get the "yellow circle" in Zeus, and doesn't show up in the EDIT list on the left side of the Zeus interface
yeah I misread
sounds like some zeus settings are funky
check the zeus module settings, there should be a setting that lets you choose what content to load
set that to everything
other vehicles work perfectly fine (Vanilla, RHS, CUP), only my custom vehicles don't
can you put the config on pastebin?
https://pastebin.com/2snavqLT
PS. I use CBA macro's, hence the GVAR
and the correct classnames are set in CfgPatches -> units[]
Config looks okay to me, so I don't know what else could be the problem
Is your vehicle placed on the map? @strong shuttle
You can either add it to mission required addons this way (or manually) or do addon preloading in config
The vehicle is (as part of a test mission) already placed in the mission, and everything works.
The only problem is that on a dedicated server a newly spawned vehicle by Zeus is not available to Zeus, until manually transferred (with addCuratorEditableObjects).
Almost feels it's a server issue π€ but still doesn't make sense.
Is there a way to have ammo counters on a weapon in a "easy" way that can also detect different mag sizes?
(Not sure if this is the right chat for this as it might be both config and model stuff π€ )
@hot pine I heard you have a solution for adding Old Man's "sick" rvmats/uniforms in custom scenarios. I've been searching inside this channel but without any success. What I achieved so far in custom scenario is that the skin changes from "normal" to "sick" only when the unit dies, before that it doesn't apply. I added a simple forceAddUniform in unit's init. What should I do to make them have the "sick" uniform when they are alive?
@strong shuttle are unofficial addons enaled in zeus module?
@vagrant idol that only works when you are placing one of the hidden units with proper injury materials
C_Man_casual_1_F_afro_sick,
C_Man_casual_3_F_afro_sick,
C_Man_casual_4_F_afro_sick,
C_Man_casual_5_F_afro_sick,
C_Man_casual_6_F_afro_sick,
C_man_p_beggar_F_afro_sick,
C_man_polo_1_F_afro_sick,
C_man_polo_2_F_afro_sick,
C_man_polo_3_F_afro_sick,
C_man_polo_6_F_afro_sick,
C_man_sport_2_F_afro_sick```
oh, I get it. so there is no way to place those units like any other visible in 3den, only through createUnit?
Yes, you can place them only via create unit
@strong shuttle are unofficial addons enaled in zeus module?
Obviously they are, and other modded content is working correct.
The only thing I can imagine now is the fact that the vehicles are inherited from the Contact DLC and I'm not 100% sure if this is enabled on the dedicated server (although the configs should exist anyway afaik).
cba_disposable_MagazineLaunchers setVariable [_magazine, _loadedLauncher]>
0:30:30 Error position: <setVariable [_magazine, _loadedLauncher]>
0:30:30 Error Reserved variable in expression
0:30:30 File x\cba\addons\disposable\XEH_preInit.sqf..., line 48```
Anybody know what might cause this CBA error? I can't reproduce it on my end but my other teammates can.
class CBA_DisposableLaunchers {
ML700_Launcher_Weapon_CadianLauncher[] = {"ML700_Launcher_Weapon_CadianLauncher_Loaded","ML700_Launcher_Weapon_CadianLauncher_Used"};
ML700_Launcher_Weapon_CadianLauncher_Blood[] = {"ML700_Launcher_Weapon_CadianLauncher_Blood_Loaded","ML700_Launcher_Weapon_CadianLauncher_Blood_Used"};
};```
Is my set up for the config it mentions.
Base classes for weapons are regular mags. the ones in the array use the
magazines[] = {"CBA_FakeLauncherMagazine"};``` as told by the documentation
Anybody know what might cause this CBA error?
"_magazine" is empty string
look at code
https://github.com/CBATeam/CBA_A3/blob/master/addons/disposable/XEH_preInit.sqf#L48
So
magazines[] = {"CBA_FakeLauncherMagazine"};
that.
Try in debug console
(getArray (configFile >> "CfgWeapons" >> "your launchers classname here" >> "magazines") select 0)
and see what it returns
Nothing.
There's ya problem
that should return "CBA_FakeLauncherMagazine" according to what you wrote above
Ugh, apologize I messed up the code. So it states I'm missing a ; at the end.
"ACE_FiredMissileDummy" For used...
and loaded does indeed have
CBA_FakeLauncherMagazine
So first thing first, need to figure out were this ACE bleeding is happening at.
Ok I got it.
I didn't have our ACE compatibility stuff packed with the dev build. Which appriently had all the old legacy stuff. Thank you millions this been a 12 hour+ bug crunching adventure π
@strong shuttle you might try posting full config then
I am trying to make a skinmod for SAB Secret Weapons, but I have an issue: Some of the planes have no hidden selections defined. E.G. the sab_bf110. So I created asub class like this:
`class sab_bf110; // External class reference
class bf110_1942 : sab_bf110 {
hiddenSelections[] = {"camo_1"};
hiddenSelectionsTextures[] = {"sab_extraskins\bf110\110_generic_co.paa"}; `
The plane bf110_1942 is listed in object list in the editor, however the new skin does not show up. What do I need to do to get the skin on the new plane, or is it just not possible?
Canβt retexture it if it doesnβt have selections present in the mesh and defined in the model.cfg information encoded in the model
You mean in p3d file? So only option then is to replace the original skin for a similar named file?
No, that's not really an option because you're repacking someone else's .pbo. Your only option is asking the original author to add texture selections to the model
OK, thanks for your help!
@strong shuttle you might try posting full config then
@hot pine
Here's the full config from a single vehicle (since the posting the full mod wouldn't make sense): https://pastebin.com/9W7GCzwZ
I have tested just this as a mod and has the same results:
- vehicle can be added as Zeus when running a local server, and it is available to be edited
- vehicle can be added as Zeus when running a dedicated server, but can not be edited
Additional: in the error logs I get a Warning Message: Bad vehicle type when spawning this vehicle (in editor or as Zeus), but I have no idea why...
crew = "";
typicalCargo[] = {};``` I think that might be the culprit
I added those to remove the default crew/cargo, since those are from another faction (and gave the same result)
Warning Message: Bad vehicle type it's trying to createUnit ""
have you checked if your addon is listed in mission.sqm?
It's not added when I don't place any objects down in the editor.
It is added when I have content from the mod added.
and is it added in that mission which is loaded on dedicated server?
no, since I have an empty mission for testing (only contains unit and game master module)
try with that car on the map as I suggested before
Obviously they are, and other modded content is working correct. - that is not good indication since i.e. CUP & RHS is using preloadAddons which means makes those units available even when official addons are only selected
all stuff is available (Mikero's Tools add the correct packages to 'requiredAddons') so that shouldn't be the issue
although I have now added
crew = "B_GEN_Soldier_F";
typicalCargo[] = {"B_GEN_Soldier_F"};
and it solves the issue π€·ββοΈ
Weird that it didn't work when simply inheriting those variables
Base class is without the crew if I remember correctly
With cfgammo, is class HitEffects overwritten by a units "impactEffectsBlood"?
I am trying to add a larger blood spray to a specific ammo type
Example of what i mean.
https://gyazo.com/dd46d4ca79e75f4f077dffc278f992a3
Ive changed all impact to be the insane effect, but on units its default.
yes, it's overridden by impactEffectsBlood @woven flax
Thank you Reynard. Is there a workaround for this that your aware of?
Hi! Does anyone know which folder the tanks DLC weapons configs are in for base arma? Struggling to find them
That folder didn't export for me for some reason π€ Thanks
I've stumbled upon a weird one, and I'm sure I'm just missing something, so I'm trying to make my custom PKM on the CUP basis work with ASDG joint rails system from CBA, here's the WeaponSlotsInfo off of the PKM
class WeaponSlotsInfo: WeaponSlotsInfo{
class CowsSlot: asdg_OpticRail1913
{
iconPinpoint="center";
iconPosition[]={0.66799998,0.391};
iconScale=0.14;
iconPicture="\A3\Weapons_F\Data\UI\attachment_top.paa";
};
};
And yes I've already defined "class asdg_OpticRail1913;" further up in the config, as well as put "cba_jr" as a requiredAddon, problem is it doesn't see any optics at all in the CowsSlot in-game.
I'm probably missing something and please do point it out to me
does the original weapon have a slot
Yeah it does, pretty much the same exact config, I tried both without using it, and with using it
I'm kinda lost as to why accessories are not showing up on my version, which is just a retextured version with mass, name, and description altered
is your addon using both cup and cba as required addon
Yep, got them both
Why are you needing to define the rails for it you are inheriting from a weapon with a working rail?
I suspect you've not done the inheritance properly
Well I tried doing without it, and it still didn't work, the inheritance of looks like this:
class CUP_lmg_PKM;
class CUP_lmg_PKM_top_rail: CUP_lmg_PKM{
class WeaponSlotsInfo;
};
class ord_weap_crvz2000_rail: CUP_lmg_PKM_top_rail{
config here
class WeaponSlotsInfo: WeaponSlotsInfo{
config here
};
};
I tried not doing the whole "CowsSlot" ordeal, but they didn't want to work either, so I tried putting in the code from the inherited weapon hoping it would do it to no avail
I'm starting to think it might be somehow due to the fact that the files are from our unit's repository, as now I've realized the original CUP_lmg_PKM_top_rail doesn't work either
But when loading the workshop version it seems to work, I'm gonna have to look into if somehow our ArmA3Sync repository is broken
Well tried doing it with a fresh copy of the files, still didn't work
If it was missing features from subclasses like WeaponSlotsInfo that should have inherited, without you attempting to modify those particular subclasses, it's usually an indication that inheritance is done incorrectly further up
I've noticed however that the PointerSlot works just fine, only the CowsSlot seems to be acting weird
I'm not sure what I can do different, perhaps inheriting asdg_OpticRail from it's base class?
do CowsSlot: CowsSlot {}; instead
The rail already exists in the parent weapon as CowsSlot so that's what you should be inheriting from
Alright, I'll give it a shot
Unfortunately that's not working either, however asdg_OpticRailAKSVD for a different version of the same gun works fine
If that one and the pointers are working, with pretty much the same exact config as this one, I assume there's an issue with calling in asdg_OpticRail1913
Should probably want to look like this ```C
class ##PARENT##;
class CUP_lmg_PKM: ##PARENT##
{
class WeaponSlotsInfo;
};
class CUP_lmg_PKM_top_rail: CUP_lmg_PKM
{
class WeaponSlotsInfo
{
class CowsSlot;
class PointerSlot;
};
};
class ord_weap_crvz2000_rail : CUP_lmg_PKM_top_rail
{
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass = ##edit##;
class CowsSlot: CowsSlot {};
class PointerSlot: PointerSlot {};
};
};```
Alright, let me try that one as well
Sorry, I forgot to put the subclass call in CUP_lmg_PKM and was using the wrong parent for the last ord_weap class
edited above. Obviously you need to find out what the parent class of CUP_lmg_PKM is
I am surprised that this alone doesn't work though. I didn't think WeaponSlotsInfo was one of the subclass types like turrets that don't preserve subclasses inside it ```C
class CUP_lmg_PKM;
class CUP_lmg_PKM_top_rail: CUP_lmg_PKM
{
class WeaponSlotsInfo
};
class ord_weap_crvz2000_rail : CUP_lmg_PKM_top_rail
{
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass = ##edit##;
};
};```
I tried it again and it's not working yet again
I'm starting to think this is not due to the config anymore
Did you include the edits I made above? I made some errors first time around
Yeah those as well
I have to try something, and if I'm correct then I'll be even more confused π
I am even more confused
Since our unit uses a repository rather than the steamworkshop like many others
When using CBA, from the repository it doesn't work, whilst when loading in CBA I downloaded from the workshop works just fine
Keep in mind, they're literally the same, same version, all the same files, I'm gonna try to just copy CBA from !workshop into a different folder and try it
Do you pack with pboProject?
For this specific instance, no I've used it before but now right now
I just pack it with a pboManager non-binarized since I'm packing it all the time
Maybe it will give you a solution to your problem while you pack it with pboProject. If no error will be shown, check also your arma.rpt file.. it helps sometimes also to fix your issue
I'll give it a try, but I've just seen that the rail system is not working on the G36 from RHS either
I'm pretty certain this isn't a config issue anymore, it's something else, but thank you for all the help guys, I'll have to try and figure out what is causing this weirdness
It also stopped working on my ASDG compatibility for GlobalMobilization weapons, and those were working fine initially, I changed absolutely nothing
I havent looked into weapons yet and also not for such kind of rails/addons for the weapons.
Maybe it can be a model issue too
You trying to CBA Joint Rails?
Yes, and I don't think it is, because it seems to not be working only for random weapons, and only when using the files I got from the repository, keep in mind I am the one who made the repository and also have the original files that I just copied over, so it can't be an issue during download
I haven't modified any of those files, RHS, CUP, CBA, and I've realized that the VHS, G36C don't work from RHS, and the PKM from CUP doesn't work as intended either
They simply just.... stop working when I copy them over to a different location
This'll sound intuitive, but if they don't work after loc changes, ensure the paths match
Its one of those "but i'm sure they are" when it could be a missing \
your logs'll scream it
Or atleast, you'd hope π
Well the issue seems to be only with cba_jr, and they don't use any paths that I see π
I have it open now
I see the paths, they're all a-okay and work for 99% of the weapons other than a few, that even with correct paths and configs, just don't
Nope, this is the first time I stumble on something like this and it is a cluster
Well they wont work if compatibleItems[] are defined, it'll just resort to that.
OR atleast when I implemented them they didn't
Then you literally find a similar gun and inherit the class
Think I'll just nab the config off of a working gun, see if that works, but I just loaded the repository with CBA from the workshop and that's not doing it either
You should only include your own content, unless permission is given, inside your addon, you'll need to add the rest as required addons etc afterwards, incase you didn't know
it also avoids version mismatches
class VKN_MP5: FA_Base_Rifle_VKN {
class WeaponSlotsInfo : WeaponSlotsInfo {
mass = 115;
allowedSlots[] = {901};
class MuzzleSlot : asdg_MuzzleSlot_9MM_SMG {
//linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
//compatibleItems[] = {};
iconScale = 0.1;
};
class CowsSlot : asdg_OpticRail1913_short {
//linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
//compatibleItems[] = {};
iconScale = 0.1;
};
class PointerSlot : asdg_FrontSideRail {
//linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
//compatibleItems[] = {};
iconScale = 0.1;
};
};
};
This was one of my working configs
Seems like one of your addons is probably breaking JR and that's having a knock-on effect for a bunch of other weapons
That's my thoughts
Quick question by the way monkey, how would one go about having standard sights when CBA isn't loaded? compatibleItems[] overrrides cba from what I found when testing
because at the moment our custom weapons use cba JR for scopes, but are otherwise just iron sights when in vanilla arma.
That is of course if you know
Well uhm
I "fixed" it
class CowsSlot: rhs_picattinny_russian_rifle_scopes_slot
{
iconPinpoint="center";
iconPosition[]={0.66799998,0.391};
iconScale=0.14;
iconPicture="\A3\Weapons_F\Data\UI\attachment_top.paa";
};
I simply used an rhs inheritance, rather than the asdg one, and that worked π
And rhs_picattinny_russian_rifle_scopes_slot just inherits from asdg_OpticRail1913, so it has the same effect
Technically a "fix"
Technically a fix but if someone wants just your addon, he has to load other addons/mods too π
Best way is to make own inherits to get free of custom addons/mods requierements.
Well it's a unit modification for our custom faction so that's not an issue π
@pallid snow we have it in RHS by defining the same JR classnames in parallel to how it's done in CBA (you need this for adding JR compatible attachments anyway, but just don't add a requiredAddons entry), but with addition of the absolute minimal parameters, to avoid conflict (the classes should merge if done correctly). Then our weapons using slots with their own classnames and any additional params that might overwrite something the CBA devs do, but otherwise inheriting everything from the named JR class. So that when CBA is loaded and other addons with JR-compatible attachments it's compatible attachments is populated within CBA
class asdg_SlotInfo;
class asdg_OpticRail;
class asdg_OpticRail1913: asdg_OpticRail
{
linkProxy="\A3\data_f\proxies\weapon_slots\TOP";
displayName="$STR_A3_CowsSlot0";
class compatibleItems
{
//your own custom attachments
};
};
class my_opticRail: asdg_OpticRail1913
{
class compatibleItems: compatibleItems
{
//define BI attachments you want here and additional rail parameters for icons etc.
//avoids potential conflict with how CBA define them
};
};
class cfgWeapons
{
class Rifle;
class Rifle_Base_F : Rifle
{
class WeaponSlotsInfo;
class GunParticles;
class Eventhandlers;
};
class my_weapon: Rifle_Base_F
{
class WeaponSlotsInfo: WeaponSlotsInfo
{
class CowsSlot: my_opticRail {};
};
};
};``` Something like that
Our attachments don't load on BI weapons unless CBA is loaded. We literally just use the same base classname as you would write when making a JR-compatible scope, laser etc. No further replication of anything JR does by adding rail slots to BI weapons
In CFGCloudlets whats the difference between "HIT" and "DAMAGE" when it comes to some of the math. Examples:
size[] = {"((hit factor [3,100])/80 + 0.30)", "2*((hit factor [3,100])/80 + 0.4)"};
I imagine hit is from the ammo and damage is from the target?
A shot that enters a surface (like a wall) and goes through it doesn't do damage for example, but does have a hit. Or something like that π€
"hit" is the value from the bullet, essentially how hard/dangerous/damage making the bullet is.
damage is the damage that was enflicted on hit.
damage will be lower against armored target for example, and is influenced by caliber and stuffz
I See, okay thank you
question tyme. i made a copy of a binocular and set memoryPointCamera = "eye"; - however, when going into scope mode, the view will zoom in quite a lot. is this a fov setting or something? i want to reduce that, a lot. like how it's with rifles where the non-scoped aiming will just move you closer to the reticle and that's it
It's to do with where the eye memory point is located AFAIK. Camera physically moves towards the eye mem point during the transition
Or are you just on about the general magnification factor of the optic?
hm i just saw i dont have an eye memory point in the model.
what i mean is, the weapon is zooming in quite a lot already by default, even before you use the actual binocular function
Then I am not sure you can do anything about that. I don't think there are any parameters that effect the view for binos when they are in the raised position but unscoped. Think it's just a matter of the character animation
And you can't make custom binocular-holding animations
yeh
i'll insert an eye memory point right now. will see what happens
ok that didn't change a thing
it's the opticsZoomMaxand opticsZoomInit setting. i just changed them to 1 for lolz and the initial zoom is indeed different. will have to play around with that.
only problem is that the hud now doesn't start at zoom *1 anymore. meh.
add scopeCurator = 2; ?
and neither can I attach it to guns via command (addPrimaryWeaponAttachement) gives back false.
guns have compatible attachments, that defines which classes can be attached
best way around that is to employ CBA (ASDG) JointRails
and afaik can see does the acc_flashlight have a special ItemInfo class
class ItemInfo: InventoryFlashLightItem_Base_F
need to add it to allow the weapon to use it
Uh.. no.
The weapon defines what attachments it supports, it doesn't care about inheritance on the attachments
so im trying to get this older F-35C mod to work so our unit can use it. But this compat has a very limited scope on the weapons that are usable and i'd like to add a bunch to it. How would i go about that
https://steamcommunity.com/sharedfiles/filedetails/?id=1663650168
No just CBA. And weapon needs to use CBA JR too. But most mods do
All vanilla ones should, and all bigger mods like rhs, cup
Hey, so I've been re-texturing uniforms/vests/helmets/backpacks and doing some other stuff for a while now, and I know the config for that, but does one know how to make it to where a backpack is TFAR compatible?
have you checked the TFAR BIforum threads for info on that?
Unaware such a place existed
BI forum?
no, a TFAR BIforum
I mean typing keywords of such into google didn't bring me into any forum that was on the topic.
It's possible, I could just be the stupidest person to look at the TFAR backpack config, but you are most likely correct.
it is possible the questions are not formed like that
TFAR Discord is also a thing, but you can also just look at TFAR Github and see how it does it
backpacks are on github in the "backpacks" directory
This is what I got from looking at TFAR Github
tf_dialogUpdate="call TFAR_fnc_updateLRDialogToChannel;";
tf_hasLRradio=1;
tf_encryptionCode="tf_west_radio_code";
tf_dialog="rt1523g_radio_dialog";
tf_subtype="digital_lr";
tf_range=30000;
I feel like it isn't this easy though
looks about right
like I am missing something
why would it be hard?
I usually miss some stone along the way of something.
if you have the properties from TFAR_BagBase too, it should be right
I think that's only hasLRRadio and range, which you have
so should be fine
class DAU_RP: Bag_Base { author="Savvy"; scope=2; model="\task_force_radio_items\models\clf_nicecomm2"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"YOT\data\DAU RP.paa"}; displayName="Ye'Old Tavern AN/PRC 155 (DAU)"; tf_dialogUpdate="call TFAR_fnc_updateLRDialogToChannel;"; tf_hasLRradio=1; tf_encryptionCode="tf_west_radio_code"; tf_dialog="rt1523g_radio_dialog"; tf_subtype="digital_lr"; tf_range=30000; picture="YOT\data\Picture.paa"; maximumLoad=1000; mass=20; };
Going to put this here in case I missed something
Just test it out π
honestly though lol
wellll damn
It's in game, works as intended except for the fact that there is no model, and I have no idea whether it's the texture or the model I have wrong here.
I use addon builder
paths should be correct, I double checked them
wait
there are like 8 versions of tfar
I need to make sure that I pathed the correct one
only mine
I believe I needed this directory
model="\z\tfar\addons\backpacks\models\clf_nicecomm2";
that not a proper path, because every other use wont have this
the addon is called \z? i doubt that
It's inside the TFAR mod, nothing that is in the TFAR mod is inside mine
thats CBA folder structure convention or something like that
it is? well apologies then, but it certainly looks wrong...
it does yes xD
I dont like it one bit
but it works and is good for their workflow
Arma is the quirky girl at school trying to get boys to simp for her change my mind.
so yes the path to model must be exactly right
if the model already exists, is there no config you can inherit from/ check the path from?
@next hare if you want to use a TFAR radio, just inherit from its config class
are you making a retexture? just inherit the radio class and only change displayName and hiddenSelectionTextures
There are two versions of TFAR, the old and the beta, they have different paths
Whelp no going back as it works now
now I just need get good at mapping camos
since I am absolute garbage at it
anyone else having any issues packing CfgMarkers with pboproject? encountering EOF errors, even when I try debugging with a 100% empty class CfgMarkers{}; it insists that i'm missing a }; at the class CfgMarkers line
have to check all your {};
they're checked π
ignore the "span class re5" crap, pastebin has a hissy fit
everything is all closed off properly as far as i can see
cant spot anything else
number = 1.0f; ... in this case f does what?
So does nothing?
I've seen it sometimes, and wondered what it does. BIS_fnc_parseNumberSafe fails to consider it a number
Say for example I have a section of repeated code in my config, in this case TransportMagazines and TransportItems etc etc, how can I go about using another file and include that?
#include "other_file.hpp"
and it also works within configs:
class some_class {
class TransportMagazines {
#include "mag_list.hpp"
};
class TransportItems {
#include "item_list.hpp"
};
};
That was my initial thought, but class 5rifles_husky_logi_gpmg_g: UK3CB_BAF_Husky_Logistics_GPMG_Green { author = "Flinty"; scope = 2; scopeCurator = 2; displayName = "Husky EOD Logistics (GPMG) Green"; #include "inventory.h"; }; throws an error, "encountered ';' instead of '='
Changing it to hpp makes no difference
remove the ; after the include π
Ah yeah, that does it. Cheers
Can also write a macro
e.g. at the top of your config or in a defines.hpp C #define MACRO_SAF_TRANSPORT_MAGAZINES \ class TransportMagazines\ {\ class _xx_rhsgref_30rnd_556x45_m21\ {\ count = 20;\ magazine = "rhsgref_30rnd_556x45_m21";\ };\ class _xx_rhssaf_30Rnd_762x39mm_M67\ {\ count = 20;\ magazine = "rhssaf_30Rnd_762x39mm_M67";\ };\ class _xx_rhsgref_10Rnd_792x57_m76\ {\ count = 10;\ magazine = "rhsgref_10Rnd_792x57_m76";\ };\ class _xx_rhs_100Rnd_762x54mmR\ {\ count = 5;\ magazine = "rhs_100Rnd_762x54mmR";\ };\ }; #define MACRO_SAF_TRANSPORT_ITEMS \ class TransportItems\ {\ class _xx_FirstAidKit\ {\ name = "FirstAidKit";\ count = 10;\ };\ class _xx_ToolKit\ {\ name = "ToolKit";\ count = 1;\ };\ class _xx_Medikit\ {\ name = "Medikit";\ count = 1;\ };\ };
then in the vehicle e.g. ```C
class rhssaf_m1151_olive: rhsusf_M1151_base
{
...
MACRO_SAF_TRANSPORT_MAGAZINES
MACRO_SAF_TRANSPORT_ITEMS
};```
Does a lockTurrets[] property exist for animationSources, similar to lockCargo[]?
Wiki doesn't say anything about it.
@G4rrus#3755 MX's aren't using ASDG JR classes as of latest CBA. You should be able to do away with the ACE dependency by adding it to the vanilla class.
Hey so I am making a helmet
and was wondering if yall had an example
of a helmet config
I believe there's a sample hat in the Arma 3 samples on steam. Helmets are configured the same, they just have more armour set in the hitpoints part of the config
i have a new gate object. it's setup similar to vanilla gates. if i place it in 3den, the open/close action shows up, but doesn't do anything
memory points in my model are the same as in vanilla models. selections are door_1 etc
gate class name starts with land_
in object builder the door animates, but if i place it in 3den and try to open/close the door animations via script, it just won't work
also, if i put the gate into my terrain... the open/close action won't show up at all.
tl;dr - i'm all out of ideas and have no idea what could cause this
Hey, I'm trying to change the position and reload animations of a rocket launcher class weapon. However, the animations seems to be linked to the ammo as well (possibly the simulation). Is there anyway to have a rocket simulation ammo but with new animations? (Or I could be completely wrong and the issue is something else).
it is possible with proxy magazines
pretty much it works same way as the rifle type weapon
the position and pose of the launcher weapon is very different though
@finite bronze
The issue I'm having is I'm changing the position and reload animation and the position changes but it seems to get stuck on a reloading rocket launcher animation loop and the reload animation won't change to the new one.
You can have magazine reload animations defined in the weapon or the magazine. Magazine-based animations will overwrite the weapon one
It could be an issue with the magazine config then?
@brazen merlin how is your models.cfg looking like?
Possibly. Check if it has a reloadAction in the magazine class, inherited or otherwise
And do you have in your gate model in the LOD Geometry the property
class: housesimulated ?
is it terrain or editor placed object?
Looks like editor (3eden)
named property class house or class housesimulated are required for terrain placed ones
looks like class house is missing
Yes but @hearty sandal is right, its for TB placed objects
If you have placed it in editor it shouldnt be a problem
ok, let's recompile with class house and see what happens
hm
well it explains why the action doesnt show up for the terrain placed object
Yes
the thing is, even if we ignore the open/close action for now ... i can't even animate the door via script. it just doesn't do anything.
Thats why i asked you about model.cfg
model.cfg class should be right if it animates in buldozer
so the action class might be whats wrong
what is the config class inheriting from?
wall_f
You got memory=0 but you got an axis defined
could be good idea to inherit from an object that has same functionality
so a gate
wall might might have wrong simulation
did you copy the gate config completely from them?
yeah, big inspiration
Hows your .p3d named?
dont put the land_ in the p3d name
land_ is just config prefix
it would need to be land_land_thingy.p3d
Ok and can you change in the cfgModels the line
memory=0;
To
memory=1;
Because you got an axis defined
ok
well you dont need the memory parameter at all if you have it as 1.
1 is the default value
axis="door_1_axis";
And best is, open your buldozer(model viewer) push Enter button on your keyboard and look if your defined animation shows up, with mousewheel up or down you can animate/see your anim
it does
in model viewer the animation is working
scrolling up/down will open/close the door
Whats your statement in the user action
NumberOfDoors: 1; probably forgot
it's at the very end
hmm there is one more thing i wanted to test...
... cleaning up the temp folder.
Do you pack with pboProject?
yup
think i will have to take a break from it. sitting on this already a couple hours. probably better to get back to it at a later time
i have moved the gate into a new pbo file and now it works
no idea why
i changed nothing. it's just in a different pbo file
i checked it multiple times because i suspected it. but couldnt see any errors
thing is, it was able to find something, because otherwise the object wouldnt show up in the editor
it's really just the animation that didn't work.
perhpas just some tiny error somewhere that put some classes in wrong spot
probably. it's usually something really stupid that keeps ye busy for hours
I was looking through Toadie2K's hlc stuff and they include \x\cba\addons\optics\cba_optic_big_90.p3d how do I need to set up my P drive to allow pboProject to find cba stuff?

put cba download from github, into P:/x/cba
Oooh! Thanks I'll try that out
is it possible to add a flashlight effect to a weapon as a native function?
(not as attachment)
What do you mean by native function?
Ah hm... I think I've never seen such weapon in the game
me neither. and my tests were all futile. so i guess it must be scripted.
is there a reliable way of telling if an object has a cargo inventory?
@brazen merlin @wintry tartan The Vermin SMG .45 ACP has an integrated Flashlight
huh really? i never noticed
Isn't it an attachment?
nope
it's just stuck into the barrel
Yeah true, that's why I thought it was integrated lol
damn i had my hopes up for a second :>
Sorry for that.
is there a reliable way of telling if an object has a cargo inventory?
how can i make a root model.cfg shared between all addons?
for example the ones from A2 Sample Models
hi, i have a question ? i have created a bomb and i want to disable damage how can i do that ?
i want to drop the bomb and when the bomb touch the ground she doesn't explode but how to do that ?
configure the ammo to have no effects and no damage
I it's explosive = 0; it wont be able to have any pfx anyway
yes i have found it
@untold temple thx but when you put "explosive = 0;" the explosion fx is removed but not the script
so the solution is you need to change "indirectHitRange=12;" to "indirectHitRange=0;"
or "indirectHit = 1100;" to "indirectHit = 0;"
I was informing HorribleGoat w/r/t disabling pfx without having to mess around with the effects parameters
Indeed you need to turn off indirectHit and Hit to prevent any kind of ammunition from doing damage
@untold temple ok np
uhm so i subclassed smth from the base game (A2) an overwrote the turrets class (trying to remove them), but getting tons of Warning Message: No entry 'bin\config.bin/CfgVehicles/Turrets.scope'.
class UH1H_base;
class UH1H_1: UH1H_base
{
class Turrets {};
};
class UH1H_2 : UH1H_1 {};
my turret class does not inherit from parent so i dont see why this would error
IS there anyway to get the vanilla aircraft stabilization config so you can CTRL t other that using stabilizedInAxes = 3;
and any idea were i chane were the laser designator is coming out from its currently coming from the gun not the camera
what is the part of the custom config where i can change that i can see myself on the map
its mission difficulty settings I believe
but i have custom difficulty
in mission?
mission difficulty overwrites local difficulty settings
so that everyone in the mission has same difficulty
Hello people, I'm inquiring what is your preferred way to unbinarize .bin files? I'm interested what are the most efficient practices to improve workflow.
why do you need to unbinarize them?
if its Arma3 data you are looking into, the preferred method is to use Mikeros toolset and Arma3P to set up your P drive development environment and it will unpack the A3 data for you in there
@trim cypress
links here
There are a lot of mods that I am interested in how they work to learn and improve my own scripts/addons. Unbinarizing the .bins gives me a look into the configs that i can't open from in-game config viewer
All config stuff is in the config viewer. If it's not there, the game hasn't read it
CfgPatches? I wasn't aware
those too but they dont really contain much information anyway
to understand load order cfgPatches is key tho
extractPbo[Dos] from mikero tools you should check out, or eliteness
for some reason the silencer on one of my weapons doesn't work. are there more settings hidden somewhere or is sounds[] = {"StandardSound","SilencedSound"}; etc in the fire modes enough?
non-silenced works without issue, but i just can't get the silenced sound to play
oh wow. i replaced the silencer sounds with the normal sounds for test and they work... so the issue is in the silenced sounds itself.. which is weird, because this is vanilla stuff
ok, no idea why. can't see where this stuff is referenced.
looks like i found the issue
17:30:52 Sound: Error: File: a3\sounds_f_exp\arsenal\weapons\rifles\rifle_ak47\ak47_silencertailinterior.wss not found !!!
...
next issue: custom recoil. wiki says there are two ways of doing recoil... a new way in a custom class, and some old in an array?
if i try to use the "new recoil" the game will cry about lack of array
ok, looks like "new recoil" is generally for the weapon and the other stuff is for the fire modes?
that old system was separate for standing vs crouch (or was it prone) - now its just one
also the parameters change a bit but not much
recoil is also no longer per firemode - they removed that feature
the only thing left to "recoil =" in cfgWeapons is:
class MuzzleCoef recoilCoef = 0.25; recoilProneCoef = 0.25;
maybe check RHS configs as reyhard usually knows best whats possible and meaningful
hm damn, i wanted to use the recoil per firemode thing
but maybe .. i have an idea, maybe that works too
yep, works. awesome.
Hai guys π
just thought i'd pop my head in to hopefully get some help with cfgVehicles stuff
I want to make a copy of the Liberty and adjust it so i can use the setFuelCargo, setAmmoCargo and setRepairCargo on it in the Eden editor, as well as the kewl radar gizmo stuff they seem to of added since i last played.
I'm starting with the basics, just to try to get to grips with the syntax. So step one is to make the copy and change it's name like so:
class cfgVehicles
{
class Land_Destroyer_01_base_F;
class HappyShip_F_Base : Land_Destroyer_01_base_F
{
};
class HappyShip_Base : HappyShip_F_Base
{
displayName = "Intrinsic Sentinel";
};
};```but as you can imagine, not much happened when i loaded it up xD
@brazen merlin setRecoilCoef or what did you come up with?
nah, it turned out i dont need the recoil in the firemodes at all
it was for the grenade launcher, but it acts as a "new" weapon anyway, so i could just put the recoil in there
worked perfect on first try. almost too easy :>
i'm still here btw :>
hi there :>
so i can't get my copy of the liberty to show in the list of units :<
my mod.cpp does not work either
and i can't reference any of the paa's that i've bundled into the pbo
if mod.cpp doesnt work, you likely did something very wrong
all my mod.cpp has is one line
name = "Skygallant Misc.";
i'm using the Arma 3 Addon builder that you get on steam
should i use PBOManager instead?
In the samples you got an example how to make a mod descryption and mod picture and also for the icons for your addon in list
And use Mikero's tools, pboProject
Addon builder, pbomanager.. dont use these
understood
i'm still here btw :>
@rancid hemlock
And just wait if there is no answer asap.. being patient is important to get help buddy
Yes cause Lexx has a other problem to be solved, and you are not the only one that might have any problems to be solved
it seemed odd to me that they take up yesterday's conversation shortly after i make my post, is all i will say further
Like i said, be patient until one reacts to your question/problem
People here are willing to help, but people here are all over the world and international, so timezones are different. And people here do not wait until one asks a question to answer it.
Try to look in the A3 Samples, there is a mod example how to make it properly. That should solve your issue π
or maybe folks simply dont know :>
my config.cpp was missing a cfgPatches declaration
still can't get the paa's to load though
my pbo is in:
Documents\Arma 3\mods\@HappyShip\Addons\HappyShip.pbo
and the PBO contains a folder called HappyShip, inside of which is the REG.paa and FLAG.paa files
so i have no idea how to translate this into something the editor can understand :<
@rancid hemlock your mod.cpp has to be in the @HappyShip folder
Your REG.paa and FLAG.paa has to be also in the @HappyShip folder or create a folder data as example @HappyShip/data
In your mod.cpp you can change the file path to your paa files
Like as example
picture = "tg_mod_main.paa";
Or
picture = "data\tg_mod_main.paa";
I dont have a pbo atm as mod presentation and mod overview and logo's in editor. But my mod is atm not released on steam and is local loaded in the Arma 3 launcher. So im not 100% sure if a pbo is needed for but i dont think so
understood
Look in:
Arma 3 Samples\Content_Licensing\Mod_Presentation
For more infos, there's an example + readme
class liberty_root;
class Land_Destroyer_01_base_F : liberty_root {class Components;};
class HappyShip_F_Base : Land_Destroyer_01_base_F
```i seem to need to get the component class out of liberty's class to modify the sensor stuff, but to do that i seem to need the root class of the liberty base class.... i can't find it anywhere though :<
What was it you are trying to do?
i want to make a clone of the USS Liberty (static ship structure) so that i can add more functionality to it, namely: rearm/refuel/repair capabilities and a sensor suite
i have managed to successfully make the clone and have it appear in the editor, but beyond it having a different name, not much else has changed
this is my code:
https://pastebin.com/tHCjEMtA
Simplest way would be just create separate objects for those features
As I don't think all of them can even be added to it
what are the requirements for these functionalities?
Off the top of my head can't remember. But thought you knew since you are trying to do it.
i mean, it sounds like you are saying that i need to change the class type of my clone?
change it form a static ship structure that looks like the liberty into some other type of "thing" that looks like the liberty
I think that might not work
the ship setup is quite complicated
task might sound easy, but i'm pretty sure it is not
that means, you can't just do it via config. there's scripts involved as well.
also the supply things require a different simulation type I think. as well as sensors. the ship itself should be kept as a simple prop
i see
so i should make some invisible BLUFOR "box" and clip it into the liberty instead?
something like that would be my suggestion
i'll look into it
i do have a question though
why couldn't i give the Liberty's model to the BLUFOR box
if i remember right, you can just place the gas station objects and hide it with hideObject true
oh neat
that's how i did refuelling on barrels long time ago
hideObject might do the trick
different object have different simulation types that that require specific model related things
and those are not always possible to change without also changing things in the model
making the simple objects or indeed using hidden vanilla objects is far simpler
messing with the ship is not exactly an easy first thing to mod
interesting, thank you for the insight
i'm used to modding environments where models are much simpler beasts xD
yeah Id suggest forget what other games/engines do and start from the basics
so turns out triggers are a thing xD
i can setup the hangar as a workshop zone where the helicopter is maintained and stuff :D
and maybe i'll just find some way of giving the turrets free reloads on a cooldown
those would be indeed far simpler approaches to what you seem to be after
indeed xD
I'm trying to remove the default Spotlight blocks from the main menu (center block), and replace them with my own ones.
Although for some reason the default content keeps popping up, even when deleting them from the configs:
class CfgMainMenuSpotlight {
// remove default ones
delete OldMan;
delete Bootcamp;
delete EastWind;
delete ApexProtocol;
delete Orange_Campaign;
delete Orange_CampaignGerman;
delete Orange_Showcase_IDAP;
delete Orange_Showcase_LoW;
delete Tanks_Campaign_01;
delete Showcase_TankDestroyers;
// add custom spotlights
class mySpotlight {
// ...
};
};
Is it not possible to remove them at all?
i'm just getting into this stuff, but i have ran into circumstances in other games/environments where the developer will redraw the UI excessively, it could be the case that the menu UI is reset at certain intervals?/user inputs?/external forces?
nah, it isn't... it simply gets a list of all available items and shows them (I have the code in front of me which handles it)
oh neat
I'm just surprised that deleting those classes are ignored... even though my mod SHOULD load after anything else
hmmmm, yes, that is odd
i'm just throwing out ideas at this point, but it could be the case that once they are loaded into memory they are more resilient to edits
UI is fun though, like... i was playing a different game the other night, where UI editing is encouraged. I wanted to remove the scroll bar on the centre window and the wiki's recommendation was "extend the right hand window by 15 pixels to the left" xD
so that it would cover up the scroll bar π
so yeah, experiment and stuff :)
i just spent the last couple of days making a Happy Adventure Fun Boat xD
anyone know which config U_I_G_resistanceLeader_F is defined in?
as in the config of which addon
the textures are in characters_F_EPB, but the config and model itself are in characters_F
cheers
@strong shuttle Like monk already maybe asked, but is it possible to make a portion of a texture transparent?
it seems the gloves are part of the "camo" selection
you can, but than you'll have no hands π€·ββοΈ
i could try to reconfig the gloves are their own hiddenselection if i knew the selection name
ah, i see
so theyre baked into the model on that level
Too bad 
is it possible through config to write a pbo the gives another mod a new ammo type wihtout editing the original mod
i dont think its possible because the magaizine wont be in the wepons config
@glacial spear if the class type is the same and newer added it will overwrite it. So possible it is, but its not good at all
Better is to ask the mod dev ( if needed) if you can apply a second ammo type which is usable for this magazine type to get used for this weapon type
BI did it often that you can use same ammo for different weapons.
should be easily possible with magwells and such
if things are configured right in the mod then it should be rather simple but often they are not configured and things are not as straightforward
hello i have a problem with my mod logo , for some reason it changes color when i apply it ingame
actuall :
doesnt look like i can attach a pic here so ill post in the screenshot section
Most likely doesn't have the correct ration (power of 2)
e.g:
256x128 = valid
250x120 = not valid
@broken lichen link your picture here. it will get lost in the screenshot section
and screenshot channel is not for troubleshooting pictures
to late he's already committed π
haha thanks a lot , i already fixed the problem
Hello again. Was wondering if you could help with something. I'm trying to create a flash hider for some people with epilepsy who are having issues playing in the community. I made a suppressor that doesn't change any of the weapon values apart from the fireLightCoef
Problem I'm having though is that it also lowers the weapon sound. First I thought it was the audibleFire variable, but I tried setting it to both high and low, and it had no effect
Setting soundTypeIndex=0; fixed that, if anyone happens to search for the same issue here in the future π
Sometime back I inquired about disabling or severely reducing neutral steering in tanks, but without sacrificing wheel count and steering going forward or backward. I cannot seem to find where I asked that, so I was wondering if anyone know enough about tracked vehicles to help?
Question - is it possible to have a config section that can determine if a certain PBO is loaded alongside it? IE ace with RHS etc etc
Ideally, this would be for loading either additional pbos or to load an edited config for said pbo.
Example - Ace pbo loaded - if RHS exists = true, then load pbo_2, pbo_3
unfortunately not
only way to handle that is by making different mods with different dependencies
Server setup should determine what mods are loaded and needed
the logic can be applied there in the server start
@broken lichen a note here, since i have seen that image from #screenshots_arma which is a copy of RHS logos and can create confusions - i really advise you to change that logo of yours, especially if you are building a mod dependent on RHS, and have a good read over RHS EULA http://www.rhsmods.org/page/EULA
in short, while legally i canβt really stop you from obvious plagiarism, i can enforce RHS non derivative part of EULA, considering you are most likely doing a dependency mod
I'm getting an "Undefined base class 'I_Soldier_lite_F' error" when trying to pack an addon, despite the class being defined in CfgVehicles. Any thoughts on what may be causing this?
Post your config
https://pastebin.com/wKEAMhCS Full spec.
{
author = "Joe";
/*brabra*/
backpack = "FGN_AAF_UMTBS_Type07";
}; //<- Remove this
};```
That worked like a charm. Thank you Pol. \o
Heya, just wondering if anyone here has much experience with adding countermeasures / flares to planes?
I'm doing it with class cmDispenser
rather than the
magazines[] = {"120Rnd_CMFlare_Chaff_Magazine"};
weapons[] = {"CMFlareLauncher"};
method
Which adds the countermeasures to the plane in game, I can even cycle the fire mod, but I cant actually fire them π
I must be missing something from some part of the config, but I'm not sure what
Here is the relevant stuff of what I have so far
class Stl_Fac_GM_USSR_1976_VDV_L39C_Albatros: Stl_Fac_GM_USSR_1976_VDV_L39C_Albatros_BASE
{
class Components: Components
{
class TransportPylonsComponent
{
uiPicture="\A3\Air_F_Gamma\Plane_Fighter_03\Data\UI\Plane_A143_3DEN_CA.paa";
class Pylons
{
class Pylons1
{
hardpoints[]=
{
"RHS_HP_R60",
"RHS_HP_B8M1",
"RHS_HP_UB16",
"RHS_HP_UB32",
"RHS_HP_KH25",
"RHS_HP_FAB100",
"RHS_HP_FAB250",
"RHS_HP_UPK23",
"RHS_HP_L159_FUELPOD"
};
attachment="rhs_mag_upk23_mixed";
priority=1;
maxweight=1200;
UIposition[]={0.34999999,0.41};
hitpoint="HitPylon1";
};
class Pylons2: Pylons1
{
attachment="rhs_mag_upk23_mixed";
UIposition[]={0.34999999,0.15000001};
mirroredMissilePos=1;
hitpoint="HitPylon2";
};
class cmDispenser
{
hardpoints[]=
{
"RHS_cm_ASO2",
"RHS_cm_ASO2_x2",
"RHS_cm_ASO2_x4"
};
priority=1;
attachment="rhs_ASO2_CMFlare_Chaff_Magazine_x4";
maxweight=800;
UIposition[]={0.625,0.27500001};
};
};
};
};
};
Check that class Components>>class TransportCountermeasuresComponent is inheriting okay
will do π
Would someone be able to give me the structure of config to put inside of a vehicle to give it an inventory?
For example player addItemToUniform "ACE_tourniquet"; but for vehicles. I know how to do the rest, just don't know how to start
Here you go, this is how it should look in cfg vehicles
class Stl_Fac_GM_USSR_1976_VDV_Mi8TV: rhs_mi8mtv3_base
{
scope=2;
scopeCurator = 2;
scopeArsenal = 2;
side=0;
faction="Stl_Fac_GM_USSR_1976_VDV";
editorSubcategory="EdSubcat_Helicopters";
displayName="Mi-8TV BASE";
class TransportMagazines
{
class _xx_CLASSNAME
{
magazine="CLASSNAME";
count=4;
};
class _xx_SmokeShellRed
{
magazine="SmokeShellRed";
count=2;
};
};
class TransportWeapons
{
class _xx_CLASSNAME
{
weapon="CLASSNAME";
count=1;
};
};
class TransportItems
{
class _xx_CLASSNAME
{
name="CLASSNAME";
count=1;
};
class _xx_gm_gc_army_medkit
{
name="gm_gc_army_medkit";
count=4;
};
};
class TransportBackpacks
{
class _xx_CLASSNAME
{
backpack="CLASSNAME";
count=1;
};
};
};
if I make an addon that just changes group configs. is there a way to apply it to a mission without making it a mod on steam ws
like a simple .cpp somewhere in the mission folder
you should be able to place the groups but have to edit out the dependency in the mission sqm to the config manually
@stoic lily but the CfgGroups i make wouldnt remain would it? that part is the most crucial
there is no reference to cfgGroups in a mission from what i remember
anyone can tell me what the impact stat (virtual arsenal) for rifles defines?
does it come from the ammo?
looks like it is indeed the ammo
Hey guys any idea how to make custom arty guns able to provide artillery support via the support module?
I've got the config setting stating they can be used for that support type
But whenever I try to make them fire they refuse to zero in
The gun has arty computer
And it's just a static weapon
Arty computer works flawlessly as a crew member
cfgVehicles:
https://pastebin.pl/view/91c6db8c
cfgWeapons:
https://pastebin.pl/view/7ace32aa
What part of an optics config determines an ability to ranging distances?
If the weaponInfoType has a control with idc = 198;, it's true, am I right?
ok, to carry on from model_makers ... anyone knows if it is possible to have 2 magazine proxies defined on a weapon? example: normal magazine + grenade launcher ammo
i could swear i have read something like that ages ago, but maybe i'm dreaming
i 'member there was some fixing done a long time ago on dev branch regarding grenadelaunchers on rifles and their animation/grenades, so i'm inclined to think that you are right
thing is, i cant find anything related in the vanilla models. or maybe it's there and i just don't see it, because i'm not even exactly sure what i am looking out for
specify "vanilla models" - what files did you look at?
various rifles with grenade launcher
i mean - p3d, model.cfg etc
p3d
Did any of them have 2 magazine proxy selections
you could try and dig through the dev branch discussion thread to see if you can find what the fix was about
iirc the grenade was put in a different texture sheet - and that would only make sense to do if you wanted to make it swappable / usable by other rifles i guess
yea it was something about being able to change their textures
@brazen merlin yeah you can have as many mag proxies as you like. they are indexed per-muzzle
awesome.
So second muzzle (UGL) just put proxy with index 2 in the model and the mags for that launcher will show in that position
You might have to adjust the config so that the magazine doesn't disappear when fired, since that's default behaviour for ugl grenades
deleteIfEmpty = 0;
oh my god, it works. and it was so easy.
thanks, man. i was about to throw the towel again....
π π
Any idea why I can't enter a static weapon I made?
You can get in via ACE
I can't either get in or disassemble it
checked actionGetIn (or whatever its called exactly) in config or the memory point
I added a single hitpoint and it suddenly works
Now I have better issue: the static weapon when disassembled spawns two wepon parts - tripod and gun, but is not disassembled
So I end up with a static weapon and two bags on the ground
And I can keep doing that
hm verified the assemble config part?
I keep going over and over
Worst thing is - I have a macro for the assembly
And it works for a 81mm mortar and doesn't work for 50mm one
Just checked in config viewer, the assemblyinfo is exactly the same
Only difference bieng the classnames
anything in rpt or debug.log?
nothing in both regarding those weapons
maybe reyhard has some ideas
im having issues getting my weapon w/attachements to show up properly. everything outside of the suppressor shows up.
class DSA_INDEP_MP5K_SpecOp: DSA_INDEP_MP5K
{
author = "mjr121";
baseWeapon = "DSA_INDEP_MP5K";
scope = 1;
class LinkedItems
{
class LinkedItemsOptic
{
slot = "CowsSlot";
item = "optic_holosight_smg_blk_F";
};
class LinkedItemsAcc
{
slot = "PointerSlot";
item = "acc_pointer_IR";
};
class LinkedItemsUnder
{
slot = "UnderBarrelSlot";
item = "";
};
class LinkedItemsMuzzle
{
slot = "MuzzleSlot";
item = "muzzle_snds_L";
};
};
};
``` im unsure why this doesnt work right
have tried both muzzle_snds_l and muzzle_snds_L. neither show up
base weapon works fine and shows up in arsenal
Do the suppressors attach in the arsenal?
scope = 1;
That means it won't show up in the arsenal at all (which doesn't make sense with attachments already attached)
It's not supposed to
Classes like that one are for equipping AI troops with weapons that have a set of pre-configured attachments
I know... that's why it doesn't show up in the arsenal
I was asking about whether the base weapon is able to equip those suppressor classes in the arsenal. The base weapon being the one that does appear in the arsenal
and I don't know what the base weapon is of DSA_INDEP_MP5K (sounds modded), but afaik is muzzle_snds_L for SMG's so if the base class is not a SMG you can't attach that silencer
Depends on how the attachment slots are configured on the weapon. Which was why I asked if it accepts the suppressor classes he is seeking to put on it, in the arsenal
@untold temple yes. Base class for the smgs is smg_05, or the mp5k
Smg silencer in the config is from the actual smg config
The base weapon (dsa_indep_mp5k) shows up in arsneal. The _specOps mpk5 is equipped on the AI with all the attachments except the suppressor
Im having some issues with getting my editor category to show up in zeus.
//Main Addon
class CfgFactionClasses {
class 61st_Aux {
displayName = "61st Aux Mod";
priority = 3;
side = 1;
};
};
class CfgEditorCategories {
class 61st_Aux {
displayName = "61st Aux Mod";
};
};
class CfgEditorSubcategories {
class 61st_Aux_supplies {
displayName = "Supplies";
};
};
//CfgVehicles
class Box_NATO_Ammo_F;
class GVAR(ammoBox): Box_NATO_Ammo_F {
displayName = "Ammo Box [61st]";
scope = 2;
scopecurator = 2;
editorCategory = "61st_Aux";
editorSubcategory = "61st_Aux_supplies";
class TransportMagazines {
mag_xx(rhsusf_100Rnd_556x45_M855_mixed_soft_pouch,15);
mag_xx(rhsusf_20Rnd_762x51_SR25_m993_Mag,10);
mag_xx(rhs_mag_30Rnd_556x45_M855_Stanag,30);
mag_xx(rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Red,10);
mag_xx(rhs_mag_M433_HEDP, 10);
mag_xx(rhs_mag_M441_HE, 10);
mag_xx(rhs_mag_M713_Red, 5);
mag_xx(rhs_mag_M714_White, 5);
mag_xx(rhs_mag_M715_Green, 5);
mag_xx(rhs_mag_M716_Yellow, 5);
mag_xx(rhs_mag_smaw_SR, 5);
mag_xx(rhs_mag_smaw_HEAA, 5);
};
};
Could someone remind me the correct way to have an individual players loadout changed in their playable slot init? Had an issue where as soon as someone connected, it would trigger what I had in the init and everyone would lose their headgear, not just that person
_this removeheadgear etc or something?
_player? Can't remember think it's todo with an underscore
HEY
I struggle with one of the basic how can I make a config.cpp for a mod and tell which mods needs to be downloaded to work
Thanks
requiredAddons[]=
{
"the other addons",
"other addon etc"
};
I believe is what you're looking for?
Someone else can elaborate on the specifics but I believe that's the very basics
what must stand at "the other addons"
NAme of mod/pbo or something else
name of class in CfgPatches (of that pbo)
from the cfg file of the other mod right?
does it give another option because i need two mods which i cannot ectraxt via arm atools bankrev
you need the CfgPatches name, you can get it from unpacking the pbo, or ingame config viewer (though you need to search and somewhat guess which one it is)
it usually matches the pbo's name