#arma3_config

1 messages · Page 116 of 1

grand zinc
#

Can you specify what exactly you really mean by

and tell which mods needs to be downloaded to work

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because requiredAddons only shows a warning, it doesn't show where to download what mod

cerulean tundra
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i know but with Steam it gives me a button where I can download these mods if they are on steam

grand zinc
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then what you want is to add them as dependency on your workshop item

cerulean tundra
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I think so

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is this possible?

cerulean tundra
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nevermind i have it now thanks anyways

torn coral
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I have a MainTurret used to fire a mortar, is it possible to have it reload magazines from a backpack/vest or do MainTurrets have to have the ammo pre-defined within them?

hearty sandal
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Not by default means

torn coral
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So probably need to do some scripting then, thanks

hearty sandal
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Yeah I think that is the only way

nocturne verge
#
class muzzle_snds_556_Nutria: muzzle_snds_M

    {
        author = "[TF461]Maj.AntiAlligat3r";
        _generalMacro = "muzzle_snds_556_Nutria";
        displayName = "$STR_A3_cfgWeapons_muzzle_snds_M0";
        model = "\A3\Weapons_F\Acc\acca_snds_lmg_blk_F.p3d";
        picture = "\a3\Weapons_F\acc\Data\UI\icon_muzzle_snds_M_ca.paa";
        
        class ItemInfo: ItemInfo
        {
            
        };
        inertia = 0.1;
    };```
hey guys , any idea how to set up the inheritance of ItemInfo?
wintry cave
#

Hello, i need some help...
I was trying to retexture a rebreather, it does everything i want it to, yet it does not use the custom textures.
Please help me figure this out.
And also ignore the file names...so what i called it "Nippel"

#
class Breath: V_RebreatherB
    {
        scopeArsenal = 2;
        displayName = "Ballistic Rebreather";
        author = "Napalm";
        hiddenSelectionsTextures[] = 
        {
            "\Nippel\data\Fucking_everything\Breath.paa",
            "\Nippel\data\Fucking_everything\Breath.paa",
            "\A3\characters_f\data\visors_ca.paa"
        };
        class ItemInfo : VestItem
        {
            uniformModel = "\A3\Characters_F\Common\equip_rebreather";
            vestType = "Rebreather";
            containerClass = "Supply140";
            mass = 20;
            class HitpointsProtectionInfo
            {
                class Neck
                {
                    hitpointName="HitNeck";
                    armor=15;
                    passthrough=0.2;
                };
                class Arms
                {
                    hitpointName="HitArms";
                    armor=15;
                    passthrough=0.2;
                };
                class Chest
                {
                    hitpointName="HitChest";
                    armor=15;
                    passthrough=0.2;
                };
                class Diaphragm
                {
                    hitpointName="HitDiaphragm";
                    armor=15;
                    passthrough=0.2;
                };
                class Abdomen
                {
                    hitpointName="HitAbdomen";
                    armor=15;
                    passthrough=0.2;
                };
                class Body
                {
                    hitpointName="HitBody";
                    armor=15;
                    passthrough=0.2;
                };
            };
        };
    };```
latent lion
#

PboProject is giving me the following error In File \A3\Air_F_Heli\Heli_Transport_04\config.cpp: circa Line 1192 Mismatched quotes or missing ','

#

but that's an arma 3 base addon

stoic lily
#

either fix the error in the said config or contact mikero directly

nocturne verge
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PboProject is giving me the following error In File \A3\Air_F_Heli\Heli_Transport_04\config.cpp: circa Line 1192 Mismatched quotes or missing ','
@latent lion wait why are you packing arma 3 files?

latent lion
#

I'm not. The mod im packing is referencing an image from arma 3

hearty sandal
#

you can go and add that missing ,

latent lion
#

"\A3\Air_F_Heli\Heli_Transport_04\Data\UI\Pod_Heli_Transport_04_bench_CA.paa"

hearty sandal
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the full line?

latent lion
#

that's the only reference to that addon

hearty sandal
#

in the that config

latent lion
#

in the config of the mod

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if i remove that reference, it packs just fine

hearty sandal
#

ye its error in the a3 config

latent lion
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but im rebuilding the a3 atm

hearty sandal
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go fix that line in there

#

que?

latent lion
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rebuilding the extracted files

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in P

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yeah no

strong shuttle
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\a3\air_f_heli\heli_transport_4\config.cpp (lines 1191 - 1193)

};
frequency=1;
volume="(1-camPos)*(slingLoadActive factor [0,-1])";
#

so it seems the files on your P drive are corrupt

hearty sandal
#

could be a error in the check too

latent lion
#

i rebuilt the files just now

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100% fresh files

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same error

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and my lines are different

hearty sandal
#

then we ping the man @hard chasm

latent lion
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1190-1193:

class EventHandlers: EventHandlers
        {
            init = "if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;};";
        };```
#

that is, counting comments

hearty sandal
#

would it need double quotes in the middle

latent lion
#

that would be it

#

someone was using double quotes

#

init = "if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;};";

#

see, there are double quotes in the middle of the script

hearty sandal
#

I mean the middle "" should perhaps be """"

latent lion
#

would have to change the script definition to '

#

like so

#

init = 'if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;};';

hearty sandal
#

no I think it would go the other way around if you do that

#

but test it

latent lion
#

otherwise the script (string) is ended by the set of quotes in the middle

hearty sandal
#

id does not matter what you do to that file as you wont pack it

latent lion
#

yeah, but why does this error exist?

hearty sandal
#

pboProject just checks all pack affiliated configs

latent lion
#

is it a unpack error or an actual error in the game files?

hearty sandal
#

that you got to ask from Mikero

latent lion
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i havent seen this one before

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it would be weird if that went through BIs radar

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since it would basically break that whole INIT line

hearty sandal
#

addon builder does not have debug output

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¯_(ツ)_/¯

latent lion
#

there's more

#

line 2477

#
class EventHandlers: EventHandlers
        {
            init = "if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;};";
        };```
#

same deal

#

and 2543

#

done

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now it packs

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So BI has potential error in their configs at:
1192
2477
2543

of \A3\Air_F_Heli\Heli_Transport_04\config.cpp

hearty sandal
#

you can check in game config viewer if they are like that in there too

latent lion
#

will do

hearty sandal
#

if they are indeed config errors then make a ticket on the bugtracker

latent lion
#

Pod_Heli_Transport_04_base_F is the last vehicle

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i'll hop on and check

grand zinc
#

The config cpp's you have are generated from the binarized one

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what you have there looks like a debinarizing fail not escaping the quotes as it should

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if you use mikeros Arma3P then probably his fault

latent lion
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nope

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it's ingame aswell

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screenshot of the config viewer

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@grand zinc can you advice ?

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does the splendid config viewer make the same error or should i make a ticket?

grand zinc
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Maybe just outer quotes wrong, using " instead of ' ?

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weird

latent lion
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inner quotes need to be '

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that made it work

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but i dont think arma cares

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Mikero's does

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string is string

grand zinc
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Ticket yeah I guess. Probably ping @ reyhard in ticket

latent lion
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okey

hard chasm
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the real difference between ' and " is that any #define lables within 'quotes' are translated, wheras within "quotes" they are ignored.

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from the engine perspective (as binarised strings) it treats them identically. since all preprocessor alterations no longer exist.

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it is also a little easier on the eyes to write:
"hello 'world' rather than the eye watering
"hello ""world"""

silver aurora
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the problem mentioned above is not a config error - it's more an issue with the presentation of strings in the splendid config viewer

hard chasm
#

k, My antenna went on alert with comments about arma3p. Which in fairness, i would suspect too. But, my derap module has been in existence since Xbox Elite and unknown to cause issues. (there's always a first time)

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init = "if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;};";

there needs to be FOUR " for that syntax. , """",
or simply '' (two single quote marks)

#

when written correctly, a rapifier will treat that expression as three separate, concatenated "strings"

#

init = "if (local (_this select 0)) then {[(_this select 0), " string 1
""string2
" rest of line;};" string3

wintry jetty
#

Okay I'm trying to make the default loadouts from config.

#
class MyCustomGrenadierClass : rhsusf_army_ocp_grenadier
{
    author = "Hawkeye4040";
    scope = 2;
    scopeCurator = 2;
    displayName = "Grenadier";
    side = 1;
    faction = "USA";
    editorSubCategory = "EdSubCat_USA_Infantry";
    vehicleClass = "USA_Infantry";

    identityTypes[] = { "Head_NATO" , "LanguageENG_F" , "rhsusf_g_army" };

    uniform = "rhs_uniform_cu_ocp";
    backpack = "B_Kitbag_mcamo";
    weapons[] = { "rhs_weap_m4_m203","rhsusf_weap_m9","Rangefinder","Throw","Put" };
    magazines[] = { "rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855A1_Stanag","rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Red","rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Red","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","SmokeShell","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M441_HE","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","rhs_mag_M433_HEDP","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell","1Rnd_Smoke_Grenade_shell" };

#
   items[] = { "rhsusf_ANPVS_14","rhsusf_patrolcap_ocp","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine","ACE_EarPlugs","ACE_CableTie","ACE_CableTie","US_Facepaint","ACE_tourniquet","ACE_packingBandage","ACE_IR_Strobe_Item","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_quikclot","ACE_quikclot","ACE_quikclot","ACE_quikclot","ACE_quikclot","kss_bottle_small","kss_bottle_small","ACE_CableTie","ACE_CableTie","ACE_EarPlugs","ACE_epinephrine","ACE_Flashlight_MX991","ACE_IR_Strobe_Item","ACE_morphine","kss_mre","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_personalAidKit","ACE_tourniquet","US_Facepaint" };
    linkedItems[] = { "rhsusf_iotv_ocp_Grenadier","rhsusf_ach_helmet_ocp","G_Tactical_Clear","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","","","rhsusf_acc_eotech_552","","","","","" };

    class EventHandlers : EventHandlers
    {
        class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {};
    };
};
#

I am having an issue though getting attachments on weapons and selecting where the loose items go. For instance I want to be able to explicitly state that bandages go in backpack, Magazines in the vest, etc.

I know we are able to do this by script as a mission maker but I would of course like my mod to have the default loadouts proper out of the box so you can just drag and drop the units from there. Various rigged up solutions attempted from scripting do work however they'll interfere with mission makers ability to customize further with the mod. Example everything I've tried via setUnitLoadout in scripting will interfere with something whether it be respawn loadouts or functionality from some other script or mod not just having this done the proper way from config.cpp or its headers.

strong shuttle
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when using configs the items will simply be placed where ever there is room, starting with uniform -> vest -> backpack

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a solution I've used it by adding an init script on the class which takes all items, removes them and then (re-)places them at the correct place

wintry jetty
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I was afraid that's what I'd hear.

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Hmm that should actually work without interfering with other scripts if we're just re-ordering items basically then right?

strong shuttle
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yes

wintry jetty
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Nice I don't understand why they didn't set it up as a container on the character or even the vest, backpack itself. Seems like that'd be the way to do it.

strong shuttle
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Backpacks are already "fixed" containers (your current backpack is empty) and you'll need a special config if you want to pre-fill it.
For the uniform and vest I use the following script:

params ["_unit"];

_vestItems = vestItems _unit;
_uniformItems = uniformItems _unit;

{
    _unit removeItemFromVest _x;
} forEach _vestItems;

{
    _unit removeItemFromUniform _x;
} forEach _uniformItems;

{
    switch (_x) do {
        // add the following to the uniform
        case "ACE_RangeCard";
        case "ACE_Kestrel4500";
        case "ACE_microDAGR";
        case "ACE_IR_Strobe_Item";
        case "ACE_CableTie";
        case "ACE_Flashlight_XL50";
        case "ACE_EarPlugs";
        case "ACE_MapTools";
        case "ACE_EntrenchingTool";
        case "ACE_Fortify": {
            _unit addItemToUniform _x;
        };
        // add the rest (eg. ammo, smokes, etc.) to the vest
        default {
            _unit addItemToVest _x;
        }
    };
} forEach (_vestItems + _uniformItems);
latent lion
#

@hard chasm i dropped a feedback tracker report, should i ask it to be closed?

#

because from my perspective, it is an error, but i dont know if it's an error with BI, or with Arma3P. Technically arma3p is extracting exactly what it should, and the engine doesnt seem to mind it either, but packing mods with PboProject causes issues with this way

#

so is the problem PboProject?

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i have no idea

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i changed the unbinarized config with the edits i presented and PboProject packed it fine

wintry jetty
#

@strong shuttle Hmm I could just put this in a separate .SQF file contained in my mod and then call upon it from there in the character class' init right?

If I understand this correctly it iterates through each object in the uniform and vest and then will sort them based on class names that are basically whitelisted via the case statements. So here it'll whitelist uniform and default to Vest if not present uniforms whitelist.

I'm more experienced in C++ than SQF of course so perhaps you'd know off the top of your head. It'll work fine if I want to add backpack into the mix then like so:


switch (_x) do {
        // add the following to the uniform
        case "ACE_RangeCard";
        case "ACE_Kestrel4500";
        case "ACE_microDAGR";
        case "ACE_IR_Strobe_Item";
        case "ACE_CableTie";
        case "ACE_Flashlight_XL50";
        case "ACE_EarPlugs";
        case "ACE_MapTools";
        case "ACE_EntrenchingTool";
        case "ACE_Fortify": {
            _unit addItemToUniform _x;

        // add the following to the backpack
        case "rhs_mag_M433HEDP";
        case "rhs_mag_30Rnd_556x45_M855A1_Stanag";
        // and so on...

          _unit addItemToBackPack _x;
        };

        // add the rest (eg. ammo, smokes, etc.) to the vest
        default {
            _unit addItemToVest _x;
        }

Also then we'd need to add a variable _backpackItems too but that should all work out right? That's a nice, elegant solution by the way it shouldn't be too hard to implement or too hard on system resources either.

strong shuttle
#

That doesn't exactly work...
Backpacks are separate containers and therefor a separate config. If you would try to add an empty backpack and then fill it with items from the unit config, it will first overflow the unit (and therefor missing items) before the script even runs.

wintry jetty
#

I was worried about that. At least Vest and uniform are solved by that first part that's something.

strong shuttle
#

and for backpacks; simply make configs with all the backpacks you need (including contents) and add those to the specific unit classes

wintry jetty
#

Oh kind of like how they do with the rifles and having attachments built in as a separate class? I was kind of hoping there was a way to just specify the attachment on the same weapon. So for instance, just add a sight to a rifle that by default just has iron sights from config without having to make a separate class just for that. It kind of goes against what I'm trying to achieve with class filtering it could still be done of course but it gets messy and is then a pain for the scenario maker to use from there (I tried that route already).

strong shuttle
#

yeah... configs are still pretty messed up to work with

wintry jetty
#

Yeah I've noticed that. Perhaps since this mod will require ACE anyway for other reasons. I could simply use something with their loadout classes? That does seem to give an adequate class definition to serve as an appropriate container for these and I think they have a script to call on for that already too. That way it would be very much like the route with the backpacks you mentioned before but one that also wouldn't get messy for the mission makers it'll keep it all neat in the Eden editor for them (and me).

#

Anyway That should help a lot thank you @strong shuttle

silver aurora
#

@latent lion looks like I have to correct myself

  • had a look at the splendid config viewer and it correctly escapes the strings
  • and copyToClipboard getText (configfile >> "CfgVehicles" >> "Pod_Heli_Transport_04_base_F" >> "EventHandlers" >> "init")
    really just returns if (local (_this select 0)) then {[(_this select 0), ", [], false] call bis_fnc_initVehicle;}; with only one "
  • additionally had a look at the binarized config.bin at \A3\Air_F_Heli\Heli_Transport_04\config.bin and there's just one " in the binary data
  • so really a config error
latent lion
#

youre getting different stuff from me

#

which is incorrect escape

hard chasm
#

what you see in the config viewer is correct

latent lion
#

that's a correct way to escape a string?

#

i dont think so. I might be wrong but isnt that splitting the string into 2

#

instead of
init = "if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;};";
you'd want to do :
init = "if (local (_this select 0)) then {[(_this select 0), '', [], false] call bis_fnc_initVehicle;};";

#

otherwise it's
string 1: "if (local (_this select 0)) then {[(_this select 0), "
string 2:", [], false] call bis_fnc_initVehicle;};"

hard chasm
#

(&$@@&(%@&U%#%^%

latent lion
#

i'm sorry

hard chasm
#

my fault. the config viewer is INCORRECT

latent lion
#

im just asking 😅

#

Curiously enough, spawning one of the affected classes doesnt cause any issues or error-messages

#

so maybe the engine interprets it fine on some level?

hard chasm
#

give me a moment to explain pls

latent lion
#

Willco

hard chasm
#

the output of the config viewer is utterly wrong.

#

the reason is:

#

there are NO outer quotes in the binarised string.

latent lion
#

yeah, i can see how that changes the whole story

hard chasm
#

so. by convention. when extracting strings from binarised data, you say "string" in the output

grand zinc
#

my fault. the config viewer is INCORRECT
wat

hard chasm
#

so, the string in the binary says:

hello world

when 'converted' back to text, it says
"hello world"

grand zinc
#

oof

latent lion
#

i get it

hard chasm
#

the conversion back does not account for "" in the string

latent lion
#

so the rule of thumb would be to use ' in configs for strings inside strings?

hard chasm
#

so, you said """" (or something similar) and all is good. but the config viewer does not accout for that.

#

i would

latent lion
#

i have always

#

maybe the person who wrote this piece of config did it the other way around

hard chasm
#

nah. it's just an oversight

grand zinc
#

Only way I can see this error happen is that config string is
entry = 'bla bla " bla bla'

#

and the config debin replacing the outer single quotes, but not escaping the inner

latent lion
#

the config string is actually splitting itself in 2 because when unbinarized, it adds the quotes to the edges

grand zinc
#

But config viewer should really respect that too... stupid config viewer

hard chasm
#

yep. it was a coding oversight whoever wrote it

latent lion
#

welp, i reported it now and if someone sees it necessary, they might change it

#

you can add your explanation to it fi you want

#

i'm not so tech-savy with arma 3 engine internals

hard chasm
#

if you take away the outer quotes from the config viewer. that is exactly what the line says in binarised form

latent lion
#

but i get your explanation atleast

#

yeah, well, then you'd add the notion that it's binarized, no?

#

b() or similar

hard chasm
#

there is no hope in hell cut n pasting the line from the config viewer and expecting it to binarise properly

latent lion
#

mmmh...

#

well, till bohemia fixes this part, i guess when using bohemia addons, you'll jsut have to keep making the change to their addons

#

or a checkbox in PboProject that lets you bypass errors in A3 addons

hard chasm
#

you can turn off 'rebuild required addons'

latent lion
#

yeah, but i want to have that for user-made addons

hard chasm
#

it won't go hunting in p:\a3

latent lion
#

but i dont really care for bohemia ones

hard chasm
#

sure

#

of course!!!

latent lion
#

i dont mean to be needy

#

regardless, i already kinda did go in and just change it

#

thanks to the amazing reporting of PboProject

hard chasm
#

well if you want the required addons= to be correct. you need to fix wherever, whatever, pboPro needs to look at.

latent lion
#

where would we be without PboProject

hard chasm
#

what's happening here., is when you say model=some\p3d; pboProject goes looking for the \some\config.bin(cpp)

latent lion
#

infact, what did people do before PboProject? Smash rocks together to make addons? Then dance around them once they functionally compiled?

#

yeah, PboProject is checking the entire config file when i want one texture nyanxd

hard chasm
#

they sacrificed goats

latent lion
#

oooh, that makes sense

hard chasm
#

it's 'checking the entire config file' because it has to binarise it, to discover what it says in class cfgPatches

#

it is only cfgPatches it's interested in. But I am not stupid enough to even think of looking for it in a text file.

bleak flint
#

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 🤔 )

hearty sandal
#

My gut says "nope"

bleak flint
#

Hrmm.. Wish arma had something like that built in 🤷‍♂️

#

Even if it wasn't used by any of the vanilla weapons

hearty sandal
#

its not really useful to spend time on making

bleak flint
#

It would help OPTRE (and possibly other sci-fi mods) a lot 🤷‍♂️ but yeah, we may have found a interesting way to make it work (a new way that might be more modular)

raven star
#

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 at the start

strong shuttle
#

If you use player is the init field, it will execute for ALL players

raven star
#

Which is what I don't want

#

I want it to execute on that individual when they connect. When someone else connects, I don't want it to run the config again and trigger it for all players.

#

I've done it before but forgotten how to.

latent lion
#

@raven star the init field executes on all connected clients when the unit is spawned

#

using "player" would target the local player unit

#

but if you want to target the unit, in which init field you are typing into, you want to use "this"

#

This removes hedgear from all players when the unit connects:
removeHeadgear player

#

this removes hedgear from the unit when the unit connects:
removeHeadgear this

raven star
#

I've got it working the way I had it before

latent lion
#

🤷‍♂️

raven star
#

if (local this) then {
remove etc etc this
add headgear etc etc this
etc etc
};

latent lion
#

unnecessary check, but sure

raven star
#

Thanks for the help though, only just found the stuff from before

latent lion
#

well, glad you got it working to your liking

raven star
#

this removes hedgear from the unit when the unit connects:
removeHeadgear this

When another person connected, it would remove the headgear of everyone

latent lion
#

i'd recommend packaging the init-fields into a script instead

#

if you write 100 times that one script into each init field, then that same script will be duplicated in the mission 100 times

raven star
#

What are the negatives of that?

latent lion
#

so if it's anything longer than one line, you should write it into a script function and call it from the init-field instead

#

it's more data

#

it takes longer to load the mission

#

the mission is bigger

#

yes, because the init-field of all those units are being executed aswell @raven star

#

you see, when a player connects, the init fields of ALL objects with init-fields will be executed

#

just for that one client, but it's enough

#

in general, the init field is evil

#

best not to use it except for debugging

#

or client-side stuff

#

like adding actions

#

anything that has cross-network effect is best left out of the init-fields

raven star
#

What would the ideal setup be for doing the 60 player slots with different loadouts via scripts be?

latent lion
#

uhhh... the loadout editor in 3den?

#

you know you can setup a loadout in the editor for a unit, right?

raven star
#

Yes

latent lion
#

does this mission involve respawns?

raven star
#

Yes

latent lion
#

ahhh, i see

#

and you want them to respawn with their kit?

raven star
#

Preferably

latent lion
#

take a look here

#

here's some light reading

raven star
#

I'm looking to cut out arsenal stuff and do it via config because it's too much to click, select etc etc for 25ish different kits

latent lion
#

yep, this is exactly what you want

raven star
#

So class myloadout

#

that is myloadout (the variable name of the unit in the mission)

latent lion
#

no...

#

read the documentation

#

but yeah

#

it all goes really in depth

#

the point is to know what you want to do, how you want to do

#

there are so amny different ways

#

the init field is the least preferable one for handling loadouts

#

i recommend to read the whole article

#

but that is the important part for you if youre already familiar with the arma 3 respawn system

silver aurora
#

to come back one last time to that config issue:

  • in a config entry = "bla""bla""; gets binarized to binary bla"bla
  • same in sqf toArray "bla""bla"" returns [98,108,97,34,98,108,97]
  • the splendid config viewer is using str getText ... to format config strings
  • in the current case instead of init = "if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};";
    someone probably accidentally wrote init = "if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;};";
    which got binarized to if (local (_this select 0)) then {[(_this select 0), ", [], false] call bis_fnc_initVehicle;};
    and the config viewer correctly formats/escapes the string again as "if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;};"
    @grand zinc @hard chasm
grand zinc
#

Yeah, that was what I wrote above already, but mikero said its different

hard chasm
#
#define QUOTE(var) #var         // stored as (as Binarised)
thing1 = QUOTE(one 'TWO' three);// one 'seven' three
thing2 = "one ""TWO"" three";   // one "TWO" three
thing3 =  one "TWO" three;      // one "TWO" three
thing4 =  one ""TWO"" three;    // one ""seven"" three
thing5 = "one "TWO" three";     // one seven three

(the use of QUOTE above is to prevent further pre-processing) is not relevant in this example but shows the result of doing so.

hard chasm
#

in the bis world the outside quotes are irrelevant and not stored. Their only use is to prevent pre-processing.
They are however a 'convention' such that a good editor will highlight "text" to indicate what they are.
When used, you have to work around them as shown above.
Please don't confuse the separate needs of sqf statements (if any) vs the need to place sqf statements inside a paramfile (cpp/model.cfg/rvmat/mission....)

brisk dock
#

I got a problem i want to retex the DMS Scope i got the Paa file, but i dont know where i replace the old textur with my new textur.

wintry tartan
#

You can't retexture optics

brisk dock
#

Ok than it make sens thank you 👍

latent lion
#

anyone got an idea what i did wrong?

class CfgWeapons
{
    class ItemCore;
    class InventoryItem_Base_F;
    
    class Container_Parachute: ItemCore
    {
        displayName = "Container Parachute";
        model = "\a3\structures_f\Civ\Camping\Sleeping_bag_folded_F.p3d";
        scope = 2;      
        scopeArsenal = 2;
        scopeCurator = 2;
        picture = "";
        descriptionShort = "A parachute for containers and vehicles";
        class ItemInfo: InventoryItem_Base_F
        {
            mass=5;
        };
    };
};```
#

i packed the mod with PboProject succesfully, but the item does not show up in-game

narrow musk
#

what is the purpose of the unit section in cfgPatches?

brazen merlin
#

lists all objects in the pbo / config file

grand zinc
#

@latent lion check in config viewer ingame, also check your ItemInfo in config viewer and see if its allright

latent lion
#

@grand zinc iteminfo scope = 0

#

should that be 2?

grand zinc
#

I think that doesn't matter there

#

that's just so the "InventoryItem_Base_F" doesn't show up as a weapon?

latent lion
#

alright

#

well, It's there, in config

#

armory has an entry disabled = 0

#

should that be enabled?

#

well, it's all in there

narrow musk
#

@brazen merlin what is it used for?
because I've seen it work even if the list is incomplete

latent lion
#

apparently so that game-master/curator can access them

#

not sure

untold temple
#

Yeah, they don't show up in Zeus if they're not listed

grand zinc
#

Zeus needs correct CfgPatches entries too

brazen merlin
#

doesnt pboproject generate them automatically?

untold temple
#

Does the BIS_fnc_exportEditorPreviews function also use the units[] array to tell it what assets it needs to take screenshots of?

narrow musk
#

would make sense
seems to be a sort of index for ingame reading

grand zinc
#

doesnt pboproject generate them automatically?
prefer to learn how to stuff works, rather than relying on others to always do it for you and do it right

latent lion
#

Ok, so i tried to add the item as cargo to a container through commands, and that didnt work either

#

the item exists in the config, but is entirely unrecognized by the game logic

latent lion
#

ok, so my item is now a perfect copy of another working item in terms of config entires, but it still wont work

#

it appears in config viewer just fine, but it wont appear in the arsenal and i cant add it to a container

#

here's the current config:

class CfgWeapons
{
    class ItemCore;
    class InventoryItem_Base_F;
    
    class nca_containerParachute: ItemCore
    {
        author = "Nica";
        displayName = "Container Parachute";
        model = "\a3\structures_f\Civ\Camping\Sleeping_bag_folded_F.p3d";
        scope = 2;
        picture = "\a3\editorpreviews_f\Data\CfgVehicles\Land_Sleeping_bag_folded_F.jpg";
        descriptionShort = "A parachute for containers and vehicles";
        class ItemInfo: InventoryItem_Base_F
        {
            mass=5;
        };
    };
};```
#

let me know if you can see what's wrong with it

#

i cant

hard chasm
#

@latent lion , pass me via pm the config.cpp so i can look at it

latent lion
#

Moment

brazen merlin
#

prefer to learn how to stuff works, rather than relying on others to always do it for you and do it right
@grand zinc didn't said you shouldn't understand it. just asking if pboproject creates them automatically.

winter rain
#

@brazen merlin pboProject makes them automatically yes. Already tried to pack and unpack it and i've seen that required addons are updated.

hardy elm
#

stupid question maybe, I'm kind of out of the loop: is there a way to automate creating those editorPreview pictures?

brazen merlin
#

there is a wiki page about it

#

I wasnt able to get the correct brightness though. the settings seem to be wrong

hardy elm
sullen fulcrum
#

Is there a quick way to apply the config.cpp without restarting the game?

#

I believe I saw something of this type a long time ago, but I can't remember

untold temple
#

diagnostic .exe (available with the dev branch) and command diag_mergeConfigFile

hard chasm
#

@brazen merlin the answer is obviously yes. And it's done because everyone makes mistakes and misses one, or several, units[]=
I have configs here that contain dozens and dozens of buildings. I'd defy anyone to be 'certain' they spelled them right and got them all, in the units list.
it is also worth mentioning that my dll creates magazines[]= and ammo[]= to preserve the author's sanity when he's looking for what he made.

woven flax
#

When it comes to weapon laying (vehicle zeroing) how do i set a max range?
It appears the min/mid/maxRanges are for probability to use this weapon for AI units at given distance.

untold temple
#

minZeroing and maxZeroing in the cfgWeapons class might be the shortest way to do it, assuming it works like it does on handheld weapons

#

Otherwise there's probably a discreteDistance[] array somewhere where it has the various zeroing settings you get when doing pgUp/pgDown

woven flax
#

Okay thank you 🙂

azure barn
#

bigger ocean waves... where would I even start for that . config = hard

hearty sandal
#

those are part of terrain config and individual for each terrain

#

probably had waveHeight in the parameter name

azure barn
#

ok so basically the reason why it hasnt been done is because terrainconfig =hardvalue=true; and I shouldnt attempt it if I dont know what Im doing with configs

#

like theres no script to create huge waves? has to be in terrain config?

azure barn
#

so the way to make the max wave height higher would be to ....? go to terrain config? also how would I even do that

torn coral
#

Where would I be looking at to change the speed between reloading of magazines on a mortar

small temple
#

Who has a registry of all vanilla soundsetShot?

eternal eagle
#

is there any way for me to edit the config for the game's main map?
I can edit RSCMapControl/ctrlMap via an RscCommon include and that changes my custom map controls, but the main map doesn't change

stoic lily
#

@small temple get a AIO config dump (along with a decent text editor/search/filter tool) or write a script to export them

#

@eternal eagle pastebin your config

eternal eagle
#

@stoic lily I'm fairly sure it's because I've added the changes to the mission desc.ext (which works fine for custom GUI classes) and it probably needs to be in an addon if I want to override base GUI classes

#

I'm just including what BIS_fnc_exportGUIBaseClasses dumps (with tweaks to fix errors) and making changes to RscMapControl::powerwave and ctrlMap::powerwave to remove the textures

stoic lily
#

whats your requiredAddons? @eternal eagle

eternal eagle
#

that's empty

#

I only have an addon on my dedicated server (which handles the game stuff) - the client only has the mission, which it gets from the server, and no addons

#

I'm guessing by the point the client has started, it's already loaded the config for Rsc* and I can't change them at runtime when loading the mission - not unless I make a client mod

stoic lily
#

you need to ensure you load after what you are trying to change

eternal eagle
#

@stoic lily will this work if the mod is only on the server?

#

(trying now and it hasn't changed the map control on the client)

stoic lily
#

UI is client side

#

server side only is really just:

  • AI mods (unless player commanded)
  • advanced server side scripting
  • anti cheat/abuse
eternal eagle
#

coolio, I'm trying to do various gameplay things without needing client mods and if I need something on the client to load a3_ui_f/etc then I'll make do without

#

cheers for the help

stoic lily
#

well you can script UI to some extent, do it server side only and send over all the code via RE to clients - its fairly advanced tho

eternal eagle
#

yeah that's what I've been doing

#

pretty much the entire gamemode is pushed to the client that way, the mission is very slim - just some PAAs and audio, mostly

cerulean tundra
#

hey

I have an mod from 2014 and the sound from that object are always hearable when you are in zeus

So does anyone know how I can make an extra mod which changes the sounds of the original to empty sounds so zeus can download that mod to not hear them again
like cup aircraft sound improve

stoic lily
#

config replacement mod

cerulean tundra
#

I am really new how does that work

stoic lily
#

basically determine what the sound is, how its define, overwrite it with a dummy and have correct load order via cfgPatches

topaz crag
#

does anyone know how I can set the ACE Balistics Weapon Jam percentage? (couldnt find it because ACE Ducumentation is Crap)

grand zinc
#

its not ace ballistics

#

is ace overheating

#

and you can configure it in the overheating settings

#

you can also just fix the documentation by submitting a pull request on their github if you are unhappy with it

topaz crag
#

I just saw, its ace Overheating, but I still cant find how, ive found everything else so far 😦

grand zinc
#

addon options/cba settings should have jam chance

topaz crag
#

no, I want to change it within a weapon Config just for one Weapon

grand zinc
#

oh oof

topaz crag
#

Thanks a lot 😉

distant island
#

Hey guys I was wondering if anyone could help me solve an issue with my config. Im getting an error "preprocessor failed with error invalid file name" and the mod still works however I want to get rid of this error box before I can continue https://pastebin.com/jZ3h4XSP

hearty sandal
#

are you perhaps packing with pboManager

distant island
#

no, eliteness

hearty sandal
#

that is not correct tool for that either

#

use pboPROJECT

#

not manager

#

soz

#

😴

hardy crow
#

Anyone here know how to make an animation become a gesture? please

sullen fulcrum
#

how can I port TKOH lighting and cloud system to Arma 2? Would it work without problems if I just slap the Seattle map in? I know TKOH Rearmed exists, but I want to make a mod.

hearty sandal
#

you can not

carmine cave
#

Hi everyone, I have a problem when I start my helicopter. The tail rotor breaks immediately. Do you have a methodology to find where my error came from?
I have already tried to review the geometry, the shadow,lods ... nothing helps. If you have an idea, please share it with me.

torn coral
#

Where would I find the config setting for the time in which it takes to reload a magazine, I am unable to find it in either cfgMagazines or cfgWeapons

carmine cave
#

@torn coral
isn't it more related to the time taken by the animation? .. I don't think there is a parameter for that

sullen fulcrum
#

why not :(

wintry tartan
#
  1. Reload anim is in "CfgWeapons" >> (weapon) >> "reloadAction"
  2. It leads to "CfgMovesMaleSdr" >> "Actionss" >> "NoActions" >> (reloadAction)
  3. If 2 is a gesture, leads to "CfgGesturesMale" >> "States" >> (reloadAction) >> "speed", if an animation, leads to "CfgMovesMaleSdr" >> "States" >> (reloadAction) >> "speed"
  4. If 3 is sub-zero, abs speed is the time, if bigger than zero, 1/speed is the time
#

@torn coral ^

#

eg, MX's reloadAction is GestureReloadMX, configFile >> "CfgGestures" >> "States" >> "GestureReloadMX" >> "speed" is 0.37, thus 1/0.37 = 2.7027027027... seconds is the time to reload an MX magazine

regal jacinth
#

class CfgPatches { class headgear_beret02_reapercrew { author="IkGuzzi"; name="Beret ReaperCrew"; units[]={}; weapons[]={}; requiredVersion=1.0; version=1.14; fileName = "ReaperCrew_Addons.pbo"; }; };

do i need anything more than this for my headgear?

regal jacinth
#

someone mind helping me out with this?

#

`class CfgWeapons
{
class HeadgearItem;
class H_Beret_Colonel;
class myHelmet : H_HelmetB
{
author = IkGuzzi;
weaponPoolAvailable = 1;
displayName = Beret [Reapercrew];
picture = ;
model = @Test_addons/addons/ReaperCrew_Addons.pbo/headgear_beret02.p3d;
class ItemInfo: HeadgearItem
{
mass = 6;
uniformModel = @Test_addons/addons/ReaperCrew_Addons.pbo/headgear_beret02;
modelSides[] = { TCivilian, TWest };
hiddenSelections[] = { "camo" };

        class HitpointsProtectionInfo
        {
            class Head
            {
                hitPointName = "HitHead";
                armor = 0;
                passThrough = 1;
            };
        };
    };
};

}`;

#

this is my code so far

wintry tartan
#

Help what? At least seems your model path is illegal

winter rain
#
           uniformModel = \ReaperCrew_Addons\headgear_beret02.p3d;```
finite bronze
#

Is there a way to make a parachute infinite? Like when you land it turns back into a backpack and can be reused?

unkempt jewel
regal jacinth
#

`class CfgPatches
{
class MyAddon
{
weapons = "RC_Beret_01";
requiredVersion[] = {0.1};
requireAddons = "character_f_epc";
};
};

class CfgWeapons
{
class ItemCore;

    class H_HelmetB: ItemCore
    {
          class ItemInfo;
    };

    class RC_Beret_01: H_HelmetB
    {
          author = "Melissa Mod Community INC";
          displayName = "Beret [ReaperCrew]";
          model = "\ReaperCrew_Addons\headgear_beret02.p3d";
          class ItemInfo
          {
                uniformModel = "\ReaperCrew_Addons\headgear_beret02.p3d";
          };
    };     

};`

Ok so i edited the code a bit and got it to successfully convert into a .cpp file, now is the question how i get it to show up in the arsenal

hearty sandal
#

mm was something to do with scope = 2 and scopeCurator = 2. Cant remember if the character encoding guide had something about that

regal jacinth
#

it does have scope = 2; in the example code, im trying it now

#

didnt work :/

#

idk if hiddenSelectionTextures does anything

hearty sandal
#

hiddenselectionTextures affect only the textures, not its visibiltiy in editor list

regal jacinth
#

but it will show on the character right?

#

class CfgPatches
{
class MyAddon
{

maybe it wont work because of the class MyAddon

hearty sandal
#

is this a custom beret model?

#

since the model is in your modfolder

regal jacinth
#

no its the Beret [colonel] from the vanilla game

#

ok it shows up in the list now

#

now i gotta figure out how to make it appear on the character

hearty sandal
#

no no stop

#

youre doing it wrong

#

you must not copy the original model

#

as you will get in trouble if you distribute that

#

you use the original model from its original location

#

and then your custom class changes its in game name and in game look with the hiddenselection texture

#

and to put it onto a character you either need to alter the characters loadout

#

or create a custom character class that wears it as default gear

regal jacinth
#

so i cant just take the model out of the original pbo file, alter the texture and make it into its own class?

#

and im not planning on making AI wear the beret, its only meant to be used by the command squad in my unit

hearty sandal
#

no

#

you never edit vanilla or someone elses models

#

or distribute them

regal jacinth
#

then how come there are retexture mods then?

hearty sandal
#

🙈

#

they use hiddenselection config

#

that does what I said above

#

they use the original model from the original location

regal jacinth
#

thats what i use tho

hearty sandal
#

and with the config apply the new texture on the old model

#

yes but you must use the original models

#

in their original locations

#

so your retexture addon contains only the config and the new textures

regal jacinth
#

so i dont need the model in the actual mod folder?

winter rain
#

nope you dont need the model in the actual mod folder. just the path to the original model in the model = ;

regal jacinth
#

alright

#

ok somethings wrong with the hiddenSelection codes

#

im getting an error when i equip it

#

Size: "hiddenSelections/" not an array

hearty sandal
#

then you have not typed the parameter right

regal jacinth
#

yea didnt have brackets

flint goblet
regal jacinth
#

added brackets and winged brackets to the hiddenSelection code but i dont think it works

#

now it wont show in the list at all

hearty sandal
#

what are you using to pack the pbo?

regal jacinth
#

pbo manager

hearty sandal
#

well that is not the correct program despite its name

#

it lets you pack anything and does not care if it has errors or not

viral rapids
#

pboProject > everything else

#

which tells you, what the issue is and forces you to fix it, before you can pack it

#

frustrating at the beginning, but i don't wanna miss it anymore.

regal jacinth
#

yea that sounds handy to have

viral rapids
#

Just search for pboProject and check the maverik (or so), free tools available there

regal jacinth
hearty sandal
#

Just search for pboProject and check the maverik (or so), free tools available there
@viral rapids byteX

#

is where Mikero tools are hosted

#

@regal jacinth ye that

#

the free version is enough for what you do

#

but install all of them

viral rapids
#

Oh yeah, it's Bytex now 😄

#

but install all of them
All the .exe

regal jacinth
#

damn theres a lot to set up

hearty sandal
#

indeed 😄

regal jacinth
#

and this is to make my mod folder into a pbo file?

hearty sandal
#

yes

regal jacinth
#

it wont let me crunch

hearty sandal
#

somethin did not install right

regal jacinth
#

do i need all the exe?

#

like do i REALLY need all of them?

hearty sandal
#

no but it takes me more time to figure out which ones you require than you just simply installing all of them

sick zephyr
#

Like it's hitting an invisible object

strange egret
#

well maybe it is? Have you tried vanilla maps?

#

how big are the roadwheels (physx) ? as big as modelled or larger?

sick zephyr
#

Wheels are larger, they are sample copy-paste since setting them up manuall didn't work for shit

strange egret
#

ok, thats good because small wheels are prone to errors.
How much suspension travel do you have?

sick zephyr
#

The exact same amount as vanilla sample

#

Do you think the suspension goes too deep and the ground hits the bottom of the tank?

strange egret
#

yes, thats a possibility - if your collision geometry is fairly low

#

if you have very little / no suspension travel the stoppages also happen

sick zephyr
#

Allright, I'll investigate that

#

Should I look into physX geometry or geometry for collision?

strange egret
#

yeah

#

oh wait 😄 physx

regal jacinth
#

Config.cpp : \Addons\characters_f_ebp.pbo\BLUFOR\Data\headgear_beret02.p3d\ Config.cpp : \ReaperCrew_Addons.pbo\Data\headgear_beret2_reapercrew_co.paa

i got this when i ran the mod folder through pboProject. Not sure if the file path is wrong somehow or the whole hiddenSelection codes

regal jacinth
#
{
    class RC_cuck_headgear
    {
        weapons="RC_Beret_01";
        requiredVersion[]={0.1};
        requireAddons="character_f_epc";
    };
};
class CfgWeapons
{
    class ItemCore;
    class H_HelmetB: ItemCore
    {
        class ItemInfo;
    };
    class RC_Beret_01: H_HelmetB
    {
        author="Melissa Mod Community INC";
        scope=2;
        displayName="Beret [ReaperCrew]";
        model="\Addons\characters_f_ebp.pbo\BLUFOR\Data\headgear_beret02.p3d";
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"\ReaperCrew_Addons.pbo\Data\headgear_beret2_reapercrew_co.paa"};
        class ItemInfo
        {
            uniformModel = "\Addons\characters_f_ebp.pbo\BLUFOR\Data\headgear_beret02.p3d";
        };
    };
}; ```

this is my code so far, i dont see whats wrong
wintry tartan
#
  1. CfgPatches, weapons is an array.
  2. CfgPatches. requiredVerseion is an number.
  3. CfgPatches, requiredAddons* is an array.
  4. Paths to the textures/models/such others take pboPrefix instead of a pbo's file structures
regal jacinth
#
  1. Paths to the textures/models/such others take pboPrefix instead of a pbo's file structures
    @wintry tartan what does 4 mean?
#

i dont understand

wintry tartan
#

e.g characters_f_epb.pbo's pboPrefix is a3\characters_f_epb

regal jacinth
#

oh ok

#

same with the models too?

wintry tartan
#

Every paths

regal jacinth
#

gotcha

wintry tartan
#

ReaperCrew_Addons.pbo is maybe just ReaperCrew_Addons

#

Or whatever. Don't know what is your environment

meager mountain
#

if he didn't put a pboPrefix, it might be the name of the pbo yes

regal jacinth
#

hmmm still getting errors

meager mountain
#

can you show us the path ?

regal jacinth
#

which path?

meager mountain
#

what is the error ?

regal jacinth
#
Warning: P:\ReaperCrew Mods\ReaperCrew_Addons\Config.cpp circa Line 28: \A3\Addons\characters_f_ebp\BLUFOR\Data\headgear_beret02
Warning: P:\ReaperCrew Mods\ReaperCrew_Addons\Config.cpp circa Line 36: \ReaperCrew_Addons\Data\headgear_beret2_reapercrew_co
Warning: P:\ReaperCrew Mods\ReaperCrew_Addons\Config.cpp circa Line 39: \A3\Addons\characters_f_ebp\BLUFOR\Data\headgear_beret02
rapWarning: **********missing file(s)***************
rapWarning: **********missing file(s)***************

    Config.txt :excluded
    Data\headgear_beret02_reapercrew_co.paa :scanning
    texHeaders.bin :scanning
</end entries>
Missing File Summary
Config.cpp : \A3\Addons\characters_f_ebp\BLUFOR\Data\headgear_beret02
Config.cpp : \ReaperCrew_Addons\Data\headgear_beret2_reapercrew_co

missing file(s)
"ReaperCrew_Addons.pbo not produced due to error(s)" ```
wintry tartan
#

\A3\Addons\characters_f_ebp\BLUFOR\Data\headgear_beret02 -> \A3\characters_f_epb\BLUFOR\headgear_beret02P

#

EPB stands for “Episode Beta”, not EBP

regal jacinth
#

the name of the pbo file is characters_f_ebp.pbo

wintry tartan
#

It isn't

regal jacinth
#

oh yea youre right

wintry tartan
#

If so it's corrupted

regal jacinth
#

im fucking blind im sorry

#

same errors

wintry tartan
#

Do you have P drive?

regal jacinth
#

yea

wintry tartan
#

And what error?

regal jacinth
#

packing error

#

in output logs it says what i posted earlier

meager mountain
#

what is the source that you put in pboproject ?

regal jacinth
#

P:\ReaperCrew Mods\ReaperCrew_Addons

meager mountain
#

ok, i had a similar problem

#

when you build a pbo in a folder and you write "\addon\bla\bla"
pboproject will try to find your texture/model/whatever in the root

so it means that if you write \ReaperCrew_Addons\Data\headgear_beret2_reapercrew_co
pboproject will search P:\ReaperCrew_Addons\Data\headgear_beret2_reapercrew_co

regal jacinth
#

ok so ill just put it directly into the p:\ drive

meager mountain
#

oh and a tip, if you use Obfuscation, you will need to separate assets and configs, we had huge problems because we didn't separate at all

regal jacinth
#

got the same error

meager mountain
#

only \ReaperCrew_Addons\Data\headgear_beret2_reapercrew_co ?

regal jacinth
#

no i just fixed that

#

now i only get errors about \A3\characters_f_epb\BLUFOR\Data\headgear_beret02

meager mountain
#

can you show me the config ?

#

and where is your a3 folder ?

regal jacinth
#

a3 is just referring to Arma 3 right?

meager mountain
#

in you P drive, do you have an a3 folder ?

regal jacinth
#

no

meager mountain
#

then it is why you have this error

regal jacinth
#

its a vanilla model

meager mountain
#

yes, but pboproject will search P:\a3\characters_f_epb\BLUFOR\Data\headgear_beret02

regal jacinth
#

so do i have to have the model in my mod folder?

meager mountain
#

no

#

if you have enough space, you can use "Arma3P" tool

#

mikero's tool

regal jacinth
#

what does it do?

meager mountain
#

it extract Arma 3 addons in your p drive (if you set P as the drive)

regal jacinth
#

ill give it a try

#

will copy all arma 3 models over to the p drive?

#

because i only need one model

meager mountain
#

yes it will

regal jacinth
#

ok i dont have much space on my c drive

#

can i just copy over it to d drive instead and then move the model to the p drive?

meager mountain
#

you can do a different thing

#

your class RC_Beret_01 can herit the classname that use the model you want

#

and after that, you will only need to change the attributes that you want to change

regal jacinth
#

how would i do that?

#

i dont want to replace any vanilla assets if thats what you mean

smoky kernel
#

Does class CfgRemoteExec is "stackable" / separate per addon ? or its completely overwritten if I add one to my addon?
i.e There are class CfgRemoteExec in addon #1 , class CfgRemoteExec in addon #2 and one in mission pbo directly...how it works all together?
I mean it says in Biki
Config priority goes: Mission Description.ext (missionConfigFile) > Campaign Description.ext (campaignConfigFile) > Game/Mod Config (configFile)
so I know the priority , but does it overwrite things on top of each other?

meager mountain
#

i think it stacks @smoky kernel

#

@regal jacinth what is the classname of the beret you use ?

#

classname of headgear_beret02

regal jacinth
#

yea the colonel one

#

they use the same model i believe

meager mountain
#

ok but do you know the classname ?

smoky kernel
#

i think it stacks @smoky kernel
@meager mountain would make sense yeah, just need to make sure...

meager mountain
#

if there's a priority, it should stack 😄

regal jacinth
#

H_Beret_Colonel

#

oh

#

wait

#

it supposed to be characters_f_epb\BLUFOR\headgear_beret02 instead of characters_f_epb\BLUFOR\Data\headgear_beret02

#

what was that you said about copying models over to p drive?

meager mountain
#

if you write \a3\characters_f_epb\BLUFOR\Data\headgear_beret02 for your model
pboproject will searching for P:\a3\characters_f_epb\BLUFOR\Data\headgear_beret02.p3d

regal jacinth
#

yea so should i just copy the model to p drive and pack it?

meager mountain
#

technically, you could yes

regal jacinth
#

because i was told not to do that yesterday

meager mountain
#

and yes

#

but i think, the best way is just change class RC_Beret_01: H_HelmetB by class RC_Beret_01: H_Beret_Colonel

#

and remove this line model="\Addons\characters_f_ebp.pbo\BLUFOR\Data\headgear_beret02.p3d";

#

it would be something like this

regal jacinth
#

same with the uniformModel = "\A3\characters_f_epb\BLUFOR\headgear_beret02";?

meager mountain
#
{
    class H_Beret_Colonel;
    class RC_Beret_01: H_Beret_Colonel
    {
        author="Melissa Mod Community INC";
        scope=2;
        displayName="Beret [ReaperCrew]";
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"\ReaperCrew_Addons.pbo\Data\headgear_beret2_reapercrew_co.paa"};
    };
}; ```
#

i didn't change paths

regal jacinth
#

but i need to remove uniform model no?

meager mountain
#

oh yes sorry

#

you just want to change the texture

regal jacinth
#

nice it packed

#

lets see if it works ingame

#

damn

meager mountain
#

?

regal jacinth
#
{
    class RC_cuck_headgear
    {
        weapons[] = {"RC_Beret_01"}; 
        requiredVersion = 0.1;
        requiredAddons[] = {"character_f_epc"};
    };
};
class CfgWeapons
{
    class ItemCore;
    class H_Beret_Colonel: ItemCore
    {
        class ItemInfo;
    };
    class RC_Beret_01: H_Beret_Colonel
    {
        author="Melissa Mod Community INC";
        scope=2;
        displayName="Beret [ReaperCrew]";        
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"\ReaperCrew_Addons\Data\headgear_beret02_reapercrew_co"};
    };
};```
#

it wont show

meager mountain
#

well

regal jacinth
#

should be correct right?

meager mountain
#

you rewrote the classname of the beret

regal jacinth
#

i do?

meager mountain
#

replace that class ItemCore; class H_Beret_Colonel: ItemCore { class ItemInfo; };
by that
class H_Beret_Colonel;

regal jacinth
#
{
    class RC_cuck_headgear
    {
        weapons[] = {"RC_Beret_01"}; 
        requiredVersion = 0.1;
        requiredAddons[] = {"character_f_epc"};
    };
};
class CfgWeapons
{
    class H_Beret_Colonel;
    class RC_Beret_01: H_Beret_Colonel
    {
        author="Melissa Mod Community INC";
        scope=2;
        displayName="Beret [ReaperCrew]";        
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"\ReaperCrew_Addons\Data\headgear_beret02_reapercrew_co"};
    };
};```
meager mountain
#

yes

regal jacinth
#

gotcha

#

it worked!

meager mountain
#

nice 😄

regal jacinth
#

thanks alot man

meager mountain
#

no problem 😉

regal jacinth
#

ive been stuck on this shit for 2 days straight

meager mountain
#

i know the feeling haha

rough hatch
#

is there any documentation around on what the "mask" values in a CfgGestures entry can be?

sullen fulcrum
#

If I make a config patch that inherits vanilla configs. Can it be loaded as a serverside mod or will It need to be downloaded on Client

#

My thinking is no due to the fact everyone has all the textures already because its base game

idle matrix
#

pretty sure it'll need to be on clients too

sullen fulcrum
#

Hmm unfortunate. I wanted to make new group configs in LDF but keep my vanilla server modfree

regal jacinth
#

anyone know in which pbo pilot helmets are?

regal jacinth
#

btw i tried adding a logo but the logo is almost invisible/greyed out

stoic lily
#

@rough hatch class BlendAnims

sick zephyr
#

Hi, my artillery fails to switch between firing modes, has anyone experienced that?
I've got short/medium/far ranges setup for the gun but whenever I try to give any targets beyond "short" range to AI it goes "rounds complete!" without firing a single shell

#

It also fails to fire on very short distances even tough it's possible when player-controlled

#

Okay, apparently asking the question is the best way of answering it - the fire modes were set up with wrong distances in them, AI wouldn't know how to swtich through them

regal jacinth
#

ok so im trying to retexture the vanilla MTP uniforms with my unit logo and it keep showing the original texture, even though it appears as its own asset and having the hiddenSelectionTextures as the custom texture.

#
{
    class RC_mtp_uniform
    {
        weapons[] = {"RC_NATO_mtp_uniform_01"}; 
        requiredVersion = 0.1;
        requiredAddons[] = {"character_f"};
    };
};
class CfgWeapons
{
    class U_B_CombatUniform_mcam_vest;
    class RC_NATO_mtp_uniform_01: U_B_CombatUniform_mcam_vest
    {
        author="ReaperCrew Mods INC";
        scope=2;
        displayName="Combat Fatigues Rolled (MTP) [ReaperCrew]";        
        picture="\RC_Uniforms\Data\UI\ReaperCrew_Icon"
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"\RC_Uniforms\Data\mtp_ReaperCrewUniform_01_co"};
    };
};```
untold temple
#

The cfgWeapons class is just the inventory object. You need to make a retextured character in cfgVehicles too

regal jacinth
#

oh alright

#

can i mention the Vanilla combat suit in cfg vehicles?

#

just so i get the same stats

untold temple
#

No, you inherit from another cfgVehicles class that's using the equivalent uniform

regal jacinth
#

ok whats the normal capacity for uniforms?

untold temple
#

I don't know. Read the config values

regal jacinth
#

yea found them, but my texture still doesnt show

regal jacinth
#

it should have the texture no?

wintry tartan
regal jacinth
#

yea

#
{
    class RC_mtp_uniform
    {
        weapons[] = {"RC_NATO_mtp_uniform_01"}; 
        requiredVersion = 0.1;
        requiredAddons[] = {"character_f"};
    };
};
class CfgWeapons
{
    class U_B_CombatUniform_mcam_vest;
    class RC_NATO_mtp_uniform_01: U_B_CombatUniform_mcam_vest
    {
        author="ReaperCrew Mods INC";
        scope=2;
        displayName="Combat Fatigues Rolled (MTP) [ReaperCrew]";        
        picture="\RC_Uniforms\Data\UI\ReaperCrew_Icon"
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"\RC_Uniforms\Data\mtp_ReaperCrewUniform_01_co"};
    };
};
class cfgVehicles
{
    class ContainerSupply;
    class Supply40: ContainerSupply        // The class name does not really matter, but for clarity, it should be SupplyXX, where XX is the desired capacity value.
    {
        maximumLoad = 40;                // Replace XX with the desired capacity value.
    };
};```
#

oh do i need to add a hiddenSelectionTexture in cfgVehicles?

untold temple
#

There's still no character class in your cfgvehicle.

regal jacinth
#

do i just add class RC_mtp_uniform or class RC_Nato_mtp_uniform_01

regal jacinth
#

ive been trying to follow that but it doesnt work

wintry tartan
#

You must learn the fact that saying just “It doesn't work” won't help you. Put your current config

regal jacinth
#

its above

wintry tartan
#

How? There's no sign of the fact you tried to follow the guide...

regal jacinth
#

i tried using the code that was shown in the tutorial, didnt work, someone told me that i can just refer to an item (example the U_B_CombatUniform_mcam_vest) and got it to work.

#

im using a headgear config i made yesterday as a base

wintry tartan
#
class CfgPatches
{
    class RC_mtp_uniform
    {
        weapons[] = {"RC_NATO_mtp_uniform_01"}; 
        requiredVersion = 0.1;
        requiredAddons[] = {"character_f"};
    };
};
class CfgWeapons
{
    class U_B_CombatUniform_mcam_vest;
    class RC_NATO_mtp_uniform_01: U_B_CombatUniform_mcam_vest
    {
        author="ReaperCrew Mods INC";
        scope=2;
        displayName="Combat Fatigues Rolled (MTP) [ReaperCrew]";        
        picture="\RC_Uniforms\Data\UI\ReaperCrew_Icon"
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"\RC_Uniforms\Data\mtp_ReaperCrewUniform_01_co"};
            
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = whateverYouWantToName;
            containerClass = Supply40;
            mass = 40;
        };
    };
};
class cfgVehicles
{
    class B_Soldier_03_f;
    class whateverYouWantToName: B_Soldier_03_f
    {
        hiddenSelectionsTextures[] = {"\RC_Uniforms\Data\mtp_ReaperCrewUniform_01_co"};
        uniformClass = "RC_NATO_mtp_uniform_01";
    };
};```Would looked like this, not tested
regal jacinth
#

oh i see now

icy coral
#

Hey guys, currently im struggeling with submunition for a mortar smokeround. When I'm firing the mortar the Shell should split 40 meters beforce impact into 4 smoke pods to create a smokewall. Sometimes it works like it should be but now im experiencing the issue that it doesnt split at all and just impacts and nothing happens or it does split 1m after the shell left the mortar and that without any pattern. Does anyone have an Idea or needs more info on it ?

flint goblet
#

ive been trying to follow that but it doesnt work
@regal jacinth The guide, if followed correctly, works just fine. If your struggling with your project/config I'd suggest opening up a few of BI's pbos or another retexture mod and see how they have structured their configs. It's a good way to learn, certainly helped me with a few of my little projects....as did the encoding guide. 😉

regal jacinth
#

do i need a special tool to do that? because when i open them theres only numbers

wintry tartan
#

Get Eliteness or something

#

Or Arma 3 Tools > CfgConvert > BINToCPP.bat

untold temple
#

Don't even need that. BankRev that comes with the BI tools will do it. Ed:- no sorry that was for the .pbo, indeed cfgConvert is for derapifying .bin to .cpp

austere spindle
#

Hey there, I currently try to make a NWU based on CUP's new MCCUU, and for some reason the textures don't show up.

Something must be wrong with my config (https://pastebin.com/CbNGjrWw), but I don't know what, and it's driving me nuts.

Help would really be appreciated!

icy coral
#

No one has an idea for my problem with the mortar shells ?

untold temple
#

@austere spindle see the discussion above. You don't have a cfgVehicles human character class either

austere spindle
#

Will try that, thx!

steady beacon
#

@icy coral I have found setting trigger height under 75m can lead to those types of problems from time to time, try 75m and adjust the subminition speed coef if need be to get the effect

regal jacinth
#
{
    class U_B_CombatUniform_mcam_vest;
    class RC_NATO_mtp_uniform_01: U_B_CombatUniform_mcam_vest
    {
        author="ReaperCrew Mods INC";
        scope=2;
        displayName="Combat Fatigues Rolled (MTP) [ReaperCrew]";        
        picture="\RC_Uniforms\Data\UI\ReaperCrew_Icon";
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"\RC_Uniforms\Data\mtp_ReaperCrewUniform_01_co"};

        class ItemInfo:
        {    
            mass = 40;
            uniformModel = "-";
            uniformClass = RC_NATO_mtp_uniform_01;
            containerClass = Supply40;            
        };
    };
};```
what should i put in uniformModel?
sullen copper
icy coral
#

thanks for the advice @steady beacon will try that out

strange egret
#

@sullen copper you modelled it with the wrong direction. Rotate it 90° in your model editor of choice

sullen copper
#

Thanks, gonna give it a try

#

That did it, thanks @strange egret !

Now I need to shuffle the gun around a bit to make it fit into the guy's hands properly. How would I go about doing that?

strange egret
#

position it so that it rests into the shoulder properly. You position the hands with a custom hand animation, but position to shoulder depends alone on mesh position inside p3d

#

(note that different stances lead to different position on shoulder... its impossible to get it perfect with the current standard animations we have, so dont worry too much)

sullen copper
#

So say I want to reuse an existing arma animation. Do I shuffle the gun around in object builder to make it rest in the right place?

hearty sandal
#

its unlikely to ever fit well

sullen copper
#

😄

hearty sandal
#

well yes that would require moving it aroung iin OB

#

or in your original source model

strange egret
#

like i said, every gun needs custom hand animations anyway. But the Stance animations are common for all weapons (which define position of the "model origin" for weapons)

hearty sandal
#

you can use the sample rifle to position the grip in same position

strange egret
#

if the stock is too short or longer, then this wont help

hearty sandal
#

gets it closer though

strange egret
#

worry about stock position, not hand position

sullen copper
#

Brutally learning the importance of modelling using Arma references

regal jacinth
#

what goes in the uniformModel ?

sullen copper
#

Hey again, guys. Issue with my gun: I'm inheriting the majority of its stats from an existing gun, and now it doesn't show up in the arsenal any more. It exists in the config, since I can equip it with a code snippet, but yeah. Not in the arsenal.

#
    class Dapper_M73_LMG_F: Dapper_M73_LMG_Base_F
    {
        scope = 2; /// should be visible and useable in game
        displayName = "M73 Light Machine Gun"; /// some name
        model = "Projects\M73 LMG\M73_LMG_F.p3d"; /// path to model

        picture = ""; /// different accessories have M, S, T instead of X
        UiPicture = ""; /// weapon with grenade launcher should be marked such way

        weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
        class WeaponSlotsInfo
        {
            mass = 100; /// some rough estimate
        };
    };
flint goblet
#

@regal jacinth uniformModel can be left as is, however your config still looks like a little muddled to me, a mixture of cfgVehicles/cfgWeapons. 🧐 If it's any help here is a fairly clean config example for a retextured uniform, works perfectly...```class CfgPatches
{
class eo_uniforms
{
units[]={};
weapons[]=
{
""
};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Data_F_Exp"
};
};
};
class CfgWeapons
{
class UniformItem;
class U_B_CTRG_Soldier_F;
class eo_bandit: U_B_CTRG_Soldier_F
{
scope=2;
author="EO";
displayName="EO Bandit Fatigues";
model="\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
class ItemInfo: UniformItem
{
uniformmodel="-";
uniformClass="eo_bandit";
containerclass="Supply80";
armor=50;
mass=30;
};
};
};
class cfgVehicles
{
class B_CTRG_Soldier_base_F;
class eo_bandit: B_CTRG_Soldier_base_F
{
scope=1;
displayName="EO Bandit Fatigues";
model="\A3\Characters_F_Exp\BLUFOR\B_CTRG_Soldier_01_F.p3d";
uniformClass="eo_bandit";
hiddenSelections[]=
{
"camo",
"insignia"
};
hiddenSelectionsTextures[]=
{
"\eo_uniforms\data\eo_bandit.paa"
};
class Wounds
{
tex[]={};
mat[]=
{
"a3\characters_f_exp\blufor\data\U_B_CTRG_Soldier_F.rvmat",
"A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat",
"A3\Characters_F_Exp\BLUFOR\Data\U_B_CTRG_Soldier_F_injury.rvmat"
};
};
};
};

untold temple
#

@sullen copper you are probably inheriting baseWeapon

sullen copper
#
#include "basicdefines_A3.hpp"
class CfgPatches
{
    class Dapper_M73_LMG_F
    {
        units[]={};
        weapons[]={"Dapper_M73_LMG_F"};
        requiredVersion=0.1;
        requiredAddons[]={""};
    };
};
/// All firemodes, to be sure
class Mode_SemiAuto;
class Mode_FullAuto;

/// Weapon slots

#include "cfgMagazines.hpp" /// specific magazines for this rifle
#include "cfgAmmo.hpp" /// specific ammo for this rifle

class CfgWeapons
{
    class Rifle;
    class Rifle_Base_F: Rifle
    {
        class WeaponSlotsInfo;
        class GunParticles;
    };



    class OPTRE_M73;

    class Dapper_M73_LMG_Base_F: OPTRE_M73 /// Just basic values common for all testing rifle variants
    {
        magazines[] = {Dapper_80Rnd_M73_box, Dapper_80Rnd_M73_box_tracers, dapper_m73_box_magazines}; /// original custom made magazines and a group of several standardized mags
    };

    class Dapper_M73_LMG_F: Dapper_M73_LMG_Base_F
    {
        scope = 2; /// should be visible and useable in game
        displayName = "M73 Light Machine Gun"; /// some name
        model = "Projects\M73 LMG\M73_LMG_F.p3d"; /// path to model

        picture = ""; /// different accessories have M, S, T instead of X
        UiPicture = ""; /// weapon with grenade launcher should be marked such way

        weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
        class WeaponSlotsInfo
        {
            mass = 100; /// some rough estimate
        };
    };
};

Here's the entire snippet. Inheriting from an OPTRE gun

untold temple
#

As I said, it's probably inheriting baseWeapon = "OPTRE_M73"; so Arsenal just thinks it's another variant of that weapon. You need to redeclare that with your own classname

icy coral
#

After the tip with setting the triggerdistance higher for the shells the problem still occurs. https://i.imgur.com/Gu2hsUy.jpg does someone else maybe has an idea how to fix this. this happens also when i try it with the exact same Vanilla cfgammo entry Smoke_120mm_AMOS_White.

sullen copper
#

Yup, solved it @untold temple . The issue was what you said. I just misunderstood

sullen copper
#

I return. More questions about gun configs.

Trying to make a custom fire mode, called SlowAuto. It's basically Mode_FullAuto, but just fires half as fast and more accurately. Problem is, when I load into game and equip it, I get the "No entry bin\config.bin/CfgWeapons/Dapper_M73_LMG_Base_F/SlowAuto.StandardSound"

The fire mode works, but makes no noise.

Here's the code snippet for it:

class Dapper_M73_LMG_Base_F: OPTRE_M73 /// Just basic values common for all testing rifle variants
    {
        magazines[] = {"Dapper_80Rnd_M73_box", "Dapper_80Rnd_M73_box_tracers", "dapper_m73_box_magazines"}; /// original custom made magazines and a group of several standardized mags
        modes[]=
        {
            "SlowAuto", "FullAuto"
        };

        class SlowAuto : Mode_FullAuto
        {
            reloadTime=0.30;
        };
        
    };
#

Question is. Shouldn't it just inherit the sound from Mode_FullAuto?

strong shuttle
#

In that snippet class Mode_FullAuto is not defined, which should give errors

austere spindle
#

I still haven't figured out how to make the textures appear for the NWU I am working on. I also added the character class like @untold temple pointed out, but still only the default MARPAT texture appears.

My config currently looks like this: https://pastebin.com/WVRZVjTD

austere spindle
#

Oddly enough, when I just did a retexture for the MARPAT Officer Cap the texture works perfectly fine

wintry tartan
#

You didn't followed the guide properly.
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Uniform_configuration

class cfgWeapons
{
    class UniformItem;
        
    class U_B_soldier_new: Uniform_Base
    {
        author = "Splendid Modder";
        scope = 2;
        displayName = "New Uniform";
        picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"};
            
        class ItemInfo: UniformItem    // <-- this part is needed
        {
            uniformModel = "-";
            uniformClass = B_soldier_new;
            containerClass = Supply40;
            mass = 40;
        };
    };
};```
austere spindle
#

That unfortunately only makes it use the underwear model

wintry tartan
#

?

austere spindle
#

Yeah so before it used the uniforms default MARPAT texture, and when I added the "class ItemInfo" part it makes it use the underwear model

wintry tartan
#

Then you did something wrong

hard jolt
#
class ItemInfo;
class HitpointsProtectionInfo;    
class CfgWeapons {
    
class ItemCore;
class InventoryItem_Base_F;
class VestItem: InventoryItem_Base_F {
    class HitpointsProtectionInfo;
};
class Vest_Camo_Base : ItemCore {
    class ItemInfo: VestItem {};
};
class Vest_NoCamo_base : ItemCore {
    class ItemInfo: VestItem {};
};
class V_PlateCarrierIA1_dgtl : Vest_NoCamo_base {
  class ItemInfo : VestItem {
    mass = 193.359;
  };
};
class V_PlateCarrierIA2_dgtl : V_PlateCarrierIA1_dgtl {
  class ItemInfo : VestItem {
    mass = 193.359;
  };
};
class V_PlateCarrierIAGL_dgtl : V_PlateCarrierIA2_dgtl {
  class ItemInfo : VestItem {
    mass = 361.667;
  };
};
class V_PlateCarrierIAGL_oli : V_PlateCarrierIAGL_dgtl { ///<<<<---- no uniformModel only there
  class ItemInfo : ItemInfo {
    mass = 361.667;
  };
};```

hello, guys! Do you have any idea why config is not working properly? Problem class is just retexture and have no iteminfo declared in original config, so i have to change line to class ItemInfo : ItemInfo {
but i dont get logic and cant alter the script for that case (i patch all the vests)
#

i mean, that last class dont get parent parameter uniformModel

#

original config looks like this:

class V_PlateCarrierIAGL_dgtl: V_PlateCarrierIA2_dgtl
    {
       ...
        class ItemInfo: VestItem
        {
            uniformModel = "\A3\Characters_F_beta\INDEP\equip_ia_ga_carrier_gl_rig.p3d";
            containerClass = "Supply120";
            ...
            class HitpointsProtectionInfo
            {
               ...
            };
        };
    };
    class V_PlateCarrierIAGL_oli: V_PlateCarrierIAGL_dgtl
    {
        ...
        hiddenSelectionsTextures[] = ...
    };```
#

for some reason, i need to find if class have no iteminfo declared inside it, and use other iteminfo parent (i need to declare iteminfo: iteminfo instead of iteminfo : vestitem)

so, how can i detect that case? No iteminfo in class

wintry tartan
#

Excuse me, I read your question for like 5 or 10 times but can't quite understand what you're trying to say. What is the result and what is the desired result?

austere spindle
#

@wintry tartan is the class ItemInfo stuff really necessary when it's just a retexture for an already existing asset? I did a retexture for a Cap and it works just fine

wintry tartan
#

Is necessary to make it uniform

hard jolt
#

Yep, my english is not good enough(
So, i am patching the weight of all the vests.
When i hit the class, which has no iteminfo inside it, things turn bad
My script puts "standard" config structure of class ItemInfo: VestItem, which is inherited to it, but this is wrong (for some reason)
in that case, class do not get parent contents of iteminfo, but gets default contents of vestitem class

austere spindle
#

But all that stuff should already be in the already existing asset shouldn't it? And my only problem is that the textures don't apply, while they do on the cap I did

wintry tartan
#

Because if you just inheriting the base uniform (CfgWeapons entry), it designates the base uniform, which isn't retextured

#

An uniform should have a entry in CfgWeapons and CfgVehicles each, and should have connected each

hard jolt
#

Can you guys advice me either the propper config structure or the script way to check the class iteminfo abscence in any class?

#

Game config viewer is highlighing different lines with different colours, which should be the level of inheriting

austere spindle
#

@wintry tartan I am not very good at this, so sorry if I'm bothering you or I seam like a smart-ass

wintry tartan
#

Stop sorrying and just do. You don't want to make an apology but just wanted to make the proper config aren't you? Then just do

#

@hard jolt
Am I right?:

  1. You want to modify those vests' weight (mass)
  2. You made the config above
  3. And it somehow corrupts something
hard jolt
#

Yes, it removes inherited uniformModel and containerClass

#

At first i put class iteminfo: iteminfo everywhere, but bumped other problem

#

i also made a copy class for the vest that already absorbed the bullet and has slightly weaker armor, and that copy doesent get all the hitpoint protection values inherited

#

(if i declare iteminfo:iteminfo in parent normal ingame class)

austere spindle
#

omg

#

i finally did it

#

thank you so much

wintry tartan
#

So, I just tested. Seems there's no issue there? @hard jolt

hard jolt
#

try V_PlateCarrierIAGL_oli, it gets no model if you mention class iteminfo: vestitem

wintry tartan
#
class V_PlateCarrierIAGL_oli : V_PlateCarrierIAGL_dgtl { ///<<<<---- no uniformModel only there
  class ItemInfo : ItemInfo {
    mass = 361.667;
  };
};```First of all, does this part even needed?
hard jolt
#

You mean, i can change mass outside the iteminfo?

wintry tartan
#

it gets no model
No, it has

#

No. The mass has already updated since V_PlateCarrierIAGL_dgtl's mass has changed, and V_PlateCarrierIAGL_oli is inheriting it

hard jolt
#

can we detect that? i mean, the abscence of config parameter

#

or may be the whole class iteminfo?

#

actualy, that was what i wanted to ask)

wintry tartan
#

I don't get it. If itemInfo is missing, it just won't work, so it wouldn't exist

hard jolt
#
_rmass = _maxarmor * 2.714644 + (1 - _maxpass) * 185.6067;
    _supply = getText(_conf >> 'ItemInfo' >> 'containerClass');
    private _supplyaddmass = 0;
    if !(_supply isequalto 'Supply0') then {
        _supplynum = if (_supply select [8,1] != "") then {_supply select [6,3]} else {_supply select [6,2]};
        _supplyrazm = parseNumber _supplynum;
        _supplyaddmass = (_supplyrazm - 20) * .2;
    };
    _rmass = _rmass + _supplyaddmass;
    "BlendWriteToFile" callExtension format ["writeline;//originallmass was %1 new is %2; _supplyaddmass formulae got %3",_mass,_rmass,_supplyaddmass];
    if ((ceil (_mass / 10) < ceil (_rmass / 10)) or {ceil (_mass / 10) > ceil (_rmass / 10)}) then {
        // "BlendWriteToFile" callExtension format["writeline;class ItemInfo : %1 {",configname inheritsFrom (configFile >> "CfgWeapons" >> _wpn >> "Iteminfo")];
        "BlendWriteToFile" callExtension "writeline;class ItemInfo : ItemInfo {";
        "BlendWriteToFile" callExtension format ["writeline;mass = %1;",_rmass];
        "BlendWriteToFile" callExtension "writeline;};";
    };```
#

i am wrighting the config from the script

wintry tartan
#

Again, I don't see there's an issue you say

hard jolt
#

ok, ill make clear addon to test, give me a minute

#

may be problem is in some mod that already broken something

wintry tartan
#

Most likely

hard jolt
#

yep, its working on clear arma with my config(

#

thank you for testing!

sullen copper
#

Hi guys! Trying to change the reloadTime and dispersion of a fire mode that I inherit from an existing gun. How do I declare that in the code?

Tried a few ways so far, and, well, having some trouble:

                class FullAuto : Mode_FullAuto
        {
            reloadTime = 0.065;
            dispersion = 0.0025;
        };

This gave me a completely new fire mode called FullAuto when what I wanted to do was modify the existing FullAuto inherited from the other gun.

hard jolt
#

class FullAuto : FullAuto
may be like this?

sullen copper
#

@hard jolt That gives an error that "FullAuto doesn't exist" :/

#

I do know that FullAuto exists, since I can see it in the inherited gun's config

wintry tartan
#

Show us your full config

sullen copper
#
#include "basicdefines_A3.hpp"
class CfgPatches
{
    class Dapper_M73_LMG_F
    {
        units[]={};
        weapons[]={"Dapper_M73_LMG_F"};
        requiredVersion=0.1;
        requiredAddons[]={"M73_Test"};
    };
};
/// All firemodes, to be sure
class Mode_FullAuto;
class Mode_SlowAuto;

/// Weapon slots

class CfgWeapons
{
    class OPTRE_M73;

    class Dapper_M73_LMG_Base_F: OPTRE_M73 /// Just basic values common for all testing rifle variants
    {
        modes[]=
        {
            "SlowAuto","FullAuto"
        };
                class FullAuto : FullAuto
        {
            reloadTime = 0.065;
            dispersion = 0.0025;
        };
                class SlowAuto
        {
            reloadTime = 0.15;
            dispersion = 0.00075;
        };
        
    };

    class Dapper_M73_LMG_F: Dapper_M73_LMG_Base_F
    {
        baseWeapon = "Dapper_M73_LMG_F";
        scope = 2; /// should be visible and useable in game
        displayName = "M73 Light Machine Gun"; /// some name
        model = "Projects\M73 LMG\M73_LMG_F.p3d"; /// path to model

        picture = ""; /// different accessories have M, S, T instead of X
        UiPicture = ""; /// weapon with grenade launcher should be marked such way

        weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
        class WeaponSlotsInfo
        {
            mass = 100; /// some rough estimate
        };
    };
};
wintry tartan
#

You're struggring with line 28?

sullen copper
#

Yup. Trying to inherit by referencing "FullAuto" doesn't work, just get a missing class error.

Trying to inherit from Mode_FullAuto creates a new FullAuto class that is missing everything from the inherited gun's FullAuto class

#

In a nutshell: I want to tweak OPTRE_M73's FullAuto class.

wintry tartan
#

Because you didn't inheriting FullAuto

#
class whateverBaseClass;

class OPTRE_M73: whateverBaseClass
{
    class FullAuto;
};

class Dapper_M73_LMG_Base_F: OPTRE_M73
{
    modes[]=
    {
        "SlowAuto","FullAuto"
    };
    class FullAuto : FullAuto
    {
        reloadTime = 0.065;
        dispersion = 0.0025;
    };
    class SlowAuto
    {
        reloadTime = 0.15;
        dispersion = 0.00075;
    };
};```
sullen copper
#

Oh, so if I want to inherit more classes for tweaking I need to specify them when I declare the inherited gun?

wintry tartan
#

Yes

sullen copper
#

Using that example, I'd do this to enable tweaking of "Single", right?

class OPTRE_M73: whateverBaseClass
{
    class FullAuto;
    class Single;
};
wintry tartan
#

Yes

sullen copper
#

Right, gonna give it a try

#

That did it! Thanks a bunch, @wintry tartan . Been stuck on this since last night

strong shuttle
#

Wow... Exactly what I said yesterday, which you didn't read...

regal jacinth
#

model = "\A3\Characters_F\BLUFOR\equip_b_bandolier";

i was wondering about the file path for models. If i take that file path and create an identical one in my p drive with the model, will the pbo later recognize that path when i put the mod folder in Arma?

untold temple
#

Not sure what you're trying to achieve with that. Arma loads the model file from its .pbo in the game data. Unpacking it to your P:\ drive doesn't effect the game

hard chasm
#

the PDrive:\ is used to build addons Yes, you could extract ALL of the pbo that contains the above file, and pack it back again, but, as 12thMonkey has said, the game doesn't know what a P:\ is.

regal jacinth
#

pboProject requires you to work in the p drive, so i thought if i create the model path in p drive pboProject would create the pbo

hard chasm
#

no, it only checks against typos

regal jacinth
#

i mean as will the config follow the path in d drive instead of p drive

hard chasm
#

neither

#

the engine has no concept of P:\ or D: or 'my documents'. It's linux.

#

the only thing the engine knows is that ALL files begin at \

regal jacinth
#

so this is just an example?
"\A3\Characters_F\BLUFOR\equip_b_bandolier";

hard chasm
#

it's a perfect example

#

the engine looks inside it's pbos for that \a3\anything

#

model= p:\what\ever cannot, ever, exist (in the config, or any other file of bis)

regal jacinth
#

ok i thought \A3 referred to the vanilla addons folder

hard chasm
#

gernerally yes. it looks for PBOs in that folder. the folder *location is genuinely irrelevant

#

how?

#

mod=Z:\My\Great\Addon

#

is just as valid

#

and, believe it or not, the nameOf.pbo is also irrelevant.

#

you can renane ANY pbo to girraffes. it works exactly the same

regal jacinth
#

ok because im trying to retexture a vest, how would i refer to the new asset that it will use the same stats as the vanilla vest but will use this texture instead of the standard one

hard chasm
#

you make your own pbo with that texture

regal jacinth
#

yes but how would i write that in config is what i mean

hard chasm
#

texture=\ceo\some\where.paa;

#

YOU have a folder called P:\ceo

regal jacinth
#

yea the addons folder is in p drive

hard chasm
#

it never should be. the addon SOURCE is in that drive

regal jacinth
#

yes thats where i do all the changes

hard chasm
#

yes

#

p:\ceo\MyGreatTexture\config.cpp

#

the name of your pbo in above example will be called MyGreatTexture.pbo

regal jacinth
#
{
    class V_PlateCarrier1_rgr;
    class RC_Carrier_lite_01: V_PlateCarrier1_rgr
    {
        author="ReaperCrew Mods INC";
        scope=2;
        displayName="RC Carrier Lite (Green)";
        hiddenSelections[]=
        {
            "Camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\RC_Vests\Data\RC_vests_rgr_co.paa"
        };
    };
};```
im wondering if i can just refer to the vanilla Carrier lite, change the name and texture. woud that work?
hard chasm
#

generally yes. and, it is a very foolish thing to alter existing bis assets because that affects all and everyone.

#

but yes.

regal jacinth
#

but im adding it as its own mod

#

im not looking to replace the vanilla item, i just want to make a copy of that with my texture on it

hard chasm
#

well, you can.

#

the imporant bit above is you create what people refer to as 'mytag'. Your 'mytag' is 'ceo' (or anything else you want to dream up). This ensures that your pbo never clashes with others and vice versa.

sullen copper
#

@strong shuttle Sorry, didn't see it.

hard chasm
#

so, all the work you ever do in this game, is within the ceo folder.

regal jacinth
#

yes and i cant just copy the models from the original pbo and put it in mine

hard chasm
#

never

regal jacinth
#

exactly

hard chasm
#

you can't 'copy' p3d or wrp or most other assets. the prefix of where they look (eg A3) is different to CEO\

regal jacinth
#

so how would i tell the code use an asset from a modfolder that is not mine? example, telling the code to use the Carrier Lite model, but instead of it being named "Carrier Lite (Green)" with the normal texture, it would be named "RC Carrier Lite (Green)" with my retexture of the original texture without removing the vanilla asset

hard chasm
#

"\ceo\my_vests\Data\big_green_vest_co.paa"

#

the pbo would be called 'my_vests'

#

sorry for above changes, am trying to make it clearer

regal jacinth
#

my current p drive path is P:\RC_Vests\Data\RC_vests_rgr_co.paa

hard chasm
#

so RC is your mytag then? if not, do something about it.

regal jacinth
#

so should i just do P:\ceo\RC_Vests\Data\RC_vests_rgr_co.paa instead?

#

oh wait im stupid

#

yes RC_vests is mytag

hard chasm
#

i'd be inclined to say
\ceo\ceo_Vests\Data\vests_rgr_co.paa

#

ceo\ is >YOUR< permanent folder. Only a fool would start using it too.
ceo_vests is in this folder, and is a tiny, insignificant addon vs all the others you're going to make. in-your-folder

regal jacinth
#

ok so it goes
ceo>ceo_vest>Data>RC_vests_rgr_co.paa
And configs being in ceo_vest together with Data?

hard chasm
#

you got it!

regal jacinth
#

gotcha

hard chasm
#

(forgive me for saying ceo, it's whatever you want it to be.)

#

just be a little smart about what you call it.

regal jacinth
#

is it just for vests and stuff? because i made a headgear with the same way i did earlier

hard chasm
#

ceo\ceo_headgear....

regal jacinth
#

yes but it worked when i had it as just ceo_headgear

hard chasm
#

fine

#

if you want to splatter drive with lots of ceo_blah. do it. Most folks who learn, use a subfolder. EVEN BIS

#

guess what their primary mytag is.

regal jacinth
#

ok

#

thank you

hard chasm
#

if you're uncomfortable using subfolders, your original choice is also fine, but, will get messy

regal jacinth
#

yea i get that

#

sadly the texture doesnt show up :(

regal jacinth
austere spindle
#

Okay I've got a new problem with my NWU (sorry :D), I try to apply hiddenselectionsmaterials on it, however Arma tells me it can't load the material file

wintry tartan
#

If you receive the message that tells you the game can't reach to the file, then the path is wrong most likely

austere spindle
#

Yeah I checked that, and the path seems to be correct at first glance

#

do I need the backslash in the rvmat?

#

Like at the very beginning of the path

wintry tartan
#

Maybe, maybe not

#

Backslash is one of the most weirdest thing in Arma

strong shuttle
#

But if the error is about not finding the rvmat in hiddenSelectionMaterials than the issue is in the config, not in the rvmat...

austere spindle
#

I guess, however like I said it seems to be correct

#

hiddenSelectionsMaterials[] = {
"\CUP_NWU\data\nwu1.rvmat";
};

wintry tartan
#

That is not how to

#

Remove ;

austere spindle
#

Will do

#

Well, that didn't fix it unfortunately

#

odd

untold temple
#

If you unpack your .pbo, is there a .rvmat still in there? I know some tools assume .rvmat data is being baked into a .p3d and will discard the raw files on the assumption that they're no longer needed

#

With AddonBuilder you could just add .rvmat to the list of files to copy directly. Not sure how it's handled with other tools

austere spindle
#

Huh

#

It actually is gone

#

Will try that

#

Okay something happened

#

well, my game crashed

#

I think I almost have it

#

Works splendidly, thank you so much @untold temple !

regal jacinth
#

you can put more than one asset in a config right?

flint goblet
#

yes you can ^^

regal jacinth
#

ok ty

icy coral
#

is there an cfg entry to disable the rangefinder in the optic of artillerygunner ?

#

searched the references of cfgweapons and vehicles but cant find something thats maybe the solution after reading the description

untold temple
#

It'll be in the rsc that's connected to it by turretInfoType

#

most likely you will need to make a new rsc class without the parts that you don't want

icy coral
#

even if i let turretinfotype empty with ""; ?

#

because its basicly empty irl just with a scope

untold temple
#

It'll probably break other things, yeah

#

IIRC the pgup/pgdn gun elevation stuff requires a particular idc in the infotype class

icy coral
#

i dont have the overlay anymore with ""; but the problem is even if i aim through the optic on to the ground my smokeshell splits directly into 4 shells. if i aim into the sky everything works normal and the shell is splitting up 100m berfore impact

wet pike
#

If "Head_NATO" is the identityType for western-style faces, what is the equivalent for CSAT's Iranian faces?

cerulean tundra
#

@TWWP_Insignia/addons/TWWP_Insignia/Images
@TWWP_Insignia/addons/TWWP_Insignia/config.cpp

addonbuilder
@TWWP_Insignia/addons/TWWP_Insignia/ --> @TWWP_Insignia/addons/TWWP_Insignia.pbo


 class CfgPatches
{
    class TWWP_INSIGNIA
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]={};
    };
};

class CfgUnitInsignia
{
    class Insignia_TWWP
    {
    scope=1;
    author = "TWWP-TEAM";
    textureVehicle = "";
    Icon="\Images\FireTeam3Leader.paa";
    }
    class FireTeam1Lead: Insignia_TWWP
    {
        scope=2;
        displayName = "Fire-Team 1 Lead";
        texture = "\Images\FireTeam2Leader.paa";
    };
    class FireTeam4Lead: Insignia_TWWP
    {
        scope=2;
        displayName = "Fire-Team 4 Lead";
        texture = "\Images\FireTeam4Leader.paa";
    };
    ...
};

The Problem: None of the Pictures is Loaded/ it also tells me that it can't find FireTeam2Leader but non of the others.

Icon is also not loaded (Pictures are 512x512) anybody knows what I have done wrong

Thanks

wintry tartan
#

"\Images\FireTeam2Leader.paa"
->
"TWWP_Insignia\Images\FireTeam2Leader.paa"

cerulean tundra
#

Thx

cerulean tundra
#

how can I cange the "logo" on the right side in the arma launcher(now there is a puzzle pice)

grand zinc
#

you mean for your mod?

cerulean tundra
#

yes

grand zinc
#

In Publisher, you can select the logo on the top right

#

I think you can also change it on the steam page of your mod

cerulean tundra
#

ok thanks

cerulean tundra
#

doesn't worked, I want to change the logo in the Arsenal on the items of that mod

grand zinc
#

Ah but you said in Arma launcher.
That is in mod.cpp

#

you can find that file in many mods (RHS, ACE, CBA) and just use that file and how they are doing it as a template

#

you'll also place these paa logo's in your modfolder, next to the mod.cpp

cerulean tundra
#

Thanks

sullen fulcrum
#

Is there more information of the protection of a soldier and how armor and passThrough work, with just the official documentation I'm having some trouble grasping how they transfer into ballistic/explosive protection, and how to properly configure a II-A vest to work like a II-A vest

torn rover
#

hey guys im trying to config a helm i need some help

winter rain
#

hey guys im trying to config a helm i need some help
@torn rover

Arma 3 Samples/Addons/Headgear is the basic to start with the cap to get it ingame first.

steady beacon
#

So we have a 2 seat plane setup, pilot controls IR a2a missiles(and gun) Gunner controls long range a2a missiles and the a2g stuff. The problem I am facing is gunner wants to use a2a missiles over bombs/cbus when attacking ground targets. I have kinda solved the problem of them using the a2a weapons on ground targets using mintrackheight, but the gunner still wants to select a2a missiles at ground targets. If i jump into gunner seat and select a2g ordinance for them they will use it a few times then go back to a2a missiles. If I remove a2a missiles completely gunner will not engage at all, is there a way to solve this via config properties. Yes we have set pylon priorities and made a2a least priority but it still doesn't work, anyone have any suggestions/advice?

idle matrix
#

are you using custom weapons and/or ammo?

#

might be some config has an incorrect flag set

finite bronze
#

I'm trying to understand making custom tracers. Does EffectFly = determine the trace used?

untold temple
#

No, that's for a particle effect that follows the projectile. Like on rockets, missiles etc.

#

tracers are using a model

#

e.g. model = "\A3\Weapons_f\Data\bullettracer\tracer_green";

finite bronze
#

thanks 😄

#

is there an example model of a tracer anywhere in the a3 sample files or online? I was reading that there were some A2 ones put out by BI that work.

untold temple
#

A2 ones are most likely exactly the same as the A3 ones. With the exception of different texture/rvmat paths

finite bronze
#

Any idea where i can find one that i can edit in blender? (obviously one BI has put online for editing purposes).

#

wait, I forgot about the A2 wiki, they will probably be there (I'm just an idiot, haha)

untold temple
#

Other than the one that'll be somewhere in the A2 sample data (which is on the wiki but it's a big pack of all data), there probably isn't one

finite bronze
#

yeah, someone on a forum said they're in the one of the a2 sample folders so I'm going to go through them, thanks for the help.

wheat flicker
#

I'm looking to basically duplicate the MagazineProxy proxy so that I can have two MagazineProxy proxies that pull from different values within the CfgMagazines class

#

I can see that setting up the Proxy isn't horrible as far as CfgNonAIVehicles goes, but does anyone happen to have the answer as to how I get the model to read the config value for the path?

untold temple
#

The proxy positions are indexed by muzzle. There's no config parameter to pick and choose which proxy they go on

wheat flicker
#

I don't understand the response

#

I'm looking to make a secondary magazineProxy proxy that pulls a value from the magazine's config, but I want the path input to be separate from the existing path input

#

so that the based on the magazine, you have both the magazine and a secondary item that comes with it, but is not on the same model as the magazine

untold temple
#

What you want to do isn't possible

strong shuttle
#

A model can't read game configs, and afaik the other way around is not even possible (afaik only by engine).
So if you need a separate proxy you'll need two configs

wheat flicker
#

The reason it isn't possible is because it's run via the engine, right?

#

the proxy pulls the path from the magazine config

#

just the same as the attachment proxies?

#

See, I had a feeling it wasn't possible, and I've already sorted it, but if I could do it this way I would have preferred to

untold temple
#

Magazine proxies work on the basis that they use the parameter modelSpecial and load it on to a proxy in the weapon model. That's it's only function. Which proxy within the weapon model the modelSpecial is loaded on to, is determined by which muzzle[] on the weapon the magazine is loaded in to

wheat flicker
#

ah okay, after including the second part I understand where you were going with that

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one magazine is supposed to load two things in my perfect scenario described above

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I just wasn't sure if there was a way to configure my own version of that same proxy that could use a secondary pathing

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as that's what I was led to believe by the wiki

untold temple
#

the modelSpecial can have different .p3d to the model, so that the proxy as loaded into the weapon looks different to the one on the ground

wheat flicker
#

I'll be more specific so as to use better examples

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the mod I'm working on includes ammocounters on most of the rifles, and I've just recently set them up to be handled via the magazine proxy system so that I can have multiple capacities for one weapon as opposed to having the one weapon able to take one capacity magazine

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but because I've taken up the magazine proxy, I cannot now have custom magazines

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which is where the hope for a secondary magazineproxy came into play

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I appreciate the clarification though, thanks for the response

untold temple
#

If you could script some kind of eventhandler to load a second magazine that represents the visual magazine box into a hidden secondary muzzle, you might be able to achieve it

wheat flicker
#

I figure I could probably have done it through scripting, but I'd ultimately rather keep it as vanilla based as possible

#

the closer it is to base A3 assets, the more optimized (at least, I can hope) it is

hot pine
#

cannot you handle it as simple weapon ground holder?

hardy elm
#

Hi guys, I have a problem with inheritance of AnimationSources (I'm modding Global Mobilization assets at the moment). I got it working for other vehicles, and I can't figure out why it's not working in this specific instance. Maybe I got a typo somwhere and am just blind. Can someone take a look? https://gist.github.com/maxmconrad/875450eb787f5ee1ebb63262ffce8d8e It seems that this overwrites the AnimationSources in base class "gm_typ1200_base" (it's empty in config viewer, except for the specific animation source I change). 🤔

hot pine
#

@hardy elm check if gm_typ1200_base is not inheriting animationSources from its parent

#
class gm_typ1_base: whateverparent
{
class AnimationSources;
};

    class gm_typ1200_base: gm_typ1_base
    {
    // some irrelevant stuff here
        
        // defining it here so I can inherit from it later, seems to overwrite though??
        class AnimationSources: AnimationSources
        {```
If yes, you would have to do something along those lines
hardy elm
#

Ah, that'd make sense. I will check later 🙂 Thank you

hardy elm
#

That was it, thanks a lot. Didn't know you couldn't inherit from anywhere in the chain

hot pine
#

you can, what you did was breaking of chain

steady beacon
#

@idle matrix yes we are and that's all setup properly but thanks for your response, I'm kind of leaning to an AI problem/bug, which means it will probably never get resolved now. It may come down to using scripts 🤮 to get it working as it should. The most frustrating part is that when i select cbu and switch out of gunner positiom they will use the damn things but won't select it themselves

idle matrix
#

do you switch to it via the scroll wheel menu?

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because I know AI can't switch ammo types for example like that

steady beacon
#

no it's native ie F button. Its not a scripted solution

#

it's almost like the AI hate cluster bombs(laws of war at work in the AI hahaha)

hot pine
#

@steady beacon tweak cost values, increase hit & perhaps change ai flags?

#

you could potentially make main cluster bomb with some super ridiculous hit value which will make AI really trigger happy - it shouldn't matter for a player that much since it's only one of the submunition stages which most likely never going to hit anything

steady beacon
#

@hot pine cost up or down? AI flags are set properly but I will try increasing the main bombs hit value as well thanks for the advice👍

hot pine
#

lower it

steady beacon
#

Ok will try that as well cheers bud.

rare wyvern
#

I need a bit of help i just started to make a PSO scope but sadly the Arma 3 Samples only shows 3D scopes what I dont want so my Question is if anyone got a reference config for a PIP Scope since cant find anything ?

hearty sandal
#

might not recommend pip scope

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pip is quite demanding and might not provide proper scope experience all the time

placid jay
#

yeah, it's horrible. Don't even waste your time on it.

slim magnet
#

Where should I place my class CfgRespawnInventory etc configs?

strong shuttle
#

description.ext of your mission

slim magnet
#

Okay, but then I'm getting an error of

strong shuttle
#

depending on your error it can be anything

slim magnet
#

Should they be added automatically or do I need to call [missionNamespace, ["SurvivorMX", 3, -1]] call BIS_fnc_addRespawnInventory;

#

Because if I try to call that, I get: 'SurvivorMX' not found in CfgRespawnInventory or CfgVehicles

strong shuttle
#

you need to call that function to include them to your mission

#

something I usually have is something like this:

// Remove all loadouts from RespawnInventory
{
    [missionNamespace, _x] call BIS_fnc_removeRespawnInventory;
} forEach ([missionNamespace, true] call BIS_fnc_getRespawnInventories);

sleep 0.2;

_loadouts = "true" configClasses (missionConfigFile >> "CfgRespawnInventory");

_loadouts apply {
    [missionNamespace, configName (_x) ] call BIS_fnc_addRespawnInventory;
};
slim magnet
#

Should I call it somewhere else but initServer.sqf?

strong shuttle
#

init.sqf should be fine

slim magnet
#

Alrighty, what all should I set in description.ext so that I can have loadout selection and spawn location selection from the getgo?

strong shuttle
#

I have:

respawn             = 3;        // default: "BASE" / 3
respawnButton       = 1;        // show "respawn" button
respawnDelay        = 3;        // 3sec delay for respawns (0 disables respawn)
respawnVehicleDelay = 3;        // 3sec delay for vechile respawns (0 disables respawn)
respawnDialog       = 1;        // show respawn option
respawnOnStart      = 2;        // respawn on start, run onPlayerRespawn

respawnTemplates[]  = {"MenuPosition", "MenuInventory"};     // with Respawn

which will still require a single Respawn Position

slim magnet
#

Hmm, thanks. It seems I had a issue of editing the wrong file... It seems if I don't define those then I can set them from the eden editor just fine and they are packaged into the "proper" locations in mission.sqm

#

but for the future it might be best to define them myself in description.ext

#

Is it possible to remove the Unarmed role?

strong shuttle
#

the Unarmed role is put in there by default, so you first have to remove them (as in my script above)

slim magnet
#

Yeah I added that script of yours

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It's still there hmm

#

Nowait, now it works

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I guess I just had something fucked up previously

strong shuttle
#

I always have issues with it... for some reason I always need to define those settings both in description.ext AND in the mission (through 3den settings)

slim magnet
#

How can I have parameters for the mission like time etc?

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Just straight into description.ext?

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yeah seems like so, awesome

slim magnet
#

@strong shuttle thanks for the help!

regal jacinth
#

anyone know any good uniform templates?

regal jacinth
#

not entirely sure but the model doesnt show, not sure if thats because i need a cfgVehicle or not.

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i got it working once tho, but not with that code

wintry tartan
#

Just show me yours

regal jacinth
#

ah yes it doesnt exist

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i accidently overwrote it

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thats why i was asking for templates

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i can send you the template code that i used

#
{
    class CRYEGEN3_MOHW_Uniform
    {
        version = "1.1.3";
        units[] = {};
        weapons[] = {};
        requiredVersion = "1.1.3";
        requiredAddons[] = {};
    };
};
class CfgVehicles
{

        class B_Soldier_base_F;
        class CRYEGEN3_MOHW_01_F: B_Soldier_base_F
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d";
        hiddenSelections[] = {"camo","insignia"};
        hiddenSelectionsTextures[] = {"\CRYEGEN3_MOHW\CRYEGEN3_MOHW\tex\CRYEG3_MOHW_1_co.paa"};
        hiddenSelectionsMaterials[] = {"\CRYEGEN3_MOHW\CRYEGEN3_MOHW\data\CRYEG3_1.rvmat"};

};
};

class cfgWeapons
{
  class UniformItem;
    class Uniform_Base;

    class CRYEGEN3_MOHW_1: Uniform_Base
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        displayName = "NSWDG CRYEGEN3 MOHW 1";
        picture = "\CRYEGEN3_MOHW\CRYEGEN3_MOHW\ui\MOHW_ui.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "CRYEGEN3_MOHW_01_F";
            containerClass = "Supply40";
            mass = 1;
            allowedSlots[] = {"701","801","901"};
            armor = 0;
        };
    };
};```
wintry tartan
#

Didn't you forgot uniformClass

regal jacinth
#

?

wintry tartan
#

In CfgVehicles

regal jacinth
#

maybe, i remember adding some class there yea

finite bronze
#

Is it possible to have a sperate muzzle flash for the Under barrel weapon?

untold temple
#

If changing selectionFireAnim in the weapon config for that muzzle weapon and adding a section for the second muzzle flash doesn't work, I guess you could try using the reload.1 animation source with a hide/unhide animation

#

Does the Promet with a shotgun or that big rifle in Apex have a muzzle flash for the underbarrel weapon?

finite bronze
#

Yeah, these are good ideas, I'll give them a try thanks. 😄 And I'm unsure, I'll have to have a look.

finite bronze
#

can confirm it does have a MF, so I'll look at the config view.

finite bronze
#

Hmmm, obviously it's possible as the Contact under barrel shotgun uses two Muzzle Flashes but I just can't seem to get it it work. Looking at the in-game config view both the under barrel and main weapon have selectionFireAnim = "zasleh"; which I'm unsure how they managed to get get two proxies with the same name.

#

funny thing is, selectionFireAnim doesn't hide the second MF but reload.1 animation source gets it to work but then the main MF does not trigger, haha (even if you also add a reload.0 animation source for the main MF).

hot pine
#

@finite bronze class Muzzle_Shotgun_hide_primary { type = hide; source = weaponMuzzle; selection = muzzleFlash_1; minValue = 0; maxValue = 1; hideValue = 0.01; }; class Muzzle_Shotgun_flash: Muzzle_Shotgun_hide_primary { source = trigger.1; selection = muzzleFlash_2; minValue = 0; maxValue = 1; hideValue = 0; unhideValue = 0.7; };

finite bronze
#

Thank you for this info. :D

finite bronze
#

Hmmm, still does not seem to be working, I'll gather some images of my set up so it's easier to troubleshoot.

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doesn't matter it suddenly works

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unsure how I got it to work, haha. Like I'm genuinely confused. I know I did something just before doing the final check but I totally forgot what i did. Potentially I removed the selectionFireAnim="muzzleFlash_2"; from the under weapon which allowed the animation to trigger.

hot pine
#

keep in mind that you can only use one muzzle flash proxy type

finite bronze
#

Hmmm, does this change if you physically put the Muzzle Flash into the p3d? Can you then use two types of Muzzle Flashes?

finite bronze
#

it does. - I just did a small test and you have have two different muzzle flashes if 1 is a proxy and the other is physically on the model.

untold temple
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Does it look okay ingame? Sometimes had rendering problems in first person when putting muzzle flash mesh inside the model

#

forceNotAlpha might be able to fix it nowadays though

finite bronze
#

I just used part of the model as an example. But yeah, it seems it makes the weapon see through if you use an actual MF. I'll test with Force Not Alpha

#

Okay, seems to work fine for my weapon at least with ForceNotAlpha. Obviously I can't say for certain this would work for everyone one works for my weapon from my tests at least.

nova geode
#

can someone send a proven working uniform config?

nova geode
#

model cfg is the same as everything else right?

strong shuttle
#

if you inherit from an existing uniform you can even remove the model definition

nova geode
#

not tracking 😦

strong shuttle
#

add

class Uniform_Base;

inside CfgWeapons

#

like... the error message is telling you exactly what is wrong

nova geode
#

its not appearing in game

strong shuttle
#

what are you exactly trying to do?
what do you currently have?
and how do you pack your mod?

nova geode
#

well, i dont have the textures yet so im not using pboproject right now

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i have one uniform its g3 pants and a pcu

strong shuttle
#

it won't show up in game when you don't pack your configs into a pbo and load that

nova geode
#

of course im packing it into a pbo

hearty sandal
#

pack it properly with all the required files and use pboProject

#

saves you a lot of this kind of trouble