#arma3_config
1 messages · Page 116 of 1
because requiredAddons only shows a warning, it doesn't show where to download what mod
i know but with Steam it gives me a button where I can download these mods if they are on steam
then what you want is to add them as dependency on your workshop item
nevermind i have it now thanks anyways
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?
Not by default means
So probably need to do some scripting then, thanks
Yeah I think that is the only way
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?
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;
};
};
};
};```
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
either fix the error in the said config or contact mikero directly
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?
I'm not. The mod im packing is referencing an image from arma 3
you can go and add that missing ,
"\A3\Air_F_Heli\Heli_Transport_04\Data\UI\Pod_Heli_Transport_04_bench_CA.paa"
the full line?
that's the only reference to that addon
in the that config
ye its error in the a3 config
but im rebuilding the a3 atm
\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
could be a error in the check too
i rebuilt the files just now
100% fresh files
same error
and my lines are different
then we ping the man @hard chasm
1190-1193:
class EventHandlers: EventHandlers
{
init = "if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;};";
};```
that is, counting comments
would it need double quotes in the middle
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
I mean the middle "" should perhaps be """"
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;};';
otherwise the script (string) is ended by the set of quotes in the middle
id does not matter what you do to that file as you wont pack it
yeah, but why does this error exist?
pboProject just checks all pack affiliated configs
is it a unpack error or an actual error in the game files?
that you got to ask from Mikero
i havent seen this one before
it would be weird if that went through BIs radar
since it would basically break that whole INIT line
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
now it packs
So BI has potential error in their configs at:
1192
2477
2543
of \A3\Air_F_Heli\Heli_Transport_04\config.cpp
you can check in game config viewer if they are like that in there too
will do
if they are indeed config errors then make a ticket on the bugtracker
The config cpp's you have are generated from the binarized one
what you have there looks like a debinarizing fail not escaping the quotes as it should
if you use mikeros Arma3P then probably his fault
nope
it's ingame aswell
screenshot of the config viewer
@grand zinc can you advice ?
does the splendid config viewer make the same error or should i make a ticket?
inner quotes need to be '
that made it work
but i dont think arma cares
Mikero's does
string is string
Ticket yeah I guess. Probably ping @ reyhard in ticket
okey
the real difference between ' and " is that any #define lables within 'quotes' are translated, wheras within "quotes" they are ignored.
from the engine perspective (as binarised strings) it treats them identically. since all preprocessor alterations no longer exist.
it is also a little easier on the eyes to write:
"hello 'world' rather than the eye watering
"hello ""world"""
the problem mentioned above is not a config error - it's more an issue with the presentation of strings in the splendid config viewer
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)
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
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.
when using configs the items will simply be placed where ever there is room, starting with uniform -> vest -> backpack
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
I was afraid that's what I'd hear.
Hmm that should actually work without interfering with other scripts if we're just re-ordering items basically then right?
yes
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.
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);
@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?
i have no idea
i changed the unbinarized config with the edits i presented and PboProject packed it fine
@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.
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.
I was worried about that. At least Vest and uniform are solved by that first part that's something.
and for backpacks; simply make configs with all the backpacks you need (including contents) and add those to the specific unit classes
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).
yeah... configs are still pretty messed up to work with
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
@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 returnsif (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.binand there's just one"in the binary data - so really a config error
youre getting different stuff from me
i psoted what i got from config viewer up there:
which is incorrect escape
what you see in the config viewer is correct
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;};"
(&$@@&(%@&U%#%^%
i'm sorry
my fault. the config viewer is INCORRECT
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?
give me a moment to explain pls
Willco
the output of the config viewer is utterly wrong.
the reason is:
there are NO outer quotes in the binarised string.
yeah, i can see how that changes the whole story
so. by convention. when extracting strings from binarised data, you say "string" in the output
my fault. the config viewer is INCORRECT
wat
so, the string in the binary says:
hello world
when 'converted' back to text, it says
"hello world"
oof
i get it
the conversion back does not account for "" in the string
so the rule of thumb would be to use ' in configs for strings inside strings?
so, you said """" (or something similar) and all is good. but the config viewer does not accout for that.
i would
i have always
maybe the person who wrote this piece of config did it the other way around
nah. it's just an oversight
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
the config string is actually splitting itself in 2 because when unbinarized, it adds the quotes to the edges
But config viewer should really respect that too... stupid config viewer
yep. it was a coding oversight whoever wrote it
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
if you take away the outer quotes from the config viewer. that is exactly what the line says in binarised form
but i get your explanation atleast
yeah, well, then you'd add the notion that it's binarized, no?
b() or similar
there is no hope in hell cut n pasting the line from the config viewer and expecting it to binarise properly
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
you can turn off 'rebuild required addons'
yeah, but i want to have that for user-made addons
it won't go hunting in p:\a3
but i dont really care for bohemia ones

i dont mean to be needy
regardless, i already kinda did go in and just change it
thanks to the amazing reporting of PboProject
well if you want the required addons= to be correct. you need to fix wherever, whatever, pboPro needs to look at.
where would we be without PboProject
what's happening here., is when you say model=some\p3d; pboProject goes looking for the \some\config.bin(cpp)
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 
they sacrificed goats
oooh, that makes sense
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.
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 🤔 )
My gut says "nope"
Hrmm.. Wish arma had something like that built in 🤷♂️
Even if it wasn't used by any of the vanilla weapons
its not really useful to spend time on making
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)
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
If you use player is the init field, it will execute for ALL players
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.
@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
I've got it working the way I had it before
🤷♂️
if (local this) then {
remove etc etc this
add headgear etc etc this
etc etc
};
unnecessary check, but sure
Thanks for the help though, only just found the stuff from before
well, glad you got it working to your liking
this removes hedgear from the unit when the unit connects:
removeHeadgear this
When another person connected, it would remove the headgear of everyone
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
What are the negatives of that?
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
What would the ideal setup be for doing the 60 player slots with different loadouts via scripts be?
uhhh... the loadout editor in 3den?
you know you can setup a loadout in the editor for a unit, right?
Yes
does this mission involve respawns?
Yes
Preferably
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
yep, this is exactly what you want
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
here's more reading @raven star
https://community.bistudio.com/wiki/Arma_3_Respawn#Loadouts_and_Roles
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
to come back one last time to that config issue:
- in a config
entry = "bla""bla"";gets binarized to binarybla"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 wroteinit = "if (local (_this select 0)) then {[(_this select 0), "", [], false] call bis_fnc_initVehicle;};";
which got binarized toif (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
#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.
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....)
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.
You can't retexture optics
Ok than it make sens thank you 👍
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
what is the purpose of the unit section in cfgPatches?
lists all objects in the pbo / config file
@latent lion check in config viewer ingame, also check your ItemInfo in config viewer and see if its allright
I think that doesn't matter there
that's just so the "InventoryItem_Base_F" doesn't show up as a weapon?
alright
well, It's there, in config
armory has an entry disabled = 0
should that be enabled?
well, it's all in there
@brazen merlin what is it used for?
because I've seen it work even if the list is incomplete
Yeah, they don't show up in Zeus if they're not listed
Zeus needs correct CfgPatches entries too
doesnt pboproject generate them automatically?
Does the BIS_fnc_exportEditorPreviews function also use the units[] array to tell it what assets it needs to take screenshots of?
would make sense
seems to be a sort of index for ingame reading
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
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
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
@latent lion , pass me via pm the config.cpp so i can look at it
Moment
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.
@brazen merlin pboProject makes them automatically yes. Already tried to pack and unpack it and i've seen that required addons are updated.
stupid question maybe, I'm kind of out of the loop: is there a way to automate creating those editorPreview pictures?
there is a wiki page about it
I wasnt able to get the correct brightness though. the settings seem to be wrong
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
diagnostic .exe (available with the dev branch) and command diag_mergeConfigFile
@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.
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.
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
Okay thank you 🙂
bigger ocean waves... where would I even start for that . config = hard
those are part of terrain config and individual for each terrain
probably had waveHeight in the parameter name
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?
there might be. check here https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3
https://community.bistudio.com/wiki/setWaves there is set waves height but It seems to max out at a value of 1 which is equal to the max slider settings which I can choose from eden attributes for environment
so the way to make the max wave height higher would be to ....? go to terrain config? also how would I even do that
Where would I be looking at to change the speed between reloading of magazines on a mortar
Who has a registry of all vanilla soundsetShot?
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
@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
@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
whats your requiredAddons? @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 will this work if the mod is only on the server?
(trying now and it hasn't changed the map control on the client)
UI is client side
server side only is really just:
- AI mods (unless player commanded)
- advanced server side scripting
- anti cheat/abuse
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
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
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
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
config replacement mod
I am really new how does that work
basically determine what the sound is, how its define, overwrite it with a dummy and have correct load order via cfgPatches
does anyone know how I can set the ACE Balistics Weapon Jam percentage? (couldnt find it because ACE Ducumentation is Crap)
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
I just saw, its ace Overheating, but I still cant find how, ive found everything else so far 😦
addon options/cba settings should have jam chance
no, I want to change it within a weapon Config just for one Weapon
Thanks a lot 😉
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
are you perhaps packing with pboManager
no, eliteness
Anyone here know how to make an animation become a gesture? please
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.
you can not
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.
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
@torn coral
isn't it more related to the time taken by the animation? .. I don't think there is a parameter for that
why not :(
- Reload anim is in
"CfgWeapons" >> (weapon) >> "reloadAction" - It leads to
"CfgMovesMaleSdr" >> "Actionss" >> "NoActions" >> (reloadAction) - If 2 is a gesture, leads to
"CfgGesturesMale" >> "States" >> (reloadAction) >> "speed", if an animation, leads to"CfgMovesMaleSdr" >> "States" >> (reloadAction) >> "speed" - If 3 is sub-zero,
abs speedis the time, if bigger than zero,1/speedis 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
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?
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
Help what? At least seems your model path is illegal
uniformModel = \ReaperCrew_Addons\headgear_beret02.p3d;```
Is there a way to make a parachute infinite? Like when you land it turns back into a backpack and can be reused?
still relevant
NOTE: This guide will be updated to use the Arma 3 Tools once all relevant tools are released. Ive seen various guides on different stages of the texturing process, but I have not yet seen a single complete guide with all the steps laid out from start to finish with zero short...
`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
mm was something to do with scope = 2 and scopeCurator = 2. Cant remember if the character encoding guide had something about that
it does have scope = 2; in the example code, im trying it now
didnt work :/
idk if hiddenSelectionTextures does anything
hiddenselectionTextures affect only the textures, not its visibiltiy in editor list
but it will show on the character right?
class CfgPatches
{
class MyAddon
{
maybe it wont work because of the class MyAddon
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
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
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
then how come there are retexture mods then?
🙈
they use hiddenselection config
that does what I said above
they use the original model from the original location
thats what i use tho
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
so i dont need the model in the actual mod folder?
nope you dont need the model in the actual mod folder. just the path to the original model in the model = ;
alright
ok somethings wrong with the hiddenSelection codes
im getting an error when i equip it
Size: "hiddenSelections/" not an array
then you have not typed the parameter right
yea didnt have brackets
@regal jacinth the character/gear encoding guide is your friend. https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
added brackets and winged brackets to the hiddenSelection code but i dont think it works
now it wont show in the list at all
what are you using to pack the pbo?
pbo manager
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
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.
yea that sounds handy to have
Just search for pboProject and check the maverik (or so), free tools available there
https://mikero.bytex.digital/Downloads
This one?
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
damn theres a lot to set up
indeed 😄
and this is to make my mod folder into a pbo file?
yes
it wont let me crunch
somethin did not install right
no but it takes me more time to figure out which ones you require than you just simply installing all of them
Hi, I have this issue with our tanks in NF - the tank is "stuttering" on roads, any ideas? https://twitter.com/Yellowmonkey_01/status/1308041337782956032?s=20
Like it's hitting an invisible object
well maybe it is? Have you tried vanilla maps?
how big are the roadwheels (physx) ? as big as modelled or larger?
Wheels are larger, they are sample copy-paste since setting them up manuall didn't work for shit
ok, thats good because small wheels are prone to errors.
How much suspension travel do you have?
The exact same amount as vanilla sample
Do you think the suspension goes too deep and the ground hits the bottom of the tank?
yes, thats a possibility - if your collision geometry is fairly low
if you have very little / no suspension travel the stoppages also happen
Allright, I'll investigate that
Should I look into physX geometry or geometry for collision?
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
{
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
CfgPatches,weaponsis an array.CfgPatches.requiredVerseionis an number.CfgPatches,requiredAddons* is an array.- Paths to the textures/models/such others take pboPrefix instead of a pbo's file structures
- 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
e.g characters_f_epb.pbo's pboPrefix is a3\characters_f_epb
Every paths
gotcha
ReaperCrew_Addons.pbo is maybe just ReaperCrew_Addons
Or whatever. Don't know what is your environment
if he didn't put a pboPrefix, it might be the name of the pbo yes
hmmm still getting errors
can you show us the path ?
which path?
what is the error ?
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)" ```
\A3\Addons\characters_f_ebp\BLUFOR\Data\headgear_beret02 -> \A3\characters_f_epb\BLUFOR\headgear_beret02P
EPB stands for “Episode Beta”, not EBP
the name of the pbo file is characters_f_ebp.pbo
It isn't
oh yea youre right
If so it's corrupted
Do you have P drive?
yea
And what error?
what is the source that you put in pboproject ?
P:\ReaperCrew Mods\ReaperCrew_Addons
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
ok so ill just put it directly into the p:\ drive
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
got the same error
only \ReaperCrew_Addons\Data\headgear_beret2_reapercrew_co ?
no i just fixed that
now i only get errors about \A3\characters_f_epb\BLUFOR\Data\headgear_beret02
a3 is just referring to Arma 3 right?
in you P drive, do you have an a3 folder ?
no
then it is why you have this error
its a vanilla model
yes, but pboproject will search P:\a3\characters_f_epb\BLUFOR\Data\headgear_beret02
so do i have to have the model in my mod folder?
what does it do?
it extract Arma 3 addons in your p drive (if you set P as the drive)
ill give it a try
will copy all arma 3 models over to the p drive?
because i only need one model
yes it will
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?
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
how would i do that?
i dont want to replace any vanilla assets if thats what you mean
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?
i think it stacks @smoky kernel
@regal jacinth what is the classname of the beret you use ?
classname of headgear_beret02
ok but do you know the classname ?
i think it stacks @smoky kernel
@meager mountain would make sense yeah, just need to make sure...
if there's a priority, it should stack 😄
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?
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
yea so should i just copy the model to p drive and pack it?
technically, you could yes
because i was told not to do that yesterday
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
same with the uniformModel = "\A3\characters_f_epb\BLUFOR\headgear_beret02";?
{
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
but i need to remove uniform model no?
?
{
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
well
should be correct right?
you rewrote the classname of the beret
i do?
replace that class ItemCore; class H_Beret_Colonel: ItemCore { class ItemInfo; };
by that
class H_Beret_Colonel;
{
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"};
};
};```
yes
nice 😄
thanks alot man
no problem 😉
ive been stuck on this shit for 2 days straight
i know the feeling haha
is there any documentation around on what the "mask" values in a CfgGestures entry can be?
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
pretty sure it'll need to be on clients too
Hmm unfortunate. I wanted to make new group configs in LDF but keep my vanilla server modfree
anyone know in which pbo pilot helmets are?
btw i tried adding a logo but the logo is almost invisible/greyed out
@rough hatch class BlendAnims
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
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"};
};
};```
The cfgWeapons class is just the inventory object. You need to make a retextured character in cfgVehicles too
oh alright
can i mention the Vanilla combat suit in cfg vehicles?
just so i get the same stats
No, you inherit from another cfgVehicles class that's using the equivalent uniform
ok whats the normal capacity for uniforms?
I don't know. Read the config values
yea found them, but my texture still doesnt show
it should have the texture no?
https://discordapp.com/channels/105462288051380224/122121444703338496/759725595394310215
Have you followed this?
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?
There's still no character class in your cfgvehicle.
do i just add class RC_mtp_uniform or class RC_Nato_mtp_uniform_01
ive been trying to follow that but it doesnt work
You must learn the fact that saying just “It doesn't work” won't help you. Put your current config
its above
How? There's no sign of the fact you tried to follow the guide...
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
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
oh i see now
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 ?
https://pastebin.com/7hfKTipH here is a pastebin of the CfgAmmo
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. 😉
do i need a special tool to do that? because when i open them theres only numbers
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
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!
No one has an idea for my problem with the mortar shells ?
@austere spindle see the discussion above. You don't have a cfgVehicles human character class either
Will try that, thx!
@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
{
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?
Hi guys! Anybody know why my gun is rotated like this when in game?
thanks for the advice @steady beacon will try that out
@sullen copper you modelled it with the wrong direction. Rotate it 90° in your model editor of choice
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?
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)
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?
its unlikely to ever fit well
Yeah but I want it to fit a little bit better than this:
https://gyazo.com/d6a58eafee47485344233142907fbaf4
😄
well yes that would require moving it aroung iin OB
or in your original source model
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)
you can use the sample rifle to position the grip in same position
if the stock is too short or longer, then this wont help
gets it closer though
worry about stock position, not hand position
Brutally learning the importance of modelling using Arma references
what goes in the uniformModel ?
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
};
};
@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"
};
};
};
};
@sullen copper you are probably inheriting baseWeapon
#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
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
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.
Yup, solved it @untold temple . The issue was what you said. I just misunderstood
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?
In that snippet class Mode_FullAuto is not defined, which should give errors
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
Oddly enough, when I just did a retexture for the MARPAT Officer Cap the texture works perfectly fine
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;
};
};
};```
That unfortunately only makes it use the underwear model
?
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
Then you did something wrong
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
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?
@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
Is necessary to make it uniform
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
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
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
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
@wintry tartan I am not very good at this, so sorry if I'm bothering you or I seam like a smart-ass
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?:
- You want to modify those vests' weight (
mass) - You made the config above
- And it somehow corrupts something
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)
So, I just tested. Seems there's no issue there? @hard jolt
try V_PlateCarrierIAGL_oli, it gets no model if you mention class iteminfo: vestitem
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?
You mean, i can change mass outside the iteminfo?
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
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)
I don't get it. If itemInfo is missing, it just won't work, so it wouldn't exist
_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
Again, I don't see there's an issue you say
ok, ill make clear addon to test, give me a minute
may be problem is in some mod that already broken something
Most likely
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.
class FullAuto : FullAuto
may be like this?
@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
Show us your full config
#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
};
};
};
You're struggring with line 28?
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.
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;
};
};```
Oh, so if I want to inherit more classes for tweaking I need to specify them when I declare the inherited gun?
Yes
Using that example, I'd do this to enable tweaking of "Single", right?
class OPTRE_M73: whateverBaseClass
{
class FullAuto;
class Single;
};
Yes
Right, gonna give it a try
That did it! Thanks a bunch, @wintry tartan . Been stuck on this since last night
Wow... Exactly what I said yesterday, which you didn't read...
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?
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
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.
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
no, it only checks against typos
i mean as will the config follow the path in d drive instead of p drive
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 \
so this is just an example?
"\A3\Characters_F\BLUFOR\equip_b_bandolier";
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)
ok i thought \A3 referred to the vanilla addons folder
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
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
you make your own pbo with that texture
yes but how would i write that in config is what i mean
yea the addons folder is in p drive
it never should be. the addon SOURCE is in that drive
yes thats where i do all the changes
yes
p:\ceo\MyGreatTexture\config.cpp
the name of your pbo in above example will be called MyGreatTexture.pbo
{
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?
generally yes. and, it is a very foolish thing to alter existing bis assets because that affects all and everyone.
but yes.
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
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.
@strong shuttle Sorry, didn't see it.
so, all the work you ever do in this game, is within the ceo folder.
yes and i cant just copy the models from the original pbo and put it in mine
never
exactly
you can't 'copy' p3d or wrp or most other assets. the prefix of where they look (eg A3) is different to CEO\
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
"\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
my current p drive path is P:\RC_Vests\Data\RC_vests_rgr_co.paa
so RC is your mytag then? if not, do something about it.
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
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
ok so it goes
ceo>ceo_vest>Data>RC_vests_rgr_co.paa
And configs being in ceo_vest together with Data?
you got it!
gotcha
(forgive me for saying ceo, it's whatever you want it to be.)
just be a little smart about what you call it.
is it just for vests and stuff? because i made a headgear with the same way i did earlier
ceo\ceo_headgear....
yes but it worked when i had it as just ceo_headgear
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.
if you're uncomfortable using subfolders, your original choice is also fine, but, will get messy
https://www.youtube.com/watch?v=AhDKR9HcRnk i followed this tutorial but it didnt work for me
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
the config inside the rvmat looks like this https://pastebin.com/YujQJiZv
If you receive the message that tells you the game can't reach to the file, then the path is wrong most likely
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
But if the error is about not finding the rvmat in hiddenSelectionMaterials than the issue is in the config, not in the rvmat...
I guess, however like I said it seems to be correct
hiddenSelectionsMaterials[] = {
"\CUP_NWU\data\nwu1.rvmat";
};
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
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 !
you can put more than one asset in a config right?
yes you can ^^
ok ty
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
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
even if i let turretinfotype empty with ""; ?
because its basicly empty irl just with a scope
It'll probably break other things, yeah
IIRC the pgup/pgdn gun elevation stuff requires a particular idc in the infotype class
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
If "Head_NATO" is the identityType for western-style faces, what is the equivalent for CSAT's Iranian faces?
@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
"\Images\FireTeam2Leader.paa"
->
"TWWP_Insignia\Images\FireTeam2Leader.paa"
Thx
how can I cange the "logo" on the right side in the arma launcher(now there is a puzzle pice)
you mean for your mod?
yes
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
ok thanks
doesn't worked, I want to change the logo in the Arsenal on the items of that mod
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
Thanks
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
hey guys im trying to config a helm i need some help
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.
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?
are you using custom weapons and/or ammo?
might be some config has an incorrect flag set
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#aiAmmoUsageFlags here, this might help
I'm trying to understand making custom tracers. Does EffectFly = determine the trace used?
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";
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.
A2 ones are most likely exactly the same as the A3 ones. With the exception of different texture/rvmat paths
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)
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
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.
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?
The proxy positions are indexed by muzzle. There's no config parameter to pick and choose which proxy they go on
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
What you want to do isn't possible
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
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
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
ah okay, after including the second part I understand where you were going with that
one magazine is supposed to load two things in my perfect scenario described above
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
as that's what I was led to believe by the wiki
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
I'll be more specific so as to use better examples
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
but because I've taken up the magazine proxy, I cannot now have custom magazines
which is where the hope for a secondary magazineproxy came into play
I appreciate the clarification though, thanks for the response
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
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
cannot you handle it as simple weapon ground holder?
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). 🤔
@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
Ah, that'd make sense. I will check later 🙂 Thank you
That was it, thanks a lot. Didn't know you couldn't inherit from anywhere in the chain
you can, what you did was breaking of chain
@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
do you switch to it via the scroll wheel menu?
because I know AI can't switch ammo types for example like that
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)
@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
@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👍
lower it
Ok will try that as well cheers bud.
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 ?
might not recommend pip scope
pip is quite demanding and might not provide proper scope experience all the time
yeah, it's horrible. Don't even waste your time on it.
Where should I place my class CfgRespawnInventory etc configs?
description.ext of your mission
Okay, but then I'm getting an error of
depending on your error it can be anything
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
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;
};
Should I call it somewhere else but initServer.sqf?
init.sqf should be fine
Alrighty, what all should I set in description.ext so that I can have loadout selection and spawn location selection from the getgo?
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
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?
the Unarmed role is put in there by default, so you first have to remove them (as in my script above)
Yeah I added that script of yours
It's still there hmm
Nowait, now it works
I guess I just had something fucked up previously
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)
How can I have parameters for the mission like time etc?
Just straight into description.ext?
yeah seems like so, awesome
@strong shuttle thanks for the help!
anyone know any good uniform templates?
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Uniform_configuration
Why this one's not helping you?
not entirely sure but the model doesnt show, not sure if thats because i need a cfgVehicle or not.
i got it working once tho, but not with that code
Just show me yours
ah yes it doesnt exist
i accidently overwrote it
thats why i was asking for templates
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;
};
};
};```
Didn't you forgot uniformClass
?
In CfgVehicles
maybe, i remember adding some class there yea
Is it possible to have a sperate muzzle flash for the Under barrel weapon?
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?
Yeah, these are good ideas, I'll give them a try thanks. 😄 And I'm unsure, I'll have to have a look.
can confirm it does have a MF, so I'll look at the config view.
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).
@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; };
Thank you for this info. :D
Hmmm, still does not seem to be working, I'll gather some images of my set up so it's easier to troubleshoot.
doesn't matter it suddenly works
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.
keep in mind that you can only use one muzzle flash proxy type
Hmmm, does this change if you physically put the Muzzle Flash into the p3d? Can you then use two types of Muzzle Flashes?
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.
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
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.
can someone send a proven working uniform config?
model cfg is the same as everything else right?
if you inherit from an existing uniform you can even remove the model definition
not tracking 😦
add
class Uniform_Base;
inside CfgWeapons
like... the error message is telling you exactly what is wrong
its not appearing in game
what are you exactly trying to do?
what do you currently have?
and how do you pack your mod?
well, i dont have the textures yet so im not using pboproject right now
i have one uniform its g3 pants and a pcu
it won't show up in game when you don't pack your configs into a pbo and load that
of course im packing it into a pbo