#arma3_config

1 messages · Page 119 of 1

lone lion
#

ah, that's why I could not find it 😄 Ok, I'll have to do the hard work of using the config viewer to see what it compiles to then 🤢

untold temple
#

Just dispersion = (MOA but Radians); using the formula 1' × π/(60 × 180) = 0.0002909Rad

#

So dispersion = DISPERSION_MOA(3); would be dispersion = (3*0.0002909);

lone lion
#

oh, that's useful. Thanks

rare wyvern
#

quick question does anyone know what controls the speed of the Reload Animation in CFG Weapons ?

hearty sandal
#

reloadtime or somethin like that

#

perhaps reloadmagazinetime

#

cant remember exactly

rare wyvern
#

prob. reloadmagazinetime since reloadtime doesnt do that. xD

untold temple
#

If it's an infantry weapon I think it's determined by the speed and frame count of the reloading gesture. But vehicle weapons it should be reloadmagazinetime

hearty sandal
#

there is a weapon config reference wiki page too that goes through a lot of the parameters

#

I rememeber the gestrues playtime/speed being the reload time

rare wyvern
#

well its isnt my gesture is 151 keyframes long the sound I play is 4 secounds long still the sound plays longer than the Animation

hearty sandal
#

what speed do you have in the gestures config then?

rare wyvern
#

4

#

oh gesture config sorry xD

#

well in my config its 4 under reloadtime

#

and reloadmagazinetime is 0

#

oh ok its magazinereloadtime

#

i know that you can control it through the config since ive done it before but I dont know what it was xD

rare wyvern
#

i found it I was literly blind thx @hearty sandal and @untold temple

little warren
#

anybody have an idea on the error of "Config : some input after EndOfFile." when there is literally nothing at the end of the config file except cfg author and everything else is fine

strong shuttle
#

sounds like a bad copy&paste where there are hidden characters messing up the config

wintry tartan
#

IIRC it also happens when a bad array declaration/format

little warren
#

definitely not i built it from the ground up i'm just trying a new encryption "Maverick tools" but everything is built with pbo project

#

works fine when not encrypted

#

the RPT file doesn't even give me anything just some input after endoffile

#

theres nothing at the end of the file though just the last }; that closes CfgVehicles

strong shuttle
#

can you put the file here (or on pastebin when it's too big)?

little warren
#

i'll do pastebin

#

@strong shuttle

hearty sandal
#

ye encryption is known to break stuff

#

if you got to do encryption you are doing wrong kind of modding

little warren
#

right kind of modding to protect it from others

hearty sandal
#

well basically anything can be stolen no matter your encryption methods

#

so its pointless

little warren
#

ya but the encryption still makes it a pain

#

i'd rather it be that than easy just by extracting

hearty sandal
#

I mean you are working on a RHS derivative

#

you would not be doing that if they had made it so

little warren
#

by using a flir camera?

#

lol thats the only RHS thing is that it uses the MELB cameras

hearty sandal
#

you would not be able to read their configs or anyone elses to that matter

little warren
#

man i'm just trying to figure out why i have this endoffile error

hearty sandal
#

its the encryption messing it up

little warren
#

i don't see how this isn't the first thing that i've encrypted

strong shuttle
#

well, if with Mikero's Tools you would know what goes wrong (and has an encryption option if you pay for it).
Maverick has been cracked already (since it's used a lot by the L*fe communities)

little warren
#

i just went with maverick because it was cheaper but idk what you mean mikero's isn't uncrackable

#

there both crackable

strong shuttle
#

and I went through the file but didn't see anything which can break packing (except for 2 includes, but I assume those are also correct).

little warren
#

well thanks for checking

#

I still can't get over the fact the my rpt file thats suppose to help me only says ErrorMessage: Config : some input after EndOfFile.

strong shuttle
#

and no errors when packing?

little warren
#

nope

#

even built it with pbo project to be 100% sure

#

config built fine

strong shuttle
#

in that case the encryption breaks something 🤷‍♂️

little warren
#

i guess but sadly theres no way for me to contact them on discord or anything for help

#

do you think the arma crash file would have something in it?

#

the BIDMP file

strong shuttle
#

well, the RPT already tells you that the config is broken since it either has something too much or is missing something, making the end of the file invalid (could be a missing ; somewhere).

little warren
#

well i figured pbo project would catch that because i already fixed one ; that it caught

#

maybe its because i'm having HPP files included upon build, so i'm just gonna throw them in there before the build and see what that does

strong shuttle
#

it shouldn't, and if the pbo's work without encryption, than you know it's not your code/configs or packing which is broken

little warren
#

ya but its worth a shot

#

maybe the encryption is freaking out having to include HPPs so i just included it for it instead of it having to do it now

dreamy flare
#

I do some modding here and there. As I like to have things localized, I use variables instead of text in the mod.cpp file:

name                 = $STR_NIC_FSU_REARM_TITLE;
picture             = "logo.paa";
...```
Downside is, I get errors like this one in the .rpt file: 19:27:12 String STR_NIC_FSU_REARM_TITLE not found
Is there a way to avoid this?
The variable is defined in the stringtable.xml, and I can read the correct text ingame:

<?xml version="1.0" encoding="UTF-8"?>
<Project name="NIC_Rearm_FSU">
<Package name="NIC_FSU">
<Key ID="STR_NIC_FSU_REARM_TITLE">
<Original>Auto rearm v1.0</Original>
<German>Automatische Wiederbewaffnung v1.0</German>
</Key>
...```

placid jay
#

@dreamy flare Is the mod.cpp included in your .pbo?

#

Because generally speaking, mod.cpp does not support localized text.

dreamy flare
#

No, it is not included. It is outside of the 'addons' folder

#

And though it does not support localized text, it works nonetheless. I can read the text in the correct language. The error in the .rpt file is the only annoyance.

#

But if it does not support it, I will have to give up localizing the mod.cpp sigh😞

opal crater
#

Use English instead of Original

stoic lily
#

one needs to define both

#

original is the fallback for non defined languages

opal crater
#

Not needed. It fallbacks to first in the list.

#

Use English as first and you do not need Original.

stoic lily
#

alright. well above is what we were told by BI 😬

lone lion
#

my guess is, as with too many things, both versions are correct depending on the situations (eg. mod.cpp vs pbo vs mission folder)

oak slate
#

Is there any downside to separating PBOs?

#

Like what is the best approach, bigger PBOs, or splitting it up into separated PBOs?

stoic lily
#

linux servers can run into file limits (can be adjusted via configuation)

#

in general its at least good practice to separate binary from text data (unless the later is very basic and not changing much)

oak slate
#

I see

#

So I'm currently working on our custom unit mod, that'll have a bunch of things. For now I've subdivided it into what made sense to me

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so a pbo for flags, one for headgear, one for markers and one for uniforms

opal crater
#

It's a good approach to split by content type/functionality. Do not sweat over this too much.

#

IIRC we have above 100 PBOs in ACE

grand zinc
#

128 main ace with only a few of the optionals

#

I think on modern linux installations the file limit is set high enough.
And i hope the wiki page about linux server explains that you should increase the limit, so not really a problem

opal crater
#

My mod for my unit has 29 PBOs, some have only 1 function inside as I'm mostly splitting by functionality.

#

Modularity FTW!

paper path
#

I like to do it via theme. So weapons are one, vehicles another etc etc

oak slate
#

Alright thanks for the input guys!

#

Also recently learnt about in-pbo splitting by having subfolders with config.cpp and addonRootClass so I don't need to chuck the entire thing into 1 config file :D

paper path
#

for uniforms, is it

                class ItemInfo: ItemInfo
                {
                      uniformModel="-";
                      uniformClass="";
                      containerClass="Supply150";
                      mass=40;
                };
``` or 
```css
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="";
            containerClass="Supply150";
            mass=40;
        };

this is inheriting from U_I_CombatUniform

fluid lintel
#

iirc option 1

paper path
#

hm. i keep getting a bin config.bin/cfgweapons/iteminfo.scope error. granted, i need to redo everything anyway. but it is the first one? with a base class something like this

#
    class DSA_helmet_base : H_HelmetO_ViperSP_hex_F
    {
        author = "mjr121";
        scope = 1;
        class ItemInfo;
    };
fluid lintel
#

Ah nah it's the second sorry

#

That page under uniform configuration should help

paper path
#

see thats what i thought, but i had gotten other info saying otherwise. ive been tracking that bug all morning and it will be with no small amount of satisfaction to say i was right lol

#

i had heard that BI had tightened up on inheritance and was using ItemInfo differently.

fluid lintel
#

I'm not at my pc so unfortunately I can only go by docs and not any past projects sorry

#

But in theory the doc is right lol

strong shuttle
#

that wiki page is 100% correct, just missing a few details 😉

paper path
#

ty

#

now i get to go be the A**hole and say i was right. after being told i was wrong

#

even after showing working examples

winter void
#

Quick question in the config airfriction can it be used as the ballistic coefficient or do I need to convert that value?

untold temple
winter void
#

by velocity/time graphs you are referring to the real life ones right for a specific bullet? @untold temple

untold temple
#

If that's what you're aiming to configure. Or is there's something with a similar muzzle velocity and ballistic arc you know of already in Arma, can copy or inherit the values

winter void
#

ok Thank you @untold temple

grave tiger
#

Hey y'all, I'm struggling to make a mortar work right now. So far, all I've made for Arma have been static objects and hand-held weapons. This is the first thing I've done like this, and it's causing some problems for me...

I'm trying to start in concept phase: that being basically that I've made a tube with a base. I've tried to mash together what I can from the AFI Class and Config browser online to cobble together something. Everything about the mortar seems to work, except it's rotation. No matter what, the character can't rotate the weapon. The mortar fires as it should out of the barrel, but I can't rotate it at all. When I use the Artillery computer, it shows the path the round should be taking, but the round just fires directly forward.

Can anyone help me figure out what's wrong here?

hearty sandal
#

possibly turret selections in config do not match the animations selections in model.cfg/ p3d itself

#

or animated parts are not set up at all

grave tiger
#

I've been looking at that, and I'm pretty sure I did it right. The only reason I'm not so certain is because that's the only thing I can think would cause the problem, but I can't find what's wrong...

#

Would you care to look at the Model.cfg and the p3d?

hearty sandal
#

do the parts move in OB buldozer?

grave tiger
#

Hmmm... No, it doesn't. But more than that, I can't choose between the different axis that it would move in. ...I think... I don't actually use OBJ Builder much myself. xD

hearty sandal
#

your model might not be connecting with your model.cfg at all then

#

have you done animated parts before on weapons?

grave tiger
#

No. Never.

#

But most of this stuff was helped and written by someone who had

hearty sandal
#

then the wiki page "how to animate a model" will be your starting point

#

and then the model config page that it links to

grave tiger
#

I've been reading heavily into the model config page... But I haven't seen the other one./

hearty sandal
#

which explains quite well how the stuff works

grave tiger
#

Hmmm, I still can't see anything I'm doing wrong here. I've defined the skeleton, the selections, and the animations, and they don't show up in bulldozer. I'm not certain what's wrong here...

I'm not confident in the Animations, but that's because when I try to use it in bulldozer, the only animation I can edit is one called "Anim." Compare that to when I try something else that's structured in the same way, I actually see the different animations listed...

hearty sandal
#

the cfgmodels class name match your p3d name?

#

second paragraph

grave tiger
#

Oh goddamnit.

I actually was reading that page, quite thoroughly. I was scouring through the config, the selections, everything.

However, I forgot to check that my damn P3D was actually named right. It was using the damn blender files' name, not the name that I'd originally meant to use for the P3D...

grave tiger
#

Ok. So it's working in Bulldozer, but not in game. It won't follow player look rotation. Is that the CfgWeapons, or CfgVehicles that would likely cause that issue?

hearty sandal
#

vehicles thing

#

cfgweapons are not related to vehicle animations

grave tiger
#

Ok. Bit of consulting I'd like here: This Cfg Vehicles was mostly made by someone else. Would y'all be willing to give it just a brief run through and just tell me if it's worth keeping, or do y'all think I should just scrap it?

https://pastebin.com/br2Pxt5L

hearty sandal
#

if it works for its own purpose it should be fine to use as a base

#

but if it contains a lot you dont understand then building new one might be good learning opportunity

grave tiger
#

Probably the latter then. I assume it's not working too well as of right now, if only due to the fact that I still can't get the rotations to work.

grave tiger
hearty sandal
#

those are the engine side animation sources yes

#

for turrets the default names are MainTurret and MainGun in A3 configs

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if I rememeber right

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but each turret can have those also defined in config to be anything

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if you have not yet looke into the Arma 3 samples on steam you should

#

the tank turret for example is defined pretty much same way as mortar turret

grave tiger
#

I have been. And it looks like that's the way it's set up.

This is how it should look in the Model.cfg, right?

        {
            class MainTurret
            {
                type="rotationY";
                source="OtocVez";
                selection="OtocVez";
                axis="OsaVeze";
                animPeriod=0;
                minValue="rad -360";
                maxValue="rad +360";
                angle0="rad -360";
                angle1="rad +360";
                memory = 1;
            };
            class MainGun: MainTurret
            {
                type="rotationX";
                source="OtocHlaven";
                selection="OtocHlaven";
                axis="OsaHlavnen";
            };
        };```
#

I bring this up, because when I open it in Bulldozer, The animation names show up as OtocVez and OtocHlaven instead of MainTurret/MainGun

hot pine
#

you are using wrong sources that's why it appears as otocvez/hlaven

brazen merlin
#

hm. question about number plates. the zivil zamaks have them, the military ones don't. i can re-activate them via _x animateSource ["spz_hide", 0]; but that still won't show the actual text on them. setPlateNumber doesn't seem to have any effect on them. is that a config thing or am i missing something else?

#

ah, i see now. PlateInfos has name = ""; so i guess it simply won't work with them

hasty flame
#

Hi folks,
as background I´m working on retexture faction atm, by now without problem, just working of BI wiki implementing stuff with own texture. But this drives me crazy, as I just do not understand it. I´m currently trying to implement texture for Milcap, but gives me strange results. Below headgear setup, groundholder, patches + final result.
Helmets working without problems, but this cap not, shouldn´t even show as LDF Cap rather as MCam Cap (MTP) as this is the inherit class. I´m doing stupid?

headgear
https://pastebin.com/DHTQg2UD

groundholer
https://pastebin.com/Jqwp2Abh

patches
https://pastebin.com/y401cVhU

Result in game
https://imgur.com/a/zqRHKjw

untold temple
#

Any change if you just put A3_Data_F_Oldman_Loadorder in the cfgPatches?

#

Wondering if Contact interferes with the class somewhere down the line

hasty flame
hasty flame
#

Also seems to overwrite LDF Milcap as not shown in editor anymore :/

untold temple
#

Get rid of the , at the end of the arrays in your cfgpatches too. Other than that I can only suggest you check { are even }; around wherever you're #including the cfgWeapons, cfgVehicles .hpp

zinc kindle
#

Hi all, I'm trying to build an addon using HEMTT and my config.cpp isn't ending up in the PBO, any idea why?

hearty sandal
#

how are you trying to pack it

#

or wait is HEMTT the packing thing?

zinc kindle
#

Nevermind I'm being an idiot not realising the .cpp apparently becomes .bin, however I am having an issue of functions not being detected from .cpp

hearty sandal
#

any specific reason to use HEMTT?

zinc kindle
#

The setup was the simplest lol

#

It's just a script mod, no models or anims or anything

hearty sandal
#

Dont know anything about it but if it does no debug on your work then there isnt really much to go on from

zinc kindle
#
{
    class TURB 
    {
        class helicopterTurbulence 
        {
            class turbulence
            {
                file = "HTUR_main\functions\fn_turbulence.sqf"
            };
        };
    };
};```
#

Says file not found upon launching the game

#
{
    class TURB 
    {
        class helicopterTurbulence 
        {
            class turbulence
            {
                file = "\functions\fn_turbulence.sqf"
            };
        };
    };
};``` 
also doesn't work.
opal crater
#

Cfg functions needs full paths in addons

#

What's your pboprefix

#

Dont know anything about it but if it does no debug on your work then there isnt really much to go on from
It's not doing much checking like pboProj, it's a really good tool but you must know what you're doing :)

hearty sandal
#

is the addon packed from P drive at least?

opal crater
#

No it's not. HEMTT is portable. No need for PDrive

hasty flame
#

Ok fix my problem. I really did stupid, as A3 Enoch also used eaf for this item...🤦 .

zinc kindle
#

So HTUR_main is the prefix

#

Well, the prefix is HTUR, however the packed .pbo is called HTUR_main

#

neither work

hearty sandal
#

@hasty flame you should always prefix you custom classnames with your own modTag_ to make sure theres no name conflics

hasty flame
#

Yeah I came up with this tag, as it would fit for the short name of the mod, but did not double check, if this was already in use, just unlucky. Already switch tag to more unique one.

opal crater
#

@zinc kindle show your pboprefix file contents

zinc kindle
#

@opal crater I've remade the project from the template as I was tinkering so much I probably made things worse. The prefix is now HT, and PBO_PREFIX is ```z\HT\addons\main

#

Same issue

#

config.cpp is now ```#include "script_component.hpp"

class CfgPatches {
class ADDON {
name = QUOTE(COMPONENT);
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {};
author = "Seb";
VERSION_CONFIG;
};
};

class CfgFunctions {
class HT {
class Helicopter_Turbulence {
class turbulence {file = "HT_main\functions\fn_turbulence.sqf";};
};
};
};```

opal crater
#

this can't work

#

internal pbo filesystem works based on pboprefix

#

z\HT\addons\main\functions\fn_turbulence.sqf

zinc kindle
#

I see, I'll give that a go now, cheers.

#

also, #include "CfgEventHandlers.hpp" in the config.cpp causes the build to fail, anny ideas?

opal crater
#

the file is not where it should be...

zinc kindle
#

/facepalm that was it yeah

#

for the #include at least, havent tried the actual addon yet

opal crater
#

(it's setup for older 0.6.0 tho)

zinc kindle
#

See, I found a lot of templates like that where I copied the file ="..." or whatever

#

but yours, and the examples I found, are so much cleaner than the verbose z\HT\addons etc and I don't understand why that is

opal crater
#

The default template is following CBA/ACE standard.

#

Which I'm also using in all of my newer addons.

zinc kindle
#

You said you're on 0.60 of HEMTT?

opal crater
#

z\ x\ whatever is nice for filepatching as it does not clutter your arma dir so much

opal crater
zinc kindle
#

PBO prefixes are such a foreign concept as it doesn't actually match any directory pre or post compilation lol

opal crater
#

they're a really simple concept.

#

They set the path to your pbo content. That's it. All paths inside pbo are relative to this.

#

with mikero tools it's bit easier to understand as you just go down from P:/ drive path.

zinc kindle
#

Same issue

#

"functions\fn_turbulence.sqf" is not founnd

simple trout
#

Anybody know why my vest config adds ballistic protection to everything?

little warren
#

anybody know anything about this error? No entry 'bin\config.bin/CfgVehicles/Turrets.side

#

built with pbo project says the config is fine

#

its not a game breaking error its just annoying that it pops up

hot pine
#

@little warren You have somewhere class CfgVehicles { class Turrets {}; };

little warren
hot pine
#

that doesn't look like full config

little warren
#

i can give you the full one thought you just wanted that part, one sec

#

sent in pm @hot pine

hot pine
#

what do you have in .rpt?

#

can you share full rpt?

little warren
#

sec i'll send that

hot pine
#

I think it could be some other addon

#
15:53:14 C:\Program Files (x86)\Steam\steamapps\common\Arma 3\@test\addons\tf373_mh6_overhaul.pbo - unknown
15:53:14 C:\Program Files (x86)\Steam\steamapps\common\Arma 3\@test\addons\tf373_soar_mh60.pbo - unknown```
little warren
#

i'll run it by itself and see what it does

rough hatch
#

@simple trout maybe your base classes inheritance is changing the base class values?

simple trout
#

That sounds right but I don't know how

rough hatch
#

post that part of the config

simple trout
#
    class ItemCore;
    class UniformItem;
    class HeadgearItem;
    class VestItem;
    class Vest_Camo_Base;
    class Uniform_base;
    class NVGoggles;
    class InventoryItem_Base_F;
    class Pistol_Base_F;```
rough hatch
#

and then your classes just inherit one of those?

simple trout
#

class usm_vest_pasgt_lbe_rm: ItemCore { class ItemInfo: VestItem { class HitpointsProtectionInfo { bunch of armor classes and values }; }; };

simple trout
#

Ok, this is somehow causing ballistic armor to be added to everything

untold temple
#

Inheritance at class ItemInfo: VestItem is probably wrong. Think it'll only inherit that properly if vestItem is defined inside ItemCore

#

Try something like ```C
class ItemCore;
class Vest_Camo_Base : ItemCore
{
class ItemInfo;
};

class myVest: Vest_Camo_Base
{
class ItemInfo: ItemInfo
{
class HitpointsProtectionInfo
{
//armor config//
};
};
};```

paper path
#
        class GunParticles: GunParticles
        {
            class SecondEffect
            {
                positionName = "Nabojnicestart";
                directionName = "Nabojniceend";
                effectName = "CaselessAmmoCloud";
            };
        };

is there list of effectnames for doing gunparticles?

sudden garnet
#

seems to be an issue when using import in mission config (https://community.bistudio.com/wiki/import) .
for example:

import RscButton;
import RscFrame;
import RscListbox;

just throws an error expecting import to be defined

simple trout
#

@untold temple Didn't work but thank you for the help

untold temple
#

What do you have in cfgPatches?

simple trout
#

class CfgPatches { class us_military_gear { units[] = {}; weapons[] = { usm_helmet_pasgt_unb }; magazines[] = {}; requiredVersion = 1.00; requiredAddons[] = {}; }; };

untold temple
#

You need to fill in requiredAddons if you're inherting from BI classes. Use A3_Data_F_Oldman_Loadorder and it should be the latest one

simple trout
#

doesn't seem to help

stoic lily
#

@sudden garnet import is not yet in stable branch

sudden garnet
#

Ah I see.

narrow musk
#

trying to assign an addaction to a prop to animate it
but the addaction doesn't pop up
I think I know what everything does except for userActionID
do I need to assign a specific value?

narrow musk
#

fixed the addaction problem but would still like to know if the useractionID number has any meaning

steady beacon
#

@narrow musk I'm sure that sets where in the action list yours shows up ie setting it at 1(or 0 can't remember off the top of my head) would mean it's 1st on the action scroll wheel list

narrow musk
#

oh
I've seen configs uing 70-80
is that just to be sure it doesnt overlap with anything?

hot pine
#

70 means that someone really wants to have that action at the bottom?

narrow musk
#

I though that was defined in priority

hot pine
#

Ah, yeah

acoustic imp
#

How do I export the ALiVE ORBAT Faction?

#

I have the data copied and the github addon installed

#

I just can't find the autogen.hpp thing

#

Is it cfgfunctions?

strong shuttle
#

No idea how ALIVE handles that... You'll have a better chance finding an answer in the ALIVE documentation or their forums (or Discord of they have one)

icy tapir
#

Hello, I am currently working on an Armenian Armed Forces mod. Therefore I made new textures, but they are invisible in the arsenal. Could somebody help me?

wintry tartan
#

Invisible in what terms?

icy tapir
#

when I select the vest, the caracter model does not show a vest

#

the uniforms and the helmet work without issues

wintry tartan
#

Any errors?

icy tapir
#

no

#

hmm wait there was something like no entry config.bin

#

do I have to binarize it that it works?

stoic lily
#

pastebin your config

icy tapir
stoic lily
#

requiredAddons[]={"A3_Characters_F"};

#

not enough

#

hiddenSelections[]
also should not be necessary or even bad to define

icy tapir
#

What do you mean with not necessary?

stoic lily
#

you inherit these anyway

icy tapir
#

ok so I have to remove this line

#

I also added the correct required addons

#

Additionally I replaced some original textures to look if it's a texture issue but it works fine

stoic lily
#

well its either a mismatch of the selections or camo selections are not exposed for that model

#

also you can just pack to pbo as long as just configs, textures, scripts - only model and terrain need binarization

#

(with makePbo, eliteness, or other simple pbo packers)

sleek sphinx
#

Should a question about model.cfg files go here or #arma3_model

fluid lintel
acoustic imp
#

Nope.

sacred dirge
#

Anyone have any idea on why my flares wouldn't be deploying on my helicopter? Im able to cycle the CM modes but cant deploy them

covert trellis
#

Hi everyone,

I am trying to create an addon for the eden-Editor and I got one to this point, where the Editor detect's it, so that I can use it.
But I have an Error in the Attributes, that I can't find. The editor just return's no entry 'bin config.bin/Cfg3DEN/Attributes' when I open the module. I am still very close to this page https://community.bistudio.com/wiki/Modules so I could just try try again. But that wouldn't help me to understand the error, if I get an error like this later. So I would really appreciate your help.

That's the config.cpp. It's to long for DC.
https://drive.google.com/file/d/12Yjta1V9tCwsGSd_MVovUnC2xF7TK2Vd/view?usp=sharing

covert trellis
slim halo
#

yours:

    class Logic;
    class AddLogic: Logic
    {
        class AttributesBase
        {
            class Default;
            class Edit;                    // Default edit box (i.e., text input field)
            class Combo;                // Default combo box (i.e., drop-down menu)
            class Checkbox;                // Default checkbox (returned value is Boolean)
            class CheckboxNumber;        // Default checkbox (returned value is Number)
            class ModuleDescription;    // Module description
            class Units;                // Selection of units on which the module is applied
            class EditAB;                // Two-dimensional size setting.
        };
        class ModuleDescription
        {
            class AnyBrain;
        };
    };

wiki's:

    class Logic;
    class Module_F: Logic
    {
        class AttributesBase
        {
            class Default;
            class Edit;                    // Default edit box (i.e., text input field)
            class Combo;                // Default combo box (i.e., drop-down menu)
            class Checkbox;                // Default checkbox (returned value is Boolean)
            class CheckboxNumber;        // Default checkbox (returned value is Number)
            class ModuleDescription;    // Module description
            class Units;                // Selection of units on which the module is applied
        };
        // Description base classes, for more information see below
        class ModuleDescription
        {
            class AnyBrain;
        };
    };
#

you are modifying the base class Module_F (and I think logic too)

covert trellis
#

Oh, that's a base class? It is very hard for me to figure out what I am allowed to change and what not. thank you very much.

slim halo
#

yes many modules already use it

covert trellis
slim halo
#

I'm not sure if there are any guides. I've learned most of it from the wiki

untold temple
#

@sacred dirge probably lost TransportCountermeasuresComponent when you wrote your own class Components for the sensors or dynamic loadouts etc.

#

Just add this inside class Components: class TransportCountermeasuresComponent{};

covert trellis
#

Hello again, I have problems, with getting the Values from my Module.
It executes the function and if I use hint format ["%1", _mode getVariable "Area"]; I get an error message, that "Area" is a String and not a Namespace, Object or some other things.

How do I give an Attribute Value to the Function?

the Function call: function = "blueMind_fnc_testFunction";
the Attribute:
` class Area
{
property = "blueMind_SmartFactionAddFaction_Area";
control = "EditAB";
displayName = "Area";
tooltip = "this sets the startingarea of the smart faction";
expression = "[_this] call blueMind_SmartFaction_fnc_Area;";
typeName = "STRING";

        };`

the function
`

private _logic = param [0,"objNull",["objNull"]];
private _units = param [1,[],[[]]];
private _activated = param [2,true,[true]];

if (_activated) then
{
hint format ["%1", _logic getVariable "Area"];
};`

sleek sphinx
#

Hi, I'm working on my first object mod and its a bullpup rifle. I was having tons of issues so I decided to rewrite my config.cpp from scratch. I am not great at coding at downright garbo at C++ so bear with me.
Here is where I am currently confused:
class mdrRifle556: Rifle_Base_F
{
author = "JWilde_NickGray";
scope = 0;
magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Yellow","30Rnd_556x45_Stanag_red","30Rnd_556x45_Stanag_green"};
magazineWell[] = {"STANAG_556x45"}; //Not what this does
magazineReloadSwitchPhase = 0.48;
recoil =

My question is, can I declare 'recoil_trg20' as an external class and put that as mdrRifle556's recoil = value

hearty sandal
#

if its declared in vanilla configs then you can just use it in your config

sleek sphinx
#

so just recoil = "recoil_trg20"

#

and is that a universal principal, so things like reloadAction = "GestureReloadTRG" should aslo work?

hearty sandal
#

yes

#

all configs get mashed up together on game start and can use what has been declared before them

sleek sphinx
#

Time to harass the arma discord again cuz im special! Anyway, new issue. I'm using the test weapon, TRG21, and an example online to write my weapon's config.cpp I have this snippet in it and i'm getting an error on game launch that states base class WeaponSlotsInfo isnt defined. I thought its pulling base classes like this one from the base game files and thus should be good to go? Again im garbage so this is probably some simple mistake or misunderstanding on my end. Thanks!
class WeaponSlotsInfo: WeaponSlotsInfo
{
class MuzzleSlot: MuzzleSlot
{
linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
compatibleItems[] = {"muzzle_snds_M"};
iconPosition[] = {0.0,0.4};
iconScale = 0.2;
};
class CowsSlot: CowsSlot
{
iconPosition[] = {0.45,0.28};
iconScale = 0.2;
};
class PointerSlot: PointerSlot
{
iconPosition[] = {0.25,0.4};
iconScale = 0.25;
};
};

hearty sandal
#

classes you inherit form need to be defined in your config too

#

but if you use a classname as a parameter then those do not

sleek sphinx
#

okay, awesome. none of the material im working from did that so I thought doing so would be wrong, thanks

#

(also, goat is a god tbh <3)

hearty sandal
#

also use pboProject to pack and it will likely tell you most of errors you make

covert trellis
#

You aren't the only "dumb" person here xD. I still don't know why I can't get the Variable (pleeeace help meeee...)

hearty sandal
#

on that I have no ideas

covert trellis
#

Ok, but thanks for looking.

hearty sandal
#

well maybe I do, the for a config varialbe you would need to use the commands that read the actual configs

#

the variable you have there is not "in game variable"

covert trellis
#

so I have to use the Yield as Attribute?

sleek sphinx
#

Truncated file. Missing one or more};. Error starts near token 'arifle_MDR556_F' : MDR_MBR_Base_F
In File @TF-169 Modpack V3_Alpha3\Addons\tf169_mdr_mbr\config.cpp: circa Line 404 EOF encountered

hearty sandal
#

your classes dont all close or open correctly

sleek sphinx
#

yeah i was just about to say i think i see the issue

hearty sandal
covert trellis
#

Oh I didn't found this until now. I mainly look into modules and from there to the different cfg Functions. Thank you

sleek sphinx
#

okay last one i think! This is the same issue I was having before, I have a tone of missing files with a similar path to this one
Warning: @TF-169 Modpack V3_Alpha3\Addons\tf169_mdr_mbr\config.cpp circa Line 219: A3\Sounds_F\arsenal\weapons\Rifles\TRG20\TRG20_tail_houses

#

An example as to where/how I am using these files

class TailHouses
{
sound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\TRG20\TRG20_tail_houses",1.0,1,1400};
frequency = 1;
volume = "(1-interior/1.4)*houses";
};

hearty sandal
#

@TF-169 Modpack V3_Alpha3\ is this part of your P drive folder structure?

sleek sphinx
#

yep

hearty sandal
#

Id advice agains spaces in folder paths

sleek sphinx
#

tru

hearty sandal
#

and well the @foldername\addon\ structure is not required at least

#

coudl be just P:\yourTag\tag_mdr_mbr

#

Id use only letters and underscore in foldernames

sleek sphinx
#

am I able to reference a file from outside the mod? i.e. a basegame gun animation

hearty sandal
#

yes

sleek sphinx
#

thats what I'm attempting to do there

hearty sandal
#

assuming you have P drive set up correctly and A3 data unpacked on it

#

(or the other method some people use but I know nothing about so cant advice on it)

sleek sphinx
#

I see the issue, somehow the sounds_f folder is missing from my a3

hearty sandal
#

did you unpack it with Arma3P from mikeros tools?

#

or the thingy in the tools launcher

sleek sphinx
#

just re unpacked it and its actually missing the referenced files in the TRG20 folder. There are some sounds here but not the same ones references in the base game TRG's config

#

i woulkd send a screenshot but it doesnt appear that I have perms

hearty sandal
#

you can upload it and paste the link here

#

buf you did not answer my question about the method of unpacking

sleek sphinx
#

Oh yeah i use mikeros

hearty sandal
#

id also recommend turning on "show file extensions" in windows

#

saves you a lot of trouble in the long run

sleek sphinx
#

any advice on how to set up the sound with this issue?

hearty sandal
#

well assuming your file path is actually correct and the file should be there you can just copy one of the files that are there and rename it

#

as in create a placeholder file in correct place

#

but if its not getting unpacked then its possible you have mistake in the file path

sleek sphinx
#

is there a differesnt sounds_f

hearty sandal
#

many.

sleek sphinx
#

ffs

#

idk what to do with that one tbh... its the exact path thats in the TRG's config

hearty sandal
#

then its correct

#

make placeholder file and pack it up

sleek sphinx
#

aight

sullen fulcrum
#

Does anyone have extra information on how to set up radars and other sensors in ArmA, other than the wiki?

stoic lily
#

RHS configs should be a good reference

sullen fulcrum
#

maxRange and minRange should be the same?

untold temple
#

If you don't want viewDistance to affect the sensor, yes

rough hatch
#

is there a way to set up submunition to always alternate? like I have 2 ammo types specified with 0.5 probability it doesn't guarantee it'll always fire one and then the other

untold temple
#

No, only probability

rough hatch
#

so there isn't a way I could have a 4 round magazine that always has 2 of one ammo type and 2 of another?

hearty sandal
#

fired eventhandler trickery perhaps

sullen fulcrum
#

Adding onto my previous question about sensors (Thank you very much for your help so far), I'm wondering about it not being enabled properly? I seemed to have connected it to:

class SensorDisplay
{                        
componentType="SensorsDisplayComponent";                resource="RscCustomInfoSensors";
range[]={7000,3500,1750,14000};                        showTargetTypes="1+2+4+8+32+128+256";
};
#

When I press Ctrl+R, it doesn't turn on the radar

#

Also is there somewhere a list of all target types?

livid heath
#

ok wacky question of the day:```
I have discovered today that

  1. setting hiddenselectionsmaterials entry on a uniform or man class in config causes his damage rvmat to fail to show (no blood mc seen)
  2. putting a working man and uniform in theeditor and using cursortarget to setobjectmaterialglobal on him with the SAME working rvmat on his torso selection, also causes the blood to stop showing.
    so, is this an engine limitation, or a fixable bug?
    wide-reaching issues? like insignia not being able to have materials files?
    and uniform variants which might like to use different rvmats to accentuate dirt can't be used without breaking damage
    is this just me being a tired, confused old git? have i "found" something that is well known? or is this useful? and is it fixable?
#

@hot pine

#

@stoic lily

untold temple
#

It's one of many limitations of hidenSelectionsMaterials. There's a reason that it's generally not advised to use it

livid heath
#

ok so it's a known thing, thanks then 😉

hot pine
#

insignia are using custom materials in vanila arma

#

it's super old bug

livid heath
#

so are only the insignia affected?

#

if you use hiddenselectionsmaterials on that but not the main uniform, the damage will show on uniform?

#

i guess i'll have to try it and see

covert trellis
regal jacinth
#

hey whenever i try debinning a config it will only show the cfgPatches and nothing else

strong shuttle
#

What are you trying to debin? Some pbo's only have a config.cpp with CfgPatches and nothing more

regal jacinth
#

oh i thought something was bugged, my bad

#

im just looking through configs to see how people code stuff

gleaming sentinel
#

Anyone have any good example configs for drones/placing objects out of inventory?

dreamy flare
#

I am creating a bullet casing in virtual reality with

_casing = "FxCartridge_127" createVehicle (getpos player vectorAdd [0, 1, 3]);

and the casing falls through the ground. Why?

wintry tartan
#

Because that model is not really configured well to spawn in that way?

dreamy flare
#

Ok, and how do I spawn it correctly?

#

Even better, how do I know which model to spawn on which way?

wintry tartan
#

Particles?

dreamy flare
#

Ah, you mean, there is no way fot this model to not fall through the ground, as it is a particle?

wintry tartan
#

No. Particles have its own collision regardless the model

dreamy flare
#

Oh, sry 🙈. Thought I was in scripting

wintry tartan
#

Gotcha 😄 gotta move there

dreamy flare
#

Rgr, thanks for your help 🙂

vast junco
#

Hey, guys, i need a help!)
I have a two sitting plane. So i want to make a targeting system.
Can i add a pilotCamera control to a gunner?

#

Or can I link somehow turret moving and pilot camera moving?

hushed rain
#

I'm trying to make a retexture of the remote designator turret, however, when I place it with the backpack, it's spawning without the AI in it (so you can't remote control it). Despite this, you can still disassemble and re-assemble it. anyone with any ideas, please let me know :D

raw wadi
#

Did you add the line for default crew? I‘m not sure about this, but there must be a line, that is telling the game which unit to set inside if its spawned by zeus or in eden. I‘m not sure how its done for AIs, but maybe similar.

strange egret
#

Has anybody made static weapons (static turrets) with multiple turrets?
I'm trying and the guns just dont shoot or move, but im not sure if i messed up the config, or if its just not possible

hearty sandal
#

I dont see why it would not be possible

#

they dont move/shoot for player or AI or both?

untold temple
#

ZU-23-2 in RHS has a FFV turret for a commander/observer on the main 23mm turret. They seem to work. Not sure if it being FFV makes particular difference

meager torrent
#

hello, im trying to create a module which executes a script. im a bit lost on the config side. for starters i just want a barebone module with a textfield input that executes a script. im trying to follow the modules framework site on the biki but its not very clear on what is needed and what isnt

#

thats my config so far

strange egret
#

ah! i missed one critical skeletonInherit...

hearty sandal
#

👍 👍

strange egret
#

ah well, main gun operates, but secondary guns dont. No movement as player (although the init values i set in the turrets are respected)

cursive cliff
#

Did you guys know, that the uniform which the unit has on, overrides the armor points of the unit. Probaly the same with the vests. Example, Unit hast 10000 armor points on the chest hitpoint, the uniform will set it to 2 for example. but only the hitpoints which the uniform is coverring

strong shuttle
#

Each piece of equipment adds hit points to certain areas when worn.

strange egret
#

uniform is considered the base layer. If you give armor value to the naked guy, then idk how to help you 😄

strong shuttle
#

Tactical Underwear is underrated 🤣

strange egret
#

think you have watched too many underarmour commercials...

strong shuttle
#

Actually, if I recall correctly did the UK have tactical underwear and the US was thinking about adapting it.
It didn't do anything other than being comfortable 🤣

limber citrus
#

It didn't do anything other than being comfortable 🤣
To be fair thats pretty important in a tactical enviroment 👀

strange egret
#

so, anyone see anything fishy with this static weapon turret config?
https://pastebin.com/ZNFY3aLn conf
https://pastebin.com/EmK2gabD modlcfg
animations are working in buldozer, but ingame the turrets (apart from mainturret) are not operational. Cant shoot, cant move. You can sit in them and they respect the traverse/elevation init values, but thats it

untold temple
#

gunnerOutOpticsModel = ""; is potentially bad

#

And your anim class for the turret and gun might have to be the same as the name of the source

#

e.g. change the source from tur3_l_trav_AnimSrc to simply Turret3Trav_L

strange egret
#

no,didnt help. Would have surprised me, because this is how ive used it for dozend vehicles (that are not static)

strange egret
#

to me it just looks like static turrets dont support multiple turrets. Static weapon class seems weird anyway, since animation for mainturret has to be called mainturret / maingun. Name it differently and it no longer works - or at least i havent gotten it to work with custom names, that would have been no problem with tanks/cars

steady beacon
#

Is there any way to add rockets/missiles to uniform/vest without the "couldn't load magazine into uniform/vest" rpt errors?

strong shuttle
#

make the cargo space of uniforms/vests bigger, or the size of rockets/missiles smaller

steady beacon
#

nope that doesn't work lol first thing I tried

#

I can make it so a launcher will fit but the rockets wont go into uniform/vest other than placed in config which in turn gives the rpt error

hot pine
#

@strange egret where do you have newturret definition?

hot pine
#

anyway, as I mentioned before - static weapons are tanks without any driver so there are no limitations there

#

made a "static weapon" out of it

strange egret
#

this is where newturret is defined

class LandVehicle;
class StaticWeapon: LandVehicle{
   class NewTurret;
   class UserActions {
       class PressXToFlipTheThing;
   };    
   class AnimationSources;
   class ViewPilot;
   class ViewOptics;
   class ViewCargo;
   class HeadLimits;
   class Turrets {
       class MainTurret;
       class ViewOptics;
   };
};```
cursive cliff
#

@strange egret the idea about the armor points was to add the player more health instead of doing it per script, but since the armor points dont matter if he put diffrent clothes , I cannot do it this way

meager torrent
#

is there a available config for an editor module somewhere i can look at? the vanilla one is binarized so i cant read it

strange egret
#

cfgconvert.exe converts configs

meager torrent
#

thanks ill try that out. dedmen also recommended all-in-one config so ill look at that as well

vast junco
#

Hello!
points[] =
{
{ boneName, { offsetX, offsetY }, weight }, // full definition
{ { offsetX, offsetY }, weight }, // without bone
{ boneName, weight }, // without offset
{ boneName, { [boneName transform only coordinates in this group], 0, 0 }, weight }, // the same as previous one
{ 1 } // ERROR: weight only
};

"[boneName transform only coordinates in this group]" how can i use it?

simple trout
#

How do I make particles slow down? It looks like their speed is constant

hearty sandal
#

airfriction

#

maybe

simple trout
#

I don't see an airfriction in the particle config

#

I think I found it out though

fickle storm
#

Does anyone know how to make a beacon work correctly and it emit light ?

#
        class AnimationSources
        {
            class Lightbar
            {
                source = "user";
                initPhase = 0;
                animPeriod = 1;
            };
        };
        //Attempt to make beacons work? Maybe?
        class UserActions
        {
            class beacons_start
            {
                displayName = "Beacons Start";
                position = "lightSwitch";
                radius = 1.8;
                animPeriod = 2;
                onlyForPlayer = false;
                condition = "this animationPhase ""Lightbar"" < 0.5 && alive this && driver this == player";
                statement = "this animate [""Lightbar"", 1];";
            };
            class beacons_stop: beacons_start
            {
                displayName = "Beacons Stop";
                condition = "this animationPhase ""Lightbar"" > 0.5 && alive this && driver this == player";
                statement = "this animate [""Lightbar"", 0];";
            };
        };```
brazen merlin
#

needs to be in reflector class

#

and it only works if main light of the vehicle is on

#

e.g. you can't have front lights off but beacon on

tawdry mantle
#

G'day all, I've been looking through the configs for vanilla and tinkering here and there in the attempt to get attack helicopters to use their rocket pods against infantry, to no success. Is there something within the configs that forces them to use them against infantry, or is this more of an AI script thing?

rough hatch
#

it might be their cost in the ammo config

#

or it might have allowAgainstInfantry set to 0

#

you could try checking those on the ammo in config viewer

#

if you sit in the helicopter with that weapon selected and open config viewer, it'll have a shortcut to the ammo config there

tawdry mantle
#

Cheers @rough hatch

hardy elm
#

Hey, just a very general question, only need info on what to look at/where i'd do something like that: had the idea to turn the caesar btt into a ground reconnaissance plane with a camera that points down and is operable by the copilot. Could something like that be done via Cfg only? I'd image that could be implemented as a turret?

sullen fulcrum
#

You might want to wait for answers from more experienced people, but you would at least need to define one or two vertices in the memory lod for that. Maybe it's possible to hijack existing memory points like propeller axis, flood or position lights? Dunno, Ive only ever done FFV turrets, not sure whats needed for a turret camera

steady beacon
#

@tawdry mantle Make sure you have the ammo flags set right as well in the ammos config and make sure you helicopter has the right sensors to see and track its target properly, there are some other factors but try these to begin with.

hardy elm
#

Aaaand a question regarding sensors config: I pretty much just used the example config from the biki to add radar capabilities to the caesar btt, but the radar ui isn't showing. Log says "Unknown action ActiveSensorsOn" when I press CTRL+R... does the radar require more to show up? user actions? Config and inheritance seems fine to me in CfgViewer: https://i.imgur.com/bgAYMoY.jpg

untold temple
#

display needs adding to class VehicleSystemsDisplayManagerComponent(Left/Right)

vast junco
#

Hello guys!

How can i hide the bomb after dropping it from the pylon?

#

i know i need do something with p3d and model.cfg

untold temple
#

https://forums.bohemia.net/forums/topic/206064-pylons-weapon-sample/?do=findComment&comment=3204897 pay attention to the cfgNonAIVehicles bits for the proxies you are using. Or use BI proxies that already have these properties

vast junco
#

Thank you

#

But i still can't understand the logic

untold temple
#

Plane/heli contains proxies for the magazine's model= parameter which is usually some kind of rack or launcher, or an invisible model if you want the bomb/missile to look like it connects directly to the plane/heli. The .p3d file that the proxy in your plane/heli points to must be defined in cfgNonAIvehicles somewhere and have the property simulation = pylonpod;. If you use one of BI's pylon model paths for the proxy in the plane/heli, then there is no need to define it yourself

#

The pylon/launcher model you are using for your magazine model= contains a proxy that will show the ammunition type's proxyshape= which is invariably your actual missile/rocket/bomb model

#

The proxy path for that ammunition must also be defined in cfgNonAIvehicles somewhere, but this time it needs to have the property simulation = maverickWeapon;

#

Again, if you use one of BI's models for your proxy here then there is no need to define it yourself

#

The proxy for the ammo model inside the magazine model having maverickWeapon simulation, is what makes the proxy ammo model disappear when the ammunition is fired out of the magazine

unique girder
#

Sorry if this is a dumb question but I'm at a bit of a loss - is it possible to override one addon's stringtable.xml in another addon? specifically I wanna alter the displaynames of rifles in a weapon mod, and have it as a separate mod that depends on the weapon mod rather than republish the entire weapon mod

#

creating a separate PBO that depends on the weapon mod, with its own stringtable.xml that uses the same project, package and key names, doesn't work

untold temple
#

Make unique names in the string table and overwrite the displayname= parameter in the weapon

unique girder
#

I'll give that a shot - assume I basically have to reimplement each weapon's class in my addon?

hearty sandal
#

yes

#

maintaining their original inheritance hierarchy may be requried too

unique girder
#

That's fair

#

Would've preferred to make it work with the Steam Workshop distribution of the mod, but I suppose that's life

#

Thanks for the advice

hearty sandal
#

if your mod is run after the original with required addons set up right it should work and overwrite the original ones paramterers you have changed

unique girder
#

Oh yeah my brain was going down the track of 'it's probably easier to just edit the source of the original mod'

hearty sandal
#

your pbo should contain only your config and strintable files

#

only the maker has access to the source usually

unique girder
#

It's on github

unique girder
#

Nothing I've tried so far has worked... just realised my dumb ass had CfgWeapons as a child of CfgPatches in my config.cpp

paper path
#

anyone know what config attribute it is that handles the bullets that are created when you fire a weapon/the rounds that drop from the weapon on firing

hearty sandal
#
            class gunParticles
            {
                class effect1
                {
                    positionName = "machinegun_eject_pos";
                    directionName = "machinegun_eject_dir";
                    effectName = "MachineGunCartridge1";
                };
                class effect2
                {
                    positionName = "machinegun_end";
                    directionName = "machinegun_beg";
                    effectName = "MachineGun1";
                };
            };```
paper path
#
        class GunParticles: GunParticles
        {
            class SecondEffect
            {
                positionName = "Nabojnicestart";
                directionName = "Nabojniceend";
                effectName = "";
            };
        };

i have that blanked out. unless im reading that config block wrong

#

there shoudnt be any effect with effectName = ""; being empty right?

hearty sandal
#

possibly

#

but you might be inheriting other ones

paper path
#

ill just blank the class out - class GunParticles: GunParticles{}; and see what happens

#

yeah that didnt work.

hearty sandal
#

just empty class gunparticles{};

#

no ineritance

drifting trout
#

Is there a way to increase the length of a runway "AirportBase"? I was hoping to be able to do this through a config edit, but I've read that it can only be done when editing a terrain's config (althought Jets DLC "DynamicAirport" is shorter)? Either way, I'm not sure what determines it's length to begin with, so I'm pretty stuck.

Scratch that. I think I've eventually put the right search terms into google. Looks as though the ilsTaxiOff/In values determine that 😁

paper path
#

i wonder what my cartridge for my ammo is actually.

#

yeah. that makes sense after looking at the configs.

vast junco
#

da12thMonkey thank you kindly

paper path
#

_65_caseless has an empty mode. _556 has an actual cartridge

paper path
#

yeah that didnt work

#

tried it with B_65x39_Caseless as the ammo and i still get shell ejections

hot pine
#
{
    class rhs_B_545x39_Ball: B_556x45_Ball
    {
        cartridge = "RHS_Cartridge_545x39";```
@paper path
#

change cartridge to empty string

paper path
hot pine
#

paste whole config perhaps?

#

check that your changes are applied with ingame config viewer

paper path
#

Currently heading to work. Will tonight

meager torrent
# unique girder It's on github

Github doesnt mean opensource. If there is no license attached or very clearly mentioned that its opensource, you re not allowed to use any of it. No matter if its a public repo or not

#

Just mentioning before someone gets in trouble :)

grand zinc
#

open source == open source.
stuff on github is open source.
Github does basically mean open source unless you have a private repo that noone can see

#

but open source doesn't mean you can just take it yeah.

#

open source == you can see the source.

unique girder
#

Sure, but nobody's gonna make a public repo on github unless they're okay with you looking at the code, and the readme doesn't state a licence AFAIK but does say they're okay with forks

strong shuttle
#

open source = allowed to look at source code, and forks are ok since it might improve the code (PR's). Still doesn't allow you to attach your own license and/or making it your own.
attached license = required to follow license
no license = not allowed to do anything without explicit permission

lofty zealot
#

*no license = [...] and also allowed to look at source code

#

if it is public, you can look at it

#

that is pretty much the ruile

paper path
#

there an easy way to track down no entry .model issues?

steady beacon
#

@paper path checked the RPT file? That can usually help narrow down where to look.

lapis quail
#

Got a question about pilot cameras and gunner cameras on helicopters, I'm trying to make a turret camera that is not able to CTRL+T area lock, to be able to CTRL+T area lock.
I've looked through the config reference wiki pages and the only thing I found relating to this is the stabilized in axes for the TurretsCfg. Does anyone know how I'd go about making a point-locking or area locking targeting camera?

untold temple
#

You can only add zoom modes to lock the turret with directionStabilized = 1;. Ctrl+T locking isn't a feature on helicopter gunner turrets

lapis quail
#

It's not? I could've sworn the Kajman and the Blackfoot had it

#

Fair enough

clever geyser
#

What's the standard procedure for including image files in your addon and getting arma to see them? I'm making an insignia addon and Mikero's tools finds my images fine, but once pbo'd and loaded as a mod in arma, arma cannot find them.

Images are in a subfolder from the config.cpp root called "icon," my config refers to them by their name "insignia1.paa" (but not file location such as "\icon\insignia1.paa", because that broke the pbo software) and Mikero's pboProject finds them fine but once pbo'd arma has no idea where they are.

untold temple
#

Subfolder name is needed, so is the name of the addon folder. Basically the whole path on your work drive minus the P:\

clever geyser
#

What's strange is that I included the path originally but that didn't work, only working once I removed the path and just used the name. Weird, but i was probably getting the path wrong somehow back then.

So where does the path start? At \addon\icon\IMAGE.paa or at the entire mod's root, i.e. \MYMOD\addon\ADDONNAME\icon\IMAGE.paa

#

nvm, im stupid

untold temple
#

From the .pbo root so if it's MYADDON.pbo it's MYADDON\icon\IMAGE.paa unless you have a project folder for the whole mod set up on P:\

clever geyser
#

From pbo route isn't working with my current settings, am I missing something obvious?

Source folder (for pboProject): P:\My_Insignia_Test_Mod\addons\My_Test_PBO
Config file:
My_Test_PBO\icon\IMAGE.paa

untold temple
#

Then i think you might need full My_Insignia_Test_Mod\addons\My_Test_PBO\icon\IMAGE.paa I think pboproject automatically sorts out generating .pbo from subfolders like that. Used to have to manually make a $PBOPREFIX$ file IIRC

clever geyser
#

PBO compiled, let me try and see if arma works now

#

it works

#

you cannot believe how long I've been stuck on this

#

Thank you!!!

rustic cape
#

hey there. I'd like to design a dummy vehicle, with no 3D model, no physx, and only a single passenger seat. I can't find any intel on how to do this. Is there somewhere a "Crew config guidelines" similar to what we can find regarding to PhysX properties of cars ? I can't find anything

hearty sandal
#

Sample models in the Arma3 samples on steam could be a staring point. There is unfortunately a lot of things of which nothing is put down in tutorial form. BI forums have some tips here and there.

rustic cape
#

thanks, I'll have a look to the samples. I mostly need a starting point indeed. After that I will be able to browse ressources for more specific questions

#

looks like passengers are represented by proxies in the p3d

#

no reference to that in config.cfg

#

and quite few references in config.cpp

#

well, back to the old method I guess : copy-paste the most apparently significant things, and progressively add less apparently significant things until it kinda works

limber citrus
#

Hey peeps I need some help with a config, namely the mod.cpp config
I'm working on a small misc mod and tried to replicate my mod.cpp from an earlier mod, but while the file structure is the same for both (except the different name of the .pbo file) the left config works and the right one doesnt
Configs:
http://prntscr.com/w181it
File structure:
http://prntscr.com/w182lp

stoic lily
#

L16

#

overview = "...";

#

aka missing quote/text ending with ";

limber citrus
#

Oh ye I know about that, ignore that part and the discord link

untold temple
#

It's not going to work unless the whole thing is correct

limber citrus
#

Ye I already fixed that stuff after I posted the picture, I was rewriting it when I took the picture

#

The error already happened before the rewriting

untold temple
#

So what does it look like now? It's not easy to help based on outdated files

#

You can introduce new errors when fixing old ones

limber citrus
untold temple
#

Is the filestructure on your P:\ drive you're packing from just P:\tidechanger or is it in some subfolder?

limber citrus
limber citrus
#

I can remove them, but they work fine in the first config so

limber citrus
untold temple
#

Is the other addon also in subfolders? As I mentioned to someone yesterday, if you're packing with pboproject, it uses everything after the "Workspace" address in settings, as the root of what the game sees

#

You might need to change your Workspace to P:\AcquickJoinProject\@ACQuickJoin\Addons

limber citrus
#

Is the other addon also in subfolders?
Yep, both are in subfolders of the P Drive

untold temple
#

Other folder doesn't have a $pboprefix$ file or anything different?

limber citrus
#

Nope

brazen merlin
#

hm my artillery doesn't want to shoot when synced to the artillery support module. anyone knows what could be up with that?

#

if i join the unit to the player group, it fires just fine if i point somewhere and tell em to shoot

#

availableForSupportTypes[] = {"Artillery"}; is set in config

#

using the support module plays the default radio dialog, ends with "rounds complete" and that's it, nothing happens

#

it's completely skipping the actual vehicle firing

#

also, while i'm at it, is there a config entry to define the amount of "shaking" a vehicle does on firing?

stoic lily
#

in cfgAmmo the muzzleImpulseFactor

#

artilleryLock = 1;

#

might be necessary

#

BIKI may have some more info on the support stuff

brazen merlin
#

hm. ok i'll try

#

thing is, i could swear that it worked already before

#

but i have no idea what i changed

#

hm can't find muzzleImpulseFactor in artillery ammo

#

seems to be in some, but not all. interesting

#

ah, it's in CfgMagazines

stoic lily
#

my bad

brazen merlin
#

artilleryLock = 1; didnt help

stoic lily
#

does it work with A3 arty?

#

aka would try to rule out first its not mission/situation specific

oak slate
#

Having a bit of an issue with a flag's config. I inherit from the vanilla NATO flag and overwrite its textures. I can see that the default NATO flag has scope=2 and scopeCurator=2 but I still fail to see the flag in Zeus. It's placeable in 3DEN though.

class CfgVehicles
{
    class Flag_NATO_F;

    class Third_Flag_3rdID: Flag_NATO_F
    {
        author="Third Infantry Division";
        displayName="Flag (3rdID - Unit Flag)";
        class EventHandlers
        {
            init="(_this select 0) setFlagTexture '\3rdid\third_flags\data\flag_3rdid_co.paa'";
        };
    };
};

Anyone knows what's going on?

untold temple
#

Probably needs to be in cfgPatches units[] array to be available in Zeus

oak slate
#

Actually I'm stoopid. Didn't re-cruch after adding them to units[] meowfacepalm that did actually solve the issue. Thanks a lot @untold temple

brazen merlin
#

it's just my new artillery that makes problems

stoic lily
#

the diff vs A3 class

brazen merlin
#

i found the reason for the issue

#

if i remove the commander from the vehicle, the support module works

#

so whatever is going on, it's the commander who is overriding it

regal jacinth
#

hey im trying to add a sound effect that you can play through the "Play Sound" module in zeus. the sound isnt coming through but the name shows in the list. can someone look through my config to see if ive done anything wrong? thanks

{
    class ReaperCrew_East_Wind_Sounds
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Sounds_F"
        };
    };
};

class CfgVehicles
{
    class sound;
    class RC_CTRF_Briefing: sound
    {
        author = "Reaper Crew";
        scope = 2;
        sound = "RC_CTRG_Briefing_SFX";
        displayName = "CTRG Briefing";
    };
};

class CfgSFX
{
    class RC_CTRG_Briefing_SFX
    {
        name = "CTRG Briefing";
        sounds[] = {"RC_CTRF_Briefing"};
        RC_CTRF_Briefing[] = {"\ReaperCrew_East_Wind_Sounds\Sounds\bruh_sound_effect_2.ogg"};
        empty[] = {""};
    };
};

class CfgSounds
{
    class RC_CTRF_Briefing
    {
        sound[] = {"\ReaperCrew_East_Wind_Sounds\Sounds\bruh_sound_effect_2.ogg"};
        titles[] = {};
    };
};```
stoic lily
#

anything in rpt?

#

try to replace the sound with a native A3 one to see if your ogg itself is the prob

regal jacinth
#

Ive changed between two ogg, i thought it wasnt working because it was too long so i changed it to a shorter one

#

Still didnt work

regal jacinth
#

looking through the arma sound files they seem to be using .wss files instead of .ogg files

wispy anvil
#

with arma 3 tools you can convert .ogg to .wss

regal jacinth
#

wonderful

limber citrus
#

Or just use a .wss.ogg file heh_r

#

(/s)

regal jacinth
#

damn didnt work

regal jacinth
#

maybe it has something to do with
db+10, 1.0

#

nvm

limber citrus
regal jacinth
#

nah still stuck

limber citrus
#

Ah oki

regal jacinth
#

it doesnt say much online

wispy anvil
#

u call him with : playsound "RC_CTRF_Briefing" ?

#

class RC_CTRF_Briefing { sound[] = {"\ReaperCrew_East_Wind_Sounds\Sounds\bruh_sound_effect_2.ogg", db+0, 1.0}; titles[] = {}; };

#

i put this , db+0, 1.0 at the end of the line and i this it's good ?

regal jacinth
#

what?

wispy anvil
#

db+0, 1.0 is requied in cfgsounds so put it at the end of the line sound[] = {"your folder\your song", db+0, 1.0};

#

If isn't working try to define cfgSound in a description.ext in a mission folder to try if the sound is working

regal jacinth
#

fuck im so stupid, i had the wrong file path for the sound...

stoic lily
#

happens to everyone. make sure to use pboproject next time if you havent

scarlet hornet
wispy anvil
#

hi, doors doesn't work in game right ? or glass doesn't breaks ?

scarlet hornet
#

both 😢

wispy anvil
#

do u have the addaction to open the door ?

scarlet hornet
#

Yup, like this

      {
        class OpenDoor_1
        {
          displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
          displayName = "$STR_DN_OUT_O_DOOR";
          position = "door_1_trigger";
          priority = 11;
          actionNamedSel = "Door_1a";
          radius = 1.75;
          aiMaxRange = 6;
          onlyForPlayer = 0;
          condition = "(this animationSourcePhase 'Door_1a_source') < 0.5";
          statement = "this animateSource [""Door_1a_source"", 1]; this animateSource [""Door_1b_source"", 0];";
        };
        class CloseDoor_1: OpenDoor_1
        {
          displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
          displayName = "$STR_DN_OUT_C_DOOR";
          priority = 11;
          condition = "(this animationSourcePhase 'Door_1a_source') >= 0.5";
          statement = "this animateSource [""Door_1a_source"", 0]; this animateSource [""Door_1b_source"", 0];";
        };
      };
wispy anvil
#

and in game when you are in front of the door 1 you have the action ?

scarlet hornet
#

no, there is no interaction menu

wispy anvil
#

here it's my useractions for building it's working for me but you have to create some memory point for the door trigger

#

i have 2 groups of memory points the axis for you it's ok but i have door_1_trigger in the middle of my door

#

you can see at the right the axis and in the middle the "door_1_trigger"

#

in the geometry lod name make 2 selections for the door one "door_1" and another "door_1_action"

scarlet hornet
#

how about multi objects? my door is made from 2 parts: door_1a and door_1b

wispy anvil
#

same thing but 2 doors for 1

#

so door_1a have door_1a_trigger and door_1b have door_1b_trigger

#

because if u don't have trigger u don't have action

scarlet hornet
#

Is it possible to run both with the same trigger?

wispy anvil
#

2 parts but 1 door so 1 action ?

#

it's possible just name door_1a and door_1b = door_1

#

but you will only be able to open one part

#

I just realized I think you want to open all part of the door with 1 action ?

scarlet hornet
#

yes

wispy anvil
#

so just create door_1_trigger

scarlet hornet
#

each parts rotate the other directions

wispy anvil
#

it's not a problem because it's define in model.cfg so you can make only 1 action

#

you just need to change the stactement of the open action like this

#

statement = "this animateSource [""Door_1a_source"", 1]; this animateSource [""Door_1b_source"", 1];";

#

because you want to open all the parts

scarlet hornet
#

I see, thanks

wispy anvil
#

i hope i was clear with my bad english 😄

regal jacinth
#

and ofc i had to fix what isnt broken...

wispy anvil
#

it's working ? @regal jacinth

regal jacinth
#

nah i managed to follow a steam guide on how to put in music, got that working but decided to rename the folder to a more fitting name. still stuck on the sound thing tho

wispy anvil
#

u have this db+0, 1.0 ?

regal jacinth
#

yea

#
{
    class ReaperCrew_East_Wind_Sounds
    {
        author = "Reaper Crew"
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Sounds_F";
        };
    };
};

class CfgVehicles
{
    class sound;
    class RC_CTRF_Briefing: sound
    {
        author = "Reaper Crew";
        scope = 2;
        sound = "RC_CTRG_Briefing_SFX";
        displayName = "CTRG Briefing";
    };
};

class CfgSFX
{
    class RC_CTRG_Briefing_SFX
    {
        name = "CTRG Briefing";
        sounds[] = {"RC_CTRF_Briefing"};
        RC_CTRF_Briefing[] = {"\RC_East_Wind_Sounds\Sounds\bruh_sound_effect_2.ogg", db+0, 1.0};
        empty[] = {""};
    };
};

class CfgSounds
{
    class RC_CTRF_Briefing
    {
        sound[] = {"\RC_East_Wind_Sounds\Sounds\bruh_sound_effect_2.ogg", db+0, 1.0};
        titles[] = {};
    };
};```
wispy anvil
#

in cfgsounds

desert wing
#

Is there any means by which I can force AI to only be able to fire a weapon when crouched or prone? Ideally in a way I can bundle in to a weapon addon?

wispy anvil
#

The engine cannot but u can make it in script but i think it's not good for performance...

regal jacinth
#

still no sound

#

how do i even read whats wrong when i crunch it through pboProject?

wispy anvil
#

i don't use pboproject so idk but check the link and u see where is the line sounds[] = {};

regal jacinth
#

yea put it in the right place

wispy anvil
#

and it's doesn't work ?

#

try to define cfgsounds in description.ext to check if it's ok

do the same thing but in mission folder

regal jacinth
#

oh i missed the description.ext

#

know where i can read more on what to add in it?

regal jacinth
#

isnt there a way to skip the description.ext? im not the one making the mission so is it possible to have it in the pbo instead of the mission folder?

limber citrus
#

have it in the pbo instead of the mission folder?
Which pbo do you mean?

regal jacinth
#

im putting together a mod for my unit (uniforms and other gear) and they want a sound effect that calls everyone to briefing

wispy anvil
#

It's possible to have cfgsounds in addons but if u want a particular sound only for one mission do it on the description.ext

#

if u try to define cfgsounds in description.ext and that it's work you'll be able to know if it's an error in config or in folder

regal jacinth
#

ill give it a shot

wispy anvil
#

in the link I sent you u have a line for cfgsounds in addons

#

if u want

regal jacinth
#

yea but do i just use

{
    sounds[] = {};
    class wolf1
    {
        // how the sound is referred to in the editor (e.g. trigger effects)
        name = "my_wolf_sound";

        // filename, volume, pitch, distance (optional)
        sound[] = { "fx\wolf1.ogg", 1, 1, 100 };

        // subtitle delay in seconds, subtitle text
        titles[] = { 1, "*wolf growls*" };
    };```´
or do i use the whole ```class playerIsHurt``` and ```class AnotherSound``` too?
#

well this is what i wrote in the Description.ext. i put it in the mpmission folder and still heard nothing

{
    sounds[] = {};
    class RC_CTRG_Briefing_1
    {
        // how the sound is referred to in the editor (e.g. trigger effects)
        name = "CTRG Brief :)";

        // filename, volume, pitch, distance (optional)
        sound[] = {"\RC_East_Wind_Sounds\Sounds\bruh_sound_effect_2.ogg", 1, 1, 100 };

        // subtitle delay in seconds, subtitle text
        titles[] = {};
    };
};```
wispy anvil
#

can u try with the command playSound "RC_CTRG_Briefing_1"

#

in debug console

#

or try this sounds[] = {"RC_CTRG_Briefing_1"};

regal jacinth
#

yea my stupidity strikes again

#

forgot to add a ; to the Author in cfgPatches

wispy anvil
#

Classic 😄

regal jacinth
#

i swear to god, every time i change the .ogg file it stops working

wispy anvil
#

in ur .rpt u have an error ?

regal jacinth
#

.rpt?

regal jacinth
#

bruh where do i even start reading the rpt file

#

i see alot of ace and cba stuff but not so much of my mod

hearty sandal
#

at the bottom is what happens when it goes down

#

if anywhere

regal jacinth
#

21:09:08 Sound: Error: File: a3\ui_f\data\sound\onclick.wss not found !!!

#

not sure if this helps tho because the game is not crashing

hearty sandal
#

well there isnt such file in that folder

#

there is no such file referenced in the configs either as far as I can tell

#

@regal jacinth

#

so its quite reasonable its not found

regal jacinth
#

weird it was working just a minute ago also

hearty sandal
#

or some other issue masked it

regal jacinth
#

its just the sound that doesnt come out, i can find the selection and all

hearty sandal
#

well there is no such sound file

#

cant play a sound if there is no file

regal jacinth
#

thats not the sound im trying to play

#

i have no clue what that error message was about

simple trout
#

how can i make a weapon not fire if i have a certain muzzle device attached???

opal crater
#

I don't think you can. Needs a bit of scripting with fired EH.

icy tapir
#

`class PSZ_V_UKO_L_WDL_R;
class sra_armenian_vest_l_r: PSZ_V_UKO_L_WDL_R {
scope = 2;
displayName = "[ARM] Combat Vest (Rifleman)";
picture = "\psz\characters\pl\picture\v_UKO_WDL_ca.paa";
model = "psz\characters\pl\psz_v_uko_l_r.p3d";
hiddenSelections[] = {"Camo","Camo1"};
hiddenSelectionsTextures[] = {"\sra_armenia_character\data\sra_armenian_armor.paa","\sra_armenia_character\data\sra_armenian_equip.paa"};

class ItemInfo : VestItem {
    uniformModel = "psz\characters\pl\psz_v_uko_l_r.p3d";
    containerClass = "Supply100";
    mass = 50;
    armor = 5*0.5;
    passThrough = 0.7;
    hiddenSelections[] = {"Camo","Camo1"};`
#

Hello

#

I have some vests in my addon

#

but it seems they don't have ballistic and explosion protection

#

does anyone know what I have to add to my vest that it protects in a proper way?

#

This is an example of many vests

#

they all have no protection

steady beacon
#

@icy tapir something along the lines of

#

class HitpointsProtectionInfo
{
class Chest
{
HitpointName = "HitChest";
armor = 20;
PassThrough = 0.9;
};
class Diaphragm
{
HitpointName = "HitDiaphragm";
armor = 20;
PassThrough = 0.9;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 20;
passThrough = 0.9;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.9;
};
};

icy tapir
#

@steady beacon thanks, I will try it out!

#

class HitpointsProtectionInfo;
class PSZ_V_UKO_H_WDL_CO_Headset;
class sra_armenian_vest_h_co_headset: PSZ_V_UKO_H_WDL_CO_Headset {
scope = 2;
displayName = "[ARM] Heavy Combat Vest (Commander/Headset)";
picture = "\psz\characters\pl\picture\v_UKO_WDL_ca.paa";
model = "psz\characters\pl\psz_v_uko_h_co_icom.p3d";
hiddenSelections[] = {"Camo","Camo1"};
hiddenSelectionsTextures[] = {"\sra_armenia_character\data\sra_armenian_armor.paa","\sra_armenia_character\data\sra_armenian_equip.paa"};

class ItemInfo : VestItem {
    uniformModel = "psz\characters\pl\psz_v_uko_h_co_icom.p3d";
    containerClass = "Supply100";
    mass = 50;
    armor = 5*0.5;
    passThrough = 0.7;
    hiddenSelections[] = {"Camo","Camo1"};
};
class HitpointsProtectionInfo 
        {
            class Chest 
            {
                HitpointName = "HitChest";
                armor = 20;
                PassThrough = 0.9;
            };
            class Diaphragm 
            {
                HitpointName = "HitDiaphragm";
                armor = 20;
                PassThrough = 0.9;
            };
            class Abdomen 
            {
                hitpointName = "HitAbdomen";
                armor = 20;
                passThrough = 0.9;
            };
            class Body 
            {
                hitpointName = "HitBody";
                passThrough = 0.9;
            };
        };
};
#

Ok

#

I did it that way now

#

It does not work

#

It is probably wrong xD

wispy anvil
#

check if everything is ok

icy tapir
#

ok

wispy anvil
#

class HitpointsProtectionInfo must be in class iteminfo

#

class ItemInfo : VestItem { uniformModel = "psz\characters\pl\psz_v_uko_h_co_icom.p3d"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"Camo","Camo1"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 20; PassThrough = 0.9; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 20; PassThrough = 0.9; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 20; passThrough = 0.9; }; class Body { hitpointName = "HitBody"; passThrough = 0.9; }; }; };

#

like this

icy tapir
#

aaah ok

#

class HitpointsProtectionInfo;
class PSZ_V_UKO_H_WDL_CO_Headset;
class sra_armenian_vest_h_co_headset: PSZ_V_UKO_H_WDL_CO_Headset {
scope = 2;
displayName = "[ARM] Heavy Combat Vest (Commander/Headset)";
picture = "\psz\characters\pl\picture\v_UKO_WDL_ca.paa";
model = "psz\characters\pl\psz_v_uko_h_co_icom.p3d";
hiddenSelections[] = {"Camo","Camo1"};
hiddenSelectionsTextures[] = {"\sra_armenia_character\data\sra_armenian_armor.paa","\sra_armenia_character\data\sra_armenian_equip.paa"};
class HitpointsProtectionInfo
{
class Chest
{
HitpointName = "HitChest";
armor = 20;
PassThrough = 0.9;
};
class Diaphragm
{
HitpointName = "HitDiaphragm";
armor = 20;
PassThrough = 0.9;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 20;
passThrough = 0.9;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.9;
};
};

class ItemInfo : VestItem {
    uniformModel = "psz\characters\pl\psz_v_uko_h_co_icom.p3d";
    containerClass = "Supply100";
    mass = 50;
    armor = 5*0.5;
    passThrough = 0.7;
    hiddenSelections[] = {"Camo","Camo1"};
};
};
#

Like that?

#

do I have to call the classes above?

#

Do I have to remove

#

armor = 5*0.5;
passThrough = 0.7;

#

?

wispy anvil
#

not like that

#

class ItemInfo : VestItem { uniformModel = "psz\characters\pl\psz_v_uko_h_co_icom.p3d"; containerClass = "Supply100"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"Camo","Camo1"}; class HitpointsProtectionInfo { class Chest { HitpointName = "HitChest"; armor = 20; PassThrough = 0.9; }; class Diaphragm { HitpointName = "HitDiaphragm"; armor = 20; PassThrough = 0.9; }; class Abdomen { hitpointName = "HitAbdomen"; armor = 20; passThrough = 0.9; }; class Body { hitpointName = "HitBody"; passThrough = 0.9; }; }; };

#

like that

#

in class iteminfo : vestitem put the class hitpoints

#

so

``Class ItemInfo : Vestchest {
class Hitpoints.....{

}

}``

icy tapir
#

ah, goodd, thanks 😄

wispy anvil
#

everything is good except the placement of class hitpoint

#

😉

icy tapir
#

thanks a lot

wispy anvil
#

np

smoky kernel
#

what does mass represent in magazines config? is it virtual units, as how much space it will take or it has an actual physical values like mass=1 is a 1kg/gr or so ?

class 1Shock_Cord: CA_Magazine { picture = "\jadc\images\shock_cord.paa"; displayName = "Shock Cord"; scope = 2; descriptionShort = "A cord made of rubber strands bound in woven casing\nand used as landing shock absorbers on small airplanes."; count = 1; mass = 1; };

wispy anvil
#

the mass in the inventory of the unit or player

smoky kernel
#

?

#

What I mean is, what are the measurement units used? mass=1 mass=20 ?

the mass in the inventory of the unit of player
I don't undertand what you mean by "unit of player"

wispy anvil
#

or

#

sorry not of

#

😄

#

for example a magazine with mass=10; it's the weight in the inventory

#

with mass=1 you can put a lot of magazine in a vest or uniform

smoky kernel
#

that doesn't explain what I ask

#

weight in the inventory = space in the inventory or its an actual represenation of objects mass?

wispy anvil
#

Space in inventory so is mass

#

For pistol magazine i think it’s around 6/8 in mass for AR 30/60 in mass

smoky kernel
#

found it

mass - Property defining how much an item weighs and how much inventory space it will use.
mass = 8; // FirstAidKit mass = 30; // H_HelmetB mass = 40; // U_B_CombatUniform_mcam mass = 80; // V_PlateCarrier1_rgr mass = 80; // ToolKit

so basically its just a "virtual" measurement unit, to play with as you config your items and inventory space

wispy anvil
#

Yeap

desert wing
#

It's also the same unit that's used when setting the capacity of backpacks/webbing/etc.

#

So if you have an item with a mass of '30' and a backpack with a capacity of '300', you can hold 10 of that item in that backpack

#

additionally I believe it affects stamina system. More mass = less stamina bar

regal jacinth
#

sorry to bring it up again but the sounds just doesnt work properly. the sound file is 5 seconds long but in game it just loops the first half a second https://streamable.com/56d2e5

regal jacinth
#

eh fuck it im doing it through scripting

placid jay
#

@regal jacinth language 😉

teal spindle
#

Good morning all. I have a building over 45m long, which I'm told will need to be divided into several pieces then attached via script similar to LHD - is there a wiki somewhere than can show me how to create this? Thank you!

hearty sandal
#

no there is not

#

and no it does not have to be done like that

#

and its not script attaching either

#

the multipart config does make placing multi part things in editor easier

#

but for terrain placement (where buildings should be placed) it does not work as all p3ds are placed separately

#

and if you intend to use 3Den to place them and export for terrain, the multi part config thing probably does not work either

#

so what is the purpose of the building?

#

@teal spindle

teal spindle
#

@hearty sandal the building is a Regimental style hangar where it has a parade square on the inside and many rooms around it as well as a second floor...

hearty sandal
#

is it to be placed on a new terrain?

#

purpose as in terrain placed object or editor/mission placed object?

teal spindle
#

new terrain mostly, never though of other use for now 😉

hearty sandal
#

then the multipart config thing is of no use for you

teal spindle
#

it's the new Map (CFP Moosehead) we have in TFC

#

I guess I can't insert a pic in here?

hearty sandal
#

nope, but you can link it

teal spindle
hearty sandal
#

how large building is it?

#

50x50 is recommened safe limit

#

but slightly more might work too

teal spindle
#

the building is one side and connects with a 180 rotation to make it double in size

hearty sandal
#

how big is 1 object you have now?

teal spindle
#

52x70m

#

not counting the entrance concrete pathway

hearty sandal
#

all of it counts

#

that you have in 1 object

#

when one asks dimensions, one means the overall dimensions if not stated otherwise

teal spindle
#

then it's 66x70

hearty sandal
#

it is kinda over the margin but might still work even with that size

#

if you want to be safe the concrete parts could be split to separate objects (one for each side)

#

and possibly the 70 split in 2

#

or make end part and middle part

#

and use the end part on both ends

teal spindle
#

I tried it, an can walk all over it, except a couple meters on the door side where I fall an get stuck in the floor

hearty sandal
#

then its too big

teal spindle
#

ok, so I should snap it together we some sord of script?

hearty sandal
#

no like I said before none of that works for terrain objects

#

terrain objects are placed in terrain builder

#

or if you export their locations from EDEN they would still need to be separate

teal spindle
#

ok, I guess I will need to build 2 sections and connect them 🙂

hearty sandal
#

yes that is what I was saying

teal spindle
#

ok, and thank you for clarifying the terrain builder vs eden aspect, I did not know

hearty sandal
#

good luck

desert wing
#

So I've been working on a mortar with some signal flares and I can't change the colour of the smoke they emit for the life of me - the particles page on the wiki suggests it's defined by flare colour but if I change it the smoke remains white

hearty sandal
#

have you looked into how vanilla smoke grenades are set up?

desert wing
#

I have, changing the smokecolor property also had no effect on the flare, neither did changing effectSmoke

wispy anvil
#

a flare is a light not a smoke

#

so if u want to have different color for flare u need to create them if u just want to change the smoke color just put the right classname ?

desert wing
#

My specific point is I want to change the colour of the smoke particles that come off the flare as it falls

desert wing
#

aha, I think I've figured it out - need to make a custom FlareShell class and a new CfgCloudlets entry to change the colour

#

Yup, that's done it!

desert wing
elder fox
#

Hi 👋 Someone know if we can put a "sleep" into a statement ?

ancient hatch
#

alright, i've already made 2 models for thermal NVGs (up and down). i have some experience with coding, but i have never done this is arma. so i was wondering where i would start with coding the NVGs for use in a mod. i have already made a mod that adds a custom faction, so i know how to pack everything, its just the code that i'm confused on

wispy anvil
#

@desert wing 😉

#

@ancient hatch Base NVG are defined in cfgWeapons you can find them in \a3\weapons_f\config.cpp classname : NVGoggles

ancient hatch
#

alright, and where would i need to put the file witch contains that

wispy anvil
#

u need to create you proper config.cpp with cfgpatches et cfgweapons with the config of nvg

#

u can check this

ancient hatch
#

i'm completely new to this so if anyone is able to join a vc, i'd love to hear some more info about it. but don't worry i do understand the cfgpatches etc.

wispy anvil
#

u have multiple tutorial online if u want

ancient hatch
#

alright, how do i link the two models together so it changes with the on/off state

wispy anvil
#

yes u have to define it in the config

ancient hatch
#

alright, thanks for the links

#

i will try my best to get this working XD

wispy anvil
#

this is not very easy to start with it but good luck ! 😄

ancient hatch
#

i will learn (hopefully)

ancient hatch
#

if anyone is able to assist a tad with this, that would be great XD, i'm in the vc

desert wing
#

Where are identityTypes defined/where can I see a list of existing identityTypes?

#

specifically I'd like to have units that always have camo painted faces

ancient hatch
#

i use the alive orbat editor, i then select the camo face thing. that tends to work

#

i'll see if i can find the name of that face type for you

#

identityTypes[] = {"Head_NATO_camo_semiarid","LanguageCZ","G_IRAN_default"};

#

ignore the whole language bit, its the "Head_NATO_camo_semiarid"

#

@desert wing

desert wing
#

Gotcha

#

thanks!

ancient hatch
#

all is good, i can do AI and player config, however i kinda need help with equipment config and definitions

desert wing
#

I see

#

what in particular are you struggling with?

ancient hatch
#

i'm trying to define NVGs

#

but i have no idea where to start XD

#

i've made the two models (up and down) and textures

desert wing
#

Right

#

Do you know the basics of how to package/structure an addon?

ancient hatch
#

yeah, that bits fine, the models and textures are saved as the correct thing, i just have no idea how to define NVGs and code them

desert wing
#

Ok, so you need to write a config.cfg file

ancient hatch
#

i can do it with factions, but anything else and i'm clueless

desert wing
#

It would look something like this:

#

class CfgPatches {
class Addon_Name {
version = "1.1.3";
units[] = {};
weapons[] = {"your_nv_goggles"};
requiredVersion = "1.1.3";
requiredAddons[] = {};
};
};

class cfgWeapons {
class NVGoggles;
class your_nv_goggles : NVGoggles {
displayName = "Your NV Goggles";
class ItemInfo {
type = 616;
hmdType = 0;
uniformModel = "\Addon_Name\model.p3d"; // What it looks like when it's enabled
modelOff = "\Addon_Name\model.p3d"; // What it looks like when it's not enabled
mass = 4;
};
};
};

ancient hatch
#

ah i see

#

how do i link up the textures and setip the NV mode

#

these are FLIR goggles

desert wing
#

You can either define the textures in the .p3d (easiest for beginners), or as a hidden selection in model.cfg and the config

#

FLIR goggles require adding a visionMode[] property beneath the 'displayName'

ancient hatch
#

thanks

#

if you are ever able to come into a vc, i have lots of other questions

#

only started trying to mod 2 days ago

desert wing
#

I appreciate that but I don't have a lot of time to spare to helping out after working on my own mod

ancient hatch
#

fair

desert wing
ancient hatch
#

i'll make sure to

weary summit
#
    class Patch_Works
    {
        // Meta information for editor
        name = "Patch Works";
        author = "Patch Works";
        

        requiredVersion = 2.00;
        requiredAddons[] = { "A3_Functions_F" };
        units[] = {};
        weapons[] = {};
    };
    

};

class CfgUnitInsignia
    {
        class Akagi
        {
            displayName = "Akagi";                        
            author = "PatchWorks";                                    
            texture = "\@Patch_Works\data\anime\Akagi.paa";    
            textureVehicle = "";                                            
        };
    };

class CfgVehicles
{
    class myVehicle
    {
        hiddenSelections[] = { "someSelection", "anotherSelection", "insignia" };
    };
};```
said insignia is not showing up in the virtual arsenal, im quite new to this and it was quite the hassle trying to figure out how to even make a mod
#

and im not sure what the bottom code is as im not sure what selections there are to show

stiff thistle
#

the CfgVehicles bit is only necessary if you are adding a new vehicle. what file is that snippet in?

weary summit
#

my Config.cpp, the image is for a insignia, it is a 64x64 PAA file

#

@stiff thistle what to see my folder atm?

stiff thistle
#

sure

weary summit
stiff thistle
#

is the config.cpp in the pbo too?

weary summit
#

uhhh.. like when i was in add on builder, i just put the entire @patch_works folder in ther, so i guess so

weary summit
#

yea it is

stiff thistle
#

if you open the config viewer in game, does the Akagi class exist in CfgUnitInsignia?

weary summit
#

in tools or base game?

#

nvm dumb quesiton

stiff thistle
weary summit
#

opening arma now..

#

no it doesnt..

#

it is quite late where i am atm, so il head off rn and il ask again tomorrow if thats not too much hassle?

stiff thistle
#

no worries

#

when you do come back to it, double check you are actually loading your mod. that config snippet works for me.

weary summit
#

it seems it is not in the configs file, i saved the mod into the modset and everything

#

config viewer*

vast junco
#

Hey, guys!

I have a question about MFD Config.
Is any way how can i check if my targeting pod within the HUD? I want to make it blink, if it outside.
For now I using the limits from A10 to hold tgp indicator inside the HUD

           class TGPPOD {
                type = "line";
                width = 6;
                points[] =
                {
                    {"TGP",1,"Limit0109",1,{0, -0.02},1},
                    {"TGP",1,"Limit0109",1,{0.02, 0},1},
                    {"TGP",1,"Limit0109",1,{0, 0.02},1},
                    {"TGP",1,"Limit0109",1,{-0.02, 0},1},
                    {"TGP",1,"Limit0109",1,{0, -0.02},1}
                };
            };
ancient hatch
#

i have made several custom faces for arma, all of them work in the custom face slot. but i was wondering how i would add them as part of my mod. like what config will i need to enter

wintry cave
#

Is there something like a template for rifle configs?
I've been searching for an ethernity but didn't find anything

hearty sandal
#

@wintry cave arma 3 samples on steam

#

@ancient hatch for that there are no examples. You would have to check the game files for identity and face configs

wintry cave
weary summit
#

so i got the insignia to show up in the configs, and the insignia is there in the arsenal, but it appears to not have any texture and wont show up at all, am i missing smth again?

stiff thistle
#

does it say the texture is missing?

weary summit
#

nope, its there, i even made sure that the image path was right, whats strange is that when i go to put a differant patch on, and then switch to my patch, the other one stays on and my patch doesnt even show up

stiff thistle
#

maybe. do you want to dm me the packed pbo and ill take a look at it?

weary summit
#

gotta friend you first

stiff thistle
#

the filepath is incorrect.
texture = "\@Patch_Works\data\anime\Akagi.paa";
vs
\@Patch_Works\Addons\data\anime\Akagi.paa

weary summit
#

odd

#

i copied the path from my file browser

#

@stiff thistle the texture works, thanks for all your help :)

south bison
steady beacon
#

Is there a way to dump down the pilot camera, ie not able to use area/point tracking?

untold wyvern
#

Hello guys, super weird questions. We have a banned cheater who is connection spamming now for 40 hours without a break.
Is there any way to include something into our client mod to disable his game/crash/restrict him from connecting at all by UID ?
Due to his actions sidechat is almost unusable and there is no way to block him since he uses 1000 of different VPN IP's.

stoic lily
#

you can try to get him kicked this way. if thats quick enough, you have to try

#

also if he has a way to get different UIDs, you may need to work with an includelist (known, trusted people)

untold wyvern
#

He is not even connecting long enough anymore to get kicked by BE. He just connects and immediately presses ESC
So i cant get his IP to block it via firewall but he still spams the systemchat with his connecting messages.

grand zinc
untold wyvern
#

😓 thx for the info

hearty sandal
#

Can that kind of harassing behavior lead to game ban?

viral rampart
#

is the system to make multiple CfgUnitInsignia patches and if so would it just be making another class within the CfgUnitInsignia for a second or third patch?

stiff thistle
#

assuming i understand your question correctly: yes and yes. You can add multiple insignias to CfgUnitInsignia, each insignia should be its own unique class.

viral rampart
#

hm okay for some reason it didnt want to work so we just made seperate PBOs for each

karmic yarrow
#

totally n00b here, is it possible to limit number of recruits in Warlords ?

outer wyvern
#

Hello, I have a minor problem with the ace settings in my opinion, everything is set server side but still some things are different in the game than in the config .. For example, the stamina bar is statically turned on in both the difficulty setting and the ace setting, but it is not shown to anyone until each player changes the setting to another and then returns it as before, after which the stamina bar appears. Can you advise me what to change so that all of the above things are server side?
cba settings:

https://sqfbin.com/avopotifajabudehewop
stoic lily
untold wyvern
winter rain
#

@untold wyvern looks like this guy has absolutly lost his mind 🤷‍♂️🤫

#

@viral rampart do you pack with pboProject? It should work to add all of them into 1 pbo file and not to have at least 20 insignias pbo 😅

stoic lily
#

there is a config parameter to tell/guide if AI is to engage a turned out unit - cant think of the name nor find it. someone knows the name?

stoic lily
#

should be crewVulnerable = 1;

acoustic imp
#

I'm trying to save a document in Wordpad, the ALiVE autogen file, but now it says it's "read only". How do I disable it?

elder fox
#

In the property of the file @acoustic imp

#

uncheck "read only"

#

Someone know how to detect what texture is apply on one hiddenselectiontexture ?

acoustic imp
#

@elder fox In 7-zip?

regal jacinth
#

is there a way to find the pbo file of a addon by using the class name?

acoustic imp
#

@elder fox I don't see a "read only". Are you talking about word? Because I'm using Wordpad.

strong shuttle
elder fox
elder fox
strong shuttle
#

getObjectTextures is what you can use to get which textures are used, or simply check in the in-game config viewer

#

But you asked for the PBO, which is what configSourceMod returns

elder fox
strong shuttle
#

what are you trying to do?
Because animations and textures are not related to eachother 🤔

elder fox
#

I'm trying to use a UserAction to swap between some textures on a face

#

Example : One user action is available if the texture on the screen is the A texture

#

The user action change the A texture to a B texture

#

and the B texture unlock the useraction that allow to show back the A texture

#

(I try to make a screen with multiple texture without multiple hidden faces to be clear ^^')

regal jacinth
#

question, can i use GM's german voices without creating an GM dependency?

grand zinc
#

People need to have the content loaded

#

If they don't have the voices you can't use them

#

But the compat thing from workshop will work

junior folio
stoic lily
#

@junior folio extract that 3rd party pbo to p drive or create dummy files yourself there

novel torrent
#

Hey, I need to just get my raw model in the game, no gameplay, what would be the bare minimum files i would make to get it in?

junior folio
stoic lily
#

@novel torrent what type of asset is it?

novel torrent
#

it is a plane

stoic lily
#

similar type in A3 or not?

novel torrent
#

Yeah, it is, im planning on making a custom flight model, but that's later

regal jacinth
#

Can i add more than one crew so that it isnt the same character?


  class IW2_WaffenSS_Paramilitary_PzKpfw_M4748A: LIB_ger_M4A3_Sherman
  {
    faction="IW2_WaffenSS_Paramilitary_(IW2)_WaffenSS";
    side=1;
    displayName="PzKpfw M4748A";
    hiddenSelectionsTextures[]={"geista3l\geistl_assets_t_veh_m4\data\ger_m4a3_caisse_kakibk12x4_co.paa","geista3l\geistl_assets_t_veh_m4\data\ger_m4a3_tourelle_kakibk1xx_co.paa","geista3l\geistl_assets_t_veh_m4\data\m4a3_wheels_co.paa","geista3l\geistl_assets_t_veh_m4\data\m4a3_tracks_co.paa","","","","","","","","","","",""};
    crew="IW2_WaffenSS_Paramilitary_Crewman_4";
    typicalCargo[]={"IW2_WaffenSS_Paramilitary_Crewman_4"};
  };
untold temple
#

You can assign a different gunnerType to individual turrets

rough hatch
#

is there any way to configure a weapon magazine so that the player can't remove it?

strong shuttle
#

you could try setting deleteIfEmpty = 0 to the magazine, but no idea if that (still) works in Arma 3

stoic lily
#

@novel torrent i would just take an existing A3 plane class, just replace the model path in there - only requiredAddons in cfgPatches need to be done right

novel torrent
#

do you mean basically replace a vanilla plane?

#

@stoic lily

stoic lily
#
class CfgPatches
{
    class PLANE_TEST
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Data_F_Oldman_Loadorder"};
    };
};
class CfgVehicles
{
    class Plane_Fighter_01_Base_F;
    class B_Plane_Fighter_01_F: Plane_Fighter_01_Base_F
    {
        //displayName = "F/A-181 Black Wasp II";
        model = "\A3\Air_F_Jets\Plane_Fighter_01\Plane_Fighter_01_F.p3d";//adjust
    };
};
novel torrent
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thanks!!!!

hot pine
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@rough hatch use muzzle slot > 2 - this way you won't be able to change it from inventory ui

rough hatch
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what do you mean?

#

in the muzzles array or is there a property for that?

novel torrent
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I may need some help setting this up, arma can't seem to find my p3d, and im wondering if i got something wrong?

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^ that's basically my code and my files in the pbo

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I think i realized i need a config file that's c++ lol, oops

teal sluice
#

hello! maybe someone can answer me my quesiton here:

we use Exile, and as you may know, the vanilla Arma 3 HUD ist disabled in favor of Exile's HUD. sadly nobody there could tell me, how to re-enable the vanilla HUD, thats why I'm here

I already was in #arma3_scripting but was transferred here because showHUD doesnt help for solve my problem

stoic lily
#

could be also done by configs indeed. but its fairly complex

teal sluice
#

Can you may give me a hint what I can search for in the configs?

pallid snow
#

you'll need to disable exiles system and then it will "enable" vanilla. Just basically stop exile from starting its system. Its likely you'll have to change alot though as I imagine the mod will heavily depend on some UI elements, creation origins are similar etc

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Basically would require some sort if experience with this stuff prior