#arma3_config
1 messages · Page 119 of 1
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);
oh, that's useful. Thanks
quick question does anyone know what controls the speed of the Reload Animation in CFG Weapons ?
reloadtime or somethin like that
perhaps reloadmagazinetime
cant remember exactly
prob. reloadmagazinetime since reloadtime doesnt do that. xD
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
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
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
what speed do you have in the gestures config then?
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
i found it I was literly blind thx @hearty sandal and @untold temple
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
sounds like a bad copy&paste where there are hidden characters messing up the config
IIRC it also happens when a bad array declaration/format
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
can you put the file here (or on pastebin when it's too big)?
ye encryption is known to break stuff
if you got to do encryption you are doing wrong kind of modding
right kind of modding to protect it from others
well basically anything can be stolen no matter your encryption methods
so its pointless
ya but the encryption still makes it a pain
i'd rather it be that than easy just by extracting
I mean you are working on a RHS derivative
you would not be doing that if they had made it so
by using a flir camera?
lol thats the only RHS thing is that it uses the MELB cameras
you would not be able to read their configs or anyone elses to that matter
man i'm just trying to figure out why i have this endoffile error
i don't see how this isn't the first thing that i've encrypted
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)
i just went with maverick because it was cheaper but idk what you mean mikero's isn't uncrackable
there both crackable
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).
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.
and no errors when packing?
in that case the encryption breaks something 🤷♂️
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
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).
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
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
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
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>
...```
@dreamy flare Is the mod.cpp included in your .pbo?
Because generally speaking, mod.cpp does not support localized text.
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😞
Use English instead of Original
Not needed. It fallbacks to first in the list.
Use English as first and you do not need Original.
alright. well above is what we were told by BI 😬
my guess is, as with too many things, both versions are correct depending on the situations (eg. mod.cpp vs pbo vs mission folder)
Is there any downside to separating PBOs?
Like what is the best approach, bigger PBOs, or splitting it up into separated PBOs?
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)
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
so a pbo for flags, one for headgear, one for markers and one for uniforms
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
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
My mod for my unit has 29 PBOs, some have only 1 function inside as I'm mostly splitting by functionality.
Modularity FTW!
I like to do it via theme. So weapons are one, vehicles another etc etc
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
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
iirc option 1
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;
};
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.
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
that wiki page is 100% correct, just missing a few details 😉
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
Quick question in the config airfriction can it be used as the ballistic coefficient or do I need to convert that value?
airFriction is f = a / v^2 according to https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#airFriction so you need to look at velocity/time graphs to calculate a which is the deceleration coefficient. It doesn't correspond to a value used in real ballistic calculation, as Arma's ballistics calculation is a very simplified force-based equation
by velocity/time graphs you are referring to the real life ones right for a specific bullet? @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
ok Thank you @untold temple
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?
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
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?
do the parts move in OB buldozer?
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
your model might not be connecting with your model.cfg at all then
have you done animated parts before on weapons?
then the wiki page "how to animate a model" will be your starting point
and then the model config page that it links to
I've been reading heavily into the model config page... But I haven't seen the other one./
jsut so there are no confusion I mean this one https://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model
which explains quite well how the stuff works
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...
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...

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?
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?
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
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.
https://community.bistudio.com/wiki/Config_Properties_Megalist#animationSource
This is where those animations would come from, right? I'm trying to replicate it, but I keep either getting errors, or it doesn't seem to make a difference...
those are the engine side animation sources yes
for turrets the default names are MainTurret and MainGun in A3 configs
if I rememeber right
but each turret can have those also defined in config to be anything
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
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
you are using wrong sources that's why it appears as otocvez/hlaven
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
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
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
https://imgur.com/a/2MaVaV9
Result = texture and ui shows, but contact exp. logo
Also seems to overwrite LDF Milcap as not shown in editor anymore :/
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
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?
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
any specific reason to use HEMTT?
The setup was the simplest lol
It's just a script mod, no models or anims or anything
Dont know anything about it but if it does no debug on your work then there isnt really much to go on from
{
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.
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 :)
is the addon packed from P drive at least?
No it's not. HEMTT is portable. No need for PDrive
Ok fix my problem. I really did stupid, as A3 Enoch also used eaf for this item...🤦 .
So HTUR_main is the prefix
Well, the prefix is HTUR, however the packed .pbo is called HTUR_main
neither work
@hasty flame you should always prefix you custom classnames with your own modTag_ to make sure theres no name conflics
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.
@zinc kindle show your pboprefix file contents
@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";};
};
};
};```
this can't work
internal pbo filesystem works based on pboprefix
z\HT\addons\main\functions\fn_turbulence.sqf
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?
the file is not where it should be...
/facepalm that was it yeah
for the #include at least, havent tried the actual addon yet
https://github.com/veteran29/vet_unflipping/tree/master/addons/unflipping addon setup to be built via hemtt if you need any reference or whatever 
(it's setup for older 0.6.0 tho)
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
The default template is following CBA/ACE standard.
Which I'm also using in all of my newer addons.
You said you're on 0.60 of HEMTT?
z\ x\ whatever is nice for filepatching as it does not clutter your arma dir so much
for that particular mod, yes. You shoud be using the latest release tho. Config structure differs between them a little bit.
PBO prefixes are such a foreign concept as it doesn't actually match any directory pre or post compilation lol
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.
Same issue
"functions\fn_turbulence.sqf" is not founnd
https://github.com/Seb105/Arma-Helicopter-Turbulence stuck the entire thing on github
Anybody know why my vest config adds ballistic protection to everything?
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
@little warren You have somewhere class CfgVehicles { class Turrets {}; };
@hot pine https://pastebin.com/fmXSTF7G
that doesn't look like full config
i can give you the full one thought you just wanted that part, one sec
sent in pm @hot pine
sec i'll send that
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```
i'll run it by itself and see what it does
@simple trout maybe your base classes inheritance is changing the base class values?
That sounds right but I don't know how
post that part of the config
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;```
and then your classes just inherit one of those?
class usm_vest_pasgt_lbe_rm: ItemCore { class ItemInfo: VestItem { class HitpointsProtectionInfo { bunch of armor classes and values }; }; };
Ok, this is somehow causing ballistic armor to be added to everything
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//
};
};
};```
class GunParticles: GunParticles
{
class SecondEffect
{
positionName = "Nabojnicestart";
directionName = "Nabojniceend";
effectName = "CaselessAmmoCloud";
};
};
is there list of effectnames for doing gunparticles?
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
@untold temple Didn't work but thank you for the help
What do you have in cfgPatches?
class CfgPatches { class us_military_gear { units[] = {}; weapons[] = { usm_helmet_pasgt_unb }; magazines[] = {}; requiredVersion = 1.00; requiredAddons[] = {}; }; };
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
doesn't seem to help
@sudden garnet import is not yet in stable branch
Ah I see.
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?
fixed the addaction problem but would still like to know if the useractionID number has any meaning
@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
oh
I've seen configs uing 70-80
is that just to be sure it doesnt overlap with anything?
70 means that someone really wants to have that action at the bottom?
I though that was defined in priority
Ah, yeah
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?
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)
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?
Invisible in what terms?
when I select the vest, the caracter model does not show a vest
the uniforms and the helmet work without issues
Any errors?
no
hmm wait there was something like no entry config.bin
do I have to binarize it that it works?
pastebin your config
requiredAddons[]={"A3_Characters_F"};
not enough
hiddenSelections[]
also should not be necessary or even bad to define
What do you mean with not necessary?
you inherit these anyway
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
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)
Should a question about model.cfg files go here or #arma3_model
Do you still need help with this?
Nope.
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
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
that's not how you make modules
That surprises me, because I sticked to the wiki/modules very close.
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)
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.
yes many modules already use it
It worked. Thank you very much.
I have one more question. Do you know a Guide ore something like this or do you use the wiki only?
I'm not sure if there are any guides. I've learned most of it from the wiki
@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{};
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"];
};`
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
if its declared in vanilla configs then you can just use it in your config
so just recoil = "recoil_trg20"
and is that a universal principal, so things like reloadAction = "GestureReloadTRG" should aslo work?
yes
all configs get mashed up together on game start and can use what has been declared before them
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;
};
};
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
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)
also use pboProject to pack and it will likely tell you most of errors you make
You aren't the only "dumb" person here xD. I still don't know why I can't get the Variable (pleeeace help meeee...)
on that I have no ideas
Ok, but thanks for looking.
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"
so I have to use the Yield as Attribute?
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
your classes dont all close or open correctly
yeah i was just about to say i think i see the issue
@covert trellis no try looking into these:
Oh I didn't found this until now. I mainly look into modules and from there to the different cfg Functions. Thank you
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";
};
@TF-169 Modpack V3_Alpha3\ is this part of your P drive folder structure?
yep
Id advice agains spaces in folder paths
tru
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
am I able to reference a file from outside the mod? i.e. a basegame gun animation
yes
thats what I'm attempting to do there
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)
I see the issue, somehow the sounds_f folder is missing from my a3
did you unpack it with Arma3P from mikeros tools?
or the thingy in the tools launcher
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
you can upload it and paste the link here
buf you did not answer my question about the method of unpacking
id also recommend turning on "show file extensions" in windows
saves you a lot of trouble in the long run
any advice on how to set up the sound with this issue?
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
is there a differesnt sounds_f
many.
ffs
idk what to do with that one tbh... its the exact path thats in the TRG's config
aight
Does anyone have extra information on how to set up radars and other sensors in ArmA, other than the wiki?
RHS configs should be a good reference
maxRange and minRange should be the same?
If you don't want viewDistance to affect the sensor, yes
As stated here: https://community.bistudio.com/wiki/Arma_3_Sensors_config_reference The actual sensor's range is the smallest of [maxRange, resulting objectViewDistanceLimit, resulting viewDistanceLimit] but never lower than minRange
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
No, only probability
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?
fired eventhandler trickery perhaps
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?
ok wacky question of the day:```
I have discovered today that
- setting hiddenselectionsmaterials entry on a uniform or man class in config causes his damage rvmat to fail to show (no blood mc seen)
- 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
It's one of many limitations of hidenSelectionsMaterials. There's a reason that it's generally not advised to use it
ok so it's a known thing, thanks then 😉
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
Does anyone have an working example from this page? https://community.bistudio.com/wiki/Modules
I tried it multiple times, rewrote it and so on, but I never got the attribute values in the function.
hey whenever i try debinning a config it will only show the cfgPatches and nothing else
What are you trying to debin? Some pbo's only have a config.cpp with CfgPatches and nothing more
oh i thought something was bugged, my bad
im just looking through configs to see how people code stuff
Anyone have any good example configs for drones/placing objects out of inventory?
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?
Because that model is not really configured well to spawn in that way?
Ok, and how do I spawn it correctly?
Even better, how do I know which model to spawn on which way?
Particles?
Ah, you mean, there is no way fot this model to not fall through the ground, as it is a particle?
No. Particles have its own collision regardless the model
Also, why's in #arma3_config ?
Oh, sry 🙈. Thought I was in scripting
Gotcha 😄 gotta move there
Rgr, thanks for your help 🙂
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?
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
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.
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
I dont see why it would not be possible
they dont move/shoot for player or AI or both?
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
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
for player (so not for AI either) - i think it must be something borked, but i dont see what... In buldozer, there isnt even the animation source for mainturret
ah! i missed one critical skeletonInherit...
👍 👍
ah well, main gun operates, but secondary guns dont. No movement as player (although the init values i set in the turrets are respected)
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
Each piece of equipment adds hit points to certain areas when worn.
uniform is considered the base layer. If you give armor value to the naked guy, then idk how to help you 😄
Tactical Underwear is underrated 🤣
think you have watched too many underarmour commercials...
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 🤣
It didn't do anything other than being comfortable 🤣
To be fair thats pretty important in a tactical enviroment 👀
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
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
no,didnt help. Would have surprised me, because this is how ive used it for dozend vehicles (that are not static)
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
Is there any way to add rockets/missiles to uniform/vest without the "couldn't load magazine into uniform/vest" rpt errors?
make the cargo space of uniforms/vests bigger, or the size of rockets/missiles smaller
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
@strange egret where do you have newturret definition?
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
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;
};
};```
@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
is there a available config for an editor module somewhere i can look at? the vanilla one is binarized so i cant read it
cfgconvert.exe converts configs
thanks ill try that out. dedmen also recommended all-in-one config so ill look at that as well
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?
How do I make particles slow down? It looks like their speed is constant
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];";
};
};```
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
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?
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
Cheers @rough hatch
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?
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
@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.
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
display needs adding to class VehicleSystemsDisplayManagerComponent(Left/Right)
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
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
Hi all, so I am trying to create a couple of custom pylons for the 3cb vehicles. I have them created and in game and working. I however have come across the issue that the pylon model spawn in inline with the proxy for the missile not at the center point. I was wondering if a sample model may be ...
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
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
Make unique names in the string table and overwrite the displayname= parameter in the weapon
I'll give that a shot - assume I basically have to reimplement each weapon's class in my addon?
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
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
Oh yeah my brain was going down the track of 'it's probably easier to just edit the source of the original mod'
your pbo should contain only your config and strintable files
only the maker has access to the source usually
It's on github
Nothing I've tried so far has worked... just realised my dumb ass had CfgWeapons as a child of CfgPatches in my config.cpp

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
class gunParticles
{
class effect1
{
positionName = "machinegun_eject_pos";
directionName = "machinegun_eject_dir";
effectName = "MachineGunCartridge1";
};
class effect2
{
positionName = "machinegun_end";
directionName = "machinegun_beg";
effectName = "MachineGun1";
};
};```
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?
ill just blank the class out - class GunParticles: GunParticles{}; and see what happens
yeah that didnt work.
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 😁
that removed the smoke effect, but not the actual shell ejection
i wonder what my cartridge for my ammo is actually.
yeah. that makes sense after looking at the configs.
da12thMonkey thank you kindly
_65_caseless has an empty mode. _556 has an actual cartridge
yeah that didnt work
tried it with B_65x39_Caseless as the ammo and i still get shell ejections
{
class rhs_B_545x39_Ball: B_556x45_Ball
{
cartridge = "RHS_Cartridge_545x39";```
@paper path
change cartridge to empty string
Tried that. Still ejected a cartridge
paste whole config perhaps?
check that your changes are applied with ingame config viewer
Currently heading to work. Will tonight
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 :)
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.
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
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
*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
there an easy way to track down no entry .model issues?
@paper path checked the RPT file? That can usually help narrow down where to look.
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?
You can only add zoom modes to lock the turret with directionStabilized = 1;. Ctrl+T locking isn't a feature on helicopter gunner turrets
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.
Subfolder name is needed, so is the name of the addon folder. Basically the whole path on your work drive minus the P:\
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
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:\
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
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
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!!!
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
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.
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
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
Oh ye I know about that, ignore that part and the discord link
Also the current error is
http://prntscr.com/w1884k
/tidechanger/aclogosmall.paa not found
It's not going to work unless the whole thing is correct
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
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
This is it now http://prntscr.com/w18bca
Is the filestructure on your P:\ drive you're packing from just P:\tidechanger or is it in some subfolder?
Its in subfolders http://prntscr.com/w18j02
I can remove them, but they work fine in the first config so
Nope, still cant find the images
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
Is the other addon also in subfolders?
Yep, both are in subfolders of the P Drive
Other folder doesn't have a $pboprefix$ file or anything different?
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?
in cfgAmmo the muzzleImpulseFactor
artilleryLock = 1;
might be necessary
BIKI may have some more info on the support stuff
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
my bad
artilleryLock = 1; didnt help
does it work with A3 arty?
aka would try to rule out first its not mission/situation specific
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?
Probably needs to be in cfgPatches units[] array to be available in Zeus
Just tried that and no cigar :(
Actually I'm stoopid. Didn't re-cruch after adding them to units[]
that did actually solve the issue. Thanks a lot @untold temple
yeah
it's just my new artillery that makes problems
i'd compare config parts (ammo, mag, weapon, vehicle) - most simple is with full dump of class with inherited values
https://gitlab.com/arma3_ww2_projects/WW2_Public/ww2-dev-tools/-/tree/master/MissionsEditor/%23dumpConfigCUSTOM_Sorted.VR
the diff vs A3 class
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
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[] = {};
};
};```
anything in rpt?
try to replace the sound with a native A3 one to see if your ogg itself is the prob
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
looking through the arma sound files they seem to be using .wss files instead of .ogg files
with arma 3 tools you can convert .ogg to .wss
wonderful
damn didnt work
👀 Did you find the solution?
nah still stuck
Ah oki
it doesnt say much online
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 ?
what?
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
fuck im so stupid, i had the wrong file path for the sound...
happens to everyone. make sure to use pboproject next time if you havent
Hi, I created breakable glass with effect and door animation
It works in Buldozer in OB, but I can't let them working in game
The all animations works correctly in buldozer so I think my config.cpp is bad
Can anyone give me a hand getting this to work correctly?
config.cpp(part of) ->https://pastebin.com/v06WwR05 model.cfg ->https://pastebin.com/utbgFt5j
p3d ->https://drive.google.com/file/d/1CmEkQbxKLKawXc0zQtgWW5B_sY_VI90c/view?usp=sharing
hi, doors doesn't work in game right ? or glass doesn't breaks ?
both 😢
do u have the addaction to open the door ?
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];";
};
};
and in game when you are in front of the door 1 you have the action ?
no, there is no interaction menu
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
it's a screenshot of my memory points : https://ibb.co/VSY8d1Z
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"
how about multi objects? my door is made from 2 parts: door_1a and door_1b
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
Is it possible to run both with the same trigger?
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 ?
yes
so just create door_1_trigger
each parts rotate the other directions
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
I see, thanks
i hope i was clear with my bad english 😄
and ofc i had to fix what isnt broken...
it's working ? @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
u have this db+0, 1.0 ?
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[] = {};
};
};```
https://community.bistudio.com/wiki/Description.ext#CfgSounds
i think u need to add this line : sounds[] = {};
in cfgsounds
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?
The engine cannot but u can make it in script but i think it's not good for performance...
just replace the file path with that?
still no sound
how do i even read whats wrong when i crunch it through pboProject?
i don't use pboproject so idk but check the link and u see where is the line sounds[] = {};
yea put it in the right place
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
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?
have it in the pbo instead of the mission folder?
Which pbo do you mean?
im putting together a mod for my unit (uniforms and other gear) and they want a sound effect that calls everyone to briefing
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
ill give it a shot
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[] = {};
};
};```
can u try with the command playSound "RC_CTRG_Briefing_1"
in debug console
or try this sounds[] = {"RC_CTRG_Briefing_1"};
Classic 😄
i swear to god, every time i change the .ogg file it stops working
in ur .rpt u have an error ?
.rpt?
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
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
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
weird it was working just a minute ago also
or some other issue masked it
its just the sound that doesnt come out, i can find the selection and all
thats not the sound im trying to play
i have no clue what that error message was about
how can i make a weapon not fire if i have a certain muzzle device attached???
I don't think you can. Needs a bit of scripting with fired EH.
`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
@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;
};
};
@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
you have this https://community.bistudio.com/wiki/Arma_3_Soldier_Protection (Armored vest category)
check if everything is ok
ok
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
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;
?
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.....{
}
}``
ah, goodd, thanks 😄
thanks a lot
np
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; };
the mass in the inventory of the unit or player
?
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"
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
that doesn't explain what I ask
weight in the inventory = space in the inventory or its an actual represenation of objects mass?
Space in inventory so is mass
For pistol magazine i think it’s around 6/8 in mass for AR 30/60 in mass
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
Yeap
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
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
eh fuck it im doing it through scripting
@regal jacinth language 😉
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!
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
@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...
is it to be placed on a new terrain?
purpose as in terrain placed object or editor/mission placed object?
new terrain mostly, never though of other use for now 😉
then the multipart config thing is of no use for you
it's the new Map (CFP Moosehead) we have in TFC
I guess I can't insert a pic in here?
nope, but you can link it
how large building is it?
50x50 is recommened safe limit
but slightly more might work too
the building is one side and connects with a 180 rotation to make it double in size
how big is 1 object you have now?
all of it counts
that you have in 1 object
when one asks dimensions, one means the overall dimensions if not stated otherwise
then it's 66x70
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
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
then its too big
ok, so I should snap it together we some sord of script?
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
ok, I guess I will need to build 2 sections and connect them 🙂
yes that is what I was saying
ok, and thank you for clarifying the terrain builder vs eden aspect, I did not know
good luck
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
have you looked into how vanilla smoke grenades are set up?
I have, changing the smokecolor property also had no effect on the flare, neither did changing effectSmoke
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 ?
My specific point is I want to change the colour of the smoke particles that come off the flare as it falls
https://community.bistudio.com/wiki/Arma_3_Particle_Effects:_Config_Parameters#effectFlare suggests that the colour is controlled by the smokecolor but I found that not to be the case
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!
Hi 👋 Someone know if we can put a "sleep" into a statement ?
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
@desert wing 😉
@ancient hatch Base NVG are defined in cfgWeapons you can find them in \a3\weapons_f\config.cpp classname : NVGoggles
alright, and where would i need to put the file witch contains that
u need to create you proper config.cpp with cfgpatches et cfgweapons with the config of nvg
u can check this
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.
alright, how do i link the two models together so it changes with the on/off state
yes u have to define it in the config
this is not very easy to start with it but good luck ! 😄
i will learn (hopefully)
if anyone is able to assist a tad with this, that would be great XD, i'm in the vc
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
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
all is good, i can do AI and player config, however i kinda need help with equipment config and definitions
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
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
Ok, so you need to write a config.cfg file
i can do it with factions, but anything else and i'm clueless
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;
};
};
};
ah i see
how do i link up the textures and setip the NV mode
these are FLIR goggles
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'
see https://community.bistudio.com/wiki/Config_Properties_Megalist for details on properties
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
I appreciate that but I don't have a lot of time to spare to helping out after working on my own mod
fair
i'll make sure to
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
the CfgVehicles bit is only necessary if you are adding a new vehicle. what file is that snippet in?
my Config.cpp, the image is for a insignia, it is a 64x64 PAA file
@stiff thistle what to see my folder atm?
sure
@stiff thistle https://prnt.sc/w5pk3d
is the config.cpp in the pbo too?
uhhh.. like when i was in add on builder, i just put the entire @patch_works folder in ther, so i guess so
yea it is
if you open the config viewer in game, does the Akagi class exist in CfgUnitInsignia?
with your mod loaded
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?
no worries
when you do come back to it, double check you are actually loading your mod. that config snippet works for me.
it seems it is not in the configs file, i saved the mod into the modset and everything
config viewer*
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}
};
};
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
Is there something like a template for rifle configs?
I've been searching for an ethernity but didn't find anything
@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
Thank you, I have no idea why that slipped my mind
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?
does it say the texture is missing?
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
lemme guess. #arma3_texture?
maybe. do you want to dm me the packed pbo and ill take a look at it?
gotta friend you first
the filepath is incorrect.
texture = "\@Patch_Works\data\anime\Akagi.paa";
vs
\@Patch_Works\Addons\data\anime\Akagi.paa
odd
i copied the path from my file browser
@stiff thistle the texture works, thanks for all your help :)
hello , so i m trying to use cup assets and for uniform and got this the config but the uniform not showing
Is there a way to dump down the pilot camera, ie not able to use area/point tracking?
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.
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)
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.
Client mod yes. But he can just not load it, try to connect, get kicked for not matching data. Which still gives you log.
😓 thx for the info
Can that kind of harassing behavior lead to game ban?
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?
assuming i understand your question correctly: yes and yes. You can add multiple insignias to CfgUnitInsignia, each insignia should be its own unique class.
hm okay for some reason it didnt want to work so we just made seperate PBOs for each
totally n00b here, is it possible to limit number of recruits in Warlords ?
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
@karmic yarrow better ask in #warlords_discussion
You would hope so, he is still doing it. Since 50 hours he is doing nothing else 💩
@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 😅
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?
should be crewVulnerable = 1;
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?
In the property of the file @acoustic imp
uncheck "read only"
Someone know how to detect what texture is apply on one hiddenselectiontexture ?
@elder fox In 7-zip?
is there a way to find the pbo file of a addon by using the class name?
@elder fox I don't see a "read only". Are you talking about word? Because I'm using Wordpad.
nop im talking of the property of your file in windows
I can detect what texture is on a hiddenselectiontexture with ?
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
Yep that is what I find but I want to put it in a anim condition, that work ?
what are you trying to do?
Because animations and textures are not related to eachother 🤔
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 ^^')
question, can i use GM's german voices without creating an GM dependency?
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
I'm using sounds from another mod for my tank and i whenever i pack it with pboproject i get this https://gyazo.com/8bc572ff28935693394c3fc7dc323eea error which stops the packing. does anyone know how i can stop this error from happening?
@junior folio extract that 3rd party pbo to p drive or create dummy files yourself there
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?
Yep, that works, thanks for the help
@novel torrent what type of asset is it?
it is a plane
similar type in A3 or not?
Yeah, it is, im planning on making a custom flight model, but that's later
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"};
};
You can assign a different gunnerType to individual turrets
is there any way to configure a weapon magazine so that the player can't remove it?
you could try setting deleteIfEmpty = 0 to the magazine, but no idea if that (still) works in Arma 3
@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
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
};
};
thanks!!!!
@rough hatch use muzzle slot > 2 - this way you won't be able to change it from inventory ui
I may need some help setting this up, arma can't seem to find my p3d, and im wondering if i got something wrong?
^ that's basically my code and my files in the pbo
I think i realized i need a config file that's c++ lol, oops
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
could be also done by configs indeed. but its fairly complex
Can you may give me a hint what I can search for in the configs?
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
Basically would require some sort if experience with this stuff prior

