#arma3_config

1 messages ยท Page 122 of 1

hearty sandal
#

what is it you are trying to do ๐Ÿ˜„

narrow swallow
#

Is it possible to have hiddenSelectionsTextures apply to a magazine model in a groundWeaponHolder?

wintry tartan
#

A magazine is a different part than a weapon. I don't think it's impossible

steady beacon
#

maxleadspeed in cfgmagazines is that in m/s or kmph?

hot pine
#

ms

torn coral
#

I am currently trying to import a shotgun I have previously put into game and convert it into working in a pistol slot, other than class names and inheriting class name (from Rifle_Base_F to Pistol_Base_F) I have not changed anything but it is doing some funky stuff with the characters arms, the handAnim I am using is handAnim[] = {"OFP2_ManSkeleton","\rhsusf\addons\rhsusf_c_weapons\anims\rhs_hand_m590.rtm"}; inheriting from RHS (until I can do one of my own), when using the Rifle Base it looks like https://i.gyazo.com/577c277dfde2d9079977ccdee497157f.png but when I use the Pistol base it does this: https://i.gyazo.com/128b297d35317dbd4948b260f8e43561.png is there a fix for this or is it just an Arma limitation?

untold temple
#

Pistols use a different animation system so a .rtm made for a rifle wont directly work on a pistol

steady beacon
#

thanks reyhard

high osprey
high osprey
# hearty sandal what is it you are trying to do ๐Ÿ˜„

This animation was supposed to rotate the head of a missile as it changes direction, since this is how it steers.
If direction doesn't work as a source I'd be happy enough settling for another as an analogue, but since I did manage to get direction to hide or unhide the part in certain setups I was starting to think it might work

hearty sandal
#

For that it might work in theory but could indeed be its not a available for munitions

high osprey
#

fair enough. It's one of the smaller details that likely wouldn't even be noticed so I'll probably ignore it or use time or random or some such as an alternative.
Thanks again!

hearty sandal
#

Yeh it's only really observable in videos.

#

Airplanes do have the different steering components though so those could work too

molten silo
#

how to I make an ogg play off an ingame louspeaker?

#

please @ me

high osprey
untold temple
high osprey
#

still don't understand the timer animation source apparently

#

class hideFlame { type = "hide"; source = "time"; selection = "flame"; sourceAddress = "clamp"; minValue = 0; maxValue = 3; hideValue = 0.5; unhideValue = 1.5; };
I just want a thing to hide when the thing starts and unhide after x seconds
But no matter how I set it up it always seems to be either always hidden or always unhidden

strange egret
#

time starts at mission beginning and continues increasing as mission goes on...

#

wrong source for your desire

hot pine
high osprey
raven knot
#

if my rotatable commander hatch not on my main turret, can i still use class commander optics under class main turret, or is it better if make a new turret?

strange egret
#

no you should make a new turret. Turret structure should match skeleton structure

raven knot
#

okay then

#

it is gunless tho, does it still goes inside turret?

hearty sandal
#

Yes

strange egret
#

to use optics , or to be considered commander it needs a turret. cant have a passenger be a vehicle commander

shut fulcrum
untold temple
#

Dunno if it's just a poorly worded way of saying what canBeTransported does

shut fulcrum
#

hmmm. OK i was after a way to black list everything but a limited number of pallets and boxes on the HAM trucks.

strange egret
#

isnt dimensions and mass limit good enough ?

shut fulcrum
#

not really. the stuff i want is ISO container size. But Its a special type of connector

strange egret
#

you could eject it by script if it isnt the right type - not as "nice" but should work

untold temple
#

Since boxes etc. don't come with a vanilla action to load them anyway (only drivable vehicles do), I suppose you could set the trucks to _veh enableVehicleCargo false at init and unlock the cargo carrying ability with what ever action you are adding to load the containers

shut fulcrum
#

hmmm ok either way im going to end up with scripting arent I. :/

strange egret
#

aye. Also, why not use attachTo if its just a simple container anyway?

shut fulcrum
#

im trying to use as little scripting as possible and attachto has mp issues apparently

#

so im exploring all options before going too far down the scripting road (that im not comfortable with)

untold temple
#

I thought ViV was just fancy attachto to be honest

#

It's got all the drawbacks

shut fulcrum
#

it is... but it doesnt require me to write code ๐Ÿ˜›

#

and you cant animate it

strange egret
#

only attachto issue i know is that attached object is forced to use same simulation step as the parent

#

but if you attach container to truck, its irrelevant

shut fulcrum
#

yeah

#

just wanted to explore options

#

and given how the VIV page is worded the ability to blacklist classes via config would of been helpful so i asked

untold temple
#

@hot pine The KrAZ PMP and BMK-T carriers we have in RHS can only carry those specific objects, right?

hot pine
#

sort of - ViV is disabled by default and then those specific vehicles can be loaded by action

#

so it's scripted solution

untold temple
#

Ah, like what I proposed above them

shut fulcrum
#

k thanks

#

ill have a proper look at the scripting when i come to it later - thanks all the replied

#

(someone ideally needs to change the wording on the VIV page) ๐Ÿ˜‰

untold temple
#

specific vehicles can be blacklisted and therefore can't be loaded, done with config parameter -> parameter to prevent vehicles from being transportable even if their size and mass would normally allow them to be carried by transport vehicles clear enough?

shut fulcrum
#

id give an example tbh

#

it doesnt translate well

strange egret
#

keep it simple - "disables possibility for this specific vehicle to be transported / loaded on other vehicles"

sullen fulcrum
#

can't get my head round a mod I'm making, I keep getting EOF encountered

hearty sandal
#

means config error

raven knot
#

so i added a 2nd turret for my rotatable commander hatch, turns out i have 2 gunner slot now. does commander setting must be in class commanderoptics?

#

what is it that add the 2nd gunner? it supposed to be gunnerless

strange egret
#

please post config to pastebin or similar service

raven knot
#

only the turret part for easier reading

#

just added primaryGunner and primaryObserver. just found out about it. haven't tested it yet

strange egret
#

yes you need primaryObserver on the comnmander turret.
However, what makes you think its a "2nd gunner" ? The name when you enter the vehicle? if so, you can simply rename that

#

gunnerName="Commander";

raven knot
#

because now i have 1 commander and 1 gunner on my commander turret and 1 gunner on the main turret

#

then i assume i will need to define commanding=1 andcommanding=2 accordingly?

strange egret
#

that too yes, but its only for AI - nothing to do with your issue

#

Line 33 in the pastebin -> you define a new Turret for the COmmanderturret

#

class Turret in the vehicle is where all turrets are. If you define a turret inside a turret you stack it on top basically

#

since you inherit from CommanderTurret, it is already a functional turret (except all memory names etc is incorrect), and then you add one on top with class turrets{ class CommanderOptics

#

-> Remove L31 to L34 (and the corrseponding brackets and semicolons at the bottom)

#

change "class CommanderOptics: CommanderOptics"
to
"class CommanderOptics: NewTurret"

#

in L140 -> enter a new line below that and write
"class CommanderOptics:CommanderOptics{};"
because turrets are not passed down the chain if you redefine class Turrets

#

L139 & L29 "class Turret: Turrets" <- must be "class Turrets: Turrets"

raven knot
#

ahh okay ill try that and see how it turns out

raven knot
#

this inheritance stuff still making me confuse ๐Ÿ˜ซ

strange egret
#

turrets are special, they will not "transport over" if you define "class Turrets:Turrets{};"

raven knot
#

i see. so if you dont need it you still need to define it

strange egret
#

yeah - unless the child vehicle doesnt have a class Turrets on its own - then it will transport over 1:1

raven knot
#

so was my base inheritance class correct?

#

for gunnerless commander turret, i would still need class commanderOptics right?

#

or it can be any name?

strange egret
#

no, it can be any

#

esp. if you inherit from NewTurret

raven knot
#

ah okay, i might as well use commanderturret for better understading

#

on my wheels part, i somehow fixed it by redrawing the tracks, but now there is an issue where the tracks will "jerk" to the ground when i start moving the apc. (speed 0 to higher). it's like the initial power that took the vehicle to move was so high that tracks goes into the ground and bounce up again

strange egret
#

not sure what you mean by that

raven knot
#

im not sure how to explain it too ๐Ÿ˜†

#

i show video later

gilded jungle
#

where in the config can i make APC float in the water?

raven knot
#

is there any way we can set the smokelaunch position and direction with multiple position?

#

oh my english

gilded jungle
#

@raven knot Your english is good.

raven knot
#

i think im just bad at explaining

#

๐Ÿ˜†

raven knot
strange egret
#

post config again

raven knot
#

does it have to do with my commander proxy?

hearty sandal
#

the commander turret is on top of the main turret yes?

raven knot
#

no

#

on top of the hull, just like driver hatch. actually it is a rotatable hatch

#

for commander

hearty sandal
#

alright then the setup seems ok.

#

you need to check your apcs config in ingame config viewer to see where it puts the third turret

raven knot
#

what do you mean by "where"

hearty sandal
#

where in the config the extra turret is

#

so you can start tracing where it gets inherited from

raven knot
#

i need to find it by it's class name? in this case. CommanderOptics

hearty sandal
#

no just open up the APCs config in config viewer

#

and see what kind of turrets it has

raven knot
#

yes i opened config viewer. just not sure what to look for

#

didnt see anything turet related

strange egret
#

class turrets -> if you see 2 then it means one has a subturret

#

Line 13 - L17 - that doesnt look like vanilla? Dont put that in the Tank_F class. You are overwriting vanilla class properties that way, adding a new turret

raven knot
#

ohh

#

i need to put that on my base class

strange egret
#

Line 21 - remove that, at best case it does nothing, at worst case you inherit a subturrets from the main turret

hearty sandal
#

that is likely what is happening now

raven knot
#

line 21 is from sample, but with class CommanderOptics; in the class Turrets bracket, i simply remove the class commanderoptics

strange egret
#

never change base classes (Tank_F) - they need to match what they actually are. class CommanderTurrets doesnt exist in Tank_F to my knowledge

raven knot
#

i see okay then

strange egret
#

and Line 21 - you only should inherit what you actually need, because it can lead to bad surprises

#

if you dont want to have mainturret having turrets itself - dont call it in the base class

raven knot
#

but line 21 is from Tank_F, i thought dont change anything from vanilla class?

#

main turret is called on the public class

strange egret
#

dont change (add new /modify things) - but leaving out classes you dont want is ok.

#

Inside class mainturret in your vehicle (so >=L138) , add a line "class Turrets {};" -> that redefines the class and removes any maybe unwanted inheritances

#

you could also check config of (i think) CSAT tracked apc - or was it wheeled? That has a turret, and a commander that is not child of the main turret. For reference.
You can extract the config from the game pbos - or use an AllInOne Config

#

All in One config dumps and instructions to make one - check this thread: (always check last pages):
https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/

#

@regal gate ^worth a pin

hearty sandal
#

oh lou has the power to pin tooo!!

strange egret
#

the mighty needle

raven knot
#

okay now i have proper slot 1 commander and 1 gunner

#

now i gotta fix my model cfg since i change vanilla's skeletons and model :p

#

oh now when i enter my apc as commander, it uses the gunner's proxy, how do i set it to use another proxy?

strange egret
#

proxyType="CPGunner"; //proxyType= "CPCommander" //proxy has to be named according to this (proxy:Gunner.XX or proxy:Commander.XX)
proxyIndex=1; //the .XX number of proxy

#

it doesnt matter if you use Gunner or Commander for proxy name (as long as its one of the two) - the rest is done via the index

#

and since thats prob the next question - you can set which LOD to use for each turret seperately
LODTurnedIn = 1000; //1000=Gunnerview; 1100=Pilotview; 1200=Cargoview; -1 = default LOD
LODTurnedOut = 1000; //can define different view lods for turned in/out mode

raven knot
#

lod has already been setup accordingly

#

okay now commander is in the right place

raven knot
#

thanks a lot guys

rough hatch
#

I have a vehicle with a turret that has 2 seats, one is the gunner that actually controls the elevation and rotation of the turret and the other is like a assistant gunner which kinda just sits there but doesn't actually do anything, both have a freelook view and a sighted view, my problem is that the assistant gunner's freelook view does not follow the turret, it always sits looking towards the front of the vehicle no matter how the turret is rotated

#

the sighted view is fine since its memory point is locked to the turret

hearty sandal
#

is his turret seat nested inside the main turret?

rough hatch
#

you mean in the config? no it's defined alongside the main turret

hearty sandal
#

in the config

#

I believe that is the problem

rough hatch
#

so you mean try making it a sub-turret of the main turret? like you would with a commander seat?

hearty sandal
#

yes

rough hatch
#

alright, I'll try that

hearty sandal
#

that way it inherits the main turrets movement

strange egret
#

in config and in model.cfg, mind

rough hatch
#

that didn't seem to help, the assistant gunner's regular view is still locked forward

#

I have a MainTurret that controls everything, then that has sub-classes for CommanderOptics and the CoGunner

#

and the CoGunner's freelook does not follow the turret

#

oh wait nevermind

#

my problem is that before I had some other issue with the assistant gunner camera not working right so I had put a dummy weapon on him, but that seems to actually have been causing that issue

#

I made him have no weapon and now it's just fine

#

follows the turret and all

#

then one other thing: how do I make a turret seat default to freelook? now it defaults to view locked forward and you have to press the freelook key to look around

strange egret
#

i dont think you can do that. You can only completely disable optic

pallid sierra
#

whats the difference in a .inc file and a .hpp file? they look subjectively the same from me looking through the Old man versions

untold temple
#

no difference really

#

.hpp or .h is by convention supposed to be for the header of a .cpp files where you are calling a bunch of commonly used macros/defines that will added in the header of the .cpp and referenced throughout the body of the .cpp file. And a .inc would be just general purpose includes that you have separated from the .cpp file for ease of access or readability

#

but functionally there is zero difference. You can use .hpp, .h, .inc and other extensions as you see fit with the #include preprocessor. They're all just renamed .txt files really

upbeat valley
#
{
    class Rev_vending
    {
        units[]={"USB"};
        weapons[]={};
        requiredVersion= 1.03;
        version= 1.14;
        fileName = "louis_usb.pbo";
        author = "Louis";
    };
};

class MyMod
    {
        requiredAddons[] = 
        {
            "A3_EditorDatapack"
        };
        requiredVersion = 0.1;
        units[] = 
        {
            "USB"
        };
        weapons[] = 
        {
        };
    };

class CfgMagazines
{
    class CA_Magazine;
    
    class rev_inv_usb: CA_Magazine
    {
        displayName="USB";
        scope=2;
        mass=.5;
        author="Louis";
        picture="\USB\Icons\USB_icon.paa";
        model="\USB\Objects\USBDrive.p3d";
        descriptionShort="A USB";
    };
#

I believe ive written my config file, whats the next step? ive tried packing it into a PBO but it doesnt appear to get added

hearty sandal
#

well your cfgmagaziens does not have closing };

#

class mymod is not used at all

#

its example for what goes into cfgPathces

#

and what are you packing the addon with?

#

@upbeat valley

strong shuttle
#

I wonder if PboProject would have returned an error, because it's broken all over

hearty sandal
#

yes

upbeat valley
#

Im using PboProject, and if its broken all over, thats because ive never written a config before.

strong shuttle
#

but it shouldn't pack with that config, so I'm surprised you can test it

hearty sandal
#

does pboProjectg give any errors?

#

@upbeat valley less playing cyberpunk if you want this solved ๐Ÿ˜›

upbeat valley
#

Ahhh using my status ๐Ÿ˜‚

upbeat valley
hearty sandal
#

Im this close . to falling a sleep so we have maybe 10 minutes

upbeat valley
#

Im using something called Mikero's tools

hearty sandal
#

yes thats good

#

pbo project has the console screen that tells you if it fails or succeeds etc

#

does it give you any error messages when you pack your pbo?

upbeat valley
#

God its been ages since i tried it, no file specified and i forgot how to ๐Ÿ˜‚

hearty sandal
#

:L

#

alright, come back tomorrow when you have the details

upbeat valley
#

No problem

hearty sandal
#

for future debugging, its always easier if all possible details of a problem are provided with the issue report.

#

saves also time from the people helping when they dont have to dig for it.

#

so its also polite

#

๐Ÿ˜›

upbeat valley
#

Okay, thanks for the heads up ๐Ÿ˜„

hearty sandal
upbeat valley
#

Is the AddonBuilder tool any use? or is it preferable to use Mikero

strong shuttle
#

use Mikero's Tools if you want to prevent problems

upbeat valley
#

wow im an idiot, i downloaded Makepbo, but not pboProject.

raven knot
#

just download all of the mikero tools. you never know when you might need it

upbeat valley
#

Yeah good point ๐Ÿ™‚

#

I tried packing, im getting
'"rapify -PenW "USB\config.cpp" "P:\temp\USB\config.bin""
'rapify' is not recognized as an internal or external command,
operable program or batch file.'

#

knowing how new i am at this, its probably the simplest fix ever

#

๐Ÿ˜‚

strong shuttle
#

yup; download and install ALL the tools from that page ๐Ÿ˜‰

upbeat valley
#

wow there IS one called rapify ๐Ÿ˜‚

#

lets try again ๐Ÿ˜‚

#

i downloaded rapify why is it still giving me the same error?

glacial spear
#

not sure if this is cfg or script but on the apache mod im having issue were when flying over groups of rocks im gettting massive fps drops

#

if anyone has any idea what cfg might do this or scritp

hearty sandal
#

Neither. Its question for the mod maker.

grand zinc
hearty sandal
#

Just tried it out last night. Works great!

raven knot
#

cfgModel, what is sections that we are supposed to inherit and add? is it memory point? or what? i don't get it

#

my commanderturret is not rotating i suspect it has to do something with bad model.cfg

hearty sandal
#

sections are selections on the model that have special features like the camo selections that work with hiddenSelections system

#

if your turret does not rotate you probably dont have correct bones defined for it or correct named selections for it in the model

raven knot
#

so important named selections is needed on the sections part right?

#

like axis?

untold temple
#

no, you only need them for parts that change texture

raven knot
#

anything special that is not bone

#

oh

#

i have to recheck for the 4th time now for the spellin and all but it still does not rotate.

this is what i have in my animation class

class CommanderTurret
{
type="rotationZ";
source="commanderTurret";
selection="commander_turret";
axis="commander_turret_axis";
animPeriod=0;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};

and cfgvehicles' class turrets

body = "CommanderTurret";
animationSourceBody = "commanderTurret";

cfgskeleton on my apc base class

"commander_turret","",
"hatch_commander","commander_turret"
untold temple
#

Some parts like muzzle flash proxies, helicopter rotors, lights etc. are also in the sections array, because they are hidden by game engine features that basically set them to have an invisible texture

raven knot
#

i see

#

thank you for clarifying that

hearty sandal
#

Do you check if the animations work in buldozer?

#

Body and source should not be the same

raven knot
#

im following main turret's setting which have the same body and source name. i didnt check in buldozer. i didnt know i could check animations in buldozer

high osprey
#

anyone know the property that controls the size of the wireframe box around a vehicle placed in the editor?

raven knot
#

if im not mistaken the memory point is named bbox_1_1_pos, 1_2 2_1 and 2_2

high osprey
#

so the three memory points control the h/w/d?

raven knot
#

there is 4 there

#

but i might be wrong

#

you need to check

high osprey
#

oh i get you

#

literally just draw a box with memory points

raven knot
#

yeah but which one is height is width idk

high osprey
#

Not sure, so I'm going to try the age old method of 'guess and see what happens' :/

hearty sandal
#

bbox_x_y_pos are for defining the size of the vehicle for "vehicle in vehicle" cargo function

#

the box in editor is defined by the bounds of the model

#

so all lods combined and box that envelopes all of them

high osprey
#

hm

#

oh I guess that makes sense. The box doesn't fit at the moment because the 'model' is \A3\Weapons_F\DummyItemHorizontal.p3d which has a fixed bounding box

#

Guess i need to find a smaller container to inherit from

hearty sandal
#

?

#

what are you doing @high osprey

high osprey
#

So i have a 'vehicle' which is a dummy container with a launcher in it right?
So that in editor you can just place the launcher on the ground

But i used DummyItemHorizontal so the bounding box was way bigger than the item

#

So now I'm going to change the model out for model = "\A3\Weapons_F\DummyLauncher_Single.p3d"; and hopefully that will fit better

hearty sandal
#

well it will always be

#

because the dummy item contains a proxy

#

the bb in editor does not matter at all

high osprey
#

i just wanted it look neater :<

hearty sandal
#

cant

high osprey
#

ah well, i tried. Thanks again

strange egret
raven knot
#

anyway, how does one check animation in buldozer?

hearty sandal
#

middle mouse click changes animation source, wheel the animation phase

#

there are also keyboard equivalents you can check from dozer key list

raven knot
#

i cannot see, my texture does not shows up

#

but it does rotate

#

maybe its has to do with my commander being able to freelook without holding alt button?

hearty sandal
#

possibly

#

that likely disables turret control

raven knot
#

but even it optics, i cant control the turret

#

my main turret is working fine

hearty sandal
#

check for typos

raven knot
#

maybe because my 2nd turret missing something that mainturret inherits

hearty sandal
#

do you inherit form newTurret for your 2nd one?

raven knot
#

yes

#

should be the same right?

hearty sandal
#

ye

raven knot
#

hmm

#

i gotta read through and see what is missing.

raven knot
#

okay solved it. i need turretFollowFreeLook = 2; for weaponless turret

stoic lily
#

what dose it do exactly?

raven knot
#

If 1, turret is slaved to the gunners viewdirection in freelook. When values is set to 2, it is possible to control turret on weaponless turrets. Value 1 is used in Attack Helicopters for example.

stoic lily
#

so for commander positions without MGs for example?

raven knot
#

yes

#

my commander hatch is rotatable and has no weapon

stoic lily
#

what about smoke?

#

or operated by the gunner in your case, or none available?

raven knot
#

i dont know, maybe countermeasure does not count as a weapon

#

smoke is working fine

#

by the commander

#

which is the 2nd turret's gunner

rough hatch
#

is setting up a static object, like a building to switch to a wrecked model after being destroyed different from doing it on a vehicle? I have a proxy in the main model wreck lod but it either just dissapears when destroyed or stays on the same regular model

hearty sandal
#

yes its made through config

rough hatch
#

like with a class DestructionEffects?

hearty sandal
#

yes

rough hatch
#

I have a Ruin1 class in there with simulation "ruin" and type pointing to the wreck model path

#

that didn't seem to work

#

are there any examples out there?

#

oh the samples has one, duh

#

well my config seems to be done the same as the sample but it still just stays as the regular model

#

does there need to be something very specific in the main or wreck model for it to work?

#

now I've got it so it doesn't stay behind, but now it just goes down through the ground but no wreck appears in its place

#

even tried now to copy the destroyed building model from the samples and replace all the models in the LODs with my own and it still does not appear

hearty sandal
#

did you change the destruction type?

#

and what is the simulation type?

raven knot
#

so i found there a problem using turretFollowFreeLook = 2;, now it control the main gun too.

molten silo
#

https://sqfbin.com/yeseqepusofelofagone it says
n File P:\Delta_tats\config.cpp: circa Line 32 rap: missing inheritence class(es)
In File P:\Delta_tats\config.cpp: circa Line 32 rap: missing inheritence class(es)

#

what does this mean so I know for future?

hearty sandal
#

you have classes you try to inherit from but they dont exist anywhere

molten silo
#

line 41 is apparently my repeated class

hearty sandal
#

if it says you have repeat class then you have repeat class

#

I suggest using notepad++ or some other text editor that can do code highlighting and has better search tools

molten silo
#

im trying to find out which one it is but im not able to figure it out

hearty sandal
#

well this does not work at least

molten silo
#

so how should I go about making it so the files for my arm tats know which head to attach to?

sullen fulcrum
#

how can I put viper helmet thermal and night vis on normal goggles

hearty sandal
#

you would need to create a new addon for that. And that would contain a config file where you create the new item with the properties you want.

sullen fulcrum
#

I used to have a pair in basegame which is why I was wondering if its possible

#

useable anywhere

hearty sandal
#

well then find the item in base game I suppose

#

arsenal has all of them I believe

sullen fulcrum
#

nono it isnt that

#

It is the default nato nvg goggles, except it functions as if it was viper

#

it has full view thermal and full view nv

hearty sandal
#

well if base game does not have one now then nothing short of a mod can add such

#

and modded items do not work on MP unless server runs the mod

rough hatch
#

and I didn't change simulation type so it is whatever House_F defaults to

raven knot
#

door animation must be done through .rtm? and how do i make you can only enter "ride in back" only after the rear door has been opened?

rough hatch
#

door animation are done in model.cfg, you can check the sample house model in the A3 samples

#

and for the ride in back, that would probably have to be scripted

gloomy python
#

Hi, I'm trying to make a skin pack mod for m16 from RHS USAF and i got a problem

#

I made a config like that:
class CfgPatches { class kb_M16A4_green { units[] = {}; weapons[] = {}; Version = 0.1; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR","A3_Weapons_F_Rifles_MX","rhsusf_weapons","rhsusf_c_weapons","rhsusf_weapons2"}; }; }; class rhs_weap_m16a4_carryhandle; class cfgWeapons { class class kb_M16A4_green : rhs_weap_m16a4_carryhandle { baseWeapon = "KB_M16A4_GREEN"; displayName = "M16A4 (green camo)"; scope = 2; hiddenSelections[] = {"camo1","camo2","camo3","camo4"}; hiddenSelectionsTextures[] = { "\custom_ar15_skins\data\m16a4_co.paa", "\rhsusf\addons\rhsusf_weapons\mag_proxies\data\pmag_black_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\m4acc_co.paa", "\rhsusf\addons\rhsusf_weapons\m4\data\kacrailcover_co.paa" }; }; };

#

And wen trying to run Arma with my mod louded i'm getting Error which goes like that:
in config.cpp in 14 line founded 'k' insted of "{"
and i don't know wat is wrong because i can't see any 'k' in any line

#

(Sory for my bad Eanglish)

rough hatch
#

I don't see any "k" either but you do have class twice in the weapon

#

class class kb_M16A4_green

#

that is around like 14 too

#

oh yeah that's probably the k from kb_M16A4_green

gloomy python
#

o thanks

rough hatch
#

the line numbers it gives aren't always exactly right, it might be off by a line or two

raven knot
rough hatch
#

wait what kind of doors are you talking about, on houses or vehicles or what?

raven knot
#

vehicle's door. i did said ride in back and rear door. sorry for not being clear

hearty sandal
#

@raven knot explain again pls. What you wanna do?

raven knot
#

i have a class ramp in my animation class in model cfg to open my rear door. im not sure how to activate it. i'm reading userAction. but still thinking on how rhs made their vehicles the door need to be fully open then only you will get into the passenger slot

hearty sandal
#

they possibly hide/unhide the passenger get in memory points

#

I think there may also be unused vehicle door functionality but off the top of my head cant say if I remember right

raven knot
#

i see. anyway, i at least am trying to figure out how to open the rear door first

rough hatch
#

I seem to recall there being some property for a cargo animation source

#

might be cargoDoors?

#

I think it might be array where each element is an animation source for each cargo seat

#

so if you just have like a rear door, you'd just have that be an array of a single animation source

#

I'm not sure if that's how it works but maybe try that?

hot pine
#

CargoDoors array + driverDoor & gunner Door (in turret)

raven knot
molten silo
#

https://sqfbin.com/akenoyelakabugesemik

Truncated file. Missing one or more};. Error starts near token 'ACE_SelfActions' :
In File flb_headgear\config.cpp: circa Line 246 EOF encountered

Ive been trying to trouble shoot for about 20 mins and I cant seem to figure out the issue.

strong shuttle
#

please count the amount of class XXX { and };, because they don't match

#

and you forgot to close line 27

hearty sandal
#

would be good idea to check out some coding practices, like when creating a class namedSomething you always also create the opening and closing brackets {};

molten silo
#

When I close line 27 and make sure that anything opened is closed i get the same error for a different line... but im positive the line is closed

hearty sandal
#

it is not

#

if the error is there

#

problem is, you might have open bracket somewhere way up that messes it up

#

so you have to check everything

raven knot
#

i think the "{" on L28 is your problem. and you need to close L27

#

add ; on L27 and delete the open brack on L28

hearty sandal
#

no that L28 needs to be closed

#

not deleted

#

since its inheritnace chain

#

so far those classes are not used at all though so they are obsolete

#

~~@raven knot ~~remove 28 and 27 @molten silo โ—

raven knot
#

my bad, its on the same column

hearty sandal
#

keep code clear of obsolete parts

raven knot
#

just use notepad++ you can see where the bracket open/close when you click on a bracket. it will highlight it

hearty sandal
#

oh right pinged you and not @molten silo

#

soz

molten silo
#

so I deleted 27 and 28, it says
In File flb_headgear\config.cpp: circa Line 27 Expected class {

hearty sandal
#

read up a little please

strong shuttle
#

just adding or removing stuff won't solve anything... you have to make sure the configs and config entries are correct, and everything is opened and closed correctly

hearty sandal
#

cfgweapons and cfgvehicles are never closed for example

#

go through each bracket 1 by 1

#

and each class

ripe dove
#

Can anyone recommend good config parser? I would like to batch process some old configs (even OFP ones). I tried https://github.com/BrettMayson/Config2JSON and all mentioned ones in README in there without luck. Usually those parsers can't handle for inline comments, non-string values, ...

strange egret
#

i think people in #arma3_tools might be more the ones that could answer (remember rules for crossposting though)

ripe dove
#

sorry, wasn't sure where to post it

#

what to do now to ask in there?

raven knot
#

how do i make a gunner proxy rotate along with the turret? i tried giving it a name and define it as a bone with the turret being the parent. it didn't work. i have also tried using usePip = 2. didn't work too

hearty sandal
#

making it part of the turret selection should be enough

molten silo
hearty sandal
#

maybe missing the names from the weapons array causez that

#

in cfgPatches

raven knot
#

i'll try grouping it together with otocvez and see if it works

#

okay the body now follows the turret, not the face

#

byt face, i mean what player see

molten silo
#

@hearty sandal So then should I add the class names under CfgPatches?

hearty sandal
#

in the correct array possibly

#

BI forums might have more answers

molten silo
#

ok so that didnt work

raven knot
molten silo
#

because I dont want my folded to be in the arsenal

#

since ill be using ACE interaction to switch from unfolded - folded

raven knot
#

i see. but still tho, you can make your code cleaner by inheriting, those settings that are the same

molten silo
#

probably true but iโ€™m just trying to make it show up in arsenal rn since for some reason it wonโ€™t

raven knot
#

have you tried it without the ace settings?

molten silo
#

no not et

#

i can try now tho

#

@raven knot I ran it with the ace interact out of my cfg still not coming up in arsenal

raven knot
molten silo
#

guess so lmao

raven knot
#

how do i make my gunnerview rotate alongside with my turret? the body rotates fine, but my screen does not follow.

#

ended up, when i direct my turret at the backside, im like a guy with no neckbone.

#

im talking about 1st person view turned in

molten silo
hearty sandal
#

normal arsenal or ace arsenal

#

you mentioned you use ace for something

#

that can perhaps mess things up

molten silo
#

it doesnโ€™t appear in either

#

i took out my ace settings and it still didnโ€™t show up

hearty sandal
#

are you sure you are running your pbo?

raven knot
hearty sandal
#

perhaps lacking gunner view configs

raven knot
#

i do have viewgunner class

class ViewGunner: ViewGunner
                {
                    initAngleX = -9;
                    initAngleY = 0;
                    initFov = 0.9;
                    minFov = 0.25;
                    maxFov = 1.25;
                    minAngleX = -65;
                    maxAngleX = 85;
                    minAngleY = -150;
                    maxAngleY = 150;
                    minMoveX = -0.075;
                    maxMoveX = 0.075;
                    minMoveY = -0.075;
                    maxMoveY = 0.075;
                    minMoveZ = -0.075;
                    maxMoveZ = 0.1;
                };
};
#

nvm solved it by usepip=2; duhhhh

raven knot
#

does LODDriverTurnedOut does not work with value 1? first resolution LOD, my driver keep getting to another view lod instead of reso lod

strange egret
#

which do you get?

#

also, 0 is usually first lod

raven knot
#

not sure, either cargo or pilot

#

it says in config viewer LODDriverTurnedOut = 1;

#

but i dont get my reso lod

strange egret
#

do you have driver proxy in the lod you want him to appear? i assume yes, but just to be sure

raven knot
#

but my commander and gunner dont have this problem

hot pine
#

= 1 is treated as old, default behaviour

raven knot
#

lemme recheck

hot pine
#

or maybe it was 0

strange egret
#

-1 was using default lod

#

at least thats what i gathered back when

hot pine
#

I remember it was something really dumb

raven knot
#

yes i do have the proxy

strange egret
#

whats your first LOD in p3d? 0 ? or 1?

raven knot
#

0

molten silo
#

@hearty sandal yes im positvie im running my pbo. should I pack it to a seperate file and try again?

strange egret
#

then use 0

raven knot
#

trying 0

#

ah okay that did the job. its working now

#

thank you

#

im wondering why my commander and gunner can get the first reso lod using value 1 and driver can't

strange egret
#

arma ๐Ÿคทโ€โ™‚๏ธ ๐Ÿ™ƒ

#

you could experiment placing a red box in res LOD 1, to see if you actually see resLOD 1 or resLOD 0

raven knot
#

i see.

#

and the other day i told about my wheel bounce when i start moving and you didn't understand, here's a video of it https://youtu.be/59lvhmE2NO8

hot pine
#

ah yes, 1 means default for turrets

strange egret
#

the model.cfg animation for the suspension is inverted. If physx wheel goes up, your visible wheel goes down. Flip it around

molten silo
#

ok so im not sure what going on but I still cant see anything in arsenal

#

did I do something wrong in my config?

molten silo
#

??

hearty sandal
strong shuttle
#

I'm not an expert on it; but you could try to remove:

modelSides[] = {6};
allowedSlots[] = {801, 901, 701, 605};
``` from the configs, and see if that causes any issues.

I know what they do and they look OK, but I also noticed that using one wrong value can make them unusable...
molten silo
#

So I got it working finally but the only issue is my ace interaction is not there at all

strong shuttle
#

btw... those ACE interactions won't work either...

  1. classnames in conditions and statements don't match the classname you use in CfgWeapons
  2. the folded variants have a scope of 0, this also sounds wrong (since they can't be used)
molten silo
#

for the folded I dont want them in arsenal I just want it used through interaction.. so using it that way couldnt I keep it on 0

strong shuttle
#
scope = 1;
scopeArsenal = 0;
#

otherwise you can't access them at all

#

Did you read the wiki at all? Because half of the stuff is explained on there, and the other half doesn't make sense unless you know what you're doing...

molten silo
#

I read it but I must have that part

little phoenix
#

hey so im interested in learning how to create arma mods but i have 0 clue on what to do. The model part isn't the problem but what i do once i have the model that is the problem. I have 0 clue on where to go from there and all the the tutorials i find are either very outdated or just 2 complicated for a new person to understand. Any advice?

tardy tiger
#
class CfgPatches
{
    class myAddon
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 1.78;
        requiredAddons[] = {"Extended_EventHandlers"};
    };
};

class Extended_PostInit_EventHandlers
{
    myAddon_Post_Init = "myAddon_Post_Init_Var = [] execVM 'init.sqf'";
};

Can someone point out the error in this config?
I have init.sqf in the same directory at config.cpp.
init.sqf contains a simple while loop which outputs "Hello world".
According to the report file, the mod is being loaded in by the launcher but I don't think init.sqf is being loaded because nothing is happening.
Note that myAddon is just a temporary class name whilst I try and figure out how addons work.

strong shuttle
# little phoenix hey so im interested in learning how to create arma mods but i have 0 clue on wh...

The config part is the easy part, next to making it a mod.
However the part to make a 3D model into a proper P3D file is the "hard" part, as in; easy when you have the workflow, hard when you don't know how. Luckily are there some good tutorials and tools available on how to do that, which can be found in #arma3_model
Of course, it can get very complicated (vehicles etc.), but starting with something simple is always better to get used to all of it.

hearty sandal
#

@little phoenix what do you mean outdated? most of the methods are still valid even from earlier Arma titles

strong shuttle
# tardy tiger ```cpp class CfgPatches { class myAddon { units[] = {}; ...

change to

class Extended_PostInit_EventHandlers
{
    init = "myAddon_Post_Init_Var = [] execVM 'init.sqf'";
};

or

class Extended_PostInit_EventHandlers
{
    class myAddon {
       init = "myAddon_Post_Init_Var = [] execVM 'init.sqf'";
    };
};

PS: no idea how to do it properly without CBA, but both methods should work

little phoenix
slim halo
#

why videos?

little phoenix
slim halo
#

there are also "text" guides

strong shuttle
little phoenix
hearty sandal
#

there are very little in way of full "how to make X" type tutorials

#

but you will need to waddle your way through the "too complicated" stuff

#

as therea are things that just are complicated

tardy tiger
tardy tiger
#

Are there any other methods? I'd like init.sqf to run after mission start.

strong shuttle
slim halo
#

the second method that @strong shuttle posted was correct

#

also make sure the path to init is correct

strong shuttle
#

if CBA is used; otherwise running it though CfgFunctions is the better alternative

tardy tiger
slim halo
#

yeah just use CfgFunctions

tardy tiger
#

Does this CfgFunctions look correct?

#
class CfgFunctions
{
    class myTag
    {
        class myCategory
        {
            file = "!Workshop\@MyAddon\addons\init.sqf";
            class myFunction {
                preInit = 0;
                postInit = 1;
                preStart = 0;
                ext = ".sqf";
                headerType = -1;
                recompile = -1;
            };
        };
    };
};
tardy tiger
#

Well it doesn't work so there must be something wrong

hearty sandal
#

where are you putting this?

#

why your file path is like that?

#

is this a mission thing of addon config thing?

tardy tiger
hearty sandal
#

then that path wont work

tardy tiger
#

I expected %ROOT% to be game root

hearty sandal
#

no it engine filesystem root

#

it does not see your folders

tardy tiger
#

oh

hearty sandal
#

it sees inside your pbo

tardy tiger
#

so what would an example of a path be

hearty sandal
#

check arma configs

#

I expect you to have P drive and the tools and development environment set up

tardy tiger
#

my init.sqf is inside addons which is inside @MyAddon

hearty sandal
#

:L

tardy tiger
#

a

#

what is the benefit of a P drive though

#

i have arma 3 tools

hearty sandal
#

it represents the root of the game engine

#

when you create folder structure there and pack that into pbo

#

the structure stays the same

#

you can look up this discords history for tips on setting that stuff up

#

PMCwiki and/or ArmaDocs tutorials have guidance too (though they are more terrain building directed the tools isntall is the same)

#

you can make addons without it too if you know what to do

#

but I dont know much about that and the tools are designed for use with P drive

tardy tiger
#

ok i'll get a P drive setup

slim halo
# tardy tiger ```cpp class CfgFunctions { class myTag { class myCategory ...

no it's all wrong
first of all, you didn't even bother to change the my... stuff?
second of all, the path is wrong (it should be defined inside myFunction class as "MyAddon\init.sqf"")
third of all, it seems you didn't even pack the mod, so you have to use P drive (and -filePatching must be on, but I've never done it so not sure if it works)

tardy tiger
tardy tiger
#

I'm still confused on how the file path works. afaik, the file path should point to the .pbo which is somehow in the game root

#

Does the pbo get moved and extracted to the game root upon loading?

opal crater
#

P:\z\afft\addons\main
translates to
\z\afft\addons\main

#

for the game.

strong shuttle
#

when doing it properly, the root will exactly the same as the path on your P drive

opal crater
#

Does not matter where the pbo is on the drive.

tardy tiger
#

How do I use my P drive to help me?

#

The base folders include a3 and dll. Is that correct?

#

And I've also got buldozer_x64.exe

opal crater
#

You develop your addon on p drive

tardy tiger
#

Ok I've put my addon on the P:\ directory now

#

Should mod.cpp and config.cpp go inside the addons folder or outside?

opal crater
#

\yourTag\yourModName\addons\yourPboName\config.cpp

#

At least when using CBA/ACE conventions.

#

could be shortened to:
\yourModName\addons\yourPboName\config.cpp

#

or
\yourModName\yourPboName\config.cpp

tardy tiger
#

And then where do I point the Arma 3 packaging tool? To yourModName or addons?

opal crater
#

to start of the path. P:\something

#

at least when you're using pboProject

tardy tiger
#

and hence so should the pbo once packaged?

opal crater
#

no

tardy tiger
#

why do all the folders in !Workshop have that

opal crater
#

Because in it's the name of the folder which contains the mod.

#

It's not related to packing at all.

#

If anything it's related to output folder where you pack TO

tardy tiger
#

oh

#

Should the output box of the packaging tool be addons?

opal crater
#

no

#

P:/@my_addon_name
P:/whatever_my_addon_name

tardy tiger
#

should I binarize or no

opal crater
#

You should, otherwise arma will have to do it every time it starts.

#

And this slows down the game startup a LOT

tardy tiger
#

It still isn't retrieving the file. I'll show you the directory structure and config.cpp.

#

config.cpp:

class CfgPatches
{
    class myAddon
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 1.78;
        requiredAddons[] = {};
    };
};

class CfgFunctions
{
    class myTag
    {
        class myCategory
        {
            class myFunction {
                file = "MyAddon\addons\MyAddon\init.sqf";
                preInit = 0;
                postInit = 1;
                preStart = 0;
                ext = ".sqf";
                headerType = -1;
                recompile = 1;
            };
        };
    };
};

(Yes, I haven't changed the class names still but I just want to get the files themselves working before I do that.)

#

Directory tree:

P:
  -> MyAddon
    -> addons
        -> MyAddon
          -> config.cpp
          -> init.sqf
    -> keys
    -> mod.cpp

  -> @MyAddon
    -> addons
      -> MyAddon.pbo
opal crater
#

It looks correct.

#

Are you packing with pboProject?

tardy tiger
#

I'm using Arma 3 Tools from Steam.

opal crater
#

that's not pboProject.

#

Addon builder or whatever was the name is not recommended

tardy tiger
#

Ah ok

opal crater
#

Addon builder can support pboprefix files but I won't tell you anything about that as it will only confuse you more right now.

raven knot
pallid sierra
#

so having trouble. I'm trying to access shared resources (like music) from my campaign's WIP folder while in a particular mission in the editor. I have tried both making CfgMusic at the campaign level, and a CfgMusic that references the files using ..\. My VSC seems to find the files and doesn't error in both description files, but nothing will happen when called while testing in the editor environment.

#

i guess I just need help setting up shared resources that work while in the editor testing instead of having to pack the whole campaign fully then running it from the campaign folder in arma root.

hearty sandal
#

shared resouce? as in a pbo?

raven knot
#

i think he meant a core pbo and accessing them from another pbo

#

but i think he didn't use pbo, just userdir folder

pallid sierra
#

my folder setup is just open folders in missions atm...


\missions\allthemissionshere
\music
\sounds
\sharedscripts
\configs

#

and say I'm on mission 02, i can't seem to access the campaign's root folders for music and stuff, even through different types of configs I've rewritten

hearty sandal
#

you sure cfgMusic can be defined in a campaign?

pallid sierra
#

what i've been doing is just taking the classes, then adding them with includes on each individual campaign description

#

using #include ../../configs/musicclasses

#

But then the music classes have to point outside of the root mission folder too so that's a problem

raven knot
#

why not make a pbo for your shared resources? and access from that pbo?

opal crater
#

Campaigns are supposed to be developed inside addons afaik.

pallid sierra
#

Okay but is there a way to easily build and test in the editor.instead of having to rebuild it every time you want to test something?

raven knot
#

test it in the same folder as your shared folder first?

tardy tiger
#

@opal crater Thank you for your help. I have got it working after packaging it using pboProject. Is pboProject supposed to move other files such as mod.cpp or does it just take care of generating the .pbo?

remote salmon
#

Quick question, So I have all my texture files setup in my rvmat, how do I attach the rvmat to my model?

winter rain
#

@remote salmon in OB, select your model and press E

First line is your texture path + texturename.paa

Second line is your shader path (rvmat) yourname.rvmat

#

Blender I dont know ๐Ÿ˜…

raven knot
#

in blender (object mode), select material > assign _co texture and set rvmat path under arma toolbox material settings.

junior folio
#

Does anyone know if there are any guides on how to correctly setup a physx config for a vehicle?

hearty sandal
#

Not much no. BI forums have few topics on it.

junior folio
hearty sandal
#

Likely some.

raven knot
#

how do i attach the driver proxy's hand to the steering?

raven knot
#

thank you\

#

oh wait i did this, already have drivewheel, the proxy hand actually animated according to the steering wheel but the hand is not actually on the drivewheel

hot pine
#

you have to create rtm animation then

raven knot
#

ah okay gotta look into that

strange egret
paper path
#

they havent allowed anything from the .ebo files right?

hearty sandal
#

nope

#

well you can call stuff via config

#

but extaction is not possible

paper path
#

well crap. guess ill have to do it via configViewer then

hearty sandal
#

there is a new config dump command

#

for _diag exe

strong shuttle
#

it's just annoying for packing mods with Mikero's Tools... since the files need to be there...
could make mockups, but that's too much work...

hearty sandal
#

... just make the placeholders xD

opal crater
#

but that's too much work...
it's literally an empty file that you need to create xD

hearty sandal
#

#info_help_tips got some pointers, generally its good idea to play the tutorials and showcases/campaign to get a hang of the gameplay

raw osprey
#

Hello everyone, I've got some scripting experience on arma3 but am totally new to the config.cpp stuff. However it seems that there's no scripting alternative for adding in custom markers that are multiplayer compatible so I found my way here to ask what would be the method of doing so. I'd love to get some links that explain how it works and perhaps a couple beginner hints.

opal crater
raw osprey
#

Is there a way to define mission path or does this needs to be a addon?

north bronze
#

How to stuck a action into the units config?

#

so, whatever unit that spawns has that action in it. it can be also a vehicle.

winter rain
#

@north bronze

Adding in config UserActions

ancient hatch
#

does anyone know what I need to put to get custom faces in my mod, the faces have already been made and pack into PAA

covert pasture
#

Ask if you can help me, I am looking for a way to make the loading screens and menu of my mod always load and not of the other mods, is there any way to put it priority?

sullen fulcrum
#

So I have added insignias to the config, but I get an error whenever I place my units down. The insignia shows up but the unitRandomisation.sqf throws an error which refers to unitRandomisation.sqf thus only the insignia shows up without any randomisation (random facewear, helmet,vest). I have tried for several days, and I just cannot find anything to fix this. I would be very thanful for some advice.

#

I can send a section of the config code related to this if requested.

sullen fulcrum
#

anyone?

covert pasture
#

Any have idea about how can add text on the footer of the main menu ? i already have a custom background but i dont found how to add text

covert pasture
#

sorry is not the footer is in the line about the owned dlcs

wintry tartan
covert pasture
# wintry tartan You wanted to make something more than a puzzle piece?

I am making a new main menu changing the background and removing the spotlights but when using other mods I have a mod that is always stepping on what I declare, so they have a text above the mods loaded that is not in the image because in a moment I managed to step on the image and followed the text

wintry tartan
#

Not really sure what you mean. Can you post an image via imgur or something?

covert pasture
#

yes give 5 min i will open arma

wintry tartan
#

Wow das'a lot of MODs... Wanted to remove that Order On The Chaos one?

covert pasture
#

yes

wintry tartan
#

Then you need to do: Go to Config Viewer, Check RscDisplayMain (IIRC) and check what MOD does declare the string. If you found it, use delete command in your config so it can be removed, plus you need to declare the MOD in requiredAddons[]

covert pasture
#

yeah but there i have a problem because the mod is obfuscate and i cant get the info

wintry tartan
#

It won't in Config Viewer

covert pasture
echo kelp
#

is it possible to change the main menu music?

wintry tartan
#

Yes and No. Not by config but mission

brazen merlin
#

not sure if this is really a config question, but .... is i possible to replace the map icons that get added by buildings? for example gas station, church, etc

#

i would like to change the icons, but i only want to change them in my terrain

wintry tartan
#

It's rather GUI thing. IIRC it's possible to change it on the Map GUI, but not sure there's posibility to do it only in a certain map. Maybe duplicate Map GUI and show/hide only for the map?

brazen merlin
#

note: i am using custom buildings, so i can easily change the map property in the model

#

hm. config looks good. seems i should just try and see what happens

stoic lily
#

the boxes you cant

brazen merlin
#

hardcoded?

stoic lily
#

yep. unless you can convince Dedmen otherwise ๐Ÿ˜‰

#

probably too difficult to change tho as these are baked into the wrp during binarization

#

so making it dynamic as with the map symbols is probably not that simple

brazen merlin
#

what about the class name stuff? can we add icons like that manually, independent of buildings?

#

for examples the hills show up as icons on the map

#

" New types may be added provided they are defined in game/addon configuration." hmm

winter rain
brazen merlin
#

this was about location names

#

hill, airfield, etc

winter rain
#

ah ^^

brazen merlin
#

ok, location names is not a good alternative, as these icons are visible at (almost) all times

#

big sad

brazen merlin
#

how?

grand zinc
#

Look at CfgMarkers

#

find the correct classname for it

#

well it will be a map marker. that gets bigger when you zoom out

#

but..

#

its the symbol ยฏ_(ใƒ„)_/ยฏ

brazen merlin
#

sure, but that's not what i wanted to do :p

grand zinc
#

ah you wrote replace

#

not place

brazen merlin
#

i already added it as markers

grand zinc
#

Dedmen can read (sometimes)

#

I think they are Locations right?

brazen merlin
#

as kju said, it apparently gets baked into the wrp based on model parameter

grand zinc
#

Yeah they do. But not sure how engine processes these think

brazen merlin
#

takes the icon config from class RscMapControl then

grand zinc
#

Aww

brazen merlin
#

so basically it seems like these icons are somewhere hardcoded and it won't detect new ones. dunno.

sullen fulcrum
#

So I have added insignias to the config, but I get an error whenever I place my units down. The insignia shows up but the unitRandomisation.sqf throws an error which refers to unitRandomisation.sqf thus only the insignia shows up without any randomisation (random facewear, helmet,vest). I have tried for several days, and I just cannot find anything to fix this. I would be very thanful for some advice.
I can send a section of the config code related to this if requested.

sullen fulcrum
#

really helpful community..

grand zinc
#

Glad you're happy with our support.

slim halo
#

and for the record:

I can send a section of the config code related to this if requested.
you're the one asking, so you should already provide all relevant information, otherwise people typically ignore your question

sullen fulcrum
#

My apologies.

#

I would litteraly pay for anyone that could help me.

slim halo
#

use ```cpp

sullen fulcrum
slim halo
sullen fulcrum
#

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

            class ALiVE_orbatCreator {
                init = "if (local (_this select 0)) then {_onSpawn = {_this = _this select 0;sleep 0.2; _backpack = gettext(configfile >> 'cfgvehicles' >> (typeof _this) >> 'backpack'); waituntil {sleep 0.2; backpack _this == _backpack};if !(_this getVariable ['ALiVE_OverrideLoadout',false]) then {_loadout = getArray(configFile >> 'CfgVehicles' >> (typeOf _this) >> 'ALiVE_orbatCreator_loadout'); _this setunitloadout _loadout;[_this, 'USP_PATCH_IRN_ARMY_GROUND_FORCES'] call BIS_fnc_setUnitInsignia call CFP_main_fnc_randomizeUnit;reload _this};};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];};";
            };
        };
        ALiVE_orbatCreator_owned = 1;
        ALiVE_orbatCreator_insignia = "USP_PATCH_IRN_ARMY_GROUND_FORCES";

slim halo
#

@sullen fulcrum what about the error?

sullen fulcrum
#

a second.

slim halo
#

@sullen fulcrum
Also I see 3 issues with your sqf code:

  1. Using sleep and waitUntil in unscheduled environment (MPRespawn EH)
  2. This part is wrong:
[_this, 'USP_PATCH_IRN_ARMY_GROUND_FORCES'] call BIS_fnc_setUnitInsignia call CFP_main_fnc_randomizeUnit;
  1. This loop may never terminate:
waituntil {sleep 0.2; backpack _this == _backpack};

and a suggestion: for robustness, use params not something like _this = _this select 0

sullen fulcrum
#

Whenever I add this line of the code to the init config, it throws this error; the insignia shows put the randomisation script not.

#

Hold on uploading error

grand zinc
#

yes.

#

makes sense that the randomziation script doesn't work because as Leo said, that script line is definitely wrong

#

wrong arguments to the randomizeUnit function

sullen fulcrum
#

but how? this is from CFP

#

I just want to add modernised insignia's

grand zinc
#

from where did you get it?

sullen fulcrum
#

from the CFP mod

#

I am editing the o_irarmy faction

slim halo
grand zinc
slim halo
#

@sullen fulcrum ```sqf
[_this] call CFP_main_fnc_randomizeUnit;

grand zinc
#

but that says [_this] call CFP_main_fnc_randomizeUnit; which seems correct, yours doesn't

slim halo
#

in other words separate the two statements with a semicolon and add the argument part

sullen fulcrum
#

that will fix it?

slim halo
#

no

sullen fulcrum
#

I am trying to upload the screenshot of the error

slim halo
#

remove the loop too (or at least spawn it in the EH and add a time limit so it can terminate after a few seconds)

sullen fulcrum
slim halo
#

@sullen fulcrum do everything I told you above

grand zinc
#

That is just what leo already told you

sullen fulcrum
#

okay, going to try. Really thankful. Have been trying to fix this for 3 days. Not kidding.

#

Jesus christ I am trying to figure out what you mean and cannot come to a conclusion. I am sorry If I sound annoying but as I said guys I am really new to this. I'm on my first year in IT and we start coding in python lol. C++ seems so complex.

grand zinc
#

This is SQF not C++ ๐Ÿ™‚

#

[_this, 'USP_PATCH_IRN_ARMY_GROUND_FORCES'] call BIS_fnc_setUnitInsignia call CFP_main_fnc_randomizeUnit; no
[_this, 'USP_PATCH_IRN_ARMY_GROUND_FORCES'] call BIS_fnc_setUnitInsignia; [_this] call CFP_main_fnc_randomizeUnit; yes

sullen fulcrum
#

lol I don't even know what language it is. Brackets put it into C++ automatic

#

let me try that out

#

by the way, everything I do in CfgVehicles you have to redo in config.bin right? Atleast what I have been doing since It looks CFP does it that way.

grand zinc
#

config.bin is generated from config.cpp

sullen fulcrum
#

God Bless you! It is working! However now the unit insignia seems also randomised since it doesn't apply to every unit ๐Ÿ˜ฆ .

#

lol that's why they say fixing a bug opens a doorway to more bugs.

grand zinc
#

then swap it around

#

first randomzie, then insignia

sullen fulcrum
#

damn it's so easy?

grand zinc
#

dunno

#

i hope it is

slim halo
#

๐Ÿ™„

sullen fulcrum
#

lol It is for you guys. This error have been fucking with me for 3 days. And you could litteraly fix it within 60 seconds. No matter how many redditing I did, guides I read and videos I watched.

#

[_this] call CFP_main_fnc_randomizeUnit [_this, 'USP_PATCH_IRN_ARMY_GROUND_FORCES'] call BIS_fnc_setUnitInsignia;
#

what I am doing wrong now?

#

it says missing ; but I wrote the ; after insignia...

sullen fulcrum
#

Yes dear Leo but I reversed and wrote randomizeunit first and then insignia as you see.

slim halo
sullen fulcrum
#

sorry man I gotta lay down the weed

#

I see it now.

#

God Bless y'all @grand zinc & @slim halo.

#

Cheers.

molten silo
#

https://sqfbin.com/becofuhizekewifotine so I was just finishing up my vests trying to do hidden selections and for some reason not all of my selections actually work (mag_pouch , dump_pouch , tomgroup_03, and holster) did I do something wrong in the config?

wintry tartan
#

First: Inherit is always your friend, no need to write the same config all over the place

molten silo
#

but so far how do the hidden selections look?

#

bc for some reason the names lod above do not change even though I have file paths for them

wintry tartan
#

If some of them don't work, I assume it's model side

molten silo
#

any common issues?

wintry tartan
#

Simply didn't defined the selection? I don't looked to the model so IDK

molten silo
#

would it help if I send Screenshots of my lod?

wintry tartan
#

Maybe maybe not

molten silo
#

hopefully it does haha

wintry tartan
#

No it doesn't. Make sure they define those polygons for sure, double check time

molten silo
#

ok so the only ones that work are camo one and camo 2

#

no clue what i did wrong

#

I deleted the LOD and redefined them with the same names

#

didnt work

hearty sandal
#

Why do you have that many separated selections? And are they also part of the camo selections?

#

Mesh can have only 1 hiddenselection. If you have overlapping selections it will break

meager trail
#

Hello, how could I change the Arma 3 OTAN Turret Radar Range? I'm tring to heredate all from B_Radar_System_01_F and only change the correct property (range[]) but my config knowledge is limitated.

#

AS far as i know this is wrong right?

#
        class Turrets : Turrets
        {
            class MainTurret : MainTurret
            {
                class Components : Components
                {
                    class VehicleSystemsDisplayManagerComponentRight: DefaultVehicleSystemsDisplayManagerRight
                    {
                        defaultDisplay = "SensorDisplay";
                        class Components
                        {
                            class EmptyDisplay
                            {
                                componentType = "EmptyDisplayComponent";
                            };
                            class MinimapDisplay
                            {
                                componentType = "MinimapDisplayComponent";
                                resource = "RscCustomInfoMiniMap";
                            };
                            class SensorDisplay
                            {
                                componentType = "SensorsDisplayComponent";
                                range[] = {8000,16000,32000,2000,4000};
                                resource = "RscCustomInfoSensors";
                            };
                        };
                    };
                };
            };
        };
#

Turrets : Turrets can't be done, but I don't understand why

hearty sandal
#

what do you mean turrets : turrets cant be done?

#

pastebin the full config and link it here

meager trail
#

thx

hearty sandal
#

you need to define everything you inherit in the parent class

#

right now you dont

meager trail
#

ok, Do you mean something like this?

class Turrets;
class Turrets : Turrets
    ...
hearty sandal
#

no

#

check the config inheritance wiki page

meager trail
#

ok

hearty sandal
#

no

#

or can tell you: no its not

#

you now have duplcate of radarsystem_01_f

meager trail
#

ow yes XD

#

despite that, the other part is correct?

hearty sandal
#

maybe. Im not really automatic config checker

#

just a guy

meager trail
#

okok, thx for your help

hearty sandal
#

use pboProject to pack

#

it will scream at you for most errors you can make

meager trail
#

Yes I use PboProject, but the errors only are shown when I load the addon in Arma 3

#

or there is some other way I'm missing

hearty sandal
#

odd. I would think it would not pack that

meager trail
#

yes I was doing it worng

#

thx

raven knot
#

is there a gunner version of HeadAimDown?

strange egret
#

what do you mean?

raven knot
#

i wanted my gunner camera pan a bit down but it seems HeadAimDown does not for inside turret scope. it works for driver

hearty sandal
#

obfuscated stuff.. sounds like life mods hiding their shady business

covert pasture
covert pasture
hearty sandal
#

do you really need to use the obfuscted mod?

covert pasture
hearty sandal
#

ah the opposition stuff

covert pasture
#

yep

#

is for the alien races

#

and a few maps

hearty sandal
#

those are pretty much illegal rip mods

#

so good luck with that

covert pasture
#

we are going to work on ending the campaigns in the related maps to remove it

#

but meanwhile we need it

#

in December we already removed the other opposition

stark ibex
#

Im trying to set up a car but it doesnt shift at all. It just accalarates and is revving out non-stop. I've trown diffrent gearboxes at it, used standard defined gearboxes but nothing works. htMax = 2724; fuelCapacity=30.4; transportSoldier=4; differentialType="all_open"; tf_isolatedAmount = 0; hideWeaponsDriver = true; hideWeaponsCargo = true; maxSpeed=200; enginePower=260; peakTorque=520; torqueCurve[]= { {0,0}, {0.185,0.85000002}, {0.34999999,0.99000001}, {0.5,1}, {0.75,0.99900001}, {0.85000002,0.755}, {1,0.62699997} }; terrainCoef=3.8; wheelDestroyRadiusCoef=0.75; extCameraPosition[]={0,0.89999998,-6.1999998}; antiRollbarForceCoef = 0; antiRollbarForceLimit = 0; antiRollbarSpeedMin = 0; antiRollbarSpeedMax = 0; frontBias = 1.5; rearBias = 1.5; centreBias = 2.5; class complexGearbox { GearboxRatios[]= { "R1", -0.75, "N", 0, "D1", 4.4840002, "D2", 2.872, "D3", 1.842, "D4", 1.414, "D5", 1, "D6", 0.74199998 }; TransmissionRatios[]= { "High", 4.1110001 }; gearBoxMode="auto"; moveOffGear=1; driveString="D"; neutralString="N"; reverseString="R"; };

hearty sandal
#

@stark ibex use pastebin.com to paste your config instead of here. makes it easier to read

#

and then put the link here

#

also have you used the sample cars config as example?

stark ibex
#

I've tried many things. This car is in a pack of many who all use a general base class that works fine. This one just seems to be the odd one out for no reason. I've used the example config, I used what it originally inherited it from, replaced it with setting from another car. It just doesn't make any sense

hearty sandal
#

pack of cars does not sound promising

#

if you have no control over the model then its quite pointless try to figure out the physx

#

as a lot of things alos rely on the model to be done right to work right

strange egret
#

๐Ÿš“ i sense life stuff...

narrow swallow
#

What could be wrong with this?

#define GLUE(A,B) A##B
In File circa Line 40 #Define bad label
hearty sandal
#

safe to assume that is the define in line 40?

narrow swallow
#

Yes

raven knot
#

is gunner fov defined in class gunnerview? is that why HeadAimDown wont work?

molten silo
#

if in each selection every face has the same texture shouldnโ€™t they work as intended?

hearty sandal
#

yes, the overlapping hiddenselections is what breaks it

#

like having camo or camo2 in all of them

#

next time tho. keep model related question on the model_makers channel

gray dirge
#

I don't understand how it works. Is it possible to simply create an addon that overwrites the default setting?

#
class CfgWorlds {
    class Enoch {
        cutscenes[] = {"MyWorldScene"};
    };
};

class CfgMissions {
    class Cutscenes
    {
        class MyWorldScene {
            directory="\mainmenu\scenes\mainmenu.enoch";
        };
    };
};
#

something like that

opal crater
#

It works like any other config.

#

So, yeah.

gray dirge
#

thank you @opal crater i certainly don't understand something

#

is it a way to force it as a default scene on arma ?

#

i saw also that some dev success to play a video instead of scene

midnight scaffold
#

Hi guys,
I have a problem with textureSources and animationList.
In the virtual garage I have can see my texture but when I select it, the square doesn't become white and when I exit the customization screen my choice is not remembered. Same issue with the animation list.

stoic lily
#

@gray dirge requiredAddons to make sure your config is active/overwriting BI definitions/configs

gray dirge
#

@stoic lily kju yes it seems to be that cause i m currently checking and it seems it doesn't overwrite the cfgworlds definition

#

i simply check with Stratis definition

stoic lily
#
#

for video play in main menu

gray dirge
#

thank you @stoic lily i look that

molten silo
#

creating a texheaders.bin
</end header>
Writing data blocks...
..............................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................
cannot write to file
"tfl_vests.pbo not produced due to error(s)"

#

Just got that error can I get some help?

#

no clue what it means

wintry tartan
#

Try to check the output

molten silo
#

like how for helmets we use ItemCore

molten silo
narrow swallow
#

Is this define just a bad idea and therefore pboProject forbids it?

#define GLUE(A,B) A##B
molten silo
#

https://sqfbin.com/xeveqocokivakicihiba Im getting this error

<rebuilding units[]= and friends>...
class Uniform_Base;
panther_sof\config.cpp: config.cpp uses external classes but has no RequiredAddons to say where they are.

How do I make it so my uniforms are not trying to attatch to a Unit but instead make them uniforms that just belong in arsenal?

wintry tartan
#

requiredAddons[] is always required. Use a3_data_f_oldman_loadorder

molten silo
#

<rebuilding units[]= and friends>...cfgPatches.panther_SOF.weapons[]= has been altered
panther_sof\config.cpp
1 File(s) copied
panther_sof\data\bdu\gloves_smdi.paa
1 File(s) copied
panther_sof\data\Boots\ASOLO.paa
1 File(s) copied

so I did that but now I get this error

#

not exactly sure what to do never seen this before

wintry tartan
#

What exactly is the full error?

molten silo
#

Thats how I added what U said to add

#

did I do it wrong?

wintry tartan
#

Try to Full Build

molten silo
#

wdym

wintry tartan
#

Check -C Full Build

molten silo
#

its already on

#

did I add the path u told me to add in addons right?

wintry tartan
#

Yes

molten silo
#

have you ever seen that error before?

wintry tartan
#

IDK, maybe maybe not, don't remember

#

What EXACTLY is appeared to the output txt file?

molten silo
#

I will get you the whole thing on an SQF in one sec

#

something else is packing right now

#

thats the output

wintry tartan
#

Try to put every uniform class names to weapons[]

molten silo
#

panther_sof$PBOPREFIX$.txt
1 File(s) copied
panther_sof$PREFIX$
1 File(s) copied
panther_sof\BIS_AddonInfo.hpp
1 File(s) copied
rapify Version 1.85, Dll 7.96 "config.cpp"
class CfgPatches
{
class panther_SOF
{
units[]={};
weapons[]={
class g3cut;
In File panther_sof\config.cpp: circa Line 7 Spurious ; in array

#

thats the whole output

#

should I have dones "," instead of ";"

wintry tartan
#

Yes, ; is illegal in an array

molten silo
#

so only , between classes

wintry tartan
#
weapons[]={
    g3cut,
    g3cut_OD,
    g3cut_Tan,
    g3cut_McTan,
    g3cut_TanMc,
    g3cut_McOD,
    g3cut_ODMC,
    g3cut_ODTAN,
    g3cut_tanod
};```
molten silo
#

just did that and I got the same error as before

wintry tartan
#

You didn't

molten silo
#

oh shit

#

I indented and same error

wintry tartan
#

Indent? No indent means something in compile. Remove class in weapons[] I mean

molten silo
#

oh lmao willl do

molten silo
#

same error

#

nothing changes

hearty sandal
#

No class in the list, just the names

#

Compare to samples or A3 configs

molten silo
#

figured it out

#

I got another question tho

#

how do I get mod icons in arsenal?

molten silo
#

and do I just add what I have in my CfgMods

wintry tartan
#

Read what it says

molten silo
#

does this go into my mod pbo or does it go into the directory of my main mod like where the addons folder is

placid jay
#

mod.cpp goes into the folder where the addon folder is

wintry tartan
#

^ Not the pbo itself

strong shuttle
#

๐Ÿคฆโ€โ™‚๏ธ read that page, it's actually written what the exact location must be

slim halo
#

Maybe you have a "hidden" character there?

acoustic pulsar
#

Any idea how to remove the microphone part from the Arma military cap model? It has a different texture for the microphone, but doesn't seem to have a hiddenselection that applies it, but I read something on the contrary.

#

of*

hearty sandal
#

you cant

narrow swallow
hearty sandal
#

what says error?

#

also use pastebin

#

or add cpp syntax highlight to this

#

and is that last 3 }; part of it or not?

#

@gloomy stratus

#

this is confusing paste

#

pls fix

raven knot
#

can we set passenger's LOD? i couldnt find the code for it

wintry tartan
#

Not sure the question but pretty sure it's p3d side

raven knot
#

seems like the passenger isn't assigned to any of the LOD

hearty sandal
#

?

#

do you have viewCargo lod?

raven knot
#

yes i do

hearty sandal
#

then that is what it should use

raven knot
#

driver commander and gunner have no issue

#

just passenger

hearty sandal
#

in what way does it not work

raven knot
#

when turned in, it is not at the proxy's position

#

oh okay found the problem, it needs to be named cargo01,cargo02,etc. i named it cargo1,cargo2....

hearty sandal
#

yep

sullen fulcrum
#

What would I add to a config to make a gun be disposable, a.k.a one shot and you can't reload or something to that effect

#

Like how RHS does the disposable launchers

hearty sandal
#

there is no vanilla feature for that

#

you would have to check how RHS does it

opal crater
#

Or use CBA disposables framework.

raven knot
#

what do i need to change for turned out position?

#

is it the animation?

hearty sandal
#

theres turnedin and out actions that define the turnedin and out stances

sullen fulcrum
raven knot
#

can i access the vanilla turn out script?

hearty sandal
#

its not a script

#

its a engine feature

#

there are eventhandlers for it though I think

#

so by access you mean what?

raven knot
#

i mean i want to add something to it

#

like maybe when turning out, also animate an object like raising the driver's seat something like that

hearty sandal
#

theres animation sources for that

raven knot
#

so i just need to use the same source right?

hearty sandal
#

check the model.cfg wiki for details I think theres some line about it

molten silo
#

everything works but the erros are annoying and i dont want them there

hearty sandal
#

you have some mod that breaks them

#

ยฏ_(ใƒ„)_/ยฏ

cobalt merlin
#

Who has UAS?

hearty sandal
#

How is that config making related? @cobalt merlin

#

you are perhaps in wrong channel/server

cobalt merlin
#

I'm getting to it.

#

I want to increase the range of the WP grenades that are part of UAS @hearty sandal

hearty sandal
#

so its a mod

#

you would have to make a config patch mod then

#

it is loaded after the UAS mod

cobalt merlin
#

ah

#

I was trying to change and recompile the mod itself.

hearty sandal
#

nono

#

that is the absolute wrong way

#

and actually illegal

cobalt merlin
#

uh

hearty sandal
#

since you are not the owner of the mod

cobalt merlin
#

the creator of the mod

#

was DMing me

#

because I asked him if it could be done

#

he told me how

#

lol

hearty sandal
#

well I'll let him sort it out then as he likes

cobalt merlin
#

he's not available all the time

hearty sandal
#

you may need to wait then

regal jacinth
#

How do i add a full crew to a tank? the tank im using has 5 seats but i can only occupy driver, gunner and hull gunner

hearty sandal
#

you can try scripting command to move in more crew. But if seats are not available then it likely is not build correctly and you should contact the mod maker to fix it

regal jacinth
#

it has the seats, it just fill what seats are left with the OG crew

hearty sandal
#

this is via config then?

#

check the original config how it has the crew set up

cobalt merlin
#

He just sent me a patch

#

I'm obviously not cut out for this type of shit...

hearty sandal
#

yes well its not really something you jump in to out of the blue

regal jacinth
#

well the PBO's are just a mess, is there no "add 2x units to this vic" considering i just need a Commander and a Loader

echo ingot
#

Hey guys, anyone know if minTotalDamageThreshold value is a percentage of the armor or the hit damage as applied by ammo?

hearty sandal
#

@regal jacinth the crew setup is in there somewhere and you need to match it to change it.

#

nothing else can be done