#arma3_config

1 messages · Page 123 of 1

dense elbow
#

Hello,
my Tank class vic is stuck at 11kmph maximum speed and I have no idea how to fix it. I remember having this issue ages ago on a different project which I managed to fix but I do not remember how. Some help would be greatly appreciated thonk

winter rain
sinful pulsar
#

Does Arma run into issues if you do the following config edit?

class CfgFunctions {
    class A3_Functions_F_Curator {
        class Curator {
            class showCuratorAttributes {
                file = QPATHTOF(functions\fnc_bi_showCuratorAttributes.sqf);
            };
        };
    };
};

The curator class has a file path defined, and now we define a file path for one of the function classes within that class. I'm trying to figure out if this is the cause of an issue we are trying to solve in ZEN. The issue is sporadic and have not been able to reproduce it so far, but it reportedly causes the entire interface to become unresponsive and require a game restart or to be kicked from the server.

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I'm not sure on the precedence order for the path definitions in the config, so this could be a non-issue. I just think that it doesn't like two definitions here.

opal crater
#

This only affects function compilation by functions library.

sinful pulsar
#

Okay, so it can't somehow define the function twice because it has it defined through having both file paths? Causing some sort of race condition or maybe double function execution?

opal crater
#

No, it's compiled into variable, you can't have two functions in single variable.

#

It would be your or bi function in the var.

sinful pulsar
#

Thought so as well, just trying to see if I overlooked something. Thanks for the help

raven knot
#

in the class Animations of model.cfg
does offsett0 and offset1 equivalent to distance by meter(float)?

hearty sandal
#

if you have a translation axis memorypoints defined 0-1 offset is the length between the points

#

if no memorypoints are defined then it defaults to 0-1 being 1 meter

grand zinc
sinful pulsar
#

I did check the config viewer and it showed the file correctly, function viewer also showed our function that replaced the BI function. That is why I was already thinking it is not issue, but I was making sure I didn't overlook anything because I didn't know the order of precedence

#

Actually, the issue might be our requiredAddons. I went through it and found no reference to any of the vanilla curator addons through any of the required addons in the entire chain.

opal crater
#

You depend on CBA, it loads after all vanilla stuff.

sinful pulsar
opal crater
#

only the latest one is needed as it always includes the earlier loadorders.

sinful pulsar
#

I checked it, I am not able to find the curator loadorder in its required addons or beyond that

#

If it is supposed to be in there, then that is a bug. But I can't find it by going through its requiredAddons and those patches requiredAddons, etc.

opal crater
#

Not sure, it should not matter anyway for your bug.

#

Config is patched properly

#

you have an issue at runtime

sinful pulsar
#

I know, but it I really want to exclude any issues caused by the missing requiredAddon as the cause for our issue

regal jacinth
#

ok i found the config file of the tank.
now, how do i assign units to the specific seats?

grand zinc
regal jacinth
#
class Turrets : Turrets {
            class MainTurret : MainTurret { gunnerType = "O_GSR_Militia_Tanker_01"; };
            class kurs_MG_turret : kurs_MG_turret { gunnerType = "O_GSR_Militia_Tanker_01"; };
            class Loader_place : Loader_place { gunnerType = "O_GSR_Militia_Tanker_01"; };
            class CommanderOptics : CommanderOptics { gunnerType = "O_GSR_Militia_Tanker_01"; };
        };```
this is what i came up with but couldnt get it to work
sinful pulsar
#

Running a quick script search through all requiredAddons did show curator_loadorder when requiring CBA_main.

#

So I guess that is not the issue then after all

hearty sandal
#

@regal jacinth pastebin you full config

regal jacinth
hearty sandal
#

because usually mgturrets and commander turrests are nested inside mainturret so that they move with it

#

could be they are right since T34 has hullmounted MG

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¯_(ツ)_/¯

regal jacinth
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oh yea imma fix that

#
  • thats not the whole config just the tank im working on
hearty sandal
#

uff well I would strongly suggest having multiple configs so you can test parts of your work separately

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and packing them into multiple pbos

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in similar way how A3\ stuff is organized

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to keep configs easier to read and debug

regal jacinth
#

yea sounds smart

rough hatch
#

how do I configure a animation source that's meant for hiding components on a vehicle so it activates 2 animations? now I have 2 animations where one hides a selection and one unhides, if I activate that animation source using animateSource, it properly does both, but the component selection in virtual garage only does one animation

regal jacinth
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i added the CommanderOptics and Loader_place to MainTurret but im just getting errors right now

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just to be clear im using ALiVE ORBAT to create the factions

hearty sandal
#

I saw. I know nothing about that

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could be it complicates things

regal jacinth
#

yea not sure what all the import_01 stuff does, i dont see it in other modfolders

hearty sandal
#

cant help you there. dont know the mods you use

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sturcture wise what you showed earlier it looked ok, it may be the classes and inheritance is just not right

regal jacinth
#

honestly i think its just better to start from the ground up

#

write the code myself instead on relying on ALiVE to do it for me

hearty sandal
#

quite possible

sharp sluice
#

oh wise ones, what is the secret to stop the randomized facewear on units when inheriting from B_Soldier_F or B_Soldier_base_F??

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i've tried event handlers to set init="", but I get errors about inheritance, and I've tried just setting facewear & headgearList to "", but that hasn't worked either.

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or is it that I just need to inherit from a higher parent, and then go back through the work of assigning all of those config values?

sharp sluice
#

nvm, looks like i solved it, I had no idea what "G_NATO_default" was under IdentityTypes[] =

#

turns out, that's the bugger that's been messing with me. I set it to "NoGlasses" instead, and that seems to have cleared it up.

#

incase someone else comes along and searches for this problem in the future

hearty sandal
#

👍

digital pier
#

Q: working with CfgFunctions with pretty good effect so far... is it possible to nest config functions for better organization? if so how?

digital pier
#

For instance... I have a config like:

class module {
  file = "modules\module\fnc";

  class module_func {};
};

Which I would like to better organize a bit, like this... Did not have much success with that yet however.

class module {
  file = "modules\module\fnc";

  class module_func {};

  class server {
    file = "modules\module\fnc\server";

    class module_server_func {};
  };

  class client {
    file = "modules\module\fnc\client";

    class module_client_func {};
  };
};
#

Gets hung up on the next level, tells me the script modules\module\fnc\server not found, for instance.

#

This will work but it kind of defeats the purpose of the OO style configuration, IMO...

// ...
  class module_server_func {
    file = "path\to\fnc\server\fn_modules_server_func.sqf";
  };
// ...
hearty sandal
#

i dont think you can nest them

#

Id advice you to refer to vanilla configs to see how they are set up

cobalt merlin
#

Can you change which turret a tank has by simply changing the class Turrets : Turrets { class MainTurret : MainTurret { gunnerType = "O_GSR_Militia_Tanker_01"; }; lines?

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I've always wanted to have a quad-mount AZP-23 turret from the ZSU-23-4V on a BMP, and I was wondering if it could be done this way..

#

You see, I'm trying to come up with mod suggestions for V.Berlioz, who so kindly gave me permission to edit his UAS configs to my liking.
I'll say that once more: He gave me permission to do something that is otherwise illegal.

#

So I'll probably come here to talk about it every now-and-then, and I wanted to clarify the legality of the sitreps I'm likely to give y'all.

untold temple
#

No, that's not how turrets work

sullen fulcrum
#

Can someone give me a hand making a Config for some Uniform Retextures?
I have tried following a YouTube video and just couldn't keep up.
Any help or feedback would be appreciated!

regal jacinth
#

yo how do i make my own subcategories in my faction? i want 'Militia' as well as 'Shock troops' but i only get 'Men'

hearty sandal
#

there is wiki page about editor categories I believe

regal jacinth
#

yea there is but it doesnt say how you make your own

hearty sandal
#

make new classes and assign those to your units/vehicles/objects in their configs

regal jacinth
#

oh i see i need to use CfgEditorSubcategories

hearty sandal
regal jacinth
#

my bad sorry

shadow hinge
#

So I've got a class CfgDifficultyPresets defined in a config.cpp. Packed it into a .pbo, loaded it up, and in SP the difficulty preset shows up in the dropdown just fine, but cant seem to get it to show up on the server in the #missions selection, what could I be missing?

shadow hinge
#

Is there no other part to the pbo?

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just a @mod/addons/myPbo.pbo/config.cpp?

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It even works in MP if I define the difficulty in server.cfg as "MSOT8110_difficultyPreset", jsut doesn't show up in the list.

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rog, much appresh, man!

stoic lily
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requiredAddons[] = { };

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needs requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"};

shadow hinge
#

That could be the case, imma give it a try

stoic lily
#

also both loaded by client and srever

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this is active regardless of CDLC ownership

shadow hinge
#

strange, I'm reverse-engineering this from an existing mod and A3_Data_F_Enoch_Loadorder isnt in the reqs

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so forcedDifficulty="myShiz" solves the problem for me, thanks!

sick zephyr
#

Okay, so physX is killing me

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I've copy pasted every physX related line of code from APC_02 to my vehicle

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I've set the mass the same as in the APC_02

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And yet my tank can't travel faster than 20 kmph

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what am I doing wrong?

#
enginePower            = 780; //was 682
maxOmega             = 210;//was 276
peakTorque             = 3370;//was 4832
torqueCurve[] = {{"(700/2640)", 0}, {"(1600/2640)", "(2650/2850)"}, {"(1800/2640)", "(2800/2850)"}, {"(1900/2640)", "(2850/2850)"}, {"(2000/2640)", "(2800/2850)"}, {"(2200/2640)", "(2750/2850)"}, {"(2400/2640)", "(2600/2850)"}, {"(3440/2640)", "(0/2850)"}};
thrustDelay            = 0.2;        /// how much time does it take to get the full thrust (default 1), used to reduce initial wheel slipping
clutchStrength         = 90;
fuelCapacity        = 2000;
brakeIdleSpeed        = 1.78;     /// speed in m/s below which braking is applied
latency             = 0.1;
tankTurnForce        = 800000; /// Random magic number, expected to be something like 11 x mass of vehicle

/// Gearbox and transmission
idleRpm = 610; // RPM at which the engine idles.
redRpm = 2300; // RPM at which the engine redlines.

engineLosses = 25; // power losses on the engine's crank-shaft (before the gearbox) in Nm. (Multiplied by the gear ratio)
transmissionLosses = 15; // power losses on wheel axis (in/after the gearbox) in Nm. (Constant)

antiRollbarForceCoef = 24;
antiRollbarForceLimit = 30;
antiRollbarSpeedMin = 15;
antiRollbarSpeedMax = 75;
normalSpeedForwardCoef = 0.45;
changeGearMinEffectivity[] = {0.5, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95, 0.9, 0.9, 0.9, 0.9, 0.9};```
#
{
    GearboxRatios[] = {"R1", -2.235, "N", 0, "CD0", "2*(0.75^(-10))", "CD1", "2*(0.75^(-9))", "CD2", "2*(0.75^(-8))", "CD3", "2*(0.75^(-7))", "CD4", "2*(0.75^(-6))", "CD5", "2*(0.75^(-5))", "CD6", "2*(0.75^(-4))", "CD7", "2*(0.75^(-3))", "CD8", "2*(0.75^(-2))", "CD9", "2*(0.75^(-1))", "D1", "2*(0.75^0)", "D2", "2*(0.75^1)", "D3", "2*(0.75^2)", "D4", "2*(0.75^3)", "D5", "2*(0.75^4)"};
    TransmissionRatios[] = {"High", 6.4};
    gearBoxMode = "auto";
    moveOffGear = 1;
    driveString = "D";
    neutralString = "N";
    reverseString = "R";
    transmissionDelay = 0;
};```
hot pine
#

search for T100 template that I posted here & on BIF forums to see how to set it up

#

btw: you have way to many gears

sick zephyr
#

I would never expect dampingRateInAir to affect it 0_0

regal jacinth
#

scopeCurator = 2; should make units appear in zeus right?

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anyway, i managed to fill the crew with the units that i wanted. i somehow screwed that up and now they only fill up the driver and gunner even though ive assigned the command seat and loader seat with my units. i have no idea what im doing wrong. https://pastebin.com/zYwVKaie

cobalt merlin
#

It would need to have a range of ratios as opposed to a set of ratios.

untold temple
regal jacinth
#

yea that solved it thanks

hearty sandal
#

why?

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what is the use case?

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Im not sure if you can

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for something like that

hot pine
#

use isSelected & hide animation?

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in model.cfg of course

hearty sandal
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ah true on the weapons side

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nice thats good option

raven knot
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is there any way to switch vehicle configs after animation is done? eg, switching canFloat between 1 and 0.

hot pine
#
            class tube_reload_hide
            {
                type="hide";
                source="reloadMagazine.0";
                sourceAddress="mirror";
                selection="missile";
                minValue=0.0;
                maxValue=0.4;
                hideValue=0.5;
            };
            class clu_hide: tube_reload_hide 
            {
                source = "IsSelected";
                selection = "clu";
                hideValue = 0;
                unhideValue = 0.1;
            };```
clu_hide should interest you
hearty sandal
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@raven knot for what kind of purpose

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and no its not possible but perhaps there is alternative

raven knot
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well in real life there is buoy-like attachment for that vehicle, you need to open it then it can float on water. just trying to replicate that. if it not possible then i should just let it stay canFloat = 1

strong shuttle
#

tbf... that vehicle would be able to float anyway, it will just allow to be faster in the water without diving

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so you could use canFloat = 1; in the config, and have a script which will limit the max speed on the water depending on the state of the attachment

hearty sandal
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👆 sounds like reasonable solution

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the amphibious stuff is pretty woblly even without any fancy features

compact ledge
#

To create a mirror object?
Since setPipEffect,

Mirror - [4] <currently not working>

is "currently not working", we have the option of class config: renderVisionMode "4" (used for vehicle mirrors),

        class CameraView1
        {
            pointPosition        = "PIP0_pos";
            pointDirection        = "PIP0_dir";
            renderQuality         = 2;
            renderVisionMode     = 4;
            fov                 = 1.0;
        };

So how would we create a class config for a mirror surface?

compact ledge
#

@hot pine , are the vehicle mirror render targets flipped? I don't think they are-- that's why the config exists.

hot pine
#

no, UVs on those mirrors are flipped

compact ledge
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oh they are, okay, then-- say I'm only using in game objects-- how do I flip the UV's or do I have to extract the models and change it in a 3d program?

hot pine
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extracting models is no go but if you have some in unbinarized format then yes, you can flip UVs in i.e. Object Builder UV mapping tool

compact ledge
#

fair enough, thanks for your help!

raven knot
#

is there anyway to move memory point? turning in/out?

hearty sandal
#

Unlikely

raven knot
#

if i define it as a skeleton bone in model.cfg i would be able to animate it right?

hearty sandal
#

Some memorypoints can yes be animated like that but some cant. You can try

meager trail
#

It is possible to use the "WPTrails" effect on ammo explosion? I have been trying setting it in explosionEffects but an error is shown.

hearty sandal
#

What kind of an error?

meager trail
#
13:00:57 Warning Message: No entry 'bin\config.bin.WPTrails'.
hearty sandal
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Well there seems to be no such effect

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So no that way it won't work

meager trail
#

ok

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thx

limber citrus
#

Hey peeps I could use some help, I'm working on a small mod again and trying to add some new patches, but pboproject keeps telling me that it cant find the .paa files

arning: rapWarning: missing file(s)*****
Warning: P:\AcquickJoinProject\acqj\addons\patches\config.cpp circa Line 24: addons\data\patches\logo.paa
but as far as I know the image is in that path ( https://prnt.sc/zcoyd1 )

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any chance you peeps have an idea what I'm doing wrong?

grand zinc
#

path wrong

limber citrus
#

config is

class CfgUnitInsignia
{
    class ArcCorpslogo
    {
        displayName = "Arcadius Corps Logo";
        author = "Pi123263, Combat Wombat";
        texture = "addons\data\patches\logo.paa";
    };
    
[... shortened]
};
grand zinc
#

missing prefix

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need full path

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not relative to config

limber citrus
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sorry, what would the full path be?

grand zinc
#

AcquickJoinProject\acqj\addons\patches\logo.paa

hearty sandal
#

where does this folder structure come from???

limber citrus
#

blobdoggoshruggoogly I'm sort of trying to piece it together from what I've seen online

hearty sandal
#

there has been many people now with this same problem and that awfully complicated foldering

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where you found it?

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no one has yet answered when I have asked

limber citrus
#

looking at how other peeps have done it and trying to emulate that

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if you have a good tutorial/text about the file structure please do let me know

hearty sandal
#

I dont

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A3 folder structure is simple example though

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A3\foldersByPbo

grand zinc
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I usually do
z\modname\addons\pboname

hearty sandal
#

why addons?

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and Z

grand zinc
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because thats standard

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¯_(ツ)_/¯

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ACE/CBA standard that is

limber citrus
#

this sounds like a good topic for a wiki article ablobderpy

hearty sandal
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id guess its the ACE/CBA style where people copy it then

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IMO its weird

grand zinc
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That structure postd above is alot different tho

limber citrus
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bingyay it worky now, thanks peeps

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now I can go ahead and look at the flag thing again

hearty sandal
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what baffles me is just the use of the seemingly obsolete folders before the actual folder you want to pack

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likely someone who first made it has a logic to it but so far no one has been able to tell me what that is

raven knot
#

7001

grand zinc
#

I don't think so

hearty sandal
limber citrus
#

I'm not sure thats a valid config heh_r

strong shuttle
#

but the structure is so easy:
<ModName>\addons\<AddonName>\<files>
or ACE/CBA style:
<Prefix>\<ModName>\addons\<AddonName>\<files>

Which, if using the same structure on your P drive, will work perfectly fine

hearty sandal
#

but.. why?

#

the inbetween folders have no purpose?

grand zinc
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with z prefix you have all your mod filepatching stuff in a single folder. thats convenient.
And keeps root pdrive clear of tons of mess stuff if you have multiple mods

hearty sandal
#

<tag>\<tag_modname>\<addonName>\<files>

grand zinc
#

why the addons folder no idea

strong shuttle
#

Arma... 🤷‍♂️

hearty sandal
#

no

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addons folder has no relation to the engines internal file structure

grand zinc
#

also its very convenient for github projects

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because you have the "addons" folder in your git root

hearty sandal
#

well for that kind of reasons I can understand it

grand zinc
#

you have addons/pboname in git and pboprefix the same

hearty sandal
#

or at least the origin of it

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but for people doing small locally developed mods its extra

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and frankly leads to lot of confusion as we can see from the questions related to it on this channel

grand zinc
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I don't see why it causes confusion

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you either understand how pboprefix works, or you don't

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how long the prefix is basically doesn't matter

raven knot
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well for newbie, i dont think they understand that. for me, i keep it simple, tag/tag_addon/files

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easier to read

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anyway, if i want something to animate together with my hatch rotating, i need to use the same source? (e.g hatchDriver)

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something like this :

class HatchDriver 
            {
                type="rotation";
                source="hatchDriver";
                selection="hatch_driver";
                axis="osa_poklop_driver";
                animPeriod=0;
                angle0=0;
                angle1="rad -90";
            };
            class driver_seat 
            {
                type="translation";
                source="hatchDriver";
                selection="driver_seat";
                axis="driver_seat_axis";
                animPeriod=0;
                minValue= 0;
                maxValue= 1;
            };
#

would this work?

hearty sandal
#

yes

raven knot
#

cool

regal jacinth
#

Im having problems with Units wearing the vanilla combat fatigues, even though its not mentioned in the template unit

hearty sandal
#

what kind of problems?

regal jacinth
#

the units show up with the wrong uniform

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my own units that is

hearty sandal
#

does that uniform exist?

regal jacinth
#

yea its from Faces of War

hearty sandal
#

maybe its made to look like the vanilla uniform?

regal jacinth
#

no ive had no problems with it until now

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is there a limit how many factions you can have in 1 mod?

hearty sandal
#

unlikely

regal jacinth
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because my subcategories wont work either for some reason

hearty sandal
#

typo or some other error somewhere

regal jacinth
#

the uniform class is the right one though

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oh the Subcategories had a typo in it

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the weird thing is that the rest of the equipment shows up properly

undone folio
#

Anybody have ideas as to why ingame config viewer ain't working?

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Nothing happens when I click "Tools > Config Viewer" in the Arma 3 Editor

strong shuttle
#

got some mods messing it up?

undone folio
#

not using mods atm

slim falcon
#

Hola.
When creating new characters, can i configure if items get in uniform, vest or backpack?
Or can it only get filled in randomly

hearty sandal
#

no control on that

slim falcon
strong shuttle
#

Backpacks are different, you can have custom backpacks with specific contents in it

slim falcon
hearty sandal
#

what are you packing your pbo with?

raven knot
#

my pip screen is not working, what am i doing wrong?
https://imgur.com/a/nyUtpOO

class RenderTargets
        {
            class commander_display
            {
                renderTarget = "rendertarget0";
                class CameraView1
                {
                    pointPosition = "commanderview";
                    pointDirection = "commanderview_dir";
                    renderVisionMode = 0;
                    renderQuality = 2;
                    fov = 0.3;
                    turret[] = {0,0};
                };
                BBoxes[] = {"pip_com_tl","pip_com_tr","pip_com_bl","pip_com_br"};
            };
        };
hearty sandal
#

does the pip screen mesh have correct procedural pip texture

raven knot
#

i using this #(argb,512,512,1)r2t(rendertarget0,1.0)

hearty sandal
#

make sure the memorypoints are not obstructed

raven knot
#

its not. i uses the same memorypoint as commander optics

hearty sandal
#

also is the survace unwrapped?

raven knot
#

optics is working fine

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unwrapped? not yet. forgot about that

hearty sandal
#

then that is my guess for the cause

raven knot
#

well nope. it is still black

#

maybe it is this part turret[] = {0,0}; . i don't understand it much

hearty sandal
#

its the turret path

raven knot
#

path?

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i saw one driver uses -1, gunner use 0 and commander use 0,0 from anggara config

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no idea how the path is defined

hearty sandal
#

first number is the turret

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and second number is the turrets turret

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and yes pilot is -1

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dont remember how turrets turrets turret goes 🤔

raven knot
#

maybe 0,0 = turret that is attached to the first turret?

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so in my case, i have 2 seperated turret? so i should use {0} for commander and {1} gunner?

hearty sandal
#

you can check the turret path in game with few commands

rough hatch
#

is there a config property that controls which cargo proxy indexes are being used for actual cargo seats? now I have the one with index one being used as a CargoTurret, but then when I add regular cargo seats, those use index 1 and 2 which means the first seat doubles on top of the CargoTurret seat

hearty sandal
#

this might work

#

check vanilla configs if they have it

rough hatch
#

I've found a cargoProxyIndexes[] one in vanilla configs just now

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yep that does what I need

hearty sandal
#

👍

regal jacinth
#

im loosing my mind

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i have no clue what im doing wrong, the uniform should show man

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but it just doesnt...

hearty sandal
#

is the uniform in questions config/addon/cfgpatches in your requiredaddons?

regal jacinth
#

yea

hearty sandal
#

does the item itself appear in the inventory

regal jacinth
#

i cant even use vanilla uniforms when i put the pbo there

#

idk give me 1 sec

hearty sandal
#

you sure you have the correct parameter?

regal jacinth
#

you mean classUniform?

regal jacinth
hearty sandal
#

is it correct side?

#

some uniforms can be set to be usable on certain sides only

regal jacinth
#

yea ive set the units to side = 2;

hearty sandal
#

is the uniform side = 2?

regal jacinth
#

no idea

hearty sandal
#

well why is the unit side 2?

regal jacinth
#

i cant access the configs to check

#

my units are INDFOR

hearty sandal
#

use ingame config viewer then

#

and possibly they cant be indfor

#

or at least not with that uniform

#

if its locked to whatever side germany is in faces of war

#

and that side does not happen to be indfor

regal jacinth
#

how do i use config viewer on a uniform?

hearty sandal
#

you open config viewer and scroll the list to cfgitems and go forward from there

#

there are also alternate config viewer addons on workshop that have nicer UI and search features

#

and no, dont have the link on my person at this time

regal jacinth
#

yea the viewer is, quite something...

hearty sandal
#

it works for its purpose once you get the hang of it

raven knot
north bronze
#

this action works but it does not show when I enter a vehicle, whats wrong?

class CfgVehicles {

    class CaManbase
    {
        class UserActions
        {
            class testAction
            {
                displayName = "test";
                displayNameDefault = "test default";
                priority = 3;
                radius = 20;
                position = "actions";
                showWindow = 0;
                hideOnUse = 1;
                onlyForPlayer = 1;
                shortcut = "";
                condition = "true";
                statement = "systemChat 'statement'";
            };
        };
    };
    
};
regal jacinth
#

cant find anything about the uniforms being locked to one side

hearty sandal
#

@north bronze possibly its not in your view

north bronze
#

Well, yes, I don't see the action

raven knot
#

fml i have no idea why my pip is not working

hearty sandal
#

oh wait you are trying to have it on your character

north bronze
#

Yes, the idea is to use it like I would do with addAction

#

but the action is also supposed to show when the player is inside of a vehicle

hearty sandal
#

It may be that when in vehicle you cant see that kind of actions

drifting trout
#

Does anyone know how to get custom infantry units to show up in Zeus?

#

I've tried everything I can think of: Made sure the unit classnames were defined in the cfgPatches menus, made sure scopeCurator was set to 2. made sure the Factions was correct, et cetera

north bronze
hearty sandal
#

add the action to the vehicle

#

or try some other memorypoint if it just goes out of your way when in vehicle

winter rain
#

@north bronze

Do it with Keybind Function

I have used Mr.Sanchez Headlamps mod and I was able to toggle lamp on in a Tank while I was in a Tank and also able to toggle it off.

#

So you are able to define as example (Left Shift + H to execute your action)

#

@drifting trout probably pastebin your config. Normaly it is

Scope = 2; and
ScopeCurator = 2;

rough hatch
#

what are the things that dictate if the zeroing controls show up on the hud with a vehicle weapon? like the "100m" readouts? it has a turretInfoType set to one that should have zeroing, both the turret and weapon have discrete distances set and the hud element that shows the weapon name and ammo and all that is shown, but the actual zeroing distance does not display there, is there some property in the weapon class that says whether the distance should be shown or not?

hot pine
#

balisticComputer afair

rough hatch
#

ah yeah that might be it

slim halo
#

Does the game actually check the specified required version in CfgPatches when loading a mod? I want to make sure that when someone launches my mod they have the correct version of the game.

#

// Minimum compatible version. When the game's version is lower, pop-up warning will appear when launching the game. (Seems to have no effect in Arma 3 v2.03)

#

yeah it doesn't

#

never mind

placid jay
#

Yeah, I added that note recently.

regal jacinth
#

alright so ALiVE seems to run a script or something that solves my issue

covert pasture
#

Hi, i have a doubt about this, is this possible ?

class CfgEditorSubcategories
{
    class A
    {
        displayName="A";
    };

    class B
    {
        displayName="B";
    };
};
wintry tartan
#

Possible what?

covert pasture
#

have 2 class inside EditorSubcategories because i have 1 pbo with 2 types of units

wintry tartan
#

I don't see there's a fault here

#

Also, it's not one pbo = one config, a pbo can contain more than one configs

covert pasture
#

well then i need to check because i currently have an error in the class

covert pasture
wintry tartan
#
Somepbo.pbo
└config.cpp
└SomeFolder
 └config.cpp
└AnotherFolder
 └config.cpp
 └FolderInAFolder
  └config.cpp```
covert pasture
#

mmm ok and i need import the other config.cpp in the main.cpp or arma read all config.cpp ?

wintry tartan
#

main.cpp?

covert pasture
#

sorry config.cpp on the root of the pbo

wintry tartan
#

Should read all

covert pasture
#

ok thx for the info i will try it now

raven knot
#

@covert pasture or you can just define EditorSubcategories on the public class

class unit_base: inheritFromVanilla;
class unit1: unit_base
{
  displayName = "unit 1";
};
class unit2: unit_base
{
  disp[layName = "unit 2";
};
north bronze
raven knot
#

does pip needs a specific measurement for the face?

raven knot
#

i get this warning when packing if i use custom procedural texture for pip
VIEW_PILOT Section without material is in shape with ST coordinates

undone quiver
#

Is the class MFD hardcoded for only 'vehicles' or is it possible to add it to a new manclass?

raven knot
#

so i somehow got my pip working, but it is flipped 90degrees. even if i swap myt BBoxes point, it stays the same. https://imgur.com/a/BmMpPLj

hearty sandal
#

your uv needs to be rotated

raven knot
#

ah ok

gleaming sentinel
#

Hello, trying to correctly swap out a vehicles model and texture when it blows up, have the model and textures that it needs to switch to. But cant find any references for how to actually go about it, also need to ensure players are still in their seats even when the model is switched

sick zephyr
#

Hey guys, if I remember correctly it's possible to adjust how quick the vehicle is on slow/normal/fast moving? Respectively Q,W,E buttons

#

I've got this issue where my vehicle goes ~30 on normal sped and ~70 on fast

#

Which is quite a huge difference

stoic lily
#

normalSpeedForwardCoef = 0.65; // thrust value for W
slowSpeedForwardCoef = 0.25; // thrust value for CTRL+W

#

@sick zephyr

raven knot
#

my custom procedural texture for turret indicator for my pip screen is not appearing. is there anything that i missed?
#(argb,8,8,3)color(1,1,1,1,co) for texture
and is use \a3\armor_f\Data\MFD_screens.rvmat for rvmat
uv in unwrapped.

hearty sandal
#

Perhaps the faces are wrong way?

raven knot
#

i'll try flipping it. in blender, it is facing the right way

#

nope. didnt work

hearty sandal
#

They part of a hidden selection?

#

Mmm those lines? They just edges?

#

Or do they have actual mesh?

raven knot
#

actual mesh 1 sided mesh. not part of hidden selection

hearty sandal
#

They in correct lod? And actually present in the P3d?

raven knot
#

yes, it is in the same lod as the pip screen and present

hearty sandal
#

They show in buldozer?

raven knot
#

well no

desert wing
#

Hey gang, I've added a WeaponRested eventHandler to a weapon class in my config and it just doesn't seem to be triggering, triggers fine if I choose other events like 'fired'. Code:

class EventHandlers: EventHandlers { weaponRested = "_this call Spearpoint_fnc_gpmgweaponrested"; };

Any thoughts on where to start?

hearty sandal
#

its unit eventhandler

desert wing
#

aha

raven knot
#

so it turned out that the cause it is not appearing because of hide animation in my model.cfg which i think is not a problem.

class hide_mfd_and_pip_screen_driver
            {
                type="hide";
                source="isPiP";
                selection="mfd_pip_off";
                minValue = 0.0;
                maxValue = 1.0;
                hideValue = 1.0;
                unHideValue = 0.0;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
            class hide_mfd_elements: hide_mfd_and_pip_screen_driver
            {
                selection="mfd_com_pip_off";
            };
#

its supposed to hide when pip is off right? and unhide when pip is on? or is my animation value is reversed?

#

how can i check the rgb color? it uses %? 0.0-1.0? is there a color picker for this?

sullen fulcrum
#

quick config issue im having, cant put my gun in my backpack. what is the value i need to edit in order to be able to put it in my backpack?

junior bane
strong shuttle
#

because it's missing config entries

#

either because you didn't add them, or because you inherited it from a config which doesn't have them

junior bane
#

but all the stuff is in it =/

strong shuttle
#

bit hard to tell without seeing the config

undone quiver
#

Question, what determines a missle type ammo using the infantry launcher animation vs a regular gun?

#

Example would be swapping the regular mags for a rifle for say a NLAW it automatically will swap to a launcher pose.

hearty sandal
#

weapon simulation

undone quiver
#

Under the model itself? or is that hardcoded?

hearty sandal
#

different ammo types have different simulation and that affects how the animation system considers them

undone quiver
#

mmm, I got one janky trick to try. But I think that means I wouldn't be able to use the missile config stuff without that simulation yea?

hearty sandal
#

no dont think so

#

what part do you need from missile for a rifle?

undone quiver
#

I basically need the rifle to animate and act normal, but instead of launching bullets it launches missles.

hearty sandal
#

why missiles

#

what behavior are you looking for?

undone quiver
#

Making some crazy self guiding rounds.

hearty sandal
#

then submunitions might be the only way

undone quiver
#

Yea, that is my next try. Just need to reverse it though. the orginal plan was sub was the kinetic force to simulate the bullet.

#

But I might just have to accept a tiny HE explosion, or can you sub, a sub munition...

hearty sandal
#

I think you can

#

this that halo needle thingy?

undone quiver
#

Similar behaviors, but for my own little project. I got a couple ideas of anything being heat seeking grenades, to some crazy smart sniper rifle.

#

Just need to fine tune a core smart round class first.

hearty sandal
#

alrighto

#

let me know how that progresses 😄

undone quiver
#

I will! Just got to invert my sub-munitions but it's pretty late.

hot pine
undone quiver
#

omg, this looks awesome, thank you! 😄

hot pine
#
    class arifle_object_02_Base_F: arifle_MX_Base_F
    {
        model = "\A3\Weapons_F\Rifles\MX\MXM_F.p3d";
        displayName        = "Object 02";
        class FullAuto;
    };
    class arifle_object_02_F: arifle_object_02_Base_F
    {
        scope            = 1;
        scopeArsenal    = 1;
        cursor = "coil";

        canLock = 2;
        magazines[] =
        {
            Object_02_Cluster_Mag,
            Object_02_Cluster_Mine_AP_Mag,
            Object_02_Cluster_Mine_AT_Mag,
            Object_02_Cluster_Autoseek_Mag,
            Object_02_Cluster_Chemical_Mag,
            Object_02_Cluster_Incendiary_Mag,
            Object_02_Airburst_Mag,
            Object_02_EMP_Mag,
            Object_02_Nuke_Mag,
            Object_02_Chemical_Mag
        };
        cmImmunity        = 1;
        weaponLockDelay    = 0.15;
        class FullAuto: FullAuto
        {
            alternativeFireMode = true;
        };
    };
#

with Contact loaded you should get all particle effects working

#

Nuke is quite funny since it's entirely made in Partice Effects config

#

Cluster Autoseek is really fun to observe and is OP as hell 😄

undone quiver
#

Better none sleepy question because I deleted some my own entries...

What is c SENS_RANGES_WVR = (6000,6000)?

#

and yea, I don't mind if it's all OP. I just am excited to see what configs and some sensor abuse can really produce.

hot pine
#

those are some @bold tapir macros (I hope he doesn't mind sharing them 😛 )

undone quiver
#

My god, this is a terrible gift to give me at 12:51AM

#

This is exactly what I needed though, thank you for sharing all this!

novel lava
#

hmm what is dis?
alternativeFireMode = true; ?

hot pine
#

afair old syntax for top down attack

#

not sure if its still working

winter rain
#

Interesting stuff.. i should also take a look into this stuff 😏

bold tapir
hot pine
#

I thought it won't be necessary since a3 data pack was supposed to happen soon ™️ I guess it could add them to samples if that thing will be delayed again

undone quiver
#

Do counter-measures work passively or is it strictly on deployment that the chance happens, and could it be applied to manclass weapons some how? 😄

rough hatch
#

what in configs dictate what firing effects a vehicle weapon has? I'm trying to put the effect that the vanilla SPG-9 offroad has when firing, I've put in the same GunParticles in my weapon as that has, but in my case it's just a small puff of smoke while the SPG has a whole big blast and far more smoke effects going on

bitter pebble
#

I'm in need of some advice, currently I have a mod setup that uses the carrier build method to add pylons to a AH99. It looks well and I can change the pylons if I make the attached object editable in zeus whilst using ZEN mod. My only problem is because it basically spawns two vehicles and both are separate I cannot control the pylon weapons from the driver or gunner positions of the helicopter, is there a way anyone would know how to get around this without scripting? My only idea would be to have the pylons crewed with UAV ai and have the gunner remote in but that isn't ideal. here is an image of what it looks like https://steamuserimages-a.akamaihd.net/ugc/1772699998104939006/85EBA183A78686BFEA64EF2B43931080CFC4B38D/

hearty sandal
#

not possible to achieve in this kind of methods

#

or at least not with vanilla vehicle funtionality

bitter pebble
#

Shame, I was wanting to keep the vanilla pylon function

hearty sandal
#

to add pylons to a model you would need to edit the actual model

bitter pebble
#

I initially tried having them as fake missiles but when the pylon doors open the model moved

#

I could maybe go back to that method but I'd need to force the bays open

upbeat valley
#

Can i have my icon for my object in the inventory be the same as my icon in the eden editor? i assume they dont need to be different files but my config states:

icon="BMSN\BMSN_Intel\Icons\usb.paa";```
It returns this when picking up the item. 
https://cdn.discordapp.com/attachments/783324536656363541/811384688199204864/unknown.png
hearty sandal
#

you can probably see the difference in the paths there

#

also paa.paa

#

you sure either of these are the right line for this particular error

upbeat valley
#

Im not sure why its calling that path though? Its stated differently

hearty sandal
#

you sure that path is not set elsewhere?

upbeat valley
#

Realised the issue, I didnt have \ before the BMSN

#

works now

#

I'm learning 😂

#

slowly but surely

regal cargo
#

Okay, I'm trying to figure out inheritance for my simple reskin mod. Why does this segment of my config file:

    { 
        class ItemInfo; 
    }; 
     
    class Helmet_Modular_ROM_H: H_HelmetIA
    {
        displayName = "Modular Combat Helmet [ROMPAT-H]";
        picture = "";
        hiddenSelections[] = {"Camo"};
        hiddenSelectionsTextures[] = {"ROMDEF\Data\Helmet_Modular_ROM_H_co.paa"};
        class ItemInfo: ItemInfo
        {
            mass = 20;
            allowedSlots[] = {901,605};
            modelSides[] = {3,1};
            hiddenSelections[] = {"Camo"};
            armor = "3*0.4";
            passThrough = 0.65;
        };
    };
            class H_MilCap_mcam
    { 
        class ItemInfo; 
    }; ```
Not only not work, but removes the vanilla AAF modular helmet from the arsenal?

This is from a template, and it works if the base class is H_HelmetB, but not how it is now.
wintry tartan
#

H_HelmetIA has inherited from H_HelmetB

regal cargo
#

As someone who's terrible with code and very new to Arma modding, why does that break things?

wintry tartan
#

In the current situation, H_HelmetIA is now contains no info about H_HelmetIA but core info for items, that isn't even supposed to be an actual item

regal cargo
#

So there are some classes I can inherit from, and some I can't?

wintry tartan
#

I don't mean so, classes have their own class to inherit properly

regal cargo
#

How do I know which classes I should inherit from?

wintry tartan
#

Via in-game config viewer, or look at the config.cpp itself

regal cargo
#

I didn't know there was an in-game config viewer. Where is it located?

wintry tartan
#

You can access it from Eden Editor > Tools

regal cargo
#

Awesome, thank you. So my understanding is that when I'm creating an item that inherits from a base class, anything I don't explicitly define will be identical to the base class? Like, if I define a helmet based on a vanilla helmet, it'll have all the same stats?

wintry tartan
#

Yes

#

Unless you change something

regal cargo
#

Cool. Thank you. One last question: if I want a uniform that is set up like the Livonian combat fatigues, which is made of multiple parts from other uniforms, could I use a config file to make another uniform from the same parts, or would I have to use the Livonian uniform as a base class and thereby lock it behind DLC?

wintry tartan
#

DLC restriction is based on its model path AFAIK not config

regal cargo
#

Hmm. Okay, thank you.

#

I appreciate the help, this is all very mystifying to me and even with tutorials and wiki pages I'm still struggling.

cloud sorrel
#

forgot there was a config chat woops

#

not sure if config or texture problem rip

sullen fulcrum
#

Hello, does anyone know why the gun has those weird audio cutoffs between bursts? Is it something config related or sound file related?

hot pine
sullen fulcrum
#

So what's the new tech?

hot pine
#

sound sets but those don't support loops

sullen fulcrum
#

So how does RHS for example do it where they have a loop AND they use a sound set

#

I'm really confused here

hot pine
#

where have you seen something like that? thonk

#

there is possibility to use loop within soundSet but it requires some scripts which are setting custom sound controller value. It's not used on weapon firing sounds though

sullen fulcrum
#

Oh yeah, scripts lol, I don't really wanna touch on that because I think that's way out of my reach at this point but thank you for clarifying

hot pine
#

In RHS scripted sound set loops are only used for i.e. radar warning receiver sounds, auto loader, servos sounds (radar), etc - I'm not aware of any weapon related usage. GAU on i.e. A-10 is using old looped sound for instance

rare fossil
#

how do I allow custom objects to be moved by zeus. I'm getting an 'insufficient resources' error when trying to move with zeus. other objects work. is it more than the 'cost=100

flint goblet
#

I'm currently configuring groups for a new faction. Any tips on how to configure the zodiac boat to be fully crewed, similar to how the vanilla attack boats are configured to spawn with driver plus a couple of crew. I've tried adding my unit classnames to the typicalCargo array, again similar to the vanilla attack boat config, but so far no joy. Is it even possible to configure vehicles to include onboard crew? Any push in the right direction would be appreciated. 🙂

hot pine
#

what do you mean by full crew?

#

if you want to have vehicle with cargo seats full then no

#

zodiac is using FFV turrets though, so you could change dontCreateAI to 0

flint goblet
#

thank you, I'll look into the dontCreateAI entry.

high osprey
#

anyone explain why I get 'function not found'.
This is the entirety of the mod, it's a test mod to try and figure out why I get this error with addon Builder

Actual file path: P:\law_test\addons\law_testEnvironment\testChat.sqf

`
#define ARMA

class CfgPatches
{
class law_testEnvironment
{
name = "lawman's testing environment";
author = "Lawman";
url = "";
units[]={};
vehicles[]={};
weapons[]={};
magazines[]={};
ammo[] = {};
requiredVersion=1.60;
requiredAddons[]={"A3_Weapons_F"};
};
};

class CfgFunctions
{
class lawman
{
class testFunctions
{
class testChat {file = "testChat.sqf";};
};
};
};
`

#

I've tried every permutation I can think of for what file path to include in file =
And also tried everything I can think of for manually setting addon prefix, including leaving it to AB to decide

slim halo
#

@high osprey file = "addonName\testChat.sqf"

#

addonName is the name of your addon

high osprey
#

addon name as defined in cfgPatches?

slim halo
#

if you didn't provide a custom prefix yes

#

otherwise the addon prefix in addon builder

#

actually I think if you don't provide a prefix it uses the PBO name

#

I'm not sure which one it is

#

I always use a prefix to be safe

high osprey
#

so in this case let's say I force addon builder prefix.
That should reflect the file path, like so: law_test\addons\law_testEnvironment ?

slim halo
#

no

#

just what I said

#

you start at your addon folder

high osprey
#

oh sorry

#

so just law_testEnvironment?

slim halo
#

yeah
file = "law_testEnvironment\testChat.sqf"

high osprey
#

ok, I'll give another go a bit later.
Feel like i've tried that before but we'll see :/

Thanks

slim halo
high osprey
#

eh..using addon builder to make a pbo yes

slim halo
#

ok then it should be fine

high osprey
#

no dice

#

i even verified files for addon builder, still same error

#

and now it works. finally

#

or at least it did until I tried to sign and binarise it

upbeat valley
#

can someone help me work out why my model isnt in game? Its all working in the inventory, and has a model when i drop it. but in the eden editor, even though the item name is there, when i select it, it brings out an empty bounding box

#

I have a feeling its a config issue, but it could be modelling

high osprey
#

@upbeat valley the item you're selecting in Eden editor, you mean to place on the ground for example?

upbeat valley
#

Yes 🙂

high osprey
#

So you have separate thing in cfgVehicles for that?

upbeat valley
#

Yep

high osprey
#

and you set up transportItems or transportWeapons or whatever you need?

upbeat valley
#

Its simply a static object for the moment, I also have an inventory item working, but for some reason this one won't play ball

high osprey
#

you get that the vehicle is an invisible container though right?
With a proxy for your item in it

upbeat valley
#

I didnt actually get that. I have a cfgVehicle and cfgWeapons

#

For all of the items

high osprey
#

haha don't worry, I didn't know that either until recently

#

so first off, what's the model for your thing in cfgVehicles?

upbeat valley
#

Its simply a fancy textured box 😄

high osprey
#

i mean in the config though

#

should be something like: model = "\a3\Missions_F_Oldman\Props\DummyItemSmall_F.p3d";

upbeat valley
#

Oh

#

one second haha

#

model="\BMSN_Intel\Models\NasServer.p3d";

high osprey
#

ok, so that's probably why things aren't working

#

that should, i guess, just make the model for the thing you drop on the ground your server model

#

using a dummy item is basically spawning a 'vehicle' with an invisible model, and filling the container with your server as a proxy - that's the method

upbeat valley
#

I assumed that model was for the object as it dropped, as it works fine, aside from having an incorrect LandContact LOD

high osprey
#

yeah, no 😄

#

unless you want a specific model to be like box

#

or if i'm misunderstanding what you're doing

upbeat valley
#

im trying to import an object, later planning on making it an inventory of its own, to store hard drives

high osprey
#

ohhh, so maybe you do actually want the server as the container right?

#

my bad

upbeat valley
#

Yes 🙂

#

and no problem, i didnt explain it well 😄

high osprey
#

ok so what's the issue again?

upbeat valley
#

First thing's first, i cant actually see the model in game

high osprey
#

hm

hearty sandal
#

are the paths right again?

upbeat valley
#

yep

#

All follow the exact path, without P:

hearty sandal
#

P:\BMSN_Intel\Models\ is where the p3d is

#

k

upbeat valley
#

yep

high osprey
#

...assume you have LODs in the model? 😄

upbeat valley
#

Yes, Geometry, GeoPhys, GeoPhys Old, Res, Etc

#

the basic ones 😄

#

since its just a box, it serves as its own LOD shape

high osprey
#

and resolution LODs?

high osprey
#

yeah ok, so you have a 0 resolution LOD

upbeat valley
#

is that the issue? I saw someone say online that when importing from blender, to put the LOD that it presets for you to 0

high osprey
#

no no, should be fine afaik

upbeat valley
#

this is the path of the models

#

In this case, the NasServer

#
class CfgVehicles
{
    class Item_Base_F;
    class BMSN_nas: Item_Base_F
    {
        scope=2;
        scopeCurator=2;
        displayName="NAS";
        author="Louis";
        vehicleClass="Small_items";
        editorCategory="EdCat_Things";
        editorSubcategory="EdSubcat_Intel";
        class TransportItems
        {
            class BMSN_nas
            {
                name="BMSN_nas_server";
                count=1;
            };
        };
    };
};
``` and this is the config
#

well

#

for CfgVehicles

high osprey
#

i note you don't have shadowVolume LOD. no idea if that would cause any issues but might be worth noting

upbeat valley
#

Alright, would that simply be the object again?

#

a lot of basic LOD's are just a basic shape of the object, aside from memory

high osprey
#

yeah since you just have a box I guess that's fine

#

That might end up casting shadows onto the box if the shadow volume is the same dimensions, but not sure.
I always made mine a bit smaller than the object itself but never found out if that was true

upbeat valley
#

Since its a different level i can just adjust it and it shouldnt change anything else regardless 😄

high osprey
#

indeed

#

the joys of simple geometry 🙂

upbeat valley
#

My memory LOD has the object inside of it, remind me, is that supposed to be empty or have the object? I cant remember

high osprey
#

afaik it should just be memory points (single vertices)

#

don't know if that would cause issues

#

actually that might not be true

hearty sandal
#

Memory lod is no drawn

#

Your model does not belong in it

upbeat valley
#

Alright

#

that may be the issue

hearty sandal
#

Can't draw if there is nothing to draw

high osprey
hearty sandal
#

Refer to wiki page about lods and their purposes

upbeat valley
#

ive been there sooo many times and im still as confused on a lot of them 😄

#

Just a quick question, with a shadowVolume LOD, do i put resolution to 0 or leave as 1?

high osprey
#

see note at very bottom 🙂

hearty sandal
#

1 is fine

#

Also refer to Arma3 samples from steam

upbeat valley
high osprey
#

mine are at:
C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Samples

upbeat valley
#

Ahhhh

high osprey
#

pin it to quick access if you have room 😉

upbeat valley
#

I dont have an A3 samples 😦

#

installing it now 🙂

#

Still no model 🤔

high osprey
#

hm

#

sleep on it 👍

sullen fulcrum
#

I'm trying to limit the fire arc of a static turret, what am I missing out on?

#

class CfgPatches
{
class BrenwensMod
{
units[] = {"BrenwensTurret"}; //All the new vehicles/units you've created in cfgVehicles
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"WHTurret"};
};
};

class CfgVehicles
{
class TIOW_IG_Autocannon_82_Blu;//Tells the game to fetch the TIOW_IG_Autocannon_82_Blu (default autocannon turret) class, as we plan to use most of what's already written.
class BrenwensTurret: TIOW_IG_Autocannon_82_Blu //The : Tells your new class to inherit everything from the TIOW_IG_Autocannon_82_Blu class.
{
displayName = "Brenwen's lower fire arc autocannon turret variant"; //Name shown for vehicle in Editor/Zeus/Map/Scroll menu
//Everything you want to edit in the vehicle class
class NewTurret
{
maxTurn = 30;
minTurn = -30;
};
};

};

raven knot
#

what font is available for MFD use?

random hearth
#

hey, maybe im asking in the wrong place, but is it possible to have mission independent scripts/resources on a server? like a small pbo that runs on every client regardless of the mission?

#

(without them having to set it up before joining!)

wintry tartan
#

I think it's possible to do that via CfgFunctions

slim halo
slim halo
bleak bronze
#

I don't know if this is the wrong area to ask, but I am trying to config a UAV with a weapon in the turret controls instead of a just a camera

#

So I am running into issue my code looks like this.

    {
        author="SouthernGoods";
        displayName="Stealth Drone";
        camoflauge=0.6;
        accuracy = 0.1;
        audible = .02;
        cost = 0;
        threat[] = {0.01, 0.01, 0.01};
        
        class Turrets;
        class MainTurret;
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                weapons[] = {"Gun"};    
                magazines[] = {"MyMag","MyMag"};
            };
        };
    };
};```
#

MyUAVBase is an existing drone that is inheriting from UAV_01_base_F

#

Which is UAV_01_base_F is inheriting from Helicopter_Base_F

#

Then I run into an issue where it says "MainTurret" is already defined, so I thought I could move it under the Turrets:Turrets class, but I was met with another issue. So now I am at a lost.

hot pine
#

ps, MainTurret exists only in Turrets class so you have to replicate inheritance

bleak bronze
#

ah gotcha thank you

bleak bronze
#

Well actually I was able to to get the gun firing on the main view, so from the pilot camera of the drone. However, it just isn't in the turret view. How would moving it to MyUAVBase fix the issue.

#

Like there is a scroll wheel option that allows me to select the turret controls and switches me over to the turret "slot" while leaving the pilot "slot" inactive.

hot pine
#

class MainTurret doesn't exist in class MynewUAV

#

Engine represents
class MainTurret;
as
class MainTurret {}; if such class doesn't exist in given scope

#

so you are not inheriting NONE of the necessary values and use (sometimes) some default values (not all parameters have default values - in this case you get pop up & rpt error about missing parameter)

sullen fulcrum
#

Any ideas oh how to change how far a manned turret can rotate? I can get the copy of the turret to show, but nothing I do seems to be able to limit its firing arc

sullen fulcrum
hot pine
high osprey
#

getting the error picture equip\w\w_law_myWeapon\ui\icon_mag_myWeapon_blue_ca.paa not found

afaik from the format this is to do with attachment icons.
However, my item is an item - without class for weaponSlotsInfo, so I'm not sure why it's trying to get attachment icons anyway.

According to https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Inventory_icons_overlay_method, "If there is no slot with positive value of iconScale property, the game falls back to old behaviour".

I tried defining weaponSlots info for all the slots with itemScale but still errored.

hot pine
high osprey
#

This is what I was using:
picture = "law_myAddon\UI\icon_launch_myWeapon_blue_ca.paa";

hot pine
#

error is about magazine

high osprey
#

true

#

the thing isn't a weapon though, it has no magazine to speak of?

#

i mean isn't a weapon in the sense of not being useable, it's in cfgWeapons

hot pine
#

so where do you have magazine?

#

you can show whole config - should be easier to tell what is wrong

high osprey
#

magazines[] = {};

#

one moment

#

` //CLU Item (Base)
class law_starstreak2_cluItem_base: ItemCore
{
access = 0;
allowedslots[] = {901};
author = "Lawman";
descriptionShort = "Aiming and laser targeting unit.<br/> Used in: Starstreak, Starstreak 2.";
displayName = "Starstreak CLU";
hiddenSelections[] = {"clu","clu_ac"};
hiddenSelectionsTextures[] = {"law_starstreak\tex\clu_blue_co.paa","law_starstreak\tex\cluAc_blue_co.paa"};
model = "law_starstreak\data\starStreakClu_item.p3d";
picture = "law_starstreak\UI\testIcon_ca.paa";
scope = 0; //Base. Change to 0 after other variants made
value = 5; //Taken from laser designator.

        class itemInfo 
        {
            mass = 143.3;
            scope = 0;
            type = 302;        //401 or 619 will cause ACE to convert to medical items
        };
    };


    
    //CLU Item (Blue)
    class law_starstreak2_cluItem_blue: law_starstreak2_cluItem_base
    {
        law_equivalentWeapon = "law_starstreak2_blue";
        scope = 2;
        displayName = "Starstreak CLU (Blue)";
    };

`

#

not sure why i have allowed slots in there come to think of it.

hot pine
#

ah, okay, so it's vice versa

#

add slash to the picture

#

picture = "\law_starstreak i.e.

#

anyway, it's not whole config

high osprey
#

the whole thing is some 700 lines :/

#

Why do I need a leading slash?
Bit confused because the same format worked for the weapon equivalent

hot pine
#

because otherwise you will get that equip\w\ thing in the begining

#

it's only for pictures

#

and that tech dates to OFP

high osprey
#

i see

hot pine
high osprey
#

Ok, i'll give that a go - thanks

#

ay, that seems to be working, grazzi 🙂

high osprey
#

i think there's still some kind of issue with it thinking there are attachments - the items are not showing up in virtual arsenal now

#

this is for CLU items from line 689 to 763

#

except they do showup if I change type to 401 in itemInfo.
Sadly I can't use this because it causes ACE to convert the item into bandages

hearty sandal
#

what is the purpose of the item?

high osprey
#

'dumb' item i guess?
Just something to go in inventory - a function then checks if player has item in inventory to allow weapon assembly

hot pine
#

I guess you could ask on ACE slack how to handle such items

high osprey
#

did that already - ACE medical converts any items of type 401 or 619

#

most ace items seem to have type 131072 in the main body and 302 in itemInfo.
Not really sure what these are exactly for, haven't found a reference list.
In any case that didn't seem to work in this case :/

small axle
#

Hi everybody. I've create a Pbo for config custom clothings.
Some side can pick up model on the grounds and they need to be forceAddUniform ...
I try that

modelSides[] = {0,1,2,3};

In my config but it doesn't work

high osprey
#

so the problem is that only some sides can pick it up?
or is that what you want to happen?

flint goblet
hot pine
#

what do you mean?

#

cargoTurrets is one of the core entries - I don't remember where exactly it's located but it's base class for ALL FFV turrets

bitter pebble
#

Anyone know how to force the bays of the ah99 blackfoot open via config?

#

I've tried different animationsources to no avail

acoustic pulsar
#

Guys please give me hand, I can't get through this:

There's a config: picture="pvmod\headgear\ui\naushniki_ca.paa" and it shows the same config entry in the config viewer in-game. In arsenal the photo shows at it should. But when I try to open inventory in-game it says:

"equip\w\pvmod...._ca.paa.paa" not found

So basically it adds the equip\w\ part and adds another .paa. How could this be?

acoustic pulsar
acoustic pulsar
#

Another Q: For some reason I can't put the headgear into uniform or vest, only backpack. What defines this? And it's not mass related I assure.

hearty sandal
#

@bitter pebble I dont think you can as they are tied to the selected weapon

#

unless it has a custom animation source for it in class animationSources

bitter pebble
#

Haven't had any luck so far, tried everything to force the bays open but can't seem to get it. Animatebay works so might need an init script to force it open

leaden swallow
#

Project PBO isnt finding my base classes, such as the following
class StaticWeapon: LandVehicle
{
class Turrets
{
class MainTurret: NewTurret
{
class viewOptics;
};
};

when i try to inherit class Turrets:Turrets in my class it says Class Turrets not found.

I think it cant find the base class Turrets. Do I need to track down where that is defined and add it to the required Addons for Project Pbo to find it?

strong shuttle
#

Did you define the classes you try to inherit?

#

And are the available to PboProject?

leaden swallow
#

They are defined but how do I make them Avaliable for PBO project?

strong shuttle
#

The core files need to be on your P drive. So if you extend an Arma 3 class, you need to have the A3 configs there

#

Although your problem sounds more like incorrect inheritance

leaden swallow
#

I have all of the a3 configs dumped in my P drive.

strong shuttle
#

Would help to see the full config you have

hearty sandal
#

put it in pastebin and link here

leaden swallow
#

okay give me a few and i will.

#

https://pastebin.com/VwTxvzz3

should be somthing like this is what I am trying to do. trying to use a remote designator as the base class to create a pin camera.

sullen fulcrum
#

That's as far as I've managed to get with the turret turn config, now the turret's aren't even showing up in Eden

hearty sandal
#

why do you have the autocannon test as a class between the mods cannon and your new cannon?

sullen fulcrum
#

the inheriting things on the turret congig tutorial shows like I need an intermediate thing for some reason?

#

class CfgVehicles
{
class Ship;
class Boat : Ship
{
class Turrets
{ // your model has to inerit from somewhere!!!
class NewTurret; // create an entirely new animal OR
class MainTurret; // twiddle what's aleady there IF THERE !!!
};
};
class MyGreatModel : Boat
{
class Turrets:Turrets
{
class MainTurret : NewTurret // create an entirely new one OR
class MainTurret : MainTurret // just twiddle a few things from the generic class
{
...
};
};
};
};

#

So yeah the AutocannonTest is meant to be the equivalent of the Boat class up there

hearty sandal
#

the boat in this case is a more closer to the thing build in the example

#

boat equivalents the autocannnons class in this case

#

ship is what the autocannon originally inherits from

sullen fulcrum
#

so should I change it or leave it alone?

hearty sandal
#

change it

#

I dont think its correct currently

#

study the arma 3 Samples from Steam too to see how the inheritance works

sullen fulcrum
#

Okay, I'll have a look over the samples again. Honestly tempted to ask someone else to do it for me, considering I've been stuck on this one simple thing for like 20 hours over the last 3-4days.

hearty sandal
#

it takes some time to get right the first time

#

espeacially when working on someone elses configs as base

sullen fulcrum
#

Alright, I'll go at it again tomorrow once I've had some sleep, thanks for the help ^^

leaden swallow
#

Small update, I was able to get it to inherit but I had to pull in the entire base class of the static weapon before the inheritance would work.

bleak bronze
#

Aynone know the base RPM of a helicopter base f?

#

Trying to get 2 hrs of fuel capacity

desert wing
#

Anyone got an example of how animations using source="ammo"; should be structured in model.cfg?

hearty sandal
#

ammo goes from 1 to 0 I recall in increments of 1/magazine ammo count

desert wing
#

thanks

hearty sandal
#

the model.cfg wiki page has the animation source explanations

desert wing
#

it does, I just find it difficult to line up what it says versus what to actually do in the model.cfg

#

for example

#

ammo (A3) Number of remaining ammo in magazine (that means revolving * count). Transition is discrete, i.e. immediate switch from 45.0 to 44.0 for example.

#

sounds different to me than what you just suggested

#

like, what does (that means revolving * count) mean? Does this mean minValue and maxValue are 0 and whatever my magazine capacity is?

mortal pumice
#

If you wanted to setup a vehicle lift, as in several points to attach a vehicle to an object (not another vehicle) that then moves up and down. Is that still counted as Vehicle in Vehicle or would it be setup differently

#

I know that apex added more functionality to it

hearty sandal
#

no that would be attachTo

mortal pumice
#

Okay still the same old way

hearty sandal
#

you need 2 vehicles for viv

mortal pumice
#

Gotcha, Can you setup the attach to in a cfg? or does it have to be an SQF called in the cfg

hearty sandal
#

eventhandler scripting yes

#

if you can elaborate what you are trying to do, better answers might be available

mortal pumice
#

We have a vehicle lift on a ship thats meant to have pre defined points to attach an aircraft/tank for instance on a big point and smaller points for LRV's etc

hearty sandal
#

yeah simple attach to on user action will work for that

mortal pumice
#

The lift goes from a cargo area down to a hangar door at the back, but due to arma being arma, we need to be able to attach the vehicles so they can go up and down smoothly

#

Okay cool

hearty sandal
#

yep

mortal pumice
#

Thanks for the clarificaiton

hearty sandal
#

I've used such to park cars into a dropship

mortal pumice
#

How’s lost dragons going anyway?

hearty sandal
#

rather slowly unfortunately

#

time and energy shortages.

#

got a new helmet tested in game recently though :3

#

was fun to get to just do my own stuff for a day

mortal pumice
#

I get that, haven’t had time to do anything for months 😂

hearty sandal
pallid sierra
#

when doing my organization of a campaign addon, should I put a cfgsounds in the config.cpp along with cfgmusic and the cfgpatches?

hearty sandal
#

are ther other options?

pallid sierra
#

besides just declaring them in each mission

#

im just figuring out how to use shared resources between missions in a campaign addon

hearty sandal
#

well if you do it in a mission you have to do it again in the next mission

pallid sierra
#

yes, so in a config.cpp i did a cfgmusic and the music will show up in the configviewer and will play when called in the editor. however with a cfgsounds, it will show up in config with right path, but it won't play so i'm thinking i can't use cfgsounds in that way

hearty sandal
#

you should.

#

all game sounds are made in config

pallid sierra
#

well for instance i have this class

class gdiBonusObjectiveComplete
{
    name = "gdiBonusObjectiveComplete";
    sound[] = { "sounds\EVA\gdiBonusObjectiveComplete.ogg", 1, 1};
    titles[] = {};
};

in a separate file and #include it into my config.cpp under,

class CfgMusic
{
    tracks[] = {};
    #include "classes\music.hpp"
};

class CfgSounds
{
    sounds[] = {};
    #include "classes\soundsEVA.hpp"
};

everything is showing up in my config viewer with correct paths, but the sounds won't work, just the music

hearty sandal
#

how does your configs compare to vanilla configs?

sullen fulcrum
#

Hi guys. Is there anyway I can add one insignia on the right shoulder as possible already but also one on the left?

#

eg. I want to apply 1 insignia on left and another on right.

#

I tried google and everything but couldn't find any answer

wintry tartan
#

Nope. If there's a possibility, you have to do a biiiiiiiig workflow

sullen fulcrum
#

cheers

#

you sure?

wintry tartan
#

I'm sure

sullen fulcrum
#

i read somewhere I can do it by adding insignia to for example headgear section and by that way do it

#

but there was little explanation on how

wintry tartan
#

Left shoulder's occupied for units in multiplayer

sullen fulcrum
#

ok so there is no possibilty at all to do this for my custom faction which is gonna be used in singleplayer?

wintry tartan
#

By default, no. I didn't tested by myself but there may be a possibility

sullen fulcrum
#

cheers would be thankful if you could PM me whenever or if you ever found something.

#

...more regarding this

wintry tartan
#

Most likely, I didn't do the actual test yet

#

But of course this method requires A LOT

strange egret
#

hm thonk got a weird bug with one of my soldiers - no matter where i shoot it, it always counts "HitAbdomen" as fully damaged (in addition to whatever actual hitpoint i was hitting)... depends=0 for HitAbdomen though

light fable
#

I am just starting out with modding and I am struggling to even get my development environment set up, can someone explain the complete workflow/how to make a config.cpp file?

hearty sandal
#

you create a new text file and name it config.cpp and open it up in your choice of text editor. (I like notepad++ (other options are available too))

light fable
#

I figured that out, I was wondering about what I put in the file. I know the basics of C++, is there a library to #includeor does arma just know what to do with it, and what code do I put there?

slim halo
light fable
#

I want to add a weapon, so how would I do the damage values and things? Is there some documentation somewhere or how do people know this?

light fable
#

ok thanks, do I need to set up a P drive? I couldn't get arma 3 tools or mikero's tools to work for that

slim halo
hearty sandal
#

there are the Arma 3 samples on Steam that can be used as an example

#

there are few videos on youtube that may be useful.

rough hatch
#

what do the numbers after the audio file path mean in reloadMagazineSound? like sqf reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\reload_Mk20",1,1,10}; does either of the 3 control volume?

strong shuttle
#

I believe volume and speed. No idea about the 3rd one (wiki doesn't have it in their examples)

narrow swallow
#

I'm trying to un-inherit or delete the doorgun turrets from a helicopter.
The config below seems to work, but is there any way of not having to use two addons to do it?

// addon1
heli_base;
class heli_unarmed_base: heli_base {
  class Turrets: Turrets {
    class MainTurret {};
    class RightDoorGun {};
  };
};
// addon2
heli_base;
heli_unarmed_base: heli_base {
  class Turrets: Turrets {
    delete MainTurret;
    delete RightDoorGun;
  };
};
strong shuttle
#

You could first make the unarmed base without turrets (heli_base), and then make an armed based from that

strange egret
#

turrets is special - you have to redeclare the turrets you want to have and the rest you dont list gets omitted (at least thats how it works for me)

narrow swallow
#

Hmm. I'll try both 1) look for a base class without MainTurret, and try to ignore it in the inheritance.

strange egret
#

also i dont see why you need 2 addons... even if turrets wasnt special

#

just an example:

class Tank: LandVehicle {
    class NewTurret;
    class Sounds;
    class HitPoints;
};
class Tank_F: Tank {
    class EventHandlers;
    class Turrets {
        class MainTurret:NewTurret {
            class Turrets {
                class CommanderOptics;
            };
        };
    };
};

these are all external references in a tanks addon config

#

so ->
class mytank: Tank_F {
delete Turrets;
};
works

#

yes, this should work ( only for turrets)

#

you could just delete Turrets too, if you want to get rid of all of them (assuming heli has no FFV stuff)

#

suggest you upload full config to pastebin or similar

narrow swallow
#

So this was a wild goose chase =D

woven flax
#

Is is possible to use stabilizedInAxes with a FFV vehicle? Trying to have more "Accurate" gunners that arent lurched with each minor movement of the vehicle.

sullen fulcrum
#

Hey , people know how to disable spyglass (Arma 3) ?

wintry tartan
#

spyglass (Arma 3)?

sullen fulcrum
#

on altis life

limber citrus
#

You'll have to ask the creater of the mission you're playing @sullen fulcrum

shadow meteor
#

Hi All,

Im trying some coding with respect to aTactical RED CQB flashligh and a IR Variant of this.

Within the config.cpp the tactical red work perferctly but IR variant I cant seem to have to light(flashlight source) have a invisible lightsource

#
        author = "Bakkies";
        scope = 2;
        displayName = "IR Flashlight";
        descriptionUse = "Low Light IR Flash light";
        descriptionShort = "Low Light IR Flashlight";
        MRT_SwitchItemNextClass = "za_flashlight_pointer";
        MRT_SwitchItemPrevClass = "za_flashlight_ledred";
        MRT_switchItemHintText = "IR Flashlight";
        class ItemInfo: InventoryFlashLightItem_Base_F {
            mass=6;
            RMBhint="IR Flashlight - low light";
            class FlashLight {
                ambient[]={0,0,0};
                color[] = {255,255,255,0};
                coneFadeCoef = 0;
                dayLight = 0;
                direction = "flash";
                flareMaxDistance = "0";
                flareSize = 0.1;
                innerAngle = 10;
                intensity = 50;
                outerAngle = 25;
                position = "flash dir";
                scale[] = {0};
                size = 1.5;
                useFlare = 0;
                class Attenuation {
                    constant = 0;
                    hardLimitEnd = 65;
                    hardLimitStart = 4;
                    linear = 0;
                    quadratic = 1;
                    start = 0;
                };
            };
        };
    };```
#

any advice

untold temple
#

The game doesn't support NVG-only directional lights, only markerlights (the omni directional ones). There's a mod that does scripted IR illuminators somewhere IIRC

ancient hatch
#

I am trying to make a NV helmet like the default games viper helmet, how would I go about doing that

regal jacinth
#

can anyone here help me with a vest from CWR 3?

#

it says it only uses 1 texture but it has a few pouches etc that doesnt show on the original texture, am i missing something or am i just dumb?

strong shuttle
#

or just a bad mod which hardcoded a texture in the model, or they forget to make it available

#

or they did it on purpose because they don't want people to retexture it 😉

regal jacinth
#

aw that sucks

#

wouldnt surprise me if they forgot to make it available, the rest of the vests are fine

strong shuttle
#

simply ask the devs, could be a bug

regal jacinth
#

yea im awaiting an response on that front

#

ill settle for CUP rn

woven flax
#

Anyone know if Is is possible to use stabilizedInAxes with a FFV vehicle? Trying to have more "Accurate" gunners that arent lurched with each minor movement of the vehicle.

slim falcon
#

Hi, my classes doesnt seem to be visible in Zeus menu.
I can see the in the editor.
I have added both scope = 2; and scopecurator = 2;
Any guesses what the problem might be?

strong shuttle
#

did you enable "all addons" in the zeus module?

slim falcon
#

Yes

grand zinc
#

did you list it in CfgPatches units array?

slim falcon
#

I did, wouldnt that affect what is visible in the editor aswell?

grand zinc
#

no, afaik not

strong shuttle
#

and setup the faction and editorSubcategory (and not editorCategory and vehicleClass)?

slim falcon
#

I set it up with editorcategory and editorsubcategory

strong shuttle
#

// CATEGORY
// Two ways how to set it exist. When both are present, editorCategory has priority.
editorCategory = "MyCategory"; // Class from CfgEditorCategories. Usually used for props.
faction = "MyCategory"; // Class from CfgFactionClasses. Usually used for characters and vehicles.

slim falcon
#

Okay the things i can see are probs.

My characters that i can see is also set with editorcategory, can that interfere?

strong shuttle
#

units won't show up unless they have a faction

#

at least that's seemed to fix the issues I used to have

slim falcon
#

Hmm, but the do show up without a faction.

Though my empty objects aint visible.

#

Ill try removing editorcategory from my units and give them a faction instead.

slim falcon
#

Still only my characters thats visible.

None of my objects is visible under empty

strange egret
woven flax
#

Darn

slim falcon
#

So lets say that these aint the problem:
units[] = {""};
Editorcategory =
EditorSubcategory =
Faction =

Scopecurator =

Then what could be?

hearty sandal
#

characters only visible where?

#

what type are the empty objects?

warm notch
#

Hey, I updated my faction overhaul config and conducted internal test to make sure the changes that were made are good, which they were. Whenever I try to update the conversion on to the workshop, that changes do not occur. The file directory is correct.

stoic lily
#

does the update show in the history of the workshop item?

#

you may have to accept the latest workshop license agreement first @warm notch

fossil wharf
#

Hello, good day. I'm trying to make a function addon but it does not show up on the function viewer nor does it initialise. I loaded it as a local addon and suspect that it is a newbie error in one of the configs. What can i do?

fossil wharf
#

I believe so, over the course of 2 days. I will check again especially carefully and return if I happen to find my wrong. Thank you.

#

Yes, so; I'm having troubles with the file path'ing for the function classes. What is considered the root for that? How should I reach my "functions" folder?

slim halo
#

If you're using addon prefix, the root is the prefix
otherwise the pbo name

#

It's recommended to use prefix

fossil wharf
#

Where can i set that?

slim halo
#

addon builder

#

or this

fossil wharf
#

Then, would the root would look like "Prefix\functions"?

slim halo
#

the root is prefix

#

unless you have a functions folder in the root, that won't work

fossil wharf
#

Oh, I see.

#

Thanks a lot, I'll see if I don't have any more problems.

ancient hatch
#

for some reason my code isn't working and an error message keeps popping up

limber citrus
#

If you post your config the peeps here might be able to help you

fossil wharf
#

I got the function to show up on the Function Viewer, now the only problem is that it's empty when it's there.

fossil wharf
#

And I think I failed to fix that so far.

warm notch
#

@stoic lily it does. At least the d a te yes

slim halo
fossil wharf
#

I think i'm confused about the pathways, then. Shall i disclose my folder structure etc.?

slim halo
fossil wharf
#

On it

#
@GrenadeInTankBarrel
|-addons
| --BBUS_GrenadeInTankBarrel
|   ---functions
|     ----fn_grenadeInTankBarrelInit.sqf
|   ---config.cpp
|-mod.cpp

config.cpp :

class cfgPatches {...}

class CfgFunctions
{
    class BBUS
    {
        class GrenadeInTankBarrel
        {
            file = "BBUS_GrenadeInTankBarrel\BBUS_GrenadeInTankBarrel\functions";
            class grenadeInTankBarrelInit
            {
                preStart = 1;
                postInit = 1;
            };
        };
    };
};
slim halo
fossil wharf
#

that is my prefix

slim halo
fossil wharf
#

the root of the addons folder or the addon itself?

slim halo
#

You always use the addon itself

#

the game doesn't care about your folders

#

"BBUS_GrenadeInTankBarrel\functions"

fossil wharf
#

i see

#

I think I understand now, thank you!

#

That didn't fix it, though...

slim halo
#

Did you verify your function?

#

Does it throw any errors?

fossil wharf
#

Only the comment section throws an error.

#

the /* */ to be exact

slim halo
#

What kind of error?

#

be specific

fossil wharf
#

my bad, it's Error Invalid Number in expression

slim halo
#

Then you probably didn't close it properly

#

use a code editor with syntax highlighting to see the error

fossil wharf
#

I copy-pasted the examples from the wiki.

slim halo
#

It could also happen if you compile a text without preprocessing

slim halo
fossil wharf
#

my application or the wiki's?

#
//wiki:
/* Block Comment that can span above multiple lines
and ends on the following character combination: */ 

//func:
/* 
    Author: Basipek Bus

    Description:
    Initialise the script so it checks for tanks to check for grenades for cookoff.

    Parameter(s):
    NONE

    Returns:
    BBUS_grenadeInTankBarrelInit : the spawned script (in MissionScape Variable)
*/

I see now...

#

but only a bit

#

both multi-lines give an error

slim halo
fossil wharf
#

yup

#

like the other functions

slim halo
fossil wharf
#

The one under func:

slim halo
#

It'd be much easier if you share your whole script

fossil wharf
#
/* 
    Author: Basipek Bus

    Description:
    Initialise the script so it checks for tanks to check for grenades for cookoff.

    Parameter(s):
    NONE

    Returns:
    BBUS_grenadeInTankBarrelInit : the spawned script (in MissionScape Variable)
*/

terminate BBUS_GrenadeInTankBarrelInit;
BBUS_grenadeInTankBarrelInit=[] spawn {
    {while {sleep 0.1; true;} do {
            if (_x getVariable ["BBUS_grenadeInTankBarrelInitialised",false]) then {
                _x spawn {
                    _x setVariable ["BBUS_grenadeInTankBarrelInitialised",true];
                    _fancy="UserTexture_1x2_F" createVehicle [0,0,0];
                    
                    _fancy attachTo [_this,[0,0,0],getText (configfile >> 'CfgVehicles' >> (typeOf _this) >> 'Turrets' >> 'MainTurret' >> 'gunBeg')];
                    
                    while{sleep 0.1; true;} do {
                        _objects=_fancy nearObjects 1;
                        hint str _objects;
                        _index=_objects findIf {(typeOf _x) find "Grenade">-1 || (typeOf _x) find "grenade">-1};
                        
                        if(_index>-1) then {
                            if(_index > -1) then {deleteVehicle (_objects # _index);
                                hint "boom";
                                {[_x, 0.9, "LeftLeg", "explosion"] call ace_medical_fnc_addDamageToUnit;}forEach (crew _this);
                                [_this] call ace_cookoff_fnc_cookOff;
                                terminate _thisScript;
                            };
                        }
                
                    };
                }
            }
        }
    }forEach allMissionObjects "Tank_F";
}
#

here's the thing

strong shuttle
#

I'm missing a bunch of ;

slim halo
#

seems fine

#

but

#

this is terrible

{while {sleep 0.1; true;} do {
if (_x getVariable ["BBUS_grenadeInTankBarrelInitialised",false]) then {
_x spawn {
_x setVariable ["BBUS_grenadeInTankBarrelInitialised",true];

#

you could end up spawning multiple scripts

strong shuttle
#

and this is broken...

                        }  // <-- no ;
                
                    };
                }  // <-- no ;
            }  // <-- no ;
        }  // <-- no ;
    }forEach allMissionObjects "Tank_F";
}  // <-- no ;
slim halo
#

no need

#

I don't see any problem with your script (apart from what I said)
It should not throw errors at least

#

maybe you've added a hidden character somewhere?

strong shuttle
slim halo
#

I think it is now

fossil wharf
#

i see

#

I'll work on that too, thanks again.

fossil wharf
#

I'm sorry to bother further, but it seems that I have - once again - failed to make it not blank.

fossil wharf
#

it's still blank

slim halo
#

As I mentioned your code is correct (syntax wise) and compiles with no problem

#

I even tested it to be sure

#

You're probably doing something wrong somewhere else

#

If you want DM me the mod folder

#

I'll take a look for you

fossil wharf
#

okay

slim falcon
# hearty sandal characters only visible where?

My "learn it yourself" mod consists of 3 things.

  1. Ammoboxes with custom loadouts based on: B_CargoNet_01_ammo_F;

  2. Custom signs

  3. Characters with custom loadouts based on: B_Soldier_F;

  4. and 2. is not available through zeus menu.
    The classnames is put in:cfgPatches units [] = {};
    All classes have scope = 2; and scopecurator= 2;

all object classes (1 and 2) has correct editorcategory and editorsubcategory.

1, 2 and 3 is all available through editor menu.

slim halo
#

@fossil wharf what encoding are you using?

#

I just copy pasted your code into a different file with utf-8 encoding and the size changes quite considerably

fossil wharf
#

UTF-8

slim halo
#

If you're using notepad don't meowsweats

slim halo
#

the size difference is too big

fossil wharf
#

I'm using notepad++ and it says right there that it's utf-8

#

Windows CR LF

slim halo
#

ok

#

@fossil wharf Then how are you building the addon?
I just built your addon and it appears in function viewer (it also executes the function just fine)

fossil wharf
#

using the addon builder from arma tools, as told

slim halo
#

yeah

#

but which folder are you building?

#

you should build BBUS_GrenadeInTankBarrel

fossil wharf
#

the @GrenadeInTankBarrel

#

oh

slim halo
#

no

#

that's wrong

fossil wharf
#

i see

fossil wharf
#

I still can't make it work. This means that I have failed to learn how to prepare and load a mod in the first place. Thank you for your time, I would like further help but I have taken enough patience from yours. I can stop and reroute if you agree so.

slim halo
#

It threw some error

#

but I don't have ACE

#

so it might've been that

fossil wharf
#

It calls the Ace cookoff function

#

the only thing special is that it checks for grenades in the barrels

#

and it works when i run it manually

#

i mean the code

#

the function is still non-existent

potent loom
#

hello i made a tank and want to put in and out a camonet on it
**```sqf
class Animations
{
class camonet
{
type = "rotation"; // hay que ver que va aca
animPeriod = 0; //
selection = "camonet"; // el nombre que le pusiste en el object builder
axis = "door axis"; // depue vemo
angle0 = 0; // depue vemo
angle1 = -2.0; // depue vemo
};
};


i saw in some mods that animation is used, but i dont find the file where i saw it D: 

what i should write in here to make it "apear" at animate 1 and "disapear" at animate 0 ?
slim halo
#

@fossil wharf well this is how your Addon Builder should be like:

#

@fossil wharf ☝️

fossil wharf
#

got it

#

i'll build again

hot pine
fossil wharf
#

and I think this goes here

#

or couldn't go here

#

second

slim halo
#

You can't upload here

#

if that's what you wanted to do

#

then put the link here

fossil wharf
#

yes

#

thank you

#

this happened before I built again with the extension list.

slim halo
fossil wharf
#

Thanks a ton for your time

#

It works perfectly, I just need to tweak some of the script.

slim halo
#

np

potent loom
hot pine
#

no

#
class camonet
{
    type = "hide";
    selection = "camonet"; 
    source = YOUR_SOURCE_NAME_WHICH_IS_IN_CFGVEHICLES;
    minValue = 0;
    maxValue = 1;
    hideValue = 0;
    unHideValue = 1;
};```
potent loom
#

ok, thanks! i spend like an hour looking for that on the wiki meowfacepalm

sullen fulcrum
#

Apologies for asking, but where can I find

pictureMap = "picturepath";
pictureShot = "picturepath";

of the VR map ?

slim halo
#

pictureMap = "\A3\Map_VR\data\pictureMap_ca.paa";

#

pictureShot = "A3\Map_VR\data\ui_VR_ca.paa";

sullen fulcrum
#

where would it be used ? If you have any info about it.

slim halo
#

idk

#

but this is what they are

sullen fulcrum
#

Ty so much 😄

slim halo
#

@sullen fulcrum

sullen fulcrum
#

ooooo

#

ty so much 😄

feral socket
#

Hey guys what the NVG/Thermal function or code on the vipers helmet so i can apply it to my own?

untold temple
#

subItems[] = {"Integrated_NVG_TI_1_F"};

feral socket
#

Wait that's the one I have at current but its giving me black hot interested of white hot. Any way to fix that?

untold temple
#

Integrated_NVG_TI_0_F then

#

Or you can write your own class and have whatever visionMode[] and thermalMode[] combination you want

slim falcon
#

@hearty sandal
My "learn it yourself" mod consists of 3 things.

  1. Ammoboxes with custom loadouts based on: B_CargoNet_01_ammo_F;

  2. Custom signs

  3. Characters with custom loadouts based on: B_Soldier_F;

  4. and 2. is not available through zeus menu.
    The classnames is put in:cfgPatches units [] = {};
    All classes have scope = 2; and scopecurator= 2;

all object classes (1 and 2) has correct editorcategory and editorsubcategory.

1, 2 and 3 is all available through editor menu.

dusk shard
#

So I'm trying to add functions to my mod, I've got a config.cpp located in folder modName\functions\config.cpp that contains class CfgFunctions { class tag{ tag = "tag"; #include "messages\CfgFunctions.hpp" }; };
In the messages folder (subfolder of functions) in cfgfunctions I have class messages { file = "z\modName\addons\functions\messages"; class test {}; }; there's a file fn_test.sqf in messages and $pboprefix$ contains z\modName\addons\functions But this doesn't work, it tells me it cannot find the test function. What am I doing wrong?

grand zinc
#

"modName\functions\config.cpp" thats weird, its normally at "modName\config.cpp"
does your config also have CfgPatches? every config needs CfgPatches

#

what is your pboprefix set to?

dusk shard
#

Sorry, that's a typo, config.cpp is located at modName\addons\functions\config.cpp And yes, CfgPatches looks like this: class CfgPatches { class tag { units[]={}; weapons[]={}; requiredVersion=1.92; requiredaddons[]={}; }; };

grand zinc
#

That cfgPatches is invalid

#

"tag" needs to be your modname, specific to this config.cpp

#

requiredaddons[]={}; needs to actually contain required Addons

#

if you are using CfgFunctions, you require the addon that adds the CfgFunctions functionality which is A3_functions_f I think

#

but its safer to just use the latest loadorder