#arma3_config
1 messages · Page 123 of 1
Could be some things
Not correct gearbox settings
Max speed checked?
Also possible model errors with mass
Model errors with aligned tracks to memorypoints
Geometry Phys errors
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.
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.
This only affects function compilation by functions library.
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?
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.
Thought so as well, just trying to see if I overlooked something. Thanks for the help
in the class Animations of model.cfg
does offsett0 and offset1 equivalent to distance by meter(float)?
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
lowest level will win. So per file is bigger than per category.
Make sure requiredAddons is correct and check ingame config viewer
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.
You depend on CBA, it loads after all vanilla stuff.
thanks for clarifying that up
Yea, but as far as I can see nowhere in the entire chain is there a reference to A3_Data_F_Curator_Loadorder or any of its requiredAddons
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.
Not sure, it should not matter anyway for your bug.
Config is patched properly
you have an issue at runtime
I know, but it I really want to exclude any issues caused by the missing requiredAddon as the cause for our issue
ok i found the config file of the tank.
now, how do i assign units to the specific seats?
if its in config viewer then everything is good
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
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
@regal jacinth pastebin you full config
are you sure these are correct classes in correct places?
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
¯_(ツ)_/¯
uff well I would strongly suggest having multiple configs so you can test parts of your work separately
and packing them into multiple pbos
in similar way how A3\ stuff is organized
to keep configs easier to read and debug
yea sounds smart
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
i added the CommanderOptics and Loader_place to MainTurret but im just getting errors right now
just to be clear im using ALiVE ORBAT to create the factions
yea not sure what all the import_01 stuff does, i dont see it in other modfolders
cant help you there. dont know the mods you use
sturcture wise what you showed earlier it looked ok, it may be the classes and inheritance is just not right
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
quite possible
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??
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.
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?
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
👍
Q: working with CfgFunctions with pretty good effect so far... is it possible to nest config functions for better organization? if so how?
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";
};
// ...
i dont think you can nest them
Id advice you to refer to vanilla configs to see how they are set up
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?
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.
No, that's not how turrets work
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!
yo how do i make my own subcategories in my faction? i want 'Militia' as well as 'Shock troops' but i only get 'Men'
there is wiki page about editor categories I believe
yea there is but it doesnt say how you make your own
make new classes and assign those to your units/vehicles/objects in their configs
oh i see i need to use CfgEditorSubcategories

my bad sorry
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?
Is there no other part to the pbo?
just a @mod/addons/myPbo.pbo/config.cpp?
So here's what I have in mine...
https://pastebin.com/p3uJfjXX
It even works in MP if I define the difficulty in server.cfg as "MSOT8110_difficultyPreset", jsut doesn't show up in the list.
rog, much appresh, man!
That could be the case, imma give it a try
strange, I'm reverse-engineering this from an existing mod and A3_Data_F_Enoch_Loadorder isnt in the reqs
so forcedDifficulty="myShiz" solves the problem for me, thanks!
Okay, so physX is killing me
I've copy pasted every physX related line of code from APC_02 to my vehicle
I've set the mass the same as in the APC_02
And yet my tank can't travel faster than 20 kmph
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;
};```
dampingRateInAir + MOI are most important things
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
I would never expect dampingRateInAir to affect it 0_0
scopeCurator = 2; should make units appear in zeus right?
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
https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines#Comparison_TankX_vs._CarX it's mentioned here 2 times at least
Know how to make a toroidal CVT config? Those are way better for military vehicles. Here's what the toroidal CVT is:
https://en.wikipedia.org/wiki/Continuously_variable_transmission?wprov=sfla1 (skip to Toroidal under "Types")
It would need to have a range of ratios as opposed to a set of ratios.
Only if it's in cfgPatches units[] array
yea that solved it thanks
is there any way to switch vehicle configs after animation is done? eg, switching canFloat between 1 and 0.
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
@raven knot for what kind of purpose
and no its not possible but perhaps there is alternative
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
this is what im trying to replicate https://youtu.be/wWpduowqU7A?t=376
tbf... that vehicle would be able to float anyway, it will just allow to be faster in the water without diving
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
👆 sounds like reasonable solution
the amphibious stuff is pretty woblly even without any fancy features
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?
flip UVs on the model?
@hot pine , are the vehicle mirror render targets flipped? I don't think they are-- that's why the config exists.
no, UVs on those mirrors are flipped
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?
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
fair enough, thanks for your help!
good idea
is there anyway to move memory point? turning in/out?
Unlikely
if i define it as a skeleton bone in model.cfg i would be able to animate it right?
Some memorypoints can yes be animated like that but some cant. You can try
It is possible to use the "WPTrails" effect on ammo explosion? I have been trying setting it in explosionEffects but an error is shown.
What kind of an error?
13:00:57 Warning Message: No entry 'bin\config.bin.WPTrails'.
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 )
any chance you peeps have an idea what I'm doing wrong?
path wrong
config is
class CfgUnitInsignia
{
class ArcCorpslogo
{
displayName = "Arcadius Corps Logo";
author = "Pi123263, Combat Wombat";
texture = "addons\data\patches\logo.paa";
};
[... shortened]
};
sorry, what would the full path be?
AcquickJoinProject\acqj\addons\patches\logo.paa
where does this folder structure come from???
I'm sort of trying to piece it together from what I've seen online
there has been many people now with this same problem and that awfully complicated foldering
where you found it?
no one has yet answered when I have asked
looking at how other peeps have done it and trying to emulate that
if you have a good tutorial/text about the file structure please do let me know
I usually do
z\modname\addons\pboname
this sounds like a good topic for a wiki article 
That structure postd above is alot different tho
what baffles me is just the use of the seemingly obsolete folders before the actual folder you want to pack
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
7001
I don't think so

I'm not sure thats a valid config 
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
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
<tag>\<tag_modname>\<addonName>\<files>
why the addons folder no idea
Arma... 🤷♂️
also its very convenient for github projects
because you have the "addons" folder in your git root
well for that kind of reasons I can understand it
you have addons/pboname in git and pboprefix the same
or at least the origin of it
but for people doing small locally developed mods its extra
and frankly leads to lot of confusion as we can see from the questions related to it on this channel
I don't see why it causes confusion
you either understand how pboprefix works, or you don't
how long the prefix is basically doesn't matter
well for newbie, i dont think they understand that. for me, i keep it simple, tag/tag_addon/files
easier to read
anyway, if i want something to animate together with my hatch rotating, i need to use the same source? (e.g hatchDriver)
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?
yes
cool
Im having problems with Units wearing the vanilla combat fatigues, even though its not mentioned in the template unit
what kind of problems?
does that uniform exist?
yea its from Faces of War
maybe its made to look like the vanilla uniform?
no ive had no problems with it until now
is there a limit how many factions you can have in 1 mod?
unlikely
because my subcategories wont work either for some reason
typo or some other error somewhere
the uniform class is the right one though
oh the Subcategories had a typo in it
the weird thing is that the rest of the equipment shows up properly
Anybody have ideas as to why ingame config viewer ain't working?
Nothing happens when I click "Tools > Config Viewer" in the Arma 3 Editor
got some mods messing it up?
not using mods atm
Hola.
When creating new characters, can i configure if items get in uniform, vest or backpack?
Or can it only get filled in randomly
no control on that
Thank you.
Backpacks are different, you can have custom backpacks with specific contents in it
Hi again, im trying to create a new character based off this: https://gyazo.com/d718a8622784df456e8230eddabf7a08
When i spawn the character in ingame it spawns without any body model.
what are you packing your pbo with?
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"};
};
};
does the pip screen mesh have correct procedural pip texture
i using this #(argb,512,512,1)r2t(rendertarget0,1.0)
make sure the memorypoints are not obstructed
its not. i uses the same memorypoint as commander optics
also is the survace unwrapped?
then that is my guess for the cause
well nope. it is still black
maybe it is this part turret[] = {0,0}; . i don't understand it much
its the turret path
path?
i saw one driver uses -1, gunner use 0 and commander use 0,0 from anggara config
no idea how the path is defined
first number is the turret
and second number is the turrets turret
and yes pilot is -1
dont remember how turrets turrets turret goes 🤔
maybe 0,0 = turret that is attached to the first turret?
so in my case, i have 2 seperated turret? so i should use {0} for commander and {1} gunner?
you can check the turret path in game with few commands
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
I've found a cargoProxyIndexes[] one in vanilla configs just now
yep that does what I need
👍
im loosing my mind
i have no clue what im doing wrong, the uniform should show man
but it just doesnt...
is the uniform in questions config/addon/cfgpatches in your requiredaddons?
yea
does the item itself appear in the inventory
you sure you have the correct parameter?
you mean classUniform?
no it doesnt
yea ive set the units to side = 2;
is the uniform side = 2?
no idea
well why is the unit side 2?
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
how do i use config viewer on a uniform?
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
yea the viewer is, quite something...
it works for its purpose once you get the hang of it
they didnt use it
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'";
};
};
};
};
cant find anything about the uniforms being locked to one side
@north bronze possibly its not in your view
Well, yes, I don't see the action
fml i have no idea why my pip is not working
oh wait you are trying to have it on your character
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
It may be that when in vehicle you cant see that kind of actions
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
So how to make it show inside of a vehicle?
add the action to the vehicle
or try some other memorypoint if it just goes out of your way when in vehicle
@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;
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?
balisticComputer afair
ah yeah that might be it
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.
It seems it doesn't according to this page:
https://community.bistudio.com/wiki/CfgPatches
// 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
Yeah, I added that note recently.
alright so ALiVE seems to run a script or something that solves my issue
Hi, i have a doubt about this, is this possible ?
class CfgEditorSubcategories
{
class A
{
displayName="A";
};
class B
{
displayName="B";
};
};
Possible what?
have 2 class inside EditorSubcategories because i have 1 pbo with 2 types of units
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
well then i need to check because i currently have an error in the class
can you explain or show a example about it ?
Somepbo.pbo
└config.cpp
└SomeFolder
└config.cpp
└AnotherFolder
└config.cpp
└FolderInAFolder
└config.cpp```
mmm ok and i need import the other config.cpp in the main.cpp or arma read all config.cpp ?
main.cpp?
sorry config.cpp on the root of the pbo
Should read all
ok thx for the info i will try it now
@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";
};
you mean with the "shortcut = ""; "?
does pip needs a specific measurement for the face?
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
Is the class MFD hardcoded for only 'vehicles' or is it possible to add it to a new manclass?
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
your uv needs to be rotated
ah ok
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
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
u meant wreck?
normalSpeedForwardCoef = 0.65; // thrust value for W
slowSpeedForwardCoef = 0.25; // thrust value for CTRL+W
@sick zephyr
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.
Perhaps the faces are wrong way?
They part of a hidden selection?
Mmm those lines? They just edges?
Or do they have actual mesh?
actual mesh 1 sided mesh. not part of hidden selection
They in correct lod? And actually present in the P3d?
yes, it is in the same lod as the pip screen and present
They show in buldozer?
well no
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?
its unit eventhandler
aha
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?
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?
i have a problem with my weapon and the config...
https://cdn.discordapp.com/attachments/766369571497967667/810988667958984814/unknown.png
when i equip the weapon in arsenal, i become this message:bin\config.bin\CfgWeapons.
my weapons worked fine and i dont have no problems... but why is this in the logs?
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
but all the stuff is in it =/
bit hard to tell without seeing the config
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.
weapon simulation
Under the model itself? or is that hardcoded?
different ammo types have different simulation and that affects how the animation system considers them
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?
I basically need the rifle to animate and act normal, but instead of launching bullets it launches missles.
Making some crazy self guiding rounds.
then submunitions might be the only way
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...
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.
alrighto
let me know how that progresses 😄
also sneak pics on #arma3_model are always nice
I will! Just got to invert my sub-munitions but it's pretty late.
@undone quiver have fun
omg, this looks awesome, thank you! 😄
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 😄
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.
those are some @bold tapir macros (I hope he doesn't mind sharing them 😛 )
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!
hmm what is dis?
alternativeFireMode = true; ?
Interesting stuff.. i should also take a look into this stuff 😏
Don't you want to publish all the macros we had?
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
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? 😄
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
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/
not possible to achieve in this kind of methods
or at least not with vanilla vehicle funtionality
Shame, I was wanting to keep the vanilla pylon function
to add pylons to a model you would need to edit the actual model
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
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
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
Im not sure why its calling that path though? Its stated differently
you sure that path is not set elsewhere?
Realised the issue, I didnt have \ before the BMSN
works now
I'm learning 😂
slowly but surely
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.
H_HelmetIA has inherited from H_HelmetB
As someone who's terrible with code and very new to Arma modding, why does that break things?
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
So there are some classes I can inherit from, and some I can't?
I don't mean so, classes have their own class to inherit properly
How do I know which classes I should inherit from?
Via in-game config viewer, or look at the config.cpp itself
I didn't know there was an in-game config viewer. Where is it located?
You can access it from Eden Editor > Tools
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?
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?
DLC restriction is based on its model path AFAIK not config
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.
Hello, does anyone know why the gun has those weird audio cutoffs between bursts? Is it something config related or sound file related?
config related - seems you are using old loop tech with incorrect loop in/out time stamps\
So what's the new tech?
sound sets but those don't support loops
So how does RHS for example do it where they have a loop AND they use a sound set
I'm really confused here
where have you seen something like that? 
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
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
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
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
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. 🙂
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
thank you, I'll look into the dontCreateAI entry.
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
addon name as defined in cfgPatches?
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
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 ?
yeah
file = "law_testEnvironment\testChat.sqf"
ok, I'll give another go a bit later.
Feel like i've tried that before but we'll see :/
Thanks
Are you packing that as a PBO? Or just using P drive?
eh..using addon builder to make a pbo yes
ok then it should be fine
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
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
@upbeat valley the item you're selecting in Eden editor, you mean to place on the ground for example?
Yes 🙂
So you have separate thing in cfgVehicles for that?
Yep
and you set up transportItems or transportWeapons or whatever you need?
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
you get that the vehicle is an invisible container though right?
With a proxy for your item in it
I didnt actually get that. I have a cfgVehicle and cfgWeapons
For all of the items
haha don't worry, I didn't know that either until recently
so first off, what's the model for your thing in cfgVehicles?
Its simply a fancy textured box 😄
i mean in the config though
should be something like: model = "\a3\Missions_F_Oldman\Props\DummyItemSmall_F.p3d";
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
I assumed that model was for the object as it dropped, as it works fine, aside from having an incorrect LandContact LOD
yeah, no 😄
unless you want a specific model to be like box
or if i'm misunderstanding what you're doing
im trying to import an object, later planning on making it an inventory of its own, to store hard drives
ok so what's the issue again?
First thing's first, i cant actually see the model in game
hm
are the paths right again?
yep
...assume you have LODs in the model? 😄
Yes, Geometry, GeoPhys, GeoPhys Old, Res, Etc
the basic ones 😄
since its just a box, it serves as its own LOD shape
and resolution LODs?
yeah ok, so you have a 0 resolution LOD
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
no no, should be fine afaik
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
i note you don't have shadowVolume LOD. no idea if that would cause any issues but might be worth noting
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
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
Since its a different level i can just adjust it and it shouldnt change anything else regardless 😄
My memory LOD has the object inside of it, remind me, is that supposed to be empty or have the object? I cant remember
afaik it should just be memory points (single vertices)
don't know if that would cause issues
actually that might not be true
Can't draw if there is nothing to draw
take that with a pinch of salt; proxies and such appear to be faces
Refer to wiki page about lods and their purposes
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?
Those are exported to P: drive right? under a3?
mine are at:
C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Samples
Ahhhh
pin it to quick access if you have room 😉
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;
};
};};
what font is available for MFD use?
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!)
I think it's possible to do that via CfgFunctions
Yes. A PBO containing a bunch of functions with preInit = 1 or postInit = 1.
https://community.bistudio.com/wiki/Arma_3:_Functions_Library#Adding_a_Function
These are the fonts in the base game
https://community.bistudio.com/wiki/FXY_File_Format#Available_Fonts
If none of them suit your need, create your own font
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.
move it to MyUAVBase
ps, MainTurret exists only in Turrets class so you have to replicate inheritance
ah gotcha thank you
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.
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)
Anyway, I think it's explained quite in depth here https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes
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
I've been trying that, but either it doesn't stick or it removes everything else in the MainTurret /NewTurret (and still doesn't work)
then you are doing your configs in wrong way - see discussion above
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.
remove leading slash from picture param
This is what I was using:
picture = "law_myAddon\UI\icon_launch_myWeapon_blue_ca.paa";
error is about magazine
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
so where do you have magazine?
you can show whole config - should be easier to tell what is wrong
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.
ah, okay, so it's vice versa
add slash to the picture
picture = "\law_starstreak i.e.
anyway, it's not whole config
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
because otherwise you will get that equip\w\ thing in the begining
it's only for pictures
and that tech dates to OFP
i see
https://pastebin.com/ you can use that to share whole config
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
what is the purpose of the item?
'dumb' item i guess?
Just something to go in inventory - a function then checks if player has item in inventory to allow weapon assembly
I guess you could ask on ACE slack how to handle such items
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 :/
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
so the problem is that only some sides can pick it up?
or is that what you want to happen?
Regarding the dontCreateAI config entry for the Zodiac, I see it in the Config Viewer (under cargoTurrets i think) however I can't see it in any of the boat_F configs. Is this entry in another pbo? Sorry to ping you.
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
Anyone know how to force the bays of the ah99 blackfoot open via config?
I've tried different animationsources to no avail
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?
scroll up 😄
Cheers mate, I love you
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.
@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
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
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?
Did you define the classes you try to inherit?
And are the available to PboProject?
They are defined but how do I make them Avaliable for PBO project?
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
I have all of the a3 configs dumped in my P drive.
Would help to see the full config you have
put it in pastebin and link here
okay give me a few and i will.
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.
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
why do you have the autocannon test as a class between the mods cannon and your new cannon?
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
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
so should I change it or leave it alone?
change it
I dont think its correct currently
study the arma 3 Samples from Steam too to see how the inheritance works
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.
it takes some time to get right the first time
espeacially when working on someone elses configs as base
Alright, I'll go at it again tomorrow once I've had some sleep, thanks for the help ^^
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.
Aynone know the base RPM of a helicopter base f?
Trying to get 2 hrs of fuel capacity
Anyone got an example of how animations using source="ammo"; should be structured in model.cfg?
ammo goes from 1 to 0 I recall in increments of 1/magazine ammo count
thanks
the model.cfg wiki page has the animation source explanations
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?
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
no that would be attachTo
Okay still the same old way
you need 2 vehicles for viv
Gotcha, Can you setup the attach to in a cfg? or does it have to be an SQF called in the cfg
eventhandler scripting yes
if you can elaborate what you are trying to do, better answers might be available
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
yeah simple attach to on user action will work for that
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
yep
Thanks for the clarificaiton
I've used such to park cars into a dropship
How’s lost dragons going anyway?
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
I get that, haven’t had time to do anything for months 😂
#arma3_model message in case you missed the pics
when doing my organization of a campaign addon, should I put a cfgsounds in the config.cpp along with cfgmusic and the cfgpatches?
are ther other options?
besides just declaring them in each mission
im just figuring out how to use shared resources between missions in a campaign addon
well if you do it in a mission you have to do it again in the next mission
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
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
how does your configs compare to vanilla configs?
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
Nope. If there's a possibility, you have to do a biiiiiiiig workflow
I'm sure
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
Left shoulder's occupied for units in multiplayer
ok so there is no possibilty at all to do this for my custom faction which is gonna be used in singleplayer?
By default, no. I didn't tested by myself but there may be a possibility
cheers would be thankful if you could PM me whenever or if you ever found something.
...more regarding this
- Overwrite uniform config by:
selectionClan = ""; - Add
"clan"to uniform config'shiddenSelections[] - Use
setObjectTextureGlobal - Profit
Most likely, I didn't do the actual test yet
But of course this method requires A LOT
hm
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
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?
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))
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?
First of all config.cpp is not really c++ (you can't write actual c++ code in it)
Depends what you're making
The bare minimum of any config.cpp is cfgPatches
The rest is up to you
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?
other related stuff such as ammo and mags are also linked on that page
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
I'm not a model maker, so I don't know if it's absolutely required. Generally it's not.
You can ask in #arma3_model
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.
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?
I believe volume and speed. No idea about the 3rd one (wiki doesn't have it in their examples)
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;
};
};
You could first make the unarmed base without turrets (heli_base), and then make an armed based from that
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)
Hmm. I'll try both 1) look for a base class without MainTurret, and try to ignore it in the inheritance.
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
You're right. the classes are their they're just... inert?
So this was a wild goose chase =D
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.
Hey , people know how to disable spyglass (Arma 3) ?
spyglass (Arma 3)?
on altis life
You'll have to ask the creater of the mission you're playing @sullen fulcrum
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
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
I think you're talking about BettIR? something like that
I am trying to make a NV helmet like the default games viper helmet, how would I go about doing that
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?
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 😉
aw that sucks
wouldnt surprise me if they forgot to make it available, the rest of the vests are fine
simply ask the devs, could be a bug
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.
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?
did you enable "all addons" in the zeus module?
Yes
did you list it in CfgPatches units array?
I did, wouldnt that affect what is visible in the editor aswell?
no, afaik not
and setup the faction and editorSubcategory (and not editorCategory and vehicleClass)?
I set it up with editorcategory and editorsubcategory
// 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.
Okay the things i can see are probs.
My characters that i can see is also set with editorcategory, can that interfere?
units won't show up unless they have a faction
at least that's seemed to fix the issues I used to have
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.
Still only my characters thats visible.
None of my objects is visible under empty
only normal turrets can have stabilisation to my knowledge
Darn
So lets say that these aint the problem:
units[] = {""};
Editorcategory =
EditorSubcategory =
Faction =
Scopecurator =
Then what could be?
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.
does the update show in the history of the workshop item?
you may have to accept the latest workshop license agreement first @warm notch
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?
Did you follow these guides properly?
https://community.bistudio.com/wiki/CfgPatches
https://community.bistudio.com/wiki/Arma_3_Functions_Library#Path
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?
If you're using addon prefix, the root is the prefix
otherwise the pbo name
It's recommended to use prefix
Where can i set that?
Then, would the root would look like "Prefix\functions"?
for some reason my code isn't working and an error message keeps popping up
If you post your config the peeps here might be able to help you
I got the function to show up on the Function Viewer, now the only problem is that it's empty when it's there.
And I think I failed to fix that so far.
@stoic lily it does. At least the d a te yes
Then you probably didn't provide a correct path
I think i'm confused about the pathways, then. Shall i disclose my folder structure etc.?
Yeah show me the config as well as the folder structure (a simple text is enough like so:
Root
-folder
--file.sqf
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;
};
};
};
};
you're using BBUS_GrenadeInTankBarrel twice
that is my prefix
Yes. Prefix = root
the root of the addons folder or the addon itself?
You always use the addon itself
the game doesn't care about your folders
"BBUS_GrenadeInTankBarrel\functions"
my bad, it's Error Invalid Number in expression
Then you probably didn't close it properly
use a code editor with syntax highlighting to see the error
I copy-pasted the examples from the wiki.
It could also happen if you compile a text without preprocessing
Show me what it is
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
it seems fine
are you simply using it in the function like that?
are you sure that's all of it?
this for example is incorrect:
/*
/*
*/
*/
i use this
The one under func:
It'd be much easier if you share your whole script
/*
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
I'm missing a bunch of ;
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
and this is broken...
} // <-- no ;
};
} // <-- no ;
} // <-- no ;
} // <-- no ;
}forEach allMissionObjects "Tank_F";
} // <-- no ;
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?
btw... isn't this a #arma3_scripting issue instead of config?
I think it is now
I'm sorry to bother further, but it seems that I have - once again - failed to make it not blank.
wdym?
it's still blank
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
okay
My "learn it yourself" mod consists of 3 things.
-
Ammoboxes with custom loadouts based on: B_CargoNet_01_ammo_F;
-
Custom signs
-
Characters with custom loadouts based on: B_Soldier_F;
-
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.
@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
UTF-8
If you're using notepad don't 
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)
using the addon builder from arma tools, as told
i see
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.
I think your function doesn't work
It threw some error
but I don't have ACE
so it might've been that
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
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 ?
@fossil wharf well this is how your Addon Builder should be like:
@fossil wharf ☝️
type = hide;
[...] - regular stuff like selection, source & min/max value
hideValue = 0;
unHideValue = 1;
yup, it worked now. I'll see if the function is functional
and I think this goes here
or couldn't go here
second
You can't upload here
if that's what you wanted to do
for images try #screenshots_arma
then put the link here
❤️
yeah I think that's the error I got
it probably means it couldn't init your function
no clue why 🤷
Thanks a ton for your time
It works perfectly, I just need to tweak some of the script.
np
this should work?
class camonet
{
type = "hide";
animPeriod = 0;
selection = "camonet";
hideValue = 0;
unHideValue = 1;
axis = "";
angle0 = 0;
angle1 = -2.0;
};
no
class camonet
{
type = "hide";
selection = "camonet";
source = YOUR_SOURCE_NAME_WHICH_IS_IN_CFGVEHICLES;
minValue = 0;
maxValue = 1;
hideValue = 0;
unHideValue = 1;
};```
this keeps happening, though
ok, thanks! i spend like an hour looking for that on the wiki 
Apologies for asking, but where can I find
pictureMap = "picturepath";
pictureShot = "picturepath";
of the VR map ?
configFile >> "CfgWorlds" >> "VR"
pictureMap = "\A3\Map_VR\data\pictureMap_ca.paa";
pictureShot = "A3\Map_VR\data\ui_VR_ca.paa";
Oh my ! Ty so much ! If I understands correctly, pictureMap is used as background in loading screen. But what about pictureShot ?
where would it be used ? If you have any info about it.
Ty so much 😄
@sullen fulcrum
Hey guys what the NVG/Thermal function or code on the vipers helmet so i can apply it to my own?
subItems[] = {"Integrated_NVG_TI_1_F"};
Wait that's the one I have at current but its giving me black hot interested of white hot. Any way to fix that?
Integrated_NVG_TI_0_F then
Or you can write your own class and have whatever visionMode[] and thermalMode[] combination you want
@hearty sandal
My "learn it yourself" mod consists of 3 things.
-
Ammoboxes with custom loadouts based on: B_CargoNet_01_ammo_F;
-
Custom signs
-
Characters with custom loadouts based on: B_Soldier_F;
-
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.
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?
"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?
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[]={}; }; };
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
it worky now, thanks peeps