#arma3_config
1 messages · Page 124 of 1
Already answered? Under the last code block of the first question
aha!
oki
then CfgPatches tag should be atleast modname_functions
so you have
modName\addons\functions\config.cpp
modName\addons\functions\$PBOPREFIX$
modName\addons\functions\messages\fn_test.sqf
?
yes, as well as modName\addons\functions\messages\CfgFunctions.hpp
Alright so after some more trying I managed to fix it by using this in cfgfunctions.hpp: class messages { file = "modName\addons\addonName\messages"; class test {}; }; For some reason the z from my pboprefix isn't being picked up
what tool are you using to pack the pbo
Is it possible to edit a vehicle's config temporarily within 3den?
no
Addon builder from the arma3tools
Does anyone know how to use "Ability to override loading screen world information in scenario or campaign configs" from 2.02 ?
nm , its in description.ext like this
class CfgWorlds {
class Altis {
author = "Bohemia Interactive"; // Author
description = "Altis"; // World name
pictureMap = "A3\map_Altis\data\pictureMap_ca.paa"; // Background map
pictureShot = "A3\map_Altis\data\ui_Altis_ca.paa"; // Default overview picture
loadingTexts[] ={
""
};
};
};

Any chance any of you peeps have an idea why arma wouldnt use a briefingName which is a stringtable entry?
I've tried out all the variations (with "" or without, $ or @ ), but the only one that did anything was "@STR_..." which then changed the briefing name to "@STR_..."

and now it uses it
digital glass breaking sound
anyone have a clue why my weapon pics are not displaying/not found https://gyazo.com/6092b39bb1902d62d484a3825dd60808
incorrect path in config? not correctly packed?
path is correct packed correctly. this is bugging me for multiple months i just cant get the UI pictures working all mey weapons are done but the Pics just dont want to work xD
Obviously you're doing something wrong, otherwise it would work 🤷♂️
Could be as stupid as a typo in PBOPREFIX
well who would have guessed iam doing something wrong ^^. all the Paths are correct and i packed it properly since this worked before with another weapon but seems to not work anymore.
you kiddin me
the UI pictures have special default behaviour where it tries to look for the w\ path
if no leading \ is present
well thats true didnt know that one xD thx again @hearty sandal
👌
How do I reduce the rate of fire for a weapon?
reloadTime = 0.2; means 0.2 seconds between shots, thus 300 RPM
Oh thanks a bunch
for infantry there is an option called c++ genericnames = “namesclass” right
is there a way to force a name without having to make a seperate cfg and class for the names?
like
name = “john” or something?
is there some kinda property that dictates if you can switch seats from a certain turret? I have two turrets that use the same compartment but I don't get the "To Gunner" user action, though I can switch to that seat using ACE
So your thing is not related to the model anymore, let's discuss further here @flint sedge
What do you have so far?
Every textures have to match with its certain models to work properly. Mismatch won't throw an error but makes an ugly uniform
Yeah of course, I'm just trying out the model path I found in the config viewer in eden
Looks like you need to learn about inheritance. There's a reason why you don't need any model path. Let me write some example for you
class CfgVehicles
{
class B_Uniform_ParadeUniform_01_US_F; //this is the base class, from vanilla AoW
class YourAwesomeUniform: B_Uniform_ParadeUniform_01_US_F
{
hiddenSelectionsTextures[] = {"some\texture\path.paa","","some\texture\path2.paa"};
};
};
class CfgWeapons
{
class Uniform_Base;
class U_B_ParadeUniform_01_US_F: Uniform_Base
{
class ItemInfo;
};
class YourAwesomeUniform: U_B_ParadeUniform_01_US_F
{
hiddenSelectionsTextures[] = {"some\texture\path\suitpack.paa"};
class ItemInfo: ItemInfo
{
uniformClass = "YourAwesomeUniform";
};
};
};```It would be simple as this (not tested)
https://community.bistudio.com/wiki/Class_Inheritance
^ This is the greatest thing ever.
You don't need to declare the same thing like model path, hidden selections or whatever over and over again to make some variants for a thing
Appreciate the help mate, Not at my computer right now but I didn't want to be rude and not reply. Appreciate you taking the time to write that and help out! I'll give inheritance a thorough read shortly!
No rush man. Rush makes an error!
How do I actually get this in game? I've made a new addons folder and set the path up to look for a new texture, but I don't see anything in the arsenal or in editor. I'm about to attempt SetObjectTexture to test whether it can read the .paa properly, but I'll paste what I changed;
{
class B_Uniform_ParadeUniform_01_US_F; //this is the base class, from vanilla AoW
class YourAwesomeUniform: B_Uniform_ParadeUniform_01_US_F
{
hiddenSelectionsTextures[] = {"parade_uniforms\data\ParadeUniform_01_US_CO.paa"};
};
};
class CfgWeapons
{
class Uniform_Base;
class U_B_ParadeUniform_01_US_F: Uniform_Base
{
class ItemInfo;
};
class YourAwesomeUniform: U_B_ParadeUniform_01_US_F
{
hiddenSelectionsTextures[] = {"parade_uniforms\data\ParadeUniform_01_US_CO.paa"};
class ItemInfo: ItemInfo
{
uniformClass = "YourAwesomeUniform";
};
};
};```
is your config.cpp is in P:\parade_uniforms\ and you are packing the pbo with correct tools and actually running the pbo
yes config.cpp is in D:\parade_uniforms and packed as a PBO
so you dont have the default development environemnt setup?
what are you packing with?
Look all I'm trying to do is make a custom texture for the new parade uniforms, and I just want my PAA to appear in game, I've done it with other uniforms without mounting the p drive, so I just need some help adapting it to the new one
well I have no experience in doing modding without P drive and with pboManager except that it usually does not work ¯_(ツ)_/¯
All of this other information is just hard to keep up with, I'm not a professional and I have no plans to be one, I just want to be able to make a realistic looking US formal dress uniform, please share any insight as to how I'd go about that in the quickest way possible
there is no such thing as professional modder either. we are all hobbyists
I made a modification to a mod, and I changed a lot in the config.cpp. Might I ask, if someone can see any major flaw within the cfg? https://github.com/nicoman35/BarrettM107/blob/master/Addons/daggerbarrett/config.cpp
I'm asking, because the Zeus module of a mission refuses to assign or reassign M107 units of the mod. There must be something wrong, and I presume, the error is in the config. Otherwise the mod works flawless.
@drowsy mountain fyi
class CfgUnitInsignia
{
class ArcCorpslogo
{
displayName = "";
author = "";
texture = "<path>";
};
};
Where are located these files and how can i save the format required by arma 3?
I can't get it too work :/ Supposed to be a retexture of the Guerilla Apparel (the one with the sweater)
Class UniformItem;
Class Uniform_Base;
class M81_Sweater: Uniform_Base
{
author = "2035+ Devs";
scope = 2;
displayName = "Combat Fatigues (M81, Sweater)";
picture = "\A3\characters_f_bootcamp\data\ui\icon_U_G_guerrilla_6_1_ca";
model = "\A3\characters_f_bootcamp\Guerrilla\ig_guerrilla_6_1.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\Uniform\Data\M81Sweater.paa"};
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "M81_Sweater";
containerClass = Supply40;
mass = 40;
};
};
};
How do I reverse this? like I want to execute it if ACE is not instaled
#if __has_include("\z\ace\addons\main\script_component.hpp")
class Actions
{
postInit = 1; //Will rum when the mission runs
};
#endif
Thanks
Or !=1 is maybe safer in case I change things
Is there a safer way to check it? maybe only check if the ace folder is there?
Don't know how you'd do it better than how you did it
I don't think it can check folders, only files
may a common file that all mods need to have?
like Mod.cpp but I think it can be omitted
config.bin
But it could also be cpp
For ACE, your way is the best. That file will never go away
Can any of you see why my stuff aint shown in the Zeus menu?
Its all available through Eden.
All POD_Skilt_ and POD_Boxes_ has this problem.
config.cpp:
https://pastebin.com/i0tq9mb3
POD_Skilt.hpp :
https://pastebin.com/6HxbnP9r
POD_Boxes_Banana.hpp :
https://pastebin.com/Q94d18zS
help, config exorcist needed...
i use a custom hitpoint infantry setup, defining armor via uniform directly (by macros)... it works like i expect, except for certain combinations of macro it just produces weird stuff. E.g.HitAbdomen always receiving 1 damage no matter where and how strong you hit. Or Abdomen never receiving any damage no matter what strength hit.
its to 99.9% certainty the config, not the model (i checked & switched models several times - no change.)
Here is how it looks (compressed)
https://pastebin.com/8G5H9zY4
I dumped config of the mod, couldnt see anything weird / everything was inherited as expected. I have no idea whats going on anymore 
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'm not sure if eden uses same editor subcat, or different system
your enum at the top looks like nonsense
CfgPatches class POD_
Usually its TAG_Name
not just TAG_
but shouldn't break anything
none of your units are shown?
you allowed zeus to use all addons? including unofficial=
@strange egret are you sure its your config, and not an engine iusse?
well, first i should assume stupidity on my part i think - but no i cant rule out engine issue
the config setup looks fine but one thing:
you have duplicate name = XXX (explicit and inherited) - not the particular HitAbdomen, yet not sure how the engine handles multiple references
vanilla hitpoints also has double reference (HitBody and Incapacitated hitpoint use name="body")
but i guess i could try diversifying... its one straw to cling on
Yeah i did check game master module.
I have no idea what enum is and just copied from the template cfg.
i can see characters in zeus menu.
All classes named POD_Skilt_XXX and POD_Boxes_XXX is not visible.
@jolly igloo your explanation and config only tells half he story, posting it in it's entirety would help, as would a little more details, what's not working? texture doesn't show up, error message? 🙂
Yes.
So we agree that based on the config i linked here it should work right? 😄
Alrighty, thanks for taking a look though 😄
Hope someone else can help see the problem.
Sorry for lack of info, yeah when I load it up I just show with nothing, just underwear
here a pastebin the first 2 items work as intended https://pastebin.com/Vej8wmum
@jolly igloo shouldn't the model defined in cfgWeapons be \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_indep_co.paa as defined in the encoding guide...
the rest of your config (cfgVehicles) looks alright to me
Why does the Blackfoot gun have reloadTime = 1; but shoot fast?
I just tested the \A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_indep_co.paa
no dice
so far I've been loading my models from the item I was retexturing
@jolly igloo feel free to send me your pbo via DM, I'd be happy to take a look at it. 🙂
say im trying to get a trigger animation to work on a gun, and in the memory LOD I have a vertex called "axis_trigger", do I have to declare that in skeletonBones=[] in cfgSkeletons of model.cfg?
and what about the sections=[] in cfgModels?
No, it goes intp the axis parameter of triggers animation class
is it possible to configure launchers to have zeroing that works like it does on simple rifles or vehicle weapons? where based on the zeroing distance, it changes the angle that the shot comes out at to hit at that distance?
what RPG, the RPG-7? that has an animated sight
oh that was not what you meant
is there a way to manipulate bounding boxes dimension variable during runtime?
I am messing with the viv settings and basically want to change the first coordinate of dimensions depending on a binary variable. So when object is unfolded, it's supposed to grab the default BBox_1_1_pos, but when it's folded up, I want it to grab a smaller pos, basically [-2, -1, -2]
class VehicleTransport
{
class Cargo
{
parachuteClass = B_Parachute_02_F; // Type of parachute used when dropped in air. When empty then parachute is not used.
parachuteHeightLimit = 40; // Minimal height above terrain when parachute is used.
canBeTransported = 1; // 0 (false) / 1 (true)
dimensions[] = { "BBox_1_1_pos", "BBox_1_2_pos" }; // Memory-point-based override of automatic bounding box
};
};
has anyone ever messed around with this?
AFAIK configs are non-dynamic, so would there be a way to mess with that dimensiion, anyways?
Animations for folding/unfolding are working and the user actions are already "dynamic" running with a fold-variable, so you can only fold when it's unfolded (or unfold when it's folded).
why do you need to manipulate the dimension variable?
Basically, I want to load it up on a flatbed via viv. But it's fairly long and thereby only fits the HEMMT Flatbed. But when I can reduce the first dimension of the dimension box, I can also fit it on the smaller flatbed trucks from RHS
and when it's folded, it is actually short enough. I found smaller dimension coordinates, which look decent. But then the smaller coordinates are used even when it's unfolded, which makes it stick through the driver cabin
So I kinda wonder if I can change the first dimension pos depending on the fold-status
if they do not animate with the animation then no
you could just use attachTo to put them in the place you want
they don't. but that is actually an idea, I didn't have yet. cheers - I will dive back into animations, then
attachTo has caused to many weird desync issues on larger multiplayer missions
since its a vanilla model you cant do anything about the memorypoints that define the bbox
they may not even be animateable
There are animation sources to force something into a particular visual state when it's being transported so you can make sure the parts are not outside the memory-point defined BBox, but no the BBox is a fixed size once set
Can any of you see why my stuff aint shown in the Zeus menu?
Its all available through Eden.
All PODSkilt and PODBoxes has this problem.
config.cpp:
https://pastebin.com/i0tq9mb3
POD_Skilt.hpp :
https://pastebin.com/6HxbnP9r
POD_Boxes_Banana.hpp :
https://pastebin.com/Q94d18zS
is your zeus configured to allow custom content
Does anyone have a link to an example vehicle config template?
steam Arma 3 samples
like basically I want to switch the default paint job, crew, and attached machinegun
oh hey goat
cant change the machine gun model tho
oh really? like basically I want to pull the mg42 off of a motorcycle
well unless you are making the model yourself from 0, they are not accessible for editing
You have to change the proxy in the p3d. To my knowledge it’s not config definable for mounted weapons.
oh so the weapons are not separate assets attached to the vehicles you can swap out
no
Yes it is.
Since all classes not called POD_Skilt_ or POD_Boxes_ is visible.
well I dont know if this is the right place but. https://gyazo.com/6ca24a2525dbf07d20cd24cac7e5680c does anyone know how to fix this without chaning the aspect Ration of the image ?
Fix what?
well the Opacity of the Image i would like to not look through the image
Not sure what exactly you did but didn't you made the texture with the alpha? Remove the alpha then
well then i have a White Background to the image and I dont really want that
I don't get your issue? What exactly is your texture? -> #arma3_texture
what do you mean what is my texture its a ca with a aspect ratio of 1024 x 174 and sorry for not posting it in #arma3_texture kinda forgot that exsisted.
Is it possible to change the splash screen image shown before the main menu when the game loads up?
Suppose it's possible but didn't even tested
class CfgPatches
{
class PLP_something
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Data_F_OldMan_Loadorder"};
};
};
class RscPicture;
class RscTitles
{
class SplashBohemia
{
class Picture: RscPicture
{
text = "a3\ui_f\data\Logos\arma3_eden_logo_ca.paa";
};
};
};```Worked pretty fine
@karmic forge ^
So I just replace that text = path with whatever image, or does it only work for the logo?
There're three splash RscTitles entries SplashBohemia, SplashArma3 and SplashCopyright and replacing them will work. I think they're shown by hardcoded something but you can do anything with GUI thingies
Not just the logo, but replacing them with full of nonsense texts or something, will just work
Hi, anybody knows how to change the position of Laser Designator position from where is it emmiting the beam from and to make it controlable by gunner through his camera?
change it on what?
Im trying to make it work on a helicopter
did anyone already retexture the new parade uniforms?
What makes a IFAK a IFAK config wise? Like I'm seeing the ItemCore and what not, but is there a specific flag and any settings to change how much they heal?
FAKs have an item type of 401 while Medkits are 619.
I don't think you can adjust the amount.
can anyone tell me what defines the acceleration speed of vehicles?
or rather, what has the biggest influence on it?
I was literally about to come here and ask the same thing. On the heli I'm working on, I tried changing muzzlePos and muzzleEnd of the laser weapon to try and get it to shine down the turret, but that didn't work.
To my understanding the last time I went down this rabbit hole there is a memory point it projects itself from, and there's some animations it works off. If I find any more info, I'll let you know, though it would be great if someone who knows better than me can help
I already figured it out after a night of thinking with my friend
I was literally trying everything
And he figured it out in under 1 hour
Sometimes it just takes someone with the right area of knowledge. Do you mind sharing the fix?
ye ofc, I have to ask him for it
But the script originally is not mine, nor the mod
Oh you scripted it?
That's how my mod currently does it, that's what i was trying to get away from
Still, I would be interested in seeing it!
I meant config 😄 my apologies
Its a mod for French Gazelle that is "WIP" but no progress was made on it from January of 2020
So I decided to take onto it myself because there is no way of communicating with the original creator I cant ask him for a reuplaod or smthg
Then you are not allowed to do anything with the mod
You can create a config patch mod yes, but the original mod can not be just taken as yours
I would definitely recommend getting in touch with the dev where possible
I have found most people are happy to accept help, especially if they have other priorities than the mod!
Hi Guys,
Currently I am having a problem with having several config cpp in the same pbo I am restructuring a mod to separate it by folders and when moving the declarations of the root config.cpp to the corresponding config.cpp in the sub folders now when I do the pbo they do not appear to me the uniforms.
MyAddon
config.cpp
galactic-marine
config.cpp
nova-corp
config.cpp
This is the structure of the mod.
I have to export in the root or I can export it in the config of the sub folders
Are these your addons?
My idea is to divide the different re-skin of the units into folders
Before I had everything in the root cpp config without the galactic-marine and nova-corp folders and the addon worked for me
Yes, it is the mod of our clan of star wars simulation, we re-skin with permission to add the logo of the squads
Im going to make a vide about reloading confirms on the fly and I want to make sure I have it correct
- It's on diag.exe
- The pho version needs to be loaded
- Use the dish merg and path
What am I missing?
PBO version *
Correct me if I'm wrong but there are two versions reading configs and reloading configs on the fly.
Reloading config changes with the command works like that. You can just path it to the config.cpp on your P:\ drive or wherever and it will read through it again and make changes when you restart the scenario. If you're reloading other kinds of data the project folder of unpacked data needs to be in the Arma game folder IIRC
Is this a reliable way to check for the character voice in the CFG? I need to do that because ACE removes the player voice
getArray (configfile >> "CfgVehicles" >> (typeOf player) >> "identityTypes");
I check for "LanguageENG_F"
And were I get the list of identityTypes?
@north bronze That's kinda #arma3_scripting
There is no way to win.
so in other words for live reloading the Mod PBO and the unpacked version need to be in same in the diag.exe root folder do i understand that correct ?
What im working on is reloading configs on the fly without a game restart , I know there are two methods
I think I'm confused on the other method because the lack of "external" documentation
P:\thingymod\config.cpp ==> Arma 3\thingymod\config,cpp
P: == virtual root of game filesystem Arma 3\ == root of game system while game runs
Probalby little bit simplified but along those lines
and the pbo would likely be in Arma 3\@thingymod\addons\thingymod.pbo
Answering my question, it can be found in CfgVoice
class MEU_M412_IFV_UNSC: OPTRE_M412_IFV_UNSC
{
scope = 2;
scopeCurator = 2;
editorCategory = "MEU_cat_A";
editorsubCategory = "MEU_sub_ifv";
displayName = "[MEU] Bison IFV";
weapons[] = {"OPTRE_M230","OPTRE_missiles_C2GMLS"};
magazines[] = {"OPTRE_100Rnd_50mm_HE","OPTRE_100Rnd_50mm_HE","OPTRE_100Rnd_50mm_HE","OPTRE_100Rnd_50mm_APFSDS","OPTRE_100Rnd_50mm_APFSDS","OPTRE_2Rnd_C2GMLS_missiles"};
faction = "MEU_UNSC";
side = 1;
};
class MEU_M413_MGS_UNSC: OPTRE_M413_MGS_UNSC
{
scope = 2;
scopeCurator = 2;
editorCategory = "MEU_cat_A";
editorsubCategory = "MEU_sub_ifv";
displayName = "[MEU] Bison MGS";
weapons[] = {"OPTRE_90mm_M556","OPTRE_missiles_C2GMLS","OPTRE_M41_LAAG"};
magazines[] = {"OPTRE_30Rnd_90mm_APBC","OPTRE_30Rnd_90mm_SAPHE","OPTRE_10Rnd_90mm_S1","OPTRE_2Rnd_C2GMLS_missiles","OPTRE_1000Rnd_127x99_M41","OPTRE_1000Rnd_127x99_M41"};
faction = "MEU_UNSC";
side = 1;
};
the weapons and ammo I added don't show in game, but the vehicle with the name in the right categories do, anyone know why?
This way they would be assigned to the driver. Is that the correct place?
no the gunner seat
Then you need to set up the turret configs correctly
^
looking for some help to config a new uniform texturs im working on just need to sort the config out but i think i got turned around at some point can anyone help??
Not sure where else to post this, posting here since it's the closest channel to the topic. When publishing a mod, it fails to and says:
Steam error code: 16. Error code: 1, Error message: STEAM_API_DLL TODO
Anybody know what this is about?
Steam error code: 16
According to Steam Support it means a network timeout. So most likely is the Steam API overloaded and can't handle your request at the moment.
Simply wait a few minutes and try again.
Alright, fair enough. Tried it now and it worked. Thanks, mate!
Can anyone tell me the difference between #LIGHT_L2_FLARE and #LIGHT_L2 hitpoints?
There probably wont be any except perhaps a slight difference in position.
problem is, LIGHT_2_FLARE seems to disable the light when damage is 100% , LIGHT_L2 does not =/
Can't see a case where a vehicle has both. Most cases where I see "Light_L2_flare" used as the hitpoint, Light_L2 is the class damage selection and they're not both hitpoints
["hithull","hitengine","hitfuel","hitltrack","hitrtrack","hitslat_left_1","hitslat_left_2","hitslat_left_3","hitslat_right_1","hitslat_right_2","hitslat_right_3","hitslat_top_back","hitslat_top_left","hitslat_top_right","hitslat_back","hitslat_front","hitturret","hitgun","hitcomturret","hitcomgun","#light_l","#light_l_flare","#light_r","#light_r_flare"]
That's what I get for the Mora
getAllHitPointsDamage (get3DENSelected "Object" # 0) # 0```
I know this is going into scripting, but is there a way then to return all hitpoints reliably?
Config likely inherits a bunch of hitpoints that aren't necessarily in the model
yeah I know. So maybe I can get them from config if I exclude inherited stuff
hey how do i fix the Iteminfo.scope error again?
What are/How can I find the stringtable names for "Open door" and "Close door"? They don't seem to be in CfgActions
str_a3_cfgvehicles_useractions_closerdoor0
str_a3_cfgvehicles_useractions_openldoor0
str_a3_cfgvehicles_useractions_openrdoor0
str_a3_cfgvehicles_mrap_02_base_f_useractions_doorlf_close0
... and a lot more
They seem to be a part of the UserActions in the vehicle classes
maybe its because of aggregate stuff lights use
can someone explain how to get letters like ü and ä working? I still don't understand how to implement it...
working where?
probably descriptions and such
just encode as UTF8
yeah its already encoding in UTF-8
should be fine then
what do you pack with?
dunno really. I guees it sould work too
try opening the result pbo in notepad++
and find your text in there and see if it still looks right
also check ingame config viewer
yup its both corrupt in the configviewr and the pbo, so it must be the packer
sigggh wheres the better one i know i should be using again?
pboproject?
Check out Stringtable Viewer on Steam Workshop. Awesome mod for finding strings like that
I think it's some inheritance issue, but I don't understand the vehicle configuration good enough to say for sure.
#light hitpoint is automatic - its nothing you can manually define
Hey there, just wanted to double check something. The BI Wiki article for Arma 3 Damage Description says Missile/Rocket penetration is broken and ignores penetration. Is that still the case?
hey what number is independent side? 2 right?
not exactly true - you can use hitpointClass and then #light hitpoint for that light source is not going to be created
how do i get my turret index for class rendertarget's turret[]? its seem that only one of my turret pip's working. without gunner settings, commander will work. with gunner's settings, commander go black
oh nvm, i didn't define in the public class config
hm what is the difference between addOns and addOnsAuto?
How do I set so a helicopter can slingload a vehicle?
I have a mod vehicle that the copter can't slingload
Or allow the helicopter to pick up or slingload that vehicle?
Helicopters have a weight limit on what they can sling load
If it can't pick something up, it's usually too heavy and you have to use setmass command to make the vehicle lighter. Otherwise it's a model issue and the vehicle has no memory points to be slingloaded by, in which case it can't be changed without editing the model
The model issue sound like it 😦
Might be able to use this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2128676112 IIRC it allows you to attach ropes to objects that otherwise can't be underslung
That sound easier then modding the model
Yeah you can't modify models without the source file from the author
doesnt helo need to be set up with the slingloading too
it wont work if its not cofigured for such
it is not possible to mod models from ready addons
so i've inherited it but still does not shows up, its there in the config viewer, must be wrong my turret[]./ anyone know where can i get this number?
there are scripting commands for it
hmm
okay got the path using unitTurret command. but still does not shows up. sigh
okay, inherited incorrectly
working now
weird, i can't seem to inherit from base class. if i put the whole code from base class to public class, it works fine. when i try to inherit, it does not
Hi, i created this glasses for have invisible diving mask for a starsim, but it dont show on arsenal, any help ?
class CfgGlasses
{
class G_Diving;
class SP_scubba_g_diving: G_Diving
{
author="Mortax";
scope=2;
scopeArsenal=2;
displayName="Scubba Diving Mask";
mass=2;
model="";
identityTypes[]={};
ACE_Overlay="";
};
};```
@covert pasture Vanilla diving goggles don't show in the Arsenal either, you have to enter water before they are applied.
yes but i want to show as a option on the virtual arsenal
i dont have it as option to equip
it dont exist on the list
oh can you not apply uniforms that are assigned to a side to another side? like you can't apply opfor uniforms to blufor/ind units?
Is anyone aware how the Kozlice 12G shotgun has the zasleh muzzle flash alternate per shot?
Trying to replicate that on my end, but cant actually view any model.cfg since its in a ebo.
I want to show the glasses created as a valid option to select them from the virtual arsenal as normal diving glasses can be selected
Heya, so, we've got a tank where the gunner first person view seems to be centered over the origin about 3 or 4m up, rather than at the proxy. Any ideas on the cause?
It's definitely not forceOptics, or autocenter, we have no idea at this point what it could be.
Ok so I'm trying to get this copter to lift a 5000kg, and it has sling load set to 10000kg but when I try to lift it with the copter it can't lift it
Anyway to increase the copter's lift power?
https://imgur.com/a/XVsg4BS
is this normal? my muzzle flash always appear and on infinite loop rotation
and where do i set my cannon? after lasing, the bullet didnt go to the crosshair, it is a little bit off
Does anyone know how to call arsenal paintjobs for vehicles in a config?
setObjectTexture?
is that how?
i think so
so how would it look like?
{
author = "Breezly";
scope = 2;
scopeCurator = 2;
displayName = "Kübelwagen (MG42)";
side = 1;
faction = "FRISCOASHeer";
editorSubcategory = "FRISCOASHeerFhrZge";
setobjecttexture = "feldgrau_3b";
};```
so like that maybe?
oh in the config? im not sure.
class HEDES_GenericModule_UNITPOOL: HEDES_MissionModule_BASE
{
displayName = "Unit Pool Module";
class Attributes : AttributesBase
{
class UnitPool
{
property = "HEDES_Generic_UnitPool";
control = "EditCodeMulti5";
displayName = "Array of unit types.";
tooltip = "Array of units. Must be formatted as code: ['var1','var2']";
defaultValue = "['unittype1','unittype2']";
expression = "_this setVariable ['%s',_value];";
};
};
};
any idea why _module getVariable "UnitPool" returns 'any'?
i assume it has to do with the control type and how im accessing the value. works with the edit and combo controls. havent been able to find what im missing
hiddenSelectionsTextures[] = {"a3\Armor_F_Tank\MBT_04\Data\MBT_04_exterior_green_hex_1_CO.paa","a3\Armor_F_Tank\MBT_04\Data\MBT_04_exterior_green_hex_2_CO.paa","A3\Armor_F\Data\camonet_CSAT_HEX_Green_CO.paa"};
this is from vanilla config
i think you also need to define hiddenSelections[] first tho.
eg. hiddenSelections[] = {"Camo1","Camo2","CamoNet"};
and you need to define it in the sections of model.cfg
if im not mistaken
i can lookup a github repo as well if anyone knows a project that uses an editcodemulti5 control in their modules. tried searching on this discord/google/armaholics/etc. no luck yet 😦
hmm so i basically have to call the model textures directly
yeah, how else if not directly?
sigh i thought i could just call whatever packed arsenal paintjobs people had set to the vehicles already
instead of digging thru pbos to try to find these textures
you could use getObjectTexture and setObjectTexture in game tho
Is anyone aware how the Kozlice 12G shotgun has the zasleh muzzle flash alternate per shot?
Trying to replicate that on my end, but cant actually view any model.cfg since its in a ebo.
Not sure if this is the right channel - but anyway: trying to make faction using 'Drongo's Config Generator', but some units come out with no uniforms. This is written out in his "Known issues" as due to Uniforms may not show up for units on a different side (Bohemia bug, not mine), I'm guessing he means it's due too how some uniforms are inherently e.g. a blufor uniform.
Anybody know any work arounds/fixes for that? Would a "uniform unlocker/no uniform restrictions" mod fix that? How did mods like e.g. CUP do it - where they have the same uniform for soldiers in different factions?
The uniform would need to be configure to be use able by all factions.
I believe it is in fact his bug.
His config thing just doesn't go deep enough
Any alternativ/better config generators, other than ALiVE's Orbat?
None of those are "good" imo.
Would it be possible to manually configure the uniform to work for said faction through the generated config - per faction, or would I have to make a new/separate config that rewrites every uniform I need to use
I would simply recommend learning how configs work and writing the units and gear just manually
Of course its possible. That's how normal modding is done.
I know how to do it, sadly the bunch of people who want to make their factions "don't know what a .txt file is", so I am trying to find something relatively easy for them
The config generators are shortcut tools and lack access to all kinds of details.
I'll maybe try to explain to them how to manually do that in the autogenerated config
Simply put, they can't do their own factions, or they accept the limits of the tools
a bit of fine-tuning to fix the issue
Yeah, I said exactly that too)
Would it be sufficient to make a 'fake' class with a changed modelSides and uniformClass?
Basically
class B_Soldier_base_F; //modelSides[]={"TWest"};
class B_Soldier_base_F_fake : B_Soldier_base_F{
scope=1;
modelSides[]={"TCivilian","TWest","TEast","TIndependent"};
uniformClass="B_Soldier_base_F_fake ";
};```
Don't see anything that would go wrong with this, and wouldn't change other mods files either, but asking just-in-case
I don't know. Just try it out I guess.
ModelSides you should define with 0,1,2,3
Im using the I_Soldier_F for OPFOR and BLUFOR for my Nod and GDI units (just their uniform and added a retexture work)
Just take care you do not overwrite the vanilla stuff or some stuff get broken.
why you can't do it? 
liftForceCoef = 1.7; there is this param after all
revolving animation source that translates the proxy along an axis between the two barrels most likely
class MuzzleFlash_1_move
{
type = translation;
source = revolving.0;
selection = muzzleflash_1;
axis = muzzle_move_axis;
minValue = 0;
maxValue = 1;
offset0 = 1;
offset1 = -0.2;
};```
da12thMonkey was correct
almost like that yeh
Ooh after looking at it for a while I get it
I got it 😄
Just make it CBA JR compatible and it will work
class asdg_OpticSideMount: asdg_OpticRail
{
class compatibleItems{};
};
class asdg_OpticSideRail_AK: asdg_OpticSideMount
{
class compatibleItems: compatibleItems
{
myattachment=1;
};
}``` should be sufficient
edited above
doing class pointerSlot in the weapon is overwriting its inheritance from our siderail slot that in turn inherits from the ASDG one
Oh right
Still the way you just do pointerslot is not inheriting stuff. It's overwriting the whole rail
Need to check where the pointerslot inherits from and maintain that
All attachment slot base classes are usually outside cfgweapons since they themselves are not weapon classes
can anyone help me on this? what do i need to set/change?
@hot pine Thank you! I will work on trying that now.
Question, which exact values/ variables should i be looking at to make a helicopter more agile and even lighter? Like the current helo feels very slugish and weighty?
Also im really trying desperately to make aircraft more catable of ground attack, spotting, gun running ect for heli's. Any suggestions to that end would be appretiated.
Not sure if this is for config_makers or Scripting, but has anyone played around with CFGWorlds yet?
I want to re-ad my mission's loading image as the CfgWorlds background picture.
But I'm assuming it takes a square picture, and then randomly selects a different height of it to show every time. Any ideas how to get it show the same exact background every time?
Oh God help, I think I broke the Steam Workshop publisher
I hard closed it in Task Manager during an upload
Now my mod won't upload
Can't send a pic of it
I get
'steam error code 10'
'Busy- called method busy- action not taken'
try these:
clean temp folder
clean Appdata\local\Arma 3 publisher (but only if cleaning temp doesn't solve the issue)
is there a similar function to class textureSources for headgear? or do you just have to inherit from your base head gear and update the hiddenSelectionTexture array?
Headgear can't be retextured dynamically so the major function of textureSources can't be used for them anyway. So need to make different classes with different hiddenSelectionsTextures
Is it possible to animate the rotation of a 2d scope for zeroing? I can't seem to get the aimpoint to shift
no you cant animate 2d textured scope by config/ model animations alone. You have to do GUI scripting
You can't animate scope attachment models either. Only ones that are part of the weapon
GUI is the only real option for dynamic elements in a scope whether those elements are 3D or 2D
yeah tried that too, such a pain
Which addon is Contact DLC? Looking for the patches config to check for
is A3_Data_F_Contact valid?
A3_Data_F_Enoch for the platform. A3_Data_F_Contact is only used for the First Contact campaign and won't work without loading the content.
hello hello, quick silly question.
Do i use / or \ when doing a filepath
\
thank you
the blood decals that characters drop when being wounded.. is that an engine thing or can this be changed?
can be altered somewhere I think
it's normal particles, no?
i'm actually just curious if i can somehow affect the footprints / tire tracks on surfaces
and thinking about potential workarounds / additions
dont think those are per surface
yeh, they likely aren't. i'm just trying to figure out a workaround
can you elaborate on the usecase?
just trying to spawn unique particle graphics on a flat surface
like grenade craters, etc
effects like dust, etc. are obviously working, but i'm wondering if we can spawn new decals on the ground
that's why i asked about the blood stuff for example
i don't have anything special in mind. it's more or less just curiosity
I mean sure you can createvehicle or createsimpleobject decals
but that's done via scripts, no?
but they start to stack up pretty fast so such stuff should be done in moderation
yes, performance is an issue, which is why i thought using the normal particle system would be a better way of doing things
i found some mod that adds blood splatters and checked out its workings .. it basically just spawns user texture objects on calculated surfaces. not a that great solution, imo
what kind of trigger are you looking for?
footsteps :p
the particle effects are also using p3d models. makes me wonder if creating a new p3d with landcontact, etc. could do it
well, only one way to find out i guess
are you looking for 3D object as footstep instead of a decal?
if necessary, yeh
Is BBoxes[] needed for PiP to function on a tracked vehicle?
Asking here to avoid going off topic
yes
class RenderTargets
{
class DriverCam
{
renderTarget = "rendertarget1";
class CameraView1
{
pointPosition = "driverview";
pointDirection = "pip_driver_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.75;
};
};
class GunnerCam
{
renderTarget = "rendertarget2";
class CameraView1
{
pointPosition = "gunnerview";
pointDirection = "pip_gunner_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.75;
};
};
class GunnerCam2
{
renderTarget = "rendertarget4";
class CameraView1
{
pointPosition = "gunnerview";
pointDirection = "pip_gunner_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.75;
};
};
class DriverCam2
{
renderTarget = "rendertarget3";
class CameraView1
{
pointPosition = "driverview";
pointDirection = "pip_driver_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.75;
};
};
};```
I’m a dev for the team that made this code. They don’t use BBoxes[] and the PiP works fine
Also, first time attempting PiP so relatively new to this
I have a quick question. I am working on a mod that’ll have a custom drone but I have no idea how to make it work in Arma. I can model and put it into Arma with textures but I don’t know how to make it fly, animate, or function as an actual drone.
Where do I start
To make it fly, you’ll need to make sure it has selections
You’ll then need a model.cfg
There’s a method in ARMA coding, isUAV=#;
I’m almost entirely new to the modding world for Arma. I know a cfg is a config file but I have no idea how it works
From my basic understanding, there is a model, then the config is built around the model with functions for it to work
That’s how you’ll assign it as a UAV unless you inherit
Alright thank you
I’ve done an unmanned static turret so I could help if you need anything. Config.cpp is where everything else would go
Alrighty thank you
What’s the best way to go about implementing rifle grenades nowadays - as a separate muzzle or as a 1 round magazine? Ideally I’d like to be able to use a set of flip up sights when the rifle grenade is used - which I think suggests that a separate muzzle needs to be used - but also I don’t want to have the user just switch fire mode to the grenade and have it appear on the front of the weapon
Where could I find config files for basegame weapons and ammo? I want to look at damage values for things like the 40mm grenade, or 5.56 ammo
ingame config viewer is the simples approach
Ty! got the values I was looking for
I would suggest looking at how Global Mobilization does it. The G3 family features rifle grenades and they use a 1-round magazine setup with modelSpecial proxy.
@desert wing in the Arma 3 Samples Test_Weapon is a defined second muzzle for this and also config stuff is avaiable there.
thanks both!
I would use a second muzzle with a magazine proxy and an animation that hides the second mag proxy selection when the second muzzle is not selected
The grenade wont show if one is not loaded, and if the magazine is correctly configured (deleteIfEmpty = 1;) it will disappear when fired/empty
but having the last animation source will hide it if a player decides to switch to the primary muzzle when a grenade is loaded
oh thanks all
Lots of interesting different ideas - I'm gonna go down the route of implementing it as a separate muzzle and then adding a fired EH that unloads the rifle grenade muzzle if you fire from the main muzzle (so you have to reload the rifle grenade if you switch over to it again) - separate magazine better fits the player behaviour I want but the AI won't use them until they've exhausted their regular magazines
no, BBoxes are only there to improve performance
Does one of the local config wizards know if the Slammer / Angara / Varsuk / Rhino ERA uses a CfgAmmo explosion?
No they use the various class DestructionEffects inside the hitpoint type. There are three subclasses using type MineExplosionParticles, ERASmoke, ERA_Explosion respectively for the different elements of the effect
This saddens me.
hey what are the crew classes i have to call for each position in a vehicle?
mainturret for like the main gun and crew for the driver. whats passenger, loader and sidegunner?
I'm having trouble with this code:
{
"\GEISTA3L\geistl_assets_t_veh_kfz1\data\ger_kubel_feldgraucamo44_caissebk_co.paa",
"\GEISTA3L\geistl_assets_t_veh_kfz1\data\ger_kubel_feldgrau44_interieursv_co.paa",
"\GEISTA3L\geistl_assets_t_veh_kfz1\data\ger_kubel_turret_feldgrau_co.paa",
"\WW2\Assets_t\Weapons\MachineGun_Light_t\IF_MG42\mg42_co.paa",
"\WW2\Assets_t\Weapons\MachineGun_Light_t\IF_MG42\drum_co.paa"
};```
pboproject isnt packing it because it saying the textures are missing, but they are in another mod thats dependant
how do i tell pboproject to ignore this?
anyone?
nobody?
anybody know what changed in the arma game update cause it kind of messed up my gunner spots on my helicopter
i can't post pictures here but my gunner legs are stretched out and my door gun axis is messed up like the barrel of the gun can point to the gunners face
I know we found a few of the RHS helicopters the guns now fired from the wrong side or could now aim through the helicopter. Something seems to have been changed but I have no idea what, I don't think you are alone in having this issue though. Might be worth a look in the RHS bug tracker and see if they have worked out why it is happening and what to do about it.
whys is pboproject freaking out about these .paa file paths?
how do i tell it to ignore them?
don't use it in the first place
sigh
You cant. Its giving you an error because it cannot find the files. So you have a problem in that the files you are referencing are not unpacked to you P: Drive.
Solution is to put the files where the config thinks they should be.
oh so the textures have to be fully unpacked?
yes
There is a good reason Pboproject is the best tool out there.
And theres a good reason it wont ignore missing files
well i wish itd just ignore these like addon builder would lol
if wishes were horses...etc 😉
if wishes were horses, pboproject wouldn't grant em if it couldn't see the .paa files, and addon builder would corrupt the wish if you typed "hörse" lolllll
Ive never had any problem with PBOProject. Its saved me thousands or hours. Just follow the rules, unpack the files you reference.
so i have to unpack every single texture ive referenced in into my P: drive?
addon builder would corrupt the wish if you typed "hörse"
You should use stringtables.
how do you use those?
@tawny trench you can create dummy paa/duplicate the empty.paa from A3 data
You don't even need to make an actual texture but just some 0 KB files
Can somebody tell me where DLC restrictions for (CfgVehicles) classes are defined?
Restrictions as in the MAAWS is part of Tanks DLC, but not premium content while the Nyx is premium content of the same DLC.
Seeing how you are the author of https://community.bistudio.com/wiki/Biki_Export_Scripts#Arma_3:_DLC_Restrictions, @wintry tartan perhaps?
@tame heart why do you need that information? its not like you an change it
IIRC it's flagged in the model and engine. Nothing to do with the config
Looking for an easy way to find out whether it's safe to use units such as B_soldier_LAT2_F (Rifleman (Light AT); marked as Tanks DLC content, but doesn't carry premium content equipment) as playable units.
@tame heart easy way to check premium content is clicking on the DLC icon in the main menu, regarding the playable unit, that should be fine as the MAAWS aren't tagged as premium content.
what might cause vehicles to not show up in zeus? scopeCurator is 2 and they're all in the units[] array but some just don't show up or are editable from zeus
Are they crewed by a unit that's not scope 2?
Hey there, just another double check to see if anyone knows more about the laser designation configuration? It would be a great help
is it possible to use enabledByAnimationSource with multiple sources, idea is to allow a gunner to fire only if a door or window on such door is open
Scope is 2 correct
What’s the issue? Laser deg not shining correct way?
So it is twofold of the laser comes out of the wrong point (the gun rather than the camera on the nose) and it seems to follow the wrong animation - due to reasons that I am trying to simplify but cannot currently the gun and the camera turret are on separate animations
Is this for a custom model where you have access to the p3d or on a mods vehicle
So I was wondering what memory point / config the point comes out of, and what animations it follows so I could line up the mod's animations with what it expects
Yeah I have full access to it, I'm one of the devs. It's also publicly available, I'll get you a link if you want
Hmmm, I’ve done things that fling bullets but not lasers. I’d assume it’s similar. Konec at the beginning of the barrel and usti at the end
Yeah I thought that, but when I messed around with setting them it didn't work as expected
Did you define them in the config
laser points would also need to be part of the animated selection you try to move them with
and only that animated selection, not others
Yeah, I tried multiple different namings (default and custom) to discriminate between that and it still came out of the same point
it sounds like a typo somewhere then. the points would default to 0,0,0 if they are not defined/selection cant be found
Thank you, which points are these? Just muzzlePos and muzzleEnd?
I think it would be better to use separate points for laser
instead of points that are used by some other feature
that can cause conflict
Yeah, the default is the Czech names. For lasers, I’m not sure if there is a default mem point so set muzzle pos at the beginning and muzzle end at the muzzle
Great, thank you. I will go through soon and re-do these selections to see if I can get it working
I’d also recommend looking at how A3 do it in their configs if you have your p drive setup
doesnt matter what the name is as long as your config and the model matches
he should have his P drive set up if he is doing addons...
Some people I know don’t. It’s cursed and horrible
yeah I know.
Heresy!
Anyways, glad to help. Hopefully you get it working
Yeah thank you both of you! I will continue looking 😅
so if all my scope is set correctly on a vehicle, what else might be causing it to not show up in zeus?
not listed in cfgPatches units array
I said it is
you said scope is set up
also Zeus I think has some setting to allow custom content
I said it earlier
yeah I'm using a module to show everything
most of the vehicles show up in zeus, just a few don't
well how would I know what you said earlier.
from the same addon
there's something with those specific vehicles that don't display for some reason
For vehicles to display in Zeus, you need scope and scopeCurator set to 2 and placed in the units array. Then a Zeus module with official and unofficial addons
That’s odd. Likely something is causing it to not appear
But what, everything is set
Is there anything on the vehicle that could be scope 1 or something
oh wait I think I know what it might be
yep, I had a second config in the addon that accidentally had the same CfgPatches name
and so it had a different units[] array
so I assume arma only read the units array in one of the CfgPatches
likely so
Yeah
Don’t have 2
Only 1
Also rename classes.
Like immediately lol
Good you got it sorted though
GOat oh thank god your here
listen, I can't add more than three people into an ifa3 tank for some reason, even tho theres space for 5
and i have no idea what classes im looking for to add units into those positions
am i barking up another deadend?
Is there a CfgGroups for civilian units? To distinguish between Men and Men(European) for example. Need to blacklist groups for ALiVE
you mean the civilian side?
Yes
I know the prefix, I need the group names for each group to blacklist eurpoeans, asians, etc. im using alive
Like is it CIV_F_euro or something else and where can I find it
nvm I found it
yeah, but in eden i can add crew to other positions like loader and sidegunner
I assume this is a modded vehicle?
yeah
yeah no other config seems to have more than 3 crewmates in the vehicles
how do you know there is space for 5?
because you can add 5 crew into them in eden
what position do they all occupy?
commander, driver, gunner, loader, and side machinegunner
yeah i dont knwo where to look in the config files to find their clas names
would a script on init be easier for this?
like just add crew to an empty tank?
I dunno.
because even the mods dont have 5 crewmates in their vehicles
if the tank originally has all the positions manned then if your config is made correctly and inherits from the original then you would have all the position manned
the original ones?
then 
in that case the init is probably simplest approach
if they didnt figure it out im probably not either huh lol
I dont really know.
Was told I could go here for help, but I'm interested in making a mod that adds in some variants of the base game fixed wing missiles with some changed stats as a means to learn a bit more about arma modding beyond music mods and such. There any place in particular I should get started? I've tried looking at the A3 Samples files but have no clue what I should be looking for.
Quick query if anyone is able to help. How would I go about making a config for a retextured SPC vest from RHSUSAF? Just want to put something where the little usmc logo is at the top of the vest.
Is min range/mid range/max range only set per weapon firemode, or can it be set to an individual magazine/ammo? I've got some rifle grenades that I'd like the AI to use at shorter/longer range than other s- in the cfgAmmo ref there's mention of min/mid/maxrange but no definitive answer on whether it still works in Arma 3
it's per fire mode only
Can cargoAction be randomized from a list, either at init or on each get-in?
nope, but you can create animation which is randomized
ooo interesting
haven't gone down the animation rabbit hole yet. it's probably not a good starter project right?
thanks - any ideas on a workaround?
animations in general are bit difficult so yeah, I would probably start with something simpler. In any case, if you are still interested then you can search for variantsAI & variantsPlayer config entries
alternatively, you could also always do some scripting with getIn event handler but since it's config_makers channel, I didn't mention it at first
I’m trying to ſet a fire to turn on at night and off in the day ; I ſhould think that the following claſs ſhould do it class EventHandlers { init="while {sunOrMoon < 0.99} do {if (sunOrMoon < 0.99) then {(_this select 0) inflame true} else {(_this select 0) inflame false}; };"; }; but while it does ſtart off in the day or off at night, it does not change with the time ; thus it will remain forever off or forever on depending on when the miſſion was ſtarted, rather than following the in-game change of time. What miſtake have I made here ?
code in init is unscheduled https://community.bistudio.com/wiki/Scheduler#Unscheduled_Environment
I ſee—thank you. What, then, would be a better way to implement this functionality within an object ?
Can someone point me in the right direction please. I'm trying to texture a vanilla uniform, and it was just coming up as naked before. I've since managed to have it show the actual uniform (vanilla variant), but it doesn't show the custom texture I've made, it seems to just point back to the vanilla uniform.
no texture = usually means bad pathing
are you using P drive and armatools/Mikero tools?
What difference would they make compared to arma 3 tools? I've only got to change the path like you say, so that's just a simple text edit. I've been attempting to texture the parade uniforms, but my first method resulted in the default texture applying and not my custom one. I've changed the config to one in a tutorial where he edits the B_soldier_F but now the textures don't work, as they are attempting to put the officer's texture on a soldier's body which looks silly.
On one hand, I can't get the texture to work properly, then the other hand it will work properly, but on the wrong model 😫
mikeros pboProject does not allow you to pack if it cant verify all paths for example
Understood.
So my query mainly revolves around figuring out how to texture the parade uniform
It appears to just direct to the same path as the default soldier for blufor, but that can't be right?
does not sound right.
all you really need to retexture the uniform is to inherit the cfgvehicles class for that uniform and replace description with your new name and hiddenselections[] array with your new textures path
class CfgWeapons
{
class U_B_ParadeUniform_01_US_F;
class U_ParadeUniform_test: U_B_ParadeUniform_01_US_F
{
author="Me";
displayName="Test Parade Uniform";
hiddenSelectionsTextures[]=
{
"\modpbofile\folder1\folder2\ParadeUniform_Test_1.paa"
};
picture="-";
};
};
That's what I'd tried firstly, but the custom texture didn't appear
Just appeared as a normal uniform with a different name
mm
is you folder structure really modpbofile\folder1\folder2??
also this is the wrong class
this is cfgweapons
which you will also need
but cfgweapons class is the item in your inventory
cfgweapon unit/uniform class is the actual character
and the actual character is what you want to retexture
well you will want to retexture the ground item too
but that is secondary thing
Right
So how does this look instead?
class CfgPatches
{
class test_equipment_uniform_core
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Data_F",
"A3_Characters_F",
};
};
};
class CfgFactionClasses
{
class Custom_Faction
{
displayName="Custom Faction";
priority=3;
side=1;
icon="";
};
};
class uniformSlotInfo
{
slotType=0;
linkProxy="-";
};
class cfgVehicles
{
class B_Officer_Parade_F;
class Custom_Unit: B_Officer_Parade_F
{
scope=1;
displayName="Test Uniform";
uniformClass="Custom_Camo";
model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
hiddenSelections[]= {"Camo"};
hiddenSelectionsTextures[]=
{
"\testing\textures\uniforms\ParadeUniform_Testing.paa"
};
};
};
class CfgWeapons
{
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
class ItemInfo;
};
class Custom_Camo: Uniform_Base
{
scope=2;
author="Me";
displayName="Custom Camo";
picture="\testing\icons\logo.paa";
model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
class ItemInfo : UniformItem{
uniformClass="Custom_Uniform";
containerClass="Supply50";
mass=50;
};
};
};
This is the config I've used that makes it just appear empty
is this: "\testing\textures\uniforms\ParadeUniform_Testing.paa" here -> P:\testing\textures\uniforms\ParadeUniform_Testing.paa?
its "testing.pbo" which is located in an @ addon folder in the arma 3 directory
yes but when you pack it
do you pack it from that P: drive path?
or do you have P drive at all
No
well that is your issue then
how?
you dont have the mod development environment set up
But surely that's not needed, otherwise how would people without a P drive be able to see it in their game?
I dont care. you do it right or you dont do it at all.
P drive represents the game file structure
so when you have folders in it
they get packed correctly
right now you are pathing to a file in "\testing\textures\uniforms\ParadeUniform_Testing.paa"
but path to the file in pbo is probably saved in to something like C:\user\dontwantousePdrive\desktop\testing\textures\uniforms\ParadeUniform_Testing.paa
No, as I just said, it's saved in an addons folder in the root of the game, same place you'd place any file you get from armaholic or elsewhere
listen
I know my shit here
I wont argue with you
if you dont want to do it the right way that is fine
but I cant help you any further
I'm not arguing, I'm trying to understand
I am tired of fighting people like you who dont want to do it right way
you can do a search here about P drive
my rants are all over the place
just its tiring to repeat it
fighting? You're the only one who's started getting irate here. Pretty toxic behaviour and it's not needed. I'm happy to mount the p drive and try taking it from there, but I'm just trying to ask questions to learn.
right then. if you think im toxic I'll leave you to it.
Why bother even speaking to people if you're just going to get pissed off at them? You need a reality check. Communities survive by people sharing information and helping others, not by belittling them for not knowing what they are doing, when they are sat there asking for help. I'd get more useful information out of talking to a brick wall than sitting here being talked down to by the likes of you. How pathetic.
Anyone able to help me out with making fixed wing missiles? Just planning on making versions of base game ones with different stats, no new models or anything yet
Really just need to find out where the sample config for the missiles are, as I can't find anything about them in A3 samples
probably there's no sample config and you need to derive the info from the in game config viewer for the missile
this is correct
question for you guys, trying to add { #include "RifleTargets\cfgfunctions.hpp"};
to an existing class CfgFunctions, however when i do add it, i get an error code saying something to the effect of encountered "}" instead of "=" Any ideas?
{
class BIS
{
class Bootcamp_MP
{
class firingRange { file = "functions\fn_firingRange.sqf"; };
class targetSlide { file = "functions\fn_targetSlide.sqf"; };
class focusOnObject { file = "functions\fn_focusOnObject.sqf"; };
};
};
};
class CfgFunctions
{ #include "RifleTargets\cfgfunctions.hpp"
};```
it's wrong
although it should work
are you sure that's all of it?
also use ```cpp
for syntax highlighting
so i was thinking adding it just right under focusonobject but that does not work
trying to add a new class cfgfunction to an existing, but everytime i try to add it, i get an error saying encountered "}" instead of "="
that's the part I don't undestand
trying to add a new class cfgfunction to an existing
you have another cfgFunctions in your description.ext?
yes, ```class CfgFunctions
{
class BIS
{
class Bootcamp_MP
{
class firingRange { file = "functions\fn_firingRange.sqf"; };
class targetSlide { file = "functions\fn_targetSlide.sqf"; };
class focusOnObject { file = "functions\fn_focusOnObject.sqf"; };
};
};
};```
that is existing
i need to add class CfgFunctions { #include "RifleTargets\cfgfunctions.hpp" }; to the class cfgfunctinos
then add the rest like this:
class CfgFunctions
{
class BIS
{
class Bootcamp_MP
{
class firingRange { file = "functions\fn_firingRange.sqf"; };
class targetSlide { file = "functions\fn_targetSlide.sqf"; };
class focusOnObject { file = "functions\fn_focusOnObject.sqf"; };
};
};
#include "RifleTargets\cfgfunctions.hpp"
};
ill give that a shot, does it matter where you add #include inside a class like that?
yes
#include is just a “replace this line with the file content”
it depends on the contents of the file you're trying to put there
So possible to break everything if you don't follow the rules after the #include
It seemed like you were adding two CfgFunctions
but that one should've shown a different error
maybe you have broken something else in the file you're including
that worked, thats bud
Anyone familiar with adding ranks to the RHS ACU uniforms? Tried following what their link says http://www.rhsmods.org/w/acu but I have to force that in game by doing setobjecttexture, the config seems to do nothing.
hiddenSelections[] =
{
"identity",
"insignia"
};
hiddenSelectionsTextures[] =
{
"path\to\custom\texture_ca.paa"
};
That's what the RHS site says, what else needs to be defined?
are you using that on suitpack or on uniform?
I guess on suitpack
I'm referencing the classname of the uniform directly, so "rhs_uniform_acu_oefcp" for example. I have referenced that class in CfgWeapons
you are changing then textures of the suitpack (model which is visible when you place uniform on ground), not the actual uniform. Actual uniform is in CfgVehicles
Right so I should change what I've got in CfgWeapons to Vehicles? I'll type that up real quick
rhs_uniform_acu_oefcp is a suitpack
class CfgVehicles
{
class rhs_uniform_acu_oefcp;
class I_test_uniform_insignia2: rhs_uniform_acu_oefcp
{
author="Me";
displayName="Insignia Test 3";
hiddenSelectionsTextures[]=
{
"\test_folder\textures\uniforms\rhsusf_combat01_ocp_co.paa",
"\test_folder\textures\uniforms\rhsusf_combat01_ocp_pockets_co.paa",
"\test_folder\textures\uniforms\ACU_customisation.paa"
};
};
};
So would that work?
No
As I said, you're inheriting from a weapon class suitpack, not a vehicles class unit
rhsusf_army_acu_oefcp_uniform is the vehicle class
Ah alrighty, so I've got to find the different classname, would that be the classname of the solder himself?
Oh awesome, thank you
Would I keep that in CfgVehicles too then?
Or move it back to CfgWeapons?
\test_folder\textures\uniforms\rhsusf_combat01_ocp_co.paa, \test_folder\textures\uniforms\rhsusf_combat01_ocp_pockets_co.paa, and you can only use the RHS textures for these selections. The author asked us not to permit retexturing the jacket and pants
It's in cfgvehicles. the cfgweapons item is just an inventory item you select and it will transform your character to the cfgvehicles class
Yeah, I was just doing that as a temporary measure to see what I was doing wrong, but you make a perfect point. I'm going to have it point back to the proper \rhsusaf\infantry..... file path, as originally intended. I'll only be having the texture I make included in my folder.
So the issue I've got currently is No entry bin\config.bin/CfgVehicles/rhs_uniform_acu_oefcp_uniform.scope and No entry bin\config.bin/CfgVehicles/rhs_uniform_acu_oefcp_uniform.side What would cause that?
missing required addons in CfgPatches probably
requiredAddons[]=
{
"A3_Data_F",
"A3_Characters_F",
"rhsusf_main",
"rhsusf_c_troops"
};
That's what it's currently loaded with
https://i.imgur.com/9UIUYET.jpg This is what I get when I force the texture through setobjecttextureglobal, works just fine! All I need to do is get that to load up when you select it in the arsenal.
recommend just using rhsusf_main_loadorder for requiredAddons
Okay, I've done that but still getting the same error. I'm pretty confused about the whole CfgVehicles distinction, there's just a wall of information on that bohemia page and it's hard to decipher since there's just so much information. Surely it's a simple thing to do, I just want a patch to appear with a name on like the RHS website shows, I can get it to work doing set texture, so how do I just get that into a config? This is all a bit complicated.
have you seen my message?
Which one? I'm loading in with the requiredAddons[]= selecting rhsusaf_main_loadorder and nothing, and I pasted my error logs
Yeah I've tried loading with rhsusf_army_acu_oefcp_uniform and also rhsusf_army_acu_oefcp
could you show your config with rhsusf_army_acu_oefcp_uniform ?
class CfgVehicles
{
class rhs_uniform_acu_oefcp_uniform;
class rhs_uniform_acu_oefcp;
class I_test_uniform_insignia3: rhs_uniform_acu_oefcp_uniform
{
author="Me";
displayName="Insignia Test 3";
hiddenSelectionsTextures[]=
{
"rhsusf\addons\rhsusf_infantry\data\rhsusf_combat01_ocp_co.paa",
"rhsusf\addons\rhsusf_infantry\data\rhsusf_combat01_ocp_pockets_co.paa",
"\test_equipment\textures\uniforms\ACU_customisation.paa"
};
};
class I_test_uniform_insignia4: rhs_uniform_acu_oefcp
{
author="Me";
displayName="Insignia Test 4";
hiddenSelectionsTextures[]=
{
"rhsusf\addons\rhsusf_infantry\data\rhsusf_combat01_ocp_co.paa",
"rhsusf\addons\rhsusf_infantry\data\rhsusf_combat01_ocp_pockets_co.paa",
"\test_equipment\textures\uniforms\ACU_customisation.paa"
};
};
};
Well that was just there to test since the rhs_uniform_acu_oefcp_uniform didn't work
Also you don't have uniformClass parameters to link the cfgVehicles class to the cfgWeapons class, and I assume vice-versa
Config should generally be like this https://pastebin.com/TezYLT5A
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.
Thank you for taking the time to write that out mate, I think I've been trying to balance that many projects in my spare time that I've just got tunnel vision and ignored all the obvious steps. That works perfectly the way you've displayed it, so I guess I can just rinse and repeat and change the name of the displayname.
I assume in weapons[] = {my_uniform_nametape_oefcp}; I can just make that a list of different variants as long as I define it in Vehicles and Weapons then?
Thank you to both of you for your patience with my novice abilities. You wouldn't believe I've been playing this game for 8 years with 7500 hours 😆 (as you can tell, not much of it has been messing with configs)
Reading up on the RHS site about what they don't want people to retexture, it says you can't retexture the ACU's but can have these patches in no problem. Do you think they would allow a retexture of this OEF-CP/OCP uniform to fit an NWU pattern for current day USN? https://i.imgur.com/bhnbY1Y.png (as pictured by two US navy personnel). I don't know if the ACU and the OCP are considered the same model or base in the eyes of the RHS authors. I don't want to violate their EULA
RHS ACU - base class name: rhsusf_army_acu_uniform
RHS ABU - base class name: rhsusf_airforce_abu_uniform
RHS BDU - base class name: rhsusf_army_bdu_erdl_uniform
RHS Boonie - base class name: rhs_booniehat_camo & rhssaf_booniehat_camo
RHS 8point - base class name: rhs_8point_camo
RHS Covered M1 - base class name: rhsgref_helmet_M1_mit .```
The ACU model is the ACU model whether it's UCP, UCP-D, OEF-CP or OCP
Figured as much after I'd posted it, read it a bit more closely. No worries, the textures are awesome enough as they are, would have looked great on my cinematic as a navy uniform, but the patches will do well enough on the OEF-CP, they did an awesome job with them. Appreciate the help once again!
Anyone know how to add sounds through an addon through a pbo
Just to add them to CfgSounds
Mainly just need to know what to put in the config.bin
in the pbo
sound file is already done
I tried to use a regular CfgSounds script that would work if it was in the mission file but no cigar
im using pbo manager
pboManager is not proper mod creation tool.
you can find examples on how sound configs work on the games own config files (accessible through in game config viewer for example)
well i would do that if it didn't make the config.bin unreadable
which is why I said pboManager is not proper modding tool.
im using notepad++ to view the config.bin
then wtf does
because pboManager is not proper modding tool
and does not produce you files you can use
im looking at a base game file...
yes I know
but pboManager does not extract the files to human readable format
as in - It is not proper modding tool
Ok. Tell me then. How do I view the config.bin properly
for new people Id recommend Mikeros Toolset to extract the game data and set up P drive and modding development environment
PMCwiki has steps for the tools and P drive setup
with Mikeros tools
and Mikerso packing tool pboProject will be able to detect most errors you can make with your own files.
ffs. shouldnt even be obfuscation in the first place
its not obfuscated...
its binarized into computer readable format so that the game engine reads it more efficiently
you are just using wrong tools to do stuff.
Question: I have my pdrive set up, but what do I actually do with it?
you build you addons in it and then pack them into pbo
So I have a question about thrust and thrustTime. Is thrust applied every second for the duration of thrustTime, or is thust the total value of the trust and applied over the thrustTime.
Basically if thrust is say 40, thrust time is 10, does that mean the projectile gets 40m/s of thrust over 10s, or does that mean the projectile gets 40/ms of thrust every second for 10 seconds?
Thrust is acceleration so thrust 40 for 10 seconds would increase velocity by 400m/s above initspeed
Ok cool, thanks
if there was no drag 🙃
I am trying to pack a project into a PBO using PBO project but it keeps failing because of missing files. They're all texture files and I know for sure the config paths are set up correctly because I've packed it before using the PBO manager tool (I am trying to do it properly now) and they work fine in game. Any pointers on where to start in fixing this?
the paths are not correct
doing anything with manager is not proof of working things
How would I fix the paths? The current ones are \addonfoldername\tx\texture.paa. That is what I have in the config file.
it is in my p drive (root directory where the a3 folder is) inside of a folder where i am keeping the other addons for the same project. yes, it has the leading \ in the config
try without it
Still not working
so your files are in P:\addonfoldername\
they are in P:\folder\addonfoldername\. does each pbo have to be it's own folder in the root p drive then?
no but you must use the full path...
like all A3 stuff is under the A3\ folder
and the paths all start with a3\pboname\stuff
Alright that worked. Now it just fails because of a required addons thing, so I'll move onto that 😅
Packed! Now I can move that PBO wherever I want for publishing purposes right? ie, moving it into the final folder with the mod.cpp and addons folder.
sure
Hey, is it possible to add a mission to an existing mod to reduce load time for players? If so, what would be the best place to start reading about it?
How do I reference a file from another mod/pbo? I'm using the base texture from another mod for one of the hidden selections and it's throwing the same file not found error.
CfgMissions biki
Thanks!
use "/modname/etc/etc.etc" as path IIRC. but for some function the / before the modname can't be use.
My stretcher vehicle doesn't seem to work with ACE unconsciousness. moveInCargo just puts the patient at the memPointGetIn, either never having got in, or immediately got out. Could use some help. https://github.com/Project-Hatchet/public_h-60/blob/stretcher/addons/stretcher/cfgVehicles.hpp
So I'm trying to set up a custom particle effect when firing a rifle grenade on its own muzzle on a weapon, but it appears that GunParticles doesn't work for a specific muzzle. Is this the case, or am I getting something wrong?
I am drawing a blank..
class new_class_name: old_class_name;
inherits everything as is and
{
};```
overwrites everything.. correct?
first will error, second will inherit
thanks!
So I'm working on my first destructible building, everything works but when the building falls it's not replaced by my ruined model, any ideas?
class CfgVehicles
{
class Building;
class Items_base_F;
class Static;
class Ruins_F;class HouseBase;
class House: HouseBase
{
class DestructionEffects;
};class Land_i_trailerhome1: House { editorCategory="sturctures_usa"; editorSubcategory="residential"; model="US_buildings\Land_i_trailerhome1.p3d"; icon = "iconObject_1x1"; picture="pictureStaticObject"; armor=300; scope=2; scopeCurator=2; numberOfDoors = 4; numberOfWindows = 6; displayName="Trailer Home"; faction="Empty"; editorPreview=""; destrType = "DestructBuilding"; replaceDamagedLimit = 0.8;class DestructionEffects : DestructionEffects
{
class Ruin1
{
simulation = "ruin";
type = "US_buildings\Land_d_trailerhome1.p3d";
position = "";
intensity = 1;
interval = 1;
lifeTime = 1;
};
};
};
been stuck on this for days
this a terrain placed building or editor placed building?
Bumping this. Does the rarityGroup config for CfgGroups scale rate from 0 AI wont spawn group at all to 1 AI frequently spawns?
Is it possible to have a helmet with integrated NVG swap models when the NVG is activated?
try using source = user and script it?
not sure tho
editor placed
Dunno if you can do user scripted animations for headgear?
everything works great except Land_d_trailerhome1.p3d doesnt appear when the intact one falls
the destruction object?
any p3d
that's what the wiki said
what wiki?
read closely
to create a class of a building
so the config class is named land_p3dname
so only in class?
yes like I just said
will that solve the issue of the ruin not appearing?
the land_ prefix connects a terrain builder/map placed object to a config
no
since you are placing the object in editor/scenario
but its good practice to make things right
ruins not appearing means a problem in your config.
possibly wrong destruction type or wrong path to the ruin p3d
what are you packing your addon with?
addon builder
well then you can have just about any problem in there
check rpt log for clues
or use mikeros pboProject to pack with debug information
any obvious issues in my config?
class House_F would maybe be better inheritance source
and if thats all of your config, then you dont hace closing }; for the cfgvehicles
I have a rifle grenade on a separate muzzle, as far as I can see I can't set a GunParticles class that only affects that muzzle - am I missing somewhere else I should put my complex particle effect (tried various places in my cfgAmmo class to no avail too) or do I need to script it?
you can have only one particles class per weapon
Thanks reyhard - and would I be right in saying that effectFire/effectMissile/effectSmoke on the cfgAmmo class don't work for the shotShell simulation?
you could perhaps use fired eventhander spawn a simple effect for the alternate muzzle
Yeah that was going to be my backup plan, thanks for the info all 👍
Any way to access config in ui_f.pbo? Trying to change the intro splashscreens when you first load arma before the main menu but im not getting very far 🤔
Why tho?
i have a large modset and i just want to change the splashscreen 😄 but i havent come up with much from google or my own attempts
there is this i was looking at but i was getting errors when i tried to load it as a mod: https://native-network.net/forum/thread/11738-loading-screen-script/
I dunno. Feels wrong to put your name on the game instead of Arma especially when it's not even stuff you made yourself.
I am trying to make a new grenade with a custom sound being played when you pull the pin, however I am getting a addon build error and can not seem to figure out what exactly is going wrong, any help is appreciated!
!> File C:\Users\rcrea_b1quc0w\Documents\!MWP\Addons\M_Weapons_F\Explosives\Grenades\X12\config.cpp, line 25: '/CfgAmmo/Ammo_PsyGrenade.GVAR': '(' encountered instead of '='
!> Config : some input after EndOfFile.
!> Error reading config file 'C:\Users\rcrea_b1quc0w\Documents\!MWP\Addons\M_Weapons_F\Explosives\Grenades\X12\config.cpp'
!> Class destroyed with lock count 1
!>
Build failed
the config
https://pastebin.com/ap4YiKVY
wouldnt be my name simply the logo of a real life organisation
Line 24/25. You're missing a semi-colon at the end of explosionTime and timeToLive.
Your external class references can be simplified to just class GrenadeHand; since you don't call anything else. scope is also unnecessary.
alright, many thanks!
@naive wren real life organisation logos are usually trademarked or copyright protected. I would advice using such
aside from any of this, would you be able to offer any help or guidance? 🙂
so we're helping out people with stolen content now?
i dont think im doing anything with "stolen" content since all of my mods have been downloaded from the workshop 🤔
are you repacking them?
nope just straight download
The vanilla Slammer has an incoming missile warning sound played under certain circumstances. I've been looking into it and now I'm wondering whether I've missed something, because the only trace of it that I could find is soundIncommingMissile[] = {...}; (defined in both the Slammer config classes and the Tank_F class, but with an empty sound path in the Tank class), but nothing in the EventHandlers and nothing like some kind of RWR / laser sensor. Am I really missing something or is the behaviour for incoming missiles embedded in the engine?
lockDetectionSystem?
lockDetectionSystem = 0; though
incomingMissileDetectionSystem
hey peeps whats the name of the AoW loadorder again?
A3_Data_F_AoW_Loadorder IIRC
Thanks
oh right its a missile
can someone point me to any kind of documentation for mass attribute in CfgMagazines -> https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#M got none
It's a made up value that reflects both the weight and volume of the object in the inventory. There's no hard standard for it
ACE Arsenal has a formula that gives approx kg values derived from it. The inverse of that formula can be used to give a approx value for some objects ([Mass in kg]*2.2)/0.1 = [Arma config "Mass"]. But the parameter isn't meant to directly translate to real-world mass. So there are various reasons you will find objects appear in the ACE Arsenal that seem to have incorrect mass when it's necessary to adjust the config value to fit more or fewer magazines of a particular kind, into a container
In RHS we use that formula for weapon mass but most of our mags have a multiplier of around 0.75 to 0.6. So that a realistic amount of mags will fit in various vests and don't cause massive amounts of fatigue to AI who don't know how to pace themselves properly
Ah I see. Thank you!
Use #creators_recruiting please
No worries, easy to miss
when my turret rotates, the shadow and GeoLOD doesn't rotate with it. Is there something in the configs I need to add to make this work?
Hey guys, I've been trying to write a few modules to write some custom Zeus functionality and I'm doing pretty ok, but I cannot figure out this config part (https://community.bistudio.com/wiki/Modules#Creating_the_Module_Config)
What do classes LocationArea_F , and BLUFORunit exactly mean in this context, and how do I use the sync[] and synced[] array properties and what do they represent in Zeus context?
class ModuleDescription: ModuleDescription
{
description = "Short module description"; // Short description, will be formatted as structured text
sync[] = {"LocationArea_F"}; // Array of synced entities (can contain base classes)
class LocationArea_F
{
description[] = { // Multi-line descriptions are supported
"First line",
"Second line"
};
position = 1; // Position is taken into effect
direction = 1; // Direction is taken into effect
optional = 1; // Synced entity is optional
duplicate = 1; // Multiple entities of this type can be synced
synced[] = {"BLUFORunit","AnyBrain"}; // Pre-define entities like "AnyBrain" can be used. See the list below
};
class BLUFORunit
{
description = "Short description";
displayName = "Any BLUFOR unit"; // Custom name
icon = "iconMan"; // Custom icon (can be file path or CfgVehicleIcons entry)
side = 1; // Custom side (will determine icon color)
};
};
This code is from the BIKI example.
Pls @ me if you have any insights on sync[], synced[] or classes LocationArea_F, BLUFORunit
I am retexturing some RHS helmets and am using some of its base textures for the hidden selections on the new ones i am making. When I try to pack it into a pbo with PBO project i get a missing file error.
The path for my project is P:\17BN\17Helmets\config.cpp and the path for the RHS texture I am putting in the hidden selection is rhsusf\rhsusf_infantry2\gear\head\opscore_fg_co.paa. How do I correctly get it to refer to the RHS pbo file path?
Also, if anybody could direct me to a guide/documentation on properly setting up addon structure for mikero's tools it would be greatly appreciated.
The RHS files would need to be unpacked in that folder structure on your P drive so that pboproject can verify the paths are correct
And there is no specific addon structure for mikeros tools.
Commonly accepted simple structure is similar to A3 data. As in every separate pbo/folder is under A3\
So it would be P:\yourModTag\yourPboFolders
Depends what data is referenced
referencing a texture file in the rhsusf_infantry2 pbo
Well then you need at least that.
Pbo project will tell you if you are missing any other file
If you want to live dangerously, you can just make a placeholder file in same folder structure
Can't you just check how the file path is written in the hiddenSelectiontextures array of the helmet class you are inheriting from?
that is the path i am using, my problem was i didnt know i had to have the original pbo unpacked in my pdrive
Oh right, well the path's wrong anyway. Should be \rhsusf\addons\rhsusf_infantry2\gear\head\opscore\data\opscore_fg_co.paa
You're missing the \addons\ directory in the mod's internal structure
i dropped the first two so it's just rhsusf_infantry2\gear\head\opscore\data\opscore_fg_co.paa
will that still work?
No. It has to use the full path the same as it's written for the original class
alright
Just a quick query regarding a `No entry 'bin\config.bin/CfgPatches/my_example_uniforms/.units'
What exactly is causing the game to throw this error? I've got other cfgpatches in other configs, and they are working fine, but not this one. Any insight?
{
class my_example_uniforms
{
weapons[] = {"u_example"};
requiredAddons[] = {"A3_Characters_F"};
};
};```
you need add units[]={}; inside my_example_uniforms
Thank you, I knew it was just me being an idiot, thank goodness for the internet and helpful individuals like yourself, I'm going to go and cringe in a corner now that I missed something so obvious. Much appreciated Mortax!
np
How exactly does AI work with particle effects like smoke?
Is it possible to make the smoke effect "Blind" ai further than what the particle visually shows ingame?
Depends on the size of the viewGeometry in the particleShape model I would think
The particle effect uses SmokeShellWhite, which calls for
particleShape="\A3\data_f\ParticleEffects\Universal\Universal";
As far as im aware, that p3d doesnt have any viewGeo assigned to it.
it's using resolution lod when block ai view param is used - check is similar to textures on trees in view geo
Not sure if this it the right channel but does anyone know how to make custom subcategories for faction and random loadouts in Alive Orbat?
In modules, do we still get parameters into the curator gui?
So to make sure I understand. When using the block ai view param the resolution LOD in the smokes p3d controls that. Meaning if not enough smoke then ai can catch glimpses of a target and engage.
Hey guys , so I am making my own groups for a mod i am making , and this works...to an extend , the name of the faction and name of the group is empty , why is this```sqf
class CfgGroups
{
class East
{
name = "$STR_A3_CfgGroups_East0";
side = 0;
class TF461_O_Manticor_F
{
displayName = "Manticor";
class TF461_O
{
displayName = "Infantry";
class Manticor_Riflesquad
{
displayName = "Contractor Patrol";
side = 0;
faction = "TF461_O_Manticor_F";
icon = "\A3\ui_f\data\map\markers\nato\o_inf.paa";
class Unit0
{
side = 0;
vehicle = "O_Manticor_Soldier_SquadLead_F";
rank = "SERGEANT";
position[] = {0,0,0};
};
class Unit1
{
side = 0;
vehicle = "O_Manticor_Soldier_Engineer_F";
rank = "CORPORAL";
position[] = {-5,-5,0};
};
class Unit2
{
side = 0;
vehicle = "O_Manticor_Soldier_Medic_F";
rank = "PRIVATE";
position[] = {5,-5,0};
};
};
};
};
};```
Hey! I tried setting new points in the model and config for the laser designator (previous message link above) and it didn't work.
However, I made good progress to getting them to point. It seems like the direction that the laser is projected from follow the body and gun definitions in the turret. I have so far had no luck with finding what memory point the laser originates from though,I have tried the muzzlePos and muzzleEnd of the laser designator weapon as well as the gunAxis and turretAxis of the turret, with no success on any of them. Does anyone have any ideas? I can't find any more on the wiki
@nocturne verge is your faction defined in cfgFactionClasses?
Are you using memoryPointGun?
Yeah, I have tried that one too and it didn't seem to work
Hmmmm, you’ve defined your custom firing points right?
jup , TF461_O_Manticor_F is defined under cfgFactionClasses
What do you mean by custom firing points?
The ones defined in CfgWeapons?
You need gunBeg and gunEnd defined in turrets class of your vehicle
@nocturne verge perhaps class Infantry is defined wrongly? you have it defined as class TF461_0? maybe config should look like this...
{
class East
{
name = "OPFOR";
class TF461_O_Manticor_F
{
name = "Manticor";
class Infantry
{
name = "Infantry";
class Manticor_Riflesquad
{
name = "Contractor Patrol";
side = 0;
faction = "TF461_O_Manticor_F";
icon = "\A3\ui_f\data\map\markers\nato\o_inf.paa";
class Unit0
{
side = 0;
vehicle = "O_Manticor_Soldier_SquadLead_F";
rank = "SERGEANT";
position[] = {0,0,0};
};
class Unit1
{
side = 0;
vehicle = "O_Manticor_Soldier_Engineer_F";
rank = "CORPORAL";
position[] = {-5,-5,0};
};
class Unit2
{
side = 0;
vehicle = "O_Manticor_Soldier_Medic_F";
rank = "PRIVATE";
position[] = {5,-5,0};
};
};
};
};
};
};```
Thank you, that sorted it!
Just so other people can keep it in mind if they have any issues, it seems like the laser designator on a vehicle is simulated such that it projects from a one of those two values, but the direction it projects in is not to do with either of those values but is mapped to the body and gun config
When creating units, where do i put the ACE medical stuff? i tried putting it in linkedItems and Magazines with no success
@regal jacinth i'm not a user of ace, but by ace medical stuff, you mean bandages etc. if so then they need to be defined in "items" and "respawmItems"
ah yea thats probably whats missing
i presume grenades and such goes in there aswell?
grenades are defined in "magazines" and "respawnMagazines"
gotcha, i appreciate the help!
I tried this , but still no work```sqf
class CfgGroups
{
class East
{
class TF461_O_Manticor_F
{
displayName = "Manticor";
class Infantry
{
displayName = "Infantry";
class Manticor_Riflesquad
{
displayName = "Contractor Patrol";
side = 0;
faction = "TF461_O_Manticor_F";
icon = "\A3\ui_f\data\map\markers\nato\o_inf.paa";
class Unit0
{
side = 0;
vehicle = "O_Manticor_Soldier_SquadLead_F";
rank = "SERGEANT";
position[] = {0,0,0};
};
class Unit1
{
side = 0;
vehicle = "O_Manticor_Soldier_Engineer_F";
rank = "CORPORAL";
position[] = {-5,-5,0};
};
class Unit2
{
side = 0;
vehicle = "O_Manticor_Soldier_Medic_F";
rank = "PRIVATE";
position[] = {5,-5,0};
};
};
};
};
};
}; This is my faction classessqf
class cfgFactionClasses
{
class TF461_O_Manticor_F
{
displayName="Manticore";
icon="\Task_Force_461_Clan_mod_ArmA3\Faction\data\Basic_Casteel_Broid_Icon_512.paa";
priority=1;
side=0;
};
};
class CfgEditorSubCategories
{
class TF461_O
{
displayName="Infantry";
};
};```
I am almost on the point of giving up because i don't see where I am going wrong
- did you verify via config browser if its actually present
- classes have to be scope=2 i think
the group exists , i can place them , but name of group , faction and subfaction are all blank
FactionClasses?
the unit classes
but name of group , faction and subfaction are all blank
what does this mean? make an image and upload the rpt log of that session
rpt log? and i cannot send images here
imgur
right
How did you pack your MOD?
type %appdata%
navigate to "local"
then "arma3"
sort files by the time of creation
zip last 2 files.
give it to us in our discord
or via fileshare
IFA3LITE mod team channel.
Updates. New Features. Highlights.
Steam - http://steamcommunity.com/sharedfiles/filedetails/?id=660460283
Discord - https://steamcommunity.com/linkfilter/?url...
I used pboProject
Do you have any other MODs?
yes , does the same if i only load my mod , how do i send the rpt file
PasteBin or such
