#arma3_config

1 messages · Page 124 of 1

grand zinc
#

Please answer that question too

dusk shard
#

Already answered? Under the last code block of the first question

grand zinc
#

aha!

#

oki

#

then CfgPatches tag should be atleast modname_functions

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so you have
modName\addons\functions\config.cpp
modName\addons\functions\$PBOPREFIX$
modName\addons\functions\messages\fn_test.sqf
?

dusk shard
#

yes, as well as modName\addons\functions\messages\CfgFunctions.hpp

dusk shard
#

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

grand zinc
#

what tool are you using to pack the pbo

tardy tiger
#

Is it possible to edit a vehicle's config temporarily within 3den?

grand zinc
#

no

dusk shard
ornate kestrel
#

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[] ={
            ""
        };
    };
};
limber citrus
#

Any chance any of you peeps have an idea why arma wouldnt use a briefingName which is a stringtable entry?

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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_..."

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and now it uses it

#

digital glass breaking sound

rare wyvern
strong shuttle
#

incorrect path in config? not correctly packed?

rare wyvern
#

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

strong shuttle
#

Obviously you're doing something wrong, otherwise it would work 🤷‍♂️
Could be as stupid as a typo in PBOPREFIX

rare wyvern
#

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.

hearty sandal
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no your paths are not right

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put a \ in front of it

rare wyvern
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you kiddin me

hearty sandal
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the UI pictures have special default behaviour where it tries to look for the w\ path

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if no leading \ is present

rare wyvern
#

well thats true didnt know that one xD thx again @hearty sandal

hearty sandal
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👌

crisp charm
#

How do I reduce the rate of fire for a weapon?

wintry tartan
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reloadTime = 0.2; means 0.2 seconds between shots, thus 300 RPM

crisp charm
#

Oh thanks a bunch

spiral quarry
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for infantry there is an option called c++ genericnames = “namesclass” right

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is there a way to force a name without having to make a seperate cfg and class for the names?

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like

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name = “john” or something?

rough hatch
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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

hot pine
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are both turrets turned in/out?

#

@rough hatch

wintry tartan
#

So your thing is not related to the model anymore, let's discuss further here @flint sedge

What do you have so far?

flint sedge
#

That's my current workings, just changed the p3d path so I'm about to test again

wintry tartan
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Every textures have to match with its certain models to work properly. Mismatch won't throw an error but makes an ugly uniform

flint sedge
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Yeah of course, I'm just trying out the model path I found in the config viewer in eden

wintry tartan
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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)
flint sedge
#

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!

wintry tartan
#

No rush man. Rush makes an error!

flint sedge
#

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";
        };
    };
};```
hearty sandal
#

is your config.cpp is in P:\parade_uniforms\ and you are packing the pbo with correct tools and actually running the pbo

flint sedge
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yes config.cpp is in D:\parade_uniforms and packed as a PBO

hearty sandal
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so you dont have the default development environemnt setup?

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what are you packing with?

flint sedge
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Pbo manager

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Haven't had P drive mounted in years

hearty sandal
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. . .

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well that would be the beginning of your problem

flint sedge
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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

hearty sandal
#

well I have no experience in doing modding without P drive and with pboManager except that it usually does not work ¯_(ツ)_/¯

flint sedge
#

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

hearty sandal
#

there is no such thing as professional modder either. we are all hobbyists

dreamy flare
#

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.

limber citrus
#

@drowsy mountain fyi

class CfgUnitInsignia
{
    class ArcCorpslogo
    {
        displayName = "";
        author = "";
        texture = "<path>";
    };
};
drowsy mountain
jolly igloo
#

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;
        };
    };
};
north bronze
#

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
grand zinc
#

#else

#

Or

__has_include()==0

north bronze
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Thanks

grand zinc
#

Or !=1 is maybe safer in case I change things

north bronze
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Is there a safer way to check it? maybe only check if the ace folder is there?

grand zinc
#

Don't know how you'd do it better than how you did it

#

I don't think it can check folders, only files

north bronze
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may a common file that all mods need to have?

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like Mod.cpp but I think it can be omitted

grand zinc
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config.bin

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But it could also be cpp

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For ACE, your way is the best. That file will never go away

slim falcon
strange egret
#

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 yellowchain

grand zinc
#

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=

stoic lily
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@strange egret are you sure its your config, and not an engine iusse?

strange egret
#

well, first i should assume stupidity on my part i think - but no i cant rule out engine issue

stoic lily
#

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

strange egret
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vanilla hitpoints also has double reference (HitBody and Incapacitated hitpoint use name="body")

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but i guess i could try diversifying... its one straw to cling on

slim falcon
grand zinc
#

You are checking under "Empty" category?

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and not blufor?

flint goblet
#

@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? 🙂

slim falcon
slim falcon
grand zinc
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Atleast I didn't see anything

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But I'm not to be trusted

slim falcon
jolly igloo
flint goblet
#

@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...

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the rest of your config (cfgVehicles) looks alright to me

narrow swallow
#

Why does the Blackfoot gun have reloadTime = 1; but shoot fast?

jolly igloo
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no dice

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so far I've been loading my models from the item I was retexturing

flint goblet
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@jolly igloo feel free to send me your pbo via DM, I'd be happy to take a look at it. 🙂

ivory iris
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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?

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and what about the sections=[] in cfgModels?

hearty sandal
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No, it goes intp the axis parameter of triggers animation class

rough hatch
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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?

hearty sandal
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I believe thats how rpg does it

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so yes?

rough hatch
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what RPG, the RPG-7? that has an animated sight

hearty sandal
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oh that was not what you meant

exotic geyser
#

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
};
};

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has anyone ever messed around with this?

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AFAIK configs are non-dynamic, so would there be a way to mess with that dimensiion, anyways?

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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).

hearty sandal
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why do you need to manipulate the dimension variable?

exotic geyser
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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

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So I kinda wonder if I can change the first dimension pos depending on the fold-status

hearty sandal
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if they do not animate with the animation then no

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you could just use attachTo to put them in the place you want

exotic geyser
#

they don't. but that is actually an idea, I didn't have yet. cheers - I will dive back into animations, then

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attachTo has caused to many weird desync issues on larger multiplayer missions

hearty sandal
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since its a vanilla model you cant do anything about the memorypoints that define the bbox

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they may not even be animateable

exotic geyser
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well that would suck

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I guess I'll mess around or fail

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cheers, nonetheless!

untold temple
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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

slim falcon
hearty sandal
#

is your zeus configured to allow custom content

tawny trench
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Does anyone have a link to an example vehicle config template?

hearty sandal
#

steam Arma 3 samples

tawny trench
#

like basically I want to switch the default paint job, crew, and attached machinegun

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oh hey goat

hearty sandal
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cant change the machine gun model tho

tawny trench
#

oh really? like basically I want to pull the mg42 off of a motorcycle

hearty sandal
#

nope

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can not be done

tawny trench
#

wow. I cant even replace it with an mg34?

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why is that?

hearty sandal
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well unless you are making the model yourself from 0, they are not accessible for editing

leaden swallow
#

You have to change the proxy in the p3d. To my knowledge it’s not config definable for mounted weapons.

hearty sandal
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you cant change things in ready p3ds

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and mounted weapons are not pylon weapons

tawny trench
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oh so the weapons are not separate assets attached to the vehicles you can swap out

hearty sandal
#

no

tawny trench
#

booo

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well thanks for clearing that up

slim falcon
rare wyvern
wintry tartan
#

Fix what?

rare wyvern
#

well the Opacity of the Image i would like to not look through the image

wintry tartan
#

Not sure what exactly you did but didn't you made the texture with the alpha? Remove the alpha then

rare wyvern
#

well then i have a White Background to the image and I dont really want that

wintry tartan
#

I don't get your issue? What exactly is your texture? -> #arma3_texture

rare wyvern
#

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.

karmic forge
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Is it possible to change the splash screen image shown before the main menu when the game loads up?

wintry tartan
#

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 ^

karmic forge
#

So I just replace that text = path with whatever image, or does it only work for the logo?

wintry tartan
#

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

polar sonnet
#

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?

hearty sandal
#

change it on what?

polar sonnet
#

Im trying to make it work on a helicopter

vocal galleon
#

did anyone already retexture the new parade uniforms?

undone quiver
#

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?

wheat sluice
#

FAKs have an item type of 401 while Medkits are 619.

#

I don't think you can adjust the amount.

brazen merlin
#

can anyone tell me what defines the acceleration speed of vehicles?

#

or rather, what has the biggest influence on it?

plucky notch
# polar sonnet Hi, anybody knows how to change the position of Laser Designator position from w...

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

polar sonnet
#

I already figured it out after a night of thinking with my friend

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I was literally trying everything

#

And he figured it out in under 1 hour

plucky notch
#

Sometimes it just takes someone with the right area of knowledge. Do you mind sharing the fix?

polar sonnet
#

ye ofc, I have to ask him for it

#

But the script originally is not mine, nor the mod

plucky notch
#

Oh you scripted it?

#

That's how my mod currently does it, that's what i was trying to get away from

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Still, I would be interested in seeing it!

polar sonnet
#

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

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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

hearty sandal
#

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

plucky notch
#

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!

covert pasture
#

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

hearty sandal
#

Are these your addons?

covert pasture
#

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

covert pasture
pulsar shell
#

Im going to make a vide about reloading confirms on the fly and I want to make sure I have it correct

  1. It's on diag.exe
  2. The pho version needs to be loaded
  3. 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.

untold temple
#

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

north bronze
#

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?

placid jay
north bronze
#

There is no way to win.

pulsar shell
#

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

hearty sandal
#

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

pulsar shell
#

that works for diag merg command

#

I'll play around with it, thanks

north bronze
echo kelp
#
    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?

hearty sandal
#

This way they would be assigned to the driver. Is that the correct place?

echo kelp
#

no the gunner seat

hearty sandal
#

Then you need to set up the turret configs correctly

paper path
#

^

languid oriole
#

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??

flint goblet
#

@languid oriole The Character/Gear encoding guide is a good reference.

foggy halo
#

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?

strong shuttle
foggy halo
#

Alright, fair enough. Tried it now and it worked. Thanks, mate!

placid jay
#

Can anyone tell me the difference between #LIGHT_L2_FLARE and #LIGHT_L2 hitpoints?

untold temple
#

There probably wont be any except perhaps a slight difference in position.

placid jay
#

problem is, LIGHT_2_FLARE seems to disable the light when damage is 100% , LIGHT_L2 does not =/

untold temple
#

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

placid jay
#

["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?

untold temple
#

Config likely inherits a bunch of hitpoints that aren't necessarily in the model

placid jay
#

yeah I know. So maybe I can get them from config if I exclude inherited stuff

regal jacinth
#

hey how do i fix the Iteminfo.scope error again?

narrow swallow
#

What are/How can I find the stringtable names for "Open door" and "Close door"? They don't seem to be in CfgActions

strong shuttle
strange egret
tawny trench
#

can someone explain how to get letters like ü and ä working? I still don't understand how to implement it...

grand zinc
#

working where?

hearty sandal
#

probably descriptions and such

tawny trench
#

yeah

#

just in displayname

grand zinc
#

just encode as UTF8

tawny trench
#

where do I do that?

#

in notepad+?

grand zinc
#

yes

#

"Encoding" in the top menu I think

tawny trench
#

yeah its already encoding in UTF-8

grand zinc
#

should be fine then

tawny trench
#

well its not working in game

#

should I be calling a specific addon or something?

hearty sandal
#

what do you pack with?

tawny trench
#

arma 3 addon builder

#

is it that you think?

hearty sandal
#

dunno really. I guees it sould work too

grand zinc
#

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

tawny trench
#

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?

tawny trench
#

yep thanks

#

gooddd mikeros installation is terrible

tawny trench
#

yyyyyyyyyyyyyep that did it.

#

PBO project fixed the umlaut problem

placid jay
placid jay
strange egret
#

#light hitpoint is automatic - its nothing you can manually define

junior zinc
#

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?

tawny trench
#

hey what number is independent side? 2 right?

hot pine
raven knot
#

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

limber citrus
#

hm what is the difference between addOns and addOnsAuto?

crisp charm
#

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?

untold temple
#

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

crisp charm
#

The model issue sound like it 😦

untold temple
crisp charm
#

That sound easier then modding the model

untold temple
#

Yeah you can't modify models without the source file from the author

hearty sandal
#

doesnt helo need to be set up with the slingloading too

#

it wont work if its not cofigured for such

hearty sandal
raven knot
hearty sandal
#

there are scripting commands for it

raven knot
#

hmm

raven knot
#

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

covert pasture
#

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="";
    };
};```
flint goblet
#

@covert pasture Vanilla diving goggles don't show in the Arsenal either, you have to enter water before they are applied.

covert pasture
#

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

tawny trench
#

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?

woven flax
#

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.

covert pasture
junior zinc
#

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.

crisp charm
#

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?

raven knot
#

and where do i set my cannon? after lasing, the bullet didnt go to the crosshair, it is a little bit off

tawny trench
#

Does anyone know how to call arsenal paintjobs for vehicles in a config?

raven knot
#

setObjectTexture?

tawny trench
#

is that how?

raven knot
#

i think so

tawny trench
#

so how would it look like?

tawny trench
#
  {
     author = "Breezly";
     scope = 2;
     scopeCurator = 2;
     displayName = "Kübelwagen (MG42)";
     side = 1;
     faction = "FRISCOASHeer";
     editorSubcategory = "FRISCOASHeerFhrZge";

     setobjecttexture = "feldgrau_3b";
  };```
#

so like that maybe?

raven knot
#

oh in the config? im not sure.

pure rock
#
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

raven knot
#

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

pure rock
#

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 😦

tawny trench
raven knot
#

yeah, how else if not directly?

tawny trench
#

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

raven knot
#

you could use getObjectTexture and setObjectTexture in game tho

tawny trench
#

nah ill just call the .paa files in cfg

#

thanks alien

woven flax
#

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.

kindred viper
#

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?

hearty sandal
#

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

kindred viper
#

Any alternativ/better config generators, other than ALiVE's Orbat?

hearty sandal
#

None of those are "good" imo.

kindred viper
#

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

hearty sandal
#

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.

kindred viper
#

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

hearty sandal
#

The config generators are shortcut tools and lack access to all kinds of details.

kindred viper
#

I'll maybe try to explain to them how to manually do that in the autogenerated config

hearty sandal
#

Simply put, they can't do their own factions, or they accept the limits of the tools

kindred viper
#

a bit of fine-tuning to fix the issue

kindred viper
#

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

hearty sandal
#

I don't know. Just try it out I guess.

winter rain
#

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.

crisp charm
#

Anyone known how to increase a copter lift power?

#

For when it's slingloading?

hearty sandal
#

cant

#

but you can set the mass of the object you try to lift lower

crisp charm
#

slingLoadMaxCargoMass = 10000 does this effect it all?

#

maximumLoad = 10000;?

hot pine
#

liftForceCoef = 1.7; there is this param after all

hearty sandal
#

oh true we are in config channel. Though it was question about live game script

#

😵

crisp charm
#

My bad had to modify RotorLibHelicopterProperties not enough torque

#

🙂

untold temple
hearty sandal
hot pine
#
            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

limber citrus
#

wat

hearty sandal
#

almost like that yeh

limber citrus
#

Ooh after looking at it for a while I get it

crisp charm
#

I got it 😄

untold temple
#

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

raven knot
woven flax
#

@hot pine Thank you! I will work on trying that now.

gilded jungle
#

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?

gilded jungle
#

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.

forest sierra
#

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?

rancid lotus
#

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'

slim halo
leaden swallow
#

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?

untold temple
#

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

desert wing
#

Is it possible to animate the rotation of a 2d scope for zeroing? I can't seem to get the aimpoint to shift

strange egret
#

no you cant animate 2d textured scope by config/ model animations alone. You have to do GUI scripting

desert wing
#

ok thanks

#

I'll go down the 3d scope route then

untold temple
#

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

desert wing
#

yeah tried that too, such a pain

dull bolt
#

Which addon is Contact DLC? Looking for the patches config to check for

#

is A3_Data_F_Contact valid?

wheat sluice
#

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.

fossil wharf
#

hello hello, quick silly question.
Do i use / or \ when doing a filepath

hearty sandal
#

\

fossil wharf
#

thank you

brazen merlin
#

the blood decals that characters drop when being wounded.. is that an engine thing or can this be changed?

hearty sandal
#

can be altered somewhere I think

brazen merlin
#

it's normal particles, no?

hearty sandal
#

its not just one thing If I remembeer right

#

Been a while since I did mine

brazen merlin
#

i'm actually just curious if i can somehow affect the footprints / tire tracks on surfaces

#

and thinking about potential workarounds / additions

hearty sandal
#

dont think those are per surface

brazen merlin
#

yeh, they likely aren't. i'm just trying to figure out a workaround

hearty sandal
#

can you elaborate on the usecase?

brazen merlin
#

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

hearty sandal
#

I mean sure you can createvehicle or createsimpleobject decals

brazen merlin
#

but that's done via scripts, no?

hearty sandal
#

but they start to stack up pretty fast so such stuff should be done in moderation

brazen merlin
#

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

hearty sandal
#

what kind of trigger are you looking for?

brazen merlin
#

footsteps :p

hearty sandal
#

ah right

#

well dont think they have any accessible eventhandler

brazen merlin
#

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

hearty sandal
#

are you looking for 3D object as footstep instead of a decal?

brazen merlin
#

if necessary, yeh

shy knot
#

Is BBoxes[] needed for PiP to function on a tracked vehicle?

#

Asking here to avoid going off topic

hearty sandal
#

yes

shy knot
#

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

sullen fulcrum
#

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

shy knot
#

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=#;

sullen fulcrum
#

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

shy knot
#

That’s how you’ll assign it as a UAV unless you inherit

sullen fulcrum
#

Alright thank you

shy knot
#

I’ve done an unmanned static turret so I could help if you need anything. Config.cpp is where everything else would go

sullen fulcrum
#

Alrighty thank you

desert wing
#

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

empty island
#

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

hearty sandal
#

ingame config viewer is the simples approach

empty island
#

Ty! got the values I was looking for

wheat sluice
winter rain
#

@desert wing in the Arma 3 Samples Test_Weapon is a defined second muzzle for this and also config stuff is avaiable there.

desert wing
#

thanks both!

untold temple
#

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

desert wing
#

oh thanks all

desert wing
#

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

hot pine
tame heart
#

Does one of the local config wizards know if the Slammer / Angara / Varsuk / Rhino ERA uses a CfgAmmo explosion?

untold temple
#

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

tame heart
#

This saddens me.

tawny trench
#

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?

tawny trench
#

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?

tawny trench
#

nobody?

little warren
#

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

sullen fulcrum
#

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.

tawny trench
#

whys is pboproject freaking out about these .paa file paths?

#

how do i tell it to ignore them?

slim halo
tawny trench
#

sigh

shut fulcrum
# tawny trench how do i tell it to ignore them?

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.

tawny trench
#

oh so the textures have to be fully unpacked?

shut fulcrum
#

yes

tawny trench
#

sighhhhh

#

addon builder corrupts umlauts

#

pboproject cant ignore .paas

shut fulcrum
#

There is a good reason Pboproject is the best tool out there.

#

And theres a good reason it wont ignore missing files

tawny trench
#

well i wish itd just ignore these like addon builder would lol

shut fulcrum
#

if wishes were horses...etc 😉

tawny trench
#

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

shut fulcrum
#

Ive never had any problem with PBOProject. Its saved me thousands or hours. Just follow the rules, unpack the files you reference.

tawny trench
#

so i have to unpack every single texture ive referenced in into my P: drive?

shut fulcrum
#

Yes

#

why is that a problem?

tawny trench
#

no just double checking

#

thanks'

slim halo
tawny trench
#

how do you use those?

stoic lily
#

@tawny trench you can create dummy paa/duplicate the empty.paa from A3 data

wintry tartan
#

You don't even need to make an actual texture but just some 0 KB files

tame heart
#

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.

hearty sandal
#

@tame heart why do you need that information? its not like you an change it

untold temple
#

IIRC it's flagged in the model and engine. Nothing to do with the config

tame heart
#

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.

flint goblet
#

@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.

rough hatch
#

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

untold temple
#

Are they crewed by a unit that's not scope 2?

rough hatch
#

nope, just basic FIA riflemen

#

they show up in eden, just not in zeus

plucky notch
bitter pebble
#

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

shy knot
hearty sandal
#

@bitter pebble dont think that is possible

#

got to make less fancy things

plucky notch
# shy knot 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

shy knot
plucky notch
#

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

plucky notch
shy knot
#

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

plucky notch
#

Yeah I thought that, but when I messed around with setting them it didn't work as expected

shy knot
#

Did you define them in the config

hearty sandal
#

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

plucky notch
hearty sandal
#

it sounds like a typo somewhere then. the points would default to 0,0,0 if they are not defined/selection cant be found

plucky notch
shy knot
#

gunBeg="usti hlavne";
gunEnd="konec hlavne";

#

Usti at the end

#

Konec at beginning

hearty sandal
#

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

shy knot
#

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

plucky notch
#

Great, thank you. I will go through soon and re-do these selections to see if I can get it working

shy knot
#

I’d also recommend looking at how A3 do it in their configs if you have your p drive setup

hearty sandal
#

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...

shy knot
#

Some people I know don’t. It’s cursed and horrible

hearty sandal
#

yeah I know.

shy knot
#

Anyways, glad to help. Hopefully you get it working

plucky notch
#

Yeah thank you both of you! I will continue looking 😅

rough hatch
#

so if all my scope is set correctly on a vehicle, what else might be causing it to not show up in zeus?

hearty sandal
#

not listed in cfgPatches units array

rough hatch
#

I said it is

hearty sandal
#

you said scope is set up

#

also Zeus I think has some setting to allow custom content

rough hatch
#

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

hearty sandal
#

well how would I know what you said earlier.

rough hatch
#

from the same addon

#

there's something with those specific vehicles that don't display for some reason

shy knot
#

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

rough hatch
#

yes that's all set

#

some just don't appear

shy knot
#

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

rough hatch
#

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

hearty sandal
#

likely so

shy knot
#

Yeah

#

Don’t have 2

#

Only 1

#

Also rename classes.

#

Like immediately lol

#

Good you got it sorted though

tawny trench
#

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?

iron mulch
#

Is there a CfgGroups for civilian units? To distinguish between Men and Men(European) for example. Need to blacklist groups for ALiVE

tawny trench
#

you mean the civilian side?

iron mulch
#

Yes

tawny trench
#

you usually state the civilian faction you want as side 3

iron mulch
#

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

iron mulch
#

nvm I found it

hearty sandal
#

@tawny trench how are you trying to add the crew?

#

theres driver, gunner and cargo

tawny trench
#

yeah, but in eden i can add crew to other positions like loader and sidegunner

hearty sandal
#

I assume this is a modded vehicle?

tawny trench
#

yeah

hearty sandal
#

could be something broken with it

#

not uncommon

tawny trench
#

yeah no other config seems to have more than 3 crewmates in the vehicles

hearty sandal
#

how do you know there is space for 5?

tawny trench
#

because you can add 5 crew into them in eden

hearty sandal
#

what position do they all occupy?

tawny trench
#

commander, driver, gunner, loader, and side machinegunner

hearty sandal
#

side machinegunner would be separate turret

#

loader perhaps too

tawny trench
#

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?

hearty sandal
#

I dunno.

tawny trench
#

because even the mods dont have 5 crewmates in their vehicles

hearty sandal
#

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?

tawny trench
#

yeah

#

they all have 3

hearty sandal
#

then blobdoggoshruggoogly

tawny trench
#

so like

#

yeah

hearty sandal
#

in that case the init is probably simplest approach

tawny trench
#

if they didnt figure it out im probably not either huh lol

hearty sandal
#

I dont really know.

tawny trench
#

well thanks anyway Goat

#

theyre the tanks in the ifa3 mod if youre wondering

void berry
#

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.

flint sedge
#

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.

desert wing
#

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

narrow swallow
#

Can cargoAction be randomized from a list, either at init or on each get-in?

hot pine
#

nope, but you can create animation which is randomized

narrow swallow
#

ooo interesting

#

haven't gone down the animation rabbit hole yet. it's probably not a good starter project right?

desert wing
hot pine
#

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

fathom surge
#

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 ?

hot pine
fathom surge
#

I ſee—thank you. What, then, would be a better way to implement this functionality within an object ?

flint sedge
#

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.

hearty sandal
#

no texture = usually means bad pathing

#

are you using P drive and armatools/Mikero tools?

flint sedge
#

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 😫

hearty sandal
#

mikeros pboProject does not allow you to pack if it cant verify all paths for example

flint sedge
#

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?

hearty sandal
#

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

flint sedge
#

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

hearty sandal
#

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

flint sedge
#

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

hearty sandal
#

is this: "\testing\textures\uniforms\ParadeUniform_Testing.paa" here -> P:\testing\textures\uniforms\ParadeUniform_Testing.paa?

flint sedge
#

its "testing.pbo" which is located in an @ addon folder in the arma 3 directory

hearty sandal
#

yes but when you pack it

#

do you pack it from that P: drive path?

#

or do you have P drive at all

flint sedge
#

No

hearty sandal
#

well that is your issue then

flint sedge
#

how?

hearty sandal
#

you dont have the mod development environment set up

flint sedge
#

But surely that's not needed, otherwise how would people without a P drive be able to see it in their game?

hearty sandal
#

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

flint sedge
#

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

hearty sandal
#

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

flint sedge
#

I'm not arguing, I'm trying to understand

hearty sandal
#

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

flint sedge
#

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.

hearty sandal
#

right then. if you think im toxic I'll leave you to it.

flint sedge
#

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.

hearty sandal
#

¯_(ツ)_/¯

#

good luck then

void berry
#

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

gritty rune
#

probably there's no sample config and you need to derive the info from the in game config viewer for the missile

hearty sandal
#

this is correct

balmy merlin
#

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?

slim halo
#

make sure you don't have two ;s

#

posting your entire setup may help

balmy merlin
#
{
    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"
};```
slim halo
#

it's wrong

#

although it should work

#

are you sure that's all of it?

#

also use ```cpp
for syntax highlighting

balmy merlin
#

so i was thinking adding it just right under focusonobject but that does not work

slim halo
#

@balmy merlin I still don't understand it tho

#

what are you trying to do again?

balmy merlin
#

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 "="

slim halo
#

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?

balmy merlin
#

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

slim halo
#

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"
};
balmy merlin
#

ill give that a shot, does it matter where you add #include inside a class like that?

slim halo
#

yes

wintry tartan
#

#include is just a “replace this line with the file content”

slim halo
#

it depends on the contents of the file you're trying to put there

wintry tartan
#

So possible to break everything if you don't follow the rules after the #include

balmy merlin
#

👍 makes sense

#

explains why everything broke when i added it before class BIS

slim halo
flint sedge
#

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?

hot pine
#

I guess on suitpack

flint sedge
hot pine
flint sedge
#

Right so I should change what I've got in CfgWeapons to Vehicles? I'll type that up real quick

untold temple
#

rhs_uniform_acu_oefcp is a suitpack

flint sedge
#

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?

untold temple
#

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

flint sedge
#

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?

untold temple
#

\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

flint sedge
#

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?

hot pine
#

missing required addons in CfgPatches probably

flint sedge
#

requiredAddons[]=
{
"A3_Data_F",
"A3_Characters_F",
"rhsusf_main",
"rhsusf_c_troops"
};

#

That's what it's currently loaded with

hot pine
#

compare it with error logs

flint sedge
#

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.

untold temple
#

recommend just using rhsusf_main_loadorder for requiredAddons

flint sedge
#

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.

flint sedge
#

Which one? I'm loading in with the requiredAddons[]= selecting rhsusaf_main_loadorder and nothing, and I pasted my error logs

hot pine
flint sedge
#

Yeah I've tried loading with rhsusf_army_acu_oefcp_uniform and also rhsusf_army_acu_oefcp

hot pine
#

could you show your config with rhsusf_army_acu_oefcp_uniform ?

flint sedge
#

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"
    };
};

};

hot pine
#
    class rhs_uniform_acu_oefcp;``` no such class exist
#

what about rest of code?

flint sedge
#

Well that was just there to test since the rhs_uniform_acu_oefcp_uniform didn't work

untold temple
#

Also you don't have uniformClass parameters to link the cfgVehicles class to the cfgWeapons class, and I assume vice-versa

flint sedge
#

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 .```
untold temple
#

The ACU model is the ACU model whether it's UCP, UCP-D, OEF-CP or OCP

flint sedge
#

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!

iron mulch
#

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

hearty sandal
#

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)

iron mulch
#

well i would do that if it didn't make the config.bin unreadable

hearty sandal
#

which is why I said pboManager is not proper modding tool.

iron mulch
#

im using notepad++ to view the config.bin

hearty sandal
#

yes

#

that does not help

iron mulch
#

then wtf does

hearty sandal
#

because pboManager is not proper modding tool

#

and does not produce you files you can use

iron mulch
#

im looking at a base game file...

hearty sandal
#

yes I know

#

but pboManager does not extract the files to human readable format

#

as in - It is not proper modding tool

iron mulch
#

Ok. Tell me then. How do I view the config.bin properly

hearty sandal
#

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.

iron mulch
#

ffs. shouldnt even be obfuscation in the first place

hearty sandal
#

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.

karmic forge
#

Question: I have my pdrive set up, but what do I actually do with it?

hearty sandal
#

you build you addons in it and then pack them into pbo

abstract orbit
#

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?

untold temple
#

Thrust is acceleration so thrust 40 for 10 seconds would increase velocity by 400m/s above initspeed

abstract orbit
#

Ok cool, thanks

karmic forge
#

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?

hearty sandal
#

the paths are not correct

#

doing anything with manager is not proof of working things

karmic forge
#

How would I fix the paths? The current ones are \addonfoldername\tx\texture.paa. That is what I have in the config file.

hearty sandal
#

where is addonfoldername\

#

and do you have the leading \

karmic forge
# hearty sandal where is addonfoldername\

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

hearty sandal
#

try without it

karmic forge
#

Still not working

hearty sandal
#

so your files are in P:\addonfoldername\

karmic forge
#

they are in P:\folder\addonfoldername\. does each pbo have to be it's own folder in the root p drive then?

hearty sandal
#

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

karmic forge
#

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.

hearty sandal
#

sure

rancid lotus
#

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?

karmic forge
#

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.

rancid lotus
#

Thanks!

raven knot
narrow swallow
desert wing
#

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?

wise fog
#

I am drawing a blank..
class new_class_name: old_class_name;
inherits everything as is and

{
};```
overwrites everything.. correct?
narrow swallow
#

first will error, second will inherit

wise fog
#

thanks!

sullen fulcrum
#

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

hearty sandal
#

this a terrain placed building or editor placed building?

brave prairie
#

Bumping this. Does the rarityGroup config for CfgGroups scale rate from 0 AI wont spawn group at all to 1 AI frequently spawns?

river ravine
#

Is it possible to have a helmet with integrated NVG swap models when the NVG is activated?

raven knot
#

not sure tho

sullen fulcrum
river ravine
sullen fulcrum
#

everything works great except Land_d_trailerhome1.p3d doesnt appear when the intact one falls

hearty sandal
#

why is it named land_

#

the p3d

#

p3d should not be named land_

sullen fulcrum
#

the destruction object?

hearty sandal
#

any p3d

sullen fulcrum
#

that's what the wiki said

hearty sandal
#

what wiki?

sullen fulcrum
#

gotta find the link

#

first few lines

hearty sandal
#

read closely

#

to create a class of a building

#

so the config class is named land_p3dname

sullen fulcrum
#

so only in class?

hearty sandal
#

yes like I just said

sullen fulcrum
#

will that solve the issue of the ruin not appearing?

hearty sandal
#

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?

sullen fulcrum
#

addon builder

hearty sandal
#

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

sullen fulcrum
hearty sandal
#

class House_F would maybe be better inheritance source

#

and if thats all of your config, then you dont hace closing }; for the cfgvehicles

sullen fulcrum
#

there's more to it

#

I'll try House_F

desert wing
#

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?

hot pine
#

you can have only one particles class per weapon

desert wing
#

Thanks reyhard - and would I be right in saying that effectFire/effectMissile/effectSmoke on the cfgAmmo class don't work for the shotShell simulation?

hearty sandal
#

you could perhaps use fired eventhander spawn a simple effect for the alternate muzzle

desert wing
#

Yeah that was going to be my backup plan, thanks for the info all 👍

sullen fulcrum
#

I tried House_F but nothing happened

#

still can't get the ruin to show up

naive wren
#

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 🤔

hearty sandal
#

Why tho?

naive wren
# hearty sandal 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

hearty sandal
#

I dunno. Feels wrong to put your name on the game instead of Arma especially when it's not even stuff you made yourself.

scarlet tree
#

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

naive wren
wheat sluice
#

Your external class references can be simplified to just class GrenadeHand; since you don't call anything else. scope is also unnecessary.

scarlet tree
#

alright, many thanks!

hearty sandal
#

@naive wren real life organisation logos are usually trademarked or copyright protected. I would advice using such

naive wren
slim halo
naive wren
slim halo
#

are you repacking them?

naive wren
tame heart
#

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?

tame heart
#

lockDetectionSystem = 0; though

untold temple
#

incomingMissileDetectionSystem

limber citrus
#

hey peeps whats the name of the AoW loadorder again?

untold temple
#

A3_Data_F_AoW_Loadorder IIRC

limber citrus
#

Thanks

raven knot
abstract plover
untold temple
#

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

tame heart
limber citrus
sullen fulcrum
#

@limber citrus will do

#

Didn’t know that existed

limber citrus
#

No worries, easy to miss

ivory iris
#

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?

hearty sandal
#

no

#

but those parts need to have the same moving named selections

elfin temple
#

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

karmic forge
#

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.

hearty sandal
#

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

karmic forge
#

oooh, i see

#

do i need to include the rhsusf main folder or just the unpacked pbo?

hearty sandal
#

Depends what data is referenced

karmic forge
#

referencing a texture file in the rhsusf_infantry2 pbo

hearty sandal
#

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

untold temple
karmic forge
#

that is the path i am using, my problem was i didnt know i had to have the original pbo unpacked in my pdrive

untold temple
#

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

karmic forge
#

i dropped the first two so it's just rhsusf_infantry2\gear\head\opscore\data\opscore_fg_co.paa

#

will that still work?

untold temple
#

No. It has to use the full path the same as it's written for the original class

karmic forge
#

alright

flint sedge
#

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"};
    };
};```
covert pasture
#

you need add units[]={}; inside my_example_uniforms

flint sedge
#

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!

covert pasture
#

np

woven flax
#

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?

untold temple
#

Depends on the size of the viewGeometry in the particleShape model I would think

woven flax
hot pine
#

it's using resolution lod when block ai view param is used - check is similar to textures on trees in view geo

long cargo
#

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?

fossil wharf
#

In modules, do we still get parameters into the curator gui?

woven flax
nocturne verge
#

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};
                };
            };
        };
    };
};```
plucky notch
# plucky notch Yeah thank you both of you! I will continue looking 😅

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

flint goblet
#

@nocturne verge is your faction defined in cfgFactionClasses?

plucky notch
shy knot
#

Hmmmm, you’ve defined your custom firing points right?

nocturne verge
plucky notch
#

The ones defined in CfgWeapons?

shy knot
flint goblet
#

@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};
                    };
                };
            };
        };
    };
};```
plucky notch
# shy knot You need gunBeg and gunEnd defined in turrets class of your vehicle

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

regal jacinth
#

When creating units, where do i put the ACE medical stuff? i tried putting it in linkedItems and Magazines with no success

flint goblet
#

@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"

regal jacinth
#

ah yea thats probably whats missing

#

i presume grenades and such goes in there aswell?

flint goblet
#

grenades are defined in "magazines" and "respawnMagazines"

regal jacinth
#

gotcha, i appreciate the help!

nocturne verge
# flint goblet <@!163559789035520000> perhaps class Infantry is defined wrongly? you have it de...

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

stoic lily
#
  1. did you verify via config browser if its actually present
#
  1. classes have to be scope=2 i think
nocturne verge
nocturne verge
stoic lily
#

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

nocturne verge
wintry tartan
#

imgur

nocturne verge
#

right

wintry tartan
#

How did you pack your MOD?

stoic lily
nocturne verge
wintry tartan
#

Do you have any other MODs?

nocturne verge
#

yes , does the same if i only load my mod , how do i send the rpt file

wintry tartan
#

PasteBin or such