#arma3_config
1 messages ยท Page 125 of 1
thank you so much , I cannot believe I missed that ๐คฆ
where would one find the weapon model p3d in the config viewer?
all that appears is model = "\A3\Weapons_f\DummyWeapon_Single.p3d";
configfile >> "CfgVehicles" >> "Weapon_srifle_DMR_03_F" >> "model"
CfgWeapons
@wintry tartan ty
Has anyone found a way to give "Man" units a sensor display?
is there a way to modify the config or the config of a item like the tactical glasses to give him a sensor display?
I doubt item can do it
but if it can work, then it would be made the same way other vehicles have it
What's the community standard for config viewing? Do most of you use the AiO config dump, the in-game Config Viewer, both, or something else?
is there a way to make an autoexecutable like in csgo? or even a hotkey to change a keybinding skew/game options?
both
aio config dump and np++ if you "wild search"
and ingame config viewer to check if mod classes are as expected
Is it possible to set weapons = respawnWeapons in CfgVehicles?
For example instead of:
weapons[] = {"gun", "Throw", "Put"};
respawnWeapons[] = {"gun", "Throw", "Put"};
Could one do:
weapons[] = {"gun", "Throw", "Put"};
respawnWeapons[] = weapons[];
According to pboProject, the answer is a hard no.
weapons[] = WEAPONS
respawnWeapons[] = WEAPONS ``` you can try something like that
oh yeah, I forgot completely about define. Thanks!
What config does enableDebugConsole go in? https://community.bistudio.com/wiki/Arma_3:_Debug_Console#Mod_support
Description.ext
Order of Precedence
- Mission param is checked. If it is not defined then...
- description.ext param enableDebugConsole is checked. If is not defined then...
- Eden attribute option is checked. If not defined then...
- Global/mod param
enableDebugConsoleis checked.
It can be there, I'm interested in the mod part
is it possible to change the bump-map used on a vehicle through a config?
I've figured out how to change the basic textures of a vehicle but I'm not sure if theres a way for the bump maps
normalmaps are tied to material(rvmat) and they dont change very well via hiddneselections
hiddenselectionsmaterials may work
its lacking mass in geometry lod
Only your geo LOD should have mass. It should also be as simple as possible to not be overly complex
An pbo I built is throwing an error when placing a Zeus module or opening Zeus and I don't know why.
No entry 'bin\config.bin/CfgPatches.characters_f'
Here is the CfgPatches in my config.cpp
{
class 17th_Uniforms
{
name = "17th Uniforms";
author = "";
units[] = {};
weapons[] = {};
requiredAddons[] = {"Characters_F"};
};
};```
Thanks! That did it. It looks like it might be that way for all Arma 3 addons, it did the same for Characters_Orange_F
Setting up textureSources and Using the materials[] array works more consistently. But if you change the materials whether by textureSources or hiddenSelections, it disables damage materials. The vehicle will only show material changes when fully destroyed
it show damage when general damage is above 0.5 - hitpoints material swap is not working though
Is Contact still encrypted? Wanted to take a look at the shotgun but files are ebos, are there any shotgun config tutorials available?
yes, cant, no
but you can read the configs in the game config viewer
or make a config dump file
Alright Iโll try that, thanks
Hi everyone. I'm searching how i can create grenade ? Nothing in arma 3 sample ?
I am getting constant Some of magazines weren't stored in soldier Vest or Uniform? errors. I have macros setup to to spawn exactly 6 of a magazine and 4 of a different magazine but it seems to spawn more than that. Here's my config for this.
class seso_ss_m42p_summer_assistant_spare : seso_ss_m42p_summer_panzer
{
displayName = "Assistant Gunner (Spare Barrel)";
backpack = "fow_b_ammoboxes_mg34_42";
linkedItems[] = {"fow_v_heer_k98_ass", "Ren_ss_tarn_helmbezug_platanen_Sommer", "ItemMap", "ItemCompass", "ItemWatch"};
respawnLinkedItems[] = {"fow_v_heer_k98_ass", "Ren_ss_tarn_helmbezug_platanen_Sommer", "ItemMap", "ItemCompass", "ItemWatch"};
weapons[] = {"fow_w_k98", "Throw", "Put"};
respawnWeapons[] = {"fow_w_k98", "Throw", "Put"};
magazines[] = {MAG_6("fow_5Rnd_792x57"), MAG_4("fow_50Rnd_792x57")};
Respawnmagazines[] = {MAG_6("fow_5Rnd_792x57"), MAG_4("fow_50Rnd_792x57")};
};
Any ideas why I keep getting more magazines than 6 and 4?
Are the macro's correct and you don't have any scripts running which adds/changes the loadouts?
And do you have any ammo in the backpack?
The macros were copy-pasted from the wiki, except made capitalized as per pboProject's suggestion:
/// Magazines macros definition ///
#define MAG_2(a) a, a
#define MAG_3(a) a, a, a
#define MAG_4(a) a, a, a, a
#define MAG_5(a) a, a, a, a, a
#define MAG_6(a) a, a, a, a, a, a
#define MAG_7(a) a, a, a, a, a, a, a
#define MAG_8(a) a, a, a, a, a, a, a, a
#define MAG_9(a) a, a, a, a, a, a, a, a, a
#define MAG_10(a) a, a, a, a, a, a, a, a, a, a
#define MAG_11(a) a, a, a, a, a, a, a, a, a, a, a
#define MAG_12(a) a, a, a, a, a, a, a, a, a, a, a, a
that error means that those magazines don't fit current gear you have
That makes sense, as these are ammo carriers. However, when I spawn an identical Assistant Gunner from Faces of War, there is no such error. All I did was copy the magazines from this config of Faces of War's Assistant Gunner:
class fow_s_ger_ss_mg42_sparebarrel: fow_s_ger_ss
{
dlc = "fow_mod";
scope = 2;
displayName = "Asst. MG42 (Spare barrel)";
uniformClass = "fow_u_ger_m43_peadot_02_private";
hiddenSelectionsTextures[] = {"\fow\fow_characters\ger\data\lodu_heer_soldier02_peadot44_co.paa"};
backpack = "fow_b_ammoboxes_mg34_42";
weapons[] = {"fow_w_k98", "Throw", "Put"};
respawnWeapons[] = {"fow_w_k98", "Throw", "Put"};
linkedItems[] = {"fow_h_ger_m40_ss_01", "fow_v_heer_k98_ass", "ItemMap", "ItemCompass", "ItemWatch"};
respawnLinkedItems[] = {"fow_h_ger_m40_ss_01", "fow_v_heer_k98_ass", "ItemMap", "ItemCompass", "ItemWatch"};
Items[] = {"fow_h_feldmutze_ss", "FirstAidKit"};
RespawnItems[] = {"fow_h_feldmutze_ss", "FirstAidKit"};
magazines[] = {"fow_5Rnd_792x57", "fow_5Rnd_792x57", "fow_5Rnd_792x57", "fow_5Rnd_792x57", "fow_5Rnd_792x57", "fow_5Rnd_792x57", "fow_50Rnd_792x57", "fow_50Rnd_792x57", "fow_50Rnd_792x57", "fow_50Rnd_792x57"};
respawnMagazines[] = {"fow_5Rnd_792x57", "fow_5Rnd_792x57", "fow_5Rnd_792x57", "fow_5Rnd_792x57", "fow_5Rnd_792x57", "fow_5Rnd_792x57", "fow_50Rnd_792x57", "fow_50Rnd_792x57", "fow_50Rnd_792x57", "fow_50Rnd_792x57"};
};
Into my config yet it has that error for my unit.
I guess they changed somewhere in the inheritance capacity coefs
I'll check if that's true in the fow_s_ger_ss config
class fow_s_ger_ss
{
displayName = "Infanterie (Pea Dot)";
};
Doesn't seem like it.
that doesn't say anything ๐
in the end, this error isn't that big of a deal. I just have more ammunition on my units that I intended. I just want to learn how to config properly and avoid such errors.
check in game that unit and verify if you can remove & add again those magazines
if no, that means that this gear cannot carry that much ammo
Will do
perhaps your uniform has smaller capacity compared to whatever fow_s_ger_ss_mg42_sparebarrel is using
My Unit:
5 fow_5Rnd_792x57 in uniform, + 1 loaded
5 fow_50Rnd_792x57, 3 in vest, 2 in backpack
Original Unit:
5 fow_5Rnd_792x57 in uniform, + 1 loaded
6 fow_50Rnd_792x57, 1 in uniform, 3 in vest, 2 in backpack
I have no clue why I have 5 fow_50Rnd_792x57 when I wrote MAG_4(fow_50Rnd_792x57)
backpack has separate capacity
so don't count it it all
class rhs_sidorMG: rhs_sidor
{
scope = 1;
displayName = "$STR_RHS_SIDORPKBOXES_NAME";
class TransportMagazines
{
mag_xx(rhs_100Rnd_762x54mmR,2);
};
};```
3 in uniform in vest?
sorry, vest
In this case my suspicion that your uniform has lower capacity is correct
How come you defined TransportMagazines in your version? What does the 2 mean in mag_xx
backpacks are CfgVehicles entities
you can prefill backpacks with magazines
and this is why you have 2 magazines in backpack
backpack = "fow_b_ammoboxes_mg34_42";
I see what you mean. The biki section on backpack configuration explains further on it.
I believe I found a temporary solution. MAG_3("fow_50Rnd_792x57") spawns 5 of the fow_50Rnd_792x57 and doesn't error :)
So 3 in the uniform/vest and 2 in the backpack (defined in backpack config)
class fow_b_ammoboxes_mg34_42: Bag_Base
{
scope = 2;
model = "\fow\fow_characters\ger\lodu_heer_ammo_mg34_42";
displayName = "[GER] Ammo MG";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\fow\fow_characters\ger\data\fow_heer_box_co.paa"};
maximumLoad = 40;
mass = 65;
class TransportMagazines
{
class _xx_fow_50Rnd_792x57
{
magazine = "fow_50Rnd_792x57";
count = 2;
};
};
};
reyhard was right. The backpack comes with 2 of the magazines
Yes, exactly
Thank you for helping me with this, guys. Inheritance is hard.
It only becomes hard when expectations are different from reality ๐
And although the wiki explains well how to do each config on its own, it doesn't really explain how to combine it (especially with unit + backpack)
What dictates how stable a turret is? There's a helicopter with a camera pod that when you zoom in, starts jittering in an attempt to stick to the point you point it at. Additionally, it has a geolock that you cannot turn off. Are fixing any of those possible through the config?
can i define multiple sound files in cfgSounds and have the game pick at random from those?
as in ```cpp
class sound_sound
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "sound_sound";
// filename, volume, pitch, distance (optional)
sound[] = [{ "fx\sound.ogg", 1, 1, 100 }, { "fx\sound.ogg", 1, 1, 100 }, { "fx\sound.ogg", 1, 1, 100 }];
// subtitle delay in seconds, subtitle text
titles[] = { 1, "*sound*" };
};```?
something like that
maybe sound groups?
No (afaik)
alright, thank you!
Quick question: Can there only be one CfgMagazines in a mod? I have two weapons pbos in the mod, TEST_PISTOL_01 and TEST_WEAPON_01 with each having a cfg magazines and cfg ammo, and my latest test has this error message. Line 43 is just a ending bracket https://cdn.discordapp.com/attachments/789257226032250921/822826667785322507/unknown.png
removing the TEST_WEAPON_01 pbo removes the error message
No, you should be able to have one for each config.cpp
That error likely points to you having the same classname twice, or having the same parameter in that class twice
class RscTitles
{
titles[]={};
class crosshair_player
{
idd=-1;
movingEnable=0;
duration=4;
fadein=1;
fadeout=1.9;
name="crosshair_player";
controls[]={"crosshair_1"};
class crosshair_1
{
type=0;
idc=-1;
size=1;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font = "puristaLight"
text="img\crosshair_1.paa";
style=0x30 + 0x800;
sizeEx=1;
fadeout = 0;
duration = 9999999;
x=0.5;
y=0.5;
w=0.06;
h=0.06;
};
};
};``` Resource fades out regardless of the fade/duration times i set when creating with ``cutRsc`
wait
im simpole
duration=4;
in the root
๐
is there a way to make a unit immortal through cfg?
use the Hit eventhandler
and then return False
i have no idea how
i just told you how
I am writing a new vehicle class that inherits from a parent vehicle class. The parent's linkedItems[] will be nearly identical to the child's linkedItems[] except for 1 item. Is there a way to copy the parent's linkedItems[] to the child's linkedItems[] but have 1 item different without rewriting the whole list?
For example:
class A
{
linkedItems[] = {"A","B","C"};
};
class B : A
{
linkedItems[] = {"A","X","C"};
};
Achieve the same thing but without rewriting linkedItems[]
Just a wild guess but would linkedItems[1] = "X"; work? I presume that would set the element "B" at index 1, to become "X".
Yeah, I could. Thanks for the advice!
I'm debating redoing some of my categories of vehicles to fit this campaign better like I've seen in some mods (moving MRAPs to a "Light Armor" category for example, creating Trucks category, etc) but some spots I've read that this will mess up the configs? Is this true? Any long-term problems I'm not thinking of by reworking categories?
it will break any other mod using the already established categories
so not really worth the effort
If I create categories not used by any other mod in modpack it should be ok tho, correct? or should I just say forget it
if you remove old categories then other things wont work
Oh duh. that makes sense. Thanks man.
Ok, one more dumb question here. I'm looking at using a HIMARS from another mod in this faction for private campaign (not uploading) and it's popping a second category of Artillery, so there are now two. I'm cleaning up the config, will there be issues if I merge that HIMARs that's by itself in duplicate category to main Artillery? I can't see where it will cause issues but fairly new at working these files.
Is there a way to force overwrite the map loading screen that shows inbetween loading into the editor or going into VA(not the one that shows when joining a server)? I believe the map itself would have to do with ```c++
class CfgWorlds
{
class Stratis: CAWorld
{
author = "Bohemia Interactive"; // Author
description = "Stratis"; // World name
pictureMap = "A3\map_Stratis\data\pictureMap_ca.paa"; // Background map
pictureShot = "A3\map_Stratis\data\ui_Stratis_ca.paa"; // Default overview picture
// Loading texts displayed on the bottom of the loading screen (picked randomly)
loadingTexts[] =
{
"Area of Stratis is 19.3 square kilometers.",
"Stratis is of volcanic origin, with many rocks and crevices.",
"Kamino Firing Range uses remnants of the nearby old Kamino village as a target area."
};
};
};```but i have no idea if you forcibly overwrite this one and any other types of loading screens that mods implement. I'd appreciate any help ๐
On the topic of CfgWorlds, I just want to override a single species class to spawn more rabbits, without having to include all of the other bs
class CfgWorlds
{
class Malden
{
class AmbientA3
{
maxCost = 500;
class Radius440_500
{
areaSpawnRadius=70;
areaMaxRadius=200;
spawnCircleRadius=30;
spawnInterval=4.6999998;
class Species
{
class Rabbit_F
{
maxCircleCount="(200 * (0.1 - houses)) * (1 - sea) * (1-rain)"; // * 10
maxWorldCount=50; // * 10
cost=5;
spawnCount=10; // & 10
groupSpawnRadius=10;
maxAlt=80;
minAlt=-5;
};
};
};
};
};
};```
What am I missing?
class Malden malden will inherit from some other class
you need to inherit from the same
see config viewer
Malden inherits from CAWorld, but if I inherit that, my class won't inherit Malden's other attributes, right?
so for my class, is
class CAWorld;
class Malden: CAWorld
``` all that's necessary?
yes
perfect, thanks
not sure if this is the right channel to ask but is there any info on how sirens work? like in 3cb factions has iirc
like from what I vaguely gather its a model attached to the vehicle and an add action?
any ideas about the forced overwrite? ๐
What do you mean?
Just from my question above from yesterday ๐ Is there a way to force overwrite the map loading screen that shows inbetween loading into the editor or going into VA(not the one that shows when joining a server)? I believe the map itself would have to do with ```c++
class CfgWorlds
{
class Stratis: CAWorld
{
author = "Bohemia Interactive"; // Author
description = "Stratis"; // World name
pictureMap = "A3\map_Stratis\data\pictureMap_ca.paa"; // Background map
pictureShot = "A3\map_Stratis\data\ui_Stratis_ca.paa"; // Default overview picture
// Loading texts displayed on the bottom of the loading screen (picked randomly)
loadingTexts[] =
{
"Area of Stratis is 19.3 square kilometers.",
"Stratis is of volcanic origin, with many rocks and crevices.",
"Kamino Firing Range uses remnants of the nearby old Kamino village as a target area."
};
};
};```but i have no idea if you forcibly overwrite this one and any other types of loading screens that mods implement. I'd appreciate any help ๐
ooo yes thank you very much
can you explain a bit more closely what you mean by siren please?
I doubt you mean the siren sound that some police vehicles can play, as thats just a horn sound
Is there a way to randomise uniforms for unit vehicles?
How do you all generate pictures for your CfgVehicles? I have a bunch of units and factions that I want to generate .paa pictures for. Then, when one hovers over one of the units in Eden, they will see a thumbnail of the unit.
That really does, thank you!
make sure they're all listed correctly in the arrays under CfgPatches
Help: so im attempting to inherrit off another uniform and just tweak the armor values. The new uniform appears ingame however the new armor values i have attempted to assign do now appear. Help. //////////
class CfgWeapons
{
class ItemCore;
class Uniform_B7: ItemCore
{
class ItemInfo;
};
class Uniformtest: Uniform_B7
{
author = "";
scope = 2;
displayName = "New vest";
class ItemInfo: ItemInfo
{
containerClass = Supply80;
mass = 15;
class HitpointsProtectionInfo
{
class Neck
{
hitpointName = "HitNeck";
armor = 0;
passThrough = 0;
explosionShielding = 0;
};
class Arms
{
hitpointName = "HitArms";
armor = 0;
passThrough = 0;
explosionShielding = 0;
};
class Chest
{
hitpointName = "HitChest";
armor = 0;
passThrough = 0;
explosionShielding = 0;
};
class Diaphragm
{
hitpointName = "HitDiaphragm";
armor = 0;
passThrough = 0;
explosionShielding = 0;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 0;
passThrough = 0;
explosionShielding = 0;
};
class Body
{
hitpointName = "HitBody";
armor = 0;
passThrough = 0;
explosionShielding = 0;
};
};
};
};
you are editing the item that is on the floor
what's ya'lls favorite way to edit config files? Any software you like over others?
Notepad++
I'
I fat fingered the enter key
VSC with SQFLint, SQF Language, and Open Last RPT
I swear I've seen mods that have a scrollwheel action and a siren ontop of for example the arma 2 skoda that would light up and play a sound when you toggle that scrollwheel action
I forgot I set up vsc with sqf
I've been using notepad++ with sqf
I use both. Notepad++ with SQF for quick edits. VSC for configs and big edits across several files.
I made a config using notepad++ and it was awful idk how I forgot vsc was a thing
ah ye not sure how the siren part of that works, I imagine the lights just work the same way that they work on vanilla vehicles and the siren might just be an addaction that plays the sound on a loop?
like how do they even add another model ontop of model like that afaik you can't edit the arma 2 assets directly
add another model?
Config viewer is your friend
Config dumping is another friend if you feel like cheating on Config Viewer.
wat u mean with add another model
?
like add a model ontop of the model
Did you get an error about "pbo is obfuscated"?
nah just said it couldn't be open
am still
, what model are you trying to put on what?
and why
trying to add a police siren to the iron front civilian car for a reskin pack im making
do you mean the siren or light bar?
like a spinny light on top of the car
one =/= the other
ye thats the light
not sure if you can add something like that through configs
If you're clever, you can make a siren object that attaches to the civilian car on init.
I'm not 100% sure either
its just something I've seen other mods do
I'll take a look at 3cb factions and see if I can figure out vaguely what they do
what mod does that and are you sure it isnt just a hiddenselection?
3cb factions and I think higher quality US vehicles
doesn't hiddenselection have to be part of the actual model itself?
I suspected it was some exteneral model attached cus iirc you can't edit the arma 2 models since the pbos are encrytped
ye afaik
not sure what models 3cb uses
okay I took a look
and can confirm the police Lada uses a different model than the normal Lada
so I guess arma 2 had a police lada
well I guess I gotta see then if the iron front people are fine with model edits
hey maybe you can contribute it to the mod ๐
if they like my weekend fiddling around in gimp sure
@primal eagle you can't edit models from pbos. But Arma 2 data was mostly released as public data packs
well you can unpack pbo's and edit the p3d
though arma 2 pbos you cannot open
unless I did something wrong the one time I tried
no you can not edit p3ds
at least not from pbos made properly
some life crap might be done with pboManager which does not binarizse pbos and lock the p3ds
well I didn't know this was a thing lol. Config writing just got a shittload easier
was using notepad++ without the SQF plugin
anybody knows why custom muzzle particles don't show on multiplayer for other players?
perhaps mismatched data
Is assembleInfo only for backpacks or can it work for inventory items?
There's no way to make ejectDeadCargo applied only to specific cargo indexes or compartments, is there?
Don't think so
any idea why added countermeasures don't work on a vehicle? this is the code I have right now for the relevant bits
weapons[] = {"rhs_weap_smokegen"};
magazines[] = {"rhs_mag_smokegen"};
animationList[] = {"showBags",1,"showBags2",1,"showCamonetHull",1,"showCamonetTurret",1,"showTools",1,"showSLATHull",0,"showSLATTurret",0};
smokeLauncherAngle = 120;
smokeLauncherGrenadeCount = 10;
smokeLauncherOnTurret = 1;
smokeLauncherVelocity = 14;
class Turrets : Turrets {
class MainTurret : MainTurret
{
gunnerType = "my_crew_class";
class Turrets : Turrets
{
class CommanderOptics : CommanderOptics
{
gunnerType = "my_crew_class";
magazines[] = {"Laserbatteries","SmokeLauncherMag"};
weapons[] = {"Laserdesignator_mounted","SmokeLauncher"};
showAllTargets = 2;
};
};
showAllTargets = 2;
};
};
gunnerHasFlares = true;
driverHasFlares = true;
commanderHasFlares = true;
the "smoke screen" thing shows up for the commander and the "Smokegen" shows up for driver, and ctrl-c toggles mode for the smokegen, but pressing c does nothing
vehicle is the vanilla warrior
components?
I was using this as a reference
is it outdated?
oh nevermind, I did add a component for lasing, is there another component needed for launching smoke?
class Components
{
class SensorsManagerComponent
{
class Components
{
class LaserSensorComponent : SensorTemplateLaser
{
componentType = "LaserSensorComponent";
aimDown = 0;
allowsMarking = 1;
angleRangeHorizontal = 60;
angleRangeVertical = 30;
animDirection = "mainTurret";
groundNoiseDistanceCoef = -1;
maxGroundNoiseDistance = -1;
maxSpeedThreshold = 0;
maxTrackableATL = 1e+010;
maxTrackableSpeed = 1e+010;
minSpeedThreshold = 0;
minTrackableATL = -1e+010;
minTrackableSpeed = -1e+010;
typeRecognitionDistance = 0;
};
};
};
};
yes, you are missing CM component
oh, I'll look at the nilla one in the config editor in the components section then, thanks
np
added it and it worked ๐
What controls how stable a camera's geolock is? The RHS little bird has trouble staying slewed to a single spot on the ground (it shakes and moves) and I'm wondering if there is something config wise that I can do to fix it.
I think that's just an arma thing unfortunately
Other vehicles with cameras don't have that issue
if you mean vehicles with pilot cameras such as jets, yeah that's also an arma thing
I can't recall the specifics but I do remember it being said that that's just how arma do
what's the most efficient way to have a model randomize a uniform?
randomize the gear on spawn
I mean in a base config class
you dont really want that
What's the problem it creates?
its not how the uniform system works
unable to randomize at that level?
yes
I suppose you could swap textures on init evenhandler
but you would nor ever be able to spawn a specific unit
which is what the system is meant for (to spawn a specific type of unit)
if you want to spawn random types of units, you do that on mission level
'aight, good enough
I was thinking a template would work but yea that's mission level I see
I saw that the guys did with the CIA SAD units in that mod and thought it was really cool
Hi ! I'm having issues with a mod in a modpack for my server, everyone dies on particular hours (for example, sometimes it's 22:00, sometimes 17:30, etc) so I'm checking the files to see if a mod isn't bugged or something, and in a config.cpp, I see those lines
#define protected 1
#define public 2```
But I don't find any info on Internet about that. Could those lines be the problem ? (For the background, it's a mod made specifically for my server, but I lost contact with the dev, so I can't ask him)
not much can be done. perhaps the dev left a nasty bug in there on purpose. I hope you also did not pay money for that since its against the rules to sell mods
No, it was completely free. If I remove those 3 lines, will it "kill" the mod ?
I doubt removing them does anything to improve it
Ah :/
Is there a hard cap for sensors to show up on the radar? I did a test and my radar still does not show enemy's that are in range, same seens to happens to other mods like SAB aviation E-2, how can I remove that cap?
Here is the active radar
class ActiveRadarSensorComponent : SensorTemplateActiveRadar
{
componentType = "ActiveRadarSensorComponent";
class AirTarget
{
minRange = 500;
maxRange = 270000;
objectDistanceLimitCoef = -1;
viewDistanceLimitCoef = -1;
};
class GroundTarget
{
minRange=500;
maxRange=270000;
objectDistanceLimitCoef=-1;
viewDistanceLimitCoef=-1;
};
angleRangeHorizontal = 360;
angleRangeVertical = 360;
nightRangeCoef = 1;
maxFogSeeThrough= -1;
groundNoiseDistanceCoef = -1;
};
some people reported that radar is capped at 22km - I haven't found any reference to it in code though
Funny, in my internal testing seems like that is the distance they show in the radar
That problem is especially hard to me because my vehicle is a AWACS and my script relies on the radar, I am really worried to scrap that and go for a area checking.
Trying to animate doors
class AnimationSources { class Common { source="user"; animPeriod=5; initPhase=0; }; class door { source="user"; animPeriod=2; initPhase=0; }; class Door_1: door { }; class Door_2: door { }; class Door_3: door { }; class Door_4: door { };
Any idea what to put in the class door sections?
there is a wiki page called "how to animate a model"
and also Arma 3 Samples on steam for reference
Any method to whitelist what an inventory can hold?
You could script some EH's (Put, Take, ContainerClosed) to check if an item is in an inventory (or moved around) and kick it out.
Although that is a #arma3_scripting solution since it's not possible with configs (afaik)
Ok thanks for the information, I will check out an EH solution.
Generally when you use file paths like for textures would you use a \ in the beginning like
\folder\subfolder\file
or
folder\subfolder\file
like when I back out the P: from a file path having just a3\whatever or \a3\whatever
idk what it is but some of my penetration materials work and others don't
and it changes occasionally
like the metal material seems to consistently work on some p3ds
others it doesn't
the file path is exactly the same but some have a default dirt impact others have a proper impact
also metal plate thin never seems to work properly
I have this in the fire geometry material and the P drive is mounted, it worked before and I haven't touched the model since and it just started doing this
a3\data_f\penetration\concrete.rvmat
this doesn't work: a3\data_f\penetration\cloth_plate.rvmat
but this does: a3\data_f\penetration\metal.rvmat
these are in the exact same p3d and applied to various components
so these are p3d paths?
p3d stuff is #arma3_model but yes those should not need \ at front
also yeah I can move this to #arma3_model
well no need
when you select a rvmat or texture in the dialog it does not put in \ in the front of the path
so that is how it should be
by default it shows P:a3\data_f\penetration\metal.rvmat and I back out the P:
damn discord hiding my \
configuring problem likely then
in OB settings put P:\ as the texture path
otherwise it poops all your paths
will that work on other peoples computers? ie; since they don't have a P drive to reference?
what's that?
Mikeros Arma3P to set up your P drive
I'm using the addon tools mount P drive button
It unmounts every time I restart my pc also
right. that is kinda a coinflip if it works right
but if things are done right naturally they work everywhere
so I'm guessing fair chance mounting the P drive with Mikeros Arma3P should fix the penetration materials issue
well mounting it with arma tools should not cause such issue either if you paths are correct
what are you packing your pbo with?
mounting means nothing, the data is not read from P drive its read from the games pbos
addon builder, is PboProject part on mikeros tools?
yes
gonna download that and give it a try
which ones in the list would you recommend downloading?
https://mikero.bytex.digital/Downloads
get tha AIO installer
I just tested it, and indeed it is capped by 22km. tested with my AWACS in Altis putting one vehicle in one edge of the map and the other enemy helicopter stationary and I fly towards it and my scipt only detected the enemy helicopter at 22km and it also show on the radar after that
new simple way to get them installed
youll need to install extractpbo
ah
Hello, bit of a noob question but I'm trying to understand how the class inheritance works better:
So basically, when you define a new class that resides in say CfgVehicles, how come all of the other sub-classes of CfgVehicles are not deleted? Also, if I made a new tank class that inherited from say the T-14, what is the mechanism that makes all of the sub-classes of T-14 inherited too?
looks like it's already installed
@sharp geyser cfgVehicles is protected and cant be emptied like that
and all sub classes get inherited unless you redefine them in your new class
and if you do so then you need to define them in the parent class also and inherit them in the new class
Wiki has a page about config inheritance
looks like it's working, all the programs were installed, I think I just had to run each one once
@hearty sandal thank you, I wouldn't have known about classes being protected or not at all, so that at least puts a reason to it even if I don't fully understand protections yet ^^
Also I think I understand the sub-class inheritance now, I was looking at them in the wrong way at first but literally just everything under a class in the config viewer is a sub-class of that which makes sense now xD
its engine level class
or well now that I think of it, perhaps if you made class cfgVehicles {}; that would empty it
So I tried using pbo project and I got this error:
"rapify -PeW "CND\ProjectAmerica\cdmetal.rvmat" "P:\temp\CND\ProjectAmerica\cdmetal.rvmat""
'rapify' is not recognized as an internal or external command,
operable program or batch file.
I looked into it and rapify is installed, I checked environment variables and the correct path is set
usually that means rapify did not install right or the env path is not actually set
once I install rapify do I have to run it or do anything else?
going to bed will fight with it tomorrow
After getting door functionality to mostly work, it's still opening all the doors from the same location. Any ideas?
Why cfgWorlds from description.ext doesn't work anymore ? #arma3_config message
Iโm sorry to bother, I have a model ingame I want to have as a static object, how would I go about making it actually walkable (have collision?)
There has been no config other than putting it into the game and existing
@sullen fulcrum Where did you get the model?
Made it with a friend
Sounds like you need to add geometry to the object in object builder/make it a roadway.
Thanks
you can see house sample i guess, what lod you needed etc
Ok, thanks
I'm missing something here, why would addon builder expect a "=" instead of ":" in this line?
class CUP_U_B_USMC_MCUU_M81_roll_pads_gloves; class TIS_B_Uniform_M81_roll_pads_gloves: CUP_U_B_USMC_MCUU_M81_roll_pads_gloves
Sorry, second line
Theres probably something else going on.
Use PboProject instead of AddonBuilder if you want useful errors
Yea, it's on my to do list to swap to that. This project has gotten too complex for just addon anymore. Was just using it for quick packs
Id never use addonbuilder even for quick things. You never know if your project is actually "ok" since addon doesnt care how broke shit may be
what's annoying is everything has been running fine up until I added those two lines grumble
how can i add insignias to uniforms in the configs?
With scripts on init
do i add it in the Vehicle class of the uniform?
Thereโs a lot of stuff that could be doing that
Named selections, config problems
Most likely problem on the config
Bless, that sounds right form what I've seen.
When i get home Iโll send the exact lines im thinking that could cause that problem
Thank you sir
hey guys , so i made a custom UH-80 skin and I made it fire custom 6.5x39mm blue tracer rounds , but now the minigun doesnt spin...
class TF461_LMG_Minigun_Transport: LMG_Minigun_Transport
{
magazines[] = {"TF461_2000Rnd_65x39_Belt_Tracer_Blue"};
};
class TF461_LMG_Minigun_Transport2: LMG_Minigun_Transport2
{
magazines[] = {"TF461_2000Rnd_65x39_Belt_Tracer_Blue"};
};
``` I was scared of breaking animatiions etc. so I inherited the old minigun its-self and strangely enough its only the animation thats missing , anyone know how I can fix this?
Needs to change the weapon parameter in the animation source for the guns
is it something that can be fixed since its base game models?
Yes, if your helicopter addon has its own vehicle class it's just an extra config parameter that needs changing. The only tricky part is doing your inheritances properly to get to that part of the animationSources class inside the UH-80's inheritance tree. But since you seem capable of changing the weapon class inside the turret (which is generally more difficult to do without destroying the turrets) I imagine you can handle it
i found it yeah , I am gonna try , i think you helped me last with the inheritances , so I will quickly try
thanks bud , i got it to work ๐
Hello! I am trying to add an icon to my mod so my items in the Arsenal show the icon, how do I go about doing that?
See I tried this and I continue to receive an error telling me picture is not available, but the it's more or less the pathway type I'm concerned with
Is there any way to get a head mounted display MFD (https://community.bistudio.com/wiki/A3_MFD_config_reference) to continue into the camera if the gunner opens his camera?
not really - there was "bug" for a moment (was fixed after 1 patch) which allowed you to do something like that
I asked back then if it could be toggleable but I wasn't able to convince programmers to my idea
That's a real shame, with the apache the symbology is very similar for the IHADSS and the TADS so I was only going to move across if we could have both on it. I will stick to the current Rsc method for now.
Thank you!
yea, I had same thinking
Though with the current maturity of the system I like the idea for it for the UFD/MPDs!
indeed, it took me quite some time to get most of MFD pages on AH-64
but result is quite cool
What defines do ya'll use for file paths?
I tried using
#define EDEN_PREVIEW(arg) ""\units\data\##arg.jpg""
CfgVehicles {
class a_new_unit
{
editorPreview = EDEN_PREVIEW(a_new_unit);
};
};
But that doesn't work and creates an error.
#define EDEN_PREVIEW(ARG) "units\data\##ARG##.jpg"
CfgVehicles {
class a_new_unit
{
editorPreview = EDEN_PREVIEW(a_new_unit);
};
};
@icy pelican you can try the above its only an educated guess
I believe the issue is around the ## or a bad file path.
By default, you can only replace whole words by arguments. If you need to replace only part of a word, you can use the ## instruction. This is necessary when either the start or the end of the argument connects to another character that is not a ; (semi-colon) or (space).
I think you are correct. The error message included something regarding ".jpg" not being recognized. I will test it right now.
let me know if it works.
pboProject warns me with "Argument 'ARG' is not used in macro EDEN_PREVIEW"
but it is... maybe its the _'s ? im not sure how the engine handles them.
it should be "units\data\a_new_unit.jpg"
If I am understanding correctly, the underscores could be a problem. I don't think it is likely as I have #define MAG_2(a) a,a defines and they can take MAG_2("fow_e_m24") perfectly.
Maybe it's the starting \ ? I currently have it as \units\data\a_new_unit.jpg
Nope, same error.
I tried something like
#define EDEN_PREVIEW(ARG) \units\data\a_new_unit.jpg
#define STRINGIFY(ARG) "##ARG##"
Which it gives me the same error but on the STRINGIFY line. I just need to know how to cancel the quotation marks!
class CfgVehicles
{
class MyObject
{
editorPreview = "\A3\EditorPreviews_F\Data\myObject.jpg";
};
};
is how the wiki has it
I see. I'll test it without the underscores then. I will rename the file
I tried
#define EDEN_PREVIEW(ARG) \units\data\a_new_unit.jpg
#define STRINGIFY(ARG) "##ARG##"
CfgVehicles {
class a_new_unit
{
editorPreview = EDEN_PREVIEW(anewunit);
};
};
It still gives
Argument 'ARG' is not used in macro STRINGIFY
adding quotation marks around the argument looks like this
#define QUOTE(var1) #var1
It can't be that easy. I am shocked! 
You do'nt need to concatenate around \ and .
do I still need a STRINGIFY define to add quotes around the filepath?
I just checked my config.cpp after unpacking. It is finally reads the filepath correctly! editorPreview = "\units\data\a_new_unit.jpg"
It was as simple as:
#define EDEN_PREVIEW(ARG) \units\data\##ARG##.jpg
CfgVehicles {
class a_new_unit
{
editorPreview = EDEN_PREVIEW(a_new_unit);
};
};
You shouldn't even need the ##s. See how CBA does it https://github.com/CBATeam/CBA_A3/blob/450ad3601b180174d86c8e6450b926a8230d1151/addons/main/script_macros_common.hpp#L785
so @narrow swallow explain as now i'm curious
does it automatically wrap it in quotes ?
and the wiki example shows it with ##par## for paths but if it works it works.
Thank you both for the help! Thank you for the CBA example, it makes it a lot easier to understand.
I'm not an expert =p monkey see, monkey do
haha true good point
This is a bit of a stretch but would it be possible for a define to automatically pull the class name as an argument? For example:
#define EDEN_PREVIEW(CLASS) \units\data\##CLASS##.jpg // CLASS = class name of the scope
CfgVehicles {
class a_new_unit
{
editorPreview = EDEN_PREVIEW(CLASS);
};
class another_new_unit
{
editorPreview = EDEN_PREVIEW(CLASS);
};
};
Which would produce:
CfgVehicles {
class a_new_unit
{
editorPreview = \units\data\a_new_unit.jpg;
};
class another_new_unit
{
editorPreview = \units\data\another_new_unit.jpg;
};
};
I don't believe it will work, CLASS just the name of a parameter in the define. CLASS getting passed to the define is an argument.
ie you will get
\units\data\CLASS.jpg;
\units\data\CLASS.jpg;
what you could do is
#define NEWCLASS(NAME) class NAME{\
editorPreview = \units\data\##NAME##.jpg;
and use it like this
CfgVehicles {
NEWCLASS(newclass1)
};
NEWCLASS(newclass2)
};
};
but that could lead to confusion down the road.
Don't worry, I'm already carrying confusion with me. I'll test it out and see if I can make it work. Thank you!
Include the closing brace
Yeah, I could have other properties defined for a_new_unit. But this is still useful for simpler configs.
macros are fun especial when you figure out you can have macros in macros. its not to fun debugging a large config when you do that or if you have them over 2-3 levels deep.
so in arsenal for vehicles
you can disable certain objects on a vehicle right?
is there a way to do this through cfg?
i want to remove the things on the side of the rhs m113
so in my model.cfg I've got a rotation animation for a fire selector:
//Firemode class firemode_fireselector { type = "rotation"; source = "weaponMode"; selection="fireselector"; axis = "axis_fireselector"; minValue = 0; maxValue = 1; angle0="rad 0"; angle1="rad 380"; };
I figured having angle1="rad 90"; would be enough to get the fire selector to rotate 90 degrees, but no, it required being set all the way to rad 380 to rotate to the right position. Any idea what would be causing this?
Depends on how many firemodes you have for the weapon. Including ones for the AI
minvalue, 0 is the 0th index in the modes array. maxValue 1 is the last mode in the array
I have a 2 man tank, a driver and gunner (Scorpion). I am doing a certain variant that has a "RCWS" on top of the turret. But, the tank also has a coax. How would I give the gunner the ability to switch to the RCWS without the bullets coming from the coax?
Is there any way to do that without a commander
No it would need to be another turret
Hello Q: concerning RscTitles, is a class fasttravel {} required? It does not appear to be referenced anywhere in the mod I am working on, at least not explicitly by name, nor does it have any event handlers...
additionally, one of its controls has a text = "$STR_DEPLOY_IN_PROGRESS" which I do not see in the string table, either, which has me wondering whether it is ever used.
I think I see, probably an artifact of a legacy version of the mod that supported HALO
Where did you get the idea from that class fasttravel is in any way connected to RscTitles?
All usages I find in config are completely unrelated to RscTitles.
$STR_DEPLOY_IN_PROGRESS doesn't exist in Arma config. What are you looking at there?
on a module config, what do these entities refer to in the description? Only have the wiki module .cpp example for reference.
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)
};
as far as I see, deleting them does nothing, and I can't see where it has an effect anyways
I'm manually writing my CfgGroups groups. There has to be an easier way than to writing every into every Unit# class. Anyone know any tricks/scripts?
Another question, Iโve got functioning ERA but when the bricks are struck, they donโt disappear. Where would I go about doing that
Model.cfg animations and hit points in config
Try ALiVE faction builder
think this is the right location. Id like to add in something like a weapon shield as an attachement. is there anyway to give it "Hitpoints" similar to SLAT armor for tanks? so once it hits a certain amount it just breaks
I gotta figure out what I'm missing on my walls
I have a wall, in the config I have
armor=100;
destrType = "DestructWall";
and it inherits the class Wall_F
but it doesn't do anything when you hit it with a car or set damage to 1
Terrain or editor placed?
editor placed
though it shouldn't matter?
editor placed fences can still be destroyed
well there is difference where the damage simulation type is read between terrain objects and editor objects
but if your does not work, then you have a typo somewhere or an issue with the model itself
I have a config for a custom UAV and I am getting the following errors. How do I go about troubleshooting this?
No entry 'bin\config.bin/CfgVehicles/AnimationSources.scope'. No entry 'bin\config.bin/CfgVehicles/AnimationSources.side'.
your model.cfg uses animation sources that you have not defined
or you have somehow overwritten something in base configs
Would you mind taking a look at the configs for me?
what could be the issue with the model? everything else works fine but it just doesn't fall over when destroyed, instead it just loses it's collision when damage is set to 1
I checked over the config and I don't think it's a typo
@spice plaza pastebin your config and drop the link here
Animationsources doesn't exist cfgvehicles - inherit it from proper place (parent class)
Hi, I pondered and thought. In Ace, medicine is complicated, if there is a role of a medic, whose assistance is expanded, is there certain types of equipment, for example, some kind of medical body armor or a backpack that can improve or speed up the provision of medical care?
What is the correct way to inherit from a parent class that I wish to edit? Do I have to to copy the entire entry of the parent class? I am also having similar errors with the turret config (which inherits from newTurret).
@spice plaza C class parents_parent; class parent: parents_parent { class animationSources }; class myClass: parent { class animationSources: animationSources };
Thank you guys, your explanations helped me fix the bugs.
How Do I script an optic with irons ontop of a rifle that cannot be removed?
Can anyone point me towards any codes that do that?
I got both LODs all fixed up, yet I seem not to be able to make them work in the config
Im getting an No entry 'bin\config.bin/CfgVehicles\Turrets.scope' error when i start up the game with my addon. Whats the problem?
i need help finding out what the hiddentextureselection is of a custom vest in a mod
i cant find it in the cfg
Trying to get a rocket pod to hide each ammo proxy as it fires. Should each proxy be a bone and selection, and have a hide animation?
it's basically same problem as above - #arma3_config message
thats weird, ive inherited the turret names but still get the error
have you read conversation above?
ill give it a try thanks
So I'm not sure if this is one of those code blind moments or not, but I'm getting an error on line 3 trying to PBO this:
class CfgPatches {
class Jack_ASTA {
units = {"AG_CHARGER_SRT_ASTA"};
weapons = {};
requiredVersion = 0.100000;
requiredAddons = {"A3_Characters_F", "A3_Characters_F_beta", "A3_Characters_F_gamma", "A3_Characters_F_BLUFOR", "A3_Characters_F_Common"};
};
};
"config.cpp :compiling...In File P:\Casey_ASTA\config.cpp: circa Line 3 Expected Semicolon OR bad array syntax"
Though I can't see any missing?
units**[]** = {};
weapons**[]** = {};
?
They are arrays, so need to be defined as one
ohhh i'm blind lol
requiredAddons as well
Okay I am not even sure where the heck this would even fit but I am working on a M4 controller for ArmA 3 as a proof of concept for another project.
Has anyone ever made an expanded controls mod where user movement can be tied to a potentiometer type control?
Video link is what I got so far of my M4 controller shooting and reloading.
I guess what I need is a way to have Aim set to an Analogue control akin to the Analogue look for TrackIR.
anyone know why this vehicle config is throwing up side/class errors?
class CBA_Extended_EventHandlers_base;
class rp_LIB_grau_PzKpfwIV_H;
class CfgVehicles
{
class FBHFZ_pz4h : rp_LIB_grau_PzKpfwIV_H
{
author = "Breezly";
scope = 2;
scopeCurator = 2;
displayName = "Panzer IV Ausf. H";
side = 1;
faction = "FRISCOASHeer";
editorSubcategory = "FRISCOASHeerFhrZge";
hiddenSelectionsTextures[]=
{
"rp_textures\PIVH\body_gbs_co.paa",
"rp_textures\PIVH\turret_gbs_co.paa",
"rp_textures\PIVH\wheels_gbs_co.paa",
"rp_textures\PIVH\tracks_co.paa"
};
init= "params ['_entity']; {_entity deletevehicleCrew _x} forEach crew _entity; private _unitClasses = [ 'FBHPT_or8_ofw_p08', 'FBHPT_or6_ufw_p38', 'FBHPT_or4_uffz_p38', 'FBHPT_or3c_gfr_p38', 'FBHPT_or1_pzsch_p38' ]; private _group = creategroup west; {_group createUnit [_x, [0, 0, 0], [], 0, 'NONE']} forEach _unitClasses; private _units = units _group; (_units select 0) moveInCommander _entity; (_units select 1) moveInDriver _entity; (_units select 2) moveInGunner _entity; {_x moveInAny _entity} forEach (_units select [3, 2]);"
};
};
Is it using the dynamic loadouts system? If so, it should just need proxies in the rocket pod, but the proxies need to point to a model with maverickWeapon simulation type in cfgNonAIvehicles
I was trying to use the vanilla "DAR" rockets M_AT, but they don't seem to be in CfgNonAIVehicles. I tried adding a class for it and it's working! the order is the reverse of the order I put the proxies though, fml
@narrow swallow I would recommend using a different proxy in the pod rather than making a class for a BI model
Was just about to ask if that would break anything
The proxy in the pod doesn't have a bearing on the ammo model displayed ingame - that's determined by the proxyShape of the ammo class that's in the pylon magazine
ohhh
It probably wont break anything making one for that model, but there's always an outside chance BI will make a class for it at some point in the future and there could be some strange conflict
Thanks for the tip
in arma 3 pylon systems im asking because i cant quite remember if iv seen it but you could limit what can be armed on one pylon depending on whats put on the other right
So if a big bomb was on one pylon you could make it so you cant load a big bomb next to it yes?
Im not quite understanding what i need to do with the turrets to fix the No entry '\...\Turrets.side'https://pastebin.com/MPahmNjN
if someone could check my config and see whats wrong that would be much appreciated
@regal jacinth you are not packing with pboProject are you?
no im using Addon Builder, ive never gotten PboProject to work
work how?
and this is definitely part of the problem
since your config is quite a mess
the inheritance is not correct at all for starters
Id recommend you make only 1 tank first and get that to work right
instead of many tanks
makes it far easier to read and debug
pboProject would be very helpful in this as it would spot most of the syntax error you have in here
yea used pboProject now and it told me about the inheritance.
In File P:\Modded\Insurgency WW2\Custom Factions\B_GM\Tanks\Config.cpp: circa Line 81 Expected class {```
maybe i should seperate the tanks from the faction theyre in for now?
is that really your project path?
ah you probs have pboPrefix thingy
at least I hope so
not sure dont really remember what i downloaded tbh lol
thanks ill need it
Again, it's same issue as it was discussed above
Hello, in arma 3 launcher can i change the picture of my mod if the mod is local? I have the picture in the config but it isnt showing in launcher.
Not possible.
Hi. all my vehicle works fine except the terraincoef which does not slow down in the grass. any idea?
tankX or carX?
CarX
hey why does my game tell me a class doesnt exist even though it does?
Howdy! I am currently working on ACV from scratch got my model ingame and its amphibous and all that, for my armaments i have a 30mm cannon and coaxial machine gun. While on water it won't fire the main gun but the coaxial gun will fire. Any suggestions on how I would get he main gun to fire while its on water? Don't know what script or if i need a certain code to allow for this.
Feel free to ping me or dm with possible solutions
Wait there a underwater value?
Were would I add this and what would I put.
@shy knot
Yeah I got that and still isn't working
You set it to 1?
Yes
Yes
Yes it does
Once on land it works?
Yes
When the amphibious gear kicks in it won't fire but coaxial still fires no problem
Vanilla
Could look into this
Roger
so i'm trying to make a custom faction with re-textures. It's only 2 vehicles and a driver as a placeholder. It works fine in the editor and compatible with our modpack, just doesn't show the faction zeus on the server. I've tried looking the issue up and just ended up here. I've already check marked the zeus unofficial add on module on our server.
class CfgPatches
{
class 2325AIR
{
author="FEV3R";
name="Custom Textures for the A3 2-325 White Faalcons";
addonRootClass="A3_Soft_F_Exp";
requiredAddons[]={"A3_Characters_F","A3_Soft_F_Exp"};
requiredVersion=0.1;
units[]=
{
"2325AIR_driver_1",
"2325AIR_GMV_OD",
"2325AIR_GMV_Tan"
};
weapons[]=
{
};
};
it's two reskinned vanilla qilins and a regular "survivor" unit
Make sure every single units are added to the units[]
Also better to post the entire config
kk
dont really know how to use pastebin tbh
Have you tried to use A3_Data_F_AoW_Loadorder as requiredAddons[]?
I haven't, however i did try to use "A3_Data_F_Exp" in the requiredAddons
Better try anyways. I honestly couldn't find a critical error despite the horrible config
Yes
Even when the only expansion I'm using is apex?
Yes. The loadorder afford you to overwrite/use every single vanilla configs
class CfgPatches
{
class 2325AIR
{
author="FEV3R";
name="Custom Textures for the A3 2-325 White Faalcons";
addonRootClass="A3_Soft_F_Exp";
requiredAddons[]={"A3_Data_F_AoW_Loadorder","A3_Characters_F","A3_Soft_F_Exp"};
requiredVersion=0.1;
units[]=
{
"2325AIR_driver_1",
"2325AIR_GMV_OD",
"2325AIR_GMV_Tan"
};
so just add it to the required addons?
It should work. Or, replace the entire like requiredAddons[]={"A3_Data_F_AoW_Loadorder"};
I'll give those a try and give an update, thank you
Also, make sure and make sure if Zeus has unofficial addons properly, double check it
triple checked!
requiredAddons[]={"A3_Data_F_AoW_Loadorder"}; - no joy
requiredAddons[]={"A3_Data_F_AoW_Loadorder","A3_Characters_F","A3_Soft_F_Exp"}; - no joy ๐ฆ
both work on single player editor / zeus fine, that hasn't changed. Server was updated as well
Hmm ๐ค
Hello, i find in config this line
muzzles[] += {"FlashBang_Muzzle"};
what mean - += symbol? Is something like muzzles = muzzles + {"FlashBang_Muzzle"}?
Well basically yes. = does overwrite, but += adds it. In the case of this, you want to use latter
ty a lot!
Keep it mind that multiple += s in single config file do some weird behavior according to my experience
how does pboProject work with retextures and inheriting through filepaths? do i have to have a folder with the exact path in my projects folder?
Yes.
thanks
When creating vehicles for a custom faction, how do you define what inventory they should hold?
Got it. For anyone else who might have this question, this is the code that you smack inside the class for the custom vehicle:
class _xx_**30Rnd_65x39_caseless_msbs_mag** {
magazine = "**30Rnd_65x39_caseless_msbs_mag**";
count = 10;
};
};
class TransportWeapons {
class _xx_**ROM_arifle_g36c_RDGreen** {
weapon = "**ROM_arifle_g36c_RDGreen**";
count = 2;
};
};
class TransportItems {
class _xx_**FirstAidKit** {
name = "**FirstAidKit**";
count = 20;
};
class _xx_**Medikit** {
name = "**Medikit**";
count = 1;
};
};```
The **bold** sections are classnames from https://community.bistudio.com/wiki/Arma_3:_CfgMagazines and the other pages linked from there, aside from the rifle which is from my mod.
Oh yeah, bold doesn't work in code blocks. The double asterisk sections, then.
Is there a rough list that shows every value that the AI uses in consideration of weapon usage? I know cost is just part of it.
Or better yet a formula.
I've got an error when packing my pbo
In File CND\ProjectAmerica\recreational\parkrestroom\config.cpp: circa Line 12 Expected class {
I went through the config and everything looks right, 10 opening brackets and 10 closing brackets in the right order
Toss your code in here. Be better to figure it out
Likely missing a ; somewhere
I think
here's the full config
https://pastebin.com/tNrGng3m
If nothing in your config, your #includes could be the issue
You likely have an issue in your #include hpps
I pretty much copy and pasted the config out of the sample house and tweaked some things
Take a look at the includes and see if your missing anything
I deleted
#include "basicdefines_A3.hpp"
#include "config_macros_glass.hpp"
since I don't have any glass and I didn't think I needed the other one
now I got
P:\temp\CND\ProjectAmerica\config.bin
1 File(s) copied
CND\ProjectAmerica\recreational\parkrestroom\basicDefines_A3.hpp
1 File(s) copied
"rapify -PeW "CND\ProjectAmerica\recreational\parkrestroom\config.cpp" "P:\temp\CND\ProjectAmerica\recreational\parkrestroom\config.bin""
rapify Version 1.85, Dll 7.97 "config.cpp"Warning only: #define
trueis not FULL_UPPER_CASE, fix it if you can, or regret it later.Warning only: #define
falseis not FULL_UPPER_CASE, fix it if you can, or regret it later.Warning only: #define
VSoftis not FULL_UPPER_CASE, fix it if you can, or regret it later.Warning only: #define
VArmoris not FULL_UPPER_CASE, fix it if you can, or regret it later.
etc...
I'm thinking I gotta go in basicdefines_A3.hpp and uppercase everything
Those are only warnings. Ignore them
But you might want to keep an eye on them to see if they cause issues
looks like it's not writing the config
nvm
still giving me
In File CND\ProjectAmerica\recreational\parkrestroom\config.cpp: circa Line 14 Expected class {
Check everything to make sure itโs closed off with a } and ;
Including your #include classes
idk if you could take a look at it, I've been going through it for hours and can't find anything
lemme put up the current version
ok so just copypasting stuff is not a good idea.
better to start from blank and understand what you put into it
forget includes at this point too, it adds complexity that you dont need to think about at this point
what you need is to understand the basic structure of the config and how classes work
basic config needs cfgPatches class at the beginning and it acts as the header of the config and connects it between other configs (requiredAddons) so that the config load order is correct
and some other engine related stuff too
then you have the cfgVehicles class that contains all objects in game
and where you define your new object
and other object classes you might inherit from
what Id suggest is you now first set up just blank config class for your house
and the inheritance with house_F class
so that it packs
then you can start adding things into it
@sullen fulcrum
so if I have a config in the main folder and its class under cfg patches is cnd_propspack, then required addons in the subfolders config would list cnd_propspack?
uhh
I think you are going way too complex right now
without proper basic knowledge
at this stage Id expect you to have 1 object in 1 folder
not multiple things in subfolders
Id really forget all other things for now and get the basic stuff correct first
so I have one big config with like 20 or so objects in it, subfolders for each type of object ie; industrial, ruins, furniture
then a subfolder for each object, it's textures and relevant files

I made this config because I'm trying to figure out doors
this is a mess and I barely understand it
that's alot of content to start over
not from scratch
but config wise
move everything out but 1 thing
and make that work right first
and to be honest
you have dug yourself into the hole
and you can either keep digging or accept this is not the right place to dig and climb out
so basically 1 config per object, each in their own folder?
no
but start with 1
so you get that correct
instead that you have to keep fixing 20 things at the same time
I mean everything was working well until I wanted to add doors
as in it was working right
maybe you got lucky
I'm not arguing about it, I just don't understand the file structure
yes thats why you should not have a thing with 20 objects yet
you should have just thing with 1 object untill you understand how it works
there is no skipping the basics
and you just have to spend the time learning, no matter how in hurry you are
I don't know what I did wrong
It looks like it works
this current config is just for the building and that's where my problems are coming from
if I can get past Line 17 Expected class { I'm golden
The main config looks fine and I don't know what there is to change
https://pastebin.com/x135gLnF
class sturctures_usa not sure if you intended to spell this wrong but you might run into issues later. You have a few other weird things in there as well.
I would highly suggest listening to the advice Horrible goat gave you.
When someone of that caliber stops their busy day to give you advice, itโs best to listen.
It's just frustrating when you spend 8 hours on a single problem only to find all it took was one line of code, I do take his advice and have been making changes as I go such as changing my inamge naming format to _CO and such. But when I post asking for help with the one issue that I spend hours to even days pulling hair over my goal is to solve that issue. The other info is great and I appreciate any tips I can get, but sometimes I just need one thing.
I work 60-70 hours a week and it's hard to find time for trouble shooting mods
its just problematic if you just try to build and build without having the understanding at the base. It means you might slip in something very problematic in your workflow and then have it break everything in the long run
I'll work on fixing it, been trying to tidying up my file structure when I can
My goal is to punch out a simple model a day and at least a building every weekend
honestly you should not set yourself up with that kind of stress
that burns you out
Arma modding is a marathon, not a speed run.
yep
just kind of riding on a high of motivation lately
This all started when I was an over the road truck driver and traveled the US, I get concept art everywhere I go and recreate what stands out
I can't stand seeing American terrains with altis stone houses and vanilla assets, I've put so many hours in this game I got burnt out with Eastern Europe and Mediterranean scenery
In order to compile configs with ACE and CBA script macros do I have to use ACE's build scripts or does the include files take care of that for me?
I donโt think itโs a requirement, but itโs a great tool to use.
Is aiDispersionCoefY defined inside the weapon, or in the weapons fire modes?
Im seeing it in both for vanilla.
What are the values used for reloadSound[] and reloadMagazineSound[]?
I believe firemodes override the weapon value
Thank you!
i'm looking at some sensor examples, and i see a bunch set like:
class VisualSensorComponent: SensorTemplateVisual
{
class AirTarget
{
minRange=0;
maxRange=0;
objectDistanceLimitCoef=-1;
viewDistanceLimitCoef=1;
};
and like this
class ActiveRadarSensorComponent: SensorTemplateActiveRadar
{
class AirTarget
{
minRange=5000;
maxRange=5000;
what does min and max range set to 0 or the same value do?
if i understand the wiki page correctly, it'd mean they do nothing?
but the examples i'm looking at are from vehicles with working sensors so 
hey im having problems with pboProject, it seems to skip the file that I want to be the .pbo file and instead creates pbo's of the stuff thats in my desired folder
Not the channel for that but make sure your source folder selection is correct
And that you have a config. Cpp with appropriate cfgpatches class in it in the folder you want to pack from
yes i noticed that only the subfolders had configs
just so i dont fill this chat up with pboProject questions, where do i ask those?
Well since it was config related I suppose it's fine here. But generally #arma3_tools
Depends a bit what the problem is related to
thanks ill keep that in mind next time
Hi, i have this problem no entry 'bin\config.bin/CfgFactionClasses.' with a custom mod i'm making for reskin of units but i dont understand why, because a i have the mod with a root config and 2 folder with own config and 1 folder work well but the other dont show on editor and i think is the reason for the error
I suggest you set up Mikerost toolset and use PboProject to pack your addon
it can likely tell you where you have errors
i cant use it because i use file from others pbo, and when try to compile i got the error from not found the .paa and not the error about the CfgFactionClasses
you can either extract that pbo to your P drive so pboProject can validate the path
or you can create dummy files with same name and folder structure on P drive to bypass the issue
but you are really shooting yourself in the foot by not using it
ok, just add those pbo and pass the build of pbo project but I still have the problem that I do not see those units in the editor
any errors?
nope
pastebin your config and link it here
give a second because i have all separate in .hpp
https://pastebin.com/wZ0HJNYM here is
nothing immediately stands out
that is the case
ok i will try it
use the sample class as reference
the case is a have the same code for other reskin and it work well
check what is different there
well there are a lot of parts that you dont have
perhaps it also could be required addons issue
or even that you are packing it to wrong place and the pbo is not even running
the pbo structure is some this
MyAddon
-> GM/
->config.cpp
-> NC/
->config.cpp
and the NC part is working well
the problem is with the GM part that is the pastebin
and if go to arsenal i have all the armors
are you talking about editor or zeus?
on both, only i dont have the units on the editor
What does discretefov[] in terms of values mean? Like, what ints were used for the different levels of zoom. The only thing I could find on the wiki was 0.4 is 1x apparently
side=WEST; this param only accept numerical values
ok, thx, now the units is on the editor but i still have the error for CfgFactionClasses
is that full error you have?
Yes, but I just did not load my mod and I see that the error continues to appear so it is not my mod
thx for all reyhard
Is a memory point needed to make PiP work?
Or should defining them in the config be fine
no memorypoint == no direction for the camera
I have a gunnerview and a pip1_dir mem points
Then assigned them in the config
Still nothing
Tried searching online but came up empty handed
Could a texture be interfering with it/blocking it?
I have screen textures that are on the screen where I'd like the PiP to go. But, I placed the PiP in front of it
are you sure the pip mesh is facing right direction?
Pretty sure. I'll give it a quick flip and see
and have you added it to correct lods?
Yeah. It's in view gunner only. Which, I only want the gunner to see it since he's inside an armored capsule
Even flipped, still nothing
well you should be able to see what direction a face is facing in editor already
just to clarify, the face is not visible at all?
Yeah. Not even visible at all
Doesnt exist
Here's the texture it uses #(argb,256,512,1)r2t(rendertarget1,1.0)
is your pip config called rendertarget1
This is all I have ```C++
class RenderTargets
{
class GunnerCam
{
renderTarget = "rendertarget1";
class CameraView1
{
pointPosition = "gunnerview";
pointDirection = "pip1_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.75;
};
};
};
it could be it needs dedicated memorypoint for position
Got directed from #arma3_scripting to here:
Hey all, I'm making a custom faction mod, and I'm bumping into an issue. I have no idea what I'm doing and working from templates and learning as I go.
Issue is that the uniform on the soldiers shows up on the character, but not as an equipped container. In other words: In the inventory the soldier is "naked", but in game it looks like he has his uniform on.
The uniform is from a mod, and the inventory list was exported from ACE arsenal. Other than that, the rifle optics is also missing, but everything else is there.
Does anyone who has experience with this have time, and want to help me with this issue? Much love
Can you post your config?
Should it be possible to fill mod.cpp entries (such as name= etc.) from stringtable? Am testing here and does not seem to be working and still I'm taking a look at one mod that seems to have achieved just that
What is the mod that achieved stringtables with mod.cpp?
https://steamcommunity.com/sharedfiles/filedetails/?id=1872499573
Well that is for DayZ but either way should apply here as well, no?
But to correct myself: I actually already achieved using stringtable with mod.cpp but so far it only works after I have started the game. But that DayZ mod fills the mod information already in the game's launcher by linking mod.cpp and a stringtable that's inside one of the PBOs
Ahh fuhget aboot it! Realised just now that the stuff that's shown for a mod in the game launcher probably comes from Steam Workshop and not from the mod.cpp ๐คฆ๐ฝโโ๏ธ
Actually... The launcher gets the data from mod.cpp, while the game gets it from CfgMods and/or CfgPatches (if I recall correctly)
I'm trying hiddenselectionstextures to retexture some walls with overhangs
https://pastebin.com/tKhEvrsE
it seems to work with other objects I've made that only have one selection, but this one has three selections and this one doesn't seem to work, not sure what I did wrong, the p3d name matches the classname and model cfg looks good
https://cdn.discordapp.com/attachments/566060230824165383/827340046247395368/20210401202146_1.jpg
all three variations show up as the default texture
you dont have hiddenselections array in your config to define what the hidden selections are
also hiddenselections dont work on terrain placed objects
so you wont be able to have these variations on terrain
just in editor
yes
thanks
that saved alot of future headache
so I tried sticking
hiddenSelections[] = {"wall","metalwall_1","metalwall_2"};
in the parent class but to no success
and I've got this in model cfg
sections[] = {"metalwall_1,metalwall_2,wall"};
is the model.cfg class named same as the p3d?
yup
Alright, this is going to be a remake of my original issue as it wasn't particularly obvious what I was asking,
I'm currently experiencing some new errors on my server, which is weird since it was fully functional yesterday, but since a restart it has decided to be the devil in the form of an Arma 3 server.
No-one can currently load the mission file for the server due to this error:
20:38:41 "DW_fnc_unitInit: init B Alpha 2-4:1"
20:38:41 Warning Message: No entry 'bin\config.bin/CfgFaces/Man_A3/whitehead01.identityTypes'.
20:38:41 Warning Message: Size: '/' not an array
20:38:41 Warning Message: No entry 'bin\config.bin/CfgFaces/Man_A3/m_white_15.identityTypes'.
20:38:41 Warning Message: Size: '/' not an array
class CfgFaces
{
class Default
{
class Custom;
};
class Man_A3: Default
{
class whitehead01;
class m_white_15;
class Name1: whitehead01
{
displayname="Name1 No Tat";
texture="\Delta_tats\Heads\Data\whitehead01_co.paa";
identityTypes[]={"Head_Euro","Head_NATO"};
};
class H_arms_Name1: Name1
{
displayname="Colin Name1";
identityTypes[]={"Head_Euro","Head_NATO"};
textureHL="\Delta_tats\Data\Arms\H_arms_co.paa";
textureHL2="\Delta_tats\Data\Arms\H_arms_co.paa";
};
class Name2 : m_white_15
{
displayname="Name2 No Tat";
texture="\Delta_tats\Heads\Data\whitehead15_co.paa";
identityTypes[]={"Head_Euro","Head_NATO"};
};
class Name2_arms_Name2: Name2
{
displayname="Issac Name2";
identityTypes[]={"Head_Euro","Head_NATO"};
textureHL="\Delta_tats\Data\Arms\Name2_arms_co.paa";
textureHL2="\Delta_tats\Data\Arms\Name2_arms_co.paa";
};
};
};
We've gone ahead and tried changing the .cpp for the mod in question which is causing this. The mod add's faces and tattoo's to player models and is private.
(Name1 and Name2 have been used to protect personally identifiable information, the gist of the code should still be the same)
Is there something I am just so blatantly missing?
Also apologies for completely knocking out the previous conversation
all good bro
I guess I still wanna know what's wrong but if hidden selections doesn't work on terrains I'll just stick to seperate p3ds
If this requires any further explanation, donโt hesitate to ping me. Iโm trying to get it fixed without chucking my PC out my window
@rustic ibex whitehead is not default classname so you are likely missing a mod that it is from
I believe we have all the mods, thatโs the weird thing about it. We have two servers, one is still working with this mod and no issues, the other is throwing up the stated errors
perhaps the mod(s) were updated
and removed something that broke it
Possibly. Iโll speak to our mod developer about it and see if we can come up with anything else, if not Iโm sure youโll see me back here ๐
for stuff like that It may be better to use vanilla face classes as base
instead of relying on a mod inbetween
Thank you for the feedback, Iโll pass it back and see if we can fix it :) really appreciate it
Okay, so, been banging my head against a wall on this one and was hoping I could get some help...
All I'm trying to do is write a mod that overrides the armor values of vests in an existing third party mod, while leaving everything else about the vest in tact (ie. not create a new class copy of the vest).
I already know how to do something similar to this (like overriding values in the root class of the vest), but because the armor value is three subclasses deep (ItemInfo > HitpointsProtectionInfo > Chest, Diaphragm, etc.) it's made things confusing for me when defining the external classes.
So far I have this... Which actually works... But I feel like my definitions of the external class references is just so wrong.
class ItemCore; // External class references
class Vest_Camo_Base: ItemCore {
class ItemInfo;
};
class rhsusf_iotv_ocp_base: Vest_Camo_Base {
class ItemInfo: ItemInfo {
class HitpointsProtectionInfo;
};
};
class rhsusf_spcs_ocp: rhsusf_iotv_ocp_base {
class ItemInfo: ItemInfo {
class HitpointsProtectionInfo: HitpointsProtectionInfo {
class Chest;
class Diaphragm;
};
};
};
class PO_V_SPCS_TUB: rhsusf_spcs_ocp {
class ItemInfo: ItemInfo {
class HitpointsProtectionInfo: HitpointsProtectionInfo {
class Chest: Chest {
armor = 16;
};
class Diaphragm: Diaphragm {
armor = 16;
};
};
};
};```
are there any error messages?
is required addons array complete so that your mod is loaded after the one you try to alter
is required addons array complete so that your mod is loaded after the one you try to alter
class CfgPatches {
class mtn10th_Gear_Patch {
units[] = {};
weapons[] = {};
requiredAddons[] = { "po_factions_eu" };
version = 1.0.0;
author = "";
authorUrl = "";
};
};```
Not sure if I need `weapons` filled out though since we're dealing with stuff in CfgWeapons.
> are there any error messages?
For the code in my previous message? No.
However, when I do something like this...
```c++
class ItemCore; // External class references
class Vest_Camo_Base: ItemCore {
class ItemInfo;
class ItemInfo: ItemInfo {
class HitpointsProtectionInfo;
class HitpointsProtectionInfo: HitpointsProtectionInfo {
class Chest;
class Diaphragm;
};
};
};
class rhsusf_iotv_ocp_base: Vest_Camo_Base {};
class rhsusf_spcs_ocp: rhsusf_iotv_ocp_base {};```
...which I think would make more sense, it says this when I try to compile:
```error
ItemInfo.HitpointsProtectionInfo:
Member already defined.```
Which, okay... If it's already defined, I'll just remove the class reference...
class ItemCore; // External class references
class Vest_Camo_Base: ItemCore {
class ItemInfo;
class ItemInfo: ItemInfo {
class HitpointsProtectionInfo: HitpointsProtectionInfo {
class Chest;
class Diaphragm;
};
};
};
class rhsusf_iotv_ocp_base: Vest_Camo_Base {};
class rhsusf_spcs_ocp: rhsusf_iotv_ocp_base {};```
But this gives the error:
ItemInfo.HitpointsProtectionInfo:
Undefined base class `HitpointsProtectionInfo```
So... it's like it can't make up it's freaking mind if it's defined or not, lol.
Actually ProjectOPFOR, and that string is the name of the PBO where the PO_V_SPCS_TUB vest comes from.
oof... idk... Anyway to get that in-game, or do I need to crack open the PBO?
Doesn't matter, just checked; yes, it matches their CfgPatches class name.
And I'm sure you know this, but in-case not: ProjectOPFOR extends RHS gear; hence the RHS class references.
Think I figured out something that I'm happy with.
In cfgWeapons what exactly does primary = # do? https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#primary.3D10
I'm trying to reverse engineer a flag mod I found on the workshop to make my own flags. Here's the code in question because it's not working:
class CfgPatches
{
class STATO_GerFlag
{
requiredAddons[]=
{
"A3_Structures_F",
"A3_Structures_F_Mil_Flags"
};
requiredVersion=0.1;
units[]=
{
"FlagPole_F",
};
weapons[]={};
author="Augustus";
};
};
class CfgVehicles
{
class FlagCarrierCore;
class FlagCarrier;
class FlagCarrier_Asym;
class FlagPole_F;
class Flag_GER_FGPM: FlagCarrier
{
_generalMacro="Flag_GerTer_FGPM";
scope=2;
scopeCurator=2;
displayName="$STR_Flag_GerTer_FGPM";
hiddenSelectionsTextures[]=
{
"\A3\Structures_F\Mil\Flags\Data\Mast_civ_CO.paa"
};
hiddenSelectionsMaterials[]=
{
"\A3\Structures_F\Mil\Flags\Data\Mast.rvmat"
};
class EventHandlers
{
init="(_this select 0) setFlagTexture ""\@STATO German Flags\Data\Flags\flag_gerter_fgpm.paa""";
};
};
};```
I have no clue why the mod isn't working, Arma 3 modding is way out of my ballpark. I also have a Stringtable.xml file and a texHeaders.bin file. I have edited the Stringtable accordingly but the texHeaders looks compiled and isn't readable.
If anyone could glance over this and assist i'd greatly appreciate it. Hopefully it isn't some catastrophic failure
Do you get any error?
Actually, I see a minor thing
Units[] should have your class in it. Not an imported class
Could PiP have anything needed in model.cfg to function
a section
then again looks not
@shy knot have you tried to put it on any other lod?
are you sure the gunner lod you are looking at is the correct one you are editing
I'm pretty sure I am
well let me know when you absolutely sure
Editing the View-Gunner LOD
rendertarget is highlighted
Here's what rendertarget uses
#(argb,256,512,1)r2t(rendertarget1,1.0)
So uh
The gunner isnt using the view gunner lod
He's using the view pilot
It works fine
Thanks for the help. Took me a while to figure out
my vehicle cannon seem to recoil downwards when shooting, where can i flip this so it recoil upwards?
Should be your axis. Make sure itโs in the right direction
Or wrong type in model.cfg
i think the problem lies in my model.cfg animation, but i couldnt find it. i only have translation type for recoil. that goes forward and back. no animation for up and down in there
maybe it is defined in the base class?
It would need second animation yes
Or actually might be cfg weapons related if you mean aiming recoil
hey im getting an inheritanc error on my vest config. Im not sure what is causing that https://pastebin.com/G5kJ449S
and ive noticed it appears when i path to my textures in hiddenSelectionsTextures
What exactly is the error? What exactly is the issue?
ERROR: \RC_NOR_CUP\config.cpp is faulty
The addon name for \RC_NOR_CUP\Vests\RC_NOR_PASGT_vest_CO.paa cannot be determined
compile \RC_NOR_CUP\config.cpp separately to find the error
In File P:\ReaperCrew\RC Norway Campaign\RC_NOR_CUP\Config.cpp: circa Line 37 Rap: rebuild reqaddons failed
In File P:\ReaperCrew\RC Norway Campaign\RC_NOR_CUP\Config.cpp: circa Line 37 Rap: rebuild reqaddons failed```
I think it should:
class parentclass;
class CUP_V_B_PASGT: parentclass
{
class ItemInfo;
};
class RC_NOR_PASGT_Vest_01: CUP_V_B_PASGT
{
[...]
class ItemInfo: ItemInfo
{
[...]
};
};
im sorry ive totally forgotten what parentclass is xD
ยฏ_(ใ)_/ยฏ search by yourself
I mean, the parent for the CUP_V_B_PASGT. I don't know it
ah i know what you mean now
ok it cleared out the first error, it still doesnt like my textures tho
Double check the path. Maybe try without the first \
the path is correct, that was my first thing i checked when the error popped up
cannot be determined thingies? Yeah me neither
well im just getting the missing inheritance class(es) errors now
so its cfg weapons related for in scope recoil?
possibly. dont remember exactly how it worked off the top of my head 
Aim recoil is config thing I think
visual animation recoiling stuff is not related to that I think
hey so ive got 2 questions
1: is it possible to add IR lasers to a vehicle for example a doorgun on a heli?
2: is there a way to make the muzzleflash less bright in the config?
less bright, no
ir laser, perhaps, but if the turret lacks memorypoints for it then it will not likely work right
That is propably a basic question but how exactly can i create a custom marker that does display as a rectangle? Basically i want to create a custom flag marker for my unit, it also does work by providing my own CfgMarkers but it does display as a square image inagame. The paa i use is 512x256 so i am curious, do i have to provide an 1:1 paa with transparent bottom/top to make it rectangular?
Alright is there a place where documentation is on it? I can add mem points if needed
cant
models can not be edited
@crisp schooner check out how the vanilla flag marker textures are made
I did not find anything for them sadly, also i could not make out the pbo that does contain the paa files for the default flag markers. I noticed that i can select the marker when clicking slightly above it indicating that they have indeed an transparent border. I then added a border to mine and it is now rectangular (but not the right dimension but it does suffice)
its a personal mod which im just messing with so i have the models
My ui_f.pbo does not contain a data directory. How exactly do you guys view these pbos, espicially since you seem to have the a3 prefix in a normal folder?
@little phoenix editing models is illegal, personal mod or not
so you are in trouble now
dont expect further help
what its from the mh-47 which i have permission from to edit
@crisp schooner when modding environment is set up correctly you have the necessary A3 data extracted on P drive (modding environment work drive)
Is there a guide on how to setup this modding environment? So far i did all my edits and mods with simply VSCode, Photoshop PAA plugin and PBO Manager / A3 Tools
well PMCwiki has simple steps utilizing Mikeros toolset.
That is not open source, am i correct on that?
what is?
nvm i tought ArmA3P is paywalled, in that case i would need another option to extract/get an example PAA for a flag. I'll try the ArmA3P then ๐
it is not indeed
you could also just use the tools to set it up in the Arma 3 tools on steam
but those dont extract all pbos as far as I know
and there are some other issues there as well
Yeah i guess it is just easier to use ArmA3P, i could also just extract them manually or by a script but why re-invent the wheel ^^
yes this is the simplest way
Is there a way to change the size of an explosions crater? the only method i've found so far is by increasing indirectHit and indirectHitRange
but i don't want to do that, but at their current values the crater is invisible
Where do I edit the radarTargetSize? Also do you get detected if ur radar is on?
Yy, craterSize? Demining charge from laws of war is using it if I remember correctly
weird I didn't see that my AIO must be out of date
hmm I don't see it in either the demine ammo or it's submunitions
@hot pine yeah I can't see craterSize used at all?
damn, I already tried scaling the model too..
There should be a value example on the wiki
Where do I edit it tho
Doesnt answer the question to ๐ฆ
Do you mind looking at what itโs under?
CfgVehicles
You would have to make a config patch mod
Oops
Wrong reply line
@versed pebble
Was for you
I want to edit an existing mod
Same thing, config patch mod that runs after the mod and changes things
Note that such changes are not MP compatible unless your patch mod is also run on the server
Hi, do you have a diver's glasses config or a line that is necessary so that the "points slot" does not disappear under the water.
what is the "points slot"?
glasses
@stone ingot you should use this "mode=1;" in your glasses config
also usefull: https://feedback.bistudio.com/T139644
thanks
Trying to get a scope zoom for 5x, 10x and 12x magnification levels. Looking at discreteFov, I cant find much on it. What values would correspond to those 3 values?
0.25 / magnification
is this the right channel to ask some help on config.hpp for modding?
Yes
thanks @wintry tartan
what is the config to make a item appear in the list for the eden editor? for example:
I have a static prop that i want to be able to select under the prop "faction" in eden, but i dont seem to get it to appear there
Can i perhaps paste my current config for you here?
If you can show us your config, it's always preferred
great thanks, lemme post it here
Use ``` <- this to the first line and last line of your code to make it more readable
class CfgPatches
{
class Rooikat_Objects
{
addonRootClass="";
requiredAddons[]={};
requiredVersion=0.1;
units[]={"LatrineLilly"};
weapons[]={};
};
};
class CfgVehicles
{
class LatrineLilly;
class Rooikat_Lilly: LatrineLilly
{
class SimpleObject
{
eden = 1;
animate[] = {};
hide[] = {};
verticalOffset = 0.506;
verticalOffsetWorld = 0;
init = "''";
};
author = "Rooikat";
displayName = "Latrine Lilly";
model = "\Addons\Pislilly\objects\Lilly_1.p3d";
scope = 2;
side = 3;
scopeCurator = 1;
hiddenSelections[] = {"Camo_1"};
hiddenSelectionsTextures[] = {"Addons\Pislilly\textures\Cylinder.paa"};
};
};
Much bettr ๐
lol sorry forgot that ๐
So, the question... prop faction you meant is the yellow one?
thats correct yes
should have actually said side, think thats a better description than faction
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#side
Side 3 is civilian. You need to use 4 I guess
okay let me try that. PS thanks for this ref guide that should come in handy
@wintry tartan think i found my problem ๐
should have added
EditorCategory="EdCat_[AA] Objects";
editorSubcategory="EdSubcat_Static Items";
cause now arma knows the object is there but doesnt know where to catagorise it in eden editor
You wanted to put them into YOUR category or existed?
my own catagory preferably
https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization
This is what you need. Keep it mind, you can't use (space) or [ like you wrote
Is there a way to make another addon an optional dependency and have a class only be present when the addon is loaded?
no
aah that makes sense why i see the entry but not the name, thanks @wintry tartan much appreciated
Would this be the place to ask questions regarding creating custom factions?
Yes, what are your questions?
Okay, so I've been working on this OFP FIA faction as my first one - no custom assets, just referencing stuff from CUP, literally just the config file. However, when I go into the game, all the characters look like Rayman, and have no uniform in their inventory
If I omit the uniformClass from the config, they show up with the NAPA uniform (the base class I'm inheriting from is the NAPA Local). But if I try to change the uniform to literally anything else, including base game uniforms, they go Rayman. Same happens if I inherit from B_Soldier_F or any other base game unit
Can you post your config? Especially where you inherit.
Hi ! Just to be sure before I destroy my server, for a Life Server, in the Config_Clothing.hpp, let's say it's this :
{ "U_C_Poloshirt_salmon", "", 175, "" }
Between the Poloshirt and the 175 it's the name of the item, right ? I know I can leave it blank to display the item name, but I want a custom one displayed in my shops
class I_FIA_Soldier_F : CUP_I_GUE_Local {
[...]```
I can put the full file up somewhere and post a link too if you want, since this channel doesn't allow embeds of any kind
@crisp hazel what exactly do you want to do (code sample please)
[CHVDAddon_fnc_updateSettings] Error: type DISPLAY expected SCALAR on index 0 in [Display #46,2]
Anyone know what CHVDAddon is?
some mod thing
Ah found it
Okay, so unloaded the mod but it's still broken
Basically, I'm wanting to createDialogue right on the debrief screen
Give it a nice background
Works fine in mission, but it doesn't appear on debrief screen
Correction, only works in SP so far
Anyone know the config for the Debriefing dialogue?
Nevermind, better question: is it possible to alter the RscDisplayDebriefing config from within description.ext, or is that something you'd need to do exclusively from config.ccp?
Hey guys so I am trying to make my retextured version of the LRR to be able to fit a silencer and still have sound when silenced , although when i do this all i get is a no entry error : TF461_srifle_LRR_F/Single.displayName".. Any idea what i am doing wrong```cpp
class Single: Mode_SemiAuto
{
sounds[] = {"StandardSound","SilencedSound"};
class BaseSoundModeType;
class SilencedSound: BaseSoundModeType
{
soundSetShot[] = {"DMR05_silencerShot_SoundSet","DMR05_silencerTail_SoundSet","jsrs_cyrus_shot_silenced_soundset","DMR05_silencerInteriorTail_SoundSet","jsrs_9x3mm_sd_reverb_soundset"};
begin1[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\silencer_DMR_05_short_01",1.0,1,300};
begin2[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\silencer_DMR_05_short_02",1.0,1,300};
begin3[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_05_Cyrus\silencer_DMR_05_short_03",1.0,1,300};
soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
};
};```
This is my inheritancecpp class srifle_LRR_F: Rifle_Long_Base_F { class WeaponSlotsInfo; class CowsSlot; class Mode_SemiAuto; };
You probably are not inheriting correct classes from the original
Is there any way to prevent bis_fnc_initVehicle from resetting an animation?
where/how is the animation set up?
It's in AnimationSources and is used internally by the mod using the animateSource command
how do you run it?
and when do you run it?
and how does fnc_initvehicle reset it?
and what is the intended goal
I run the my own personal animateSource commands to move things like engine levers in the cockpit when the player operates them (apache mod)
The initVehicle is being run mid-game by zeus enhanced mod in order to change appearance once loaded. However, if I do configure an animation (like hide or show the FCR) it resets all animations, like the ones on the engine levers (even though they aren't checkboxes.)
I was just hoping there was a config entry I could put in animationSources to ensure that BIS_fnc_initVehicle doesn't mess with a certain animation control under any circumstance
nope
Ah, it was worth a try. Will just put a warning saying to not mess with it once you started up the aircraft! Thanks
you would have to implelemet your animations into the edenEnhanced mechanics
this isnt really fnc_initVehicles thing I think but more an issue between your custom animation thingy and edenEnhanced
Thanks, I'll take a look at how they're running it then soon
Hi. Anyone who know how I put this into a scripted vehicle?
class SensorTemplateActiveRadar;
class SensorTemplateIR;
class cfgVehicles
{
class Plane;
class Plane_Base_F: Plane
{
class Components;
};
class My_Plane_Base: Plane_Base_F
{
class Components: Components
{
class SensorsManagerComponent
{
class Components
{
class ActiveRadarSensorComponent : SensorTemplateActiveRadar
{
class AirTarget
{
minRange = 6000;
maxRange = 6000;
objectDistanceLimitCoef = -1;
viewDistanceLimitCoef = -1;
};
angleRangeHorizontal = 60;
angleRangeVertical = 60;
};
class IRSensorComponent : SensorTemplateIR {};
};
};
};
};
};
(Example Config - inheritance from template
Etc:
_veh = "B_CTRG_Heli_Transport_01_tropic_F"createVehicle (player modelToWorld [8,0,0]);
So I can not script a radar into a created vehicle though debug consule?
no
I put it here cause its something config related
Is there a way that a MG bullet/tracer doesnt deform (getting be bigger in distance)?
Searched the base of the BulletBase in cfgAmmo and it has effectFly = AmmoClassic and the effect goes to Bubbles something.. but it doesnt do anything, replaced my one to a own one but its still deforming in distance.
Im doing a sonic beam simulation and the sonic beam model should be/should stay with the size of the dish it produces.. and its getting bigger at distance and really looks bad at all.
Maybe someone has a solution? Would be cool ๐
Is it possible to have a turret turn-out have an out-of-body view position?
So I have started with a friend to make a new vehicle. We are busy modelling it and I am trying to work out vehicle configs. Does anyone have any experience here? Things I am trying to work out:
- I need to make a new 40mm Autocannon weapon config to replicate the CT40 Cannon. The vanilla 40mm I dont think cuts it.
- I want to add a laser desig to the commander optics.
Is there anything anyone can point me towards to learn this please.
how the hell do the limitsArrayTop and limitsArrayBottom properties work? I copy the values from another turret that I want my FFV limits to be like, yet the limits end up being completely different than the turret I copied it from, is there something else that controls those limits?
Just get the diag exe and record your own limits. Will save you a ton of time instead of trying to manually tweak values from something else
So I think I got the object builder portion of decals figured out, do I need to do anything special in my config for a decal object like a class or will static work?
So far I've got
class mulch2m : NonStrategic { scope = 2; model = "CND\ProjectAmerica\decals\mulch2m.p3d"; displayName = "Mulch 2M"; picture="pictureStaticObject"; icon = "iconObject_circle"; mapSize = 1; faction = "Empty"; vehicleClass = "Small_items"; editorPreview=""; editorcategory="sturctures_usa"; editorSubcategory="decals"; destrType = "DestructNo"; };
could be something I missed in object builder, it's just a plane with 4 verts, idk if it needs loop cuts to deform
Lined up the pip dir mem point to match the gunnerview mem point and this happens https://imgur.com/G7IpEZn
Any fixes for this?
are the only 1 points part of each dir selection?
and are the mempoints part of the animated selection you want them to move with?
- Each point is separate, gunnerview is 1 point and pip gunner dir is another
- Yes, everything is set correctly
It just wont look the correct direction
The only fix is to raise up the pip mem point
That IK of
it is pointing straight forward yes?
I was told to bring this here
class Bo_Mk82;
class IBL_carpet_I_bomb_ammo: Bo_Mk82
{
model = "OPTRE_weapons\Aircraft\500lb_bomb_fly.p3d";
hit = 10000;
indirectHit = 10000;
indirectHitRange = 30;
caliber = 3;
explosive = 1;
timeToLive = 240;
triggerTime = 5;
triggerOnImpact = "true";
};
If you inherit from the OPTRE Bomb class it should be fine. You can then delete the model line
The bomb class is from A3