#arma3_config

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nocturne verge
stray sage
#

@nocturne verge replace displayName with name

#

the ones in cfgGroups

nocturne verge
gilded jungle
#

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"

wintry tartan
#

CfgWeapons

gilded jungle
#

@wintry tartan ty

soft pasture
#

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?

hearty sandal
#

I doubt item can do it

#

but if it can work, then it would be made the same way other vehicles have it

icy pelican
#

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?

signal raptor
#

is there a way to make an autoexecutable like in csgo? or even a hotkey to change a keybinding skew/game options?

strange egret
#

both
aio config dump and np++ if you "wild search"
and ingame config viewer to check if mod classes are as expected

icy pelican
#

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.

hot pine
icy pelican
#

oh yeah, I forgot completely about define. Thanks!

narrow swallow
icy pelican
#

Description.ext

narrow swallow
#

Order of Precedence

  1. Mission param is checked. If it is not defined then...
  2. description.ext param enableDebugConsole is checked. If is not defined then...
  3. Eden attribute option is checked. If not defined then...
  4. Global/mod param enableDebugConsole is checked.
    It can be there, I'm interested in the mod part
primal eagle
#

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

hearty sandal
#

normalmaps are tied to material(rvmat) and they dont change very well via hiddneselections

warped perch
#

hiddenselectionsmaterials may work

hearty sandal
#

its lacking mass in geometry lod

shy knot
#

Only your geo LOD should have mass. It should also be as simple as possible to not be overly complex

karmic forge
#

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"};
        
    };
};```
karmic forge
#

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

untold temple
# warped perch hiddenselectionsmaterials may work

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

hot pine
#

it show damage when general damage is above 0.5 - hitpoints material swap is not working though

clever geyser
#

Is Contact still encrypted? Wanted to take a look at the shotgun but files are ebos, are there any shotgun config tutorials available?

hearty sandal
#

yes, cant, no

#

but you can read the configs in the game config viewer

#

or make a config dump file

clever geyser
#

Alright Iโ€™ll try that, thanks

small axle
#

Hi everyone. I'm searching how i can create grenade ? Nothing in arma 3 sample ?

icy pelican
#

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?

strong shuttle
#

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?

icy pelican
#

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
hot pine
icy pelican
# hot pine 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.

hot pine
#

I guess they changed somewhere in the inheritance capacity coefs

icy pelican
#

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.

hot pine
#

that doesn't say anything ๐Ÿ˜„

icy pelican
#

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.

hot pine
#

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

icy pelican
#

Will do

hot pine
#

perhaps your uniform has smaller capacity compared to whatever fow_s_ger_ss_mg42_sparebarrel is using

icy pelican
#

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)

hot pine
#

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?

icy pelican
#

sorry, vest

hot pine
#

In this case my suspicion that your uniform has lower capacity is correct

icy pelican
#

How come you defined TransportMagazines in your version? What does the 2 mean in mag_xx

hot pine
#

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";

icy pelican
#

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 :)

strong shuttle
#

So 3 in the uniform/vest and 2 in the backpack (defined in backpack config)

icy pelican
#
        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

icy pelican
#

Thank you for helping me with this, guys. Inheritance is hard.

strong shuttle
#

It only becomes hard when expectations are different from reality ๐Ÿ˜‰
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)

karmic forge
#

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?

true oasis
#

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?

slim halo
#

No (afaik)

true oasis
#

alright, thank you!

clever geyser
#

removing the TEST_WEAPON_01 pbo removes the error message

untold temple
#

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

true oasis
#
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

#

๐Ÿ˜“

slow cypress
#

is there a way to make a unit immortal through cfg?

slow cypress
#

i have no idea how

true oasis
#

i just told you how

icy pelican
#

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".

hot pine
#

no, there is no way to achieve that

#

you could utilise defines though

icy pelican
#

Yeah, I could. Thanks for the advice!

quick thicket
#

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?

hearty sandal
#

it will break any other mod using the already established categories

#

so not really worth the effort

quick thicket
#

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

hearty sandal
#

if you remove old categories then other things wont work

quick thicket
#

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.

naive wren
#

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 ๐Ÿ˜„

dull bolt
#

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?
grand zinc
#

class Malden malden will inherit from some other class

#

you need to inherit from the same

#

see config viewer

dull bolt
#

Malden inherits from CAWorld, but if I inherit that, my class won't inherit Malden's other attributes, right?

grand zinc
#

it will

#

you are patching a class, not replacing it

dull bolt
#

so for my class, is

    class CAWorld;
    class Malden: CAWorld
``` all that's necessary?
grand zinc
#

yes

dull bolt
#

perfect, thanks

primal eagle
#

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?

naive wren
wintry tartan
#

What do you mean?

naive wren
# wintry tartan What do you mean?

Just from my question above from yesterday ๐Ÿ™‚ 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 ๐Ÿ˜„

limber citrus
icy pelican
#

Is there a way to randomise uniforms for unit vehicles?

icy pelican
#

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.

idle matrix
#

that should help

icy pelican
#

That really does, thank you!

idle matrix
#

make sure they're all listed correctly in the arrays under CfgPatches

gilded jungle
#

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;
};
};
};
};

hearty sandal
#

you are editing the item that is on the floor

quick thicket
#

what's ya'lls favorite way to edit config files? Any software you like over others?

nimble sequoia
#

Notepad++

primal eagle
#

I fat fingered the enter key

icy pelican
primal eagle
#

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

icy pelican
#

I use both. Notepad++ with SQF for quick edits. VSC for configs and big edits across several files.

primal eagle
#

I made a config using notepad++ and it was awful idk how I forgot vsc was a thing

limber citrus
primal eagle
#

like how do they even add another model ontop of model like that afaik you can't edit the arma 2 assets directly

limber citrus
#

add another model?

icy pelican
#

Config viewer is your friend

primal eagle
#

tru tru

#

I tried opening 3cb faction's pbos and it didn't work for some reason

icy pelican
#

Config dumping is another friend if you feel like cheating on Config Viewer.

limber citrus
#

wat u mean with add another model ConfusedDog ?

primal eagle
#

like add a model ontop of the model

icy pelican
#

Did you get an error about "pbo is obfuscated"?

primal eagle
#

nah just said it couldn't be open

limber citrus
#

and why

primal eagle
#

trying to add a police siren to the iron front civilian car for a reskin pack im making

limber citrus
#

do you mean the siren or light bar?

primal eagle
#

like a spinny light on top of the car

limber citrus
#

one =/= the other

#

ye thats the light

#

not sure if you can add something like that through configs

icy pelican
#

If you're clever, you can make a siren object that attaches to the civilian car on init.

primal eagle
#

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

limber citrus
primal eagle
#

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

limber citrus
primal eagle
#

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

limber citrus
primal eagle
#

if they like my weekend fiddling around in gimp sure

hearty sandal
#

@primal eagle you can't edit models from pbos. But Arma 2 data was mostly released as public data packs

primal eagle
#

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

hearty sandal
#

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

quick thicket
#

was using notepad++ without the SQF plugin

simple trout
#

anybody knows why custom muzzle particles don't show on multiplayer for other players?

hearty sandal
#

perhaps mismatched data

narrow swallow
#

Is assembleInfo only for backpacks or can it work for inventory items?

untold temple
#

There's no way to make ejectDeadCargo applied only to specific cargo indexes or compartments, is there?

hearty sandal
#

Don't think so

soft leaf
#

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

hot pine
#

you are missing all relevant bits

#

what components do you have?

soft leaf
#

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;
                };
            };
        };
    };
hot pine
#

yes, you are missing CM component

soft leaf
#

oh, I'll look at the nilla one in the config editor in the components section then, thanks

hot pine
#

np

soft leaf
#

added it and it worked ๐Ÿ™‚

karmic forge
#

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.

idle matrix
#

I think that's just an arma thing unfortunately

karmic forge
#

Other vehicles with cameras don't have that issue

idle matrix
#

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

quick thicket
#

what's the most efficient way to have a model randomize a uniform?

hearty sandal
#

randomize the gear on spawn

quick thicket
#

I mean in a base config class

hearty sandal
#

you dont really want that

quick thicket
#

What's the problem it creates?

hearty sandal
#

its not how the uniform system works

quick thicket
#

unable to randomize at that level?

hearty sandal
#

yes

#

I suppose you could swap textures on init evenhandler

#

but you would nor ever be able to spawn a specific unit

quick thicket
#

I was kinda thinking that but it seems prone to errors I'm guessing

#

yea

hearty sandal
#

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

quick thicket
#

'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

orchid delta
#

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)
hearty sandal
#

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

orchid delta
#

No, it was completely free. If I remove those 3 lines, will it "kill" the mod ?

hearty sandal
#

I doubt removing them does anything to improve it

orchid delta
#

Ah :/

north bronze
#

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;
                    };
hot pine
#

some people reported that radar is capped at 22km - I haven't found any reference to it in code though

north bronze
#

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.

burnt cypress
#

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?

hearty sandal
#

there is a wiki page called "how to animate a model"

#

and also Arma 3 Samples on steam for reference

rare fossil
#

Any method to whitelist what an inventory can hold?

strong shuttle
#

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)

rare fossil
#

Ok thanks for the information, I will check out an EH solution.

sullen fulcrum
#

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

hearty sandal
#

usually no \ in the front

#

when in doubt check vanilla configs

sullen fulcrum
#

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

hearty sandal
#

so these are p3d paths?

#

p3d stuff is #arma3_model but yes those should not need \ at front

sullen fulcrum
#

huh

#

these paths are penetration materials I'm referencing in the p3ds

hearty sandal
#

yes

#

model stuff

sullen fulcrum
hearty sandal
#

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

sullen fulcrum
#

by default it shows P:a3\data_f\penetration\metal.rvmat and I back out the P:

#

damn discord hiding my \

hearty sandal
#

this is what I get

#

quite possible your OB is not configured right

sullen fulcrum
#

this is what it gives me by default selecting a vanilla arma material

hearty sandal
#

configuring problem likely then

#

in OB settings put P:\ as the texture path

#

otherwise it poops all your paths

sullen fulcrum
#

will that work on other peoples computers? ie; since they don't have a P drive to reference?

hearty sandal
#

ye

#

ah you are not using mikeros setup either

sullen fulcrum
#

what's that?

hearty sandal
#

Mikeros Arma3P to set up your P drive

sullen fulcrum
#

I'm using the addon tools mount P drive button

#

It unmounts every time I restart my pc also

hearty sandal
#

right. that is kinda a coinflip if it works right

#

but if things are done right naturally they work everywhere

sullen fulcrum
#

so I'm guessing fair chance mounting the P drive with Mikeros Arma3P should fix the penetration materials issue

hearty sandal
#

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

sullen fulcrum
#

addon builder, is PboProject part on mikeros tools?

hearty sandal
#

yes

sullen fulcrum
#

gonna download that and give it a try

hearty sandal
#

get tha AIO installer

north bronze
hearty sandal
#

new simple way to get them installed

hearty sandal
#

youll need to install extractpbo

sullen fulcrum
#

ah

sharp geyser
#

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?

sullen fulcrum
#

looks like it's already installed

hearty sandal
#

@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

sullen fulcrum
#

looks like it's working, all the programs were installed, I think I just had to run each one once

sharp geyser
#

@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

hearty sandal
#

its engine level class

#

or well now that I think of it, perhaps if you made class cfgVehicles {}; that would empty it

sullen fulcrum
#

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

hearty sandal
#

usually that means rapify did not install right or the env path is not actually set

sullen fulcrum
#

once I install rapify do I have to run it or do anything else?

#

going to bed will fight with it tomorrow

burnt cypress
#

After getting door functionality to mostly work, it's still opening all the doors from the same location. Any ideas?

ornate kestrel
sullen fulcrum
#

Iโ€™m 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

burnt cypress
#

@sullen fulcrum Where did you get the model?

sullen fulcrum
burnt cypress
#

Sounds like you need to add geometry to the object in object builder/make it a roadway.

raven knot
sullen fulcrum
quick thicket
#

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

hearty sandal
#

which line

#

those are 2 lines

quick thicket
#

Sorry, second line

woven flax
quick thicket
woven flax
#

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

quick thicket
#

what's annoying is everything has been running fine up until I added those two lines grumble

regal jacinth
#

how can i add insignias to uniforms in the configs?

strong shuttle
#

With scripts on init

regal jacinth
#

do i add it in the Vehicle class of the uniform?

neat canyon
#

Named selections, config problems

#

Most likely problem on the config

burnt cypress
#

Bless, that sounds right form what I've seen.

neat canyon
#

When i get home Iโ€™ll send the exact lines im thinking that could cause that problem

burnt cypress
#

Thank you sir

nocturne verge
#

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?
untold temple
#

Needs to change the weapon parameter in the animation source for the guns

nocturne verge
#

is it something that can be fixed since its base game models?

untold temple
#

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

nocturne verge
#

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 ๐Ÿ™‚

steel crown
#

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?

steel crown
#

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

plucky notch
hot pine
#

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

plucky notch
#

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!

hot pine
#

yea, I had same thinking

plucky notch
#

Though with the current maturity of the system I like the idea for it for the UFD/MPDs!

hot pine
#

indeed, it took me quite some time to get most of MFD pages on AH-64

#

but result is quite cool

icy pelican
#

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.

pulsar shell
#
#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).

icy pelican
#

I think you are correct. The error message included something regarding ".jpg" not being recognized. I will test it right now.

pulsar shell
#

let me know if it works.

icy pelican
pulsar shell
icy pelican
#

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!

pulsar shell
#
class CfgVehicles
{
    class MyObject
    {
        editorPreview = "\A3\EditorPreviews_F\Data\myObject.jpg";
    };
};

is how the wiki has it

icy pelican
#

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

narrow swallow
#

adding quotation marks around the argument looks like this
#define QUOTE(var1) #var1

icy pelican
#

It can't be that easy. I am shocked! meowsweats

narrow swallow
#

You do'nt need to concatenate around \ and .

icy pelican
#

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);
  };
};
narrow swallow
pulsar shell
#

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.

icy pelican
#

Thank you both for the help! Thank you for the CBA example, it makes it a lot easier to understand.

narrow swallow
#

I'm not an expert =p monkey see, monkey do

pulsar shell
#

haha true good point

icy pelican
#

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;
  };
};
pulsar shell
#

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.

icy pelican
#

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!

narrow swallow
#

Include the closing brace

pulsar shell
#

what if he want to add to it ?

#

only reason why i left it out

icy pelican
#

Yeah, I could have other properties defined for a_new_unit. But this is still useful for simpler configs.

pulsar shell
#

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.

spiral quarry
#

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

desert wing
#

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?

untold temple
#

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

desert wing
#

ohh it includes AI? Interesting

#

thanks!

shy knot
#

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

hearty sandal
#

No it would need to be another turret

digital pier
#

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

grand zinc
#

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?

pallid sierra
#

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

icy pelican
#

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?

shy knot
#

Another question, Iโ€™ve got functioning ERA but when the bricks are struck, they donโ€™t disappear. Where would I go about doing that

hearty sandal
#

Model.cfg animations and hit points in config

paper path
#

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

sullen fulcrum
#

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

hearty sandal
#

Terrain or editor placed?

sullen fulcrum
#

editor placed

#

though it shouldn't matter?

#

editor placed fences can still be destroyed

hearty sandal
#

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

spice plaza
#

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'.

hearty sandal
#

your model.cfg uses animation sources that you have not defined

#

or you have somehow overwritten something in base configs

spice plaza
#

Would you mind taking a look at the configs for me?

sullen fulcrum
#

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

stoic lily
#

@spice plaza pastebin your config and drop the link here

spice plaza
hot pine
small temple
#

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?

spice plaza
untold temple
#

@spice plaza C class parents_parent; class parent: parents_parent { class animationSources }; class myClass: parent { class animationSources: animationSources };

spice plaza
#

Thank you guys, your explanations helped me fix the bugs.

wintry cave
#

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

regal jacinth
#

Im getting an No entry 'bin\config.bin/CfgVehicles\Turrets.scope' error when i start up the game with my addon. Whats the problem?

spiral quarry
#

i need help finding out what the hiddentextureselection is of a custom vest in a mod

#

i cant find it in the cfg

narrow swallow
#

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?

regal jacinth
#

thats weird, ive inherited the turret names but still get the error

hot pine
#

have you read conversation above?

regal jacinth
#

ill give it a try thanks

steep pawn
#

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?

strong shuttle
#
units**[]** = {};
weapons**[]** = {};
steep pawn
#

?

strong shuttle
#

They are arrays, so need to be defined as one

steep pawn
#

ohhh i'm blind lol

strong shuttle
#

requiredAddons as well

jovial zephyr
#

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.

https://www.youtube.com/watch?v=wpLmSzbvHXY

jovial zephyr
#

I guess what I need is a way to have Aim set to an Analogue control akin to the Analogue look for TrackIR.

tawny trench
#

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]);"
    };
};
untold temple
narrow swallow
#

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

untold temple
#

@narrow swallow I would recommend using a different proxy in the pod rather than making a class for a BI model

narrow swallow
#

Was just about to ask if that would break anything

untold temple
#

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

narrow swallow
#

ohhh

untold temple
#

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

narrow swallow
#

Thanks for the tip

glacial spear
#

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?

regal jacinth
#

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

hearty sandal
#

@regal jacinth you are not packing with pboProject are you?

regal jacinth
#

no im using Addon Builder, ive never gotten PboProject to work

hearty sandal
#

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

regal jacinth
#

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?

hearty sandal
#

is that really your project path?

#

ah you probs have pboPrefix thingy

#

at least I hope so

regal jacinth
#

not sure dont really remember what i downloaded tbh lol

hearty sandal
#

๐Ÿ™ˆ

#

all I can say is good luck

regal jacinth
#

thanks ill need it

hot pine
#

Again, it's same issue as it was discussed above

brave pawn
#

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.

rigid elk
#

Hi. all my vehicle works fine except the terraincoef which does not slow down in the grass. any idea?

stoic lily
#

tankX or carX?

rigid elk
#

CarX

regal jacinth
#

hey why does my game tell me a class doesnt exist even though it does?

fair terrace
#

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

shy knot
#

Might count that its "underwater"

#

Could try the fire underwater value

fair terrace
#

Wait there a underwater value?

#

Were would I add this and what would I put.

#

@shy knot

shy knot
#

canShootInWater

#

Worth a shot

fair terrace
#

Yeah I got that and still isn't working

shy knot
#

You set it to 1?

fair terrace
#

Yes

shy knot
#

Where is it under

#

cfgweapons?

fair terrace
#

Yes

shy knot
#

The weapon is registered and all

#

Has ammo correct?

fair terrace
#

Yes it does

shy knot
#

Once on land it works?

fair terrace
#

Yes

shy knot
#

Custom weapon?

#

Or vanilla

fair terrace
#

When the amphibious gear kicks in it won't fire but coaxial still fires no problem

fair terrace
#

Vanilla

shy knot
#

Could look into this

fair terrace
#

Roger

wide hollow
#

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

wintry tartan
#

Make sure every single units are added to the units[]

#

Also better to post the entire config

wide hollow
#

kk

wintry tartan
#
This please, please and please
#

Or just simply pastebin

wide hollow
#

dont really know how to use pastebin tbh

wintry tartan
#

It's not hard and won't bite you

#

Just read the instructions

wide hollow
#

oof

wintry tartan
#

Have you tried to use A3_Data_F_AoW_Loadorder as requiredAddons[]?

wide hollow
#

I haven't, however i did try to use "A3_Data_F_Exp" in the requiredAddons

wintry tartan
#

Better try anyways. I honestly couldn't find a critical error despite the horrible config

wide hollow
#

it was a buddies templateXD

#

A3_Data_F_AoW_Loadorder , that's art of war isn't it?

wintry tartan
#

Yes

wide hollow
#

Even when the only expansion I'm using is apex?

wintry tartan
#

Yes. The loadorder afford you to overwrite/use every single vanilla configs

wide hollow
#

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?

wintry tartan
#

It should work. Or, replace the entire like requiredAddons[]={"A3_Data_F_AoW_Loadorder"};

wide hollow
#

I'll give those a try and give an update, thank you

wintry tartan
#

Also, make sure and make sure if Zeus has unofficial addons properly, double check it

wide hollow
#

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 ๐Ÿ˜ฆ

#

both work on single player editor / zeus fine, that hasn't changed. Server was updated as well

wintry tartan
#

Hmm ๐Ÿค”

outer sapphire
#

Hello, i find in config this line

muzzles[] += {"FlashBang_Muzzle"};

what mean - += symbol? Is something like muzzles = muzzles + {"FlashBang_Muzzle"}?

wintry tartan
#

Well basically yes. = does overwrite, but += adds it. In the case of this, you want to use latter

wintry tartan
#

Keep it mind that multiple += s in single config file do some weird behavior according to my experience

regal jacinth
#

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?

hearty sandal
#

Yes.

regal jacinth
#

thanks

regal cargo
#

When creating vehicles for a custom faction, how do you define what inventory they should hold?

regal cargo
#

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.

undone quiver
#

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.

undone quiver
#

Or better yet a formula.

sullen fulcrum
#

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

shy knot
#

Likely missing a ; somewhere

#

I think

sullen fulcrum
shy knot
#

If nothing in your config, your #includes could be the issue

sullen fulcrum
#

huh

#

I don't know alot about those

shy knot
#

You likely have an issue in your #include hpps

sullen fulcrum
#

I pretty much copy and pasted the config out of the sample house and tweaked some things

shy knot
#

Take a look at the includes and see if your missing anything

sullen fulcrum
#

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 true is not FULL_UPPER_CASE, fix it if you can, or regret it later.

Warning only: #define false is not FULL_UPPER_CASE, fix it if you can, or regret it later.

Warning only: #define VSoft is not FULL_UPPER_CASE, fix it if you can, or regret it later.

Warning only: #define VArmor is 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

shy knot
#

Those are only warnings. Ignore them

#

But you might want to keep an eye on them to see if they cause issues

sullen fulcrum
#

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 {

shy knot
#

Check everything to make sure itโ€™s closed off with a } and ;

#

Including your #include classes

sullen fulcrum
#

lemme put up the current version

hearty sandal
#

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

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?

hearty sandal
#

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

sullen fulcrum
#

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

hearty sandal
sullen fulcrum
#

I made this config because I'm trying to figure out doors

#

this is a mess and I barely understand it

hearty sandal
#

start over

#

that is the best thing to do

sullen fulcrum
#

that's alot of content to start over

hearty sandal
#

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

sullen fulcrum
#

so basically 1 config per object, each in their own folder?

hearty sandal
#

no

#

but start with 1

#

so you get that correct

#

instead that you have to keep fixing 20 things at the same time

sullen fulcrum
#

I mean everything was working well until I wanted to add doors

hearty sandal
#

you get 1 working right

#

ok fine then. I dont want to waste time arguing about it.

sullen fulcrum
#

as in it was working right

hearty sandal
#

maybe you got lucky

sullen fulcrum
#

I'm not arguing about it, I just don't understand the file structure

hearty sandal
#

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

sullen fulcrum
#

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

sullen fulcrum
#

changed line 9 to
class House_F: House {};

#

it works

pulsar shell
#

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, itโ€™s best to listen.

sullen fulcrum
#

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

hearty sandal
#

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

sullen fulcrum
#

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

hearty sandal
#

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.

sullen fulcrum
#

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

leaden swallow
#

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?

pulsar shell
#

I donโ€™t think itโ€™s a requirement, but itโ€™s a great tool to use.

woven flax
#

Is aiDispersionCoefY defined inside the weapon, or in the weapons fire modes?
Im seeing it in both for vanilla.

shy knot
#

What are the values used for reloadSound[] and reloadMagazineSound[]?

hearty sandal
woven flax
delicate comet
#

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 rooThink

regal jacinth
#

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

shy knot
#

Not the channel for that but make sure your source folder selection is correct

hearty sandal
#

And that you have a config. Cpp with appropriate cfgpatches class in it in the folder you want to pack from

regal jacinth
#

just so i dont fill this chat up with pboProject questions, where do i ask those?

hearty sandal
#

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

regal jacinth
#

thanks ill keep that in mind next time

covert pasture
#

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

hearty sandal
#

I suggest you set up Mikerost toolset and use PboProject to pack your addon

#

it can likely tell you where you have errors

covert pasture
#

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

hearty sandal
#

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

covert pasture
#

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

hearty sandal
#

any errors?

covert pasture
#

nope

hearty sandal
#

pastebin your config and link it here

covert pasture
#

give a second because i have all separate in .hpp

hearty sandal
#

nothing immediately stands out

covert pasture
#

that is the case

hearty sandal
#

but Id recoomend you set up only 1 class for starters

#

and try to debug that

covert pasture
#

ok i will try it

hearty sandal
#

use the sample class as reference

covert pasture
#

the case is a have the same code for other reskin and it work well

hearty sandal
#

check what is different there

covert pasture
#

it dont have diference

#

i check it with diff

#

and only diff the path and name

hearty sandal
#

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

covert pasture
#

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

hearty sandal
#

are you talking about editor or zeus?

covert pasture
#

on both, only i dont have the units on the editor

shy knot
#

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

hot pine
covert pasture
hot pine
#

is that full error you have?

covert pasture
#

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

shy knot
#

Is a memory point needed to make PiP work?

#

Or should defining them in the config be fine

hearty sandal
#

no memorypoint == no direction for the camera

shy knot
#

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

hearty sandal
#

are you sure the pip mesh is facing right direction?

shy knot
#

Pretty sure. I'll give it a quick flip and see

hearty sandal
#

and have you added it to correct lods?

shy knot
#

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

hearty sandal
#

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?

shy knot
#

Yeah. Not even visible at all

#

Doesnt exist

#

Here's the texture it uses #(argb,256,512,1)r2t(rendertarget1,1.0)

hearty sandal
#

is your pip config called rendertarget1

shy knot
#

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;
};
};
};

hearty sandal
#

it could be it needs dedicated memorypoint for position

remote ridge
#

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

icy pelican
#

Can you post your config?

wintry hatch
#

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

icy pelican
#

What is the mod that achieved stringtables with mod.cpp?

wintry hatch
#

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 ๐Ÿคฆ๐Ÿฝโ€โ™‚๏ธ

strong shuttle
#

Actually... The launcher gets the data from mod.cpp, while the game gets it from CfgMods and/or CfgPatches (if I recall correctly)

sullen fulcrum
hearty sandal
#

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

sullen fulcrum
#

oh

#

so if I do use these for a terrain they should be seperate p3ds?

hearty sandal
#

yes

sullen fulcrum
#

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"};

hearty sandal
#

is the model.cfg class named same as the p3d?

sullen fulcrum
#

yup

rustic ibex
#

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

sullen fulcrum
#

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

rustic ibex
hearty sandal
#

@rustic ibex whitehead is not default classname so you are likely missing a mod that it is from

rustic ibex
slim halo
#

and removed something that broke it

rustic ibex
#

Possibly. Iโ€™ll speak to our mod developer about it and see if we can come up with anything else, if not Iโ€™m sure youโ€™ll see me back here ๐Ÿ˜†

hearty sandal
#

for stuff like that It may be better to use vanilla face classes as base

#

instead of relying on a mod inbetween

rustic ibex
#

Thank you for the feedback, Iโ€™ll pass it back and see if we can fix it :) really appreciate it

whole blaze
#

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

are there any error messages?

#

is required addons array complete so that your mod is loaded after the one you try to alter

whole blaze
# hearty sandal are there any error messages?

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.

hearty sandal
#

your required addons are not correct

#

seems like you are working on rhsusf gear

whole blaze
#

Actually ProjectOPFOR, and that string is the name of the PBO where the PO_V_SPCS_TUB vest comes from.

hearty sandal
#

is that the name of that pbos configs cfgPatches class though

whole blaze
#

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.

whole blaze
#

Think I figured out something that I'm happy with.

woven flax
tranquil mauve
#

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

shy knot
#

Do you get any error?

#

Actually, I see a minor thing

#

Units[] should have your class in it. Not an imported class

shy knot
#

Could PiP have anything needed in model.cfg to function

hearty sandal
#

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

shy knot
#

I'm pretty sure I am

hearty sandal
#

well let me know when you absolutely sure

shy knot
#

Editing the View-Gunner LOD

#

rendertarget is highlighted

#

Here's what rendertarget uses
#(argb,256,512,1)r2t(rendertarget1,1.0)

hearty sandal
#

yes but are you sure you see that lod in game

#

add some cube to it to make sure

shy knot
#

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

hearty sandal
#

๐Ÿ‘

#

you can change what lod a turret uses in the config

rare topaz
#

my vehicle cannon seem to recoil downwards when shooting, where can i flip this so it recoil upwards?

shy knot
#

Should be your axis. Make sure itโ€™s in the right direction

#

Or wrong type in model.cfg

rare topaz
#

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

rare topaz
#

maybe it is defined in the base class?

hearty sandal
#

It would need second animation yes

#

Or actually might be cfg weapons related if you mean aiming recoil

regal jacinth
#

and ive noticed it appears when i path to my textures in hiddenSelectionsTextures

wintry tartan
#

What exactly is the error? What exactly is the issue?

regal jacinth
#
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```
wintry tartan
#

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
  {
    [...]
  };
};
regal jacinth
#

im sorry ive totally forgotten what parentclass is xD

wintry tartan
#

ยฏ_(ใƒ„)_/ยฏ search by yourself

#

I mean, the parent for the CUP_V_B_PASGT. I don't know it

regal jacinth
#

ah i know what you mean now

#

ok it cleared out the first error, it still doesnt like my textures tho

wintry tartan
#

Double check the path. Maybe try without the first \

regal jacinth
#

the path is correct, that was my first thing i checked when the error popped up

wintry tartan
#

cannot be determined thingies? Yeah me neither

regal jacinth
#

well im just getting the missing inheritance class(es) errors now

rare topaz
hearty sandal
#

possibly. dont remember exactly how it worked off the top of my head blobcatsweats

#

Aim recoil is config thing I think

#

visual animation recoiling stuff is not related to that I think

little phoenix
#

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?

hearty sandal
#

less bright, no

#

ir laser, perhaps, but if the turret lacks memorypoints for it then it will not likely work right

crisp schooner
#

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?

little phoenix
hearty sandal
#

cant

#

models can not be edited

#

@crisp schooner check out how the vanilla flag marker textures are made

crisp schooner
hearty sandal
#

@crisp schooner

little phoenix
crisp schooner
# hearty sandal

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?

hearty sandal
#

@little phoenix editing models is illegal, personal mod or not

#

so you are in trouble now

#

dont expect further help

little phoenix
#

what its from the mh-47 which i have permission from to edit

hearty sandal
#

@crisp schooner when modding environment is set up correctly you have the necessary A3 data extracted on P drive (modding environment work drive)

crisp schooner
hearty sandal
#

well PMCwiki has simple steps utilizing Mikeros toolset.

crisp schooner
hearty sandal
#

what is?

crisp schooner
# hearty sandal 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 ๐Ÿ‘

hearty sandal
#

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

crisp schooner
#

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 ^^

hearty sandal
#

yes this is the simplest way

novel lava
#

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

versed pebble
#

Where do I edit the radarTargetSize? Also do you get detected if ur radar is on?

hot pine
novel lava
#

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?

hot pine
#

ahh, I see

#

I've just used different craterShape for demining charge

novel lava
#

damn, I already tried scaling the model too..

shy knot
versed pebble
versed pebble
shy knot
#

CfgVehicles

hearty sandal
#

Oops
Wrong reply line

#

@versed pebble

#

Was for you

versed pebble
#

I want to edit an existing mod

hearty sandal
#

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

stone ingot
#

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.

hearty sandal
#

what is the "points slot"?

stone ingot
#

glasses

wraith burrow
#

@stone ingot you should use this "mode=1;" in your glasses config

stone ingot
#

thanks

shy knot
#

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?

untold temple
#

0.25 / magnification

old flax
#

is this the right channel to ask some help on config.hpp for modding?

wintry tartan
#

Yes

old flax
#

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?

wintry tartan
#

If you can show us your config, it's always preferred

old flax
#

great thanks, lemme post it here

wintry tartan
#

Use ``` <- this to the first line and last line of your code to make it more readable

old flax
#
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"};
        };
};
wintry tartan
#

Much bettr ๐Ÿ‘

old flax
wintry tartan
#

So, the question... prop faction you meant is the yellow one?

old flax
#

thats correct yes

#

should have actually said side, think thats a better description than faction

wintry tartan
old flax
#

okay let me try that. PS thanks for this ref guide that should come in handy

#

@wintry tartan think i found my problem ๐Ÿ˜ƒ

#

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

wintry tartan
#

You wanted to put them into YOUR category or existed?

old flax
#

my own catagory preferably

wintry tartan
crisp hazel
#

Is there a way to make another addon an optional dependency and have a class only be present when the addon is loaded?

hearty sandal
#

no

old flax
frigid flower
#

Would this be the place to ask questions regarding creating custom factions?

icy pelican
#

Yes, what are your questions?

frigid flower
#

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

icy pelican
#

Can you post your config? Especially where you inherit.

orchid delta
#

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

frigid flower
#

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

stoic lily
#

@crisp hazel what exactly do you want to do (code sample please)

rancid lotus
#

[CHVDAddon_fnc_updateSettings] Error: type DISPLAY expected SCALAR on index 0 in [Display #46,2]

#

Anyone know what CHVDAddon is?

hearty sandal
#

some mod thing

rancid lotus
#

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?

nocturne verge
#

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; };

hearty sandal
#

You probably are not inheriting correct classes from the original

plucky notch
#

Is there any way to prevent bis_fnc_initVehicle from resetting an animation?

hearty sandal
#

where/how is the animation set up?

plucky notch
#

It's in AnimationSources and is used internally by the mod using the animateSource command

hearty sandal
#

how do you run it?

#

and when do you run it?

#

and how does fnc_initvehicle reset it?

#

and what is the intended goal

plucky notch
#

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

hearty sandal
#

nope

plucky notch
#

Ah, it was worth a try. Will just put a warning saying to not mess with it once you started up the aircraft! Thanks

hearty sandal
#

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

plucky notch
#

Thanks, I'll take a look at how they're running it then soon

whole jewel
#

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]);  
hearty sandal
#

what is scripted vehicle?

#

you cant add classes like that live

whole jewel
#

So I can not script a radar into a created vehicle though debug consule?

hearty sandal
#

no

winter rain
#

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 ๐Ÿ‘

narrow swallow
#

Is it possible to have a turret turn-out have an out-of-body view position?

true kelp
#

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:

  1. I need to make a new 40mm Autocannon weapon config to replicate the CT40 Cannon. The vanilla 40mm I dont think cuts it.
  2. I want to add a laser desig to the commander optics.

Is there anything anyone can point me towards to learn this please.

rough hatch
#

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?

untold temple
#

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

sullen fulcrum
#

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?

sullen fulcrum
#

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

shy knot
#

Any fixes for this?

hearty sandal
#

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?

shy knot
#
  1. Each point is separate, gunnerview is 1 point and pip gunner dir is another
#
  1. 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

hearty sandal
#

it is pointing straight forward yes?

shy knot
#

Yes

#

It faces forward and down

#

I want it to face direct front

native aspen
#

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";
    };
shy knot
#

If you inherit from the OPTRE Bomb class it should be fine. You can then delete the model line

native aspen
#

The bomb class is from A3