#arma3_config

1 messages · Page 127 of 1

burnt vine
#

that?

hearty sandal
#

look where the + is in the picture

#

also these are not needed

#

they are already defined in the original class

burnt vine
#

ohhh because i am calling the original and inheriting so i just add the += to the compatible items

#
class CowsSlot;
class CowsSlot_Rail: CowsSlot
{
    compatibleItems[] +=
    {
        RSF_LPVO = 1;
    };
};
#

this one ^ doesnt work btw

untold temple
#

IIRC this changed in one of the recent patches and there is now a BI standard optics rail class similar to ASDG. But I imagine majority of community weapons will continue to use ASDG rails

burnt vine
#

redefines the CowsSlot_Rail

hearty sandal
#

@untold temple yas indeed

untold temple
#

You don't need the +=

burnt vine
#
class CowsSlot_Rail;
class RSF_Rail: CowsSlot_Rail
{
    linkProxy="\A3\data_f\proxies\weapon_slots\TOP";
    displayName="$STR_A3_CowsSlot0";
    compatibleItems[]=
    {
        RSF_LPVO = 1;
    };
    iconPicture="\A3\Weapons_F\Data\UI\attachment_top.paa";
    iconPinpoint="Bottom";
};
#

currently trying this

untold temple
#
{
    class compatibleItems
    {
        rhsusf_acc_LEUPOLDMK4=1;
        ...
    };
};``` is what we have to add RHS optics to the BI rail
burnt vine
#

so I've over-complicated it

untold temple
#

Yeah, but if you are also adding weapons you will be needing a optics slot that inherits from CowsSlot_Rail kinda like you have above

burnt vine
#

Above that you have
CowsSlot;
CowsSlot_Rail;

Right?

untold temple
#

no, just CowsSlot_Rail

#

Ah no, we do!

burnt vine
#

oh okay haha

untold temple
#

It's because it was in a .hpp file. I missed the external stuff

burnt vine
#

and yeah not making a weapon with this

#

literally just trying to add a new Vanilla DMS scope with new zoomy zooms and reticle

#

i thought about doing MyOptic: Optic_DMS for the scope config

#

but that wasn't really working

#

¯_(ツ)_/¯

#

perhaps I should go back and try that again

hearty sandal
#

things often sound more simple than they are

burnt vine
#

oh absolutely. I have next to zero experience with configs

#

i really appreciate the help from you guys peepoHappy

#

IT WORKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

#

EUREKA

hearty sandal
#

👍

burnt vine
#

ah okay so i think the modelOptics can only take p3d files

#

even though when you zoom into a DMS it is just a 2D image

untold temple
#

Yes, but the 2D image is on a polygon plane

burnt vine
#

are p3ds capable of referencing .paa files without configs?

#

ah so basically i can't re-texture the reticle at all because im not gonna break into the original p3d files

burnt vine
untold temple
#

You would need to make a similar model, yes

#

Fortunately I have one of those made

burnt vine
#

that explains why i have yet to see anyone change the reticles of the vanilla scopes LULW

burnt vine
#

oh boy

#

i have never touched a p3d

#

how do i open them?

untold temple
#

With the Object Builder program that comes with the Arma 3 tools

burnt vine
#

yeah just acts as alternative close button for me and closes all of arma tools every time i open it

#

lol

#

does it require the p: drive thing?

untold temple
#

Yeah, kind of

burnt vine
#

i guess i will just have to do the p: drive thing then

frigid flower
#

I have a bunch of Men that inherit from B_Soldier_F, but I want them to show up under Special Forces. How do?

hearty sandal
#

change editor category definition in config

frigid flower
#

Ah nice thank you

shy knot
#

Is there any way to set max height for a vtol? Or is the only option for a land vehicle, tracks or wheels

hearty sandal
#

max height?

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like max flying height

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dont think there is a ATL one

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there may be ASL one

paper path
#

ok, so probably the right place. say i have a dual barrel AA vic. how would i go about making the rounds impact at the same location rather then where the barrels are pointing?

shy knot
#

Only way to do that is to have them use the same exact konec and usti points

frigid flower
#

How can I make my custom facewear/'goggles' not show up randomly on units other than my own?

wheat sluice
#

Leave the identityTypes array blank: identityTypes[] = {};

#

Or give it a unique identifier which you only give to your custom units like this: identityTypes[] = {"G_MyCustomIdentity", 1};

hearty sandal
hearty sandal
#

Zeroed barrels require special aim reticle setup though. Since the reticles normally are drawn to infinity so they cross in the middle.

narrow musk
#
  {
       author = "Sanchez";
    _generalMacro = "decaltest";
    scope = 2;
    scopeCurator = 2;
    displayName = "decaltest";
    model = "decaltest.p3d";
    icon = "iconObject_2x1";
    vehicleClass = "Signs";
    destrType = "DestructNo";
    accuracy = 0.2;
    animated = 0;
    cost = 0;
   };```
tried creating decal objects but once ingame I get a "cannot open object" error if I try to place it
am I missing something else?
wheat sluice
#

No filepath for your model.

#

Where is decaltest.p3d stored?

narrow musk
#

in the main mod folder

#

oh I nvm

wheat sluice
#

You need to define the path inside the pbo so...

winter rain
narrow musk
#

yeah I did
in fact I was expecting pboproject to recognize such a simple mistake
weird

#

so I managed to get the model ingame but it still isn't decal
do I need to give the model any specific named properties?

hearty sandal
#

class decal thingy.

#

I recall its in arma 3 named properties wiki page

#

also the rvmat needs a specific flag

narrow musk
#

yeah I got the flag right
I'll check the named property

narrow musk
#

tried class=road and class=decal
didn't seem to work

hearty sandal
narrow musk
#

oh missed the land_
oh right thats what it meant by land_xxx

hearty sandal
#

also eliteness can tell named properties from vanilla models

narrow musk
#

I'll keep that in mind

frigid flower
#

Is it possible to give Goggles/Facewear integrated NVGs, like the helmet example in the A3 samples?

hearty sandal
#

you can try

frigid flower
#

How? I haven't seen any examples for goggles that has an iteminfo class, which is where the subitems are defined

narrow musk
#

I recall viper helmets have integrated nvgs

#

it seems to somehow fill both slots

frigid flower
#

Those are helmets though, not goggles

narrow musk
#

mhm the object still isn't decal
not sure what else I'm missing
it seems pretty identical to the vanilla helipads

narrow musk
wheat sluice
#

I'm pretty sure CfgGlasses doesn't support subItems[].

frigid flower
#

Correct.. but I'm thinking there might be a way to do it with event handlers and some scripting. Maybe

#

After all, Integrated_NVG is just an item like any other - it's just the NVGoggles class with no model and some other things changed. There has to be a way. I could also alternatively move the facewear model to a helmet or to an NVG item, but then I'd still need a script - this time to make sure the player/AI doesn't wear any facewear on top and prevent clipping issues

wheat sluice
#

You can bypass the randomised facewear clipping issue with allowedFacewear[] in the headgear's config.

#

Would only need a script to prevent manually equipping the facewear.

shy knot
#

Any way to not have 2 soldiers in one seat with transportSoldier being 1?

#

Or is it inevitable

hearty sandal
#

are there enough proxies for all passengers?

shy knot
#

Yeah, should be. Theres a driver, passenger and gunner

#

Would that be 1 or 0 for transportSoldier

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Here is the passenger code for config

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It posted twice

#

Lol

hearty sandal
#

these are all cargo turret seats though

#

or positions

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pilot has its own defintion and so does turret gunner

shy knot
#

Would the sample car have passenger seats in the config?

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The passengers should have the ability to “turn out” and fire their rifles. But, I’d like to rid of the duplicate passengers issue

#

Actually, think I figured it out. transportSoldier was 1 too many

neon agate
#

how do i get the picture of my weapons to show in inventory? im used to the game just taking the model/item itself and showing it.

hearty sandal
#

there is a icon parameter in config

#

there are differences between A3 and DZ. best to just leave the DZ quirks behind

neon agate
#

not gonna happen since i mod for both. just need to figure out the differences. but how do i get an icon of my gun that actually looks right. not like i can just take a screenshot of it.

hearty sandal
#

render one

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or screenshot ortho view and cut it from that

#

its not very high res

neon agate
#

ortho view?

hearty sandal
#

orthographical projection

burnt vine
#

@untold temple I cannot get this scope to load the p3d example you provided.
It will just say "cannot load". Any idea what might be causing that?

#

i have a picture of it but can't post that here

#

"Cannot open object a3_2d_da12thmonkey_optic.p3d"

hearty sandal
#

for regular users, links to pictures is the way

#

also should open up just fine

bitter pebble
#

Can a pylon rack be configured to use the hidden selections / textures of the aircraft it's been selected on?

brave pawn
#

Hello, whats the new name for Art of war main menu spotlight?

class CfgMainMenuSpotlight {
// remove default ones
delete OldMan;
delete Bootcamp;
delete EastWind;
delete ApexProtocol;
delete Orange_Showcase_IDAP;
delete Orange_Showcase_LoW;
delete Orange_CampaignGerman;
delete Orange_Campaign;
delete Tanks_Campaign_01;
delete Showcase_TankDestroyers;

delete Contact_Campaign;
delete Tacops_Campaign_03;
delete Tacops_Campaign_02;
delete Tacops_Campaign_01;
delete AOW?;

};

wintry tartan
#

You can just check in ingame config viewer

brave pawn
#

Yes i tried but i dont know where to look

wintry tartan
#

Literally configFile >> "CfgMainMenuSpotlight"

brave pawn
#

Im blind

stiff thistle
#

AoW_Showcase_AoW
AoW_Showcase_Future

wintry tartan
#

^

brave pawn
#

Thanks guys

wintry tartan
#

Also looks you missed SP_FD14

brave pawn
#

I have it in config but i didnt put it here but thanks

brave pawn
#

Cannot hide it

crude palm
#

How do you hide them?

#

delete doesnt seem to do it

brave pawn
#

Idk i cannot hide aow spotlight. Everything is hidden except aow.

crude palm
#

weird im still getting LoW, Old man and AoW

brave pawn
#

Your comment actualy helped me

#

Its tied to the showcase mission. You must complete it and then its hidden, atleast for me.

#

Whats the reason for this?

wintry tartan
#

Check your requiredAddons[]

crude palm
#

mine is "A3_Ui_f"

wintry tartan
#

Replace with "A3_Data_F_AoW_Loadorder"

brave pawn
#

I had oldman loadorder nice

crude palm
#

legend I'll give it a go now

#

Works a charm thanks for the help

broken lichen
#

hello how can i create multiple texture variants of the same helmet that i created? basicly i made a Pasgt Helmet with cover and i want to create multiple retextures for it, but when i create the new class in the config file with a hiddenselection texture it always shows the default texture defined in the Rvmat. Can someone help please?

rough hatch
#

two things: color texture is not defined in the rvmat, and does your model actually have that selection that you're using?

broken lichen
#

i am using the AS variant in the rvmat that has the helmet texture(as extracted from Substance Painter) and that is whats used in game , i didnt set any hiddenselection Texture in the config for the original model , just for the other variants

#

No sorry the model uses the CA variant that was defined in Blender

#

I was wrong about the RVmat

rough hatch
#

I mean does the model itself have the selection?

#

it needs to have a selection that contains the parts that would get a different texture, which also needs to be defined in model.cfg

#

and then the hiddenSelection property needs to have its name

broken lichen
#

ahh okay no i dont, how do i set it up, it should be easy since its the entire helmet that is being retextured

rough hatch
#

basically, select the whole model, make a new selection called "camo" or whatever you want, make sure it is defined in "sections" in CfgModels in model.cfg and then have hiddenSelections contain that name

broken lichen
#

okay , can i do that in oxygen or should i do it in blender ?

#

thank you , it worked !!! 😀

burnt vine
# hearty sandal

thanks for the help regarding the link, but I was referring to inside arma 3. That's where the warning is coming from

hearty sandal
#

then your path is wrong

normal kelp
#

anyone have any pointers on how to look at the config for a vehicle's turrets?

slim halo
normal kelp
#

see thats what I did first but it's not there

hearty sandal
#

arma 3 samples on steam

#

is this a vanilla vehicle or a mod vehicle or your own vehicle

normal kelp
#

mod vehicle

#

sec

#

but it doesnt seem unique to that vehicle

slim halo
hearty sandal
#

@normal kelp what is it that you are trying to do

normal kelp
#

like, the vanilla FIA B_G_Offroad_01_armed_F doesn't have turrets defined in the config

#

rather, it's not viewable in config viewer

hearty sandal
#

you should perhaps be talking with the mod authors if you have questions about their mod

normal kelp
#

well sure, but I just want to know how to look at the turret definitions

hearty sandal
#

use vanilla stuff as reference

normal kelp
#

not just for this but for vehicles in general

hearty sandal
#

not modded content

normal kelp
#

OK, well the vanilla stuff also doesn't show Turrets in the config viewer

slim halo
hearty sandal
#

then you are looking at wrong place

#

or using wrong tools

normal kelp
#

is this one of those things where I should be using eden enhanced or something

#

like does the vanilla config viewer not show turret configs

#

I'm making a faction with the ALiVE orbat creator so I can make a mission with wh40k assets

slim halo
hearty sandal
#

I think you should be using the wiki and samples

normal kelp
#

ill give eden enhanced a go and see if it shows more info

hearty sandal
#

and vanilla viewer shows turrets just fine

#

wiki and samples @normal kelp

#

unless you really want to do it the hardest possible way

normal kelp
slim halo
normal kelp
#

I'm stuck elsewhere now but I think it's a bug with the alive orbat tool because the vehicle's config looks correct. Just not sure why the generated config isn't working 🤷

untold temple
#

To find a turret in the config viewer you need to expand the vehicle class from the list on the left by double-clicking the classname, then class turrets from the expanded lists in there to see the different turret classes

#

Sometimes when opening class turrets, the viewer loads some default turrets definition instead of the one for the vehicle you want, but if you then scroll back down to the vehicle in the class list again, you should find its subclass is now open to show you the different turret classes

glacial spear
shy knot
#

Been looking at the sample configs and can’t seem to find anything related to components for vehicles. Where would that be under?

hearty sandal
#

wiki

#

I suppose

#

component stuff came much later and has not been updated ti the samples

normal kelp
#

anyone know off the top of their head what the base type for explosions are in the config?

#

cfgammo probably

#

yeah ok. so how would I trigger a function on a grenade exploding?

#

this is like 50/50 between this channel and #arma3_scripting but I'm not really sure where that goes. Like I guess I could put something in the init field of all Grenade types

#

but then I'm not sure how to have it trigger on explosion?

#

maybe I can put a "Killed" eventhandler on it

strange egret
#

there are ammo eventhandlers (only for config stuff though) - iirc

normal kelp
#

yeah basically, I'm gonna have an eventhandler that runs on init

strange egret
#

no i mean for the ammo itself. When it dies, when it spawns etc.

#

those EH have to be added by config however, cant addEventhandler them

normal kelp
#

what do you mean

#

like... what I want to do is run a script when a grenade explodes

#

is that possible?

strange egret
#
    class EventHandlers{
        class RHS_Guidance{
            fired = "_this call RHS_fnc_saclosGuide";
        };
    };
};
normal kelp
#

erm

#

thats when the rocket is created right?

#

couldn't I do something like this with cba?

strange egret
#

yes... i dont have in my head what other EH there are available for Ammo, but i would suspect that killed EH is also a possible

#

you asked in config. If you dont want config EH, then scripting channel it is 🙃

#

there are prob 5 other ways to do it though...

normal kelp
#

yeah its a bit of a hybrid of the two

#

like

#

i ideally want to do this as an addon which makes me think I'd want to do it in config

#
class Extended_Init_EventHandlers {
  class Grenade {
    init = "this select 0 addEventHandler ['Killed', {_this spawn sg_fnc_grenade_custom}];";
  };
};```
#

would something like this work?

#

(not sure if this counts as config or scripting :clueless:)

strange egret
#

im not familiar with cba so 🤷‍♂️ It it did work, it would be equivalent to config based eventhandler for ammo...

normal kelp
#

sure

#

@strange egret how would you get the config for the object? is it just going to be configFile >> "CfgAmmo" >> typeOf object?

strange egret
#

looks about right yes

#

im just a script amateur so... grains of salt apply to everything i say on the matter

normal kelp
#

yeah dwbi

#

@strange egret yeah I don't think cba lets you do eventhandlers on stuff in cfgammo

#

do you have a reference for the eventhandlers you can put in cfgammo?

strange egret
#

no its "fairly new" addition, not well documented (or at least i dont know where). But fired works, killed should too. Doubt others work

normal kelp
#

bleh

strange egret
#

i think its pretty great its possible (because it wasnt, for the longest time)

normal kelp
#

oh absolutely

#

just... wish i had somewhere i could look as to how to use it

#

oh

#

and can I spawn stuff or does it have to be call?

strange egret
#

i dont know a case where its not possible to spawn ...

normal kelp
#

@strange egret so can i just put this in config.cpp? ```sqf
class CfgPatches
{
class Kaboom
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
};
};

class Grenade {
class EventHandlers{
class Kaboom{
killed = "_this execVM 'kaboom.sqf';";
};
};
};

#

is this all I need to get that script to run on grenade destruction?

#

oh I think I need to put it in CfgAmmo

strange egret
#

yeah cfgammo is required

normal kelp
#

@strange egret doesnt seem to work on killed

long oyster
#

I think you want ammoHit

normal kelp
#

what do you mean

long oyster
#

The event handler. I think ammoHit is the one you want.

normal kelp
#

fired does work

long oyster
#

If it's supposed to go when the nade explodes, that is.

normal kelp
#

yes

strange egret
#

if its not impact grenade but timeToLive then fired EH works just as well...

normal kelp
#

fired runs when the grenade is thrown is the problem

strange egret
#

timeToLive also starts as soon as grenade is thrown

normal kelp
#

ammoHit doesn't work

long oyster
#

You could do Fired and add a countdown to it that delays it for the fuse time.

normal kelp
#

yeah I might have to

#

wait no

#

that doesn't work for explosive grenades does it?

#

err

#

like an impact grenade

#

because it could explode before the fuse runs out

normal kelp
#

yeah I think that's what I want

strange egret
#

pft ...vbs

long oyster
#

This is PRECISELY the documentation I used when creating my Bangalores though.

#

And I got it from... well, dang, I don't remember anymore.

normal kelp
#
class CfgAmmo {
    class Grenade {
        class EventHandlers {
            class Kaboom {
                AmmoExplode = "_this execVM 'kaboom.sqf';";
            };
        };
    };
};```
winter rain
#

Why with EH and not with cfgCloudlets and ExplosionEffects in cfgAmmo?

normal kelp
#

well I wanna run a script that uses addForce to throw people

#

based on the magnitude of the explosion

winter rain
#

Like Battleship 😏

normal kelp
#

can I do that in cfgcloudlets?

winter rain
#

No, its a scripted effect to throw people.. cfgCloudlets are particle effects

normal kelp
#

AmmoExplode also doesn't run when the grenade explodes

strange egret
#

vbs documentation can be misleading because it contains lots of stuff by now that is not available in Arma / doesnt work the same way

winter rain
normal kelp
#

what do you mean?

#

this is in config.cpp in a pbo

#

in the root of a pbo

winter rain
#

This exec kaboom.sqf

normal kelp
#

root of the pbo

#

but it doesnt even say the script isnt found like with the fired eh

winter rain
#

Yeah you should do yourpbo/kaboom.sqf

normal kelp
#

makes sense

strange egret
#

or test with "hint str(_this);"

normal kelp
#

@strange egret fired works and nothing else has

#

i guess I could make my fired EH attach a destroyed EH to the bullet object?? lmao

strange egret
long oyster
#

AmmoHit at the very least.

normal kelp
#

maybe it works with some things but not with grenades

long oyster
#

Definitely works with remote detonated explosives.

strange egret
#

could very well be, because grenades are physx objects, and every other projectile isnt

normal kelp
#

so the only way to make this work consistently is gonna be to attach an EH on fired probably

whole blaze
#

Is there any way to write a mod to load after a mod, but not necessarily require that mod? (like requiredAddons[], but not required)

strange egret
#

there are other ways, i just dont know how "clean" they are... Search for ragdoll mods, pretty sure there where several that excerted explosion force through <whatever> method

normal kelp
#

they're all binary files

strange egret
#

binary? like what? the config /script?

normal kelp
#

yeah its config.bin

strange egret
#

lol.. you can convert it back to normal with arma tools

normal kelp
#

oh good

strange egret
#

drag n drop the file on cfgconvert.exe and it will be readable

normal kelp
#

problem is this seems to be just config

#

no scripts run

strange egret
#

all the better

normal kelp
#

well not so much bc it doesnt affect explosions

#

it just modifies physx params

#

for ragdolls

strange egret
#

i seem to remember mods that did add more force to explosions

normal kelp
#

hopefully, that will be my mod soon

#

:^)

normal kelp
winter rain
#

cfgPatches defines your class pbo/project/mod name..

Like class SuperGauntlet

If you make other pbo files which use your pbo file it needs to be added in required addons "SuperGauntlet"

normal kelp
#

Can you override the default ammo class? Like if I want to apply something to all items in CfgAmmo, how would I do that?

shy knot
#

All items? Gotta make an override of everything

#

Or just Bulletbase actually

#

I think

normal kelp
#

@shy knot BulletBase doesn't apply to something like grenades

#

but like, if I do something like GrenadeCore or GrenadeBase it doesn't seem to work?

shy knot
#

If you're trying to do everything, you'll have to do an override for each grenade class

normal kelp
#

oh

#

there's no way to make it override the base class?

shy knot
#

You could try, but I've never tried it tbh

earnest raptor
#

Anyone here got any experience with delete? I have the following config being loaded as an additional addon: https://pastebin.com/VQ3MdQhp
It appears that It successfully deletes the magazines and/or ammo but I does not remove anything in CfgWeapons. Not sure about CfgVehicles. There are no RPT logs saying the classes are children of anything else.
This was created for the DKOK_Weapons pbo in There Is Only War as a test. This was made to try to make the creation of compats that drastically change mods easier by making a clean slate so inheritance doesn't affect things. It is generated by a tool and is designed for use for any mod, just using a single test config.cpp atm.

#

Just wondering what could be the cause of it not deleting the weapons. We have tried with a CfgPatches added and with the items and weapons added to the arrays in there as well.

glacial spear
mossy scaffold
#

Can I expect something to go wrong if I'm creating a custom class version of the To-199 and have it inherit from Plane_CAS_02_dynamicLoadout_base_F like this? class TransportPylonsComponent: TransportPylonsComponent { uiPicture = "\A3\Air_F_EPC\Plane_CAS_02\Data\UI\Plane_cas_02_3DEN_CA.paa"; class Pylons: Pylons { class Pylons1: Pylons1 { hardpoints[] = {"O_MISSILE_PYLON","UNI_SCALPEL","O_R73","B_ZEPHYR"}; attachment = "PylonRack_1Rnd_Missile_AA_03_F"; priority = 5; maxweight = 150; UIposition[] = {0.35,0.0}; }; class Pylons2: Pylons1 { priority = 4; attachment = "PylonRack_1Rnd_Missile_AGM_01_F"; maxweight = 500; UIposition[] = {0.345,0.05}; };

mossy scaffold
#

That is to say, will the custom aircraft's Pylons2 have to inherit from that of Plane_CAS_02_dynamicLoadout_base_F?

#

Seeing as in the latter, its own Pylons2 was inheriting from its Pylons1

untold temple
#

Which parameter are you actually changing? Just hardpoints[]?

#

Just cutting it down to C class TransportPylonsComponent: TransportPylonsComponent { class Pylons: Pylons { class Pylons1: Pylons1 { hardpoints[] = {"O_MISSILE_PYLON","UNI_SCALPEL","O_R73","B_ZEPHYR"}; }; class Pylons2: Pylons2 { hardpoints[] = {"O_MISSILE_PYLON","UNI_SCALPEL","O_R73","B_ZEPHYR"}; }; }; }; seems more efficient

#

Can't remember if you need to re-define all pylons like you have to do with turrets actually. In which case you need to do C class TransportPylonsComponent: TransportPylonsComponent { class Pylons: Pylons { class Pylons1: Pylons1 { hardpoints[] = {"O_MISSILE_PYLON","UNI_SCALPEL","O_R73","B_ZEPHYR"}; }; class Pylons2: Pylons2 { hardpoints[] = {"O_MISSILE_PYLON","UNI_SCALPEL","O_R73","B_ZEPHYR"}; }; class Pylons3: Pylons3 {}; class Pylons4: Pylons4 {}; class Pylons5: Pylons5 {}; class Pylons6: Pylons6 {}; class Pylons7: Pylons7 {}; class Pylons8: Pylons8 {}; class Pylons9: Pylons9 {}; class Pylons10: Pylons10 {}; }; };

outer wyvern
#

(using Drongos Config Generator)
Hello, I'm trying to create my own faction, but when I create units with equipment, everything works except for the contents of uniforms, vests and backpacks, it bugs in various ways, etc .. anyone who fix this probleme ?

rancid lotus
#

Hey, what's the best Car parameter to directly increase the turn rate?

restive remnant
#

i am attempting to write an eden editor module, how can i add that to a custom category?

rancid lotus
#

Try CfgEditorCategory and CfgEditorSubCategory on the biki

gritty rune
#

hi, in Unsung we have the problem that some units spawn with a camo face now, after we did some updates to the uniforms for S&S donated uniforms. I don't know if I have seen through this identity/face stuff sufficiently yet, so if anyone can help, appreciated. I've read https://community.bistudio.com/wiki/Arma_3:_CfgIdentities and I guess that when a unit spawns, the game sets the units identity based on identityTypes[] array in the config? For the unit in question that is identityTypes[] = {"Language_EN_EP1","Head_NATO"}; Somehow WhiteHead_04_cfaces_lrrpcamo02 is assigned, but not sure how Head_NATO and that face are connected?

#

the unit do not always spawn with camo face, just every few times

hot pine
#

Maybe whitehead blabla has identity head_nato?

gritty rune
#

it has head = "NATOHead_A3"; and identityTypes[] = {"HEAD_UNS_camo_w"};

#

ouch, exactly right! identityTypes[] = {"Head_NATO","Head_Euro"};

#

how did this ever work?

#

kudos, reyhard!

gentle scarab
#

genericNames = "NATOMen"; whats wrong with this line?

narrow musk
#

not sure if it belongs to #arma3_model or #arma3_config
trying to assign an action position in my model from which activating an animation
if I understand correctly I have to do this by assigning a named selection in the config
and this named selection belongs to a sngle or a group of vertexes in the memory lod right?

untold temple
#

Single vert usually

narrow musk
#

ok
so how do I know the range from these verts
if for example I want a panel of 1x2 to be the activator for said animation
how should I place this vert?

untold temple
#

There’s a radius parameter for the action

gentle scarab
#

I want to apply a new texture to a model (ia_soldier_01) but the config or Eliteness can't find the model. What do?

grand zinc
#

How many people still create particle effects nowadays?
Thinking about polishing and releasing my particle editor someday

wintry tartan
#

Hmm interesting...

placid jay
#

Very nice

grand zinc
grand zinc
#

yeah seems to be broken. I'll fix it someday

gentle scarab
#

My config for a retexture of a vanilla uniform isn't working as it says it can't find the texture. The PBO and .cfg are in the Addons folder along with a Data folder holding the .paa. Have checked the reference ("@Custom_Uniform\Addons\Data\Custom_Camo_co.paa") and don't see the issue. Any ideas?

grand zinc
#

well its still manual. But the changes applying instantly makes the workflow alot quicker

winter rain
#

yeah thats my problem, i have to edit outside and test ingame 😄

long oyster
#

Sounds like a nice QoL tool for developers, so why not give it a shot. I'm sure there will be someone who finds a good use for it.

grand zinc
#

it crashes on start apparently, I'll fix it maybe tomorrow or so

fast matrix
#

There is an 'ExplosionShape' class I see in some explosives (forex Satchel Charge), though I can't find an example of it being used, nor via google.
Is it unused?
(I'm trying to solve an oblong explosion w/o resorting to too much kludgey scripting, and if there is something pre-existing, so much the better)

acoustic lance
long imp
hearty sandal
#

Unknown. So 50/50. Characters are in essence vehicles too but this stuff may be disabled on them.

naive wren
#

yall wouldnt know how to debin / deRap a texHeaders.bin file? both eliteness and the old OFP debin tool dont work and cfg convert is throwing errors😦

shy knot
#

What would you need it for?

hearty sandal
#

there should not be anything useful for you in there

#

in fact it should be regenerated on packing

stoic lily
#

its just an index file for textures in that container/pbo

prime tulip
#

Hi folks, I am making a vest and in order to minimise file size, I want to have only 1 p3d and show/hide different configurations using hidden selection. I am wondering if this is bad for performance as each vest in game is essentially loading in the entire vest model poly and vertices of all selections even though some are hidden by hidden selection texture = “”

hearty sandal
#

Yes its bad practice

#

Performance wise

#

File size wise you are looking to save few Mb.

prime tulip
#

got it. So from my understanding, making multiple p3d does not linearly scale up the pbo size right?

hearty sandal
#

It does sure, but in normal use its 10-20 mbs for few variants

prime tulip
#

Got it. Appreciate your advice!

hearty sandal
#

It's either disk space or GPU memory you spend.

#

And such "super complex" object might also make the scene draw behave oddly.

long oyster
#

Disk space is easier to come by than good performance.

hearty sandal
#

You can download the diskspace and GPU performance addons from workshop. 🤪

naive wren
#

@shy knot @hearty sandal ive seen it in a couple of mods and was always wondering what was inside it

hearty sandal
#

Well now you know.

naive wren
#

very nice

gritty rune
#

The Unsung M-113 and Commando gunners are turned out, but enemy AI does not engage them with rifles. Any ideas but crewVulnerable=1 (is set already) to solve this?

hot pine
#

reduce armor on vehicle

#

otherwise, are you using hideProxyInCombat?

gritty rune
#

armor is 150 or 180, depending on variant of M113. Never heard of hideProxyInCombat and it's not set in config

hot pine
#

so how do you know your gunner is turned out?

gritty rune
#

visible? you mean the config makes him turned in?

hot pine
#

tank base class has hideProxyInCombat set to true so I guess your gunner is turned in

gritty rune
#

awesome, thanks! I'll test it

#

works, thanks a lot, reyhard!

fast matrix
#

Anyone know what "ACE_Explosives_Explosive" handles? Satchel charge F points to satchel charge _scripted. The _scripted config points to itself.

#

(and not on the ace explosives framework page. Have started digging through the git, but not sure I'd understand it, if I found it)

zinc kindle
#

When overwriting configs, is it possible to just overwrite a specific value without getting missing config errors for the rest?

long oyster
#

I believe you have to properly inherit the rest of the values. How, I'm not sure myself.

zinc kindle
#

Which I'm aware isn't right

slim halo
#

and it's not only for new classes

#

here's another example:

class RscControlsGroup;
class RscControlsGroupNoScrollbars;

class RscDebugConsole: RscControlsGroupNoScrollbars {
    onLoad = "call DBUG_fnc_consoleLoaded";
};
#

I'm just modifying the onLoad value

#

you must first "forward declare" the parent classes.

zinc kindle
#
class CfgMarkerColors
{
    class ColorRed
    {
        name = "Red";
        color[] = {0.9,0,0,1};
        scope = 2;
    };
};

Here I'd like to modify 'color' without having to re-define name and scope

slim halo
zinc kindle
#

a better example:
Original class:

class RscMapControlEmpty
{
   class quay
   {
       color[] = {1,1,1,1};
       icon = "\A3\ui_f\data\map\mapcontrol\quay_CA.paa";
       size = 24;
       importance = 1;
       coefMin = 0.85;
       coefMax = 1;
   };
};
#

My patch:

class RscMapControlEmpty
{
    class quay
    {
        color[] = {0,1,1,1};
    };
};

Gives the following error:
23:37:49 Warning Message: No entry 'bin\config.bin/RscMapControlEmpty/quay.coefMin'.
23:37:49 Warning Message: '/' is not a value
23:37:49 Warning Message: No entry 'bin\config.bin/RscMapControlEmpty/quay.coefMax'.
23:37:49 Warning Message: '/' is not a value
23:37:49 Warning Message: No entry 'bin\config.bin/RscMapControlEmpty/quay.importance'.
23:37:49 Warning Message: '/' is not a value

slim halo
#

you're not inheriting anything

zinc kindle
#

There aren't any as far as I can tell

#

there are a ton of quays that I'm modifying though :/

slim halo
#

what are these then?

zinc kindle
#

Ah right I thought the inheritance info would appear actually in the cfg file itself

slim halo
#

both of them inherit

#
class RscMapControl {
  class Quay;
};
class RscMapControlEmpty: RscMapControl
{
    class quay: Quay
    {
        color[] = {0,1,1,1};
    };
};
#

try this

zinc kindle
#

Hmm, might have to give up. I'm algorithmically inverting the luminance value of RGB values via script which is easy enough if I choose to overwrite the entire config, but handling the inheritance in order to not have to do that probably isn't quite so easy by script

#

As it's a lot of manual work and my config file is 7k lines pre-prarse

karmic forge
#

Is it possible to overwrite an entire pbo by using an empty config.cpp with the same CfgPatches addon class?

slim halo
zinc kindle
# slim halo try this

I figured it out, I was actually using your mod to get the config but I had "include inherited entries" ticked and so I was messing up the inheritance entirely.

karmic forge
#

There's a mod that has an optional PBO that I am trying to not use but due to the way our servers are set up, we can't delete it as it is required by the server. How would I go about "cancelling out" said PBO?

zinc kindle
#

In your ADT mod, the config exporter.

slim halo
#

you're using the vanilla config export thing

zinc kindle
#

Ahh, I've never found it in the menus before I guess ADT makes it more accessible.

slim halo
#

in vanilla debug console just type utils and it'll show you the utilities menu (it's not a command tho, more like a "magic word")

karmic forge
slim halo
#

either client and server both use it or they don't

#

if you don't want it why do you even use it on the server?

karmic forge
#

Because the rest of the mod is required server side

slim halo
#

it doesn't sound like a server side only mod

karmic forge
#

The main features no, but it adds new countermeasures and fire rates on some guns, making it server side as well. At least that is what I was told by our server admin.

slim halo
#

those are not server side modifications

karmic forge
#

Alright. So what defines what is server side and what is client side?

dire pawn
#

hey would anyone mind helping me with a config? working on a retexture mod for CUP Units, just stuck on the config point

#

tag me btw if anyone can help out, I have notifications off

gritty rune
#

if I define persons sitting on a MBT as cargo, they are not shot at by AI, as I suspect the engine puts them under armor protection? Would FFV turrets remove that problem and make the units 'turned out'?

hot pine
#

yes, just make sure that they cannot hide (there is property gunnerCanHide or something like that + forceHideGunner = 0)

dire pawn
#

hey reyhard

hot pine
#

hello

dire pawn
#

you got any free time possibly to help me with a config quickly?

hot pine
#

not really I'm afraid

dire pawn
#

damn all good, any dedicated config peeps on here that you're aware of?

wintry tartan
#

“Help me with a config” without showing the config is terribly hard.

dire pawn
#

the thing is I don't as such have one, I am using a pre written that I attempted at editing.
But have never done one before.... :/

#

oh damn polpox, I use your photo mod literally every day haha huge fan, didn't realise it was you

wintry tartan
#

Thanks. Now you have two options IMO:

  1. Learn how
  2. Hire someone for free or paid via #creators_recruiting
dire pawn
#

I'll give that a go, cheers

#

not much info online as I'm sure you're aware

hearty sandal
#

there is lots of info about configs online

blazing blade
#

Is there such thing as a retexture config template available or a tut somewhere?

hearty sandal
#

perhaps not the exact specific info, but how the configs work is explaine on the wiki

#

there is character encoding guide too on the wiki that touches the subject

blazing blade
#

I've been looking and not found anything. i'm trying to make a set of alternate skins for the Prowler. My attemps only produce errors or overwrite the original. Just looking for some direction. Anyone got any links?

neon agate
#

i have no idea what channel to actually ask this in, but is there something i have to do to a mod, put in a script/config somewhere to make the mod load as client AND server side? right now i have a few parking signs a buddy did, but when its loaded into server, it comes up as an "additional mod" instead of required and causing pbo errors because those signs are ON the server and required.

dire pawn
hearty sandal
#

links above should get you started

dire pawn
#

oh gotcha didn't realize if they were for me or sgdaman 🙂

dire pawn
# hearty sandal links above should get you started

hey so sorry to annoy ya, just hung up on it still, I'm making a retexture mod for CUP Units, so far I have only implemented uniforms and only want them in the editor and not on faction soldiers (if that makes any sense?)

hearty sandal
#

No don't quite understand what that means

torn coral
#

I have been creating some new factions using some of the RHS gear as uniforms, however, when used on a server the units look fine unless someone is a JIP or relogs then they appear naked. When I go into the arsenal of the units when placed they show as having no uniform. https://pastebin.com/EmsSJY35 Any help would be appreciated

dire pawn
slim halo
dire pawn
hot pine
slim halo
#

They just inherit from one uniform and retexture it.

dire pawn
slim halo
torn coral
dire pawn
#

why does this shit have to be so complicated.. if only bohemia made it easy 😦

hot pine
torn coral
#

Opfor

hearty sandal
dire pawn
#

As in I don’t want units to spawn with them in blufor factions, just simply, uniforms that one can apply to their units willingly in virtual arsenal

reef root
#

Hello, I hope this is the right place. I am trying to make it in the config so that when a vehicle spawns or is placed in the editor it runs the script "this forceFlagTexture "\A3\Data_F\Flags\Flag_red_CO.paa"; ". This is supposed to put a flag on the vehicle, how would you do this or is this even a good way to do it.

winter rain
strange egret
#

@hot pine talking about hitpoint damage in the other channel - could you look at the thing in the quoted message ? I have no idea why its doing that wonky behaviour

hot pine
#

have you tried using shot diag? are there any .rpt errors?

strange egret
#

didnt come to mind when testing it. I only used hitpoints output

#

i think it might be patch change related, because i heavily tested my units many months ago (maybe 2019?) and it worked without any issues then. At some point i noticed one unit type getting one-hitted for some reason, but didnt fully investigate right away

upbeat valley
#

How long does an audio file have to be in order to play? mine is around 1 second long

#

its in .ogg format, and ive tried it with a different audio file with the same name

#

everything else works

#

so i think it has to be the audio file

grand zinc
#

wss is better for short sounds

#

ogg better for longer I think.
But don't know of a minimum limit

upbeat valley
#

wss?

#

should i try that?

#

oh you mean WAV?

grand zinc
#

no, wss. Arma proprietary format

#

Not sure if wss will be supported in your case, you didn't say what kind of audio

upbeat valley
#

what do you mean by what kind of audio? stereo? mono?

grand zinc
#

CfgSounds, CfgMusic, Weapon sound, environment sound, ...

upbeat valley
#

ah, its cfgSounds

#

apologies 😄

grand zinc
#

then wss will work

#

Arma 3 Tools has a tool to convert sound (I think WAV) to wss

upbeat valley
#

ive found why. im using Vegas to convert files from mp3 to ogg to test them, but after theyre converted it just doesnt have any audio

#

ill try A3T

#

that was the stuff of nightmares

#

it completely corrupted the file and then blew my eardrums out 😄

grand zinc
#

Best part is when you get the sampling rate wrong and accidentally speed up/slow down things

#

omg I need to find my thing

slim halo
#

you can't post pictures

fallen spoke
upbeat valley
#

heyyy i got it right and its working! thank you @grand zinc

grand zinc
#

cool

#

as far as I remember the wss conversion tool had some bad bug that I think I didn't fix

#

but good that you didn't trip into that, whatever it was 😄

upbeat valley
#

i had a few attempts with my headphones half off, and im pretty sure im half deaf now because one time it literally just played a really high pitched note 😄

sullen fulcrum
#

Maybe I am just dumb, I am trying to create a preset mod fore Soviet Forces in Afghanistan, the units have in the editor the Ssh60 but when I start the mission they get other helmets

  {
    faction="Soviet_Forces_Afghanistan";
    category="Infantry";
    editorSubcategory="EdSubcat_SFA_Infantry_Summer";
    side=0;
    displayName="AT Specialist";
    uniformClass="rhs_uniform_afghanka_boots";
    weapons[]={"Binocular","SFA_rhs_weap_ak74_rhs_acc_dtk","SFA_rhs_weap_rpg7_rhs_acc_pgo7v","Put","Throw"};
    respawnWeapons[]={"Binocular","SFA_rhs_weap_ak74_rhs_acc_dtk","SFA_rhs_weap_rpg7_rhs_acc_pgo7v","Put","Throw"};
    items[]={"FirstAidKit","FirstAidKit"};
    respawnItems[]={"FirstAidKit","FirstAidKit"};
    magazines[]={"rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_mag_rgd5","rhs_mag_rgd5","rhs_mag_rdg2_white","rhs_rpg7_PG7VL_mag","rhs_rpg7_PG7VL_mag","rhs_rpg7_OG7V_mag"};
    respawnMagazines[]={"rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_30Rnd_545x39_7N6M_AK","rhs_mag_rgd5","rhs_mag_rgd5","rhs_mag_rdg2_white","rhs_rpg7_PG7VL_mag","rhs_rpg7_PG7VL_mag","rhs_rpg7_OG7V_mag"};
    linkedItems[]={"rhs_ssh60","ItemMap","ItemCompass","ItemWatch","ItemRadio","Binocular","rhs_6b3"};
    respawnLinkedItems[]={"rhs_ssh60","ItemMap","ItemCompass","ItemWatch","ItemRadio","Binocular","rhs_6b3"};
    backpack="SFA_AT_Specialist_pack";
  }; ```
zinc kindle
# sullen fulcrum Maybe I am just dumb, I am trying to create a preset mod fore Soviet Forces in A...

All the way back up in ```
rhs_msv_rifleman

which rhs_msv_at inherits from you have
```cpp
    class EventHandlers: EventHandlers
    {
        init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;}";
    };
    headgearList[] = {"rhs_6b27m",10,"rhs_6b27m_ess",10,"rhs_6b27m_bala",5,"rhs_6b27m_ess_bala",5,"rhs_6b27m_green",2,"rhs_6b27m_green_ess",2,"rhs_6b27m_green_bala",1,"rhs_6b27m_green_ess_bala",1};

Which you're inheriting. This randomises the unit headgear on spawn to one in headgearList

sullen fulcrum
#

Oh okay, is there an easy way to stop the event handler from doing this?

zinc kindle
#

yeah overwrite headgearList in your class:
headgearList[] = {"just_1_helm",1};
Removing the EH is probably better but I've never done that so not sure how to tell you how

sullen fulcrum
#

Oh thank you very much, I could have got that my self but I am pretty new to these things

#

Sometimes I have problems to follow the list of classes and what I inherit

#

Maybe somone can help me also with, how I can set the preview picture for zeus and eden?

sullen fulcrum
#

Thanks alot (:

sullen fulcrum
#

Okay the addon builder wont pack the .jpg files for me...

hearty sandal
#

what are you using jpg files for?

sullen fulcrum
#

I followed the wiki page that Sebster send me

hearty sandal
#

that does not answer my question though

#

what are you using jpgs for?

river ravine
sullen fulcrum
#

For the EditorPreviews

editorPreview = "\SFA_MSV_Units\Data\SFA_AT_Specialist.jpg";
hearty sandal
#

alright. since you are using addon builder, it may have the list of file types to put into pbo wrong by default

#

you will have to check if jpg is mentioned in its settings

sullen fulcrum
#

I checked that and it is not mentioned, is there an alternative I should use to pack them?

hearty sandal
#

well I personally recommend using mikeros toolset and pboProject but Addon builder should be able to do it when you put the jpg into right setting parameter

#

off the top of my head I dont remember what the addon builder settings are though

#

been long time since I've used it

sullen fulcrum
#

Isnt jpg also not the best format for things like that? I thought you should use .paa?

When I try to convert the files it says it has a incorrect file size

hearty sandal
#

no the preview images are the only jpg you use

#

and they dont adhere to same texture resolution rules

#

other textures should be adhere to the size rules and be .paa

sullen fulcrum
#

Okay good to know, I think I am missing alot of the basics and that is making my life really hard

hearty sandal
#

youre doing fine, bit of trial and error teaches how the different things work and how to find the information you need

sullen fulcrum
#

I don't have the feeling that I am doing fine 😅 It is probably just another really dumb error that I make and it will cost me several hours

#

for some reason he won't pack data in the pbo

hearty sandal
#

addon builder unfortunately does not really give reasons for why. Which is why pboProject from mikero is a bit more user friendly as it has quite extensive debug and error reporting

sullen fulcrum
#

pboProject also wont build because he says he is missing textures from rhs

#

Also I dont understand which path I should really use for editorPreview

My paths are:
P:\x\sfa\addons\sfa_msv_units
P:\x\built@sfa_afghanistan\addons\sfa_msv_units.pbo

I now have: editorPreview = "\sfa_afghanistan\sfa_msv_units\data\SFA_AT_Specialist.jpg";

wintry tartan
river ravine
#

I did yeah

hearty sandal
#

@sullen fulcrum is your real file path P:\sfa_afghanistan\sfa_msv_units\data\SFA_AT_Specialist.jpg

#

well your pathing is not corresponding with your file system paths

#

so it cant work

sullen fulcrum
#

Okay, I think I dont understand what I do wrong

hearty sandal
#

this path needs to match the real path

#
  • P:\
sullen fulcrum
#

so like this? editorPreview = "\sfa\sfa_msv_units\data\SFA_AT_Specialist.jpg";

hearty sandal
#

well yes

#

but thats not the real path

#

since you have adopted the CBA\ ACE style folder structure

#

and have the X\ folder in the front there

vocal galleon
#

did anyone already had this .simulation error before?

hearty sandal
#

your config is not set up correctly if you get such error

sullen fulcrum
#

but the X\ doesnt have to do with the packing? so I should not need it in my path? I dont understand how these paths are working... 😖

Addon Builder:
Addon source directory: P:\x\sfa\addons\sfa_msv_units
Destination directory: P:\x\built@sfa_afghanistan\addons

hearty sandal
#

P represents the root of the in game file structure

#

if your file is in a X\folder

#

then its path is X\folder

#

unless you set up pboPrefix file correctly

#

which you can do

#

but with that I cant help you with since I dont use it

#

Im simple person and have very simpel P:\MYTAG\MYTAG_folders\withConfigsAndStuff

#

and I find hte ACE CBA structure highly confusing and unnecessary

#

especially for new modders

wintry tartan
# river ravine I did yeah

Then probably it's the time to ping @hard chasm ? (Sorry for the ping, the above, do those new preprocessor commands available in pboProject?)

sullen fulcrum
#

for me everything is highly confunsing right now, maybe I should sleep a bit. Its 4 am here... Thanks alot @hearty sandal you were a great help. At least the addon builder now copies the jpg files and maybe I get it to work tomorrow

hearty sandal
#

sleeping is good idea.

sullen fulcrum
#

Okay I could not stop,
My path is P:\sfa\addons\sfa_msv_units
and I build it to P:@sfa_afghanistan\addons\sfa_msv_units.pbo

So my path for editorPreview should be: editorPreview = "\sfa\addons\sfa_msv_units\data\sfa_at_specialist.jpg";??

hearty sandal
#

possibly

sullen fulcrum
#

Because it still wont work

wispy juniper
#

Hello!
I dont know if this is the right chat but im currently trying to retexture Base game uniforms
I currently successfully retextured the AAF Uniform and got it in game but im trying to add the NATO Uniform but it keeps using the AAF Uniform and NATO Texture map
Anybody able to help?

craggy lynx
wispy juniper
#

thanks

wintry tartan
#

Don't ask for help but just put the config that you've stuck right now, so anybody can look before proceed the convo

wispy juniper
hearty sandal
wintry tartan
#

So you're intended to mod some vanilla assets?

hearty sandal
#

and link here

wintry tartan
#

And what is the goal?

wispy juniper
#

simply retexturing to add my arma units logo and give it multicam black

wintry tartan
#

units[] = {"Custom_Uniform_Mod";}; illegal, get rid of ; before }
class Custom_Faction You should to put more original name not to conflict with something

{ 
    slotType = 0; 
    linkProxy = "-"; 
}; ```Replace with ```class UniformSlotInfo;```
#

And finally, you should not to inherit like this. If you're intended to, eg make an alternative ghillie suit, DON'T inherit from Uniform_Base but existed ghillie suit config

wispy juniper
#

Thank you lots, i was using a guide on youtube and this is how he does it

hearty sandal
#

unfortunately youtube guides are not very good

#

since they make a lot of mistakes

wintry tartan
#

Then you better unsub the channel and put downvote

wispy juniper
#

It was astartesgaming guide, I watched the first one then kinda ran off on my own

hearty sandal
#

bad idea.

dire pawn
hearty sandal
#

popularity on youtube guides does not make them right.

dire pawn
#

comments were overwelmingly positive 🤷‍♂️ bit of help and I'll be right

wintry tartan
#

It doesn't seem right. Works, but never good

#

The way is overcomplicated than it should

hearty sandal
#

holy fuck

#

that guy has installed all mods in his addons folder

wintry tartan
#

Bruh

hearty sandal
#

NEVER EVER LISTEN TO THAT IDIOT

dire pawn
#

it was from before the launcher

#

before workshop

hearty sandal
#

and?

wintry tartan
#

Even before the launcher that is not the way

hearty sandal
#

its still the wrong place

dire pawn
#

ah

hearty sandal
#

if you insist fighting this then go ahead. But I cant help with stuff guided like that

dire pawn
#

no I'm not fighting, you two know what you are talking about

wintry tartan
#

I had to admit that there's no actual 101 guide for such specific jobs in BIKI, but that kind of 30 minutes of garbage video is worthless, actually

dire pawn
#

aight

#

I haven't started on helmets and vest textures yet but anyway, CUP USMC MMCCU uniforms retextured, I only want a simple config with a rolled sleeve and unrolled sleve variant to start off, five different textures all using the same cup USMC MMCCU model

#

consider it a beta

hearty sandal
#

pro tip. start with just 1 thing and get that right

#

even "simple" config, is not quite as simple thing as it sounds

dire pawn
#

aight good point, lets say one camo retexture for the first time, with the same rolled and unrolled variant

hearty sandal
#

no

#

just 1 variant

dire pawn
#

okay unrolled sleeves

hearty sandal
#

👍

#

1 thing that packs right and loads right

#

the rest is practically copypaste

wintry tartan
#

You're not going to run 100m before you start to walk, or even stand. Do step by step

dire pawn
#

so was that bloke correct about the data folder with the .paa's in that?

#

and then the config in the root?

hearty sandal
#

I did not watch further than him showing his installed addons

dire pawn
#

okay XD

hearty sandal
#

please dont refer to anything he said

dire pawn
#

okay

hearty sandal
#

sure there may be some bits right

#

but I have not time to watch that kind of stuff to know what all is not

dire pawn
#

yeah don't blame ya mate

hearty sandal
#

it is unfortunately fact that these youtubers figure out some stuff and get some stuff barely working

#

then they make their turorials as basically clickbate

#

because it gets views

#

they never ever revisit the videos or fix them

dire pawn
#

noticed thats most of them haha, so in the config do I only need the cfg_weapons part? or would I still need the rest of the parts even if I don't need them?

hearty sandal
#

and yes there are few people who have done good videos but they are very rare

dire pawn
hearty sandal
#

there is character encoding guide on the wiki

dire pawn
#

I'll find that holup

hearty sandal
#

the decent ones are on different topics

dire pawn
#

yeah

dire pawn
#

the .hpp and .cpp files right, seeing as apparently you can more a less use individual .hpp's for certain parts, would it work simply with a single .hpp for the weapons [uniforms] part?

#

fuck I'm a retard at this

hearty sandal
#

as the hpp description says, its not mandatory

dire pawn
#

I ideally need to be shown or told step by step by someone and only after that I'll be right to do it all on my own in the future 😦

#

coming from a non coding or programming backround this all goes right over my head yet I'm determined,
I'm so sick of there being no decent Australian textures or mods so I'm gonna crusade on with my own

dire pawn
#

nevermind it didn't work anyway lol

hearty sandal
#

close

#

but perhaps simplify this and also take cup out of the equation first

fast matrix
#

Looking at Models.cfg, whats a good way to find the appropriate class to inherit from? The examples (using the page POLPOX linked above) link to ArmaMan ... but what if you're modeling a weapon, or a mine, or a vehicle?
(I haven't gotten there in my slow process, but looking ahead, it's definitely a question)

hearty sandal
#

make a simple new unit class from one of the vanilla uniforms

#

texture does not need to match

#

just so everything in the class system lines up

#

@fast matrix generally with any other vehicle you make the skeleton from scratch

dire pawn
#

do you know the path for the blufor combat uniform?

hearty sandal
#

only the man class uses the same one

hearty sandal
#

but the wiki example has one

#

you are not far from right with what you have

dire pawn
#

okay cheers I'll check back in after editing it, so what part would I need to make vanilla?
thats suprising, I legit did all that on my own

hearty sandal
#

there are some parts wrong too but not everything

dire pawn
#

okay

#

lol any chance you'd be able to clean it up for me

hearty sandal
#

nope

#

Id be doing that full time if I did it

#

and I dont really want to

#

sorry

dire pawn
#

thats fine just no one seems to be of much help other than you and pol and even then it does my head in tryna understand

dire pawn
#

ah don't worry I've fucked the config up beyond repair anyway

hearty sandal
#

you would have to check the cup configs cfgPatches

fast matrix
sullen fulcrum
#

Hello, can someone help me here with pboProject?
I dont understand these error messages

rapWarning: **********missing file(s)***************
P:\sfa\addons\sfa_msv_units\config.cpp circa Line 983: rhsafrf\addons\rhs_decals\data\labels\misc\no_ca.paa
P:\sfa\addons\sfa_msv_units\config.cpp circa Line 993: rhsafrf\addons\rhs_bmp\textures\bmp_1_co.paa
P:\sfa\addons\sfa_msv_units\config.cpp circa Line 993: rhsafrf\addons\rhs_bmp\textures\bmp_2_co.paa
P:\sfa\addons\sfa_msv_units\config.cpp circa Line 993: rhsafrf\addons\rhs_bmp\textures\bmp_3_co.paa
P:\sfa\addons\sfa_msv_units\config.cpp circa Line 993: rhsafrf\addons\rhs_bmp\textures\bmp_4_co.paa
P:\sfa\addons\sfa_msv_units\config.cpp circa Line 993: rhsafrf\addons\rhs_bmp\textures\bmp_5_co.paa
P:\sfa\addons\sfa_msv_units\config.cpp circa Line 993: rhsafrf\addons\rhs_bmp\textures\bmp_6_co.paa```
dire pawn
#

HorribleGoat should be able to give some insight

#

from what I can tell and I may be completely wrong,

Its something on the 993rd line of the config to do with the textures

sullen fulcrum
#

Okay I understand it partly, I use textures from rhsafrf and I think pboProject is trying to check if these textures are there?

dire pawn
#

possibly, as I said I'm a massive noob at configs, tryna slowly learn myself haha.
I'm not too familiar with PBOproject

hearty sandal
#

Yes you are listing texture files to be used but they don't exist in the place you say they are.

sullen fulcrum
#

But they only exist when I load these mods in the launcher?

#

So should I copy rhs in the same folder as saf?

hearty sandal
#

No

#

Did you make new textures for your thing?

sullen fulcrum
#

No, I only use rhs textures for now

hearty sandal
#

Then you need to use the original RHS file paths and have the RHS data unpacked on your P drive so pboproject can validate your config and check that your written path corresponds with the actual files location

sullen fulcrum
#

Wow okay, so ill try my best
Thanks

sullen fulcrum
#

@hearty sandal Thank you sooooo much, it finally works! And I have learned alot! Thank you for being so helpful and nice!

hearty sandal
#

:C have to be more horrible now to get the balance right

wispy juniper
#

So ive got stuff working in game but vest dont have any armor (One shot from pistol)
Pastebin link to vest item, https://pastebin.com/f6CM4nKY
Ive used a few diffrent things found online but none are working

hot pine
wispy juniper
#

ahhhhhhhh, i see, Thanks lots

livid fern
#

If I wanted to add an sqf to a vehicle in my mod, where would I reference the sqf?

hearty sandal
#

depends how do you want to run it

livid fern
#

I'm trying to run a couple addactions that would otherwise go in the init field by the mission maker- basically trying to make it part of the mod instead.

#

I've got a script folder in the mod and a script in there that does the addactions. Just need a way to call it on the specific vehicle. Would `init = "scripts\etc" work?

hearty sandal
#

you would then create user actions that run your sqf

#

well you can make init add action too

#

buut that seems bit silly approach to me

livid fern
#

That's what I'm trying to figure out, what the best way to do it is

hearty sandal
#

as you already are in the vehicles config

#

class userActions

#

its basically same as what you add with addAction

#

but configured into the vehicle class

livid fern
#

Oh, I see it. Okay. Then I could just make statement="scripts\script.sqf"

hearty sandal
#

well you would have to use execvm, spawn or call on it I think

#

but in essence, yes

rancid lotus
#

Hey, is there any way to get it so that preprocessor automatically includes all .hpp files in a specific folder without having to spell out the specific path for #include?

rancid lotus
#

Oh wow, I didn't actually think there would be something- fantastic, thanks!

#

Will this work in AddonBuilder?

#

Ah wait it's in Bash, I'll see if I can learn that

slim halo
rancid lotus
#

How would one go about running this? My coding knowledge outside of SQF is virtually zero

slim halo
#

then run the bat

rancid lotus
#

Oh, easy, thanks a ton!

rancid lotus
#

Hey, how do I check to see if a player is spawned in from the initial respawn screen in MP?

#

So far alive and lifeState == "healthy" have failed me

#

I want to pause execution of initPlayerLocal.sqf until player has spawned in

novel lava
#

Has anyone used cameraDir in a vehicle turret? I want to make the gunners optic point slightly down but no matter how exaggerated i make the memorypoint (slightly below the memoryPointGunnerOptics or right down on the ground) the camera always seems to point straight outwards

shy knot
#

You need to define the initAngle in optics

#

@novel lava

#

Should have like, class Wide

#

You’ll define elevation angle and fov stuff there

novel lava
#

that just sets the angle of the turret at init I was wanting to make the optic be angled differently from the gun

#

initElev would effect both

#

I ended up just making an animation rotate the memorypoint the amount I wanted

shy knot
#

Sorry @novel lava It was initAngle

#

But, if you got it already I guess it’s mute

untold temple
hot pine
novel lava
#

ah that explains that

untold temple
#

camDir is not just cameraDir for lazy typists? notlikemeow

strange egret
#

you mean like damage is the lazy form of dammage?

untold temple
#

No, dammage is there to make you question whether you have been spelling damage wrong your whole life even if English is your mother tongue

prime tulip
#

Hi folks, do you know if I were to define Audible, Camouflage in the CfgVehicles of a uniform config, would that affect those variables in the unit when they put on said uniform?

wheat sluice
#

IIRC it's still tied to your unit class so the attributes don't transfer.

#

Need to use setUnitTrait and adjust it via scripting.

junior folio
#

Does anyone know if there is a way to make tankX slower on different terrain?

strange egret
#

individual tanks or all tanks across the board?

sullen fulcrum
#

Man I made a soviet faction with Orbat but I have two issues :/ They all have German names, and I tried to go through the config files to find were to change this and one other issue, I am using RHS to make the faction, so I am using RHS tanks, and for whatever reason the tanks are defaulted to have the commander from RHS and I do not know how to replace him.

strange egret
#

in the turret, there is gunnerType="somesoldierclass"; <- you need to replace this

junior folio
strange egret
#

it should be terrainCoef=<someFloatvalue> that influences how strongly the individual vehicle is affected by terrain speed modifiers

shy knot
#

I've got this C++ class OpticsIn { class Wide: ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.3; minFov=0.3; maxFov=0.3; visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {2,3}; gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_MBT_01_m_F.p3d"; gunnerOpticsEffect[] = {}; }; class Medium: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_MBT_01_m_F.p3d"; initFov=0.07; minFov=0.07; maxFov=0.07; }; class Narrow: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_MBT_01_m_F.p3d"; initFov=0.028; minFov=0.028; maxFov=0.028; }; };

#

And I'd like to limit the elevation and depression of the sight but I cant seem to figure out what does it

sullen fulcrum
shy knot
#

You need a commander turret within turrets

sullen fulcrum
#

Have to admit I am not too sure how to go about coding that in for that specific tank

shy knot
#

@sullen fulcrum Check out the sample tank

sullen fulcrum
#

Kk thanks! You seem experienced with this stuff, if you dont mind were do I configure what names they use? I used East Germany as the template to build the units, but with that came using German names.

shy knot
#

For gunners? Inside the turret I believe

sullen fulcrum
#

Sorry, I meant the whole factions names, when commanding all AI they use the German name bank

#

I was hoping to switch it to RHS/Russian names

shy knot
#

Crew

#

Crew="ai soldier class name"

sullen fulcrum
#

Ohhh ok

#

Thanks! I will go try that now

covert sapphire
#

Is it a issue with my config if my headgear isnt following my player at the same pace the character is moving?

sullen fulcrum
shy knot
#

Here's a sample

#
class OPTRE_M794: I_MBT_03_cannon_F
  {
    dlc="OPTRE";
    scope=2;
    scopeCurator=2;

    side=0;
    faction = "OPTRE_Ins";
    crew="OPTRE_Ins_URF_Rifleman_AR";
    author="Article 2 Studios";
    displayName="M794 Badger";
    model="\OPTRE_Vehicles\Badger\Badger.p3d";

    editorPreview="";

    #include "physX.hpp"
};
sullen fulcrum
#

Is there an original unit template? I currently have all of my faction members inheriting from RHS russians, but I would like to create my own to inherent from

hearty sandal
#

not really. the vanilla configs are solid base and example

#

but other than that, there is no template for that.

#

you could inherit from vanilla units if you down want RHS dependency

#

inheriting is smart move as otherwise you would have to declare tons of things you dont need to alter

sullen fulcrum
#

Nah RHS dependency is fine for the most part, I just wanted to be able to create my own categories, but because I inherit, I also inherit the categories

hearty sandal
#

you can replace category parametrs

#

and make your own category configs

#

while still inheriting the rest

sullen fulcrum
#

Oh I can? If you are wondering I used ORBAT for the most part since otherwise I'd be lost

#

How does one make a category config?

hearty sandal
#

without orbat Im afraid

sullen fulcrum
#

I can do some manual work

#

but Orbat definately makes the unit creating easier

hearty sandal
#

Im not a big fan of the tool as it tries to skip the understanding of config part

#

which is quite crucial to do anything outside of its scope

#

I suppose its good to do simple config things though

sullen fulcrum
#

Yeah true

#

I can give the category config a go if you have one I can "disect"

hearty sandal
#

for cartegory stuff there is a wiki page that goes through how they are composed pretty well

#

and vanilla configs have all the vanilla categories

#

I suggest getting one of them "all in one" config dump files or make one yourself with the deb build diag exe config dump command

#

having all the configs in one easily searchable file saves a lot of trouble

#

especially when you start to do more advanced stuff

#

if you go making your own dump, do note that it writes all loaded mods configs too

#

so if you have many mods running, the file size can become pretty hefty which affects a bit how easy it is to open

sullen fulcrum
#

I see

#

hmmm

sullen fulcrum
#

I know this sounds silly and a bit extreme of an offer to fix my problem, but Arma 3 coding is like esoteric knowledge lmao, I am willing to buy whomever Global Mobilization or Apex since its on sale, or one of the other cheaper DLC's if you help me wrap up what I am struggling to do, because if I can look at the exact files I need, I am able to learn and fix a large amount of other factions I've tried to do in the past

#

because i've spent the last 30 minutes extracting PBO's to try and learn but to no avail, than plus all the amount of time I've already spent on this

shy knot
stoic lily
hot pine
#

it was working for tank before? I remember OFP Liberation 1941 tanks were slow as hell since they wanted to simulate rough terrain max speed and terrain coef wasn't working for tanks

sullen fulcrum
#

Hey all so I'm working on Custom Uniforms, however I am recieving this error and I have no clue what I'm looking at honestly. I copied it from my previous mod that was working but here it isn't, any help is appreciated.

wintry tartan
#

Self explanatory, you don't have B_Soldier_F in your config

sullen fulcrum
#
{
    class 1stuk_grenadier
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Characters_F"
        };
    };
};
class CfgVehicles
{
    class 1stuk_grenadier: B_Soldier_F
    {
        _generalMacro="B_Soldier_F";
        scope=2;
        displayName="1stuk Grenadier Guards";
        nakedUniform="U_BasicBody";
        model="\A3\Characters_F_Beta\INDEP\ia_soldier_01";
        uniformClass="1stuk_grenadier";
        hiddenSelections[]=
        {
            "Camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\1st_uk_uniforms\Data\mtp_gren.paa"
        };
    };
};
class cfgWeapons
{
    class 1stuk_grenadier: Uniform_Base
    {
        author="J4 Logistics";
        scope=2;
        displayName="1st Division Grenadier Guards";
        picture="\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
        model="\A3\Characters_F_Beta\INDEP\ia_soldier_01";
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="1stuk_grenadier";
            containerClass="Supply20";
            mass=80;
        };
    };
};```
wintry tartan
#

Use ```

hearty sandal
#

!markdown dinnae work

wintry tartan
#
class CfgVehicles
{
    // You forgot to define B_Soldier_F here
    class 1stuk_grenadier: B_Soldier_F
    {
        [...]
    };
};```
#

Also, is it possible to use an numeric in the first character of a class?

sullen fulcrum
#

Not sure, could it be causing a problem?

wintry tartan
#

I'm not aware of the numeric, but you MUST define B_Soldier_F whatsoever

sullen fulcrum
#

Isn't this defining it?

    {
        _generalMacro="B_Soldier_F";```
wintry tartan
#

No

#

Not sure what you're pointing at but there's no defining

sullen fulcrum
#

I'm not entirely sure either, how would I define it if you wouldn't mind?

wintry tartan
#

class B_Soldier_F;

sullen fulcrum
#
{
    class 1stuk_grenadier: B_Soldier_F
    {
        class B_Soldier_F;
        _generalMacro="B_Soldier_F";
        scope=2;
        displayName="1stuk Grenadier Guards";
        nakedUniform="U_BasicBody";
        model="\A3\Characters_F_Beta\INDEP\ia_soldier_01";
        uniformClass="1stuk_grenadier";
        hiddenSelections[]=
        {
            "Camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\1st_uk_uniforms\Data\mtp_gren.paa"
        };
    };
};```
#

Like this?

wintry tartan
#

No. Look my first code, you missed it there

sullen fulcrum
#

Cheers for the help with this by the way, means alot mate

{
    class B_Soldier_F;
    class 1stuk_grenadier: B_Soldier_F
    {
        _generalMacro="B_Soldier_F";
        scope=2;
        displayName="1stuk Grenadier Guards";
        nakedUniform="U_BasicBody";
        model="\A3\Characters_F_Beta\INDEP\ia_soldier_01";
        uniformClass="1stuk_grenadier";
        hiddenSelections[]=
        {
            "Camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\1st_uk_uniforms\Data\mtp_gren.paa"
        };
    };
};```
hearty sandal
#

@sullen fulcrum this may be useful reading material

whole jewel
wintry tartan
#

Uh, what are you talking about exactly?

whole jewel
#
class Isaac
{
    class Esau
    {
        gender = "male";
        firstborn = 1;
        // ...
    };
    class Jacob
    {
        gender = "male";
        firstborn = 0;
        // ...
    };
};
wintry tartan
#

And 0 and 1? Not really sure what are you talking about

whole jewel
#

I believe I am asking for syntax.
It's obviously a reference to the bible where Esau came first.
but Jacob is sett to

firstborn = 0;
wintry tartan
#

Ah, you mean that... I don't know anything about the Book, so...

whole jewel
#

Is firstborn = 1; first like in the example and then comes firstborn = 0;?

#

Or is it 0,1,2,3,4,5...

wintry tartan
#

Assume this means a boolean than a scalar(number). So firstborn = 1; means firstborn = true;?

whole jewel
#

Ahh

#

Thanx

ashen prairie
#

Possibly a silly question but I can't find the answer on the wiki;
Whats the difference between;

descriptionShort =
and
descriptionUse =
?

wintry tartan
#

In where?

ashen prairie
#

cfgWeapons.
I'm defining a new class for a flashlight

#

I currently have both but I'm not sure if this is redundant

wintry tartan
#

Hmmm... not really sure. I know descriptionShort was used in-game, in inventory screen

uncut wharf
#

Has anyone had any luck making a Combo argument in CfgVehicles with dynamic values? Like, populating the combobox with all helicopters on OPFOR

covert sapphire
#

Does anyone have an example of a UnitConfig.hpp that they can let me see.

rare wyvern
#

Hey does anyone know how the Shifting Animations were made for the New Vehicles in the Vietnam Mod. Since there is no Documentation about anim Source etc for Gear Shifts. Thx in advance.

shy knot
#

Anyone know how to limit gunner sight elevation and depression angles so that it wont go up far enough past the guns elevation and down far enough past the guns depression levels?

whole jewel
#

Anyone who know how to ad a gunner turret and a radar to a pawnee?

hearty sandal
#

radar you might be able to add via confiig

#

but turret not

whole jewel
#

What is needed to add a turret? Do you need to config a new vehicle? How can I add a radar to a pawnee?

untold temple
#

What kind of turret? Just the optic turret for the pilot or a turret for a gunner?

#

Pilot camera turret can be done by config, but you don't get much control on where it will be positioned, since you have to use memory LOD points that already exist in the model

#

Adding a gunner turret is impossible without access to the model, which hasn't been released by BI. So you can't do it.

whole jewel
#

Thanks for the info. Where can I go to learn how to do that?

hearty sandal
#

which part?

whole jewel
#
  1. create pilot turret.
  2. create vehicle radar
hearty sandal
#

well you will have to learn how configs work first I suppose

#

wiki and BI forums can be helpful in that

shy knot
#

Do damper selections need their own axes and bounds? Or can the wheel ones be used

hearty sandal
#

axes, yes, bounds? no?

shy knot
#

I have 4 individual track pods that I’d like to give dampers to

#

They need their own axes

#

Got it

hollow lagoon
#

can anyone suggest me a good tutorials for the use of config and event handlers

hollow lagoon
#

😕

wintry tartan
#

I don't know what's unclear for you

#

EHs are the same with you do for missions

hollow lagoon
#

what is unclear for me is implementing scripts to config my knowledge to config is very limited also classifications and such

#

or at least some where, where i can start with

hearty sandal
#

wiki has explanation for how config inheritance works, and there are many questions answered on the BI forums

#

there are very little in way of how to do some specific X thing as there are so many different things you can

narrow swallow
#

Try to find a part of an existing mod on github that does something similar to what you want to, and see how they do it.

flint sedge
#

Anyone here in this channel know how to config a custom texture to the parade uniforms? It keeps inheriting the default blufor soldier and not the parade uniform officer model.

hollow lagoon
slim scroll
#

hope this is the right channel for this but not sure. Had a mission that i made about a year ago that required KA's Re-breather fix mod, the mod was taken off the workshop with all the rest of KA's stuff a few months ago. I found the files for the mod still on my computer and have them backed up and I'm curious about how I can re-upload it to the workshop like I've seen done with some of the other stuff as well as what the EULA has to say about doing that?

shy knot
slim scroll
#

thx

south bison
#

guys is their a template for Patches mod , and the patches can be used in ace arsenal in multiplayer missions

native aspen
#

Is there a way to make my own custom CraterEffects for CfgAmmo?

#

As well for explosionEffect and effectFly?

hearty sandal
#

yes

native aspen
#

How would I go along making those

hearty sandal
#

look at the configs of ready effects and make a copy with your own class name in new config and change the effect thingies you want to change

native aspen
#

Oh ok

#

Now the newbiest question ever, where can I find that 😅

hearty sandal
#

you can scroll up a bit for info on where to look for the knowledge for how configs work

native aspen
#

Kk

balmy elk
#

not sure if this is the right channel to ask but, im trying to use this weapon mod with a unit that uses ace 3 with overheating enabled, but for some reason the weapon mod instantly overheats completely in shooting 50 rounds with a suppressor, this is not realistic and I'm trying to fix it.
I've looked far and wide on google for some coding tips for ACE 3 stuff, but no dice. I know how to edit the config of pbos and all that I just dont know how to manipulate the ACE 3 overheating stats of a weapon mod.

#

Can anyone help me out, there's like zero helpful info on google for some reason

wind birch
#

how ca i add a proxy in my model.cfg CfgSkeletons skeletonBones ?

class test: Default
    {
        skeletonInherit="";
        isDiscrete=1;
        skeletonBones[]=
        {
            "proxy::...\cargo.002",""
``` dose not work for me
hot pine
wind birch
#

oh okay, makes sense thanks

restive bay
#

guys I was wondering, is there a easy way to get weapons classname of the dlc?
if I want to add weapons and vehicle classname to a trader cfg file.(weapons and vehicle from the new DLC (S.O.G prairie fire.) or the only way is copy paste case by case from editor/config viewer, or the trick of automatic copy of classname when shooting the type of gun in question?

wintry tartan
#

configClasses command is your friend

ionic brook
#

Anyone here have experience with making mods to add Pylon magazines to other aircraft? I've been messing around with it but having trouble with bombs from SOG PF. I add them to the aircraft and then they morph from bombs into rockets and where there should be 1 bomb, there are now 60 napalm rockets.

Code i'm using for example:

    {
        hardpoints[] = {"B_BOMB_PYLON","vn_b_rocket_pylon_f4_in_usaf","SAB_MILAVI_BOMB"};
    };```
#

And after I apply this code, they turn into rockets on all aircraft, not just the one i'm trying to get it working on.

restive bay
glacial spear
#

does rtd helicopter come under cfg issuie?

hearty sandal
#

possible

#

there are things in model that affect it too

junior zinc
#

Alright, call this an absolute longshot, but... for the hypothetical, let's say I have a land vehicle with a unique style of movement similar to players. Able to move in 4 directions, speed up and slow down, and also spin on the spot. The only thing closest to this would be a player, but I still need players to be able to embark and disembark the vehicle.

This would probably require a new simulation type... Is there anything in terms of documentation on how to do this?
I imagine not, but it's worth asking.

hearty sandal
#

no

#

on the documentation

#

and no cant make new simulation types

#

can strap a vehicle on top of character though

#

and do some magic in between

#

there are some limits and quirks that cant be avoided though

#

mainly with collision and such

junior zinc
#

That's why I'm trying to avoid doing something like that.

hearty sandal
#

it is basically the only way though

#

well not "only way"

#

but the other ways involve so much scripting its not really MP operable

#

for SP, a hard maybe

junior zinc
#

I just wanted to see if anyone had hidden eldritch magic. Otherwise, I've just got to go with the less proficient solution.

#

Which is probably just make it a tank.

hearty sandal
#

if you drop the hypotheticals and we talk about exactly what you want to do then its easier to answer

junior zinc
#

Well, we're talking wraiths, ghosts, etc, from Halo.

hearty sandal
#

ah so hover craft

#

see thats totally different thing 😛

#

dont mix character on that

junior zinc
#

Kind of but not really?

hearty sandal
#

yes it is

junior zinc
#

I want to avoid scripted solutions if possible.

hearty sandal
#

well that you cant avoid

#

you may want to check out Tiberian Genesis mod by @winter rain

#

scripted things are all fine if done properly

junior zinc
#

It's moreso to make it accessible to AI as well.

#

Ideally, the set up should be where, for example, a Zeus can just pop down such a vehicle and it'd work like they expect it to.

hearty sandal
#

yeh Sentry might have some magic for you

junior sparrow
#

what's the fastest debugging method for the stringtable, say i make a change in the stringtable of my mod and don't want to restart the game?

grand zinc
#

mission file

#

stringtable

junior sparrow
#

is the stringtable reloaded when the mission is saved in 3den?

grand zinc
#

it should be loaded from the mission when you load its pbo

#

Only know how it works when you load a MP pbo, dunno about in-editor

#

might have to quit/restart editor

junior sparrow
#

hm you have to start the mission for changes to take effect

#

damn i hate loading screens

pseudo juniper
#

I'm trying to help a mod author sign his stuff on the workshop so that my unit can use it. I'm very used to using DSUtils, I use it all the time for my own stuff. However, neither he nor I can sign some of his PBO's. DSUtils just spits out "Failed to sign xxxx.pbo"

What could the reason be? What is the fix?

#

(There wasn't really a good channel to post this in, so I put it in the most generic of modder ones?)

slim halo
#

it signs it automatically

pseudo juniper
#

Can try that, one sec. Gotta extract and rebuild

slim halo
pseudo juniper
#

looks like that worked

#

I'll load that PBO on a server and see if the key actually passes

pseudo juniper
#

@slim halo yeah so I rebuilt all the pbo's with addon builder with key signing, and they all signed, but the signature doesn't actually work

#

doesn't pass key verification

slim halo
pseudo juniper
#

yup

#

Same key I've been signing all my mods with for the past couple years

pseudo juniper
shy knot
#

Is there anything within sources that would be run when the engine of a vehicle is on?

#

Would that be RPM?

hearty sandal
#

RPM could possibly stay over 0 when engine is on

#

for what kind of purpose

shy knot
#

Just rotation of a certain part of the model

#

Basically, when the engine is on, rotate on this axis

hearty sandal
#

rotate once or rotate constantly?

shy knot
#

Constantly

hearty sandal
#

then no rpm wont be stable for that

#

unless you want it to alternate

#

like before if you specify the use case it makes easier to answer.