#arma3_config
1 messages · Page 127 of 1
look where the + is in the picture
also these are not needed
they are already defined in the original class
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
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
redefines the CowsSlot_Rail
@untold temple yas indeed
You don't need the +=
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
{
class compatibleItems
{
rhsusf_acc_LEUPOLDMK4=1;
...
};
};``` is what we have to add RHS optics to the BI rail
so I've over-complicated it
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
Above that you have
CowsSlot;
CowsSlot_Rail;
Right?
oh okay haha
It's because it was in a .hpp file. I missed the external stuff
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
things often sound more simple than they are
oh absolutely. I have next to zero experience with configs
i really appreciate the help from you guys 
IT WORKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
EUREKA
👍
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

Yes, but the 2D image is on a polygon plane
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
i ask this because there is a .paa file of the 2d image it shows...
that explains why i have yet to see anyone change the reticles of the vanilla scopes 
With the Object Builder program that comes with the Arma 3 tools
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?
Yeah, kind of
i guess i will just have to do the p: drive thing then
tysm for sharing this btw
I have a bunch of Men that inherit from B_Soldier_F, but I want them to show up under Special Forces. How do?
change editor category definition in config
Ah nice thank you
Is there any way to set max height for a vtol? Or is the only option for a land vehicle, tracks or wheels
max height?
like max flying height
dont think there is a ATL one
there may be ASL one
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?
Only way to do that is to have them use the same exact konec and usti points
How can I make my custom facewear/'goggles' not show up randomly on units other than my own?
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};
Well not exactly only way. Fired eventhandler can be used to alter shot direction or the barrels can be turned to zero in same spot. No easy way to do this though.
Zeroed barrels require special aim reticle setup though. Since the reticles normally are drawn to infinity so they cross in the middle.
{
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?
You need to define the path inside the pbo so...
You should use pboProject
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?
class decal thingy.
I recall its in arma 3 named properties wiki page
also the rvmat needs a specific flag
yeah I got the flag right
I'll check the named property
tried class=road and class=decal
didn't seem to work
I guess I'll move this to #arma3_model
oh missed the land_
oh right thats what it meant by land_xxx
also eliteness can tell named properties from vanilla models
I'll keep that in mind
Is it possible to give Goggles/Facewear integrated NVGs, like the helmet example in the A3 samples?
you can try
How? I haven't seen any examples for goggles that has an iteminfo class, which is where the subitems are defined
Those are helmets though, not goggles
mhm the object still isn't decal
not sure what else I'm missing
it seems pretty identical to the vanilla helipads
you could check its config, maybe you could reverse engineer something from it
I'm pretty sure CfgGlasses doesn't support subItems[].
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
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.
Any way to not have 2 soldiers in one seat with transportSoldier being 1?
Or is it inevitable
are there enough proxies for all passengers?
Yeah, should be. Theres a driver, passenger and gunner
Would that be 1 or 0 for transportSoldier
Here is the passenger code for config
It posted twice
Lol
these are all cargo turret seats though
or positions
pilot has its own defintion and so does turret gunner
Would the sample car have passenger seats in the config?
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
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.
there is a icon parameter in config
there are differences between A3 and DZ. best to just leave the DZ quirks behind
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.
ortho view?
orthographical projection
@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"
Can a pylon rack be configured to use the hidden selections / textures of the aircraft it's been selected on?
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?;
};
You can just check in ingame config viewer
Yes i tried but i dont know where to look
Literally configFile >> "CfgMainMenuSpotlight"
Im blind
AoW_Showcase_AoW
AoW_Showcase_Future
^
Thanks guys
Also looks you missed SP_FD14
I have it in config but i didnt put it here but thanks
Cannot hide it
Idk i cannot hide aow spotlight. Everything is hidden except aow.
weird im still getting LoW, Old man and AoW
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?
Check your requiredAddons[]
mine is "A3_Ui_f"
Replace with "A3_Data_F_AoW_Loadorder"
I had oldman loadorder nice
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?
two things: color texture is not defined in the rvmat, and does your model actually have that selection that you're using?
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
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
ahh okay no i dont, how do i set it up, it should be easy since its the entire helmet that is being retextured
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
okay , can i do that in oxygen or should i do it in blender ?
thank you , it worked !!! 😀
thanks for the help regarding the link, but I was referring to inside arma 3. That's where the warning is coming from
anyone have any pointers on how to look at the config for a vehicle's turrets?
Open the config viewer and look :p
see thats what I did first but it's not there
arma 3 samples on steam
is this a vanilla vehicle or a mod vehicle or your own vehicle
mod vehicle
sec
https://steamcommunity.com/sharedfiles/filedetails/?id=1655786638 it's the ML700_Basalisk_ARTY_base from this
but it doesnt seem unique to that vehicle
Btw, do you know where entry points for individual turrets and cargo seats are defined?
@normal kelp what is it that you are trying to do
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
you should perhaps be talking with the mod authors if you have questions about their mod
well sure, but I just want to know how to look at the turret definitions
use vanilla stuff as reference
not just for this but for vehicles in general
not modded content
OK, well the vanilla stuff also doesn't show Turrets in the config viewer
Which config viewer do you use?
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
Vanilla config viewer is very buggy
I think you should be using the wiki and samples
ill give eden enhanced a go and see if it shows more info
and vanilla viewer shows turrets just fine
wiki and samples @normal kelp
unless you really want to do it the hardest possible way
OK well this is great but doesn't really tell me where to look for the turret config definitions https://community.bistudio.com/wiki/Turret_Config_Reference
you look at configFile >> "CfgVehicles" >> _veh >> "Turrets" or configFile >> "CfgVehicles" >> _veh >> "NewTurret"
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 🤷
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
How do i enable this altitude assist nav for a modded helicopter
What the cfg for it
https://i.gyazo.com/78076632b6de710b4c6f010e8a6624b4.png
https://i.gyazo.com/2a4bff5fd6b800a5ccfc2fcc56b5d991.png
Been looking at the sample configs and can’t seem to find anything related to components for vehicles. Where would that be under?
wiki
I suppose
component stuff came much later and has not been updated ti the samples
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
there are ammo eventhandlers (only for config stuff though) - iirc
yeah basically, I'm gonna have an eventhandler that runs on init
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
what do you mean
like... what I want to do is run a script when a grenade explodes
is that possible?
class EventHandlers{
class RHS_Guidance{
fired = "_this call RHS_fnc_saclosGuide";
};
};
};
erm
thats when the rocket is created right?
couldn't I do something like this with cba?
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...
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:)
im not familiar with cba so 🤷♂️ It it did work, it would be equivalent to config based eventhandler for ammo...
sure
@strange egret how would you get the config for the object? is it just going to be configFile >> "CfgAmmo" >> typeOf object?
looks about right yes
im just a script amateur so... grains of salt apply to everything i say on the matter
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?
no its "fairly new" addition, not well documented (or at least i dont know where). But fired works, killed should too. Doubt others work
bleh
i think its pretty great its possible (because it wasnt, for the longest time)
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?
i dont know a case where its not possible to spawn ...
@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
yeah cfgammo is required
@strange egret doesnt seem to work on killed
I think you want ammoHit
what do you mean
The event handler. I think ammoHit is the one you want.
fired does work
If it's supposed to go when the nade explodes, that is.
yes
if its not impact grenade but timeToLive then fired EH works just as well...
fired runs when the grenade is thrown is the problem
timeToLive also starts as soon as grenade is thrown
ammoHit doesn't work
You could do Fired and add a countdown to it that delays it for the fuse time.
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
yeah I think that's what I want
pft ...vbs
This is PRECISELY the documentation I used when creating my Bangalores though.
And I got it from... well, dang, I don't remember anymore.
class CfgAmmo {
class Grenade {
class EventHandlers {
class Kaboom {
AmmoExplode = "_this execVM 'kaboom.sqf';";
};
};
};
};```
Why with EH and not with cfgCloudlets and ExplosionEffects in cfgAmmo?
well I wanna run a script that uses addForce to throw people
based on the magnitude of the explosion
Like Battleship 😏
can I do that in cfgcloudlets?
No, its a scripted effect to throw people.. cfgCloudlets are particle effects
AmmoExplode also doesn't run when the grenade explodes
vbs documentation can be misleading because it contains lots of stuff by now that is not available in Arma / doesnt work the same way
Where is the path?
This exec kaboom.sqf
Yeah you should do yourpbo/kaboom.sqf
makes sense
or test with "hint str(_this);"
@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
You say AmmoExplode / AmmoHit works in A3?
AmmoHit at the very least.
maybe it works with some things but not with grenades
Definitely works with remote detonated explosives.
could very well be, because grenades are physx objects, and every other projectile isnt
so the only way to make this work consistently is gonna be to attach an EH on fired probably
Is there any way to write a mod to load after a mod, but not necessarily require that mod? (like requiredAddons[], but not required)
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
they're all binary files
binary? like what? the config /script?
yeah its config.bin
lol.. you can convert it back to normal with arma tools
oh good
drag n drop the file on cfgconvert.exe and it will be readable
all the better
well not so much bc it doesnt affect explosions
it just modifies physx params
for ragdolls
i seem to remember mods that did add more force to explosions
hey for this, do I use the name in CfgPatches?
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"
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 BulletBase doesn't apply to something like grenades
but like, if I do something like GrenadeCore or GrenadeBase it doesn't seem to work?
If you're trying to do everything, you'll have to do an override for each grenade class
You could try, but I've never tried it tbh
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.
i found the solution so nevermind
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}; };
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
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 {}; }; };
(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 ?
Hey, what's the best Car parameter to directly increase the turn rate?
i am attempting to write an eden editor module, how can i add that to a custom category?
Try CfgEditorCategory and CfgEditorSubCategory on the biki
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
Maybe whitehead blabla has identity head_nato?
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!
genericNames = "NATOMen"; whats wrong with this line?
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?
Single vert usually
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?
There’s a radius parameter for the action
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?
How many people still create particle effects nowadays?
Thinking about polishing and releasing my particle editor someday
Hmm interesting...
Very nice
Yas plz plox danQ
https://steamcommunity.com/sharedfiles/filedetails/?id=2473221763
Will stay unlisted for now. And not sure if its working on dev branch.
I'll set it to public someday later
yeah seems to be broken. I'll fix it someday
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?
A good editor wouldnt be bad at all but trying my best manually xD
https://cdn.discordapp.com/attachments/794706942262116393/833211379790905354/unknown.png
well its still manual. But the changes applying instantly makes the workflow alot quicker
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.
it crashes on start apparently, I'll fix it maybe tomorrow or so
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)
So I've run into an issue while trying to implement a rifle into the game. Whenever the user aims down sights with a scope attached it either offsets the camera position or for 2d scopes rotates the camera direction 90 degrees to the right. I've tried to solve the issue but I've gotten nowhere.
The issue with non-2d scopes: https://www.youtube.com/watch?v=RkNuW-RpTgs
The issue with 2d scopes: https://www.youtube.com/watch?v=gaemujKPNCc
The CfgWeapons config: https://pastebin.com/D4gVcELB
https://community.bistudio.com/wiki/Arma_3:_Sensors_config_reference Can this be applied to a player?
Unknown. So 50/50. Characters are in essence vehicles too but this stuff may be disabled on them.
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😦
What would you need it for?
there should not be anything useful for you in there
in fact it should be regenerated on packing
its just an index file for textures in that container/pbo
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 = “”
Yes its bad practice
Performance wise
File size wise you are looking to save few Mb.
got it. So from my understanding, making multiple p3d does not linearly scale up the pbo size right?
It does sure, but in normal use its 10-20 mbs for few variants
Got it. Appreciate your advice!
It's either disk space or GPU memory you spend.
And such "super complex" object might also make the scene draw behave oddly.
Disk space is easier to come by than good performance.
You can download the diskspace and GPU performance addons from workshop. 🤪
@shy knot @hearty sandal ive seen it in a couple of mods and was always wondering what was inside it
Well now you know.
very nice
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?
armor is 150 or 180, depending on variant of M113. Never heard of hideProxyInCombat and it's not set in config
so how do you know your gunner is turned out?
visible? you mean the config makes him turned in?
tank base class has hideProxyInCombat set to true so I guess your gunner is turned in
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)
When overwriting configs, is it possible to just overwrite a specific value without getting missing config errors for the rest?
I believe you have to properly inherit the rest of the values. How, I'm not sure myself.
here's an example of how you should inherit:
#arma3_animation message
That seems to be for new classes, here I am trying to modify stuff like RscMap... so it'd need to inherit itself?
Which I'm aware isn't right
no
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.
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
if it has no parent just put it as it is and modify the new value
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
what are the parents?
you're not inheriting anything
There aren't any as far as I can tell
there are a ton of quays that I'm modifying though :/
Ah right I thought the inheritance info would appear actually in the cfg file itself
both of them inherit
class RscMapControl {
class Quay;
};
class RscMapControlEmpty: RscMapControl
{
class quay: Quay
{
color[] = {0,1,1,1};
};
};
try this
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
Results were interesting though. https://imgur.com/a/0hIvE3g
Is it possible to overwrite an entire pbo by using an empty config.cpp with the same CfgPatches addon class?
Is it possible to overwrite an entire pbo
depends
by using an empty config.cpp with the same CfgPatches addon class?
no
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.
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?
include inherited entries
?
In your ADT mod, the config exporter.
what does it do?
it has a config exporter?!
you're using the vanilla config export thing
Ahh, I've never found it in the menus before I guess ADT makes it more accessible.
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")
Helicopter HMD, specifically Kimi's HMD mods.
if it is required by the server there's nothing you can do
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?
Because the rest of the mod is required server side
it doesn't sound like a server side only mod
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.
those are not server side modifications
Alright. So what defines what is server side and what is client side?
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
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'?
yes, just make sure that they cannot hide (there is property gunnerCanHide or something like that + forceHideGunner = 0)
hey reyhard
hello
you got any free time possibly to help me with a config quickly?
not really I'm afraid
damn all good, any dedicated config peeps on here that you're aware of?
“Help me with a config” without showing the config is terribly hard.
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
Thanks. Now you have two options IMO:
- Learn how
- Hire someone for free or paid via #creators_recruiting
there is lots of info about configs online
Is there such thing as a retexture config template available or a tut somewhere?
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
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?
maybe these get you started
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.
Thanks!
cheers for the reply, any chance you'd have that wiki on hand?
links above should get you started
oh gotcha didn't realize if they were for me or sgdaman 🙂
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?)
No don't quite understand what that means
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
I only want the uniforms I have retextured to appear in editor
Then create new uniforms inheriting from the original and retexture them
easier said than done in the point of view of a coding noob, I require help lol
modelSides is not matching unit side?
I suggest you take a look at pre existing config and see how it's done.
There are already many retextured uniforms in CUP.
They just inherit from one uniform and retexture it.
no clue where to find one however
Open the config and look for :
So what should it be I have modelSides[] = {0,1,3}; and both the vehicle and weapon configuration both have side =0?
why does this shit have to be so complicated.. if only bohemia made it easy 😦
what is the side of unit that is placed in game?
Opfor
where else would they appear?
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
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.
Be happy they allow such or ask Blizzard if they do it better 😜
You get help if your informations are more and also be patient..
You also get some infos already, you just need to take the time to read and get into it..
The point is, people want to help you to find the right way so you will learn it also how to do it. Its also good for other stuff too
@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
oh, page expired... here is new https://pastebin.com/srNANRw5
have you tried using shot diag? are there any .rpt errors?
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
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
wss is better for short sounds
ogg better for longer I think.
But don't know of a minimum limit
no, wss. Arma proprietary format
Not sure if wss will be supported in your case, you didn't say what kind of audio
what do you mean by what kind of audio? stereo? mono?
CfgSounds, CfgMusic, Weapon sound, environment sound, ...
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 😄
Best part is when you get the sampling rate wrong and accidentally speed up/slow down things
omg I need to find my thing
https://www.youtube.com/watch?v=AY6mnEW547w
Omg i wrote "Armed Assault" 
lofi
you can't post pictures
i figured that out XD
heyyy i got it right and its working! thank you @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 😄
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 😄
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";
}; ```
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
Oh okay, is there an easy way to stop the event handler from doing this?
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
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?
Thanks alot (:
Okay the addon builder wont pack the .jpg files for me...
what are you using jpg files for?
I followed the wiki page that Sebster send me
How does https://community.bistudio.com/wiki/PreProcessor_Commands#has_include work?
Can't quite figure it out if it's like...
class ExtEra_Mag_M18_Orange: ExtEra_Mag_M18_Base
{
#if __has_include("\z\ace\addons\main\script_component.hpp")
scope = 2;
#else
scope = 1;
#endif
};
Or something? Packing w/ PBOproject just results in an "unknown #".
For the EditorPreviews
editorPreview = "\SFA_MSV_Units\Data\SFA_AT_Specialist.jpg";
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
I checked that and it is not mentioned, is there an alternative I should use to pack them?
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
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
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
Okay good to know, I think I am missing alot of the basics and that is making my life really hard
youre doing fine, bit of trial and error teaches how the different things work and how to find the information you need
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
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
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";
Not tested but did ya updated pboProject?
I did yeah
@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
Okay, I think I dont understand what I do wrong
so like this? editorPreview = "\sfa\sfa_msv_units\data\SFA_AT_Specialist.jpg";
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
did anyone already had this .simulation error before?
paths are all correctly set-up, cfgVehicles = https://imgur.com/a/O6n57j9
your config is not set up correctly if you get such error
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
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
Then probably it's the time to ping @hard chasm ? (Sorry for the ping, the above, do those new preprocessor commands available in pboProject?)
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
sleeping is good idea.
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";??
possibly
Because it still wont work
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?
thanks
Don't ask for help but just put the config that you've stuck right now, so anybody can look before proceed the convo
Im not able to post the config file here but heres a dropbox link to it
https://www.dropbox.com/s/uuthiozta6yhmev/config.cpp?dl=0
please use pastebin.com
So you're intended to mod some vanilla assets?
and link here
And what is the goal?
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
Thank you lots, i was using a guide on youtube and this is how he does it
Then you better unsub the channel and put downvote
It was astartesgaming guide, I watched the first one then kinda ran off on my own
bad idea.
same guide I was using, was the most popular one
popularity on youtube guides does not make them right.
comments were overwelmingly positive 🤷♂️ bit of help and I'll be right
It doesn't seem right. Works, but never good
The way is overcomplicated than it should
Bruh
NEVER EVER LISTEN TO THAT IDIOT
and?
Even before the launcher that is not the way
its still the wrong place
ah
if you insist fighting this then go ahead. But I cant help with stuff guided like that
no I'm not fighting, you two know what you are talking about
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
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
pro tip. start with just 1 thing and get that right
even "simple" config, is not quite as simple thing as it sounds
aight good point, lets say one camo retexture for the first time, with the same rolled and unrolled variant
okay unrolled sleeves
You're not going to run 100m before you start to walk, or even stand. Do step by step
so was that bloke correct about the data folder with the .paa's in that?
and then the config in the root?
I did not watch further than him showing his installed addons
okay XD
please dont refer to anything he said
okay
sure there may be some bits right
but I have not time to watch that kind of stuff to know what all is not
yeah don't blame ya mate
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
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?
and yes there are few people who have done good videos but they are very rare
I am yet to find a decent one so I agree with that haha
there is character encoding guide on the wiki
I'll find that holup
the decent ones are on different topics
yeah
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
as the hpp description says, its not mandatory
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
hows this, https://pastebin.com/0u5jHURC
nevermind it didn't work anyway lol
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)
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
do you know the path for the blufor combat uniform?
only the man class uses the same one
off the top of my head, no
but the wiki example has one
you are not far from right with what you have
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
there are some parts wrong too but not everything
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
any clue what CUP Units [being loaded from workshop] be called in the requiredAddons[] = {""}; part?
ah don't worry I've fucked the config up beyond repair anyway
you would have to check the cup configs cfgPatches
Hey man, even in my short time here, you've been a help. Appreciated!
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```
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
Okay I understand it partly, I use textures from rhsafrf and I think pboProject is trying to check if these textures are there?
possibly, as I said I'm a massive noob at configs, tryna slowly learn myself haha.
I'm not too familiar with PBOproject
Yes you are listing texture files to be used but they don't exist in the place you say they are.
But they only exist when I load these mods in the launcher?
So should I copy rhs in the same folder as saf?
No, I only use rhs textures for now
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
Wow okay, so ill try my best
Thanks
@hearty sandal Thank you sooooo much, it finally works! And I have learned alot! Thank you for being so helpful and nice!
:C have to be more horrible now to get the balance right
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
you don't have HitpointsProtectionInfo inside class ItemInfo
ahhhhhhhh, i see, Thanks lots
If I wanted to add an sqf to a vehicle in my mod, where would I reference the sqf?
depends how do you want to run it
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?
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
That's what I'm trying to figure out, what the best way to do it is
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
Oh, I see it. Okay. Then I could just make statement="scripts\script.sqf"
well you would have to use execvm, spawn or call on it I think
but in essence, yes
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?
this creates a single file you can use as a header
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
Windows variant:
echo #ifndef __ALL_HEADERS__ >> all_headers.h
echo #define __ALL_HEADERS__ >> all_headers.h
for /f %%a in ('dir /b "%~dp0/*.h"') do echo #include "%%a" >> all_headers.h
echo #endif >> all_headers.h
How would one go about running this? My coding knowledge outside of SQF is virtually zero
put it in a bat file where your headers are
then run the bat
Oh, easy, thanks a ton!
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
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
You need to define the initAngle in optics
@novel lava
Should have like, class Wide
You’ll define elevation angle and fov stuff there
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
Gun mem points don't have to point at the horizon AFAIK (see mortars etc.). But if it seems optics do, the solution would therefore be to build your model with the gun elevated by how ever much you need the difference between the gun and the optics, then apply initElev to correct the starting elevation of the gun and optic
Cameradir works only with arty optics (elavationMode above 0). You were looking for camDir and campos probably, which is defined in optic mode
ah that explains that
camDir is not just cameraDir for lazy typists? 
you mean like damage is the lazy form of dammage?
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
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?
IIRC it's still tied to your unit class so the attributes don't transfer.
Need to use setUnitTrait and adjust it via scripting.
Does anyone know if there is a way to make tankX slower on different terrain?
individual tanks or all tanks across the board?
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.
in the turret, there is gunnerType="somesoldierclass"; <- you need to replace this
Just individual, like something I can put In the tanks physx config
it should be terrainCoef=<someFloatvalue> that influences how strongly the individual vehicle is affected by terrain speed modifiers
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
``class O_SovietMilitary_T80_Normal_01 : rhs_t80_OCimport_02 {
author = "odz";
scope = 2;
scopeCurator = 2;
displayName = "T-80";
side = 0;
faction = "O_SovietMilitary_Normal";
crew = "O_SovietMilitary_Crew_Normal_01";
class Turrets : Turrets {
class MainTurret : MainTurret { gunnerType = "O_SovietMilitary_Crew_Normal_01"; };
};``
Weirdest thing is I can't find the commander to even replace
You need a commander turret within turrets
Have to admit I am not too sure how to go about coding that in for that specific tank
@sullen fulcrum Check out the sample tank
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.
For gunners? Inside the turret I believe
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
Is it a issue with my config if my headgear isnt following my player at the same pace the character is moving?
I tried Ctrl+F with Crew= nothing came up, hate to keep bothering you but do you know the specific title?
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"
};
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
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
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
you can replace category parametrs
and make your own category configs
while still inheriting the rest
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?
without orbat Im afraid
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
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
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
What is used to limit elevation and depression within gunner optics? #arma3_config message
terrainCoef only works for carX (and tank - but not tankX simulation)
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
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.
Self explanatory, you don't have B_Soldier_F in your config
{
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;
};
};
};```
Use ```
!markdown dinnae work
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?
Not sure, could it be causing a problem?
I'm not aware of the numeric, but you MUST define B_Soldier_F whatsoever
Isn't this defining it?
{
_generalMacro="B_Soldier_F";```
I'm not entirely sure either, how would I define it if you wouldn't mind?
class B_Soldier_F;
{
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?
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"
};
};
};```
Does 0 come before or after 1. Is class Esau or class Jacob regarded as the firstborn?
Uh, what are you talking about exactly?
class Isaac
{
class Esau
{
gender = "male";
firstborn = 1;
// ...
};
class Jacob
{
gender = "male";
firstborn = 0;
// ...
};
};
And 0 and 1? Not really sure what are you talking about
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;
Ah, you mean that... I don't know anything about the Book, so...
Is firstborn = 1; first like in the example and then comes firstborn = 0;?
Or is it 0,1,2,3,4,5...
Assume this means a boolean than a scalar(number). So firstborn = 1; means firstborn = true;?
Possibly a silly question but I can't find the answer on the wiki;
Whats the difference between;
descriptionShort =
and
descriptionUse =
?
In where?
cfgWeapons.
I'm defining a new class for a flashlight
I currently have both but I'm not sure if this is redundant
Hmmm... not really sure. I know descriptionShort was used in-game, in inventory screen
Has anyone had any luck making a Combo argument in CfgVehicles with dynamic values? Like, populating the combobox with all helicopters on OPFOR
Does anyone have an example of a UnitConfig.hpp that they can let me see.
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.
https://community.bistudio.com/wiki/Model_Config "gear" source
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?
Anyone who know how to ad a gunner turret and a radar to a pawnee?
What is needed to add a turret? Do you need to config a new vehicle? How can I add a radar to a pawnee?
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.
Thanks for the info. Where can I go to learn how to do that?
which part?
- create pilot turret.
- create vehicle radar
well you will have to learn how configs work first I suppose
wiki and BI forums can be helpful in that
Do damper selections need their own axes and bounds? Or can the wheel ones be used
axes, yes, bounds? no?
I have 4 individual track pods that I’d like to give dampers to
They need their own axes
Got it
can anyone suggest me a good tutorials for the use of config and event handlers
😕
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
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
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.
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.
now thats something to do ,thanks 🙃
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?
thx
guys is their a template for Patches mod , and the patches can be used in ace arsenal in multiplayer missions
Is there a way to make my own custom CraterEffects for CfgAmmo?
As well for explosionEffect and effectFly?
yes
How would I go along making those
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
you can scroll up a bit for info on where to look for the knowledge for how configs work
Kk
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
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
add proxy to a selection and then add this selection to the skeleton
oh okay, makes sense thanks
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?
configClasses command is your friend
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.
thanks you so much you my savior
does rtd helicopter come under cfg issuie?
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.
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
That's why I'm trying to avoid doing something like that.
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
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.
if you drop the hypotheticals and we talk about exactly what you want to do then its easier to answer
Well, we're talking wraiths, ghosts, etc, from Halo.
ah so hover craft
see thats totally different thing 😛
dont mix character on that
Kind of but not really?
yes it is
I want to avoid scripted solutions if possible.
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
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.
yeh Sentry might have some magic for you
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?
is the stringtable reloaded when the mission is saved in 3den?
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
hm you have to start the mission for changes to take effect
damn i hate loading screens
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?)
why not just use Addon Builder?
it signs it automatically
Can try that, one sec. Gotta extract and rebuild
be sure to provide the path to private key in settings
looks like that worked
I'll load that PBO on a server and see if the key actually passes
@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
are you sure you're using the correct key?
I have other pbo's loaded that I've signed with this key and they work fine
Is there anything within sources that would be run when the engine of a vehicle is on?
Would that be RPM?
Just rotation of a certain part of the model
Basically, when the engine is on, rotate on this axis
rotate once or rotate constantly?
Constantly
