#arma3_config
1 messages Β· Page 128 of 1
It just rotates on its own axis
Whenever I turn the engine on however, it doesnt spin
if you want steady speed you likely need to have 2 separate meshes that 1 is constantly spinning with time source
and one that is not
and you use something like wheel or rpm to hide/unhide them
Yeah, I think wheelL is gonna be my best bet
mm well maybe not actually
wheel does not return to 0 when engine turns off
I think rpm might be better
although Im not sure if there is minimum rpm value and its not just 0 when no gas is pressed
there is also engineOn engineOff eventhandlers that you could utilize to show/hide or even "run the animation indefinately"
I think an addon builder question is correct for here, but on https://community.bistudio.com/wiki/Addon_Builder
the -celar flag, is that the same as selecting the Clear temp folder check box on the GUI? if not how would I replicate that in console mode?
how can we enable the "Predicted Impact Point" on a bomb ?
Alright, so I had to rebuild EVERY single pbo from scratch for him, but it looks like we've got it. And now I'm an official contributor for the mod, so win win π
Some of the stuff he's been doing is from Arma 2, so it seems like the issue was improperly binarized config files.
Thank god for Mikeros tools or else it would have taken a painfully long time.
class gm_ge_army_marder1a2_base: gm_marder1a2_base {
class Turrets: Turrets {
class MainTurret: MainTurret {
class Turrets: Turrets {
class CommanderTurret;
class MilanTurret_01;
};
};
class SquadLeaderTurret: SquadLeaderTurret {};
class CargoTurret_01: CargoTurret_01 {};
class CargoTurret_03: CargoTurret_03 {};
class CargoTurret_04: CargoTurret_04 {};
class CargoTurret_05: CargoTurret_05 {};
};
};```
This breaks the `CommanderTurret` and `MilanTurret_01` for all other Vehicles that bases on `gm_ge_army_marder1a2_base`. For my understanding i initialize/load the class but this class is missing on the base class after doing this. But on my Vehicle that follows this class, where i was add this code: ``class CommanderTurret: CommanderTurret {};`` all is fine. Is this a Bug or a intended way of Arma's "logic".
Itβs possible to make multiple turrets for a vehicle right? Couldβve sworn it is
yes
if they are all 2 part turret/gun combos tehnical limit is 128
since bone limit is 256
dunno if there is config limit to it
Hi, I'm having trouble with a music mod config.cpp. I can't get the Addon Builder to pack the .pbo file because of what it seems is a syntax error. Am I missing something?
#include "BIS_AddonInfo.hpp"
class CfgPatches
{
class ZeusMusic
{
name = "ZeusMusic";
author = "Faca";
requiredVersion = 1.00;
requiredAddons[] = {};
units[] = {};
weapons[] = {};
worlds[] = {};
};
};
class CfgMusic
{
#include "FileListWithMusicTracks.hpp"
};
class CfgMusicClasses
{
class CoolZeusMusicClass
{
displayName = "Cool Zeus Music";
};
};
Thanks in advance.
Build Result: "Build Failed. Result code= 1"..."line 23:/CfgMusic/: Missing'}'"
@river sedge this is public domain music you are packing in there yes?
I saw videos using them without copyright
lemme see real quick
ok
yes
and no
im goin to take out the ones that are copyrighted
π
done
So, did you spot something?
well that first include is bit weird
dunno where you got that
and then the that other hpp might have issues in it
addon builder is not very picky about what it packs so if you get error from it its something very breaking
I actually took it out and still have the same issue
weird thing is that when I add the supposedly "missing" bracket Addon Builder does not have any issue
But the music doesn't appear in the zeus module because of the class not being there
you probably added it into wrong place
is it possible to disable physics on a turret via config?
no
would be nice though
or well
you can attach it on to a stationary thing in init
or in an action
sooo technically yes
though not in the way you mean
How do I fix my custom vest when it is on the floor and not on the characters chest.
weight it properly. setup model.cfg right and set the model to use autocenter 0
Its weighted exactly the same as the template in the samples folder. The Model cfg has its class (https://www.danielsma.host/i/4EouAgxmpI.png) and the autocenter is set
its called slimvest.p3d?
I fixed it. I forgot to hit selected on the p3d exporter out of blender
Anyone know where the color of buildings on the map is stored?
@pallid mulch what is it that you need it for?
would someone be able to help me figure out why im getting a no entry ..../weaponslotsinfo.scope error? I've narrowed it down to the new pbo im working on, but im not sure why its being generated. I've followed both a working copy and how A3 has their weapons with attachments on them
you have possibly open cfgweapons class
main config folds up fine, but ill check if the .hpp file folds nicely
Im making a dark theme map
kind like google maps
and i was wondering if i could change the color of the buildings or if it is hardcoded
you would have to mess around with the map dialog
color of buildings is in map control config
Not that i can find
each building type has a color
I cant seem to find it, could only change icons for points of intrest
What's the class to tell ArmA to use a specific sound for engine on, on a vehicle?
Cant seem to locate it
When you initially press a movement key and the engine is turned on
Buidlings (property map = building, house and fence) are drawn as bounding boxes, coloured by average texture colour.
Just found this on the wiki. thanks for all the help, dead end i guess
Would it be these 2? C++ soundEngineOnExt[] = {"A3\Sounds_F\vehicles2\armor\MBT_01\MBT_01_Engine_Ext_Start",6.30957,1,100}; soundEngineOnInt[] = {"A3\Sounds_F\vehicles2\armor\MBT_01\MBT_01_Engine_Int_Start",0.562341,1};
yes
That did it
I am in the process of creating a new faction and am planning on using a RHS asset with different crew, using Alive for the orbat creator I have got this so far class rhsusf_mkvsoc; class rhsusf_mkvsoc_OCimport_01 : rhsusf_mkvsoc { scope = 0; class Turrets; }; class rhsusf_mkvsoc_OCimport_02 : rhsusf_mkvsoc_OCimport_01 { class Turrets : Turrets { class MainTurret; }; }; class newmkvsoc : rhsusf_mkvsoc_OCimport_02 { scope = 2; scopeCurator = 2; side = 2; displayName = "Mk V SOC"; crew = "newrifleman"; class Turrets : Turrets { class MainTurret : NewTurret { gunnerType = "newrifleman"; }; }; typicalCargo[] = {"newrifleman", "newrifleman", "newrifleman", "newrifleman"}; }; however, I get these errors in the log https://pastebin.com/Qy4MKMDL and it doesnt allow any unit to get on the guns (along with not having units on them to start with). I have tried class MainTurret : MainTurret { as was originally created by Alive, however no luck so far. Have I done something stupidly small to stuff up?
In both the RHS mod and my version are showing exactly the same in the config viewer https://i.gyazo.com/e129937f7a98108bff1712e9897ff6b4.png
That's not how you inherit turrets. Need to do MainTurret: Mainturret and also include every other turret in the vehicle
I have tried class MainTurret : MainTurret { as was originally created by Alive, however no luck so far I was getting the same errors
class Truck_F;
class RHS_Ural_BaseTurret: Truck_F
{
class Turrets;
};
class RHS_Ural_Zu23_Base: RHS_Ural_BaseTurret
{
class Turrets: Turrets
{
class MainTurret;
class CargoTurret_01;
class CargoTurret_02;
class CargoTurret_03;
};
};
class rhsgref_nat_ural_Zu23: RHS_Ural_Zu23_Base
{
class Turrets: Turrets
{
class MainTurret: MainTurret {
gunnerType="rhsgref_nat_rifleman_aks74";
};
class CargoTurret_01: CargoTurret_01
{
gunnerType="rhsgref_nat_commander";
};
class CargoTurret_02: CargoTurret_02 {};
class CargoTurret_03: CargoTurret_03 {};
};
};``` There's an example of a working one
so do I need to inherit through its parent classes (e.g. class RHS_Ural_Zu23_Base: RHS_Ural_BaseTurret) or is the way alive does it fine?
Yes you have to inherit from parent classes
Thanks, I will give that a try then and see if it works
class Ship_F;
class RHS_Ship: Ship_F
{
class Turrets;
};
class rhsusf_mkvsoc: RHS_Ship
{
class Turrets: Turrets
{
class MainTurret;
class m2_s_gunTurret;
class m134_p_gunTurret;
class mk19_s_gunTurret;
class camera_b_gunTurret;
class rem_spotL_gunTurret;
};
};
class myclassname: rhsusf_mkvsoc
{
class Turrets: Turrets
class MainTurret: MainTurret
{
gunnerType = "rhsusf_socom_swcc_crewman";
};
class m2_s_gunTurret: m2_s_gunTurret
{
gunnerType = "rhsusf_socom_swcc_crewman";
};
class m134_p_gunTurret: m134_p_gunTurret
{
gunnerType = "rhsusf_socom_swcc_crewman";
};
class mk19_s_gunTurret: mk19_s_gunTurret
{
gunnerType = "rhsusf_socom_swcc_crewman";
};
class camera_b_gunTurret: camera_b_gunTurret
{
gunnerType = "rhsusf_socom_swcc_officer";
};
class rem_spotL_gunTurret: rem_spotL_gunTurret
{
gunnerType = "rhsusf_socom_swcc_officer";
};
};
};```
Cheers, thats what I ended up changing it to and it worked perfectly
Hello
In the virtual arsenal under the gear item name where it says By Bohemia Interactive, Is it possible to set that for custom gear items, I cant find anything about it on the web or im just not searching the right keywords
author config
thanks lots
Wasn't there a config setting to add "force" to the ammo that would destroy foliage and other stuff? I would like to restore the ability for explosives to topple down trees and such.
text = "(argb,8,8,3)color(1,1,1,1)";
Would it be possible to convert that to a profile namespace variable?
text = "profilenamespace getvariable ['JD_Map_textColor','(argb,8,8,3)color(1,1,1,1)']";
Like this but it doesnt work
Thanks
are you sure this one is going to work? I think it might brake original class
It's the structure we use for the GREF ZU-23 Ural, as above. I just changed the classnames to those in the MkV config tree
Yes, but base class is not scope 2
I think above example will make rhs mark v turrets inaccesible
You would have to do MainTurret : MainTurret {} thing instead
what could lead to the weapon disappearing from the arsenal when writing a simple sound mod compatibility?
class UK3CB_PSG1A1: UK3CB_G3_Base
{
class single: mode_semiauto
{
class standardsound: basesoundmodetype
{
soundsetshot[]=
{
"jsrs_g3_shot_soundset",
"jsrs_7x62mm_reverb_soundset"
};
};
class silencedsound: basesoundmodetype
{
soundsetshot[]=
{
"jsrs_g3_shot_silenced_soundset",
"jsrs_7x62mm_SD_reverb_soundset"
};
};
};
};```
improper inheritance
at which point?
almost all of it?
I don't know. check the config viewer.
and I don't see these defined/declared anywhere: basesoundmodetype mode_semiauto
these are already defined. didnt want to post the whole config
ok
so just check the config viewer and make sure they are declared properly
also make sure you've listed the required addons too
@hoary ferry check out this message:
#arma3_config message
it shows an example of how to use config viewer to do inheritance
you can read on from here I guess:
#arma3_config message
does anyone know how to change the modex numbers on the Sentinel UCAV? other Jets DLC aircraft seem to have working hiddenSelections for the modex number which allows it to be changed via setobjecttextures or config, however, i seem to not be able to change or remove the "502" on the UCAV
fun fact: there are to real life X-47Bs which the Sentinel is based off, "Salty Dog 501" and "Salty Dog 502", a nice little easter egg
It doesn't have hiddenSelections by default (somehow they removed them) but selections are there in the model. The same name with other Jets' jets IIRC
interesting, i will try to make an inherit config and see if it works, thats a lot polpox!
hey polpox, i just want to say it works! the name selections do have the same name, thanks for helping man!
Blame Bohemians for an unnecessary effort! π
Is it possible to mix the crew in a tank, as example driver is a pilot class and gunner is a soldier class?
gunnerType - see i.e. this post #arma3_config message
this might help yeah π thank you π
what could be the cause of config changes not having any effect? this a follow up to the soundmod issue I posted earlier. I fixed the class inheritances, the weapons work and show up ingame like normal, but some of the sound changes simply do not have any effect, the sounds are the old ones. even in the config viewer the changes I did are not present. I use the same class structure as the original mod does
- Is it even loaded?
- Are you sure about CfgPatches > requiredAddons?
It is loaded, I am quite sure about requiredaddons. some of the changes I did are actually working, but not all of them. no errors in the rpt
are you sure there are no typos?
what are you packing with?
I use BI's addon builder
well since it does not have much in way of debug it might be your file paths are not right or you have some config error
Is there somewhere someone can point me, like a video or something on how to make a sound effect mod to use in zeus or something to publish on the workshop for my unit to use
not really.
it comes down to first learning how configs work and how the addon building works
then looking through the sound configs and wiki to understand how those work and make your own addition
Hello,
I've got a mod that introduces a modified version of the vanilla AAF APC. I forward declare it inside CfgVehicles like below.
class APC_Tracked_03_base_F
{
class ViewOptics;
class ViewPilot;
class Turrets
{
class MainTurret
{
class ViewGunner;
class OpticsIn;
class Turrets
{
class CommanderOptics;
};
};
};
};
When running the game with the mod enabled, the base game vehicle (and modded vehicle) has errors relating to variables not existing in 'APC_Tracked_03_base_F/Turrets/MainTurret'. Using the config viewer, it seems that because of my forward deceleration, even the base game vehicle (not just the modded on) in not inheriting correctly.
I have removed all config other than the above deceleration and CfgPatches to isolate the issue. It is definitely the forward declare that causes it.
Anyone have any ideas?
you are breaking the original inheritance chain
I see. The strange thing is it has been building fine for the better part of a month as is, today all of a sudden it decided to not.
probably it wasn't working before at all
you code snippet has not inheritance whatsoever so it was always broken
It was though. In game and play tested on mp.
impossible
I agree that my code is broken. Have already fixed it and it is building now so thank you both for the help :). Just curious how it was building before. With changes being reflected with each build so I'm sure it wasn't an old build.
I guess you could have wrong requiredAddons and your addon was loaded as first & then vanilla data was fixing stuff that was broken in your addon
Is requiredAddons case sensitive? I thought I even had that covered but I see that I had A3_Armor_F_EPB_APC_tracked_03 instead of A3_Armor_F_EPB_APC_Tracked_03 required. That must be it!
no, it's not
For the sake of curiosity I moved my scuffed declaration as posted above out of CfgVehicles to the config root, it builds and works as intended... Configs somehow keep getting stranger.
I would argue it works if its not doing anything π
?
as mentioned before, you have to recreate inheritance of original asset
class APC_Tracked_03_base_F {}; <- this syntax means that it's no longer inheriting anything
https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes look at this page - here its quite well explained how to inherit stuff
Yeah. Did that as soon as goat said it. My bit about moving it out of CfgVehicles was just a separate experiment.
all classes in CfgVehicles are expected to have some params - if they don't have them then game is throwing error
{
class ViewOptics {};
class ViewPilot {};
class Turrets
{
class MainTurret
{
class ViewGunner {};
class OpticsIn {};
class Turrets
{
class CommanderOptics {};
};
};
};
};```
when moved outside of CfgVehicles, external class checks would be interpreted this way - full emptiness
Ohhh I see. So that's why it works when the declaration is outside CfgVehicles?
Thanks for the help and explanation reyhard π€
I managed to solve it, I actually fucked up the requiredaddons list. I feel quite dumb now
Apologies for asking this, but I'm not sure I've found very clear information about this: I've made an equipment (uniform) texture, and it works on the model, I've checked in the editor, so far so good. How would I implement it in the mod specifically? I have a tutorial config file, but I'm not exactly sure how it works, so I don't know what is exactly necessary for uniforms proper.
In all honesty, this is my first mod ^^
Well, for ARMA
I was wondering, what defines how the game does zeroing on a weapon? I mean, whether it just adjusts the trajectory of the shot based on the distance (like rifles) or have it come out a fixed angle that relies on animated zeroing (like rocket launchers)
is it simulation type in the ammo?
Does anybody can suggest me, which parameter is defining artillery HUD on a mortar (the one that shows range, elevation and etc)?
presence of discreteDistanceCameraPoint
what about with launchers?
with launchers even if there is no discreteDistanceCameraPoint, the shots still always come out at the same angle no matter the range zero
Rockets and missiles have no ballistic computer
so those can't have that kind of automatic zeroing like rifles? or is there a way to add this ballistic computer to them?
no, there is no way to add ballistic computer to them
maybe it would be possible to add CCIP for them but I haven't tried something like that and don't remember how it was set exactly
id you dont need the rockets and missiles thrust behavior why not just turn all the shots into cannon/bullet shots
with missile visuals
because it's for a launcher weapon
rpg like?
I'm just hoping to find a way to create a launcher that you can zero without having to go through the process of creating all the memory points and stuff
yeah
Maybe submunition could do the job too
has anyone at least managed to come up with a way to simplify that process?
like to somehow automatically calculate the angles or something
based on ammo config
it's quite fast to figure it out with diag_mergeShape
well you can do maths to figure out the approximate curve and angle needed for certain range
and then tweak that
what is diag_mergeShape?
one of the diag exe development helpin commands
resetShapes, sorry
oh I see
sadly that still requires going through the process of figuring out or testing all the angles and memory point locations
I wish that you could actually use that kind of automatic zeroing on launcher weapons, would make them so much easier to make
So, been trying to build a custom faction - using drongo's config writer module as suggested on another server a while back.
My faction won't show for toffee.
The old Alive config I had worked but I don't like how that can glitch loadouts etc, so I tried to convert it. However the new config won't show in the editor at all.
Would anyone be willing to look my files over if I gave them a Drive link? I'm about to break things...
{update} nvm, figured it out. Config had the new pbo itself amongst the required addons
First project, been working on makingg a custom model. Been looking at a couple of videos and think i need to start worrying about configs. Is there any beginners crash course? I have yet to even think about configs and stuff like rv material (my biggest question rn) files are alien to me.
You should get the Arma 3 Samples of the Steam Workshop and start with these to get the basics how to inherite of and some more stuff like how to handle with model.cfg etc
Also make sure you load Mikero's tools to pack your source files into a pbo file with pboProject. It will help you a lot to fix errors you do.
got it, thanks
Hey, is there a tutorial on how to create a weapon scope? I wanted to add/modify a "scope/sight" on the cameras on the Press Pack mod so that when you zoom in it actually looks like a camera. So basically just an overlay that goes on top of the already existing one by creating a second mod. Is it possible?
You want to change the optics model texture or create a UI for it?
Changing the basic sight picture you need to change modelOptics. To change the UI overlay you write an RSc for weaponInfoType
Do you guys know which config is used to define the base game balaclava?
Why? Just use the art of war loadorder for cfgpatches requiredAddons[]
In CfgMineTriggers , does anyone know what the following actually does?
restrictZoneRadius
mineTriggerActivationRange
The following link has 0 info -.-
https://community.bistudio.com/wiki/CfgMineTriggers_Config_Reference
Hi, I got some trouble with my config, I've change my cfgMagazine displayname="90mm AP", but it keep "105mm AP-T" on top right UI when I am on gunner seat.
But the reload action is good, It said "Reload 90mm AP".
class 12Rnd_125mm_HE;
class 40Rnd_HE_FV101: 12Rnd_125mm_HE
{
displayName="90mm HE";
count=20;
};```
change displayNameShort too
Thanks @hot pine , I'll try it.
I've forwarded it to BI, maybe we can get some infos.
Thank you π
Hello, I just got into modding Arma 3, specifically faction creation. Currently I have planned to include multiple factions in the mod, would I put the different factions in different pbo files or all inside the same config file?
simplest to maintain would be just 1 pbo
So there would not be a difference, correct?
I'm very new to config editing here, but can anyone help me create a patch for an existing mod? All I'm trying to do is alter two variables in each plane class in FIrewill's F-15 mod to do this: https://youtu.be/pScOdr3iRyQ
I know how to modify the mod directly, but I'm not sure how I can go around with patching the values externally
correct
Alright, thanks for the help!
you create a addon that contains a config.cpp file. in that config files you have class cfgPatches that contains your class yourAddonName which points to the F-15s cfgPatches class as required addon and thus is loaded after said addon
then you recreate the class structure for the thing you want to alter and add the parameters you want to alter
and then when you load both addons, yours will overwrite the original parameters
thank you
so I made a custom addon folder @MyAddon\Addon\MyPBO, and my pbo has a config with the patches class, as well as the cfgVehicles I want to modify the values of. It took a while to delete about 4000 lines of values I don't care about, and left the modified versions of what I do. However, I got errors about depending on some other files in the folder, as well, as syntax error for a "};" (which I didn't change from the copied cfgVehicles). Is there something I'm missing? I had to temporarely copy over the files it claimed was missing to the directory with the config in order for it to get to the errors it found in the file
What's your current config?
ill send a google drive link
pastebin pls
uhh link? im unfamiliar
https://pastebin.com/
I only need the config
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
And what exactly is the error? Which line it claims?
one sec
Line 123; /CfgVehicles/FIR_F15_Base/Components/SensorsManagerComponent/Components.F15_IRST: Undefined base class 'SensorTemplateIR'
Well, so, to start the lesson, one thing you actually need to know: You don't need to define everything but just the thing you want to modify
well that's a relief
so just keep everytning in the tree that the things I want are in, right?
What exactly is your goal here?
To reduce the roll and pitch sensitivity of the plane so its not OP
And that boils down two two numbers in the file
So well... aileronCoef or such?
I didn't want to touch the array, so I just reduced aileronSensitivity and elevatorSensitivity just below those
Fair
So, I really don't know about Firewill's config structure but let me correct it
class cfgPatches
{
class ManFix_F15
{
//meta info
name = "F-15 Eagle Maneuverability Fix";
author = "brendob47";
requiredversion = 1.00;
requiredaddons[] = {"FIR_F15_F","FIR_F15_Legacy_F","FIR_F15SE_F"};
}
};
class CfgVehicles
{
class Plane_Fighter_03_base_F;
class FIR_F15_Base: Plane_Fighter_03_base_F
{
aileronSensitivity = 0.9;//1.2
elevatorSensitivity = 0.7;//1.3
};
class FIR_F15D_Base: Plane_Fighter_03_base_F
{
aileronSensitivity = 0.9;//1.2
elevatorSensitivity = 0.7;//1.3
};
class FIR_F15E_Base: Plane_Fighter_03_base_F
{
aileronSensitivity = 0.75;//1.0
elevatorSensitivity = 0.65;//1.2
};
};```This should do. Things can be simple like this
oh thank you. I forgot to mention a change to the default sensor distance, but I'll do that on my own as a challenge. I've seen all the things youve made but never expected you to help
Oh well
https://community.bistudio.com/wiki/Class_Inheritance
This article could guide you, actually
Works great! I'll put a comment that you helped
has anyone had any luck using initSpeed on cfgweapons on vehicle weapons? see: https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#initSpeed.3D0
initSpeed = 1050; //overwrites magazine's value with 1050m/s
initSpeed = -1.1; //multiplies magazine's value by +1.1
I've used it before for infantry weapons but on a tank cannon it doesn't seem to work at all, using the second example.
maybe its more related to shot simulation
I'm working on some custom markers. Edit 2: Got the colors figured out. However, even if the scope = 2 I still can't find them in the eden editor...
Current cpp
#define _ARMA_
class CfgPatches
{
class cm_markers
{
units[] = {};
weapons[] = {};
requiredAddons[] = {};
requiredVersion = 0.1;
};
};
class CfgVehicleClasses
{
class cm_pal_markers
{
displayName = "Position, Areas & Lines";
};
class cm_ma_markers
{
displayName = "Movement & Activity";
};
};
class CfgMarkers
{
class cm_ambush
{
name = "Ambush";
icon = "cm_markers\cmmarkers\ambush.paa";
color[] = {1,1,1,1};
size = 32;
shadow = 0;
scope = 2;
};
class cm_bp
{
name = "Battle Position";
icon = "cm_markers\cmmarkers\ambush.paa";
color[] = {1,1,1,1};
size = 32;
shadow = 0;
scope = 2;
};
};
Basically all I need right now is how I get them in their own class.
CfgMarkerClasses, not CfgVehicleClasses π
This is a part of our markers config:
class CfgMarkerClasses
{
class cwr3_markers
{
displayName = "Markers (CWR III)";
};
};
class CfgMarkers
{
class cwr3_marker_arrow
{
color[] = {0.7,0.1,0.0,0.8};
icon = "cwr3\general\cwr3_core\markers\marker_arrow.paa";
markerClass = "cwr3_markers";
name = "Arrow";
scope = 2;
shadow = 0;
size = 32;
};
...
};
I'm trying to include a .hpp file within the cfgSounds{} and I keep getting an error tossed when packing it. (I'm using PboProject)
class CfgSounds {
#include "\SOG\SOG_Audio_F\Hospital\Class01\Warning\Sounds.hpp"
};
Sounds.hpp:
class SOGMedicalClass01WarningA {
name = "SOGMedicalClass01WarningA";
sound[] = { "\SOG\SOG_Audio_F\Hospital\Class01\Warning\Sounds\SOGMedicalClass01WarningA.ogg", 100, 1};
titles[] = { 0, "" };
};
class SOGMedicalClass01WarningB {
name = "SOGMedicalClass01WarningB";
sound[] = { "\SOG\SOG_Audio_F\Hospital\Class01\Warning\Sounds\SOGMedicalClass01WarningB.ogg", 100, 1};
titles[] = { 0, "" };
};
class SOGMedicalClass01WarningC {
name = "SOGMedicalClass01WarningC";
sound[] = { "\SOG\SOG_Audio_F\Hospital\Class01\Warning\Sounds\SOGMedicalClass01WarningC.ogg", 100, 1};
titles[] = { 0, "" };
};
class SOGMedicalClass01WarningD {
name = "SOGMedicalClass01WarningD";
sound[] = { "\SOG\SOG_Audio_F\Hospital\Class01\Warning\Sounds\SOGMedicalClass01WarningD.ogg", 100, 1};
titles[] = { 0, "" };
};
class SOGMedicalClass01WarningE {
name = "SOGMedicalClass01WarningE";
sound[] = { "\SOG\SOG_Audio_F\Hospital\Class01\Warning\Sounds\SOGMedicalClass01WarningE.ogg", 100, 1};
titles[] = { 0, "" };
};
@grave yoke what error do you get?
@hearty sandal Here's the Output Log: https://pastebin.com/B0p2r6yv
I also see a makepbo failed: Rapify Error
are you packing with noisy output?
@hearty sandal Yes I'm packing it with -noisy to log checked
class CfgVehicles {
class All;
class Sound : All { <-
what is all this?
I dont think there is such a vehicle class as "sound"
@hearty sandal it's for the sfxs that I created, I looked at the sample files or the music folder in a3 and that's what they had done for it
I believe you may have made a mistake in there
but it probably would not cause packing fail
something else does that
hello
i m creating mod 1 faction but with 2 sets of uniforms normal and desert so i want to set apart the normal uniform men and the desert men
any help
is this the correct form to do it
class CfgEditorSubcategories
{
class MySubcategory // Category class, you point to it in editorSubcategory property
{
displayName = "My Subcategory"; // Name visible in the list
};
};
yes
this is correct right
class cfgEditorSubCatergories
{
class Tunisian_Army
{
displayName = "Tunisian Army";
icon = "\Tunisian_Army_v2\data\Tunisian_flag128_co.paa"; //Path to texture next to the faction name in editor "PBOname\filename.paa"
priority = 1; //How far down it is on the menu
side = 1; // 0 Opfor, 1 Blufor, 2 Independent
flag = "\Tunisian_Army_v2\data\Tunisian_flag128_co.paa";
author = "K Mootaz";
};
class Tunisian_Army_D
{
displayName = "Tunisian Army Desert";
icon = "\Tunisian_Army_v2\data\Tunisian_flag128_co.paa"; //Path to texture next to the faction name in editor "PBOname\filename.paa"
priority = 1; //How far down it is on the menu
side = 1; // 0 Opfor, 1 Blufor, 2 Independent
flag = "\Tunisian_Army_v2\data\Tunisian_flag128_co.paa";
author = "K Mootaz";
};
};
ok
it is gonna be trials and errors
sorry to bother you again guys
my sub category showed up no naming on them
https://cdn.discordapp.com/attachments/446072456650686464/846217329285398578/unknown.png link to screenshot to the bug
!code
```sqf
// your code here
hint "good!";
```
β
// your code here
hint "good!";
my hiddenselections are not working on my suppressor model, any ideas? here is the part of the config.cpp:
i couldn't be successful at using that !code function looks like it's exceed letter limit, so i just share the all config via google drive
pastbin with c++ syntax is a good option for configs.
pastebin is forbidden in my location
question: Is the 'camo' selection also defined in your p3d and the model.cfg?
It's a problem I here and then create by adding a hidden selection to the p3d, but not in the model.cfg
yes it's defined in both of them, so I'll remove the "camo" from the model.cfg and try again
hiddenselections doesn't work on weapon attachments
okay, thanks for the info π
do UVAnimations not have multiplayer support?
I noticed that one only works on a vehicle in mp if I'm local to that vehicle
if it's local to anyone else, they don't animate
it looks like it's using some custom animation source
I'm looking at an IFA vehicle
the source is Track_L_source and Track_R_source, I don't think those are vanilla ones
oh it looks like those sources are also in the config sqf class Track_L_source { source="wheel"; wheel="Wheel_1_3"; };
so the actual source is "wheel"
i need help
1 i created subcategories but they show up with no text in editor
2 my faction don't show in zues
my config : https://pastebin.com/ViWt7VPs
You've spelled this cfgEditorSubCatergories wrong.
Try it like this: CfgEditorSubcategories
true maybe i miss clicked an r with e
thx that fixed the no text name but still how to add my faction for zues btw i got error showed up when i switch to zues
Hello! I am working on adding some seats to a vehicle for a map I am playing. When I add in the proxies and what seem to be the correct config options, I can forcibly put a player in the vehicle using the editor, but I cant walk up to the vehicle and scroll wheel to get into it, any ideas?
Do you have get-in memory points?
memoryPointsGetInCargoDir = "pos cargo dir";```
and transportSoldiers = ...;
and cargoProxyIndexes[] = {...};
I dont think I have the proxy indexes
But I have transport soldiers
And tge memory points
cargo proxy indexes are an array, something like this: cargoProxyIndexes[] = {1,2,3}; - if you have 3 cargo seats, numbered from 1-3
how to make my units show up in zues
depends what the error message is?
i got message that i post picture of in #arma3_troubleshooting and when i select all mods to show in zues it show me the plane and the pilots
Soooooo that screenshot that you sent, in Zeus. Doesn't show cup factions...
Meaning you probably dont have cup loaded
Considering 80% of your mod, is CUP including the actual models....
"class AutoRifleman_v2 : CUP_Creatures_Military_USA_Soldier_ACU_Base "
^Autorifleman wont appear, because CUP isnt present to provide the model.....
CUP units is loaded as if it was not loaded i wouldn't load my mod
i can share my screen like live
Only if you have your configs to require CUP. which the one sent here doesnt
class CfgPatches
{
class Tunisian_Army_v2
{
units[] = {"Tunisian_Uniform_v2"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};
};
add this in the required addons ?? cup_creatures_people_military_usarmy
idk what file, needs to be specified.
@zinc orchid Do you know?
@south bison@mortal dove
put CUP_Creatures_People_LoadOrder to requiredAddons[]
Thanks β€οΈ
thx
Howdy, need to poke someones brain doing custom grenades. It does act like a normal grenade and is able to be thrown, but i cant seem to find it in the arsenal. It does however spawn in backpacks/inventories
still need help making my mod shown in zues menue
@paper path scopecurator set to 1?
negative, its inheriting from GrenadeHand in CfgAmmo
class in CfgMagazines is inheriting from HandGrenade with scopes set to 2
oh true scopecurator = 2
have you named it right?
or is it hidden in the list with wrong name
Cfg Magazines
class TG_GDI_DiscGrenade: HandGrenade
{
ammo = "TG_GDI_G_DiscGrenade";
author = "Tiberian Genesis";
scope = 2;
scopeCurator = 2;
scopeArsenal = 2;
mass = 2;
displayName = "GDI Disc Grenade";
descriptionShort = "GDI Disc Grenade";
displayNameShort = "GDI Disc";
model = "\tg_weapons\gdi\model\gdi_discgrenade.p3d";
picture = "\tg_weapons\ui\gear_gdi_disc_ca.paa";
count = 1;
initSpeed = 26;
};
CfgAmmo
class TG_GDI_G_DiscGrenade : GrenadeHand
{
model = "\tg_weapons\gdi\model\gdi_discgrenade";
hit = 100;
indirectHit = 70;
indirectHitRange = 3;
dangerRadiusHit = 52;
suppressionRadiusHit = 30;
whistleDist = 12;
explosionEffectsRadius = 1.5;
typicalspeed=26;
deflecting = 100;
soundFly[] = {"tg_sounds\gdi\weapons\gdi_discfly.wav", db-30, 1, 1000};
soundEngine[] = {"", 1, 1};
CraterEffects = "GrenadeCrater";
CraterWaterEffects = "ImpactEffectsWaterExplosion";
explosionEffects = "GrenadeExplosion";
explosionTime = 5;
timeToLive = 6;
soundHit1[] = {"tg_sounds\gdi\weapons\gdi_discexplo1.wav",3.1622777,1,1300};
soundHit2[] = {"tg_sounds\gdi\weapons\gdi_discexplo2.wav",3.1622777,1,1300};
soundHit3[] = {"tg_sounds\gdi\weapons\gdi_discexplo3.wav",3.1622777,1,1300};
soundHit4[] = {"tg_sounds\gdi\weapons\gdi_discexplo4.wav",3.1622777,1,1300};
multiSoundHit[] = {"soundHit1",0.25,"soundHit2",0.25,"soundHit3",0.25,"soundHit4",0.25};
ommited HitEffects, Camshake
};
CfgWeapons
class Throw: GrenadeLauncher
{
class ThrowMuzzle;
muzzles[] += {"TG_GDI_DiscGrenadeMuzzle"};
class TG_GDI_DiscGrenadeMuzzle: ThrowMuzzle
{
magazines[] = {"TG_GDI_DiscGrenade"};
};
};
@hearty sandal
nothing pops out on a quick glance
only strange thing is, it shows up TG_GDI_DiscGrenade as a normal weapon magazine, instead of a grenade
requiredAddons[] = {
"A3_Characters_F",
"A3_Data_F",
"A3_Weapons_F",
"A3_Data_F_Tank_Loadorder",
"TG_Core",
"TG_Sounds",
"TG_Modules"
};
``` thats my reqAddons section as well. so it should be loading after weapons
then the patches section
weapons[] = {
"TG_GDI_Assault_Rifle",
"TG_NOD_Assault_Rifle",
"TG_Nod_Laser_Weapon",
"TG_NOD_RocketLauncher",
"TG_GDI_Sonic_Weapon"
};
magazines[] = {
"TG_GDI_AR_Magazine",
"TG_NOD_AR_Magazine",
"TG_Nod_Laser_Magazine",
"TG_NOD_RocketLauncher_Magazine"
};
ammo[] = {
"TG_NOD_Laser_Ammo",
"TG_GDI_AR_Ball",
"TG_NOD_AR_Ball"
"TG_GDI_G_DiscGrenade",
"TG_NOD_RocketLauncher_Ammo"
}
since you have the tank loadorder there you dont need the other A3 ones
Id update that to the AOW loadorder though just to keep it up to date
i did a search in the channel about doing grenades and it said to add in tank loadorder, whats the pbo name for AOW?
outside of that, im not really sure whats wrong with it. Id like to get the grenade fix done by friday since it breaks vanilla throwables
is this a patch config or are you packing the full TG weapons pbo
full pack, im on the dev team
should not have conflict with any old pbo then either
there's a comma missing, last array ammo[]
"TG_NOD_Laser_Ammo",
"TG_GDI_AR_Ball",
"TG_NOD_AR_Ball" <<<<<<
"TG_GDI_G_DiscGrenade",
"TG_NOD_RocketLauncher_Ammo"
}```
would that cause it to show up as a normal magazine instead of a grenade?
also a semi-colon at end of declaration } };
gah
ive technically fixed what i needed to lol. now its just actually getting the grenades to show properly
well a mistake in config can break it and cause issues
any help
To show in Zeus you need to do the following: scope and scopeCurator to 2, add your vehicle or whatever youβre making to the cfgPatches
In an MFD I have tried to draw a polygon, with the following configuration (from config viewer, which extracts the __EVAL):
points[] = {[[0.09,0.47],1],[[0.04,0.445],1],[[0.04,0.495],1]};
type = "polygon";
The macro that generated that is this
#define MPD_ARROW_R(name, startX, startY, numChars) class Mpd_Arrow_##name{ \
class line { \
type = line; \
points[] = { \
{{startX, startY - MPD_ARROW_PAD}, 1}, \
{{startX + numChars * MPD_TEXT_WIDTH - MPD_ARROW_LENGTH, startY - MPD_ARROW_PAD}, 1}}; \
width = 2; \
}; \
class triangle { \
type = polygon; \
points[] = { \
{{__EVAL(startX + numChars * MPD_TEXT_WIDTH), __EVAL(startY - MPD_ARROW_PAD)}, 1},\
{{__EVAL(startX + numChars * MPD_TEXT_WIDTH - MPD_ARROW_LENGTH), __EVAL(startY - MPD_ARROW_PAD - MPD_ARROW_HEIGHT)}, 1},\
{{__EVAL(startX + numChars * MPD_TEXT_WIDTH - MPD_ARROW_LENGTH), __EVAL(startY - MPD_ARROW_PAD + MPD_ARROW_HEIGHT)}, 1}};\
}; \
};
I can't see a triangle though, what am I doing wrong?
[ and ] are not valid 
Yeah, it isn't that in the config, it's just that's how config viewer renders sub-arrays
Anyone here able to add recoil/sounds to a weapon?
I have added the original macro to the original message if that helps?
like nothing major, just basic default sounds
Create a mode
I worked it out, I needed an extra layer of curly braces around my points. I am guessing this is something either to do with the texturing or so you can define multiple polygons
a what?
Create a mode for the weapon, call it player or something
fuck knows man, goes over my head
Hi everyone, come back here for a little help on HUD/MFD. My hud doesn't align with reallity and my canon shoot to far high than ordered by memory point.
as I try to show on screenshots, horizon line is no "align" with real horizon and canon shoot far far higher than expected... Did try to move memory point or align more up or down any of those point but it seems to have no effect... I'm missing something and I hope someone could point me what or a direction to look at.
Your konec and usti points need to be in line with each other
Hi anyone here know how I can disable the random goggles when making a custom faction?
Remove it from the headgear list of that unit
what would cause a missile to fire from a model's 0,0,0 point?
No proper weapon points
so what are the proper weapon points for this?
tried it, they fired from the zero point still
gunBeg and gunEnd?
I have tried a lot of options, but will do so again
are they able to be in an array?
Hello, hopefully this is the right place to ask... I am trying to have a sound play when I open an ammo container, or close said ammo container. (not just the one, the entire "class" of object) that i'm importing into the game. The problem is, I have no idea how to do this. I've tried utilizing eventHandlers but i'm very new to this and it's quite confusing. Here are my pastebins.
https://pastebin.com/vxQbpqJM config.cpp
https://pastebin.com/cSU8RWmp bagsounds.sqf
memoryPointGun="usti hlavne";
maxVerticalRotSpeed=90/45;
maxHorizontalRotSpeed = 90/45;
weapons[]={"OPTRE_FC_Wraith_Mortar"};
magazines[]={"Plasma_Mag_Test"};
minElev=-5;
maxElev=+10;
initElev=0;
turretInfoType = "RscWeaponRangeZeroing";
selectionFireAnim="zasleh";
gun="Gun";
body="Turret";
gunAxis="Osa Hlavne";
gunBeg="usti hlavne";
gunEnd="konec hlavne";
gunnerGetInAction = "GetInAMV_cargo";
gunnerGetOutAction = "GetOutLow";
turretAxis="OsaVeze";
discreteDistance[] =
{
100,200,300,400,500,600,700,800,
900,1000,1100,1200,1300,1400,1500,1600,
1700,1800,1900,2000,2100,2200,2300,2400
};
discreteDistanceInitIndex = 5;
memoryPointGunnerOptics= "gunnerview";
gunnerOutOpticsModel = "";
gunnerOutOpticsEffect[] = {};
gunnerOpticsEffect[] = {};
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;
};
};```
@shy knot is this using a missile weapon and if not, does the missile part matter?
samples unfortunately dont have missile artillery example in them
memoryPointLMissile = "Rocket_1"; /// from what memory point should the even missiles start
memoryPointRMissile = "Rocket_4"; /// from what memory point should the odd missiles start
That's what I grabbed from the sample copter
rocket artillery tank seems to be different from that
the MLRS only seems to have the gunbeg/gunend points in use
if anyone has any info on my previous question let me know. still having issues with any way i've configured it lol
you will want config your animationSource for the opening thingy to have the sound
Well, it's basically just a regular ammo box: no special animations for it. It's like interacting with any old arma ammo box.
oh I understood you had a new object
well you could maybe tie it to inventory eventhandlers
well thats sort of what i'm trying to do. maybe i'm not understanding what you mean?
inventory eventhandler would be set on "man" class
something that detects a character opens a certain type of container and then plays the sound
Yes, it is a new object, it just doesn't have any type of animation? Also I looked into eventhandlers for man class and was only able to find things such as Put, Take, InventoryOpened, etc. Nothing that I can really tie into the config.cpp of this specific object.
yes you would need to run a script that detects if player is opening a crate
and like I said you would put that eventhandler into the man class
not the actual crate
ah that makes sense, whoopsie.
thats what I am trying to do currently, but the problem is figuring out how to only do it for that crate. would it be a isKindOf ordeal within the handler?
yes something like that
hello! I am trying to research the damage model for vehicle wheels (in order to perfect vehicle interdiction methodology), and I have not managed to figure out how to interpret the data.
wheelCircumference = 2.362;
wheelDamageRadiusCoef = 0.75;
wheelDamageThreshold = 0.025;
wheelDestroyRadiusCoef = 0.58;
wheelDestroyThreshold = 0.99;
(taken from the Van_02_base_F class of CfgVehicles)
Any help?
Is there a source for when the engine is on in a vehicle?
no
Hello, tell me if it is possible to implement the opening/closing of the protective visor on the helmet ?
As for example, night vision goggles are raised and lowered when on / off mode, similar to doing with a protective visor in a helmet.
(I hope you understand me)
Not really
Not without swapping classes. Helmets and other wearable items use the same skeleton as the Arma human models, so you can't really add bones to animate the visor. NVG up/down is done by swapping between two models for a single class which is a feature specific to NVG simulation, but you can only do it when there is a night-vision or thermal-vision mode associated with the item: it doesn't work on such objects that only have "normal" vision
Salmon Headgear has this functionality. https://steamcommunity.com/sharedfiles/filedetails/?id=1977579317
Has anyone had any experience making new faces for A3? i.e. the Head_NATO, Head_Tanoa sort of thing. Been trying to drum up some information on the subject but I'm hitting a dead end.
there isnt really anything specific written about it
its comes down understanding how configs work and what all parts do what in the whole
I'm confused on magazineWells vs magazineGroups, which is outdated and which is supported? I'm running to different info from different sources.
Arma 3 Samples uses magazineGroups, while the wiki uses magazineWells, and Dedmen said in this discord in 2018 that
MagazineWells is the old MagazineGroups that we already had years ago.
but maybe he was referring to some old arma 2 feature? Dunno
magazineWells is the new thing
magazineGroups was supposed to do the same and was semi-implemented years ago. But it was never finished and never worked right.
So magazineWells replaced it
Alright I'll try my hand with the example on the wiki them, thanks
Hello there, I work for like an year on Six Year War (Papers, Please universum) retextures and I can't get textures of uniforms working. Can somebody please help me with config? HMU in the DMs, thanks.
Roger that - I'll do some digging.
Anyone know which settings I should change on server.cfg to rectify this issue? 22:06:48 Warning: Steam Query data overflow, Mods/Signatures will not be correctly received by clients. Remove unused mods or change your server configuration to allow for more data to be sent.
Would it be steamProtocolMaxDataSize?
yes
How do I know what to set it to?
just bigger
Ah okay
doesn't tell you how big. But doesn't matter if its too big
Should I just like double it?
If you set it too small, it won't fix the problem.
If you set it too big, it doesn't matter because it just uses what it needs
I think the max value is around 3 million.
So just choose your lucky number
Alright, fantastic, thanks!
can multiple units use the same uniformclass? or do I have to define the uniform for each unit created? class inheritance yo'
Attempting to pack my pbo but pboProject gives me this
In File P:\IBL_Systems\config.cpp: circa Line 1739 EOF encountered
you have errors in your config
probably wrong/missing { or } or **; ** somewhere
could be around that line
or before it
1739 is the end of my config.cpp, so it would probs be before somewhere
I'll skim through it in a second, thanks
I was missing a }; for my class CfgPatches π
π
Yup, at least I was able to find it π
classic stuff
Thanks again
Hello, I am looking for help regarding a model I am working on.
What I want to implement is the following: The ability to get out of my tank, as a commander, and have an action to use a roof mounted machine gun. This commander already has a 360 rotating periscope.
something like RHS tanks
Is it possbile to add MaxLoad to a vehicle that traditionally does not have one? Or is there another config value/model proxy that is required?
hi so im trying to add something to the config of one of my orbat alive units
in the init
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;}; (_this select 0) forceAddUniform (selectrandom [ ""pizza_uniform"", ""u_c_man_casual_2_F"", ""sweater_plain_pink"", ""sweater_plain_white""]);};";```
now
is there a way to do something like the forceAddUniforms
but for facewear?
it's pretty simple actually, first you need to make a separate turret for the commander gun, then you add UserActions for getting in and out, kinda like these class m2_enter { displayName="Use M2"; position="zbytek"; radius=5; onlyForPlayer=1; condition="this animationPhase 'hatchCommander'==1 and this unitTurret player isEqualTo [0,0]"; statement="player action ['MoveToTurret', this, [0,1]]; [this,[[0,0],true]] remoteExecCall ['lockTurret'];"; showWindow=0; }; class m2_leave { displayName="Stop using M2"; position="zbytek"; radius=5; onlyForPlayer=1; condition="this unitTurret player isEqualTo [0,1]"; statement="player action ['MoveToTurret', this, [0,0]]; [this,[[0,0],false]] remoteExecCall ['lockTurret'];"; showWindow=0; };
hatchCommander here is the animation source for the commander hatch, [0,0] is the path for the regular commander seat and [0,1] is the path for the commander MG, so change those based on what it is on your vehicle
last thing you need is event handlers for locking/unlocking that turret at the right times, I've done it like this init="(_this # 0) lockTurret [[0,1],true]"; getout="params ['_vehicle','_role','_unit','_turret']; if (_turret isEqualTo [0,1]) then {[_vehicle,[[0,0],false]] remoteExecCall ['lockTurret']}"; again, change the turret paths to what yours are
and make sure that commander MG turret has dontCreateAI=1
with this, once you turn out as commander, once the hatch is open and that animation source is active, you will get the action to move to that other turret which will then also lock the regular commander seat so other people can't get in it while you are in the MG
in the EHs, the init makes sure that the commander MG turret is locked so you can't get into in through normal ways, while the getOut one unlocks the commander seat if you get out of the vehicle while being in the MG turret
@rough hatch
Thanks! now i try itπ
class B_USASurvivors_Survivor_05 : B_soldier_Melee_OCimport_02 {
author = "";
scope = 2;
scopeCurator = 2;
displayName = "Survivor";
side = 1;
faction = "B_USASurvivors";
identityTypes[] = {"Head_NATO","LanguageENG_F"};
uniformClass = "TRYK_shirts_DENIM_WH";
headgearList[] =
{
"", 0.7,
"H_FakeHeadgear", 0.7,
"FGN_CauR_Beanie_Black", 0.5,
"FGN_CauR_Beanie_Woodland", 0.5,
"H_Booniehat_oli", 0.4,
"H_Booniehat_khk", 0.4,
"H_Booniehat_grn", 0.4,
"H_Booniehat_tan", 0.4,
"H_Cap_oli", 0.6,
"H_Cap_grn", 0.6,
"H_Cap_blu", 0.6,
"H_Cap_blk", 0.6,
"H_Cap_red", 0.6,
"H_Cap_tan", 0.6,
"H_Cap_usblack", 0.6,
"H_Cap_tan_specops_US", 0.6,
"H_BandMask_blk", 0.6
};
allowedHeadgear[]=
{
"",
"H_FakeHeadgear",
"FGN_CauR_Beanie_Black",
"FGN_CauR_Beanie_Woodland",
"H_Booniehat_oli",
"H_Booniehat_khk",
"H_Booniehat_grn",
"H_Booniehat_tan",
"H_Cap_oli",
"H_Cap_grn",
"H_Cap_blu",
"H_Cap_blk",
"H_Cap_red",
"H_Cap_tan",
"H_Cap_usblack",
"H_Cap_tan_specops_US",
"H_BandMask_blk",
};
linkedItems[] = {"ItemMap","ItemCompass","ItemWatch"};
respawnlinkedItems[] = {"ItemMap","ItemCompass","ItemWatch"};
weapons[] = {"WBK_axe"};
respawnWeapons[] = {"WBK_axe"};
magazines[] = {};
respawnMagazines[] = {};
backpack = "B_CivilianBackpack_01_Everyday_Black_F";
class EventHandlers : EventHandlers {
class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {};
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear; (_this select 0) forceAddUniform (selectrandom [ ""CUP_I_B_PMC_Unit_3"", ""CUP_I_B_PMC_Unit_1"", ""CUP_I_B_PMC_Unit_4""]);};";
};
ALiVE_orbatCreator_owned = 1;
};```
so apparently
the headgear also doesnt want to work
does anyone have an idea why?
also idk if this is a matter for #arma3_scripting or #arma3_config
since its basically a script in a config
Is there a guide to modding weapon attachments/accessories (as in, creating your own)? Only thing I've found that's attachment specific is the example in Samples but that's only bipod/muzzle and I'm working on a side rail (flashlight), so that hasn't been helpful.
I've cobbled together a config combining the Sample, the relevant code from the AiO config dump, and relevant code from the ACE3 laser pointer (the part handling adding it to both vanilla and CBA rails) but no matter what I do my modded accessory shows up in the game as an accessory but isn't compatible with any weapons, hence my asking for a tutorial as it seems like I messed up somewhere.
If you have not found a guide, then likely there is no guide.
And you would be looking for non standard guide even (cba rails)
Hi. Uh, potentially somewhat offtopic, but does anyone remember which PBO the vanilla base game (not DLC) backpack configs are in? I've scoured every PBO I could think of using BankRev, and found nothing.
weapons_f -> ammoboxes for old ones
supplies_f for newer ones
Oh for crying out loud, it IS weapons? I completely disregarded that one... And I couldn't find the exact thing I wanted in the ones that were labelled supplies_f (looked through Apex and LoW supplies_f)
Thanks mate
hey, need some help. Got this 2 errors. I don't know what i messed up in the config
Code
air_units_plane isn't one of the game's existing subcategories, and the config snippets you posted do not indicate you have made a custom CfgEditorSubcategories class of that name
Is that inside cfgVehicles?
crap, it is....
still same thing. Faction and subcategory names don't show up but are sorted correctly...
i deleted the subcategories i created and using the default one. It works and in the future i will try and do it again. thx for the help @untold temple
dumb question: can you actively work on a mod while also using it in arma?
please explain?
I think he means having a mod open in-game, modifying the config values, and having that update without having to restart the game
which I don't really think that'd be possible, seeing as mods are loaded upon launching the game itself
there is Filepatching and MergeConfig options with DiagExe for more advanced developing
Hey. I have a script that I run on an explosive via ammoHit whenever it detonates. My problem is that I've reached a position where it doesn't do so reliably. The script in some cases seems to skip lines. The explosive is supposed to create it's own secondaries, but very often, it does not.
Is this, or scripting a better place to ask?
Probably scripting if it's script you are running and not config driven submunitions
Nope, the script spawns extra explosions. Thanks.
Quick question, is there a way to do nested arrays in config ? Something like
myNestedArray = {{"someString", 4},{"someOtherString", 4}}
myNestedArray[] = {{"someString", 4},{"someOtherString", 4}};
strangely it's failing somewhere
I mean
I saw the [] after the attribute name
just forget to write it here but is present in the config
what is the error?
what I said is correct
howdy config writers, can somebody explain what is causing this error? :
^here is the said line
(probably the third time I am writing a mod config, don't shoot plz)
In spite of what it says, the error probably isn't on that line. There's probably another one reasoably close to that class that is missing a ;
maybe posting the whole config can help?
if it's too big use pastebin
@smoky arch line 42 -> one extra comma
(I'll keep pointing out as I read)
seems like that's the only one
yes
ah
also I don't see why you're adding that array in the first place?
it's not read by the game you know
unless you plan to use it yourself
you mean the whole tracks part?
then the problem is in "BIS_AddonInfo.hpp" maybe?
let me check
nope
I tried changing the folder name (BIG) as well to something more sensible
still no cigar
I found it
I think
It's the duration
do trees require the land prefix?
no
don't know π€·
ah
So I get the tree the following named properties in my geometry LOD
map = tree
class = TreeHard
damage = tree
in my config I have
https://pastebin.com/NmTPEJq5
In a helicopters config the fuelconsumptionrate is the fuel capacity consumed per seconds correct?
@sullen fulcrum u sure editor placed trees have that capability?
Idk
Hey, can anyone help me with my mission CfgSounds? It isn't wanting to play when I use playSound in 3den
Wait hang on
Yeah, need some help, still not wanting to play right
Any ideas what I'm getting wrong here?
is the sound from a mod?
Yes
@slim halo
Oh nvm! I tried @ in front and it worked
Aaaah
I tried it earlier and I didn't work, guess I fixed it
it shouldn't have π€
Oh?
aaaa
"Since Arma 3 v1.50 it is possible to define AddOn sounds in mission config. In order to make engine look for the sound in AddOn, the sound path must start with @ (instead of ) for example:"
{
sounds[] = {};
class addonsound1
{
name = "sound from addon";
// start path to sound file in AddOn with @
sound[] = { "@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode", 0.8, 1, 100 };
titles[] = { 0, "" };
};
};```
Β―_(γ)_/Β―
I have no clue
in other places you have to prefix it with \ like you did
not sure about cfgSounds
guess that's an exception
Weird
Hi there! I've been trying to experiment with adding helmets into Arma, but I've hit some issues with my config files
My test helmet isn't showing up in my game at all
Here's my config.cpp:
{
class ItemCore;
class HeadgearItem;
class H_HelmetB: ItemCore
{
author = "DogeDude";
scope = 2;
weaponPoolAvailable = 1;
displayName = "Test Helmet";
picture = "Atlas_85042.png";
model = "HelmetModel";
hiddenSelections[] = { "camo" };
hiddenSelectionsTextures[] = { "Atlas_85042.paa" };
class ItemInfo: HeadgearItem
{
mass = 40;
uniformModel = "HelmetModel";
modelSides[] = {0, 1, 2, 3};
hiddenSelections[] = { "camo" };
hiddenSelectionsTextures[] = {"HelmetModel\Atlas_85042.paa"};
class HitpointsProtectionInfo
{
class Head
{
hitPointName = "HitHead";
armor = 6;
passThrough = 0.5;
};
};
};
};
};```
And here's helmet.cfg:
{
class ArmaMan;
class TestHelmet: ArmaMan
{
sectionsInherit = "ArmaMan"
sections[] = {"camo", "HelmetModel\Atlas_85042.paa"}
};
};```
There's probably something really basic I'm missing, so thanks for the help!
How did you pack it into a pbo?
Also, well seems your config has several issues
My test helmet isn't showing up in my game at all
How, and what context?
I packed it into a PBO using the Addon Builder in Arma 3 Tools
phew At least it isn't a PboManager...
I can import the local mod into Arma 3, and it will verify, but when I go into something like the Virtual Arsenal, there is no option to select my helmet
Just in case, did you load the Mod? Also, why you're trying to overwrite an existed helmet?
I loaded the mod, and I didn't know I'm overwriting an existing helmet
Does your config.cpp have CfgPatches entry?
No, it doesn't have that entry.
That's an mandatory
Got it. I'll work on adding that. Is there anything else I'm missing besides the CfgPatches?
Try to do add it first. The config itself is really in legit format, but those data aren't good it seems, so far
Is it possible to make an item saveable to an arsenal loadout but only accessible only outside the arsenal?
eg, a helmet you cannot equip by going to the arsenal but if you acquire it outside of the arsenal and save it to a loadout, you can come back and load that loadout again with that helmet.
When writing a config for an MFD text element, what value is right[] defining?
Like, I know what it's defining but other than trial and error what is the best way to know how long this needs to be in reference to the down vector in order to maintain a good aspect ratio.
anyone familiar with rocket launchers?
ive got a basic launcher working though its showing the nlaw in my hands and when fired/emptied it shows my model
Is it using the NLAW's magazines?
Or one directly inherited from the NLAW's magazine
If it is, it will inherit the modelSpecial property from the NLAW mag, which switches the weapon model to a magazine model when the magazine is loaded in the weapon
yes it is indeed using nlaws magazines
ahh i see
so how do i make it a disposable without inheriting from the nlaw
given i change around the magwell and give it a new ammo type
Well the disposable stuff isn't in the vanilla game. So you would have to do what ever the mod you are using, does to make it disposable
But yes, just changing the magazines to your own custom mag that inherits from CA_LauncherMagazine instead of NLAW_F and avoids the modelSpecial parameter, should do
Yeah, I think they're all reloadable in vanilla Arma. Been a while since I used any AT launcher that wasn't a new type from a mod though
#arma3_animation pinned messages may be helpful
Is there any useful macro for optics magnification / FOV?
It seems like __EVAL(0.25 / ##mag##) should work?
0.25 has been the baseline 1x magnification since marksmen DLC, yes
Sometimes need to use different values though, since really it's the screen-space FOV, and some sights have wide FOVs that wouldn't fit on screen in a nice circle using 0.25/MAG
Gotcha, thanks for the insight.
You'll find most 3D sights are never more than 3x magnification even though they're nominally a 4x+ sight, because 4x just fills the screen with the lens rather than a nice 3D looking sight. BI's ARCO, RCO, ERCO etc. are 2x for that reason
personally i think 0.25 FOV for baseline no-optic zoom is too much, it pushes out the range of firefights and accurate fire with no-optics far beyond what i think would be normal (if we take WW1 and WW2 as reference for example). Others may disagree...
I get why it's done, because it makes acuity more realistic within the confines of a monitor
But yeah, it's too easy to aim over 400m
I added CfgPatches, and the name of the helmet showed up in my Arsenal, but it's saying it can't find my image file, and there's no helmet showing up on my player. Could this be a config issue, or a model issue?
β cfgHeadgear.hpp
β config.cpp
β
ββββHelmetModel
Atlas_85042.paa
TestHelmet.p3d
Helmet.cfg```
My picture points to Atlas_85042.paa like this `picture = "HelmetModel\Atlas_85042.paa";`, so I'm at a loss of what to do now.
Sorry if I keep asking dumb questions that have simple answers, I'm still doing a lot of learning
Try adding \ at the start of the path
That didn't work. Should I be doing the full path starting from my C drive to the specific file?
And any advice for making the reticle / optics themselves. I'm doing a 2D sight right now, just tryna figure out how to position ranges in the texture to correspond with where the shells will land.
i have found that to be not quite accurate (maybe also because of pixel inaccuracy). You can calulate projectile path aproximately, determine the drop at specific distance - and then calculate how much that would mean in your optic.
Whenever i did that however, i still had to go and fine tune it slightly.
Hmmm, and just use a trajectory calculator to get the projectile path I'm guessing?
idk what calculator you mean, but if it gives you either bullet drop at certain range, or the elevation angle correction required, then yes
no you need either an arma specific calculator that takes the airfriction value into account (or a calculator that works exactly like arma bullet calculation works)
Gotcha.
unless your gun has no airfriction...
Is there a guide on how to set up P Drive development? I am struggling trying to work out how to set it up
I guess what I'm just confused by is what I should have these set to in the optic.
distanceZoomMin = 200;
distanceZoomMax = 200;
As far as I can tell, it's essentially what distance the projectile will land at according to the very center of the reticle texture / model?
You only need that if you don't have zeroing on the optic
Yeah it doesn't have any zeroing.
It's for simulating redfield ART type scopes where the sight's zero changes based on how zoomed in it is
@upbeat bison https://pmc.editing.wiki/doku.php?id=arma3:tools:installing-steam-arma-3-tools and https://armadocs.gitlab.io/terrain/01starting/pdrive/
Arma Terrain Documentation
What should I set it to then? I'm tryna figure out if there's any correlation between the texture and config values, or if it's just a matter of trying to line it up with however the missile behaves.
What ever distance you want the centre of the screen to be zeroed to
Missiles, probably has no effect on
Rocket, sorry. It has drop. π
I noticed the RPG-42 in vanilla fires with the rocket initially flying above the center of the screen, is there some parameter that does that?
So after I setup my P drive, what changes do I need to make to fix my config?
your files need to be on it and your configs need to point to those folders (without the P:\ on the path)
and preferably you use mikeros pboProject to pack your stuff so it can tell you when you make errorrs
Alright I think I've narrowed it down, it just isn't reaching its target at 200 meters, always seems to fall short. I'm guessing it's something between the usti hlavne mempoint and rocket's velocity (which is a mess in of itself.)
Feels like if I tweak one thing though then I have to tweak everything else.
rocket... erm yeah rockets are special candidates, wrapped in mystery gift paper
Blehh. π
it gets predictable if you have unpowered flight ( no thrust), and only initspeed
Do ammos use initSpeed?
Theres initSpeed in the magazine but I don't 100% know how that affects the rocket itself, which has maxSpeed, thrust, and thrustTime.
yes ammo always uses initSpeed from magazine - or from weapon (if it overwrites it)
Gotcha.
I'm guessing initSpeed should be the velocity for when the rocket leaves the tube?
yeah
thrust is applied after initspeed and increases speed until maxspeed is reached or thrustTime is exceeded
Thrust starts after initTime
my bad
Gotcha, and I'm guessing if thrustTime is lower, thrust is gained faster or?
no thrust = amount of "force" pushing (-> acceleration)
more thrust -> speed increases faster
It's pretty much the opposite of airFriction on bullets
But has additional parameters to delay the start of thrusting, and a way to limit the time and and max velocity thrust works for
Ah! Okay that makes more sense.
Thanks yall!
Hopefully I can wrap up this PzF3 after work haha.
Sorry, one more question. Does my folder with everything I need to copy go into a3?
Hi All, trying to do a Beret retexture as a local mod. Currently I can get the 1st Beret Working but not the other two, and I don't know why :/
Here is my config Script:
class CfgPatches
{
class RC_cuck_headgear
{
weapons[] = {"RC_Beret_01"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_f_epc"};
};
};
class CfgWeapons
{
class H_Beret_Colonel;
class RC_Beret_01: H_Beret_Colonel
{
author="Demsoft";
scope=2;
displayName="Beret, 6MD [Recruit]";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\Custom_Beret\Data\Beret_6MD_Black_co.paa"};
};
};
class CfgPatches
{
class RC_cuck_headgear
{
weapons[] = {"RC_Beret_02"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_f_epc"};
};
};
class CfgWeapons
{
class H_Beret_Colonel;
class RC_Beret_02: H_Beret_Colonel
{
author="Demsoft";
scope=2;
displayName="Beret, 6MD [Green]";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\Custom_Beret\Data\Beret_6MD_Marine_Green_co.paa"};
};
};
class CfgPatches
{
class RC_cuck_headgear
{
weapons[] = {"RC_Beret_03"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_f_epc"};
};
};
class CfgWeapons
{
class H_Beret_Colonel;
class RC_Beret_03: H_Beret_Colonel
{
author="Demsoft";
scope=2;
displayName="Beret, 6MD [Maroon]";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\Custom_Beret\Data\Beret_6MD_Maroon_co.paa"};
};
};
no your mod stuff would go into your own project folder
like A3\ is BI project folder
your would be something like P:\DogeDude\OtherFoldersYouPackIntoPbos
I fixed it, realised the simple error
Hi again. I'm back where I started, with the name of my model not showing up at all in my Arsenal. I've got P Drive Development going, and I did my best to edit my .cpp to match, but I obviously messed up somewhere. Here's my file structure:
β cfgHeadgear.hpp
β config.cpp
β
ββββHelmetModel
Atlas_85042.paa
TestHelmet.p3d
Helmet.cfg```
And here's my config.cpp
{
class DogeDude
{
weapons[] = {"D0G3_TestHelmet"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
units[] = {};
};
};
class CfgWeapons
{
class ItemCore;
class HeadgearItem;
class D0G3_TestHelmet: ItemCore
{
author = "DogeDude";
scope = 2;
weaponPoolAvailable = 1;
displayName = "Test Helmet";
picture = "\DogeDude\HelmetModel\Atlas_85042.paa";
model = "\DogeDude\HelmetModel";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\DogeDude\HelmetModel\Atlas_85042.paa"};
class D0G3_TestHelmet: HeadgearItem
{
mass = 40;
uniformModel = "\DogeDude\HelmetModel";
modelSides[] = {0,1,2,3};
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\DogeDude\HelmetModel\Atlas_85042.paa"};
class HitpointsProtectionInfo
{
class Head
{
hitPointName = "HitHead";
armor = 6;
passThrough = 0.5;
};
};
};
};
};
I'm really sorry that I keep on asking dumb questions, but I just keep on hitting roadblocks that I can't figure out
Does a mod have to be on the workshop rather than loaded as a local mod for the modlogo to appear correctly?
(or am I doing it wrong)
[Turns out I was doing it wrong, the mod.cpp needs to be in the finished mod folder not in a folder that gets wrapped into a .pbo]
π Indeed, Well done there!
new question since i solved my last one. is there anyway to stop a commander from controlling a turret when turned in? once i turn out to control the turret and turn back in, it still allows the turret to rotate based on where im looking
yes I recall there are config parameters for that
I think its turretFollowFreelook. the wiki says its whats used to determine if it follow the gunnerview or not
hm setting it to 0 didnt work and neither did 2.
free look is the ALT look I think
since the commander doesnt actually use it till they turn out, id like it to only follow the camera when turned out
Does anyone know where I can find a head config. On google all these tutorials are on armaholic and its down.
in the game files
I dont think anyone ever wrote any tutorials on custom heads
so you will need to figure it out from the games configs
Trying to find some info on configing my own ammo boxes, but I can't find any posts about it anywhere. Can someone point me in the right direction?
Check out the config of a vanilla ammo box in game
Ok
I am looking for how this works so that I can find a way to more easily maintain aspect ratio of a font. If it works, I'll also add it to the wiki
Hey guys , I retextured a uniform and i am trying to get the injury.rvmat to work any ideas on where i am going wrong?cpp class Wounds { tex[] = {}; mat[] = { "rCamothread_Camo\Uniforms\rCamothread_ia_soldier_01_clothing.rvmat", "rCamothread_Camo\Uniforms\rCamothread_ia_soldier_01_clothing_injury.rvmat", "rCamothread_Camo\Uniforms\rCamothread_ia_soldier_01_clothing_injury.rvmat", "A3\characters_f\common\data\coveralls.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\coveralls_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", }; };
what part does not work?
the part where i shoot someone and no bloody fx appears on the uniform, thought thats what this code does
class I_rCamothread_DitheredDigitalDensityXL_WastelanderV2: I_Soldier_base_F
{
_generalMacro="I_Soldier_base_F";
author="[TF 461]Maj.AntiAlligat3r";
displayName="Unarmed";
scope=1;
scopeCurator=1;
side=1;
//faction="TF461_Spec_Ops_Standard_F";
//vehicleClass="TF461_Infantry";
//editorSubcategory="TF461_Men";
camouflage=0.5;
nakedUniform="U_BasicBody";
uniformClass="U_rCamothread_DitheredDigitalDensityXL_WastelanderV2";
model="a3\characters_f_beta\indep\ia_soldier_01.p3d";
hiddenSelections[]=
{
"camo",
"insignia"
};
class Wounds
hang on
i have a theory
nvm , didnt work
you don't need that though
all you really need for reskins is hiddenSelectionsTextures
i know , I just would like to have this extra feel , I have always hated it how the blood effect is gone when you do reskins
Soo. I have a bit of a problem. I'm doing a personal project and my changes are going through, except the light shines backwards (?)
Under the required addons, I called A3_Weapons_F_acc, rhs_c_weapons and rhsusf_c_weapons.
class rhsusf_acc_anpeq15 : acc_pointer_IR
{
class ItemInfo : InventoryFlashLightItem_Base_F
};
class rhsusf_acc_anpeq15_light : rhsusf_acc_anpeq15
{
picture = "\rhsusf\addons\rhsusf_inventoryicons\data\accessories\rhsusf_acc_anpeq15_light_ca.paa";
dlc = "RHS_USAF";
author = "Red Hammer Studios";
displayName = "AN/PEQ-15/M952V (Light)";
descriptionShort = "Weapon mounted light. Press CTRL+C (next CM key) to change IR/Light mode";
rhs_acc_combo = "rhsusf_acc_anpeq15";
rhs_acc_combo_text = "Switched to Laser";
class ItemInfo : ItemInfo
{
RMBhint = "Flashlight";
mass = 8;
class Pointer
{
};
class FlashLight
{
color[] = {149, 186, 208};
ambient[] = {0.58431, 0.72941, 0.81569};
flareMaxDistance = 300;
scale[] = {0};
size = 1;
innerAngle = 6;
outerAngle = 70;
coneFadeCoef = 12;
intensity = 4550;
useFlare = 1;
dayLight = 0;
FlareSize = 4;
onlyInNvg = 0;
position = "flashdir";
direction = "flash";
class Attenuation
{
constant = 8;
hardLimitEnd = 260;
hardLimitStart = 180;
linear = 0.6;
quadratic = 0.01;
start = 0;
};
};
};
inertia = 0.2;
rhs_anpeq15_base = "rhsusf_acc_anpeq15_light";
};
https://cdn.discordapp.com/attachments/706690865267212318/851559246154956860/unknown.png for you to look and laugh at
I realize it's very messy and I'll clean it up as I go, for now I'm trying to get the basics down and learning how to work with other mods, bear with me 
if its backwards, then swap the names in position and direction
did artillery computer change lately? I just got a user report from Unsung that the mortar carrier M113 and the M114 howitzer don't work any longer correctly. Either the range circles are broken or changes in ammo are not working (e.g. he to illum)
oo. Thanks a lot :D
How exactly does that stuff work anyway? I guess position is the origin point?
50/50 ... the game isnt particularly consistent, but in case of flashlight, yes i think so. Point is origin and dir is where its pointing to.
noted. Thanks a lot 
Hi guys
is
opticsFlare = 0;
the same as
opticsFlare = false;
in a config.cpp
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#opticsFlare.3Dfalse
Shows it as false but I keep seeing configs which have the value as 0, does it matter?
I've been trying to eliminate glare from certain optics by making a patch to effect this value, I've tried it both ways and the result was no change...
yes. false automatically gets converted to 0 in the game. If you binarize, i think it will already be converted
Is this all that is needed to make a weapon foldable using RHS?
baseWeapon = "rhs_weap_ak74m";
rhs_fold = "rhs_weap_ak74m_folded";
class rhs_weap_ak74m_folded
baseWeapon = "rhs_weap_ak74m_folded";
rhs_fold = "rhs_weap_ak74m";```
does editorPreview use jpg or paa for the pictures?
The weapon class I'm trying this on isn't inherited from any RHS class
It can both, PAA is always better
thanks
okay, so I'm doing something else wrong if I'm not seeing an effect then. Thanks!
you can check your config ingame via the config viewer
How does that help me? Doesn't it just display the raw sqf? I've never really used that tool...
no it displays the configs...
Okay, I'll check it out thanks!
ok so i tried to change the previews to .paa and Texview cant load it for some reason
and they wont show in arma when theyre jpg either
is it square?
and Textview usually only works for me to open an .PNG or .PAA
The pictures are 455x256
I have made plenty of reskins and never had the issue of the wounded texture not applying
Heβs probably using hiddenSelectionsMaterials too. Which does stop injury rvmats from working. No way around that
No, you need to call the functions for it in a custom weaponInfoType
even without it ,my custom wounds rvmat fails to work even though i kept everything the same
Isn't that for optics?
I looked around and tried this, but still wouldn't get the weapon to fold
class RHS_FOLD_BASE; //external
class Rifle_Base_F; //external
class myweapon_base: Rifle_Base_F{
class FOLD : RHS_FOLD_BASE {};
muzzles[] = {this, FOLD};
};
class myweapon: myweapon_base{
baseWeapon = "myweapon";
rhs_fold = "myweapon_folded";
};
class myweapon_folded: myweapon{
baseWeapon = "myweapon_folded";
rhs_fold = "myweapon";
};```
Couldn't find any more things in the config that could be linked to folding
pboProject doesn't like the example of macros in character configs from the wiki, is fixing it as simple as writing "mag_2" as "MAG_2"?
Screenshot of error:
https://cdn.discordapp.com/attachments/789257226032250921/851848217478037595/unknown.png
yes
Yeah but the folding and safety functions are also dependent on having one
I'm calling the RHS_FOLD_BASE class, shouldn't it already have that then?
Or do I need to redefine/make my own fold class?
Thatβs just a fire mode for animation of the stock. Nothing to do with initialising the script
The fire mode isnβt even necessary. It was only recently added to embellish the visuals when folding and unfolding a weapon
If you have two classes with separate p3ds of a folded and unfolded model and donβt mind it just switching between the two
I c, so what am I meant to do with weaponInfoType?
All I am seeing is that rhs_weap_ak74m_Base_F has weaponInfoType = "RscWeaponZeroing";
and rhs_weap_ak74m has weaponInfoType = "rhs_rscOptics_ak74m";
Does anyone know which PBO has the action menu in it? I want to change the color and add an icon the to the eject option in the scoll menu.
it's added by the engine
Yes, and rhs_rscOptics_ak74m has a bunch of onLoad function calls
Each weapon generally uses its own rsc class, even if it has similar functions to other weapons
Ah, I understand now
So I create a custom weaponInfoType , and in RscInGameUI define it smth like this?
class rhs_rscOptics_ak74m{};
class my_RscOptics: rhs_rscOptics_ak74m{
smth
};```
What do I put in smth? Or is there any need, and I can just leave is inheriting everything the same way?
You can inherit like that yes. Or change idcs or other things
class rhs_rscOptics_rpk: RscWeaponZeroing
{
onLoad="['onLoad',_this,'RscUnitInfo','IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay');_this call rhs_fnc_safemode";
controls[] = {"CA_Zeroing","RHS_safemode_handler"};
class RHS_safemode_handler: RscPicture {idc=9999;};
};
class rhs_rscOptics_rpks: rhs_rscOptics_rpk {
onLoad="['onLoad',_this,'RscUnitInfo','IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay');_this call RHS_fnc_fold_weapon;_this call rhs_fnc_safemode"; controls[] = {"CA_Zeroing","RHS_safemode_handler","RHS_ak_fold_handler"};
class RHS_safemode_handler: RscPicture {idc=9999;};
class RHS_ak_fold_handler: RscPicture {idc=9899;};
};```
Alright, thanks a lot for the help!
cfgActions and CfgInGameUI/Actions or CfgInGameUI/DefaultAction
however would be easier in your case from the sound of it to use https://community.bistudio.com/wiki/addAction and hide the native eject
Yeah sorry I didn't reply, I found it. It was in bin.pbo, thanks anyways :)
hey im still having problems with the editorPreviews not showing
https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews i followed this guide but still get the "Cannot load texture" error
Which means your path is wrong
Or the files aren't being compiled into the .pbo
the path is correct, is there a limit on how deep the folder can be?
Tell more details
currently my preview images folder is in the same folder as the units config
thought that maybe arma only could scan 1 folder deep or something
What are you packing it with?
rn addon builder
In the options for it, does it have *jpg in the list of files to copy directly?
Full list would look something like this *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf ;*.sqm;*.ext;*.dbf;*.prj;*.shx;*.shp;*jpg;*.hpp;*.h
Hello, I have a problem, I have a gunner which handles 3 guns, Cannon, coaxial and atgm, for some reason the atgm comes out of the main gun and not the secondary gun
memoryPointGun[]=
{
"usti hlavne2",
"usti hlavne3"
};
stabilizedInAxes =0;
selectionFireAnim = "zasleh2";
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
gunnerCompartments="Compartment1";
weapons[]=
{
"CLV_BGPz_Cannon","Coax",
"CLV_TOW_W"
};
magazines[]=
{
"CLV_APHE_Belt",
"CLV_HE_Belt",
"CLV_PF_Belt",
"CLV_PF_Belt",
"CLV_TOW_tube",
"CLV_TOW_tube",
"CLV_TOW_tube",
"CLV_TOW_tube",
"CLV_TOW_tube",
"CLV_TOW_tube",
"2000Rnd_762x51_Belt_Red",
"2000Rnd_762x51_Belt_Red",
"2000Rnd_762x51_Belt_Red"
};
minElev=-5;
maxElev=+20;
initElev=10;
soundServo[]= {"A3\Sounds_F\vehicles\armor\noises\servo_best", db-40, 1.0,50};
turretInfoType = "RscWeaponRangeZeroing";
discreteDistance[] = {
100,200,300,400,500,600,700,800,
900,1000,1100,1200,1300,1400,1500,1600,
1700,1800,1900,2000,2100,2200,2300,2400
};
discreteDistanceInitIndex = 5; // start at 600 meters
memoryPointGunnerOptics= "gunnerview";
gunnerOutOpticsModel = "";
gunnerOutOpticsEffect[] = {};
gunnerOpticsEffect[] = {};
gunnerForceOptics = 1;
turretFollowFreeLook = 0
lockWhenDriverOut = true
CLV? Not looking for help to port more War Thunder models are you because it sounds a lot like you want help with the BgPz 57 variant of the TAM tank that you got in trouble for porting before
We were warned that this was wrong, we removed all content and started from scratch modeling the vehicles ourselves via Blender.
I think this is the right place to ask this.
I'm super new to Arma 3 modding, all I've learned is from looking at other people's work. I'm trying to make a small mod to add a few custom map markers to A3. No special interfaces or anything, just some new .paa files that are select-able on top of the normal arrows, dots, etc. Is there any written documentation on this specifically? Is there anyone who'd be willing to take a look at what I've done and help me troubleshoot?
Any help is appreciated! Please @ me :)
Don't think there is anything specific written down about this.
If you pastebin your config and link it here with description of what works and what doesn't someone might take a look.
You just add entries to CfgMarkers. Make sure that your scope=2 and thats about it
{
scope=2;
name="ABF";
icon="311Markers\Textures\ABF.paa";
texture="311Markers\Textures\ABF.paa";
color[]={1,0,0,1};
size=32;
shadow="true";
};```
Thats one of my classes
It appears to line up with the wiki page on CfgMarkers and what I've seen on other mods
.paa's are in the 311Markers\Textures folder
shadow="true";
I'm pretty sure that should be shadow=1
hm, it appears so
whats the problem? not showing up? errors?
no icon rendering, but marker is listed in marker selection list?
Negative, I get no indication anything's new
Uh, yes
{
class plp_containers
{
units[]={};
weapons[]={};
version=0.2;
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Data_F"
};
};
};```
class plp_containers
that sounds wrong
it does
Okay
the required addons portion, is that relevant?
Different mods I've seen appear to have random basegame filles tossed in there
Depends on what you depend on
you basically depend on nothing though, (for only adding your new markers, no inheritance, no files from other pbo's) so you can even leave that empty
Makes sense
One other question as far as packaging everything up
I binarize the cfg, then plug the thing into the addon builder, which gives me a .pbo
I then take a folder, give it an "Addons" folder inside of it, and pop that .pbo in
Then I publish it using the A3 publishing tool
I binarize the cfg, then plug the thing into the addon builder, which gives me a .pbo
addon builder binarizes for you, no need to do seperately
isn't that handy
Oh one more question, the color[]={x,x,x,x}; format
Am I right to assume thats RGBA
and secondarily, is there a reason some people, in their marker mods, use {1,0,0,1} and some use {0,0,0,1}
yes.
But I think its a modifier ontop of your marker icon
like. Have a black marker icon, and 1,0,0,1 color. Makes icon red?
something like that
Hm, it hasn't appeared to do anything noticable.
Oh and the config works now
Not sure what it specifically was but it was something you helped with
I really appreciate it!
The marker itself needs to be greyscale for the coloring to work
Coloring seems to function properly with both
Can anyone help me
will need more details than that
I dunno, you did something wrong
you should not be editing config files to be honest
if you want to change something you make a config patch addon
you probably are somehow still loading your changed file
you got to figure out where you put it
I dunno
sounds like youre doing modding the wrong way so you might have done just about anything
you probably have packed a pbo with some program and put it somewhere where you run it from
π
I have no idea what you are doing there to be honest.
yeh but your methods sound weird
which leads me to think youre doing it wrong
also you cant just edit mods
they wont work anymore like that
like I said if you want to change stuff you need to make config patch addon that loads after the mod and overwrites the things you want to alter
@neon bronze just post your whole config file on pastebin
this error is meaningless by itself
thats all I'm given
which is why I said upload the config file
there's nothing wrong with that
I know ..
Yet its still giving me an error
That error makes zero sense
I repaired all my mods
and restarted my PC
what are your editing exactly?
the armor values ..
that's not how you edit configs
sounds to me you just copied some config and edited its values
how do you put your edits back into the mod?

no bueno?
no
rip
that's not allowed
no
says who
most mod makers
repacking someone else's mod without their permission is an #ip_rights_violations
but we have permission
thats what im saying
@slim halo
everything else is custom content
im just trying to figure out how do I fix this
config patch addon is still the way to go
then you dont even need the original mod in your pack and can just use the real one
class CfgPatches
you set up the tools and P drive
and make a folder called P:\yourMod\
make a config.cpp file into it and write the config stuff you want to do
and pack it up
that will overwrite preexisting values?
in its cfgpatches you refer to the original configs cfgPatches class name
so that your new config is loaded after the original one
and thus overwrites the values
assuming this is it https://community.bistudio.com/wiki?title=P_drive&redirect=no
Id recommend using mikeros tools and pboProject to pack your pbo
as it can catch most of the mistakes you can do
Less breaky
so Im getting this error most likely from packing up and unpacking the modfile
which may or may not cause it to break
probably
what do I do with mikeros tools
setup P drive and pack the pbo
and pack it with heavy debugging that will help you make it right
And I should be able to reedit the PBOs I make right
well you can edit your source and make a new pbo
editing pbos is not really good way to do stuff ever
PBO stacking sounds like it could get messy
Is this the current correct way to set armor values
to a vest
Somehow the vest im editing is making their chest area invulnerable.
this is my current config
Again it makes it to where they took no damage to the chest area.
is anyone know how to config a BLUFOR to make them GUER/INDEP?
Is it possible to attach the ace hearing variables to facewear? π€
yes I guess you can find needed codes on ace framework on ace website @delicate inlet
So I made a wheeled vehicle with a 120mm cannon and whenever firing the wheels get damaged, how can I prevent that from happening? Also the recoil seems to be tied to the damage of the ammo. My vehicle doesn't weigh that much and having 500 damage causes the vic to slide backwards after each shot
Is there a way to override the recoil?
There's a parameter in cfgMagazines. muzzleImpulseFactor[]
but that sounds amazing!
π
That was it, thanks 
muzzleImpulseFactor[1.5, 30] = Imperial Conquest Space Project 

