#arma3_config

1 messages Β· Page 128 of 1

shy knot
#

It just rotates on its own axis

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Whenever I turn the engine on however, it doesnt spin

hearty sandal
#

if you want steady speed you likely need to have 2 separate meshes that 1 is constantly spinning with time source

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and one that is not

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and you use something like wheel or rpm to hide/unhide them

shy knot
#

Yeah, I think wheelL is gonna be my best bet

hearty sandal
#

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"

humble cape
#

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?

native ether
#

how can we enable the "Predicted Impact Point" on a bomb ?

pseudo juniper
#

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 πŸŽ‰

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.

proud brook
#
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".
shy knot
#

It’s possible to make multiple turrets for a vehicle right? Could’ve sworn it is

hearty sandal
#

yes

#

if they are all 2 part turret/gun combos tehnical limit is 128

#

since bone limit is 256

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dunno if there is config limit to it

river sedge
#

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'}'"

hearty sandal
#

@river sedge this is public domain music you are packing in there yes?

river sedge
#

I think so

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but the mod is private

hearty sandal
#

does not matter

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copyrighted material may not be distributed

river sedge
#

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

hearty sandal
#

πŸ‘

river sedge
#

done

hearty sandal
#

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

river sedge
#

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

hearty sandal
#

you probably added it into wrong place

barren umbra
#

is it possible to disable physics on a turret via config?

hearty sandal
#

no

#

would be nice though

#

or well

#

you can attach it on to a stationary thing in init

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or in an action

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sooo technically yes

#

though not in the way you mean

covert sapphire
#

How do I fix my custom vest when it is on the floor and not on the characters chest.

hearty sandal
#

weight it properly. setup model.cfg right and set the model to use autocenter 0

covert sapphire
hearty sandal
#

its called slimvest.p3d?

covert sapphire
#

I fixed it. I forgot to hit selected on the p3d exporter out of blender

pallid mulch
#

Anyone know where the color of buildings on the map is stored?

hearty sandal
#

@pallid mulch what is it that you need it for?

paper path
#

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

hearty sandal
#

you have possibly open cfgweapons class

paper path
#

main config folds up fine, but ill check if the .hpp file folds nicely

hearty sandal
#

can also try to uninclude the hpp and see if that works

#

to rule it out

paper path
#

ill give it a shot

#

hpp file folds fine

pallid mulch
#

kind like google maps

#

and i was wondering if i could change the color of the buildings or if it is hardcoded

hearty sandal
#

you would have to mess around with the map dialog

slim halo
pallid mulch
#

Not that i can find

slim halo
#

each building type has a color

pallid mulch
#

I cant seem to find it, could only change icons for points of intrest

shy knot
#

What's the class to tell ArmA to use a specific sound for engine on, on a vehicle?

#

Cant seem to locate it

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When you initially press a movement key and the engine is turned on

pallid mulch
#

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

shy knot
#

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};

shy knot
#

That did it

torn coral
#

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?

shy knot
#

Error: aggregateReflectors is not an array

#

There’s the error

#

@torn coral

torn coral
untold temple
#

That's not how you inherit turrets. Need to do MainTurret: Mainturret and also include every other turret in the vehicle

torn coral
#

I have tried class MainTurret : MainTurret { as was originally created by Alive, however no luck so far I was getting the same errors

untold temple
#
    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
torn coral
#

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?

untold temple
#

Yes you have to inherit from parent classes

torn coral
#

Thanks, I will give that a try then and see if it works

untold temple
#
    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";
            };
        };
    };```
torn coral
#

Cheers, thats what I ended up changing it to and it worked perfectly

wispy juniper
#

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

wintry tartan
#

author config

wispy juniper
#

thanks lots

barren umbra
#

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.

pallid mulch
#
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

hearty sandal
#

no

#

not in config anyway

pallid mulch
#

Thanks

hot pine
untold temple
#

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

hot pine
#

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

hoary ferry
#

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"
                };
            };
        };
    };```
hoary ferry
#

at which point?

slim halo
# hoary ferry 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

hoary ferry
#

these are already defined. didnt want to post the whole config

slim halo
#

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

potent phoenix
#

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

wintry tartan
#

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

potent phoenix
#

interesting, i will try to make an inherit config and see if it works, thats a lot polpox!

potent phoenix
wintry tartan
#

Blame Bohemians for an unnecessary effort! πŸ˜„

winter rain
#

Is it possible to mix the crew in a tank, as example driver is a pilot class and gunner is a soldier class?

winter rain
hoary ferry
#

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

wintry tartan
#
  1. Is it even loaded?
  2. Are you sure about CfgPatches > requiredAddons?
hoary ferry
#

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

hot pine
#

are you sure there are no typos?

hearty sandal
#

what are you packing with?

hoary ferry
#

I use BI's addon builder

hearty sandal
#

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

sullen fulcrum
#

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

hearty sandal
#

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

cloud hawk
#

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?

hearty sandal
#

you are breaking the original inheritance chain

cloud hawk
#

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.

hot pine
#

probably it wasn't working before at all

#

you code snippet has not inheritance whatsoever so it was always broken

cloud hawk
#

It was though. In game and play tested on mp.

hot pine
#

impossible

cloud hawk
#

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.

hot pine
#

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

cloud hawk
#

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!

hot pine
#

no, it's not

cloud hawk
#

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.

hot pine
#

I would argue it works if its not doing anything πŸ˜„

cloud hawk
#

?

hot pine
#

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

cloud hawk
hot pine
#

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

cloud hawk
#

Ohhh I see. So that's why it works when the declaration is outside CfgVehicles?

#

Thanks for the help and explanation reyhard 🀠

hoary ferry
proper obsidian
#

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

rough hatch
#

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?

scenic tangle
#

Does anybody can suggest me, which parameter is defining artillery HUD on a mortar (the one that shows range, elevation and etc)?

hot pine
rough hatch
#

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

hot pine
rough hatch
#

so those can't have that kind of automatic zeroing like rifles? or is there a way to add this ballistic computer to them?

hot pine
#

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

hearty sandal
#

id you dont need the rockets and missiles thrust behavior why not just turn all the shots into cannon/bullet shots

#

with missile visuals

rough hatch
#

because it's for a launcher weapon

hearty sandal
#

rpg like?

rough hatch
#

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

hearty sandal
#

ah

#

no

#

you got to set that up

winter rain
#

Maybe submunition could do the job too

rough hatch
#

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

hot pine
#

it's quite fast to figure it out with diag_mergeShape

hearty sandal
#

well you can do maths to figure out the approximate curve and angle needed for certain range

#

and then tweak that

rough hatch
#

what is diag_mergeShape?

hearty sandal
#

one of the diag exe development helpin commands

hot pine
#

resetShapes, sorry

rough hatch
#

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

simple surge
#

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

weary cliff
#

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.

winter rain
#

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.

weary cliff
#

got it, thanks

bright leaf
#

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?

untold temple
#

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

proper obsidian
#

Do you guys know which config is used to define the base game balaclava?

untold temple
#

Why? Just use the art of war loadorder for cfgpatches requiredAddons[]

woven flax
marble forum
#

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;
    };```
marble forum
#

Thanks @hot pine , I'll try it.

placid jay
woven flax
junior arrow
#

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?

hearty sandal
#

simplest to maintain would be just 1 pbo

junior arrow
#

So there would not be a difference, correct?

tacit zealot
#

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

hearty sandal
junior arrow
#

Alright, thanks for the help!

hearty sandal
#

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

tacit zealot
#

thank you

tacit zealot
#

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

wintry tartan
#

What's your current config?

tacit zealot
#

ill send a google drive link

wintry tartan
#

pastebin pls

tacit zealot
#

uhh link? im unfamiliar

wintry tartan
tacit zealot
#

my values I kept in are starting at line 107

wintry tartan
#

And what exactly is the error? Which line it claims?

tacit zealot
#

one sec

#

Line 123; /CfgVehicles/FIR_F15_Base/Components/SensorsManagerComponent/Components.F15_IRST: Undefined base class 'SensorTemplateIR'

wintry tartan
#

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

tacit zealot
#

well that's a relief

#

so just keep everytning in the tree that the things I want are in, right?

wintry tartan
#

What exactly is your goal here?

tacit zealot
#

To reduce the roll and pitch sensitivity of the plane so its not OP

#

And that boils down two two numbers in the file

wintry tartan
#

So well... aileronCoef or such?

tacit zealot
#

I didn't want to touch the array, so I just reduced aileronSensitivity and elevatorSensitivity just below those

wintry tartan
#

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
tacit zealot
#

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

wintry tartan
#

Oh well

tacit zealot
#

Works great! I'll put a comment that you helped

novel lava
#

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

sullen fulcrum
#

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...

sullen fulcrum
#

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;
    };
};
sullen fulcrum
#

Basically all I need right now is how I get them in their own class.

winter pilot
#

CfgMarkerClasses, not CfgVehicleClasses πŸ˜‰
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;
};
...
};

grave yoke
#

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, "" };
};
hearty sandal
#

@grave yoke what error do you get?

grave yoke
hearty sandal
#

are you packing with noisy output?

grave yoke
#

@hearty sandal Yes I'm packing it with -noisy to log checked

hearty sandal
#

class CfgVehicles {
class All;
class Sound : All { <-

#

what is all this?

#

I dont think there is such a vehicle class as "sound"

grave yoke
#

@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

hearty sandal
#

I believe you may have made a mistake in there

#

but it probably would not cause packing fail

#

something else does that

south bison
#

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
    };
};
hearty sandal
#

yes

south bison
#

thx

#

5 years without working on a mod hit me good

south bison
# hearty sandal 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";
    };
};
hearty sandal
#

that I cant say.

#

I dont complie configs in my head

south bison
#

ok

#

it is gonna be trials and errors

#

sorry to bother you again guys

#

my sub category showed up no naming on them

wraith burrow
#

!code

charred sealBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```
↓

// your code here
hint "good!";
wraith burrow
#

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

opal crater
#

pastbin with c++ syntax is a good option for configs.

wraith burrow
#

pastebin is forbidden in my location

winter pilot
#

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

wraith burrow
untold temple
#

hiddenselections doesn't work on weapon attachments

wraith burrow
rough hatch
#

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

hearty sandal
#

what animation source is used?

#

some animation sources have trouble syncing in MP

rough hatch
#

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"

south bison
#

i need help

#

1 i created subcategories but they show up with no text in editor
2 my faction don't show in zues

nimble sequoia
#

You've spelled this cfgEditorSubCatergories wrong.

#

Try it like this: CfgEditorSubcategories

south bison
#

true maybe i miss clicked an r with e

south bison
river falcon
#

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?

nimble sequoia
#

Do you have get-in memory points?

    memoryPointsGetInCargoDir = "pos cargo dir";```
#

and transportSoldiers = ...;
and cargoProxyIndexes[] = {...};

river falcon
#

I dont think I have the proxy indexes

#

But I have transport soldiers

#

And tge memory points

nimble sequoia
#

cargo proxy indexes are an array, something like this: cargoProxyIndexes[] = {1,2,3}; - if you have 3 cargo seats, numbered from 1-3

south bison
#

how to make my units show up in zues

nimble sequoia
#

depends what the error message is?

south bison
south bison
#

need help making my mod appear in Zues pls

mortal dove
#

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.....

south bison
#

CUP units is loaded as if it was not loaded i wouldn't load my mod

mortal dove
#

This screenshot you provided earlier. shows RHS factions.

south bison
#

i can share my screen like live

mortal dove
#

class CfgPatches
{
class Tunisian_Army_v2
{
units[] = {"Tunisian_Uniform_v2"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};
};

south bison
#

add this in the required addons ?? cup_creatures_people_military_usarmy

mortal dove
zinc orchid
#

@south bison@mortal dove
put CUP_Creatures_People_LoadOrder to requiredAddons[]

south bison
#

thx

paper path
#

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

south bison
#

still need help making my mod shown in zues menue

hearty sandal
#

@paper path scopecurator set to 1?

paper path
#

class in CfgMagazines is inheriting from HandGrenade with scopes set to 2

hearty sandal
#

oh true scopecurator = 2

#

have you named it right?

#

or is it hidden in the list with wrong name

paper path
#
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

hearty sandal
#

nothing pops out on a quick glance

paper path
#

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"
        }
hearty sandal
#

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

paper path
#

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

hearty sandal
#

is this a patch config or are you packing the full TG weapons pbo

paper path
#

full pack, im on the dev team

hearty sandal
#

should not have conflict with any old pbo then either

nimble sequoia
#

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"
        }```
paper path
#

would that cause it to show up as a normal magazine instead of a grenade?

nimble sequoia
#

also a semi-colon at end of declaration } };

paper path
#

gah

#

ive technically fixed what i needed to lol. now its just actually getting the grenades to show properly

hearty sandal
#

well a mistake in config can break it and cause issues

paper path
#

oh psh

#

im packing the wrong thing

#

(β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

hearty sandal
#

classic

paper path
#

Yeah, just needed to pack the right pbo lmfao

#

Whats the new loadorder pbo to use?

south bison
#

any help

shy knot
# south bison any help

To show in Zeus you need to do the following: scope and scopeCurator to 2, add your vehicle or whatever you’re making to the cfgPatches

plucky notch
#

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?

plucky notch
#

Yeah, it isn't that in the config, it's just that's how config viewer renders sub-arrays

rugged wasp
#

Anyone here able to add recoil/sounds to a weapon?

plucky notch
rugged wasp
shy knot
plucky notch
#

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

rugged wasp
shy knot
rugged wasp
#

fuck knows man, goes over my head

safe blade
#

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.

shy knot
long cargo
#

Hi anyone here know how I can disable the random goggles when making a custom faction?

shy knot
#

Remove it from the headgear list of that unit

autumn crater
#

what would cause a missile to fire from a model's 0,0,0 point?

shy knot
#

No proper weapon points

autumn crater
#

so what are the proper weapon points for this?

shy knot
#

usti hlavne and konec hlavne

#

Then designate them in config

autumn crater
#

tried it, they fired from the zero point still

shy knot
#

gunBeg and gunEnd?

autumn crater
#

I have tried a lot of options, but will do so again

#

are they able to be in an array?

shy knot
#

konec is beginning

#

usti is end

#

Lemme get my code

candid jasper
#

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

shy knot
# autumn crater are they able to be in an array?
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;
          };
        };```
autumn crater
#

@shy knot is this using a missile weapon and if not, does the missile part matter?

shy knot
#

Then you need to define the missile params

#

Use the samples

hearty sandal
#

samples unfortunately dont have missile artillery example in them

shy knot
#

That's what I grabbed from the sample copter

hearty sandal
#

rocket artillery tank seems to be different from that

#

the MLRS only seems to have the gunbeg/gunend points in use

candid jasper
#

if anyone has any info on my previous question let me know. still having issues with any way i've configured it lol

hearty sandal
#

you will want config your animationSource for the opening thingy to have the sound

candid jasper
hearty sandal
#

oh I understood you had a new object

#

well you could maybe tie it to inventory eventhandlers

candid jasper
#

well thats sort of what i'm trying to do. maybe i'm not understanding what you mean?

hearty sandal
#

inventory eventhandler would be set on "man" class

#

something that detects a character opens a certain type of container and then plays the sound

candid jasper
# hearty sandal oh I understood you had a new object

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.

hearty sandal
#

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

candid jasper
#

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?

hearty sandal
#

yes something like that

nova fractal
#

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?

shy knot
#

Is there a source for when the engine is on in a vehicle?

hearty sandal
#

no

stone ingot
#

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)

hearty sandal
#

Not really

untold temple
#

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

wet pike
#

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.

hearty sandal
#

there isnt really anything specific written about it

#

its comes down understanding how configs work and what all parts do what in the whole

clever geyser
#

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

grand zinc
#

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

clever geyser
#

Alright I'll try my hand with the example on the wiki them, thanks

sullen fulcrum
#

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.

wet pike
rancid lotus
#

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?

grand zinc
#

yes

rancid lotus
#

How do I know what to set it to?

grand zinc
#

just bigger

rancid lotus
#

Ah okay

grand zinc
#

doesn't tell you how big. But doesn't matter if its too big

rancid lotus
#

Should I just like double it?

grand zinc
#

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

rancid lotus
#

Alright, fantastic, thanks!

halcyon glade
#

can multiple units use the same uniformclass? or do I have to define the uniform for each unit created? class inheritance yo'

native aspen
#

Attempting to pack my pbo but pboProject gives me this

In File P:\IBL_Systems\config.cpp: circa Line 1739 EOF encountered
hearty sandal
#

you have errors in your config

#

probably wrong/missing { or } or **; ** somewhere

#

could be around that line

#

or before it

native aspen
#

1739 is the end of my config.cpp, so it would probs be before somewhere

#

I'll skim through it in a second, thanks

native aspen
#

I was missing a }; for my class CfgPatches πŸ™‚

hearty sandal
#

πŸ˜…

native aspen
#

Yup, at least I was able to find it πŸ˜…

hearty sandal
#

classic stuff

native aspen
#

Thanks again

random siren
#

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

undone quiver
#

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?

slow cypress
#

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?

rough hatch
# random siren Hello, I am looking for help regarding a model I am working on. What I want to ...

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

random siren
#

@rough hatch

Thanks! now i try itπŸ™‚

slow cypress
#
    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?

slow cypress
#

since its basically a script in a config

clever geyser
#

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.

hearty sandal
#

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)

long oyster
#

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.

hot pine
#

supplies_f for newer ones

long oyster
#

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

bright leaf
#

hey, need some help. Got this 2 errors. I don't know what i messed up in the config

#

Code

untold temple
#

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

bright leaf
#

@untold temple forgot one screenshot

untold temple
#

Is that inside cfgVehicles?

bright leaf
#

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

shrewd quest
#

dumb question: can you actively work on a mod while also using it in arma?

hearty sandal
#

please explain?

void berry
#

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

hearty sandal
#

there is Filepatching and MergeConfig options with DiagExe for more advanced developing

long oyster
#

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?

hearty sandal
#

Probably scripting if it's script you are running and not config driven submunitions

long oyster
#

Nope, the script spawns extra explosions. Thanks.

rustic cape
#

Quick question, is there a way to do nested arrays in config ? Something like
myNestedArray = {{"someString", 4},{"someOtherString", 4}}

slim halo
rustic cape
#

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

slim halo
#

what I said is correct

rustic cape
#

ehh

#

omg

#

i'm dumb

#

there is an exceeding } at the end

#

sorry for that, thanks !

smoky arch
#

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)

untold temple
#

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 ;

slim halo
#

if it's too big use pastebin

smoky arch
#

it's a music pack that can be played by Zeus

slim halo
#

@smoky arch line 42 -> one extra comma
(I'll keep pointing out as I read)

#

seems like that's the only one

smoky arch
#

by line 42 you mean

#

"War",

#

?

slim halo
#

yes

smoky arch
#

because I see only one comma there

#

is it supposed to have 2?

slim halo
#

you shouldn't put anything meowsweats

#

it ends there

#

"War"

smoky arch
#

ah

slim halo
#

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

smoky arch
#

you mean the whole tracks part?

slim halo
#

yes

#

why do you add it?

smoky arch
#

it's for my own use

#

but I still got the same error

slim halo
smoky arch
#

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

sullen fulcrum
#

do trees require the land prefix?

slim halo
#

no

sullen fulcrum
#

alright

#

assuming I did everything right do editor placed trees sway?

slim halo
sullen fulcrum
#

ah

sullen fulcrum
#

So I get the tree the following named properties in my geometry LOD
map = tree
class = TreeHard
damage = tree

olive aspen
#

In a helicopters config the fuelconsumptionrate is the fuel capacity consumed per seconds correct?

hearty sandal
#

@sullen fulcrum u sure editor placed trees have that capability?

sullen fulcrum
#

Idk

rancid lotus
#

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

rancid lotus
#

Any ideas what I'm getting wrong here?

slim halo
#

is the sound from a mod?

rancid lotus
#

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

slim halo
rancid lotus
#

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―_(ツ)_/Β―

#

I have no clue

slim halo
#

not sure about cfgSounds

#

guess that's an exception

rancid lotus
#

Weird

upbeat bison
#

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!

wintry tartan
#

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?

upbeat bison
#

I packed it into a PBO using the Addon Builder in Arma 3 Tools

wintry tartan
#

phew At least it isn't a PboManager...

upbeat bison
wintry tartan
#

Just in case, did you load the Mod? Also, why you're trying to overwrite an existed helmet?

upbeat bison
wintry tartan
#

Does your config.cpp have CfgPatches entry?

upbeat bison
#

No, it doesn't have that entry.

wintry tartan
#

That's an mandatory

upbeat bison
#

Got it. I'll work on adding that. Is there anything else I'm missing besides the CfgPatches?

wintry tartan
#

Try to do add it first. The config itself is really in legit format, but those data aren't good it seems, so far

karmic forge
#

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.

plucky notch
#

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.

heavy marlin
#

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

untold temple
#

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

heavy marlin
#

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

untold temple
#

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

heavy marlin
#

oh i see thats an ace compat

#

so all launchers in vanilla/dlc are reloadable

#

?

untold temple
#

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

heavy marlin
#

tyvm fixed my issues

#

now to learn how to create a custom hand animation

hearty sandal
river ravine
#

Is there any useful macro for optics magnification / FOV?

#

It seems like __EVAL(0.25 / ##mag##) should work?

untold temple
#

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

river ravine
#

Gotcha, thanks for the insight.

untold temple
#

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

strange egret
#

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...

untold temple
#

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

upbeat bison
# wintry tartan Try to do add it first. The config itself is really in legit format, but those d...

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”‚
└───HelmetModel
        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

untold temple
#

Try adding \ at the start of the path

upbeat bison
#

That didn't work. Should I be doing the full path starting from my C drive to the specific file?

hearty sandal
#

no

#

you should have P drive development environment set up

river ravine
#

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.

strange egret
#

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.

river ravine
#

Hmmm, and just use a trajectory calculator to get the projectile path I'm guessing?

strange egret
#

idk what calculator you mean, but if it gives you either bullet drop at certain range, or the elevation angle correction required, then yes

river ravine
#

Something like this. I dunno I'm bad at math haha.

strange egret
#

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)

river ravine
#

Gotcha.

strange egret
#

unless your gun has no airfriction...

upbeat bison
river ravine
#

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?

untold temple
#

You only need that if you don't have zeroing on the optic

river ravine
#

Yeah it doesn't have any zeroing.

untold temple
#

It's for simulating redfield ART type scopes where the sight's zero changes based on how zoomed in it is

river ravine
#

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.

untold temple
#

What ever distance you want the centre of the screen to be zeroed to

#

Missiles, probably has no effect on

river ravine
#

Rocket, sorry. It has drop. πŸ˜„

#

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?

upbeat bison
#

So after I setup my P drive, what changes do I need to make to fix my config?

hearty sandal
#

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

river ravine
#

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.

strange egret
#

rocket... erm yeah rockets are special candidates, wrapped in mystery gift paper

river ravine
#

Blehh. πŸ˜„

strange egret
#

it gets predictable if you have unpowered flight ( no thrust), and only initspeed

river ravine
#

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.

strange egret
#

yes ammo always uses initSpeed from magazine - or from weapon (if it overwrites it)

river ravine
#

Gotcha.

#

I'm guessing initSpeed should be the velocity for when the rocket leaves the tube?

strange egret
#

yeah

river ravine
#

Or should it be after thrust / AKA max speed.

#

Ok

strange egret
#

thrust is applied after initspeed and increases speed until maxspeed is reached or thrustTime is exceeded

untold temple
#

Thrust starts after initTime

strange egret
#

my bad

river ravine
#

Gotcha, and I'm guessing if thrustTime is lower, thrust is gained faster or?

strange egret
#

no thrust = amount of "force" pushing (-> acceleration)

#

more thrust -> speed increases faster

untold temple
#

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

river ravine
#

Ah! Okay that makes more sense.

#

Thanks yall!

#

Hopefully I can wrap up this PzF3 after work haha.

upbeat bison
zenith osprey
#

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"};
    };
};
hearty sandal
#

like A3\ is BI project folder

#

your would be something like P:\DogeDude\OtherFoldersYouPackIntoPbos

zenith osprey
upbeat bison
#

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”‚
└───HelmetModel
        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

hearty sandal
#

you need model.cfg

#

your config class is fubar

ashen prairie
#

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]

hearty sandal
#

πŸ‘ Indeed, Well done there!

paper path
#

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

hearty sandal
#

yes I recall there are config parameters for that

paper path
#

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.

hearty sandal
#

free look is the ALT look I think

paper path
#

since the commander doesnt actually use it till they turn out, id like it to only follow the camera when turned out

covert sapphire
#

Does anyone know where I can find a head config. On google all these tutorials are on armaholic and its down.

hearty sandal
#

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

muted plaza
#

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?

hearty sandal
#

Check out the config of a vanilla ammo box in game

muted plaza
#

Ok

plucky notch
nocturne verge
#

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", }; };

hearty sandal
#

what part does not work?

nocturne verge
hearty sandal
#

indeed it should

#

where did you put it?

nocturne verge
#
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

idle matrix
#

you don't need that though

#

all you really need for reskins is hiddenSelectionsTextures

nocturne verge
#

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

delicate inlet
#

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";
    };
strange egret
gritty rune
#

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)

delicate inlet
strange egret
#

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.

delicate inlet
#

noted. Thanks a lot blobheart

queen gust
strange egret
#

yes. false automatically gets converted to 0 in the game. If you binarize, i think it will already be converted

kindred viper
#

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";```
regal jacinth
#

does editorPreview use jpg or paa for the pictures?

kindred viper
#

The weapon class I'm trying this on isn't inherited from any RHS class

kindred viper
regal jacinth
#

thanks

queen gust
strange egret
#

you can check your config ingame via the config viewer

queen gust
#

How does that help me? Doesn't it just display the raw sqf? I've never really used that tool...

strange egret
#

no it displays the configs...

queen gust
#

Okay, I'll check it out thanks!

regal jacinth
#

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

queen gust
#

and Textview usually only works for me to open an .PNG or .PAA

regal jacinth
#

The pictures are 455x256

queen gust
#

Note: All input textures must have resolution 2^x / 2^y

idle matrix
untold temple
#

He’s probably using hiddenSelectionsMaterials too. Which does stop injury rvmats from working. No way around that

untold temple
nocturne verge
kindred viper
#

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

clever geyser
hearty sandal
#

yes

clever geyser
#

alright thanks

#

Why is it supposed to be capitalized btw? Best practice?

untold temple
kindred viper
#

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?

untold temple
#

That’s just a fire mode for animation of the stock. Nothing to do with initialising the script

#

The fire mode isn’t 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 don’t mind it just switching between the two

kindred viper
#

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";

vast tartan
#

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.

untold temple
#

Each weapon generally uses its own rsc class, even if it has similar functions to other weapons

kindred viper
#

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?

untold temple
#

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;};
    };```
kindred viper
#

Alright, thanks a lot for the help!

stoic lily
vast tartan
regal jacinth
#

hey im still having problems with the editorPreviews not showing

wintry tartan
#

Which means your path is wrong

untold temple
#

Or the files aren't being compiled into the .pbo

regal jacinth
#

the path is correct, is there a limit on how deep the folder can be?

wintry tartan
#

Tell more details

regal jacinth
#

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

untold temple
#

What are you packing it with?

regal jacinth
#

rn addon builder

untold temple
#

In the options for it, does it have *jpg in the list of files to copy directly?

regal jacinth
#

ah

#

maybe thats the problem yea

untold temple
#

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

regal jacinth
#

thanks ill give it a go

#

yep that solved it

random siren
#

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

untold temple
#

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

sharp raven
#

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 :)

hearty sandal
#

If you pastebin your config and link it here with description of what works and what doesn't someone might take a look.

grand zinc
#

You just add entries to CfgMarkers. Make sure that your scope=2 and thats about it

sharp raven
#
    {
        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

grand zinc
#

shadow="true";
I'm pretty sure that should be shadow=1

sharp raven
#

hm, it appears so

grand zinc
#

whats the problem? not showing up? errors?

sharp raven
#

No errors

#

Just get nothing

grand zinc
#

no icon rendering, but marker is listed in marker selection list?

sharp raven
#

Negative, I get no indication anything's new

wintry tartan
#

What's your full config?

#

CfgPatches?

sharp raven
#

Uh, yes

#
{
    class plp_containers
    {
        units[]={};
        weapons[]={};
        version=0.2;
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Data_F"
        };
    };
};```
grand zinc
#

class plp_containers
that sounds wrong

sharp raven
#

it does

grand zinc
#

you need your own name there

#

usually matches the pbo name

sharp raven
#

Okay

#

the required addons portion, is that relevant?

#

Different mods I've seen appear to have random basegame filles tossed in there

grand zinc
#

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

sharp raven
#

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

grand zinc
#

yep all right

#

well actually

sharp raven
#

okie doke, gonna glue everything together and see if it works

#

uh oh

grand zinc
#

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

sharp raven
#

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}

grand zinc
#

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

sharp raven
#

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!

hearty sandal
#

The marker itself needs to be greyscale for the coloring to work

sharp raven
#

Coloring seems to function properly with both

neon bronze
#

Can anyone help me

hearty sandal
#

will need more details than that

hearty sandal
#

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

#

πŸ˜‘

#

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

slim halo
#

@neon bronze just post your whole config file on pastebin

neon bronze
#

At this point

#

I reverted it to the original code and just want my game to launch

slim halo
#

this error is meaningless by itself

neon bronze
#

thats all I'm given

slim halo
neon bronze
#

@slim halo Posted

slim halo
neon bronze
#

I know ..

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Yet its still giving me an error

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That error makes zero sense

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I repaired all my mods

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and restarted my PC

slim halo
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what are your editing exactly?

neon bronze
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the armor values ..

slim halo
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sounds to me you just copied some config and edited its values

hearty sandal
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how do you put your edits back into the mod?

neon bronze
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what do you mean

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Oh repacking the pbo

hearty sandal
neon bronze
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no bueno?

hearty sandal
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no

neon bronze
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rip

hearty sandal
neon bronze
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We have our own modpack

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and we repack our pbo

hearty sandal
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no bueno

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you should not do that

slim halo
neon bronze
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Zero clue how to make config patch addons

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Having our own modpack is not allowed

hearty sandal
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no

neon bronze
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says who

hearty sandal
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most mod makers

neon bronze
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We have permission tho ..

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what

slim halo
neon bronze
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but we have permission

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thats what im saying

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@slim halo

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everything else is custom content

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im just trying to figure out how do I fix this

hearty sandal
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config patch addon is still the way to go

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then you dont even need the original mod in your pack and can just use the real one

neon bronze
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class CfgPatches

hearty sandal
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is the header of config file

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it connects it to other configs

neon bronze
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So how do I make the config patch addon?

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I'm looking this up and cant find anything

hearty sandal
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you set up the tools and P drive

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and make a folder called P:\yourMod\

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make a config.cpp file into it and write the config stuff you want to do

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and pack it up

neon bronze
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that will overwrite preexisting values?

hearty sandal
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in its cfgpatches you refer to the original configs cfgPatches class name

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so that your new config is loaded after the original one

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and thus overwrites the values

neon bronze
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ahhhh

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that makes sense I guess

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I've never used P drive

hearty sandal
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thats about it in the simple form

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yeh I figured

neon bronze
hearty sandal
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Id recommend using mikeros tools and pboProject to pack your pbo

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as it can catch most of the mistakes you can do

neon bronze
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Less breaky

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so Im getting this error most likely from packing up and unpacking the modfile

neon bronze
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which may or may not cause it to break

hearty sandal
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probably

neon bronze
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what do I do with mikeros tools

hearty sandal
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setup P drive and pack the pbo

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and pack it with heavy debugging that will help you make it right

neon bronze
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And I should be able to reedit the PBOs I make right

hearty sandal
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well you can edit your source and make a new pbo

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editing pbos is not really good way to do stuff ever

neon bronze
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PBO stacking sounds like it could get messy

neon bronze
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Is this the current correct way to set armor values

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to a vest

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Somehow the vest im editing is making their chest area invulnerable.

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this is my current config

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Again it makes it to where they took no damage to the chest area.

silver hollow
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is anyone know how to config a BLUFOR to make them GUER/INDEP?

delicate inlet
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Is it possible to attach the ace hearing variables to facewear? πŸ€”

wraith burrow
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yes I guess you can find needed codes on ace framework on ace website @delicate inlet

dense elbow
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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

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Is there a way to override the recoil?

untold temple
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There's a parameter in cfgMagazines. muzzleImpulseFactor[]

hearty sandal
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πŸ˜„

dense elbow
dense elbow