#arma3_config
1 messages · Page 129 of 1
you have a broken mod
you will need to get the mod maker to fix it
or not use that mod
well looks like you dont have a magazine of that classname in your configs
so you may have a typo somewhere
or that magazines config is not complete
maybe do faulty inheritance
or faulty placement in cfgMagazines
or missing { or }; somewhere
basically it means this magazine class has errors in it
class 30rnd_300Blk_PMAG_Black: Poseidon_300Blackout_Ball { author="Keats"; ammo="Poseidon_300Blackout_Ball"; count = 30; displayName="PMAG .300Blackout(Black)"; displaynameshort=".300Blackout PMAG"; initSpeed=909; nameSound="magazine"; mass = 11; lastRoundsTracer = 4; scope = 2; tracersEvery=0; displaynameshort=".300Blackout PMAG"; picture="\Poseidon_Magazine\ui\pmag_ui"; modelSpecial="\Poseidon_Magazine\model\pmag\556PMAG.p3d"; hiddenSelections[]={"magazine"}; hiddenSelectionsTextures[]={"Poseidon_Magazine\tex\pmag\pmag_black_300.paa"}; modelSpecialIsProxy = 1; model="\Poseidon_Magazine\model\pmag\556PMAG_down.p3d"; };
is my config
Sorry, I just copied it on by accident🤣
is Ammo
class Poseidon_300Blackout_Ball : B_556x45_Ball { airFriction = -0.00113233; airlock = 1; audiblefire = 8; caliber = 0.500; deflecting = 22; cartridge = "FxCartridge_762"; cost = 1.2; hit = 10.34; indirecthit = 0; indirecthitrange = 0; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; tracerendtime = 1; tracerscale = 1; tracerstarttime = 0.05; typicalspeed = 674.6; visiblefire = 5; class CamShakeExplode { distance = "((6^0.5)*3)"; duration = "((round (6^0.5))*0.2 max 0.2)"; frequency = 20; power = "(6^0.5)"; }; class CamShakeHit { distance = 1; duration = "((round (6^0.25))*0.2 max 0.2)"; frequency = 20; power = 6; }; AB_caliber = 0.308; AB_bulletLength = 1.118; AB_bulletMass = 147; AB_ammoTempMuzzleVelocityShifts[] = { -26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19 }; AB_ballisticCoefficients[] = { 0.398 }; AB_velocityBoundaries[] = {}; AB_standardAtmosphere = "ICAO"; AB_dragModel = 1; AB_muzzleVelocities[] = { 559, 609, 625 }; AB_barrelLengths[] = { 6, 16, 20 }; ACE_caliber = 7.823; ACE_bulletLength = 28.397; ACE_bulletMass = 9.5256; ACE_ammoTempMuzzleVelocityShifts[] = { -26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19 }; ACE_ballisticCoefficients[] = { 0.398 }; ACE_velocityBoundaries[] = {}; ACE_standardAtmosphere = "ICAO"; ACE_dragModel = 1; ACE_muzzleVelocities[] = { 559, 609, 625 }; ACE_barrelLengths[] = { 152.4, 406.4, 508.0 }; }; };
can you connect the dots
magazine != ammo
cfgMagazines and cfgAmmo are 2 different things
they connect only in here ammo="Poseidon_300Blackout_Ball";
check out vanilla magazine class and compare it to yours and add the missing things
like the library class your error points to
Could some one slip me a config that works for thrown weapons please.
Preferable for a frag grenade too.
Is there any tutorial/writeup to building a new explosive?
most likely not. But if you know how to make a new weapon with new magazine and new ammo then you can apply that knowledge to make a new explosive too
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you probably have poopy probprefix in use
which adds the rest of the path to the configs on packing
pboprefix is not really necessary if you dont know how to use it
of you have extracted this aftermat stuff in wrong folders
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Where would i go to write a custom namelist for a faction so i can set it in IdentityTypes[]?
Had this issue before but no solution was found, dealing with it again
Weapon double-fires on semi-auto when only click to shoot once
reloadTime = 0.0857142857; set to both Single and FullAuto. Original was (NIArms RK 62) 0.085. Setting it back to that still has the same issue. Tried setting the rof really low (0.2) - still same issue persists
what makes you sure you fire twice?
There are -2 bullets instead of -1
are ther also 2 impacts?
well, not two impacts, but two pullet tracer lines in the arsenal
can you post full config?
yes, will do soon
you can make shots reduce by 2 or more per each bullet fired (used on miniguns to make it look like it fires a lot, but it actually doesnt) - but thats evidently not the case.
so either your single firemode inherits a burst=2 or so. Or there is some eventhandler script that you are inheriting.
deleted
maybe it thinks you are spamming. For longer configs, i suggest using pastebin.com or an equivalent text upload site
True, completely forgot about that, let me do that
& ill delete the prev so not to "spam")
Aaaaand I solved it right after asking even through I couldn't find an answer for so long before I posted.., it always goes like this)))
Just after posting I noticed something weird
burstRangeMax = 3;
At the time I probably thought it was some magic modifier for the AI to work
A quick search on the wiki answered all the questions
So it all works as it should now)
Still, thanks for the help!
np, it happens to me ever so often
Hello there! I'm pretty new to modding so I suspect I've made some silly error somewhere, but I'd like to enlist some help. I've been trying to figure out why addon builder is giving me a "build failed. result code=1" error message.
Here's my config
Thanks in advance for any help!
anyone know what would cause:
bin\config.bin/CfgAmmo/Components.simulation
Any broken Mod
@wintry tartan it's an error from what I am making, don't know what is causing it
Then post your config
alright one moment. Different asset is causing a ctd when it is selected in editor, any thoughts on what would cause that? @wintry tartan
🤔
not when placed
when it is even clicked in the editor
mikero's doesn't show any errors or warnings
hm
I don't know which is your problem now
like I said, different asset
Without describing more I can say nothing
And? Which is your issue now?
that is where this is coming from```bin\config.bin/CfgAmmo/Components.simulation
Well most likely wrong inheritance. I don't know those TIOW things so IDK
¯_(ツ)_/¯
You have c
Components class in cfgammo - those don't exist there. Cfgammo and cfgvehicles contain only valid classes
Most likely it's class components;
@hot pine they are not.
The error says that’s where they are. Check your bracketing
ctrl f says components doesn't exist in the config
it is here if you'd like to verify @untold temple
Then make sure it's not some other addon
will do
@hot pine any thoughts on what is causing a ctd when an asset is selected in editor
I know that's a super broad question, wanting to check to see if anything like that stands out to you
Rtp is your friend
Hey guys I am looking for a thrown weapons template. Thank you please.
Did you look at the vanilla configs?
class CfgPatches
{
class Apollo_Hats
{
name = "Apollo Hats";
author = "JRyan";
url = "";
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};
};
class CfgWeapon
{
class ItemCore;
class HeadgearItem;
class Apollo_Caps: ItemCore
{
author="JRyan";
scope = 2;
weaponPoolAvailable = 1;
displayName="MC BLK Cap";
picture="\ass\apollo_hats\ui\ApolloT.paa";
model = "\ass\apollo_hats\models\capb.p3d";
hiddenSelections[] = { "camo" };
hiddenSelectionsTextures[]= {"\ass\apollo_hats\textures\apollo_mc_blk_co.paa"};
class ItemInfo: HeadgearItem
{
mass =40;
uniformModel = "\ass\apollo_hats\models\capb.p3d";
modelSides[] = { TCivilian, TWest };
hiddenSelections[] = { "camo" };
};
class HitpointsProtectInfo
{
class Head
{
hitPointName = "HitHead";
armor = 1;
passthrough = 0.1;
};
};
};
};
class CfgWeapons
{
class HeadgearItem;
class Apollo_Cap_MCBLK;
class Apollo_Caps: Apollo_Cap_MCBLK
{
author = "JRyan";
weaponPoolAvailable = 1;
displayName = "MC BLK Cap";
picture="\ass\apollo_hats\ui\ApolloT.paa";
model = "\ass\apollo_hats\models\capb.p3d";
class ItemInfo: HeadgearItem
{
mass = 40;
uniformModel = "\ass\apollo_hats\models\capb.p3d";
modelSides[] = { TCivilian, TWest };
hiddenSelections[] = { "camo" };
class HitpointsProtectionInfo
{
class Head
{
hitPointName = "HitHead";
armor = 1;
passThrough = 0.1;
};
};
};
};
};
could someone tell me what could be wrong with this. I dont get any errors in pboproject.
Just trying to add a retextured hat to the arsenal.
Retextured hat vanilla or retextured hat of your own?
Its a vanilla hat re textured @winter rain
i believe the texture and model is working, but just not appearing in the arsenal.
class CfgPatches
{
class apollo_hats
{
name = "Apollo Hats";
author = "JRyan";
url = "";
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = { A3_characters_f};
};
};
class cfgWeapon
{
class ItemCore;
class InventoryItem_Base_F;
class HeadgearItem;
class Apollo_Cap_MC_BLK: ItemCore
{
author="JRyan";
scope = 2;
weaponPoolAvailable=1;
displayName="Cap (MC BLK)";
picture="apollo_hats\ui\ApolloT.paa";
model = "apollo_hats\models\capb";
hiddenSelections[] = { "camo" };
hiddenSelectionsTextures[]= {"apollo_hats\textures\apollo_mc_blk_co.paa"};
class ItemInfo: HeadgearItem
{
mass = 1;
uniformModel = "apollo_hats\models\capb";
modelSides[] = { 0,1,2,3 };
hiddenSelections[] = { "camo" };
};
class HitpointsProtectInfo
{
class Head
{
hitPointName = "HitHead";
armor = 1;
passthrough = 0.1;
};
};
};
};
also this is the config updated
i referenced other material and changes a few things.
@fresh laurel I dont know any config class named cfgWeapon, did you mean cfgWeapons?
😁
That is for displaying in zeus, unaffiliated with rest.
what's the secret ingridient to make cruise missiles be able to target a laser designation/ simple target behind a hill. I am shooting the cruise missile from a Infantry Launcher, but i can't lock onto the laser designated target, which is not in vision range. The Ammocfg looks exactly like the VLS missile.
@slim halo Yes I have looked at the Vanilla Configs and I cant see any thrown weapons configs or work out how to change the weapons config into a thrown weapons config. Some one must just have a config or does no one ever make modded grenades?
I don't know where you've been looking, but all you need is an AIO config
for cfgMagazines config, search for grenadeHand; for cfgAmmo config, search for handGrenade
Set reportRemoteTargets and reportOwnPosition to 1 in the unit's config.
You can enable Data Link for infantry units using handheld designators in the editor by the way by using the Data Link attributes.
No need for config.
@marble flame "Throw" is a generic weapon that uses all the hand grenades as its ammo, you would need a cfgmagazine and cfgammo class and then add those to the cfgweapons class throw weapon
@hot pine are the BI throw and put weapons set up with a magazinewell now?
no, it wouldn't work anyway since grenades are configured as muzzles, not magazines
you usually want to cycle through variant types of grenades
Oh yeah!
So @marble flame setup if you want your grenade to by cyclable with ctrl+G rather than only loaded via action menu is to use += operator on the throw weapon's muzzles[] array, and define your custom grenade's mag as the magazine for that muzzle
class cfgWeapons
class GrenadeLauncher;
class Throw: GrenadeLauncher
{
muzzles[] += {
mygrenade_Throw
};
class ThrowMuzzle: GrenadeLauncher {};
class mygrenade_Throw: ThrowMuzzle
{
magazines[] =
{
"mygrenade_Mag"
};
};
};
};```
Always the little oversights that cause the biggest problems. Thank you.
Yep , I can imagine you checked a lot of properties and documentation before looking that. Benefits of posting code here, a 2nd eye always helps.
yea, i spent ~6 hours trying to dubug it
Thanks guys I will have a look at all that. 🌞
can someone explain to me what scope means? currently learning to write the configs and i keep getting an error about scope in one of my classes
What is the error?
No entry ‘bin\config.bin/CfgVehicles/Palaeophis_Regular.scope’
` class Palaeophis_Regular;
class Unif_Palaeophis_Regular: Palaeophis_Regular
{
author = "Kasu";
_generalMacro = "Palaeophis_Regular";
scope = 2;
displayName = "Palaeophis";
identityTypes[] = {"Head_NATO", "G_NATO_default"};
genericNames = "Palaeophis";
faction = "Kasuniforms";
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; //Default NATO
uniformClass = "Palaeophis";
hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"\Palaeophis\Data\Palaeophis_co.paa"};
};`
Palaeophis_Regular doesn't exist I think
Ah i think i may of found the issue, forgot to change the name one a few lines
Nope, still not seeming to work, ill dump the whole config since im at a loss at what it is, still new to this
What's your entire config?
Okay, so, what Palaeophis_Regular supposed to be? From which Mod?
I'm retexturing the standard Nato uniform, its one version of the pattern
Vanilla doesn't have Palaeophis_Regular after all. You should to inherit from something else
ahhhh i see, ty
cfgVehicles config reference on the wiki explains many of the common parameters
the error message important bits are these 2
the first part is the problematic classname
and the part after the dot is the missing thing the engine needs
it can also indicate a class in wrong place
Hey peeps, how do you define what icon a unit uses when its visible in zeus?
Example: https://ibb.co/pJy4DH0
did you check unit in the config viewer? iirc there's something defining that icon and the preview image you can see in Editor however I'm not sure
and can't check it myself yet
Looks like its defined in CfgVehicles as expected, thanks 
currently having an issue with a missile overshooting the target in Top-Down mode by a few meters and landing behind it. I've tried editing every config but to no avail. Did anyone have the same issue or does anyone know how to solve this.
Anyone knows how to fix the weird bendy knees for the ragdoll?
I've got a scope that doesn't zero properly to different defined ranges. I didn't make it, so all I can do is a compat that fixes it, what would be the cause of this issue?
Basically it shoots at the place regardless if it's zeroed at 300m or 1300m
does it have discreteDistanceCameraPoint[] defined
as that will disable the engine zeroing
yeah, you can try one of ragdoll mods that are in Workshop however don't expect them to work properly in multiplayer
vanilla or mod?
vanilla, i use vanilla configs. I might try disable ace, but i doubt ace is doing something to missile charackteristics to make it overshoot
yeh i am doing a mod and the modded missile is overshooting sadly.
ok lol i figured it out, so i had a secondary modeloptics[]= in the Opticsmode, because primary weapons use it and these optics apperently have 100-300+ base zeroing, which u can't change in the missile launcher. Just deleted it and it works
Doesn't look like it does
and it inherits from ItemCore and InventoryOpticsItem_Base_F, so assume it's not inheriting that either
Do you have the zeroing distances defined?
discreteDistance[]? Yes
i could swear there was a way to use hidden selections on pylon weapons / models. do i remember this wrong?
yup, there is no way to retexture pylons
ok, shame.
need to have different color scheme parts available I suppose
Yep, that's what I had to do for the AIM-9 rails on the AH-1 and AH-64 when we added dynamic loadouts for the RHS ones. Make separate mags with separate pylon models that had either the grey or OD texture applied
Did anyone here know that CfgWeapons subItems can also be defined as a subclass?
class MyWeapon {
subItems[] = {"ItemGPS"};
}
is actually the same as this
class MyWeapon {
class ItemGPS {};
}
Does anyone know if this was documented somewhere?
that's interesting
does subItems work for weapons though?
I remember trying it to have a weapon that also takes the backpack slot but it only would work if I used a helmet/vest
Well items (headgear) are also "weapons"
But for actual rifle weapons, I thought it doesn't
But they still crash the game 😄
that reminds me - last year i asked if weapons can have a flashlight built into them (without extra attachment). back then the general consensus was that no, probably not possible. however, as it turned out, it is indeed possible, as there is a hidden weapon (ak with flashlight) in the apex dlc that does just that :>
👍
well, R3vo was partially right back then - Vermin HAD integrated flashlight till someone from decided to make it as an accessory (so you can detach it)
damnit. lies and deception.
it was changed in 2017
weird change. it's like removing a unique element from the gun
and it's not like you can attach something else instead
The old Arma 2 way still works (integrated flashlight, no attachments)
submunition question: i want to do a "pseudo topdown" rocket working the following: illustrated: /\ . I shot it up in the air, after 3 seconds it triggers and the submunition flies with an 45 angle down to ground. What SubmunitionConeType[] and SubmunitionConeAngle should i use. The wiki is not very clear with it. Right now i have the following config:
submunitionInitSpeed=1000;
submunitionParentSpeedCoef=0;
submunitionInitialOffset[]={0,0,0};
submunitionConeAngle=315;
triggerOnImpact=0;
triggerTime=3;
deleteParentWhenTriggered=1;
take a look at PCML config - it has overhead top down attack (EFP)
isn't the PCML using SubmunitionTargetDirection, and this way it can lead on the target. Not having the config at hand rn. But since i am not having a direct/locked target. I probably can't use that parameter. But'll try
submunitionConeAngle[] = {0, 4};
submunitionConeAngleHorizontal = 720;
submunitionAutoleveling = 1;
submunitionConeType[] = {"randomupcone", 1};``` you can try modyfing this one (this goes up between 0 & 4 degrees). Maybe it's working with negative values too
otherwise you could have to use custom cone - I haven't used it in before so you will probably have to figure it out on your own
So my old buddy gave me a small mod that has placeable asphalt in it, I have since edited the PAA file in photoshop to make the placeable asphalt smaller. Now I am in the predicimate on how I would even get this back in the game so I could place it in eden?
Is there a list out there of which weapons do / don't have magazine proxies?
I think they all do apart from the belt-fed ones and 7.62mm rifles
Yeah, I've been fiddling around here and there, and the two I decided to touch (the Negev and the Katiba) didn't. Was a little bit frustrating.
Yo guys, how do i fix No entry 'bin\config.bin/CfgWeapons.XXX' it's something thats evaded me for ages and i can't seem to find any advice online, ill paste my CfgWeapons section
`class cfgWeapons
{
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
class ItemInfo;
};
class Disruptive_Mccollum_Pattern_1: Uniform_Base
{
scope = 2;
displayName = "Disruptive Mccollum Pattern";
picture = "\Disruptive_Mccollum_Pattern\UI\Icon_co.paa";
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d";
class ItemInfo : UniformItem {
uniformClass = "Disruptive_Mccollum_Pattern_PC";
containerClass = "Supply50";
mass = 50;
};
};
class Disruptive_Mccollum_Pattern_2: Uniform_Base
{
scope = 2;
displayName = "Disruptive Mccollum Pattern - (T-Shirt)";
picture = "\Disruptive_Mccollum_Pattern\UI\Icon_co.paa";
model = "\A3\characters_f\BLUFOR\b_soldier_02.p3d";
class ItemInfo : UniformItem {
uniformClass = "Disruptive_Mccollum_Pattern_PC_TS";
containerClass = "Supply50";
mass = 50;
};
};
class Disruptive_Mccollum_Pattern_3: Uniform_Base
{
scope = 2;
displayName = "Disruptive Mccollum Pattern - (Rolled Sleeves)";
picture = "\Disruptive_Mccollum_Pattern\UI\Icon_co.paa";
model = "\A3\characters_f\BLUFOR\b_soldier_03.p3d";
class ItemInfo : UniformItem {
uniformClass = "Disruptive_Mccollum_Pattern_PC_SS";
containerClass = "Supply50";
mass = 50;
};
};`
Everything else seems to work fine but i keep getting this error
what is the actual full error you're getting?
No entry 'bin\config.bin/CfgWeapons.Disruptive_Mccollum_Pattern_PC.'
uniformClass = "Disruptive_Mccollum_Pattern_PC";
You're saying here that it should use that class for the uniform
but you don't have that class, you didn't create it
huh, it should be?
But your error doesn't seem right to me
`class CfgVehicles
{
class B_Soldier_F;
class Disruptive_Mccollum_Pattern_PC: B_soldier_F {
author = "Kasu";
_generalMacro = "B_soldier_F";
scope = 2;
displayName = "Disruptive Mccollum Pattern";
identityTypes[] = {"Head_NATO", "G_NATO_default"};
genericNames = "Disruptive_Mccollum_Pattern_R";
faction = "Kasuniform_F";
model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; //Default NATO
uniformClass = "Disruptive_Mccollum_Pattern_PC";
hiddenSelections[] = {"Camo","Insignia"};
hiddenSelectionsTextures[] = {"\Disruptive_Mccollum_Pattern\Data\Disruptive_Mccollum_Pattern_Uniform_co.paa"};
weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"};
respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"};
magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"};
linkedItems[] = {"Disruptive_Mccollum_Pattern_Helmet1","Disruptive_Mccollum_Pattern_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
respawnLinkedItems[] = {"Disruptive_Mccollum_Pattern_Helmet1","Disruptive_Mccollum_Pattern_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};`
it should be erroring about CfgVehicles, not CfgWeapons
uniformClass = "Disruptive_Mccollum_Pattern_PC";
That needs to direct back to your CfgWeapons class
But that is called Disruptive_Mccollum_Pattern_1 and not Disruptive_Mccollum_Pattern_PC
is there no black varient of the 30Rnd_65x39_caseless_mag for the black varient of the MX?
nevermind ifound it
Hello guys,
I am confused about an error in PboProject which I was unable to correct.
I have correctly filled in the requireAddons, I call the texture and yet it tells me that the file is missing.
Did I miss something ?
https://i.imgur.com/gfZARdv.png
why don't you just use addon builder?

also path looks to be correct indeed
but do you have that pbo unpacked on your P drive?
Yeah, when I tried with AB, it seems to be fine
as pboProject can only validate the path if the files are in your P drive
is your pboProject up to date?
gonna check, it's 2.63
Free tool is actually .2.89
I'll update, and thinking about subscribing, it may be worth
Same error with the latest version 
He really doesn't want to use external source, I can extract textures and put them in my mod but if I can avoid this way 
are you mounting P drive with custom mapdisk.bat (simple subst P: command) or are you suing the P drive mounting from Arma Tools launcher
Thank you GentleGoat
gonna try this later
Swapping to mapdisk was such a good decision. No more A3 tools cluttering my work drive.
A3 tools has other uses 
does mapdisk not also duplicate them?
DokanPbo best thing, read directly out of pbo files 
Mapdisk just makes an empty partition from whatever folder you tell it to.
I thought you meant A3 Tools is cluttering your disk (because you just use P drive) 
What armor level would you ugys reccommend for helmets
to make it realistic
Like stop 9mm
Nvmd got something
When doing CfgGroups, what's the correct class for Independent forces? "class Independent?"
class Indep, snippet from our config
class CfgGroups
{
class Indep
{
name = "Independent";
side = 2;
class cwr3_fia
{
name = "FIA (CWR III)";
class Infantry
{
name = "Infantry";
class cwr3_i_rifle_squad
{
faction = "cwr3_faction_fia";
icon = "\a3\ui_f\data\map\markers\nato\n_inf.paa";
name = "Rifle Squad";
rarityGroup = 0.5;
side = 2;
class Unit0
{
position[] = {0,0,0};
rank = "SERGEANT";
side = 2;
vehicle = "cwr3_i_soldier_sl";
};
Thank you, W0lle - you're a star. ❤️
it depends on the configuration of the ammo.
Found it after a good night's sleep : I was calling _co texture but they're _ca 
Anyone know how to script a water landing?
Hello, I'm trying to add an RWR to the MH-6 but it does not appear to be taking. My sensor panel works entirely as intended otherwise
Hey guys, not sure if this is the right channel at all, so please be kind.
I'm making a vehicle mod and I'm trying to change the vehicles max reverse speed, because it doesn't match the real life vehicle. I'm using complexGearbox but I can't figure out how to set it. I tried everything regarding engine rpm, torque, gear ratios and nothing seems to work. There is nothing mentioned about reverse speed in any of the documentations from BI, so I'm hoping some of you guys might know.
@left pond as far as I know, its in the gearbox, you can see R1 D1 D2 etc. There is also other stuff you have to check.
R1 is reverse, all D's are drive forward.
The numbers have something to do with the speed, so you have to play around with the R number.
Also other stuff is mass in the model defined, and in the config the wheel specs. But let them be vanilla for first.
Just copy the line with R1 D1 D2 etc and paste them and set 2 // in front of it so its inactive and original and change the other wich is active and try out with the R numbers.
What I think is, as example with the D's is like in real, the max speed with each gear.. so with D1 as example 30km/h, D2 45km/h D3 60km/h
But the numbers are weird with 2.3 or 1.6 etc, just play around with the R number.
Dont know if there is a tutorial about it.
Yeah, that's what I tried already, but for the R1 gear it didn't change the max speed, just the acceleration. I don't want to change the mass right now, because I like the way it handles so far.
I tried setting it to the same value that D1 has, but it drives faster in D1 than R1 for some reason.
You've tried to add a R2?
Nope, documentation says, you can only set one gear for R and N
Yeah true, mixed it with my hover mlrs i did 😂
You said you used same value as D1 for R1, you also added a - at front of it? So its negative value?
Yeah, I did.
You also played around with the R number, did it small and higher? Like -2.1 and -15.6 as example to notice any difference?
Yes, but the only difference I could notice was the acceleration.
Ok have you also played around with
TransmissionRatios[] = { "High",4.111 };
TransmissionRatios[] is an array of remaining drivetrain ratios in the same format as gearboxRatios. Most of cars have only one final drive, some heavy trucks may have a double reduction gear . The final ratio is then gearboxRatio * TransmissionRatio, that means transmissionRatios shouldn't be multiplicates of each other and gearbox ratios to prevent the same final ratio for two different gears.
Noticed some has as example 15, or 18, example here has 4.111, maybe this has also some input to the gears
Yes, I've tried that too and it affected D gears as it should, but not R1.
@left pond
Maybe this could help
Found it right now while googling 😂
EPEVehicle - displays gearbox, friction, thrust, brake and various parameters of a PhysX vehicle
Thanks, hopefully it'll get me some more info.
Alright, it further confirms my observations, playing around with different values changes some things, but reverse doesn't change. I increased enginePower, peakTorque, redRpm and maxOmega as well as the torque Curve for testing, this gave me more top speed in D6 and faster acceleration as it should, but R1 speed remains unchanged. I have no idea, how A3 calculates it but there has to be something I'm missing. Especially the higher engine rpm should directly impact speed, but no luck so far.
There may be a parameter for reverse coefficiency
Though don't quote me on that. Just a faint recollection that there could be such a thing
There isn't. If it were, I would have found it by now, been looking through every single bit of documentation I could find for hours and hours xD
I haven't, but I guess it wouldn't help much, because it shouldn't have anything to do with the physx.hpp in the addon pbo
@hearty sandal sorry to @ you but I'm having issues with UVanimations and saw that you were doing something similar to me (and had similar issues..) in a discord search awhile back and was wondering how you resolved it?
I'm trying to use time animationSource for running water and the texture just refuses to move.
config side:
class UVAnimations
{
// You can name it whatever you like since it is not working with animationPhase or animate command
class FallingWater
{
// For now, it is only supported type of animation
type = translation;
// name of source, either custom one, defined in AnimationSources class or regular model.cfg source
// It can be animated with animateSource & value can be retrieved via animationSourcePhase
source = "time";
sourceAddress = loop;
// section name from model.cfg sections[] array
section = "waterFall";
minValue = 0;
maxValue = 1;
// Transformation of UV coordinates
offset0[] = {0,0};
offset1[] = {0,1};
};
};
class AnimationSources
{
class waterFallSource
{
source = time;
animPeriod = 1;
initPhase = 0;
};
};
model cfg
class cfgSkeletons
{
class default;
class ww2_fountain: default
{
skeletonInherit = "";
skeletonBones[] =
{
"waterFall",""
};
};
};
class cfgModels
{
class default;
class ww2_fountain: default
{
skeletonName="ww2_fountain";
sectionsInherit="";
sections[]={"waterFall"};
class Animations
{
class waterFallSource
{
type = rotation;
source = "waterFallSource";
selection = "waterFall";
axis = "waterFall_Axis";
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 0;
};
};
};
};
just noticed my uvanimation source is incorrect there but changing it to
source = "waterFallSource";
didn't help either..
and ofcourse it works now ..
I was using an object that was placed on a map and it doesn't seem to get the animationsource
class AnimationSources
{
class waterFallSource
{
source = time;
animPeriod = 1;
initPhase = 0;
};
};``` that is also wrong, source = time doesn't exist in this context. All unknown sources are converted to... time source though 😄
ah, explains why it worked, even though it shouldn't
Do you also have a model. Cfg for the P3d? You will need that and a "fake animation class" to initialize the animation source
Oh you had it
👍 👍
do these kind of time/clock uvanimations work in multiplayer?
I know atleast wheel sources defined in the config do not work for non-local vehicles
they should work as far as I know 🤔
how do you have it set up?
I mean sure some animation sources dont seem to sync right
but wheel has been pretty stable
class AnimationSources: AnimationSources
{
...
class Track_L_source {source = "wheel"; wheel = "Wheel_1_5";};
class Track_R_source {source = "wheel"; wheel = "Wheel_2_5";};
};
class UVAnimations // New tracks anims from A3 1.84
{
class Track_L
{
type = "translation";
source = "Track_L_source";
sourceAddress = "loop";
section = "pasoffsetl";
minValue = 0;
maxValue = 1;
offset0[] = {0,0};
offset1[] = {0,-2};
};
class Track_R: Track_L
{
source = "Track_R_source";
section = "pasoffsetp";
};
};
this is a non tank thingy?
works fine in sp, and for local units, doesnt work in mp
Yeah halftrack using carX
https://feedback.bistudio.com/T150837 is the feedback tracker link for it
well I did but this source is actually used too it's not a dummy one
and it doesn't move either for nonlocal
unfortunate
https://www.youtube.com/watch?v=2gHNuJICGa0 was a video we got as a bug report for it you can see the front wheel that uses 'wheel' source in model cfg works fine but the rear wheels and tracks, which use AnimationSources in the config, don't
but yeah I tried changing the uvanimation to use 'wheel' or like 'wheel_1_1' but no dice didnt work at all then
I cant actually see if tht wheel turns 😅
can you check the karts if their chains move in mp?
then its a bug/feature I suppose
I recorded a video of it for the bug report but you cant see it reliably enough with video compression etc, which is why I only included a demo mission for it
Not possible to define this vehicle as a tank and define in the tank the front wheels turnable? Ive never tried it but maybe its possible. So you can use the vanilla way for the tracks
tankx cant have steering wheels iirc
we used to have it like that and the front wheels wouldn't turn so it would behave like a tank
weel in theory fake steering could be set up too
am I right in assuming that vehicle dust effects should be spawned from landContact lod memory points?
no they have specific memorypoints from where to spawn
erm let me think
dustFrontLeftPos = "dustFrontLeft";
dustFrontRightPos = "dustFrontRight";
dustBackLeftPos = "dustBackLeft";
dustBackRightPos = "dustBackRight";
ah thanks
its in class All, so everything uses this
my vehicle was inheriting wrong ones
and the dust effects were coming from the vehicle center
something coming from center -> undefined memorypoint / typo in memory point
Car_F has them as some extra memory points named like "dustBackLeft" and etc, while other vehicles seem to mostly just use those "stopa" points
yeah but they're also just memory points on the wheel bottoms
i abandoned all the czech names for a reason...
Is there any kind of tool or GUI for MFD editing? Or is there a workflow to at least visualize?
you can use illustrator or any vector tool
Ah, well that was my original backup plan. But I guess that will be the plan. Thank you!
this is for instance output of script that I hacked from the internetz
I wasn't able to contact author of original code so I was rather hesitant to share my modified version of it
Is that literally defining a status bar animation step by step?
?
Oh sorry, just trying to understand what I'm reading.
each point in vector programs is set of two cords - x & y
MFDs are in 0-1 range (both x & y) so I have to i.e. convert 2048 by 2048 document to 0-1 range
Oh I get it now, sorry. I couldn't see the comment text with my screen and I thought it was just defining one massive shape.
Thank you for your help! I'll see if I can put this to good use.
Just wondering if anyone has run into proxies not showing when outside the vehicle or in third person (and vehicle animations not playing before shooting the vehicle once) but shows fine when driving in first person and animations plays fine from this view as well 😒 (Proxies are in LOD0 and view-cargo)
Is there a list somewhere for all the class names for the default sounds in A3? Trying to find a good one to use in an animation trigger but not sure where to find them
No sure of a list but this thread has code to get them... https://forums.bohemia.net/forums/topic/178184-playsound3d-and-vanilla-sound-list/
Askin' this again, still don't know how to do it
Could the ammo/mag be faulty rather than the scope?
need more details. what weapon, what ammo, how does the reticle look ,what FOV is the zoom etc.
You can adjust ammo/mag/weapon to match scope, yes. Or you can adjust FOV or reticle.
I will post the config soon
It's a Lee-Enfield No.4 Mk.1 using the No.32 sight from Project Infinite on the steam workshop
https://cdn.discordapp.com/attachments/524960828139765761/856615558408699954/unknown.png reticle, the centre is where it should be
It shoots properly with nothing else loaded, but doesn't change trajectory at all when ace is loaded. For the record - the iron sights are also adjustable, and those work properly with and without other mods
My compat for scope
https://pastebin.com/B3GWE84w
I've already tried changing some things around, nothing worked so far
The ammo & the magc++ class B_303_Ball : BulletBase { hit = 15; indirectHit = 0; indirectHitRange = 0; cartridge = "FxCartridge_338_Ball"; audibleFire = 80; visibleFireTime = 3; // how long is it visible dangerRadiusBulletClose = 10; dangerRadiusHit = 14; suppressionRadiusBulletClose = 8; suppressionRadiusHit = 10; cost = 6; airLock = true; caliber = 1.9; typicalSpeed = 844; timeToLive = 10; model = "\A3\Weapons_f\Data\bullettracer\tracer_red"; tracerScale = 1.2; tracerStartTime = 0.075; tracerEndTime = 1; airFriction = -0.0006; class CamShakeExplode { power = (10^0.5); duration = "((round (10^0.5))*0.2 max 0.2)"; frequency = 20; distance = ((10^0.5)*3); }; class CamShakeHit { power = 10; duration = "((round (10^0.25))*0.2 max 0.2)"; frequency = 20; distance = 1; }; }; class 10Rnd_303_Magazine : CA_Magazine { author = "Bnae"; dlc = "p8_mod"; scope = public; model = "bnae_core\bnae_core\mesh\bnae_mk1_mag"; displayName = "10Rnd .303"; ammo = "B_303_Ball"; count = 10; initSpeed = 915; picture = "\bnae_core\bnae_core\UI\gear_bnae_mk1_mag_x_ca"; descriptionShort = ".303 British"; mass = 8; };
Question, can a unit belong to multiple factions. Within the same unit config?
not that i know. Always a new class entry
only way to do it is via inheritance , so you create the blufor guy , then the opfor guy has 0 code except the faction and if required the editor category and then inherit from the blufor guy
Thanks 👍
Hey guys, I had an idea but am not sure where to look Cfg-wise. The plan is to have a regular/IR/NV camera/sight on the Caesar BTT plane controllable by the copilot for ground reconnnaisance (not an actual gun). Would something like that have to be implemented as a turret? 🤔
For a copilot, yes it would have to be a turret
Thanks. Guess I'll take a closer look at https://community.bistudio.com/wiki/Turret_Config_Reference then 🙂
So implementation for the pilot would be different?
Yes, pilotcamera only needs a single memory point to reference in the model. I am not certain you will be able to add a turret without access to the model to add animations to turn the camera
yeah... the model would need to be untouched i guess. So no actual camera would be visible on the hull or anything.
an invisible turret so to say... would that be a problem?
Well typically turrets have camera memory points that are rotated as part of the model structure via animation. The memory points aren't visible, but none the less they undergo transformations from the turret travese and elevation inputs the same way as the visible parts of the turret model would
yeah, it's probably more difficult than i imagined. the pilotcamera thing is kinda cool as well though, hadn't thought about that - maybe it'll do.
Q: is there a Cfg token for CfgVehicles which will not allow damage on said vehicle, the same way ... allowDamage false; would work?
no
Thanks
Hi all, just a quick one. Are there any significant differences between weapon configs for vehicle based weapons as opposed to standard infantry weapons? and if so, what are they / where can I find out about them. I can't find much mention of it online / on the wiki so sorry for bothering you all. Thanks
the basics are the same... the whole attachement and item stuff is obviously not used on vehicles
yeah that makes sense, so I could just whack my infantry weapon on a vehicle and see how many errors pop up? XD
sights/optics stuff in weapon class is not used on vehicles either
Well that sounds promising, thanks for your input
you will need to change the weapon type (or something, i dont have it in my head) to be that of simulation (all vehicle weapons use it)
best to inherit from a vehicle weapon
weaponHardMounted?
you don't need to do it
in fact, if you use primary weapon type (type=1) you can i.e .reload magazine by pressing R
I'm using it on most of the static mounted machine guns
interesting
Was only used in OFP (ArmA CWA 🙃 ). Outdated now
from vanilla data, only LIM-85 is using that - more by accident rather than on purpose
on topic of reloading & vehicles - is there a way to play rtm animations for vehicle crew?
I want to have AI capable handweapon deployment points (so AI can use small firing ports in bunkers and wall sections). My plan was to use vehicle turret, where the soldier has his normal rifle as proxy. Arm animations can be faked by moving IK points (not the hand gesture/shape though). The reload is the tricky bit though. I was thinking maybe swap them to go into FFV to reload, then go back to the normal turret. It seems like a bit of a headache though...
switchMove is your friend
otherwise maybe making some custom FFV animation could be a solution
with custom pivot point
something similar to deployment system
you can change pivot? I was under impression upper budy movement is slaved to lower body (which is static) in turret
I'm not sure but intuition tells me it should be possible with plenty of tinkering
"exactly like deployment system" would be the goal, but idk how that works from animation/game simulation level. are there even usable bits in config that could be pieced together, or is that all 'in engine'?
Any reason why lazy evaluation is not used in vanilla config definitions for UserAction conditions?
Trying to make an auto cannon that has a 5 shot burst, but then needs to cooldown for like 1-2 seconds before firing again. is there a token that describes the min amount of time between bursts? or how would i accomplish this?
Maybe not quite what you are looking for but check out Mike's Scimitar II, it uses 6 round Rarden Cannon bursts with 'r' to reload between each burst
6 round magazine with 6 round burst at X fire rate
and then reloading new magazine is the cooldown
no other way to do that
Could someone point me in the right direction for hiding something while the vehicles rpm are under a certain point for example 0?
No matter what i put into min, max and hide value i can not seem to get what i want
I was expecting this to give me what i want but with this nothing ever shows at all, so there is something i clearly don't understand about how these values actually apply so any pointers would be amazing.
source="rpm";
minValue = -1;
maxValue = 900;
hideValue = -1; // should keep the object hidden from -1 to 0
unhideValue = 0; //should show the object again once value is above 0
Hide value operates in 0 - 1 range where 0 is equal to min value and 1 to max value
Thank you! you are a lifesaver!
okay, i have no idea what im doing wrong/what im doing in general. I have a script that works fine on a mission but i want to then put it into a standalone mod. My script is named init.sqf and i have just made a config.cpp file. Ive tested a ton of ways to call the script but it either doesnt work or spits out an error about not being able to find the init.sqf file. can anyone help?
class CfgPatches {
class HelicopterRappel {
name = "HelicopterRappel";
author = "Alexxx";
license = "CC-BY-NC-ND"
units[] = {};
weapons[] = {};
requiredVersion = 1.94;
requiredAddons[] = {};
version = 0.1;
};
};
class CfgFunctions
{
class alexx
{
class WHR
{
preStart = 1;
file="init.sqf";
};
};
};```
How do you update your meta.cpp with a proper published ID?
Hi, the last few days have been looking for any version of ctab that contains draw lines as a vanilla map .. exist something like that? Please.
Anyway to make a delayed explosive missile? Like, it penetrates armor then explodes inside
Is that possible?
How does locking and unlocking attributes work?
I found the configuration of these attributes but didn't see the settings that are responsible for (un)lock attributes
Does anyone know where to find examples of how this works?
and will this work in CfgVehicle attributes?
Anybody have experience here with adding textures as liveries that can be choosen in the "Edit Vehicle Appearance" thing? I have a textures and all, as well as a mod that adds units with the textures, but I can't figure out how to add them as I described in the sentence before. Only missing thing is the code.
looking for other config makers to collaborate on a wheeled artillary vehicle, ive had several others review my code and none thus far has found a fix, if your interested msg me
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customization#Addon the textureSources class is what you're looking for, I think
with the towing functionality coming soon to A3, I was wondering, what kind of vehicle types can have wheels? is it possible to have a static weapon with wheels or would it then have to inherit from a car?
towing only works with CarX/TankX simulation
in that case, is it possible to make a CarX vehicle with no engine and no driver?
yeah
actually, would things break if I had a static weapon and just changed its simulation to CarX?
@rough hatch hasDriver = -1
Not really but you have to keep in mind that you cannot animate physx wheels so they will be always there at initial position
Thank you. I tried my best with that.
{
class vtx_uh60M;
class vtx_UH60M_SLICK;
class vtx_MH60M;
class HHR_JSOK_Blackhawk:vtx_MH60M
{
scope = 0;
class textureSources
{
class HHR_JSOK
{
// Display name of the texture
displayName = "JSOK";
// Author
author = "Per_von_Harke";
// Textures (custom ones)
textures[] = { "","","","","","","","","","","","","","","","","Harks-Hatchet-Reskins\data\MH60M_JSOK\Hull_Main_MH-60M_JSOK.paa","Harks-Hatchet-Reskins\data\MH60M_JSOK\Misc_MH-60M_JSOK.paa","Harks-Hatchet-Reskins\data\MH60M_JSOK\Hull_Tail_MH-60M_JSOK.paa","","","","","","z\vtx\addons\UH60\data\FuelProbe\Fuel_probe_co.paa" };
factions[] =
{
"BLU_F", "BLU_G_F", // Side Blufor
};
};//class HHR_JSOK
};//Texture Sources
};//class HHR_JSOK_Blackhawk
};// CfgVehicleTemplates
this is what I have come up with, but I can't get it to work :(
@charred cargo Are you trying to do default textures for the vehicle or camos you can select
If it’s selectable camos, you need a class textureSources
Does thickness of say a vest, uniform, and so forth effect how much damage a soldier will take from a shot?
My test has female unit and a male unit, using the same skeleton and what not.
Both have 1 to 1 copy of both uniform armor and vest armor.
The damage seems fine and equal hitting the same spot in the chest looking about 20% damage total each hit.
However it seems to get results as I get closer to 50% damage on the chest hitpoint. The female will all the sudden spike to 90% on the next shot, why the male will still keep the 20% pace so will be around 60-70%.
My only guess at this point is it might be because the female model is naturally more petite that the hitpoint radius should shrink a bit?
A more simple question is what does radius actually do on vest armor? Does it just add to the uniform hitpoint?
yes, thickness of penetrated firegeometry can have a significant effect on damage.
see https://community.bistudio.com/wiki/Arma_3:_Damage_Description and look for Case B and Case A
Hey, so does anyone know what -X and -B exclude is in PBOProject?
vests dont add firegeo - so its only determined by uniform firegeo
Or why .ogg files keep getting excluded from the crunch in PBOProjecT?
AFAIK yes, I even copied inherted from the base class (IE Spine3) just to be sure.
So would shrinking the radius of the hitpoints help? My understanding is the hitpoints stick out, but it requires you to actually contact the model for damage).
no shrinking the hitpoints wont change a thing
its purely related to if the pullet "penetrates through" or if it ends inside the body. End inside body -> 100% damage. penetrate through -> ~20% damage (even if the bullet after that immediately falls to the ground due to remaining velocity being near 0)
its a very weird system, i have reported it long ago, but there will be no change
Gravity.hpp : \41stMusic\Other\Gravity.ogg
Halo3.hpp : \41stMusic\Halo3\H3Tribute.ogg
Halo3.hpp : \41stMusic\Halo3\H3OutOfShadow.ogg
config.cpp : 41stMUSIC\Jefet Meza\Jafet Meza - SPV3 Definitive Soundtrack (Pre Release) - 04 Under Cover Of Night - Definitive Version.ogg
config.cpp : 41stMUSIC\Jefet Meza\Jafet Meza - SPV3 Definitive Soundtrack (Pre Release) - 05 The Will Of The Prophets.ogg
config.cpp : 41stMUSIC\Jefet Meza\Jafet Meza Composer - SPV3 Definitive Soundtrack (Pre Release) - 01 Misplaced (Lost Song).ogg
config.cpp : 41stMUSIC\Jefet Meza\Jafet Meza Composer - SPV3 Definitive Soundtrack (Pre Release) - 02 The Gun Pointed At The Head Of The Universe.ogg
config.cpp : 41stMUSIC\Jefet Meza\Jafet Meza Composer - SPV3 Definitive Soundtrack (Pre Release) - 03 To Die, To Sleep (Perchance To A Dream).ogg
config.cpp : 41stMUSIC\Jefet Meza\Martin O'Donnell, Michael Salvatori, Jafet Meza, Seamus Bradd & Robbie Johnson - SPV3 Bonus Soundtrack - 01 I Know What The Ladies Like.ogg
config.cpp : 41stMUSIC\Jefet Meza\Martin O'Donnell, Michael Salvatori, Jafet Meza, Seamus Bradd & Robbie Johnson - SPV3 Bonus Soundtrack - 03 Rock Anthem For Saving The World (Strings Only).ogg
config.cpp : 41stMUSIC\Jefet Meza\Martin O'Donnell, Michael Salvatori, Jafet Meza, Seamus Bradd & Robbie Johnson - SPV3 Bonus Soundtrack - 04 Rock Anthem For Saving The World (Classic Variation).ogg
config.cpp : 41stMUSIC\Jefet Meza\Martin O'Donnell, Michael Salvatori, Jafet Meza, Seamus Bradd & Robbie Johnson - SPV3 Bonus Soundtrack - 05 Hunters (Percussion).ogg
config.cpp : 41stMUSIC\Jefet Meza\Martin O'Donnell, Michael Salvatori, Jafet Meza, Seamus Bradd & Robbie Johnson - SPV3 Bonus Soundtrack - 06 On A Pale Horse (Strings Only).ogg
config.cpp : 41stMUSIC\Jefet Meza\Martin O'Donnell, Michael Salvatori, Jafet Meza, Seamus Bradd & Robbie Johnson - SPV3 Bonus Soundtrack - 07 Enough Dead Heroes (Variation).ogg```
Etc etc etc
Need some assistance with how to fix .ogg files not being included in PBOProject crunch
So what does radius do in vest? Does it expand or shrink the hitpoints?
i have no idea - but for this it doesnt matter what radius the hitpoint sphere is
mmm, it's just so weird that the damage seems pretty 1 to 1 tell that half-way point. I'll collect more data though and see if I can narrow it down. Some reason I feel this one those "not documented" things I'm missing.
Backup plan is increasing armor value for just females, but I really want to avoid that.
"narrow it down"... what do you want to anrrow down? did you not read the link?
Yea, I did. and as far as the documentation goes, it should be 1 to 1 damage through and through.
no
i suggest you read the example below Case A again
I've tried changing the -B exclusion list so that .ogg files aren't excluded, but no dice thus far
Yea I get that part. It's just I don't know exactly how I could standarized the math and model to match the vanilla damage system without spending a day just collecting lots of numbers.
I would have to make a new "meat" material essentually
yes. You could make it a plate material, so it will never exceed a certain thickness...
however, when the target is prone, facing towards you, and you shoot into the shoulder and then enters into the chest and spine area -> your meat plate version will produce less damage than vanilla male
Still no luck with PBOProject so far, anyone here know it well enough to help me out? 😅
alternative... make firegeometry thickness the same. It wouldnt match visually but .... what gives. Alternatively... dont give your female unit such large boobs, so regular male firegeo fits visually too 😛
lol, the extra thicc option is like plan C.
i dont... if you are subscriber, ask mikero directly
I'm not 
also... you sure you are allowed to use those soundtracks and redistribute (in case you upload) ?
Yes
@rancid lotus do those files actually exist on your P drive in that same path
The ones from Jefet Meza we used with permission
And the Halo 3 soundtrack is permitted as per MS Game Content Usage Rules
your file names are really long and contain commas.... have you tried using shorter names and no commas?
Music might be licensed from somewhere else and might not be covered by that
MSGCR specifically lists Halo 3 as good to go
If you want to use the soundtracks or audio effects from the original game, we often license those from or to third parties and don't always have the rights to pass them on to you. If we do, we'll let you know. For example, we might mention on the community website for a particular game whether you have these rights, so you'd do well to check. If we don't let you know, you need permission from a third party, especially for games with licensed music. But we'll confirm right here that the music from Halo 3 is available for your use in non-profit ventures thanks to an arrangement with O'Donnell/Salvatori, Inc., composers of this iconic theme.
They worked fine in AddonBuilder
Are they in that path for real?
well, you are packing with pboProject... it nitpicks about literally everything
Yeah, worked fine in AddonBuilder
It's just a matter of it's not finding .ogg files
EVen the ones with no spaces/commas
As its meaningless to say addon builder does something as it does not check anything
And it's not on a P Drive, it's on a D Drive, does that make a difference?
exactly, i can pack things that crash the game^^
Yes.
Aaaaaaaa
Your development environment is not set up correctly
What's the big deal with P Drive? Why not just use D Drive?
BI likes the P...
In the tools it can be anything if tools are configured like that
its a special "fake drive" linking to a folder on any actual partition
But whatever the development drive is called, it represents the root of the game engine file system
So paths in it match the paths that get written for the game internal file system to use
I would not recommend using the A3 tools method since its buggy
Im feeling lazy too.
So you could do search on this discord for P drive and tools setup
It's been mentioned a few times
I'll sort it out
howdy fellas, does anyone here know how I can make sub classes (themes) for my zeus music pack? instead of having them under one class?
Check cfgMusicClasses in game. Couldnt find a link to guide you. It is pretty basic anyways. I think it only takes a displayName and that should be it. Then you use musicClass property in your cfgMusic entries to list under those categories.
anyone able to help with adding countermeasures and a RWR to a little bird?
Don’t I have that defined there already? Or do I need to list it somewhere?
Example ```C++
class textureSources
{
class colorstand
{
displayName = "Standard";
author = "Article 2 Studios";
textures[]=
{
"\OPTRE_Vehicles\Warthog\data\M12HogMaav_extupper_co.paa",
"\OPTRE_Vehicles\Warthog\data\M12HogMaav_extunder_co.paa"
};
factions[]=
{
"OPTRE_UNSC"
};
};
};```
https://github.com/PervonHarke/Harks-Hatchet-Reskins/blob/main/config.cpp
This is what I have now. Tried to reverse engineer CUP configs but without success before seing your reply.
HiddenSelectionsTextures is basically what textures the vehicle will start with
If you want it to be editable in the garage, you need textureSources
The stuff for the liverie thing is in the very bottom.
well its mostly that its more comfortable to view for me when editing. And the spacing is fucked for some reason. It looks way more different in Atom.
Don't know why it does that.
{
class JSOK
{
// Display name of the texture
displayName = "JSOK";
// Author
author = "Per_von_Harke";
// Textures (custom ones)
textures[] =
{
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"Harks-Hatchet-Reskins\data\MH60M_JSOK\Markings_MH-60M_JSOK.paa",
"Harks-Hatchet-Reskins\data\MH60M_JSOK\Hull_Main_MH-60M_JSOK.paa",
"Harks-Hatchet-Reskins\data\MH60M_JSOK\Misc_MH-60M_JSOK.paa",
"Harks-Hatchet-Reskins\data\MH60M_JSOK\Hull_Tail_MH-60M_JSOK.paa",
"",
"",
"",
"",
"z\vtx\addons\UH60\data\FuelProbe\Fuel_probe_co.paa"
};
factions[] =
{
"BLU_F", "BLU_G_F", // Side Blufor
};
};//class HHR_JSOK
};//Texture Sources````
Is this everything I need or do I have to put this into some other class? (I have basically no knowledge how anything of configs work, I am happy that I got the method working where you add a whole new unit to the editor)
does your custom texture show up in the vehicle customizer?
like the garage menu or whatever
no it does not.
try adding this to the vehicle config
textureList[] =
{
"JSOK",
1,
};
In Cfg vehicles?
yeah, in your vehicle class
It worked! Thank you!.
So if I would want to add it to a vehicle class that is from the mod (Hatchet in this case)?
class CfgVehicles
{
class vtx_uh60M;
class vtx_UH60M_SLICK;
class vtx_MH60M;
class vtx_MH60M
{
textureList[] = { "JSOK", 1, };
class textureSources
{
class JSOK
{
displayName = "JSOK";
author = "Per_von_Harke";
textures[] =
{
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"",
"Harks-Hatchet-Reskins\data\MH60M_JSOK\Markings_MH-60M_JSOK.paa",
"Harks-Hatchet-Reskins\data\MH60M_JSOK\Hull_Main_MH-60M_JSOK.paa",
"Harks-Hatchet-Reskins\data\MH60M_JSOK\Misc_MH-60M_JSOK.paa",
"Harks-Hatchet-Reskins\data\MH60M_JSOK\Hull_Tail_MH-60M_JSOK.paa",
"",
"",
"",
"",
"z\vtx\addons\UH60\data\FuelProbe\Fuel_probe_co.paa"
};
factions[] = { "BLU_F", "BLU_G_F", };
};//class HHR_JSOK
};//Texture Sources
};
};```
Like this?
Well it won't work in that since I'd be defining the vtx_MH60M twice. But the thing you gave me worked for other stuff, thank you very much @astral ferry !
But I wan't do add liveries to the Helicopter already added by the H-60 Hatchet mod. And I have no idea how to do that :(
thats possible, it would look something like this
class cfgVehicles
{
class vtx_H60_base;
class vtx_MH60M: vtx_H60_base
{
textureList[] =
{
"JSOK",
1,
};
hiddenSelectionsTextures[] =
{
//Put your textures here
};
};
};
i think that will work, not sure if it's best practice or whatever but it should work
Thank you, I tried it but it sadly did not work.
I remade everything new to clean it up etc.
https://github.com/PervonHarke/HHR_2/tree/main
I'm now trying to get multiple liveries working on a heli that would be added by my mod.
I could get both liveries to show up in the Garage, but can't select them atm. Don't know how to fix that though.
Is it possible to lock / block a tank's main turret / main gun by a command?
I'm only aware of HitTurret/Gun method
Question, does anyone know where can I find the icons the editor uses for vehicles in the list?
I need the Y-32 Xi'an icon >_>
you want the pbo? or just the path to the icon?
both work
well depends what you need it for.
if you want it for in-game usage, the path will suffice
Ah, I guess I need the pbo then 😅
I need the icon it self to use it both in-game and out of game in something else.
the pbo is air_f_exp
That ain't the pbo name but addon
yeah
https://cdn.discordapp.com/attachments/547250110359142402/858277142860267580/unknown.png
Might be doing something wrong but can't find it there
which one do you want?
it's in the UI folder
UI\Map_VTOL_02_vehicle_CA.paa
in this path right?
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Expansion\Addons
then the air_f_exp.pbo?
yeah
Not there somehow >_>
nvm found it
I am fucking blind
I kept opening data and forgot to open UI, really sorry for the trouble 😅
and thanks a lot ^_^
np
Anyone konw any configs in the workshop where me and my buddies could play as the terrorists? and fight against an overwelming power?
configs?! do you mean mods?
just use any mods that have terrorist groups. Like CFP, Project Opfor, etc.
Wrong channel for this but, anti stasi, etc
Would anyone happen to know how I can have an inventory item inherit the same properties as a first aid kit?
by inheriting. Alternatively you can copy the parameters manually...
does it work in buldozer?
@jagged jasper not sure if it was modelspecial or modelempty (maybe i missunderstood with equipped with loaded and empty)
@jagged jasper are you looking for loaded and empty rocket launcher or something different?
Normaly its with the source isselected but dunno if it still works
Maybe try in cfgMagazines
modelSpecial= loadedlauncher or empty launcher.p3d
used when the weapon is loaded. This is typically only used for rocket launchers.
@jagged jasper
https://forums.bohemia.net/forums/topic/194617-folding-stock-using-isselected-animation-source/
@livid heath could help probably (sry for tagging you 😝)
Bohemia Interactive Forums
has anybody managed to make a folding stock using isSelected animation source? So that the stock folds away when on your back but folds out when you take it out. I have added it like this but it wont animate. i have made a two part stock for the mp40, the fore stock is the long arm, and the rear ...
Your model is named as acousticBase.p3d?
IIRC isSelected can only display things holstered, in the state they are modelled in the .p3d
So you can hide stuff when selecting the weapon, but not unhide it
Why do you have the back bone in the sections[] array?
sections[] is only for retexturing stuff, it has no bearing on animation. Generally I wouldn't advise using the same name for texture selections and your anim bones
Well if your back selection is also part of camo you will run into problems
Sections cannot overlap, same as bones cannot overlap
So if you're not using 'back' as a separate retexture selection, it doesn't need to be there
It needs to be in the cfgSkeletons to be animated. But again, if the vertices of back are also part of another named bone in the cfgSkeletons, it will break the animations
Yeah use buldozer
Check your model.cfg animations all work there
IsSelected works great for on back/ in hand state weapons
no anim appearing -> you did something wrong. model.cfg is always loaded
Well, unless you have Disable model config checked in the buldozer drop-down
If the cfgModels class doesn't match the .p3d name exactly, it wont load it though
skeletonBones[] = {"back"}; needs to be skeletonBones[] = {"back",""};
Bones must be written as "child","parent" pairs
Even if there is no actual parent
thanks, do you need to include the base difficulties then?
nvm ima delete that out of shame, been trying for hours but i was loading the steam published mod not he local variant
time for bed i think sorry for the bother
Would anyone happen to know how I could make a UserAction's condition to check if the player interacting with the user action has a certain type of item inside of their inventory?
Long shot question here, but would there be a theoretical way to make a tank strafe in arma?
Essentially when I press A and D on the keyboard it rotates a vehicle along some axis. Is there a way to change this to be a linear translation ( similar to the W and S key ).
Im pretty sure its Impossiable as it conflicts with engine stuff, but was wondering if anyone had more insight into this type of thing
it might be possible to do via scripting
I'm guessing you would also want the whole vehicle to rotate based on mouse aim?
As far as I know, actual strafing is impossible. You can give the illusion of strafing by making the entire vehicle the turret
That’s what I did with the Wraith in OPTRE: FC. Made the entire thing the turret so when you rotate, it rotates the whole vehicle. Confusing as hell to drive though
i have some issues trying to make a face using dwarden's head
whatever i try to do it just wont change the texture
is there a way around this?
or is it like
hardcoded or something
It should be hardcoded AFAIK
you wont be putting makeup on Dwarden
"maximumLoad" defines how much "weight" a box can carry right?
Weight referring to the weight property of weapons and magazines in this case.
yeah
Thanks
Is there a CfgAnimationSourceSounds version of the sound Alarm_BLUFOR? I'm trying to use this sound as a sound on an animation in a building but can't locate it anywhere
yooo
What's the most simple way to edit a unit loadout for a faction
I'm not creating anything new, I just want to change up the kit they spawn with
nvm I figured it out
hello boys and girls, i have an issue: i am currently working for a mod in dayz (i am aware this is arma3 discord). the mod is replacing the flying/floating objects like leaves. replacing is not an issue but the problem is that the "items" are not spinning around in the wind like the stock models do. i tried all kinds of variations of :
airFriction2[] = {1,1,8};
airFriction1[] = {1,1,4};
airFriction0[] = {0.1,0.1,0.1};
gravityFactor=0.0;
airRotation = 10.5;
minHeight = 0.1;
avgHeight = 0.3;
maxHeight = 0.5;
but nothing seems to work. does anyone have experience with something like that. it seems same or similar commands are used for bullet casings that get ejected from guns. if someone has a clue please DM or @ me. much appreciated. thx!
you would have to ask in DayZ discord since there are many differences in DZ and A3 configs
I'm trying to make a selection go down instead of up. What would be used to make it go down?
different offset or flipped axis memorypoints
type="translationY";
source="rpm";
selection="Cage";
axis="cage_door_axis";
minValue=0;
maxValue=1;
offset0=0;
offset1=1;```
Here's what it is atm
offset1 to -1?
sure that should work
is the axis 1 or 2 points?
yes
or well
translationY does not really need axis
since its just Y axis movement
axis has only proper use with "translation"
type="translationY";
source="rpm";
selection="Cage";
axis="";
minValue=0;
maxValue=1;
offset0=0;
offset1=-1;```
Still goes up. Could it be model wise?
did you reload buldozer?
I suppose you could use "translation" and 2 axis points
Yeah, seems translation works
Now, it only goes down a slight bit. What value would increase that?
now it travels the distance between the axis points on 0 to 1
so make the axis as long as your movement
is there a way for a unit that is Opfor to wear a uniform that is for Blufor?
Yeah? Just go into the units arsenal and change it. Or do it via config
So i'm not sure if this is a pboProject issue or me doing something wrong here. I've got a weapon I'm working on that is giving me an error when I try to pack it. Initially it was saying Mode_SemiAuto was missing as an inheritance class. To fix this I put in class Mode_SemiAuto; however it's now saying P:\Casey_Weapons\M320\config.cpp: config.cpp uses external classes but has no RequiredAddons to say where they are.
I've tripple cheked and I do have A3_Weapons_F on my requiredAddons
So it should be able to find it?
My config has this that it is looking for
class Single: Mode_SemiAuto {
And I have this:
class CfgPatches {
class Casey_M320 {
units[] = {};
weapons[] = {"Casey_M320"};
magazines = {"Casey_M320_Smoke_Red","Casey_M320_Smoke_Green","Casey_M320_Smoke_Blue","Casey_M320_RubberRound"};
requiredAddons = {"A3_Data_F", "A3_UI_F", "A3_Anims_F", "A3_Anims_F_Config_Sdr", "A3_Sounds_F", "A3_Weapons_F"};
requiredVersion = 0.1;
};
};
class Mode_SemiAuto;
how does modelSides work?
Defines which sides can use the item/uniform etc. I believe Opfor is 0, Blufor is 1, Indep is 2, civ is 3
yea but do i just add it on the unit thats wearing it or do i need to add it to the item itself
What uniforms are you using? None should be
IFA german uniforms
@regal jacinth
Needs to be changed by config
yes...but do i just add it to the unit or do i need to do something else?
class CfgWeapons
{
class U_BasicBody;
class U_LIB_BasicBody: U_BasicBody
{
class ItemInfo;
};
class U_LIB_GER_Hauptmann: U_LIB_BasicBody
{
class ItemInfo: ItemInfo
{
modelSides[] = {0,1,2,3};
};
};
};```
something like this?
careful, you forgot something requiredAddons**[]**
😄
hello guys i have a smal problem, i have a mp server and wrote config an all but the server starts the mpmission as singleplayer mission and i dont know how to fix it XD
can someone tell me if my config is wrong or not?
class CfgPatches
{
class Malcadors_Faithful_Infantry_2_Patch
{
author="Tumnus";
requiredAddons[]=
{
"IC_Cadia",
"IC_Steel_Legion"
};
};
};
class CfgWeapons
{
class IC_CAD_FlakVest;
class IC_CAD_FlakArmor_beige;
class Malcadors_Faithful_2_FlakVest_Base: IC_CAD_FlakArmor_beige
{
author="Tumnus";
displayName="[MF2] Flak Armour";
scopeArsenal=0;
hiddenSelections[]=
{
"Camo"
};
hiddenSelectionsTextures[]=
{
"Malcador's_Faithful_Infantry_2\Camos\FlakVest_M90_Edit.paa"
};
};
};
I think you also need a weapons property in cfgPatches
what would i put under it?
its also possible you have bad characters in your folder name
aslo is this packed from P drive?
its the mod development enviornment
im completely new to this
sounds like your tools and dev setup is not complete then
Armadocs tutorial collection and PMCwiki both have simple steps
dont have links at hand
both tutorials are mainly terrain making related, but the basic tools setup is all the same
your folder name does not match
how so?
Id also suggest not using any fancy characters like `
well look at them
they are not the same
oh yeah
Space and underbar aren't same too
no
dont use spaces
always use underscore
in game folder/file names
if you need to separate words
Malcador's Faithful 2 != malcador's_faithful_2
yeah i know
(Note it's case insensitive)
habit of using _ from coding
_ is fine, just things have to match
well you have to remove the ' from everywhere where you have file paths
but other than that, yes
as long as paths match it works
however, you did not pack the pbo with mikeros pboProject?
yeah why?
as it would have told you theres error
did what?
it just made the PBO file no error
odd then.
just to be certain. what is the programs name you made the pbo with?
pboProject? AddonBuilder? PboManager?
pboProject
With the green gear icon?
i'd use a much shorter folder name
it's not the ingame mod name anyways, for that you add meta data
https://cdn.imgpaste.net/2021/07/03/KSh4Xz.png
Working thanks
Taken best part of a day but WOO
Is there are way to increase the range of the mine detector panel? Perhaps also change the text?
https://community.bistudio.com/wiki/Model_Config#AnimationSources
How does :: method works? Can't post right now but I've ever tested but never worked. Does anybody have an working example?
class AnimationSources
{
class wheel
{
source = "::wheel"; // Overriding the existing wheel controller.
initphase = 0.5;
AnimPeriod = 10;
};
};```
nothing else to it really
it has quite little use cases
what are you trying?
Well, actually anything if I can. Like elevators, ailerons...
aah right youd like to animate those for screenshot use
Id perhaps make the thing a house
Yeah, if the idea is feasible
could be possible to write all the sources as custom ones with house
as it does not have the engine driven sources
House or simple object aren't a good solution for me, because wanted to make it every-Mod-compatible kind of thing
only thing it would lack is the passenger positions 🤔
aaa
well that would require injecting base classes
I know, it sounds like very stupid idea 😄
but also not all vehicles inherit animation sources
so it might not carry over very far
Ah true
its not stupid idea, but it might need a lot more complex solution
I can write some automated sqf to export config so complex solution won't be an issue for me
it probably would need to be run for all vehicles anyone wants to use so that it creates a screenshot variant
but that could be good enough solution
I dont think overwriting the engine source gives more access to it though
Anyways currently this is just an proof of concept state. Anything can be happened at this stage!
it can just alter stuff like the init position and speed perhaps
not 100% sure though, been a while since I needed to do anything with the override
the house option might be most efficient
Sounds like so, yeah. But I don't want to make a lot of compatible things per Mods in Steam Workshop so currently I'm looking for the :: solution
well you could perhaps make your mod have vanilla and maybe some of the more commonly used mods converted
and then release the tool/script to generate the house config so people who need some different vehicle can make their own local config mod
Well that's an idea
class CfgVehicles
{
class Car;
class Car_F: Car
{
class AnimationSources
{
class drivingWheel
{
source = "::drivingWheel";
initphase = 0.5;
AnimPeriod = 10;
raw = 1;
};
};
};
};```So current config is this. Tested in Hunter (`B_MRAP_01_F`), not working seemingly. Confirmed that `drivingWheel` exists in `B_MRAP_01_F` but it behaves completely normal
whats the raw parameter?
and yeh like I said, I dont think the overwrite makes it any more accessible with commands
hmm looks like the overwrite has been used in simple objects animationSources
scratch that read wrong line
only example in games configs I can find is this cpp class AnimationSources { class time { source="::time"; }; class timeRndOffset { source="::timeRndOffset"; }; };
Ah, hmm
dunno why they are ovewritten though without any change to them
oh wait
they are used in the "off" state windmills
so they might actually halt the engine input in these cases
I appologize if I cross-post this:
how to ADD items to the array of extended class ?
// description.ext
class CAR_1
{
inventory[] = {{"item1", 1}, {"item2", 1}};
};
class CAR_2 : CAR_1
{
inventory[] += {{"item3", 1}};
};
for some reason += does not add to array, but replace it
wanted result is to CAR_2 to have array {{"item1",1}, {"item2",1}, {"item3",1}}
@lilac gust crossposting is verboten even if you apologize. 😛 stick to 1 channel. Though this may be more relevant one since its more config
and its possible that array does not support adding
it was suggested to me to post it here, instead in #arma3_scripting , so I don't delete it there for sake of history
No worries, I deleted it for you 🙂
What tool are you packing with? behaviour of array append might depend on the tool doing the binarization
So, first step: Make a folder and make a config.cpp inside the folder. And copy&paste this into the config.cpp.cpp class CfgPatches { class YourAwesomeFirstModdingStep { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F_Aow_Loadorder"}; }; };Second step: Pack into a Mod. Bring your Addon Builder, select input and output folder, start it
Copy&paste. Don't edit anything
Thats done
You got a pbo file?
Yes
Congrats, that's your first Mod file. Now the last step: apply it to the game. To do this, make a folder anywhere (preferably with the name starts with @), and make a folder addons inside
Put your pbo inside the addons, so this is your Mod folder. Now drag and drop the folder with @ into Arma 3 Launcher. It should load the folder, so you can load the Mod
Drag and drop the addons folder or the whole folder?
Whole
Yes, the Mod doesn't do anything at all but that's the “hello world”
How would i make it do something, is it difficult?
It really depends. If you just wanted to make a Hello World, that's it. If you wanted to make a Creator DLC, well... years of learn
I have a few scripts for a suicide bomber addon that i want to upload to the steam workshop.
When i unpacked the file i only saw config.bin, why is that?
The .pbo i created
.pbo manager
I don't think that's the case this time?
well pbo manager does not convert bin back to cpp
so that is expected outcome when using it
but also there should be no need to unpack the pbo you just made
nothing new in there
How do i create something in there?
Just put some files into the folder
you edit the source files in the folder you just packed it from
So i put the files into the folder?
Yes
are the files from some other mod?
No
They're just a few scripts that I've made
Do i unpack the .pbo file and put the files in or do i put the files in the addons folder and drag it onto the launcher?
you do not unpack anything
and not in the addon folder
you just made the pbo from a folder (on your P drive) that had the config.cpp
that is your source folder
and that is where you put stuff and edit stuff in
and then pack that folder again
I've done that but there isn't any other folders or files in the .pbo
do you have a P drive
No
well that means your mod development tools and environment is not set up
Do i just click "Mount the project drive"?
I'd say P is mandatory for advanced but don't think for a “it's working so no problem” Mod
but its not working
Is it?
No its not
you can do a search for P drive and tools setup here on this discord for steps
Is there anything i need in the folder to make it initialise on mission start?
Alright
in your case it might be just easier to pack your scripts up with the mission you make
Doesn't CfgFunctions do?
not in the sense that stuff just happens, they would have to be called in the mission
Yes it does.
I will give that a try
Whats up with ORBAT(VANILLA ONE, NOT ALIVE)? i get black screen when im opening its tree or i cant see subordinates.
Black screen gives error with BIS_fnc_ORBATOpen and second gives BIS_fnc_ORBATAnimate
Something is really bad with ORBAT that nobody is answering?
looks like your P drive does not contain those files you are refering to
so PboProject cant validate the paths
sounds like you have same issue as here
its a virtual drive
I dont have the links for guides at hand but you should be able to find them easily on this discord
I suppose you did not look up the guides on discord then.
there is search
no, but doing it with the BI tools will make things more difficult than in the way with the guides
did you use the arma tools mounting before?
arma tools launchers mounting breaks it usually in win 10
yeh the launchers mount digs it into a deep ditch
simple subst that the guides use does the job more reliably
issue is admin/user file access thingies that the launcher poops
should work unless the admin mode stuff the launcher mounting is still lingering
oh, so I put that code in description.ext under custom class, say CfgMyVehicles {}. I pack mission with PBO Manager v14.7.
// description.ext
class CfgMyVehicles {
class CAR_1 {
inventory[] = {{"item1", 1}, {"item2", 1}};
};
class CAR_2 : CAR_1 {
inventory[] += {{"item3", 1}};
};
}
// initServer.sqf
private _items = [missionConfigFile >> "CfgMyVehicles" >> "CAR_2", "inventory", []] call BIS_fnc_returnConfigEntry;
Don't. PBO Manager is a garbage
oh, it is most convinient for me, as it have context menu for windows. any alternatives you recomend ?
Why would you need to pack the mission? Just use Eden Editor
I barely use eden editor, I do most of things in some IDE, repack, run bat from server, etc...
Is it possible to modify an existing item using description.ext only or do I need to make an actual mod if I'm modifying instead of adding a new item?
Impossible. description.ext never affects to actual assets
Ahh ok, thank you. That's why this isn't working.
So you're not packing with any tool, description.ext is not binarized.
So the end result is car2 inventory ONLY having item3 but none of the others?
yes, that is correct. final array is only item3
have i written anything wrong? because i am getting this error
// MISSION MANAGEMENT //
missionWhitelist[] = {}; //an empty whitelist means there is no restriction on what missions' available
///// LEAVE THE FOLLOWING MISSION CYCLE CLASS COMMENTED OUT UNTIL YOU HAVE PROVEN THE SERVER INSTALL /////
// MISSIONS CYCLE (see below) //
{
class Mission1
{
template = "vanillampo.Stratis";
difficulty = "custom";
};
};
17:41:19 SteamAPI initialization failed. Steam features won't be accessible!
17:41:19 Error context class Mission1
17:41:19 ErrorMessage: File default.cfg, line 88: '.': '{' encountered instead of '='
17:41:19 Application terminated intentionally
ErrorMessage: File default.cfg, line 88: '.': '{' encountered instead of '='
How to use SQF syntax highlighting in Discord
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
except instead of sqf use cpp
!code
How to use SQF syntax highlighting in Discord
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
I mean use that so others can read it properly
is that good?
yeah
noice
(altho better to use cpp instead of sqf)
👍
// MISSION MANAGEMENT //
missionWhitelist[] = {}; //an empty whitelist means there is no restriction on what missions' available
///// LEAVE THE FOLLOWING MISSION CYCLE CLASS COMMENTED OUT UNTIL YOU HAVE PROVEN THE SERVER INSTALL /////
// MISSIONS CYCLE (see below) //
{
class Mission1
{
template = "vanillampo.Stratis";
difficulty = "custom";
};
};
the issue is the extra {} I believe
not sure what you mean
I mean this:
class Mission1
{
template = "vanillampo.Stratis";
difficulty = "custom";
};
altho I'm pretty sure it's still wrong. what are you trying to do?
I don't think so
where are you using it?
server cfg?
its on the defult.cfg

I mean do you load it as -config=blabla.cfg?
i think so
oh its all good i did somthing and whatever i did fixed it lol
thanks for your help @slim halo
indeed.
Is there a way to redefine a property of an existing config class, without creating a new subclass?
E.g. with existing class B_T_Pilot_F, something like:
class B_T_Pilot_F {
displayName = "My customized pilot class";
};
Yes, via declaring the parent and inheriting properly
Thanks, declaring parent worked:
class B_Pilot_F;
class B_T_Pilot_F : B_Pilot_F {
displayName = "My customized pilot class";
};
`if (vehicle player iskindof "tank") then
{
vehicle player addEventHandler ["HitPart",
(_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"];
}
];
`
im having error missing ] am i doing something wrong here ?
This is not a config but you missed { right after "HitPart",
[]: 'bin\config.bin/cfgpatches/mymodname/' not an array
What's the correct formatting for units insides cfgpatches if I wish to leave it blank?
My config is changing values of weapons inherited from another mod, all functionality works as intended but I'd just like to get rid of this error message.
Current setup is:
" units[] = {}; "
but apparently that's not correct
Looks ok Carl, maybe post the rest of your cfgPatches
class CfgPatches {
class Carls_BWfix {
name = "Carls_BWfixmod";
requiredVersion=0.1;
requiredAddons[]={"bwa3_g28","bwa3_g29","bwa3_mg5"};
author[]={"Carl"};
units[] = {};
};
};
#include "CfgMagazines.hpp"
#include "CfgMagazineWells.hpp"
#include "cfgweapons.hpp"
As per the wiki, units should be used for including Cfgvehicles, but I literally dont have one in the mod so it's redundant?
not exactly sure what's wrong, but you can try adding weapons, and maybe changing author to a string
#include "cfgweapons.hpp"
if you add weapons then you do need weapons

Oh
weapons
is the equivalent of units?
I'm assuming any newly defined weapons need to go in here
yeah. I'm not sure about modified weapons tho
As Leopard says, change author[]={"Carl"}; to author = "Carl";
😆
Thanks guys.
Adding in *weapons...*didnt make a difference, it was functionally fine beforehand and seems to work the same after.
the author part was the problem
hey does anyone know of a way to convert the starter pistol into an actuall pistol?
you'd pretty much just need to change its ammo to something else
Is it possible to change a vehicle's turret just trough configs? For example if I wanted to replace the RCWS on a Hunter with a Nyx AT RCWS, would that be possible just trough configs? AFAIK turrets are an entirely separate model
no they are not seperate models, and no you cant do that
you can change the weapon class, but it wont change visual representation
did you test multiple targets or just one?
I have artilleryScanner set on my vehicle but how would I get to operate like an arty?
Am I missing anything else?
artilleryComputer
Both or just one?
Added artilleryComputer instead of artilleryScanner and nope
I'm using a mortar round on a vehicle. I added artilleryScanner and it works but it wont let me fire anywhere
is your turrets gun set up so that it can point straight up?
Like, 25-30 degrees of elevation
It’s a semi mortar
Does it need to point straight up to work or can any degree of elevation work
well not straight up but I suppose all of them are set up to fire on very high arc and thats how they seem to work
is it possible to set a units insignia via config? like a LinkedItem value or is it only able to be added via script?
likely would need to be done via Init eventhandler
dont know if it would mess up changing it though
@paper path ive added the insignia on our soldiers, but it will change if you choose a other one in eden editor, and if im right, already saw it changes in MP too
have you? huh.
Yeah the gdi and nod logos on our soldiers are insignias
ahh your just forcing the texture for it.
Hope it helps you ^^
anyone knows what determines what is listed in the target menu?
class WeaponHolder: ReammoBox
displayName = "Ground";
class WeaponHolderSimulated: ThingX
displayName = "Ground";```
the name display is also not ideal - kinda made it useless to order AI to grab weapons from someone
how do i replace a character in a string via macro in my config?
i'm trying for over an hour now, but i'm obviously too stupid to get it right
example: #define MY_MACRO(x) \ class my_class_##x \ { \ sound[] = {"@tag\my_sound\"#x#".ogg", db+0, 1}; \ titles[] = {0, ""}; \ }
i've tried connecting with +, &, ##, without the " (results in "any") ...
i'm completely out of ideas now and the wiki doesn't show any examples for that either
sound[] = {'@tag\my_sound\x.ogg', db+0, 1};
jesus christ, how the hell should anyone know that in this case "x" is replaced
By knowing how the preprocessor works
all occurences of the macro parameter name are replaced.
could be written on the wiki i guess
But, double quoted strings are ignored.
And it looks up by identifier.
Identifiers are 0-9A-z_



