#arma3_config

1 messages · Page 130 of 1

grand zinc
#

so if you wrote x_.ogg it wouldn't work. Because it should replace x, but you only have a x_ identifier.
Thats why you need the ## in the classname. As the _ doesn't seperate different words.
but . does

#

in
@tag\my_sound\x.ogg
you have the identifiers
@
tag
my_sound
x
ogg

brazen merlin
#

path needs to be ' and can't be " ?

grand zinc
#

But, double quoted strings are ignored.
preprocessor ignores everything between double quotes. but not between single quotes

brazen merlin
#

ok. because ingame in my config it now says = "' ... '";

#

no idea if that is good/bad, but i'm pretty sure i never saw that in any official config entry

grand zinc
brazen merlin
#

yeh, my sound isnt playing either. something is off

#

the path itself is assembled correctly. just that there's the "'..'"

grand zinc
#

the config parser should be handling that correctly think_turtle

#

you can also try just leaving all the quotes away, and rely on the config parser filling that in with its fallback

brazen merlin
#

then it translates to "any" in the config

grand zinc
#

configs don't do "any" think_turtle

brazen merlin
#

🤷‍♂️

grand zinc
#

Oh the @ at the start might be a problem notlikemeow

#

Well then

#define QUOTE(x) #x
#define MY_MACRO(x) \
   class my_class_##x \
   { \
      sound[] = {QUOTE(@tag\my_sound\x.ogg), db+0, 1}; \
      titles[] = {0, ""}; \
   }
brazen merlin
#

yeah, i was also thinking of doing that, as wiki mentioned # turning stuff into a string.

#

just tested it ingame and it works. thanks.

#

i never worked much with macros (in arma) in the past, as i never had big things to work on. by now i have sworn to work with them as much as possible, though, to reduce garbage in configs at least a bit

ruby elm
#

Can I get someone to look over the config I made for a uniform. The uniform will pack and show up in the arsenal but when it is equipped on the player it is invisible.

wintry tartan
hearty sandal
#

is P drive and tools properly set up?

#

it packs with what?

brazen merlin
#

i'm using a custom number plate font for my terrain .. and now i noticed the same font is now used on every other terrain as well.. sometimes arma makes me cry

hot pine
brazen merlin
#

yeah, in my own. i have no idea why it's taken over into every other terrain

hot pine
#

uhm, probably due to way how code is written + fact that there is no default cfg parameter

#

If you don't want to wait for some engine fix then you can add default fontPlate to default world

wintry tartan
#

fontPlate is a thing but not documented?

wintry tartan
#

Ah

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I was just read the CfgWorlds part

brazen merlin
#

hm. that reminds me of another issue. the last number is always a 0 ... are there any limitations on the way the random plate works?

brazen merlin
hot pine
#

maybe in engine or maybe I will just add some default class in config

#

although I would have to verify it first - could you perhaps create ticket on the feedback tracker?

brazen merlin
#

i can try if you give me a link 😄 i'm rarely using the tracker. it's so tedious

hot pine
#

as for random number 0 - uh, I'm not aware of such thing?

brazen merlin
#

now if i could just remember my login data

#

life is hard

sonic root
#

hi guys do you know if there any admin who can help with battleye bug pls ?

hearty sandal
sonic root
#

ty

brazen merlin
#

now this is odd. i've added plateFont = "RobotoCondensed"; into CAWorld and if i check ingame, all terrains will have that in their config. yet the vehicle plate is overwritten with the one from my terrain

#

whatever is going on here, it seems that the font doesnt refresh for all vehicles correctly. it's kinda random.

brazen merlin
#

the game loads the font from the first terrain that is loading and then only randomly reloads it in other terrains.

brazen merlin
#

and yeah, it seems that if the plateformat length is 10, the last digit is always 0. if the length is 9 signs, the numbers work correctly. i've added it into the ticket.. don't think it's worth adding another ticket for that.

neon bronze
#

how do I setup an environment to edit files and test them?
for a mod
I don't want to corrupt anything in arma.

winged musk
#

Anyone know how to remove heads from a uniform config?

karmic forge
#

Is it possible to make an item only hold specific types of inventory items? e.g. a pouch that only holds medical gear.

hearty sandal
#

I think no

winter rain
rough hatch
#

what in an ammo config dictates how long tracers are visible? is it timeToLive?

hearty sandal
#

timeToLive should be the whole shots lifetime

rough hatch
#

what about tracer lifetime then?

hearty sandal
#

not sure if there is traces lifetime

#

if you check cfgAmmo default class you can see all the available parameters

rough hatch
#

what about tracerEndTime?

hearty sandal
#

could work yes

#

sounds like a very likely candidate

rough hatch
#

those tracer properties don't seem to be on the wiki

#

only tracerColor

hearty sandal
#

wiki is not quite complete unfortunately

humble terrace
#

Does anyone know if there's some type of way to create a class with multiple inheritance? I want to create a vehicle that inherits the turret classes from one class while retaining everything else of a different class of the same model

hearty sandal
#

not possible

shy knot
#

Idk how well that’ll work

hearty sandal
#

wont

#

you can just copy paste the turret class form the other one

ruby elm
#

I currently am trying to put a new backpack in arma 3 the backpack will show up in the arsenal list but when you try to equip it to the player it is invisible. does anyone know how to fix this or what it could be? I assume it is either the config or I did something wrong in object builder.

brazen merlin
#

is it really invisible or does it spawn at 0,0,0 coordinates in the player model?

ruby elm
#

I don't see it in the player model. It shows that it is on the back of the player the model just is not visible for the backpack so I can access the inv etc. When trying to load the uniform It shows that its on the player so I could put things in the inventory but I am looking at the player who is naked in the default arma 3 underwear.

hearty sandal
#

perhaps your texture paths are not correct

#

if texture cant be found, its not drawn

#

is your P drive set up?

ruby elm
#

my p drive is setup

#

I can send you the config and modle.cfg to look at

hearty sandal
#

I have enough to work with on my own mods thanks 😄

ruby elm
#

👍

hearty sandal
#

do you use pboProject to pack the pbo?

ruby elm
#

yes

ruby elm
#

okay I fixed the issue. Just one last question what do I need to do other then apply the texture to the backpack when I get it in object builder?

hearty sandal
#

well you can select mesh and hit E

#

usually its far more easier to put the texture on it in the program you made the model

ruby elm
#

It shows up in game now but its on my lowerback. The movement follows my upper back but its not up there. Do I need to do anything in object builder like autocenter?

#

or like with hats you have to add head do I need to do anything like that

hearty sandal
#

yes

#

on both

humble terrace
rustic cape
#

hell

#

I have a CfgFunctions section, with folder path defining

#

like so :

#
            file="fr\gsri\skydiving\functions\newton";
            class skydivingInit { postInit = 1 };```
#

well, this seems to be broken

#

no problem when building the addon, but apparently on runtime

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there is a problem with the file property

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it seems to understand that there is a line feed in it

slim halo
rustic cape
#

there is an error message, stating "script not found" with the path being displayed on two lines and the n missing

#

maybe it is misdisplayed ?

slim halo
rustic cape
rustic cape
#

fr\gsri\skydiving

slim halo
#

What if you terminated postInit = 1 with a semicolon?

rustic cape
#

well apparently other functions are not found either, despite not being registered with a n

#

looks like the builded pbo is broken

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O_o

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duplicated files and stuff

wintry tartan
#

How did you build it?

rustic cape
#

addon builder, command line, scripted

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(we are mass building/signing PBOs)

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we are investigating our pipeline for now

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however I find it strange that ArmA is displaying \n in file names as linefeeds

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found ! There was a missing --clear option for addon builder

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it was consequently "adding" current sources with some crap found in the temp folder

#

this behaviour is kinda strange

sinful compass
#

Assuming I have a facewear object, how do I code it so that AI will not spawn with it when placed at random?

shy knot
#

There’s something about setting your face wear chance to spawn to 0. Haven’t messed with facewear in a long time

wispy juniper
#

Hey im trying to figure out how to change the sub catagory name in game, Like how it says "Men" I want to change it to something else, Where can i find that?

wintry tartan
#

CfgEditorSubcategories

wispy juniper
wintry tartan
#

Use in-game Config Viewer

trim cypress
#

Hello people, I'm in a bit of a bind here. I'm doing a small mission-specific add-on config to rename the locations on a map to suit the mission in question. I've have done this a few times before without much trouble but on this instance I'm unable to and my understanding fails me to solve why. Here is my config:

class CfgWorlds
{
    class CAWorld;
    class I44_Merderet_v2: CAWorld
    {
        class Names
        {
            //lots of name entries//
        };
    };
};

My issue is that if using this config I will get the following errors:

Warning Message: No entry 'bin\config.bin/CfgWorlds/CAWorld/Grid.offsetX'.
Warning Message: No entry 'bin\config.bin/CfgWorlds/CAWorld/Grid.offsetY'.

I've never had this problem before so I am kind of dumbfounded. I've done my best to load my re-name config after the map itself via requiredAddons[] but maybe I'm not doing it right? Why would replacing a few sub entries of a map affect CAWorld? I now that it does because this error will cause map grids to disappear from all maps (which inherit that property from CAWorld).

sullen fulcrum
#

not sure if I got the structure right, idk where
impact = iceshards;
soundHit = icesound;
are referenced from or what kinds of files they are

#

do the sounds have to be oggs or wss's?

#

also what lod's would go into the ice shard model? I just have 1 res lod and I'm assuming that should be fine

slim halo
sullen fulcrum
#

I'm using mikeros tools

#

pbo project

slim halo
#

did you set the pbo prefix?

sullen fulcrum
#

it works for the penetration on all my other models

#

pbo prefix?

#

@CND?

slim halo
#

CND yeah

sullen fulcrum
#

keep in mind I'm trying to make a custom penetration effect not reference an a3 one

slim halo
#

I know.
the last time I had a problem with this was because I didn't set the pbo prefix

sullen fulcrum
#

when you set it where do you normally put it?

slim halo
#

I don't know about Pbo Project, but in addon builder it's under options

#

no not that one

sullen fulcrum
#

huh

#

I didn't know about setting prefixes

slim halo
#

this is the one in addon builder:

sullen fulcrum
#

DLCappID?

slim halo
#

I don't think so meowsweats

sullen fulcrum
slim halo
#

I don't think it's .txt tho

#

I think you can just create a file called $PBOPREFIX$, and put the pbo prefix in there

sullen fulcrum
#

what's the extension for that file?

slim halo
#

nothing meowsweats
but first try what that guide says

sullen fulcrum
slim halo
#

yes

sullen fulcrum
#

alright so from what I understand it goes in the P drive

slim halo
#

it goes in the root of your addon

#

next to its config.cpp

sullen fulcrum
#

okay

#

so inside it would be myMod\myAddon

#

uhh

#

not sure what they mean by that

#

CND\ProjectAmerica

#

I think

slim halo
#

I don't know what you mean either! 😄

sullen fulcrum
#

as in what would it say in the document?

slim halo
#

just next to config.cpp

#

e.g. my pbo is like this:
pboFolder
|
----config.cpp
----$PBOPREFIX$

sullen fulcrum
#

alright

#

it keeps saving it as a txt

slim halo
#

oh

#

well just delete the extension meowsweats

slim halo
#

but according to wiki mikero's tools recognizes the .txt version too

sullen fulcrum
#

huh

#

neat

slim halo
#

When using Mikero's Tools to pack PBOs you can use a file called pboprefix.txt, making it easier to edit.

sullen fulcrum
#

so there's nothing inside the file right?

slim halo
#

your pbo prefix

sullen fulcrum
#

so just type CND and that's it?

slim halo
#

basically, pbo prefix is like the directory that the game uses for your addon's root

slim halo
sullen fulcrum
#

yeah

slim halo
#

then yeah

#

it's CND

sullen fulcrum
#

specifically
P:\CND\ProjectAmerica\penetration\particles\iceshard1.p3d

#

uhhhhhhhh

#

everythings gone in the editor

#

names every file and says not found

slim halo
#

are you 100% sure that's your pbo?

sullen fulcrum
#

the pbo name is ProjectAmerica.pbo

slim halo
sullen fulcrum
#

under
C:\Program Files (x86)\Steam\steamapps\common\Arma 3@CND_PROJECTAMERICA\Addons

slim halo
#

then your addon prefix is probably CND\ProjectAmerica
idk

slim halo
sullen fulcrum
#

that might be it then

#

I heard you had to register your prefix online

slim halo
#

wat? no meowsweats

sullen fulcrum
#

huh

#

good news no errors and everything is back

#

idk if it did anything

#

but the ice still does the dirt splashes

slim halo
#

¯_(ツ)_/¯

#

do you really have to use pbo project?

#

what's wrong with addon builder?

sullen fulcrum
#

idk why but addon builder gave me alot of issues in the past

#

penetration materials would break randomly

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now it reads all the a3 ones just fine but my custom one isn't working

slim halo
#

can you dm me the mod? if it's small enough

sullen fulcrum
#

yeah

#

well I can add you on steam or google drive

#

it's like 100mb

slim halo
#

the particle?! meowsweats

sullen fulcrum
#

no lmao

#

the mod

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that would be a very big particle

#

you wanna dm me and email I can add to the google drive?

slim halo
#

yeah
well upload it on gdrive and dm me the link

sullen fulcrum
#

or on steam

#

but it's viewed by friends only

slim halo
sullen fulcrum
#

let me update the mod

#

sent and updated @slim halo

slim halo
sullen fulcrum
#

dm'd friend request link

slim halo
#

actually let's go to dm

#

it's getting offtopic

slim halo
#

@sullen fulcrum ok I see what you were doing wrong.
did you define the impact cfg? in the root of ConfigFile?

#

you only added particle effects to CfgCloudlets correct?

sullen fulcrum
#

Yeah

#

There's an impact cfg?

slim halo
#

the thing is, you have to define an impact config, such as this:

class ImpactPlastic
{
    class ImpactDustPlastic1
    {
        simulation = "particles";
        type = "ImpactDustPlastic";
        position[] = {0, 0, 0};
        qualityLevel = 2;
        intensity = 1;
        interval = 1;
        lifeTime = 1;
    };
    class ImpactDustPlasticMed1
    {
        simulation = "particles";
        type = "ImpactDustPlasticMed";
        position[] = {0, 0, 0};
        qualityLevel = 1;
        intensity = 1;
        interval = 1;
        lifeTime = 1;
    };
    class ImpactDustPlasticLow1
    {
        simulation = "particles";
        type = "ImpactDustPlasticMed";
        position[] = {0, 0, 0};
        qualityLevel = 0;
        intensity = 1;
        interval = 1;
        lifeTime = 1;
    };
    class ImpactSmokePlastic1
    {
        simulation = "particles";
        type = "ImpactSmokePlastic";
        position[] = {0, 0, 0};
        qualityLevel = 2;
        intensity = 1;
        interval = 1;
        lifeTime = 2;
    };
    class ImpactSmokePlasticMed1
    {
        simulation = "particles";
        type = "ImpactSmokePlasticMed";
        position[] = {0, 0, 0};
        qualityLevel = 1;
        intensity = 1;
        interval = 1;
        lifeTime = 2;
    };
};
#

that's what you should use in the bisurf, not the cfgCloudLets one

sullen fulcrum
#

does that go into a rvmat?

slim halo
#

it goes in the root of the config

#

in other words, you just add it like that to config.cpp

sullen fulcrum
#

okay

slim halo
#

type is the particle

#

in CfgCloudlets

sullen fulcrum
#

ohhhhh okay

#

that makes sense

#

lemme try that

slim halo
#

I'm not really experienced in impact stuff, so I'm not sure what those sub classes do exactly

#

maybe someone else can help you with that

#

they seem to be for different graphics settings

sullen fulcrum
#

as well as the CfgCloudlets

#

impact = ImpactIce;

slim halo
#

qualityLevel = 6;
are there such quality levels?! meowsweats

sullen fulcrum
#

oh I thought that said quantity lol

slim halo
#

I think it's for graphics settings
like 0 1 2 (low medium high)

sullen fulcrum
#

ah

slim halo
#

I'm only guessing

sullen fulcrum
#

still getting dirt splashes

slim halo
#

idk, maybe you have to add that to bulletbase to be supported:

class BulletBase: BulletCore {
  class HitEffects
  {
    hitPlastic = "ImpactPlastic";
  };
};

that's from vanilla configs

#

so maybe:

class BulletCore;
class BulletBase: BulletCore {
  class HitEffects
  {
    hitIce = "ImpactIce";
  };
};
#

and then use hitIce in bisurf

sullen fulcrum
slim halo
#

cfgAmmo I think

#

yeah

#
class CfgAmmo
{
  class Default;
  class BulletCore;
  class BulletBase: BulletCore {
    class HitEffects
    {
      hitIce = "ImpactIce";
    };
  };
};

maybe that'll work for you

sullen fulcrum
#

alright

slim halo
#

or some other config.cpp

sullen fulcrum
slim halo
#

on its own

#

just remember to change the impact

#

to hitIce

sullen fulcrum
#

alright

#

where does hitIce come from?

slim halo
sullen fulcrum
#

oh

#

nvm

#

it's doing something

#

so I shoot it and instead of dirt nothing happens

slim halo
#

are your particle settings on high?

sullen fulcrum
#

yeah

slim halo
#

so maybe the problem is your p3d 🤷

sullen fulcrum
#

maybe

#

I got a basic stretched cube with a blue color slapped on it

#

just 1 res lod and no other lods

slim halo
#

I'm not familiar with particle models. maybe try debinarizing a few vanilla ones and see what they're doing

#

also check your config too

#

preferably just copy paste a vanilla config

#

and replace the model

sullen fulcrum
#

I'll try a different model

slim halo
#

yes the other stuff can't be wrong afai can see

#

it's either the model or that config (that's why I said copy paste a vanilla one)

sullen fulcrum
#

yeah it works

#

I tried a different model

#

probably something to do with the lods

sullen fulcrum
#

how do you debinarizie a vanilla model?

slim halo
#

(I mean what am I looking for?!)

slim halo
#

or ODOL Converter

sullen fulcrum
slim halo
#

google it

sullen fulcrum
#

kk

#

just gotta play with animation and make it fly less far

#

turns out it was just a missing ) in the rvmat

slim halo
sullen fulcrum
#

kk

#

Thanks alot man

slim halo
#

np

sullen fulcrum
#

(turnCoef = 0.1; /// how well is the ship able to turn) This is from the BI's sample ship config. When I put it on 1 or 0.1 I feel no difference when changing it on my model. Geometry Buoyancy, Phys and Geo are done. The ship is swimming. Also my steering wheel and other animations are not working. What should I do to get the animations working? What to adjust in the sample config? The selections and memory points for axis etc are also done.class propeller1
{
type = "rotation";
source = "rotor";
selection = "propeller1";
axis = "propeller1_axis";
memory = 1;
sourceAddress = "loop";
minValue = -1.000000;
maxValue = 1.000000;
angle0 = (rad 0);
angle1 = (rad +2880);
};
class propeller2: propeller1
{
selection = "propeller2";
axis = "propeller2_axis";

strange egret
#

is it all moving correctly in buldozer? rule out model.cfg animation errors first, then check "interface" between config and model.cfg for errors

hearty sandal
#

is your boat properly in water or is it floating above water?

sullen fulcrum
#

It is properly in water ^^

strange egret
#

try larger values (30 or 100) just to check.

sullen fulcrum
#

How to check animations in the buldozer? thought it is only for checking if it is just working

strange egret
#

scroll with mouse wheel to "scrub" animation, leftclick/rightclick to change current animation source

sullen fulcrum
#

just put the wrong name for the p3d in to the model cfg... And also doesnt know that anim "test" function nice thank you 😃

rough lava
#

What should i do if i am making some custom independent units but want to use a blufor restricted uniform?

hearty sandal
#

make a derivative uniform class that is restricted to different faction

rough lava
#

cheers i'll give that a go

hearty sandal
#

does it do that against all targets

#

does adjusting them make any difference?

#

does so it misses if you just copy the vanilla Titan AT?

#

then it could be related to your weapon

hearty sandal
#

why not just inherit from the titan_AT if that works?

hearty sandal
#

sounds like there could be a logic behind that

#

if the missile could not seek to the target

sullen fulcrum
#

My engine and propeller selections are turning together when using the drivingwheel. Just want that the engine selections is turning, beacuse in my model its not a engine, its the ruder. The propeller is solid on the boat, but moves with the engine selection.

#

class drivingWheel
{
type = "rotation";
source = "drivingWheel";
selection = "drivingWheel";
axis = "drivingWheel_axis";
memory = 1;
minValue = -1;
maxValue = 1;
angle0 = -2;
angle1 = 2;
};
class propeller1
{
type = "rotation";
source = "rotor";
selection = "propeller1";
axis = "propeller1_axis";
memory = 1;
sourceAddress = "loop";
minValue = -1.000000;
maxValue = 1.000000;
angle0 = (rad 0);
angle1 = (rad +2880);
};
class propeller2: propeller1
{
selection = "propeller2";
axis = "propeller2_axis";
};
class engine1: drivingWheel
{
type = "rotation";
selection = "engine1";
axis = "engine1_axis";
angle0 = 1.308997;
angle1 = -1.308997;
};
class engine2: engine1
{
selection = "engine2";
axis = "engine2_axis";
};

hearty sandal
#

probably your skeleton hierarchy is booped

lilac gust
#

so I did some experimentation with inheritance and appending to array
@grand zinc

// description.ext
class CfgMyVehicles
{
    class DEFAULT {
        cargo[] = {"Chemlight_blue", "Chemlight_green"}; // work
        // cargo[] = {{"Chemlight_blue", 1}, {"Chemlight_green", 1}}; // does not work
    };

    class CUSTOM : DEFAULT 
    {
        cargo[] += {{"FirstAidKit", 2}, {"Chemlight_red", 1}};
    };
};
#

for some reason parent array must be simple array, not array of arrays

#

just observation, not sure what is behind curtains

grand zinc
#

I think I have seen that a while ago

sullen fulcrum
hearty sandal
#

that your bones are connected wrong and affect each other in wrong order

echo briar
untold temple
#

Replace the picture parameter with a transparent image

echo briar
untold temple
#

It doesn’t use icon for that, it uses picture

echo briar
#

ah ok thx

neon bronze
#

Anything wrong with my config?

#
class CfgPatches
{
  class PTF_M27iar_woodland
  {
    units[] = {};
    weapons[] = {};
    Version = 0.1;
    requiredVersion = 0.1;
    requiredAddons[] = {"A3_Characters_F_BLUFOR","rhsusf_weapons","rhsusf_c_weapons","rhsusf_weapons2"};
  };
};
class rhs_weap_m27iar;
class cfgWeapons
  {
    class class PTF_M27iar_woodland : rhs_weap_m27iar
        {
          baseWeapon = "PTF_M27iar_Woodland";
          displayName = "M27 IAR (Woodland)";
          scope = 2;
          hiddenSelectionsTextures[]=
          {
               "PTF_Weapons\Data\M27\rhs_m27iar_woodland.paa"          
          };
   };
};
#

Not sure if thats to long

wintry tartan
#

rhs_weap_m27iar is not defined in CfgWeapons

neon bronze
#

Should be defined in another file.

#

Or rather how do I define it in CfgWeapons

#

I got a line 14 error

#

line 14: P encountered instead of {

wintry tartan
#

Put it inside, not outside

neon bronze
#

Oh ..

#

So class rhs_weap_m27iar; should be defined inside the class cfgWeapons?

wintry tartan
#

Yes

neon bronze
#
class cfgWeapons
  {
    class rhs_weap_m27iar;
    class class PTF_M27iar_woodland : rhs_weap_m27iar
#

Like so?

wintry tartan
#

Yes

neon bronze
#

gotcha

#

Unfortunately

#

Still got an error

wintry tartan
#

class class doubled

neon bronze
#

Fixed that too

#

Same error

wintry tartan
#

What is the full config?

neon bronze
#

This is the full config

#
class CfgPatches
{
  class PTF_M27iar_woodland
  {
    units[] = {};
    weapons[] = {};
    Version = 0.1;
    requiredVersion = 0.1;
    requiredAddons[] = {"A3_Characters_F_BLUFOR","rhsusf_weapons","rhsusf_c_weapons","rhsusf_weapons2"};
  };
};
class cfgWeapons
  {
    class rhs_weap_m27iar;
    class PTF_M27iar_woodland : rhs_weap_m27iar
        {
          baseWeapon = "PTF_M27iar_Woodland";
          displayName = "M27 IAR (Woodland)";
          scope = 2;
          hiddenSelectionsTextures[]=
          {
               "PTF_Weapons\Data\M27\rhs_m27iar_woodland.paa"          
          };
   };
};
#

I had another config exactly like this that worked

#

for testing purposes

wintry tartan
#

And what is the error exactly?

neon bronze
#

On load for arma I get File ptf_weapons\config.cpp, line 14:/cfgWeapons/: 'P' encountered instead of '{'

wintry tartan
#

Make sure you have no invisible garbage characters there

neon bronze
#

Like towards the end?

wintry tartan
#

I think?

neon bronze
#

Found some invisible spaces

#

Thats about it

#

didn't work tho

wintry tartan
#

Spaces aren't problematic. You might have some special characters, which is... you know

neon bronze
#

Weird I don't know how to find those ..

wintry tartan
#

Which text editor you use?

neon bronze
#

notepad++

wintry tartan
#

Use this icon to show special chars

neon bronze
#

good

#

Lord

#

😐

wintry tartan
#

A space will be shown with just a dot. Other special and invisible will be shown with something else

neon bronze
#

There are a ton.

#

Oh wait

#

I can't delete those

#

Says CRLF

#

Thats it

#

No special characters other than new lines

wintry tartan
#

CR LF is not a something but it is a new line code

neon bronze
#

So completely normal

wintry tartan
#

Okay... so, one thing else... are you sure this is the file which is returning the error?

neon bronze
#

Yes this is the only config.cpp I set up.

wintry tartan
#

Can you build without the entire CfgWeapons part?

#

Like without line 12-25

neon bronze
#

Let me try

#

No

#

does not build

#

same error

wintry tartan
#

You have only 11 lines but line 14 is returning?

neon bronze
#

yes

wintry tartan
#

🤔

#

Make sure the folder you build is correct

neon bronze
#

How would I know which folder I build is correct?

wintry tartan
#

Let me rephrase. You must looking at the wrong file/folder

neon bronze
#

Uhh

#

I removed the mod

#

and it works

#

so I'm not sure what file or folder is wrong

#

I just can't figure this out

#

I made a texture and made the config

#

referenced the old weapon

#

and made the PBO

#

Am I missing any {

hearty sandal
#

are you editing correct file

neon bronze
#

Yes

#

The config I made

hearty sandal
#

if you remove cfgweapons and have error on line 14 but have only 11 lines you are not editing right file

#

or it did not save

neon bronze
#

I think it didn't save

#

Ill try to remove the lines again

#

and see what it says

hearty sandal
#

if it still hase error on line 14, then the packing is not processing same file you are editing

neon bronze
#

So I edited the file

#

I added brackets

#

on class rhs_weap_m27iar{};

#

and it ran

#

but I don't think that is going to run correctly

hearty sandal
#

it should not need those 🤔

neon bronze
#

yeah as soon as I added the brackets the game ran

#

and my gun is now in the game

#

So I guess that class needs brackets?

#

Not sure if anyone can explain that to me

#

so I can learn for the future

neon bronze
#

Can anyone help me with why my config file isn't forcing the texture I made?

neon bronze
#
class CfgPatches
{
  class PTF_Weapons
  {
    units[] = {};
    weapons[] = {};
    Version = 0.1;
    requiredVersion = 0.1;
    requiredAddons[] = {"A3_Characters_F_BLUFOR","rhsusf_weapons","rhsusf_c_weapons","rhsusf_weapons2"};
  };
};
class cfgWeapons
  {
    class rhs_weap_m27iar;
    class PTF_M27iar_coyote: rhs_weap_m27iar
        {
          baseWeapon = "PTF_M27iar_Coyote";
          displayName = "M27 IAR (Coyote)";
          scope = 2;
          picture="\rhsusf\addons\rhsusf_inventoryicons\data\weapons\rhs_weap_m4a1_blockII_ca.paa";
          hiddenSelections[] = {"camo_1"};
          hiddenSelectionsTextures[] = {"PTF_Weapons\data\M27\rhs_m27iar_coyote.paa"};
   };
};
#

My texture reskin is not working at all for this weapon

#

Pulling out my hair trying to figure out why

hot pine
neon bronze
#

So whats the correct way to re texture it?

hot pine
#

so there is nothing you can do

#

we can add it perhaps in next RHS patch

neon bronze
#

T.T

#

I would really love one I've been wracking my brain with this.

#

For the RHS M27?

neon bronze
#

Gotcha I see that now

#

the only section to the gun is "Zasleh"

#

@hot pine How do I reach out to RHS?

hot pine
#

you have already reached RHS 😛

neon bronze
#

xD I added to the RHS Bug Page

#

Would be awesome if that was something you guys can do.

unique lagoon
#

anybody know what might be the problem with this config?

#



class CfgPatches
{
    class ODSTLament
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {};
    };
};

class CfgMusicClasses
{
    class ODSTLament
    {
        displayName = "ODST Lament";
    };
};

class CfgMusic
{
    class PoliticsandLife
    {
        name = "The Politics & The Life";
        sound[] = {"addons\The Politics & The Life.ogg",1,1};
        theme = "Prep";
        duration = "202";
        musicClass = "ODSTLament";
    };
};
#

not giving errors or anything

#

but it is not playing the sound when on zeus and using the module

slim halo
unique lagoon
fathom raft
#

Im trying to whitelist ranks with there own armory is this possible, its for a mission im working on?

ashen prairie
rough hatch
#

for some reason I can't get my cargoTurret to inherit anything from the base cargoTurret

#

I think I have it set up right, I have a class CargoTurret; in the vehicle class and then after that in the Turrets I have class CargoTurret_01: CargoTurret

#

but the game gives errors about CargoTurret_01 missing properties like it's not actually inheriting anything from CargoTurret

untold temple
#

Where does CargoTurret originate though?

rough hatch
#

I thought just having the class CargoTurret; was supposed to be enough?

untold temple
#

Yeah, but where is it?

#

If you're inheriting from a class, it has to be called from a place where it already exists to be referenced

fathom raft
stark forge
#

yo

#

how can I check what pbo a classname is in

shy knot
slim halo
shy knot
slim halo
rough hatch
rough hatch
#

even in the vanilla littlebird, as far as I can tell, it has a line of inheritences that go back to Helicopter_Base_H and the first place in that where CargoTurret exists, is just as class CargoTurret; in B_Heli_Light_01_F which then has Turrets with a number of CargoTurrets that inherit from that same CargoTurret in the same class

hot pine
#

perhaps some mod defined CargoTurret in root cfg? Inheritance might get funky in this case

rough hatch
#

turns out the problem was just missing requiredAddons

#

I just needed to add A3_Data_F_Oldman_Loadorder

#

but that somehow broke all the character movement animations

#

maybe the loadorder one isn't the one I should be using here

#

yeah, requiredAddons[]= { "A3_Air_F", "A3_Weapons_F", "A3_Soft_F", "A3_data_F" }; is what I needed

crimson charm
#

EDIT: I'm stupid, I need to do this in CfgWeapons ofc.... working now

Question from a newbie in relation to configs and CfgVehicles.hpp.
I want to change the displayName of an exsisting attachment. (Spectrum device antenna attachment). Based on the wiki about replacing existing configs I got the following in my CfgVehicles.hpp. Only the displayName is actually changed from what I found in config-dump. But when I launch the game I get alot of config errors about the changed config in my .rpt: https://pastebin.com/bvfErv0b together with error-popup and no changes to the display name

class CfgVehicles
{
    class muzzle_antenna_base_01_F;
    class muzzle_antenna_01_f: muzzle_antenna_base_01_F
    {
        author = "Bohemia Interactive";
        _generalMacro = "muzzle_antenna_01_f";
        scope = 2;
        displayName = "SD Military Antenna (30-389 MHz)";
        picture = "\a3\Weapons_F_Enoch\Pistols\ESD_01\data\ui\gear_muzzle_antenna_01_ca.paa";
        model = "\a3\Weapons_F_Enoch\Pistols\ESD_01\muzzle_antenna_01_F";
        class EM
        {
            antenna = "Antenna_01";
        };
    };
}
wintry tartan
#

A3_Data_F_AoW_Loadorder (AoW is the latest nowadays BTW) lets you to overwrite every vanilla configs if you wish. So { "A3_Air_F", "A3_Weapons_F", "A3_Soft_F", "A3_data_F" };is essentially the same with just put the loadorder alone

rough hatch
#

why did the oldman_loadorder break animations?

wintry tartan
#

How did you pack the pbo?

rough hatch
#

addon builder

wintry tartan
#

That might be the issue. Use pboProject

rough hatch
#

I use it for some things

#

I use addon builder sometimes because it's just quicker

wintry tartan
#

Addon Builder, despite it is an official tool, will break the pbo sometimes

rough hatch
#

on that topic, wasn't there a way to set a cargoTurret to not allow firing if some animation source is not activated?

#

like if a door isn't open you can't shoot out

#

I assume it's using dynamicViewLimits?

#

oh is it enabledByAnimationSource

hot pine
#

most likely you have wrong inheritance somewhere which is later overwritten by some other addon when you inherit from addons that you have listed

#

check .rpt and look for updating base class errors

rough hatch
#

I wasn't updating any base classes

#

definitely not anything with animations

hot pine
rough hatch
#

the only thing with base classes is this in CfgVehicles class Helicopter; class Helicopter_Base_F: Helicopter { class Turrets; class HitPoints; }; class Helicopter_Base_H: Helicopter_Base_F { class EventHandlers; class Turrets: Turrets { class CopilotTurret; }; class HitPoints: HitPoints { class HitHull; class HitFuel; class HitEngine; class HitAvionics; class HitVRotor; class HitHRotor; class HitGlass1; class HitGlass2; class HitGlass3; class HitGlass4; class HitGlass5; class HitGlass6; }; class AnimationSources; class ViewPilot; class ViewOptics; class Components; class RotorLibHelicopterProperties; };

hot pine
#

and did you checked rpt as I mentioned?

rough hatch
#

not when the animations were broken

hot pine
#

and after?

#

every class which has some children is a base class

rough hatch
#

from when I loaded the game and everything was working, the only base class warnings in the rpt are about vanilla addons, RHS and JSRS

hot pine
#

and without mods?

rough hatch
#

I'll try without mods

hot pine
#

btw: JSRS is breaking RHS - that's why you have updating base class errors with RHS classes

rough hatch
#

yeah I'm aware of that one

hot pine
#
  • compare base class errors with & without your mod
rough hatch
#

could the loadorder getting out of whack just messed something up?

#

like if I was loading an older loadorder, the game was then somehow loading things after it not quite in the right ordder

hearty sandal
#

Possibly

hot pine
#

depends on what you were trying to modify

rough hatch
#

like I said, only base classes the mod had was those helicopter ones

#

and then the actual custom new vehicle class

hot pine
#

what about root config?

rough hatch
#

what do you mean?

hot pine
#

do you have some external class references there?

rough hatch
#

I don't think so?

hot pine
#

can you share full config?

sinful compass
#

Having a bit of an issue with the UI icons for my mod, they display perfectly fine in the arsenal but if I go into the inventory I get the error "Picture equip\w\w_arma3mod\dustequipment\ui*iconimage.paa*.paa not found". Anyone have any idea what the cause for this might be? It seems to consistently have that line of code, on top of repeating the .paa prefix twice eg "condorvest.paa.paa" or "michhelmet.paa.paa" even though in the config it's all coded correctly.

untold temple
#

Might need a \ at the start of the path is there isn't one

sinful compass
whole blaze
#

How would I increase the top speed of a boat?

maxSpeed seems to be turning speed. enginePower seems to be a factor of acceleration (even though there's also an acceleration value?). It seems like it could contribute to speed, but the boat still doesn't go over it's top speed, presumably due to water resistance. waterResistanceCoef = 0; (which I'm guessing just gets multiplied to waterResistance? But I'm not sure...) didn't seem to help. normalSpeedForwardCoef didn't seem to make any change at all.

shy knot
#

You’d set max speed to X km/h

#

One sec

#

maxSpeed = 82; place this in your PhysX @whole blaze

#

Adjust the value as needed

#

Having an issue with making the second gun fire from the points in the memory lod of tmy model. It fires from the left gun and not the right gun even though I have it defined in memoryPointGun

#

Wait

#

Nope, still having an issue

whole blaze
#

But that was me changing the config of an existing boat... I don't know what you mean by, "place this in your PhysX".

shy knot
#

You...need a PhysX to change the max speed of a vehicle

#

All you should need to do is set maxSpeed = X;

#

X being any number

#

Then maybe mess with the torque and rpm

whole blaze
#

What's a PhysX? Is it a specific file or setting or something? I know NVIDIA's PhysX software, but I'm not sure if you're referring to that.

Only thing I've done so far is a write a simple mod with a config override of an existing vanilla Arma boat. I also verified maxSpeed was changed from 75 (it's default) to 1000 (just for testing) in the Config Viewer, so it's not a programming error.

shy knot
#

It’s how vehicles move

#

ARMA 3 uses PhysX to make vehicles...well...behave like their real life counterpart

whole blaze
#

How would I go about changing the PhysX of an existing Arma boat then?

#

I'm guessing it's not done through the config?

#

Better question... Is there any documentation on any of this?

hearty sandal
#

physX parameters are part of the vehicles config

#

in samples they are separated to physx.hpp

ivory orchid
#

Hey I'm trying to add my customized optre recon helmet in the game but I don't know how to make the config file or the other files I need to get it to show up in game. I got it packed into a PBO. I just need some help figuring out how to make a config file. It's using one of the lm opcan recon helmets as a base

shy knot
#

You just need to inherit from the OPTRE recon helmet and add in your textures

shy knot
ivory orchid
#

Not really except for halo 5 scripting but im a quick learner

#

Does this look correct?

#

#include "BIS_AddonInfo.hpp"

class CfgWeapons
{
class RECON_ONI
{
scope=1;
scopeArsenal=1;
author="Ares VC14";
displayName="[VC14] Recon Helmet";
hiddenSelectionsTextures[]=
{
"SOV_Helmets\addons\Helmets\VC14Recon.paa"

shy knot
#

Setting scope to 1 makes it private

#

You don’t want that

ivory orchid
#

okay thanks

shy knot
#

Set scope and scope arsenal to 2

ivory orchid
#

What do I need to do for keys? I noticed other mod folders have a 'keys' folder

shy knot
#

That’s only if you need a signed mod to play on your server

ivory orchid
#

Oh wicked so do I pack it all into a pbo now?

#

Or will the previous pbo I packed earlier work

shy knot
#

Barring the entire config, you should be on now if there aren’t any more errors

#

You need to pack each time you update something

ivory orchid
#

Okay thanks man heres hoping I got it to work

#

One last question do I need to usearma tools to change me text file to a BIN file?

shy knot
#

Not unless you are publishing to steam workshop

#

Only binarize when fully ready

ivory orchid
#

Okay Thanks man!

#

damn its not showing up

shy knot
#

Post your entire config in a pastebin and link it here

sullen fulcrum
#

I tried KeepHorizontal = 0; and KeepHorizontal = 1; ,I heard that would keep an object placed aligned to sea level but it hasn't worked for me

#

I'm trying to make an editor placed object stand upright when placed on a slope

#

also keep it vertical in terrain builder but I'm not sure what to use for that

shy knot
#

Anyone know how to make missiles that fire from 2 different points? Having some issues

#

It will only fire from 1 point and not the other

plain wigeon
#

In Sensors Config Reference the range of the radar is specified using class AirTarget, also the vertical range using minTrackableATL and maxTrackableATL. Is there any way to specify the class and variables for each radar/AA vehicle individually?

Currently I have included this in the Description.ext file

class AirTarget
{
    maxRange = 200;
    viewDistanceLimitCoef   = 1;
    objectDistanceLimitCoef = 1;
};

class GroundTarget
{
    maxRange = 200;
    viewDistanceLimitCoef   = 1;
    objectDistanceLimitCoef = 1;  
}

minTrackableATL = 50;
maxTrackableATL = 2000;

This question was asked in #arma3_scripting and I was redirected here.
#arma3_scripting message

wintry tartan
#

As you already told, description.ext never works to modify existed assets

plain wigeon
#

If not in the description.ext, then where should I include it?

wintry tartan
#

In your Mod, in your config.cpp

plain wigeon
#

I do not have a mod, and I am trying to make it work for a mission, so do I include the config.cpp in the mission folder itself?

wintry tartan
#

No

#

If it is your goal, forget the idea

plain wigeon
#

So the best way to go about is to create a mod for this very specific function, correct? And link it to all radar/AA vehicles.

wintry tartan
#

*only way

plain wigeon
#

Cool, thanks a lot.

sullen fulcrum
sullen fulcrum
#

Anyone know what's required to make a ladder? I know I need mem points that correspond to a cfg entry like ladders[] = {{"Ladder_1_start","Ladder_1_end",2.5,"Ladder_1_action"}};

#

that's about all I know

#

and making the mem points slope

true spire
#

This is my description.ext

#include "HG\UI\HG_DialogsMaster.h"

class RscTitles
{
    #include "HG\UI\Dialogs\HG_HUD.h"
    #include "HG\UI\Dialogs\HG_Tags.h"
};

class CfgClient
{
    #include "HG\Config\HG_Config.h"
};

class CfgSounds
{
    #include "HG\Sounds\HG_Sounds.h"
    sounds[] =  {radioclick};

    class radioclick
    {
        name = "radioclick";
        sound[] = {radioclick.ogg, 1, 1.0};
        titles[] = {0, ""};
    };
};

class CfgFunctions
{
    #include "conv\cfg\functions.hpp"
    #include "HG\Functions\HG_Functions.h"
    #include "modules\grad-persistence\cfgFunctions.hpp"
};

class CfgDebriefing
{
    #include "HG\Config\HG_Debriefing.h"
};
slim halo
#

one of them is in that header file

true spire
wintry tartan
#

#include "HG\UI\HG_DialogsMaster.h" I guess

true spire
#

How do i fix the issue?

wintry tartan
#

Don't have more than one RscTitles

true spire
#

But there's only one displayed in the description.ext, how do i remove the other one?

wintry tartan
#

As I said you have another RscTitles in some #include'd files

#

Most likely in HG\UI\HG_DialogsMaster.h

true spire
#

Alright thank you for your help

sullen fulcrum
#

I think I got the config right

#

I figure all it needs is the Land_ class inheriting from house, and the one line for ladders

#

I don't get an interaction when I walk up to it

sullen fulcrum
#

All I got is ladders[] = {{"start","end"}}; and it works

neat canyon
#

You need roadway at the bottom and top of the ladder

sullen fulcrum
#

for reference for anyone searching ladder info your mem points should be about 0.5m from the object to make your hands contact the model

#

I'll add those

neat canyon
#

Afaik you can’t have _action

sullen fulcrum
#

I guess that keeps you from falling when you reach the top

neat canyon
#

Since you’re not setting up an useraction

scarlet hornet
#

I couldn't find interaction marker in game

#

I swapped the trigger to another one that worked correctly, but it didn't work either

hearty sandal
#

@scarlet hornet if animation does not play it could be you have the part in 2 animated selections and they break eachother

scarlet hornet
#

@hearty sandal Does it mean that I can't use the same axis for each animation?

hearty sandal
#

I dont understand what you mean. Axis is not the same as the animated selection(bone)

scarlet hornet
#

please forgive my foolish...
all of skeleton already haven't parented
I've written Skeleton like
“Door_1a”,“”,
“Door_1b”,“”,
“Door_1c”,“”;
Is it correct?

hearty sandal
#

I dont know, it can work but this is not hat I mean. Does your model have same parts of mesh in these selections

scarlet hornet
#

No, all parts of them is completely separated each other

tame iris
#

Trying to add a missile camera panel to a vehicle that I'm inheriting from, but I'm having trouble with it. This is what I have right now https://pastebin.com/pjPadpNN

north sluice
#

Having an issue where my gunners head follows the angle of the turret (when the turret is 180 degrees to rear, gunner head is also 180 degrees turned from front). Is there a token to disable this?

sullen fulcrum
#

I feel like I'm very close but I must've missed something

shy knot
#

@sullen fulcrum Id recommend PBOProject, it may pick up something you missed

sullen fulcrum
#

that's what I used

#

So I got it working, I had to remove some quotation marks

shy knot
#

Oh, why did I think it was PBOmanager

#

Tf

sullen fulcrum
#

still does a weird thing where the collision doesn't animate

#

even though it's named Door_1

#

it does animate but the gate disappears when you look away from the center and the collision only goes half the length of the gate

#

this is what it does when you look slightly away from it

#

fire geometry only works on the pivoting pole

sullen fulcrum
untold temple
#

Collision can only happen in the model. Bounding box

sullen fulcrum
#

I have the geometry defined as Door_1 so it should animate with the visual geometry

#

it does animate but everything breaks halfway down the model

untold temple
#

It will animate, but only components inside the original bounds will have collision

#

You need to add memory point to expand the bounding box to where the gate will move to when it’s animated

sullen fulcrum
#

alright

#

so just add a vertex to the edge of its animation?

sullen fulcrum
#

I got it working thanks @untold temple

sullen fulcrum
#

anyone know a way to remove door actions when a gate is destroyed?

sullen fulcrum
#

also is there a way to run a script on an object in a config? like if the object is destroyed it will run a script?

#

I'm trying to close a gate when it's destroyed so it doesn't stick straight up when it tips over

#

basically something like if this is dead then execute animation

nimble sequoia
sullen fulcrum
#

this would be the code I'm trying to run, not sure what I'd replace this with in the config
removeAllActions this; this animateSource ["Door_1_source", 0];

narrow musk
#

the opfor name for Modelsides is TEast right?

sullen fulcrum
#

so far I got this in my config
init = "this select 0 addEventHandler ['Killed', {removeAllActions _this; _this animateSource ["Door_1_source", 0];}];";

winter rain
slim falcon
#

Hola
Seems i cannot get my classes to be visible in Zeus.
All classes have scopeCurator = 2;
All classes are present in units[]={};

The problem applies to all POD_Skilt_xx and POD_Boxes_xx Classes

Github: https://github.com/stoffer123/POD/tree/main/POD_

Hoping one of you experts can find my f up.

wintry tartan
#

I can't read the Git.
Make sure CfgPatches > units have all of classNames there

slim falcon
winter rain
slim falcon
winter rain
#

Now it doesnt i get a 404

slim falcon
#

Link was missing a _ after i edited my post, sorry.

winter rain
#

It looks good to me, maybe check factions if its alright

slim halo
slim falcon
#

All the "Soldiers" works just fine, its all POD_Skilt_xxx and POD_Boxes_xxx that doesnt work

winter rain
#

Why you did editorsubcat and vehicleclass?

Its also not in Signs in zeus?

slim falcon
#

I did it to seperate my stuff from everything else i guess.

It is not no.

slim falcon
slim falcon
#

Does objects need side = ; ?

slim falcon
narrow musk
winter rain
narrow musk
slim falcon
slim halo
slim falcon
stray sage
#

You re showing CfgEditorSubcategories, error is about CfgEditorCategories

slim falcon
#

OH sorry

winter rain
slim halo
#

looks correct

narrow musk
#

oh alright
I'll just use the numbers next time

winter rain
slim falcon
#

And been hanging on this problem for months now

winter rain
#

I prefer learning people instead people which give up after a little problem

stray sage
#

@slim falcon I dont see in your unit config an entry called editorCategory = ...?

slim falcon
#

Please look only in the POD_ folder.
Thats where it all is

stray sage
#

nvm u had faction defined which should handle anyways. At this point I would just check all the related configs in game to see if they are populated as you expect them to.

stray sage
slim falcon
#

Problem is not "POD_Soldater" They are all visible in zeus.
Problem is POD_Boxes and POD_Skilt classes

#

does editor category classes need to be in Units[]={}; ?

#

or is that only for cfgvehicles

stray sage
#

cfgVehicles entries only.

#

what does skilte contain?

slim falcon
#

Those are some custom signs i made

stray sage
#

I dont understand why subCat of boxes is sharing same place as a soldier subCat, these are not soldiers that are empty sided right?(Dunno soldier mannequins or something haha)

slim falcon
#

No they are NATO men with custom gear haha

stray sage
#

and why are boxes in the same edCat as soldiers are?

#

Sorry got no access to ur github btw so I try to understand from pics u sent Nvm I had checked the non edited version

winter rain
#

soldiers do not have a editorcat, only a subcat

slim falcon
#

Yeah soldiers have a faction and a subcat

winter rain
#

@slim falcon can you try
editorcategory = "POD_EdCat";
instead of
editorCategory = "POD_EdCat";

#

does the stuff be visible in normal editor without zeus?

slim falcon
#

Yeah its works all fine in Eden

#

I will try it in a few mins, just in the middle of preparing dinner here 😄

slim falcon
#

Doesnt seem to work.

slim falcon
#

You wont believe what fixed it.
Months of fighting this.
I just had to change the display name, because it cant be the same as another category OR as it was, a faction.

please dont laugh...

peak prawn
#

hello, I am trying to make an addon that build on TFAR, is this the right place to ask questions about that?

slim halo
peak prawn
#

I want to do some rto functionality for tfar, so a user can use someone else's long range. I managed to get the LR radio and everything, I set it as the active radio for the user but I cannot use the radio. I need someone who worked with tfar before to help me understand the logic behind the mod

halcyon wraith
#

So you mean someone carries the radio, and someone else uses it?

peak prawn
#

yep, I managed to add ace interaction to it, but I cannot understand the tfar logic behind the radios. I manage to get the radio and manage to set the active radio to the user, but I cannot actually use the radio

#

the documentation is horrible and the scripts themselves are so weird and seems like done badly on purpose, unless I really just don't understand sqf

bitter pebble
#

Is it possible to only show a cfgvehicles classname if an add-on is loaded?

#

I want to have two classnames, if a certain mod isnt loaded then only one will show

zinc kindle
#

Is there a way to export multiple configs at once ala the print config util?

zinc kindle
slim halo
#

I think he means in config

#

afaik not possible

zinc kindle
#

There are a couple of hacks I can think do that

You could make an add-on that is dependent on the vehicle you want to hide and change the scope/curatorScope of the old one to something other than 2 to hide it.

slim halo
#

again, not possible afaik

bitter pebble
#

I'll just have to work it out with the script method as mentioned

#

Thanks for getting back to me

slim falcon
#

Lets say i want to use hidden selectios to reskin my model.
What do i assign the faces in object builder?

winter rain
# slim falcon Lets say i want to use hidden selectios to reskin my model. What do i assign the...

You can call it how you want as far as i know

You have to name the selections in OB and you have to define these names in the model.cfg and you have to add these names in hiddenselections

As example if left wall has named selection wall1 and right wall has selection wall2 you have to take care of its order

If you write wall1 first in hiddenselections you have to add the hiddenselection texture for wall1 first

glacial spear
#

Hi i have an issue were when my airframe is damaged the whole airframe suttly shakes which isint a huge issuie what is is that in the gunner camera its impossible to see anything with the shaking

#

any ideas

thick dirge
#

any way to use an addon to initiate scripts instead of initPlayerLocal.sqf?

rough hatch
#

why would the zeroing on my vehicle weapon be capped? I have a lot of zeroing distances set, but once it gets past a certain point, the game stops adjusting it and the bullets just come out completely straight

#

before that point it adjusts perfectly fine

strange egret
#

what weapon and ranges are we talking about? grenade launcher ?

#

if the range is not achievable, it cant calculate an elevation -> it defaults to 0 elevation

rough hatch
#

it's a coax machine gun

#

it is possible that it can't calculate that far, that would make sense

#

in that case, is it possible to have a turret that has different zeroing for different weapons?

#

defining the distances in the weapons seems to not really do anything, it still uses the distances defined in the turret

untold temple
#

There's a maxZeroing parameter for weapons

hot pine
#

it could be also beyond bullet time to live

rancid lotus
#

Anyone know what's wrong with this config?

#
  class Kish_Soldat2_OT5: Kish_Soldat2_OT5 {  
   weapons[]={"Throw","Put"};  
  };
grand zinc
#

you cannot inherit from yourself

rancid lotus
#

What if I'm trying to overwrite an existing entry?

grand zinc
#

you inherit from a parent. Your parents cannot be you

rancid lotus
#

Also, error thrown is line 5: '.CfgVehicles': '{' encountered instead of '='</format><args>{}</args></log4net.Error>

grand zinc
#

you inherit from the same parent as the original class did

rancid lotus
#

Even if you're calling an entry so you can just overwrite it?

#

Just need to overwrite some units to have different weapons, what would a proper config for that look like?

grand zinc
#

what does Kish_Soldat2_OT5 inherit from, originally, without your change

rancid lotus
#

Uhhh good question, one sec

#

On a rush job to tweak faction difficulty so pardon my sloppiness heere

#

Parents are ["O_Soldier_F","O_Soldier_base_F","SoldierEB","CAManBase","Man","Land","AllVehicles","All"]

#

So O_Soldier_F I believe

grand zinc
#

class O_Soldier_F;
class Kish_Soldat2_OT5: O_Soldier_F{
weapons[]={"Throw","Put"};
};

#

that then

rancid lotus
#

Won't this delete all other sub-entries within Kish_Soldat2_OT5?

grand zinc
#

no

rancid lotus
#

Cool okay

#

Will try it

#

No error so far

#

Didn't work but I think it's an issue on my end

grand zinc
#

make sure requiredAddons is set properly in CfgPatches

#

you need to actually list the addons that you require

rancid lotus
#

Yeah I'm 99% sure that's what it is

#

Thanks for the help

unkempt furnace
#

so, a mod I used a lot recently got deleted for some reason, the mod from what I understand would basically assign you the uav hacker trait no matter what, I have tried to recreate this but it isn't working on dedicated servers despite the mod I used before working fine on servers. Keep in mind I have no idea if it used swfs or what, but here is what I got from a very old video about uavs and exile, can someone point out why it isn't working out it should and how I can fix it? Like I said problem is that it won't work on servers. And ignore the ace stuff, that's me just trying to add more attributes in but I can't even get those to work in editor

{
  class hackerSchool {
    units[] = {};
    weapons[] = {};
    requiredVersion = 1.26;
    requiredAddons[] = {};
  };
};

class CfgVehicles
{
  class All {
    uavHacker = 1;


/*
private = _isMedic = _unit getVariable ["ace_medical_medicClass", getNumber (configOf _unit >> "attendant")];
private = _isEOD = _unit getVariable ["ACE_isEOD", _unit getUnitTrait "explosiveSpecialist"] in [1, true];
private = _isEngineer = _unit getVariable ["ACE_isEngineer", _unit getUnitTrait "engineer"];

    canDeactivateMines = 1;
    engineer = 1;
    ACE_isEOD = true;
    ace_isEngineer = 2;
    ace_medical_medicClass = 2;
*/
  };
};```
feral socket
#

Whats the Int for adding the green variant of thermals to helmets? I can't find the Int on the wiki

pastel talon
brazen merlin
#

well, a module is basically just an object that will run a script

#

so before you'll make a module, you should probably make the actual script

meager trail
#

Hello, I have a 40mm grenade launcher that allows you to adjust the sight from 100 to 1500 m. But I don't know why when I set the sight to 1500m the projectile comes out at a 0 degree angle. Any ideas?

dry carbon
#

Is there any way to prevent a vehicle gunner seat from being occupied while another seat is filled?

slim halo
#

not sure if there's a "natural" (config) way to prevent it tho (afaik there isn't)

dry carbon
#

I can recall natural way to make the second position accessible only to the first position, but then the first position is open up to access from the outside or from cargo.

#

I'm trying to figure out a work around for the top mounted weapon stations on my hovercraft, the Chariot. The intention was for the topside gunners (left/right) to each control two turrets that move in unison. Their primary turret on each side has a M2 and a Mk19 they can switch between, and the secondary turret has 4 missiles. The controls for the turrets are functioning, but the missiles don't/won't launch from their designated origin. In fact, they just explode under the vehicle upon launch, without doing any damage to the vehicle or occupants.

rough hatch
#

is it possible to configure a turret so it's a static view when turned in and only movable when turned out?

tawny trench
#

okay what am i doing wrong here??

#
    class friscolib_usa_categories_ace {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=  { 
    ***
        };
    };
};

class CfgFactionClasses {
    class FRISCOLIBUSAr     {
        displayName = "(FRISCO) US Army [ACE-LIBWW2]";
        priority=3;
        side=2;
    };    
};

class CfgEditorSubcategories {
    class FRISCOLIBUSArInf {
        displayName = "Infantry [ACE]";
        priority=3;
        side=2;
    };
};```
#
    class friscolib_usa_inf_ace {
        units[]= {
            "FBUSA_or1_pvt_gar"
        };
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=  { 
            "friscolib_usa_categories_ace",
    ***
        };
    };
    
    #include "cfgUSHelmets_ace.hpp"
    #include "cfgUSKits_ace.hpp"
    #include "cfgUSAmmo_ace.hpp"
    #include "cfgUSPacks_ace.hpp"
    
};

class CfgVehicles    {
    // *****************************
    // *** (( C L A S S E S )) ***
    // *****************************    
    
    class CBA_Extended_EventHandlers_base;
    
    class LIB_US_Rifleman {class eventhandlers;};

    // ***********************
    // *** (( U N I T S )) ***
    // ***********************
    
    // *** (( I N F A N T R Y )) ***
    
    class FBUSA_or1_pvt_gar: LIB_US_Rifleman    {                                            // Private [M1 Garand]
        displayName="Private [M1 Garand]";
        side=2;
        editorSubcategory = "FRISCOLIBUSArInf";
        
        uniformClass="U_Simc_US_m43_Private";
        backpack="PACK_6GAR_BAYO";
        
        weapons[]=  {"LIB_M1_Garand", "Throw", "Put"};
        respawnWeapons[]=  {"LIB_M1_Garand", "Throw", "Put"};    

        KIT_M1GARAND
        AMMO_10GAR_2G
        USARHELM_PVT

    };
    
};```
#

why are these two files giving me a "No Entry: LIB_US_Rifleman: No Side defined" error?

tawny trench
#

I have two other cpps that have the exact same code, and they don't give the side error. So does anyone know whats going on?

#

but its an already established unit from another mod. it already has its own parameters.

#

and any other unit i replace it with gives my the same error.

#

also the other cpp file that has the same code setup isnt giving me this problem.

#

yeah but why is the other file not giving me the same problem?

#
{
    class friscolib_ger_categories_ace
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]= 
        { 
            "friscolib_ger_categories_ace",
                        ***
        };
    };
};

class CfgFactionClasses
{
    class FRISCOLIBHeer
    {
        displayName = "(FRISCO) Heer [ACE-LIBWW2]";
        priority=3;
        side=1;
    };    
};

class CfgEditorSubcategories
{
    class FRISCOLIBHeerInf
    {
        displayName = "Infanterie [ACE]";
        priority=3;
        side=1;
    };
    class FRISCOLIBHeerInfNctr
    {
        displayName = "Infanterie (Nachtrupp) [ACE]";
        priority=3;
        side=1;
    };
    class FRISCOLIBHeerPzTr
    {
        displayName = "Panzertruppe [ACE]";
        priority=3;
        side=1;
    };
    class FRISCOLIBHeerFldGndArm
    {
        displayName = "Feldgendarmerie [ACE]";
        priority=3;
        side=1;
    };
    class FRISCOLIBLftwfe
    {
        displayName = "Luftwaffe [ACE]";
        priority=3;
        side=1;
    };
    class FRISCOLIBHeerSchWff
    {
        displayName = "Schwere Waffen [ACE]";
        priority=3;
        side=1;
    };
    class FRISCOLIBHeerFhrZge
    {
        displayName = "Fahrzeuge [ACE]";
        priority=3;
        side=1;
    };
};```
#
    class friscolib_ger_inf_ace    {
        units[]=    {
            "FBHI_of5_ob_p08",
           etc..
        };
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=  { 
            "friscolib_ger_categories_ace",
          ***
        };
    };
};

    
class CfgVehicles    {
    // *****************************
    // *** (( C L A S S E S )) ***
    // *****************************    
    
    #include "CfgGERHelmets_ace.hpp"
    #include "CfgGERKits_ace.hpp"
    #include "CfgGERAmmo_ace.hpp"
    #include "CfgGERPacks_ace.hpp"
    
    class CBA_Extended_EventHandlers_base;
    
    class LIB_GER_oberst_HeerObstMP40;
    class LIB_GER_Lieutenant_HeerObstLtP38;
    class LIB_GER_Lieutenant_HeerMajMp40;
    class LIB_GER_Hauptmann_HeerHauptMp40;
    class LIB_GER_Lieutenant_HeerOLtMp40 {class eventhandlers;};
    class LIB_GER_Lieutenant_HeerLtMp40 {class eventhandlers;};
    class LIB_GER_LieutenantArzt_HeerLtMp40 {class eventhandlers;};
   ETC..
    
    
    // ***********************
    // *** (( U N I T S )) ***
    // ***********************
    
    // *** (( I N F A N T E R I E )) ***
    
    class FBHI_of5_ob_p08: LIB_GER_oberst_HeerObstMP40 {                                            // Oberst [Luger]
    
        displayName="Oberst [Luger]";
        editorSubcategory = "FRISCOLIBHeerInf";
        
        uniformClass="U_LIB_GER_Officer_HeerObstMp40";

        weapons[]=  {"LIB_P08", "LIB_Binocular_GER", "Throw", "Put"};
        respawnWeapons[]=  {"LIB_P08", "LIB_Binocular_GER", "Throw", "Put"};
        
        KIT_PISTOL_OFFZ
        AMMO_2P08
    };```
#

see its the same code

#

These are all the classes from the GEIST wwii mod im calling:

#
    
    class LIB_GER_oberst_HeerObstMP40;
    class LIB_GER_Lieutenant_HeerObstLtP38;
    class LIB_GER_Lieutenant_HeerMajMp40;
    class LIB_GER_Hauptmann_HeerHauptMp40;
    class LIB_GER_Lieutenant_HeerOLtMp40 {class eventhandlers;};
    class LIB_GER_Lieutenant_HeerLtMp40 {class eventhandlers;};
    class LIB_GER_LieutenantArzt_HeerLtMp40 {class eventhandlers;};
    class LIB_GER_unterofficer_HeerOFwMp40 {class eventhandlers;};
    class LIB_GER_unterofficer_HeerFwMp40 {class eventhandlers;};
    class LIB_GER_unterofficer_HeerUFwMp40 {class eventhandlers;};
    class LIB_GER_unterofficer_HeerUffzMp40 {class eventhandlers;};
    class LIB_GER_medic_HeerUffzK98 {class eventhandlers;};
    class LIB_GER_radioman_HeerOgefrMp40 {class eventhandlers;};
    class LIB_GER_smgunner_HeerOgefrG43 {class eventhandlers;};
    class LIB_GER_smgunner_HeerGefrMp40 {class eventhandlers;};
    class LIB_GER_mgunner_HeerOschMg34 {class eventhandlers;};
    class LIB_GER_ober_rifleman_HeerOschiG41 {class eventhandlers;};
    class LIB_GER_mgunner_HeerSchK98Mg42 {class eventhandlers;};
    class LIB_GER_medic_HeerK98 {class eventhandlers;};
    class LIB_GER_rifleman_HeerSchK98 {class eventhandlers;};
    class LIB_GER_tank_unterofficer_Heer0tv0tpgcOfwMp40;
    class LIB_GER_tank_unterofficer_Heer0tv0tpgcUfwMp40;
    class LIB_GER_tank_unterofficer_Heer0tv0tpgcUffzMp40;
    class LIB_GER_tank_crew_Heer0tv0tpgcGefrMp40;
    class LIB_GER_tank_crew_Heer0tv0tpgcSchMp40;
    class LIB_GER_unterofficer_HeerFldGdrUfwMp40;
    class LIB_GER_unterofficer_HeerFldGdrUffzMp40;
    class LIB_GER_smgunner_HeerFldGdrOgefrMp40;
    class LIB_GER_pilot_LuftLtM1908;```
#

when i launch eden

#

hold on

#

it has the same requiredaddons list in the same order

tawny trench
#

Ok the side error is gone now that I used another unit from from the GIEST mod

#

Weird.

dry carbon
#

Ah!

#

I think I found a work around for my mg/gmg/missile turrets.

bitter pebble
#
{
    class All;
    class Logic: All
    {
        scopeCurator = 0;
    };
    class Module_F: Logic
    {
        curatorInfoType = "";
        curatorInfoTypeEmpty = "";
        class ModuleDescription
        {
            class AnyPlayer;
        };        
    };
    class TEST_Module_F: Module_F
    {
        class Arguments {};
    };
};```
#

any one able to share some wisdom on class arguments?

#

can't find a wiki post on it

#

It seems to populate a zeus ui with a list of vehicle classnames when the module is placed, is it possible to use one list to select an aircraft type followed by another list to select a drop type?

rough hatch
untold temple
#

OpticsIn/OpticsOut etc. perhaps

tawny trench
#

just a refresher with it: one fileset is working fine with this set of code, but it's copy with only the values changed is throwing out a No Entry Side Error.

tawny trench
tawny trench
#

no one has any ideas?

trim cypress
#

Does anyone know of a resource where the type values for all items, weapons etc would be listed (e.g. configFile >> "CfgMagazines" >> _x >> "type")? I found one forum post from 2018 and I'm not sure if that's up to date.

shy knot
#

Type values?

trim cypress
#

Its a number that's ostensibly used to sort between different item types like weapons, optics, magazines, night vision etc. See the example code above for a magazine. I'm looking for a reliable way of filtering items by their category.

pastel talon
#

Making a faction. I want the same unit to be available to opfor, blufor, independent, and civilian. Do I have to make separate CfgFactionClasses and four separate entries into CfgVehicles. Or can I just do side=0,1,2,3?

#

side is also defined in CfgFactionClasses

#

thank you for the help

spring ibex
#

how do you make gun and armor mods?

wintry tartan
#

By configuring properly

#

Seriously, a vague question will only get vague answers

spring ibex
#

how do i mkae my own armors vehicles uniforms weapons ect.

#

are any more clarifications needed

hearty sandal
#

do you mean the models?

spring ibex
#

yeah

hearty sandal
#

first you need to learn how to model. first step of that would be choosing a program you want to learn to use and then look up tutorials on how to use it and practice practice practice.

spring ibex
#

do you have any recommendations?

hearty sandal
#

well blender is good and free program

#

and there are lot of tutorials for it

spring ibex
#

thats what i was planning on using anyway

slim halo
#

Maybe increasing the vehicle cost

rough hatch
#

why would texture sources not working on my vehicle? in virtual garage, I can select the different textures, but they don't have that checked mark appear on them like they do with other vehicles and if I try to select the textures after placing the vehicle in eden, they don't stay, it just resets back to the default one when I close the edit appearance window

#

and also if I do "export" with my vehicle in virtual garage, the exported result doesn't even contain the BIS_fnc_initVehicle function call that it usually does

slim halo
#

Then the armor is too strong
I think it depends on hit/armor ratio :thinking:

rough hatch
#

searching through in this channel, I found several people having an issue like mine and none of them seemed to have gotten solved, is it some kind of mystery issue that no one yet knows how to solve?

nova sail
#

The game is not loading config.cpp from addon folder when using -filePatching.
Is that normal?

The config path is Arma 3\!Workshop\@Sleeper\addons\Sleeper\config.cpp - shouldn't it work?
Is my faulty memory deceiving me? ...i would swear i used to have configs in addon folders like this in my dev environment.

rough hatch
#

hmm I just found a guy who solved it by apparently making sure the texture paths are complete with the .paa part, I'll try that

#

oh lmao it was actually you who I found Sleeper

nova sail
hot pine
#

if you have some decals, then you have to use special param which can be found i.e. on Kart

rough hatch
#

they did, I think my issue might have been the missing ".paa", I'll check if that fixes it a bit later

hot pine
#

well, script is doing string comparison

#

no match = no selection in VG

rough hatch
#

does that function use setObjectTexture?

hot pine
#

yes

rough hatch
#

and setObjectTexture needs the ".paa", doesn't it?

hot pine
#

(global variant to be precise)

#

no, it doesn't need .paa

#

it can be jpg on png too if you want (although it's not recommended )

rough hatch
#

I mean, it needs an extension in the path?

#

it can't just be like "\path\data\texture_co"?

hot pine
#

not sure, I think it could fallback to .paa

nova sail
#

aaah, if this is about omitting the ".paa" extension, then the problem was you couldn't check the checkbox in the Virtual Garage UI or in editor when selecting livery for placed vehicle.
You could still "select" the texture by clicking on it, but the checkbox wouldn't tick.
...no idea if it was already fixed or not, or whether a fix is/was not planned.

rough hatch
#

yeah that's what I'm trying to solve

nova sail
#

Well, if this is the same problem i run into some time ago, then you should be able to fix it simply by specifying the texture path in the config with the file extension included (whether it is paa or jpg or whatever).

nova sail
#

How do you change the volume of vehicle's engine sound?
I just can't find any information on this subject.
Nevermind, i found it, was looking at the wrong class.

rough hatch
#

okay so yeah, adding the ".paa" to the paths fixed my issue

#

and I now understand why

#

@hot pine you mentioned that the function checks getObjectTextures and compares it to the textureSources textures? well getObjectTextures seems to always return paths without the \ at the start and with the ".paa" at the end, so even if the paths match between what's set in hiddenSelections and textureSources in the config, it wouldn't work if it was missing the ".paa"

hot pine
#

well, that's what I said basically 😛

warped hull
#

So, I hate writing confings and I would like to not spend much time learning new stuff because I don't plan to do any more Arma 3 modding. That said, is there a kind soul willing to help me making work a rhs sr25 suppressor retexture? This thing is driving me crazy

untold temple
#

Weapon attachments can't be retextured

#

You'd have to take the suppressor model from Kiory's SR-25 source files if they're still available, and apply your texture in that .p3d and make your own class with the new .p3d

warped hull
#

Yhea I know, sry I wasn't clear. I've already retexture the .p3d but I can't make it work. I've already done 2 other suppressors and those worked well but this one keep throwing errors at me. If someone can take a look at the config it would be a huge help

shy knot
#

You need to apply a CO texture to the model, then config a suppressor

hearty sandal
#

have you created the character in the pelvis centered T pose like the sample character is

#

or is it created to stand above ground by default

bitter pebble
#

Anyone know possible ways to merge two binarised models together via config? Saw a forum post about someone looking for something similar but no joy in that

hearty sandal
#

@bitter pebble can not

tawny trench
#

@hearty sandal Hey man! long time no see!

hearty sandal
tawny trench
#

I missed your guiding hand, brother...

hearty sandal
#

soz its a bit too huge file to look through at the moment. blobcatsweats

tawny trench
#

oh lol ok well look at the scond one

hearty sandal
#

whats the exact error you get?

tawny trench
#

the 1st one is just the same code posted multiple times

#

lemme get it for you

#

so lemme ask this: is it best to just have all the factions/subcategories in one file?

#

or keep them in their own separate cfg patch for their respective faction?

hearty sandal
#

well its pretty much just for you since once it all goes in game its all mashed up in one

tawny trench
#

so it doesnt really matter?

hearty sandal
#

no

#

human readablity however does get harder with huge amount of text lines

tawny trench
#

ok well first: i get an error at the main screen - No entry 'bin\config.bin/CBA_Extended_Eventhandlers_base.scope'.

#

why is it asking for scope definition for an eventhandler?

hearty sandal
#

that class is probably in wrong place

#

eveyr class in cfgVehciles is a "vehicle" type and expects there to be a scope

#

this probably does not belong here

tawny trench
#

huh weird

#

see now why does the other file with the same code NOT throw that error??

#

it should be in cfgpatches right?

#

oh no in its own class outside cfgs altogether

hot pine
#

There is config property which links to memory point. I think it's called aimpos

tawny trench
#

moving the cba code fixed the 1st error

hearty sandal
tawny trench
#

ok but

hearty sandal
#

either this class does not exist elsewhere or your required addons are not right

tawny trench
#

but its ANY unit i put in there

#

doesnt matter which one

#

and the weirdest thing im using the EXACT SAME code as another file which isnt spitting out ANY errors

hearty sandal
#

something must be different

hot pine
tawny trench
#

from the ifa3/geist mods

hot pine
#

There is none

#

Lib us rifleman for instance looks quite broken

tawny trench
#

even the eventhandlers base was in the wrong area

#

does one of the german units i used for an inheritance have like all the code I needed and I didn't realize it? lolllll

#

i pulled a german soldier, but actually pulled the entire german codebase?

hot pine
#

You have to recreate inheritance of classes you inherit from if you want to get class inside

#

Class lib_us_rifleman is missing parent

tawny trench
#

but what did i do in the working file that causes it to function?

rose atlas
#

No clue if this is an appropriate place to ask this, but is there a config or script that allows for diving goggles and ref-breather gear to be worn outside of the water?

tawny trench
hot pine
#

Uh, no

#

Find the parent of lib us rifleman

tawny trench
#
class FBH_Soldat_Base: LIB_GER_rifleman {class LIB_GER_Schutze_Heer_base};```
hot pine
#

Did you found lib us rifleman parent?

tawny trench
#

well no my so-call working file suddenly broke lolll

hot pine
#

you can find it by using in game config viewer - it show full inheritance of all in game classes

#
class LIB_US_Rifleman: find_that_parent_class 
{
class EventHandlers;
};```
tawny trench
#

got it

tawny trench
#

okay

#

it worked lol

#

@hot pine thank you rey

#

I think I also had to call the SPECIFIC pbo in the requiredaddons section too.

hearty sandal
#

yes you need to call the config (by its cfgPatches name) where your inherit your classes from

#

if you dont do that the config does not build right when game launches

tawny trench
#

aight cool everything is working now

#

man, so like my german config file was not set up properly AT ALL

#

but it was somehow running fine by itself???

#

and when I started to clean up my USA infantry file, the german file started to collapse like a house of cards

#

kind of a like "oh so your coding the american's properly? ok fine then WE'LL STOP WORKING THEN" situation

spring ibex
#

how do i get eliteness to work?

hearty sandal
#

depends what you want to do with it

spring ibex
#

well im watching a tutorial and the site that they downloaded eliteness from is down and the pinned comment is tell you what to download but theres no eliteness file

hearty sandal
#

scrap that tutorial

#

it does not seem to know anything

#

what is it that you want to do?

spring ibex
#

well i wanted to edit the texture for a helmet to say "be patient i have autism" on the back so that when i do something stupid i have something to point at

hearty sandal
#

point 1 will be that such a texture would need to be made into a addon that everyone you play with would need to have so that it can be seen

spring ibex
#

thats what i was gonna do

hearty sandal
#

alright, then you will want to set up P driive and the Arma tools along the Mikeros toolset so that you have the modding environment set up

spring ibex
#

you already have me lost

hearty sandal
#

follow the getting started part of this tutorial

spring ibex
#

danke

spring ibex
#

i have found eliteness

vague blaze
#

Hey people. Not an experienced config maker but basically I'm attempting to change a few things in a vehicle config to basically stop depending on CUP content.

I've got these two lines I've come to and I'm generally unsure what it's looking for, what this line covers, etc etc.

turretInfoType="CUP_RscOptics_gunner_TNLECO";

and

driverWeaponsInfoType="CUP_RscOptics_driver_CO";

rough hatch
vague blaze
#

I presumed it would be the UI for the turrets.
Instead of using a cup UI, are there alternatives for certain vehicles. Such as could I use a vanilla UI of a tank turret for this? Also, how would I find such UIs anyways

rough hatch
#

you probably could, just check those values on vanilla vehicles in config viewer

#

the vanilla ones are gonna be a bit high tech though

untold temple
#

Will probably find the resulting optic looks nothing like the original one. Text and other features in the wrong place and indicators that shouldn't be there

#

the RSc will also run any scripts for the dynamic elements of the optics if there are any

slim halo
#

@slim magnet

class CfgPatches
{
    class ADDON_NAME
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 1.96; //required game version
        requiredAddons[] = {"CBA_Extended_EventHandlers"}; //required mods by the addon
        name = "My addon";
        author = "Emil"; 
    };
};
slim magnet
slim halo
#

?

slim magnet
#

"you just put a config.cpp file containing a cfgPatches class in the addon folder to let the game "identify" its contents
then add your other stuff (e.g. cfgFunctions) from the same file"

slim halo
slim magnet
#

ah like that, thank you

slim halo
slim magnet
#

oh I have to still wrap it with that? Can't just place files in a directory?

slim halo
#

maybe with -filePatching

#

idk, I've never tried it