#arma3_config
1 messages · Page 130 of 1
path needs to be ' and can't be " ?
But, double quoted strings are ignored.
preprocessor ignores everything between double quotes. but not between single quotes
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

yeh, my sound isnt playing either. something is off
the path itself is assembled correctly. just that there's the "'..'"
the config parser should be handling that correctly 
you can also try just leaving all the quotes away, and rely on the config parser filling that in with its fallback
then it translates to "any" in the config
configs don't do "any" 
🤷♂️
Oh the @ at the start might be a problem 
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, ""}; \
}
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
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.
Can you show it beforehand?
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
huh, where did you defined it? In your terrain CfgWorlds entry?
yeah, in my own. i have no idea why it's taken over into every other terrain
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
fontPlate is a thing but not documented?
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?
is there a possibility of this getting fixed in engine? if yes, then i'll just ignore that for now.
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?
i can try if you give me a link 😄 i'm rarely using the tracker. it's so tedious
hi guys do you know if there any admin who can help with battleye bug pls ?
@sonic root you can explain your problem at #arma3_troubleshooting, this is wrong channel for such
ty
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.
the game loads the font from the first terrain that is loading and then only randomly reloads it in other terrains.
@hot pine https://feedback.bistudio.com/T159583
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.
how do I setup an environment to edit files and test them?
for a mod
I don't want to corrupt anything in arma.
Anyone know how to remove heads from a uniform config?
Is it possible to make an item only hold specific types of inventory items? e.g. a pouch that only holds medical gear.
I think no
You can equip it in the config with medical gear only but people will still be able to put other stuff into it
what in an ammo config dictates how long tracers are visible? is it timeToLive?
timeToLive should be the whole shots lifetime
what about tracer lifetime then?
not sure if there is traces lifetime
if you check cfgAmmo default class you can see all the available parameters
what about tracerEndTime?
wiki is not quite complete unfortunately
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
not possible
Could maybe setup a wacky inheritance list
Idk how well that’ll work
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.
is it really invisible or does it spawn at 0,0,0 coordinates in the player model?
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.
perhaps your texture paths are not correct
if texture cant be found, its not drawn
is your P drive set up?
I have enough to work with on my own mods thanks 😄
👍
do you use pboProject to pack the pbo?
yes
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?
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
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
Thanks for the reply, that's what I ended up doing. I thought it was going to be a much more daunting task until I learned you could copy an entire class in Splendid with a hotkey
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
there is a problem with the file property
it seems to understand that there is a line feed in it
What makes you think that?
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 ?
Do you have fn_skydivinginit.sqf in that folder?
yep. However the real error might be something else 🤔 we are investigating
What is your addon prefix?
fr\gsri\skydiving
What if you terminated postInit = 1 with a semicolon?
well apparently other functions are not found either, despite not being registered with a n
looks like the builded pbo is broken
O_o
duplicated files and stuff
How did you build it?
addon builder, command line, scripted
(we are mass building/signing PBOs)
we are investigating our pipeline for now
however I find it strange that ArmA is displaying \n in file names as linefeeds
found ! There was a missing --clear option for addon builder
it was consequently "adding" current sources with some crap found in the temp folder
this behaviour is kinda strange
Assuming I have a facewear object, how do I code it so that AI will not spawn with it when placed at random?
There’s something about setting your face wear chance to spawn to 0. Haven’t messed with facewear in a long time
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?
CfgEditorSubcategories
Im not able to find anything on that, Googling takes me to Arma's Wiki page
Use in-game Config Viewer
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).
I'm trying to make custom particle effects and sounds for my ice chunk object
this is my config for the particle effects:
https://pastebin.com/C6wY9n3c
this is my bisurf:
https://pastebin.com/GTT6qWWF
this is my rvmat referenced in fire geometry:
https://pastebin.com/bQLXAgHZ
not sure how to get the sound or particles working, all I get are the generic dirt splashes
not sure if I got the structure right, idk where
impact = iceshards;
soundHit = icesound;
are referenced from or what kinds of files they are
this is the current effect
https://cdn.discordapp.com/attachments/566060230824165383/864197853323853874/20210712132230_2.jpg
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
I think the problem might be the way you're packing the mod
did you set the pbo prefix?
CND yeah
keep in mind I'm trying to make a custom penetration effect not reference an a3 one
I know.
the last time I had a problem with this was because I didn't set the pbo prefix
I don't know about Pbo Project, but in addon builder it's under options
no not that one
this is the one in addon builder:
so probably one of these
https://cdn.discordapp.com/attachments/566060230824165383/864202058860199966/somewhere_here.PNG
DLCappID?
I don't think so 
https://community.bistudio.com/wiki/pboProject
maybe something involving $PBOPREFIX$.txt
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
what's the extension for that file?
nothing 
but first try what that guide says
yes
alright so from what I understand it goes in the P drive
okay
so inside it would be myMod\myAddon
uhh
not sure what they mean by that
CND\ProjectAmerica
I think
I don't know what you mean either! 😄
as in what would it say in the document?
just next to config.cpp
e.g. my pbo is like this:
pboFolder
|
----config.cpp
----$PBOPREFIX$
but according to wiki mikero's tools recognizes the .txt version too
When using Mikero's Tools to pack PBOs you can use a file called pboprefix.txt, making it easier to edit.
so there's nothing inside the file right?
so just type CND and that's it?
basically, pbo prefix is like the directory that the game uses for your addon's root
depends
do you have a folder called ProjectAmerica in your pbo?
CND\ProjectAmerica\penetration\particles\iceshard1.p3d
yeah
specifically
P:\CND\ProjectAmerica\penetration\particles\iceshard1.p3d
uhhhhhhhh
everythings gone in the editor
names every file and says not found
the pbo name is ProjectAmerica.pbo

under
C:\Program Files (x86)\Steam\steamapps\common\Arma 3@CND_PROJECTAMERICA\Addons
then your addon prefix is probably CND\ProjectAmerica
idk
pbo name is irrelevant when you use pbo prefix
wat? no 
huh
good news no errors and everything is back
idk if it did anything
but the ice still does the dirt splashes
idk why but addon builder gave me alot of issues in the past
penetration materials would break randomly
now it reads all the a3 ones just fine but my custom one isn't working
can you dm me the mod? if it's small enough
the particle?! 
no lmao
the mod
that would be a very big particle
you wanna dm me and email I can add to the google drive?
yeah
well upload it on gdrive and dm me the link
ok send me a friend request. my Steam profile is in my discord info
where?! 😅
dm'd friend request link
@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?
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
does that go into a rvmat?
no it's a config entry
it goes in the root of the config
in other words, you just add it like that to config.cpp
okay
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
qualityLevel = 6;
are there such quality levels?!
oh I thought that said quantity lol
I think it's for graphics settings
like 0 1 2 (low medium high)
ah
I'm only guessing
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
so this goes in config.cpp?
cfgAmmo I think
yeah
class CfgAmmo
{
class Default;
class BulletCore;
class BulletBase: BulletCore {
class HitEffects
{
hitIce = "ImpactIce";
};
};
};
maybe that'll work for you
alright
this impactice class goes inside class CfgCloudlets or does it go outside on it's own?
oh
nvm
it's doing something
so I shoot it and instead of dirt nothing happens
are your particle settings on high?
yeah
so maybe the problem is your p3d 🤷
maybe
I got a basic stretched cube with a blue color slapped on it
just 1 res lod and no other lods
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
maybe something with the ice shards class
https://pastebin.com/NuQnjQPW
I'll try a different model
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)
yeah it works
I tried a different model
probably something to do with the lods
where's waldo?
how do you debinarizie a vanilla model?
(I mean what am I looking for?!)
p3d debinarizer
or ODOL Converter
I replaced the ice shards with trash cans
google it
kk
just gotta play with animation and make it fly less far
turns out it was just a missing ) in the rvmat
lol ok! 
I recommend changing those impact and hit names. add a tag to the names to make sure there won't be conflicts with other mods
np
(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";
is it all moving correctly in buldozer? rule out model.cfg animation errors first, then check "interface" between config and model.cfg for errors
is your boat properly in water or is it floating above water?
It is properly in water ^^
try larger values (30 or 100) just to check.
How to check animations in the buldozer? thought it is only for checking if it is just working
scroll with mouse wheel to "scrub" animation, leftclick/rightclick to change current animation source
just put the wrong name for the p3d in to the model cfg... And also doesnt know that anim "test" function nice thank you 😃
What should i do if i am making some custom independent units but want to use a blufor restricted uniform?
make a derivative uniform class that is restricted to different faction
cheers i'll give that a go
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
why not just inherit from the titan_AT if that works?
sounds like there could be a logic behind that
if the missile could not seek to the target
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";
};
probably your skeleton hierarchy is booped
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
I think I have seen that a while ago
What means that?
that your bones are connected wrong and affect each other in wrong order
I'm looking to hide the icon of the model shown in the arsenal. Anyone know how to?
https://prnt.sc/1avsjqx
Replace the picture parameter with a transparent image
Sorry to disturb however, I'm not really sure what i'm doing. Ive added this line
icon = "Images\backpack.paa";
Yet nothing happens.
It doesn’t use icon for that, it uses picture
ah ok thx
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
rhs_weap_m27iar is not defined in CfgWeapons
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 {
Put it inside, not outside
Yes
class cfgWeapons
{
class rhs_weap_m27iar;
class class PTF_M27iar_woodland : rhs_weap_m27iar
Like so?
Yes
class class doubled
What is the full config?
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
And what is the error exactly?
On load for arma I get File ptf_weapons\config.cpp, line 14:/cfgWeapons/: 'P' encountered instead of '{'
Make sure you have no invisible garbage characters there
Like towards the end?
I think?
Spaces aren't problematic. You might have some special characters, which is... you know
Weird I don't know how to find those ..
Which text editor you use?
notepad++
Use this icon to show special chars
A space will be shown with just a dot. Other special and invisible will be shown with something else
There are a ton.
Oh wait
I can't delete those
Says CRLF
Thats it
No special characters other than new lines
CR LF is not a something but it is a new line code
So completely normal
Okay... so, one thing else... are you sure this is the file which is returning the error?
Yes this is the only config.cpp I set up.
You have only 11 lines but line 14 is returning?
yes
How would I know which folder I build is correct?
Let me rephrase. You must looking at the wrong file/folder
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 {
are you editing correct file
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
if it still hase error on line 14, then the packing is not processing same file you are editing
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
it should not need those 🤔
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
Can anyone help me with why my config file isn't forcing the texture I made?
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
there are no hidden selections for that weapon
So whats the correct way to re texture it?
T.T
I would really love one I've been wracking my brain with this.
For the RHS M27?
Gotcha I see that now
the only section to the gun is "Zasleh"
@hot pine How do I reach out to RHS?
you have already reached RHS 😛
xD I added to the RHS Bug Page
Would be awesome if that was something you guys can do.
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
The path to your sound file is incorrect
thanks, noticed that after multiple testing phases. all fixed and good now 🙂
Im trying to whitelist ranks with there own armory is this possible, its for a mission im working on?
I doubt there's an easy way of doing it.
It might be possible to use a trigger to only allow certain ranks into certain areas.
E.g. if player = Sargent open door X. Behind door X is the Sargent's armoury.
You might have better luck in #arma3_scripting
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
Where does CargoTurret originate though?
I thought just having the class CargoTurret; was supposed to be enough?
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
Thanks man, I'll give that a go and see how it looks. 👏
You likely need an inheritance tree instead of just importing the class itself
you have to declare all the parents before that one too (also depends where it goes)
The ARMA 3 class browser website works wonders
configSouceAddons gives you the addon names
you can guess the pbo names from that
my vehicle is inheriting from Helicopter_Base_H, from looking at other configs it seems like just having the class CargoTurret; in my vehicle class should be just enough? that's how I've seen other configs done and I've also done that myself in the past, without needing to first declare it in a base class to inherit from
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
perhaps some mod defined CargoTurret in root cfg? Inheritance might get funky in this case
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
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";
};
};
}
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
why did the oldman_loadorder break animations?
How did you pack the pbo?
addon builder
That might be the issue. Use pboProject
Addon Builder, despite it is an official tool, will break the pbo sometimes
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
well, if your addon is not working with loadorder one then something is broken
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
how did you verified it?
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; };
and did you checked rpt as I mentioned?
not when the animations were broken
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
and without mods?
I'll try without mods
btw: JSRS is breaking RHS - that's why you have updating base class errors with RHS classes
yeah I'm aware of that one
- compare base class errors with & without your mod
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
Possibly
depends on what you were trying to modify
like I said, only base classes the mod had was those helicopter ones
and then the actual custom new vehicle class
what about root config?
what do you mean?
do you have some external class references there?
I don't think so?
CfgVehicles just has what I posted here and then the custom new classes #arma3_config message
can you share full config?
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.
Might need a \ at the start of the path is there isn't one
That worked! Thank you very much
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.
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
Thanks for the recommendation, but I did make a typo in my original message. I did try changing maxSpeed already, but all it seemed to do was increase the turning speed. Any thoughts?
But that was me changing the config of an existing boat... I don't know what you mean by, "place this in your PhysX".
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
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.
It’s how vehicles move
ARMA 3 uses PhysX to make vehicles...well...behave like their real life counterpart
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?
physX parameters are part of the vehicles config
in samples they are separated to physx.hpp
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
You just need to inherit from the OPTRE recon helmet and add in your textures
Are you familiar with any coding whatsoever
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"
okay thanks
Set scope and scope arsenal to 2
What do I need to do for keys? I noticed other mod folders have a 'keys' folder
That’s only if you need a signed mod to play on your server
Oh wicked so do I pack it all into a pbo now?
Or will the previous pbo I packed earlier work
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
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?
Post your entire config in a pastebin and link it here
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
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
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
As you already told, description.ext never works to modify existed assets
If not in the description.ext, then where should I include it?
In your Mod, in your config.cpp
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?
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.
*only way
Cool, thanks a lot.
figured out how to get objects to be placed upright
keepHorizontalPlacement = 1;
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
do ladders require a model.cfg?
This is in my config
https://pastebin.com/TWtm5t3U
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"
};
you have two RscTitles
one of them is in that header file
What header file?
#include "HG\UI\HG_DialogsMaster.h" I guess
How do i fix the issue?
Don't have more than one RscTitles
But there's only one displayed in the description.ext, how do i remove the other one?
As I said you have another RscTitles in some #include'd files
Most likely in HG\UI\HG_DialogsMaster.h
Alright thank you for your help
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
All I got is ladders[] = {{"start","end"}}; and it works
No model cfg
You need roadway at the bottom and top of the ladder
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
Afaik you can’t have _action
I guess that keeps you from falling when you reach the top
Since you’re not setting up an useraction
Hi I made an animation like this ->https://twitter.com/i/status/1417170209371136008
It worked in viewer, but it doesn't work in game...
Can anyone tell me what part of the code I need to modify and how to make it work properly?
code is here
https://pastebin.pl/view/9fbe4686
I couldn't find interaction marker in game
I swapped the trigger to another one that worked correctly, but it didn't work either
@scarlet hornet if animation does not play it could be you have the part in 2 animated selections and they break eachother
@hearty sandal Does it mean that I can't use the same axis for each animation?
I dont understand what you mean. Axis is not the same as the animated selection(bone)
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?
I dont know, it can work but this is not hat I mean. Does your model have same parts of mesh in these selections
No, all parts of them is completely separated each other
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
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?
I'm trying to make a gate that opens like a door, I've got
a model.cfg https://pastebin.com/cbkpUAL3
and config.cpp https://pastebin.com/zUSXdhwF
and this p3d https://cdn.discordapp.com/attachments/699700479248171079/867137616838787102/farmgategreen.p3d
it exports just fine though pboproject with no errors and when I open it it arma there are no actions and it won't open via the editor settings, it acts like a simple static object
I feel like I'm very close but I must've missed something
@sullen fulcrum Id recommend PBOProject, it may pick up something you missed
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
in the first image collision works, as you go down the length of the gate you clip though
https://cdn.discordapp.com/attachments/699700479248171079/867164939273371688/20210720180238_1.jpg
https://cdn.discordapp.com/attachments/699700479248171079/867164940934578176/20210720180242_1.jpg
fire geometry only works on the pivoting pole
everything past the middle breaks, it dissappears, collision goes away, etc..
https://cdn.discordapp.com/attachments/566060230824165383/867169701079154739/20210720181551_1diagram.jpg
Collision can only happen in the model. Bounding box
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
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
I got it working thanks @untold temple
anyone know a way to remove door actions when a gate is destroyed?
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
https://community.bistudio.com/wiki/Arma_3:_Event_Handlers @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];
the opfor name for Modelsides is TEast right?
so far I got this in my config
init = "this select 0 addEventHandler ['Killed', {removeAllActions _this; _this animateSource ["Door_1_source", 0];}];";
0
You could also do it via condition / statement in the user action part
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
Hoping one of you experts can find my f up.
I can't read the Git.
Make sure CfgPatches > units have all of classNames there
It has all the classnames that should be visible in zeus.
Some of them work.
The git should be public, gimme 1 sec
Git worked for me 5mins ago 😅
Perfect also says its public 😄
Now it doesnt i get a 404
why don't you look at the rpt? maybe it tells you what you're doing wrong
All the "Soldiers" works just fine, its all POD_Skilt_xxx and POD_Boxes_xxx that doesnt work
Why you did editorsubcat and vehicleclass?
Its also not in Signs in zeus?
I did it to seperate my stuff from everything else i guess.
It is not no.
Dont have any problems in the .rpt
What do you mean about the vehicleclass?
Does objects need side = ; ?
Oh and i get this when i open zeus: https://gyazo.com/56a3b06aaa3d5acd19667d08e0e29fcf
Oh i see what you mean about vehicleclass, accidently have both. ill fix that now haha
its 0?
but why is blufor TWest?
Blufor is 1 🤪
modelSides[] = { TCivilian, TWest };
but why does Biki says this?
Anyone has any idea where this error comes from? https://gyazo.com/56a3b06aaa3d5acd19667d08e0e29fcf
Comes when i open zeus.
you've messed up the class (usually due to incorrect inheritance)
I guess you mean the editorcategory class?
Which looks like this: https://gyazo.com/0eb884fa3c59e049a567efbf851874f7
Dont see where that should be messed up
You re showing CfgEditorSubcategories, error is about CfgEditorCategories
Because this also works with TCiviliany, TEast, TWest
0 Opfor
1 Blufor
2 AAF
3 Civilian
oh alright
I'll just use the numbers next time
Let me check, im at home now and not anymore on my phone 😂
Nice, im sorry i know everything i made is messy, just learning haha 😄
And been hanging on this problem for months now
I prefer learning people instead people which give up after a little problem
@slim falcon I dont see in your unit config an entry called editorCategory = ...?
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.
Oh I didnt see ur repo link, I was just checking the photo from sentry which I assumed it was sent privately (I know I know Im lazy to scroll up)
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
Those are some custom signs i made
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)
No they are NATO men with custom gear haha
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
they arent
soldiers do not have a editorcat, only a subcat
@slim falcon can you try
editorcategory = "POD_EdCat";
instead of
editorCategory = "POD_EdCat";
does the stuff be visible in normal editor without zeus?
Yeah its works all fine in Eden
I will try it in a few mins, just in the middle of preparing dinner here 😄
Doesnt seem to work.
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...
hello, I am trying to make an addon that build on TFAR, is this the right place to ask questions about that?
depends what you want to "build on"
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
So you mean someone carries the radio, and someone else uses it?
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
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
Is there a way to export multiple configs at once ala the print config util?
If (isClass (configFile >> "CfgVehicles" >> "somevehicle1")) then {
createVehicle "somevehicle1"
} else {
createVehicle "someother vehicle"
};
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.
again, not possible afaik
I'll just have to work it out with the script method as mentioned
Thanks for getting back to me
Lets say i want to use hidden selectios to reskin my model.
What do i assign the faces in object builder?
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
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
any way to use an addon to initiate scripts instead of initPlayerLocal.sqf?
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
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
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
There's a maxZeroing parameter for weapons
it could be also beyond bullet time to live
Anyone know what's wrong with this config?
class Kish_Soldat2_OT5: Kish_Soldat2_OT5 {
weapons[]={"Throw","Put"};
};
you cannot inherit from yourself
What if I'm trying to overwrite an existing entry?
you inherit from a parent. Your parents cannot be you
Also, error thrown is line 5: '.CfgVehicles': '{' encountered instead of '='</format><args>{}</args></log4net.Error>
you inherit from the same parent as the original class did
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?
what does Kish_Soldat2_OT5 inherit from, originally, without your change
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
class O_Soldier_F;
class Kish_Soldat2_OT5: O_Soldier_F{
weapons[]={"Throw","Put"};
};
that then
Won't this delete all other sub-entries within Kish_Soldat2_OT5?
no
Cool okay
Will try it
No error so far
Didn't work but I think it's an issue on my end
make sure requiredAddons is set properly in CfgPatches
you need to actually list the addons that you require
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;
*/
};
};```
Whats the Int for adding the green variant of thermals to helmets? I can't find the Int on the wiki
Are there any good tutorials for building modules for the eden editor?
I found the following but I'm too smoothe brain to work out what I need to do.
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
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?
Is there any way to prevent a vehicle gunner seat from being occupied while another seat is filled?
with #arma3_scripting yeah, kinda
not sure if there's a "natural" (config) way to prevent it tho (afaik there isn't)
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.
is it possible to configure a turret so it's a static view when turned in and only movable when turned out?
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?
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
Ok the side error is gone now that I used another unit from from the GIEST mod
Weird.
I think you might be able to reduce the range of motion on the turned in properties of the turret to a very small number, and have the turned out properties range normal. You can also set whether to have weapons or not for each position.
Ah!
I think I found a work around for my mg/gmg/missile turrets.
{
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?
what do you mean by "turned in properties"? which ones are those?
OpticsIn/OpticsOut etc. perhaps
I'm still having issues with this unit's side error
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.
SO here's the fileset that works: https://pastebin.com/pUxFRX62
And here's the fileset that's giving me the No Entry Side Error: https://pastebin.com/LiXPkGWb
no one has any ideas?
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.
Type values?
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.
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
how do you make gun and armor mods?
how do i mkae my own armors vehicles uniforms weapons ect.
are any more clarifications needed
do you mean the models?
yeah
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.
do you have any recommendations?
thats what i was planning on using anyway
Maybe increasing the vehicle cost
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
Then the armor is too strong
I think it depends on hit/armor ratio :thinking:
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?
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.
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
lol, yeah, something about paa texture paths rings a bell, but i don't recall what it was about 🙂
hiddenSelection textures must match virtual garage entries
if you have some decals, then you have to use special param which can be found i.e. on Kart
they did, I think my issue might have been the missing ".paa", I'll check if that fixes it a bit later
well, script is doing string comparison
https://community.bistudio.com/wiki/getObjectTextures vs textures[] in VG config
no match = no selection in VG
does that function use setObjectTexture?
yes
and setObjectTexture needs the ".paa", doesn't it?
(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 )
I mean, it needs an extension in the path?
it can't just be like "\path\data\texture_co"?
not sure, I think it could fallback to .paa
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.
yeah that's what I'm trying to solve
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).
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.
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"
well, that's what I said basically 😛
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
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
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
You need to apply a CO texture to the model, then config a suppressor
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
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
@bitter pebble can not
@hearty sandal Hey man! long time no see!

Wondering if you could cast an experienced eye on these two files i posted and figure out what Im doign wrong here
I missed your guiding hand, brother...
soz its a bit too huge file to look through at the moment. 
oh lol ok well look at the scond one
whats the exact error you get?
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?
well its pretty much just for you since once it all goes in game its all mashed up in one
so it doesnt really matter?
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?
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
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
There is config property which links to memory point. I think it's called aimpos
so the 2nd error i get is - No entry 'bin\config.bin/LIB_US_Rifleman.side'
moving the cba code fixed the 1st error
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
Where is inheritance in your Code?
from the ifa3/geist mods
here's the file that works somehow: https://pastebin.com/pUxFRX62
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?
You have to recreate inheritance of classes you inherit from if you want to get class inside
Class lib_us_rifleman is missing parent
but what did i do in the working file that causes it to function?
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?
so like class LIB_US_Rifleman; class LIB_US_Rifleman_Import : LIB_US_Rifleman {class EventHandlers;};
so something like this?
class FBH_Soldat_Base: LIB_GER_rifleman {class LIB_GER_Schutze_Heer_base};```
Did you found lib us rifleman parent?
well no my so-call working file suddenly broke lolll
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;
};```
got it
okay
it worked lol
@hot pine thank you rey
I think I also had to call the SPECIFIC pbo in the requiredaddons section too.
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
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
how do i get eliteness to work?
depends what you want to do with it
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
scrap that tutorial
it does not seem to know anything
what is it that you want to do?
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
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
thats what i was gonna do
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
you already have me lost
danke
i have found eliteness
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";
infoType generally points to RscInGameUI entries, it defines what kind of HUD is displayed in that seat, usually that'll have things like compass, turret direction, ranging and etc
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
you probably could, just check those values on vanilla vehicles in config viewer
the vanilla ones are gonna be a bit high tech though
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 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";
};
};
And then to the same file the functions I want to have, right?
?
"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"
yeah:
class CfgFunctions {
class TAG {
class Cat {
class exec {
preInit = 1;
file = "path\to\file.sqf";
};
};
};
};
ah like that, thank you
and then you simply pack the addon folder with Addon Builder or some other tool
oh I have to still wrap it with that? Can't just place files in a directory?
