#arma3_config
1 messages ยท Page 131 of 1
can anyone tell me what's wrong with this? https://pastebin.com/afyN8vTs
it just doesn't show up at all in the arsenal
yes it's listed in the weapons array of cfgpatches and yes I have the right required addons
baseweapon
I had someone else suggest that right as I read your message, I'll give that a try, thanks
yeah that fixed them not showing up, but now they have absolutely no recoil
recoil_ak74 doesn't exist unless it's something you've made your own cfgrecoils class for
RHS uses it so it should exist
nevermind, apparently the tool I'm using just lists it wrong for some reason
rhs_recoil_ak74m is our class for the AK-74 recoil profile
yeah I found it looking in the actual config
turns out the AFI class browser isn't the end-all be-all
There's an ingame config browser works 100% of the time
theres also advanced versions of it with far better search functions
which one is that?
cheers. 3den advanced has some viewers too but i dont think the search works (or i am too dumb to use it)
Anyone able to see why this item is not available in arsenal ?
not sure what category ItemCore is, does it have any category at all?
TBH i have no idea.
Im just trying to make and item that can be carried in inventory and dropped on the ground
used this for reference: https://www.codegrepper.com/code-examples/whatever/Arma+3+create+inventory+item
I'm trying to use an addon to make a faction, which spits out a config.cpp file I apparently have to pack into a PBO. I have no idea how to properly do this, can someone point me toward an up-to-date tutorial?
Here's a good enough tutorial
I'll give it a read, cheers
So im looking into this now: https://github.com/CBATeam/CBA_A3/blob/master/addons/common/CfgWeapons.hpp
Can you tell me what the "Type = ""; is ?
Okay figured it out using ACE_Banana and Cba misc item as reference.
Next question, im trying to setup a condition for ACE_Selfactions.
It should only appear when a certain item is in the inventory, how would the string look for that?
Would it be possible for someone to make the RHSUSAF glock 17 full auto? Sorry if this is the wrong place to ask, will go to a different channel if I need to
In theory yes it's possible
I think you can do it yourself. just add a full auto mode in config
I would love to but I have zero knowledge on anything modding related.
@hardy tide Here's an example https://pastebin.com/mdQtu0pe
Could anyone please point me to the parameter that makes pilots and possibly drivers and crew be affected by a vehicle's movement. Particularly, I want to reduce the sinking into the seat effect a plane has on its pilot when gaining high speeds, and the dramatic leaning forward when it slows down.
Off the top of my head I get something like impulsefactor
But no idea oh that is right.
there is no leaning of the character. Its a camera FOV change
ive never seen that... at least not in a damatic fashion like he describes
Huuh? Are we playing same games? :D
maybe i'm running arma 3 lite ? ๐ i cant say that i have watched vanilla driver animations too closley ... if they lean forward/backward from acceleration, then i have never noticed it
only thing that i really notice in some vanilla crew animations is the idle head animation movement that can be quite hectic and jittery
I have been tasked by my Arma 3 unit to change a modded weapons damage output if anyone knows of a way and that can explain it to me that would be great
I am very new to Arma 3 modding but I have some experience in modding in different areas I would love any help that you can give me
I already know how to change the damage I'm just trying to find out how to access that said file
I'm assuming I have to go to armor tools but what tool do I need to use exactly
@sinful nymph what you need is this:
step 1. find the class name of the ammo you want to modify in cfgAmmo, and know what you want to modify by reading this:
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference
step 2. create an addon:
- you create an empty folder, and give it a name you want to use for the addon (warning: no spaces or other funny characters. only english letters +
_is ok) - create a file called
config.cppin the folder. - add a
cfgPatchesclass to the file for the game to recongnize your addons:
https://community.bistudio.com/wiki/CfgPatches - create a
CfgAmmoclass in the same file. this is the hard part. you should use inheritance and define the class you want to modify. then apply your changes.
here is some discussion about inheritance which you might find useful:
#arma3_config message - once you're done, you need to make your addon.
first you have to create a key for the mod to sign it (for multiplayer). useDSUtilsin Arma 3 Tools to do that.
then useAddon Builderfrom Arma 3 tools to build you addon. be sure to set the path to your key in options
since you're a beginner, you'll have to learn many of the stuff I just said, so don't expect this to be easy.
I noticed this guy uses the same ammo for every gun on The Mod I do not want to change every guns damage Justice one should I use CfgMagazines instead
https://youtu.be/vC9eLS7fCWQ I used this one
I have 2. paas I made myself. They are retextures of RHS and CUP uniform. I have managed to place them in game by overwriting uniforms from the parent mods. How do I put them in game as a standalone uniform texture with CUP and RHS as dependancies
Is there video tutorials of this
I private message it to you
nevermind I figured out that he was actually using different ammo types I was wrong about my exception do you mind checking my script see if I did it right
I private message it to you
okay new project does anyone know how I put my symbol right next to the weapon I modified so when you look on to the Arsenal you can see modified weapon with the custom symbol
Hi so im making a retexture mod, I have the .paa's for the vehicales done but Im not sure where to start when it comes to the configs. Im able to apply the textures via setObjectTextureGlobal but my end goal is for the skins to be selectable in the virtual garage.
If it matters at all its mainly RHS vehicales im retexturing
make a patch mod that requires RHS as base. If you have no idea how its done, have a look at other RHS retexture mods configs how they do it.
Do you have any mod in particular in mind?
Nevermind Ive found one that'll work
Thank you!
check out different ones, not just one. never know if one in particular did follow some weird practices (though since RHS is very stringent with their stuff, retexture people are forced to do it properly more than for other mods maybe)
i dont use retexture mods, so i have no idea about any examples...
Can I config a unit to call a function at mission start or if it's spawned in later?
Yes
class RHS_Mig29_Pilot: Crew
{
leaning="crewShake_half";```,
try Hatchback sport for instance - accelerate to 150km/h and then try to brake
class Extended_Init_EventHandlers { class HATE_HVT_OPFOR { class HATE_Tracker { init = "[] call HATE_EW_fnc_initTarget"; }; }; };
does this look like anything remotely close to correct?
There are correct words in there. Can't say more off the top of my head. Try it out.
` class CfgVehicles {
class O_Survivor_F;
class O_G_Survivor_F;
class HATE_HVT_OPFOR: O_G_Survivor_F
{
faction="HATE_HVT_High_Value_Targets";
side=0;
displayName="HVT";
uniformClass="U_BG_Guerilla2_1";
weapons[]={"Put","Throw"};
respawnWeapons[]={"Put","Throw"};
items[]={};
respawnItems[]={};
magazines[]={"SmartPhone"};
respawnMagazines[]={"SmartPhone"};
linkedItems[]={};
respawnLinkedItems[]={};
backpack="";
class EventHandlers
{
init = "_this call HATE_EW_fnc_initTarget";
};
}; `
but it's not quite working
calling the function from the unit's init in the editor works fine
copying the EH and pasting that in the unit's init in the editor also works
but just spawning the unit isn't calling the function
```cpp
// config goes here
init = "this works great!";
value[] = { 1, 2, 3 };
```
โ โ โ
// config goes here
init = "this works great!";
value[] = { 1, 2, 3 };
class CfgVehicles
{
class LIB_SdKfz251;
class LIB_SdKfz251_FFV;
class 102_SdKfz251_1: LIB_SdKfz251
{
class EventHandlers
{
init="this setVariable ["tf_hasRadio", true, true]";
author="Vengen";
side=1;
scope=2;
scopeCurator=2;
displayName="102 Sdkfz. 251 (Amelie)";
hiddenSelectionsTextures[]=
File 102_sdkfz251\config.cpp, line 29: '/CfgVehicles/102_SdKfz251_1/EventHandlers.tf_hasRadio': '"' encountered instead of '='
getting this error still
use either ' or double quotes ("") when dealing with strings
i.e.
init="this setVariable ['tf_hasRadio', true, true]";
2nd thing - your event handler class is not closed - you are missing one curly bracket after init
class CfgVehicles {
class O_Survivor_F;
class O_G_Survivor_F;
class HATE_HVT_OPFOR: O_G_Survivor_F
{
faction="HATE_HVT_High_Value_Targets";
side=0;
displayName="HVT";
uniformClass="U_BG_Guerilla2_1";
weapons[]={"Put","Throw"};
respawnWeapons[]={"Put","Throw"};
items[]={};
respawnItems[]={};
magazines[]={"SmartPhone"};
respawnMagazines[]={"SmartPhone"};
linkedItems[]={};
respawnLinkedItems[]={};
backpack="";
class EventHandlers
{
init = "_null = [(_this select 0)] call HATE_EW_fnc_initTarget";
};
};
neat
I can still call the function from the unit's init and it works fine or straight up paste the EH to make it work but the init in class EventHandlers still isn't working
are you sure your config is loaded correctly? Have you tried something like init = "systemchat format['init input %1',_this]"; ?
I'll try that and post results
when I place the unit in the editor I get "init input [<No group>:0 (HATE_HVT_OPFOR)]
ok, try init = "_this call HATE_EW_fnc_initTarget"; again and try to put some debug to that function.
At a minimum now I'm getting script errors so it looks like we're heading in the right direction
I'm not understanding the errors I'm getting
this addEventHandler ["GetInMan", {
params ["_unit", "_role", "_vehicle", "_turret"];
}];
returns an undefined variable
addEventHandler ["GetInMan", {
params ["_unit", "_role", "_vehicle", "_turret"];
}];
says I'm missing a ;
I've tried combinations of this, _this, _unit, and unit
this addEventHandler ["GetInMan", {
params ["_unit", "_role", "_vehicle", "_turret"];
_mover = "HVT_Tracker_F" createVehicle [0,0,0];
_mover attachTo [objectparent _unit, [0, 0, -.4]];;
}];
this addEventHandler ["GetOutMan", {
params ["_unit", "_role", "_vehicle", "_turret"];
{deleteVehicle _x;} forEach attachedObjects _vehicle;
}];
when I put this in the unit's init in the editor it works fine. It doesn't like to run from the config though.
this is magic variable that is used in init field
you have passed param _this to HATE_EW_fnc_initTarget
now to retrieve that variable you can use _this select 0, param or params ( https://community.bistudio.com/wiki/params )
_unit addEventHandler```
params ["_unit"];
_unit addEventHandler ["GetInMan", {
_mover = "HVT_Tracker_F" createVehicle [0,0,0];
_mover attachTo [objectparent _unit, [0, 0, -.4]];;
}];
params ["_unit"];
_unit addEventHandler ["GetOutMan", {
{deleteVehicle _x;} forEach attachedObjects _vehicle;
}];
like this?
nope, didn't like that either
Why did you remove the inner params?
Also you only need one params ["_unit"]
I think my brain is losing wrinkles. It's 0530 right now haha
params["_unit"];
_unit addEventHandler ["GetInMan", {
params ["_unit", "_role", "_vehicle", "_turret"];
_mover = "HVT_Tracker_F" createVehicle [0,0,0];
_mover attachTo [objectparent _unit, [0, 0, -.4]];;
}];
_unit addEventHandler ["GetOutMan", {
params ["_unit", "_role", "_vehicle", "_turret"];
{deleteVehicle _x;} forEach attachedObjects _vehicle;
}];
so it should look like this then?
Obviously objectParent is _vehicle
Also for safety, add a variable to your own vehicle, and check if that variable exists before deleting the vehicle
I apologize, I'm having trouble following what you mean
setVariable and getVariable
Is HVT_tracker_F your own vehicle/obj?
Yes and no. I have that defined elsewhere in the cfgvehicles.
It's just a placeholder item at the point
If so, just check typeOf _x == "HVT_tracker_F"
No need for setVariable and getVariable anymore
I appreciate all the help. I think I'm too tired to put all of this together right now. I will re-attack after some rest. Thank you for all the input.
Hello once again, i've been creating a Unit but im having problems im currently using CUP weapons and in the "Weapons[]{};" i can add a weapon but how do i add a weapon with an attachment ?
weapons[]=
{
"CUP_arifle_Mk16_CQC",
"CUP_hgun_Glock17",
"Throw",
"Put"
};
*Right now it's like that and i want to add for example an RCO scope to that weapon how can i ?
You need to create a weapon but add a linkedItems to it
Hi! I recently got an object working in arma, took a long time. Whenever I pick up and drop the object, it rotates 90 degrees and clips through the ground.
Is it an issue with the config or model? I cant narrow it down ๐
both
you would need to make "on ground" version of it
and make config so that the on ground item is used on ground
turns out my issue was not using an extend init eventhandler through CBA. @slim halo sent me the documentation but it's greek to me
It starts in the editor how I want it placed, could I call the same object or does it have to be separate?
what type of object is it?
weapon/magazine/uniform?
and no it cant be the same
as right now its using the same
Its a weapon technically, its just a hard drive that I tried getting in game to learn everything
This is it in the editor
https://cdn.discordapp.com/attachments/609770110793547797/871872094495998073/unknown.png
This is it after picking it up and dropping it
https://cdn.discordapp.com/attachments/609770110793547797/871871951965151252/unknown.png
what direction is it in the p3d?
you can look into how weapons are modeled and how they are when you drop themn
they are sideways
I would not make it a weapon
There are various different items yes. Magazines are most commonly used for items you can carry
class CfgVehicles {
class O_Survivor_F;
class O_G_Survivor_F;
class HATE_HVT_OPFOR: O_G_Survivor_F
{
faction="HATE_HVT_High_Value_Targets";
side=0;
displayName="HVT";
uniformClass="U_BG_Guerilla2_1";
weapons[]={"Put","Throw"};
respawnWeapons[]={"Put","Throw"};
items[]={};
respawnItems[]={};
magazines[]={"SmartPhone"};
respawnMagazines[]={"SmartPhone"};
linkedItems[]={};
respawnLinkedItems[]={};
backpack="";
class Extended_Init_EventHandlers {
class CAManBase {
class HATE_HVT_EH {
init = "_this call HATE_EW_fnc_initTarget";
};
};
};
};
The good news is I'm no longer getting errors. The bad news is it's not doing anything.
Thank you for the help! You're brilliant ๐
that's not where you add extended event handlers 
Where does it need to be added?
I think I got it working
I appreciate your infinite patience
thank you

Hello once again, so i did the unit's but i've been trying to search and i don't know how can i create custom compositions with the units that i create. Im not talking about compositions made in the eden editor but with a file.
How do i do that ?
what kind of composition?
a unit composition, for example a firing squad
a group?
class CfgVehicles
{
class LIB_SdKfz251;
class LIB_SdKfz251_FFV;
class 102_SdKfz251_1: LIB_SdKfz251
{
author="Vengen";
side=1;
scope=2;
scopeCurator=2;
displayName="102 Sdkfz. 251 (Amelie)";
hiddenSelectionsTextures[]=
{
"\102_sdKfz251\data\Amelie251.paa",
"\WW2\Assets_t\Vehicles\WheeledAPC_t\IF_SdKfz251\Interrior_co.paa",
"\WW2\Assets_t\Vehicles\WheeledAPC_t\IF_SdKfz251\Panel_co.paa",
"WW2\Assets_t\Vehicles\WheeledAPC_t\IF_SdKfz251\Track\0_ca.paa",
"\WW2\Assets_t\Vehicles\WheeledAPC_t\IF_SdKfz251\Wheels_co.paa",
""
};
class EventHandlers
{
class amelie102
{
init = "amelie102 setVariable ['tf_hasRadio', true, true]";
};
};
class textureSources
alright so i got my config to load now only issue is now the script isnt working anything look wrong here then?
oh and side note what im trying to do is add a arrowhead Long Range radio to a vehicle though the config
I don't think you add TFAR radios via script.
https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-For-developers
@digital python
well that just confuses me even more
wait im an idiot thats exactly what i needed @karmic forge thank you so much
@austere summit ref #arma3_scripting message
yeah might very well be that makepbo doesn't know it.
rgr, ty
import is not supported by any tool afaik
just use:
#ifdef MISSION
import bla;
#else
class bla;
#endif
and use #define MISSION
thats the thing, i'm actually packing a mission ๐
then don't binarize the configs...
guess we'll just keep the resource classes for now ....
description.ext is not binarized anyway.
And you don't do import in a mission.sqm
so shouldn't be any problem
what error exactly
but still I think all cpp files are binarized ๐ค
there are no cpp files in a mission?
well you can #include them!
But then they cannot be binarized
#define GUI_TEXT_SIZE_SMALL (GUI_GRID_H * 0.8)
#define GUI_TEXT_SIZE_MEDIUM (GUI_GRID_H * 1)
#define GUI_TEXT_SIZE_LARGE (GUI_GRID_H * 1.2)
// Pixel grid
#define pixelScale 0.50
#define GRID_W (pixelW * pixelGrid * pixelScale)
#define GRID_H (pixelH * pixelGrid * pixelScale)
import RscObject;
import RscText;
import RscFrame;
import RscLine;
import RscProgress;
Expected ]={
thats weird.
Expected a ] before a ={ or expected a ] to be a { or what does it mean
yeah, would expect some other error message. works fine if all the imports are commented out though
did you use Addon Builder?
some array param in config wrongly defined?
param = {}; or param[] = "asdf" maybe 
haven't tried with Addon Builder, no
I just tried too. I get same error for just the 5 import lines in a otherwise empty description.ext
lul, weird.
I think the error message wants to mean
Expected [ or = or {
well just use that for now
that should be your first go to
FileBank works too ๐
Hello guys, today i have another problem.
So i realized that the vehicles that i have created, they appear in the eden editor menu but not in Zeus menu, how can i make it show on the zeus menu ?
have you allowed Zeus to use your addon?
also, did you set scopeCurator = 2 in the vehicle's class?
im going to check that
it only has "scope = 2"
should it be scopeCurator ?
both
Ok ill try
wait, but should it be in each vehicle or in cfgvehicles ?
each vehicle
but other vehicle it shows in the zeus menu and don't have the "scopeCurator = 2"
๐ค
they inherit it then
what should i do then ?
did you try adding it? did it work or not?
nothing changed.
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://sqfbin.com/ to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
Does your CfgPatches have it listed under vehicles[] units[]?
Nvm. I meant units[] = {};
So I want to create a reflector with the exact same look as a vanilla chemlight, I tried to look in the vanilla configs but didn't find anything. Can anybody point me to where could I find the reflector values of chemlights? (If they are done that way)
Reflectors are directional lights, which chemlights are not
But the light parameters are as follows C class Chemlight_Green { color[] = {0.2, 1, 0, 1}; ambient[] = {0, 0, 0, 0}; brightness = 1; intensity = 4000; drawLight = 0; class Attenuation { start = 0; constant = 1; linear = 0; quadratic = 5; }; position[] = {0, 0, 0}; diffuse[] = {0.02, 0.1, 0}; }; class Chemlight_Red: Chemlight_Green { color[] = {1, 0, 0.025, 1}; diffuse[] = {0.1, 0, 0.0025}; }; class ChemLight_Yellow: Chemlight_Green { color[] = {1, 0.6, 0, 1}; diffuse[] = {1, 0.6, 0}; }; class ChemLight_Blue: Chemlight_Green { color[] = {0, 0.6, 1, 1}; diffuse[] = {0, 0.6, 1}; };
I am back to modding the 3den Editor but it is so slow to preview changes. Is there a faster way to change the Attributes view (https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes) and preview it? Currently I use diag_mergeConfigFile and then go out of 3den and then back into it to apply the changes
I was finally able to load my mod in-game but now I cant see the item picture or amount held in my inventory screen. If someone could take a look at my config that would be awesome! I started modding last week so I'm not very knowledgeable with all this config stuff. https://imgur.com/a/qbaNw5F
class CfgPatches
{
class RCRG_pmag_bump
{
units[] = {};
weapons[] = {};
magazines[] = {"30Rnd_TTI_Blue"};
requiredVersion = 1.82;
requiredAddons[] = {"A3_Data_F_Destroyer_Loadorder","A3_Data_F_Sams_Loadorder","cba_main"};
name = "30rnd PMAG TTI";
author = "RCRG";
};
};
class CfgMagazines
{
class CA_Magazine;
class 30Rnd_TTI_Blue: CA_Magazine
{
scope = 2;
author = "RCRG";
displayName = "30rnd PMAG TTI Blue M855A1";
picture = "\TTI_Pmag\data\Tex\pmagblu.paa";
model = "TTI_Pmag\pmag_with_bump";
modelSpecial = "TTI_Pmag\pmag_with_bump";
modelSpecialIsProxy = 1;
hiddenSelections[] = {};
hiddenSelectionsTextures[] = {};
ammo = "rhs_ammo_556x45_M855A1_Ball_Red";
count = 30;
initSpeed = 950.3664;
tracersEvery = 0;
lastRoundsTracer = 3;
};
};
class CfgMagazineWells
{
class STANAG_556x45
{
RCRG_pmag_bump[] = {"30Rnd_TTI_Blue"};
};
};
Id recommend using pboProject for packing as it has very good debug to find typos and such
your path in picture = has a typo
ive changed it to \ ill update what I posted
changed what to ???
picture = | to \
why
why dont you just remove the extra character at the beginning?
and what is the config you packed with?
the exact config
I've removed the first character and packed it but I still get the same error message in-game. I used the config that I posted above
I did use pboproject to pack and I dont see any errors in the log
adding .p3d fixed ty!! didnt even think about suffixes
@strange egret
In regards to your discussion in the Glob Mod channel.
How does this model explain when a hyper veloicity pens a object and obilterates it? Example would be AP rounds from tanks being sometimes more effective at blowing up buildings.
I also notice the same issue when peeps try to make "laser" weapons
anyone know if its possible to create a sound compatibility config that pulls sounds from SOG PF and uses them for another weapon mod? i know that sog has encrypted ebos
Someone in my team has made a gesture where the hand of the player is on the holster
Is it possible to inherit the unholster animation and have it on x2 speed and script it to use that animation when unholstering the weapon if the holster active is active?
Thanks in advance for suggestions
generally AP ammo has a higher 'hit' value than similar HE would be the main reason
you kind of have to do this even though AP should rely on its penetration more because of the AIs ammo priority. if you set your AP to have a lower hit value than HE the AI will only ever fire HE
the other reason would be the ammo penetrating a building will most likely pass through multiple fire geometry components, not only slowing it down but imparting damage each time it does
it's also one of the more annoying reasons AP can end up being better against soft targets.
like an AAA autocannon vs. a plane
Does anyone know if it's possible to have pylon weapons have multiple magazines that can be reloaded as in, fire a salvo of missiles, reload and then fire another salvo of missiles and if so how?
If the vehicle contains other magazines for the same weapon as the pylon magazine is using, the weapon can use them too. But only single magazines can be added per pylon using the native pylon system. So you'd need to script adding the additional mags to the vehicle or have them already in the vehicle's magazines[] array
you dont "have to" do it. Its just simply how BI made their vanilla damage model. Mind, they made that before they did the component stuff in Tank DLC. Nothing would have stopped them to balance it differently, where vehicles have elements that are highly vulnerable, but armor protects them from getting destroyed. But they either chose not to or the thought didnt occur to them (the later i doubt).
IMO the reason is simply for casual play. Most users want the big "boom" as confirmation a tank is destroyed. Seen plenty of public plays were people waste 5-8 more rounds needed on a tank with dead crew because they want it true dead vehicle.
i know. dead dead vehicles cause less frames than 'dead' ones that are dysfunctional but technically alive too
I'm having difficulty writing a config for a retexture of an RHS helmet. There aren't any hidden selection textures since it only has one texture. Are there any resources or mods that I could look at to understand RHS configs better?
if it has only 1 textures then that is all you get
if it has no hidden selecetions in the model by default, then it cant be retextured
Thanks for the explanation. At least I can put that to rest.
Which helmet is it? The model can still have hiddenselections even if we donโt use them
M56
Yeah the model doesn't have them. I'll add a "camo" selection for future release
Hi, what is the best way to do quick iterative testing while working on a mod involving configs? I understand that with file patching, config changes are not read during mission restart. However, I read in an ACE dev guide that config changes are read during game restart with file patching -- is this true? So far I have only seen config changes reflected after repacking my addon. Lastly, I read about diag_mergeConfigFile, which probably allows the fastest iteration, but with the downside of needing to use the diag EXE. So how do the pro mod developers iteratively test their config changes?
Hello, quick question, how would i go about making the player model on the seat of my model? I am stuck inside of it ;3
@neon venture diag exe and diag_mergeConfigFile is the way
You can use the diag .exe with normal main branch Arma 3
Oh really, just copy the EXE over?
Yeah
So are configs NOT read from unpacked data at game start? I.e., even after restarting game do I need to use diag_mergeConfigFile?
Not sure about with unpacked data. When I'm doing config adjustments I am just running the mod as normal packed .pbos and doing the mergeConfigFile from project folder on the P: drive
I only work with unpacked data in the game folder if it's necessary for the task I am doing
I see. Yeah I've got mine in game folder, for loading unpacked SQF which I just figured out how to do.
Do you diag_mergeConfigFile your whole addon's config.cpp or would you just merge one of the .hpp files it includes?
they are not unless you are using filePatching CLI param
Aha, I got it working. Both .hpp and .cpp seem to work.
Ok. I am using -filePatching param but the changes didn't load.
filePatching requires to mimic original structure of then addon (watch out for PBO prefixes)
Yeah, I just got file patching working for SQF changes, so I'm pretty sure I got the addon structure right.
Are there any special config classes that cannot be -filePatched or diag_mergeConfigFile? For testing purposes, I'm trying to edit my CfgFunctions nested class.
that doesn't sound right - if addon is file patched then both config.cpp & sqf would be file working
Right, that's why I'm confused.
I just had success with diag_mergeConfigFile. But I would also like config.cpp changes to be reflected by file patching, at least during game restart.
not all config containers are flushed by diag_mergeConfigFile like i.e. particle effects or animations. Rest is pretty much working fine but you have to keep in mind that existing loaded classes are not updated - they are still stored in memory
so in most cases restart of the mission is required for CfgVehicles
changes to Eden requires reloading of eden - this can be done by going to main menu
So you mean to diag_mergeConfigFile and then restart mission?
yes
Ok, good to know. By "config containers", you mean root classes in the nesting hierarchy like "CfgVehicles" or "CfgWeapons"?
indeed
For instance, I'm working on a faction mod with many additions to CfgVehicles.
Ok ๐
changes to vehicles can be easily tested by placing new unit
existing ones are not going to be updated
But you just said "so in most cases restart of the mission is required for CfgVehicles"
both methods works ๐
Ok, nice.
depends on what you are trying to do really - if you want to test i.e. changes to vehicles in particularly scenario (where those vehicles are already preplaced)
or if you just want to i.e. tweak values in editor with debug console or zeus
I see... earlier I read that if you can place/spawn a new vehicle then it would read the config again, including what was diag_mergeConfigFile'ed.
That should be good.
yes, that's what I meant by placing new unit
cool
So it's just filePatching at game start that isn't working still. File patch works for my mod's SQF but not the config.cpp.
how do you verify that it works for sqf?
I am using basic test addon with just a single SQF function that prints a message.
execVM?
No, the function is defined using CfgFunctions and a "fn_foo.sqf" file.
config.cpp:
class CfgPatches {
class foo_main {
name = "Foo";
author = "JibStyle";
requiredVersion = 1.60;
requiredAddons[] = {};
units[] = {};
weapons[] = {};
};
};
class CfgFunctions {
class foo_main {
class poop {
file = "x\foo\addons\main\functions";
class baz {recompile=1;};
};
};
};
fn_bar.sqf: "j";
Filepatching SQF works (change "j" to "k" and it's reflected in game). Filepatching the config does not (change class baz ... to class asdf ... and restart game).
I wonder if CfgFunctions cannot be filepatched.
everything can be filepatched
everything...? jk
I also added brand new root class class Foo {asdf = 1234;}; in my config.cpp but it does not appear in config viewer.
do you have pbo prefix?
I think? I still don't fully understand pbo prefixes. I used mikero's pboProject tool which auto-gens the PBO prefix.
Since the SQF filepatching works, shouldn't that mean my addon prefix is correct?
try to do some typo in config and see if its working
not really
class foo_main {
class poop {
file = "x\foo\addons\main\functions";
class baz {recompile=1;};
};
};
}; someRandomError[```
No issue during filepatched game start.
so it's not loading your config.cpp at all
Hang on - my config.cpp is actually made of imports to other .hpp files. So maybe the filepatch loader didn't detect any change to config.cpp.
no, that's not that
you what is your file structure?
steamapps\common\Arma 3\x\foo\addons\main do you have config.cpp in main folder?
yes
can you share that pbo perhaps?
Sure, one sec
File structure:
d:/Steam/steamapps/common/Arma 3/x/foo:
addons
Keys
mod.cpp
d:/Steam/steamapps/common/Arma 3/x/foo/Keys:
JibStyle.bikey
d:/Steam/steamapps/common/Arma 3/x/foo/addons:
main
main.pbo
main.pbo.JibStyle.bisign
d:/Steam/steamapps/common/Arma 3/x/foo/addons/main:
config
config.cpp
functions
d:/Steam/steamapps/common/Arma 3/x/foo/addons/main/config:
CfgFunctions.hpp
CfgPatches.hpp
d:/Steam/steamapps/common/Arma 3/x/foo/addons/main/functions:
fn_bar.sqf
Sent in DM
and how do you launch that mod?
From my RPT: "D:\Steam\steamapps\common\Arma 3\Arma3_x64.exe" -noSplash -filePatching -noPause -showScriptErrors -mod=P:\x\foo -beservice
Ok, that was generated by Arma 3 Launcher
let me make a BAT file and try.
Again, it works for changes to the SQF file.
Same result.
what happens if you put your pbo in Arma 3\foo\addons and then launch it -mod=foo?
Not sure that would help. pboProject generated a PBOPREFIX including "x". So wouldn't the game first load the PBO and get prefix "x\foo\addons\main", then check "x" folder for files to patch in?
Ran pboExtract.exe on the PBO, there is a "x\foo\addons\main$PBOPREFIX$.txt" with contents:
//<'main.pbo' properties via Mikero's dos tools, dll version 7.97>
prefix=x\foo\addons\main;
Mikero=DePbo.dll.7.97;
version=21080523;
//PboType=Arma Addon;
//</properties>
Still getting same result, in game config viewer reflects the contents of the PBO, not the config.cpp working file.
From this file patching guide https://community.bistudio.com/wiki/CMA:DevelopmentSetup#Develop_with_unpacked_data
The key to understand that if you have $PBOPREFIX$ defined, the engine looks
for the data unpacked in the same place:$PBOPREFIX$ contains: x\myMod\addons\myPboName
The engine looks at .\arma\x\myMod\addons\myPboName for the data.If it finds data there, it will replace all data in the namespace,
x\myMod\addons\myPboName here, with the unpacked data found at the path.
I'm stumped. Anyways, it's good that diag_mergeConfigFile works, which will probably be more useful anyways. And file patching works for my SQF which is good. Thanks for the help. ๐
pboprefix is inside PBO itself - after it's loaded it can be anywhere. I was wondering if relative paths in mod path are braking that somehow
managed to load config.cpp just fine
made a typo on purpose to quickly see if it's getting loaded at all
are you also sure you don't have some rogue pbo somewhere else?
Don't think so. Inside Steam Arma 3 folder, there is "!Workshop" for mods downloaded by steam, and "x" for my development mods.
So weird. I add typo in config.cpp, but game boots fine and config viewer reflects contents of the PBO, not the source config.cpp.
you can also share .rpt file https://community.bistudio.com/wiki/Crash_Files - it might contain some clue what is wrong
RPT sent in DM
I gtg, but I appreciate the help. Maybe taking a fresh look tomorrow, my mistake will become apparent.
now I'm wondering if you don't need a diag exe to filepatch files
how can i put my vehicle invincible in the "config cpp" ? this "destrType = "DestructNo";" work ?
I think removing the hit points will work?
or removing the fire geom lod (if you made the model)
altho this one will lead to projectiles passing thru
i have made the model but i don't want my projectile passing through
perhaps your config breaks the rest of the weapons config/inheritance
you are replacing the linked items with just that content and removing all else
you have to inherit the linked items first from the parent class
could be you ovewrite someting there
do you define rest of the class?
is this all of your config?
Do you have baseWeapon param?
config references dont necessarily have all the possible parameters in them
Weapons only show in Arsenal if they are the baseweapon
Evening gents, how can I add insignia to my custom units? I tried through event handlers but it feels wrong (and doesn't work lol), and in-game it's listed under identity so I also tried putting it in identityType to no avail.
class EventHandlers: EventHandlers
{
init="if (local (_this select 0)) then {[(_this select 0), \"Insignia_Black\"] call BIS_fnc_setUnitInsignia;};";
};
RHS has it on some of their units, so it's gotta be possible right?
We don't use the insignia system for that
the insignias are just straight up on the texture?
Yeah, or they're parts of the model with their own hiddenselection name
ah dang
And then lastly, is there a way to make units an ACE doctor? I've set attendant=1;, but that only makes them a medic
easiest way, is inside a units' attributes ๐
but I can't do that from within the config right?
This particular unit just will always have that patch and I don't want to get into retexturing the uniform just to slap a patch on there
I didn't read the channel name :/
I vaguely recall being able to assign it via config, but this was before ace's configs/modules were simplified.
I see..
have you seen this? https://forums.bohemia.net/forums/topic/224610-setunittrait-with-ace3-question/
0.0667
So, I've been using the hit equation here https://community.bistudio.com/wiki/Weapons_settings to try and figure out about where the values of Arma 3 stand for some of the different rounds, but it's pretty apparent that some of this is out of date, considering caliber = 1; is commented to be the penetration of a 7.62 bullet when the 7.62 in Arma 3 is 1.6.
Is there anyone who might have an updated equation, or get the concepts behind the equation here well enough to try and come up with a nicer method of coming up with the values from real-world data?
Penetration depth in mm velocity[m/s] * caliber * penetrability / 1000. Penetrability is a material property (for RHA steel it is 15, for concrete 80, for meat 250).
so if you have a penetration value vs RHA steel and want to convert it to caliber:
(mm/((15*speed)/1000))
I mean, yeah, but that's sqf scripting, I'd like it to be in the unit's config
oops wrong channel sorry!
how would I change an existing vehicle to allow shooting from the passenger seats?
I assume it's a config setting that enables FFV?
My aircraft is stuck and will not move, i can pastebin the config, but I am very confused 3:
also, .model will not load error? i do not know what that is either D:
start with the error, your config is broke
Hey guys, do the hidden selections need to be defined in the same order on both the model.cfg and then the config.cpp ?
no
OK, good to know! Thanks ๐
Ive got a problem with a helmet mod at the moment where if the helmet is on the player, no textures show but if its taken off and placed on the ground it all shows.
Not sure where the issue lies in order to troubleshoot .. Is this a common issue?
you have some fault in your config
stuff in wrong place or with wrong paths
what do you pack your pbo with?
Addon Builder ... I assume I should give Mikero's one a go?
do you have P drive set up
Yeah mate
then Id use pboProject
Yeah ill give it a go and see what the output says, im in the terrible habit of using Addon Builder because I can stick my head in the sand about all the minor errors that I might otherwise not notice! ๐คฆโโ๏ธ
๐
Is there any good source for how to mod an aircraft? is there a good wiki page to follow?
I had my aircraft flying before, idk why it's not working now
there is the sample aircraft and its config ins Arma3 Samples on steam
other than that no
plane is not really very good thing to start learning as it requires quite a bit of understanding of how configs and such work
Can you maybe help me with this error log? It basically says 'No entry' for all of my code :3
Also worth noting, it does say that / is not a value under every time it says that
start over
with more simple config
that you get working without errors and then add stuff you need to change
I've got sounds but they seem to play in a loop of 1-4. But, I want them to be random instead of 1-4
I've got just the thing for you.
I think
First, you trying to get them to loop but shuffled, or just one of the 4 randomly?
If you are trying to get one of the four to play but it is random which, I do have an example code snippet.
I'm using soundBegin and then probability of the sound but it just seems to loop instead of be random
So you want 1 random?
I want them to all be random
Like, one has a 0.34 probability to play, then two has a 0.33 probability but it just loops through 1,2,3,4 then back to 1
My question is, do you want them to loop, but in a random order, or do you want only 1 of the 4 you have to be randomly picked?
1 of the shots should randomly be picked each time I pull the trigger
Okay. Got it.
This is just an example that I used to play 1 of 4 random radio transmissions when something happened.
_clips = ["sound1","sound2","sound3","sound4"];
[blufor, "Base"] sideRadio (clips select ([0,(count _clips)-1] call BIS_fnc_randomInt));
1 moment
You have something like this?
begin1[] = {"\sam_870b\sound\Sound_s1", 1, 1, 1300};
begin2[] = {"\sam_870b\sound\Sound_s2", 1, 1, 1300};
begin3[] = {"\sam_870b\sound\Sound_s3", 1, 1, 1300};
begin4[] = {"\sam_870b\sound\Sound_s4", 1, 1, 1300};
soundBegin[] = {"begin1", 0.25, "begin2", 0.25, "begin3", 0.25, "begin4", 0.25};[/b]
weaponSoundEffect = "DefaultRifle";
Basically yeah
Your numbers all together add to 1?
Just making sure it's not something simple.
In your soundBegin I mean.
Does this still behave as described above?
I'm currently trying to delete an editorCategory property in my class, since I'm inheriting off Red'n'Tanks but that modmaker has defined an editorCategory instead of the usual faction property that I've seen declared in CUP and RHS, and all my other classes use this faction property.
class rnt_sppz_2a2_luchs_tropentarn;
class BNB_FA_BW2_Luchs : rnt_sppz_2a2_luchs_tropentarn {
author = "Arend";
displayName = "Luchs Recon Tank";
faction = "BNB_FA_BW2_Winter";
delete editorCategory; // Only takes effect in child classes
editorSubcategory = "EdSubcat_Tanks";
class TransportMagazines {
ARMOURED_VEHICLE_MAGAZINES
};
class TransportWeapons {
ARMOURED_VEHICLE_WEAPONS
};
class TransportItems {
ARMOURED_VEHICLE_ITEMS
VEHICLE_AT_AMMO_EXTENDED
};
class TransportBackpacks {
ARMOURED_VEHICLE_BACKPACKS(Tropen)
};
};
class BNB_FA_BW2_Luchs_Winter : BNB_FA_BW2_Luchs {
faction = "BNB_FA_BW2_Winter";
crew = "BNB_FA_BW2_Crew_Winter";
typicalCargo[] = { "BNB_FA_BW2_Crew_Winter" };
textureList[] = {"Fleck",0,"Tropen",0,"Winter",1};
};
editorCategory and editorSubcategory always take priority over faction and vehicleClass. So I personally recommend not using cfgFaction/VehicleClasses anymore and instead use the non-deprecated method of using editorCategory and editorSubcategory throughout your mod.
Hey, I have came to the conclusion that my aircraft is stationary because it has no PhysX. It floats in the air if I spawn it up there and will not move but will play the sounds of the jet and even rev up the engine D: HALP
But hang on, the wiki says that faction is supposed to be used for characters and vehicles (which is why all the mods I've looked at so far except Red'n'Tank use it for that) and editorCategory is supposed to be for props.
Why.... why are there two different things....
I am curious about the practical question I posed above though:
Does this still behave as described above?
Or in other words, is it still possible todeletea property/class that was defined in the class that I'm inheriting from?
If so, how?
you can delete a class
class A:B{
delete subClassfromB;
};
you cant delete a property (afaik), just set it to a default value
Damn. Default value... so not an empty string in the case of a EditorCategory?
pretty sure default is empty string. If in doubt just climb your way up the config tree until you find it.
use ingame config viewer, or AllinOne Config exports
Nop I've used editorCategory and editorSubcategory exclusively for everything. Units, vehicles, props,...
having a common interface will make things easier overall. No need to think what you're working on, be it a prop, vic, unit,... Wiki states "usually". So it's not a requirement. And since edCat overwrites faction, it seems like the logical solution
While it is fine on Arma side, many missions that particularly asks player with which faction player wants to play their mission, your faction will not be listed as they check those factions and tend to ignore editorCategory. So it would be good to define both I believe.
interesting, never seen that before.
it is really dependent on mission maker's knowledge regarding config setup.
seems like more of an issue in that mission's framework then
9/10 I'll inherit from something like B_Soldier_base_F so I guess that would have faction if required
I would give a possibility that faction would not be defined due the reason base classes exist. But there is a chance yeah. Best would be to check and confirm first
Well, yeah one can say that too but it is easier for you to handle it than them handling it. ๐
I think it is more of an issue that Arma does not care about a faction property. Like units having factions gameplay wise is not important so can be ignored but someone who just checks the config and sees the properties would first base their scripts on that.
It is imo the reason they wrote editorCategory has priority over faction for that reason. It is a value meant for editor but as a fallback, checks about faction property; as a result they wrote "editorCategory has priority over faction"
So.... define both? Damn this is tedious.
Sure, but times that by x number of units and vehicles and god knows what else.
Though yeah, I guess you could write a macro... so yes. It's more tedious than just specifying the property once.
If you think it is tedious, now think mission scripter's "struggle" to handle it
"and god knows what else" ... then dont do what only god knows, do only what you want ๐
class CfgPatches {
class Special_Arma_Service_Supplies
{
units[] = {
"SAS_AllInOne",
"SAS_Arsenal",
"SAS_Ammo",
"SAS_Meds",
"SAS_Explosives",
"SAS_Equipment",
"SAS_Weapons",
};
weapons[] = {};
requiredAddons[] = {};
version = "1.0.0";
author = "Spyfox909";
authorUrl = "";
};
};
For the config above Im getting the errors below ("class CfgPatches {" is on line 1)
But I dont have clue why its wrong, any ideas?
class CfgPatches {
^^^^^^^^^^
[ERR][L1|C6|/file.sqf] Expected either ';' or ','.
ass CfgPatches {
^
[ERR][L1|C17|/file.sqf] Expected either ';' or ','.
class Special_Arma_Service_Supplies
^^^^^^^
[ERR][L3|C7|/file.sqf] Expected either ';' or ','.
{
^
[ERR][L4|C1|/file.sqf] Expected either ';' or ','.
units[] = {
^
[ERR][L5|C10|/file.sqf] Expected '}'.
units[] = {
^
[ERR][L5|C10|/file.sqf] Expected '}'.
(empty means no errors!)
Because you have an extra ,
Show config again
class CfgPatches {
class Special_Arma_Service_Supplies
{
units[] = {
"SAS_AllInOne",
"SAS_Arsenal",
"SAS_Ammo",
"SAS_Meds",
"SAS_Explosives",
"SAS_Equipment",
"SAS_Weapons"
};
weapons[] = {};
requiredAddons[] = {};
version = "1.0.0";
author = "Spyfox909";
authorUrl = "";
};
};```
What is the error this time?
Oh hold on, I might know whats up here
this is in config.cpp file yes?
Yes, but I might be an utter idiot
Ah yes, I was doing a sqf syntax check on a config... I need more sleep than 4 hours it seems. Anyway, still getting an error though (with the config check). ```sqf
class CfgVehicles {
/extern/ class B_supplyCrate_F;
class SAS_Box: B_supplyCrate_F {
};
class SAS_Arsenal : SAS_Box
{
author = "Spyfox909";
scope = 2;
displayname = "[SAS] Arsenal";
memoryPointSupply = "SupplyPos";
supplyRadius = 4.700000;
B_supplyCrate_F;
^
[ERR][L25|C23] Expected '{'.
B_supplyCrate_F;
^
[ERR][L25|C23] Expected '}'.
[WORK] <EMPTY>
shouldnt there be a requiredVersion property as well? I dont remember if it was a must to put though.
not a must
oh okay.
it is cursed but in another way
What the...
No it does not
what do you edit the config with?
notepad++
courtesy of pastebin, I have seen it happening multiple times
im wondering why its making leopard sweat hahaha
Im using the Arma 3 Addon Builder if thats what you mean. But Ive used https://sqfvm.arma3.io/vm/ to check the config.
ah
no wonder I did not recognize the error formatting
it could be false positive
Okay, I tried to build with the addon builder, but now it says Undefined base class SAS_Box on line 71, so it works for the first time it inherits but forgets the class afterwards?
Also, should I be worried about the fact its complaining about line 71 but then shows data thats on line 72?
Err, now Im not that experienced in regard of config, but shouldnt you include the addon wherever B_supplyCrate_F is coming from inside requiredAddons?
Maybe should have it, but its base Arma so its not possible to not have the class I believe
@stray sage not necessarily if one of the required addons already require the source of it
and @unkempt quarry yes it is possibly to not have that if nowhere in the required addon chain is vanilla config referred to
Well it is empty though, thats what Im saying, otherwise yes I know. 
But that still does not explain why it does know about SAS_Box the first time but not the second time does it?
(un)luckily your addon loaded before another for that one instance? 
Nothing has loaded yet, its trying to build the pbo
It doesnt check with existing addons and whether you have refered the right addons does it?
That just fails at runtime
I thought you meant on runtime.
No, I cant build the pbo
any chance you could run it thourgh pboProject?
how?
does it pass when you do not binarize by any chance?
Yup
installing mikeros toolset and running pboProject
running pboproject now
It's hot? ๐คฏ
Hello.
I wanted to flood a little United Sahrani map [CUP maps mod], by reverse engineering flood tide script mods. Can't get it to work...
class CfgPatches
{
class United_Sahrani_Tide
{
name="United_Sahrani_Tide";
units[] = {
"sara_dbe1"
};
weapons[]={};
requiredVersion=2.04;
requiredAddons[]= {
"sara_dbe1"
};
author="test";
url="";
version="1.0";
versionStr="1.0";
versionAr[]={1,0};
};
};
class CfgWorlds {
class sara_dbe1: CAWorld {
class Sea {
MaxTide=-20;
};
};
};
No crash, no error messages, no water height change....
ace_dragging_dragPosition = {0, 1.300000, 0};
wat?
it's an array
ace_dragging_dragPosition[] = {0, 1.300000, 0};
that's incorrect
you're inheriting from CAWorld without forward declaring it first
also you should post configs with syntax highlighting here
see the pinned messages
also worth noting that AI has a lot of trouble handling the risen water surface, so are you absolutely sure you want to do it?
yeah. tides are not supported by AI due to caching.
Thanks. I wanted to test it out with HAL , while making the Corazol a choke point for players, as they would need to use the bridge. Add some strange stuff too maybe.
You need to make a geo phys lod and physX portion for it in your config
I already have a geo phys LOD, and a geometry LOD, and wdym by in my config? in my .cpp?
Yes, vehicles require a PhysX portion to function properly
is that the flight model portion? where you adjust speed? or something else?
have you checked the sample plane? ๐
Stuff like class Wheels, maxSpeed, etc
The samples should have separate physX files though I havenโt looked at the samples in a while
ohhh theres a physx file?
should i put those in an #include on my config?
Copy them in your own physX as a base
either that or copy paste the hpp content
And replace the names with yours
using include can be better for organizing the config
so you can more easily edit just certain part of it, instead of scrolling through all of it

How can I declare and forward CAWorld properly?
I tried
class CfgWorlds {
class DefaultWorld {};
class CAWorld: DefaultWorld {};
class sara_dbe1: CAWorld {
class Sea {
MaxTide=-20;
};
};
};
and not working :{
you need to have the same original class structure as the original config
and also you will need to have the original addon as required addon in your cfgPatches class
You shouldn't put {} when you forward declare
๐ฎ it didn't work 3;< im so confused, i think it's something to do with the p3d but i do not know what, I know my code works D:
could be both
config packing does not necessarily mean its correct ๐
could be you have given it too much mass in geometry lod
or too little
or none at all
could be your wheels/suspension cant support it
could be your wheels dont even touch the ground
I do believe that it's something to do with this new version of the model i made, it was flying before, and i'm running the same code so... I shall look into mass in geometry lod ๐
i think I got my wheels good for the phys lod
there should be no wheels in the physgeom lod
physx wheels are generated by the config
yeah I did that, hey, where would I go about actually modifying the mass for the geo LOD?
can i do it in OB?
yes
there is a mass dialog for the toolpanels
its just hidden by default UI layout
you can enable it in the top bar menus
How much mass should I give it?
@slim halo Well without the brackets after DefaultWorld arma crashes at startup.
@hearty sandal "original class structure as the original config"? Test code right now [all of it] is:
class CfgPatches
{
class United_Sahrani_Tide
{
name="United_Sahrani_Tide";
units[] = {
"sara_dbe1"
};
weapons[]={};
requiredVersion=2.04;
requiredAddons[]= {
"sara_dbe1"
};
author="test";
url="";
version="1.0";
versionStr="1.0";
versionAr[]={1,0};
};
};
class CfgWorlds {
class DefaultWorld {}
class CAWorld: DefaultWorld {}
class sara_dbe1: CAWorld {
class Sea {
MaxTide=-20;
};
};
};
Original addon is required and loaded [no errors here]
you dont have ; at the end of the lines
in class defaultworld etc
this here is definitely not valid config
@stray sage @hearty sandal @slim halo thank you for your help earlier, doesnt work yet, but I decided to leave it be for now before it costs me the entire day ๐
@hearty sandal Previous version had them. Luckily Arma likes to ignore if they exist or not. Also removing brackets from class DefaultWorld results in crash on launch.
tested it with first removed, second removed and had to revert changes.
Does anyone have any knowledge about how Wheeled artillary configs work
dont think there is anything specifc about them
why?
there is only 1 type of wheeled simulation
all wheeled things run the same way
Ive been trying for months to achieve an 8 wheeled artillary vehicle with commander seat, but ive run into lots of complications
as close as ive gotten to getting a wheeled artillary piece working ive tried to inheriet from Tank_f Car_f, and Truck_F. thus far if i use car or truck the wheels will work properly but the main cannon and commanders weapons do not work
if i use Tank_f it does allow the primary and secondary weapons to work but takes away its ability for the tires to spin or steer
in the model viewer, everything is supposedly working fine, though i believe theres some arma wizardry afoot with how those inheritance are hard-coded
if its wheeled you need to use Car_F
Truck_F is just derivate of Car_F with some changes
for turrets not working, you just have not made the config right
as turrets are set up same way on all vehicle types
than perhaps i require a second set of eyes to tell me where im going wrong
as ive had several others attempt to help but with little progress
ok get it to the state where you inherit from Car_F and you can drive it
and if turrests dont work at that point, put it on pastebin.com and link here
will do
Likely something either MainTurret not setup right or something going fucky
With turrets
yea apparently it had potential harmful content by there bots?
Pastebinโs SMART filters have detected potentially offensive or questionable content in your paste.
lol wut
The content you are trying to publish has been deemed potentially offensive or questionable by our filters, because of this youโre receiving this warning.
This paste can only be published with the visibility set to "Private".
how does one give access to a private pastebin
... why is it 6000 lines long
MFD is like 3k lines
well that wont be necessary for turret so can you move that out
this aint really easily readable
or at least move everything else but the turrets near bottom
its literally an m4 scorcher config with edits to be a car
im not exactly sure how i can cut this down
ok so you need to start over
tank and car got quite a lot of differences in their configs so you cant just drop one into another
well that does not make it easy to read
and that make me less inclined to read it
I dont especially want to scroll down 3000 lines to find what im supposed to look at
understood
so pls move the turret stuff up top
ok so
what youll need to do is scrap that turret config
and open up the sample tank in Arma 3 samples
as it has commented config for a turret
and it has some of the parameters defiined and easily viewable that your copy paste config does not and thus you dont know what parts in your model need to be named what
okay
I got a problem with muzzleflash and suppressor but selector, bolt, and magazine are working great.
this is my model.cfg https://pastebin.com/PiQR0jVG
Allright so ive done the config and model cfg over again. and ive gotten closer than ive gotten in previous months
currently the vehicle does move properly, the main artillary weapon turns the way its supposed to, but when the barrel is anywhere within a 90 degree field of fire to the front of the vehicle, the vehicles weapons dont want to fire properly
but if u face the cannon to the rear of the vehicle it works as its supposed to
aswell somewhere along the line i guess i broke the commander gmg gunner on the vehicle
https://pastebin.com/riKkMixn config.cfg
https://pastebin.com/XKKGdHsB model.cfg
Good progress then.
Now you need to check the turret animation config from the sample tank and compare it to yours (maingun) (mainTurret) on model. Cfg
Then you need to get that artillery tanks turret config and compare its turret class in the config. Cpp and set same limits for turret and gun turning
Hello, I am doing a missile antiaircraft, I have 2 problems, one is the config, how to build the radar to work and dial to launch the missile
the other is that when the missile goes out, the cartridge does not disappear
I found this but I don't really understand it very well
Iโve got muzzle flashes working in bulldozer but they wonโt appear in game
well now working great
I just copied and pasted A3 sample's muzzle proxy and then it works
I have a M72 launcher that, if the wind is gusting, will deflect the round when fired Left, Right or High of the point of aim, I am guessing this would probably be some sort of deflection value in cfgAmmo for the round however I am unable to find it. Where should I be looking?
Ace mod
Any idea which part of ACE as we arent using (and dont have the PBO) for Advanced Ballistics in our mod pack
https://gyazo.com/08f9c58f8ac8178d287961c9a3ea2849 how would i go about adding proxies to the cfgVehicles?
my memory point LOD consists of proxies "which is what im trying to attach to my aircraft"
That's not quite how it works. What you are after is pylon setup
What is pylon setup exactly?
I'm off to sleepy land so you'll have to resort to google
yeah no i can see perfectly fine dont worry haha
thought it would be more complicated
thx ๐
so I've been working on my sound configs for the MA5B Assault Rifle for OPTRE
there's a very obvious repetition of the firing sounds, like it makes it sound like a sound loop instead of completely random firing
i've configured it to all add up to one still, not sure why it's happening
class CfgPatches
{
class GRIPS_COMPAT
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[]={"rhsusf_weapons","rhsusf_c_weapons"};
};
};
class UnderBarrelSlot;
class CfgWeapons
{
class rhs_rifle_gripod_slot: UnderBarrelSlot
{
};
class rhs_western_rifle_afg_slot: rhs_rifle_gripod_slot
{
linkProxy="\rhsusf\addons\rhsusf_weapons\rhs_afg_proxy";
};
class WeaponSlotsInfo;
class GripodSlot;
class Rifle;
class Rifle_Base_F: Rifle
{
class WeaponSlotsInfo;
};
class arifle_MX_Base_F: Rifle_Base_F
{
};
class rhs_weap_m4_Base: arifle_MX_Base_F
{
};
class rhs_weap_m4: rhs_weap_m4_Base
{
};
class rhs_weap_m4a1: rhs_weap_m4_Base
{
};
class rhs_weap_m4a1_blockII: rhs_weap_m4a1
{
};
class rhs_weap_m4a1_blockII_KAC: rhs_weap_m4a1_blockII
{
class WeaponSlotsInfo: WeaponSlotsInfo
{
class GripodSlot: rhs_western_rifle_afg_slot
{
};
};
handAnim[]=
{
"OFP2_ManSkeleton",
"\rhsusf\addons\rhsusf_c_weapons\anims\rhs_hand_mk18_afg.rtm"
};
};
};
pboproject says I'm missing files for config.cpp circa Line 22: \rhsusf\addons\rhsusf_weapons\rhs_afg_proxy and config.cpp circa Line 58: \rhsusf\addons\rhsusf_c_weapons\anims\rhs_hand_mk18_afg.rtm even though the required addons are there. What am I missing?
Why are you even redefining the proxy path in rhs_western_rifle_afg_slot? It's not necessary
The slots shouldn't be under cfgweapons
because it moves the grip forward on the hand guard. I want to use the the MK18's version
But linkProxy = "rhsusf\addons\rhsusf_weapons\rhs_afg_proxy"; is already defined in rhs_western_rifle_afg_slot. You don't need to include the path again, just call the class (from the correct place, which isn't in cfgWeapons)
ok
removed it
still won't build
Missing File Summary
config.cpp : \rhsusf\addons\rhsusf_c_weapons\anims\rhs_hand_mk18_afg.rtm
Config should only need this stuff ```C
class CfgPatches
{
class GRIPS_COMPAT
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[]={"rhsusf_main_loadorder"};
};
};
class rhs_western_rifle_afg_slot;
class CfgWeapons
{
class rhs_weap_m4a1;
class rhs_weap_m4a1_blockII: rhs_weap_m4a1
{
class WeaponSlotsInfo;
};
class rhs_weap_m4a1_blockII_KAC: rhs_weap_m4a1_blockII
{
class WeaponSlotsInfo: WeaponSlotsInfo
{
class GripodSlot: rhs_western_rifle_afg_slot{};
};
handAnim[]={"OFP2_ManSkeleton","\rhsusf\addons\rhsusf_c_weapons\anims\rhs_hand_mk18_afg.rtm"};
};
};```
I'll give that a shot
And you would need P:\rhsusf\addons\rhsusf_c_weapons\anims\rhs_hand_mk18_afg.rtm unpacked
so just dump the RHS file into my P drive?
Yes, pboproject made it mandatory to have all files referenced, available from P:\ drive.
Even when it's not actually necessary in all cases
help?
Bit of a newb question here but I've had no success googling the correct answer so here goes.
What is the correct way of replacing/adding a config value to an existing class? For practice I'm trying to change the editor preview image of a vehicle:
class CfgPatches
{
class practice_addon
{
units[]={};
weapons[]={};
requiredVersion=1;
requiredAddons[]={"DependencyToAddonsCfgPatchesClass"};
author[]={"Reeveli"};
};
};
class CfgVehicles
{
class some_vehicle
{
editorPreview = "\practice_addon\images\test.jpg";
};
};
Doing this will break some_vehicle as it seems according to the logs that all the other vital config classes in class some_vehicle do not exist anymore as I have not duplicated them in my own config.
Is there no way of replacing one value without copying the entire config class to my own addonn? Or am I lacking some understanding here how overwriting/inheritance works.
What would be the best way to make vehicle puff out bit more smoke when engine starts?
Obviously i could script it and run it from engine event handler, but i was wondering if there is some purely config-based way to do this?
Not really config based but you can set 2 points for exhaust then setup a big exhaust in config
i cannot edit the model, but that would still just result in constant big smoke, right?
I need big puff of smoke only on the engine start, and then i want less smoke while the engine is running.
yep, it has an exhaust, its the civilian Cessna plane
for example, i know you can alter the smoke properties at runtime based on engine damage, so i was thinking maybe its also possible to do that based on current rpm?
or is there some already established way how ppl do this? (i am not saying they do, if i'd knew of a mod that does this, i would be dissecting its config instead of asking here)
I can't find any info regarding config eventhandlers locality.
In particular, the engine event will be triggered where? on every machine? or on the machine where the vehicle is local?
Hello. I'm trying to create adjustable volume slider in cba settings for the sounds, but I'm stumbling upon some issue. The Slider can be set to values from 1 to 4 without a decimal points.
In cfgSounds when I have this, it is working just fine:
sound[] = { QPATHTOF(audio\SoundName1.ogg), 2, 1, 3 };```
But when I have this, there is no sound at all - without any errors what so ever:
```C++
sound[] = { QPATHTOF(audio\SoundName1.ogg), GVAR(SoundName1Volume), 1, 3 };```
Anyone have knowledge on how vehicle turrets are configured
more specifically artillery turrets
been fighting with this code for days
there should be nothing special with artillery turrets
what kind of problem you have?
so the main weapon is acting weird, as it can fire properly when the turret is faced 180 degrees from the front of the vehicle, but when the turret is forward at 0 degrees, when fired the spg will go in a random direction
as well the artillery computer dosnt seem to be working properly either
you will need to set it up with full 360 degree turn radius
for artillery computer to work
i believe it might be a memory point or a model cfg issue or a combination but i cant figure it out
ive set it to 360 degree for the turret
model.cfg shouls be set up with 360degree radius as well
check the sample tank for reference
alright so ive redone the turret in both areas to be 360 and its slightly changed
but the exact same buggy random fire is still happening if facing certain directions with the gun
anywhere i can post screenshots?
you can link the pictures here if you upload to imgur or other image host
as far as I can tell you only define min and max elevation of the gun on the turret
not the turn angles
and min max elevation for artillery piece probably need to be higher too for the gun to have high enough elevation for arched fire
all the config parts for the artillary piece i was looking side by side with the schorchers m4 gun, as i was trying to give it the 155mm. also looking at the sample tank and a bit confused on where it states the turret rotation outside of model.cfg
the scorcher is likely inheriting it from earlier classes
but you dont have same inheritance so it may be different
so you will need to add those parameters
you can see what yours are in the ingame config viewer
those shot visualize lines do not look right though
looks like your weapon memory points are not following the gun
that too
ive been at this for months XD
making an armed 4 wheeled vic an heli where not this hard
it can take months to understand how the configs work
the thing is ive done it several times, and im having this weird brain meltdown looking at artillary
they all are basically the same.
from my perspective the problem is copypasting classes in hopes it works
is true, i have no idea where to begin when it changes to turrets, i came from dayzsa where there arnt armed vics, or tracked vehicles so its still very new to me
then it will take the time it takes
wheres the best place to better understand turrets than
Anyone knows what is the value range of engineOn variable usable in engine exhaust effects?
All i could find about is "starting (temperature) of engine" which doesn't really say anything.
https://paste.ee/p/X64IX this is my RPT file, i do not know what is causing this, definitely something in config tho
you have probably created a class in wrong place
and it does not contain what its expected to contain
or inheritance or root class setup is not right
I think it's because i haven't inherited cfgmagazines
im fairly certain the include for physX hpp does not go there.
your required addon does not exist, there is no cfgPatches class for any pbo for that name, -> Use "A3_Data_F_AoW_Loadorder"
the inheritance chain is incomplete as you have not filled the classes between yours and plane_F with the classes you inherit
Tanks or AA. Or even base game arty
so I've been working on my sound configs for the MA5B Assault Rifle for OPTRE
there's a very obvious repetition of the firing sounds, like it makes it sound like a sound loop instead of completely random firing
i've configured it to all add up to one still, not sure why it's happening
https://streamable.com/re2cyt
just as an example to see code:
soundBegin[] = {"begin1",0.16,"begin2",0.14, "begin3", 0.14, "begin4", 0.14, "begin5", 0.14, "begin6", 0.14, "begin7", 0.14};```
is this correct to how it should be done for firing sounds?
So, it looks like engineOn value starts at 0.0 and goes up to 1.0 within approx. 1 second since the engine was started.
What governs this duration? can it be made longer using a slower increase?
Hey, not sure if this would be the right place to ask but
Is there any way to add a new custom background theme to the Arma 3 Launcher?
https://paste.ee/p/D75hZ brain doesn't work D: i believe cfgmagazines isn't getting defined, idk why 3;
@novel torrent what kind of program are you using to pack your source files to .pbo files?
No
Your config has nothing about cfgmagazines
help? @hearty sandal
no need to ping me. I'll answer if I know. ๐
hey papa goat, do I have to define CfgMagazines? I thought u said I don't have to, but my error doesn't make sense D:
Does anyone have experience adjusting cars, such as the amour they have (When crashing into things) and the handling?
and if so would be willing to give me a hand explaining each part of the config so I know what it does
@novel torrent You're getting that error because a class called 2Rnd_GBU12_LGBx1, 240Rnd_CMFlare_Chaff_Magazinex1 etc. doesn't exist in the game
o, well i ended up fixing that later on and got this error log too :3 https://paste.ee/p/Cff11
apparently you are trying to use a weapon that does not exist
or you got some other config somewhere
Yeah, seems you're using a .p3d name for the mag there, not a classname
https://gyazo.com/eb0e744b16b3c3a930093c4fe2b50163 i thought attachments were suppose to be that way D: am i mistaken?
Nope, whoever wrote that cocked up
o LMAO
That' what I'm aiming for ๐
check vanilla plane configs for reference too
in the a3 ones I actually did and they were laid out the same as I had it with the cfgMagazines D: https://gyazo.com/be91dee76c8d5b6a9c581559a636d649
ye but that thing you put there is not a magazine
it does not exist
this works because it exists
class test_mig29s_b : rhs_mig29s_vvs{
scope = public;
scopeCurator = 2;
crew = "";
typicalCargo[] = {""};
faction = test_faction_b;
side = TWest;
};
class test_mig29s_r : rhs_mig29s_vvs{
scope = public;
scopeCurator = 2;
crew = "";
typicalCargo[] = {""};
faction = test_faction_r;
side = TEast;
};
class test_mig29s_g : rhs_mig29s_vvs{
scope = public;
scopeCurator = 2;
crew = "";
typicalCargo[] = {""};
faction = test_faction_g;
side = TGuerrila;
};```Trying to put some vehicles into all 3 factions. With some I have succeeded, and can see one faction each under Blue-, Red-, and Greenfor. But when trying to add the RHS MiG-29, all 3 factions appear under Redfor. I copied the config from the working ones, only replacing the class names. Any idea what could be wrong?
True, forgot that's a thing, I'll try that
Yes, TWest etc. is just a readability macro and needs the macros .hpp where it is defined #include'd in the header of your config to parse it to the number the engine reads
Yep, that was the issue, I forgot to include those macros in my test config
Thanks for the help!)
I'm trying to apply the rocket switching from the vanilla AA to my custom vehicle but I can't seem to get it working
It only fires missiles
so I've been working on my sound configs for the MA5B Assault Rifle for OPTRE
there's a very obvious repetition of the firing sounds, like it makes it sound like a sound loop instead of completely random firing
i've configured it to all add up to one still, not sure why it's happening
https://streamable.com/re2cyt
just as an example to see code:
soundBegin[] = {"begin1",0.16,"begin2",0.14, "begin3", 0.14, "begin4", 0.14, "begin5", 0.14, "begin6", 0.14, "begin7", 0.14};```
is this correct to how it should be done for firing sounds?
Arma2OA: Can anybody help me figure out why I can't modify "modes" for M14_EP1? Is there a way to find out all addons which are modifying a cfgweapons entry?
If I'm unable to modify "modes" because another addon is overwriting it someplace, I need a way of finding which addon is doing that.
Does anyone have experience adjusting cars, such as the amour they have (When crashing into things) and the handling? and if so would be willing to give me a hand explaining each part of the config so I know what it does
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#armor_.28integer.29
Check out vanilla configs to get examples of its usage.
Alright thank you, Iโll give it a read and then if still unsure then Iโll come ask for more assistance
Handling is physX. Thereโs some values you can play with
Arma2:OA. I notice AI aims too low at long range, with most guns, even with high skill settings. Is there any way through cfg files to give them a little help there?
Is there a way for a Particle Effect, defined in CfgCloudlets, to have a sound associated with it?
AFAIK no, but that is why i am asking - maybe i mised some improvements/updates during the last few years?
Is there a more convenient and/or lightweight way of spawning a particle effect and a sound source?
Like an effect for a ruptured steam pipe - you need the particle effect showing the steam rushing out, and you need some sound of the steam rushing out.
At the moment i am using:
_ps = "#particlesource" createVehicle _pos;
_ss = createSoundSource [_sound, _pos, [], 0];
...but i was wondering if its possible to somehow simplify it by having to create just one object already having both the particle effect and sound?
And i don't mean by using scripting commands in some object's init/deleted EH that do the same exact thing, but script-less, pure config way?
I guess using a custom static/vehicle with these effects defined would be the way to go, but while that may be more convenient (handling deletion/creation of just one object), it may not be actually more lightweight?
...at the very least, now i am essentially spawning 3 objects (1 is vehicle that has the effects and of course those 2 effects), so i just added one more thing that wasn't needed before.
I am overthinking this, am i?
Hi, I'm trying to help someone with a uniform retexture but I'm a little bit stuck XD.
class cfgVehicles
{
class B_Soldier_base_F;
class EUS_I_Officer_F : B_Soldier_base_F
{
_generalMacro = "B_Soldier_F";
scope = 2;
displayName = "MyNewOfficer Unit";
nakedUniform = "U_BasicBody";
uniformClass = "EUS_U_I_OfficerUniform";
hiddenSelections[] = {"Camo", "insignia"};
hiddenSelectionsTextures[] = {"\EUS_Uniforms\Data\gu.paa"};
hiddenSelectionsMaterials[] = { "\EUS_Uniforms\Data\BU.rvmat" };
model = "\A3\Characters_F_Beta\INDEP\ia_officer.p3d";
linkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
respawnLinkedItems[] = {"ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"};
};
};
class CfgWeapons
{
class Uniform_Base;
class UniformItem;
class EUS_U_I_OfficerUniform : Uniform_Base
{
author = "Spyke";
scope = 2;
displayName = "MyNewOfficer Uniform";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\A3\Characters_F\Common\Suitpacks\data\suitpack_soldier_indep_co.paa"};
class ItemInfo : UniformItem
{
uniformModel = "-";
uniformClass = "EUS_I_Officer_F";
containerClass = "Supply40";
mass = 30;
};
};
};
Te problem is that the new texture \EUS_Uniforms\Data\gu.paa isn't applied. (the I_Officer_F uniform texture is shown instead)
(should I post this here or into texture_makers?)
are you usre that uniform supports hiddenselections?
I think so, it's a vanilla uniform. isn't all vanilla stuff compatible with hiddenSelections?
hiddenSelections are incorrect for that ia_officer.p3d model. It uses {"camo1", "camo2", "insignia"};
oh yes it worked with {"camo1", "camo2", "insignia"}.
but if i look into the configViewer "I_Officer_F" the hiddenSelections are {"Camo","insignia"}; is that normal?
ok, thx for your help. ๐
are paths relative to the config file? i.e. if I reference a texture from the config SomeBaseLocation/assets/skins/config.cpp with the path of /texture.paa does that work?
I cannot seem to figure out the path resolution. I've tried fully qualifying (C:/MyName/Documents/SomeBaseLocation/assets/skins/texture.paa), I've tried without the dot (/texture.paa), with the dot (./texture.paa) and from the root I'm building from SomeLocation/assets/skins/texture.paa but none seem to work.
wont work
in configs they are absolute
and your proablem is that you dont have P drive and development environment setup
P drive represents the root of the game engine folder structure
Hey. I want to ask, did anyone ever try the
caliber=
line on a hand-thrown grenade?
I'm trying to make a config for an anti-tank grenade. And frankly, it's kicking my posterior quite severely.
dont think it works with them
usually big enough explosion damage does the trick
you can also limit the range of the explosion
Yeah, the problem is, this is a Gammon. WWII affair, to be balanced off IFA. In order to actually damage their tanks, it needs to have the explosive force of a few squadron's of B-17's worth of payload. So I'm trying to figure out how to do a damage multiplier (hence caliber) so that we can have a reasonable explosive damage (ie it doesn't level half the village when thrown) while penetrating the tank and dealing huge damage to it (to simulate the spalling when ~900 grams of explosive detonate right on the armour)
Well, alternate idea. Can I create a submunition that inherits the direction of movement of the grenade when it detonates? I know this is sort of how vanilla AT missiles work, but they tend to have lock on... hold on, RPG-32. Damn it, I have to turn on my PC again...
Yeah, SubmunitionModelDirection probably won't work for a grenade...
Back to bed lol
I'm trying to retexture some vehicles from the CSLA but actually the config isn't working
is the config correct?
hard to say not knowing the original. nor seiing the full config with its required addons and inheritance
Well, dang it... I don't suppose you have any significant level of experience with the submunitions, do you?
are you saying I need a specific drive to do config stuff in arma?
It is the standard setup.
You do not need a specific drive, technically you don't even need any dedicated drive at all, but the generally accepted consensus is that you have a drive P which contains certain folders and files.
Most (if not all) tutorials are based around this premise, and most mod makers use it and expect others to do the same, and most (if not all) tools expect it, or are configured with that in mind by default.
So, unless you know how to do without a P drive and how to setup/use all tools to work with a non-P-drive-based dev environment, it is very much recommended that you stick to the same rules - it will make everything much, much easier.
Can anybody tell me what the 3 arguments after the file path are? supersonicCrackNear[] = {"\JSRS_Sonic_Cracks\sonic_crack_3",20, 1, 75}; supersonicCrackFar[] = {"\JSRS_Sonic_Cracks\sonic_crack_far",2,1,600};
did the submunition work out then?
Yup.
I have successfully not levelled the building or completely wiped myself from existence when doing that... but I am now the scourge of any and all Tiger tanks within throwing distance.
did you make it fire the submunition mid flight or at ground?
On impact.
Because of how the grenade itself actually worked, with the All-Ways fuse and whatnot, but that was always the point. 900 grams of explosive won't do a lot to a tank just like that, but if they explode directly on the armour, they should create a good deal of spalling.
But that is completely unrelated to the actual cfg.
Anyone know a way to make a config that sets a unit trait? Not an sqf, trying to recreate a mod that gave everyone the ability to hack uavs, this one in particular, is the only one to my knowledge but sadly the page just gives me an error, no explanation of why, but google is able to pull a snip it of the description https://steamcommunity.com/sharedfiles/filedetails/?id=759780005
i theory you could overwrite the base class and give it uav trait, most units will inherit from the baseclass
does anyone know if the US paradeuniform (the one with no belt) has camo2? i seems to have the hiddenselection entry in config, but trying to retexture it yields no results, it just always defaults to the us army pins
camo3*
Can anyone spot anything wrong with these UserActions?
class Bridge_Raise {
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
displayName = "Raise Bridge";
position = "st_trigger";
priority = 0.40000001;
radius = 1;
onlyForPlayer = 0;
condition = "((this animationPhase 'st_1_rot') < 0.5)";
statement = "this animateSource ['st_1_rot',1] && this animateSource ['st_2_rot',1]";
};
class Bridge_Lower {
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
displayName = "Lower Bridge";
position = "st_trigger";
priority = 0.40000001;
radius = 1;
onlyForPlayer = 0;
condition = "((this animationPhase 'st_1_rot') > 0.5)";
statement = "this animateSource ['st_1_rot',0] && this animateSource ['st_2_rot',0]";
};
The anim source works fine in bulldozer, the action shows where it should in-game but it doesn't run the animation
is it a terrain placed object or editor placed object?
Editor for now but it will go in terrain eventually
does the action come up?
Yeah, but does nothing
the anim is fine in bulldozer though
So i assume its something in the action
Did you add a class animationSources to the config or only provide that source to the model.cfg?
I'm messing around with an old mod called Chemical Warfare https://steamcommunity.com/sharedfiles/filedetails/?id=1095745477 I found another mod that adds new hazmat suits https://steamcommunity.com/sharedfiles/filedetails/?id=2270576186 and edit the mod files so that the new hazmat suits can protect from the chemical agents in the other mod. I have limited knowledge with coding and could use some help if someone is willing to help with my fools errand
(I am currently just looking through the mod files with PBO Manager)
So far I have found //Get our config values private _maskLevel = getNumber (configFile >> "cfgGlasses" >> goggles _unit >> "CBRN_protectionLevel"); private _suitLevel = getNumber (configFile >> "cfgWeapons" >> uniform _unit >> "CBRN_protectionLevel"); and was told #arma3_config would be more helpful for figuring this out
Give this a try @steep pawn (and also change the second set likewise):
statement = "this animateSource ['st_1_rot',1]; this animateSource ['st_2_rot',1];";```
ah good eye there @nimble sequoia commands have to be ended with ;
semi-colons are my speciality ; -)
arma2OA. Some guns have far away sounds (pk for example has a soft thud at a distance). Does anyone know how that is done?
Hey I'm trying to get my arma 3 server up and running but I get a loop in the slotlist and in the chat set: "No entry 'bin\config.bin/CfgPatches.cup_buildings_data'".
Does anyone know what I need to do to fix this?
Missing mods, cup terrains
I have added the mod to the server and to the launcher and still have the same error
Anyone here willing to help me get some custom vehicle sounds in?
Does anyone know what determines countermeasures effectiveness? Looking at CMflareAmmo and it uses simulation = "shotCM"; However alot of things seem to use this, but none says how much it deters.
While digging through the CfgAmmo reference, recently, I found there's a cmImmunity value that should specify the missiles resistance to CM. I don't have first hand experience with it, but it suggests that countermeasure effectiveness is actually defined as a resistance to CM in the missile's config.
Server says it doesn't have it.
I trust machines more than humans.. Humans make typos, machines correctly know if the mod is actually loaded or not
Ok then I'll check it again.
But are the following mods the ones you meant?
The first two yes
Thank you everything works now
"File us_army_90s_wdl/config.cpp, line 2; /cfgPatches/: (encountered instead of "{"
anyone know what this means
You've put a "(" where you should have put a "{" in the config. If not obvious, post your config on pastebin or similar and link here.
You probably can't have brackets in your class names.
There's no charge to try ๐
Indeed yeah xd
if that's the case it's probably just my next to absolute zero experience with configs
We all started at that point, no shame in it.
Yuh
You can only have alphanumeric and _ characters in a classname
Mathematical symbols like () - + = {} will give errors
yuh
but now I get a different error
File us_army_90s_wdl/config.cpp, line 545: /cfgVehicles.CLBT_90s_US_Army_WDL_Helicopter_Pilot: Member already defined
You also placed it twice in Units at the top
Is it possible to hide/unhide several places of car lights from section class UserActions ?
Hello, i made a mod retexturing some base game uniforms, and got it working for me, but after i published it on steam workshop, it didnt work, the textures were missing for people, since i put the texture directory in a folder on my C drive, i tried a few times to make a relative path in the config but failed, can someone explain how do i make it work
That didn't work but got it working with this:
condition = "((this animationPhase 'st_1_rot') < 0.5)";
statement = "this animate [""st_1_rot"", 1] && this animate [""st_2_rot"", 1]";
Yeah, use hide animation sources
Can you help with this?
it just needs to be set up like any other animation, here's a working example:
class Wall_1
{
type="hide";
hideValue=0;
UnHidevalue = 1;
minValue=0;
maxValue=1;
minPhase=0;
maxPhase=1;
source="Wall_1_source";
sourceAddress=0;
selection="Wall_1";
};
Hi, Would anyone have the classname of the ammo of 2Rnd_12Gauge_Slug & 2Rnd_12Gauge_Pellets magazines ?
you have them in your unpacked P drive data or in your all in one config dump file or in your ingame config viewer
Would have to grab it from an AIO since that's from Contact (Enoch) so I doubt he'd have it in his P drive.
The CfgAmmo classnames are "B_12Gauge_Pellets_Submunition" and "B_12Gauge_Slug_NoCartridge".
yep that's the prob
thanks a lot ๐
Arma2OA. Does anybody know how the far away sounds are done for certain guns, such as the pk?
gday so I wanted to retexture the Leopard 1A3 and the M113's from the Global Mobilization DLC, what would I have to do in the way of configs..
Inherit from original and create new derivative vehicle class that uses your textures.
is it possible to have a map marker with a fixed scale that stays the same size when you zoom in and out on the map?
It's a bit of a faff to do but yes. https://community.bistudio.com/wiki/drawIcon
It doesn't really, map fps isn't a huge concern and unless you're drawing 1000 icons I doubt you'll even notice.
huh
Always hated that. It's like putting a warning on createVehicle saying "warning: creating vehicles may degrade performance!"
I guess it's a warning for people that use tons of icons
I want to add a map legend in the bottom corner like a paper map
Yeah that'll be no issue at all. Everything in moderation.
how can i edit stuff like cfgSurface?
using a config mod
no idea what that is
google and discord search can help
yeah if they did i wouldn't be here xD
the first search result when I google that with arma 3 is a tutorial
all i want to do is to disable AI going prone in vanilla and i can't find anyone or anything to help me
it's just mods
i'm sure there's a way to do it in vanilla
i couldn't find anything
i'm really confused right now
so basically to disable a simple feature that is already in the game, i need a 3rd party mod to actually edit stuff?
in vanilla game?
am i missing something here?
i just want to disable Ai's ability to go prone
i dont need anything else just that
If you want to edit one of the games configs, yes
that sounds like something that might be doable via disableai 
how do i do that?
i only want this
and no mods or anything
vanilla game
the community wiki can tell you about the disableai command
ugh
fine if you dont wanna help just say it

why are you expecting me to to every tiny bit of effort for you?
its not my fault that you're incapable of using google or other search engines
Yeah thnx for your very useful help "use google lmao"
like no shit sherlock why do you think im here?
like no shit sherlock why do you think im here?
Thats a good question, I told you a command to look at and you pretty much just went
"wat dat"
yeah yeah okay whatever
what are the available options for opticsPPEffects?
Not really sure where to ask this but I deleted one of my models from my mod and the test mission I created had one instance of it, it throws this error every time I open the mission and it's very annoying. I am aware the file is missing because I deleted it.
https://cdn.discordapp.com/attachments/566060230824165383/877199687239733328/deleted_model.jpg
looking to add film grain and color corrections via config if able
opticsPPEffects[] = {"OpticsCHAbera5", "OpticsBlur5"}; is what I have right now
Remove it from your mission.sqm (with extra care!)
Or better yet, replace the classname with some other thing and delete it in eden
Does anyone know if there a way to track from which addon/CfgPatch any one item/vehicle is from by reading that item's/vehicle's config?
configSourceAddons command or something
Thanks, its configSourceAddonList.
I'd really appreciate it if anybody could shed some light on this. In Arma2OA, some guns have a far away sound effect. I.e., an alternate sound that plays when the listener is far away from the gun shot. Example: PK has a soft thud sound that plays at long ranges. Does anybody know how I can configure that effect?
Have you already looked into the sound configs?
I've looked at the weapon sound configs in cfgweapons. There are no hints there.
are those sounds configured someplace else also?
I'm also not able to figure this other weapons sound problem out. When I have a fire mode for the AI, where they have a burst of >1 round. How can I get the sound to repeat for each individual shot? What happens now, is the sound plays once for the first shot, and then the remainder are silent.
I was thinking. I know that the base game aaf officer uniform use the normal aaf fatigues as pants. Does that mean i can change the pants on the officer uniform with any uniform i want? Lets say AAF Officer top + CSAT fatigues or Officer too + any civilian clothing
this morning
wat dat"