#arma3_config

1 messages ยท Page 131 of 1

sullen fulcrum
#

Is there a way to make my custom markers only placeable in the editor? I've made a ton of markers but I dont want players to place them in the in game map

idle matrix
#

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

untold temple
#

baseweapon

idle matrix
#

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

untold temple
#

recoil_ak74 doesn't exist unless it's something you've made your own cfgrecoils class for

idle matrix
#

RHS uses it so it should exist

#

nevermind, apparently the tool I'm using just lists it wrong for some reason

untold temple
#

rhs_recoil_ak74m is our class for the AK-74 recoil profile

idle matrix
#

yeah I found it looking in the actual config

#

turns out the AFI class browser isn't the end-all be-all

untold temple
#

There's an ingame config browser works 100% of the time

hearty sandal
#

theres also advanced versions of it with far better search functions

strange egret
#

which one is that?

strange egret
#

cheers. 3den advanced has some viewers too but i dont think the search works (or i am too dumb to use it)

slim falcon
grand zinc
#

not sure what category ItemCore is, does it have any category at all?

slim falcon
grand zinc
#

CBA has some base inventorz item thing

#

witht he proper class thing

hallow umbra
#

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?

hallow umbra
#

I'll give it a read, cheers

slim falcon
slim falcon
#

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?

hardy tide
#

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

untold temple
#

In theory yes it's possible

slim halo
#

I think you can do it yourself. just add a full auto mode in config

hardy tide
#

I would love to but I have zero knowledge on anything modding related.

shy knot
dry carbon
#

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.

hearty sandal
#

Off the top of my head I get something like impulsefactor

#

But no idea oh that is right.

strange egret
hot pine
#

There is also character leaning

#

If I remember correctly it is cfg moves parameter

strange egret
#

ive never seen that... at least not in a damatic fashion like he describes

hot pine
#

Huuh? Are we playing same games? :D

strange egret
#

maybe i'm running arma 3 lite ? ๐Ÿ˜„ 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

sinful nymph
#

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

slim halo
#

@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:

  1. 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)
  2. create a file called config.cpp in the folder.
  3. add a cfgPatches class to the file for the game to recongnize your addons:
    https://community.bistudio.com/wiki/CfgPatches
  4. create a CfgAmmo class 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
  5. 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). use DSUtils in Arma 3 Tools to do that.
    then use Addon Builder from 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.

sinful nymph
plain wedge
#

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

sinful nymph
#

I private message it to you

sinful nymph
sinful nymph
#

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

hybrid oriole
#

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

strange egret
#

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.

hybrid oriole
#

Do you have any mod in particular in mind?

#

Nevermind Ive found one that'll work

#

Thank you!

strange egret
#

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...

pastel talon
#

Can I config a unit to call a function at mission start or if it's spawned in later?

hearty sandal
#

Yes

hot pine
hot pine
pastel talon
# hearty sandal Yes

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?

hearty sandal
#

There are correct words in there. Can't say more off the top of my head. Try it out.

pastel talon
#

it built just fine

#

thank you for the help

pastel talon
#

` 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

regal gate
#

```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 };
digital python
#
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

hot pine
#

2nd thing - your event handler class is not closed - you are missing one curly bracket after init

pastel talon
#
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

hot pine
pastel talon
#

I'll try that and post results

pastel talon
hot pine
#

ok, try init = "_this call HATE_EW_fnc_initTarget"; again and try to put some debug to that function.

pastel talon
#

At a minimum now I'm getting script errors so it looks like we're heading in the right direction

pastel talon
#

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.

hot pine
#

this is magic variable that is used in init field

#

you have passed param _this to HATE_EW_fnc_initTarget

#
_unit addEventHandler```
pastel talon
#
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

slim halo
#

Also you only need one params ["_unit"]

pastel talon
#

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?

slim halo
#

Also for safety, add a variable to your own vehicle, and check if that variable exists before deleting the vehicle

pastel talon
#

I apologize, I'm having trouble following what you mean

slim halo
#

setVariable and getVariable

slim halo
pastel talon
#

Yes and no. I have that defined elsewhere in the cfgvehicles.

#

It's just a placeholder item at the point

slim halo
#

If so, just check typeOf _x == "HVT_tracker_F"

#

No need for setVariable and getVariable anymore

pastel talon
#

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.

jaunty crag
#

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 ?

shy knot
#

You need to create a weapon but add a linkedItems to it

upbeat valley
#

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 ๐Ÿ˜„

hearty sandal
#

both

#

you would need to make "on ground" version of it

#

and make config so that the on ground item is used on ground

pastel talon
#

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

upbeat valley
hearty sandal
#

what type of object is it?

#

weapon/magazine/uniform?

#

and no it cant be the same

#

as right now its using the same

upbeat valley
#

Its a weapon technically, its just a hard drive that I tried getting in game to learn everything

hearty sandal
#

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

upbeat valley
#

Ahhh that makes sense

#

Does cfgItems exist? /s ๐Ÿ˜„

hearty sandal
#

There are various different items yes. Magazines are most commonly used for items you can carry

pastel talon
#
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.

upbeat valley
slim halo
pastel talon
#

Where does it need to be added?

#

I think I got it working

#

I appreciate your infinite patience

#

thank you

hearty sandal
jaunty crag
#

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 ?

hearty sandal
#

what kind of composition?

jaunty crag
pastel talon
#

a group?

digital python
#
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

karmic forge
#

@digital python

digital python
#

well that just confuses me even more

digital python
#

wait im an idiot thats exactly what i needed @karmic forge thank you so much

grand zinc
austere summit
#

rgr, ty

slim halo
#

just use:

#ifdef MISSION
import bla;
#else
class bla;
#endif

and use #define MISSION

austere summit
#

thats the thing, i'm actually packing a mission ๐Ÿ™‚

slim halo
#

then don't binarize the configs...meowsweats

austere summit
#

guess we'll just keep the resource classes for now ....

grand zinc
austere summit
#

-A -P -B -$ -X=none -Z="*.sqf,*.ext,*.hpp,*.jpg,*.paa"

#

still throws error

grand zinc
#

what error exactly

slim halo
grand zinc
#

there are no cpp files in a mission?

slim halo
#

well you can #include them!

grand zinc
#

But then they cannot be binarized

austere summit
#

dlg_defines.hpp: circa Line 105 Expected ]={

#

line 105: import RscObject;

grand zinc
#

Are you sure the line number is correct?

#

its sometimes a few lines off

austere summit
#
#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;
grand zinc
#

Expected ]={
thats weird.
Expected a ] before a ={ or expected a ] to be a { or what does it mean

austere summit
#

yeah, would expect some other error message. works fine if all the imports are commented out though

opal crater
#

param = {}; or param[] = "asdf" maybe thomp

austere summit
#

haven't tried with Addon Builder, no

grand zinc
#

I just tried too. I get same error for just the 5 import lines in a otherwise empty description.ext

opal crater
#

lul, weird.

grand zinc
#

I think the error message wants to mean
Expected [ or = or {

slim halo
#

that should be your first go to

grand zinc
jaunty crag
#

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 ?

slim halo
#

also, did you set scopeCurator = 2 in the vehicle's class?

jaunty crag
#

im going to check that

jaunty crag
#

should it be scopeCurator ?

slim halo
jaunty crag
#

Ok ill try

jaunty crag
jaunty crag
#

but other vehicle it shows in the zeus menu and don't have the "scopeCurator = 2"

#

๐Ÿค”

slim halo
#

they inherit it then

jaunty crag
slim halo
jaunty crag
charred sealBOT
#
Arma RPT

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.

wheat sluice
#

Does your CfgPatches have it listed under vehicles[] units[]?

slim halo
#

under wat?

#

there is no vehicles[]

wheat sluice
#

Nvm. I meant units[] = {};

neat canyon
#

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)

untold temple
#

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}; };

junior sparrow
languid nova
#

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"};
};
};

hearty sandal
#

Id recommend using pboProject for packing as it has very good debug to find typos and such

#

your path in picture = has a typo

languid nova
#

ive changed it to \ ill update what I posted

hearty sandal
#

changed what to ???

languid nova
#

picture = | to \

hearty sandal
#

why

#

why dont you just remove the extra character at the beginning?

#

and what is the config you packed with?

#

the exact config

languid nova
#

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

hearty sandal
#

is the file name coorect then+

#

you are not using texure suffixes?

languid nova
undone quiver
#

@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

carmine parcel
#

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

shy knot
#

In game config viewer

#

Just use the same file paths

hollow prairie
#

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

novel lava
#

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

ionic birch
#

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?

untold temple
#

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

strange egret
# novel lava you kind of have to do this even though AP should rely on its penetration more b...

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).

undone quiver
#

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.

strange egret
#

i know. dead dead vehicles cause less frames than 'dead' ones that are dysfunctional but technically alive too

icy pelican
#

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?

hearty sandal
#

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

icy pelican
#

Thanks for the explanation. At least I can put that to rest.

untold temple
#

Which helmet is it? The model can still have hiddenselections even if we donโ€™t use them

icy pelican
#

M56

untold temple
#

Yeah the model doesn't have them. I'll add a "camo" selection for future release

neon venture
#

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?

novel torrent
#

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

untold temple
#

@neon venture diag exe and diag_mergeConfigFile is the way

#

You can use the diag .exe with normal main branch Arma 3

neon venture
#

Oh really, just copy the EXE over?

untold temple
#

Yeah

neon venture
#

ok, will try

#

thanks

untold temple
#

need dta and bin pbos too IIRC

#

run them as a mod

neon venture
#

So are configs NOT read from unpacked data at game start? I.e., even after restarting game do I need to use diag_mergeConfigFile?

untold temple
#

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

neon venture
#

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?

hot pine
neon venture
#

Aha, I got it working. Both .hpp and .cpp seem to work.

neon venture
hot pine
#

filePatching requires to mimic original structure of then addon (watch out for PBO prefixes)

neon venture
#

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.

hot pine
#

that doesn't sound right - if addon is file patched then both config.cpp & sqf would be file working

neon venture
#

Right, that's why I'm confused.

neon venture
#

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.

hot pine
#

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

neon venture
#

So you mean to diag_mergeConfigFile and then restart mission?

hot pine
#

yes

neon venture
#

Ok, good to know. By "config containers", you mean root classes in the nesting hierarchy like "CfgVehicles" or "CfgWeapons"?

hot pine
#

indeed

neon venture
#

For instance, I'm working on a faction mod with many additions to CfgVehicles.

#

Ok ๐Ÿ‘

hot pine
#

changes to vehicles can be easily tested by placing new unit

#

existing ones are not going to be updated

neon venture
#

But you just said "so in most cases restart of the mission is required for CfgVehicles"

hot pine
#

both methods works ๐Ÿ™‚

neon venture
#

Ok, nice.

hot pine
#

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

neon venture
#

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.

hot pine
#

yes, that's what I meant by placing new unit

neon venture
#

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.

hot pine
#

how do you verify that it works for sqf?

neon venture
#

I am using basic test addon with just a single SQF function that prints a message.

hot pine
#

execVM?

neon venture
#

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.

hot pine
#

everything can be filepatched

neon venture
#

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.

hot pine
#

do you have pbo prefix?

neon venture
#

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?

hot pine
#

try to do some typo in config and see if its working

hot pine
#
    class foo_main {
        class poop {
            file = "x\foo\addons\main\functions";
            class baz {recompile=1;};
        };
    };
}; someRandomError[```
neon venture
#

No issue during filepatched game start.

hot pine
#

so it's not loading your config.cpp at all

neon venture
#

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.

hot pine
#

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?

neon venture
#

yes

hot pine
#

can you share that pbo perhaps?

neon venture
#

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

hot pine
#

and how do you launch that mod?

neon venture
#

From my RPT: "D:\Steam\steamapps\common\Arma 3\Arma3_x64.exe" -noSplash -filePatching -noPause -showScriptErrors -mod=P:\x\foo -beservice

hot pine
#

-mod=P:\x\foo that's your error most likely

#

-mod=x\foo try this perhaps

neon venture
#

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.

hot pine
#

what happens if you put your pbo in Arma 3\foo\addons and then launch it -mod=foo?

neon venture
#

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. ๐Ÿ‘

hot pine
#

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?

neon venture
#

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.

hot pine
neon venture
#

RPT sent in DM

#

I gtg, but I appreciate the help. Maybe taking a fresh look tomorrow, my mistake will become apparent.

hot pine
#

now I'm wondering if you don't need a diag exe to filepatch files

native ether
#

how can i put my vehicle invincible in the "config cpp" ? this "destrType = "DestructNo";" work ?

slim halo
#

or removing the fire geom lod (if you made the model)
altho this one will lead to projectiles passing thru

native ether
hearty sandal
#

perhaps your config breaks the rest of the weapons config/inheritance

hearty sandal
#

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?

hot pine
#

Do you have baseWeapon param?

hearty sandal
#

config references dont necessarily have all the possible parameters in them

untold temple
#

Weapons only show in Arsenal if they are the baseweapon

oak slate
#

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?

untold temple
#

We don't use the insignia system for that

oak slate
#

the insignias are just straight up on the texture?

untold temple
#

Yeah, or they're parts of the model with their own hiddenselection name

oak slate
#

ah dang

oak slate
#

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

mortal dove
oak slate
#

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

mortal dove
oak slate
#

I see..

shy knot
#

How would I get 900 RPM for a weapon through reloadTime?

#

Would it be 0.065?

wheat sluice
#

0.0667

wheat flicker
#

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?

novel lava
#

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))

oak slate
pallid snow
#

oops wrong channel sorry!

normal kelp
#

how would I change an existing vehicle to allow shooting from the passenger seats?

#

I assume it's a config setting that enables FFV?

novel torrent
#

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:

hearty sandal
#

start with the error, your config is broke

gloomy stratus
#

Hey guys, do the hidden selections need to be defined in the same order on both the model.cfg and then the config.cpp ?

hearty sandal
#

no

gloomy stratus
#

OK, good to know! Thanks ๐Ÿ™‚

#

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?

hearty sandal
#

you have some fault in your config

#

stuff in wrong place or with wrong paths

#

what do you pack your pbo with?

gloomy stratus
#

Addon Builder ... I assume I should give Mikero's one a go?

hearty sandal
#

do you have P drive set up

gloomy stratus
#

Yeah mate

hearty sandal
#

then Id use pboProject

gloomy stratus
#

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! ๐Ÿคฆโ€โ™‚๏ธ

hearty sandal
#

๐Ÿ˜‘

novel torrent
#

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

hearty sandal
#

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

novel torrent
#

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

hearty sandal
#

start over

#

with more simple config

#

that you get working without errors and then add stuff you need to change

shy knot
#

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

true drum
#

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?

true drum
shy knot
#

I'm using soundBegin and then probability of the sound but it just seems to loop instead of be random

true drum
#

So you want 1 random?

shy knot
#

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

true drum
#

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?

shy knot
#

1 of the shots should randomly be picked each time I pull the trigger

true drum
#

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));

shy knot
#

This is config

#

Not scripting

true drum
#

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";
shy knot
#

Basically yeah

true drum
#

Your numbers all together add to 1?
Just making sure it's not something simple.

#

In your soundBegin I mean.

bold marlin
#

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};
};
oak slate
novel torrent
#

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

bold marlin
#

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 to delete a property/class that was defined in the class that I'm inheriting from?

#

If so, how?

strange egret
#

you can delete a class
class A:B{
delete subClassfromB;
};
you cant delete a property (afaik), just set it to a default value

bold marlin
#

Damn. Default value... so not an empty string in the case of a EditorCategory?

strange egret
#

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

bold marlin
#

Alright, will do

#

Thanks

oak slate
#

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

bold marlin
#

Oh I agree, I'm just saying it's bullshit

#

C'est la vie with Arma I guess though

stray sage
oak slate
#

interesting, never seen that before.

stray sage
#

it is really dependent on mission maker's knowledge regarding config setup.

oak slate
#

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

stray sage
#

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

stray sage
#

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"

bold marlin
#

So.... define both? Damn this is tedious.

strange egret
#

tedius? its 2 properties...

#

or one macro...

bold marlin
#

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.

stray sage
#

If you think it is tedious, now think mission scripter's "struggle" to handle it

strange egret
unkempt quarry
#
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!)
slim halo
unkempt quarry
#

Oh my god

#

Does not fix the problem sadly

slim halo
unkempt quarry
#
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 = "";
    };

};```
slim halo
unkempt quarry
#

Oh hold on, I might know whats up here

hearty sandal
#

this is in config.cpp file yes?

unkempt quarry
#

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>

stray sage
#

shouldnt there be a requiredVersion property as well? I dont remember if it was a must to put though.

hearty sandal
#

not a must

stray sage
#

oh okay.

hearty sandal
#

@unkempt quarry is this the full config?

#

put the full config to pastebin

unkempt quarry
hearty sandal
#

link dead xD

#

I guess the config is cursed

#

now it loads

#

holy hell

stray sage
#

it is cursed but in another way

wintry tartan
#

What the...

hearty sandal
#

ok for starters

#

does your file have this in the beginning

unkempt quarry
#

No it does not

hearty sandal
#

what do you edit the config with?

unkempt quarry
#

notepad++

hearty sandal
#

quite odd

#

its not in the raw data

#

maybe just something pastebin slipped in

stray sage
#

courtesy of pastebin, I have seen it happening multiple times

stoic elbow
#

im wondering why its making leopard sweat hahaha

hearty sandal
#

nothing immediately pops out

#

what are you packing with? @unkempt quarry

unkempt quarry
hearty sandal
#

ah

#

no wonder I did not recognize the error formatting

#

it could be false positive

unkempt quarry
#

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?

stray sage
#

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?

unkempt quarry
#

Maybe should have it, but its base Arma so its not possible to not have the class I believe

hearty sandal
#

@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

stray sage
#

Well it is empty though, thats what Im saying, otherwise yes I know. meowsweats

hearty sandal
#

ah true I mixed units and that

#

blurryeyes this morning

unkempt quarry
#

But that still does not explain why it does know about SAS_Box the first time but not the second time does it?

stray sage
#

(un)luckily your addon loaded before another for that one instance? blobdoggoshruggoogly

unkempt quarry
#

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

stray sage
#

I thought you meant on runtime.

unkempt quarry
#

No, I cant build the pbo

hearty sandal
#

any chance you could run it thourgh pboProject?

unkempt quarry
stray sage
hearty sandal
unkempt quarry
#

running pboproject now

slim halo
restive cedar
#

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....

slim halo
#

it's an array

#
ace_dragging_dragPosition[] = {0, 1.300000, 0};
slim halo
#

you're inheriting from CAWorld without forward declaring it first

#

also you should post configs with syntax highlighting here

#

see the pinned messages

hearty sandal
#

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?

slim halo
#

yeah. tides are not supported by AI due to caching.

restive cedar
#

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.

shy knot
novel torrent
#

I already have a geo phys LOD, and a geometry LOD, and wdym by in my config? in my .cpp?

shy knot
#

Yes, vehicles require a PhysX portion to function properly

novel torrent
#

is that the flight model portion? where you adjust speed? or something else?

hearty sandal
#

have you checked the sample plane? ๐Ÿ˜…

novel torrent
#

Yup, still no clues ๐Ÿ™ƒ

#

maybe im just 3head

shy knot
#

Stuff like class Wheels, maxSpeed, etc

#

The samples should have separate physX files though I havenโ€™t looked at the samples in a while

novel torrent
#

ohhh theres a physx file?

hearty sandal
novel torrent
#

should i put those in an #include on my config?

shy knot
#

Copy them in your own physX as a base

hearty sandal
#

either that or copy paste the hpp content

shy knot
#

And replace the names with yours

hearty sandal
#

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

novel torrent
#

alright, I'll see if this works, this makes the MOST sense so far

#

๐Ÿ˜„

hearty sandal
restive cedar
#

I tried


class CfgWorlds {
    class DefaultWorld {};
    class CAWorld: DefaultWorld {};
    class sara_dbe1: CAWorld {
    class Sea {
        MaxTide=-20;
        };
    };
};
#

and not working :{

hearty sandal
#

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

slim halo
novel torrent
#

๐Ÿ˜ฎ 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:

hearty sandal
#

could be both

#

config packing does not necessarily mean its correct ๐Ÿ˜„

#

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

novel torrent
#

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 ๐Ÿ˜„

#

i think I got my wheels good for the phys lod

hearty sandal
#

there should be no wheels in the physgeom lod

#

physx wheels are generated by the config

novel torrent
#

yeah I did that, hey, where would I go about actually modifying the mass for the geo LOD?

#

can i do it in OB?

hearty sandal
#

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

novel torrent
#

How much mass should I give it?

restive cedar
#

@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]

hearty sandal
#

you dont have ; at the end of the lines

#

in class defaultworld etc

#

this here is definitely not valid config

unkempt quarry
#

@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 ๐Ÿ˜

restive cedar
#

@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.

hearty sandal
#

ymm

#

no

#

arma does not like them missing

heavy marlin
#

Does anyone have any knowledge about how Wheeled artillary configs work

hearty sandal
#

dont think there is anything specifc about them

#

why?

#

there is only 1 type of wheeled simulation

#

all wheeled things run the same way

heavy marlin
#

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

hearty sandal
#

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

heavy marlin
#

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

hearty sandal
#

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

heavy marlin
#

will do

shy knot
#

Likely something either MainTurret not setup right or something going fucky

#

With turrets

heavy marlin
#

finally got a decently working version thats using car inheritance

hearty sandal
#

cant view it at the moment at least

#

set to private?

heavy marlin
#

yea apparently it had potential harmful content by there bots?

#

Pastebinโ€™s 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 youโ€™re receiving this warning.
This paste can only be published with the visibility set to "Private".

#

how does one give access to a private pastebin

hearty sandal
#

and no wonder its not working if its cursed like that xD

heavy marlin
hearty sandal
#

... why is it 6000 lines long

heavy marlin
#

MFD is like 3k lines

hearty sandal
#

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

heavy marlin
#

its literally an m4 scorcher config with edits to be a car

#

im not exactly sure how i can cut this down

hearty sandal
#

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

heavy marlin
#

see i understand that. which is why its very heavily modified

#

physx and all

hearty sandal
#

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

heavy marlin
#

understood

hearty sandal
#

so pls move the turret stuff up top

heavy marlin
#

turrets start at 600 / 1150

#

i hope thats more readable

hearty sandal
#

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

heavy marlin
#

okay

cold elm
#

I got a problem with muzzleflash and suppressor but selector, bolt, and magazine are working great.

heavy marlin
#

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

hearty sandal
#

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

random siren
#

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

shy knot
#

Iโ€™ve got muzzle flashes working in bulldozer but they wonโ€™t appear in game

cold elm
#

well now working great

#

I just copied and pasted A3 sample's muzzle proxy and then it works

torn coral
#

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?

hearty sandal
#

Ace mod

torn coral
#

Any idea which part of ACE as we arent using (and dont have the PBO) for Advanced Ballistics in our mod pack

novel torrent
#

my memory point LOD consists of proxies "which is what im trying to attach to my aircraft"

hearty sandal
#

That's not quite how it works. What you are after is pylon setup

novel torrent
#

What is pylon setup exactly?

hearty sandal
#

I'm off to sleepy land so you'll have to resort to google

novel torrent
#

yeah no i can see perfectly fine dont worry haha

#

thought it would be more complicated

#

thx ๐Ÿ˜„

noble pivot
#

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

pastel talon
#
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?

untold temple
#

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

pastel talon
#

because it moves the grip forward on the hand guard. I want to use the the MK18's version

untold temple
#

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)

pastel talon
#

ok

#

removed it

#

still won't build

#

Missing File Summary
config.cpp : \rhsusf\addons\rhsusf_c_weapons\anims\rhs_hand_mk18_afg.rtm

untold temple
#

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"};
};
};```

pastel talon
#

I'll give that a shot

untold temple
#

And you would need P:\rhsusf\addons\rhsusf_c_weapons\anims\rhs_hand_mk18_afg.rtm unpacked

pastel talon
#

so just dump the RHS file into my P drive?

untold temple
#

Yes, pboproject made it mandatory to have all files referenced, available from P:\ drive.

#

Even when it's not actually necessary in all cases

trim cypress
#

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.

nova sail
#

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?

shy knot
nova sail
shy knot
#

Does the vehicle have exhaust?

#

The only way to do that is through exhaust

nova sail
#

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)

nova sail
#

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?

sleek tundra
#

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 };```
heavy marlin
#

Anyone have knowledge on how vehicle turrets are configured

#

more specifically artillery turrets

#

been fighting with this code for days

hearty sandal
#

there should be nothing special with artillery turrets

#

what kind of problem you have?

heavy marlin
#

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

hearty sandal
#

you will need to set it up with full 360 degree turn radius

#

for artillery computer to work

heavy marlin
#

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

hearty sandal
#

model.cfg shouls be set up with 360degree radius as well

#

check the sample tank for reference

heavy marlin
#

will do that now

#

ah i see

#

will try that

heavy marlin
#

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?

hearty sandal
#

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

heavy marlin
#

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

hearty sandal
#

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

heavy marlin
#

that too

#

ive been at this for months XD

#

making an armed 4 wheeled vic an heli where not this hard

hearty sandal
#

it can take months to understand how the configs work

heavy marlin
#

the thing is ive done it several times, and im having this weird brain meltdown looking at artillary

hearty sandal
#

they all are basically the same.

#

from my perspective the problem is copypasting classes in hopes it works

heavy marlin
#

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

hearty sandal
#

then it will take the time it takes

heavy marlin
#

wheres the best place to better understand turrets than

nova sail
#

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.

novel torrent
hearty sandal
#

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

novel torrent
#

I think it's because i haven't inherited cfgmagazines

hearty sandal
#

cfgMagazines is the magazine configs root

#

you dont inherit it

novel torrent
#

hmmm

#

ima send my config in pastebin

hearty sandal
#

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

shy knot
noble pivot
#

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?

nova sail
rancid lotus
#

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?

novel torrent
winter rain
#

@novel torrent what kind of program are you using to pack your source files to .pbo files?

novel torrent
#

mikeros

#

๐Ÿ˜„

hearty sandal
hearty sandal
noble pivot
#

ah yeah; true

#

sorry!

novel torrent
#

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:

obtuse cosmos
#

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

untold temple
#

@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

novel torrent
hearty sandal
#

apparently you are trying to use a weapon that does not exist

#

or you got some other config somewhere

untold temple
#

Yeah, seems you're using a .p3d name for the mag there, not a classname

novel torrent
untold temple
#

Nope, whoever wrote that cocked up

novel torrent
#

o LMAO

hearty sandal
novel torrent
#

so do I make a new class for the pylon attachments?

#

and use that code instead?

hearty sandal
#

no

#

you can use vanilla pylons

#

at this stage you should use vanilla pylons

novel torrent
#

That' what I'm aiming for ๐Ÿ˜„

hearty sandal
#

check vanilla plane configs for reference too

novel torrent
hearty sandal
#

ye but that thing you put there is not a magazine

#

it does not exist

#

this works because it exists

novel torrent
#

oh i think you're right

#

yeah you are 100%

kindred viper
#
    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?
shy knot
#

Could use side = int

#

0 is opfor

#

1 is Blufor

#

2 is indep

#

3 is civ

kindred viper
#

True, forgot that's a thing, I'll try that

untold temple
#

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

kindred viper
#

Yep, that was the issue, I forgot to include those macros in my test config

#

Thanks for the help!)

shy knot
#

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

noble pivot
#

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?
zenith drift
#

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?

zenith drift
#

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.

obtuse cosmos
#

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

obtuse cosmos
shy knot
zenith drift
#

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?

nova sail
#

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?

nova sail
#

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?

meager trail
#

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?)

hearty sandal
#

are you usre that uniform supports hiddenselections?

meager trail
#

I think so, it's a vanilla uniform. isn't all vanilla stuff compatible with hiddenSelections?

untold temple
#

hiddenSelections are incorrect for that ia_officer.p3d model. It uses {"camo1", "camo2", "insignia"};

meager trail
#

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?

untold temple
#

Yeah, they're wrong in the BI config

#

There's a feedback tracker ticket about it

meager trail
#

ok, thx for your help. ๐Ÿ˜˜

broken beacon
#

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.

hearty sandal
#

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

long oyster
#

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.

hearty sandal
#

dont think it works with them

#

usually big enough explosion damage does the trick

#

you can also limit the range of the explosion

long oyster
#

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

vocal galleon
#

I'm trying to retexture some vehicles from the CSLA but actually the config isn't working

#

is the config correct?

hearty sandal
#

hard to say not knowing the original. nor seiing the full config with its required addons and inheritance

vocal galleon
long oyster
#

Well, dang it... I don't suppose you have any significant level of experience with the submunitions, do you?

broken beacon
nova sail
# broken beacon 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.

zenith drift
#

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};

long oyster
#

I am an evil genius.

#

@hearty sandal Thanks for the help yesterday, mate.

hearty sandal
long oyster
#

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.

hearty sandal
#

did you make it fire the submunition mid flight or at ground?

long oyster
#

On impact.

hearty sandal
#

aa right

#

so you have to hit with it ๐Ÿ‘ very good

long oyster
#

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.

unkempt furnace
#

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

potent phoenix
#

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*

steep pawn
#

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

hearty sandal
#

is it a terrain placed object or editor placed object?

steep pawn
#

Editor for now but it will go in terrain eventually

hearty sandal
#

does the action come up?

steep pawn
#

Yeah, but does nothing

#

the anim is fine in bulldozer though

#

So i assume its something in the action

untold temple
#

Did you add a class animationSources to the config or only provide that source to the model.cfg?

marsh swallow
#

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

nimble sequoia
#

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];";```
hearty sandal
#

ah good eye there @nimble sequoia commands have to be ended with ;

nimble sequoia
#

semi-colons are my speciality ; -)

zenith drift
#

arma2OA. Some guns have far away sounds (pk for example has a soft thud at a distance). Does anyone know how that is done?

stark spear
#

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?

grand zinc
#

Missing mods, cup terrains

stark spear
noble pivot
#

Anyone here willing to help me get some custom vehicle sounds in?

woven flax
#

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.

long oyster
#

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.

grand zinc
grand zinc
#

The first two yes

stark spear
#

Thank you everything works now

long cargo
#

"File us_army_90s_wdl/config.cpp, line 2; /cfgPatches/: (encountered instead of "{"

#

anyone know what this means

nimble sequoia
#

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.

long cargo
#

it says line 2

#

but it is {

#

not a (

nimble sequoia
#

You probably can't have brackets in your class names.

long cargo
#

So if I replace the (Woodland) would it work then

#

Imma just try thaty

nimble sequoia
#

There's no charge to try ๐Ÿ™‚

long cargo
#

Indeed yeah xd

#

if that's the case it's probably just my next to absolute zero experience with configs

nimble sequoia
#

We all started at that point, no shame in it.

long cargo
#

Yuh

untold temple
#

You can only have alphanumeric and _ characters in a classname

#

Mathematical symbols like () - + = {} will give errors

long cargo
#

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

untold temple
#

yes, because you've tried to make that class twice

#

lines 512 and 529

long cargo
#

oh

#

I accidentally replaced crew with pilot

nimble sequoia
#

You also placed it twice in Units at the top

long cargo
#

big dumb dumb

#

Now I'm loading without errors

modest compass
#

Is it possible to hide/unhide several places of car lights from section class UserActions ?

spark ingot
#

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

steep pawn
modest compass
steep pawn
#

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";
            };
elder fox
#

Hi, Would anyone have the classname of the ammo of 2Rnd_12Gauge_Slug & 2Rnd_12Gauge_Pellets magazines ?

hearty sandal
#

you have them in your unpacked P drive data or in your all in one config dump file or in your ingame config viewer

wheat sluice
#

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".

elder fox
#

thanks a lot ๐Ÿ™‚

zenith drift
#

Arma2OA. Does anybody know how the far away sounds are done for certain guns, such as the pk?

dire pawn
#

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..

hearty sandal
#

Inherit from original and create new derivative vehicle class that uses your textures.

sullen fulcrum
#

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?

sullen fulcrum
#

thanks

#

might not then since it hits performance

zinc kindle
#

It doesn't really, map fps isn't a huge concern and unless you're drawing 1000 icons I doubt you'll even notice.

sullen fulcrum
#

huh

zinc kindle
#

Always hated that. It's like putting a warning on createVehicle saying "warning: creating vehicles may degrade performance!"

sullen fulcrum
#

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

zinc kindle
#

Yeah that'll be no issue at all. Everything in moderation.

glad jasper
#

how can i edit stuff like cfgSurface?

limber citrus
glad jasper
limber citrus
#

google and discord search can help

glad jasper
#

yeah if they did i wouldn't be here xD

limber citrus
#

the first search result when I google that with arma 3 is a tutorial

glad jasper
#

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

glad jasper
glad jasper
#

am i missing something here?

#

i just want to disable Ai's ability to go prone
i dont need anything else just that

limber citrus
limber citrus
glad jasper
#

how do i do that?

glad jasper
#

and no mods or anything
vanilla game

limber citrus
glad jasper
limber citrus
#

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

glad jasper
#

Yeah thnx for your very useful help "use google lmao"
like no shit sherlock why do you think im here?

limber citrus
glad jasper
#

yeah yeah okay whatever

pastel talon
#

what are the available options for opticsPPEffects?

sullen fulcrum
pastel talon
#

looking to add film grain and color corrections via config if able

#

opticsPPEffects[] = {"OpticsCHAbera5", "OpticsBlur5"}; is what I have right now

pastel talon
#

I found the settings in the allinone

#

under class CfgOpticsEffect

slim halo
#

Or better yet, replace the classname with some other thing and delete it in eden

trim cypress
#

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?

slim halo
trim cypress
#

Thanks, its configSourceAddonList.

zenith drift
#

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?

hearty sandal
zenith drift
#

I've looked at the weapon sound configs in cfgweapons. There are no hints there.

#

are those sounds configured someplace else also?

zenith drift
#

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.

regal jacinth
#

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

hearty sandal
#

Probably not

#

Depends a lot on model/texture matching and available hiddenselections