#arma3_config
1 messages · Page 133 of 1
I’ve got track pods on a vehicle, is it possible to have suspension on them or would it be better on the individual wheels
in cfgAmmo, inside of a bullet class, for sounds such as supersonicCrackNear, or hitGroundSoft, is it possible to use sounds defined in cfgSounds, instead of sounds defined inside of the class?
what can be the problem for the eye sight on dead center of the model, instead on the proxies head pos? https://media.discordapp.net/attachments/352085781566980099/881864548896878622/20210830132217_1.jpg?width=760&height=428
cargoProxy?
proxy in all view/fire etc lods
when I change to NewTurret I at least don't see my own proxy
no proxy in fire geo
strangely the driver looks the same as above
Are you using custom rtm's for the character? If so, check with vanilla instead.
using now a basic config inheriting from B_Lifeboat , same problem. Something in the model seems broken
omg, the cargo view was gone and it was stuck in res lod and somehow this broke it, sorry!
😅
is there a way to get every parameter possible for a CfgWorlds? even ones that aren't defined? cause looking through, there is some missing ones like ambientCloud[] = {}
wdym?
configFile >> "CfgWorlds" >> "Altis" >> "Weather" >> "LightingNew" >> "Lighting0" >> "ambientCloud"
¯_(ツ)_/¯
all in one config dump perchance
I see there are a billion of those now. guess i was looking in the wrong spot. I'm looking to change the cloud color but do i have to change it for all 30 of these LightingX classes?
for which terrain?
currently messing with Malden while learning
currently have this so far after inherits
class Lighting0
{
ambient[] = {{0.173,0.239,0.373},1};
ambientCloud[] = {{0.173,0.239,0.373},0.05};
ambientMid[] = {{0.173,0.239,0.373},0.88};
ambientMidCloud[] = {{0.173,0.239,0.373},0.044};
cloudsColor[] = {{0.33,0.69,0.14},11.016}; //greenish
};
gonna see if it works
You mind letting me know when you figure out how to do that?
yeah I'm partially reversing sullen skies atm to see how EO did the other things. but now I'm messing with fog and cloud color
Cool idea 💡
okay so i think I have to apply it to all LightingX classes. how can I apply the same things to multiple classes, like using the above code but applying it to Lighting0-44
copy paste? 
I mean not all of it
only the names
didn't know if there was a way just like inheriting
well you better not inherit, unless they do it themselves (which I think they don't)
just define a macro
and reuse it
#define PROPS {\
ambient[] = {{0.173,0.239,0.373},1};\
ambientCloud[] = {{0.173,0.239,0.373},0.05};\
ambientMid[] = {{0.173,0.239,0.373},0.88};\
ambientMidCloud[] = {{0.173,0.239,0.373},0.044};\
cloudsColor[] = {{0.33,0.69,0.14},11.016};\
}
class Lighting0 PROPS;
class Lighting1 PROPS;
...
alright i dig it
@urban basin
it kinda works with just changing the clouds color, though now I'm throwing errors cause I didn't do something right lol
https://imgur.com/a/En7zsHX
messed something up with rain as now rain doesn't exist lol
so if I do it this way, I lose all the default entries that are under Weather, how do I go around this?
https://pastebin.com/5MjaX39Q
you're not inheriting correctly
so do I need a class Weather; before my modification of Weather?
inside CAWorld
gotcha, and I assume do the same with LightingNew?
i didn't have errors with that though, all of the previous entries exist
class Weather;
class Weather
{
class LightingNew
{
//blah
};
};
gives me an error that something is already defined
Yes, Weather is already defined.
I guess I'm not understanding. Been reading the wiki on class inheritance as well. Do I create my own custom class then inherit it into Weather?
First you're defining Weather as just blank, and then you're defining it again with new subclasses.
class Weather;
class TestWeather: Weather
{
class LightingNew
{
bla bla
};
};```
If I were to guess?
class CAWorld {
class Weather;
};
class Malden: CAWorld {
class Weather {
};
};
I had a problem a little while back with something I find comparable doing some explosives, turned out I had already defined something and then tried defining it again instead of either inheriting the first definition, or editing it.
trying to keep the games original entires for Weather, then I'm trying to overwrite stuff in weather > lightningNew > lightingX
so is this pulling in the original Weather values from CAWorld?
it's forward declaring it
Leopard is much more qualified to help you, I'll let you guys be.
if you don't forward declare the game will think you're adding a new class
why doesn't it think this with my modifications to each child class in LightingNew then? I didn't declare any of their original values
the games original weather entries are still missing with this way as well
you have not declared DefaultWorld
configFile >> "CfgWorlds" >> "Malden" >> "Weather"
[]
["A3_Map_Malden"]
add:
class DefaultWorld;
hmmm why am I having to do all this when EO just added only SimulWeather and didn't have an issue.
his original code
class CfgWorlds
{
class CAWorld;
class Malden: CAWorld
{
class SimulWeather
{
//blah
};
//close parenth
is it because he potentially filled out every single entry, even ones that he was going to copy?
no parents
you have to do it because Malden/Weather is inheriting from CAWorld/Weather, and CAWorld/Weather is inheriting from DefaultWorld/Weather
facepalm
i see what you mean now
so I would be adding DefaultWorld before my CAworld
yes
btw I'm not sure if DefaultWorld/Weather has any unique classes of its own
what a rabbit hole
if it does you'll have to do:
class DefaultWorld {
class Weather;
};
```instead
yeah. I've added an automatic hierarchy generator in the next version of my mod
not complete yet tho
currently working on it
so
class CfgWorlds
{
class DefaultWorld
{
class Weather;
};
class CAWorld
{
class Weather;
};
class Malden: CAWorld
{
class Weather
{
class LightingNew
{
or do I have to nest CAworld + children inside of default
yeah still not pulling in. no parents present
try without Weather
it looks like there is 3 weathers when I use a different config tool
["Weather","Weather","Weather"]
how can there be 3 weathers? 
it only has 2 parents
that was looking in polpox's viewer when I had malden > weather selected
could be a bug
how many does it show for Malden itself?
idk i had exited to do edits. which weather did you want me to try without?
DefaultWorld of course
class CfgWorlds
{
class DefaultWorld
{
};
class CAWorld
{
class Weather;
};
class Malden: CAWorld
{
class Weather
{
class LightingNew
{
doesn't work
class CfgWorlds
{
class DefaultWorld;
class CAWorld
{
class Weather;
};
class Malden: CAWorld
{
class Weather
{
class LightingNew
{
doesn't work
the first one was obvious
should I be doing something like CAWorld: DefaultWorld?
afaik no. but you can try
@pallid sierra btw have you even listed the required addons?
class CfgPatches
{
class SullenSkies_Malden
{
author = "EO";
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Data_F","A3_Map_Data","A3_Map_Malden"};
};
};
just have EOs original above it
what missing entry do you get?
all 6 or 7 of Weathers original entires. The error always throws the rain entry first
you click on weather and there is no entries
Weathers original entires
wdym?
grabbing screen
this is with no modifications, base game
https://imgur.com/a/xKLwei9
after my code, it becomes empty and weather's parents change to just []
children are still present with their own values
🤔
maybe do Weather: Weather?
class CfgWorlds
{
class DefaultWorld;
class CAWorld
{
class Weather;
};
class Malden: CAWorld
{
class Weather: Weather
{
class LightingNew
{
... that did it
curious if i even need default world... gonna do further testing
yes you did
@pallid sierra hmm actually
looks like no
I don't think it has anything that CAWorld doesn't
it must because
class CfgWorlds
{
class CAWorld;
class Malden: CAWorld
{
class Weather: Weather
{
class LightingNew
{
throws a undefined base class "weather"
you removed Weather
this is what you wanted to do
just remove class DefaultWorld
class CfgWorlds
{
class CAWorld
{
class Weather;
};
class Malden: CAWorld
{
class Weather: Weather
{
class LightingNew
{
yup this works
Can anyone think of a reason why my rvmat is trying to find the textures from the OLD root folder?
I'm porting some abandoned content, and I've brought everything into the new mod folders, pointed all the configs and the rvmats to the new folders.
The models load, the camo textures are applied, but then I get "cannot load textures, oldmodname\data\bagname\bagname_nohq.paa cannot be found". And it looks like you'd expect for a model without a proper rvmat.
The old mod was using a $PREFIX$ file, and no matter what I've changed or done, it still seems to want to use that previous filepath.
What am I missing?
using Addon Builder?
just pbo manager, and the rvmats are not binarized.
Ok I'll give that a try. What does the addon builder do that's pbo manager does not? Specifically WRT the texture files.
¯_(ツ)_/¯
pbo manager is just buggy and old
the best thing you can use it for is packing scripts
it's very bad when it comes to models and textures and stuff
@urban basin @slim halo
https://imgur.com/a/zuYmYbu
kinda cool effect
I gotcha. This is my first foray into textures and models. All my other mod packing has just been scripts and .paa's.
what format is this anyways fogColor[] = {{0.761,0.656,0.388},0.025};
is the final number the alpha? cause I sometimes see it over 1... like 11.5
@slim halo still cannot load texture. lol
could be luminosity or brightness or something
did you set the Addon Prefix using options?
porting some "abandoned content" is a bit vague. You sure you have permission to do this porting @hallow saffron
yeah not sure, as I increase the value, everything gets brighter during the night lol?
its light power multiplier thingy @pallid sierra
the last number
[color R,G,B], power/luminocirty/somesuch
Yes I've made sure that it's ok to use.
Yes, and it's still searching for the old filepath.
can I make a macro where there is an increasing variable every time like a for "_i" in sqf?
forEach, or For
For is probably what you want though.
https://community.bistudio.com/wiki/for
that's still in sqf. wanting it in macros for .hpp
Ah my mistake, I just read the sqf part.
no
@slim halo if I have 3 post init functions, how do I determine which one fires first? does it go in the order of listing in cfgfunctions?
They should run in config order. If in doubt add some logging and check.
It doesn't matter anyway because they're scheduled
If you want an exact execution order, postInit only 1 function, and call the reset from inside it
My uniform and helmet shows up twice in the arsenal, is that supposed to happen?
Same classname and everything
they execute in order though, so it does matter if you want it to matter.
And yeah they go in the order they are discovered by the game (config order) like veteran said
yes, __COUNTER__ like veteran linked.
No, you have some sort of class duplication going on.
What's causing that and how do I fix it?
Yeah but since they're scheduled they may not finish in the same order. So for example if you can't expect something to have happened just because you put it in a postInit that executed first
They are called in order, so yes they will
well that's new 
Do you mean they're not suspended despite being scheduled?
Well it's still not like a for loop. It's just a counter
can I make a macro where there is an increasing variable every time like a for "_i" in sqf?
no you can't.
He didn't say he wanted a loop, only a increasing variable, which counter does.
You cannot loop in preprocessor
Well you can't set the start value for the counter either
It does not matter because postInits are executed in order, sequentially by initFunctions.
no, this was the key answer:
#arma3_config message
so I guess there's only 1 handle
which just made me wonder
can you terminate it
and break other scripts using postInit?
terminate _thisScript
well it's a local variable
so if postInit works like that yes
testing time
or pinging Dedmen time? 
They do not shadow the variable by doing private
why ping dedmen, If mod wants to break the game it can do it in 100 other ways anyway

What veteran said is exactly what I was trying to say
You can also break tons of other stuff by just having a waitUntil {false} in your PostInit.
to ask
instead of testing
Quite a few mods actually do that, voyager compass does it on server side which almost regularly breaks TFAR and makes people come to me because "TFAR is broke"
Or MCC mod also does it sometimes, making you stuck in endless loading screen when joining a server

What I'm doing wrong:
[] spawn {
systemChat ("before " + str diag_frameno);
terminate _thisScript;
call {terminate _thisScript};
systemChat "after";
};
both print for me ;-D
yeah I noticed the same thing
terminate might only set a flag to terminate next iteration
btw putting this [str _thisScript] spawn {sleep 1; systemChat str _this}; does give the same handle
for all postInits
as expected
so yeah, you can break them
you can just read initFunctions.sqf code to see how postInit works...
well, so if dedmen is borded he can safeguard postinit from accidental termination I guess
private ["_didJIP","_time"];
private ["_didJIP","_time","_thisScript"];
L611
I don't do scripts stuff
and you can still break it with waitUntil so.. why bother
if people wanna break it they have all kinds of ways
where is this btw?
in game files 
P:\a3\functions_f\initFunctions.sqf
class CfgFunctions {
init = "A3\functions_f\initFunctions.sqf";
};
_fnc_scriptname = "postInit";
{
{
_time = diag_ticktime;
[_x,didJIP] call {
private ["_didJIP","_time"];
["postInit",_this select 1] call (missionnamespace getvariable (_this select 0))
};
["%1 (%2 ms)",_x,(diag_ticktime - _time) * 1000] call bis_fnc_logFormat;
} foreach _x;
} foreach _this;
```
what are these tests for?
_test = bis_functions_mainscope setPos (position bis_functions_mainscope); if (isnil "_test") then {_test = false};
_test2 = bis_functions_mainscope playMove ""; if (isnil "_test2") then {_test2 = false};
_test3 = bis_functions_mainscope playMove "BIS_SupportDevelopment"; if (isnil "_test3") then {_test3 = false};
if !(_itemVar in _functions_listPreStart) then {
_functions_listPreStart set [count _functions_listPreStart,_itemVar];
};```
pushBackUnique? or hashmap?
(I know it's old btw)
It works, it's known to be properly secured. No one will touch this script these days.
it's slower than what it should be 
of course that's not its main source of slow down but still it could use a touch up
So I've been messing with fixed wing configs, and I want to know, what exactly does changing envelope or DraconicTorqueYCoef do? I've read the reference page on the wiki and tried testing, but I haven't really been able to get a concrete answer of lowering the TorqueYCoef value for this speed does this or raising it does that
Envelope is less of a concern and I think I have a solid idea of what it does, but I could be wrong about envelope as well
anyone know of a way to make a sound (ogg) launch inside 'dialog' space. when .sqf isn't yet 'usable' only way ive found to do it is with some jacky injection
when .sqf isn't yet 'usable'
wdym?
During the splash sequence,
Changing out the default physx arma 3 etc is pretty simple, but a usual onload = "thing" playsound or #include does nothing. but reports no errors
I've got an odd question, are there different sound configs for AFM (advanced flight model) and SFM (simple flight model)?
Using the Hatchet MH-60M and the RHS CH-47 and UH-60, the sound appears to differ between AFM and SFM. It is particularly noticeable on the RHS CH-47.
I have looked in the vanilla heli_transport_01_F config and can't find any place where sounds differ for AFM/SFM.
rpm's differs in SFM & AFM. RHS sound configs are more rpm/load dependent
Ok, I'll look into that. Thank you for the quick answer!
How do I have multiple categories for objects in my mod? Do I individually pack each category?
No. Packing has no impact at all in game.
https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization
ah, thanky you!
What are the parameters that set the MIL\MOA accuracy in ACE?
Dispersion value in the weapon’s firemode class
Makes sense, thank you!
Got another weird question, is there any config attribute which would prevent AI from firing?
I'm trying to get the Hatchet H-60 AI door gunners to work but I'm having no luck. I have gotten them to work with a script but that's not a great solution.
I have tried replacing the Turrets attribute in CfgVehicles with that of the vanilla Ghost Hawk as well as replacing the custom miniguns attributes with that of the LMG_Minigun_Transport.
The AI have ammo and can fire (canFire returns true), they look and track the target as expected, the only issue is they don't fire. I have tested the vanilla Ghost Hawk and it works as expected.
Anyone know what I need in my config for glass windows to work on a house? I've got the model right I think, I've got 2 thin cubes each named something like Glass_1_hide with an intact texture and Glass_1_unhide with a shattered texture.
As far as the config I have no idea, I looked at a vanilla config but got confused.
I also don't know how hitpoints work but I saw in the sample house a floating grid of vertices
Is anybody aware how to get supersonicCrackNear[] and supersonicCrackFar[], in cfgAmmo, to use randomly selected sounds? Or at least to have a random pitch?
I'm having 2 issues with a med chest model that I can't sort out. I'm pretty sure that there something in my model.cfg that isn't right.
https://imgur.com/73qAtcv
- The "Open Chest" user action and icon appears and the crate lid opens with animation sound as it should. Once open, the "Close Chest" user action does not appear and so it can't be closed.
- I can't figure out how to get the healing action to work. I've been going around and round in circles.
config.cpp
https://pastebin.com/Et6WCf7i
model.cfg
https://pastebin.com/rcXsSCzC
try to check the actual animationSourcePhase values as it animates ingame via debug console, it might not be using the right commands
animationSourcePhase for that might just remain 0
I usually use animate to run the animation and animationPhase to check its state inside configs, those seem to work
and does that "Heal_Action" exist in the model as either a memory point or selection?
AnimateSource has better network performance and can animate multiple parts at once @rough hatch in case you did not know.
Does anyone have a basic tutorial on writing an model.cfg for a weapon with a underbarrel grenade launcher? I believe I have made an absolute mess out of my model.cfg
no
that is way too specifc thing for a tutorial
what you need is to experiment with model.cfg enough to understand how it works
Okay, fair enough. What I seem to be getting is that it keeps asking for a .begin, even though no other I have seen has a .begin in the model.cfg
*no other example
you are missing something else then
my advice is start over
do 1 thing at a time
test until it works
so you learn how to build it
alright, thanks!
have you tried looking at toadie's models? the open sources on github are very useful for learning how to do that kind of stuff
Hello, I'm trying to make a music and sound addon but i can't seem to get any of my music or sounds to play, is there anything wrong with my description.ext?
https://media.discordapp.net/attachments/656953401070059541/883009953730789376/unknown.png
do you have permission to include L4D2 sounds into your mod? @true spire
I haven't thought that far ahead yet
If i don't get permission i can always have it for personal use though
How would i go about getting permission?
Alright thank you
So I'm trying to fix a modded weapon's GL sight, the ranging is all wrong, for example ranging to 300 sends the grenade out to 450~, i found https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines this wiki page which makes some mention of how the memory points work, but i dont see any description of how to figure out the correct numbers for a properly aligned scope
tbh I don't understand how arma handles bullet ballistics and scope ranging, does the weapon creator have to just test? does arma do some magic to figure it out?
specifically in regards to the page up page down ranging option for most scopes
If its a weapon from a mod you likely cant fix it
since you cant change the animations on the sights
well i guess i could change the ballistics of the GL round
which sounds very tedious
i know the guys who make the mod and could get it fixed, but what does it take to fix something like that?
is it just a process of manual ranging and testing until you've got the right numbers?
yes

well you can get it close if you know a bit of math to calculate the approximate angles for the sights
but manual tweak is pretty much always needed
okay well, thanks for the info, i shall now descend into a rabbithole of math-based suffering

👌
does anyone know what effects planes losing speed when making elevator turns? like I presume its multiple things but ive been tweaking various values and had inconclusive results. the main one was thrustCoef which worked until the plane slowed down enough that it started speeding up again
in my case I have two planes with near identical flight models (with the major difference being top speed) and the slower of the two bleeds speed fine when elevator turning, the faster only does when I crank down the thrustCoef at the lower end and as said, only works for awhile
Do they have the same mass?
My plane seems to constantly move foward after engine start up, ive played with the center of mass for awhile now and can't seem to get it to stop, any ideas?
i can confirm
i am in a math based hell.
im getting close tho
i've gotten the error down from like 122 to -7
does the deleteIfEmpty parameter for magazines actually work?
No faster one is heavier
doesn't make a difference from what I've seen but lowish, like i basically tested it just taking off and then elevator turning
so like 300-500m
Hey where do you configure different sound volumes for different seats in a vehicle?
Alright, I now need to test my grenade launcher sight to get the proper angles. How would I go about doing this, as I can't really find any information on it. Where do I start? I just read a few lines up that math is involved. Anybody know how exactly?
you either test it out or try to calculate the ballistic arch
if you look at the grenade sight and how it animates it is set up so that each animation rotates view so that gun is always pointing little bit higher
to achieve higher arch and higher distance
if you have trouble figuring out the math, you can just simply tweak it until its good
as in place objects at X ranges in VR and go shoot them so you know if your sight is over or under
and then adjust the rotation until its good
then move to next one
alright, thanks! I can work with that
it is just applying some logic into the problem
Yeah, I may have been overthinking it. Thanks for pointing me in the right direction!
can someone tell me where i can change that arma standard skeleton for my custom model?
is that integrated in the anims?
ah yeah i see. but i need a new pivotpoint skeleton like a3 samples ( ManSkeleton_Pivots ) right?
you need that and completely new animations for new shaped skeleton
animations do not scale
yeah i know. thx for help
i'm trying to add some scripts through CfgFunctions but no matter what I get "script ... not found" errors on start up
my CfgFunctions looks like this:
class CfgFunctions {
class SCT_acewc {
class functions {
class canAttach {};
class canDetach {};
class componentAttach {};
class componentDetach {};
};
};
};
and in my addon they look like:
sct_acewc\functions\fn_canAttach.sqf
sct_acewc\functions\fn_canDetach.sqf
sct_acewc\functions\fn_componentAttach.sqf
sct_acewc\functions\fn_componentDetach.sqf
with sct_acewc being the addon root
i've tested the scripts in a mission and i know they all work without errors
nevermind, i was able to get it to work with file = "\sct_acewc\functions"; inside the class functions
I'm not sure what I'm doing wrong. I'm trying to add in ViV cargo to a vehicle that doesn't normally have it, I added the Carrier class, gave it two memory points on diagonal ends of the area I want to convert, but what keeps on happening is that all the cargo ends up in the same spot. Is this a common problem? Has anyone else run into this before?
In Unsung we have the following declaration for eventhandlers for CAManBase. As we do not inherit any EventHandlers, will this cause conflicts with other mods, or is it safe as we declare the init eventhandler as a subclass of EventHandlers? ```cpp
class Man;
class CAManBase: Man
{
class EventHandlers
{
class UNS_DSAI_UNITINIT
{
init = ...
w8, need to check.
I thought you're talking about your own class 😄
CAManBase inherits it's EventHandlers from All
so you're breaking the inheritance chain.
that's what I feared, sigh
class Land;
class Man: Land
{
class EventHandlers;
};
class CAManBase: Man
{
class EventHandlers: EventHandlers
{
class UNS_DSAI_UNITINIT
{
init = ...
good/easy way to check is to run with CBA and check if it complains that some of your classes does not support XEH.
let me try that real quick with released Unsung
11:40:31 [CBA] (xeh) WARNING: CAManBase does not support Extended Event Handlers!
well, you broke it for everyone then.
also you could run with ACE and execute:
call compile preprocessFileLineNumbers "\z\ace\addons\medical\dev\test_hitpointConfigs.sqf"
to check if you're not doing similar breakage with HitPoints.
strangely is stated addon: expansion, not Unsung: ```
11:42:25 [CBA] (xeh) WARNING: CAManBase does not support Extended Event Handlers! Addon: expansion
If any mod breaks any of these it's unusable for me as it means it was done without understanding how configs work and just breaks stuiff without reason 
I think it's getting last addon that touched the class, so depending on loadorder it might not be your addon.
guilty as charged, this has been in Unsung forever - I had intended to fix it with the subclass declaration, but obviously failed
so depending on loadorder it might not be your addon.
But your requiredAddons should always require basegame so you shouldn't be loading before vanilla DLCs
ok, thanks @opal crater this fixed the CAManBase extended EH - now all vehicle classes are suspect as well 😦
_notSupportingClasses pushBack [configName _x, configSourceMod _x];
Yes, but if you use correct loadorder you will always load after vanilla, so if its you breaking it, that should make you show up and nor vanilla?
So the question is - are you using correct loadorder @gritty rune ? 😄
in theory every Unsung pbo should have requiredAddons[] array including uns_main and uns_main has as requiredAddons[]: cpp requiredAddons[] = { "A3_Data_F_Tank_Loadorder", "A3_Dubbing_Radio_F", "A3_Map_Stratis", "A3_Map_Stratis_Scenes_F","A3_Map_Altis_Scenes_F","A3_Missions_F", "A3_Map_VR_Scenes_F","A3_Map_Tanoa_Scenes_F" //,"A3_Map_Malden_Scenes_F","A3_Missions_F_Orange" };
but the above error tells me that this is not always the case, uns_main in requiredAddons[].
Tanks loadorder is old now. Aow is latest
Also having just the loadorder there should be enough
yeah loadorder is enogh, rest is redundant, tanks or aow should not matter for mods that do not extend stuff from aow.
what's aow?
so if I put that into uns_main requiredAddons it is sufficient?
Should be. It’s the last “addon” in the vanilla game so all other classes should have loaded before that one since it’s set up to depend on the other BI addons for you
can anyone tell me what makes vehicles show up in the virtual arsenal?
i have a vehicle that is duplicated in the list (inherited from vanilla class), which i don't want to show in that list, but i have no idea how.
scopeArsenal
afaik
hm. seems like vanilla vehicles of different factions dont use that
is there a scopeArsenal? 
according to the wiki, yes
scopeArsenal = 2; // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal.
doesn't seem to have an effect on my stuff. the vehicle is still in the virtual garage
what's really weird is that this doesnt happen with all vehicles. some aren't duplicated.
you've probably inherited incorrectly
from the classes in the 3den editor
and after a very extended lunch break, good news for Unsung and CBA cpp 15:44:43 PhysX3 SDK Init ended. 15:44:45 [CBA] (xeh) INFO: [0,22.179,0] PreStart started. 15:44:46 [CBA] (xeh) INFO: [0,22.269,0] PreStart finished. 15:44:47 SimulWeather - Cloud Renderer - noise texture file is not specified!
forceInGarage = 0;is the property that vanilla vehicles have
class cfgWeapons
{
class ItemCore;
class VestItem;
class Vest_Camo_Base: Itemcore
class PAVN_V_Chestrig: Vest_Camo_Base
{
author = "lemonstone92";
scope = 2;
weaponPoolAvailable = 1;
allowedSlots[] = {901};
scopeCurator = 2;
displayName = "Chicom Chest Rig (K07)";
model = "rhsafrf\addons\rhs_infantry3\gear\vests\rhs_chicom.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"pavn\pavn_vests\Data\PAVN_V_Chestrig.paa"};
class ItemInfo: VestItem
{
uniformModel = "rhsafrf\addons\rhs_infantry3\gear\vests\rhs_chicom.p3d";
containerClass = "Supply90";
mass = 10;
class HitpointsProtectionInfo
{
class Diaphragm
{
HitpointName = "HitDiaphragm";
armor = 3;
passThrough = 0.6;
};
class Body
{
hitpointName = "HitBody";
armor = 0;
passThrough = 0.8;
};
};
};
};
};```
keep getting the error "In File P:\pavn\pavn_vests\config.cpp: circa Line 17 Expected class {", anything wrong here?
where is line 17?
class PAVN_V_Chestrig: Vest_Camo_Base
make sure you dont have double pbos loaded or some such
older versions adding duplicates
true, but in this case i dont have duplicated files.
i managed to remove all duplicated vehicles now except for one. still investigating on why this wont disappear
base class perhaps?
I really do not understand identityTypes... Say I make an entry in cfgIdentities is there a way I can just assign that identity without whatever this convoluted thing is? Like using setIdentity in an sqf script?
the wiki is also so unclear on it, or I'm missing something
Identity Types are explained in the Headgear section of this guide.
so I go to that section, and there's no mention of it
I just want no glasses, 1 specific face, no special name, default pitch, NoVoice speaker. For all instances of this unit...
you can run normal script code in the init eventhandler class
if that's enough for you
if it's vanilla faces, you can just run the normal script code there and it should work once you start the mission.
if it's custom faces, there is some more stuff involved. generally the whole identity thing with faces and all is a huge convoluted mess.
I've tried to add the eventHandler property a couple times
but each time it just refuses to get through pboproject
Question about pre-processor commands: Is it possible to nest IFs? i.e. ```
#if __has_include( <some file> )
#if __has_include( <some other file> )
<some code>
#end if
#end if
yes, aka should be.....
Better test though 🤣
it seems to not work. I'm getting Preprocessor failed with error - invalid filename(empty filename) when the first condition is not met ("some file" is missing).
However, I can dismiss that error and then Arma proceeds to load and run.
I recently fixed a "invalid filename" error.
Maybe it prints more info on dev branch or profiling branch
Prints where? It's not exiting with a link to an error log. Sorry, new territory for me 🙂
...oh, you probably meant in the error message itself! duh.
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.
Thanks! I'll dig deeper
also helps to start the game with -debug start parameter
prints more verbose log messages
Related question: is it possible to do something like #if __has_include( <some file> ) AND __has_include( <some other file> ) <some code> #end if instead in order to check multiple conditions?
no
With -debug parameter, and in main, dev, and profiling branches (I tried all 3) I don't get any more detail than 16:39:25 Warning Message: Preprocessor failed with error - Invalid file name(empty filename). But hey, at least I learned some new things about troubleshooting 🙂 Thanks, Dedmen!
And a follow-up: it occurred to me that including an ELSE statement might make it work as I was hoping, but it's still causing the same error. ```
#if __has_include( <some file> )
#if __has_include( <some other file> )
<some code>
#end if
#else
#end if
Does anybody know how to properly add tracers to a weapon in A2OA? I'm looking at the default configuration for "200Rnd_556x45_M249". It shows "tracersEvery = 4". Yet when the m249 is shooting with that mag, there are no tracers.
How about tracersEvery = 1;?
wouldn't tracersEvery = 4 show tracers though?
there must be some config elsewhere that is interferring
https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#tracersEvery.3D4
=4 means one in four bullets has tracer
=1 means one in one bullet has tracer which means every bullets
@zenith drift ^
Did you check your cfgAmmo for values:
tracerScale=1;
tracerStartTime = 0.05; // seconds, -1 disables tracer
tracerEndTime = 1; // seconds
Reference: https://community.bistudio.com/wiki/Weapons_settings
I'm going to check ammo right now. Only one I'm not sure of is tracerScale
Did you check model as well?
model of what
Of tracer
model=\ca\Weapons\Data\bullettracer\tracer_green; //tracer model for bullets or model= \ca\Weapons\granat; // shell model in case simulation=shotShell;
First line in Reference mentioned above.
first of all, wher is the tracer model defined? Magazines or Ammo?
Ammo
Did I put reference for nothing? 
I'm gonna take a look. from memory, i think it's set to tracer red
Hey, why not just read the ref?
I have read the refs. They totally suck. Missing like 90% of the technical details.
I thought both links have the exact info...
have what exact info?
What determines the tracer
"The model does not get displayed when tracers are created"
Probably this does mean about shotShells?
if the wiki didn't suck, they would try to eliminate ambiguous language like that
Then contribute in #community_wiki , you're welcomed
You always have the option to open config yourself, and find stuff out.
anyway, for B_556x45_Ball, it says model = "\ca\Weapons\Data\bullettracer\tracer_red";
tracerScale = 1;
tracerStartTime = 0.05;
tracerEndTime = 1;
nothing in there that would indicate to me that tracers should be disabled for this type of bullet
What are you trying exactly? Make a magazine which has tracers for every bullets?
just add tracers for the m249, it's 200 round mag
And currently its not?
it has no tracers now
in cfgmagazines >> 200Rnd_556x45_M249, it has these properties... tracersEvery = 4;
lastRoundsTracer = 4;
now i'm testing the m249 with that mag right now. there are no tracers
It has. Put your NVG
jesus... nvgOnly = 1;
might have been able to figure that out sooner if the cfgmagazines wiki entry had more to say about nvgonly than this: ""
That's your job
cfgAmmo you mean.
nope, magazines
Wiki is what the format that everyone can contribute
Huh can't find nvgOnly description other than two pages, both aren't CfgAmmo
it is there in my ref, I hadnt copied it here cos I thought he would already be checking it
That tho
However flyingsauseinvasion, you should point out this fact in #community_wiki not just complain and mess the place
It's listed in the config mega list
you guys know if "burstRangeMax" is for A2 or only for A3?
doesn't seem to work for A2. Anyone know how to get a random length "burst" for weapon fire modes?
yeah
is there any way to make a hatch shared between two seats without scripting it?
if I set both turrets to the same hatch animation source, will it just sorta double open it?
I wonder how the turret hatch on the GM PT-76 works
PT-76 has a shared hatch like that
You need to script it.
For the experienced, how could I fix this simple error? I've looked over wikis and all these other issues, but I can't seem to figure it out. I'm making an insignia mod, and so far the only issue I've ran into is building it. I went to use Mikero's tools to get a more in-depth reason why it wasn't working with normal AddonBuilder, and found that apparently there's "missing files" from my config. Going back through my config, and skimming the guide I used (alex109's insignia guide) seemed like everything checked out. So I've hit a roadblock and I'm not sure if I've missed anything... If you'd like to replicate it, I followed the guide through and through until the point of adding my own content, and said content would pertain to the patches and images that would be put as insignias.
From what I've noticed, the "missing files" seem to be the lines that contain the filepath to the textures. example line being: texture = "\umbrella_corps_patches\patches\100ShotOneKill.paa"; which I had followed the naming convention to a Tee, or at least I thought. Every line that contained the texture for the specific insignia had come up as missing. My folder structure went as follows: \umbrella_corps_patches\config.cpp and \umbrella_corps_patches\patches including .pbo
how are you packing the pbo
I at first used Arma 3 Tool's FileBank, but tried Mikero's to see if there would've been any difference. I came to find that Mikero's was less-suggested as it didn't have the signing ability or something related to official tools.
you have found wrong information
mikeros tools sign pbos just fine
filebank is also a bit odd choise
do you have P drive set up?
Ed:- nevermind convo handn't loaded. I see you found the solution I was going to suggest
I kept seeing it mentioned, but no, I thought I hadn't needed a P: drive for stuff like this 😳
well the tools are designed to work through it
its not absolutely necessary
but it does make it a lot more easier to make working addons
I kind of have something like it, utilizing my D: drive as a work-kind of drive, which is what I had the folder set in
well. that probably is part of your current problem
Id really suggest using the default workflow
As a recap, what would the default workflow consist of?
P drive setup, (PMCwiki has simple steps to do it with mikeros tools) and using addon builder or pboProject to pack your stuff into a pbo
pboProject has a lot of debug that tell you when you make errors so I would suggest using it
That's what I figured with Mikero's stuff, helped me figure out that trying to pack the data came up as missing files somehow... even though through config it seemed to line up with the structure of the addon.
Had a theory, maybe the template provided by alex109 might be outdated or something along the lines. Just tried running through the template version and even that one came up with the error of missing files. Odd...
template?
dont trust templates from the interwebs 😅
true true... I had a thought that since it was alex109's, one who had actually made insignias before, the template would've worked. Gonna have to see about making my own after I return home. Thanks for the help so far, though, Goat!
hey, my uniforms, vests, and helmets appear twice in the arsenal for some reason
any reason for this?
A2OA: Is it possible to find all addons that are modifying a weapon? I cannot get certain changes to stick to ak74 or m14.
Hey, how do I disable a drivers turnout function on a tank class vic?
gunners have outGunnerMayFire = 0;
but I haven't found anything like that for drivers
Looked through the merkava config since the driver cant turnout from that vic but nothing

check its driverInAction and driverAction.
👍 👍 👍
hey, I'm trying to change the colour of the "light" and the smoke of a missile effect, but the wiki page for particles is uh... a lil confusing
are there any examples in arma of inheriting something like a missile effect and changing it somehow
There's no such super dedicated for a small part of configuring tutorial I'm 99% sure. What exactly you have right now and how its not working?
nothing, i'm not sure where to put a change to a particle effect or how to modify it
because atm all i have at the moment is effectmissile="missile3";
i kinda understand what im tryna do, i wana put / change a color= field in the light subclass of the effect
but i'm not sure how to inherit off of missile 3, or where to put it
Should be defined in two parts, configFile >> "missile3" and CfgCloudlets
oh so the config file of my ammo?
What?
wdym by config file?
just like my main config.cpp, at the same level as cfgAmmo etc?
If you ask so, you don't know what it is!
configFile is the root path of the entire Arma 3 config
cfgPatches
{
...
}
missile3
{
...
}
like this? i've not seen anything change something in the config at the root like that
at least i dont think
the cfgCloudlets part i understand
Like if you'd like to point "CfgVehicles" in a script, configFile >> "CfgVehicles". Although this is not how to define/find a config in a config.cpp, this is how we should point some config colloquially
class CfgCloudlets
{
class Missile3 : Default
{
};
};
so i understand how to modify something in the cfgcloudlets
but how would i put something in the root like that?
So uhh, I'd like you to ask, did you ever done a Mod, which works properly?
That's how it should. Well, you missed class in your code but is that intentional to save space?
thats just me poorly typing example pseudo code
Fair. I almost start to worry about it!
lol
i just dont understand what you mean when you say i need to put something in the root config, like i dont understand how i'd add something there
so i've got a custom missile, and i've done the model, texture, all the targeting config and stuff
currently i'm using Missile3 for the effectMissile
but i want to modify the effect to change the colour of the light and the smoke
Okay. I'll be back to my office in a few so wait a bit, so I can share the idea
okay, thanks for taking the time to explain ^.^
PS. to put a config in a root, do:
class CfgPatches {...}; //class located in toe root
SuperCoolVar = 1; //variable located in the root```
I maybe tried to explain it like overcomplicatedly! :D
Apologies for that, I'm just suck at explaining
class CfgPatches
{
...
}
class CfgCloudlets
{
class Missile3;
class Hob_MissileFX : Missile3
{
color[]={{1,0,0,0.07},{1,0,0,0.003}};
};
};
so for example to change the colour of the missile smoke trail to red
i'd need to do this to change the cfgCloudlets
and then put something in the root somehow?
well i understand how to put stuff in the root now
i'm just not sure what i need to put there
i guess i could just try this
oh do the part-effects go in cfgCloudlets and cfgLights, and does the ComplexEffect just go in the root?
class Missile3
{
class Light1
{
simulation = "light";
type = "RocketLight";
position[] = {0,0,0};
intensity = 0.01;
interval = 1;
lifeTime = 1;
};
class Missile3
{
simulation = "particles";
type = "Missile3";
position[] = {0,0,0};
intensity = 1;
interval = 1;
lifeTime = 1;
qualityLevel = 2;
};
class Missile3Med
{
simulation = "particles";
type = "Missile3Med";
position[] = {0,0,0};
intensity = 1;
interval = 1;
lifeTime = 1;
qualityLevel = 1;
};
};```Okay so, I'm back. This is the base config of the missile effect (more like almost every FXs)

And the path is configFile >> "Missile3"
(You know what this doesn't make sense)
So like... you now get the idea. This is how the thing defined
i've been reading the wiki, i think the "complex effect" goes in configfile >>, and then the "simple effect" like smoke and lights go in their respective configs like configFile >> cfgCloudlets >> "missile3"
i think
class CfgLights
{
/*
lot of smth
*/
class RocketLight
{
diffuse[] = {1,0.25,0.05};
color[] = {1,0.6,0.3};
ambient[] = {0,0,0};
brightness = "18 * fireIntensity";
size = 1;
intensity = 25000;
drawLight = 0;
blinking = 0;
class Attenuation
{
start = 0;
constant = 0;
linear = 0;
quadratic = 1;
hardLimitStart = 100;
hardLimitEnd = 200;
};
};
/*
and so on
*/
};```This is how the light defined
class CfgCloudlets
{
/*
you know what
*/
class Missile3: Default
{
interval = 0.001;
circleRadius = 0;
circleVelocity[] = {0,0,0};
angleVar = 1;
particleFSLoop = 0;
particleShape = "\A3\data_f\ParticleEffects\Universal\Universal";
particleFSNtieth = 16;
particleFSIndex = 12;
particleFSFrameCount = 8;
animationName = "";
particleType = "Billboard";
timerPeriod = 1;
lifeTime = 2;
moveVelocity[] = {0,0,0};
rotationVelocity = 1;
weight = 1;
volume = 0.8;
rubbing = 0.5;
size[] = {1,2,2.8};
color[] = {{0.5,0.5,0.5,0.07},{0.6,0.6,0.6,0.02},{0.7,0.7,0.7,0.01},{0.8,0.8,0.8,0.005},{0.9,0.9,0.9,0.003}};
animationSpeed[] = {5};
randomDirectionPeriod = 0.1;
randomDirectionIntensity = 0.1;
onTimerScript = "";
beforeDestroyScript = "";
blockAIVisibility = 0;
lifeTimeVar = 0.2;
positionVar[] = {0.3,0.3,0.3};
MoveVelocityVar[] = {0.4,0.4,0.4};
rotationVelocityVar = 20;
sizeVar = 0.15;
colorVar[] = {0,0,0,0};
randomDirectionPeriodVar = 0;
randomDirectionIntensityVar = 0;
};
/*
yeah
*/
};```And finally, this is the particle
class CfgCloudlets
{
class Missile3;
class Light1;
class Hob_SmokeFX : Missile3
{
color[]={{1,0,0,0.07},{1,0,0,0.003}};
};
};
class Hob_MissileFX
{
class Light1
{
simulation="light";
type="RocketLight";
position[]={0,0,0};
intensity=0.0099999998;
interval=1;
lifeTime=1;
};
class Missile3
{
simulation="particles";
type="Hob_MissileFX";
position[]={0,0,0};
intensity=1;
interval=1;
lifeTime=1;
qualityLevel=2;
};
class Missile3Med
{
simulation="particles";
type="Missile3Med";
position[]={0,0,0};
intensity=1;
interval=1;
lifeTime=1;
qualityLevel=1;
};
};
so i've put this under my cfgPatches
effectsMissile="Hob_MissileFX";
and i've got this in my ammo cfg
8:44:09 Warning Message: No entry 'bin\config.bin/CfgCloudlets.hob_missilefx'.

does it need to be done before i define the ammo
or have i messed up inheriting missile3
Nada. Every sort of such error must be executed after the load of every configs
so more likely an inheritance issue?
Ah, this isn't it
type="Hob_MissileFX";```
ah hah
Should be SmokeFX
thanks
yea
i was writing it while understanding what the difference was
since the base arma calls them both missile3..
Don't think feel

(Arma Modding in a nutshell)
So anyways, you got the idea right?
if it helps, only inheritence classes must be declared before being inherited. Thus:
class apples
{
color=red;
};
class oranges: apples{...}; // use it. ```
anything like a cfgPatches can be declared anywhere in the file. Top, middle or bottom makes no difference.. It is 'customary' to put the name of the addon (eg cfgpatches) at top of file, but makes no difference.
Tthe 'tricky' bit, which is hard to grasp is the inherited class must be in scope. Thus:
class fruit
{
class apples{...}; // a class ONLY known to other classes that inherit fruit
};```
this is kind of both a scripting and config question but I think it might fit more here, I have a vehicle with a hatch that is shared between two seats, I've set up event handlers that would open or close it when appropriate, they look like this turnOut = "params ['_vehicle']; if (isTurnedOut (gunner _vehicle) || isTurnedOut (commander _vehicle)) then {_vehicle animateDoor ['hatchTurret',1]}"; turnIn = "params ['_vehicle']; if (!isTurnedOut (gunner _vehicle) && !isTurnedOut (commander _vehicle)) then {_vehicle animateDoor ['hatchTurret',0]}"; but they don't seem to work, running the same code in debug console works as intended, but it doesn't seem to work within the config event handlers
ir there something special about how config EHs run code that makes that not work?
@rough hatch try adding a sleep 0.5;before doing the checks
guess that means I'm gonna have to spawn that
yes
I can't share code unfortunately (NDA), but it works along the lines you're thinking about
that didn't seem to work, unless I did something wrong, looks like this now sqf turnOut = "[_this # 0] spawn { params ['_vehicle']; sleep 0.5; if (isTurnedOut (gunner _vehicle) || isTurnedOut (commander _vehicle)) then {_vehicle animateDoor ['hatchTurret',1,false]} }"; turnIn = "[_this # 0] spawn { params ['_vehicle']; sleep 0.5; if (!isTurnedOut (gunner _vehicle) && !isTurnedOut (commander _vehicle)) then {_vehicle animateDoor ['hatchTurret',0,false]} }";
huh, weird, if I manually open the hatch debug console and then turn in, then it closes
so it looks like the turnIn EH works but not the turnOut
I'm trying to overwrite some existing config so these vehicles go into their own designated editor categories and I keep getting a "member already defined error"
The issue is, one of the classes is based off of one already defined. OPTRE_m12_ins_apc is already defined. but OPTRE_M12_ins_med is based off of it, so it's just a circle. The moment I move one of the classes above the other, it tells me it isn't defined due to the hierarchy.
class OPTRE_M12_ins_apc : OPTRE_M12_base { displayname = "M12 APC Warthog"; editorPreview = ""; crew = "OPTRE_Ins_URF_Rifleman_BR"; faction = "MEU_Insurrectionist"; editorCategory = "MEU_URF"; }; class OPTRE_M12_ins_med : OPTRE_M12_ins_apc { displayname = "M12 APC Medical Warthog"; editorPreview = ""; crew = "OPTRE_Ins_URF_Rifleman_BR"; faction = "MEU_Insurrectionist"; editorCategory = "MEU_URF"; };
I'm trying to set up an amphibious tracker vehicle and I sort of have it driving okay in water, only problem is that it turns extremely slow, to a point where you can barely tell it even is turning, I've tried to tweak values like waterResistanceCoef but it doesn't seem to make much difference
question, at the end of model.cfg, should it be.
class "name".p3d: ArmaMan{};
or just
class "name": ArmaMan{};
Cause after setting up the configs and model cfg and packing everything into a pbo, I'm getting cannot open object "directory".p3d
classnames have no quotes and no dots
yeah no I only put the quotes here for example
I'm getting cannot open object "directory".p3d
that means wrong model= path in config
not in model.cfg
Ah I see, thx.
This is my model path.
model = "\ScionConflictMooseWork\SamuraiHelmet\SamuraiHelmet.p3d";
Do I have any syntax errors? I have the right directory text address so, idk. Maybe I need a P: at the beginning?
some places want leading \ some don't
if you packed to PBO, make sure your prefix is correct
never P: in game paths
is P:\ScionConflictMooseWork\SamuraiHelmet\SamuraiHelmet.p3d the actual path?
Yep, thats the path to the .p3d
So I recieved some tips on the issue. Turns out it was pathing error. But now the helmet is spawning on arma mans balls, instead of his head. Any idea how to fix this?
setup selection and model.cfg right
is there a way to make a vehicle wheel drive two animation sources?
like I have regular damper animation source for wheels and tracks but I want to also have a second animation source for each wheel that would only move part of a track only when the wheel goes up
but it seems like only the animation source defined as boneName will animate?
so I'm trying to make a custom explosion effect, and instead of using 2d sprites / "billboard" I have some "shards" of the model i'm exploding and want to use "SpaceObject" / 3d model particles.
I'm using the base arma GlassShard1 as a template for my CfgCloudlets simple particle, and basing the complex particle off of the "Impact Glass" complex particle
however, in game the effect does nothing, its the explosion effect for a missile and when the missile impacts it just disappears, and whats really confusing me is there are no errors at all in the logs. I've been using a mod called Emitter 3dtor to test my particles, and the CfgCloudlet class doesn't even show up, but my actual model is an option in the Emitter mods editor and works fine when i create it manually
class CfgCloudlets
{
class Missile3;
class GlassShard1;
class HOB_SmokeFX : Missile3
{
color[]={{0.941,0.443,1,0.07},{0.941,0.443,1,0.003}};
size[]={0.4,0.6,0.8};
};
class HOB_ShardFX : GlassShard1
{
particleShape="hob_mod\data\shard.p3d";
particleType="SpaceObject";
};
};
class HOB_ExplodeFX
{
class Shards1
{
simulation="particles";
type="HOB_ShardFX";
position[]={0,0,0};
qualityLevel=2;
intensity=1;
interval=1;
lifeTime=1;
};
};
heres the code, i dont understand how it can compile and load into arma fine, produce no errors at all, but just "do nothing"
how is it supposed to do something?
you've just defined some particle classes. nothing's using them
oh sorry thats just the effect code
my cfgAmmo config is uh.. quite big, so i wont post it all here
but it has
effectsMissile="HOB_MissileFX";
explosionEffects="HOB_ExplodeFX";
my missile effect, i.e the smoke trail works
the only thing ican think of is i have to preload my model, or somethings wrong in general with my model
i cant think of any other reason why it'd produce no errors at all, no missing x or anything, but just have no visual effect at all
could this be an issue with my model maybe? i have to admit i can only barely get a model through object builder
but i'm currently using the same model for the missile as i am for the explosion particle, and i see the missile model
is that above your full config?
I think you might want to trace the effect config classes a little bit more to see where they are defined and what all is involved.
class CfgCloudlets
{
class Missile3;
class GlassShard1;
class HOB_SmokeFX : Missile3
{
color[]={{0.941,0.443,1,0.07},{0.941,0.443,1,0.003}};
size[]={0.4,0.6,0.8};
};
class HOB_ShardFX : GlassShard1
{
particleShape="hob_mod\data\shard.p3d";
particleType="SpaceObject";
};
};
class CfgLights
{
class RocketLight;
class HOB_LightFX : RocketLight
{
color[]={0.941,0.443,1};
};
};
class HOB_MissileFX
{
class Light
{
simulation="light";
type="HOB_LightFX";
position[]={0,0,0};
intensity=0.0099999998;
interval=1;
lifeTime=1;
};
class Smoke
{
simulation="particles";
type="HOB_SmokeFX";
position[]={0,0,0};
intensity=1;
interval=1;
lifeTime=1;
qualityLevel=2;
};
};
class HOB_ExplodeFX
{
class Shards1
{
simulation="particles";
type="HOB_ShardFX";
position[]={0,0,0};
qualityLevel=2;
intensity=1;
interval=1;
lifeTime=1;
};
};
this is my entire "effects" file
i'm inheriting off of the glass particle, and i dont see anything else in the base class that i'd need to change
apart from like, the momentum and stuff but thats all cosmetic
the MissileFX complex effect works great
both the light and the smoke trail are correct and working great
but for some reason the ExpodeFx doesn't show anything at all, and in the Emitter 3dtor mod's class preview, it doesnt even show up in the list of effects
Where are the "Door States" configured for Object:Special States in the editor. Is there something that has to be done in the model.cfg? I'm trying to configure my assets so that the door states can be set in the editor but I don't see how that happens. I've compared several configs with my own and see no real differences in how my animations are set up. All animations work fine, but changing the door state icons has no effect.
oooh could it be to do with animation
i wish i could open the p3d for glassShard1 to see how its set up in object builder
but it looks like maybe the model has some kind of animation 
Hello, how would I disable my planes HUD?
you mean like, in config?
like a custom plane?
i only know of the sqf command showHUD
okay it wasnt animations, i've got no idea why this works in Emitter but not in my complex particle definition
guys, out of curiosity of C++, are CfgClasses really valid cpp files or they are this way just for syntax?
is there a way to hide bodyparts when wearing uniforms/vests etc.?
or rather
have your custom uniform/vest etc.. hide the bodypart they're assigned to
No. You can hide parts of vests when wearing certain uniforms but not the other way around
oh
I always though stuff like the CSAT viper helmets hides the faces underneath
idk
maybe to not load something that can't be seen from any angle
at least texture wise thats one less drawcall
wait
don't uniforms do that though?
or is the shirt and underwear always loaded underneath uniforms?
No, the entire character model is replaced by one that doesn't have that
then I could use a uniform model to hide bodypartsa
or rather
use a uniform model that for example doesn't have an arm.
geometry would still be there but better than nothing
Not really hiding no. You're making a new character model without the arm
does someone know what the item Zasleh2 is? it has an empty picture but a scope of 2
hello, to infer on my question yesterday, I would like the memoryPoint for the driver optics to change on UserAction, here is my code "doesn't work FYI"
class UserActions
{
class DLIR
{
priority = 3;
displayName = "Switch to DLIR";
condition = "player in this";
statement = "memoryPointDriverOptics = ""DLIR_pos"" ";
position = "FLIR_pos";
radius = 10;
onlyforplayer = 1;
showWindow = 0;
hideOnUse = 0;
};
class FLIR : DLIR
{
displayName = "Switch to FLIR";
statement = "memoryPointDriverOptics ""FLIR_pos"" ";
};
};
mmm
I dont follow
have you an example of where this would happen from vanilla or mods?
maybe the ac-130 mod, they have multiple camera's on their aircraft, I just want to change the memory point where the camera is for the pilot
alright
so its definitely not done like this
😅
your satement is invalid
user actions cant change config attributes on the fly
that's what i figured loool, how do you think I should go about this then? Is there like a gunner camera that I can force the pilot to use?
I have a feeling that you might not be able to change it
Really now? Hmmmmmm, so I cannot have two camera's you think?
Maybe I can make a gunners seat right ontop of the normal seat, and that seat will just change the camera
How much offset do the cameras have?
well one is on the bottom and one is at the front
they probably like 5 meters apart
I'm using the arma tool for the first time, and i'm trying to debinarize this pbo so i can change something in the config
I assume i need to use "CfgConvertFilechng" but it's not working
And by not working i mean idk what the hell im doing 😂
You generally don't need the full config or the original config even to change things.
You just need to write a config that is set up to run after the original config (requiredAddons) and contains the changes you want to make.
And that goes into your new config patch addon.
You do not repack the original mod as that is very very bad form.
Trying to find information on HUD for vehicles, specifically for planes. Something like a "config reference" from the BI wiki. Could anybody link something along those lines, or any good guides if that doesn't exist?
Found it https://community.bistudio.com/wiki/Arma_3:_Multi-Function_Display_(MFD)_config_reference
Hey does anyone know where the human ragdoll constraints are defined?
Get allinone config dump and do search for ragdoll
that sounds more complicated than it needs to be
It is what it is. Option 1 is to not bother with it, option 2 is to grind the learning.
Well ok, like I originally asked; if someone has some experience with ragdoll configs I'd be happy to hear from you
What is it that you want to do with it?
Want to configure ragdoll for non-human skeleton
cant get our custom mines to show up in ZEUS..
they have scope[XX] = 2; are set in units[] in cfgPatches, defines in cfgVehicles
is there again any implicit condition like needed to be in a soldier equipment, or ammo crate, or sth along these lines?
This is a pretty handy checklist to go through - https://forums.bohemia.net/forums/topic/215209-fix-how-to-enable-your-items-to-list-in-zeus/
scopecurator maybe?
Wonder if someone can point me in the right direction, I'm trying to edit some of the cfgs of a vanilla vehicle (APC_Tracked). I've added an EH to change the cargo of the vehicle when it is spawned which completes however it crashes the server when spawned.
The EH has been added like this;
class RW_Warrior_30mm_Base : RW_Warrior_Base
{
class EventHandlers
{
init = "[_this select 0] call RW_Warrior_fnc_addVehicleLoadout;";
};```
And the function is;
params["_FV"];
clearItemCargoGlobal _FV;
clearMagazineCargoGlobal _FV;
clearWeaponCargoGlobal _FV;
clearBackpackCargoGlobal _FV;
_FV addWeaponCargoGlobal ["UK3CB_BAF_L7A2", 1];
_FV addWeaponCargoGlobal ["launch_NLAW_F", 1];
_FV addMagazineCargoGlobal["UK3CB_BAF_762_100Rnd",6];
_FV addItemCargoGlobal["Toolkit", 1];
_FV addItemCargoGlobal["ACRE_PRC152",1];
_FV addItemCargoGlobal["UK4IB_Identifier_7Plt_HQ",1];
_FV addItemCargoGlobal["UK4IB_Identifier_7Plt_1",1];
_FV addItemCargoGlobal["UK4IB_Identifier_7Plt_2",1];
_FV addItemCargoGlobal["UK4IB_Identifier_7Plt_3",1];
_FV addBackpackCargoGlobal ["B_Bergen_mcamo_F", 1]; ```
It loads the inventory correctly on spawn, it does no crash when hosted locally
It does not crash when I comment out the EH

does it even work in SP?
init = "[_this select 0] call RW_Warrior_fnc_addVehicleLoadout;";
init = "call RW_Warrior_fnc_addVehicleLoadout";
Yep!
Same issue on this as well
didn't say it would fix it. it's just a bit faster (and shorter) that way
Yeah thanks, I'm just perplexed as there is nothing in logs and I've never had anything like this happen
It's not exactly a groundbreaking bit of functionality, just stuck on where it's going wrong
well you said:
it crashes the server when spawned.
do you have the correct mod set on the server?
also are there any error messages in the server rpt?
#1 yes
#2 Nothing exceptional only;
`16:31:03 RW_Warrior_30mm: cannon_ready_light - unknown animation source muzzle_hide_cannon
16:31:03 Ref to nonnetwork object 1b0ee5f6040# 1816918: apc_tracked_03_cannon_f.p3d REMOTE
Exception code: C0000005 ACCESS_VIOLATION at BDD25117`
Then it runs through the addons currently running and generates it's crash files
seems to be related to something else? 
Ref to nonnetwork object
none of those commands should throw that error
they all take global args
I thought it may be related to something else however as soon as I remove that EH, back to normal everything is fine.
@haughty token thanks. we do have all this already - it works for all but mines
what if you spawn the code?
and put some sleep in it?
Works fine 😛
so just do that
Oh sorry
Thought you meant just executing it in the init in-game
I will try and see what happens
change it to "_this spawn RW_Warrior_fnc_addVehicleLoadout"
also I don't understand. if you make the vehicle yourself why not just add the items and stuff directly in the config and save yourself the headache?
...I was being lazy and this was quicker for me
Also, easier to change
In my head, if I needed to change the contents quickly, I can change the function to take in variables from somewhere else
I can change the function
don't you use the functions library?
And this is fast becoming the option I'm going to go with if this doesn't work
Yeah
Spawn worked perfectly

my guess was that the object was not yet synced over the network
that's why I suggested it
did you put any sleep in there?
not sure 

but 1 second delay wouldn't hurt I guess...
Is there any downside to spawn over call?
spawn is scheduled
call depends on current environment
if scheduled -> scheduled, if unscheduled -> unscheduled
in your case it was unscheduled (because it was running inside event handler code)
So scheduled code = slightly more performance?
scheduled code -> allow suspending the code so it may take longer to finish
all scheduled codes only have 3 ms to run in every frame
the more scheduled codes -> the longer they all take to finish (if all exceed 3 ms)
like I said, probably the object didn't sync
unscheduled code executes immediately, and doesn't give the game any chance to do anything else (it has no suspension)
Ah right
probably goes here, might have to go somewhere else pls lemme know
how would I find out why a mod requires arma 3 apex?
https://steamcommunity.com/sharedfiles/filedetails/?id=2258347913 this requires a3 apex, but I'm not sure why.
you can't modify someone else's mod without their permission
sure, but I want to know why so I can see if I can recommend the fix
like, maybe its something quick that they missed
well it's a terrain. they might simply be using APEX objects
but if it's only a config thing, you can check what their classes inherits from
right but apex objects are free for everyone
yeah, I was trying to look at the configs and I wasn't entirely sure where to look
the RequiredAddons arrays seem fine?
so you can't subscribe?
it should only give a warning afaik?
@edgy nymph I guess you know the answer to this question better than anyone? 👆
So, I have texture sources set up and it worked properly. Now, it doesnt but, changing the components changes the textures
So I am confused on something. I have been trying to create a custom version of a Vanilla weapon that fired a different ammo type. I know with certain modded weapons this config works but unsure how to get it to work for others.
class 521st_Thing: arifle_Mk20_plain_F
{
magazines[]=
{
"20Rnd_762x51_Mag",
};
displayname="Test FIA weapon";
};
};
Just mainly trying to learn random things to help if I ever try to create something from scratch
@iron bramble the , in magazines isn't needed unless you add other mags and the last }; unless it's the end of you weapons config
In cfggroups how do I make the AI spawn inside of a vehicle instead of outside via "position"?
Heyo, does anyone have an idea on how to randomize uniform selection (for about 4 uniforms) for custom units config.cpp?
units represent single uniform usually. my advice is to do randomization on mission level instead of config level
hello are there any good tutorials for how to make a custom waypoint config I have a script for a deploy minefield script and I want to add it to the waypoint menu
sounds like a bit too specific thing so I doutb there is a tutorial on that
especially if googling did not come up with any
Hey guys
What is the code i need to put in my config to make my vic show up in zues
i am using scope 2 and it still does not show up in zeus
scope is for 3den, what you want is scopeCurator = 2
needs to be in cfgPatches units[] array as well
- crew of the vehicle needs to be scopeCurator = 2 & in CfgPatches too
scope=2;
scopeCurator=2;
I have them both
Just seems to not exist
Could it be my category is not set to scope 2
or scopeCurator=2;
is it under units[] in cfgPatches?
Yes
sweet
For zeus
Sweet
🍠
Fixed it thank you
is there a way if my vic has no interior to force it to have a tank view
like the hud of a tank
Gunner/driverForceOptics
Anyone able to tell me how to disable "manual fire" for the commander in ground vehicles? I looked at the config reference but couldnt find anything related to it :/
@hearty sandal Anyway to force 3rd person as the only view just realized that my int is kinda broken
not possible afaik
but also very much not a good idea
Hey, is there a simple way to patch a class of another mod? say i need to change one value or add a child-class to a pre-existing class? Can i just go:
class ClassFromOtherMod {
value_i_want_to_add = 1234;
};
```?
Not quite, you also need to inherit the base class i believe:
class 1715_cat_cay : CAWorld {
yourValue = changed;
};
Thank you! ❤️
We have an issue in our modset using CUP where Dshkms are first shot hyper accurate to 2km. It seems regardless of the mission AI skill and server's cfgAISkill. What am I looking for in the class config to adjust this?
@true oasis requiredAddons in cfgPatches + replacing the relevant class structure as Luca suggested
Me and my buddy are modding weapons into the game, he has some experience doing vehicles but both of us are clueless as to getting the configs for a weapon to work. Tutorials have only been marginally helpful, anyone willing to talk us through it?
have you tried looking through the sample weapon?
Extensively.
what part does not work? the sample weapon should be fully working
Presently we have 2 issues.
- The model is not appearing in-game
- The arms of the character are stretching off like 5 meters to the side.
We've done a number of things, including trying to just replace the .p3d of the sample weapon with our custom one to see where we're going wrong, but even that isn't working. We THINK we have all of necessary LOD's set up and named properly, having used the sample as a guide, but no luck.
do you have P drive and modding tools set up?
what are you packing the pbo with?
and for 2.
your animation is made wrong or with a rig that has wrong weapon bone name (Weapon vs weapon)
or the weapon bone has not been in correct position
We've packed the .pbo with Addon builder AND Filebank, neither has made a difference
neither really care if you have errors
so how about the P drive
could be your folder structure is messed up and does not match the path to the p3d
I've seen some stuff online talking about the Weapon vs weapon naming classification, haven''t messed around on that yet
in case you use Macsers rig I recall it has wrong W or w in the bone name
so that has to be changed in order for the RTM to have correct bone name for the weapon bone
This is the first i'm hearing of a P drive, most of the tutorials I've been using seem to be missing bits and pieces (they just assume you know certain parts) and i've sorta had to piece them together.
as the hand animation is read as hand positions in relation to weapon bone position
then youre development environment is not set up right
And that's what's causing the missing model right? The animation being the W/w difference?
tutorials rarely start from the very beginning and expect you to have working setup
quite possibly
at least those are the common mistakes made with these symptoms
Okay so next steps are set up the P-drive and then figure out where on earth my weapon bone is because I got this model from someone else who probably named it something funky.

not very promising start
also for "stuff I got from X" do make sure its not ripped from somewhere
No I worked with a professional modeler, watched him do segments of it and paid for it properly.
better! 👍
If he ripped it, he put on a real show of it
well that can happen too. 😅
the hands being off would be a weapon holding animation problem btw
It's a long story but I trust the guy (and can't find the model anywhere else so)
not anything related to the weapon model itself
Gotcha
The help is GREATLY appreciated, like I said my buddy has some experience with this but I am totally clueless.
I did as was stated and have fixed both problems, also helped that I found a better example for configs than the basic vanilla one. Now I have a functioning gun, however it's facing backwards (assuming that's because I'm using a placeholder handanim) and the bullets are coming out slightly above the line of the bore (which I think I can fix with just messing with the memory points?). It also has no recoil, that one i'm stumped on as it's got the EXACT same code as the example in that regard, didn't touch that at all.
I think this is more a config question than a scripting one, but;
so i'm trying to make my vehicle's troop bay doors open when the gear goes down, so I wrote this in just the editor debug console and it works great
this addEventHandler ["Gear", {params ['_vehicle', '_gearState']; _vehicle animateDoor ['troopdoors', if(_gearState) then [{1},{0}]];}];
but when i went to add it into the config for the vehicle, it didnt work, no errors in the logs just doesnt do anything
class EventHandlers
{
class HOB
{
Gear="params ['_vehicle', '_gearState']; _vehicle animateDoor ['troopdoors', if(_gearState) then [{1},{0}]];";
};
};
i've tried the "non extended way" where its just class EventHandlers { Gear=""; }; but that doesn't work either
if(_gearState) then [{1},{0}]];
parseNumber _gearState
I know
and you want to return 0 1
right right
does an init event handler work fine with your vehicle?
your config might be wrong then... 
my vehicle is inherited from Helicopter_Base_H, do i need to do some inherit thing?
like EventHandlers : EventHandlers or similar
idk why the base arma ones wern't working, i looked around and saw some cba style ones, tried those and they work fine
class Extended_Gear_EventHandlers {
class HOB_Helicopter
{
gear = "params ['_vehicle', '_gearState']; _vehicle animateDoor ['troopdoors', (parseNumber _gearState)];";
};
};

@willow warren hey if you find a good tut on making a new weapon pls ping me with it, I'm in the early stages of making one and I'd really appreciate the help
I'm using the Zach Gibson one, but it's SUPER old and missing bits and pieces (as stated earlier in the chat, it assumes you know some stuff from other modding)
Forgot to ping, lol @normal kelp
ok ty
trying to override the main menu with a custom background scene and replace the middle button with a "join server" button with preset port and ip
ive looked at https://community.bistudio.com/wiki/Arma_3:_Main_Menu
but it doesnt override it. any pointers?
have you set requiredAddons so it loads last?
Does anyone know how to set the soundAttenuation for FFV seats?
I can't seem to find reference to it anywhere, but the sound is wildy different from the cargo seat compared to the FFV seat. tried using OpenHeliAttenuation and SemiOpenAttenuation but no difference.
Thanks in advance
Arma keeps telling me that the base class I'm referencing for a new carbine is undefined, but I call the class directly above it
class CLASSIMCALLING;
class MYNEWGUN: CLASSIMCALLING
also can anyone explain what "class destroyed with lock count 1" means? I've googled everywhere and cant find an actual explanation of the process involved
Do you have a CfgPatches {} with a requiredAddons entry that includes the class ClassImCalling?
yup
it also worked for like 5 test builds
it just suddenly stopped working despite me not touching that part of my config
I made a class (worm carbine01) directly above worm carbine02
and wormcarbine02 references 01
class WormCarbine02:WormCarbine01
and for some reason it accepts WormCarbine01 without any errors, but then wont accept it as a reference for 02
nevermind figured out the issue
I'm trying to add a custom unit model into ArmA and it works, but the model wont show up in game
PBOProject Folder > SubFolder (for organization) > P3D
so what part of it does not show up in game and where in game exactly are you looking for it?
and are you sure you are running the new pbo?
does the p3d show up correctly in Buldzoer?
Yeah
aand textures are packed into the p3d too?
Right now, textures are still being made so no
so it has no textures?
Not right now
and no hiddenselections?
Yes. Just trying to get the model itself in game
is it still man uniform or something completely custom?
does it use custom animations is what Im looking for
yes that
k should not be animations related
unless your model.cfg setup is booped
do you have a model.cfg for it?
have you made sure its not underground
Yes, I've tried raising it up high. I do not have a model.cfg for it as I've done unis and armor before. Just not a whole entire new "soldier"
units and armor all need model.cfg too 🤔
soldier is just "uniform"
or all uniforms are soldiers
the visual look may be different but unit is a unit
if you use a vanilla model path for the config does it show up then?
What are the factors that affect the speed of a thrown grenade (or chemlight etc)? For example, in cfgMagazines, "HandGrenade" has an initSpeed of 18 (whereas say "Chemlight_red" has an initSpeed of 14). Then in cfgWeapons we have "Throw" >> "HandGrenadeMuzzle" >> initSpeed=75. When I use a fired EH to catch the grenade and check its speed with the speed command, it comes back as 64.8 (at the instant of capture).
How can I find the correct initial speed based on config entries? Are there other factors such as mass etc?
then it's correct (not this one: cfgWeapons >> "Throw" >> "HandGrenadeMuzzle" >> initSpeed=75.; initSpeed comes from the mag, not weapon)
speed command gives the speed in km/h
18 * 3.6 = 64.8
you should've used vectorMagnitude velocity _grenade instead
🧮
Can anyone guide me the steps to implement a uniform
Once again, thank you very much.
for head start on that check out the character encoding guide on the wiki
alrite
I'm making a config for a custom faction. Is there a way to connect the hose of a SCBA backpack to a Regulator Facepiece in the config so the unit is all configured and ready to go in the editor/in game? Kind of like how the Vanilla CBRN units have their APR pre-attached to the backpack
I know the init code that would be put in the editor, but I want that to be in the config, if that makes sense.
Also, how do I change the vehicle cargo when making a faction's config? I used Drongo's config generator but it didn't transfer the custom cargo.
I'm trying to make an event handler in my config but the variable name this isn't working
https://pastebin.com/JyvgSEYX
I'm trying to make an object react by jumping when you shoot it
this is not defined there
it's not defined anywhere in config (except animation stuff)
so how would I define the object?
see the wiki
also that's not how you define event handlers in config
I have absolutely no experience with modding on Arma3, I have a mod that messed with some of the default values of vanilla Arma3 equipment and I want to revert it back, but also want to keep using the mod.
https://steamcommunity.com/workshop/filedetails/?id=949252631
this mod changed the CSAT Katiba weapons from 30 to 20 ammo capacity, how might I undo that in the easiest way possible?
You sure there are no 30 round mags? Did you check arsenal?
yes. they overwrote the vanilla magazines, there are only 20s now
Ngl I always thought the Katiba mags looked small
they indeed look like 20s, but I dont think realism really matters in the 203X themed stuff, lol
as a gameplay part, I like it to be a little more balanced.
you can overwrite the overwrite with another mod on top
Hola
I have made a vehicle class in cfgvehicles.
I want it to run a script when spawned in.
Ive come to the conclusion its done through init = ""
What would the line be to call the script?
a command to call script in whatever the folder path to it is. execVM or spawn has been used I think
you can find some examples in vanilla configs too
So i could basically do "this execVM myscriptpath.sqf"; ?
I think basically yes
have you checked if the eventhandler wiki page has any examples?
I dont even know how to make the mod,
How would I go about setting a unit's insignia via the unit's faction config? I tried this (ignore the cbrn title):
class EventHandlers:EventHandlers
{
class BIN_CBRN_INIT
{
init = "[this,'EAF_5thRegiment'] call BIS_fnc_setUnitInsignia;";
};
};
but only got errors when I placed the unit in the editor. Using '_this' instead of 'this' also threw errors. I tried taking a look at the CSAT story guy that has the Scimitar insignia pre-applied, but his configs weren't helpful to me.
class O_A_soldier_base_F: O_officer_F
{
[...]
hiddenSelectionsTextures[] = {"\A3\Characters_F\OPFOR\Data\officer_noinsignia_hex_co","\A3\UI_F_Tacops\Data\CfgUnitInsignia\csat_scimitarRegiment_ca.paa"};
[...]
};```This is how it's done officially
Which is kind of hacky solution
so it looks like they just redefine the uniform texture, and then further define the insignia by using the hiddenSelectionsTextures. Interesting
Back again. I’ve looked over the sample ARMA unit and still can’t get my custom unit model to show up
Is there anything that would cause something to be invisible
But visible in Bulldozer
This is what my unit code consists of, VERY barebones atm C++ class X: SoldierWB { scope=2; scopeCurator=2; faction="X"; side=2; author="Article 2 Studios"; displayName="X"; editorSubcategory="X"; model="path to p3d.p3d"; };
could the p3d be somehow faulty?

