#arma3_config
1 messages · Page 134 of 1
resave the sample character on it and see if that works
in your case I would start by the sample character and work from that
youll need the memory lod and geomery lod and res lod at least
It doesn’t have a memory lod but it has the other LODs
Should I try copying the sample memory lod over?
yes
or try copying and renaming the whole sample p3d
and if that works replace res lod with the new one
and if that works continue
@hearty sandal Welp, turns out that having a memory LOD is needed for a custom unit model to show up
All good now
Thx
What is the CfgGroups class name for Indep?
Another question, where would I go to change the walk sound for a unit?
in the units config if I recall right.
you will need to look into the base man class for the parameters
Looking at the class, it doesnt show anything sound related
class Movement {
frequency = "speed";
sound = "soundEnviron";
volume = "speed";
}``` is it this?
no
class SoundEnvironExt
{
generic[] = {};
normal[] =
{
{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,25},
{"run",{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,50}},
{"walk",{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,25}},
{"sprint",{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,60}}
};
rock[] =
{
{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,25},
{"run",{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,50}},
{"walk",{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,25}},
{"sprint",{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,60}}
};
stony[] =
{
{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,25},
{"run",{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,50}},
{"walk",{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,25}},
{"sprint",{"LoDR_Opfor_E_Vehicles\LoDR_Opfor_E_Walker_01_Legs\sounds\LoDR_Walker_Stomp_01",10.0001,1,60}}
};```
its this stuff
I'm setting up equipment boxes, and everything BUT TransportItems is working (I can get weapons, magazines, and backpacks in boxes no problem).
This is the first box in my config with class TransportItemsIt contains some headgear as well as vests and whatnot.
What's causing this error. Do I need to inherit the items? I didn't need to do so when setting up unit inventories in the config.
No entry 'bin\config.bin/CfgVehicles/L20S_Box_Equipment/TransportItems/_xx_H_Booniehat_eaf.name'.
{
scope = 2;
displayName = "Equipment Box [LDF 2020]";
class TransportItems
{
//class _xx_gm_dk_headgear_m96_oli {count=24;item="gm_dk_headgear_m96_oli";};//no .name file?
class _xx_H_Booniehat_eaf {count=4;item="H_Booniehat_eaf";};
class _xx_H_MilCap_eaf {count=4;item="H_MilCap_eaf";};
class _xx_H_HelmetCrew_I_E {count=6;item="H_HelmetCrew_I_E";};
class _xx_V_CarrierRigKBT_01_heavy_Olive_F {count=4;item="V_CarrierRigKBT_01_heavy_Olive_F";};
class _xx_V_CarrierRigKBT_01_light_Olive_F {count=24;item="V_CarrierRigKBT_01_light_Olive_F";};
class _xx_V_CarrierRigKBT_01_Olive_F {count=4;item="V_CarrierRigKBT_01_Olive_F";};
class _xx_V_Chestrig_blk {count=4;item="V_Chestrig_blk";};
};
}```
What's causing this error. Do I need to inherit the items?
Yes
I didn't need to do so when setting up unit inventories in the config.
That's different
I guess that solves it, thank you!
Also I'm on mobile so I couldn't read that peoperly, but I think I spotted some mistakes in that
E.g. that //class part is commented out (if not sorry, I'm not sure if it's the mobile formatting)
Yeah that was the first one I got which threw an error, so I commented it to see if the problem persisted
Actually it says it's missing a name, so it has nothing to do with inheritance
You commented it wrong (or maybe it's the mobile formatting; i see two lines there)
I have no idea what that means
It means you haven't defined a name for those items
What sound files does it accept? ogg seems to not work
How do I do that? I didnt need to do it for weapons/magazines/backpacks I dont think
mine are wss
From checking the wav version and trying to convert it to wss, it gave me an error. Seems it isn’t made for ARMA atm. I’ve got our sound person on it
I know very little about sound stuff but if you need more info #arma3_audio is the place
Okay so now i have a eventhandler like this: https://pastebin.com/cD0KjnL0
On my helicopter.
Problem is that an eden spawned helicopter does not have the script applied, but when i spawn it in zeus it works perfectly.
What could the problem be here?
what does the script do?
Its the kp fuel consumption script https://pastebin.com/TJV5A9EL
Very old thing. As stated in the example it should be used by an eventhandler on the player and worked always fine. Also implemented this way in KP Liberation since 3 years without issues.
Hi people. I need some help... Can I make a mod to change an RHS plane parameter but without creating a new unit?... What I need is to change the steering wheel factor in the c130, but dont want to make a new c130... Thanks
Create an override class instead of a custom one
I'll search how to do it... Thank you @shy knot
what params can i use inside a complex effect's individual effect definition? for example i have:
class HOB_ExplodeFX
{
class Shard1
{
simulation="particles";
type="HOB_ShardFX";
position[]={0,0,0};
qualityLevel=2;
intensity=1;
};
class Shard2
{
simulation="particles";
type="HOB_ShardFX";
position[]={0,0,0};
qualityLevel=2;
intensity=1;
};
class Shard3
{
simulation="particles";
type="HOB_ShardFX";
position[]={0,0,0};
qualityLevel=2;
intensity=1;
};
class Shard4
{
simulation="particles";
type="HOB_ShardFX";
position[]={0,0,0};
qualityLevel=2;
intensity=1;
};
};
what params can i put in the those ... parts?
(its a 3d model that explodes into shards)
i wanted to make some of the "shards" smaller than the others
can i just put size in there?
Id refer you to look through existing effects for available parameters
i found some examples of what im tryna do after a while, wiki page was unclear on what you can put in the config for a complex effect but i got it
thanks
is there a way to make a handgun use a different model when holstered?
im assuming some kind of hidden selections where both models are on top of each other in the p3d
You can animate models to appear differently when holstered on the basis of the isSelected animation source
Hello guys,
Does anyone knows if an attribute exists for hidding an object on map ?
I want to create a building not visible on map. Thanks in advance for your help
Map icon size 0 could maybe work. Or do you mean terrain objects?
As only terrain objects are baked on the map as grey boxes etc
Thanks for your response. Yes i mean terrain object. The goal is to have a secret building on the terrain so I need to hide it on map
Only way to do so is via P3d map = hide named property. So only possible if its a custom object
Ok thank you very much!
Can anyone explain why both of these are showing up in INDFOR? Is it because I'm using one file for everything?
{
class L20S_LDF_2020s
{
author="brendob47";
icon="\L20S\data\meta\ldf-2020-logo.paa";
flag="\a3\Data_F_Enoch\Flags\flag_EAF_CO.paa";
displayName="LDF 2020s";
side=2;
priority=1;
};
class L20S_LDF_2020s_B
{
author="brendob47";
icon="\L20S\data\meta\ldf-2020-logo.paa";
flag="\a3\Data_F_Enoch\Flags\flag_EAF_CO.paa";
displayName="LDF 2020s";
side=1;
priority=1;
};
};```
Side:
0 = opfor (east)
1 = blufor (west)
2 = independent (resistance)
oh wait do you mean the second one shouldnt be showing up in indfor but the first one should?
Correct.
Turns out, I set the faction as side=1;, but not the individual units. Changing it and testing rn.
yeah that was the issue
there is any way to turn the viv orientation?
the dark green arrow is where I want the cargo faces and the purple is where it is currently facing
so Im trying to set up my glock USW mod so that the folding stock is folded when in the holster and unfolded when in hands
I have the stock folded and unfolded in the same P3D, each set to the appropriate selection
stock and stock_closed respectively
in my model.cfg I have
"stock","",
"stock_closed","",
set as skeletonBones
and they're both listed as sections under the cfgModels class
class USW_open_hide
{
type="hide";
source = "isSelected.0";
selection="stock";
minValue=0.0;
maxValue=1;
hideValue=0;
unhideValue=1;
};
class USW_closed_hide
{
type="hide";
source = "isSelected";
selection="stock_closed";
minValue=0.0;
maxValue=1;
hideValue=1;
unhideValue=0;
};
this is the code I tried to use to make the two different stocks hide and appear
am I missing something?
are you adding characters as vehicle in vehicle?
actually im using a mod that does use viv for static line jump
How can I make a mod uniform able to be worn by both BLU and IND? I've learned I need to implement modelSides[] = {3,2,1};, however, I'm not sure how to set up my inheritance. Specifically, I am making a version of the Fatigues [LDF] which is able to be worn by both BLUFOR and INDFOR, so I have chosen to directly inherit from it. Furthermore, I have found that the modelSides[] = {3,2,1}; goes inside the ItemInfo class within the uniform's class. However, I can't seem to figure out to inherit this and only modify the modelSides[] without needing to define the other variables inside ItemInfo.
Here's what I have tried (some extra stuff is cut out):
class ItemInfo;
};
class U_I_E_Uniform_01_F_B: U_I_E_Uniform_01_F{
author = "brendob47";
scope = 2;
displayName = "Combat Fatigues [LDFx]";
class ItemInfo: ItemInfo{
modelSides[] = {3,2,1};
};
};```
How am I supposed to define the subclass and retain the values of everything within it, while only changing the modelSides[] value?
also is there a way to make a guns optic stay visible when holstered?
What would cause the game to not change the model for a class? i have a p3d setup properly and everything seems to be working fine, its just not actually overriding the model path from the class im inheriting from
typo or wrong required addon setup maybe
class DSA_TestVest
{
//Add all Soldiers to units[]
units[] = {
};
//Add all vests, helmets and weapons to weapons[]
weapons[] ={
"DSA_test_vest",
"DSA_test_vest2"
};
requiredVersion = 0.1;
//If you are using assets from other mods, add the pbo name to requiredAddons[]
requiredAddons[] = {
"A3_Data_F_Oldman_Loadorder"
};
author = "mjr121";
version = 0.1;
fileName = "DSA_TestVest.pbo";
};
class DSA_vest_base : V_PlateCarrier1_rgr
{
scope = 1;
author = "mjr121";
class ItemInfo;
};
class DSA_test_vest: DSA_vest_base
{
scope = 2;
displayName = "[DSA] Test Vest 1";
picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
model = "\DSA_TestVest\vest1.p3d";
descriptionShort = "";
class ItemInfo: ItemInfo
{
model = "\DSA_TestVest\vest1";
containerClass = "Supply200";
vesttype="Rebreather";
mass = 80;
};
};
class DSA_test_vest2: DSA_vest_base
{
scope = 2;
displayName = "[DSA] Test Vest 2";
picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
model = "\DSA_TestVest\vest2.p3d";
descriptionShort = "";
class ItemInfo: ItemInfo
{
model = "\DSA_TestVest\vest2";
containerClass = "Supply200";
vesttype="Rebreather";
mass = 80;
};
};
its just confusing to me since i got my helmets to work properly, yet using the same method wont work with these two vests
pboProject returns no actual errors outside of weightpainting ones
?
just seems strange since my helmets both were using model for both sections
nevermind. i seem to have pulled the files im using to do all this from an older version of my config templates.
helmet too should be uniformModel
that would probably do it though. and it is uniformModel.
any particular reason why it needs both?
one is for the item on ground, one is for the thing you have on the character
That did it, thank you
Interestingly, I was having an issue with audio that I fixed by just packing it using .pbo manager instead of the Addon builder, but now I have spaghetti arms in my character model again.
It appears that the binarization is breaking the audio, but when not binarized the model and animations break. Anyone got a clue on how to exclude certain things from binarization?
Use pboProject to make it properly
uninstall manager
Nao
*Meow
hunting down some Update Base Class errors in Unsung, I cannot figure out how to solve 16:19:36 Updating base class ItemCore->H_Beret_grn_SF, by uns_headgear_c\config.bin/cfgWeapons/UNS_Beret_5/ (original uns_berets_c\config.bin) We declare class H_Beret_grn_SF; and later class UNS_Beret_5: H_Beret_grn_SF { author = "UNSUNG"; _generalMacro = "H_Beret_grn_SF"; scope = 2; scopeArsenal = 2; scopeCurator = 2; displayName = "(UNS) 5th SF Beret"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\uns_headgear\data\uns_g_beret_co.paa"}; };
You created a UNS_Beret_5: ItemCore in uns_berets_c
and in uns_headgear_c you do it again, but with H_Beret_grn_SF as baseclass, instead of ItemCore which you used previously
oh, bummer!
Still running into trouble with modelSides[] and don't want to give my mod a Universal Uniforms dependency, so I'm still looking for help with my configs.
Hey, uh... I got a possibly weird question, but what are different simulation types (ie shotSubmunitions and shotDeploy) and... do I define which one it is somewhere in the CFG?
And yeah, I'm still fighting submunitions.
So my weapon is inheriting from a vanilla weapon for a handful of it's less important characteristics presently, but when ACE is loaded it overwrites both those and my custom parameters and just puts them all at values for ACE's adjusted stats for vanilla weapons. Any clue how to fix this? On that note as well, does anyone have a tutorial for adding ACE ballistics values to a custom weapon?
Has anyone else found a solution for trying to apply insignia to a unit via config? I was having trouble trying to apply the script myself via init event handlers.
@hearty sandal
Hi !, I have a problem, I have 2 weapons a turret, but I can only apply one
"selectionFireAnim"
pls no pingy me. Im not answering machine. 😛
and yes that is correct, only 1 selectionFireAnim can be used.
if you want more, you will need to fake it
And how do I specify in which weapon it is applied?
another base class update error that puzzles me Updating base class ->uns_men_NVA_68_AS1, by uns_men_c\uns_men_nva_68\config.bin/CfgVehicles/uns_men_NVA_68_AS2/ (original uns_men_c\uns_men_nva_68\config.bin)
I read it that uns_men_NVA_68_AS2 is somewhere declared without inheriting from uns_men_NVA_68_AS1, but I cannot find it in the configs

don't think so, the AS2 declaration is class uns_men_NVA_68_AS2: uns_men_NVA_68_AS1
Check all references to uns_men_NVA_68_AS2 in that config I guess
ok, only found two times, once in units[] array and then as quoted above
I grep for it in all of unsung, takes a while
Maybe I can add more context to it and print the line number of where it happens 
couldn't it be a load order problem, e.g. somewhere uns_men_NVA_68_AS2 is declared as external and when arma 3 does not load uns_men_c first, it will be using that as base class?
nowhere to be found, maybe the upper classes are declared wrong? cpp class Man; class CAManBase: Man { class AnimationSources; class HitPoints { class HitHead; class HitBody; class HitHands; class HitLegs; }; }; class SoldierEB: CAManBase { threat[] = {1,0.1,0.1}; class HitPoints; }; class uns_men_NVA_68_base: SoldierEB
couldn't it be a load order problem
Yes I guess
It's load order issue most likely.
If you're doing class ImportedClass; before that class is defined then it will create empty class. (class ImportedClass {};)
thanks, I didn't find the cause of it, but adding uns_men_NVA_68 as a requiredAddons[] member to uns_men_c made it go away. Slightly spooky
thanks dedmen and veteran29 for your support!
so i'm trying to make a sort of aa missile, but instead of firing one missile it fires a burst of 4, each missile has low damage but together they can kill a relatively squishy aircraft in one burst
I've got all the config done and got the damage currently set to hit=30 and indirectHit=25, this works well for the squishy aircraft, however;
Against better armoured aircraft, ai refuse to even try shooting the missile at the target.
at first I thought it was some kind of detection issue as my aircraft didn't have sensors set up and was just using the ai pilots vision, however even with a working radar that can see the target aircraft, ai will still not fire the missile
it works fine against softer air targets, ai will fire and engage no issue, but they just completely ignore more armoured targets
i've not been able to find anything on the wiki about how ai decide to use weapons based on target strength, is it because my damage is too low?
could it be something about the AI's weapon cost or something? (the system that makes AI not use rifles on tanks)

thats the only thing i've been able to find in cfgAmmo, i'll try setting it to like 1 or something
How does one go about giving a custom flag object the ability to change texture via editor attribute?
anyone know the code to actually make a GBU per say, appear on the bottom of my aircraft? I have the proxies, just don't know how to actually implement them
if i want my ai to always use my weapon
does cost need to be really high or really low
i've got it set to 1 and he still wont use it against specific aircraft
so if im reading ai ammo usage correctly
i've got it set to aiAmmoUsageFlags = "256 + 512" to see if maybe its an "armoured air vech" or something
but nope that didnt fix it
i got no idea why this ai refuses to use my missile against heavily armoured air contacts
they use it just fine against lightly armoured ones
ammo cost must be low
i got it set to 1 
target cost high
to tl;dr, i'm trying to make an aa missile that has burst=4; each missile has low damage (25/30) but combined it does decent damage if all hit
vanilla AI don't use some muzzles for some reason...
I'm not a weapon developer so idk
it works great against lightly armoured air contacts, but heavily armoured ones the ai just refuses to fire the weapon
then the hit of your weapon is low
yes, on purpose
or some other damage related parameter
well if it's low the AI won't bother to waste it
hit=32;
indirectHit=24;
indirectHitRange=16;
the idea is its a burst missile that fires 4 missiles at once
well it depends on the target vehicle's armor too
so its normal damage but spread across 4 missiles
yeah vehicles with high armour they just refuse to fire it
is there anything i can do other than raising the damage to get the ai to fire it?
afaik no
wdym?
so normal damage of an air to air missile is like 120~
i'm trying to make a similarly balanced "swarm" / "burst" version
that does the same total damage
but is actually 4 missiles
the idea being you have a higher chance to defeat some of the damage
the better you evade the less damage you take
i could buff the damage to the point where ai would fire it
but then it'd become unavoidable instant death to the lightly armoured contacts
you can make it lose damage as it slows down... 

are their any... drastic.. solutions?
for example i'm trying to fight AI logic right now, can i like, modify the ai logic?
i'll move this question over to #arma3_ai
i think that makes more sense

maybe some experts can help you with that. like I said I'm not a weapon dev
yeah thats fair, thanks for trying tho <3

i guess i'll just try cost=0; 
Question, I am new to whole thing, I tried retexturing masks and it was easy, now I am trying to retexture some uniforms, and I feel I am messing up the config (I dont really know what I am doing). Is there anyone who would be free for few minutes sometime, to give me a few pointers?
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide
If this doesn't help, anytime
Ye I looked into it, and it helped A LOT. However there are some things I need to figure out, like uniforms are not independent objects, they are linked to soldiers? So I would ask than in vc, when someone is free
Yeah uniforms come in two parts. A cfgWeapons class and a cfgVehicles class. Weapon class is the inventory item the soldier carries, and Vehicles class is the actual appearance of the soldier when wearing the uniform
For retexturing purposes you're mainly focussing on the hiddenSelections in the cfgVehicles class to get the soldier using the texture you want to see them wearing, and having a cfgWeapons class for accessing that uniform from Arsenal etc with an appropriate displayname that says what the uniform is. And linking them together using the uniformClass parameter in both vehicle and weapon
when fixing the updating base class errors in Unsung, I discovered by accident that seemingly some classes declared twice in different configs - by mistake I guess. Is there any way to detect those duplicated class declarations?
now thats an unnecessarily long link
Sorry
no worries 
@delicate comet have you thought about making the missiles cluster munitions? That way each parent missile can have high hit and the sub you can make low hit, but you can set it so the parent missile is deleted before It can hit anything.
does anyone know the cpp of what config i need to set a logo to when i join arma 3, and displays at the main-menu, im trying to look for the line but i can't find it.
like the replace of "Arma III" logo to a logo i choose
i know its possible but how
I see noone is responding, I dont know the answer either, however maybe you could try disecting maybe mass effect or starwars mod configs, maybe it will help until you will get an answer here
I'm having some troubles getting the model of the my custom pylon class to hide after the bomb is dropped, anyone happen to know what the issue may be?
The config for everything here is pretty bare bones, but I have my CfgMagazines, CfgWeapons, CfgAmmo, and CfgNonAIVehicles classes set up to point to the models
Are you looking to do this for the loading screens at the beginning or the main menu?
The line you need to override to replace the main menu logo is text in RscDisplayMain >> controls >> Logo
Yes im looking for that
where do i find that line so i can change it?
and where do i find mr RscDisplayMain
By the way, I really need help preferably in vc, when someone is free in regards of retexturing config file. Because I have more or less everything, but I think I have wrong models linked or smth, because my uniform is either not there, or my character turns into a folded clothing. I just need a few pointers in regards of what does what
Heyho
If I have this
class CivilianPresence_UnitPresets
{
displayName = $STR_A3_ModuleCivilianPresence_F_Attributes_CivilianPresence_UnitPresets0;
control = "Combo";
property = "#unitPreset";
expression = _this setVariable ["#unitPreset",_value];
typeName = "STRING";
defaultValue = 0;
value = "0";
class values: CivilianPresence_Presets
{
};
will the
defaultValue = 0;
cause #unitPreset variable to be set to 0? even though it says typeName = "STRING"; ? and the value should always be a string?
It should be
defaultValue="''"; right? for empty string by default?
Or just defaultValue=""; ?
but its a comboBox, is the default there the index?
I think default value was which index is selected?
I don't remember tbh. I haven't done modules in a long time 
Looks like no 
But according to wiki it's an expression, so should be string

I've been trying for hours to retexture the SPC vests from RHS
I've managed to retexture the ''base'' SPC model
But I'm having 0 luck on managing to retexture the rest
The texture for, for example, puches and the such isn't even being applied
And I've got no idea why. All of my file routes, I believe, are correct
I'm pretty new at this so idk where to go now
Hello everyone,
I just wanted to ask how hard it is to make an Mod that renames stuff from another mod? Because there is an mod with really nice gear but the names are just really disturbing and you can't find anything because of that. As far as I know I just have to change the display name of the items. But I don't know how to start that.
In some way I have to import the classes that I wan't to rename?
And make own classes with that rename?
And do I really need to make a new classname to change the display name?
You are on right track there. But one thing to note is that your mod could not be used in multiplayer unless the server and everyone else also runs the mod.
And no if you make the configs right you could make a config patch addon and use the old classes and just redefine the names
Okay good to know, now I just have to learn how to make the configs right
I think I have to kinda "import" the classes from the other mod and then it change the display names?
I am searching for a long time how to get things like that right but I dont find much
You would have the original mod as required Addon in the cfgpatches class so your mod gets loaded after the original one
how can I debug the way my configs are working? Is there a console of some sort?
And then you would create the class structure and change what you need to change.
Not working in what sense?
And no there is no ingame debug for it
Mikeros pboproject can detect a lot of errors you can make while it processes the config into pbo
Do you know the SPC vests from RHS?
It's basically a plateframe with a bunch of pouches on it. There's a total of four .paa/rvmat files that make up the whole thing. One for the plateframe, two for the pouches, and one for the camelbak
{
class YuE_Renamer
{
units[]={};
weapons[]=
{
"RPS_Smersh1"
};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Data_F",
"A3_Weapons_F",
"YuE_RPS_Smersh"
};
};
};
class CfgWeapons
{
class RPS_Smersh1;
{
displayName="Smersh AK(Olive)";
};
So something like this?
I've successfully painted the base ''plateframe'' black, but the black texture I applied to the other .paa files is not appearing in game, instead, the regular ''coyote'' coloured pouches are shown. If I modify the base mod to remove those coyote pouches and add my black ones, it works (but now all coyote SPC vests have black pouches everywhere, as you'd expect)
You need to use hiddenselections in config to apply your own textures
why is it called hiddenselections anyway
Okay how do I make changes without changing the classnames? I dont get it
Now It wants things like nameSound and type, I dont understand why he does that. Do I have to Inherit the full tree?
Like this?
class VestItem: InventoryItem_Base_F
{
type=701;
uniformType="Default";
hiddenSelections[]={};
armor="5*0";
passThrough=1;
hitpointName="HitBody";
};
class Vest_NoCamo_Base;
class V_HarnessOGL_brn;
class RPS_Smersh1: V_HarnessOGL_brn
{
scope=2;
author="Yura_Esin";
displayName="RPS_Smersh_AK_VOG_s";
picture="\RPS_Smersh\data\icon\ak_vog.paa";
model="\RPS_Smersh\Smersh_AK_VOG_b_s";
class ItemInfo: VestItem
{
uniformModel="\RPS_Smersh\Smersh_AK_VOG_b_s";
containerClass="Supply300";
mass=40;
class HitpointsProtectionInfo
{
class Chest
{
hitpointName="HitChest";
armor=5;
passThrough=0.30000001;
};
Inherit from something you want to change and change only what you need
This is the one I inherit from
It looks on my file like this:
class CfgWeapons
{
class RPS_Smersh1
{
displayName="Smersh Olive (AK/VOGBack/BAG)";
nameSound="";
}; ```
The nameSound I added because it gave me errors that was missing, now it gives me errors that it is missing type
You aren’t inheriting from anything
Okay but it uses the whole thing with the textures and anything
class CfgPatches
{
class YuE_Renamer
{
units[]={};
weapons[]=
{
"RPS_Smersh1"
};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Data_F",
"A3_Weapons_F",
"YuE_RPS_Smersh"
};
};
};
class CfgWeapons
{
class RPS_Smersh1
{
displayName="Smersh Olive (AK/VOGBack/BAG)";
nameSound="";
};
class RPS_Smersh6
{
displayName="Smersh PKM (Olive)";
nameSound="";
};
Inheritance goes like this class X; class y:x {};
But then I need a new classname? I would love to use the old classname but only change the display name
Then the mod is usable with other mods that use the classnames of the origin mod
If you want an override, pretty sure you need to copy everything and paste it in
As you’re basically replacing the class
Okay so it would be easier to use new classnames and just inherit everything?
If you want a custom variant yes
If you want to override, copy paste everything
Easier to do a custom variant tbh
Like this?
class CfgWeapons
{
class V_HarnessOGL_brn;
class RPS_Smersh1: V_HarnessOGL_brn
{
scope=2;
author="Yura_Esin";
displayName="Smersh Olive (AK/VOG)";
picture="\RPS_Smersh\data\icon\ak_vog.paa";
model="\RPS_Smersh\Smersh_AK_VOG_b_s";
class ItemInfo: VestItem
{
uniformModel="\RPS_Smersh\Smersh_AK_VOG_b_s";
containerClass="Supply300";
mass=40;
class HitpointsProtectionInfo
{
class Chest
{
hitpointName="HitChest";
armor=5;
passThrough=0.30000001;
};
class Diaphragm
{
hitpointName="HitDiaphragm";
armor=5;
passThrough=0.30000001;
};
class Abdomen
{
hitpointName="HitAbdomen";
armor=5;
passThrough=0.30000001;
};
class Pelvis
{
hitpointName="HitPelvis";
armor=5;
passThrough=0.30000001;
};
class Body
{
hitpointName="HitBody";
armor=5;
passThrough=0.30000001;
};
};
};
};
Overriding, you basically want to copy the whole class, even what it inherits from and then change what you need
Isnt that what I do here? I feel kinda dum rn
Looks like it
Now it says Undefined base class VestItem
Are you inheriting vest item?
Oh yes the code is inherting it for ItemInfo
So I also need to load that class I think
Isn't what I am doing kinda like copy his mod?
Also thanks to all who helped me, I am getting along but I have to sleep now. Thank you all!
could there be something wrong in the config of a vehicle that makes some AI not want to stay inside it?
like, I can put AI in every seat of my vehicle in eden, they all fit, but when I start the mission one or two will instantly get out and will refuse to stay in even if I drag them back in with zeus
or if I create a "get in" waypoint then 1 or 2 will just not get in
the vehicle has 9 cargo seats + 6 cargoTurret seats, does AI just maybe not like vehicles with too many seats?
seen vics with more seats than that I think so I kinda doubt that is an issue
Check your transportSoldier and cargoProxyIndexes[] are correct.
transportSoldiers should be set to cargo seats not counting cargoTurret ones right?
I haven't set cargoProxyIndexes so they're default but the non-turret cargo proxies are just in regular ascending order
1-9 is cargo then 10-15 is cargoTurret
Try setting the cargoProxyIndexes then, that's likely the problem.
so those should just contain an array of non-turret cargo seats?
oh yeah, setting them fixed it
now all AI stays in
Who here has experience with ORBAT configs?
I've got mine working but I'm having trouble getting custom textures to display properly. The texture is loading, but is still having a color applied overtop. I've tried playing with and removing the colorInsignia and color elements but can't get a result where the original texture is untouched
I'm trying to make an ace thing where when selected, it will play an anim, which it does, and call a function from a different mod, i'm not sure how to make the config call for a function tho, couldnt find it anywhere on BI forums and such
basically i wanna call for a function in a different mod but idk what to write
the specific area im interested in is the last part of the statement line
gluten tag. im trying to make a config entry to disable simulation on a bridge i've made
to sum it up, bridge is air transportable, so when its in place i want to be able to disable and enable sim to basically stop it going nuts when somethings driven over it
is there any way to adjust the order in which seats are filled in a vehicle? like if you use a moveIn command or drag units into the vehicle in eden/zeus
now it'll always fill any cargoTurret seats first before filling cargo seats
and I'd like for some of the cargo seats to take priority over the cargoTurret ones
getInProxyOrder[] = {1, 4, 3, 2, 5};
any ideas for my question?
also maybe showAsCargo = 1; in the turrets
I added getInProxyOrder with the proxies in the right order but it still fills cargoTurets first
and the cargoTurrets already have showAsCargo set to 1
You probably need 2 versions transportable physx version and static one tha is swapped when it's installed on its place
nice, already done that lol
i found the addAction and disable global simulation pages on the wiki
Does anyone know the difference between dispersion and artilleryDispersion for mortars/artillery? Can't seem to find a reference to which one actually applies and how.
I know dispersion has units of radians and applies as a random angle added to the weapon firing vector. A casual inspection of the Mk6 config tree seems to indicate that artilleryDispersion has completely different units which can't possibly be radians.
My models were having weird sharing issues and I messed around with them for weeks to no avail, and then on a whim I sent my files to a friend.
Said friend did nothing but change the p3d's rvmat and tex links to match her mod's file locations and miraculously my models look fine there. No weird shading or normal maps missing or anything.
Upon further investigation, turns out that I'm using a path like:
@INDIE\Addons\INDIE_Cube\data\cubemat\cube.rvmat
While my friend is using:
INDIE_Cube\data\cubemat\cube.rvmat
However, if I do the latter, pboproject throws missing file errors
What's going on?
How does the engine calculate flare effectiveness and missle tracking?
How does cmImmunity come into play?
I saw a comment that the engine looks at how many flares are visible in the missle sensors, is this correct?
good evening everyone I made a fire station and I made sure that is that the firefighters who can open the doors doors in games I have the action but the doors will not open would you know of or could it come please?
Hey, does I understand this right? "driverLeftHandAnimName" "driverRightHandAnimName" are memorypoints for the hand positions on the driving wheel?
@cedar creek You put the bone names that you want the left and right hands to follow. For example, a driver of a truck might have:
driverRighthandAnimName = "gearstick";```
where `drivewheel` and `gearstick` are named selections in the p3d and set-up as bones in the model.cfg skeleton.
Nice thanks it is working 🙂
could someone point me toward how in the heck i create a subitem?
how would I configure a turret to not have an optics view when turned in?
like, no right click viewport view
only interior freelook
How would I go about making what is essentially a copy of the standard NV Goggles and then giving them the thermal view capability from the ENVG goggles?
Alternately, would it be better to just make a copy of the ENVG goggles and give them the normal NVG skin?
Second, how simple would it be to make a supressor that is just half the length of the Vanilla ones? I figure reducing the inertia penalty would be a simple config change. I have near zero experience with 3d modelling, but have used Blender before.
I think optics = 0 disabled the optics
another question regarding turrets, how can I make the default state of it be turned out?
so when you get in or AI is put in, it's in a turned out state and AI will stay turned out in combat
perhaps an eventHandler?
I know eventhandlers can be put in the configs
but I can't find what makes it work like that
I don't want to make an event handler for something that can be configured
true
hideProxyInCombat controls if AI turns in when the combat mode is engaged
would that be set in turret config or vehicle config?
hummm dont remember exactly
putting it core vehicle config made it work like I said for all turrets
which includes FFV ones which isn't good
putting it in turret config didn't seem to do anything though
oh and it makes all seats default to turned out, including driver
that's no good
is there no way to set hideProxyInCombat per seat/turret?
Once again, is there a way to make custom NV Goggles which inherit from the Vanilla ones able to use the thermal view? Here's the class I have in my cfgWeapons:
displayName = "ENVG-B";
author = "brendob47";
}
Furthermore, is it possible to increase the mass from 4 to 5 without overwriting the ItemInfo class?
its possible, dont remember the exact classes but somewhere in there you can define what view modes the goggles have
but changing the mass you would need to edit the iteminfo class
if you inherit it first from the original you would get the originals other properties in the class
Found it. It's this:
visionMode[] = {"Normal","NVG","TI"};
I'm just gonna copy over the ItemInfo class and change the mass by hand
Don't forget thermalMode[] as well. The base NVGs don't have that defined by default.
is it kind of easy for an experienced config maker to change weapon stats for a mod?
for example change the damage output and stuff like this?
Yeah
If you know what parameter does that
ok guys thank you
maybe you can also answer me a second question.
is it possible for a mod to just change the model of the weapon while not changing the config and the weapon works
for understanding im interested in getting a new model for a weapon but would like to continue using the original stats of the weapon
If the model is configured properly, yes
and another thank you
Use mikero's pboproject to build the addon, it'll give you a detailed description of the error in all likelihood.
Is it possible to hide a faction from the editor? I want to hide a depracated version of a faction, but keep it in my mod for compatibility reasons. I've tried setting scope=1; in the faction config but that did nothing
or do I just need to go through and do that for every unit, which I'm not exactly in the modd for
where did you put the scope=1?
class B_NATO_Arid_I {
displayName = "NATO Improved";
side = 1;
flag = "\a3\Data_f\Flags\flag_nato_co.paa";
icon = "\a3\Data_f\Flags\flag_nato_co.paa";
priority = 1;
scope=1;
};
};```
in case every unit is defined with scope 2 then you would have to swap all of them
if they are not set up with correct inheritance
yes this wont work
thank you
ooo my turn,
another one on cfgfactionclasses
My custom faction has just disappeared from zeus and I'm not sure why.
I currently have:
Reskin folder:
config.cpp - contains class CfgPatches and the cfgFactionClasses
individual vehicles folders (inside reskin folder):
config.cpps - contain CfgPatches and then cfgweapons/vehicles
Am I doing it wrong?
Does cfgfactionclasses have to be in every sub config as well?
[Each class has faction= defined, and they show up fine in eden but not in zeus/curator]
scopeCurator = 2;
I already had this
I think it's because having no classes in units[]= worked but having some but not all broke it
i wana play the game
dont we all chief, and yet we are stuck here playing arma tools instead 😆
LOL
hey guys i need some help with porting a A2 vehicle into arma 3
does anyone have some time to spare to help me with this?
simple simpe puppet squish
how do i add multiple helmets into one pbo by config
do i just copy and paste it and define it as something else?
class CfgPatches {
class Test_Headgear {
requiredAddons[] = {"A3_Characters_F"};
requiredVersion = 1.0;
units[] = {};
weapons[] = {};
};
};
class CfgWeapons
{
class HeadgearItem;
class H_HelmetA3;
class Fast_SF_A : H_HelmetA3
{
author = "Kuzeno";
weaponPoolAvailable = 1;
displayName = "HELMET";
picture = ""; //if you want a UI picture for it add the path to it here, otherwise leave blank
model = "\Test2\RangerHelmet2.p3d"; //path to the p3d
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"test_headgear\textures\mc.paa"};
class ItemInfo: HeadgearItem
{
mass = 30;
allowedSlots[] = {901,605};
uniformModel = "\Test2\RangerHelmet2.p3d";
modelSides[] = { TCivilian, TWest }; //sides its available for
hiddenSelections[] = {"camo"};
class HitpointsProtectionInfo
{
class Head
{
hitPointName = "HitHead";
armor = 7;
passThrough = 0.5;
};
};
};
ace_hearing_protection = 1.0;
ace_hearing_lowerVolume = 0.3;
};
};
This is my config, i got it into game but i want to add at least 2 more helmets
and do i also need to make another class in the modelcfg
do i just copy and paste it and define it as something else?
Should work if you just create 2 more classes so one for each helmet
you can also then inherit those new classes from the one that already exists, and only change the things that need to be customized for those new helmets and leave out the other stuff
So I dont have to paste it from top to bottom just cfgweapons
Dont make multiple cfgweapons, just create new classes inside the cfgweapons
ye cant have the same name#
Hello, i have a small problem with a sound i want do implement in my mission that is in an addon i made. I am not sure if i have to make it like this but i saw that i need to get the sound like this:
{
sounds[] = {};
class addonsound1
{
name = "sound from addon";
// start path to sound file in AddOn with @
sound[] = { "@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode", 0.8, 1, 100 };
titles[] = { 0, "" };
};
};```
But to use this i have to define a sound in my addon config and i wanted to know how to do it 😄
But to use this i have to define a sound in my addon config and i wanted to know how to do it 😄
Pretty sure that thats the config to define that sound
oh that has to go in my description.ext
Ye that should work afaik
but i dont know how to define my .ogg in my addon to get it in the mission

the "visionMode" at the end of the sound ] = {...}. is not an actual file path but the navigation to a config entery in the addon
but i dont know how this config entery has to look like
or why dose it not have an ending like .ogg? im not sure 😄
but i can ask in scripting as well and look if someone knows if there is an easy way
How would I set up the config for a custom supressor? I can't seem to find any documentation
There likely is not specific "how to set up suppressor" documentation.
You would need to learn to understand how configs work, then check out vanilla suppressors config and then derive your own version from that
Does anyone know what the equivalent of uavCameraGunnerPos = "laser start" is in a helicopter? I want to send the picture from the gunner optics to a screen
configOf _x >> "Turrets" >> "MainTurret" >> "memoryPointGun"
When i'm looking in config viewer it says memoryPointGun = "";
The specific heli is "CUP_B_MH60L_DAP_2x_US"
Im confused as hell, addon builder tells me to put } at line 29 and i put it there and its still giving me the error lol
the parser can be wrong
missing } doesn't mean put a } there
ye i figured it out by looking at the example config
when i define with something "priority= (0,1,2,3,etc.)" what am i doing exactly?
so if i have two subcategories:
class sub1: priority = 1;
class sub2: priority = 2;
what does that do ingame specifically?
What context?
class sub1: priority = 1;
class sub2: priority = 2;
what does that do ingame specifically?
Thats a syntax error
What are you really talking about?
priority where?
hold on
{
class LIBHeerInf
{
displayName = "Infanterie";
priority=0;
side=1;
};
class LIBHeerInfNctr
{
displayName = "Infanterie (Nachtrupp)";
priority=1;
side=1;
};
class LIBHeerPzTr
{
displayName = "Panzertruppe";
priority=2;
side=1;
};```
so what would priority do in this situation?
Didn't know editor subcats hat priority. I shall look
As far as I can see literally only "displayName" is used
Yes both Eden and Zeus only "displayName" entry, no side, no priority
yeah i dont understand what priority is or why people have it in their config files
AI Radio protocols have a priority, and FSM's, and aircraft pylons, and UI Actions, and CfgInGameUI hitzones, and CfgFactionClasses, and postprocessing effects.
but thats it
so priority is kinda like... asset load order?
i was looking into the ALiVe mod's config.cpp structure, and they always have CfgEditorSubcategories classes at "priority = 0", and i don't understand the reasoning behind it.
I love that this is a thing. 
At least it does give some useful error messages, rather than just CTD.
I'm having a bit of an issue making a config-edited variant of the AT Nyx to give it datalinked indirect fire capability (like the Rhino's ATGMs).
I think I have the weapon and ammunition configs working properly, since it seems to work fine with locking onto a datalinked laser if I add it to the Rhino.
The problem is that I can't seem to get the Nyx variant to be able to target the datalinked laser. I can see it on the sensor panel (through datalink), and it works fine for direct-fire onto the laser target. But I can't actually target the laser without LOS, regardless of if I use the config-edited missiles, or if I give it the cannon from the Rhino. I'm not sure if there's a config value that I'm missing somewhere that allows it to select the datalinked target.
Here's the vehicle sensor config if that helps:
class Components: Components {
class SensorManagerComponent {
class Components {
class LaserSensorComponent: SensorTemplateLaser {
animDirection = "mainturret";
};
class DataLinkSensorComponent: SensorTemplateDataLink {};
};
};
};
@harsh stirrup have you given the missile datalink capability? And possibly a new flightprofile to match what your looking to do
Yes. The missile flies perfectly fine, and is capable of hitting a data linked target if I add the missile and weapon to the Rhino.
I just can’t select the remote target from the Nyx variant, despite the fact that I can see it on the sensor panel.
This may be a dumb question but you did turn on the datalink sharing in the vehicle itself?
Pretty sure you need send and receive enabled to make it work properly, definitely need receive turned on
Yes. All three datalink options were enabled on the vehicle.
As far as I can tell it knows that the laser is there, because it was displaying the laser's location on the sensor panel
It just can't target it with any weapon
Try allowsmarking = 1; in vehicle datalinksensorcomponent
Doesn't seem to change anything
The sensor panel added to the Nyx variant looks like this in my testing. The green aircraft is a datalinked AAF darter, and the laser marker is being targeted at a house on the other side of a hill. https://cdn.discordapp.com/attachments/535520422360252429/893901933839003668/unknown.png
Trying the "next target" keybind does nothing at that point.
If I move over to a Rhino that is right beside the Nyx, and is equipped with the same configured weapon, pressing "Next Target" selects the laser target, and the missile will track it when fired.
Strange from the little you've shown it should work, maybe post the config
There's pretty much nothing defined in the config for it, other than changing the weapons on the turret, and adding this to the vehicle:
radarType = 2;
// Enable datalink by default
reportRemoteTargets = 1;
reportOwnPosition = 1;
receiveRemoteTargets = 1;
Other than this it inherits everything from I_LT_01_AT_F
My guess is that there's something defined for the Rhino's turret (which might be present in other turrets) that allows it to select datalinked laser targets.
And that happens to be missing from the Nyx's turrets in general.
I just can't figure out what it is.
Ok your config might be built wrong then, but for now try basing it off the recon version as it has sensors and datalink enabled, so adding your weapons to it might just work for you, maybe the AA version too but not sure
Tried basing it off of the AA variant, same issue.
Recon?
Doesn't work either
i am doing conversations
i can make units say the things in the speech[] array
however they say them in the normal voice
can i make them talk in the stealth voice or combat voice?
Having an issue with Persistence. I have been playing around with mods but they fail sometimes and a player looses their hard earned gear. Anyone point me in the direction of a cfg file with MP save functionality? (Amusing that I am barking up the right tree of course.) I am not a great coder so its not something I will be able to work out alone.
Usecase/mission/saving method dependent. Also, #arma3_scripting.
Is it possible to use a defined macro to do the cfggroup entries?
Afaik, the code works, but pboProject returns a duplicated token/class when i try
In File P:\DSA_SWLB_Groups\hpp\indep_local_pdf.hpp: circa Line 1112 Rap: duplicated token or class
Heres the macro define
#define NewArmoredSection(ClassName,Name,Side,Faction,Unit0,Unit1) \
class ##ClassName## \
{ \
name = ##Name##; \
side = ##Side##; \
Faction = ##Faction##; \
icon = "\A3\ui_f\data\map\markers\nato\b_armor.paa"; \
class Unit0 \
{ \
side = ##Side##; \
vehicle = ##Unit0##; \
rank = "LIEUTENANT";\
position[] = {0,0,0};\
};\
class Unit1 \
{ \
side = ##Side##; \
vehicle = ##Unit1##; \
rank = "SERGEANT";\
position[] = {10,-10,0};\
};\
};
Closing my question - i figured out my issue in the macro. Having the argument being called in this instance Unit1 would change it from :
class Unit0 \
{ \
side = ##Side##; \
vehicle = ##Unit0##; \
rank = "LIEUTENANT";\
position[] = {0,0,0};\
};\
class Unit1 \
{ \
side = ##Side##; \
vehicle = ##Unit1##; \
rank = "SERGEANT";\
position[] = {10,-10,0};\
};\
to this when packed-
class DSA_INDEP_MBT
{
side = 2;
vehicle = "DSA_INDEP_MBT";
rank = "LIEUTENANT";
position[] = {0,0,0};
};
class DSA_INDEP_APC
{
side = 2;
vehicle = "DSA_INDEP_APC";
rank = "SERGEANT";
position[] = {10,-10,0};
};
``` causing my duplicated class name error. figured id update this for future reference.
So, I have a weapon with ammo, but the AI isnt recognizing it and runs away instead of shooting
🤣 sorry that comes across as hilarious. What type of weapon? Obviously you can shoot it?
Trying to find launch velocities of the 'Podnos' mortar with the RHS mod set, can't find it in the config viewer though "configfile >> "CfgVehicles" >> "rhs_2b14_82mm_msv". Referencing this post as each charge for any piece of ordnance has a variable that's multiplied by the launch velocity, effectively giving it multiple velocities. https://forums.bohemia.net/forums/topic/217932-getting-mortar-projectile-speed-from-config-solved/
Obviously the RHS config is different to BIS config so not sure what it's hidden, I've been looking for over an hour now.
Did you set any ai usage flags for the ammo?
Did you allow AI to use any weapon modes?
If mod is running config viewer will show thong from it. They can't be hidden in there.
There's about 20 sub files and I think it's under a different variable name so again, not sure what I'm after
Just put it in here incase someone was familiar with that very specific thing
If you place one down you can see its classname in editor and even open config viewer straight to it
RHS is not using any scripts for mortars and configuration wise, it is using same parameters as vanilla mortar. Obviously launch velocities of podnos or vanilla mortars are not present in CfgVehicles
That's what I've been browsing through Goat^^
In that case that makes things a little more annoying if I can't find the launch velocities via the config then
Oh, sorry misread what you said. In that case they are configured differently to vanilla as configfile >> "CfgWeapons" >> "(RHS class name)" >> "Single1" does not exist which is the velocity for charge 0/1 traditionally
Single1 is a mode
you have to find correct names of modes in configViewer
it's stored in modes[] array in weapon class
Oh I see. Must have some whack mode names then
I'll have a look shortly and see if I can locate it now knowing that. I've skimmed the mode names (not knowing they are modes) but nothing really stood out
what (RHS class name) did you used?
I'll find it for you, one moment
rhs_2b14_82mm_msv
configfile >> "CfgVehicles" >> "rhs_2b14_82mm_msv"
thats not a weapon class name
Hmmm. One moment
I did look through the rhs cfg weapon manually, though could not find a corresponding class name to that mortar (which is a vic class name)
I'll have another quick look for you
you can find it in turret section of the vehicle https://community.bistudio.com/wiki/Turret_Config_Reference#weapons.5B.5D_.3D_.7B.7D
I would like to say I know what to do with that array, but I don't 😦
are you using in game config viewer?
Yea
I don't see where / what on the wiki your referencing to find a path to what I'm after though OR I do and just don't understand
go to vehicle config in config viewer, then expand "Turrets" sub class and later check for "MainTurret"
inside that class you should find weapons array
also small protip - in bottom left corner of config viewer you have shortcut to currently controlled unit class + current player weapon, magazine & ammo
double click on it
can't upload a screenshot, though I have done that
configfile >> "Turrets" That one right?
oh I see
Sorry, working on it. With the mods I've got enabled currently threres heaps of class files
I'm lost... I've gone through the vic class, found botyh "Turrets" and "MainTurret" and opened them both and took me here:
configfile >> "CfgVehicles" >> "rhs_2b14_82mm_msv" >> "MainTurret" --> Contains nothing and can't open
configfile >> "Turrets" --> Back to where I was ealier
Have I missed something here?
I've manually searched for "Turrets" in CfgWeapons and couldn't find it
Turrets is non-expandable for me. It has the class name and that's all
configfile >> "CfgVehicles" >> "rhs_2b14_82mm_msv" >> "Turrets" !
As in I do this:
- Navigate to
configfile >> "CfgVehicles" >> "rhs_2b14_82mm_msv" >> "Turrets" - Open
- Redirect to
configfile >> "Turrets"
not configfile >> "Turrets"
afair there is also glitch with nested classes (like turrets) so when you expand it in cfgVehicles, you might get back to root class
in this class you can start i.e. typing MainT in configviewer
it should bring you back to your desired class inside vehicle
In which case, I go to configfile >> "CfgVehicles" >> "rhs_2b14_82mm_msv" >> "MainTurret" though can't expand it
but you don't need to expand main turret INSIDE class turrets
you can see the information on the right already
configfile >> "CfgVehicles" >> "rhs_2b14_82mm_msv" >> **"Turrets" ** >> MainTurret
I do wish I could send a screen shot
I don't know, I've gone to that directory and have no information on the right
1 sec
Computers hate me today, lol. Can't even get a verification code sent to me for imgur
Nothing there and every time I open it I get redirected to root class
Considering the UI difference from vanilla, someone made a "Not so Splendid Config Viewer" and you are suffering from that? 
I am running it through arma sync
I'll give it a go through the arma launcher
Somehow running it through a 3rd party launcher made a difference. Must be launching a different executable for arma which did not account for the UI & Splendid changes
Sorry about that @hot pine, wasn't aware that would be an issue. Thanks for the help though : ) I'll have a look through that config file for velocities now
when you are at root class, either scroll up or start typing
even typing just "M" should you redirect to subclass of Turrets inside of the vehicle
- as I mentioned, it would be much easier for you to place a mortar in game with you as a gunner, start game and then run config viewer
this way you will get access to bookmarks - it seems my tip was ignored here
you can see those bookmarks on my screenshot for instance
I did read that, though was not 100% on the same page sorry. Though it best to just do it the was I was doing rather than taking more of your time
When making a unit config, should the binoculars go in Weapons or LinkedItems? I used Drongo's Config Generator and I noticed that it duplicated binoculars into both, and I want to reduce redundancy
Weapons. LinkedItems is for vests, headgear and misc items.
The ammo and weapon is from the MX rifles, so it already has the usage flags.
class bni_mx_ngsw_c_aco_b does not contain required parameter "namesound"
mainclass/subclass.parameterOfSubclass is the formatting
Hey so when I spawn a config how do I spawn it so its not fucked
spawn a config?
yes sir
Sorry I was asking what you mean with that
oh like a prebuilt thing
Yes I am challenged in few ways
yea
Head to #arma3_editor , you'll props get better answers there
myLight setLightIR true; Anyone having success with it yet?
@shadow meteor Shouldn't that be in #arma3_scripting ? Config-based IR lights have their own parameter irLight = 1;
i'm trying to make an addon that adds skin variants to multiple vehicles. how would i write a config to add those textures as hiddenselections?
Can someone help me with my vest config im confused as hell on why its not packing
either im reading the error log or its legit not working at all lmao
it tells me to put a } after cfg weapons then i do and it jsut gives me more errors and its confusing
You need a ; after every }
ok what about when it tells me to put a = at a line
I'm using a template and for some reason it still has errors.
my addon is encountering an end of line at the author name. what could be causing this?
your config has error somewhere
okay. would you mind taking a look? i am not very knowledgeable about this
i am just trying to add hiddenselections to some vehicles
add or use ?
you can not add hiddenselections to vehicles that dont originally have them
but you can use/change the textures used if the original vehicle has them
ah okay so i can't retexture a tank and add it as a variant?
you can if it originally has hidden selections
but then you are not adding them
you are just changing them
so i can replace them, not add more?
yes
the model selections used for hiddenSelections are built into the model
config just accesses those
it does not create them
oh i see
Hope this is the right channel to all for help. You know when u create a loadouts from Arsenal and save it , then you got to another server and your saved a loadouts are there? that must be a local file. We want to create standards for all our clan members. So I'm thinking we can create one and have all members replace on their machine?
@frozen tapir Or u could use ace arsenal
At the moment, our servers are vanilla. We will get mods for a new server that's being built
you could also export the loadout u created and make them import it
and they would get the loadout u exported.
that's exactly what I want us to do. Just want to know the local path of the file
they are saved on user profile if I recall right
Q: about configs in general, CfgMarkerColors specifically... is it possible to extend the set of available colors, i.e. for use with the markers (well, obviously with the parent class name)? i.e.
class CfgMarkerColors {
class MyColor {
name = "MyColor";
color[] = {...};
};
};
Also, what does the scope mean? obviously as it says, Accessibility 1=public, 0=private, but what is public|private?
Thanks...
assuming that would add a new color in... that extends the baked in set of colors?
Should be possible. You'd probably want it scope = 2
So... I just published a mod and the mod images aren't working on the Workshop version. On my testing version, however, they work. Do I need to give the mod the same name as the Workshop title in its config?
What images are you talking about? How is the mod packed?
the images that show up on the bottom row modlist
It's just showing the default puzzle piece
what is scope = 2?
https://community.bistudio.com/wiki/Arma_3:_CfgMarkerColors
scope=2 means visible. 0 is for inheritance, 1 is hidden
1 and 0 the other way around
also, as far as the class nesting goes, it must be that class CfgMarkerColors { class MyColor { ... }; }; there is no room for deep nested classes I take it. (just mapping out the include strategy in my head)... Thanks.
so the docs are out of date re: scope... got it.
Refer to the games own config for example
No deviations
cool, thanks.
The folder I uploaded: BNI\addons\BNI.pbo, which has my config
Relevant (I think) parts of config:
class BNI_NATO_Improved{
units[]={/*snipped*/};
weapons[]={/*snipped*/};
requiredVersion=0.1;
requiredAddons[]={/*snipped*/};
};
class CfgMods{
class BNI{
picture = "\BNI\data\meta\bni-picture"
logo = "\BNI\data\meta\bni-logo.paa";
logoOver = "\BNI\data\meta\bni-logo-over.paa";
logoSmall = "\BNI\data\meta\bni-logo-small.paa";
dlcColor[] = {0,0,0,1};
hideName = 0;
tooltipOwned = "BNI";
name = "NATO Improved";
overview = "/*snipped*/";
action = "/*provide link to Steam Workshop here!*/";
author = "brendob47";
};
};```
and then the upload on the workshop has the name "NATO Improved"
Those vbelong in mod. Cpp
is mod.cpp still used? My god i seriously hope that's true because the cfgmods inside a pbo is a disaster. what idiot at bis thought it was a good idea, needs shooting.
well I fixed my issue with a mod.cpp, and just leaving the statements for picture, logo, name,etc. Gonna re-upload to the workshop to verify it worked
one of the great things about mod.cpp, is you can use relative addressing for your images, eg paas located in same folder as mod.cpp don't require a drive:\some\where
(it's the reason why it's a CPP file, not a BIN, coz bis don't know how to binarise it!)
mod.cpp as plain text in the root directory of addon, yes.
i'm trying to add a skin to some jets from RHS and i've gotten them to spawn correctly but for some reason the textures are not applying.
` class RHS_A10;
class UN_A10: RHS_A10
{
_generalMacro = "RHS_A10"
scope = 2;
side = 1;
faction = "BLU_F";
displayname="A10 (UN)";
crew = "UK3CB_UN_B_HELI_PILOT";
hiddenSelections[]= {"camo"};
hiddenSelectionsTextures[]= {"UN_Reskin\data\a10_01_un_co.paa"};
typicalCargo[] = {};
};
class rhsusf_f22;
class UN_F22: rhsusf_f22
{
_generalMacro = "rhsusf_f22"
scope = 2;
side = 1;
faction = "BLU_F";
displayname="F22 (UN)";
crew = "UK3CB_UN_B_HELI_PILOT";
hiddenSelections[]= {"camo","camo1","camo8"};
hiddenSelectionsTextures[]= {"UN_Reskin\data\F22_un_b1_co.paa","UN_Reskin\data\f22_wing_un_spads_co.paa","UN_Reskin\data\starun_ca.paa"};
typicalCargo[] = {};
};
`
any idea what could be wrong?
yes and they're labelled appropriately. i spawned them in-game and used getObjectTextures and they show the correct path as well
getObjecttextures only checks the config path
so naturally it shows what you have written to the config
do you pack with pboProject?
i'm using pbo viewer
everything shows up in the pbo
and they're all named appropriately
pack with pboProject
okay i am downloading it
alright thanks
made a p drive and packed it with pbo project. there was a typo but it was unrelated to the planes, they're still not displaying the texture

could their hidden selections be labelled something other than "camo", "camo1" etc.?
ah ok i think i figured it out
you should just inherit those from the original class
Hey there hivemind, I'm trying to do up a quick faction and inheriting most config from existing items so I can just retexture them. I'm running into an issue with uniforms though. I'm guessing my problem is that the uniform I'm using is for Independent, but my units are on Blufor. Config for the uniform is:
` class U_I_C_Soldier_Camo_F;
class U_Cont_IA_Soldier_Camo_F : U_I_C_Soldier_Camo_F{
displayName = "Combat Fatigues (Imeria)";
class Itemnfo: UniformItem{
uniformClass = "B_Cont_IA_Soldier_F";
uniformModel = "-";
type = 801;
scope = 0;
mass = 40;
containerClass = "Supply40";
};
};`
My problem is that when I load the unit in game, they show up with a default NATO uniform, and when you open their loadout in the arsenal it shows they actually have no uniform selected at all (the uniform appears in the arsenal and can be added later).
So my question is: Where does the side restriction on a uniform get set? I can't seem to find any differences in the uniform configs for NATO uniforms and CSAT ones aside from the models and textures...
Side restrictions is done by modelSides[]
Is that just in the uniform config?
It should be in the uniform config
Awesome. Thanks so much
So I tried adding modelSides to the config, but I still have the same problem. Have I put it in the right spot?
class U_I_C_Soldier_Camo_F; class U_Cont_IA_Soldier_Camo_F : U_I_C_Soldier_Camo_F{ displayName = "Combat Fatigues (Imeria)"; modelsides[] = {1}; class Itemnfo: UniformItem{ uniformClass = "B_Cont_IA_Soldier_F"; uniformModel = "-"; type = 801; scope = 0; mass = 40; containerClass = "Supply40"; }; };
modelSides only applies to the uniform's class in CfgVehicles.
Also, you have a typo for 'Itemnfo' (should be 'ItemInfo').
You can also simplify your config since you're inheriting pretty much everything aside from uniformClass off of the Apex Syndikat uniform anyway.
class Uniform_Base; class U_I_C_Soldier_Camo_F: Uniform_Base { class ItemInfo; }; class U_Cont_IA_Soldier_Camo_F: U_I_C_Soldier_Camo_F { author = "Syhrus"; displayName = "Combat Fatigues (Imeria)"; class ItemInfo: ItemInfo { uniformClass = "B_Cont_IA_Soldier_F"; }; };
Da doy 🤦♂️
thank god for that snake, and a heads up warning to others, never never never use a cfgmods inside A pbo, it's a disaster waiting to bite you!
a mod.cpp describes a 'collection of pbos' and cfgmod does not, and god help you when two pbos (or more)have a cfgmods setting in the same 'collection of pbos'. (please don't be naive enough to think that can't happen). I'd also defy you to tell me, which pbo has that awfull class baked into it.
Has anyone tried to add new keybinds + actions with the configs added by the new update? For kicks I tried out the examples given in the wiki but while that is successful in creating a new keybind category in the controls menu the custom mod action does not appear under that category leaving it empty.
show your code
class CfgUserActions
{
class Mod_MyActionName // name, also used for inputAction script command and for internal representation
{
displayName = "My test action";
tooltip = "This action does test things";
onActivate = "_this call Mod_Myhandler"; // _this == bool, always true on activate
onDeactivate = "_this call Mod_Myhandler"; // _this == bool, always false on deactivate
onActionAnalog = "_this call Mod_MyAnalogHandler"; // _this == scalar (action analog state has changed)
analogChangeThreshold = 0.1; // minimum change required to trigger onAnalog EH, default 0.01
};
};
class CfgDefaultKeysPresets
{
class Arma2// Arma2 is inherited by all other presets
{
class Mappings
{
Mod_MyActionName[] = {
0x25, // DIK_K
"256+0x25", // 256 == bitflag for "doubletap"/2x, 0x25 == DIK code for K
"0x00010000 + 2" // 0x00010000 bitflag for "mouse button"
};
};
};
};
class UserActionGroups
{
class ModSection // unique classname for your category
{
name = "Mod Section"; // display name of your category
group[] = {
"Mod_MyActionName"
};
};
};
So copypasta from wiki.
I can see the CfgUserActions in config viewer so it is loaded but no actions can be found under ModSection in control options.
Ah for one
class UserActionGroups
also needs isAddon = 1; between name and group
But it gets set automatically if you do your CfgPatches correct
class CfgPatches
{
class Rev_test
{
name="Reeveli's test";
units[]={};
weapons[]={};
requiredVersion=2.06;
requiredAddons[]={};
author="Reeveli";
};
};
but your category shows up overall so that shouldn't be the problem
requiredAddons[]={}; Thats wrong
You are adding entries in base Arma classes, so you require base Arma
Ah, thank you very much.
requiredAddons[]={"A3_Data_F_Oldman_Loadorder"};
"A3_Data_F_AoW_Loadorder" is the latest
requiredAddons[] = {"A3_Data_F_AoW_Loadorder"}; // Base Arma up to the latest DLC
u dont need to repost but just edit 
Perhaps we should to write all CDLCs' last addon too?
Looks like that's my job
The last addons to use in requiredAddons[]
"data_f_lxWS_Loadorder" // Western Sahara
"loadorder_f_vietnam" // S.O.G. Prairie Fire
"CSLA_CIV" // CSLA Iron Curtain
"gm_characters_xx_revolutionaries"// Global Mobilization
"A3_Data_F_Contact_Loadorder" // Arma 3 Contact
"WW2_SPE_Missions_p_Cutscene_p" // Spearhead 1944
"RF_Data_Loadorder" // Reaction Forces
"EF_Sounds_C" // Expeditionary Forces```
*(version 2.18 - 2026-Apr-04)*
Bonus: how to check the last CfgPatches entry of any Mod
### Step 1
Use this code in Debug Console to get all loaded Mods```sqf
copyToClipboard (configSourceModList (configFile >> "CfgPatches") apply {str _x} joinString endl)```This will return all Mods into your clipboard
### Step 2
Use this code in Debug Console```sqf
{if (configSourceMod _x == "@RHSUSAF") exitWith {configName _x}} forEachReversed ("true" configClasses (configFile >> "CfgPatches"))```This will return the last *CfgPatches* entry of the certain Mod (In this case `"@RHSUSAF"`, replace it with any Mods you want) into the clipboard
### Step 3
Include the returned string into `requiredAddons[]` so will ensure the config will be loaded right after the required Mod
### Step 4 (Optional)
Put
```cpp
skipWhenMissingDependencies = 1;```into your *CfgPatches* class so will ignore the entire config if one or more of the `requiredAddons[]` is missing
(More info on https://community.bistudio.com/wiki/CfgPatches)
Probably a dumb question, but in UserActions, does the priority work on the higher number showing the action first, or lower?
Higher number means first
What does the lastPressedKey variable do? Cant seem to find any information on it.
Is it meant to be used in conjunction with lastPressedkeyCheck?
Do you have ANY context?
Not my code, but the license (if you can even call it that) allows derivations. Im currently trying to figure out how all of this displayAddEventHandler stuff interacts with things. Apologies if my comments make things messy
//Wait until display is player - Returns Null when Dedicated Server or Headless Client - Add CAP D to findDisplay?
lastPressedkeyCheck = 0;
//Returns Time in secounds(?) since last time a button has been pressed
lastPressedKey = 0;
//Seems Redundant?
temp = true;
//Initialize Variables, What does temp do?
(findDisplay 46) displayAddEventHandler ["KeyUp", {
_key = _this select 1;
//If display is player, add eventhandler to check for key up on secound config entry. key == 42 (LShift). (KeyUp instead of onKeyUp when adding this type of display)
if ((_key == 42)) then {
if ((animationState player == "ARMA_AlternativeRun") or (animationState player == "ARMA_AlternativeRunLowered")) then {
player playMoveNow "AmovPercMstpSrasWrflDnon";
};
temp = true;
//If key up on Lshift then exit with "standard aiming forward animation", and return temp to initial variable.
};
}];
(findDisplay 46) displayAddEventHandler ["KeyDown", {
_key = _this select 1;
//If display is player, add eventhandler to check for key down on secound config entry. key == 42 (LShift). (KeyDown instead of onKeyDown when adding this type of display)
if ((_key == 42) and ((player getHit "legs") < 0.5) and (isSprintAllowed player) and !(currentWeapon player == "") and (primaryWeapon player == currentWeapon player) and (temp) and ((getStamina player) >= 3) and !(stance player == "UNDEFINED") and (player == vehicle player) and ((getPosASL player select 2) > -0.5)) then {
if ((lastPressedkeyCheck <= 0.5)) then {
_weapInfo = getNumber (configfile >> "CfgMagazines" >> currentMagazine player >> "count");
if ((_weapInfo <= 10) or (_weapInfo >= 40)) then {
player playMoveNow "ARMA_AlternativeRunLowered";
//If player can run, then
//Check if lastPressedKeyCheck returns less than 0.5 secounds, then
//If current your current weapons magazine can hold less than 10 or more than 40 ammo
}else{
player playMoveNow "ARMA_AlternativeRun";
};
};
lastPressedkeyCheck = 0;
temp = false;
};
}];```
What does the lastPressedKey variable do?
Well the answer to that is, whatever whoever wrote that script wanted it to do.
We cannot know that really
im not a expert but it looks like to check what last key the player pressed
Better leave it alone then. 
i set ejectDamageLimit = 0.99 but my ai still get out of my tank when the track is destroyed
is it possible to stop ai from dismounting? when mobility is lost
Odd config/Model question : what would cause hiddenSelection groups to not show/hide properly? they work on 1 vest, but not the other
Check hiddenSelection p3d selection names (eg "camo1") are in the model.cfg sections[]
don't mix Camo1 and camo1
Make also sure there is no overlap between the mesh selection groups
I'm trying to make a CfgRespawnInventory, and I'm running into trouble with inheritance. Is there any way to add the items in the child class without overwriting what's already defined by the parent class, just adding to it?
Is it possible to write an ACE compat patch into a mod, so it only activates when ACE is detected? I want to do things like add earplugs to every troop as well as something like an artillery rangetable and map tools to mortar assistants
The particular selection hides properly on 2 other vests but not the problem vest. So i should be able to infer that the model sections are setup properly. Im using the default Camo/Camo1 naming scheme for compatibility sake in the model.cfg sections as well. Its the same model across the board
Its possible i jacked up the config somehow, but im not sure. Its just a head scratcher
no
I want to do things like add earplugs to every troop as well as something like an artillery rangetable and map tools to mortar assistants
You can do that via scripts too, and scripts can detect what mods are loaded (too)
Does CBA's MRT_SwitchItemNextClass work the same way for optics as CBA_fnc_switchableAttachments does for attachments?
Looking at that, i guess yes?
Ah I didn't read your... I didn't read correctly and I don't fully understand what you mean
Somewhat yes?
MRT_ was rolled into CBA but I can't find any documentation to it
You are asking if the switchableAttachments functionality, also works for optics attachments?
Where it usually is only used for things like lasers/flashlights
The idea being a keybind which swaps the class of an item from X to Y.
Having an optic which actually swaps classes rather than subclasses through iteminfo would solve a problem I'm having where I'm presuming weaponInfoType="" can only be defined once, rather than defined in the class OpticsModes
I think MRT_SwitchItemNextClass is used by some Eotech/ eotech magnifiers mods to swap models/optics views etc.
I'm just trying to figure out exactly how it works.
https://github.com/CBATeam/CBA_A3/blob/92bf7f0a62955f8b2a8ed35bae60e2360e91bb00/addons/accessory/fnc_switchAttachment.sqf#L35
Here is the entire code.
it works for all attachment types (except bipods 👀, but bipod would be easy to add)
You give it the item type (2 for optic) and say whether to switch to next or previous.
It then looks inside the optics class for the MRT_SwitchItemNextClass entry
Question, a mod author gave me perms to retexture his 5 year old abandoned project. I looked into files and noticed that his hiddenselection basically non existant (I think, I am new). Is there any different way to retexture it into multiple vehicles? His mod has 5 seperate p3ds for the helicopter (body, test heli, main rotor etc), aswell as paa. Paths for paa are not defined in the config file, so I assume they are defined inside of a p3d.
If hidden selections are not there, then you need his source files
Damn he told me he no longer had them, well it was 5 years
Is there no way to do it over model cfg or smth?
Also, I opened p3d with notepad and noticed that he has camo, camo1, camo2, camo3, camo4, camo5, camo6 there. I assumed those were hidden selections, they were also in config file. But when I try retexturing, only camo1 actually works
If the model itself has camo selections defined as selections yes
But, if there arent, shit outta luck
Damn, I will ask him, maybe he will find source files
And there is no way to change paa paths in p3ds?
Inside p3ds? If you have access to the p3ds, you can change whatever you want in there
@shy knot I dont, but looks like if I open file with notepad, I can see filepaths in between binarized files....
changing stuff in binarized files is guaranteed cluster🦆
You can, but model.cfg is a source file.. it gets merged into the p3d
did you try just adding hidden selections in config?
One way to find out
Here is the original
nvm I cant send images
hiddenSelections[]={
"camo""camo1""camo2""camo3""camo4""camo5""camo6"
};
Thats original and its incorrect, changing texture in zeus with scripts dont work
I changed config to this:
hiddenSelections[]={
"camo","camo1","camo2","camo3","camo4","camo5","camo6"
};
I changed it to this and camo1 changes texture with script ingame, others dont
even if such selections were present on the model they might not be configured right
also just selection names in model are not enough
they also have to be listed in model.cfg
which gets baked into p3d on binarize
this is very "no can do" thing what you are trying
image of what im talking about here https://imgur.com/a/lStwApQ. mesh selection groups are named properly and work on other vests. the piece in the image part_Neckguard, hides fine on a different vest class using the same model
its also detached from the main vest model as well
do you have any hidden selections in shadow lod?
those would need to be removed
hidden selections are not great way to hide parts of mesh
as they dont quite work with shadows
negative. only have a lod1 an geolod currently
im just gonna scrap that whole vest config block at this point, its not super critical
i deleted the bugged out config block, and its happening on the block above it 😂
then you are likely missing a }; somewhere and the classes are not closing right
the only thing that i think would be causing issues would be the macro im using to handle my vest textures
quite possible
it uh, was def being wonky. gonna collapse some code blocks and see whats going on and repack
yeah that did it. the way i was doing my macro caused the issue
How can I designated a custom vehicle as an ammo truck in my mod config?
I've looked online but can't find anything that helps me to do so
Add the supplyRadius and transportAmmo tokens to your vehicle.
supplyRadius refers to the distance at which friendly vehicles have to be within to resupply from the vehicle (measured in metres)
While transportAmmo determines how many supplies your vehicle has.
For reference, vanilla supply trucks have supplyRadius set to 10 metres and transportAmmo to 1000000000000, so they basically never run out normally.
Yep.
Cool thank you
Hi, I was working on a gun and when running the game it gives such an error.
bin\config.bin\CfgWeapons.defaultItem1
What is the reason of this?
you have defined classes in wrong place
Addon Builder does not show the error is it completely normal?
Addon Builder is not really good
And as we don't know what your config is, can't say much too
So what do you recommend?
pboProject
ok thank you
yes this is normal.
Hey guys, which documentation would I need to look into for creating a new cultural group, I.e. SetIdentity I think might be the way?
Id like to make a Colombian SF unit, but would only like to use the Latin American typical faces .. is this possible?
it is possible yes
I dont think there is much in way of documentation about it though
No need for scripting. Just use identityTypes[] in both CfgVehicles (where your unit classes are) and CfgFaces (where your Latino faces are).
For instance in CfgFaces, you just add a custom identifier to the face's identityTypes array like this:
class LatinoHead_A3_01: Default { ... identityTypes[] = {"Head_LA"}; ... };
And then in CfgVehicles:
class STIRLING_I_C_SF_Operator_F: STIRLING_I_C_SF_Operator_base_F { ... identityTypes[] = {"LanguageENG_F", "Head_LA"}; ... };
class Idle_ext
{
sound[] = {"A3\Sounds_F\vehicles\soft\MRAP_01\MRAP_01_ext_idle",0.39810717,1,150};
frequency = "0.95 + ((rpm/ 4500) factor[(800/ 4500),(1400/ 4500)])0.15";
volume = "engineOncamPos*(((rpm/ 4500) factor[(600/ 4500),(1100/ 4500)]) * ((rpm/ 4500) factor[(1800/ 4500),(1300/ 4500)]))";
};
Anyone see what is wrong with this?
Cause I'm getting no sound with this
trying to define a custom color. there are a few includes involved, but the end result should be like this:
class CfgMarkerColors {
class MY_defaultColor {
scope = 2;
};
class ColorPurple : MY_defaultColor {
name = "ColorPurple";
color[] = {0.8, 0, 1, 1};
};
};
Does the inheritance chain not work for colors?
Also, the error log I am receiving leads me to believe that perhaps such includes are not kosher in this context, whereas in others, it is fine.
22:03:00 Warning Message: No entry 'bin\config.bin/CfgMarkerColors.ColorPurple'.
22:03:00 Warning Message: No entry '.color'.
22:03:00 Warning Message: Size: '/' not an array
22:03:00 Warning Message: Size: '/' not an array
i.e.
class CfgMarkerColors {
#include "MY_markerColors.hpp"
};
...
class MY_defaultColor {
scope = 2;
};
#include "path\to\markerColors.hpp"
...
class ColorPurple : MY_defaultColor {
name = "ColorPurple";
color[] = {0.8, 0, 1, 1};
};
Or is it that the docs are actually correct, not what I was told in the forums some days ago re: scope, public, private, etc...
https://community.bistudio.com/wiki/Arma_3:_CfgMarkerColors
What I was told was, accessibility 2=public, 1=hidden, 0=private, or is this not correct?
Versus 1=public, 0=private
this is correct
okay then why the errors?
do marker color configs not know how to work with class hierarchy?
.scope I would understand, but .color is right there, an array, correct?
any insights would be appreciated...
cfgMarkerColors class does not containt class called colorPurple
thats how the error message is structured
mainClassWhereThingShouldBe.MissingThing
you seem to be closing the cfgMarkerColors
and then declare new color outside of it
and then try to use the new color from inside of it
how is it you are reading it like that? literally, that is CfgMarkerColors.MY_defaultColor and CfgMarkerColors.ColorPurple.
maybe class inheritance is not respected there, IDK...
i.e. like it is for UI config
cuz im sleepy
but the error definition is the way I said it
you are defining all this in a config,cpp that you pack into a pbo yes?
class CfgMarkerColors
{
class Default
{
name="$STR_CFG_MARKERCOL_DEFAULT";
color[]={0,0,0,1};
scope=1;
};
class ColorBlack: Default
{
name="$STR_CFG_MARKERCOL_BLACK";
color[]={0,0,0,1};
scope=2;
};```
this is how the vanilla config starts
why not just use same structure instead of your own default color?
fair enough. it will pack into a PBO, eventually, but the include structure should be the same, regardless, correct?
for now in open folders and files.
but you get the error message?
much easier to compare files between source and copy between.
I do not understand
neither here nor there.
how are you running the config?
shouldn't the class hierarchy pull the default bits forward into ColorPurple?
22:03:00 Warning Message: No entry 'bin\config.bin/CfgMarkerColors.ColorPurple'.
22:03:00 Warning Message: No entry '.color'.
22:03:00 Warning Message: Size: '/' not an array
22:03:00 Warning Message: Size: '/' not an array
where does this come from?
if you dont pack it into a pbo
and run as an addon
I run it as free standing folder and files.
for purposes of discussion, neither here nor there.
that does not work
yes it does. works fantastic.
ok then, good luck
and easier to compare with my source folders.
but not here to discuss nor defend the efficacies of that.
let's focus on the colors thing.
- How do you pack it?
- Full config?
- Did you activated the pbo for sure?
nope. Im not touching this, you do something weird and I dont want to play games
Please don't say it's PBO Manager
hmm, well, there seems to be a difference here...
_config = missionConfigFile >> 'CfgMarkerColors';
"true" configClasses _config;
// versus
_config = configFile >> 'CfgMarkerColors';
"true" configClasses _config
how do I merge the mission colors with the colors used for markers?
What... what are you exactly doing there?!
so youre saying you are defining these configs in mission?
I have it defined in the description.ext file currently.
Thing is worse than PBO Manager 
so... there is no way to define a custom CfgMarkerColors ?
via addon
There is, via making it into a pbo, not a Mission
in which file(s)?
config.cpp
okay, so we include config.cpp, declare class CfgMarkerColors { ... };, etc?
As I said
hmm, okay.
thanks, appreciate the feedback.
class Color5_FD_F: Default
{
name="$STR_A3_FIRING_DRILLS_MARKER_PURPLE";
color[]={0.69019598,0.25097999,0.65490198,1};
scope=0;
};```
there also already exists a purple color you could perhaps use
I'm really looking for one that is more of a vibrant contrast.
i.e. ColorWEST v ColorBlue, ColorEAST v ColorRed, or in this case for civilian, ColorCIV v ColorPurple. IDK, maybe ColorPink is passable, but I do not like the name.
the desired effect is for the marker to 'light up' in proximity to players.
shame I cannot simply give markers an actual RGBA color.
Color5_FD_F works, thank you.
not quite as lit up as I might like, but it's lighter than the ColorCIV at any rate. so good enough for now.
Is there a way to check for the existence of a mod in config? I've got a compat working for Glob Mob DLC, but we don't always use it, and when we don't it'll throw a warning saying x or y isn't defined, which makes sense since the DLC isn't loaded. Same thing happens for some stuff I've done inheriting ILBE configs.
I'm wondering if there's maybe a MACRO that could do this or something? And if so, how would it work?
#arma3_config message
See ^
You beautiful being you
IDK when the process done but should do if it is
Thank you
No? YOu suuuuuuuure?
Does this require the file to be present in the dev environment? I just got a "file not found" error...?
In file D:\Users\Arend\AppData\Local\Temp\armake_x_bnb_es_core_3\configs\CfgBarrelSwaps.hpp:27: error: Unknown preprocessor directive "if".
error: Failed to preprocess D:\Users\Arend\AppData\Local\Temp\armake_x_bnb_es_core_3\config.cpp.
error: Failed to binarize some files.
D:\Users\Arend\AppData\Local\Temp\armake_x_bnb_es_core_3\config.cpp - The process cannot access the file because it is being used by another process.
thread 'main' panicked at 'Failed to open PBO: Os { code: 2, kind: NotFound, message: "The system cannot find the file specified." }', src\libcore\result.rs:999:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace.
Build-PBO : [17:42:57] Failed to build core.
At D:\Saborknight_Bridge\Projects\Arma_3\mods\2bnb_essentials\tools\make.ps1:400 char:4
+ Build-PBO $component
+ ~~~~~~~~~~~~~~~~~~~~
+ CategoryInfo : NotSpecified: (:) [Write-Error], WriteErrorException
+ FullyQualifiedErrorId : Microsoft.PowerShell.Commands.WriteErrorException,Build-PBO
hang on... it's saying it doesn't even understand the #if directive....
What's the config? Should be present in the public already
What do you mean?
class CfgWeapons {
// UK3CB Weapons
class Rifle_Long_Base_F;
class UK3CB_BAF_L110_Base : Rifle_Long_Base_F {
ace_overheating_allowSwapBarrel = 1;
};
class UK3CB_BAF_L7A2 : Rifle_Long_Base_F {
ace_overheating_allowSwapBarrel = 1;
};
// Vanilla Minimi
class LMG_03_base_F;
class LMG_03_F : LMG_03_base_F {
ace_overheating_allowSwapBarrel = 1;
};
#if __has_include("\gm\gm_core\data\config.cpp")
// Global Mobilisation MG3
class gm_mg3_base;
class gm_mg3_blk : gm_mg3_base {
ace_overheating_allowSwapBarrel = 1;
};
class gm_mg3_des : gm_mg3_base {
ace_overheating_allowSwapBarrel = 1;
};
#endif
};
And what makes the error? I mean, when and which software says so? When you pack or when you try to launch?
When I pack. I use armake for packing with a powershell build system. That's where it's failing
Maybe Armake is out of date on this... it was only added in Arma 2.02
How about pboProject or such? I ain't a user of Armake so... can't say. Maybe it just doesn't know what the __has_include is
Yeah that's,what I thought. Can you try in official Addon Builder?
Oh god, please no
xD
Yeah will try
Well, the build succeeded
http://prntscr.com/1vyea2k
It's not working though, the configs are still present
sorry for offtopic but is that a mod that changed the interface?
what's the name of it?
I legit spent a whole minute sitting here trying to figure out what the hell you were talking about xD
Advanced Developer Tools: https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168
and
7erras Editing Extensions: https://steamcommunity.com/sharedfiles/filedetails/?id=1387934106
Enjoy your new-found freedom
I... you're welcome?
Still at this stage here, if anyone can help out 🙂
"armake" Armake is too old, doen't support that
Yeeeah, I figured. Armake2 though?
No
You cannot binarize your config.
You obviously cannot check for a mod loaded in game, during packtime when you binarize and pack your pbo
I haven't taken the time to get HEMTT working yet, which I've been intending for a little while
I don't know if HEMTT supports it either
but again, you cannot binarize. So it doesn't actually matter if it supports it or not
What do you mean? With Addon Builder I can binarize, what would binarizing do?
binarizing is preprocessing and and packing the config into a binary form
So, if I don't binarize then the preprocessing would never happen? Or would it happen only when the game loads it up?
the game will do it
Isn't that preferable though? Then it'll check for file when it's actually relevant, rather than when I build it
Or is that exactly what you're trying to tell my dumb arse?
yes, that
Wait but.... according to the built tool I'm not actually binarizing? Or at least, not explicitly
error: Failed to binarize some files.
Thats what armake told you, it tried to binarize
Wha? Bad Armake! Bad!
@wheat sluice Apologies ive only just seen this reply, thank you very much! Will look into that 🙂
hi, after an.. interesting journey moving our mod from addon builder to pboProject, somehow, all thermal nvg's, including those from other mods, have broken, the screen is just black, rpt log shows "Thermal vision mode defined, but thermal modes not. Optics:"
Hey, question about CfgPatches
So within CfgPatches, can you define multiple mods?
E.g.```
class CfgPatches
{
class Mod_World1
{};
class Mod_World2
{};
};
Or is it jusst the one?
You should only have one CfgPatches entry per config.cpp/PBO, but you can have multiple PBOs. What are you aiming to do?
Hmmm
I'm looking to consolidate outdated/"disposable" content from multiple PBOs into one
Ideally without breaking mission compatibility
What's the issue with them being multiple PBOs? You'll most likely have issues with merging PBO prefixes, dependencies, etc.
whose pbos?
One of my modmakers, our unit has its own modpack and dev team
Madlad made an entire underground city and sees it as "disposable"
I want to keep it in the pack, but fold it into a PBO with different worlds we've made, as opposed to props, items, scripts etc.
well you can do it
but it just makes no sense
CfgPatches exists so that the game can understand the load order for an addon
not sure what happens when you put multiple classes in there
It make sense if you have some deprecated addons. I have few such addons in RHS and it works fine - units array has to be setup correctly though so old classes are no longer refenced in mission.sqm
Is there any reason to not just put that pbo into the Addons folder with the other world's PBOs?
it makes no nese to put them in same pbo
Is it possible to have two reload anims on a gun? One for empty one for non empty?
unless you play it manually I don't think so 
Maybe through scripting?
yes that's what I mean by manually
Ah, we’ve got someone for scripting. I’ll go bother him
Hello Config makers, i need your help/opinions about something. so the unsung mod has some nice chinooks, the only problem is that they are arma 2 ports, and so they don't properly work with track IR since you can't move your head forward, backward, left and right, you can only look around, now my question is: is this fixable? Or is this baked into the model
and if it's fixable, how?
(@gritty rune )
Can a config fill a vehicle with random crew from an array?
Im doubting its possible but on the off chance it is, id be happy
it can through init eventhandler
but that would make it difficult to put in specific crew when you want
so such thing would be better handled through mission scripting
Init eventhandlers... not a route i want to do. Even just for a CBRN hose, theres unavoidable bugs
question, should you link your uniform class to a soldier that you intend for people to see (scope = 2) or should you make a separate class for each uniform and set scope to 1?
or is it just down to personal preference?
scope = 2 aka visible, scope = 1 aka not visible (you have written something opposite)
as for the question itself - I think it is safer to link uniform to scope = 1 class. This way you are not locking certain class to this specific uniform (at least if you have backward compatibility in mind)
Has anyone had success with configuring a black and white optics view
In opticsppeffects there is “BW” setting which i think is meant to be blackwhite but it doesnt do anything. Maybe holdover from earlier versions or not fully implemented
Don't think config itself has anything for that
yup, i fixed the mistake. usually what i like to do is to make a new soldier class with scope = 1 with the same name as my uniform class and then link my uniform to that class
Hey, I'm retexturing a moded weapon and the gun is not showing up in the arsenal
scope and scope arsenal are set to 2
class inheritance is fine
the custom class is also in the config viewer
baseweapon
Can anyone help me out with editing this config class? I'm trying to override subturrets
let me copy paste some stuff
class TIOW_Warhound_MP_PBG_BLU;
class TIOW_Warhound_MP_PBG_BLU_OCimport_01 : TIOW_Warhound_MP_PBG_BLU { scope = 0; class EventHandlers; class Turrets; };
class TIOW_Warhound_MP_PBG_BLU_OCimport_02 : TIOW_Warhound_MP_PBG_BLU_OCimport_01 {
class EventHandlers;
class Turrets : Turrets {
class upper_body;
};
};
This is the first thing. I'm trying to define these configs up here so that I can use it later in CfgVehicles, but this only lets me use the upper_body root turret.
The turrets in the later class taht inherits from TIOW_Warhound_MP_PBG_BLU_OCimport_02 looks like this:```cpp
class Turrets : Turrets {
class upper_body : upper_body { gunnerType = "B_IMCA_Death_Korps_Engineer_01"; };
};
now, what I thought I could do was this: ```cpp
class TIOW_Warhound_MP_TLD_BLU;
class TIOW_Warhound_MP_TLD_BLU_OCimport_01 : TIOW_Warhound_MP_TLD_BLU {
scope = 0;
class EventHandlers;
class Turrets {
class upper_body {
class Turrets {
class left_arm_gunner;
class right_arm_gunner;
};
};
};
};
class TIOW_Warhound_MP_TLD_BLU_OCimport_02 : TIOW_Warhound_MP_TLD_BLU_OCimport_01 {
class EventHandlers;
class Turrets : Turrets {
class upper_body: upper_body {
class Turrets: Turrets {
class left_arm_gunner: left_arm_gunner;
class right_arm_gunner: right_arm_gunner;
};
};
};
};
class Turrets : Turrets {
class upper_body : upper_body {
gunnerType = "B_IMCA_Death_Korps_Engineer_01";
class Turrets: Turrets {
class left_arm_gunner: left_arm_gunner {
gunnerType = "B_IMCA_Death_Korps_Engineer_01";
};
class right_arm_gunner: right_arm_gunner {
gunnerType = "B_IMCA_Death_Korps_Engineer_01";
};
};
};
};
but this doesn't inherit from the base class correctly. I just get an empty Turrets {} config class
(well, empty except for what I've specified there basically)
Question for everyone here:
I seem to be in need of a teleportation config, but one that randomizes the location that players get dumped at.
Example: Teleporter is a flag pole at base. Interacting with it puts you somewhere random on the map.
Anyone got something that can help?
seems more suited to #arma3_scripting fwiw
oh shit you right, my bad



