#arma3_config

1 messages · Page 134 of 1

shy knot
#

All it has is a res 1 and Geo lod

hearty sandal
#

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

shy knot
#

It doesn’t have a memory lod but it has the other LODs

#

Should I try copying the sample memory lod over?

hearty sandal
#

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

shy knot
#

@hearty sandal Welp, turns out that having a memory LOD is needed for a custom unit model to show up

#

All good now

#

Thx

hearty sandal
shy knot
#

What is the CfgGroups class name for Indep?

shy knot
#

Another question, where would I go to change the walk sound for a unit?

hearty sandal
#

in the units config if I recall right.

#

you will need to look into the base man class for the parameters

shy knot
#

Looking at the class, it doesnt show anything sound related

#
class Movement {
frequency = "speed";
sound = "soundEnviron";
volume = "speed";
}``` is it this?
hearty sandal
#

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

shy knot
#

Ah

#

Ok

#

Ty

tacit zealot
#

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";};
    };
  }```
slim halo
tacit zealot
#

I guess that solves it, thank you!

slim halo
#

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)

tacit zealot
#

Yeah that was the first one I got which threw an error, so I commented it to see if the problem persisted

slim halo
slim halo
tacit zealot
slim halo
shy knot
tacit zealot
hearty sandal
shy knot
# hearty sandal 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

hearty sandal
#

I know very little about sound stuff but if you need more info #arma3_audio is the place

slim falcon
#

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?

hearty sandal
#

what does the script do?

slim falcon
hearty sandal
#

I think you are using it wrong

#

or well maybe not

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@distant iris can you advice?

distant iris
#

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.

maiden nimbus
#

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

shy knot
maiden nimbus
#

I'll search how to do it... Thank you @shy knot

delicate comet
#

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)

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i wanted to make some of the "shards" smaller than the others

#

can i just put size in there?

hearty sandal
#

Id refer you to look through existing effects for available parameters

delicate comet
#

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

slim grove
#

is there a way to make a handgun use a different model when holstered?

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im assuming some kind of hidden selections where both models are on top of each other in the p3d

untold temple
#

You can animate models to appear differently when holstered on the basis of the isSelected animation source

scarlet ridge
#

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

hearty sandal
#

Map icon size 0 could maybe work. Or do you mean terrain objects?

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As only terrain objects are baked on the map as grey boxes etc

scarlet ridge
#

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

hearty sandal
#

Only way to do so is via P3d map = hide named property. So only possible if its a custom object

scarlet ridge
#

Ok thank you very much!

tacit zealot
#

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;
  };
};```
limber citrus
#

oh wait do you mean the second one shouldnt be showing up in indfor but the first one should?

tacit zealot
#

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

vocal galleon
#

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

slim grove
#

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?

hearty sandal
vocal galleon
tacit zealot
#

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?
slim grove
#

also is there a way to make a guns optic stay visible when holstered?

paper path
#

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

hearty sandal
#

typo or wrong required addon setup maybe

paper path
#
    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

hearty sandal
#

this perhaps

paper path
#

that.. huh

#

thats really strange to me.

hearty sandal
#

?

paper path
#

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.

hearty sandal
#

helmet too should be uniformModel

paper path
#

that would probably do it though. and it is uniformModel.

#

any particular reason why it needs both?

hearty sandal
#

one is for the item on ground, one is for the thing you have on the character

paper path
#

That did it, thank you

willow warren
#

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.

willow warren
#

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?

wintry tartan
#

Use pboProject to make it properly

wintry tartan
#

*Meow

gritty rune
#

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"}; };

grand zinc
#

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

gritty rune
#

oh, bummer!

tacit zealot
#

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.

long oyster
#

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.

willow warren
#

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?

sly ice
#

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
#

that would be the only way

#

unless of course the unit does not support insignias

random siren
#

@hearty sandal
Hi !, I have a problem, I have 2 weapons a turret, but I can only apply one
"selectionFireAnim"

hearty sandal
#

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

random siren
#

And how do I specify in which weapon it is applied?

hearty sandal
#

dont remember

gritty rune
#

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

grand zinc
gritty rune
#

don't think so, the AS2 declaration is class uns_men_NVA_68_AS2: uns_men_NVA_68_AS1

grand zinc
#

Check all references to uns_men_NVA_68_AS2 in that config I guess

gritty rune
#

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

grand zinc
#

Maybe I can add more context to it and print the line number of where it happens think

gritty rune
#

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

grand zinc
#

couldn't it be a load order problem
Yes I guess

opal crater
#

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 {};)

gritty rune
#

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!

delicate comet
#

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?

tacit zealot
#

could it be something about the AI's weapon cost or something? (the system that makes AI not use rifles on tanks)

delicate comet
#

thats the only thing i've been able to find in cfgAmmo, i'll try setting it to like 1 or something

long oyster
#

Might be what you mean by that.

#

Not sure it will do what you want it to do.

karmic forge
#

How does one go about giving a custom flag object the ability to change texture via editor attribute?

novel torrent
#

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

delicate comet
#

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

slim halo
delicate comet
#

i got it set to 1 rooThink

slim halo
#

target cost high

delicate comet
#

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

slim halo
delicate comet
#

it works great against lightly armoured air contacts, but heavily armoured ones the ai just refuses to fire the weapon

slim halo
delicate comet
#

yes, on purpose

slim halo
#

or some other damage related parameter

slim halo
delicate comet
#
hit=32;
indirectHit=24;
indirectHitRange=16;
#

the idea is its a burst missile that fires 4 missiles at once

slim halo
#

well it depends on the target vehicle's armor too

delicate comet
#

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?

slim halo
#

afaik no

delicate comet
#

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

slim halo
delicate comet
#

are their any... drastic.. solutions?

#

for example i'm trying to fight AI logic right now, can i like, modify the ai logic?

#

i think that makes more sense

slim halo
#

it's ok to ask it here

#

and afaik no

delicate comet
slim halo
delicate comet
#

yeah thats fair, thanks for trying tho <3

slim halo
delicate comet
#

i guess i'll just try cost=0; blobshrug

nimble lodge
#

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?

nimble lodge
#

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

untold temple
#

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

gritty rune
#

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?

limber citrus
#

now thats an unnecessarily long link

steady beacon
#

Sorry

limber citrus
#

no worries heh_r

steady beacon
#

@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.

fading palm
#

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

nimble lodge
#

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

wheat flicker
#

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

wheat flicker
wheat flicker
fading palm
wheat flicker
#

It's in RscDisplayMain

#

That's the main menu's config display class

fading palm
#

and where do i find mr RscDisplayMain

wheat flicker
#

I don't understand your question

#

Config viewer?

fading palm
#

oh f i need to make the lines

#

bruh my dummy mind

nimble lodge
#

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

grand zinc
#

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?

slim halo
#

I don't remember tbh. I haven't done modules in a long time meowsweats

#

Looks like no notlikemeow

#

But according to wiki it's an expression, so should be string

grand zinc
stoic sphinx
#

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

sullen fulcrum
#

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?

hearty sandal
#

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

sullen fulcrum
#

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

hearty sandal
#

You would have the original mod as required Addon in the cfgpatches class so your mod gets loaded after the original one

stoic sphinx
#

how can I debug the way my configs are working? Is there a console of some sort?

hearty sandal
#

And then you would create the class structure and change what you need to change.

hearty sandal
#

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

stoic sphinx
#

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

sullen fulcrum
#
{
    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?

stoic sphinx
hearty sandal
#

You need to use hiddenselections in config to apply your own textures

slim cobalt
#

why is it called hiddenselections anyway

sullen fulcrum
#

Okay how do I make changes without changing the classnames? I dont get it

sullen fulcrum
#

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;
                };
shy knot
sullen fulcrum
#

The nameSound I added because it gave me errors that was missing, now it gives me errors that it is missing type

shy knot
sullen fulcrum
#

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="";
    };
shy knot
#

Inheritance goes like this class X; class y:x {};

sullen fulcrum
#

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

shy knot
#

If you want an override, pretty sure you need to copy everything and paste it in

#

As you’re basically replacing the class

sullen fulcrum
#

Okay so it would be easier to use new classnames and just inherit everything?

shy knot
#

If you want a custom variant yes

#

If you want to override, copy paste everything

#

Easier to do a custom variant tbh

sullen fulcrum
#

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;
                };
            };
        };
    };
shy knot
#

Overriding, you basically want to copy the whole class, even what it inherits from and then change what you need

sullen fulcrum
#

Isnt that what I do here? I feel kinda dum rn

shy knot
#

Looks like it

sullen fulcrum
#

Now it says Undefined base class VestItem

shy knot
#

Are you inheriting vest item?

sullen fulcrum
#

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?

sullen fulcrum
#

Also thanks to all who helped me, I am getting along but I have to sleep now. Thank you all!

rough hatch
#

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?

hearty sandal
#

seen vics with more seats than that I think so I kinda doubt that is an issue

nimble sequoia
#

Check your transportSoldier and cargoProxyIndexes[] are correct.

rough hatch
#

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

nimble sequoia
#

Try setting the cargoProxyIndexes then, that's likely the problem.

rough hatch
#

so those should just contain an array of non-turret cargo seats?

#

oh yeah, setting them fixed it

#

now all AI stays in

round crow
#

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

sullen fulcrum
#

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

neat iron
#

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

rough hatch
#

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

nimble sequoia
#

getInProxyOrder[] = {1, 4, 3, 2, 5};

neat iron
#

any ideas for my question?

nimble sequoia
#

also maybe showAsCargo = 1; in the turrets

rough hatch
#

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

hearty sandal
neat iron
#

nice, already done that lol

#

i found the addAction and disable global simulation pages on the wiki

tulip glade
#

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.

sly wasp
#

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?

abstract orbit
#

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?

median bough
#

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?

cedar creek
#

Hey, does I understand this right? "driverLeftHandAnimName" "driverRightHandAnimName" are memorypoints for the hand positions on the driving wheel?

nimble sequoia
#

@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.
cedar creek
#

Nice thanks it is working 🙂

solid marlin
#

could someone point me toward how in the heck i create a subitem?

rough hatch
#

how would I configure a turret to not have an optics view when turned in?

#

like, no right click viewport view

#

only interior freelook

tacit zealot
#

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.

rough hatch
#

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

rough hatch
#

no I mean in config

#

some vehicles are set up that way

tacit zealot
#

I know eventhandlers can be put in the configs

rough hatch
#

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

tacit zealot
#

true

hearty sandal
#

hideProxyInCombat controls if AI turns in when the combat mode is engaged

rough hatch
#

would that be set in turret config or vehicle config?

hearty sandal
#

hummm dont remember exactly

rough hatch
#

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?

tacit zealot
#

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?

hearty sandal
#

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

tacit zealot
#

Found it. It's this:
visionMode[] = {"Normal","NVG","TI"};
I'm just gonna copy over the ItemInfo class and change the mass by hand

hearty sandal
#

👍

#

Excellent

wheat sluice
#

Don't forget thermalMode[] as well. The base NVGs don't have that defined by default.

ashen osprey
#

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?

slim halo
#

Yeah

wintry tartan
#

If you know what parameter does that

ashen osprey
#

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

wintry tartan
#

If the model is configured properly, yes

ashen osprey
#

and another thank you

nimble sequoia
#

Use mikero's pboproject to build the addon, it'll give you a detailed description of the error in all likelihood.

tacit zealot
#

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

hearty sandal
#

where did you put the scope=1?

tacit zealot
#
    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;
    };
};```
hearty sandal
#

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

tacit zealot
#

thank you

ashen prairie
#

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]

nimble sequoia
#

scopeCurator = 2;

ashen prairie
#

I think it's because having no classes in units[]= worked but having some but not all broke it

stray echo
#

i wana play the game

ashen prairie
stray echo
#

LOL

tawdry perch
#

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?

daring arch
#

simple simpe puppet squish

sharp yoke
#

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

limber citrus
#

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

sharp yoke
#

So I dont have to paste it from top to bottom just cfgweapons

limber citrus
sharp yoke
#

Oh alr

#

Just to make sure there cant be 2 of the same classes iirc

limber citrus
gleaming oar
#

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 😄
limber citrus
gleaming oar
limber citrus
#

Ye that should work afaik

gleaming oar
#

but i dont know how to define my .ogg in my addon to get it in the mission

limber citrus
gleaming oar
#

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

tacit zealot
#

How would I set up the config for a custom supressor? I can't seem to find any documentation

hearty sandal
#

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

north jacinth
#

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

grand zinc
#

configOf _x >> "Turrets" >> "MainTurret" >> "memoryPointGun"

north jacinth
north jacinth
sharp yoke
#

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

slim halo
#

missing } doesn't mean put a } there

sharp yoke
#

ye i figured it out by looking at the example config

tawny trench
#

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?

grand zinc
#

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?

tawny trench
#

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?

grand zinc
#

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

tawny trench
#

yeah i dont understand what priority is or why people have it in their config files

grand zinc
#

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

tawny trench
#

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.

grand zinc
#

so priority is kinda like... asset load order?
No its literally nothing

#

Its not used

tawny trench
#

ok good

#

thanks!

ashen prairie
#

At least it does give some useful error messages, rather than just CTD.

harsh stirrup
#

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 {};
        };
    };
};
steady beacon
#

@harsh stirrup have you given the missile datalink capability? And possibly a new flightprofile to match what your looking to do

harsh stirrup
#

I just can’t select the remote target from the Nyx variant, despite the fact that I can see it on the sensor panel.

steady beacon
#

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

harsh stirrup
#

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

steady beacon
#

Try allowsmarking = 1; in vehicle datalinksensorcomponent

harsh stirrup
#

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.

steady beacon
#

Strange from the little you've shown it should work, maybe post the config

harsh stirrup
#

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.

steady beacon
#

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

harsh stirrup
steady beacon
#

Recon?

harsh stirrup
#

Doesn't work either

bright heart
#

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?

raven creek
#

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.

mortal sail
paper path
#

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};\
            };\
        };
paper path
#

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.
shy knot
#

So, I have a weapon with ammo, but the AI isnt recognizing it and runs away instead of shooting

steady beacon
#

🤣 sorry that comes across as hilarious. What type of weapon? Obviously you can shoot it?

gray dock
#

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.

slim halo
hearty sandal
gray dock
#

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

hearty sandal
#

If you place one down you can see its classname in editor and even open config viewer straight to it

hot pine
gray dock
#

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

hot pine
#

you can, you just need to look for weapon config

#

& magazine

gray dock
#

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

hot pine
#

Single1 is a mode

#

you have to find correct names of modes in configViewer

#

it's stored in modes[] array in weapon class

gray dock
#

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

hot pine
#

what (RHS class name) did you used?

gray dock
#

I'll find it for you, one moment

#

rhs_2b14_82mm_msv
configfile >> "CfgVehicles" >> "rhs_2b14_82mm_msv"

hot pine
#

thats not a weapon class name

gray dock
#

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

hot pine
gray dock
#

I would like to say I know what to do with that array, but I don't 😦

hot pine
#

are you using in game config viewer?

gray dock
#

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

hot pine
#

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

gray dock
#

Having a look now

#

"turrets" does not have an expandable option

hot pine
#

double click on it

gray dock
#

can't upload a screenshot, though I have done that

#

configfile >> "Turrets" That one right?

hot pine
#

no

#

inside of the vehicle

gray dock
#

oh I see

#

Sorry, working on it. With the mods I've got enabled currently threres heaps of class files

hot pine
#

as I mentioned, there are shortcuts to classes

gray dock
#

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

hot pine
#

Turrets in CfgVehicles class

#

Turrets -> MainTurret

#

you are missing one subclass

gray dock
#

Turrets is non-expandable for me. It has the class name and that's all

hot pine
#

configfile >> "CfgVehicles" >> "rhs_2b14_82mm_msv" >> "Turrets" !

gray dock
#

As in I do this:

  1. Navigate to configfile >> "CfgVehicles" >> "rhs_2b14_82mm_msv" >> "Turrets"
  2. Open
  3. Redirect to configfile >> "Turrets"
hot pine
#

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

gray dock
#

In which case, I go to configfile >> "CfgVehicles" >> "rhs_2b14_82mm_msv" >> "MainTurret" though can't expand it

hot pine
gray dock
#

Nup, won't allow me to expand that final class

#

Not sure why...

hot pine
#

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

gray dock
#

I do wish I could send a screen shot

hot pine
gray dock
#

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

stray sage
gray dock
#

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

hot pine
#

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

gray dock
#

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

tacit zealot
#

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

wheat sluice
#

Weapons. LinkedItems is for vests, headgear and misc items.

shy knot
hearty sandal
#

class bni_mx_ngsw_c_aco_b does not contain required parameter "namesound"

#

mainclass/subclass.parameterOfSubclass is the formatting

umbral cradle
#

Hey so when I spawn a config how do I spawn it so its not fucked

umbral cradle
limber citrus
#

Sorry I was asking what you mean with that

umbral cradle
#

oh like a prebuilt thing

limber citrus
#

do you mean a composition?

umbral cradle
#

Yes I am challenged in few ways

limber citrus
#

Are you spawning it in 3den?

umbral cradle
#

yea

limber citrus
shadow meteor
#

myLight setLightIR true; Anyone having success with it yet?

untold temple
#

@shadow meteor Shouldn't that be in #arma3_scripting ? Config-based IR lights have their own parameter irLight = 1;

sullen fulcrum
#

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?

cedar kiln
#

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

shy knot
#

You need a ; after every }

cedar kiln
#

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.

sullen fulcrum
#

my addon is encountering an end of line at the author name. what could be causing this?

hearty sandal
#

your config has error somewhere

sullen fulcrum
#

okay. would you mind taking a look? i am not very knowledgeable about this

#

i am just trying to add hiddenselections to some vehicles

hearty sandal
#

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

sullen fulcrum
#

ah okay so i can't retexture a tank and add it as a variant?

hearty sandal
#

you can if it originally has hidden selections

#

but then you are not adding them

#

you are just changing them

sullen fulcrum
#

so i can replace them, not add more?

hearty sandal
#

yes

sullen fulcrum
#

ah okay i see

#

alright then i'll have to rethink this

hearty sandal
#

the model selections used for hiddenSelections are built into the model

#

config just accesses those

#

it does not create them

sullen fulcrum
#

oh i see

frozen tapir
#

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?

sharp yoke
#

@frozen tapir Or u could use ace arsenal

frozen tapir
sharp yoke
#

you could also export the loadout u created and make them import it

#

and they would get the loadout u exported.

frozen tapir
#

that's exactly what I want us to do. Just want to know the local path of the file

hearty sandal
digital pier
#

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?

hearty sandal
#

Should be possible. You'd probably want it scope = 2

tacit zealot
#

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?

hearty sandal
#

What images are you talking about? How is the mod packed?

tacit zealot
#

the images that show up on the bottom row modlist

#

It's just showing the default puzzle piece

tacit zealot
hearty sandal
#

Wiki is the first place to look

hearty sandal
digital pier
#

so the docs are out of date re: scope... got it.

hearty sandal
#

No deviations

digital pier
#

cool, thanks.

tacit zealot
# hearty sandal What images are you talking about? How is the mod packed?

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"

hearty sandal
#

Those vbelong in mod. Cpp

hard chasm
#

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.

tacit zealot
#

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

hard chasm
#

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!)

candid wave
#

mod.cpp as plain text in the root directory of addon, yes.

sullen fulcrum
#

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?

hearty sandal
#

are your files in P:\UN_Reskin\data\[lots of .paa files]

#

@sullen fulcrum

sullen fulcrum
#

yes and they're labelled appropriately. i spawned them in-game and used getObjectTextures and they show the correct path as well

hearty sandal
#

getObjecttextures only checks the config path

#

so naturally it shows what you have written to the config

sullen fulcrum
#

yeah

#

i'm rechecking all the files right now

hearty sandal
#

do you pack with pboProject?

sullen fulcrum
#

i'm using pbo viewer

#

everything shows up in the pbo

#

and they're all named appropriately

hearty sandal
#

pboviewer?

#

Id recommend starting to use proper addon making procedures.

sullen fulcrum
#

okay

#

what should i do

hearty sandal
#

pack with pboProject

sullen fulcrum
#

okay i am downloading it

hearty sandal
#

and P drive

sullen fulcrum
#

alright thanks

sullen fulcrum
#

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

hearty sandal
#

you should just inherit those from the original class

silk lantern
#

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...

shy knot
silk lantern
shy knot
#

It should be in the uniform config

silk lantern
#

Awesome. Thanks so much

silk lantern
# shy knot Side restrictions is done by modelSides[]

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"; }; };

wheat sluice
#

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"; }; };

silk lantern
hard chasm
#

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.

trim cypress
grand zinc
#

show your code

trim cypress
#
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.

grand zinc
#

Ah for one

#

class UserActionGroups
also needs isAddon = 1; between name and group

#

But it gets set automatically if you do your CfgPatches correct

trim cypress
#
class CfgPatches
{
    class Rev_test
    {
        name="Reeveli's test";
        units[]={};
        weapons[]={};
        requiredVersion=2.06;
        requiredAddons[]={};
        author="Reeveli";
    };
};
grand zinc
#

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

trim cypress
#

Ah, thank you very much.

grand zinc
#

requiredAddons[]={"A3_Data_F_Oldman_Loadorder"};

wintry tartan
#

"A3_Data_F_AoW_Loadorder" is the latest

grand zinc
#

requiredAddons[] = {"A3_Data_F_AoW_Loadorder"}; // Base Arma up to the latest DLC

wintry tartan
#

u dont need to repost but just edit nootnoot

grand zinc
#

oh

wintry tartan
#

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)
steep pawn
#

Probably a dumb question, but in UserActions, does the priority work on the higher number showing the action first, or lower?

fading swan
#

What does the lastPressedKey variable do? Cant seem to find any information on it.

#

Is it meant to be used in conjunction with lastPressedkeyCheck?

grand zinc
#

Do you have ANY context?

fading swan
#

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;
    };
}];```
grand zinc
#

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

shell belfry
#

im not a expert but it looks like to check what last key the player pressed

delicate comet
#

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

delicate comet
#

i found this i guess i gotta add a init event handler

paper path
#

Odd config/Model question : what would cause hiddenSelection groups to not show/hide properly? they work on 1 vest, but not the other

nimble sequoia
#

Check hiddenSelection p3d selection names (eg "camo1") are in the model.cfg sections[]

#

don't mix Camo1 and camo1

hearty sandal
#

Make also sure there is no overlap between the mesh selection groups

shrewd cipher
#

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?

tacit zealot
#

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

paper path
#

Its possible i jacked up the config somehow, but im not sure. Its just a head scratcher

grand zinc
#

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)

ashen prairie
#

Does CBA's MRT_SwitchItemNextClass work the same way for optics as CBA_fnc_switchableAttachments does for attachments?

grand zinc
#

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

ashen prairie
#

Somewhat yes?
MRT_ was rolled into CBA but I can't find any documentation to it

grand zinc
#

You are asking if the switchableAttachments functionality, also works for optics attachments?

#

Where it usually is only used for things like lasers/flashlights

ashen prairie
#

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

ashen prairie
grand zinc
nimble lodge
#

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.

grand zinc
#

If hidden selections are not there, then you need his source files

nimble lodge
#

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

shy knot
#

But, if there arent, shit outta luck

nimble lodge
#

Damn, I will ask him, maybe he will find source files

#

And there is no way to change paa paths in p3ds?

shy knot
nimble lodge
#

@shy knot I dont, but looks like if I open file with notepad, I can see filepaths in between binarized files....

hearty sandal
#

changing stuff in binarized files is guaranteed cluster🦆

grand zinc
#

did you try just adding hidden selections in config?

nimble lodge
nimble lodge
#

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

hearty sandal
#

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

paper path
#

its also detached from the main vest model as well

hearty sandal
#

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

paper path
#

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 😂

hearty sandal
#

then you are likely missing a }; somewhere and the classes are not closing right

paper path
#

the only thing that i think would be causing issues would be the macro im using to handle my vest textures

hearty sandal
#

quite possible

paper path
#

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

digital python
#

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

wheat sluice
#

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.

digital python
#

So how would that work going into a config file?

#

supplyradius= 10;

#

Like that?

wheat sluice
#

Yep.

digital python
#

Cool thank you

modest compass
#

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?

hearty sandal
#

you have defined classes in wrong place

modest compass
#

Addon Builder does not show the error is it completely normal?

wintry tartan
#

Addon Builder is not really good

#

And as we don't know what your config is, can't say much too

modest compass
wintry tartan
#

pboProject

modest compass
#

ok thank you

hearty sandal
gloomy stratus
#

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?

hearty sandal
#

it is possible yes

#

I dont think there is much in way of documentation about it though

wheat sluice
#

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"}; ... };

crisp charm
#

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 = "engineOn
camPos*(((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

digital pier
#

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};
};
digital pier
#

What I was told was, accessibility 2=public, 1=hidden, 0=private, or is this not correct?

#

Versus 1=public, 0=private

digital pier
#

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...

hearty sandal
#

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

digital pier
#

maybe class inheritance is not respected there, IDK...

#

i.e. like it is for UI config

hearty sandal
#

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?

digital pier
#

fair enough. it will pack into a PBO, eventually, but the include structure should be the same, regardless, correct?

hearty sandal
#

eventually?

#

how are you testing it now?

digital pier
#

for now in open folders and files.

hearty sandal
#

but you get the error message?

digital pier
#

much easier to compare files between source and copy between.

hearty sandal
#

I do not understand

digital pier
#

neither here nor there.

hearty sandal
#

how are you running the config?

digital pier
#

shouldn't the class hierarchy pull the default bits forward into ColorPurple?

hearty sandal
#

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

digital pier
#

I run it as free standing folder and files.

#

for purposes of discussion, neither here nor there.

hearty sandal
#

that does not work

digital pier
#

yes it does. works fantastic.

hearty sandal
#

ok then, good luck

digital pier
#

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.

wintry tartan
#
  1. How do you pack it?
  2. Full config?
  3. Did you activated the pbo for sure?
hearty sandal
#

nope. Im not touching this, you do something weird and I dont want to play games

wintry tartan
#

Please don't say it's PBO Manager

digital pier
#

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?

wintry tartan
#

What... what are you exactly doing there?!

hearty sandal
#

so youre saying you are defining these configs in mission?

digital pier
#

I have it defined in the description.ext file currently.

hearty sandal
#

that

#

does

#

not

#

work

#

this is why I wanted to know

wintry tartan
#

Thing is worse than PBO Manager meowfacepalm

digital pier
#

so... there is no way to define a custom CfgMarkerColors ?

hearty sandal
#

via addon

wintry tartan
#

There is, via making it into a pbo, not a Mission

digital pier
#

in which file(s)?

wintry tartan
#

config.cpp

digital pier
#

okay, so we include config.cpp, declare class CfgMarkerColors { ... };, etc?

hearty sandal
#

no

#

it is separate thing from a mission

#

its a mod or would be

wintry tartan
#

As I said

hearty sandal
#

like CUP or RHS or ACE

#

just a lot smaller

digital pier
#

hmm, okay.

hearty sandal
#

mod and mission are both addons

#

but they are very different things

wintry tartan
#

Think theres make addon 101 in BIKI

#

cant fetch the URL rn

digital pier
#

thanks, appreciate the feedback.

hearty sandal
#

    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

digital pier
#

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.

bold marlin
#

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?

wintry tartan
bold marlin
#

You beautiful being you

wintry tartan
#

IDK when the process done but should do if it is

bold marlin
#

Thank you

wintry tartan
#

You won't get anything from being nice to me!

#

😛

bold marlin
#

No? YOu suuuuuuuure?

bold marlin
#
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....

wintry tartan
#

What's the config? Should be present in the public already

bold marlin
#

What do you mean?

wintry tartan
#

Your config

#

Or, wait I got whatya mean

bold marlin
#
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
};
wintry tartan
#

And what makes the error? I mean, when and which software says so? When you pack or when you try to launch?

bold marlin
#

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

wintry tartan
#

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?

bold marlin
#

Oh god, please no

#

xD

#

Yeah will try

#

Well, the build succeeded

north fulcrum
#

sorry for offtopic but is that a mod that changed the interface?

#

what's the name of it?

bold marlin
#

Enjoy your new-found freedom

north fulcrum
#

I don't know you.

#

But I love you ❤️

#

Thanks a lot.

bold marlin
#

I... you're welcome?

bold marlin
grand zinc
bold marlin
#

Yeeeah, I figured. Armake2 though?

grand zinc
#

No

grand zinc
bold marlin
#

I haven't taken the time to get HEMTT working yet, which I've been intending for a little while

grand zinc
#

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

bold marlin
#

What do you mean? With Addon Builder I can binarize, what would binarizing do?

grand zinc
#

binarizing is preprocessing and and packing the config into a binary form

bold marlin
#

So, if I don't binarize then the preprocessing would never happen? Or would it happen only when the game loads it up?

grand zinc
#

the game will do it

bold marlin
#

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?

grand zinc
#

yes, that

bold marlin
#

Wait but.... according to the built tool I'm not actually binarizing? Or at least, not explicitly

grand zinc
#

error: Failed to binarize some files.
Thats what armake told you, it tried to binarize

bold marlin
#

Wha? Bad Armake! Bad!

gloomy stratus
delicate comet
#

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:"

rancid lotus
#

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?

plucky notch
#

You should only have one CfgPatches entry per config.cpp/PBO, but you can have multiple PBOs. What are you aiming to do?

rancid lotus
#

Hmmm

#

I'm looking to consolidate outdated/"disposable" content from multiple PBOs into one

#

Ideally without breaking mission compatibility

plucky notch
#

What's the issue with them being multiple PBOs? You'll most likely have issues with merging PBO prefixes, dependencies, etc.

rancid lotus
#

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.

slim halo
#

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

hot pine
#

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

plucky notch
#

Is there any reason to not just put that pbo into the Addons folder with the other world's PBOs?

hearty sandal
#

it makes no nese to put them in same pbo

shy knot
#

Is it possible to have two reload anims on a gun? One for empty one for non empty?

slim halo
shy knot
#

Maybe through scripting?

slim halo
#

yes that's what I mean by manually

shy knot
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Ah, we’ve got someone for scripting. I’ll go bother him

teal mirage
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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

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and if it's fixable, how?

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(@gritty rune )

tacit zealot
#

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

hearty sandal
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it can through init eventhandler

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but that would make it difficult to put in specific crew when you want

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so such thing would be better handled through mission scripting

tacit zealot
#

Init eventhandlers... not a route i want to do. Even just for a CBRN hose, theres unavoidable bugs

lapis bay
#

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?

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or is it just down to personal preference?

hot pine
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scope = 2 aka visible, scope = 1 aka not visible (you have written something opposite)

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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)

bitter oar
#

Has anyone had success with configuring a black and white optics view

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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

hearty sandal
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Don't think config itself has anything for that

lapis bay
devout venture
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Hey, I'm retexturing a moded weapon and the gun is not showing up in the arsenal

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scope and scope arsenal are set to 2

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class inheritance is fine

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the custom class is also in the config viewer

untold temple
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baseweapon

normal kelp
#

Can anyone help me out with editing this config class? I'm trying to override subturrets

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let me copy paste some stuff

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    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.

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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"; };
};

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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;
};
};
};
};

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        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";
                    };
                };
            };
        };
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but this doesn't inherit from the base class correctly. I just get an empty Turrets {} config class

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(well, empty except for what I've specified there basically)

prime sage
#

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?

hearty sandal
normal kelp
prime sage