#arma3_config

1 messages ยท Page 135 of 1

prime sage
#

I have a sea of channels with notifications and didn't notice that one lol

#

Thx โค๏ธ

#

still, I'll pop a question in #arma3_scripting to see if anyone has one of these pre-built already. I'm not too well-versed in coding language yet XD

normal kelp
#

dwbi man just you'll probably get more help there

pallid sierra
#

can I use string code in this instead of pointing to a function?

class SiloCycleTime
{
    title = "Silo Reload Time";
    values[] = {60, 120, 300, 600, 900};
    texts[] = {
        "1 Minute",
        "2 Minutes",
        "5 Minutes",
        "10 Minutes",
        "15 Minutes"
    };
    default = 120;
    function = CS_fnc_paramSiloCycleTime;
};
#

for mission parameters

slim halo
#
function = "{}";
pallid sierra
young lily
#

Would anyone like too help me with Mod keys?

#

Very confused

hearty sandal
#

in what sense?

rough hatch
#

I need some help with tweaking tankTurnForce values in my vehicle, now it turns a little oddly where if I'm driving forward and try turning, it first turns really slowly and then after a moment starts turning really fast, my values now are these ```tankTurnForce=50000;
tankTurnForceAngMinSpd=1.22173;
tankTurnForceAngSpd=1.309;

#

it's like it has a slow initial turn speed but really high turning acceleration

#

I looked at the wiki but couldn't really understand what the values do

young lily
# hearty sandal in what sense?

@hearty sandal So, all my Mods are on the server, but it says Data miss match for all of them, & my buddy said I did not put the keys into the folder. I went onto Firezilla & went into the keys folder & they were all in there

high night
#

Hi is there any decent guides for getting a outfit in game looking to add a custom model

narrow musk
#
meat_NOHQ.paa:DePax: MipMapOffsets not same

Texerr: not little Endian
detex: Texerr: not little Endian

texheaders.bin failed
makepbo failed: texheaders.bin failed
Beacon.pbo not produced due to error(s)
Job(s) completed in 39secs on Sun Oct 17 21:06:18 2021

what's wrong with my NOHQ map?

#

could it be too big?
its 4k

hearty sandal
#

png or tga? @narrow musk

narrow musk
#

paa

hearty sandal
#

try deleting the paa and convert it again from source fille

narrow musk
#

btw its 40Mb its that a problem?

hearty sandal
#

the paa itself?

#

the source file for 4k is about 40mb but the paa should get compressed into about 15mb

narrow musk
#

let me see how big is the source file

#

oh I mixed them up
paa is 21Mb
source is 44

hearty sandal
#

sounds about right

narrow musk
long cargo
#

What's up with my config because my units headgear gets replaced with the ones the unit inherit from

#

because my units inherit from RHS Flora units, I set my units to have SSh-68s and the dudes spawn with 6B28s

ornate viper
#

Does anyone by any chance know why scroll wheel options would be located at the center of a model- all while the mem points are at the proper positions in OB? I'm posting this here because I can only assume it's something to do with the cfg.

gritty rune
gritty rune
#
    private _wire = ropeCreate [h, "slingload0", player, [0,0,0], 100, ["", [0,0,-1]], ["", [0,0,-1]], "ttt_wireSegment" ];
#

config is: cpp class CfgNonAIVehicles { class RopeSegment; class ttt_ropesegmentwire: RopeSegment { scope = 2; displayName = ""; simulation = "ropesegment"; autocenter = 0; animated = 0; model = "\ttt_maas\wireSegment.p3d"; }; class RopeEnd: RopeSegment{}; class ttt_ropeendwire: RopeEnd { scope = 2; model = "\ttt_maas\wireSegment.p3d"; }; }; class CfgVehicles { class Rope; class ttt_wireSegment : Rope { maxRelLength = 10; maxExtraLength = 10; springFactor = 0.9; segmentType = "ttt_ropesegmentwire"; torqueFactor = 0.5; dampingFactor[] = {1.0, 2.5, 1.0}; model = "\ttt_maas\wireSegment.p3d"; };

rough hatch
#

what does your model geo lod look like?

slim halo
#

ropes don't use it for performance reasons (afaik)

rough hatch
#

do ropeCreate ropes even use any model collision?

gritty rune
grand zinc
untold temple
gritty rune
steady beacon
grand zinc
#

Well custom models wasn't supported until I added support for it recently

long cargo
#

@untold temple would it work better if I inherited from a vanilla faction so I dont get any of that randomization stuff

untold temple
#

well you could just change the headgearList[] pool to only the ones you want

long cargo
#

Eh, my config doesn't have one

untold temple
#

It does, it's what you're inheriting from the RHS units. The randomisation is handled by that array and having an init eventhandler with BIS_fnc_unitHeadgear

long cargo
#

so I just add that line with the classes of headgear I want for the unit?

untold temple
#

Yeah, should work

long cargo
#

headgearList["rhs_ssh68_2"]
};

#

so like this?

untold temple
#

remember it's an array, so should be written headgearList[] = {"rhs_ssh68_2"};

long cargo
#

ooh

#

thanks

untold temple
#

you can have more than one classname in the array (separated by commas) if you want to randomise between other SSh-68s

long cargo
#

Aight, cheers bro

#

that helped a lot :D

untold temple
#

@long cargo headgearList[] = { }; will actually disable the randomisation too. I forgot we use that on some of our Russians like like officer units with berets or field caps

long cargo
#

Aight, thanks for helping me

#
{"rhs_ssh68_2","YuEKepkaArmVSR"};
``` So if I want more hats it's like this?
untold temple
#

that'll randomise the unit's headgear between steel helmets and kepka hats

long cargo
#

Aight, is there a similar thing for uniforms? ๐Ÿ‘€

untold temple
#

No, since the uniform is the unit class

long cargo
#

Ah I see

#

Oh one other thing, how can I change the subcategory name for the infantry? since it's "Infantry (Flora)" and my dudes dont wear flora :D

digital pier
#

In a class, you can specify an array, right, i.e.

class MyClass {
  briefing[] = {
    "$STR_MYCLASS_BRIEFING_ONE"
    , "$STR_MYCLASS_BRIEFING_TWO"
    , "$STR_MYCLASS_BRIEFING_THREE"
  };
  title = "$STR_MYCLASS_TITLE";
};

First, is it possible for string replacement to be done as above for an array of strings? i.e. with briefing, i.e. along the same lines as title.

#

Second, is it possible for name value pairs to be specified along the same lines?

class MyClass {
  pairs[] = {
    {"one", "$STR_MYCLASS_ONE_VALUE"}
    , {"two", "$STR_MYCLASS_TWO_VALUE"}
    , {"turee", "$STR_MYCLASS_THREE_VALUE"}
  };
};

Including string replacement?

delicate comet
#

is a sensor component min range the minimum range at which the radar can detect something, or like.. the garuenteed detection range

#

like the minimum range that a target can get before being detected

digital pier
digital pier
#

On both counts, fantastic to know.

narrow musk
#

is there an eventhandler I should add to my config to activate an animation when any unit is withing x meters?

slim halo
#

and it makes no sense for it to be an "event handler" either

narrow musk
#

I guess it would be just an if script?

sweet cairn
#

is there a way to force an class to have nothing in it when the classname the config inherits from has things in that class? specifically, I'm trying to inherit from a vanilla vehicle but I want my product to have nothing in the inventory.

Using
class TransportItems{}; class TransportMagazines{}; class TransportWeapons{}; class TransportBackPacks {};
has not worked

bold marlin
#

Interesting, because it should have worked

#

That's what I do here, empty supply crates before filling them

sweet cairn
#

it's worth noting that I am overwriting an existing class with my edits rather than making a new child class. I tried a child class at first but I was running into issues.

hearty sandal
#

probably missing required addon setup in cfg patches so your config is read before the config you try to change and thus the old one is the one overwriting your work

sweet cairn
#

everything else is being overwritten correctly

#

I think I have to manually call every classname that is in the vanilla vehicle's inventory and tell it count = 0

#

because the items in the inventory are each a class themselves so they aren't overwritten unless they themselves are part of the config

#

I tried deleting the transport classes entirely but it just took the transport classes from higher up the hierarchy. I can tell it did this because the pacific AMV-7 Marshall suddenly had sand MX rifles instead of khaki, those must have come from the base class

hearty sandal
#

do you have the original configs set up in the required addoins in your cfgPatches?

#

or if you are trying to alter vanilla configs you can use the AOW_loadorder name (dont remember it fully off the top of my head)

sweet cairn
#

as I cannot tell which exact ones I need, I just made it dependent on "A3_Data_F_Oldman_Loadorder" as this is the furthest down the inheritance tree

#

basically includes everything in vanilla

hearty sandal
#

that likely should work

#

aow is the latest though

#

some vanilla classes could be protected though

sweet cairn
#

I've managed to change plenty else about this vehicle

#

including name, crew, cargo seats, weapon, and ammunition

wheat sluice
#

You can always manually delete the inventory items like so:
class TransportWeapons { delete _xx_arifle_MX_F; };

#

But yeah, check your loadorder like HG said.

#

AoW is the latest and should only be used.

soft sierra
#

Im making a warlords map and im trying to find the Adeptus Astartes faction config name for "BLUFOR Faction Config" in the warlords init module, can anyone help out please?

digital pier
#

Q: about config class driven stuff... in general, can a config class 'see' things like preset SQF variables? i.e.

// myclass.sqf
MY_preset_variable = 1;
// myclass.hpp
class MyClass {
  mypreset = MY_preset_variable;
};

Or do we need to be more creative and perhaps compile a STRING as a functional getter?
https://community.bistudio.com/wiki/compile

grand zinc
#

no

#

for numbers you can use script strings in config that do uiNamespace getVariable.. or similar

#

atleast I think the getVariable works

digital pier
#

no worries, sounds good. not for UI, per se, but in general. so... the compile approach sounds like the way to go then. i.e.

// myclass.hpp
class MyClass {
  mypreset = "MY_preset_variable";
};
grand zinc
#

Config won't see missionnamespace variables, it operates in parsingNamespace

digital pier
#

and something like:

// Assuming the lifted CONFIG
private _fn_mypreset = compile (getText(_config >> "mypreset"));
private _mypreset = call _fn_mypreset; // 1

or any value behind the variable name.

grand zinc
#

ah yes that would work, at that point its just a string ofc

digital pier
delicate comet
#

is it possible to do this with config?

#

like in a zeus composition or something

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instead of via scripting in some kinda init

#

I wana make the hostile air contacts in my mod actually show up as red on the sensor page

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and this is all i've found to do that

slim halo
delicate comet
#

well yes, i was wondering if i can configure the vehicle to achive the same effect

#

i.e make the vehicle always show up as hostile to the sides its hostile too

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but i've been unable to find any config value like that

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so im just going through all my hostile air vechs and adding init="(_this#0) confirmSensorTarget [west,true];";

slim halo
#

You do realize they all could just inherit it from a base class right? meowsweats

delicate comet
#

i wish my codebase was that organised

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look i'm making a rewrite of my mod from the ground up, its why i've been asking dumb questions about build tools, CI setups, profiling

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and it'll do sensible things like that

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but right now i have a whole pile of spaghetti

#

is there any mechanic in base arma for "confirming a target as hostile" ?

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the sensor reference page on the wiki makes very little mention of it

hardy crow
#

Hey, guys, got some trouble creating the configs (config.cpp, gestures, etc), for some animations and objects, etc, been looking for someone else to do it whos more competent, but started doing it on my own, is it tough?

hearty sandal
#

Well it requires bit of tracing how they they work and connect to places. In that sense its same as with any config one is not familiar with.

#

Would not call it especially though compared to learning any other config related thing.

#

Comes down to figuring out the logic and then creating new stuff that follow the same logic.

hardy crow
#
Question #1
        name = "modnamehere";
        author = "insertauthornamehere";
        url = "www.inserturlhere.com";
        requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"};
        **units[] = {};
        weapons[] = {};**

Whats the stuff in bold? what is its significance? why is it blank?
narrow swallow
#

https://community.bistudio.com/wiki/CfgPatches

// List of objects (CfgVehicles classes) contained in the addon. Important also for Zeus content (units and groups) unlocking.
        units[] = {};
        // List of weapons (CfgWeapons classes) contained in the addon.
        weapons[] = {};
hardy crow
narrow swallow
hardy crow
#
class CfgMovesBasic; // Ref๏ปฟerence CfgMovesBasic. 
class CfgMovesMaleSdr: CfgMovesBasic // Override CfgMovesMaleSdr

a) So i guess the cfgpatches just gets built off the games cfgmovesbasic which already holds all of the existing animations/interpolations, etc?
'b) class CfgMovesMaleSdr: CfgMovesBasic // Override CfgMovesMaleSdr' - whats happening here?

    {
        class AovrPercMstpSlowWrflDf;
        class aovrpercmstpslowwrfldf_climbdrop : AovrPercMstpSlowWrflDf
        {
//            looped = 0; // turn in loop or not
//            speed = -5; // duration of your animation in seconds * -1 
            file = "mod_anims\data\anim\aovrpercmstpslowwrfldf_dab.rtm"; // your animation path
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 1; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AmovPercMstpSnonWnonDnon", 2}; // next animation after this one
        };

Is it good or bad working practice to leave the descriptions in?

hearty sandal
#

cfgPatches is the header of your pbo

#

and it connects your pbo/config to other configs and arranges their load order

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loadorder is important to get right so that your mod comes after the mods that it is dependant on

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all configs have cfgPatches, the rest can vary

narrow swallow
#

Are there any issues with inheriting Eden Object-Specific Attributes? I'm trying to inherit ACE equipFRIES and add my own. Both classes are there in the config, but only the non-inherited attributes are shown in the editor.
https://cdn.discordapp.com/attachments/414540769328758784/900733569272545320/unknown.png
https://cdn.discordapp.com/attachments/414540769328758784/900733670204260402/unknown.png

If I copy-paste the ace class into my config, both configs are still the same but both attributes are shown.
https://sqfbin.com/udozovogabuxuzirigil

hearty sandal
#

perhaps cfgpatches required addon issue?

narrow swallow
#

Already requires ace_main. I just now tried adding ace_fastroping to the component cfgPatches, no effects.

#

Is there another mod that adds an attribute that could be referenced?

hearty sandal
#

another thing could maybe be that you need to make more complete inheritance tree at the beginning

opal crater
#

what if you will remove Attributes from your class?

#

does the fries attribute show that way?

narrow swallow
#

yes, if I don't do anything the inherited one works fine.

opal crater
#

If so I guess there's something weird like it works with inherited attributes class but if you define your own class then the inherited subclasses do not work.

#

I think there is some sort of similar fuckery with turrets.

narrow swallow
opal crater
#

idk, this might change what attributes are shown for certain vehicles. It might be intentional.

strange linden
#

Hello everyone! I created a mod with the idea of adding a new backpack. I did it and I am so happy but I have a problem. The backpack is not on the back of the player but it is between the legs. Have you any idea how can I fix it?

hearty sandal
#

you have either not weigted it to the character animations or you dont have properly set up model.cfg for it

#

or both

strange linden
#

Thank you so much HorribleGoat but I am a beginner -.- Is there any way to use a "default" model.cfg?

#

I don't need something difficult, it's a carryall backpack with a different model

hearty sandal
#

there is a sample character in the Arma 3 Samples on steam that contains the character model.cfg you would need to use

#

there is not really much you need to do with it

strange linden
#

๐Ÿ˜

hearty sandal
#

just appropriately named class at the end that corresponds with your p3d name

#

the weighting well need to match the character too so that you will need to sort out

strange linden
#

After I modified... This model.cfg needs to be in the same folder with config.cpp... is it correct?

#

I am downloading Arma 3 Samples

hearty sandal
#

model.cfg needs to be next to the p3d

#

quite often that is same folder as the config though

strange linden
#

Thank you so much, 23 minutes and then I will find this model

strange linden
#

Can i send you the pbo to check what is wrong? I think is a stupid setting that I am missing

hearty sandal
#

sorry no I cant take on everyone elses work. I have too little time for my own stuff

hardy crow
#

oh my goodness, coding really is a long, slow and tedious process

limber citrus
#

Welcome to the world of coding and configs heh_r

hardy crow
#

not just coding, but so many other disciplines to cover, some i need to get to just a basic understanding

#

As for coding, will learn whats required for that time, so many different coding types, blew my mind away on first glimpse

hearty sandal
#

config writing != coding btw

pallid snow
#

quick question, when using something like #if __has_include("\z\ what is the difference between people using x, z etc?

#

Is it predefined or something I define?

hardy crow
#

out of curiosity how many lines of code do you guys make on a good day?

pallid snow
#

depends on project

hearty sandal
#

its not really something you can count like that

long oyster
#

On a good day? One thing.

#

On a regular day? Absolutely bloody nothing, and then I feel bad about it.

pallid snow
#

okay new question, forget my one above:

#if __has_include("\vkn_ui\addons\rscDisplayInventory.hpp")

    #include "\vkn_compatibility_core\vkn_ui_ace_compat.hpp"
#endif

Why on earth does my __has_include never run. The file exists as its creating the UI... but this if never seems to become true.

grand zinc
#

is your config unbinarized?

#

can't binarize if you want to use that

pallid snow
#

It is

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I don't binarize any of them

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Ive ensured the ace_ui addon is required first too, as this is supposed to overwrite what ace adjusts

#

oh wait hang on

#

\vkn_ui\addons\

#

wtf is that then

#

should be \vkn_ui\rscDisplayInventory.hpp I think

#

will test

#

Yep

#

that was it

soft leaf
#

hey, so I'm trying to disable the camera shake on firing for the RHS Mi-24G. I tried redefining a new ammo class that inherits from the rhs 20mm ammo class, and zeroing out the parameters in CamShakePlayerFire, but that's not working. I also changed the tracer color, so I know it is inheriting the new ammo class, but the camera shake is still there. Any ideas?

#

I've also zeroed out the basic CamShake class, but that's not doing anything either

#

(I got it, zeroed out the CamShakeFire in the ammo, silly me didn't think of trying that)

warped obsidian
#

I'm making a simple faction mod from existing assets, and I need to convert my cfg to a pbo and have no idea how. What do I need for it and what do I do?

novel lava
#

is there a way to restrict magazines to backpacks? similar to allowedSlots[] weapons etc have?

pallid snow
#

there are guides out there on how to use it.

pallid snow
#

backpackItems and similar for uniform and vests, then just counting and adding them to backpack, perhaps on a loop

novel lava
#

yeah scripting is easy enough

#

just wanted an inengine method

pallid snow
#

if the cfg wiki doesn't have anything on it then it likely doesn't exist unfortunately

hot pine
#

backpack is basically a regular ammobox - and those don't have any restrictions anymore (except capacity)

novel lava
#

Oh i meant restrict as in, can only put the magazine in a backpack

#

and cannot store them in uniforms or vests

hot pine
#

ah, so you actually want to restrict vest & uniform?

novel lava
#

Yeahj

hardy crow
#

does the config.cpp hold both the cfgpatches and cfgmoves? patches being the gestures and moves being full animations (e.g cutscenes)?

#

hold up, does the config.cpp cover everything for that mod? due to this subtitle;
CfgMagazines Config Reference, CfgWeapons Config Reference, CfgAmmo Config Reference, Arma 3: CfgMovesFatigue and CfgVehicles Config Reference?

opal crater
#

Everything is in config.cpp

#

You can split it with includes but in the end it all ends up in there.

hardy crow
#

oh, it all makes sense now, and clicking, i thought it was multiple configs, and brain was hitting a brick wall not understanding the logic at first

hardy crow
hardy crow
opal crater
#

config.cpp

// standard stuff yadda yadda

#include "CfgGestures.hpp"

CfgGestures.hpp

class CfgGestures {
//...
};
hardy crow
hearty sandal
#

config.bin is just binarized config.cpp

#

but yes configs have hierarchy

hardy crow
#

well all i need to know is everything is predefined, and, of course everything is predefined, why else would it not be lol (this is what im saying to myself)

#

๐Ÿคฏ lol

hearty sandal
#

well most things are predefined if new class inherits from parent class, that is indeed how it works

#

but if you dont inherit, then you need to define everything required on your own

hardy crow
hearty sandal
#

I do not understand what that means

hardy crow
#

nvrm, for now anywho

#

another question

in config.cpp/cfgpatches
units[] = {};

why is this blank?

grand zinc
#

Because noone created any new units or forgot to enter them there

hardy crow
grand zinc
#

no

#

units is a CfgPatches entry

#

Or I guess maybe CfgGroups too?

hardy crow
#

ah so the guy i got to help me has put it under cfgpatches, guess he got it wrong?

hardy crow
grand zinc
#

I just told you it goes in CfgPatches
Why would you guess he got it wrong when he does what i said ๐Ÿ˜„

hardy crow
#

because you wouldnt need it anywhere else as the rest is objects, weapons, mag, etc etc etc because theyre not created to be attached to one specific class/unit at all times?

#

now it all makes sense, thanks dude ๐Ÿ˜„

#

am i right here?

limber citrus
hearty sandal
#

units could also contain list of buildings, vehicles etc, not just character units. zeus for example reads that array

hardy crow
#

ok cool,this ish ๐Ÿคฏ but also satisfying once i learn how it works, thanks people

hardy crow
#

Think im overthinking it all tbh

hearty sandal
#

yes that you are

#

๐Ÿ˜…

hardy crow
hearty sandal
#

dunno. this is how its designed

#

probably because the cfgpatches is the header that is at the top of everything

#

does it matter though

#

since it is like it is and it has to be used in the way it has to be used

#

the why is just curiosity

hardy crow
#

i get it, if it works dont fix it lol

hearty sandal
#

nothing you could do to fix it

hardy crow
#

just trying to make sense of it really thats all

#

ok if it works dont question it then is better

hearty sandal
#

your thinking is going way too deep

#

that will not help

hardy crow
#

next question is
'why are we here'

๐Ÿ˜‚

hearty sandal
#

you need to narrow your focus

hardy crow
hardy crow
hearty sandal
#

for zeus purposes you migth not need everything in there

#

nor base classes etc that are not visible anyway

hardy crow
#

why am i seeing some weapon name in editor, having capitals? was informed to have everything in lower case???

hearty sandal
#

do you mean classnames?

#

lower case is safer as there are few occasions where its needed

#

so if all is lower case, no need to worry

dry mantle
#

I'm getting an error "cannot load CO texture" the helmet is placed correctly on the head, seems like I'm having an issue with rvmats

hardy crow
#

(in 3 messages due to no discord nitro)

Reference:
bold - subject/title
text - description
italics - personal point
***bold italics *** - question

As many of you may already know, have been looking for a coder/programmer for months now, to no avail.
So decided to take the task up myself whilst still having some free time and make time productive

So, from someone whos a beginner in code, who can only read, make sense, and make parameter edits
for making a mod;

let me get this right;

#

config.cpp

  • there is one main config.cpp in the mod main directory, which holds only the cfgpatches, but links that include the cfgmoves, cfggestures, cfgvehicles, cfgweapons, etc
  • the cfgmoves, cfggestures, cfgvehicles, cfgweapons, cfgmagazines, cfgammo etc are local to that file (e.g anim.rtm, or object.p3d or weapon.p3d), but get linked to the config.cpp, which is the last file to be loaded which 'wins' when loading the game/mod
    ! - hence why you dont want code conflicts and everything in lower case to minimise potential errors
    (correct?)

now breaking it down, from my understanding...
cfgpatches
think i got this down for now, in regards to the units and weapons, only scratches the surface, helps add addon to game
for a mod to work, codewise, in regards to zeus***
cfggestures/moves

  • there is and more than one subconfig.cpp file within the animations folder(s), for both cfggestures/cfgmoves, which only holds/processes maximum 2GB
    *(doesnt this mean more subdirectories inside the anims folder? you cant just have all anims in one folder?)
    model.cfg
  • therre is and more than one model.cfg file for each object and linked to the config.cpp
    these model.cfgs also are within the config.cpp
    (linked and/or mentioned?)*
    textures.paa
  • Technically speaking, model textures are;
  • specific texture (e.g black) that gets clarified in the model.cfg
    (but to have more textures of the same weapon, do you (what is best working practice?))
    a) just code the weapon to have a different texture
    b) have seperate .p3d versions of weapon with different textures (<<i think this one)
#

OR
2. Everything can just function/work off one config.cpp file ๐Ÿ˜‚
*(because afaik if all the code can gather and collect the relevant files and code parameters, it would work, (but then again this 2GB thing..., maybe it causes too much data to go down one lane?)

Whoever helps here is going to have a major field day, but this will help fast track my understanding

hearty sandal
#

No

#

Compare to Arma 3 pbos and their structure

#

There are multiple pbos with their own configs that together create "an addon"

#

There is no need to have just 1 config

hearty sandal
#

Config+files => pbo(s) => addon

#

And for folder structure etc, refer to A3 structure for working example.

Technically you could have everything in 1 folder but that would be nightmare to manage.

#

And for color variants you use hiddenselections

hardy crow
hearty sandal
#

No.

#

Or well you could have them separately. But anims usually are in single pbo to begin with.

Like I said. Refer to Arma structure...

#

They got the main anims_f and then separate animation related folders for additive dlc content

hardy crow
hearty sandal
#

Yes

hardy crow
#

of course included with what u just said about additive dlc content

hearty sandal
#

Just look into your P:\a3 once you have P drive set up.

hardy crow
hearty sandal
#

Good luck.

hardy crow
#

thanks dude, appreciate your eagerness to help, which i know your doing because youre aware im doing everything i can my side, but still very much appreciated ๐Ÿ˜„

hearty sandal
#

I can show the door but people gonna have to walk through it on their own.

hardy crow
hardy crow
#

bruh, this doesnt look as clearcut as i would think it would be, theres stuff still in like, whats all this stuff?

  • beta - shouldnt this be deleted from full?
  • epa/epb - stands for? expansion a? expansion b?
  • exp - stands for? Expansion?
  • mod - why?
  • gamma - why?
  • languagemissions - why? why isnt this in a subfolder for mission? or all languages under one prefix, not linked to missions?
  • bootcamp - why? why isnt this is in a mission?
#

@hearty sandal for anims, whats better? have the folder system or (:cringe) all anims in one folder? e.g 'acrgpsitmstpsraswrfldnon' with all 'acrgpsitmstpsraswrfldnon_anim' in, or all anims in one folder?

hearty sandal
#

In case you are making thousands of folders, sub foldering them sounds more organized. Depends how you want to do it

#

Game does not care.

#

Apply logic.

wheat sluice
# hardy crow bruh, this doesnt look as clearcut as i would think it would be, theres stuff st...

Aside from languagemissions, the rest of them are suffixes for each of major game milestones:

beta -> Arma 3 Beta content (Game Update 0.70 up until 1.00)
gamma -> Full release content (Game Update 1.00 until The East Wind was added)
epa -> First episode of The East Wind (Survive)
epb -> Second episode of The East Wind (Adapt)
epc -> Third and final episode The East Wind (Win)
bootcamp -> Bootcamp Update (Game Update 1.24)
exp_a -> Nexus Update (not to be confused with exp/epa)
exp_b -> Eden Update (again, not to be confused with exp/epb)
exp -> Apex Expansion release content
mod -> Warlords Update (integrated the ADR-97 Weapon Pack mod into vanilla)

hearty sandal
#

main thing I think is right now that you are way too hung up with names and their meanings and "making it all perfect"

hot pine
#

beta, gamma, epsilion are letters from greek alphabet

#

there is legendary delta addon available to developers only which contain many secret assets.
as for alpha - addons without suffix could be treated as alpha (i.e. data_f )

#

after east wind update that system was obviously abandoned

long cargo
#

Anyone here have the config lines to edit the RHS T-72 and T-80 commanders?

hearty sandal
#

you can find them in the in game config viewer

hot pine
#

you can search here for phrase gunnerType

#

there should be even example for t80

#

in any case, you can take a look at GREF configs if you are lost at inheritance recreaction (rhsgref_c_vehicles_ret )

soft leaf
#

Any idea why countermeasures might be vanishing in a vehicle when multiple players get in? It works with AI.

#

does gunnerHasFlares override in weird ways when marked true on multiple positions, etc?

hot pine
#

sounds like Arma bug

soft leaf
#

wow, alright

#

arma moment

hearty sandal
#

you still need to link pictures @hardy crow

#

also you been here for long time, no crossposting ๐Ÿ˜›

vocal patrol
#

Trying to make a flag object for a faction mod, I'm really shit at this stuff

#

Found some code online


But my game is saying FlagCarrier is not defined, how would I do this?
#

Also can't remember how to do the formatting here

vocal patrol
#

Got it working!

candid wave
#

discord is a chat, not a forum. stop wasting vertical space. furbzeyyygaming: (in 3 messages due to no discord nitro)

sick zephyr
#

Hey guys, any idea how to remove the vehicle cameras , minimap and radar from right/left panels?

#

Those things

#

I've removed everything within the components class that regarded this but the pannels are still there and suprisingly, they are working

hardy crow
#

Can i have more than one animaiton inside the interpolation?

hot pine
hearty sandal
#

animations interpolate between current animation and the future animation

#

but state change from Animtion A to Animation B can go through C and D animations in between

#

action A runs animation A that interpolates to C that interpolates to D that interpolates to action/animation B

hardy crow
hearty sandal
#

a action state can have random variants but I would not use it to play totally different purposed animations

#

Im not sure if I understand what you are asking

hardy crow
#

but state change from Animtion A to Animation B can go through C and D animations in between
action A runs animation A that interpolates to C that interpolates to D that interpolates to action/animation B

how do i do this?

#

out of curioisty

hearty sandal
#

:L

#

Interpolation chain

hardy crow
#

so animdnon, animdnon, thats it?

hearty sandal
#

I do not understand what that means

opal crater
#

If there's not direct path from Animation A to B

#

but there is indirect one through C => D

#

it will go that path.

#

Using the shortest path, which you define as the float values after anim name

hearty sandal
#

no

#

those are the different animations that animation can interpolate to

opal crater
#

and can use this to chain anims

#

you create anim A

#

anim A InterpolateTo[] = {"A_to_B"}

#

anim A_to_B InterpolateTo[] = {"B"}

#

when you will want to switch from anim A to B it will go through A_to_B

hardy crow
#

๐Ÿ˜„

#

Right, now need help with weaponscfg and magazinescfg, where should one start?

opal crater
#

idk, on wiki I guess. And Arma 3 Samples

dry carbon
#

wheeled and tracked vehicles - is there a parameter that prevents a vehicle from getting away from the ground too much and thus maintain control of the steering?

#

I get there's mass and spring settings, but I guess I'm looking for more of a cheat, as if there were a powerful magnet or giant wing making the vehicle almost suction to the ground

hearty sandal
#

nope

#

its balance between spring strength and overall mass and mass distribution of the vehicle

nimble sequoia
#

latStiffX, latStiffY and frictionVsSlipGraph[] also play a significant part in how "slippery" the wheels/tracks are.

dry carbon
#

ok

hearty sandal
#

if you want a thing to hug ground it has to be heavy

#

that can have unvanted effects elsewhere though

#

if you explain what it is you are trying to do then perhaps better answers can be thought up

dry carbon
#

I remember at one point I wanted the opposite effect with a light tank. It was hugging the ground, but I got it to jump berms a little bit. Now I am just trying to make my wheeled vehicles be less jumpy so the player has better control.

hearty sandal
#

what kind of speeds do you have?

#

the damper/spring settings affect that a lot as well as the overall mass

#

more mass = more force is needed to lift from ground

dry carbon
#

~140 mph on a jeep
~120 mph on a buggy

hearty sandal
#

ah

#

those are fast

dry carbon
#

SUV speeds

hearty sandal
#

do they bounce on road or offroad?

dry carbon
#

little slower, but yeah

hearty sandal
#

and are those speeds on or off road?

dry carbon
#

off, mostly, but even hilly roads tend to get them to fly, like the ones in Tanoa

hearty sandal
#

Id say at that speed Id expect them to fly

dry carbon
#

Those are on-road speeds, but they still have considerable speed off road

hearty sandal
#

thats 225 km/h

dry carbon
#

Ok so those are top speeds, but they are doing this even at medium speeds

hearty sandal
#

do they do it more compared to other cars?

#

like Arma armored cars

#

(though I suspect those are lot heavier)

dry carbon
#

The SUV is faster, but it doesn't leave the surface as easily as mine. I guess I need to revisit its configs and mass info.

hearty sandal
#

SUV?

dry carbon
#

the not-BMW suv car thing

hearty sandal
#

in vanilla?

dry carbon
#

yup

hearty sandal
#

ah that one

#

probably it is heavier then

dry carbon
#

that might make sense, especially in the case for the buggy

#

My jeep is based off the Lambo Cheetah, but a 2-seater, so I have no idea how much mass to give it. I went a little on the light side, I guess.

#

The buggy is tubing with some fiberglass, so light seems right.

hearty sandal
#

option 1 is to accept that it flies like buggies probably do at high speeds or add more mass and accept that it can ram stuff

dry carbon
#

LOL

#

ok

#

option 2 is to mess with springs, I'll bet

#

I'm pretty sure they would fly at crazy speeds, but it flies even before reaching those speeds, it seems

hearty sandal
#

springs might make it bounce a bit when it comes down but if it has enough force to go up, it will go up

#

perhaps it is just too light to begin with

#

or engine has too much power

dry carbon
#

and when it does make contact it seems to be either undercorrected or overcorrected.

#

Dirt roads are the worst, but it should handle dirt roads better than a roadcar.

#

maybe I'm wrong about that

#

Thanks for the input! I thought I had used a magic parameter to make a tank jump, but it has been so long I've forgotten what I did, in order to do the opposite. I'll mess around with it, because it needs to be tamed somehow, without being overtaken too badly.

hearty sandal
#

perhaps using one of vanilla car configs for physX etc would be good starting point and then see how that behaves

#

then test different mass to see how that makes it different and how that compares to the vanilla car

hardy crow
#

Whats the situation with simple objects? only requires a model.cfg linked to main config.cpp?

hardy crow
#

looking in samples;

Test_lamp_F - is this hard code? class name generic code or something? cannot be changed?

obj_land_chandelier_01_F - unused example of object file being hypothetically used

woven imp
#

what is the actual question?

hardy crow
#

Where are .hpp files located? in main mod dir? or in main subdir? e.g anims, or objects/weapons?

opal crater
#

wherever you will put them, they're not used by game as is. It all ends in config.cpp => config.bin.

Read about #include again.

hardy crow
opal crater
#

if you will not include it in your config.cpp it's just a file

#

being there in pbo, doing nothing.

hearty sandal
#

In case includeable file contains nothing useful makes no sense to include it. It's just another way to manage config file so that you don't need to necessarily have all 10000 lines in one cpp file.

hardy crow
woven imp
#

note that depending on tooling and preprocessing the base file will be included inline instead of referenced

hardy crow
#

so as long as my config.cpp is on point the rest is handled with the pre existing files of base game? if that makes sense?

hearty sandal
#

yes that is how the inheritance works

hardy crow
#

this is really good news, alot simpler than what i had thought originally

hardy crow
#

so basically as long as i got the local kind of files for objects, anims, etc and it lines up with the main config.cpp, its good?

hearty sandal
#

I think you need to start trying it out.

#

but start with something simpler than animation configs

hardy crow
hearty sandal
#

yes and how it works in practice

#

you wont be able to learn it just in theory

whole folio
#

Hey, I've got a quick question I'm trying to figure out how to put an icon for the uniform in your inventory.

delicate comet
#
        class Components: Components
        {
            class SensorsManagerComponent
            {
                class Components
                {
                    class SomeRadarSensorComponent
                    {
                        componentType = "ActiveRadarSensorComponent";
                        class AirTarget        // ranges for targets with sky background
                        {
                            minRange    = 5000;    // minimum possible range in meters
                            maxRange    = 5000;    // maximum possible range in meters
...

this is straight from the wiki, what does it mean when min range and max range are the same?

#

i cant find any documentation on this and i then question what minrange actually does

rough hatch
#

I've encountered some weird issues with the handling of my vehicle, on flat paved terrain like a road it can drive in a straight line without issue, but when driving off-road even on flat terrain it kinda wiggles left and right and doesn't really stay in a straight line

glacial spear
#

the wiki isint that well maintained

#

having them the same will do exatly what you think it will, only targets at exatly 5000

shy knot
#

So, I've got a net for a vehicle that I'd like the players to be able to toggle on and off. What would I need config wise to make it so it's a selectable component

vast tartan
#

Is it possible to override the CfgRanks via config (assuming load order is correct)? I'd assume it's restricted and cannot be modified

stray sage
vast tartan
stray sage
#

Well , there should be no other way to set rank afaik. I believe cfgRanks simply exists for the sake of read only purposes.

#

You may want to ask to someone more experienced, I havent really tried anything with them apart from what I mentioned.

hot pine
#

For instance, IR missile with minRange = 500 & maxRange = 5000, will be able to target something 5km away (ofc if other sensor conditions are also met) if player has at least 5km view distance set in settings

#

at 2,5km view distance, this missile will be limited to 2.5km range

#

at 100m view distance, missile will be still able to lock at target which is 500m away though

#

(fyi @glacial speartoo ๐Ÿ˜‰ )

#

The actual sensor's range is the smallest of [maxRange, resulting objectViewDistanceLimit, resulting viewDistanceLimit] but never lower than minRange

delicate comet
hot pine
#

yes, notice BVR weapons are using exactly same value for min & max range so they don't care about view distance. This is mainly for WVR (aka non BVR ๐Ÿ˜„ ) weapons actually

hardy crow
hearty sandal
#

Learning by practice yes.

hardy crow
#

bro, not going to lie, this is a massive undertaking personally; the whole job itself is daunting lol

hearty sandal
#

I know. Can take years to master.

hardy crow
delicate comet
#
class ActiveRadarSensorComponent: SensorTemplateActiveRadar
            {
                class AirTarget
                {
                    minRange=50;
                    maxRange=20000;
                    objectDistanceLimitCoef=-1;
                    viewDistanceLimitCoef=-1;
                };
                class GroundTarget
                {
                    minRange=50;
                    maxRange=12000;
                    objectDistanceLimitCoef=-1;
                    viewDistanceLimitCoef=-1;
                };
                groundNoiseDistanceCoef=0;
                typeRecognitionDistance=16000;
                angleRangeHorizontal=180;
                angleRangeVertical=180;
                aimDown=0;
                maxTrackableSpeed=1e10;
                color[]={0,1,1,1};
            };

This is my sensor config, idk why R isn't working

#

i also have allowTabLock set to 1

hot pine
#

minRange=50; in A3, radar guided weapons are all BVR - just a side note

delicate comet
#

yeah i fixed that just now after your message

#

its now 20000 and 12000

hot pine
#

can you perhaps post full missile cfg?

delicate comet
#

this is the vehicle sensor config

#

i can post the missile but that shouldnt affect being able to lock should it?

hot pine
#

is this pilot or gunner weapon?

delicate comet
#

pilot

delicate comet
#
    class macro_new_ammo(a2a) : M_Air_AA
    {
        displayName = "Zephyr A2A";
        displayNameShort = "Zephyr A2A";
        effectFly = "HOB_Effect_Violet";
        effectsFire = "HOB_Effect_Violet";
        effectsMissileInit = "HOB_PylonBackEffectsFFAR";
        effectsMissile = "HOB_FX_Missile_AA_Violet";
        muzzleEffect = "";
        cmimmunity = 0.6;
        effectsSmoke = "HOB_Effect_Violet";
        tracerColor[] = {"blue"};
        brightness = 20000;
        lightColor[] = {0, 0, 1, 1};
        triggerTime = 0.1;
        hit = 620;
        indirectHit = 100;
        indirectHitRange = 3;
        cameraViewAvailable = 1; 
        maneuvrability = 40;
    };
hot pine
#

what about weapon?

delicate comet
#

oh right, uhhhh

#
    class macro_new_weapon(pylon,a2a) : missiles_ASRAAM
    {
        displayName = "Zephyr Pylon)";
        displayNameShort = "Zephyr";
        magazines[] = {macro_new_mag(pylon_aa,4)};
        soundFly[] = {""};
        lockedTargetSound[] = {""};
        lockingTargetSound[] = {""};
    };
#

and if it matters here's the mag

#
    class macro_new_mag(pylon_aa,4):4Rnd_AAA_missiles
    {
        ammo =MACRO_QUOTE(macro_new_ammo(a2a));
        count = 2;
        displayName = "Zephyr A2A";
        displayNameShort = "Zephyr A2A";
        tracersEvery=1;
        hardpoints[]=
        {
            "HOB_Universal_rail"
        };
        pylonWeapon=MACRO_QUOTE(macro_new_weapon(pylon,a2a));
    };
#

when i use T to manually lock the target

#

the missile works as expected

#

its just i'm unable to use R to cycle targets on my radar

#

so it kinda works... but having to look directly at the target in free look to lock it is kinda annoying

delicate comet
hot pine
#

just to be sure - is R key working on vehicles for you?

delicate comet
#

yes

#

other vehicles, even ones from my mod work fine

#

like my helicopter R works as intended

#

its just my fast mover that has this issue

hot pine
#

and is it working with other weapons?

#

(just to rule out its not a weapon/mag/ammo issue)

#

ah lol

#

I see it

#

M_Air_AA is IR guided weapon

#

and you try to lock radar target with it

delicate comet
#

its not working with other weapons

#

it seems to be an issue with the vehicle itself

#

like the same weapon on other vehicles it works, i'm able to use R to cycle targets

delicate comet
#

i dont think this is a weapon issue?

rare garnet
hearty sandal
#

where?

#

after doing what?

#

whats the exact message?

rare garnet
#

After selecting the helmet, its shows up with the mods logo but when pressed give scope = private, and the replaced texture doesn't load in.

#

did you look at my config?

hearty sandal
#

well your helmet base class there has scope curator set to 0

#

and you never change that for the actual class to 2

#

that could be it

#

or you are inheriting the baseclass scope = something

#

and dont change it to scope = 2

#

maybe

rare garnet
#

okay will try thanks

#

hm..no texture

#

just the defualt

hearty sandal
#

How are you packing the pbo?

#

Is that the real path to the file on you P drive

rare garnet
#

PboProject 3.16 and using P Drive

hearty sandal
#

Was that the actual path or do you have other folders before it?

rare garnet
#

P:\19ST_Custom\camos

#

with odst_helmet_co-1-2.paa in that folder

hearty sandal
#

U sure the helmet supports retextured?

rare garnet
#
hiddenSelections[]=
        {
            "camo",
            "camo2",
            "camo3",
            "H_Collar",
            "H_Neck",
            "H_UNSCVacLower",
            "H_UNSCVacVisor",
            "H_VacCollar"
        };
        hiddenSelectionsTextures[]=
        {
            "optre_unsc_units\army\data\helmet_co.paa",
            "optre_unsc_units\army\data\soft_packs_co.paa",
            "optre_unsc_units\army\data\ghillie_woodland_co.paa"
        };
#

pretty sure it should be right?

hearty sandal
#

Looks like it

normal trench
#

Quick side question, is it possible to allow a rifle scope to be Zeroed beyond 2000m?

rare garnet
#

do i need to include the OPTRE_UNSC_Units_Army as well as the Core?

normal trench
#

Are you trying to reskin a ODST helmet?

rare garnet
#

yeah

hearty sandal
#

Possibly

hearty sandal
normal trench
#

I edited the config, though in-game it just kinda doesnt. LUL

normal trench
# rare garnet yeah

Inherit : "OPTRE_UNSC_Units"
Base helmet for Just some retexturing work would be
OPTRE_UNSC_CH252D_Helmet
So i'd recommend inheriting from that

rare garnet
#

okay will try thanks

#

did the trick

#

Thanks Again @hearty sandal & Thank you for the 1st time @normal trench

normal trench
#

๐Ÿ‘

narrow musk
#

hey anyone knows how to create new ravage zombies units through config?

glacial spear
#

What point in a vehicle does the radar cfg check for los from, is it the whole vehicle, the very centre, or can I define a radar position to simulate radar Bob ups on a heli

hot pine
#

sensorPosition

#

it is used for all sensors though

mystic pond
#

Quick general question, how the fuck do you make the BIS_AddonInfo.hpp I looked absofuckinglutely everywhere but it just isn't mentioned

#

And my nerves are growing shorter thanks to that shit

hearty sandal
#

why do you need bis_AddonInfo.hpp?

#

.hpp is just a text file with .txt extension changed to .hpp

#

and it is used with #include command to insert its contents into another config file

#

but the same content could also be just written down in the another file

#

but also, why do you need it as I cant come up with any use for it

mystic pond
#

I found out, anyway

mystic pond
#

So I've got a pretty minor inherit problem and I have not a clue how to fix it

#

Could I bother someone to help me on this first project of mine?

normal moon
#

You might wanna describe your issue so people can decide on if they are able to help.

limber citrus
mystic pond
mystic pond
limber citrus
mystic pond
ionic warren
#

Why is PBO Project complanining about #if __has_include preprocessors commands?

#

circa Line 39 Unknown #

glacial spear
#

or is it something i just stick in vehicle cfg

glacial spear
#

is it a memory point

slim halo
glacial spear
#

im struggling to get sensorPosition to work
iv tried using a memory point, and a proxy dont know why i tried that
it still uses eye pos

ionic warren
#

Oh damn, mikero still exists. I thought he evaporated

hard chasm
#

it's fixed in subscriber versions. free will come later

steady beacon
#

@glacial spear what are you trying to do exactly?

#

Have you tried animDirection?

steady beacon
brazen merlin
#

is it just me or did something break with the titan missile firemodes on dev-branch?

#

the first time when i switch to them it shows the old guided, and then the top-attack mode. but on the next cycle, it only shows the top-attack mode

hot pine
#

by default, all ground vehicles are using
sensorPosition = "gunnerView";

#

sensorPosition is linked in some sense with aimPosition (not sure if you can change it on vehicle - by default it is linked to "zamerny" memory point) - all visibility scans are performed from sensorPosition to aimPosition ("aimPosition" property, "zamerny" memory point or center of bounding box if both of them are missing)

mint chasm
#

class CfgPatches {
class Patches_of_Bombass {
author = "Monolith";
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Structures_F_Mil_Flags"};
};

class Markers {
    units[] = {};
    weapons[] = {};
    requiredVersion = 1;
};

};

class CfgUnitInsignia {

class Patch_AZOV_1 {
    displayName = "ะะ—ะžะ’";
    author = "Monolith";
    texture ="@shevrons\Ukraine\azov_1.paa";
    material = "\A3\Ui_f\data\GUI\Cfg\UnitInsignia\default_insignia.rvmat";
    textureVehicle = "";
};
#

What are these functions responsible for, and where is the error here? Sorry for the dumb question, but I don't understand. Where you can find decoding of classes and examples of their application, if there is a link to the site, I will be very grateful!

#

What is missing, or too much?

hot pine
#

}; is missing at the end

mint chasm
#

This is part of the config,}; there is at the end

#

But for some reason this config does not work, maybe I am packing the PBO incorrectly?

#

And sorry about my English

#

Im from russia

hot pine
#

I don't see it in you code snippet - perhaps you could pastebin.com ?

mint chasm
#

?

#

Did I do it right?

hot pine
#

and what error do you have?

#
        texture = "@shevrons\Ukraine\AZOV_2.paa");``` there is something weird here for instance
steady beacon
mint chasm
hot pine
mint chasm
#

requiredAddons [] = {"A3_Structures_F_Mil_Flags"};
is this variable really needed here? I just copied a mod from someone, maybe I don't need it?

hot pine
mint chasm
#

Well, since this is the only error, then I am packing incorrectly

mint chasm
#

Oooh, thanks, it will help me a lot!

#

Sorry again for the stupid question.

steady beacon
winged bluff
#

Hi guys, I am working on a military ambulance and I want to use a siren action as it is used in the vanilla offroad or the van.
They have this command in the statement:
[this,'CustomSoundController1',1,0.2] remoteExec ['BIS_fnc_setCustomSoundController'];

But it does not work for my vehicle. Where is the sound of the siren for the sound controller defined?

delicate comet
mystic pond
#

Hey there, I've been trying to inherit firerate from a different mod so I can reuse the sound profiles and stuff but change the rate of fire itself as in, but in this case it doesn't inherit it, but just remake it again causing sounds to disappear. Any idea how to prevent that?

 
    class FullAuto : Mode_FullAuto {
        reloadTime = 0.07;
        recoil = "Recoil_CUP_L86";
        recoilProne = "Recoil_CUP_L86_prone";
    };
#

But since I put it like this it's pretty much not a inherit since I don't know how
original is pretty much the same with
class FullAuto: Mode_FullAuto { sounds[]=etc...

hot pine
hot pine
mystic pond
mystic pond
#

Since as it is only changing rof on a weapon from cup all it needs is the weapon itself, F_Exp library and the weps itself

hot pine
#

it only needs cup weapon addon listed if you are only changing cup weapon rof

mystic pond
#

So it pretty much looks like this since i'm also changing recoil for base L85 and L86 with added prone

#

// L86A2 inherited from L85A2 inherited from base L85
class CUP_arifle_L86A2 : CUP_l85a2 {
class Single : Mode_SemiAuto {
reloadTime = 0.07;
recoil = "Recoil_CUP_L86";
recoilProne = "Recoil_CUP_L86_prone";
};
class FullAuto : Mode_FullAuto {
reloadTime = 0.07;
recoil = "Recoil_CUP_L86";
recoilProne = "Recoil_CUP_L86_prone";
};
};

hot pine
#

so I guess you are missing cup weapon addon in required addons

mystic pond
#

Now that I look at it

#

Maybe

#

RequiredAddons[] = {
"A3_Weapons_F_Exp",
"CUP_Weapons_WeaponsData",
"CUP_Weapons_L85",
"CUP_Weapons_L86"
};

hot pine
#

Is original

    class Single : Mode_SemiAuto {``` class with class Single definition?
mystic pond
hot pine
#

the could be another thing, in this case you should inherit from parent class i.e.

class CUP_l85a2 : something 
{
  class Single;
};
class CUP_arifle_L86A2 : CUP_l85a2 {
    class Single : Semi {```
mystic pond
#

In this case there's like L85A2_Base which has the fire rates set for it
after which is L85A2 itself with the different shit like RIS version and such
and from that L85A2 which was inherited from base is then inherited into the L86A2 pretty much just changing range and recoil slightly in the original

#

If that's what you mean

#

so before that statement I got

// L85
class CUP_l85a2_base : Rifle_Base_F {
    recoil = "Recoil_CUP_L85_HG";
};
// Dummy Real L85A2
class CUP_l85a2 : CUP_l85a2_base {};

sitting there

#

Since I changed the base recoil
then went down the line to the 85 and then to the 86 which I changed

#

I am doing it like this since I saw a guy taking a gun defining predecessor and then changing the existing down the line, pretty much like here

#

If im doing something that doesnt make sense its because I dunno how to program to begin with

#

Nor change shit before this

hot pine
#

try inheriting class Single from parent class like I posted above

mystic pond
#

I got it working

#

And i'm about to cry that doing THIS

#

Made it work

#

SOMEHOW

steady beacon
# delicate comet it is yes

In order for the tab lock(R key) to work the gunner needs a air lockable weapon of some sort, either missiles or guns or a fake weapon that can lock onto air targets

mystic pond
#

"Jak jste kurva dokรกzali udฤ›lat tuhle hru bez rozbitรญ aspoลˆ jednoho poฤรญtaฤe v tomhle kรณdu"

#

I'm going to take a bath, i'm done for today

delicate comet
glacial spear
hot pine
#

I think it works on everything

glacial spear
#

im also not sure if its using a memory point

hot pine
#

it is by default using "gunnerview" memory point

glacial spear
#

in cfg is uses "gunnerview" and "sensorpos"

#

im wondering if sensorpos is a memory point in the model meaning i can plug a memory point

#

becuase i want the radar above the aircraft

hot pine
#

gunnerview is memory point as I mentioned above

glacial spear
#

ah i thought you meant it was using the turret gunner view memory point and i would have to define a turret

#

that being said i am trying memory points and its not working

rare garnet
#

Quick Question,
How do I add like modded vehicles into there own category for 3den and Zeus

hot pine
glacial spear
#

so you were able to simulate the radar position and do a radar bob up

#

hmm wonder what the issuie is

hot pine
#

yea

#

but it works for all sensors - I think that was the reason I haven't implemented it in the end.

glacial spear
#

in the apache project removing everthing but the radar as we hiding the vanilla sens panel

#

so simulating the fcr position is somethig i want to do but its still going of the LOS

rancid lotus
#

Hey, question

#

So we added some new units and we want them to be available for Zeus to use

#

However, they're not showing up under units where need them

#

Anyone know what the best way to get newly added units into Zeus?

rare garnet
glacial spear
delicate comet
#

is there a way to set AI skill for specific types of units via pure config?

#

or do i have to use an init event handler with set ai skill

#

like can i do something like set CfgAISkill per unit?

jolly igloo
#

Hey guys I'm making a retexture mod for a lot of the vanilla vics, I'm trying to retexture the offroad with the 50. cal on it.

        class Hoplite_Offroad_M2_01: Offroad_01_armed_base_F
    {
        author = "Blackburn";
        _generalMacro = "Offroad_01_armed_base_F";
        displayName = "Offroad (M2)";
        scope = 2;
        crew = "B_soldier_F","B_soldier_F";
        side = 1;
        faction = "Hoplite"; 
        class Turrets{};
        hiddenSelections[] = {"camo","camo2"};
        hiddenSelectionsTextures[] = {"Hoplite_vics\data\hoplite_offroad_01_ext_co.paa","Hoplite_vics\data\hoplite_offroad_01_ext_co.paa"};
    };

here the issue and I'm sure it's because I'm not understanding something proper but when I spawn it in-game the textures load fine but the gunner seat is not usable at all.
same goes for AT variant

     class Hoplite_Offroad_AT_01: Offroad_01_AT_base_F
    {
        author = "Blackburn";
        _generalMacro = "Offroad_01_AT_base_F";
        displayName = "Offroad (AT)";
        scope = 2;
        crew = "B_soldier_F";
        side = 1;
        faction = "Hoplite"; 
        class Turrets{};
        hiddenSelections[] = {"camo","camo2"};
        hiddenSelectionsTextures[] = {"Hoplite_vics\data\hoplite_offroad_01_ext_co.paa","Hoplite_vics\data\hoplite_offroad_01_ext_co.paa"};
    };
hearty sandal
#

you should inherit from on of the end working classes instead of base class

#

base class possibly is not set up with turret or gunner properly

jolly igloo
#

so fx. I_G_Offroad_01_armed_F for the 50. one?

jolly igloo
#

I'm back, no dice after trying to fix it for over an hour,tried changing the inheritance to I_G_Offroad_01_armed_F, B_G_Offroad_01_armed_F, O_G_Offroad_01_armed_F;

#

no dice still won't give me turret slots

hearty sandal
#

is your requiredAddons array set up to load vanilla configs before yours?

#

you might need to build the inheritance tree more properly and with turret classes

jolly igloo
#

๐Ÿค” not sure, but my requiredAddons is set to requiredAddons[] = { "A3_Data_F_Oldman_Loadorder" };

hearty sandal
#

AOW loadorder is the latest but Id suppose that one should work too.

#

perhaps you need to add longer inheritance to the config

hot pine
#

On both variants you are also clearing content of class turrets

brazen merlin
#

question. is it actually possible to add custom footstep sounds for custom surfaces?

#

i'm following a trail through the configs right now, and just stumbled over a huge block of ... stuff.

#

looks like the sound is defined in the CAManBase class and that looks similar to how surface dust effects worked before

hearty sandal
#

Should be. And yes it is indeed injected to all man type characters deep in the base configs

stray sage
brazen merlin
#

yeah, it mentions what i just found in config

#

"SoundEnvironExt"

hearty sandal
#

๐Ÿ‘

brazen merlin
#

got it working. nice.

mint chasm
#

๐Ÿ˜”

grand zinc
#

is your config UTF8 encoded?

mint chasm
#

UTF8?

grand zinc
#

Notepad++

mint chasm
#

Yes, encoded

slim halo
#

what did you use to pack it?

mint chasm
#

Addon builder, Arma 3 tools

#

Maybe try something different?

slim halo
#

it should work

mint chasm
#

And I think so...

#

๐Ÿ˜”

slim halo
#

DM me your mod folder if it's small (zip it)

#

I'll take a quick look

mint chasm
#

ok, one second

#

how would i send the archive?

slim halo
#

you can't send it here. DM it to me

mint chasm
#

sorry, my English is bad

slim halo
#

@grand zinc seems like A3 Tools binarizer is kinda broken meowsweats

#

without binarization his names were correct thonk

grand zinc
#

I didn't have any issues with that so far

vast tartan
#

Are we able to create a custom class for the various move classes/animations? As an example, we have the various paces (combat pace, slow pace, etc). Could you create a copy and introduce another one?

So you could create new versions of the "AmovPercMwlkSrasWrflDf" class (and the other ones that are tied to it)

jolly igloo
vestal sorrel
#

Curious. What in a config makes an AI determine if they should or should not shoot at a vehicle? Like how an AI will shoot at a truck but not a tank with small arms.

urban basin
#

Idk why but my addon throws an error as soon as the main menu loads. Script \WRA\Functions\fn_Core.sqf not found
Full File Path: addons\WRA\WRA\Functions\fn_Core.sqf
It also seems like I'm getting errors with other file paths as well even tho they seem like they should work

The config.cpp:

class cfgFunctions
{
    class WRA
    {
        tag="WRA";
        class Core
        {
            file="\WRA\Functions";    
            class Core {};
        };
    };
};
class cfgVehicles
{
    class Logic;
    class Module_F: Logic
    {
        class ArgumentsBaseUnits
        {
            class Units;
        };
        class ModuleDescription;
    };
    class WRA_Core: Module_F
    {
        author="Wagons";
        _generalMacro="WRA_Core";
        scope=2;
        displayName="WRA Core";
        icon="\a3\animals_f\data\ui\map_animals_ca.paa";
        category="WRA_faction";
        function="WRA_fnc_Core"; //Only place the function gets called
        functionPriority=1;
        isGlobal=1;
        isTriggerActivated=0;
        isDisposable=0;
        class Arguments
                { ...

This is my first time making a mod and I'm basing it off of Drongo's Spooks to help me understand some things

brazen merlin
#

looks like file path is wrong?

#

if it looks in \WRA\ but you say it is in \WRA\WRA\, something ain't right

urban basin
#

Is that still wrong? Should I remove one of the WRA?

urban basin
#

Yep that was the issue...

shy knot
pure dove
#

Hitpoint radius is a value in meters right?

hearty sandal
#

so yes, but not easily/properly

vast tartan
hearty sandal
#

pretty much 0

#

animation config stuff expects quite good grasp on how configs work in order to piece together what works together and where

sullen fulcrum
#

Im curious, lets say i made a mod with ready p3d files exported and i keep failing on making the configures, last resort for my desperation is hire someone who can make it how much would i pay to the developer?

hearty sandal
#

unless you buy untested config (bit craycray) you cant pay for it as testing the configs would require running them and Arma tools and Arma cant be used commercially

sullen fulcrum
#

I guess learning about it is the only option i have left, im very limited to the resources i have especially Arma samples, is there a document where i can see the basic structure of the configs?

hearty sandal
#

the wiki explains things like inheritance and the samples have comments on the configs that explain them

sullen fulcrum
#

I'll check that out, thank you โค๏ธ

steady beacon
vocal patrol
royal briar
#

How do I modify the MP lobby?

hearty sandal
#

Modify it how\why?

royal briar
hearty sandal
#

And by mp lobby you mean the player slot selection screen?

royal briar
#

yes the "Role assignment"

royal briar
#

Well I'm editing the the RscDisplayMultiplayerSetup class in the config.cpp , this seems to work I can add new stuff to it

#

wish I knew the orginal .cpp location though for the RscDisplayMultiplayerSetup

#

Btw when editing configs is the only way to get changes applied to the game by restarting arma?

slim halo
royal briar
slim halo
#

no

#

it's only available in diag exe

royal briar
#

ok

#

found the class def file, it's : Arma 3\Dta\bin\bin\config.cpp

royal briar
#

does anyone have ideas on how to run code each time user enters/leaves the mission parameters screen?

#

cant run any other code than from button-> action code =/

hearty sandal
#

If you explain what kind of mechanic you are trying to do perhaps someone can tell if it is even possible.

royal briar
#

and text that tells if the load data is available for the currently selected world

royal briar
#

if have you two classes of the same name because you want to overwrite the other class, what determines which class is loaded first from config and which one overwrites the other one?

hearty sandal
#

you would have just 1 class of that name

#

it would then overwrite whatever a previous config has

#

but it will overwrite only the changes you make

#

in case the original class has inheritance from a parent class you will need to keep that structure correct

royal briar
#

both classes are in mod config.cpp and my class seems to get overwritten by the default arma class

hearty sandal
#

this also expects your requried addon array in your cfgPatches to be correct so your config loads after the original one

#

both classes?

royal briar
#

ah how do I do that?

#

two config.cpp files I mean

hearty sandal
#

why do you have 2 config.cpp files???

#

wut

royal briar
#

my mod has just one but I mean arma has the other.. which of course I unpacked from one of the pbo

hearty sandal
#

buy you are not packing the arma config are you?

royal briar
#

nope

hearty sandal
#

then its irrelevant for the game

#

game loads only the pbos, not the unpacked stuff

royal briar
#

right

hearty sandal
#

and the cfgPatches required addons tell what configs the game loads first before your addon

#

so your changes can be applied over them

royal briar
#

great

winged bluff
royal briar
#

I tried requiredAddons[] = {"Core"}; but I get message box saying it needs Core...

hearty sandal
#

core is not a cfgPatches classname

#

there is a AOW_loadorder class that you can use

#

I dont remember the exact name but you should be able to find it with that

royal briar
#

ok thx

hearty sandal
#

just to clarify, the requiredAddons array uses the CfgPatches Classnames of other pbos/configs

royal briar
#
class CfgPatches {

    class Core {
        requiredAddons = {};
        requiredVersion = 0.100000;
        units = {"ArtilleryTarget", "ArtilleryTargetW", "ArtilleryTargetE", "SuppressTarget", "PaperCar", "FireSectorTarget", "HeliH", "Land_VASICore", "AirportBase"};
        weapons = {"FakeWeapon"};
    };
};
#

like that one?

hearty sandal
#

sure but you probably would want to use one of the loadorder ones

royal briar
#

I put this one: requiredAddons[] = {"A3_Data_F","A3_Ui_F","A3_Ui_F_AoW"};

#

works ๐Ÿ™‚

hearty sandal
#

๐Ÿ‘Œ

royal briar
#

thx again ๐Ÿ™‚

brazen merlin
#

i have a character with multiple different magazines in the magazines array. is there a way to specify the magazine that will be loaded into the rifle first?

#

by default it seems to pick whatever is defined first as magazine in the actual rifle config

#

i hope my description made at least some sense

rare garnet
hearty sandal
#

you have a cfgvehicles class called 19TH_Vehicle_Caregory

rare garnet
#
    class 19TH_Vehicle_Category
    {
        dlc="OPTRE";
        displayName="Vehicles (19TH Battalion)";
        author="19TH ODST";
        faction = "19TH_ODST";
        side=1;
        scope=2;
        scopeArsenal=2;
        scopeCurator=2;
    }
hearty sandal
#

which is missing parameter vehicleClass

#

what is the purpose of this class?

rare garnet
#

for eden editor?

hearty sandal
#

well then it seems to be in wrong place

rare garnet
#

class CfgVehicles?

hearty sandal
#

yes

#

that is wrong place

rare garnet
#

ah

#

where should it be?

hearty sandal
#

check the wiki page about editor categories

#

dont remember them by heart

rare garnet
#

class CfgVehicleClasses

#

yeah my bad

#

thx

hot pine
winged bluff
#

Thanks. I have finally found out, how it works. ๐Ÿ™‚ ๐Ÿ‘

proud brook
#

A question about the Magwells, how exactly do they work now? If I adapt an existing magwell in my mod, do I have to add the original arrays? Or do I just have to add my own array?

example:

//Variant A with original Array
class CfgMagazineWells {
    class gm_magazineWell_20x139mm {
        gm_magazines[] = {"gm_425Rnd_20x139mm_he_t_dm51","gm_425Rnd_20x139mm_hei_t_dm81","gm_425Rnd_20x139mm_hei_t_dm111","gm_75Rnd_20x139mm_ap_t_dm43","gm_75Rnd_20x139mm_apds_t_dm63"};
        gme_magazines[] = {"gme_320Rnd_20x139mm_hei_t_dm81","gme_180Rnd_20x139mm_apds_t_dm63","gme_400Rnd_20x139mm_hei_t_dm81","gme_100Rnd_20x139mm_apds_t_dm63"}; // Additional
    };
};
//Variant B with only may Array
class CfgMagazineWells {
    class gm_magazineWell_20x139mm {
        gme_magazines[] = {"gme_320Rnd_20x139mm_hei_t_dm81","gme_180Rnd_20x139mm_apds_t_dm63","gme_400Rnd_20x139mm_hei_t_dm81","gme_100Rnd_20x139mm_apds_t_dm63"}; // Additional
    };
};
hot pine
rare garnet
#

Where can i find the config for "arifle_MXC_Holo_pointer_F".
as I'm trying to set a weapon up so i can spawn it via eden with attachments.

proud brook
hearty sandal
rare garnet
#

where can I find one

slim halo
#

google meowsweats

rare garnet
#

Okay

hearty sandal
#

pinned messages

gleaming oar
#

Hello everybody, i got a small question. How can i make a object indestructible with its config?

hearty sandal
#

what kind of object?

#

something placed on terrain?

#

terrain objects take such properties from the p3d directly so config cant help with that

gleaming oar
#

ahh i see

#

sorry than i will change sections

#

@hearty sandal but you cant do nothing with the config then?

hearty sandal
#

if you explain what kind of thing it is perhaps I can answer better

#

configs do have purposes too

sullen fulcrum
#

hey anyone willing to walk a person thru making a new ammo and magazine type?

wintry tartan
#

What you got so far?

sullen fulcrum
#

but so far ive only hit like go to the forum and shit

wintry tartan
#

Not perfect reference but the most perfect-ish than others

sullen fulcrum
#

ty if i throw you what ive made so far can ya look at it

wintry tartan
#

Ya

#
class CfgMagazines
{
    class Default;

    class CA_Magazine;

    class 30Rnd_test_mag: CA_Magazine 
    {
        scope = 2; /// or 2, to be precise
        displayName = "Lierian Stealth Ammo";
        picture = "\A3\Weapons_F\Data\placeholder_co.paa"; /// just some icon
        ammo = B_Test_Caseless;
        count = 30; /// 30 rounds is enough
        initSpeed = 795; /// standard muzzle speed
        tracersEvery = 0; /// disable tracers by default
        lastRoundsTracer = 4; /// tracers to track low ammo
        descriptionShort = "Used to shoot test bullets"; /// on mouse-over in Inventory
        magazineGroup[]    = {"test_mag_group"}; /// all magazines in the same group may be used in weapon that has the group defined as compatible
    };

    class 30Rnd_test_mag_Tracer: 30Rnd_test_mag /// a magazine full of tracer rounds
    {
        tracersEvery = 1; /// moar tracers
        lastRoundsTracer = 30; /// tracers everywhere
        displayName = "Test tracer magazine";
        descriptionShort = "Used to shoot test tracer bullets";
        displaynameshort = "Tracers";
        magazineGroup[]    = {"test_mag_group"};
    };```Is this really what you got right now?
#

And what's the problem so far?

sullen fulcrum
#

iand problm is i dont know if im doing it right or naw

#

like putting in uniforms was so much easier lol

wintry tartan
#

Better to think about your language first. So, I guess you really need to learn what the config grammar is

sullen fulcrum
#

probs lol if you got a few im chilling in creative loung

#

if you willing

wintry tartan
#

Nope

sullen fulcrum
#

all good thanks for the help

digital python
#

Can anyone tell me if it is possible to use the attatch to script in a modded vehicle config, instead of having to spawn it as a composition can just spawn the whole vehicle itself with the stuff already attached

#

I know that the geist people did somthing like that with their ifa3 vehicles but I cant really figure their stuff out because well they is french

hearty sandal
#

Stuff can be made to run in vehicles init event viรค appropriate eventhandler

pallid sierra
#

whats the current config setting for uniform sides? It looks like modelSides[] doesn't exist anymore when I'm searching through current uniforms. side only exists on the item version of the uniform. I just need a value that I can do a config search for in my script using the base uniform classname

brazen merlin
#

isn't it directly in the soldier class that is used for the uniform?

#

at least that's where it's in all of the official soldier classes

pallid sierra
#

if that's the case, then that answers some of the questions and I can build a workaround

brazen merlin
#

also, i'm pretty sure official classes have duplicated uniforms for other faction sides.

#

but the uniforms are hidden / protected

#

yeah, they are still duplicated. for example B_G_Sharpshooter_F has the uniform class U_BG_leader and I_G_Sharpshooter_F has the uniform class U_IG_leader no clue why exactly we have modelSides[] then (is this an override maybe? because it seems it usually enables the uniform for the "core" side (west/east) and additionally civilians)

long owl
#

Can someone explain how armor values and pass through values work

pallid sierra
#

is there a config value that I can tell if the item is going to be DLC restricted? for instance, looking at the atlas mods on the workshop, many of them look to inherit/modify apex/contact items so I need to do some checks

wintry tartan
#

Nope

#

It's related to its model path

#

There actually is no 100% confirmed way than checking the model with getObjectDLC AFAIK

pallid sierra
#

eek you're right that makes things more complicated. even in making a function for later use, its always going to be changing as more DLCs are released

#

actually, I could probably make something using some stuff from your code here

wheat sluice
#

BI just started using scope = 1'd uniformClasses in the recent DLCs (mostly post-Apex). Take for instance the U.S. Army's Parade Uniform in Art of War; its modelSides array is defined in B_Uniform_ParadeUniform_01_US_F.

hardy crow
#

so, do i need to seperate out the animations from inside the main config, to each relevant subfolder? (e.g aidlpsitmstpslowwpstdnon\aidlpsitmstpslowwpstdnon_dab.rtm)

hearty sandal
#

Up to you how you want to organise it. Game cares only that the file is where you say it is.

hardy crow
#

bruh

#

so how do these includes work?

#

where do i add and (is it in the cfgpatches?) where do i find all of the necessary #includes?
i know of maybe one;
#include basicdefines_a3.hpp
#include what else?

grand zinc
#

There are no "necessary #includes"
If you want to use a define out of basicdefines_a3.hpp then you include that, but if you don't then you don't need it

hardy crow
grand zinc
#

Open basicdefines_a3.hpp and look inside it

#

its full of #define XXX

#

If you don't use any of these definitions, you don't need that file

gleaming oar
#

Hello everyone, im trying to apply collision to the vanilla arma dogs. But i don't know which factors are important in the config to do it. Dose some one know the key points in the config to set the collsion?

slim halo
#

but in arma AI don't have collisions with static objects

#

(they do but it's ignored when they move on path)

hot pine
#

there are 2 layers in fact - geometry LOD of unit + geometry of animation provided in collisionShape

hardy crow
grand zinc
#

if you are using any #define that it sets

#

You could also just copy-paste the defines that you need over into your config, if its just one or two

hardy crow
grand zinc
#

No includes are ever necessary

#

included files just get copy-pasted into your config

#

you can also do all that stuff directly in your config

gleaming oar
regal jacinth
#

what does EOF encountered mean in pboProject?

slim halo
#

in arma AI don't have collisions with static objects

gleaming oar
#

but they dont got throug buildings right?

slim halo
#

they do

gleaming oar
#

oh

opal crater
#

yeah, they try to not walk through them

#

but if they "want" they can just pass through them.

hardy crow
opal crater
#

imagine #include as an alternative to copy pasting content of the target file into the file that contains the #include

regal jacinth
#

Hey guys what does these errors mean?

Truncated file. Missing one or more};. Error starts near token 'O_DVW_Driver_01' : O_DVW_Temp_01
In File P:\O_DVW\Men\Config.cpp: circa Line 1769 EOF encountered
In File P:\O_DVW\Men\Config.cpp: circa Line 1769 EOF encountered
opal crater
#

Missing one or more}; thomp

regal jacinth
#

ah fml then

#

is there a quick way for VSCode to locate missing }; or do i have to go through it manually?

hardy crow
#

silly question;

does config.cpp go into the
a) modname\config.cpp
b) modname\Addons\config.cpp?

and full actual mod goes into;
modname/Addons/@addons?

grand zinc
#

eh

#

the config goes into the pbo, usually at top level

brazen merlin
#

ehh, every variant of that is wrong

hardy crow
brazen merlin
#

the @addons folder thing is also completely wrong

#

sorry, but i think you need to start at 0 and read tutorials about how to build an addon :x

#

the path later will be arma3/@myAddon/addons/*.pbo

#

and the config.cpp is inside the .pbo file

hardy crow
#

bro, im getting these crazy errors on rpt i cannot seem to find;

CfgConvert task failed.

  1. File: Filepath/config.cpp.'
    where is the . full stop? there is no full stop?

  2. '{' encountered instead of '='
    (Line 8 actual: requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"};
    (Line 9 actual: units[] = {ia_obj_land_plasticbox_01_F}; ?

Config: some input after EndOfFile
Error reading config file 'filepath/filename/config.cpp'
Class destroyed with lock count 1

What is going on?

brazen merlin
#

hard to say without seeing the full config

hardy crow
grand zinc
#

first one maybe just tells you there is a error in the config.cpp directly?

"2. '{' encountered instead of '='"
well which line did it tell you? also the second one should have quotes, strings have quotes
I cannot see the error in the lines you posted, sometimes the line it tells you can be off by like 2-3 or many more ๐Ÿ˜„

regal jacinth
#

is there something wrong with this AI unit? apparently its supposed to miss some }; but ive not managed to find any missing
https://pastebin.com/e0eMrdjW

hearty sandal
#

whats the exact error?

hearty sandal
#

errors starts near can mean its somewhere above it too

#

or below it

#

its not very exact

tepid saffron
regal jacinth
#

yea i removed ai classes in the code until the error went away, and the one in pastebin was the last one to give that error

regal jacinth
hearty sandal
#

what is ai class?

#

these are unit classes in cfgvehicles yes?

regal jacinth
#

just units

#

yea

hearty sandal
#

ah

#

alright

regal jacinth
#

i think ill just remake the units and pack after each one

regal jacinth
#

ok i dont know what was causing the errors but its fixed now

hearty sandal
#

missing }; somewhere in there

modest compass
#

Why did I get such an error when importing cars into the game?

Animation source ogr not found in bin\config.bin\Cfgvehicles

hearty sandal
#

you are probably using such animation source that is not defined anywhere

modest compass
#

Hmm, I guess I didn't pay attention to the animation line, let me go over it again.

hearty sandal
#

look for something called "ogr"

#

maybe

modest compass
#

Okey thanks

hardy crow
#

Ok, so i solved cfgpatches for now by just using the template on the biswiki
(https://community.bistudio.com/wiki/CfgPatches)

New question:

  • can having a large spacing between animation types cause the '{' instead of '='?
    look at the bold text
    Example 1
        };
            class asigpercmstpsraswrfldnon__anim : asigpercmstpsraswrfldnon
        {
//            looped = 0; // turn in loop or not
//            speed = -5; // duration of your animation in seconds * -0.001 
            file = "intel\addons\anims\asigpercmstpsraswrfldnon\asigpercmstpsraswrfldnon__anim.rtm"; // your animation path
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AidlPercMstpSrasWrflDnon_G01_player", 2}; // next animation after this one
          };
          {
            class asigpercmstpslowwrfldnon;
            class asigpercmstpslowwrfldnon_anim : asigpercmstpslowwrfldnon
        {
//            looped = 0; // turn in loop or not
//            speed = -5; // duration of your animation in seconds * -0.001 
            file = "intel\addons\anims\asigpercmstpslowwrfldnon\asigpercmstpslowwrfldnon_anim.rtm"; // your animation path
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AidlPercMstpSlowWrflDnon_G01_player", 2}; // next animation after this one
        };
...
#

Example 2
(Can this large space cause the '{' instead of '=' error?)

        };
            class asigpercmstpsraswrfldnon__anim : asigpercmstpsraswrfldnon
        {
//            looped = 0; // turn in loop or not
//            speed = -5; // duration of your animation in seconds * -0.001 
            file = "intel\addons\anims\asigpercmstpsraswrfldnon\asigpercmstpsraswrfldnon__anim.rtm"; // your animation path
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AidlPercMstpSrasWrflDnon_G01_player", 2}; // next animation after this one
          };












              {
            class asigpercmstpslowwrfldnon;
            class asigpercmstpslowwrfldnon_anim : asigpercmstpslowwrfldnon
        {
//            looped = 0; // turn in loop or not
//            speed = -5; // duration of your animation in seconds * -0.001 
            file = "intel\addons\anims\asigpercmstpslowwrfldnon\asigpercmstpslowwrfldnon_anim.rtm"; // your animation path
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AidlPercMstpSlowWrflDnon_G01_player", 2}; // next animation after this one
        };
...
grand zinc
#

Large space no, but what is that { doing there ?

#

That shouldn't be there

#

{ opens a class or an array

hardy crow
#

This?

  {
            class asigpercmstpslowwrfldnon;
grand zinc
#

You just have it in the wild without classname and without setting an array

#

Yes

hardy crow
#

Error
line 953: /CfgMovesMaleSdr/States/: 'c' encountered instead of '{'</format><args>{}</args></log4net.Error>

            class amovpercmstpsraswrfldf

line 953: class amovpercmstpsraswrfldf

What the heck?

hearty sandal
#

do you open and close it with {};?

hardy crow
#

yeah

#

wait 1 please

hearty sandal
#

or if you dont it needs ; at the end

#

I would start with something simpler like creating a new class for an object

#

for learning configs

#

instead of the deep dark smelly swamp that is animations

hardy crow
#
       };    


            class amovpercmstpsraswrfldf
            class amovpercmstpsraswrfldf_anim : amovpercmstpsraswrfldf
        {
//            looped = 0; // turn in loop or not
//            speed = -5; // duration of your animation in seconds * -0.001 
            file = "modname\addons\anims\amovpercmstpsraswrfldf\amovpercmstpsraswrfldf_anim.rtm"; // your animation path
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AidlPercMstpSrasWrflDnon_G01", 2}; // next animation after this one
        };
river ravine
#

Sorry I don't mean to interrupt, just here to ask if it's possible to multi-line when calling a macro command?

As in, instead of doing this:

RECOIL_CURVE(0.1,0.1,0.1,0.1,0.02,0.04);

Doing this:

RECOIL_CURVE
(
    0.1,
    0.1,
    0.1,
    0.1,
    0.02,
    0.04
);

Cheers.

hearty sandal
#

no closing

hardy crow
#

goodness me

hearty sandal
#

seriously, please do yourself a favor and dont jump into one of the hardest things to set up as the first practice thing

cobalt kettle
#

currently trying to give units in my faction mod a certain voice, i've tried giving them it a couple different ways and none have seemed to work. Does it need to be a part of an identity for them? or can it be in their individual classes

hearty sandal
#

voices are part of identities yes

cobalt kettle
#

alright, so also, can i randomize faces and face wear in identities? and how do i set the identity of each unit

hearty sandal
#

set the identity when?

cobalt kettle
#

does the identity automatically attach to the units while in the config? or do i need to add a line of script in their class

hearty sandal
#

look for examples in vanilla config I suppose :

cobalt kettle
#

ah ok, thank you

hardy crow
#

File: Filepath\config.cpp, line 1034: \CfgMovesMaleSdr\States.amovpercmstpsrawwrfldf_anim; Member already defined.
(repeats itself for other lines also)

??

hearty sandal
#

duplicate classes

hardy crow
hardy crow
#

so once config is 100% complete it will make the pbo, basically?
(i think i read somewhere that its very strict on the coding so as to prevent crashes, or something like that)

hearty sandal
#

yes correct syntax is what pboProjects checking helps to create

#

you could create pbo with faulty config too

#

it would just error out in various places

hardy crow
#

made a big mistake doing this config, doing it while tired one evening a few weeks back, eyes closing, backtracking on the tired mistakes made ๐Ÿ˜ข

hearty sandal
#

like I said starting from smaller, simpler things can be quite helpful

river ravine
#

ah ok np. thanks for the response!

tacit zealot
#

I have a unit's config which looks like so:

    [cropped]
    displayName="Rifleman (Light AT)";
    [cropped]
    magazines[]={[cropped],"MRAWS_HEAT_F"};
    respawnMagazines[]={[cropped],"MRAWS_HEAT_F"};
    [cropped]
    backpack="B_Parachute";
  };```

I added a rocket to his loadout, so his launcher should start with one loaded.  Since he has a parachute pack, I couldn't add any more.  When I place him down, however, he doesn't spawn with any ammo in the launcher.  What can I do?
cobalt kettle
#

is it possible to randomize faces via cfgidentities?

#

as in give someone a custom identity and they get a random face

tacit zealot
#

How can I add sensors to a custom-confid'd Pawnee/Hummingbird, as well as Countermeasures? I understand countermeasures are treated like a weapon. The sensors are primarly for missile warning, but targeting sensors would be nice so DAGRs, Scalpels, and ASRAAMs can actually be used.

tacit zealot
#

thank you, did not find that before