#arma3_config
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Thx โค๏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
dwbi man just you'll probably get more help there
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
no (afaik)
maybe try wrapping it in {}?
function = "{}";
i was wondering if there was a different config entry like:
expression = "code"
in what sense?
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
@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
Hi is there any decent guides for getting a outfit in game looking to add a custom model
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
png or tga? @narrow musk
paa
try deleting the paa and convert it again from source fille
btw its 40Mb its that a problem?
the paa itself?
the source file for 4k is about 40mb but the paa should get compressed into about 15mb
sounds about right
ok I tried a couple of times but it gives me the same error
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
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.
trying to create some custom rope for the MAAS (Mobile Aircraft Arresting System) wire. However struggling at different places. One is that the wire is 'sunken' half way when placed: https://cdn.discordapp.com/attachments/789542366993580043/899532429373620274/20211018073539_1.jpg I've added LandContact points, but no change
how do you create them?
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"; };
what does your model geo lod look like?
I don't think the land contact matters
ropes don't use it for performance reasons (afaik)
do ropeCreate ropes even use any model collision?
it's basically two cubes
https://www.dropbox.com/s/2s9d718ctt00lci/wireSegment.7z?dl=0 if you want to check
ropes use geometry/physx lod for collision afaik.
But they are also a quite special implementation and noone ever expected custom models so...
That might simply be how its gonna be
Youโre inheriting their helmet randomisation too
thanks for the answer, I'll see how it works out then when placed with the MAAS mem points
๐คฃ really noone expected arma community not to mess with stuff
Well custom models wasn't supported until I added support for it recently
Oh I see
@untold temple would it work better if I inherited from a vanilla faction so I dont get any of that randomization stuff
well you could just change the headgearList[] pool to only the ones you want
Eh, my config doesn't have one
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
so I just add that line with the classes of headgear I want for the unit?
Yeah, should work
remember it's an array, so should be written headgearList[] = {"rhs_ssh68_2"};
you can have more than one classname in the array (separated by commas) if you want to randomise between other SSh-68s
@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
Aight, thanks for helping me
{"rhs_ssh68_2","YuEKepkaArmVSR"};
``` So if I want more hats it's like this?
that'll randomise the unit's headgear between steel helmets and kepka hats
Aight, is there a similar thing for uniforms? ๐
No, since the uniform is the unit class
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
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", "$STR_MYCLASS_THREE_VALUE"}
};
};
Including string replacement?
is a sensor component min range the minimum range at which the radar can detect something, or like.. the garuenteed detection range
like the minimum range that a target can get before being detected
Huh, it's fantastic, it does work.
_cfg = missionConfigFile >> "CfgSecondaryMissions" >> "template";
getArray (_cfg >> "briefing")
// ["one","two","three"]
Assuming:
class CfgSecondaryMissions {
class template {
briefing[] = {
"$STR_TEMPLATE_BRIEFING_ONE"
, "$STR_TEMPLATE_BRIEFING_TWO"
, "$STR_TEMPLATE_BRIEFING_THREE"
};
};
};
Also.
_cfg = missionConfigFile >> "CfgSecondaryMissions" >> "template";
getArray (_cfg >> "notifications")
Assuming:
class CfgSecondaryMissions {
class template {
notifications[] = {
{"one", "$STR_TEMPLATE_NOTIFICATIONS_ONE"}
, {"two", "$STR_TEMPLATE_NOTIFICATIONS_TWO"}
, {"three", "$STR_TEMPLATE_NOTIFICATIONS_THREE"}
};
};
};
// [["one","one not"],["two","two not"],["three","three not"]]
On both counts, fantastic to know.
is there an eventhandler I should add to my config to activate an animation when any unit is withing x meters?
no
and it makes no sense for it to be an "event handler" either
I guess it would be just an if script?
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
Interesting, because it should have worked
That's what I do here, empty supply crates before filling them
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.
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
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
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)
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
that likely should work
aow is the latest though
some vanilla classes could be protected though
I've managed to change plenty else about this vehicle
including name, crew, cargo seats, weapon, and ammunition
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.
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?
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
no
for numbers you can use script strings in config that do uiNamespace getVariable.. or similar
atleast I think the getVariable works
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";
};
Config won't see missionnamespace variables, it operates in parsingNamespace
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.
ah yes that would work, at that point its just a string ofc
cool, thank you for the feedback
is it possible to do this with config?
like in a zeus composition or something
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
and this is all i've found to do that
Using the init EH yes
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
but i've been unable to find any config value like that
so im just going through all my hostile air vechs and adding init="(_this#0) confirmSensorTarget [west,true];";
You do realize they all could just inherit it from a base class right? 
i wish my codebase was that organised
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
and it'll do sensible things like that
but right now i have a whole pile of spaghetti
is there any mechanic in base arma for "confirming a target as hostile" ?
the sensor reference page on the wiki makes very little mention of it
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?
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.
going to give it a whirl...see how it goes ๐
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?
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[] = {};
class CfgPatches
{
class intel_anims
{
going to give it a whirl...see how it goes :smile:
Question #1
name = "modnamehere";
author = "insertauthornamehere";
url = "www.inserturlhere.com";
requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"};
units[] = {};
weapons[] = {};
But why is it in cfgpatches?
Arsenal, eden, and zeus all show what addon a thing is "from". That information comes from these entries.
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?
cfgPatches is the header of your pbo
and it connects your pbo/config to other configs and arranges their load order
loadorder is important to get right so that your mod comes after the mods that it is dependant on
all configs have cfgPatches, the rest can vary
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
perhaps cfgpatches required addon issue?
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?
another thing could maybe be that you need to make more complete inheritance tree at the beginning
what if you will remove Attributes from your class?
does the fries attribute show that way?
yes, if I don't do anything the inherited one works fine.
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.
Confirmed with no mods running. https://youtu.be/gdTfH-FC8Jo
Should I report this on feedback tracker?
idk, this might change what attributes are shown for certain vehicles. It might be intentional.
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?
you have either not weigted it to the character animations or you dont have properly set up model.cfg for it
or both
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
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
๐
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
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
model.cfg needs to be next to the p3d
quite often that is same folder as the config though
Thank you so much, 23 minutes and then I will find this model
Maybe I am too noob but I can not be able to set it correctly. I don't understand where I have to modify the class name
Can i send you the pbo to check what is wrong? I think is a stupid setting that I am missing
sorry no I cant take on everyone elses work. I have too little time for my own stuff
oh my goodness, coding really is a long, slow and tedious process
Welcome to the world of coding and configs 
Theres still so much to learn
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
config writing != coding btw
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?
reading through https://community.bistudio.com/wiki/PreProcessor_Commands atm and encountered it
out of curiosity how many lines of code do you guys make on a good day?
depends on project
its not really something you can count like that
On a good day? One thing.
On a regular day? Absolutely bloody nothing, and then I feel bad about it.
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.
It is
I don't binarize any of them
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
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)
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?
is there a way to restrict magazines to backpacks? similar to allowedSlots[] weapons etc have?
The simplist way is to use AddonBuilder in A3Tools
there are guides out there on how to use it.
Don't think so from configs, possible with a script most likely
backpackItems and similar for uniform and vests, then just counting and adding them to backpack, perhaps on a loop
if the cfg wiki doesn't have anything on it then it likely doesn't exist unfortunately
backpack is basically a regular ammobox - and those don't have any restrictions anymore (except capacity)
Oh i meant restrict as in, can only put the magazine in a backpack
and cannot store them in uniforms or vests
ah, so you actually want to restrict vest & uniform?
Yeahj
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?
Everything is in config.cpp
You can split it with includes but in the end it all ends up in there.
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
can you elaborate a little here please
bruh, digging deep now, any pointers approaching this?
config.cpp
// standard stuff yadda yadda
#include "CfgGestures.hpp"
CfgGestures.hpp
class CfgGestures {
//...
};
so...config.cpp gets its predefined stuff from config.bin?
all this coding jargon is now starting to make sense ๐
(https://community.bistudio.com/wiki/CfgWeapons_Config_Reference)
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)
๐คฏ lol
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
predefined;
so like a BLUFOR rifleman AT's parent class is the BLUFOR rifleman? and everything is based around the uniform name? not the body right?
is that right?
I do not understand what that means
nvrm, for now anywho
another question
in config.cpp/cfgpatches
units[] = {};
why is this blank?
Because noone created any new units or forgot to enter them there
and this units[] = {}; is reincluded on every subsection of the config?
CfgMagazines Config Reference, CfgWeapons Config Reference, CfgAmmo Config Reference, Arma 3: CfgMovesFatigue and CfgVehicles Config Reference?
ah so the guy i got to help me has put it under cfgpatches, guess he got it wrong?
oh i see now
I just told you it goes in CfgPatches
Why would you guess he got it wrong when he does what i said ๐
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 ๐
am i right here?
Ye
units could also contain list of buildings, vehicles etc, not just character units. zeus for example reads that array
ok cool,this ish ๐คฏ but also satisfying once i learn how it works, thanks people
oh so anything thats useable via a zeus can be used here, that makes sense now tbh
Think im overthinking it all tbh
but still, in my mind, ok, so bear with me, imagine this config.cpp, its got all these subheadings right;
CfgMagazines Config Reference, CfgWeapons Config Reference, CfgAmmo Config Reference, Arma 3: CfgMovesFatigue and CfgVehicles Config Reference?
Why isnt the 'units' and 'weapons' stuff not right at the top and not under any of the subheadings? does that make sense? like below the mod name?
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
i get it, if it works dont fix it lol
nothing you could do to fix it
just trying to make sense of it really thats all
ok if it works dont question it then is better
next question is
'why are we here'
๐
you need to narrow your focus
on that point; approaching whole situation* like a puzzle, putting some pieces in, looking back at the bigger picture, then narrowing in again
oh so basically include all objects in units[] = {};?
for zeus purposes you migth not need everything in there
nor base classes etc that are not visible anyway
why am i seeing some weapon name in editor, having capitals? was informed to have everything in lower case???
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
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
(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 ๐
*(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
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
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
so, cfgmoves has a pbo, cfggestures has a pbo, cfgvehicles each have their own config and its owna pbo, right?
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
anims being a single pbo, include both gesture and fullbody type anims?
Yes
of course included with what u just said about additive dlc content
Just look into your P:\a3 once you have P drive set up.
think i can get this down
my workflow target;
- understand bigger picture (file placement)
- understand how each config links to the next, like a branch down to the root
- start creating the actual code (some already done in advance)
- review, review, review
- launch and check
Good luck.
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 ๐
I can show the door but people gonna have to walk through it on their own.
'I can show the door but people gonna have to walk through it on their own.'
- HorribleGoat, circa 2021 ๐
100% true, wise words
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?
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.
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)
main thing I think is right now that you are way too hung up with names and their meanings and "making it all perfect"
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
Anyone here have the config lines to edit the RHS T-72 and T-80 commanders?
you can find them in the in game config viewer
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 )
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?
you still need to link pictures @hardy crow
also you been here for long time, no crossposting ๐
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
Got it working!
discord is a chat, not a forum. stop wasting vertical space. furbzeyyygaming: (in 3 messages due to no discord nitro)
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
Can i have more than one animaiton inside the interpolation?
what about turret components?
explain what you mean by that?
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
like instead of doing one animation they do a surrender instead
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
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
so animdnon, animdnon, thats it?
I do not understand what that means
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
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
idk, on wiki I guess. And Arma 3 Samples
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
nope
its balance between spring strength and overall mass and mass distribution of the vehicle
latStiffX, latStiffY and frictionVsSlipGraph[] also play a significant part in how "slippery" the wheels/tracks are.
ok
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
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.
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
~140 mph on a jeep
~120 mph on a buggy
SUV speeds
do they bounce on road or offroad?
little slower, but yeah
and are those speeds on or off road?
off, mostly, but even hilly roads tend to get them to fly, like the ones in Tanoa
Id say at that speed Id expect them to fly
Those are on-road speeds, but they still have considerable speed off road
thats 225 km/h
Ok so those are top speeds, but they are doing this even at medium speeds
do they do it more compared to other cars?
like Arma armored cars
(though I suspect those are lot heavier)
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.
SUV?
the not-BMW suv car thing
in vanilla?
yup
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.
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
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
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
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.
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
Whats the situation with simple objects? only requires a model.cfg linked to main config.cpp?
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
what is the actual question?
dont matter but thanks for responding; think ive stated an obvious point
Where are .hpp files located? in main mod dir? or in main subdir? e.g anims, or objects/weapons?
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.
but do i need to include the .hpp as found in samples in my mod dir? and just #include in config cpp?
if you will not include it in your config.cpp it's just a file
being there in pbo, doing nothing.
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.
so my mod can function off the base game .hpp files? as long as i put in #include into my mod config.cpp?
note that depending on tooling and preprocessing the base file will be included inline instead of referenced
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?
yes that is how the inheritance works
this is really good news, alot simpler than what i had thought originally
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?
I think you need to start trying it out.
but start with something simpler than animation configs
seeing if it starts up as a mod you mean?
Hey, I've got a quick question I'm trying to figure out how to put an icon for the uniform in your inventory.
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
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
it means the example is broken
the wiki isint that well maintained
having them the same will do exatly what you think it will, only targets at exatly 5000
ah okay thankyou
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
Is it possible to override the CfgRanks via config (assuming load order is correct)? I'd assume it's restricted and cannot be modified
Sadly it is impossible. At least setRank was not accepting any custom cfgRanks classes to my experience.
Do you know by chance if Eden also uses that same command for setting a players rank?
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.
it defines ranges which interacts with player current view distance. For weapons with BVR (Beyond Visual Range - i.e. radar missiles) you want to set both min & max range at same level. For WVR (Within Visual Range - i.e. IR missiles) you can define minimum range that missile will have
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 ๐ )
it is actually explained here https://community.bistudio.com/wiki/Arma_3:_Sensors_config_reference#class_AirTarget
The actual sensor's range is the smallest of [maxRange, resulting objectViewDistanceLimit, resulting viewDistanceLimit] but never lower than minRange
does minRange act that way for non BVR systems as well?
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 ๐ ) weapons actually
so just keep modpacking and learn off the errors of the RPT now then?
Learning by practice yes.
bro, not going to lie, this is a massive undertaking personally; the whole job itself is daunting lol
I know. Can take years to master.
goodness gracious, so one line of code can stop it running, and my config isnt even up to speed, i really do need a programmer dude on this
so, i clearly see an air target in my radar, but when i press "Next Target (Vehicle)" (R) it doesn't lock the target.
If i move my crosshairs over the target and use "Lock Target" (T) it'll lock
https://cdn.discordapp.com/attachments/639661291715297290/902554522214367372/unknown.png
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
minRange=50; in A3, radar guided weapons are all BVR - just a side note
can you perhaps post full missile cfg?
this is the vehicle sensor config
i can post the missile but that shouldnt affect being able to lock should it?
is this pilot or gunner weapon?
pilot
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;
};
what about weapon?
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
tried canLock=2; in my missile's weapon config, still unable to use "Next Target" (R), manually targeting with "Lock Target" (T) works tho
just to be sure - is R key working on vehicles for you?
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
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
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
in my helicopter which also has a radar and that uses the exact same weapon, i can press r to cycle targets?
i dont think this is a weapon issue?
I keep getting scope = private?
https://paste.ofcode.org/5viJCXhPDtsnV3yWNZzkXq
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?
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

PboProject 3.16 and using P Drive
Was that the actual path or do you have other folders before it?
U sure the helmet supports retextured?
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?
Looks like it
Quick side question, is it possible to allow a rifle scope to be Zeroed beyond 2000m?
do i need to include the OPTRE_UNSC_Units_Army as well as the Core?
Are you trying to reskin a ODST helmet?
yeah
Possibly
Possibly, don't recall anyone trying
I edited the config, though in-game it just kinda doesnt. 
Inherit : "OPTRE_UNSC_Units"
Base helmet for Just some retexturing work would be
OPTRE_UNSC_CH252D_Helmet
So i'd recommend inheriting from that
okay will try thanks
did the trick
Thanks Again @hearty sandal & Thank you for the 1st time @normal trench
๐
hey anyone knows how to create new ravage zombies units through config?
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
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
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
I found out, anyway
For the inclusion, but hey
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?
You might wanna describe your issue so people can decide on if they are able to help.
the inclusion?
Aint got brain
I'm inheriting from CUP for change in recoil and rof for the unit i'm in, but while I managed to make it work, it breaks the audio and it's probably due to improper inheritance
What?
I wanted to know how and I got told it's a must have #included tag
Why is PBO Project complanining about #if __has_include preprocessors commands?
circa Line 39 Unknown #
could you link a referense for this i cant find any
or is it something i just stick in vehicle cfg
is it a memory point
probably not implemented yet...
@hard chasm
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
Oh damn, mikero still exists. I thought he evaporated
it's fixed in subscriber versions. free will come later
It wouldn't happen to be a 2 seat aircraft would it?
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
It's mentioned here https://dev.arma3.com/post/spotrep-00079 - you can check Nyx how it is setup for instance. I also recommend all in one config dump for searching parameters
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)
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 = "ะะะะ";
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?
}; is missing at the end
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
I don't see it in you code snippet - perhaps you could pastebin.com ?
and what error do you have?
texture = "@shevrons\Ukraine\AZOV_2.paa");``` there is something weird here for instance
Thanks for this info, what's the difference between this and animdirection? I use animdirection on the unsung ac47 and seems to do the same thing, is it different LOS checks?
That is, everything in the config is fine and should work?
no idea, I just noticed that error
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?
animDirection is just direction of the sensor as far as I know. You don't change the location from where the LOS check is performed
Well, since this is the only error, then I am packing incorrectly
Thanks for that, might run some tests with it and see what, if any, difference is made. Being on an loitering aircraft I'm not sure it'll make a big difference to it but it might be handy for some of our other stuff. Again thanks for this info buddy ๐
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?
it is yes
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...
In vehicle soundSets - if you are not using soundset configuration for vehicle sounds then it might be difficult to add since only one system can be used at time
do you have required addons correctly set?
I dont know
Yes, looking at it the requiredAddons is setup correctly
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
it only needs cup weapon addon listed if you are only changing cup weapon rof
Yeah, but when I do list the simple change for rof all fire sounds disappear, just the firing ones though, reload and all else are still there
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";
};
};
so I guess you are missing cup weapon addon in required addons
Now that I look at it
Maybe
RequiredAddons[] = {
"A3_Weapons_F_Exp",
"CUP_Weapons_WeaponsData",
"CUP_Weapons_L85",
"CUP_Weapons_L86"
};
Is original
class Single : Mode_SemiAuto {``` class with class Single definition?
I have no clue waht that means but i'll check
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 {```
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
try inheriting class Single from parent class like I posted above
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
"Jak jste kurva dokรกzali udฤlat tuhle hru bez rozbitรญ aspoล jednoho poฤรญtaฤe v tomhle kรณdu"
I'm going to take a bath, i'm done for today
many thanks will test this asap
it appears to only be used by ground vehicles, while im trying to use it for a helicopter, is there a possibility its limited to ground vehicles
I think it works on everything
im also not sure if its using a memory point
it is by default using "gunnerview" memory point
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
gunnerview is memory point as I mentioned above
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
Quick Question,
How do I add like modded vehicles into there own category for 3den and Zeus
weird, I tried it with RHS Apache and it seems to work there
so you were able to simulate the radar position and do a radar bob up
hmm wonder what the issuie is
yea
but it works for all sensors - I think that was the reason I haven't implemented it in the end.
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
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?
https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization - I'm still figurin this bit out myself as i got a custom texture
so iv taken the gunner view memory point and the memory point iv created for the sensor and put them absudley high and its still going off my players LOS
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?
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"};
};
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
so fx. I_G_Offroad_01_armed_F for the 50. one?
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
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
๐ค not sure, but my requiredAddons is set to requiredAddons[] = { "A3_Data_F_Oldman_Loadorder" };
AOW loadorder is the latest but Id suppose that one should work too.
perhaps you need to add longer inheritance to the config
Crew parameter is not an array
On both variants you are also clearing content of class turrets
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
Should be. And yes it is indeed injected to all man type characters deep in the base configs
Not really my thing but is it by any chance this you are looking for?
https://community.bistudio.com/wiki/Surface_Sounds
๐
got it working. nice.
https://pastebin.com/0GCdvyu6
https://imgur.com/UIMGd7q
In my opinion, everything is correct, but for some reason it does not work, what did I do wrong? I don't understand...
๐
is your config UTF8 encoded?
UTF8?
Notepad++
what did you use to pack it?
it should work
you can't send it here. DM it to me
sorry, my English is bad
@grand zinc seems like A3 Tools binarizer is kinda broken 
without binarization his names were correct 
I didn't have any issues with that so far
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)
thanks reyhard it was about 6am and had completely overlooked the class Turrets{}; after removing it everything works perfectly ๐
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.
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
looks like file path is wrong?
if it looks in \WRA\ but you say it is in \WRA\WRA\, something ain't right
The first WRA is the pbo when I pack it
Is that still wrong? Should I remove one of the WRA?
Yep that was the issue...
I think it determines what amount of armor is on the vehicle. Or it could be the penetration of the round fired
Hitpoint radius is a value in meters right?
you can create the movesets yes but you can not introduce different movesets into the hardcoded behavior so you would have to script changes to those and they might not always stick
so yes, but not easily/properly
Any docs on how to tie them together?
pretty much 0
animation config stuff expects quite good grasp on how configs work in order to piece together what works together and where
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?
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
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?
the wiki explains things like inheritance and the samples have comments on the configs that explain them
I'll check that out, thank you โค๏ธ
There's a few things it takes into account, the hit damage and calibre of the round, the armour value of target plus it checks if the round will penetrate the armour material on the target, then things like cost come into it. You could set any round to take out armour by increasing some of these things
So got a bit of an issue, made some flags, banners and billboard retextures for a faction mod and they work great and display in Eden, but not in Zeus? Pastebin has some excerpts of the code, any obvious errors? https://pastebin.com/HkQe5iGD https://pastebin.com/HMPbcJjx
How do I modify the MP lobby?
Modify it how\why?
Adding some button to the lobby, you know, new features...
And by mp lobby you mean the player slot selection screen?
yes the "Role assignment"
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?
dev branch has a merge config command
oh will that come to prof branch sometime?
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 =/
If you explain what kind of mechanic you are trying to do perhaps someone can tell if it is even possible.
I'm working on a load game button that checks if load data is available
and text that tells if the load data is available for the currently selected world
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?
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
both classes are in mod config.cpp and my class seems to get overwritten by the default arma class
this also expects your requried addon array in your cfgPatches to be correct so your config loads after the original one
both classes?
my mod has just one but I mean arma has the other.. which of course I unpacked from one of the pbo
buy you are not packing the arma config are you?
nope
right
and the cfgPatches required addons tell what configs the game loads first before your addon
so your changes can be applied over them
great
Where can I find vehicle soundSets defined in config (e.g. for offroad)?
I tried requiredAddons[] = {"Core"}; but I get message box saying it needs Core...
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
ok thx
just to clarify, the requiredAddons array uses the CfgPatches Classnames of other pbos/configs
class CfgPatches {
class Core {
requiredAddons = {};
requiredVersion = 0.100000;
units = {"ArtilleryTarget", "ArtilleryTargetW", "ArtilleryTargetE", "SuppressTarget", "PaperCar", "FireSectorTarget", "HeliH", "Land_VASICore", "AirportBase"};
weapons = {"FakeWeapon"};
};
};
like that one?
sure but you probably would want to use one of the loadorder ones
I put this one: requiredAddons[] = {"A3_Data_F","A3_Ui_F","A3_Ui_F_AoW"};
works ๐
๐
thx again ๐
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
can someone tell me why I keep getting this error?
https://www.imgpaste.net/image/KsoA2m
you have a cfgvehicles class called 19TH_Vehicle_Caregory
class 19TH_Vehicle_Category
{
dlc="OPTRE";
displayName="Vehicles (19TH Battalion)";
author="19TH ODST";
faction = "19TH_ODST";
side=1;
scope=2;
scopeArsenal=2;
scopeCurator=2;
}
for eden editor?
well then it seems to be in wrong place
class CfgVehicles?
search for soundSetsExt & soundSetsInt
Thanks. I have finally found out, how it works. ๐ ๐
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
};
};
you just have to add your own, new array
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.
Thanks
get yourself one of thoes All in one config dumps so you can browse them all at once
where can I find one
google 
Okay
pinned messages
Hello everybody, i got a small question. How can i make a object indestructible with its config?
what kind of object?
something placed on terrain?
terrain objects take such properties from the p3d directly so config cant help with that
ahh i see
sorry than i will change sections
@hearty sandal but you cant do nothing with the config then?
if you explain what kind of thing it is perhaps I can answer better
configs do have purposes too
hey anyone willing to walk a person thru making a new ammo and magazine type?
What you got so far?
well like ive dug into the samples and lookinto just need somone who can say hey this is what that does and like break it down for me
but so far ive only hit like go to the forum and shit
Well actually depends on what you wanted to do but here're what you can refer:
https://community.bistudio.com/wiki/CfgMagazines_Config_Reference
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference
Not perfect reference but the most perfect-ish than others
ty if i throw you what ive made so far can ya look at it
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?
ye idk shit i just went into arma samples grabbed it and started fucking with it
iand problm is i dont know if im doing it right or naw
like putting in uniforms was so much easier lol
Better to think about your language first. So, I guess you really need to learn what the config grammar is
Nope
all good thanks for the help
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
Stuff can be made to run in vehicles init event viรค appropriate eventhandler
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
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
if that's the case, then that answers some of the questions and I can build a workaround
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)
Can someone explain how armor values and pass through values work
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
Nope
It's related to its model path
https://community.bistudio.com/wiki/Biki_Export_Scripts#Arma_3:_DLC_Restrictions
Perhaps this makes sense to get the idea
There actually is no 100% confirmed way than checking the model with getObjectDLC AFAIK
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
modified:
https://sqfbin.com/inisupejatinihuqecum
side is not used in CfgWeapons. modelSides has and still is used to restrict uniforms to their respective sides.
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.
so, do i need to seperate out the animations from inside the main config, to each relevant subfolder? (e.g aidlpsitmstpslowwpstdnon\aidlpsitmstpslowwpstdnon_dab.rtm)
Up to you how you want to organise it. Game cares only that the file is where you say it is.
bruh
so how do these includes work?
@hearty sandal running this link now, to make sense of it all
https://community.bistudio.com/wiki/Category:BIS_File_Formats
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?
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
what do you mean by ' a define out of '?
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
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?
animation's collision geometry is what handles collisions
but in arma AI don't have collisions with static objects
(they do but it's ignored when they move on path)
there are 2 layers in fact - geometry LOD of unit + geometry of animation provided in collisionShape
theres a few basicdefines_a3 inside samples, just check each one if i have that type of feature included, basically?
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
but for new anims/gestures, #include #cfgmoves, #include cfggestures is a necessary though right?
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
so whats the reason then that the dogs dont colide with anything?
what does EOF encountered mean in pboProject?
I told you
in arma AI don't have collisions with static objects
but they dont got throug buildings right?
they do
oh
yeah, they try to not walk through them
but if they "want" they can just pass through them.
so what youre saying here is, just including the relevant file paths into a config ccp, without #includes will make it work/show automatically?
imagine #include as an alternative to copy pasting content of the target file into the file that contains the #include
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
Missing one or more}; 
ah fml then
is there a quick way for VSCode to locate missing }; or do i have to go through it manually?
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?
A
ehh, every variant of that is wrong
go on lol
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
bro, im getting these crazy errors on rpt i cannot seem to find;
CfgConvert task failed.
-
File: Filepath/config.cpp.'
where is the . full stop? there is no full stop? -
'{' 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?
hard to say without seeing the full config
just youtubing tutorials now, back to the drawing board it is and learn
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 ๐
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
whats the exact error?
@hearty sandal ^
errors starts near can mean its somewhere above it too
or below it
its not very exact
I believe VSCode recently added a "bracket pair guides" feature
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
hell yea ill look into it asap
i think ill just remake the units and pack after each one
ok i dont know what was causing the errors but its fixed now
missing }; somewhere in there
Why did I get such an error when importing cars into the game?
Animation source ogr not found in bin\config.bin\Cfgvehicles
Hmm, I guess I didn't pay attention to the animation line, let me go over it again.
Okey thanks
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
};
...
Large space no, but what is that { doing there ?
That shouldn't be there
{ opens a class or an array
This?
{
class asigpercmstpslowwrfldnon;
Error
line 953: /CfgMovesMaleSdr/States/: 'c' encountered instead of '{'</format><args>{}</args></log4net.Error>
class amovpercmstpsraswrfldf
line 953: class amovpercmstpsraswrfldf
What the heck?
do you open and close it with {};?
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
};
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
};
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.
goodness me
seriously, please do yourself a favor and dont jump into one of the hardest things to set up as the first practice thing
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
voices are part of identities yes
alright, so also, can i randomize faces and face wear in identities? and how do i set the identity of each unit
set the identity when?
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
look for examples in vanilla config I suppose :
ah ok, thank you
File: Filepath\config.cpp, line 1034: \CfgMovesMaleSdr\States.amovpercmstpsrawwrfldf_anim; Member already defined.
(repeats itself for other lines also)
??
duplicate classes
silly me, i remember the error now
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)
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
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 ๐ข
in Arma not possible AFAIK
like I said starting from smaller, simpler things can be quite helpful
ah ok np. thanks for the response!
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?
is it possible to randomize faces via cfgidentities?
as in give someone a custom identity and they get a random face
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.
thank you, did not find that before


