#arma3_config

1 messages Β· Page 136 of 1

proper magnet
#

Is it okay if I ask an Arma 2 config question here?

hearty sandal
#

sure.

#

the config structure is pretty much the same between A2 and A3

#

A3 has more stuff

hardy crow
hearty sandal
#

Simplified, no. Added more layers, yes.

zinc kindle
#

how do I make a module spawnable via zeus? Currently it is working in the editor, but does not work for zeus. I thought this is what scopeCurator is for but it doesn't seem to work.

        scope = 2;
        scopeCurator = 2;
opal crater
#

make sure you've added it to units[] array in cfgpatches

zinc kindle
#

will try, ty.

#

a string of the classname?

opal crater
#

and check if your zeus module is set to allow unofficial content too

opal crater
zinc kindle
#

that worked, cheers.

#

no opening curly brace?

hardy crow
#

at modname?

zinc kindle
#

->

{
hardy crow
#

ahhhhhhhhhhh

#

i see

#

so obvious πŸ˜‚

opal crater
#

you should get an editor which shows you braces guidelines.

#

Sorry to say that but coming here with every typo is a bit annoying.

hardy crow
regal jacinth
#

how do i properly give my units ammo? this is the way to do it right?

magazines[]= 
        {
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54"
        };
        respawnMagazines[] = 
        {
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54",
            "LIB_5Rnd_762x54"
        };
regal jacinth
#

no they spawn without ammo

#

their guns are loaded though

#

can it be that theres not enough room?

hearty sandal
#

Could be.

#

Give the unit a big backpack and sii if the mags go in there

pallid sierra
#

not even with \ at the ends of lines?

proper magnet
#

Well, I meant to post my specific Arma 2 question earlier, but either way....

#

How do I add my units to a particular faction.

#

For instance, I'd like to add Takistani Army units that use AKMs and RPKs, without using LEA everytime.

#

How do I do that?

hearty sandal
#

factions dont dictate the weapons, the weapons are defined in each units config

#

side defines the blufor/opfor/independent/civilian

#

cfgVehiclesClass the category (if I recall right. its been long time when I've done Arma 2 configs)

#

weapons define what the particular unit carries as weapons

proper magnet
#

I know

#

What I want to know is how to add new units to any particular group.

hearty sandal
#

by making new unit config for each group

reef sun
#

I'm playing around with aircraft values and when I attempt to modify the Kajman it looses it's ability to change out the pylons. Any ideas why?
https://pastebin.com/E42MNGMm

hot pine
reef sun
#

Yea, but strangely it's the Kajman that's got the issues. Or does that break more than just the Attack01 heli?

hot pine
#

Kajman has wrong inheritance

#

you need to recreate inheritance exactly as it is in game

reef sun
#

That makes sense, thanks.

wheat sluice
# proper magnet What I want to know is how to add new units to any particular group.

You can add new groups or modify existing ones so long as you reuse the same classname for the squad:


class CfgGroups
{
    class East
    {
        class BIS_TK
        {
            class Infantry
            {
                class TK_InfantrySquad
                {
                    class Unit0
                    {
                        side=0;
                        vehicle="TK_Soldier_SL_EP1";
                        rank="LIEUTENANT";
                        position[]={0,5,0};
                    };
                    class Unit1
                    {
                        side=0;
                        vehicle="TK_Soldier_MG_EP1";
                        rank="SERGEANT";
                        position[]={3,0,0};
                    };
                    class Unit2
                    {
                        side=0;
                        vehicle="TK_Soldier_AT_EP1";
                        rank="CORPORAL";
                        position[]={5,0,0};
                    };
                    class Unit3
                    {
                        side=0;
                        vehicle="TK_Soldier_GL_EP1";
                        rank="CORPORAL";
                        position[]={7,0,0};
                    };
                };
            };
        };
    };
};```

This cuts down the Rifle Squad to only 4 units as opposed to the default 9. Make sure you follow the exact structure used by the vanilla CfgGroups or else the replacements won't work.
#

To add units to the squad, just copy & paste but increment Unit# after the last member in the squad (i.e. class Unit10, class Unit11, class Unit12 and so on). Change the vehicle token to the classname of the unit you want it to be.

#

You can also adjust position coordinates to make selecting individual squad members more easier in the editor. But this generally isn't that big of a deal since squads default to the WEDGE formation anyway (unless "In Formation" is specifically toggled off either for the group or the squad leader).

hardy crow
#

how to close the cfgmoves stuff? what do you call it ? an array?

This is the very last entry of my cfgmoves of config cpp, so looking to close the config.cpp and make it work up to this point;
Error: Filepath/config.cpp, line 0123: /CfgMovesMaleSdr/: Missing '}')
But its asking me to put a '}' in? but i cannot see where? i copied the end of cfgpatches and put in the;

             };
};

But the same error comes up?

              class amovppnemstpsnonwtdnon_anim : amovppnemstpsnonwtdnon
        {
//            looped = 0; // turn in loop or not
//            speed = 0; // duration of your animation in seconds * -0.001 
            file = "modname\addons\anims\amovppnemstpsnonwtdnon\amovppnemstpsnonwtdnon_anim.rtm"; // your animation path
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AidlPpneMstpSrasWrflDnon_G01", 2}; // next animation after this one
        };
}
grand zinc
#

your config snippets are too small

#

they don't provide enough information to tell you whats wrong

#

except that in the last one your indentation is messed up

hearty sandal
#

all classes close the same way with };

hardy crow
#

Edited the last message with the identation suggestion by dedmen 'except that in the last one your indentation is messed up', but still same error?
Error: Filepath/config.cpp, line 0123: /CfgMovesMaleSdr/: Missing '}'

grand zinc
#

indentation doesn't fix errors

#

indentation makes it easier for you to spot errors

hardy crow
#

like this?

grand zinc
#

no..

hardy crow
#

πŸ˜‚

grand zinc
#

If all opening { are on the same line as their closing }, you just have to look down the same column and you'll quickly see missing }

hardy crow
#

right, i see/get/got that

#

so like thaT?

#

or is the semicolon still required

grand zinc
#

What did I just say

#

If all opening { are on the same line as their closing }, you just have to look down the same column and you'll quickly see missing }

#

I don't see a opening { on the same column of your } at the very end

#

also your class indentation isn't correct

#

The opening { is on the same indentation as the closing }
and everything between the {} is indented one further to the right

hardy crow
grand zinc
#

what is "this" ?

#

what is right?

strange egret
#

i never quite realized how PC/ progressive and ahead of its time A3 is ... you can define your identity to whatever you want. Multiple even...

hardy crow
# grand zinc what is right?
//            ...
//            InterpolateTo[] = {"AidlPpneMstpSrasWrflDnon_G01", 2}; // next animation after this one
        };
              class amovppnemstpsnonwtdnon_anim : amovppnemstpsnonwtdnon
        {
//            looped = 0; // turn in loop or not
//            speed = 0; // duration of your animation in seconds * -0.001 
            file = "modname\addons\anims\amovppnemstpsnonwtdnon\amovppnemstpsnonwtdnon_anim.rtm"; // your animation path
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AidlPpneMstpSrasWrflDnon_G01", 2}; // next animation after this one
        };
#

this is as far as my knowledge goes, but the config cfgconvert is still failing: 1, not sure what to do

#

this is like the very last line of code for this section/this final current version config draft

#

RPTuserprofile file says
<log4net.Error>Exception during StringFormat: Input string was not in a correct format. <format>!>
...
config.cpp, line 12221: /CfgMovesMaleSdr/States/: Missing '}'</format><args>{}</args></log4net.Error>

??

#

oh i think i found it never cfgmales, the opening...

#

{ opens and { also closes on same line

but now its saying '{' instead of '='

grand zinc
#
//            ...
//            InterpolateTo[] = {"AidlPpneMstpSrasWrflDnon_G01", 2}; // next animation after this one
        };
              class amovppnemstpsnonwtdnon_anim : amovppnemstpsnonwtdnon
        {
//            looped = 0; // turn in loop or not
//            speed = 0; // duration of your animation in seconds * -0.001 
            file = "modname\addons\anims\amovppnemstpsnonwtdnon\amovppnemstpsnonwtdnon_anim.rtm"; // your animation path
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AidlPpneMstpSrasWrflDnon_G01", 2}; // next animation after this one
        };

->

//          ...
//          InterpolateTo[] = {"AidlPpneMstpSrasWrflDnon_G01", 2}; // next animation after this one
        };
        class amovppnemstpsnonwtdnon_anim : amovppnemstpsnonwtdnon
        {
//            looped = 0; // turn in loop or not
//            speed = 0; // duration of your animation in seconds * -0.001 
            file = "modname\addons\anims\amovppnemstpsnonwtdnon\amovppnemstpsnonwtdnon_anim.rtm"; // your animation path
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AidlPpneMstpSrasWrflDnon_G01", 2}; // next animation after this one
        };
hardy crow
#
        class amovppnemstpsnonwtdnon_anim : amovppnemstpsnonwtdnon
        {
//            looped = 0; // turn in loop or not
//            speed = 0; // duration of your animation in seconds * -0.001 
            file = "modname\addons\anims\amovppnemstpsnonwtdnon\amovppnemstpsnonwtdnon_anim.rtm"; // your animation path
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AidlPpneMstpSrasWrflDnon_G01", 2}; // next animation after this one
        };

Still missing the '}',
couldnt possibly be any earlier in config, as have spent time running through it via addonbuilder

grand zinc
#

You are not posting the actual problem area

hardy crow
#

Line 00012 is the problem, as per addonbuilder

00000};
00001
00002class CfgMovesBasic; // Reference CfgMovesBasic. 
00003class CfgMovesMaleSdr: CfgMovesBasic // Override CfgMovesMaleSdr
00004{
00005
00006            skeletonName="OFP2_ManSkeleton";
00007            gestures="CfgGesturesMale";
00008            class States
00009    {
00010
00011       ....
00012
00013        };
00014        class amovppnemstpsnonwtdnon
00015        class amovppnemstpsnonwtdnon_anim : amovppnemstpsnonwtdnon
00016        {
00017//            looped = 0; // turn in loop or not
00018//            speed = 0; // duration of your animation in seconds * -0.001 
00019              file = "modname\addons\anims\amovppnemstpsnonwtdnon\amovppnemstpsnonwtdnon_anim.rtm"; // your animation path
00020//            canBlendStep = 0; // sliding effect on/off
00021//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
00022//            InterpolateTo[] = {"AidlPpneMstpSrasWrflDnon_G01", 2}; // next animation after this one
00023        };
00024        class amovppnemstpsnonwtdnon_anim : amovppnemstpsnonwtdnon
00025        {
00026//            looped = 0; // turn in loop or not
00027//            speed = 0; // duration of your animation in seconds * -0.001 
00028              file = "modname\addons\anims\amovppnemstpsnonwtdnon\amovppnemstpsnonwtdnon_anim.rtm"; // your animation path
00029//            canBlendStep = 0; // sliding effect on/off
00030//            minPlayTime= 0.001; // minimun time before the animation can be interrupted
00031//            InterpolateTo[] = {"AidlPpneMstpSrasWrflDnon_G01", 2}; // next animation after this one
00032        };
00033    {
grand zinc
#

its probably the parent class

hardy crow
#

just edited

grand zinc
#

So class states tehn

#

tell me when you're done with your editing..

muted plaza
#

Any good wiki links for modding in a artillery turret? I can't find any

hardy crow
grand zinc
hardy crow
#

missing out a ton of code missing

#

hence the 00001 to 00033

#

im trying my best lol

grand zinc
#

Your best is shit

hardy crow
#

πŸ˜‚

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i agree

grand zinc
#

From left to right the red lines.
1st: Missing closing }
2nd: random opening {? absolute nonsense?
3rd wrong indentation
4th wrong indentation

hearty sandal
#

would you now consider doing something simpler than animations config for the first thing you do?

hardy crow
hearty sandal
hardy crow
#

maybe that was a proper poor edit...

grand zinc
#

Just fix your indentation everywhere.
And check that every { has a matching }

hardy crow
#
    };
};

class CfgMovesBasic; // Refο»Ώerence CfgMovesBasic. 
class CfgMovesMaleSdr: CfgMovesBasic // Override CfgMovesMaleSdr
{
    skeletonName="OFP2_ManSkeleton";
    gestures="CfgGesturesMale";
    class States
    {

            class asigpercmstpsraswrfldnon;
            class asigpercmstpsraswrfldnon__anim : asigpercmstpsraswrfldnon
        {
//            looped = 0; // turn in loop or not
//            speed = 0; // duration of your animation in seconds * -0.001 
            file = "modname\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
        }; **ERROR IS ON THIS LINE HERE**
grand zinc
#

Are you trolling?

#

this is getting ridiculous

hardy crow
#

dude im not trolling, im just dumb as poo

#

when it comes to coding

hearty sandal
#

again, this is not coding.

hardy crow
#

configging then

hearty sandal
#

πŸ‘

#

they are different things so its important to talk about them with correct terms

hardy crow
#

check that out, better edit, need to make it a habit to triple check before submitting

hearty sandal
#

good idea to wrap it in cpp syntax highlight

#
class thingy
{
  class another thingy;
  number = 8;
  thingy = "big"
};
hardy crow
#

aye

hearty sandal
#

and hopefully you have your notepad++ set for syntax highlight too

hardy crow
#

synxtax highlight, as in highlights green the same words?

hearty sandal
#

shows this kind of stuff

#

ye not that

hardy crow
#

oh, aye

#

does syntax, have a color coding ID thing?

#

got purples, blacks, greens, grays

hearty sandal
#

you likely want this

hardy crow
#

it was on c++

hearty sandal
#

your picture did not show colors tho

#

anyway. just a tip.

proper magnet
grand zinc
hardy crow
#

what does !> mean?

Think i figured it people
it was two brackets missing the two brackets above and below

grand zinc
#

context...?

#

!> means one ! character and one > character.

hardy crow
#

oh fudge

#

so as far as i can see, anims cfgmoves is sorted, for now

#

but, its the textures and objects, will remove them files for now just to test

#

but i know textures have a strict naming rule, just havent got round to tweaking yet

slim halo
hardy crow
#

didnt close these two brackets, my bad

#

going to check 10 times before asking again on here

#

next on the todo list: controls preset πŸ˜„ @hearty sandal πŸ˜‚

hardy crow
#

well, firstly, whats the difference in coding between cfgmoves and cfggestures? does one need cfgmoves covering all before going over in cfggestures? or...

hearty sandal
#

they are separate classes

slim halo
# hardy crow well, firstly, whats the difference in coding between cfgmoves and cfggestures? ...

difference in coding
there's no "coding"

cfgmoves and cfggestures
gestures play on top of the current move, e.g. when you run and reload, running is the move and reloading is the gesture

the main diff between them is that gestures are single states and have no link to other gestures
moves can be linked (connectTo/interpolateTo)

also you can't use gesture states per se. you can only use them through actions

hardy crow
#

configgering then

#

im a fully qualified configgerer now then

#

πŸ˜‚

#

configgerician

hearty sandal
#

both classes/features have different fuction in game so configuring order does not matter

#

just if you lack something curcial in either, things dont work

hardy crow
#

bruh, this binmmake/binmake.exe is making filepaths?

#

what is this?

hearty sandal
#

eh?

hardy crow
#

ah extensions error

hearty sandal
hardy crow
#

but, hold up, i took everything else out apart from cfgmoves in config to check/test, but this;

  • Arma 3 Tools/BinMake/binMake.exe' - file path, binmake is finding filepaths to textures, that are not even in existance/moved now? heck theyre not even in the config at this time
    wait 1
hearty sandal
#

why are you running binmake?

hardy crow
#

i dont even know who or how or what it s

#

ngl

#

how do i take binmake off?

#

only trying to binarise rtms at this time

hearty sandal
hardy crow
#

will go back to working at it tomorrow now with a fresh pair of eyes

#

took off binarize option, but now its copying to temp... (addon builder), what does this mean?

#

does it matter if i use stable or dev build for testing mods?

hearty sandal
#

not really

#

diag exe can give better error reports

#

why are you not using pboProject?

hardy crow
#

mikeros?

hearty sandal
#

no other pboProject as far as I know

hardy crow
#

data file too short, expected 36049251 B, got 36049230 B

wut?

hardy crow
#

until then, thanks and goodnight comrades salute

#

0430 start, back to coding

hardy crow
#

Guys can you give me some good links to help me revise for;

  • cfggestures
  • controls preset

please πŸ˜„

hearty sandal
#

there are none

#

you have started from the pretty much undocumented end of this stuff

shy knot
hardy crow
#

Hey maybe if it's ok with you, if you're around tomorrow maybe you can give some pointers πŸ˜„

#

Will be asking a question on this channel at some point I'm sure

dry carbon
#

@hearty sandal You were helping me with this for a little bit, so I thought I'd share my findings in case you or anyone following along had interest...

#

So there wasn't a shortcut parameter or anything, but I did have slightly better results when I upped the mass a bit and dropped the spring strength - oh and I also increased the sprungmass per wheel. The thing that really helped a lot for the buggy was increasing the rearBias from default (i.e.: unspecified) to rearBias = 2.5;. The buggy still hops around delightfully, but when it gains air over minor bumps it doesn't skid out or lose traction nearly ass much.

hearty sandal
#

πŸ‘Œ

#

good that you got it better

muted plaza
#

Just getting into mod making I am trying to find the process of coding a artillery turret. Can someone point me in the right direction?

hardy crow
#

HeadBobUndef = 0
HeadBobRaw = 1
HeadBobBeginEnd = 2
HeadBobAverageFrame = 3
HeadBobStraightHorizon = 4
HeadBobCutScene = 5

headBobMode = 5; // Cutscene

Does this affect the players viewport? e.g when making a reloading gesture, if on 'headBobMode = 5; // Cutscene' is on, does this override the viewport looking? if that makes sense

hardy crow
#

This is my first attempt at understanding the cfgmoves and cfggestures ish, mainly cfggestures

had read somewhere cfggestures takes priority over cfgmoves, cfgmoves is for cutscenes, whihc means, that all animations are cfgmoves until converted to cfggestures, via masking, so.... here is my theory
then looking at the configviewer ingame, knowing that you do not have to add any unchanged parameters, came up with this theory, which, from my subjective view, should work

Might have missed some things, but hey, heres how far have got;

#
class CfgMovesBasic; // Refο»Ώerence CfgMovesBasic. 
class CfgMovesMaleSdr: CfgMovesBasic // Override CfgMovesMaleSdr
{
    skeletonName="OFP2_ManSkeleton";
    gestures="CfgGesturesMale";
    class States
    {
    
            class afdspercmstpsraswrfldnon;
            class afdspercmstpsraswrfldnon_reload : afdspercmstpsraswrfldnon
        {
//            looped = 0;
//            speed = 0.400000;
//            enableOptics = 0;
              file = "\A3\anims_f\Data\Anim\Sdr\wop\erc\stp\rld\rfl\afdspercmstpsraswrfldnon_reload.rtm";
//            mask = "RightHand";
                     "LeftHand"
                     "RightupLeg"
                     "RightLeg"
                     "LeftUpLeg"
                     "LeftLeg"
                     "RightFootBase"
                     "RightToebase"
//            headBobMode = 2;
//            rightHandIKBeg = 1;
//            rightHandIKEnd = 1;
//            lefttHandIKBeg = 0.1;
//            lefttHandIKEnd = 0.1;
//            headBobStrength = 0.2;
//            headBobMode = 2;
//            rightHandIKBeg = 1;
//            rightHandIKEnd = 1;            
//            rightHandIKCurve[] = { 0, 1, 0.05, 0, 0.95, 0, 1, 1 };
//            leftHandIKCurve[] = { 0, 0 };
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 1; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AfdsPercMstpSrasWrflDnon_G01_player", 2}; // next animation after this one
        };
    };
};
hearty sandal
#

Cfgmoves animations and CfgGestures animations are 2 different things.

hardy crow
#

can they not be all in the same array*?

hearty sandal
#

No

#

Same array?

#

Wut

hardy crow
#

entry, whatever they word is for this above

hearty sandal
#

I'm not sure I understand but probably answer is no.

hardy crow
#

both cfgmoves and cfggestures are in confingcpp yeah, so why not possible for all in one entry?

skeletonName="OFP2_ManSkeleton";
gestures="CfgGesturesMale";
class States

?

hearty sandal
#

Entry?

#

CfgGestures and cfgmoves are separate classes

#

You can't combine classes

hardy crow
#

its a data entry, so, in terms of english, it makes sense, may not be the right word config wise, but, lets roll with it, until told otherwise πŸ˜„

hearty sandal
#

You make this awfully complicated.

#

Don't try to change the structures

#

That is not possible

hardy crow
#

its not trying to change, its more trying to understand, and looking at the simplest/mimimalist method approach, instead of overthinking

hardy crow
hearty sandal
#

I can't follow your train of thought.

hardy crow
#

so what youre telling me, is that i need to make a cfggestures section inside, copy paste all relevant data from cfgmoves, and start including these extra fields?

hearty sandal
#

No

#

CfgGestures is its own class with its own data

hardy crow
#

right

#

cfgmoves is a class

#

cfgpatches is a class

#

cfggestures is a class, meaning copy paste data from my cfgmoves include extra parameters?

hearty sandal
#

No fucking copying

hardy crow
#

oh

#

just refer to said anim stated in cfgmoves?

hearty sandal
#

No

#

Gestures are different animations

#

With different purpose

hardy crow
#

yes, which works off masking bodyparts, lke stated above

hearty sandal
#

Idk man. Train has left the station

hardy crow
#

only because the flagmaster has flagged it away you

#

hey, the next train going the same direction as that last train, has just arrived, so, can you give me some pointers in the right direction please πŸ˜„

hearty sandal
#

Idk how to help.

#

This is getting too hands on, I don't have time or energy to teach this in depth.

hardy crow
#

ever heard the saying, you cant change the direction of the wind, but you can adjust your sails to reach the right destination, well...
whether you want to help a little bit, a little bit more, or none at all, thats fine, thats your decision, you do what you think is right for you, i wont change but will support

not going to hold it against you πŸ˜„

hearty sandal
hardy crow
#

time for some more secondary researching

nimble sequoia
#

The problem is, you appear to never have seen the sea, have made a boat out of paper, there's a force ten gale blowing and you want to get to the moon.
You're starting from the wrong place and no amount of 'help' will get you anywhere until you master some basics.

hardy crow
#

the journey of a thousand miles begins with a single step, so lets start with a single step

#

and maybe that first few hundred miles im on my own, fine, its a no factor

fading palm
#

I have an error My_UI: Confing: End of Line encountered after\My_UI\img\logo.paa
whats wrong in here that makes the error?

And thats the line:

{
    class SHA_UI
  {
        name = "Shayetet 13 UI";

        units[] = {};
        weapons[] = {};

        requiredAddons[] = {"A3_Data_F_Mod_Loadorder","A3_Data_F_Enoch_Loadorder","CBA_settings"};
    };
};

class RscStandardDisplay;
class RscActivePicture;
class RscDisplayMain: RscStandardDisplay
{
  class controls
  {
    class Logo: RscActivePicture
    {
      text = "\Shayetet_UI\img\logo.paa;
    };
  };
};  ```
#

whats wrong in here that makes the error?

hardy crow
#

Furthermore, tried to make this a job for someone couldnt fill it, so im doing all i possibly can to learn, researching, learning ontop of learning, put forward how much i know/learnt, what i think the issues are and why, citing, if im wrong, im wrong, good, it means a step closer to being right, if i cannot fill the job position, will do it myself

If that isnt good enough or enough of an incentive to help, fine, would rather one never helped, you help because you want to, no grudges
it will get done, with or without help

πŸ™

cosmic pond
fading palm
#

how did-

#

i not notice that

#

damn im retarded

slim halo
#
class CfgPatches
{
    class SHA_UI
  {
        name = "Shayetet 13 UI";

        units[] = {};
        weapons[] = {};

        requiredAddons[] = {"A3_Data_F_Mod_Loadorder","A3_Data_F_Enoch_Loadorder","CBA_settings"};
    };
};

class RscStandardDisplay;
class RscActivePicture;
class RscDisplayMain: RscStandardDisplay
{
  class controls
  {
    class Logo: RscActivePicture
    {
      text = "\Shayetet_UI\img\logo.paa;
    };
  };
};  
fading palm
#

i feel dumb

slim halo
fading palm
#

πŸ˜‚

hearty sandal
#

And your postings get veru hard to read.

frosty ivy
#

How do you set the category a unit will fall under in a faction. For example, I have a helicopter that comes from SOG so it wants to put that heli in a category called "Helicopters (US Army)" while my other units are in a category called "Helicopters". I can't find anything on google

hearty sandal
#

Editorcategories

slim halo
#

cfgEdenSubCategories iirc

hearty sandal
#

There's wikipage

slim halo
#

my bad it's CfgEditorSubcategories

frosty ivy
#

awesome. thank you! found the wiki page for it.

hardy crow
# hearty sandal And your postings get veru hard to read.

found it
https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Custom_reload_animations

class CfgGesturesMale
{
class Default;
class States
{
class reloadMyWeapon: Default
{
file = "\A3\anims_f\Data\Anim\Sdr\wop\erc\stp\rld\rfl\reloadMyWeapon.rtm";
looped = 0;
speed = 0.400000;
mask = "handsWeapon";
headBobStrength = 0.200000;
headBobMode = 2;
rightHandIKBeg = 1;
rightHandIKEnd = 1;
leftHandIKCurve[] = { 0, 1, 0.050000, 0, 0.950000, 0, 1, 1 };
};
};
};

hardy crow
#
        };
     }
}


class CfgGesturesMale
{
    class Default;
    class States
    {    
            class blablablabla;
            class blablablabla_anim : blablablabla
        {
//            looped = 0;
//            speed = 0.400000;
//            enableOptics = 0;
              file = "modname\addons\anims\blablablabla\blablablabla_anim.rtm";
//            mask = "RightHand";
                     "LeftHand"
                     "RightupLeg"
                     "RightLeg"
                     "LeftUpLeg"
                     "LeftLeg"
                     "RightFootBase"
                     "RightToebase"
//            headBobMode = 2;
//            rightHandIKBeg = 1;
//            rightHandIKEnd = 1;
//            lefttHandIKBeg = 0.1;
//            lefttHandIKEnd = 0.1;
//            headBobStrength = 0.2;
//            headBobMode = 2;
//            rightHandIKBeg = 1;
//            rightHandIKEnd = 1;            
//            rightHandIKCurve[] = { 0, 1, 0.05, 0, 0.95, 0, 1, 1 };
//            leftHandIKCurve[] = { 0, 0 };
//            canBlendStep = 0; // sliding effect on/off
//            minPlayTime= 1; // minimun time before the animation can be interrupted
//            InterpolateTo[] = {"AfdsPercMstpSrasWrflDnon_G01_player", 2}; // next animation after this one
        };
    };
};

this is right?

hearty sandal
#

Run it in game and see

#

And remove all commented out parts when posting. And use the cpp code tag

hardy crow
#

*dont know how to work pboproject, it just says 'press any key'

hearty sandal
#

Then your first step will be figuring that out

#

Will be good exercise

hardy crow
#

side question, the textures subfolder of objects, does it have to be 'data', or can it be something like 'filepathhereecube_textures'?

hearty sandal
#

No side questions before pboproject is running

hardy crow
hearty sandal
#

you go too fast

#

slow down and focus

dry carbon
#

hello all. I'm about to go crazy trying to stabilize my little jet plane - a modified BD5J. It goes hella fast (as this variation should). I'm working with draconic forces, angle of incidence, and elevator parameters. I've gotten it to where it's very responsive and more stabilized (not waving up and down after alt change). The one thing I am having the most trouble with, still, is that it tends to pitch downward ever so slightly. In a situation where I level out the plane and then check my map for a little bit, I often come back to the controls having to pull up hard (and sometimes not in time to avoid crashing)...

#

All of the pitch-centric parameters are enabling me to gain control of the plane, but I just can't figure out why it arches downward very slightly.

#

This is a repost, because I thought I was in this channel when I first posted, but I was actually in scripting for some reason.

marble flame
#

This is also a repost sorry about that guys. And @ashen sluice yes I did make a iphone_Ruins_F.

ashen sluice
#

well let's see the class definition then

marble flame
#

class House;
class House_F: House
{
class DestructionEffects;
};
class iphone_Ruins_F;

class iphone: House_F

#

@ashen sluice is that it?

hearty sandal
#

does it need ruins model?

ashen sluice
#

you would probably call that an import. you haven't actually defined it

#

use backticks for code

#

definition requires braces. you've only got the semicolon

#

i want to see the class iphone_Ruins_F { ...

nimble sequoia
#

ScotG, try moving the Geometry LOD centre of mass back a bit.

dry carbon
#

ok

#

...

#

are we talking about the mass distribution cubes?

hearty sandal
#

if you are using those to distribute the mass then likely yes

muted plaza
#

trying to find details on how to config a mortar properly I already got my p3d setup properly I just gotta code it

rocky fern
#

Hi guys I would like to ask which section of the CPP these two ACE data are related to?

#

for guns

dry carbon
#

I also tried outrageous values for the AoI to see what it does, and then trying the negative of that value. It seems I can make it pitch down more but not less.

hearty sandal
#

perhaps try tweaking the front spring strength instead

nimble sequoia
#

I think he's talking about in-flight, rather than ground handling?
Anyway, just had a thought... "go to map, come back out and plane is heading for ground"... isn't this because the throttle is cut to zero when in the map?! I seem to remember the same thing happens with helicopters.

hearty sandal
#

it is yes cut off now that you mention it

karmic forge
muted plaza
#

any way to increase the distance in between the 2 lines in the artillery computer?

hearty sandal
#

they are calulated from the weapons range parameters

#

so yes by editing the ammo

#

and making sure the weapon has suitable ranges set up

muted plaza
#

is there a wiki page on setting up those parameters?

#

been trying to dig up a good wiki page on artillery parameters

hearty sandal
#

dont think so

vague wedge
#

Hello All, is there a max range sensors will work?
Currently have my sensors to 48km, but only able to pick up a aircraft at 16.7km away.

steady beacon
vocal patrol
#

Sorry to be annoying and post this one again but any ideas of what I've done wrong?

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 config, any obvious errors? https://pastebin.com/HkQe5iGD https://pastebin.com/HMPbcJjx

wispy anvil
#

the "basic" architecture of the addons folder are :

Items - all 3D stuffs (p3d, data folders for textures, model.cfg)
anims - all RTM files
ui - all picture for ui
config.cpp

so i recommend this :

"myawesomemod\anims\blabla_anim.rtm";

#

but there are no restrictions

hardy crow
#

first pbo ever made!!!! woop woop πŸ₯³ haha

hearty sandal
#

wee

#

100 more to go

#

now the question is, did you get pboProject to run

#

or did you make new file in windows and name it first.pbo?

#

πŸ˜›

hardy crow
#

Few questions;

A:
horriblegoat - did pboproject work - yeah, you were right all along, i may have got a little dramatic

Q;
0. when creating the pbo, i drag my mod into P drive, and use pboproject on that? (As it was saying doesnt use drive specificers in pboproject)

  1. how do i view my animation in default animation viewer?
  2. Do i need POLPOX animation viewer to view animation?
hearty sandal
#

you look it up in the animation lists

#

polpox viewer also has search function which is quite useful

#

or you play it on a character with the animation playing script commands

hardy crow
hardy crow
hearty sandal
#

maybe something is wrong

hardy crow
#

checking .rtm actual now

#

yeah rtm is animated, all rtm keyframes accounted for, and correct source/file location

#

it does skip though, like, it gets triggered, but doesnt actually play, in game

hearty sandal
#

config not right then

#

also

hardy crow
#

'minPlayTime= 0.001'

hearty sandal
hardy crow
#

or did you make new file in windows and name it first pbo? πŸ˜‚ πŸ˜‚ πŸ˜‚

hearty sandal
#

one can never be sure in these days.

#

also are you actually running the pbo in game?

hardy crow
#

the mod was loaded via launcher yeah, but was just testing one animation at this time

#

test mod, not the mod actual

vague wedge
steady beacon
#

No it's not, it's many many many hours of testing and hair pulling.

vague wedge
#

Thats slightly a shame, thank you for that info

nimble sequoia
#

Evrik (3CB) was experimenting with sensor max ranges recently too, I remember similar discussions with him, so he might have additional info.

vague wedge
#

Ill go ahead and reach out, thank you

hearty sandal
vague wedge
#

πŸ˜„

hearty sandal
#

Diagram is quite accurate

strange egret
#

ARMA molling vs. Bocun+ntation
totally agree

hardy crow
#
TAG_MyActionName[] = {

What is this [] and { do?

ashen prairie
#

is changing flashlights to IR only really as simple as adding in irlight?

irlight=1;

/do all the other attenuation/strength settings work the same?

wispy anvil
#

If it that you need this for the laser config

MRT_SwitchItemNextClass = "acc_anpeq_lamp_hk";
MRT_SwitchItemPrevClass = "acc_anpeq_lamp_hk";
MRT_switchItemHintText = "Lampe/Laser";

the config of the laser :

class GREG_acc_anpeq_laser_hk: ItemCore
    {
        author="Greg";
        scope=2;
        displayName="MYBEAUTIFUL NAME";
        picture="\A3\weapons_F\Data\UI\gear_accv_pointer_CA.paa";
        model="\MYADDONS\Items\MYBEAUTIFUL.p3d";
        descriptionShort="$STR_A3_cfgWeapons_acc_pointer_IR1";
        MRT_SwitchItemNextClass = "GREG_acc_anpeq_lamp_hk";
        MRT_SwitchItemPrevClass = "GREG_acc_anpeq_lamp_hk";
        MRT_switchItemHintText = "Lamp/Laser";
        class ItemInfo: InventoryFlashLightItem_Base_F
        {
            mass=6;
            class Pointer
            {
                irLaserPos="laser pos";
                irLaserEnd="laser dir";
                irDistance=5;
            };
            class FlashLight
            {
            };
        };
        inertia=0.1;
    };
#

and for the lamp :


class GREG_acc_anpeq_lamp_hk: ItemCore
    {
        author="Greg";
        scope=1;
        displayName="MYBEAUTIFUL NAME";
        picture="\A3\weapons_F\Data\UI\gear_accv_flashlight_CA.paa";
        model="\MYADDONS\Items\MYBEAUTIFUL.p3d";
        descriptionShort="$STR_A3_cfgWeapons_acc_flashlight1";
        MRT_SwitchItemNextClass = "GREG_acc_anpeq_laser_hk";
        MRT_SwitchItemPrevClass = "GREG_acc_anpeq_laser_hk";
        MRT_switchItemHintText = "Laser/Lamp";
        class ItemInfo: InventoryFlashLightItem_Base_F
        {
            mass=4;
            class FlashLight
            {
                color[]={1200,1800,1800};
                ambient[]={6,9,9};
                intensity=4;
                size=1;
                innerAngle=30;
                outerAngle=80;
                coneFadeCoef=5;
                position="flash dir";
                direction="flash";
                useFlare=1;
                flareSize=0.64999998;
                flareMaxDistance="600.0f";
                dayLight=0;
                class Attenuation
                {
                    start=0.5;
                    constant=0;
                    linear=0;
                    quadratic=1;
                    hardLimitStart=200;
                    hardLimitEnd=300;
                };
                scale[]={0};
            };
        };
        inertia=0.1;
    };

#

In game when u press CTRL+L by default its switching from the actual accessory to the next here lamp/laser, laser/lamp

frigid flower
#

Any way to make NonAiVehicles that inherit from SeaGull able to take damage and die? I remember seagulls being killable in ArmA and Arma 2, and since making bullets have an effect on seagulls was as simple as changing a variable (canBeShot) from false to true, I imagine the functionality is still there in 3, just disabled.
But I could be wrong. If that's the case, I'll just ask a friendo to make a script that'll do the trick, but I wanna know if that'd be necessary in the first place. Thanks!

#

Their current behaviour on getting shot is flinching upwards or downwards (pivoting away from point of impact?) and losing all velocity, but then continuing on like nothing happened

wispy anvil
#

In the config of the seagull one parameters need to be changed it's "canBeshot". Need to make a "mod" to change this value. @frigid flower

{
    class Bird;
    class SeaGull: Bird
    {
        htMin=60;
        htMax=1800;
        afMax=30;
        mfMax=0;
        mFact=1;
        tBody=37;
        model="\A3\Animals_F\Seagull\Seagull.p3d";
        singSound[]=
        {
            "A3\Sounds_F\environment\animals\birds\seagul1",
            0.89125091,
            1,
            200
        };
        moves="CfgMovesBird";
        canBeShot=0;
    };
    class Crowe: SeaGull
    {
        model="\A3\Animals_F\Seagull\Crowe.p3d";
        singSound[]=
        {
            "A3\Animals_F\Seagull\Data\crowe",
            0.89125091,
            1,
            200
        };
    };
};```
ashen prairie
ashen prairie
wispy anvil
#

Very interesting things so i think u need the nvgonly=1 too ?

frigid flower
#

The variable is true, and they're being shot, but they're not dying, basically

wispy anvil
grand zinc
wispy anvil
hardy crow
grand zinc
#

correct

hardy crow
#

And how do i include an animation/gesture with the keybind? presuming cfggestures is done

hearty sandal
#

you would have to script that

wispy anvil
hardy crow
winter rain
#

Everything is possible by config, but combined with some scripts sometimes, mostly for some special usages

#

Sounds like you have to define a function and you need to add a init

Defined init will execute your defined function
Defined function will execute your script

#

Depends what you want to do, you can also execute via user action a script.sqf in the statement or directly in the condition / statement of your action without a sqf script

hearty sandal
#

If I remember right custom keybind supports was added but what the keybind does still needs a fucntion or script to do something

hardy crow
# hearty sandal If I remember right custom keybind supports was added but what the keybind does ...
class CfgUserActions
{
    class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.
    {
        displayName = "";
        tooltip = "";
        onActivate = "['TAG_MyActionName', true] call TAG_fnc_MyHandler";        // _this is always true.
        onDeactivate = "['TAG_MyActionName', false] call TAG_fnc_MyHandler";    // _this is always false.
        onAnalog = "['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler";    // _this is the scalar analog value.
        analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01).
    };
};

TAG_fnc_MyHandler? got anything to do with it?

hearty sandal
#

possibly

plucky notch
#

Essentially when it's pressed, the stuff in onActivate is run, same for onDeactivate and onAnalog. However, writing SQF in configs is usually more of a pain and hard to maintain than that in dedicated files which means that usually all you do is within the config, call a dedicated SQF function that does what you need

hardy crow
plucky notch
#

It's all got to be in one single string so once you start doing something complex that one single string starts to get very large and hard to understand

hardy crow
plucky notch
hardy crow
plucky notch
#

Fair enough, your choice!

hearty sandal
#

you'll perhaps just need to try out what works for whatever it is you are doing

hardy crow
hearty sandal
#

As you want to make a CDLC you will need to start making your own decisions about this stuff and your own solutions.

woven notch
#

So, if I decompile a mod and recompile it with the same content, it doesn't work. What kind of sorcery is this? I'm using Eliteness

hearty sandal
#

eliteness probably is not the correct tool for that

#

did you keep the folder structure correct?

#

did you extract it to P drive?

#

can you compile a simple working pbo with the tools at your disposal?

#

Id start debugging from that to be honest

#

config.cpp with class cfgpatches should be enough as you can see the new patches class in the config viewer if it loads

woven notch
#

Is this again some stuff that works on account with admin privileges on Windows only? (I gave the tool admin permissions though)

hearty sandal
#

what does that?

woven notch
#

E.g. All Arma 2 installations (especially DLCs) require you to be actually logged in on account with admin privileges

hearty sandal
#

oh youre working on Arma 2?

#

not arma 3

woven notch
#

Nono, this is Arma 3

hearty sandal
hardy crow
#

whats the difference between connect to and interpolate to?

woven notch
woven notch
hearty sandal
#

Id wager probelm lies in no P drive in use

slim halo
#

doesn't build?

#

doesn't run?

woven notch
#

But I'll try with the P drive

slim halo
woven notch
#

P drive is still not utilized/approved by Arma 3 Tools, it complains about corrupted installation

hardy crow
#

Does cfgvehicles cover all objects, simple and otherwise?

hearty sandal
#

yes. simple object parameters are extra for the normal class

hardy crow
#

Right thanks

#

Including inventory items eg nvg

#

?

hearty sandal
#

no

#

weapons and items have their own configs

karmic vector
#

Where would I find the configuration for backpack?

gleaming sentinel
#

Im having trouble with my config, im trying to have my object appear in zeus, I have the scope and scopecurator set to 2, and I have the classnames set in units. Very short config, any help would be appreciated!

nimble sequoia
#

units[] = {"Bunker", "Bunker2"};

gleaming sentinel
#

Is that not what it says?

nimble sequoia
#

count the quotation marks

gleaming sentinel
#

I see, thanks

urban basin
#

There a way to change the camera position for a custom unit? I have an "invisible" unit that I created but when you remote it your camera is at the feet

hearty sandal
#

how did you make it?

#

for example if you make it based on the sample character (steam samples) you could just empty out 0.000 lod and save that as invisible man and still have it work as normal human

frigid flower
#

Is it possible to have multiple singSounds? singSound[] = { {"alphagarg_variety_pack_animals\Data\Sounds\alien_squit.ogg",1,1,400}, {"alphagarg_variety_pack_animals\Data\Sounds\alien_squit2.ogg",1,1,400} }; doesn't make any sound, but
singSound[] = {"alphagarg_variety_pack_animals\Data\Sounds\alien_squit.ogg",1,1,400}; works perfectly. Except of course it's just the one sound, and none else. Is my formatting wrong or something?

#

The only example for singSound only has one sound, SeaGull and Crowe only have one, and it seems that sound shader sound arrays are formatted differently, so I'm a bit lost on what's going on

frigid flower
#

Here's an idea, maybe make a class like those _random_F animals that get changed to different colours through bis_fnc_animalRandomization, but for singSound? Not sure if the singSound can be changed via scripting though.. and I also have no idea how bis_fnc_animalRandomization works in the first place...

#

Of course I could always just make a script that plays a 3D sound randomly (and attach it to the birb), but that's lame and would probably impact performance at scale

frigid flower
#

Actually, can NonAiVehicles even have EventHandlers?

frigid flower
#

Well, then that means there's something wrong with my init EH: init = "_this = _this select 0; createvehicle [(typeOf _this) + ([1,2] call BIS_fnc_randomInt),getpos _this,[],0,'']; deletevehicle _this;";
I made two classes inheriting from the main one (which has the EventHandler) with 1 and 2 after their classnames, respectively, and then assigned the different squits to each one

    class Garg_Stukabats2: Garg_Stukabats { singSound[] = {"alphagarg_variety_pack_animals\Data\Sounds\alien_squit2.ogg",1,1,400}; };```
Script works in-game if I replace ``_this select 0`` with ``this`` and replace the classname part with a fixed classname, but I don't know of any way to test it without recompiling the mod since I'm not really well versed in scripting (which is to say, I don't do it at all)

Would reaaaally appreciate some help here :p
#

expected behaviour = Garg_Stukabat1 or 2 gets spawned, original Garg_Stukabat gets deleted
actual behaviour = literally nothing happens the original one just flies up in the air and makes seagull sounds lol

wispy anvil
#

Check how the rabbits works cause they are define in cfgvehicles and there are moving too

ashen sluice
#

that's an extremely suspect init handler. could see it causing stack overflow

hardy crow
#

dont know what it is about config work but it is really enjoyable, its like therapeutic, one could say, still more of a visual edits kind of guy, but config is a nice cherry on top of the cake

hardy crow
#

do missions have to also be placed inside

modname\addons

or can they be placed just in

modname\

?

hearty sandal
#

mission pbos?

grand zinc
#

mission pbo's don't go into modfolders

#

and mod pbo's are only loaded from addons folder, nowhere else

hardy crow
#

whats the meaning of the following in objects (viewing via eden editor edit loadout)

B_O1_F - why?

why B_01_F ? B is after the model name, where as OPFOR variant, e.g the NVG, the 'O' is before? E.g O_NVGoggles_urb_F

muzzle_snds_L

why not 9mm ?

hgun_pistol_heavy_02_f

why 02?

NVGoggles_INDEP

why not just grn?

just seems odd?

hearty sandal
#

There are no exact rules on such naming. they are just inventions of whoever designed them

hardy crow
#

and, the 'addons' folder inside the modname folder

modname/addons

Can it not be addons with a prefix*?

modname/mn_addons

?
or is the word 'addons' hardcoded or whatever?

hearty sandal
#

it cannot no

#

assuming youi are talking about the folder the pbos go

hardy crow
#

aye, indeed

hearty sandal
#

then that is how it is

#

you prefix folders and filenames in the stuff you got on P drive

hardy crow
hearty sandal
#

you have only pbos in the addons folder

hardy crow
#

once pbo'ed yeah

hearty sandal
#

wut are you talking about

hardy crow
#

so, before you turn a project folder into a mod, with pbos in

hearty sandal
#

then you dont have modname/addons folder

hardy crow
#

the project folder, can have prefixes in, including; modname/mn_addons etc?

hearty sandal
#

sure if you want it to be bloated

hardy crow
#

'bloated'?

hearty sandal
#

no\need\to\have\million\folders\without\purpose\

#

you are again spiralling into over thingking this

hardy crow
#

if you mean over the top, pedantic, too articulate organisation by bloating then yeah

hearty sandal
#

if that means having multiple unnecessary folders that have no use then yes.

#

you have been stuck on this for weeks now

hardy crow
# hearty sandal if that means having multiple unnecessary folders that have no use then yes.

aim is having the bare minimum to make it function but still keep organisation

just backtracking and sidetracking to highlight one main point, whats the significance of;
(#arma3_config message)
At this time im just going to presume there was a decision made on SOP for naming objects, which then got scrapped later on and then never got revisited and revised/reviewed/amended, as some items have and some dont

01_F
01_grn_F

etc.
hearty sandal
#

I dont understand what significance you are looking for

hardy crow
#

dont need an answer really to be honest (on above), just wasting time inquisiting over trivial, no factor issues

novel lava
#

I mean its pretty logical I'm not sure what the confusion is

#

in the case for units its
B_Soldier_F (etc)
Side(Blufor)_Type and the F is unknown

opal crater
#

F is for futura

#

codename for Arma 3

hearty sandal
#

_F is futura

novel lava
#

Ah yeah thats right

hearty sandal
opal crater
#

most likely added at the time BI was also working still on A2 to avoid confusion.

hardy crow
#

ahhh makes sense now

#

but even then, why not be a prefix, not a suffix? prefix is much quicker and easier to ID at a glance, than a suffix

novel lava
#

for weapons its the same kind of thing
hgun_pistol_heavy_02_f
type of weapon - specific type - model # - futura

#

because the side is more important than it being part of the arma 3 project

hardy crow
#

like F_B_soldier

hearty sandal
#

why: someone decided its this way

hardy crow
#

ignore that awful joke

novel lava
hardy crow
#

πŸ˜‚

novel lava
#

But like I said at a glance the most important part is the first letter and it says if its blufor, opfor, civilian or independent

hardy crow
#
f_o_nvg01_urb

is better than

o_nvg_01_urb_f
hearty sandal
#

it does not really matter

#

well

hardy crow
#

not anymore now no

hearty sandal
#

it does

#

starting with F_ would mean in alphabetical list it would be more a mess

novel lava
#

Yeah

hardy crow
#

well, even, then, the folder would go off the next letter in the folder naming, so no, dont thinkso

hearty sandal
#

not everything starts has the _f

#

adding it to front would be messier

novel lava
#

also 'folder' what?

hearty sandal
#

anyway. dont get hung up with this stuff

#

focus on your work

novel lava
#

have you mixed up addon configs with their folder structure

hardy crow
#

i mean it would be weirdly satisfying if the naming systems and the likes was cleaned up to be accurate and clean, weirdly be satisfying to read/know

hearty sandal
#

you will just need to get over that

plucky notch
hardy crow
hearty sandal
plucky notch
#

Jokes aside Bohemia is often stuck between a rock and a hard place trying to improve the game and its features while also maintaining a decent level of backwards compatibility. Imagine how many mods it would break even to do a simple rename of those to standardise it

hardy crow
#

true, BCR is a definite negative, although it still would be a huge plus, in some way...

#

would literally have to hire someone to do the job, (correct me if im wrong here, but...), who would have to be on their own build, whilst making changes, testing, and making naming documentation alongside, to help mods and the like come into line with the new terms

hearty sandal
#

there isnt really anything to gain from that

hearty sandal
#

dont go making up issues where there are none. Basically someone just needed to decide how their naming convention was and then they used it. There is no great battles fought over this stuff

hardy crow
#

will retract, not intentionally trying to cause drama, apologies

#

will arma 4 use the same type of naming system do you know/reckon?

hearty sandal
rigid elk
#

Hello, is it possible to prevent switching from the cargo position to the driver's position in a vehicle ?

ashen sluice
#

if you create a new object of the same type in the init EH it's going to call the init again for the new object. rinse and repeat

frigid flower
#

Well, yeah, but note the concatenation after the typeof - it's meant to spawn one of the two classnames that have numbers at the end

#

I'm starting to think the issue might be that A3's scripting lang doesn't have implicit conversions from int to string

ashen sluice
#

oh i did miss that

#

indeed, use typeof _this + str ([1, 2] ...])

#

or format ["%1%2", typeof _this, [1, 2]...]

steel crown
#

I brought over some Config from someone elses CfgWeapons to mine with his permission. In the time, it was a straight copy paste and I'm having an issue where the full auto does not work. Single fire is great but when I try to switch, it doesn't switch. I can post config here if needed?

steel crown
frigid flower
#

Oh shit, oh no, I think my initial suspicion was correct and non AI vehicles can't have event handlers

#

Remember how I took the butterflies having one that calls func animal randomisation as being proof that they do? Well.. turns out all the butterflies are the same yellow one in-game. Which means the function isn't being called. Tried just a simple hint for debugging, and, sure enough, no hint showed up
. _.

mystic nova
#

I need a bit of help making a replacement config for a mod. I want to modify the armor values to be more in line with the default values, but for some reason my config isn't changing the value as intended. Would anyone be able to help with this?

delicate comet
#

is there a config value to configure how much a gun can gimbal?

#

when its configured with FCSMaxLeadSpeed?

neon venture
#

Is there a superclass that all buildings inherit from? I have seen examples with House but also heard that some buildings do not inherit from House. I would like to select all buildings in an area to use in my script.

neon venture
#

After some testing on Mull of Kyntire map, it looks like they all inherit from "Building". Unknown if there are outliers, but this is good enough for what I need.

frigid flower
#

Is it possible for a winged air vehicle to not be affected by gravity? I need to make a drone.. thing, that flies forwards and does stuff, but I need it to move slowly through the air

ashen sluice
#

wouldn't helicopter be better?

zinc kindle
pure dove
#

Any tips on configuring the AI steering on a vehicle? I am tuning these parameters rn using the AiDriving diagnostic.
I can tune a PID but wrapping my head around what does what is proving difficult with this.

steerAheadSimul=1;
steerAheadPlan=1.8;
predictTurnSimul = 1.2;
predictTurnPlan = 1.5;

The main issue is oversteering on the AI's part, after a turn they keep steering for a bit and then return to a straight line but the oscillate a lot before achieving a stable state (The PID? is not behaving i geuss)

#

Ah, AICarSteeringComponent overrides those values. All that was wasted effort then...

rigid elk
#

Hello, is it possible to prevent switching from the cargo position to the driver's position in a vehicle ?

nimble sequoia
pallid sierra
#

Anyone familiar with mikero's tools PBOProject? I'm getting missing files error and it won't pack however if I pack with any other utility, it works and the game picks up my filepaths in the config.cpp

#
rapWarning: **********missing file(s)***************
P:\@ACL\addons\main\config.cpp circa Line 17: \main\data\functions
P:\@ACL\addons\main\config.cpp circa Line 34: \main\data\sounds\chemlightCrack.ogg
rapWarning: **********missing file(s)***************
rapWarning: **********missing file(s)***************

data\functions\fn_attachChemlight.sqf:scanning
data\functions\fn_init.sqf:scanning
data\functions\fn_removeChemlight.sqf:scanning
data\sounds\chemlightCrack.ogg:scanning
</end entries>
Missing File Summary
config.cpp : \main\data\functions
config.cpp : \main\data\sounds\chemlightCrack.ogg

CfgFunctions is pointing to "main\data\functions"
CfgSounds is pointing to "main\data\sounds\chemlightCrack.ogg"

#

File Structure:

@ACL
  mod.cpp
  addons
    main
      config.cpp
      data
        functions
        sounds
night nova
#

Hey all, i'm trying to add the M2 to one of my factions but without the shield and scope, but i can't seem to get it working, i get the following error when I launch a map: "No entry 'bin\config.bin/CfgCehicles/I_G_HMG_02_F.vehicleClass".

Here's my config for the turrets:

    {
    class EventHandlers;
    };
    
    class I_G_HMG_02_high_F
    {
    class EventHandlers;
    };


    class A80_AFRAF_HMG_low : I_G_HMG_02_F
      {
    faction="I_A80_AFRAF";
    side = 2;
    displayName="M2 HMG .50";
    crew="I_A80_AFRAF_Rifleman";
    typicalCargo[]={"I_A80_AFRAF_Rifleman"};
    class EventHandlers : EventHandlers
        {
            init = "[(_this select 0), '', ['Hide_Shield',1,'Hide_Rail',1]] call BIS_fnc_initVehicle;";               
         };    
      };
      class A80_AFRAF_HMG_High : I_G_HMG_02_high_F
     {
    faction="I_A80_AFRAF";
    side = 2;
    displayName="M2 HMG .50 (Raised)";
    crew="I_A80_AFRAF_Rifleman";
    typicalCargo[]={"I_A80_AFRAF_Rifleman"};
    class EventHandlers : EventHandlers
         {
            init = "[(_this select 0), '', ['Hide_Shield',1,'Hide_Rail',1]] call BIS_fnc_initVehicle;";               
         };    
      };```
Anyone see the issue in the config or has a fix?
wintry tartan
#
class I_G_HMG_02_F
    {
    class EventHandlers;
    };
    
    class I_G_HMG_02_high_F
    {
    class EventHandlers;
    };
```This part needs their inherit declaration
night nova
#

Not sure i follow, What would i need to write for that?

wintry tartan
#

HMG_02_base_F and HMG_02_high_base_F

night nova
#

Ahhhhhh

#

Thank you

wispy anvil
rare garnet
#

Question how do have my mod split into multiple mods?
as i have my main config.cpp then a folder called music with its own config.cpp but seem to build one .pbo when I run PboProject?

#

do i build each mod out as a sperate mod then just put the PBO files into the addons folder before publish?

hearty sandal
#

pboProject builds a pbo from folder(s) that have config.cpp

rare garnet
#

I dont follow as it found my music config.cpp but built a single pbo

hearty sandal
#

probably your folder structure is wrong then

rare garnet
#

are you saying it will find all the configs and just build one mega pbo?

hearty sandal
#

no

#

it starts from first config.cpp it gets

#

if you got folder with config.cpp

#

and subfolders with config.cpp

#

and you pack the first folder

#

then that becomes 1 pbo

#

if you want separate pbos

#

you have a min mod project folder

#

and subfolders that have the config.cpp

#

compare for example to P.\A3\

#

A3\ is the project folder

#

and contains no config

#

and then the subfolders are from different pbos and contain their own configs

rare garnet
#

so i would need to move the config.cpp out of the root?

#

and futher split that config.cpp up

hearty sandal
#

probably

rare garnet
#

Okay thats fine ill get on that at somepoint

#

becouse i really do need to make this more modular

#

Thanks again bud, you always seem to have the answer

terse epoch
#

how hard would it be to change/add one custom sound in game from scratch and zero knowledge and experience on modding (nvg turning on sound)

slim halo
terse epoch
#

ok thanks

normal kelp
#

@slim halo wait you cant change the nvg sound in config?

#

huh.

slim halo
normal kelp
#

I swear there was but I could totally be confusing arma with another game

novel gorge
#

Hey guys, I have a question. I've never made an arma mod before and following a kickass tutorial I found I have managed to get it where I can equip my item, but the model does not show. I'm not sure where to go from here, as I can't find anything on google unless I'm just not using the right keywords.

(repost because I'm a dumb dumb and put it in the wrong channel lmfao)

hallow plank
novel gorge
#

Yessir

#

It's for headgear creation, I've had to figure a couple of things out on my own. It appears as a selection in the NVG category, but no model appears.

pallid sierra
novel gorge
#
{
    class Test_Character_F
    {
        units[]={"Test_Soldier_F"};
        weapons[]={"TIOW_IVAS_Tan"};
        requiredVersion=0.1;
        requiredAddons[]={"A3_Characters_F"};
    };
};


class cfgWeapons
{
class Binocular;
class NVGoggles: Binocular{};
class NVCustom: NVGoggles
{
 author = "CerberusMods";
 displayName = "IVAS Goggles (Tan/Rgr)";
 picture = "None";
 model = "Addons\IVAS_Goggles\Addons\IVAS_Up.p3d";
 class ItemInfo
 {
type = 616;
hmdType = 0;
uniformModel = "Addons\IVAS_Goggles\Addons\IVAS_Up.p3d";
modelOff = "Addons\IVAS_Goggles\Addons\IVAS_Down.p3d";
mass = 12;
 };
};
};```
#

P:\Addons\IVAS Goggles\Addons
[F]data
config.cpp
IVAS_Goggles.pbo
IVAS_Down.p3d
IVAS_Up.p3d
model.cfg

Data folder contains
IVASGoggles_low.rvmat
IVAS_NOHQ
IVAS_SMDI
IVAS_CA
IVAS_AS

hardy crow
#

Hey, is this channel best to use when having pbo project errors? current error is mission files, do you not/include mission files in the pboproject process?

hearty sandal
#

Mission files should be in their own separste pbo

#

Normally you don't have to do anything for that setting

hardy crow
#

'Generic Error or Premature EOF' - what can cause this?

#

how to count convert .png & .paa files to .tga? does pboproject do this?

karmic vector
#

why is this not working(see below)

#

class CfgUnitInsignia
{
class myInsigniaID
{
displayName = "Sentinel"; // Name displayed in Arsenal
author = "fortheiy12"; // Author displayed in Arsenal
texture = "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\MPMissions\FOBTemplate.Altis\sentinel.paa"; // Image path
textureVehicle = ""; // Does nothing currently, reserved for future use
};
};

hardy crow
# karmic vector class CfgUnitInsignia { class myInsigniaID { displayName = "Sentinel"; // Na...

@karmic vector

  1. try all in lowercase
  2. change your texture filepath origin from drive to local mod/mission folder
  3. check your brackets are indented correctly, as shown below (advise using notepad++ or visual studio code)
  4. #arma3_config message - use this
class CfgUnitInsignia
{
    class myInsigniaID
    {
        displayName = "Sentinel"; // Name displayed in Arsenal
        author = "fortheiy12"; // Author displayed in Arsenal
        texture = "FOBTemplate.Altis\sentinel.paa"; // Image path
        textureVehicle = ""; // Does nothing currently, reserved for future use
    };
};
hearty sandal
hardy crow
hearty sandal
#

tga is a source file

#

as in something you/somebody made

#

and does not go into pbo as is but is converted to game format in this case .paa

#

this should be fairly logical

lyric oasis
#

Am i in the right section for help on creating a texture add on mod?

hardy crow
hearty sandal
#

I dunno, you got some mistake in your configs

hearty sandal
hearty sandal
hardy crow
#

yeah its the same error, for all objects, a consistent error it seems, may not be a texture issue, will need to investigate further first

hearty sandal
#

what did you add last

hardy crow
#

but can there be an issue within the .p3d?

hearty sandal
#

walk back from that

#

well sure

#

generic error does not really tell anything about the reason

#

as in the name, its generic

hardy crow
#

seems to be an isuse inside the .p3d objects, consistently

hearty sandal
#

is this still that pbo where you put everything in?

hardy crow
hearty sandal
#

then its something you changed recently

hardy crow
#

aye

#

will finish this warzone game and check it out fully

lyric oasis
#

Am i just misinterpreting the code on the BI forum?

hearty sandal
#

Basic gist of retexturing is that if a model supports retexturing, its config contains hiddenSelections array like {camo,camo1} and so on, and hiddenSelectionsTextures array that contains the corresponding textures.

and what your new config basically just needs to do is inherit (class inheritance is explained in the wiki) the original class to get everything working the same and then replace the few lines that are necessary to make your new class different from the original, like displayname and the hiddenSelectionstextures array that you write to point to your new textures.

#

so only things you need from the original config is the amount and order of textures in the hiddenSelectionsArray

#

for finding that you can use the ingame config viewer for example (or theres a advanced one on workshop by leopard20 with nice search tools)

hardy crow
lyric oasis
#

Thank you

tacit zealot
#

How can I set a vehicle to be a medical vehicle (i.e. players get the option to heal when nearby)? Inheriting from a heli that already has it is not an option, due to some custom inheritance

steady beacon
#

@tacit zealot attendant = 1;

tacit zealot
#

thank you

regal jacinth
#

what does DLC="_" do?

wispy anvil
#

dlc="" it's the reference of the dlc. Like dlc="Expension" it's Apex @regal jacinth

#

it's the classname

regal jacinth
#

ok ive seen some mods use them for their stuff

lyric oasis
#

iam trying to modify a .p3d file and i keep seeing reference to an O2 program. Where do i find it?

hearty sandal
#

@lyric oasis you cant edit p3ds from the game or mods

lyric oasis
#

ok

hearty sandal
#

you will need to model new ones.

lyric oasis
#

got it

urban basin
#

How do I add elements of another mod into my mod? I want to create a melee unit using the Improved Melee System mod and I know I have to do something with the requiredAddons[] part but I'm not sure how to add it

hearty sandal
#

required addons in cfgpatches means your mod will load after the reaquired mod and thus have proper access to its configs and assets

urban basin
#

oh

hearty sandal
#

you probably want to talk to the maker of improved melee system for support on what is required for you to do to have your new unit work with it

urban basin
#

Sounds like a good idea

#

ty

tacit zealot
#

I was taking a look at the Sensor page, and have some questions from this:

https://community.bistudio.com/wiki/Arma_3:_Sensors

I want to make the AH-9 in a custom Faction I made have a sensor suite roughly equivalent to the WY-55 (so IR warnings, IR tracking so the pylon DAGR, Scalpels, ASRAAMs can actually be used, and so on). However, the page says the WY-55 only has a RWR. I thought those can't lock targets? Or does simply making the RWR make the sensor panel available for the weapons to use their own seekers to lock on? I don't want to re-write a bunch of redundant code so I figured clarification would be nice

steady beacon
#

@tacit zealot RWR is for missile/radar warnings it can't be used to target, so you'll want to add IR/Visual sensors to your bird. As for detecting incoming missiles you'll need incomingMissileDetectionSystem
Set up properly too.

loud spoke
#

so im trying to make a Custom Arma Faction, however i need a .PBO to package, it however because i dont have such a tool on my PC, does anyone have said tool i need? (could be wrong room all i know)

#

hopefully someone is willing to help, if it helps im using aLive todo said faction

tacit zealot
#

I forget the name, (PBO Tools maybe) but the one I use lets you just right click a folder and pack it super simple

loud spoke
#

ya i need that tool lol

#

just to finish

#

but i managed to mess up so i need to fix the CFG patches and what not

tacit zealot
#

Youre only reminding me of how incomplete and borked the weapons[], units[], and requiredAddons[] are in the mod im writing an update for (and is already on the Workshop, lol)

loud spoke
#

lol

#

im trynna find a PBO thing to finish this mod so i can use it for personal stuff

limber citrus
#

take a look at pboproject @loud spoke

loud spoke
#

I found one called β€œmakepbo” and it seemed to work

#

So I’m testing now

#

or no i havent :?

#

it created it as a mod but nothing is in the zeus/editor menu?

tacit zealot
# hearty sandal Just.. NO

I'm sure I have caused a disbalance in the Force. All I'm packing so far is a config file and editor previews. I don't plan to get more complex anytime soon.

hearty sandal
#

Yes well but there are better work flows that actually involve checking your config for common errors and such

#

Because what you suggest leads to "I packed pbo, nothing happens in game or I get x missing error."

loud spoke
#

i guess no one can help my problem?/help me eh lol

slim halo
loud spoke
#

im using mods yes, but im not posting it publically

#

do i say these are my mods: No

#

i just want it in a faction so i dont need to use the Zeus builder thing

#

@slim halo

#

and its a faction mod, ie Alive Orbat Creator, if u think im stealing stuff idek how to prove im not because in the Config files it says the mods needed

hearty sandal
#

That is the correct way to make it yes

#

You only pack your config and the config uses the mods

#

You could try out addon builder from Arma tools (steam install)

loud spoke
#

i did

#

it said there was a build error

hearty sandal
#

Do you have P drive set up?

loud spoke
#

negative

#

im new to this stuff

hearty sandal
#

I would suggest checking out PMCwiki guides on setting up tools and P deivw

loud spoke
#

im trynna learn how to make custom factions from aLive Orbat to use in Eden

slim halo
hearty sandal
#

They will also point you to mikeros toolset and pboproject which is more strict build tool but will help you to debug config mistakes.

loud spoke
#

but the video i followed uses a file on Armaholic i can no longer get

hearty sandal
#

No don't use that

#

That's crap

loud spoke
#

so im stuck in a idek what todo anymore, as it keeps deleting the faction in orbat so i need to keep creating it so at this point im sorta bummed out

#

i got it to load in the arma launcher, and appear, but when i go into game there is no Faction to it

#

and thats what has me lost

hearty sandal
#

I don't know how the orbat creator works so got no lue on that part

loud spoke
#

but it needs a thing from armaholic, but i tried makepbo but that didnt seem to work

hearty sandal
#

Yeh the thing from armaholic is crap

loud spoke
#

im trynna use snipping tool atm but it wont work

#

i hate discord

hearty sandal
#

You can only link pictures here

slim halo
loud spoke
#

ah

#

well the thing is i have the mod appearing in the Launcher, however when i go into Eden, or Zeus it doesnt appear as the video would show

#

so that has me clueless and confused on why

slim halo
loud spoke
#

kk

slim halo
#

use pastebin if it's too long

loud spoke
#

its empty

#

#include "CfgPatches.hpp"
#include "autogen.hpp"

#

just this

#

do i need to paste the Cfgpatches + Autogen in the config folder?

slim halo
loud spoke
#

i have them in a notepad ye as suspected. but please ignore any stupidity this is my 1st ever time

tacit zealot
frigid flower
#

There any way to force a unit to stay standing, without using scripts? I have a unit that I need to be forced to stand at all times and never crouch or prone

#

Well, I don't need it to stand at all times, it just looks really weird and clips halfway into terrain if it doesn't

hearty sandal
#

without making a custom animations set that does not have actions for other than standing stances, no

frigid flower
#

Figured as much, thanks

jade bone
#

can anyone point me to a resource re: what exactly gets binarized into an odol p3d? is it just the mlod p3d + models.cfg?

#

is there an extra piece that defines the specific animations used by the skeleton? or does that live somewhere else? specifically i'm looking at sample files and i don't see any animations defined in config for Test_Character_01

hearty sandal
#

character animations are not defined on the character

#

the skeleton bone hierarchy is defined in model.cfg file that gets baked into the p3d

#

and the rtms themselves contain the bone movements that move those selections

jade bone
#

where would the piece that links RTMs to a specific skeleton be?

hearty sandal
#

configs cfgMoves

#

or well no, the rtm contains the shape of the skeleton in its transformations

jade bone
#

wait so the bones in the RTM are actually literally the skeleton def

#

???

#

oh man

hearty sandal
#

they are very rigid system

jade bone
#

so there isn't an actual skeleton hierarchy defined anywhere separately

hearty sandal
#

no

jade bone
#

each animation literally groups bones in its own custom way

#

wow

#

amazing

#

ok

hearty sandal
#

you can expect a lot of avenues to be already explored and exhausted in this region

#

not documented though

jade bone
#

yeah makes sense

hearty sandal
#

there simply is no easy way for different sized characters

jade bone
#

hmm so i guess im not sure if this is the right question to ask but "where is the config file that states that RTM file X is used in animation Y for a given character"

#

or something like that

hearty sandal
#

cfgMoves

jade bone
#

oh yeah i fully expect this to be extremely sloggy

hearty sandal
#

I suggest you get a config dump file made with the dev branch diag exe

jade bone
#

hm so the one in sample\Addons\Core seems to just be a list of Pos like ManPosDead ManPosBinocLying etc

#

with nothing else

hearty sandal
#

yeh those are pretty simple examples

#

character has list of actions it can do

jade bone
#

oh you mean like, debinarize the config files out of the game itself

hearty sandal
#

and each action is connected to animation state that defines what rtm is used for it

#

there is a script command for that

#

it writes the full loaded config out

jade bone
#

oh wait

#

ok i see this 3MB config file lol

#

i guess that must be it

hearty sandal
#

no

#

full conifg dump is about 70mb

jade bone
hearty sandal
#

in game

jade bone
#

ahh

hearty sandal
#

scipting commands wiki page has the instructions

hearty sandal
#

ye

jade bone
#

ah

#

thanks

#

hmm so if all the animation and skeleton data is included inside the RTMs, then what's in the skeletonpivots.p3d files?

shy knot
#

I'm trying to implement a custom reload animation and for some reason, it doesnt want to work. I copied the code from the wiki and no luck. Used the code from someone successfully did it and that didnt work

#

It's taking the reload change but the rtm isnt playing

buoyant sonnet
#

I'm looking for a way to attach muzzle accessories to certain guns. for example, attach RHS' PBS-1 suppressor to RHS' Sa-58.
watching BIS community wiki page, weapon config guidelines but I'm sure I got lost somewhere.(because of my bad english, mostly)
can anyone give me a help?

shy knot
buoyant sonnet
#

okay...so should I find that in config.cpp?

shy knot
#

Yes

#

Look for WeaponSlotsInfo @buoyant sonnet

buoyant sonnet
#

I found the attachment's classname, and I think I found where to put it....

shy knot
#

Should go under muzzle slot

buoyant sonnet
#

cfgweapons-(the gun I want to edit)-class weaponslotsinfo-muzzleslot

#

and compatibleitems, right?

shy knot
#

Yes

buoyant sonnet
#

didn't work quite well...hmm.

#

yup, failed....

#
            {
                linkProxy="\A3\data_f\proxies\weapon_slots\MUZZLE";
                compatibleItems[]=
                {
                    "rhsgref_acc_zendl", "rhs_acc_pbs1", "rhs_acc_dtk4long", "rhs_acc_dtk4screws"
                };
                iconPosition[]={-0.050000001,0.36000001};
                iconScale=0.2;
                iconPicture="\A3\Weapons_F\Data\UI\attachment_muzzle.paa";
                iconPinpoint="Center";
            };```
#

6th line, add 3 accesories, and didn't worked well

wispy anvil
#
class compatibleItems 
{
   rhsgref_acc_zendl=1;
   rhs_acc_pbs1=1;
   rhs_acc_dtk4long=1;
   rhs_acc_dtk4screws=1;
};

try this @buoyant sonnet

or

class compatibleItems: compatibleItems
{
   rhsgref_acc_zendl=1;
   rhs_acc_pbs1=1;
   rhs_acc_dtk4long=1;
   rhs_acc_dtk4screws=1;
};

hardy crow
#
class CfgUserActions

        tooltip = "";
        onAnalog = "['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler";    // _this is the scalar analog value.
        analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01).
    };
};

What is this onanalog? is that for a dualshock controller analog stick? lol

wispy anvil
#

that for controller i think

hardy crow
#

what about the tooltip?

#

what is that exactly?

wispy anvil
#

idk but where did you find this ?

hardy crow
wispy anvil
#

that why

#

tolltip are title cause in this page u have "tooltip = "This action is for testing.";

#

so i think it's a title

hardy crow
#

so is TAG_fnc_myhandler calling a script?

wispy anvil
#

and analogChangeThreshold is the minimum value for trigger the action

#

yes cause u have "call"

hardy crow
#

so same principle of keyboard keybinds?

wispy anvil
#

I don't want to tell you something wrong so idk cause I have never used this

grand zinc
#

analog is anlog inputs, joysticks or pedals or wheels.
tooltip should show when you hover over the keybind in your keybinding section

#

You only use analog if you want to support analog

#

if you are fine with 1/0 then you use activate/deactivate

hardy crow
#

can one have all keybinds in one script?

TAG_fnc_MyHandler?
#

and can you not but scripts within a config, right?

grand zinc
#

yes you can

#

That config line is a script

#

you could put it there

#

but writing script in config is very cumbersome.. I'd recommend to use a function

plucky notch
plucky notch
#

Oh

#

That was to you too πŸ˜…

grand zinc
#

ofc performance wise not so amazing to have to run a switch on every button press.
But on the other hand button presses happen so rarely that you don't care about performance, basically πŸ˜„

#

for onAnalog you wouldn't want to do that though

#

Btw @plucky notch did you get weirdnesses of keys showing up in wrong category in keybinding settings?

plucky notch
#

Showing up in the wrong category? I don't think so, works perfectly on my end. I'll get you a screenshot of how it looks just to double check.

What do you mean by the wrong category?

grand zinc
#

There is a open ticket where someone added a new keybinding category, but his keybinds showed up in the "Editor Camera" category instead

#

But I couldn't reproduce that issue

plucky notch
#

Maybe they didn't specify a category correctly? I'll take a look at the ticket too once I'm back from food

grand zinc
plucky notch
#

@grand zinc I have it reproduced using their PBO

grand zinc
#

wat notlikemeow

#

but I can't

plucky notch
#

On stable, loaded the PBO and it comes up with the issue as described

#

Just comparing my work with theirs

#

Posted my RPT on the Ticket too, if there's anything you need me to run then I am around

hardy crow
#

whats the meaning of these

_name

whats the significance of the underscore before word?

grand zinc
#

_ denotes a local variable in SQF

hardy crow
#

ok, going to write up my first script ever, get ready for a chuckle πŸ˜‚

#

afaik, if this makes sense, this just triggers the systemchat "Numeric 4 pressed"?

#include "\a3\ui_f\hpp\definedikcodes.inc"

params ["DIK_4","Numeric 4"];
private _DIK_4 = true;
private _blockInput = { _ButtonDisabled = true;
};
        if ("Numeric 4") then
    {        switch ("DIK_4") do {
            systemChat "Numeric 4 pressed";
            call _blockInput;        
        };
};
plucky notch
#

@grand zinc Further development. I tried changing out load orders, names, none of it worked. Repacked the repro config using different names and it still reproduces. However, if I run it alongside my apache mod, with its keybinding update, the "Camera" and "Editor Camera" still appear in the mod category list, but the keybind is now in the correct category.

I can send you a packed version of the Keybinding update if this will help?

plucky notch
hardy crow
grand zinc
grand zinc
plucky notch
#
onActivate = "_this call TAG_fnc_MyHandler";

Ah, I can't tell you what your params should look like until I know what parameters you call the function with

plucky notch
hardy crow
#

so, im looking to trigger an animation via a keybind, in this case, numeric 4 to play a hand animation

grand zinc
#

Sadly too late to fix for next Arma update notlikemeowcry But I'll look at it then

plucky notch
plucky notch
# hardy crow so, im looking to trigger an animation via a keybind, in this case, numeric 4 to...

So in this case you Build a cfgUserActions entry for your keybind, that is named "Trigger ... animation" and maps onActivate and onDeactivate to a script defined in cfgFunctions. You can then in that script use that script's parameter to work out whether it was called by activate and deactivate, and then perform the relevant action.

You set the default key not in the key, but by adding a default in CfgDefaultKeysPresets. You will also need a group in UserActionGroups to add your key to, in order for it to be visible

hardy crow
#

i figured out as far as cfgUserActions cfgUserActionGroups, aswell as the onActivate and onDeactivate, but didnt yet get around to learning myself that the script had to be made under the cfgfunctions (which reinforces what i thought), so working on the cfgfunctions now aswell as onActivate onDeActivate

does cfgfunctions mean that the script can be made and called all within the same config?

I know dedmen said its cumbersome, dont think thats the first time hes advised against me doing it all in config, but going to do it anywho πŸ˜‚

plucky notch
#

If you're putting the code as an SQF file, and adding it using cfgFunctions then you're doing it as he expects.

CfgFunctions allows you to write an SQF file, and add it as a function - aka TAG_fnc_functionName. Once you have it defined, you can then call it from the config

hardy crow
plucky notch
#

Yup. So I could have an SQF file called fn_handleAnimateAction.sqf with the code to animate the character on keybinding input. In CfgFunctions I could then say that file should be compiled and mapped to the function name TAG_fnc_handleAnimateAction and then in CfgUserActions I would make my onActivate = "[true] call TAG_fnc_handleAnimateAction".

hardy crow
#

bruh

hardy crow
plucky notch
#

Happy to help! You have all the links you need now for the keybinding stuff. If you have issues with that or CfgFunctions then ask here. If you have issues with the SQF I would recommend #arma3_scripting

Unfortunately, I don't have much experience with animations, hopefully someone else will be able to tell you more about that!

hardy crow
plucky notch
mortal dove
slim halo
mortal dove
#

Sorry, didnt realise you were talking about ingame config viewer

hearty sandal
#

its worth to get the all in one config dump

mortal dove
digital pier
#

Q: when you are working with showing notifications based on config classes... is it possible to change some dimensions in the notification itself? i.e. for things like dialog sizes, contents therein, i.e. the image, text, etc? thanks...

slim halo
#

what notification?

digital pier
digital pier
jade bone
#

do config file classes namespace? so for instance could i have identically-named States under two different CfgMovesBasic objects?

slim halo
hearty sandal
#

there can be only 1 cfgMovesBasic class

jade bone
#

i mean something like this

class CfgFoo : A {
  class Thing { }
}
class CfgBar : A {
  class Thing { }
}
hearty sandal
#

yes

jade bone
#

would it be able to treat the two Things as distinct

hearty sandal
#

yes

jade bone
#

got it

#

thanks

#

hm is there a config number that governs the steepest angle of hill that a character can walk up?

hearty sandal
#

I believe its more about the shape of the character geometry blob

jade bone
#

so pointier blob = steeper hills? or something?

hearty sandal
#

possibly

#

have not had a reason to try it out

#

walking on steep hills looks pretty horrible due to the leg blending

#

what kind of a thing are you considering?

jade bone
#

yeah makes sense

#

hmm i was just brainstorming about ways to deal with climbing, didn't really have a specific end in mind

#

hm is there some rvmat that encodes physical properties for "human meat" or whatever

#

i know there are rvmat files that are used to e.g. define the physical/penetration properties of armor

#

but is there a base one for unarmored humans material?

hearty sandal
#

yes

#

same penetration materials have flesh too

#

the blood effects are configured on the characters config though

jade bone
#

ooh

#

yeah i see it

#

just missed it the first time through

#

thanks

jade bone
#

hm so im using mikero's pboproject and it looks like the "Crunch" button is just grayed out and i can't click it; there doesn't seem to be any explanation in the docs or the internet why this is

#

does anyone know how i can get the button to be clickable so i can click it to build a PBO?

#

oh never mind it's because i apparently had to install dewss as well (which wasn't listed as a dep in the docs)

brave oasis
#

related to hiddenselections on optics/attachments, is it possible? looking at what vanilla does, it requires a unique p3d for each variant, can someone enlighten me?

wheat sluice
#

Not possible. Unique models only.

#

You just have to implement each camo variant the old fashioned way like in OFP/Arma 1/2.

brave oasis
#

thanks for the reply, will save me from some headaches from now on

hardy crow
#

class CfgFunctions
{
class TAG
{
class Category
{
class myFunction {};
};
};

class TAG_WeaponManagement
{
    tag = "TAG"; // the function will be named TAG_fnc_myOtherFunction
    class Category
    {
        class myOtherFunction {};
    };
};

};

Can someone please explain to me what this all means? im really trying to read the source (https://community.bistudio.com/wiki/Arma_3:_Functions_Library)

but cant make sense of it

  1. is category, myfunction, editable?
  2. why is the second class category directly below the tag = 'TAG'; ?
  3. what is significance of class myOtherFunction {};?
  4. where does the script actual go? if not in seperate file there filepath?
regal gate
#
class CfgFunctions
{
  class TAG
  {
    class Category
    {
      class myFunction {};
    };
  };
};
```this is the base `CfgFunctions`.
TAG means the functions' tag (e.g **BIS**\_fnc\_myFunction)
Category is only useful for the Functions Viewer (and directory sorting)
myFunction is the function's name; it will look for a file named fn_**myFunction**.sqf
#

where does the script go, etc, is all written in that page you linked

hardy crow
jade bone
#

hm ok so not sure which channel this should go in, but i'm trying to use mikero's PboProject to generate a PBO and i keep getting this error

</MakePbo>
makepbo failed: pbo exceeds 2gig```
however my entire source directory put together is only like 100MB; it's nowhere close to being 2gb
#

has anyone ever run into this sort of problem before?

#

my pbo packs and loads fine (and comes in at a little under 100MB) using BIS's addon builder

hearty sandal
#

you are probably packing from wrong folder

#

write down your folder structure

#

and where you got config.cpp

jade bone
#

so my source folder tree looks like

P:\
* other stuff (a3, etc)
* @Test\ (set as output folder)
* Test\ (set as source folder)
* * anim\ (contains a bunch of .rtm files and a model.cfg)
* * models\ (contains a bunch of .p3d files and a model.cfg)
* * config.cpp
* * CfgMoves.hpp (#included in config.cpp)
#

afaict my source folder has to be there or else PboProject can't check if my file= paths exist or not

hearty sandal
#

yes

#

from the looks of it, if you pack test\ it should pack only what you have in it.

jade bone
#

well i've just been hitting the "crunch" button; is there some way to specify what folder to pack other than by setting source folder?

hearty sandal
#

that is the right way to do it

jade bone
#

yeah so every time i do so it gives me that 2gig error

hearty sandal
#

what version of pboProject you got?

jade bone
#

uhh

#

3.20?

hearty sandal
#

do you have full build ticked?

jade bone
#

nope

#

should i?

hearty sandal
#

that would clear the P:\temp\test so that nothing else in it gets packed

#

could be you have stuff in there that interferes

jade bone
#

hmm ok lemme try it

#

my P:\temp seems to include an a3 and core folder, weirdly

hearty sandal
#

uuf

#

thats bad

#

or is it in temp\ or in temp\test?

jade bone
#

they're both empty though

#

i have a P:\temp\a3 folder

hearty sandal
#

right then thats correct.

jade bone
#

it's 0 bytes but contains some folders

hearty sandal
#

for a moment I thought they had snuk into the test folder

jade bone
#

hmm

#

ok well it seems like full build has caused it to work

#

i guess that must have been what it was

hearty sandal
#

so what pboProject does is, it collects the stuff going into the pbo into P:\Temp\FolderYouPack

jade bone
#

weird that somehow it crapped 20x the amount of data of my entire pbo in there though

hearty sandal
#

and if you swap stuff around there can be old data left there

jade bone
#

yeah that makes sense

#

guess ill just full build wheenver possible from now on

#

it doesn't seem significantly slower anyways

hearty sandal
#

full build clears the temp folder and reconverts textures etc so that everything is fresh

#

with larger things it can start to slow down

jade bone
#

ah

#

yeah i don't have any textures at all yet

hearty sandal
#

but you can evaluate that as you go forward

jade bone
#

just pointing to vanilla assets rn

#

so that's probably why

hearty sandal
#

its not necessarily a bad thing to refresh it at least from time to time

jade bone
#

yeah makes sense

#

alright well

#

thanks again

hearty sandal
#

πŸ‘

worthy lynx
#

Hello, i can't figure out why the sleep won't work properly. if it's executed it instantly deletes any unit that dies instead of every 5 seconds. Anyone know what i did wrong?

while {true} do 
{
    _DeletionScript = [] spawn 
    {
        {deleteVehicle _x} forEach allDeadMen;
        sleep 5;
    }
};
regal gate
#

while true (a.k.a always, every frame),
spawn a script that:

  • deletes all dead men
  • waits 5s
  • exits
stray sage
#

RIP scheduler, thank you for your service. salute

regal gate
worthy lynx
hardy crow
regal gate
#

if you write class TAG, you will get TAG_fnc_myFunction
if you write class FURBZ you will get FURBZ_fnc_myFunction

hardy crow
#

and then, the fnc is written within the script?, linked to onactivate/ondeactivate?

regal gate
#

…I don't understand what you mean, and I think you don't know what you mean?

hardy crow
regal gate
#

the function declaration only does that; it declares a function
how, where and when you use that function is up to you

hardy crow
#

but what is a function? is it a predefined hard code to trigger sometime? and only BIS_fnc are functions? or..?

regal gate
#

no, no.
a function is a bunch of code, that's it

#

BIS_fnc_xxx are functions
but not just them

hardy crow
#

and code is what makes a script?

#

so, afaik, you create code to make a script, and the function is just linking to the script?

#

😒

regal gate
#

…that right here is not a config issue anymore!

#

SQF is the language
addAction etc are scripting commands
script files (.sqf) are a PC document holding scripting commands
something declared in CfgFunctions is a function (that is loaded in RAM) and that can then be called by another script with call or spawn

hardy crow
# regal gate ```cpp class CfgFunctions { class TAG { class Category { class...

TAG - editable - modname
class category - editable - but here, it stays the same? only used for directory sorting and functions viewer?
class myFunction {}; - editable - what to do here? how do i determine the name? modtest_fnc_modanim?

  • myFunction.sqf - class myFunction {}; // file path will be <ROOT>\My\Category\Path\fn_myFunction.sqf";

that right?

regal gate
#

function: TAG_fnc_mySuperDuperFunctionName
file: fn_mySuperDuperFunctionName.sqf

#

class myFunction {}; becomes class mySuperDuperFunctionName {};

hardy crow
#

right so

#

ehm, what goes in the {}?

hearty sandal
#

the commands the function does

stray sage
# hardy crow ehm, what goes in the {}?

If for example the particular function mySuperDuperFunctionName is written for the custom keybind you want to create, it does not require anything so it is a class created without any attributes in it, if you are wondering what you can use it for, here is a descriptive list but for start, in my opinion dont confuse yourself with it.
https://community.bistudio.com/wiki/Arma_3:_Functions_Library#Function_Declaration Check Attributes section for more information.
One thing based on your decision, you can choose to fill the file attribute but I suggest you to use Category's file attribute instead for your convenience. They are used to declare the path to your function basically.

regal gate
hardy crow
stray sage
hardy crow
stray sage