#arma3_config
1 messages Β· Page 136 of 1
sure.
the config structure is pretty much the same between A2 and A3
A3 has more stuff
it seems* as though arma 3 simplified and streamlined many things though right? like the cfgammo cfgmagazines etc
Simplified, no. Added more layers, yes.
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;
make sure you've added it to units[] array in cfgpatches
and check if your zeus module is set to allow unofficial content too
at modname?
->
{
you should get an editor which shows you braces guidelines.
Sorry to say that but coming here with every typo is a bit annoying.
using notepad++ at the moment, thats an editor, just rookie code skills, tis all
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"
};
Does it not work?
no they spawn without ammo
their guns are loaded though
can it be that theres not enough room?
not even with \ at the ends of lines?
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?
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
by making new unit config for each group
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
class B_Heli_Attack_01_dynamicLoadout_F //Commanche
{
Armor = 50; //40
}; ``` you are breaking inheritance due to missing parent of that class
Yea, but strangely it's the Kajman that's got the issues. Or does that break more than just the Attack01 heli?
That makes sense, thanks.
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).
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
};
}
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
all classes close the same way with };
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 '}'
like this?
no..
π
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 }
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
so, afaik, this is right, right?
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...
// ...
// 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 '='
// ...
// 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
};
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
You are not posting the actual problem area
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 {
its probably the parent class
just edited
Any good wiki links for modding in a artillery turret? I can't find any
pretty sure thats done (Tagging u since u asked me to tell you)
Your best is shit
From left to right the red lines.
1st: Missing closing }
2nd: random opening {? absolute nonsense?
3rd wrong indentation
4th wrong indentation
would you now consider doing something simpler than animations config for the first thing you do?
no... i got this far, i will solve this

maybe that was a proper poor edit...
Just fix your indentation everywhere.
And check that every { has a matching }
};
};
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**
again, this is not coding.
configging then
π
they are different things so its important to talk about them with correct terms
check that out, better edit, need to make it a habit to triple check before submitting
good idea to wrap it in cpp syntax highlight
class thingy
{
class another thingy;
number = 8;
thingy = "big"
};
aye
and hopefully you have your notepad++ set for syntax highlight too
oh, aye
does syntax, have a color coding ID thing?
got purples, blacks, greens, grays
it was on c++
Thanks, though that's not quite what I was asking. Probably my fault though for being unclear or using the wrong terminology. I'm completely new to this kind of stuff.
Dude.
Every opening { needs its closing }
Just use your eyes and minimal brain power to friggin count the braces.
You'll count 4 opening and 2 closing, its really not that hard
what does !> mean?
Think i figured it people
it was two brackets missing the two brackets above and below
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
Just use your eyes and minimal brain power to friggin count the braces.
if you use VSCode with bracket pair colorization you only need to use your eyes and 0 brain power π
didnt close these two brackets, my bad
going to check 10 times before asking again on here
next on the todo list: controls preset π @hearty sandal π
will give this a whirl
well, firstly, whats the difference in coding between cfgmoves and cfggestures? does one need cfgmoves covering all before going over in cfggestures? or...
they are separate classes
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
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
eh?
ah extensions error

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
why are you running binmake?
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

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?
not really
diag exe can give better error reports
why are you not using pboProject?
mikeros?
no other pboProject as far as I know
data file too short, expected 36049251 B, got 36049230 B
wut?
will check pboproject out tomorrow
until then, thanks and goodnight comrades 
0430 start, back to coding
Guys can you give me some good links to help me revise for;
- cfggestures
- controls preset
please π
there are none
you have started from the pretty much undocumented end of this stuff
Iβve got some coding knowledge but when I went into that stuff, I was almost entirely lost. Itβs not a good place to start tbh
Hey maybe if it's ok with you, if you're around tomorrow maybe you can give some pointers π
Will be asking a question on this channel at some point I'm sure
@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.
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?
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
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
};
};
};
Cfgmoves animations and CfgGestures animations are 2 different things.
can they not be all in the same array*?
entry, whatever they word is for this above
I'm not sure I understand but probably answer is no.
both cfgmoves and cfggestures are in confingcpp yeah, so why not possible for all in one entry?
skeletonName="OFP2_ManSkeleton";
gestures="CfgGesturesMale";
class States
?
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 π
You make this awfully complicated.
Don't try to change the structures
That is not possible
its not trying to change, its more trying to understand, and looking at the simplest/mimimalist method approach, instead of overthinking
so, technically it could work, if the structure was catered to this, which means were in the right direction π
I can't follow your train of thought.
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?
right
cfgmoves is a class
cfgpatches is a class
cfggestures is a class, meaning copy paste data from my cfgmoves include extra parameters?
yes, which works off masking bodyparts, lke stated above
Idk man. Train has left the station
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 π
Idk how to help.
This is getting too hands on, I don't have time or energy to teach this in depth.
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 π

time for some more secondary researching
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.
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
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?
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
π
text = "\Shayetet_UI\img\logo.paa; missing "
if you simply use syntax highlighting you can spot it
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;
};
};
};
i feel dumb
π
It's just that this isn't really a proofreading channel. You should be testing your experiments in game to see what happens.
And your postings get veru hard to read.
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
Editorcategories
cfgEdenSubCategories iirc
There's wikipage
my bad it's CfgEditorSubcategories
awesome. thank you! found the wiki page for it.
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 };
};
};
};
};
}
}
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?
Run it in game and see
And remove all commented out parts when posting. And use the cpp code tag
*dont know how to work pboproject, it just says 'press any key'
side question, the textures subfolder of objects, does it have to be 'data', or can it be something like 'filepathhereecube_textures'?
No side questions before pboproject is running
opened makepbo on accident, mistook them
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.
This is also a repost sorry about that guys. And @ashen sluice yes I did make a iphone_Ruins_F.
well let's see the class definition then
class House;
class House_F: House
{
class DestructionEffects;
};
class iphone_Ruins_F;
class iphone: House_F
@ashen sluice is that it?
does it need ruins model?
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 { ...
ScotG, try moving the Geometry LOD centre of mass back a bit.
if you are using those to distribute the mass then likely yes
trying to find details on how to config a mortar properly I already got my p3d setup properly I just gotta code it
Hi guys I would like to ask which section of the CPP these two ACE data are related to?
for guns
I've tried this. Little by little I moved it back and tried again each time. Finally the plane was tilted back in taxi because the majority of weight was behind the main gear/wheels. I could take off without any apparent damage, but the problem persists.
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.
perhaps try tweaking the front spring strength instead
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.
it is yes cut off now that you mention it
This is the config that pulls the values from weapons for use in the ACE arsenal.
https://github.com/acemod/ACE3/blob/master/addons/arsenal/ACE_Arsenal_Stats.hpp
any way to increase the distance in between the 2 lines in the artillery computer?
they are calulated from the weapons range parameters
so yes by editing the ammo
and making sure the weapon has suitable ranges set up
is there a wiki page on setting up those parameters?
been trying to dig up a good wiki page on artillery parameters
dont think so
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.
The hard limit seems to be around 22.5km
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
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
first pbo ever made!!!! woop woop π₯³ haha
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?
π
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)
- how do i view my animation in default animation viewer?
- Do i need POLPOX animation viewer to view animation?
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
how?
player1 switchmove 'anim'? its not playing
maybe something is wrong
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
'minPlayTime= 0.001'
or did you make new file in windows and name it first pbo? π π π
one can never be sure in these days.
also are you actually running the pbo in game?
the mod was loaded via launcher yeah, but was just testing one animation at this time
test mod, not the mod actual
Thank you snoops, do you know if this is documented anywhere?
No it's not, it's many many many hours of testing and hair pulling.
Thats slightly a shame, thank you for that info
Evrik (3CB) was experimenting with sensor max ranges recently too, I remember similar discussions with him, so he might have additional info.
Ill go ahead and reach out, thank you
π
Diagram is quite accurate
ARMA molling vs. Bocun+ntation
totally agree
TAG_MyActionName[] = {
What is this [] and { do?
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?
I think you talking about CBA config. The fact that you can switch from laser to lamp and lamp to laser.
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;
};
u can found the documentation of this here :
https://github.com/CBATeam/CBA_A3/wiki/Accessory-Functions
In game when u press CTRL+L by default its switching from the actual accessory to the next here lamp/laser, laser/lamp
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
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
};
};
};```
Sorry no, a new update added working IR lights, so you can have "NV only" flashlights.
Which version ?
https://dev.arma3.com/post/spotrep-00100
Game Update 2.06
...
Added: irLight entry to all light config classes to turn a light source into an InfraRed-only light
Added: setLightIR script command...
Very interesting things so i think u need the nvgonly=1 too ?
"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"
The variable is true, and they're being shot, but they're not dying, basically
the problem is the nonaivehicle cause rabbit are vehicle and can be shotted
yes
[] says the entry is an array, and {} is your array contents
thanks
so nothing goes into the []?
correct
And how do i include an animation/gesture with the keybind? presuming cfggestures is done
you would have to script that
with this for exemple addUserActionEventHandler ?
so not everything is possible in config?
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
If I remember right custom keybind supports was added but what the keybind does still needs a fucntion or script to do something
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?
possibly
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
hard to maintain in what aspect?
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
sorry, lack of background knowledge, define a 'complex' situation please
https://github.com/mattysmith22/AH-64D/blob/feature-vanilla-controls/%40AH-64D Apache Longbow/Addons/fza_ah64_controls/scripting/functions/core/fn_coreControlHandle.sqf Here's an example of the one I'm currently working on. I just mean anything that requires more than one or two SQF commands. In my switches you can see what I am having to run for those controls. Imagine fitting one like "fza_ah64_symbologySelectDown" in the config, all in one string with no syntax highlighting
would rather get it all done in an very well organised and articulate config
Fair enough, your choice!
you'll perhaps just need to try out what works for whatever it is you are doing
thankyou, will take this into consideration
As you want to make a CDLC you will need to start making your own decisions about this stuff and your own solutions.
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
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
When I try to init/mount P drive (haven't done that before), it complains about corrupted installation despite passed Steam file integrity check
Is this again some stuff that works on account with admin privileges on Windows only? (I gave the tool admin permissions though)
what does that?
E.g. All Arma 2 installations (especially DLCs) require you to be actually logged in on account with admin privileges
Nono, this is Arma 3
https://pmc.editing.wiki/doku.php?id=arma3:tools
https://armadocs.gitlab.io/terrain/01starting/
Id suggest using either of these
Arma Terrain Documentation
whats the difference between connect to and interpolate to?
Interpolation is... interpolation?
just use addon builder... 
Doesn't work either
Id wager probelm lies in no P drive in use
The built PBO does not run/work correctly (idk which one is more true) π
But I'll try with the P drive
then the problem is most likely the addon prefix
Didn't find any from the folder files. (tried googling about it but the documentation wasn't very helpful)
P drive is still not utilized/approved by Arma 3 Tools, it complains about corrupted installation
just look at how the addon is addressing its files
Does cfgvehicles cover all objects, simple and otherwise?
yes. simple object parameters are extra for the normal class
Where would I find the configuration for backpack?
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!
Image of code: https://imgur.com/a/1sWpeum
units[] = {"Bunker", "Bunker2"};
Is that not what it says?
count the quotation marks
I see, thanks
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
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
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
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
Actually, can NonAiVehicles even have EventHandlers?
Apparently so, since butterflies use it for running animal randomisation
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
Check how the rabbits works cause they are define in cfgvehicles and there are moving too
that's an extremely suspect init handler. could see it causing stack overflow
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
do missions have to also be placed inside
modname\addons
or can they be placed just in
modname\
?
mission pbos?
mission pbo's don't go into modfolders
and mod pbo's are only loaded from addons folder, nowhere else
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?
There are no exact rules on such naming. they are just inventions of whoever designed them
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?
aye, indeed
then that is how it is
you prefix folders and filenames in the stuff you got on P drive
so anything within the 'addons' folder can have prefixes, be it folders, subfolders, filenames?
you have only pbos in the addons folder
once pbo'ed yeah
wut are you talking about
so, before you turn a project folder into a mod, with pbos in
then you dont have modname/addons folder
the project folder, can have prefixes in, including; modname/mn_addons etc?
sure if you want it to be bloated
'bloated'?
no\need\to\have\million\folders\without\purpose\
you are again spiralling into over thingking this
if you mean over the top, pedantic, too articulate organisation by bloating then yeah
if that means having multiple unnecessary folders that have no use then yes.
you have been stuck on this for weeks now
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.
I dont understand what significance you are looking for
dont need an answer really to be honest (on above), just wasting time inquisiting over trivial, no factor issues
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
_F is futura
Ah yeah thats right

most likely added at the time BI was also working still on A2 to avoid confusion.
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
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
like F_B_soldier
why: someone decided its this way
ignore that awful joke
Yeah that'
π
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
f_o_nvg01_urb
is better than
o_nvg_01_urb_f
not anymore now no
Yeah
well, even, then, the folder would go off the next letter in the folder naming, so no, dont thinkso
also 'folder' what?
have you mixed up addon configs with their folder structure
nope, not yet π
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
you will just need to get over that
When do we tell him this is the tip of the iceberg?
would rather not know, before it hurts my soul π
the ship is already sinking.
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
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
there isnt really anything to gain from that
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
will retract, not intentionally trying to cause drama, apologies
will arma 4 use the same type of naming system do you know/reckon?

Hello, is it possible to prevent switching from the cargo position to the driver's position in a vehicle ?
Eh? How
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
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
oh i did miss that
indeed, use typeof _this + str ([1, 2] ...])
or format ["%1%2", typeof _this, [1, 2]...]
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?
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
. _.
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?
is there a config value to configure how much a gun can gimbal?
when its configured with FCSMaxLeadSpeed?
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.
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.
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
wouldn't helicopter be better?
No, the best way I know of is actually using the editorSubcat config entry of the object.
βEdSubcat_Residential_Village and EdSubcat_Residential_City should do most.
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...
Hello, is it possible to prevent switching from the cargo position to the driver's position in a vehicle ?
driverCompartments = "Compartment1";
cargoCompartments[] = {"Compartment2"};
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
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?
class I_G_HMG_02_F
{
class EventHandlers;
};
class I_G_HMG_02_high_F
{
class EventHandlers;
};
```This part needs their inherit declaration
Not sure i follow, What would i need to write for that?
HMG_02_base_F and HMG_02_high_base_F
where are located the file "chemlightCrack.ogg" ? can we see you're .cpp ?
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?
pboProject builds a pbo from folder(s) that have config.cpp
I dont follow as it found my music config.cpp but built a single pbo
probably your folder structure is wrong then
are you saying it will find all the configs and just build one mega pbo?
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
so i would need to move the config.cpp out of the root?
and futher split that config.cpp up
probably
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
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)
actually now that I read your message you'd need #arma3_scripting
sorry 
but I don't recommend doing it right now, because you'd probably need a loop to check the vision mode every frame. in the next game update, the devs have added an event handler which triggers whenever the vision mode changes, which makes this easier and faster.
ok thanks
is there even an nvg sound? 
I swear there was but I could totally be confusing arma with another game
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)
Could I get a link to that guide
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.
post your config.cpp and file organization
{
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
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?
Mission files should be in their own separste pbo
Normally you don't have to do anything for that setting
'Generic Error or Premature EOF' - what can cause this?
how to count convert .png & .paa files to .tga? does pboproject do this?
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
};
};
@karmic vector
- try all in lowercase
- change your texture filepath origin from drive to local mod/mission folder
- check your brackets are indented correctly, as shown below (advise using notepad++ or visual studio code)
- #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
};
};
tga is source format, .paa is the one going into pbo
what does source format mean*?
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
Am i in the right section for help on creating a texture add on mod?
so why am i getting 'generic error or EOF? when crunching via pboproject*
I dunno, you got some mistake in your configs
for config stuff this is the channel to ask yes, for making textures, #arma3_texture is the one. Though occasionally #arma3_texture is used to talk about the config side stuff too
or broken file it can process maybe
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
what did you add last
but can there be an issue within the .p3d?
walk back from that
well sure
generic error does not really tell anything about the reason
as in the name, its generic
seems to be an isuse inside the .p3d objects, consistently
is this still that pbo where you put everything in?
yeah, but ive pboprojected it like 1000 times
then its something you changed recently
I made the textures, got the folder set up on P drive, and started to try writing the config but cant find help on making a stand alone Mod that changes the texture on another mod (T3T3T3 F-18 to be exact). I tried opening the PBO on the other skin mods for it but even notepad++ just shows a mess. I found basegame file changes help, but it doesnt seem to do what im intending
Am i just misinterpreting the code on the BI forum?
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)
will look into this tomorrow, brains fried atm
Thank you
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
@tacit zealot attendant = 1;
thank you
what does DLC="_" do?
dlc="" it's the reference of the dlc. Like dlc="Expension" it's Apex @regal jacinth
it's the classname
ok ive seen some mods use them for their stuff
iam trying to modify a .p3d file and i keep seeing reference to an O2 program. Where do i find it?
@lyric oasis you cant edit p3ds from the game or mods
ok
you will need to model new ones.
got it
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
required addons in cfgpatches means your mod will load after the reaquired mod and thus have proper access to its configs and assets
oh
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
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
@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.
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
I forget the name, (PBO Tools maybe) but the one I use lets you just right click a folder and pack it super simple
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
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)
take a look at pboproject @loud spoke
I found one called βmakepboβ and it seemed to work
So Iβm testing now
or no i havent :?
it created it as a mod but nothing is in the zeus/editor menu?
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.
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."
i guess no one can help my problem?/help me eh lol
i can use it for personal stuff
bc to us it sounds like you're ripping stuff
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
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)
Do you have P drive set up?
I would suggest checking out PMCwiki guides on setting up tools and P deivw
im trynna learn how to make custom factions from aLive Orbat to use in Eden
Arma Tools' built-in P drive set up works well too
They will also point you to mikeros toolset and pboproject which is more strict build tool but will help you to debug config mistakes.
but the video i followed uses a file on Armaholic i can no longer get
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
I don't know how the orbat creator works so got no lue on that part
https://youtu.be/vC9eLS7fCWQ i followed this video todo it
but it needs a thing from armaholic, but i tried makepbo but that didnt seem to work
Yeh the thing from armaholic is crap
You can only link pictures here
you can't post pics here
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
post your config.cpp
kk
use pastebin if it's too long
its empty
#include "CfgPatches.hpp"
#include "autogen.hpp"
just this
do i need to paste the Cfgpatches + Autogen in the config folder?
you need those files yes
i have them in a notepad ye as suspected. but please ignore any stupidity this is my 1st ever time
Since my mods are 'relatively' small, I like to take the rapid-prototyping approach and manually check for errors with each iteration
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
without making a custom animations set that does not have actions for other than standing stances, no
Figured as much, thanks
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
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
where would the piece that links RTMs to a specific skeleton be?
configs cfgMoves
or well no, the rtm contains the shape of the skeleton in its transformations
they are very rigid system
so there isn't an actual skeleton hierarchy defined anywhere separately
no
you can expect a lot of avenues to be already explored and exhausted in this region
not documented though
yeah makes sense
there simply is no easy way for different sized characters
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
cfgMoves
oh yeah i fully expect this to be extremely sloggy
I suggest you get a config dump file made with the dev branch diag exe
hm so the one in sample\Addons\Core seems to just be a list of Pos like ManPosDead ManPosBinocLying etc
with nothing else
oh you mean like, debinarize the config files out of the game itself
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
is it part of the tools? or literally something that i run in a debug console in-game
in game
ahh
scipting commands wiki page has the instructions
sorry just to check, by this you mean https://community.bistudio.com/wiki/diag_exportConfig this right?
ye
ah
thanks
hmm so if all the animation and skeleton data is included inside the RTMs, then what's in the skeletonpivots.p3d files?
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
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?
Add the class name of the muzzle to the weapon slots of the weapons class
okay...so should I find that in config.cpp?
I found the attachment's classname, and I think I found where to put it....
Should go under muzzle slot
cfgweapons-(the gun I want to edit)-class weaponslotsinfo-muzzleslot
and compatibleitems, right?
Yes
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
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;
};
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
that for controller i think
idk but where did you find this ?
this dime?
https://community.bistudio.com/wiki/Arma_3:_Modded_Keybinding#Define_your_new_action_in_CfgUserActions, as of 2.06, very new
that why
tolltip are title cause in this page u have "tooltip = "This action is for testing.";
so i think it's a title
so is TAG_fnc_myhandler calling a script?
and analogChangeThreshold is the minimum value for trigger the action
yes cause u have "call"
so same principle of keyboard keybinds?
I don't want to tell you something wrong so idk cause I have never used this
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
can one have all keybinds in one script?
TAG_fnc_MyHandler?
and can you not but scripts within a config, right?
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
You can, which is what I do in my upcoming update for the Apache mod. If you're following the example on the wiki you see they pass in the name of the handler, that you can then use a switch to sort out using.
I posted an example recently, let me see if I can find it
^
Oh
That was to you too π
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 π
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?
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?
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
Maybe they didn't specify a category correctly? I'll take a look at the ticket too once I'm back from food
Nah I copy-pasted the code they sent and all was fine for me, and if its fine for you too then its probably their issue
https://feedback.bistudio.com/T161263 thats their ticket
@grand zinc I have it reproduced using their PBO
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
whats the meaning of these
_name
whats the significance of the underscore before word?
_ denotes a local variable in SQF
ok, going to write up my first script ever, get ready for a chuckle π
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;
};
};
@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?
There's a few issues here, but first can you show me what the config that calls it looks like? From there I will be able to explain what you need to do
unfortunately no i cannot, show u the config, sorry
Ah so only if you run that mod alone?
mh, thanks
Indentation is important to have readable code.
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
It half works when I run it with something else. Categories are still messed up, but the keybind is in the correct category
so, im looking to trigger an animation via a keybind, in this case, numeric 4 to play a hand animation
Sadly too late to fix for next Arma update
But I'll look at it then
Nw! Sent you and updated ticket with my info now. Let me know if I can help in any way
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
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 π
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
https://community.bistudio.com/wiki/Arma_3:_Functions_Library
So this methods, this method means no performance loss, right?
call it from the config, although the script is written under cfgfunctions, which is in the config?
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".
bruh
Youve just saved me possibly 2-3 days of brainstorming/problem solving the logic to find out how to make this work, for that i am very grateful and appreciative, almost feel spoiled! π π
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!
ok my dude, youve been a great help, will delete the scripting questions, and crack back on this issue tomorrow, will be sure to let you know of outcome as soon as can, in future, thankyou π π
Good luck with your project!
In regards to cfgVehicles
What is the base for Syndicate?
Wiki only has AAF & FIA
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide
like I said in #arma3_scripting , look at config viewer to find the base
Sorry, didnt realise you were talking about ingame config viewer
How do I go about that?
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...
what notification?
using BIS_fnc_showNotification
No.
not without rolling our own then, I suppose... that's a shame...
do config file classes namespace? so for instance could i have identically-named States under two different CfgMovesBasic objects?
no
under two different CfgMovesBasic objects?
what objects? a config is just a hierarchical data structure, not code
i mean something like this
class CfgFoo : A {
class Thing { }
}
class CfgBar : A {
class Thing { }
}
yes
would it be able to treat the two Things as distinct
yes
got it
thanks
hm is there a config number that governs the steepest angle of hill that a character can walk up?
I believe its more about the shape of the character geometry blob
so pointier blob = steeper hills? or something?
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?
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?
yes
same penetration materials have flesh too
the blood effects are configured on the characters config though
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)
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?
Not possible. Unique models only.
You just have to implement each camo variant the old fashioned way like in OFP/Arma 1/2.
thanks for the reply, will save me from some headaches from now on
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
- is category, myfunction, editable?
- why is the second class category directly below the tag = 'TAG'; ?
- what is significance of class myOtherFunction {};?
- where does the script actual go? if not in seperate file there filepath?
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
will take a break and come back to it in a little while, may make more sense, brains in overdrive, not making much sense re-reading right now
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
you are probably packing from wrong folder
write down your folder structure
and where you got config.cpp
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
yes
from the looks of it, if you pack test\ it should pack only what you have in it.
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?
that is the right way to do it
yeah so every time i do so it gives me that 2gig error
what version of pboProject you got?
do you have full build ticked?
that would clear the P:\temp\test so that nothing else in it gets packed
could be you have stuff in there that interferes
right then thats correct.
it's 0 bytes but contains some folders
for a moment I thought they had snuk into the test folder
hmm
ok well it seems like full build has caused it to work
i guess that must have been what it was
so what pboProject does is, it collects the stuff going into the pbo into P:\Temp\FolderYouPack
weird that somehow it crapped 20x the amount of data of my entire pbo in there though
and if you swap stuff around there can be old data left there
yeah that makes sense
guess ill just full build wheenver possible from now on
it doesn't seem significantly slower anyways
full build clears the temp folder and reconverts textures etc so that everything is fresh
with larger things it can start to slow down
but you can evaluate that as you go forward
its not necessarily a bad thing to refresh it at least from time to time
π
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;
}
};
you spawn it
while true (a.k.a always, every frame),
spawn a script that:
- deletes all dead men
- waits 5s
- exits
RIP scheduler, thank you for your service. 
also that's #arma3_scripting, not #arma3_config
oh whoopsie i thought this was the scripting channel XD
Managed to fix it now though, thanks
the 'functions' are all BIS_fnc's? or is a function just a script, and i can name my own? e.g; 'modtest_fnc_myfunction'?
if you write class TAG, you will get TAG_fnc_myFunction
if you write class FURBZ you will get FURBZ_fnc_myFunction
and then, the fnc is written within the script?, linked to onactivate/ondeactivate?
β¦I don't understand what you mean, and I think you don't know what you mean?
im looking to trigger an animation via keybind...
#arma3_config message
the function declaration only does that; it declares a function
how, where and when you use that function is up to you
but what is a function? is it a predefined hard code to trigger sometime? and only BIS_fnc are functions? or..?
no, no.
a function is a bunch of code, that's it
BIS_fnc_xxx are functions
but not just them
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?
π’
β¦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
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?
function: TAG_fnc_mySuperDuperFunctionName
file: fn_mySuperDuperFunctionName.sqf
class myFunction {}; becomes class mySuperDuperFunctionName {};
the commands the function does
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.
no no no
no in CfgFunctions - it's only the function's specific behaviour/flag that go there π
but, was told that i can also write the script inside the config, as per dedmen?#arma3_config message
that is only for attributes that take codes in it. You cant just script something in an unrelated place in config.
point 1
cfgfunctions, have a word that is linked to another word which holds the script, all within the one config
point 2
never said or inferred scripting something in an unrelated place in config
Im looking to see how point 1 is possible
cfgFunctions do not hold script, it is config of a function, not the function itself. The function itself is found by file attribute given to the cfgFunction class you create. The function is in that file.
not looking to be right here, but to learn