#arma3_config
1 messages · Page 140 of 1
do you know the other common values for memoryPointCamera? Besdies "eye"?
thats the default one
Can pylon weapon GunParticles use the memory points in the weapon model or do they need memory points in the vehicle model?
IIRC they don't work at all for things like gunpods
There a way to run a script when a custom unit is spawned in eden? I'm trying to attach something to them but I can only get the script to run when the mission starts. I've tried preStart but then the script never ran.
init eventhandler
Yeah I've got this
class EventHandlers {class cfs_tormented_soul {init = "[_this#0] spawn cfs_fnc_tormented_soul_spawn"};};
that's wrong afaik. needs a ; after the string
it would be nice if i got some help on this
also instead of [_this#0] spawn just do _this spawn
and do I need preStart?
there's no "preStart"
class CfgFunctions {class cfs_tormented_soul {class functions {class functions {file = "\cfs_tormented_soul\functions.sqf"; preInit = true;};};};};
the init EH should work in Eden too
preStart is before the game even starts
also that function runs at the init of every mission
it has nothing to do with the vehicle
since addon builder does not check anything there is no guarantee that your paths are actually correct
i didn't really get what you said
addon builder just puts whatever you feed it into pbo. your paths might still be wrong
can i show you an example of how my files are pathed
so that you can elaborate to me on how to fix it
well Id recommend trying out mikeros pbo project to see if it can detect any problems
ok
in A2OA, Ai weapon fire mode selection does NOT appear to be probabilistic, contrary to what is implied with the names of properties like "minRangeProbab", etc. Instead, the AI always appears to use the weapon and fire mode with the highest probability rating. Is this also the case for A3?
hey! I'm getting the following error: cannot load texture 0.paa
I don't have any texture named like that in the models. I'm basically creating a couple of statics objects (tables and things like that). Any clues?
cfgVehicles:
class Helper_Base_F;
class arga_mesa_malvinas: Helper_Base_F
{
scope=2;
author="ArgA & Akin";
displayName = "Mesa Malvinas";
model="arga_objetos\data\models\arga_mesa_malvinas.p3d";
mapSize = 1;
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {0, "#(argb,8,8,3)color(1,1,1,1,CA)"};
};
cfgPatches:
class arga_mesa_malvinas
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
yes, you have something called texture 0.paa called somewhere in your project
which does not exist
you just have to track it down
in the model or in the config scripts?
pretty sure it's not in the config files, at least if it isn't in the class that I'm inheriting
likely in the model
Are there any tools for visualizing AFM groundContacts?
ello. not sure if this particular query goes here, but, if i made a faction with alive orbat, and then, for whatever reason, disable the alive mod, will i still be able to use that faction config on its own or is alive needed for all factions made with it?
What would make a hand on a character model that uses the arma man skeleton, not line up with the RTM of the weapon?
Wrong weapon bone name in rig perhaps
Can I put CfgNotifications in a description.ext?
We can
Hey guys n gals so Ive been trying to make a Static weapon today with no luck and im just outright tired of circling around BI forums with no endsight, sorry if this isnt the correct channel but this seems like the closest one pertaining to my problem.
I just dont understand the process for it even after reading the forums and was hoping for someone with some know how to guide me in the right direction
I'm not really familiar with model making, but to give you the gist of it:
- you need to make the model. (obviously)
- make a model.cfg to define animations and bones and other stuff
https://community.bistudio.com/wiki/Model_Config - convert that to a mod. this page explains the basic:
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
altho for making objects I recommend Mikero's pboProject
you can find out how certain object types are made by looking at Arma 3 Samples
Would help describing what issue you’re having
static weapon does not really have much anything different from other objects
Appriciate the Help
Well my problem is Im trying to make a Minigun Static turret, Ive got my model but its very confusing trying to set up the config and getting it translated into a format the game can understand, like from an .fbx into a .p3d, i know how to use the addweaponturret to add the bonework for a minigun but its a matter of getting the model in
Actually i guess i should have posted this in #arma3_model shouldnt i
Would they not be considered Vehicles based off of their behaviour?
Anything that isn’t a unit or weapon goes under CfgVehicles
A custom model? Or a model already in game
If it’s a completely custom model, there’s quite a bit you need to do model wise
If you don’t know how, I’d recommend watching basic tutorials on implementing a static object first
Well I originally wanted to use the Qilin's M134 as a model and realised that, that would infringe on BI's IP so I decided to use a custom model
Then, you need to model geometry on it, memory points, etc
That’s the short side of things
Yeah earlier today I scoured around the Forums and steam posts but i felt like i was going in circles
ill dive in again now ive had some sleep
units are under cfgVehicles too
everything is a vehicle
Id suggest starting from something simpler
like a box
get that textured and in game
then add a lid to it and animate it
and so on
Youve all be helpful here thanks alot
👋 Can anyone shed some light on what "type" is in regards to CfgMagazines?
https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#type.3D256
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#magazineType.3DNone_.28OfpOnly.29
if I remember right it defines the type of item this magazine is, as in, it is a magazine and not lets say a first aid kit
if you get yourself "all in one config" dump file you can easily explore the different parts of the config
and you can see that vehicle magazine, magazine and launcher magazine have different type values for them
That's handy, I will have a look. I don't suppose you know the launcher magazine type off the top of your head?
no
but if you are making a launcher magazine
your launcher mag should inherit from the default launcher mag to get all the relevant default values
and it would then also inherit the type
so you dont have to set it up yourself
Gotcha - I am inheriting off the default so I'll just leave it alone, I was just puzzled as to what it was
default or CA_LauncherMagazine
since I had notepad open.
the correct inheritance chain for launcher magazine
class Default being somewhere a bit above
class CfgMagazines
{
class CA_Magazine;
class CA_LauncherMagazine;
class FakeMagazine;
class RW_L2A1_mag : CA_LauncherMagazine
{
allowedSlots[] = {801, 701, 901};
scope = 2;
displayName = "L2A1 - HEAT";
descriptionshort = "Type: HEAT";
picture = "RW_Weapons\data\UI\P_L2A1_Rocket.paa";
model = "\A3\weapons_f\empty";
ammo = RW_ammo_L2A1_HEAT;
initSpeed = 250;
mass = 0;
};
};```
I'll add default above
Would CA_Magazine not already inherit from default... even if I don't specifically state that?
is there a way for me to make a change to an element in vanilla ui
class CfgInGameUI
but only have it apply to one vehicle class
i can already alter what i want to change but i only want it changed for one vehicle class
Config: /CfgVoice.voices: '+' encountered instead of '='
Why isn't binpbo letting me pack the pbo if I put that + in cfgvoice?
voices[] + = {"CustomVoice"};
if i take it out it compiles as usual but then the default arma 3 voice is replaced by this one which i do not want
First of all, it's +=, not + =
Second of all, there's still no guarantee it will work. += can be flaky at times
But at least that solves your parsing issue
I am having lots of issues with my model.cfg. When I use pboProject all it says is "model.cfgs for this pbo have errors". This is for a mask I am making. I am using a slightly edited model.cfg from the character template just like how Sokolonko used in his video tutorial. Only hint as what may be wrong is when I try and view the mask in Object Builder after making the model.cfg I get a error that says " File P:a3+MGR+\Cyborg\Cyborg Mask\model.cfg, line 161:/CfgModels/: 'W' encountered instead of '{' ". After I go back and check my model.cfg and check there is nothing for line 161. I tried simply putting a "{" in the line and it did nothing. Confusing thing is it worked fine in the video I am following along with. I am able to bring up the model in Object Builder if I delete the model.cfg and the model.cfg.bak. Does this sound familiar to anyone? I feel I should mention it is in the same folder as the model.
What does slightly edited model cfg mean?
For anything character related you just need to have a nameOfP3d class at the end that inherits from ArmaMan class.
Check how the sample character has it
at the end of the model.cfg I swapped out the class the template had for the name of the p3d model. It looks exactly like this "class MaskWIP: ArmaMan{};" the rest straight from the template
And maskwip is the name of the mask P3d yeah?
Yes exactly as shown too
Put your model.cfg in pastebin. Com and link here
strange, every other voice mod config i've checked has it spaced
Question, I am editing an aircraft. Pylons are defined, however how do I set what weapons are equipable on which pylon? Like in Editor Pylon settings in attributes for example
are they binarized? I'm sure a good binarizer should show that as an error. += is a single operator. + and = are also operators, so there must not be a space between them.
Why isn't binpbo letting me
isn't that the old tool from A2?
hardpoints[] arrays
Also the magazine has to fit the limit of the pylon's maxweight
they hadn't been binarized, that might be it i guess
i remember long ago trying addon builder and failing to compile so i went with binpbo. Addon builder packs it well but it doesn't seem to handle special characters well. Old good new bad ree.
Hi anyone knows why my custom module works when the attribute isTriggerActivated is disabled? (it didn't work when its enable).
I am trying to pack a rifle I have but I seem to keep getting this error https://pastebin.com/8rZkEEEb
any idea on what I can do?
hello im trying to get an rvmat right so i made a simple building with out doors so how do i define it as an a3 rvmat #define ARMA or #define ARMA_3 ,,, also how do i define this
class CfgPatches
{
class work_shop_new
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"what i need to add here "
"whats i need to add here"
};
};
};
Required Addons is where you would put any other mod that your mod uses as a dependency, like OPTRE or RHS
ah 4t was had to ask what type of object you trying to define lol im still lost tho XD
this one rabbit hole i gone down lol
Nah, CfgPatches is what defines your mod, so the dependencies are in there
it there a template i can use got the model done im in obj builder just lost from here
I haven't done anything regarding modelling, I just do factions and retextures
have you read this page?
https://community.bistudio.com/wiki/RVMAT_basics
there are 2 parts to surfaces:
rvmats: specifies the lighting and path to physical surf info
bisurf: physicals properties
ye can't get my little brain around it 😦
https://forums.bohemia.net/forums/topic/229119-art-of-war-model-templates/ you can take a look at those samples
Here you can find a list of download links for model templates that you can use for your Art of War entries. Additional model references can be found in Arma 3 Samples, which is available for free on Steam. Head Reference (.p3d) Character Example (.p3d) Prop Template (.p3d) Accessory Template (.p...
Here you can find a list of download links for config templates that you can use for your Art of War entries. Prop (Prop Category) config.cpp cfgPatches.hpp Facewear (Accessory Category) model.cfg config.cpp Headgear (Accessory Category) model.cfg config.cpp cfgPatches.hpp cfgGroundHolders.hpp Ba...
is there a way to insert a change made to CfgInGameUI to only apply to a specific vehicle class
I am trying to pack a rifle I have but I seem to keep getting this error https://pastebin.com/8rZkEEEb
any idea on what I can do?
your geometries are not closed
how do I locate the areas that are not closed??
gotcha
ok thank you
when u say remake do u mean remodel it completely? or as in just delete and reinsert the lod under property name?
remake the lod model
you got way too many errors in the shadow lod so Its not made in correct way and its easier to start from 0
A2OA. I'd like to configure stance and weapon switching animations for infantry to be faster. Can someone point me in the right direction?
probably just speed = X parameter in each animations config
can this be done globally for all men, or what?
I don't know anything about animations
same animation moveset config is used by all men yes
where is this configuration located?
Will changing animation speeds foul up the AI?
should not. they work on the same state mechanic
they will just have the same speed
Do you reckon this is what it'll take, for example, to make binoculars take out faster? class AmovPercMstpSrasWrflDnon_AwopPercMstpSoptWbinDnon : TransAnimBase_noIK { speed = 1.2; };
speed was 0.7
possibly yes. sounds about right
Shit, looks like there might be a shit ton of different animations involved in just taking out and putting back the binoculars
higher speed = faster animation, right?
what about animations that have no speed property? awoppercmstpsoptwbindnon_rfl inherits from AmovPercMstpSlowWrflDnon. The former has no speed property. The latter has a speed property of "speed = 1e+010;" What is that, 10 billion? Does that mean the animation has no speed?
they are inheriting speed form somewhere earlier most likely
all animations root to class default in there
speed = 1e+010 ?
what does a speed of this value mean?
speed is the inverse of duration
1e10 means ~ 0 duration
meaning it displays for 1 frame, or what?
it just means static anim
ok
Thanks for the help, sure is a lot less frustrating not taking a million years to switch binoculars.
in cfgMoves what do relspeedmin and relspeedmax do?
How does one edit this model.cfg to suit/tailor a new weapon?
can someone send me a simple CfgGroup example please, I am at work and all of the bohemia interactive websites are blocked because FBI firewalls suck.
https://community.bistudio.com/wiki/Arma_3:_CfgGroups
This should set you off in the right direction
bruh, just wait until you go home to learn cfggroups
lol but im motivated now
what are you looking at making a mod? or potential CDLC?
I dont think a CDLC
class CfgGroups
{
class West
{
class BLU_F
{
class Infantry
{
class BUS_InfSquad
{
name = "Rifle Squad";
side = 1;
faction = "BLU_F";
icon = "\A3\ui_f\data\map\markers\nato\b_inf.paa";
class Unit0
{
side = 1;
vehicle = "B_soldier_SL_F";
rank = "SERGEANT";
position[] = {0, 0, 0};
};
};
};
};
};
};
@digital python
yes. a CDLC for A2 😂
having trouble with a model.cfg
its saying a cfgSkeleton entry doesnt exist when it very much does
you checked your cfgModels if you have wrote everything correct in the
skeletonName = "blabla_Skeleton";?
gimme one second to get everything sorted to peak at
i literally copied and pasted the class name
first one has literally everything
second has just the model.cfg
and whats the exact error message
cfgModels: There is no 'Polearm_Shinobi_base' in cfgSkeletons to inherit from
Failed. View->output logs for shinobitest
shinobitest.pbo not produced due to error(s)
Job(s) completed in 73secs on Fri Jan 21 13:53:22 2022
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class Polearm_Shinobi_base: Default
{
isDiscrete=1;
skeletonInherit = "";
skeletonBones[]=
{
"drivewheel","",
"wheel_1_1_damper_land" ,"",
etc etc etc```
so just throw that default part in?
never had issues with this yes
no joy, same error
for what is this on top?
{
type = "rotation";
memory = 1;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 1;
};```
wait one, didnt do the ": Default;" part
no idea. it was there when it functioned, and doesnt seem to be causing issues
yeah same issue is still kicking up
your .p3d model has this name?
Shinobi_APC_Base.p3d
yep
you sure you editing the right file
and dont have some other model.cfg file in there somehwere
to me it looks like this is not the same file as you are packing
nope, correct file
gonna see if packing without the model.cfg "clears" it in a sense
got a good pack without it, error back when p[acking with the cfg again
this is fubar though
i'll sort that out now
any idea what could be causing the "missing" skeleton issue though?
im still completely lost here
Is it possible to override the Facewear someone put on their profile through config?
iirc there was a config entry for that. but for missions only
disableProfileGlasses or something 
I'll have a look at that
So, different question:
I've made an OPFOR Faction that's got both Infantry and Mechanized elements, I can place all different assets they have access to within the Editor, but as a Curator I can only place down the Infantry based assets and it doesn't matter if I try to place down singular entities or the group entities either. The Mechanized just aren't an option. I've gone through it all and I haven't been able to see why and I'm certain it's not because I forgot to set a scope = 1;, it's all under scope = 2;
Is scopeCurator set to 2
Yes, nothing changed
is this the only proxy for cargo seats?
"proxy:\a3\data_f\proxies\medevac_cargo\cargo01.001"
in other words what I mean is that are all selection names that are cargo positions named like that? (vanilla and non-vanilla)
e.g.
"proxy:\a3\data_f\proxies\medevac_cargo\cargo01.001"
"proxy:\a3\data_f\proxies\medevac_cargo\cargo01.002"
"proxy:\a3\data_f\proxies\medevac_cargo\cargo01.003"
for cargo proxy indices 1,2,3
looks like no
nvm 
see this message #arma3_config message
thanks. the proxy model is not defined in the config tho, right?
it is
where?
but that's in CfgNonAIVehicles right?
basically I'm wondering how I can find which selection names belong to a cargo position
e.g. where is \a3\data_f\proxies\medevac_cargo\cargo01 (or \a3\data_f\proxies\medevac_cargo\cargo01.p3d) defined?
https://community.bistudio.com/wiki/Arma_3:_Setting_Textures_for_Wrecks
The class name should match the proxy prefix and p3d name suffix (e.g. if the wreck proxy is called myLittlePlaneWreck.p3d, the config class needs to be called "proxyMyLittlePlaneWreck" - case doesn't matter)
only p3d name is important - path is scraped
so a3\data_f\proxies\medevac_cargo\cargo01 (or \a3\data_f\proxies\medevac_cargo\cargo01.p3d equals to ProxyCargo01
Proxy is sort of magic keyword/suffix
similar magic as with Land_ type classes too
ah I see now! thank you! 👍
btw just out of curiosity, what magic are you talking about here? 😄
I mean how game is linking p3ds in world (wrp) and class names - it's looking at the p3d names and it's not interested in full path
and if the class name doesn't exist it uses direct p3d correct?
if class name doesn't exist then object is just dummy p3d
it can have some minimal configuration like armor, explosionshielding or destruction type but thats all
you mean simple object?
basically I was curious why some terrain models don't have a config, which is similar to simple objects (or should I say super simple objects)
kind of, I don't remember if such baked to the map objects are equal to simple objects
because matching p3d and object cost some CPU ticks I guess
but anyway this was very informative. thank you again! 👍
Hi, I am hoping to override a config value of a different mod with my own mod. One is this possible and two if it is how would I go about doing this. As currently I keep getting "Member already defined" errors. My purpose is to increase the maximumLoad of a backpack.
You have to make your new version a new Class
So if you it should be like
class ModBackpack;
class YourBackpack: ModPackpack
@sick knoll
But that would make it a completely different backpack correct in arsenal?
If that's the way you can think of doing it I assume I can't just force override the other one.
That's how you'd have to go about it unfortunately, I'm pretty sure that if you want to override their backpack you'd have to do it in their mod, but I could be wrong, I'm still somewhat new to this.
Alright appreciated as I did the way you suggested first and it worked fine. Just wanted to know if it's possible to just force override to avoid clutter and to make it backwards compatible.
If you're referring to just replacing the mod's values, you absolutely can do that without creating an entirely separate class.
Add the mod's CfgPatches name to requiredAddons[] in your mod's CfgPatches list, and then follow the same class inheritance as the mod has it set up.
For example, lets say you wanted to make all of RHSUSF's Eagle-AIII backpacks have 9999 capacity. All you have to do is write your config (in CfgVehicles) like so:
class B_AssaultPack_Base;
class rhsusf_assault_eagleaiii_ucp: B_AssaultPack_Base
{
maximumLoad = 9999;
};
Same inheritance and rhsusf_c_troops (where the backpack class is defined) has been added to CfgPatches.
No need to add anything else because all you're doing is replacing the mod's values.
I was having an error after getting my mod into Arma 3 that said "Cannot load texture a3+mgr+\textures\redmaskwip_CO.paa." I was advised that the "+MGR+" name could be the issue, or that the texture wasn't being loaded so I decided to rename my file path to "a3/1aMGR/Textures/RedMaskWIP_CO.paa". I am now having a new error and unable to crunch the file in pboProject. It goes as follows.
"scanning for pbos to make....
Processing \a3\1aMGR\Cyborg\CyborgMask...
<scanning files to pack>
.......
</endscan>
using bis "binarize_x64.exe" for wrp, p3d or rtms
<copying/crunching to temp>
..
building master \a3\1aMGR\Cyborg\CyborgMask\model.cfg
.....
</end copy/crunch>
<Bis Binarising...>
</Bis binarise>
stripping "P:\temp\CyborgMask.bin.log"
/endstrip
<updating temp with prebinarised files (if any)>
</prebinarised>
<MakePbo...>
CyborgMaskRed.p3d: missing \a3+mgr+\cyborg\cyborgmask\cyborg mask.rvmat
CyborgMaskRed.p3d: missing \a3+mgr+\textures\redmaskwip_co.paa
Missing File Summary
CyborgMaskRed.p3d : \a3+mgr+\cyborg\cyborgmask\cyborg mask.rvmat
CyborgMaskRed.p3d : \a3+mgr+\textures\redmaskwip_co.paa
missing file(s)
</MakePbo>
makepbo failed: missing file(s)
CyborgMask.pbo not produced due to error(s)
Job(s) completed in 0secs on Fri Jan 21 19:35:56 2022"
I went back into my model.cfg, config.cfg, and my rvmat and redid all the file paths, I also redid the file paths in blender to the correct rvmat, and face texture and exported it. I am not sure why it is saying I need "+MGR+" when I completely removed it from all the configs
Did you go into the p3d and remove it?
Check the p3d again
I deleted the old p3d and exported a new one with the correct file paths, and I redid the view pilot, and geometry
Open the p3d in object builder and do a mass re name
Make sure none of the old file path remains
Then if everything is good, try doing a full build
That can sometime mess stuff up. It believes the files still exist in the pack, but when it finds that they’re missing, it gives an error. A full build should fix the issue and show it the new paths
I am not very good with OB, how do I do a "mass re name"? Only reason I redid the file paths in Blender is b/c I don't know how to do that
Go to tools at the top
Weird I have 4 paths, the 2 old ones, and the 2 new ones.
Remove the old paths
rename the old paths to proper paths
Ok I have made progress. I am able to crunch the addon and I even have a white mesh of my model (which wasn't there before), but I still get the error "Cannot load texture a3\1amgr\textures\redmaskwip_CO.paa.". Also part of the face/nose is sticking past the mesh of the mask.
Is your file path a3 > 1amgr > textures > texture name?
For my texture #s yes, they are in a different folder than the pd3
Do you have a p drive
Does anyone know how to ignore errors in pboproject?
@hearty sandal
Yes I do, I think it’s installed correctly but I do have to use the Arma 3 tools after every restart and mount my P drive so I could be wrong. It saves all my stuff though
A mod for me and my friends to play.
you dont. thats just stupid
how do you expect your mod to work if you have errors
its saying its missing a few paa's and .ogg's but there in the file
thats why I want to ignore it
@hearty sandal
if it says it cant find it your paths are wrong
impossible
since when I loaded it while it wasn't packed it found the paa's just fine
the paa it says isn't there LEGIT IS THE FRONT PAGE UI........
need a picture of proof???
like what u mean
I dont want to waste time fighring with people who dont believe what I say in these matters. I've wasted enough time on that.
so you are telling me that the missing file its saying isn't there is correct even tho when I load the game and it shows up in front of me its still not there I'm just crazy. am I understanding this correct?
is the file in your p drive?
thats what pboProject is checking for
to ensure your paths are correct
welp I haven't used it in 3 years so would be great to know that
that makes sense then why it can't see something infront of me
it has ALWAYS done that
Any ideas for this issue from yesterday?
Updated cfg
I'm going to go ahead and bump my question again, I still can't figure out why my Mech units won't show up in Zeus.
the vehicles and units must all be added to units[] in CfgPatches
and vehicles and their crew must be scope=2 and scopeCurator=2
I missed putting the Crew in units[]
weird that won't work oh well
are you sure your curator has access to all addons?
Well, the won't work part of my message was meant for the gif, which kind of ruined any comedic attempt at distraction for such a basic failure
@slim halo Thank you for the help
Euf
Thank you very much appreciate the help hugely.
Hey, I'm having a problem with my function.
class CfgFunctions
{
class BBUS
{
file = "\ZENNOTIF\Functions";
class ZENNOTIF
{
class zeusRegister {postInit = 1;};
};
};
};
It doesn't work at all, not showing up in the function viewer or the .rpt file.
I took the example from the wiki and a few working addons I use to try putting my data on top but it still doesn't work.
is ZENNOTIF your addon prefix?
it's the name of the pbo
and is this the path to the script?
\ZENNOTIF\Functions\ZENNOTIF\fn_zeusRegister.sqf
```?
no, it should be Root\ZENNOTIF\Functions\fn_zeusRegister.sqf
no
what I said is what it should be
and ZENNOTIF is not part of the path (i.e not a folder in addon root)
it's the addon prefix
Is it \PREFIX\Functions\fn_zeusRegister.sqf then?
no this
\PREFIX\Functions\ZENNOTIF\fn_zeusRegister.sqf
Functions is a folder inside the PBO though
because you've put file in the wrong place
if you do it like this:
class CfgFunctions
{
class BBUS
{
class ZENNOTIF
{
file = "\ZENNOTIF\Functions";
class zeusRegister {postInit = 1;};
};
};
};
it'll become that
what is this dlc color thing? where to get the color code?
bumping this issue with cfgSkeleton
bumping an issue isnt a problem, but becomes a problem when the bumped up message doesnt contain the following, making it impossible to view and answer at a glance, all in the bump message in question;
- all of the relevant data/info is at hand
- your specific issue
- whereabouts is the specific issue
- what you have done/attempted to rectify
none of that is in your bump up message
As for contributing to answer personally, cannot help, still yet to delve and learn the world of cfgvehicles
Couple of bluies were helping yesterday, but then just dropped off, assuming busy with life stuff
the point being is, delete/repost, or edit your bump message with above recommended actions, for your sake, please, and dont spam message 20 lines of the same subject*
To keep it simple: packing with pboPeoject is saying that the skeleton isnt there to inherit from in CfgSkeletons, when its right there in the right place
Give me half a second to type and I might add the information :P
too late, your opportunitys gone, ⏭️ 😂
sure thing
that was a joke;
'too late, your opportunitys gone, ⏭️ 😂', go ahead with your info composition
start process of elimination. clear up your model.cfg (have a backup elsewhere) and save it as empty
try packing
if success
add you cfgSkeleton classes in (nothing else)
try packing
if success, add cfgmodels stuff in one class a time and test in between
if fail report back
and check if you have other model.cfg files in the folders somewhere
i added that and it didnt throw back the skeleton error
it was already packing before i checked
so
and ive never gotten the config to co-operate with OB through the p3d
even before all of this started happening
even my original build before the config rewrite has that, and it worked completely fine
do you have model.cfg stuff written in your config,cpp?
no
its a seperate file
i followed the samples example
so sound, physx, model, pip etc are all seperate files
.hpp files are separate just to keep them more readable
they are included in the config.cpp with the include command
but they could also be just written in the config.cpp
so those files together are "config.cpp"
and model.cfg is the second file required
like you have
and these files are all in P drive yes?
one second, repacking
because jsut doing the include function is giving me errors i can actually sort
also found out why rotation was right at the top on its own. has to be defined apparently
why not
because I say so
worked on the first build
fine. good luck then
whats the issue with it
other than "because i say so"
because that explains literally nothing
you didnt really explain it though?
all i got is "model.cfg is the second file needed" and "because i said so"
against something ive done in the past which already works fine
you arent actually explaining whats wrong with it though. you explained why the .hpp files are used with the include command, but didnt actually explain why using it with model.cfg is something wrong
"because i said so" isnt helpful at all, and doesnt actually help in terms of anything i do in the future
so why did it work before? like genuine question
if i dont do it, i dont have animations. if i do it, i dont have any errors or bugs thrown at me
help me understand whats so critically wrong with this
no.
Hey!
I finished making a vehicle but it has a little bug, it doesn't show the Zeus menu which is problematic for me...
I tried to add a scopeCurator=2; in my config.cpp but nothing changes.
Do you know how to do it?
show me the section its in?
actually this is exactly the same as your question:
#arma3_config message
Thank i check this
I have the unit[] and the ScopeCurrator but the vehicle don't show in Zeus
Then the crew might be wrong or not be in scopeCurrator
your model.cfg is wrong
class Polearm_Shinobi_base: Car;
also afaik you always need a Default class
Does your C_man_1 have scopeCurrator = 2;
as HorribleGoat said you don't include model.cfg in the config
it gets "baked" into the p3d
class Aka_P4_af : Aka_P4_base {
scope = 2;
scopeCurator = 2;
crew = "C_man_1";
side = 1;
faction = "aka_mods";
displayName = "Peugeot P4 Armée Française";
author = "Ownity";
editorPreview = "\Aka_P4\cars\data\preview\Aka_P4_af.jpg";
hiddenSelectionsTextures[] = {
"Aka_P4\cars\data\textures\camo1_co.paa","Aka_data_base\datas\plaque\Plaque.paa","Aka_P4\cars\data\textures\camo1_co.paa"
};
hiddenSelectionsMaterials[] = {
"Aka_P4\cars\data\rvmat\camo1_mat.rvmat","Aka_data_base\datas\rvmats\plaque_reflect.rvmat","Aka_P4\cars\data\rvmat\camo1_bache.rvmat"
};
};
I thinks it's a default crew of arma 3
readded the default and it hasnt solved anything
that wasn't the main problem
the ; is
yeah, got rid of that
Replace C_man_1 with B_Soldier_lite_F
current build i just tried
also removed model.cfg from the config after vespade explained how it all works and why it could go wrong
write it like this:
class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class Polearm_Shinobi_base {
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
...
};
};
};
with the bones instead of the ... yeah?
we'll give it a go
Not work, I need to go but I continue investigate later
default class is not requirement in model.cfg
I've seen it in many model.cfg's, so I figured it is 
common copy paste start
no joy, error still there
it does not hurt
did you get rid of skeletonInherit = "Car";?
literally just replaced it with what you put there
I don't see anything wrong with your model.cfg
but this part makes no sense
goat suggested i leave a blank model.cfg to trial and error it
if it's empty and you still get the error you have it somewhere else. which HorribleGoat already explained
so I guess I'm just going in circles here 
its only in model.cfg
and you only have one?
it's not showing the error for no reason. maybe you're even building the wrong folder 
its the only model.cfg and im building the right folder
if i remove the model.cfg entirely, it packs
like no issue
your cfgModels has errors too:
class Animations: Animations
{
class wheel_1_1_Damage: wheel_1_1_Damage{offset1=0.18000001;};
those are not even declared/defined
what are you inheriting from?
tbh dunno. im trying to unfuck a cfg that was given to me by someone trying to get a turret working
it worked fine originally, but now its not
I meant this rhetorically. remove the inheritance there
already done
but still I don't think pboProject's even gets to that part for you 
then idk
already done
if it's already done then how's it showing that error?
thats new
after ive made that change
i'll try repacking, wait one
yeah thats a new one
what's the new model.cfg?
now you're inheriting stuff from car but not using inheritance
class Animations
{
class wheel_1_1_Damage: wheel_1_1_Damage{offset1=0.18000001;};
it should be class Animations: Animations
Hey ! Is there a way to change the engine power of a vehicle by an init ?
no
eh sad :/
added that again
still gettting animation issues
building master \model.cfg
inherit class 'Animations' does not exist
In File \model.cfg: circa Line 166 rap: missing inheritence class(es)
Failed. View->output logs for shinobitest
shinobitest.pbo not produced due to error(s)
Job(s) completed in 72secs on Sat Jan 22 19:42:15 2022
Are selection weights supported for model.cfg animations or just for RTM?
model.cfg isdiscreet = 0; enables that (characters have it)
ok, thanks, I'll try it out.
@slim halo so interesting development, i think my mikeros tools is fucked
tried packing a safe version of an earlier build, which i know works, and it had the same animation issue
clear its cache maybe 
or do Full Build
reinstall didnt fix it?
i reinstalled before you said that, and tried repacking but im getting the same error
wheres the cache located normally?
found it
yeah that didnt help
so despite picking the right folder, its packing a model.cfg from somewhere else
the only model.cfg in that folder doesnt even mention half the stuff thats coming up in the binlog
now it worked?
i am the very confused
what is the difference between GunClouds and MGunClouds? what does M stand for? i can think of Main or Machine
@ me or reply to this message if you're replying to me please.
we have a successful pack of the new variant!
we're out of the "kill me now" bugs and into the fun and funky bugs at last
so, been working on cfgmods, and have used the same test icon @ 1024 x 512 (via photoshop), then converting from .png to .paa (via https://paa.gruppe-adler.de/) for all image entries;
picture = "\mn\mnlogo\a3modname_logo.paa";
hidepicture = 0;
logo = "\mn\mnlogo\a3modname_logo.paa";
logoover = "\mn\mnlogo\a3modname_logo.paa";
logosmall = "\mn\mnlogo\a3modname_logo.paa";
But only the default puzzle icon comes up? any idea why this is happening please?
cfgmods is no longer used for that. Need a mod.cpp in your modfolder
ok, so tried to manually create a mod.cpp, so opened visual studio, input the following below information (as show in its entirety), but still, no logos show?
name = "mn";
picture = "1024 x 512 .paa";
logoSmall = "1024 x 512 .paa";
logo = "1024 x 512 .paa";
logoOver = "1024 x 512 .paa";
action = "";
tooltipOwned = "";
dlcColor[] = {""};
overview = "";
hideName = 0;
hidePicture = 0;
Path & filename issue?
Trying to add a custom keybinding for Alt + [SOME OTHER KEY] but can't seem to understand how to combine the DIK codes.
Anyone explain please?
This is a bit of a long shot but has anyone encountered these sort of errors before?
17:14:49 Cannot use magazine LIB_5Rnd_792x57 in muzzle LIB_RG_AmmoSelect
I've made an AI only muzzle that has a dummy magazine in it for scripting magazine type swaps and for whatever reason the AI will insist on attempting to load the main weapons magazines into the muzzle for reasons unknown to me
the dummy muzzle and its magazines are just carbon copies of underbarrel/rifle grenades
and ofcourse the only magazine defined for them are:
magazines[] = {"LIB_DummyAI_AmmoSelect_Mag"};
magazineWell[] = {};
well I found the cause and I'm very confused as to why
aiAmmoUsageFlags = "32+64+128+256+512";
i had this set in the CfgAmmo, after setting it to just 64+128+512 the errors stopped
what bit of code do I have to add to a mod so that it can be enabled/disabled in-game using CBA options? (similar to like... Vandeanson's Apocalypse)? I don't understand the CBA documentation or much of SQF. (mod in question is this btw: https://steamcommunity.com/sharedfiles/filedetails/?id=1261751004 (@RYD_INCOGNITO)
in your postpreInit.sqf use ```SQF
call CBA_fnc_addSetting;
is this in response to my message? @ #arma3_config message
the paa resolutions are way too big
256*256 is the optimal resolution for logoSmall, logo and logoOver
https://imgur.com/Dt1JdFe - this is where the info from mod cpp shows itself right?
You have to put the path to the logo not just the name
how do i get the information and pictures/logos/icons to show up for my mod?
- have got a mod cpp inside main dir of mod folder (not inside addons), same location as configcpp, but no cfgmods inside config.cpp
- all image files are 100% .paa, and the correct dimensions, also re-stated in filename
mod.cpp
class cfgmods
{
class modname_mods
{
author = "furbzeyyy";
name = "modname";
picture = "\fp\fp\picture_1024x1024.paa";
logoSmall = "\fp\fp\logosmall_64x64.paa";
logo = "\fp\fp\logo_128x128.paa";
logoOver = "\fp\fp\logoover_128x128.paa";
action = "";
tooltipOwned = "";
dlcColor[] = {"0.39"};
overview = "";
hideName = 0;
hidePicture = 0;
};
};
I also tried, just;
author = "furbzeyyy";
name = "modname";
picture = "\fp\fp\picture_1024x1024.paa";
logoSmall = "\fp\fp\logosmall_64x64.paa";
logo = "\fp\fp\logo_128x128.paa";
logoOver = "\fp\fp\logoover_128x128.paa";
action = "";
tooltipOwned = "";
dlcColor[] = {"0.39"};
overview = "";
hideName = 0;
hidePicture = 0;
To no avail
No it shows in game when you check what mods are loaded
mod cpp should be outside of the addons folder, i suggest you just open up a random mod from the workshop and see the file structure
its outside of addons folder, with config.cpp
config cpp should be inside addons
its kinda hard to explain, i can show the structure in dms
coz i cant send pics here
can u jump into voice channel plz
k
name = "modname";
author = "furbzeyyy";
picture = "\fp\fp\picture_1024x1024.paa";
logoSmall = "\fp\fp\logosmall_64x64.paa";
logo = "\fp\fp\logo_128x128.paa";
logoOver = "\fp\fp\logoover_128x128.paa";
action = "";
tooltipOwned = "";
dlcColor[] = {"0.39"};
overview = "";
hideName = 0;
hidePicture = 0;
name = "MY AWESOME MOD"; // Name of your mod
picture = "\pboname\UI\logo_co.paa"; // Picture displayed from the expansions menu. Optimal size is 2048x1024
logoSmall = "\pboname\UI\logo_co.paa"; // Display next to the item added by the mod
logo = "\pboname\UI\logo_co.paa"; // Logo displayed in the main menu
logoOver = "\pboname\UI\logo_co.paa"; // When the mouse is over, in the main menu
action = ""; // Website URL, that can accessed from the expansions menu
tooltipOwned = "aye"; // Tool tip displayed when the mouse is left over, in the main menu
// Color used for DLC stripes and backgrounds (RGBA)
dlcColor[] =
{
0.23,
0.39,
0.30,
1
};
// Overview text, displayed from the extension menu
overview = "what is up";
hideName = 0; // Hide the extension name
hidePicture = 0; // Hide the extension menu
this is a template for mod.cpp
finally i found where i got that from https://community.bistudio.com/wiki/Arma_3:_Mod_Presentation
#include "addons\fp\fp\functions_functions_func.hpp" // this one cant be found
#include "addons\fp\fp\functions_function_bruh.hpp"
...
#include "lol.hpp"
https://www.reddit.com/r/armadev/comments/sa0003/can_anyone_clue_me_in_as_to_how_this_was_achieved/
This Reddit Post shows off some clever use of hiding textures and using the Attachto command, would it be possible to make something like this in a config file and spawn it in like a singular entity or would it have to be spawned in as a composition?
Hello, do you guys know any sample configures for tanks, i really cant uderstand the ones on Arma Samples.
I have experienced making configures for uniforms, i understand how the structure works i want to learn what to inherit etc.
possible using eventhandlers, just run a script everytime the thing spawns
download AiO config and see vanilla tanks configs and adapt https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/?page=2
How would one set that up? I have no experience in EventHandlers
make a eventhandlers class in config of the vehicle
class EventHandlers
{
init = "the code, spawn stuff, hide stuff, attachTO etc;";
};
Would this still work through Variable names? If so, wouldn't that cause issues if you spawn multiple vehicles?
it use the passed arguments
Passed Arguments?
Thank you
arguments in _this variable
also check this https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
this is very helpful comrade ❤️ big thanks men
@reef shore hey bro, can u jump into voice chat again plz, about the mod cpp stuff from earlier
Anyone have any idea of how one could implement a delayed secondary explosion for a rocket using submunitions? Specifically, I am thinking of making a rocket that hits a wall and then detonates a secondary charge on the other side of the wall or inside the structure. At present my code looks like this:
class LNX_A_MAAWS_MH : R_MRAAWS_HE_F
{
submunitionAmmo = "LNX_MH_Penetrator";
submunitionDirectionType = "SubmunitionModelDirection";
submunitionInitialOffset[] = { 0,0,2 };
submunitionInitSpeed = 1000;
submunitionParentSpeedCoef = 0;
};
class LNX_MH_Penetrator : ShotDeployBase
{
timeToLive = 1;
simulation = "shotShell";
};```
this should work, right?
either/or...;
- cfgmod with
class CfgMods
{
class modname_mod
{
name = "modname";
author = "furbzeyyy";
picture = "modname\mn_logo\mnl_modname_picture_1024x1024.paa";
logoSmall = "modname\mn_logo\mnl_modname_logosmall_64x64.paa";
logo = "modname\mn_logo\mnl_modname_logo_128x128.paa";
logoOver = "modname\mn_logo\mnl_modname_logoover_128x128.paa";
action = "";
tooltipOwned = "";
dlcColor[] = {"0.39"};
overview = "";
hideName = 0;
hidePicture = 0;
};
};
or mod.cpp, inside:
a) inside modname
b) Modname\addons
?
name = "modname";
author = "furbzeyyy";
picture = "modname\mn_logo\mnl_modname_picture_1024x1024.paa";
logoSmall = "modname\mn_logo\mnl_modname_logosmall_64x64.paa";
logo = "modname\mn_logo\mnl_modname_logo_128x128.paa";
logoOver = "modname\mn_logo\mnl_modname_logoover_128x128.paa";
action = "";
tooltipOwned = "";
dlcColor[] = {"0.39"};
overview = "";
hideName = 0;
hidePicture = 0;
};
};
But nothing is happening at all
modname\mn_logo\mnl_modname_logo_128x128.paa is that inside a .pbo? If you're calling images just from the modfolder, you put them next to the mod.cpp in the root of the modfolder and just put the filename mnl_modname_logo_128x128.paa. If they're inside a .pbo you use the path to where they are inside the .pbo, including any prefixes - as you would do for texture paths
paths inside the .pbo probably need a leading \ because arsenal UI is often funny about images that don't have one
one more side question, before retrack onto this .paa mod stuff please,is there a way to change a C++ source file into a .hpp?
figured a save as functions.hpp, instead of the original functions.c++ would do the trick?
I might be wrong here but I'm pretty sure that if you want to split your config up, you need to include them in config.cpp as .hpp files.
At least that's what I usually do.
this is for a script function, not config, but will consider your point for future tasks 👍
AFAIK functions are .sqf not C++
Functions are defined in the config.cpp (or .hpp included in it).
.hpp is what the function script file is described as the #include, in the main configcpp, as;
#include "addons\functions\explanationhere\functions.hpp"
but inside folder actual addons\functions\explanationhere\, the functions is a .c++ source file/functions.c++?
Ah, yeah now I'm on the same page as you, my bad, misunderstanding.,
What? config.cpp is not written in C++
save as armaconfig via visual studio code?
I have no idea what you're trying to say.
arma .cpp files are not c++. C++ is a programming language. .cpp files in Arma are just a tree like storage format.
.hpp is just a format typically used for headers. It can be anything you want tho.
.inc and .h are some other common formats
But the format does nothing
I don't think you understand what a preprocessor is. That's why you're confused with .hpp files
Preprocessor runs before the parsing stage.
When you do #include you're telling the preprocessor to copy paste the included file contents where you say
- @cursive talon - all functions as .sqf. (overlook on my side, although they worked under .c++ anyway, but thanks for contributions 👍 )
- @slim halo - .c++ are now .header source file
@untold temple Retracking onto message, working on that now, doing the mod cpp and logos outside of PBO at this time
at this time, its;
modname\mod.cppmodname\mn_logosmodname\addons\config.cpp
and picture/logo filepath is (e.gmodname\mn_logos\mn_modname_picture_1024x1024.paa)
sorry wasnt available at that time
If it's outside the pbo, you don't put the modname folder at the start
With that path it'll be looking for \modname\modname\mn_logos\mn_modname_picture_1024x1024.paa within the mod folder, which doesn't exist
\mn_logos\mn_modname_picture_1024x1024.paa should be sufficient. If it doesn't work, don't put the .paa in a subfolder. Put it next to mod.cpp in the root of the mod folder
ummm, the difference here is that mod.cpp can use relative OR \hard addressing. \mn_logos\ is incorrect and i am certain it's merely an unfortunate typo.
all relative addressing is relative to the mod.cpp. SO:
\anything means a pbo
mn_logos\ means there is a subfolder in the mod called the same
anything.paa means it is adjacent to the mod.cpp
also note with the exception of #includes, nothing else in the engine can use relative addressing. anything\ always means \anything\
this insane situation is why a mod.cpp can never be a mod.BIN
What might cause the action to turn a car's headlights on or off to not exist? AI and curator can still turn them on and off, just not players
Also, what's the best way to make randomized colours for vehicles? Ideally, one that isn't clientside (so everyone sees the same colour)
Setting dayLight to true does this, apparently. Odd.
I dont even know what the issue is tbh can I get some help https://pastebin.com/8jmfs67i
@molten silo as the report says, your Shadow LOD is too detailed (too many polys in the mesh of the shadow).
bumping this issue back up, do not understand why something that seems so simple, is not working;
- all file paths, file types are correct
- config.cpp is located within
modname>addons - below is the current state of mod.cpp, located within
modnamefolder; - mod.cpp does not come up when binarsing via pboproject
name = "modname";
author = "furbzeyyy";
picture = "modname\mn_logo\mnl_modname_picture_1024x1024.paa";
logoSmall = "modname\mn_logo\mnl_modname_logosmall_64x64.paa";
logo = "modname\mn_logo\mnl_modname_logo_128x128.paa";
logoOver = "modname\mn_logo\mnl_modname_logoover_128x128.paa";
action = "";
tooltipOwned = "";
dlcColor[] = {"0.39"};
overview = "";
hideName = 0;
hidePicture = 0;
your paths are wrong
they should be relative to the current mod.cpp dir
which sits in the mod folder
in that example, mod icon path is simply picture = "mod.paa"
thanks bro, this makes this whole situation make alot more sense 👍
|__my_extension.dll // (Optional) extension that was created as part of the mod - what is this/what does it do?
you don't have an extension. just ignore it
ok, so moved the icons and mod.cpp into a keys folder, but still cannot see the changes when starting game up? do i need to mention the items in keys folder within config cpp or something?
wat?
what keys folder?
they should be in the root of the mod folder
@My_Mod
|__Addons
| |__addon_name.pbo
| |__addon_name.pbo.key_name.bisign
| |__other_addon.pbo
| |__other_addon.pbo.key_name.bisign
|
|__Keys
| |__key_name.bikey
|
|__mod.cpp
|__mod.paa
|__my_extension.dll
keys folder are for bikeys they dont need to be included in any configs
You load your mod in the launcher or how do you load your mod?
your mod.cpp file and icons shouldnt be in the key folder at all
place them in directories in the same manner as the example provided by leopard
how do i lower that????
I just don’t know how to fix this issue as I have never run into it
iirc you got to lower the amount of polygons in your model, to the acceptable amount @ https://forums.bohemia.net/forums/topic/215643-arma-3-poly-count-best-practices/
make shadow lod separately from simpler parts
Using the same software that you used to create the model, eg blender
Make a simple shadow mesh of perhaps 3000 Tri 's, making sure it is closed and convex
3000 is quite a lot still
Depends what he's making. It's ok for a vehicle and not 220k as he potentially currently has.
"super detailed" is likely going to cause FPS issues
but as long as you are aware of that, why not
I mean the main details are like small things like flashlights cable ties and other cool but smaller things. if it does cause issues i’ll remake it but as long as just making a shadow lod w a lower poly count will allow me to get that in game im gonna try that first
yea i’ll probably just use the frame pouches and belt
anyone know how I can fix this? last issue in my way
Warning: memory usage limited by a page file. Current limit 22430 MB, wanted 24381 MB
I keep getting this warning thats stopping me
mayhaps you are packing in stuff thats not suppsoed to be there
like what???
I dunno
do you have the folder set up in your P drive?
do you have your source models and textures in there
how many textures do you have there?
this sort of thing has been asked a hundred times but I'm having issue with it.
I have an armoured vehicle with an exposed gunner
i've set
viewGunnerInExternal = 1;
forceHideGunner = 0;
canHideGunner = 0;
hideProxyInCombat = 0;
inGunnerMayFire = 0;
outGunnerMayFire = 1;
on the turret
the gunner works fine, he'll shoot etc etc but infantry won't fire small arms at him, if I set crewVulnerable to 1 they will but that also means tanks will prefer to MG it rather than fire their cannon
i will also note isTurnedOut gunner will return false. if I set canHideGunner to 1 everything works except now the gunner can turn in
is there something i'm missing to make AI treat a unit as turned out?
you can try lowering armor value but then again, tanks might prefer using MG against it
armor value might have soemthing to do with it, that or simulation
as I have some AT guns that i set crewVulnerable to 0 on and they work just fine, AI will shoot the crew with rifles etc, tanks will use MG on them or just shoot the gun itself with a tank shell. It's tank sim but has lower armor
the apc is car sim and higher armor
I've set armor to 100 on one vehicle with exposed turret since AI didn't want to engage gunner anyway
You got the gunner proxy in fire and view geometry lod?
yes although one of the vehicles I tested inded was missing the proxies in the view geo
but even one with them it wasn't working
wish there were some two extra params to:
- per turret flag if gunner of turret is vulnerable or not
- forcing AI turret gunner to be turned out
second option would already solve a lot of issues
does hideproxyincombat not work for the 2nd?
cuz that was my back up... just letting them turn in
but forcing ai to stay out
Hello! I had an error after packing on Line 120 Hitpoints Base undefined, also any ideas how to clean this config its a bit messy
well, it doesn't work if you want to have driver turned in but gunner turned out
you have a typo
actually 2
lines 50 and 81
you're closing the class with a }
your hitpoints are outside the vehicle class
if you use vscode with bracket pair colorization you can spot these mistakes very easily:
if i remove the typos will it be able to work?
¯_(ツ)_/¯
hahahahah
alright ill try to remove the typos first then test it
okay i removed the two typos, now its saids Hitpoints: Undefined base class
then you have more
and now it begins hahaha
do i have to clean up all the configures and put it all in order?
in my understanding i think the way i put the class : sounds on top of the Hitpoints is the error it was all working until i added the class : sounds, thats why im thinking of putting it all in order
oh nvm im sorry i didnt read this one, case solved Thank You sir!
Getting an error
> No entry 'bin\config.bin/CfgPatches/custom_vehicles.units'.
Figured It Out
To inherit the skeleton & animations from Model.cfg, what should the class at the bottom be named from for a uniform? Does it get it from the cfg factions in the config?
For a model to have the model.cfg animations, you need to have the p3d file name in CfgModels in your model.cfg
Hi I have an animation for a weapon on wich I use rifle grenades I would like to know if it's possible to change the hand anim while cycling the weapons mode ? Because I put an handAnim[] in the riflegrenade mode but it didn’t work. Wondering if you have any idea
nope ways around it is having a different weapon entirely with the custom handanim but that wouldn't work well for what you want
or creating a gesture and using playaction
but the latter will require a bit of scripting to get working right
as reloading, switching weapons, throwing grenades etc will cancel it
Probably isn't the proper channel but I have no idea which one to go to, is there way to just move one whole model and config of a item from a workshop item to another one?
if the model/item from the workshop is not yours then no
Does anyone have a example of what a custom hardpoint should look like? trying to add new hardpoints that add say bombs to a aircraft that right now only has missiles but im having a hard time figuring out what exactly the config needs to look like in order for the hardpoint to apply
Thanks
No, its not allowed to do such without permission of the original creator. Also without the source the model will still need to be dependent of the original addon/mod, because the texture / shader paths will not fit without it.
The correct way is to contact the original author to ask for permission and source files.
Or make your own from scratch (model, model.cfg, unwrap, textures, animations, config)
Hi, it is possible to define a custom lockTarget icon? (the square that appears while locking and the square and dot once locked)
I have been looking the atribute lock_target in CfgIngameUi>Cursor class but it seems to be a generic for all weapons. Or maybe I'm not looking where I should. Any idea?
Hello, how can I reduce the braking stiffness of a vehicle?
When I brake, the back of the car lifts.
you can try increasing the springStrength in youVehcileClass>Wheels>yourWeel maybe? (or maxCompression)
unfortunately still the same
Hi guys, can anyone shed some light on how does the config for weapon zeroing across different ammo types work? i know about discreteDistance[] = {}; but this is set correctly and reflects in my weapon, for example 100m increments.. what does however happen is that when I switch ammo, it falls short even after I set the correct zero
@modest compass Check your centre of mass position in the Geometry LOD, it may be forward of the middle.
After the vehicle accelerates, the vehicle leans forward and what is the reason for this?
Vehicle leans forward when accelerating forward
probably this but im not sure right now
accelAidForceYOffset = 0.0;
0 makes it not lifting, you have to figure out your number
I'm having some trouble importing my texture for the rangemaster belt
class KD_Rangemaster_belt: V_Rangemaster_belt { author="ADN, Aiden"; scope=2; displayName="[ADN] KD Rangemaster Belt"; picture="AidenUniforms\logo.paa"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "AidenUniforms\clothing\gang\KD_belt_co.paa" }; };
This is what I put under CfgWeapons, but when I load up the game its just the rangemaster belt with the default / vanilla texture
Just posted in texture makers, but since this is KIND-OF a config issue I figured maybe it belonged here 😄
Guys does anyone know what the problem is with my heli ?
If i land it im still able to tilt forward, backward, sideward. I checked if SOG or CUP,RHS, Vanilla are the same but they are not... Is this a problem with the land contacts or a weight mass problem ?
Does not sound normal for sure but never heard that happening. Could be anything I suppose
hey guys. quick question. which property defines that a vehicle seat is the "commander"? (the one that gets used with moveInCommander scripting command)
I looked at a few vanilla configs and it seemed to be commanding = 2. am I right? or does that simply define "chain of command" or something?
It defines who is primary commander and who is the next one etc
ah so the "chain of command" thing that I guessed...
Yes
do you suppose this is how a commander is defined?
hasCommander = 1
the turret with max commanding value is the commander?
Off the top of my head id say mayhaps
looks like the hasCommander part was not correct. but the commanding part is correct so far... I'll keep testing
@slim halo
primaryObserver=1; might be this one
can't a mod define its own proxy?
the animation yes
i think so yea
the proxyTypes are defined PILOT GUNNER COMMANDER CARGO
all said proxies are named the same
and proxy in itself just dicates the position
the pilot/gunner/etc action in config define the animation
though im not sure was there commander proxy
yes there is
all said proxies are named the same
so the name is always "CPCommander", right? for all vehicles (modded/vanilla)?
yes
thanks 👍
and on the model the proxy is some\folders\here\commander.p3d
and that connects them
plus the proxy index
for example here
all the different looking proxies are in their separate folders as they are all named gunner
and crew proxys visual appearance is made the same as the animation used just to make it easier to position it
in the tools
@hearty sandal @winter rain
thank you very much! this was very informative! 👍
it can be modded so it could be something different #arma3_config message
although I haven't seen anyone using custom proxy types
but if it's different, how do you determine if it's a commander? 
Observer param
oh so what Goat said the first time 🤯
That affects UI icon and get in order
this right?
Yes
That also means that this commander might not be actually effective commander of vehicle - this is determined by commanding param
btw what about gunner?
what's the difference between a gunner and man turret (FFV)?
in other words, how does the game check the seat for gunner _veh?
oh primaryGunner = 1;
found it... 😅
How is it possible to have custom text on an vest? (There are servers doing this/also there is a YT video)
Like is it possible to use the Platenumber System?
Hello, the headlights of the vehicle reflect on the interior of the vehicle what should I do to prevent this?
this channel and server is for Arma stuff, not quite for web development. for that you can surely find tutorials and material on google
oh sry, changed it to vest xD
vests cant use that
is it not possible to define multiple hidden selection textures and then put the numbers on those? 
Iirc you cant change vest textures in game tho
nope
could make preconfigured vests
though just texture strip is far easier for that
How do I change the turret magazine of a vehicle that inherits from a Vanilla class? Essentially, I'm making a variant of the M5 Sandstorm for each of the ammo types that it can carry, and have been unsuccessful thus far.
Isn't my structure just like that? My inheritance is a bit janky, but it's worked before. In fact, I took some code that did a turret modification and just changed the one line to setting magazines.
class B_MBT_01_mlrs_F;
class B_MBT_01_mlrs_F_d1:B_MBT_01_mlrs_F{scope=0;class Turrets;};
class B_MBT_01_mlrs_F_d2:B_MBT_01_mlrs_F_d1{
class Turrets: Turrets{
class MainTurret;
};
};
class B47_WZ_TP_M5_Cluster: B_MBT_01_mlrs_F_d2{
/*trimmed*/
class Turrets: Turrets{
class MainTurret: MainTurret{
magazines[] = {"12Rnd_230mm_rockets_cluster"};
};
};
};
};```

hard to say. probably its not right if it does not work
what are you packing the pbo with?
PBO Manager. It works for literally everything else I've done.
When I try to place the unit, I get an error:
`No entry 'bin\config.bin/CfgVehicles/B47_WZ_TP_M5_Cluster/Turrets/MainTurret.maxHorizontalRotSpeed'
The launcher appears level, no ammo is loaded, no crew is in or can get in the turret
well thats your first mistake
and thinking your stuff is correct
pbo manager is not correct tool for addon pbo creation
and that error means your config is broken
should have led with that
time to set up P drive and mikeros tools so you can get debug info on your configs.
pmcwiki has steps for that
and pbo manager seems to work
because it does not check for anything
it just puts your stuff into a pbo
I have that stuff, but I made it after starting work on this. I highly doubt using pbomanager is the root of the issue. Even as you said, it's a config thing. I know I am bad with inheritance so it's probably something with my weird inheritance tree that avoids the base class of the MLRS
it is
as it has given you false impression that your config is right
when it is not
"its worked before"
Then wouldn't it be a matter of debugging and not improper packing?
yes
but pboproject is the only tool that gives you that debug information
and packs the pbo right
binarizing it on the way so game does not have to do it on launch
pbomanager also makes slow mods
just do yourself a favor and stop using it
youll make better mods that way
if you doubt this, you can do a history search on pbomanager and see how many people have made this same mistake before you
and then using pboProject they have actually got the stuff working
Looking through the config viewer, I noticed that when compared to the normal MLRS, this replaced the config entry for MainTurret with just the magazines[] line
Your turret inherited from wrong base class
This might work (untested, too late at night!)
{
class MBT_01_mlrs_base_F;
class B_MBT_01_mlrs_base_F: MBT_01_mlrs_base_F
{
class Turrets;
};
class B_MBT_01_mlrs_F: B_MBT_01_mlrs_base_F
{
class Turrets: Turrets
{
class MainTurret;
};
};
class B_MBT_01_mlrs_F_d1: B_MBT_01_mlrs_F {};
class B_MBT_01_mlrs_F_d2: B_MBT_01_mlrs_F_d1 {};
class B47_WZ_TP_M5_Cluster: B_MBT_01_mlrs_F_d2
{
/*trimmed*/
class Turrets: Turrets
{
class MainTurret: MainTurret
{
magazines[] = {"12Rnd_230mm_rockets_cluster"};
};
};
};
};```
@tacit zealot
Since the _d1 and _d2 classes won't have any new inheritance in them, can I just eliminate them and inherit from B_mbt_01_mlrs_F?
You'd think so yes, but funnily enough found just the other day that it might not work as expected if you do. So don't recommend it.
Hmm... Now I get the same error but for anything derived from the MLRS, even the vanilla ones
the zeroing mechanism seemed to be an approximation, not exact solution
I don't know how it works, except that it doesn't work (perfectly)
Brendo, use pboProject to build your mod as HorribleGoat suggested. It will likely tell you the exact error (description, file and line number).
I guess it's issue with requiredAddons
it depends on zeroing type - if you are using camera memory points (like UGL or modded rifles with animated ironsights) then there is no ballistic calculation done by engine
otherwise, it is same type of magical FCS as in tanks - under the hood engine is calculating ballistic solution for currently loaded ammo so it's always on point
note it doesn't work with rockets/missiles and submunition
what is a "texture strip"?
Piece of model that has texture for the name on it
what is the significance of this?
InterpolateTo[] = {"Unconscious",0.02};
ignoreMinPlayTime[] = {"Unconscious"};
animations must play for minPlayTime (% of total duration) before they can interpolate
yes, but what is this "unconscious" effect doing?
I tried, but pboproject gets hung up on texture files it thinks doesn't exist, but show up on the very vehicle I'm testing
Anyway, this is a problem for next weekend, I have a very busy week ahead of me irl
99 times out of 100 its an overlook, 1) take a step back from the issue, to see it clearly, 2) try deleting your p drive temp folder (Created by pboproject), restarting pboproject, and crunching again
ye u gotta make dummy files on the p drive
or unload the a3 pbos to the p drive
does "inloopout"/connectfrom/to, interpolatefrom/to work for gestures?
no
(Not sure if this should go in here) Looking into how to add sounds when a player aims down sight, I seen a PoC from 2019 from the guys over at IFA3, was wondering where the best place to start/look would be. Any insight would be great.
afaik it's only possible with scripting
Is there a model of the Military (Patrol) Cap without the headset present in the game files?
Still havent fixed my turret 🥲 , this is the problem im experiencing with my turret can you guys help me with this?
Video:
https://youtu.be/82VLgU_-FSA
do you also have gunner camera animations?
If you can't get it to work with the inheritance tree, you could just copy-paste the whole turret config from the vanilla configs, making sure to remove all the class Turrets: Turrets inheritances, into a seperate .hpp file, modify the magazines you want, and then cpp #include "mlrs_turret.hpp"Make sure you don't end the line with the include with ; or you get an error! This method is more prone to failure after updates, but how much are the configs really going to change anymore?
I know this is kind of an icky method, but if it works... plus you can always keep that seperate .hpp turret file in the folder when trying to get the inheritance trees to work, while keeping the crude copy-paste turret config as a backup.
I don't know its my first time configuring a tank where can i find it? model cfg or cfg vehicles?
IIRC no, sadly. You can get the headset as a standalone model (headset_light.p3d) but not for the Military Cap itself.
which parts here should i change here in order to increase the turret recoil?
}; class Tank_F: Tank { sectionsInherit = "Tank"; skeletonName = "Tank_F"; class Animations: Animations { class Recoil { type="translation"; source="recoil_source"; selection="RecoilHlaven"; axis="RecoilHlaven_axis"; memory=1; minValue=0.85; maxValue=1; offset0=0; offset1=-1; };
what does the Offset 0/1 and Min/Max Values do?
in this context, min value means that animation will start at 0.85 (85% of reload) of the reload phase and finish at 1 (100%). Reload animation source is tied to weapon reload - in case of tanks it is usually 5-6 seconds.
bear in mind though, that reload source is inverted - it goes from 1 to 0
reload The movement when reloading. Source is 1 as soon as shot is fired and returns to 0 within in reload time
as for original question, it depends if you want to change the animation only or simulated recoil
https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#muzzleImpulseFactor.5B.5D.3D.7B1.0.2C1.0.7D here you have info about changing simulated recoil
ohh i see, very detailed thank you ❤️
im only planning to change the strenth of the recoil, when the whole body of the tank moves when firing the main gun
ill have a read thank you sir
@hot pine ever noticed if you shot the last bullet, the recoil wont execute? Which anim source would solve this?
Vanilla Arma tanks have the same issue
dunno, in RHS I use event handler since I'm scripting autoloader anyway
About this with fired EH ive also thinked like the old ofp days
afair revolving could be also used also this one is really sensitive on the data
Isnt revolving working with the ammocount? Like to make displaying numbercount on guns or if you make a 360° rotation a 10 bullets mag, it turns 36° after each given shot?
yeah it moves gradually between shots
I tried using it for muzzleflash once but it was painful
I never could get something working right so i'm probably way off base with this but at least the idea I had was if you're converting an existing reload animation you'd replace '1' as your maxvalue with (1/magazincapacity) and keep 0 as the minvalue, and then set the animation to a loop
Is it possible to have a faction show up in a mod, only if a specific CDLC is loaded?
As in, you could play the mod fine without the CDLC but you'd see an extra faction with the CDLC loaded.
(Please Ping if you respond, thank you!)
tho I think the config should not be binarized if that's used 
I was thinking something in line of DMOrchard's crossover mods
Something similar also happen with bolts of hand held weapons, the behavior for weapons without bolt lock such as the AK, the last bullet fired wont cycle the bolt (it doesnt move, but bullets still come out)
As for weps with bolt lock, the bolt gets pushed back and locks, but this also means bolt instantly locks back whenever you reload including when theres still ammo in the gun (example MX)
Dedmen said its possible but you have to check if file of the required mod is present
I know, same issue i got with my grenade launcher which works like a revolver (8 shots in rotating mag)
Last shot, mag is not turning
Its not the same function as revolver
The mag turns 360° after each shot and throws empty cartridge out
And last shot, cartridge throws out but no rotate of mag
Yea i was surprised to see that all vanilla weapons have that problem too, small detail but kinda kills immersion lol
I guess its engine limitation
No its not engine limitation, its just the anim source
which is limited by engine 😄
If you can do a anim source by given shot, im sure this issue can be solved for the last round.
Source is reload, if BI would do a source fired it would be fixed
yeah, but there's no source like this for now, so it's an engine limitation currently 😛
Ofcourse last shot doesnt reload if mag is empty
I wonder if there was a FT ticket for something like this
I think I saw it somewhere.
Yes 😅
Would be nice because even Vanilla Arma Tanks have this problem
Where are such tickets listed? If its not listed already id like to do a ticket like that. Im sure its a simple fix ^^
https://feedback.bistudio.com/ and use search 
There is separate animation source for weapon being empty
I think that needs to be used for last round and movement after it
isEmpty is 0/1 type of anim so it's not very useful for recoil simulation
Ah true.
Thank you sir, will take a look 🍻
Hi, Gunner rotates with the vehicle turret while in the vehicle, what is the reason for this?
What is the latest loadorder for required addons?
Is it still A3_Data_F_AoW_Loadorder
According to pinned messages yes
I am looking for a guide to add more compatible optics to a gun. So far I have found that I can declare
class My_Cool_Gun_With_Optic: Not_Cool_Gun
{
class LinkedItems
{
class LinkedItemsOptic
{
slot = "CowsSlot";
item = "Optic_Classname";
};
};
};``` but does it need to have the proxy (like for the muzzle) declared? And if I want to have more than one optic for a gun, can I just make an array (`item[] = {Optic1, Optic2, Optic 3}`) or am I forced to have different classes for different optics?
How hard would it be to make a randomizing gear function for a faction mod? Something simple and similar to this.
@modest compass Your gunner proxy is probably either included in the resolution LOD turret selection (often otochlaven) or the gunner proxy is named and is a child of otochlaven in the model.cfg skeleton. But it's usual for the gunner to rotate with the turret (eg a tank), do you not want this to happen?
Is it possible to make an object that is invisible to + targetable by AI? What makes an object targetable via doTarget?
Are you able to force startup parameters through a mod config? If not, how can you override other mod splashscreens to display your own.
No and yes you can. Let me check the post I had in this server regarded to this
thanks man
Nice, what about replacing the scene that opens when the game starts?
the Empty world thingy
That's different thing. CfgWorlds or CfgMissions? Never tried
No idea, all I know is that I want to override the scene that's loading up because its causing lag when people launch the game
I'm not the, most savvy with a lot of this stuff
-world=empty I think it is?
Excuse me, what exactly you want to achieve?
Have the mod force the game to not launch the scene that another mod is loading up as it causes lag when the game starts
But because the -world=empty is a startup parameter, I don't know how I'd write it into a config
Startup param is a startup param, not a config
So you can't add such things into a config, is there a way I can have a thing in the mod that launches that parameter on the client?
No, that's not how it works
damn okay
Unless I misunderstood the question
When the main menu loads with this mod on, it launches an intro scene that causes the game to stutter. I want override it with the mod I have to essentially stop it from loading by loading an empty world
But the only way I know to do that, is with the -world=empty parameter, so I don't know if there's another way via a mod config
Perhps you want skipIntro
Is that something that can be applied through a mod or purely a parameter feature
Startup param
Damn
i think you can do that by overriding vanilla cfgworld values
check there for config
I don't want it to turn around while in the car.
Oh? How could I go about doing that?
I sent the wiki page above
I did have a look but don’t see any potential way to override
Changing the initworld and demoworld to empty for all terains might work
And setting the cutscene to empty array
Ah I see, I’ll give it a try
If there is a lag happening it likely means you have some badly bugged mod in there and you should really reconsider your mod set.
The base OPTRE altis scene causes lag and stuttering on start up, but quite a few of our mods are dependant on it
I'd suggest notifying optre team about it, they could change it.
Or figure out what causes it.
Notified, hopefully they look into it, still wanna have our own possibly
Thats the reason i dont want to make such startup intros or any changes on main GUI/Start GUI.. because if people are using multiple mods and probably one of these has also edits in that case, it can do lags too. Also in some Arma patches the startmenu has been changed too.
how do i configure which speakers from cfgVoices my faction units can have?
identityTypes[] = {"LanguageENG_F"};
Question. I'm working on a building that is supposed to be a large gate. How can I get the doors of the gate to open? Do I need a script for that?
If you want it automated open you need scripting.
if you want it open by User Action then you dont need a script.
has anyone gotten the NVSensor to work? I have gotten the Lasersensor to work but I can't seem to make the NVSensor work?
.paa and .tga files work, right?
how do i configure an entirely new language to use there
Crwatw your own language class and swap it with the languageENG one in that parameter
how do i create a language class
Hello, I have a question about class inheritance. Is it possible to create a sub class by e.g. all repair vehicles of different factions are in it? So that I can easily search for a class in the mission with isKindOf.
An example:
orignal:
hemtt repair class "B_Truck_01_Repair_F"
"B_Truck_01_mover_F","B_Truck_01_transport_F","Truck_01_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All"
Kamas repair class "O_Truck_02_box_F"
"Truck_02_box_base_F","Truck_02_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All" // Kamas repair class "O_Truck_02_box_F"
typhoon repair class "O_Truck_03_repair_F"
*"Truck_03_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All"
mayby new (possibel?):
hemtt repair class "B_Truck_01_Repair_F"
"repair_vehicles","B_Truck_01_mover_F","B_Truck_01_transport_F","Truck_01_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All"
Kamas repair class "O_Truck_02_box_F"
"repair_vehicles","Truck_02_box_base_F","Truck_02_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All" // Kamas repair class "O_Truck_02_box_F"
typhoon repair class "O_Truck_03_repair_F"
"repair_vehicles","Truck_03_base_F","Truck_F","Car_F","Car","LandVehicle","Land","AllVehicles","All"
Here you can see that the last match is Truck_F. It would be great if you added a category here, e.g. repair vehicles can insert. But this is probably not possible because of the different vehicle specifications that follow? Is there any other solution? Thanks for the help in advance.
Adding stuff like that could break a lot. I would not suggest it. Simpler would be just put the 3 repair vehicles in an array and and compare that to iskindof.
As you would not be able to inject that inheritance to modded content anyway.
Yeah I want to do it by user action, what would I need for that?
In config you have to define the User Action and the animation source
In model.cfg you have to define your animation
In your model you have to make the selection and memory points (axes and trigger position)
Hey guys any idea how I can tweak AI to turn less with a tank?
I think there was a config entry for that
The issue is that when commanding a tank and ordering it to turn either side it makes a 180deg turn
also AI drives quite weirdly on the roads and terrain
if its doing zig zag mode, you have to increase the tankturnforce or play with the geometry mass
Hi, I am trying to use class EventHandlers to add a function to a medical stretcher I have made but when i go to place it in the editor I get the message Error call: Type Number, expected code . The config lines are
class EventHandlers { init = "_this call 141_objects_fnc_141stretcher"; };
Variable names can't start with numbers
How do I go about getting a custom list of facewear to use for the simple randomization you see on NATO guys?
I figured out how to use identityTypes[]={"LanguageENG_F","Head_NATO","NoGlasses"}; to get rid of the randomized facewear, but now I want to make some custom lists which combine certain objects from vanilla+mods. All I've seen so far is having to re-define facewear configs, and overwriting other mods is not something I want to do in configs.
Does it just accept an array or something so I can use #define to quickly write lists of gear?
I believe you would need to create a config patch addon that runs after all the mods you want to use and uses them as required addons and then you create the new identity types for what you want to do
After doing a test, I determined I will just include a .hpp for CfgGlasses where I make children of the goggles/facewear I specifically want to use, and define which of my new categories they go into, since I have a .pbo for each faction I'm adding, and another .pbo with a few things that are used by all of them to make my mod modular
The class FakeHeadgear is used to add a no-facewear option to the list right?
👋 Is there a way to use modes[] to change the ammo type for the weapon?