#arma3_config
1 messages ยท Page 141 of 1
Hunting for more documentation on fire modes but not finding any ๐ฆ
modes can change used muzzle but for different ammo you would need different mgazines on them
programmable ammo is not quite that easy
reasonably simple solution could be use the fired evenhandler to alter or even swap the ammo that is fired
Thanks, I have the different magazines setup, is that something that can be used with modes?
no you would have to swap different magazines
if you made different muzzles they would then all have their own magazines
it probably would not be what you want
Okay, bit of an odd one here. I've got an issue whereby a weapon I've got configured seems to keep appearing as it's parent class?
I can select the weapon in the editor and assign it to my unit (base NATO unit so I know there is no loadout randomisation), but when I actually load into the game, it's replaced with it's parent class weapons. Use the arsenal in Zeus, it changes there, but when I exit out of the arsenal back to the player, it's switched back to it's parent class again
I've actually tried changing it's parent a few times, and every time it switches to it's parent class
hello! im making a statue static object, is there any sample configure for static object?
@patent flax have you set the baseweapon = parameter for that weapon?
oh no nvm case solved
Thanks, I will have a look at this
not sure if this is the place to ask about $PBOPREFIX$ stuff but mine seem to be struggling with loading the textures or something
they are the in the files and the textures load without the pboprefix but not when i have it
Is there a way to extend the range of dates that you can choose in the 3DEN editor? I'm writing a mod for the year 2100 and the latest I can go is 2050
What do you pack it with?
If pboProject I think that file name is deprecated
it's pboprefix.txt now iirc (or was it prefix.txt?
)
yea i use pboProject
ill try removing the dollar signs and ill report back
but wouldnt pboProject throw a fit if it is wrong?
anyone here familiar with the warlords game mode configuration?
The warlords menu (The one that shows up if you hold I in game, Allowing you to order AI troops and vehicles)
I figured how to add diffrent units into that for both factions, But anyone know how to set up new categories?
Instead of "Infantry, Vehicles, Aircraft, Navy" I'd like to add "Car" "MRAP" and such, aswell as splitting the Aircraft and Helicopters
idk. I could be wrong
none of those options worked btw
Yeah it's set to it's own classname
hey, any way i can disable the "ebb" function during nighttime in arma and make the map stay flooded also during nighttime?
i have set the maxTide to 50; to make altis flooded but the water decreases during night,
possible to stop that?
What physX values do I look at when my tank rolls over when turning?
the center of mass is at ground level and it still happens
how wide are the tracks?
quite damn wide
but I just noticed the memorypoints rsponsible for definition of the size of the tracks are floating about 0,5m above the ground
nope, that's not what's causing the tank to flip
does it have super bouncy dampers
not really
{
boneName = "Wheel_podkoloL1";
center = "wheel_1_2_axis";
boundary = "wheel_1_2_bound";
damping = 75;
steering = 0;
side = "left";
width = 0.5;
mass = 200;
MOI = __EVAL(0.5*200*(0.506^2));
latStiffY = 30;
latStiffX = 1.5;
longitudinalStiffnessPerUnitGravity = 12000;
maxBrakeTorque = 5000;
sprungMass = 2812;//1857
springStrength = 281200;//264630
springDamperRate = 44992;//25927
dampingRate = 200;
dampingRateInAir = 200; //-25 -15
dampingRateDestroyed = 10000;
suspTravelDirection[] = {0,-1,0};
maxDroop = 0.014;
maxCompression = 0.013;
frictionVsSlipGraph[] = {{0,1},{0.5,1},{1,1}};
// frictionVsSlipGraph[] = {{0,0.85},{0.5,0.6},{1,0.5}};
};```
how much does it weight?
28120.000
it's applied to bottom 8 verts of the tracks
it probably should be assigned to the hull
not the tracks
on tracks it might bounce
and you do check it by selecting all of it yes?
yea
It was assigned to the hull before but the result was the same
has anything changed when you have tried stuff? are you sure you are packing in right folder or its not being overwritten by older pbo
absolutely nothing changed
yeah it happened so many times to me already I always check that
I'm kind lost now that's why I'm asking around
good idea
and possibly try half mass too
could be that at that weight the mass the dambers bounce it off ground
CoM should be above center of wheel - you will see assert in diag exe otherwise
If I create a config for a custom ammobox what do I need to add to ensure the box appears in the zeus object list?
I guess scopeCurator = 2 will help
anyone knows what hideUnitInfo = 1 actually does? Does it prevent the AI from calling out the unit?
Sorry I should have come back when I found the answer, I already had scopeCurator = 2 but what was missing was right at the top you need all the classnames you create have to go in units[] ={}
Does someone have experiences with custom model cfg ?
many people have. best way to get answers is just to describe what you are doing and what problem you have @copper hazel
I basically need a model.cfg for machineguns/lmgs since i cant get the animation of the parts (feedtray_cover), magazine, bullet001-bullet009) to work...
I want to make the bullets move up the belt like in Arma 2 and Arma 3
what does it meant when you say they dont work?
they dont move at at all, they move to wrong direction?
The parts dont move and im more than confident to say its a model.cfg problem
if they dont move at all it sounds like either you dont have correct selections set up in skeleton, you dont have correct cfgmodels class name to connect to the p3d or the p3d does not have correct names
are you testing the animations in buldozer?
To be more clear, i ported the PK of Arma 2 so everything should be in the right position. When im using the sample model.cfg it dont work
yes well that is natural. the sample model is not same
you cant just plug in a model.cfg
thats not how it works
Im new to Object Builder and weapon modding so how can i view animations in bulldozer ?
you open object builder, you start up buldozer (red button in the toolbar) and use mouse scroll to set animationsource value
When i use the A2 model.cfg for the PK it gives me an error with no entry modelcfg PK(Name of P3d) sections
and middle mouse or enter or backslash to change what source is used
Ah thanks.
well if theres any error you got to figure out whats wrong with it
A2 stuff has some differences to A3
they dont work straight up either
Is there a way to generate model.cfgs or do i have to write them completely from scratch ?
scratch
is the way to learn it
you can naturally use other existing ones as reference
and possibly even copy some parts from the A2 model.cfg
but you have to understand how it works first and where stuff is supposed to go to
When making Eden Units how do you slot stuff into the backpack?
as i added rockets for a launcher to magzines but it didn't get added
added them where?
magazines[] = {
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_MPML_M_AT",
"SC_MPML_M_AT",
"SC_MPML_M_AT",
"SC_MPML_M_HE",
"SC_MPML_M_HE",
"SC_MPML_M_HE",
"SC_MPML_M_AA",
"SC_MPML_M_AA",
"SC_MPML_M_AA"
};
respawnMagazines[] = {
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_35Rnd_762x51_Mag",
"SC_MPML_M_AT",
"SC_MPML_M_AT",
"SC_MPML_M_AT",
"SC_MPML_M_HE",
"SC_MPML_M_HE",
"SC_MPML_M_HE",
"SC_MPML_M_AA",
"SC_MPML_M_AA",
"SC_MPML_M_AA"
};
The ammo for the gun gets added to vest but the rockets dont get added to backpack @hearty sandal
Backpacks are not filled from these arrays if I remember right
you would need to define a X type backpack thats filled with wanted items
and give that out
Is there any configs i can look at from base game to give me an idea how to do that
naturally
You know where to look?
this might be correct stuff
it creates a scope = 1 backpack filled with ammo and stuff
so its not visible in editor or arsenal but can be added as item in character config
Thnx, as I was like why the hell is it not adding the damn rocket ammo
class B_AssaultPack_mcamo_AT: B_Kitbag_rgr
{
author = "Bohemia Interactive";
_generalMacro = "B_AssaultPack_mcamo_AT";
scope = 1;
class TransportMagazines
{
class _xx_Titan_AT
{
magazine = "Titan_AT";
count = 2;
};
};
};
Yeah seems that way
Thanks
Odd way to do things but eh not really a issue
makes it simple to give same filled backpack to multiple units I suppose
Id perhpas rather have had uniform/vest/backpackItems arrays in unit config
that would have been quite neat
Yeah would help but I can see the design choice as you mentioned
could be related to other backpacks internal mechanics too
Worked! thanks as always bud, your a genius.
guessing its similar for weapons with scopes?
yup
and other attachements
and magazine types
in weapons configs there is a base weapon defined that is the no attachments variant
yeah figurd it out
Man this is quite a hassle I hope my unit appreciate the fact they don need to reload their load-outs when they die
hey im getting a "Addon 'myAddon' requires addon 'requiredAddon'" despite the addon being in myAddons config
then either you're not running the requiredaddon or you wrote the cfgpatches name for that addon wrong in youre requiredAddons[] array
i have the addon running and the cfgPatches is correct
Doubt it. How's your config?
class CfgPatches
{
class reaperCrew_CUP_ukraine_Gear
{
units[] =
{
"U_reaperCrew_BDU_mm14"
};
weapons[] =
{
"reaperCrew_BDU_mm14"
};
requiredVersion = 0.1;
requiredAddons[] =
{
"A3_Data_F_Oldman_Loadorder",
"CUP_Creatures_People_Military_USArmy"
};
author = "Ikguzzi";
authors[] = {"Ikguzzi"};
};
};
class CfgWeapons
{
class CUP_U_B_BDUv2_base;
class CUP_U_B_BDUv2_OD: CUP_U_B_BDUv2_base
{
class Iteminfo;
};
class reaperCrew_BDU_mm14: CUP_U_B_BDUv2_OD
{
scope=2;
displayName="BDU MM-14";
picture="";
class ItemInfo: ItemInfo
{
uniformClass="U_reaperCrew_BDU_mm14";
};
};
};
class CfgVehicles
{
class CUP_B_USArmy_Soldier_BDUv2_OD;
class U_reaperCrew_BDU_mm14: CUP_B_USArmy_Soldier_BDUv2_OD
{
scope=1;
author="Reaper Crew";
uniformClass="reaperCrew_BDU_mm14";
hiddenSelectionsTextures[]=
{
"\RC_Assets_Pack_CUP\addons\reaperCrew_cup_ukraine\data\reaperCrew_BDUv2_mm14_CO.paa",
"\RC_Assets_Pack_CUP\addons\reaperCrew_cup_ukraine\data\reaperCrew_BDUv2_mm14_CO.paa",
"\RC_Assets_Pack_CUP\addons\reaperCrew_cup_ukraine\data\reaperCrew_BDUv2_mm14_CO.paa",
"\RC_Assets_Pack_CUP\addons\reaperCrew_cup_ukraine\data\reaperCrew_BDUv2_mm14_CO.paa",
"\RC_Assets_Pack_CUP\addons\reaperCrew_cup_ukraine\data\reaperCrew_flag_Ukraine.paa"
};
};
};
it still shows up in game tho
i just get the error when booting up
and what addon does it say is missing?
CUP_Creatures_People_Military_USArmy
are you sure that is the cfgPatches class name for that addon or the CUP addon you are loading?
Are you 100% sure that you don't miss it (CUP Units or whatever) when you launch?
ive copied the name and compared it to the error and it should be correct
copied it from where?
the cfgPatches
as in the game is looking for "CUP_Creatures_People_Military_USArmy"
because you wrote that there should be "CUP_Creatures_People_Military_USArmy"
but if it is not correct then it can not exist
so did you look into CUP config.cpp for the pbo you are trying to load and copy it from there
its same as if you wrote "This_Other_Addon" in your required addons array
and then the game would say missing "This_Other_Addon"
because it does not exist
and it is working by chance as CUP is loaded before your addon and the inheritance works
but I suspect you just dont have correct CUP addon/cfgpatches classname in there
the only classes that i inherit from is located in the CUP_Creatures_People_Military_USArmy config ony my end
but idk it was a while ago i unpacked the pbo so it might be old or something
CUP_Creatures_People_Military_USArmy
class DefaultEventhandlers;
class CfgPatches
{
class CUP_Creatures_People_Military_USArmy
{
no idea then.
im confused too
what are you packing the pbo with?
yes i have CUP Units, Weapons and Vehicles loaded
pboProject
I just unpacked the CUP_Creatures_People_Military_USArmy.pbo to check, and that isn't the cfgpatches name
It's CUP_Creatures_Military_USArmy
You're better off using the loadorder class for CUP units though
CUP_Creatures_People_LoadOrder
so this is where mods come to die ๐
meant to be a joke but im terrible at them
that explains it ๐
How would I config a container with weapons and ammo inside, into a shipping container, like a big container holding smaller containers.
Like say I want 5 x 143_Logi_Case_6 inside the cargo/inventory of Land_Cargo10_grey_F? I've got the smaller container holding ammo working great but don't know how to make a container that holds containers?
class 143_Logi_Case_6 : Land_PlasticCase_01_large_black_F
{
displayName = "Death Korps Type 14 Ammo Box";
scope = 2; scopeCurator = 2;
descriptionShort = "smallcase6";
editorCategory = "143rd_Logi_Storage";
editorSubcategory = "143rd_Logi_Storage_Small";
//These code lines increase the storage Capacity of the box
maximumLoad = 100000;
transportMaxWeapons = 100000;
transportMaxMagazines = 100000;
transportMaxItems = 100000;
class TransportWeapons
{ // this class controls what weapons can be found in the box
class Type14HeavyBlack
{
weapon = "Type14HeavyBlack";
count = 5;
};
};
class TransportMagazines
{ // this class controls what magazines can be found in the box
class Type14_mag
{
magazine = "Type14_mag";
count = 10;
};
};
}
Trying to configure commander turret. On external view it rotates, and in optics it show rotating data, but the view keeps looking forward. Need help with solving this problem
Could be config issue or model issue, commanderview correctly defined?
Easiest way is to check the Arma 3 Samples / Test_Tank and check what it has and what you dont have
Yes, commander_gun selection was absent. Don't know it's needed for weaponless turret. Thank you!
Still cannot get the pictures/logos to show, why?
this is the modcpp, inside the modname folder;
name = "modnamehere";
author = "furbzeyyy";
picture = "\fp\picture.paa";
logoSmall = "\fp\picture.paa";
logo = "\fp\picture.paa";
logoOver = "\fp\picture.paa";
action = "www.furbzeyyy.com";
tooltipOwned = "";
dlcColor[] = {"0.39"};
overview = "";
hideName = 0;
hidePicture = 0;
hi, I've configured a basic vehicle (car) for use as ViV transport in carrier's hangar deck. I've tried to place the exit point on the flight deck, some 10.8 meter above the actual object. When I call sqf objNull setVehicleCargo object I get a true, but the object stays in ViV space. Here's the basic setup of config and model: https://tetet.de/arma/arma3/Download/ttt_cubesample.7z When placing the exit point on the same level as the hangar, it works.
Do your .paas have a 2^x, 2^y resolution?
yeah, 64x634, 128x128, and 1024x1024.paa
where are the texture files located.
in the correct filepath stated in mod.cpp
so in a pbo that contains folder \fp\andTheTexturesHere?
Does explosionForceCoef = 0; not work? im trying to disable a weapon knocking things about
Ive tried values like 0.1 or less too and theres no difference between it and 1
everything is in the one pbo, for now, so its just modname>config.cpp, mod.cpp, logos
mod.cpp is not supposed to be packed into the pbo
oh, what should i do then
it goes into he mod install folder
check other mods in your workshop downloads for reference
none of them have a mod cpp, never seen one in a mod, so idk, might be just stupid
have you even looked..
really? you don't even have CBA?
name = "Community Base Addons v3.15.6";
picture = "logo_cba_ca.paa";
actionName = "Website";
action = "https://github.com/CBATeam/CBA_A3/wiki";
description = "Bugtracker: https://github.com/CBATeam/CBA_A3/issues<br />Documentation: https://cbateam.github.io/CBA_A3/docs/files/overview-txt.html";
logo = "logo_cba_ca.paa";
logoOver = "logo_cba_ca.paa";
tooltip = "Community Base Addons";
tooltipOwned = "Community Base Addons Owned";
overview = "What does the name Community Base Addons mean? It is a system that offers a range of features for addon-makers and mission designers. This includes a collection of community-built functions, an integrated keybinding system, and extend event-handler support for compatibility with other 3rd-party addons; and much much more.";
author = "CBA Team";
overviewPicture = "logo_cba_ca.paa";
overviewText = "Community Base Addons overviewText";
overviewFootnote = "<br /><br /><t color='#999999'>This content is under GPLv2 License.<br />Press <t /><t color='#19d3ff'>Left Shift + P<t /><t color='#999999'> to open the store page for more information.<t />";
and this picture shows you where to put the icon
it can read icons from pbos too
yeah I know
bruh, will look into it, and get back to you this evening with solution
the above is the solution
i mean communicate the solution being solved ๐
https://pastebin.com/PMGkxpwy
anyone here know what's wrong with the config?
my game launches but it instantly crashes and I get a status access violation
what do you mean by knocking?
what do you pack the pbo with?
like static weapons or light things will be 'pushed' over by the impact
when I set explosive to 0 it stopped happening
oof. use something that binarizes the config. that way you can know what the error is
also:
class EventHandlers;
it's not declared outside cfgVehicles
Can someone ELI5
https://community.bistudio.com/wiki/CMA:DevelopmentSetup#Develop_with_unpacked_data
as i want to do live changes to some config stuff but I cant figure this out
hmm, let me try
also what tools are good
i've only used pbo manager but i've heard that addon builder breaks shit
Addon Builder and pboProject
oke
it doesn't. pbo manager does
hmm
hm
seems to work now
@slim halo No errors but the function doesn't go in effect for some reason
what function? there's no function in your config
I can't seem to get my ammo crate retexture working? Any thoughts as I assume my syntax is wrong?
class 143_Logi_Case_0 : TIOW_IG_WeaponBox1_DKOK
{
displayName = "Death Korps Ammo Box";
scope = 2; scopeCurator = 2;
descriptionShort = "smallcase0";
editorCategory = "143rd_Logi_Storage";
editorSubcategory = "143rd_Logi_Storage_Small";
setObjectTextureGlobal 143_Logi_Case_0 [0, "\addons\143rdlogistorage\data\Textures\crate0.paa"];
I've also tried
class 143_Logi_Case_2 : TIOW_IG_WeaponBox1_DKOK
{
displayName = "Death Korps Launcher Ammo Box";
scope = 2; scopeCurator = 2;
descriptionShort = "smallcase2";
editorCategory = "143rd_Logi_Storage";
editorSubcategory = "143rd_Logi_Storage_Small";
hiddenSelections[]={"camo1"};
hiddenSelectionsTextures[]={"\addons\143rdlogistorage\data\Textures\crate2.paa"};
you can't start class names with a number
didn't I say that already? or was it some other guy? 
Not sure, if it was me I may have forgotten? Don't think I knew that though so thank you!
I mean the categories work and they start with numbers?
yeah no it wasn't you 
class CfgEditorCategories
{
class 143rd_Logi_Storage
{
displayName = "143rd Logistics Storage";
priority = 1;
side = 1;
};
};
class CfgEditorSubcategories
{
class 143rd_Logi_Storage_Small
{
displayName = "Small Cases";
};
class 143rd_Logi_Storage_Medium
{
displayName = "Medium Containers";
};
};
well maybe the config doesn't have that rule
setObjectTextureGlobal 143_Logi_Case_0 [0, "\addons\143rdlogistorage\data\Textures\crate0.paa"];
did you actually put that in the conifg?
that's a scripting command
and even if it was in a script, your syntax is wrong anyway
Yeah I figured that was wrong, I thing the hidden selections is more the right way?
it is. but the object may not support hidden selection textures
Will this command getObjectTextures find out if it does?
yeah
can I just put it in the init? Sorry I'm pretty shit at all this
place the object in editor, give it a variable name like my_obj, and run that command from debug console: getObjectTextures my_obj
["tiow_storage\ig\data\textures\ammobox1_dkok_co.paa"] got this as a response, so what would I need to do to replace this with my paa?
remove hiddenSelections[]={"camo1"};
the rest looks good as far as I can see
Alright thanks will try it!
also your texture path is incorrect
how should it look?
ADDONPREFIX\path\to\texture.paa
I always get confused on pathing in mods
Is it what I've set in PBOPREFIX?
yeah
I think it would just be hiddenSelectionsTextures[]={"\143rdlogistorage\data\Textures\crate14.paa"}; then?
yeah. I would get rid of the number at front if I were you tho.
IT WORKED! Thank you so much, added a credit for you on the mod page
Next problem is making a container that holds containers :/
https://www.youtube.com/watch?v=6KNdGnUiRBM Here for people who don't understand how "preprocessor" works.
This is about C++, but lots of the preprocessor stuff is the same in SQF. Just ignore the stuff thats C++ specific ๐
Skip 6:40-11:30
Skip 24:34-30:25
Predefined identifiers list for Arma https://community.bistudio.com/wiki/PreProcessor_Commands
Skip 40:30-end
https://cppcon.org/
https://github.com/CppCon/CppCon2020
As much as we try to make it go away, the preprocessor is still here. It is used by many libraries and extensively throughout legacy code. And, in some cases, it is still the best tool to get the job done. In this talk, we will review the C and C++ preprocessor directives, where the a...
could this be the issue for the mod.cpp?;
Type of File: C++ Source File (.cpp)
is it possible to set insignia for units in the config?
How do I get rid of Updating base class? I think it shouldn't be happening but I don't know what causes it
I don't know what causes it
incorrect inheritance
how can I find an object bone name?
find where?
I don't know what some config entry is inheriting from though, shouldn't there be a : parent at the end of the class if it inherited from something?
yes, but the chain of inheritance shouldn't be broken either
you should also make sure you have the correct requiredAddons listed
you can post your config somewhere for review (like pastebin)
is it ok if i post it here? the part causing issues is like 10 lines long
ok
class CfgMainMenuSpotlight
{
class ApexProtocol
{
condition = "false";
};
class Bootcamp
{
condition = "false";
};
};
which one is giving the error?
This is not the full config but I think the issue should be apparent from this...?
There are more of the spotlights being edited like this, the ones giving errors are Orange_CampaignGerman and Tacops_Campaign_02 and _03
there's no error in this. just checked the configs
do you list A3_ui_F as a required addon?
yes
what if you use this as list of required addons?
{"A3_Ui_F","A3_Ui_F_Orange","A3_Ui_F_Tacops","A3_Ui_F_Tank","A3_Ui_F_Enoch","A3_Ui_F_Oldman","A3_Ui_F_AoW"}
but anyway I still don't see why you should get that error
maybe the vanilla config is causing it
The configs for the ones causing errors are different from the rest of the spotlights, so maybe
well it already tells you what mod is overwriting the base class
does it say it's your mod?
what's the full error?
22:51:36 Updating base class Orange_Campaign->, by overthrow_main\config.cpp/CfgMainMenuSpotlight/Orange_CampaignGerman/ (original a3\ui_f_orange\config.bin)
are you changing Orange_CampaignGerman?
or is this all of it?
well that's wrong
say that in the first place 
many of those classes are inheriting from other classes
e.g: class Orange_CampaignGerman: Orange_Campaign
so each one always inherits from the one above it?
no
use an all in one config or config viewer to find out
@teal canyon
class Orange_CampaignGerman: Orange_Campaign
class Tacops_Campaign_02: Tacops_Campaign_01
class Tacops_Campaign_03: Tacops_Campaign_01
class Showcase_TankDestroyers: Tanks_Campaign_01
class AoW_Showcase_AoW: AoW_Showcase_Future
those are the ones that inherit
i was looking at them through config viewer wondering whats wrong... forgot to disable the mod first 
hello
hello guys I have a question
Is it possible to modify the sqf or config file without restarting the game?
sqf yes
config no (unless you use the diag exe and merge the config)
how can I edit the sqf
with a text editor 
here
no
has anyone been able to change the thickness of the IR laser, and if so, how?
It is possible to replace the laser model so possible
Don't know if we just can do it via a config
i'm trying to config a VSLIM, its similar to a IZLID and usually has a thicker beam
Hello everyone,
I need your help please, I canโt put a sound on a user animation for my helicopter. I have a sounds.hpp file, from the Arma sample. thank you in advance
post what you got so far
in my config : class AnimationSources: AnimationSources
class Turbos
{ source = "user";
animPeriod = 1;
initPhase = 0;
sound = "turboSound";
}; in my sounds.hpp : class turboSound
{
sound[] = {"@airwolfV02\sounds\turbo", db5, 1.0, 700};
frequency = 1;
volume = "camPos*((rotorSpeed-0.72)*4)";
};
user animation sources are defined in class CfgAnimationSourceSounds
thank you very much reyhard,
that I have to put in the CfgAnimationSourceSounds
to indicate user action? and must it be in the config or must you create another text file?
config.cpp is a text file, you can include any other text file if you want via include ( https://community.bistudio.com/wiki/PreProcessor_Commands#.23include ). You can take a look at existing CfgAnimationSourceSounds via all in one configs https://community.bistudio.com/wiki/Arma:_All-in-one_Config
Thank you very much, i create a CfgAnimationSourceSounds.hpp with my sound.
hi, which vehicle classes support ViV (https://community.bistudio.com/wiki/Arma_3:_Vehicle_in_Vehicle_Transport). I try to add it straight to a staticShip (["StaticShip","Strategic","Building","Static","All"]) but it does not seem to work at all.
Thanks!
Hey, guys. I'm missing something. I'm back to messing with submunitions (and starting to really despise them more and more) and the documentation on the submunitionConeType of "custom" is...
There's five pairs of numbers. I'm at a loss why there's five.
And I strongly suspect it's my own lack of knowledge on the subject matter, but if I hope to understand anything, I need to find some of that knowledge.
Good Afternoon guys,
I have recently tried to make some uniform configs and they have worked fine up until this point. However after repacking with PBOProject, The Uniforms only work in Singleplayer.
For more detail, when in a multiplayer game, another player cannot see my uniform and I am unable to see theirs. Also, I am unable to place anything into the uniforms items wise even though the supply class is configged correctly. We are also unable to retrieve the uniforms from the ground after dropping them.
Any ideas what could be causing all these issues? I can provide the Config for review if needed.
Still having the issue, ANyone got any ideas?
...do they have the mod loaded?
some odd pathing setup that refers to textures/models on your drive instead inside pbo?
though pboProject should complain about that
start game with the error logging on
Yes they have the mod loaded
They worked fine before I repacked so I doubt that's the issue, I'll run it with error logging now
A small update, When I am in the Arsenal I can see the uniforms but when I place a player down and give him a loadout, in singleplayer, when I spawn in the uniforms disappears
Disregard, I found that my Supply Values were not defined, even though they were prior to the fact. Must have deleted em by mistake lol
Thanks for the help
Probably an example of an ammo type that releases 5 submunitions
Getting this error on mission starts, any idea what the cause might be in the config? No entry "bin/config.bin/Cfgpatches/SC_KatariArmor.units"
Anything can do it. Especially a bad Mod
Well, it replaces the regular "random" "randomupcone" "poissondisc" etc. so... I don't know, the level of documentation on this from what I saw is so low, there is literally nothing to argue. I might try to brute force my way through the "custom" one, but there is so little documentation I don't foresee a way to do this without a major pain in the buttocks.
Welcome to arma modding. You never learn how anything works unless you try it
Yeah... On the plus side, when I do, I can put on my big boy pants and update the documentation myself.
That did not actually occur to me...
So, if I understand correctly...
An array of {{0,0},{-1,0},{1,0},{0,0},{0,1}}; will not throw any submunitions towards the negative on the Y axis? I'll try tomorrow practically if I remember, but I'm not inclined to start digging deeper on a midnight.
Hello everyone,
I need your help to solve my sound problem with my animation.
Here in my confi.cpp, the following AnimationSource:
class AirwolfGun
{
source = "user";
animPeriod = 1;
initPhase = 0;
sound = "AirwolgunSound";
soundPosition = "machinegun_end";
};
so I have a CfgAnimationSourceSounds file written like this:
class CfgAnimationSourceSounds
{
class AirwolgunSound
{
loop = 1;
terminate = 0;
sound0[] = {"@airwolfV02/sounds/gunsauf",5,1,100};
sound[] = {"sound0",1};
};
};
Unfortunately, once in play no sound comes out when I do my action.
Thank you so much for your help.
no extension on the sound0 filepath?
hi Carl, I have to write .wss ?
I've not done sound configs so it's a guess, worth a try imho
Thanks Carl, I tried but it doesnโt work either
I have a Sound.hpp file, should I include the CfgAnimationSourceSounds?
Why is it so hard to attach a sound to an animation ?
it should not be. but things can wasily go wrong.
what do you pack you pbo with?
but also what are you trying to use it on?
is that a hand held weapon or part of a vehicle?
@digital snow
I have my config file, a sound file and a CfgAnimationSourceSounds file.
A binder with all his wss
This is a helicopter attack
currently your animation is "user" source so it triggers only if you trigger it with animateSource command
weapon shooting shounds are defined in the weapons themselves
so please write in detail what exactly you are trying to do
because it sounds like you are doing it very wrong
Thank you for your answers,
On the helicopter, I have a compartment that opens to deploy a machine gun, I would like to put a sound on the opening animation of this compartment with a user menu control. I also have a turbo that spits flames as soon as I activate the animation in the user menu.
to verify the animation config is right use some vanilla sound to play on it
if that works then compare your sound config to that vanilla config class to figure out why
Thank's, i'm sorry, what's vanilla sound ?
Ok very good idea, Iโll try
after putting the requested sounds, no change, it comes from my config, but I donโt see how to do it.
what command do you use to animate the animation?
Hi, I have a question about ropes:
I want to attach two objects with a rope. According to https://community.bistudio.com/wiki/ropeCreate the fromObject has to be a "transport" vehicle.
All default "transport" vehicles are listed here: https://community.bistudio.com/wiki/ropeCreate/transport
For Example "RoadCone_L_F" can be a fromObject. So my question is, where do I configurate that another object (in my own addon) is also a "transport" vehicle.
Thank you ๐
This a userActions :
class turbosOn
{
displayName = "Turbos on";
position = "";
priority = 1.5;
radius = 1.5;
condition = "this animationSourcePhase ""Turbos"" < 0.5 AND Alive(this) AND (player in crew this);
statement = "this animatesource ['Turbos', 2]";
};
class AirwolfGunIn
{
displayName = "Sortir AirwolfGun";
position = "";
priority = 1.5;
radius = 1.5;
condition = "this animationSourcePhase ""AirwolfGun"" < 0.5 AND Alive(this) AND (player in crew this);
statement = "this animatesource ['AirwolfGun', 2]";
};
from and to object can be any object
They can't be any object 
At least they must be PhysX
looks like just being physX is not enough either
e.g. thingX objects don't work
As @slim halo said, not every object is working. But even not all objects with PhysX work. Only which are "transport" (https://community.bistudio.com/wiki/ropeCreate/transport)
one way to find out is grab an aio config and compare the configs of two objects that do and don't support ropes
Not the nicest way, but apparently the easiest one for now. Thank you very much, if I found out I'll let you know ๐
I have some weapons which can take rifle grenades as a launcher slot, but I don't want people to be able to use regular fire while the grenade is loaded
I want to either make it so that if they try to shoot in normal fire, the grenade flies away, or just explodes in their face
Is either of these possible, and if so how could I do it?
via scripts, pretty sure not via config ^^
Sad, should I repost my babble to #arma3_scripting then?
you may not be able to have grenade visible when you are not using the grenade muzzle, but in case you can, then fired eventhandler would be the place to create such script
something that checks if weapon has grenade loaded and does X if yes
The grenade is visible, I made it be so for that reason in my model
Thx for the suggestion, I'll try to figure out how to use the eventhandler then)
I'm guessing its gonna be smth along the lines of eventHandler [fired, {if 'rifleGreande hasAmmo true' then 'boom' }]?
yes something like that. Making the grenade to fire might be possible too but could be more difficult
How do I set a units config to have Russian names? Ive used identityTypes[] to set the face and whatnot but the units still have Iranian names in their Attributes
genericNames property
Does anyone know which of the A2 Samples has the Czech/Chernarussian language protocols?
ALDP_A2OADLC_PBOs_APL-SA for the expanded suite of protocols in the Army of the Czech Republic DLC (look for dubbingradio_acr.pbo)
For non-ACR Czech protocols, just extract it from from vanilla Arma 2 itself (they'll be in dubbing.pbo).
Thank you. \o You're a star!
Where do I look in the config file to make my truck crew able to turn out/turn in out of the hatches?
Basically I want the same funcion as tanks have
I'm inheriting this value from truck base class but don't know which one is it
Seems like "turn out" is the default position as well - all the hatches are open
the forcehidedriver has little impact, be it 0 or 1
First off, forcehideDriver/Gunner/Commander disables or enables turnout
You want that to be 0
Second, you need to setup model.cfg and config stuff for that
No no, you're missing the point
The animations are setup in model.cfg
Otherwise the hatches wouldn't be open, would they?
on the raw model they are closed
when I spawn the vehicle, all hatches are open
setting up forcehide for any of the positions does not influence this, both 0 and 1
As a crewman I don't even get the "turn out" action
I'm glad community has people like you to help โค๏ธ
so i've been trying to add some vehicle retextures and i can't seem to figure out how to do it
i've seen versions that consist of creating a faction with a unit using the retexture, but i just want them to show up on the eden/zeus garage
is there any example out there of a cfg set up for that?
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customization
I believe this is what you are looking for, assuming you are past the step of creation of textures.
class Dummy_vehicle_base_F: Helicopter_Base_H { scope = 0; // A base class should has scope = 0 (private) model ="\A3\Dummy\Dummy_vehicle\dummy.p3d
I'm guessing the model ="****" is what defines what vehicle the textures will be made available to?
Is that right?
you're not supposed to touch the model for retextures
what vehicle the textures will be made available to?
just make a "patch" for the class you want to retexture
the page @stray sage linked already explains what you should modify
No , lets say you want to provide an additional texture to the offroad (which has options like ordinary colors like red, blue, white as well as camos for FIA, Gendarmerie Usage).
In this case, you should find the base class of offroad (because obviously you want them all to show this texture on that vehicle and not only on when lets say you dropped a Gendarmerie Offroad [if it had been the case, you would only have to have the Gendarmerie Offroad's class])
-
You can easily find this in config viewer by dropping any offroad in 3DEN and right cleck -> Find in Config Viewer, on the bottom you will see its parents. Simply find the next parent.
-
After that you should modify this class, in order to modify a class, you need to inherit it. If you do not know how to inherit, check out this page for properly inherit a config class. Do not forget that you also need to inherit textureSources of it separately within the inherited class to be able to reach it later and modify it.
https://community.bistudio.com/wiki/Class_Inheritance -
Modify the new base class' textureSources class: Simply create a new class with whatever name you want such as "purple" and fill in the related attributes (ie. displayName = "Purple"; etc). You can either inherit from another class within this class or simply copy paste another class content since these classes are rather simple classes with 4 attributes (as we can see from the example within the link I sent you previously).
Inheritance is the most confusing step for a beginner from what I see usually. Do not be discouraged from that as rest are very easy steps that will make you say "Oh was this all, how easy..."
Modifying any existing class within the game as well as creation of new assets follow this simple logic. So this is beneficial to learn and get used to if you want to modify any assets in this game.
Ok thx.
I'll give it a go
Just follow the steps and you should be good to go. If you get stuck, simply ask and someone for sure will assist you in this channel.
Hi, I am making my first module following this BI wiki page: https://community.bistudio.com/wiki/Modules
Can anyone explain the meaning of the sync[] field of the ModuleDescription, and the related nested classes? The sample code in the wiki for this doesn't seem to do anything AFAICT. I assume it should filter what types of objects may be sync'ed to the module, but 3den still allows me to sync anything to the module, and the nested class descriptions don't show up in the module attributes dialog of 3den.
(Shortened) sample code based on the wiki:
class CfgVehicles
{
// ... superclass declarations ...
class my_ModuleFoo: Module_F {
// ... properties ...
// ... Attributes nested class ...
class ModuleDescription: ModuleDescription {
description = "Short module description"; // This shows up good in 3den
sync[] = {"LocationArea_F"}; // What does this and the below nested classes do?
class LocationArea_F
{
description[] = {
"First line",
"Second line"
};
position = 1;
direction = 1;
optional = 1;
duplicate = 1;
synced[] = {"BLUFORunit","AnyBrain"};
};
class BLUFORunit // What is this? Doesn't show up anywhere in game config.cpp, looks like a made up class
{
description = "Short description";
displayName = "Any BLUFOR unit";
icon = "iconMan";
side = 1;
};
};
};
};
Anyone know whether disappearAtContact=false is supposed to work? I set it to 0 but the case still disappears when it his the ground ๐
Is this a cfgCloudlet entry?
No CfgVehicles for ThingEfffects
Does it have landcontact & geometry?
Hi everyone! I'm trying to integrate CBA functionality into my mod but I think I'm having some Controls(CT) conflicts and my game gets stuck in main menu when I launch CBA with my mod. https://prnt.sc/26xm2c0
I have all the control classes declared in config.cpp, which never made much sense to me but always seemt like it had to be done that way. However (I'm assuming the problem lies here) it seems CBA implements them in another that that this approach creates conflict.
Could it be that or something else?
9:28:52 Warning Message: No entry 'bin\config.bin/RscDisplayMain/controls/TitleSingleplayer.textureNoShortcut'.
9:28:52 Warning Message: '/' is not a value
I get 460 lines of these kind of errors in .rpt
I'm worried I need those base control classes or am I declaring inheriting them wrong?
Found this https://github.com/CBATeam/CBA_A3/issues/957 that says I don't need to declare them.
Or do I just need to properly import them like:
#include "\a3\ui_f\hpp\definecommongrids.inc"
Or maybe this is what I'm doing wrong
class externalBaseClass; // declare external base class class myClass: externalBaseClass // define that you inherit from it
So on root of config.cpp should I just?
`#include "\a3\ui_f\hpp\definecommongrids.inc"
class IGUIBack;
class RscButtonMenuOK;`
the include is for missions only, but declaring the classes on root of config.cpp worked
Solved โ
seems like an incorrect inheritance issue
nvm...solved 
{
class FA181TEST
{
units[]=
{
"B_Plane_Fighter_01_F",
};
weapons[]={};
requiredVersion=1;
requiredAddons[]=
{
"A3_Air_F_Jets_Plane_Fighter_01"
};
author="mgc";
};
};
class CfgVehicles
{
class Plane_Base_F
{
class textureSources;
};
class B_Plane_Fighter_01_F: Plane_Base_F
{
class textureSources
{
class Skintest
{
displayName="testSKIN";
author="mgc";
textures[]=
{
"\fa181\data\fa181.paa",
"\fa181\data\fa181.paa"
};
};
class cfgMods
{
author="mgc";
};```
once again i'm trying to get the skins working and with the help of @stray sage's comment this is what I've come up with till now, but it still doesn't convert and i can't seem to figure out what is wrong,any ideas?
never mind, lol
i just looked at it again and it was just me being stupid and not closing off the classes and cfgVehicles with }; at the bottom
๐
@stray sage I gave it another try and it's now working perfectly, thank you very much for your comment, it was super helpful and explained exactly what i was missing about how the cfg worked.
Glad I could help. Good job!๐
I was directed here for some help working on a custom faction. I created it in the Alive editor and was wanting to give the vehicles a custom loadout but have not found any info on how to do so.
Fixed?
Didn't get around to trying it yet
Alright, if not ill give it a look, im home now ๐ป
Yeah I'll be able to test it in six or so hours earliest
im making custom flashlights and id like for them to be more bright and shine further but have no idea how to, any tips?
Tried with the land contact, sadly didn't do it either. I might need to switch over to a particle system ๐
im being told by the server hoster im using that part of my config is messed up or something
};
aiLevelPreset=3;
};
class CustomAILevel
{
skillAI=0.5;
precisionAI=0.5;
};
specifically this bit
it says "File server.cfg, line 110: /DifficultyPresets/: Missing '}'"
any idea what i could be considering im pretty sure every } is there
nvm
Greetings gamers i come seeking knowledge. I currently have two issues that i need some help on.
- I have 3 proxied mags but i cannot get the magazine to move for the reload Anim it just stays place and then swaps the model at the end of the cycle
- I dont know if this is possible but can you hide bullets if the magazine is a proxy after firing the full mag, i had a look and it seems even base game guns dont hide the bullets when they are proxied to the gun so im curious if its possible.
But ye any help would be apricated dearly.
https://cdn.discordapp.com/attachments/943150996295671909/944187914303176754/2022-02-18_10-59-14.mp4 heres a video of what i mean (its not the latest Mao virus i promise)
Proxy needs to be part of the animated selection for the weapons model.cfg animation
So that it moves with the animations
And you need animations to move it naturally
I tried looking around on my own for. A bit, but I didn't see any videos that'd help me. So, would enyone be able to help me connect these two? I have the AH working in game, it's the T80U that I'm struggling with
class CfgVehicles
{
class RHS_AH1Z;
class Shultz_Weeb_AH1Z: RHS_AH1Z
{
class textureSources
{
class Loli
{
displayName="Megumin AH-1Z";
author="Shultz";
textures[]=
{
"Loli_heli\ah1z_body_s_co.paa",
"Loli_heli\ah1z_engines_co.paa"
};
};
};
textureList[]={"shultz", 2};
};
class rhs_t80u;
class Shultz_Weeb_T80U: rhs_t80u
{
class textureSources
{
//class textureSources: textureSources
class Gyaru
{
displayName="Gyaru T-80U";
author="Shultz";
textures[]=
{
"rhs_heli\rhs_t80u_01_co.paa"
};
};
};
textureList[]={"shultz", 1};
};
};
class cfgMods
{
author="Shultz";
timepacked="1518199506";
};
- use syntax highlighting (see the 2nd pinned message)
- what's the problem?
Right right, In game the T80U isn't showing up as a skin, I've gotten it to work as it's own solo thing before in it's own config file. So i'm thinkin I did something wrong in my attempt to have multiple vehicles in this cofig
I hope this was clearer
well your class names are duplicate
that config shouldn't even be binarizeable
unless ofc you use pbo manager... 
I thought it said the duplicate thing was because I messed with stuff last night
Are the names referring to "shultz, 2"
that's not what I'm talking about
I'm talking about your vehicle class names
also your textureList is wrong afaik (I'm not sure tho)
I have no idea how most of this works so you'll have to bear with me, But could you give me a example of a duplicate?
duplicate means "having the same name"...
class Shultz_Weeb_Heli: RHS_AH1Z
...
class Shultz_Weeb_Heli: rhs_t80u
I'm a bit special or something! Didn't think of that
What was the formula for springStrength again?
have you added timetolive?
timeToLive = 5;
Yeah doesnt change the outcone.
isn't this an ammo thing only? 
also yes, can also be used in thing
{
access = 0;
model = "";
displayName = "Internal: FX Cartridge";
submerged = 0;
submergeSpeed = 0;
timeToLive = 5;
disappearAtContact = 1;
};```
Anybody know any reason other than defining the Supply class why there would be no inventory space in my uniform?
I believe I have done everything correct, defined a new ContainerClass and PBO project isn't spitting errors. Does anyone have any ideas what else could be causing no inventory space?
Hello,
anyway to change
extCameraPosition[]
Without having to make a pbo and reboot to see the changes
The diag binary has a diag_mergeConfig function that can reload a config from disk during runtime.
okay
diag_mergeConfigFile ["N:\config.cpp"];
class CfgPatches
{
class Space_Marine_3RD_Person
{
name = "Space Marine 3rd Person";
author = "Tumnus";
version = 1;
units[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_UI_F","A3_Characters_F"};
};
};
class CfgVehicles
{
class Man;
class CAManBase: Man
{
extCameraPosition[] = {0.43,-0.15,-1.35};
};
};
Error Missing ; is what I'm getting on the dev branch
0:30:27 Error in expression <diag_mergeConfigFile ["n:\config.cpp"];>
0:30:27 Error position: <["n:\config.cpp"];>
0:30:27 Error Missing ;
0:30:27 โฅ Context: [] L1 ()
[] L32 (A3\Ui_f\scripts\GUI\RscDebugConsole.sqf)
[] L44 (A3\Ui_f\scripts\GUI\RscDebugConsole.sqf)
[] L61 (A3\Ui_f\scripts\GUI\RscDebugConsole.sqf)
[] L414 (A3\Ui_f\scripts\GUI\RscDebugConsole.sqf)
[] L420 (A3\Ui_f\scripts\GUI\RscDebugConsole.sqf)
You need to specifically run the diag binary, not just normal dev branch arma
sure
if you want to use arma launcher
just rename the diag exe to arma3_x64.exe
and arma launcher will launch diag
sweet thanks again
Anyone know how to make the main menu spotlight open an external link when pressed? I can add a button under the dropdown menu that opens an external link, but can't figure out how to do the same in the spotlight since they're different types of controls.
Button under multiplayer tab:
class RscControlsGroupNoScrollbars;
class RscStandardDisplay;
class RscDisplayMain: RscStandardDisplay {
class controls {
class GroupSingleplayer: RscControlsGroupNoScrollbars {
class Controls;
};
class GroupMultiplayer: GroupSingleplayer {
h = "(6 * 1.5) * (pixelH * pixelGrid * 2)";
class Controls: Controls {
class ServerBrowser;
class JoinServer: ServerBrowser {
idc = -1;
text = "Arma Server Quickjoin";
tooltip = "Connect to Arma Server";
y = "(3 * 1.5) * (pixelH * pixelGrid * 2) + (pixelH)";
onbuttonclick = "connectToServer ['ip', 2302, '']";
};
class JoinTeamspeak: ServerBrowser {
idc = -1;
text = "Teamspeak Server Quickjoin";
tooltip = "Connect to Teamspeak Server";
y = "(4 * 1.5) * (pixelH * pixelGrid * 2) + (pixelH)";
url = "ts3server://ip?port=9987&password=pass";
//onbuttonclick = "connectToServer ['unusedIP', 2302, '']";
};
Spotlight (there's a lot of stuff commented out, basically I've tried both specifying the url like the buttons above and doing ctrlSetUrl but neither works, or I'm not doing it right because I doubt ctrlSetUrl is the right thing to do here):
class CfgMainMenuSpotlight // RscDisplayMain >> Spotlight works but is considered obsolete since SPOTREP #00064
{
class JoinServer {
text = "Connect to<br></br>Arma Server";
//picture = "modName\logo.paa";
picture = "modName\addons\TAS_Quickjoin\logo.paa";
action = "connectToServer ['ip', 2302, pass']";
actionText = "Connect to the Main Arma Server";
condition = "true";
//onbuttonclick = "connectToServer ['ip', 2302, '']";
};
class JoinTeamspeak {
text = "Connect to<br></br>Teamspeak Server";
//picture = "Autismo_Seals_Unit_Mod\logo.paa";
picture = "modName\addons\TAS_Quickjoin\logo.paa";
action = "(_this select 1) ctrlSetURL 'http://arma3.com/';";
actionText = "Connect to the Teamspeak Server";
//url = "ts3server://ip?port=9987&password=pass";
condition = "true";
//_ctrlMenuStrip menuSetURL [[0,0,1], "https://arma3.com/"];
//(_this select 1) ctrlSetURL "http://arma3.com/";
//onbuttonclick = "connectToServer ['ip', 2302, '']";
};
{
class Shultz_Liveries //Customize
{
name = "ShultzWeebTextures"; //Customize
author = "Shultz"; //Customize
url = "";
requiredVersion = 1.60;
requiredAddons[] = { "rhsusf_main" };
units[] =
{
RHS_AH1Z,
rhs_t80u
};
weapons[] = {};
};
};
class CfgVehicles
{
class RHS_AH1Z;
class Shultz_Weeb_Heli: RHS_AH1Z
{
class textureSources
{
class Loli
{
displayName="Megumin AH-1Z";
author="Shultz";
textures[]=
{
"Loli_heli\ah1z_body_s_co.paa",
"Loli_heli\ah1z_engines_co.paa"
};
};
};
textureList[]={"shultz", 2};
};
So I got all this set up, everything's showing up and operating well
But it refuses to show up in the eden Editor
What would I need to fix in order to make it show up in eden?
Right so I'd want to instead put the "shultz weeb heli" up there instead. And if you suggest it man, I'll get to it right away
it could help you root out config errors
Gotcha, sounds way better than doing this manually
@hearty sandal https://mikero.bytex.digital/Downloads This the right link?
It is
Is it possible to create a piece of gear, with a name patch changing depending on players nickname?
Not very easily. It would require special model
Elaborate pls
Theoretically via setObjectTexture, but the problem there is that the only texture you can set on a player is the uniform texture, so vests or helmets are probably not possible
On a uniform you could have a couple of letters selections and setObjectTexture them in init, I believe GM does that on their uniforms. But it's strictly uniform only
Even that has its limits though
This
Wait, so if I get it right, I do a bunch of hidden selections on a uniform patch, create a special texture with all the letters and then use the magic of scripting to get playerโs nickname and apply proper textures on those hidden selections?
Basically
Well you would probably need 26 textures since you cannot really animate the UV coordinates, but yeah, that's how you would do it
And as soon as you want to support international character sets... -> explosion
Same would work with rank insignia, I believe GM does that as well.
It will make the uniform bit less performance friendly and you would have to decide how to handle long names like yaboi_SiRdiCkBuTlolololololololo696969
And is it worth the effort to have that on uniform
Yeah... I had made an enhancement request a couple months ago to introduce a new type of procedural texture that would render a piece of text, but sadly the devs don't want to do that anymore for Arma 3 ๐ข
I hope that functionality gets implemented with A4
I don't think it would be difficult to do TBH, and it would be worth it. Not only for uniforms, also for things like tail numbers, turret numbers, vehicle markings etc.
is there anyway to have both the normal A3 and the Dev Branch? as switcing between them is quite annoying.
You can install a second instance of Arma 3 via the GameUpdater, but that means twice the install size including all DLC
If you just need the diag binary, you can copy that to a safe place and switch back to normal branch, then copy the binary back into the Arma 3 folder, that should (mostly) work
Okay cheers
if you just need the diag exe you can download that with depotDownloader and copy that into your normal arma install folder
Huh? Who said that? Its on my todo list, how did you get the idea I didn't want to do it?
Really? I had a comment on Phabricator on this saying
Thank you for requesting the feature.
Due to the current phase of Live Ops development in Arma 3, we cannot commit to any new features, though we will try to consider them.
Which I took as "not in Arma 3"
But I'm happy to hear it is on your todo list ๐
The comment was probably generic.
any idea if its possible for me to in cfg set a vehicle to start with 20% fuel capacity
you can, but you would end up making an addon. why not just use scripting?
becuase for certain reasons we want to have a defualt fuel, but if a players want to set the fuel higher before mission start its not overriden by an init script
so how would i do this
this is for a mod so already an addon
So off my head since I'm in bed on my phone. You'll need to make an init event handler for the vehicle that will grab a variable that you will set in a class Params
So that will set the fuel when placed in Eden and will reflect in attributes?
Starts from 20% fuel and can be refueled or make 20% 100%?
Anyone know how to solve vehicles flipping easy? Maybe a mass issue?
If is a mass, it's more like a model issue AFAIK
well there are many factors. center of mass, mass, model, etc.
I would love to do it publicly not in DM. Also I ain't a big model man so wouldn't know if the model is just the cause. @sweet tapir
That was just a wild guess
Yeah no worries I'll post what I have in some screen shots in the am
Hello there! I wonder if anyone worked on something like this.I've got a few wrecked vehicles that once the vehicle is wrecked, the players inside cannot get out, is a script, or anything that can be done to enable to player to get out from the wrecked vehicle?
More scripting
no, thats different. what will happen is when the game starts and the objects go through the init phase, it will search for the variable you pushed through the player selected parameters in the lobby and modify the fuel from there
Not what I was wanting already have that. I went to cfg the default fuel for the vehicle to me 20%, instead of 100% without scripting, but I donโt think thatโs possible.
Hey guys, I suck at explaining myself but im going to try my best at explaining my question.
Im doing a retexture mod based on CUP. My main problem is creating new uniforms in the config.
When creating a new uniform it needs to be assigned to a unit and for the uniform to work there needs to be a unit assigned to the uniform right?
My question is this:
If im creating a new unit for the new uniform do i need to inherit the code from the original mod's unit? If i just want to change the uniform's camo what is the simplest way to do it? Could i simply use Uniform_Base as long as i have it reference the mod's uniform model?
This is the code i have, is this the right way to do it?
class CfgWeapons
{
class CUP_U_CRYE_G3C_M81;
class UniformItem;
class pt_cryeg3_dpm : CUP_U_CRYE_G3C_M81
{
author="Wolf";
scope=2;
allowedSlots[]={901};
displayName="Crye G3 DPM";
model="\CUP\Creatures\People\Military\CUP_Creatures_People_Military_USMC\CUP_U_crye_g3c.p3d";
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"\pt_uniforms\data\gen3_dpm_co.paa"
};
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="pt_rifleman_1";
containerClass="Supply40";
mass=20;
};
};
class CfgVehicles
{
class CUP_B_USMC_MARSOC;
class pt_rifleman_1 : CUP_B_USMC_MARSOC
{
scope=2;
scopeCurator=2;
displayName="Soldier";
uniformClass="pt_cryeg3_dpm";
model="\CUP\Creatures\People\Military\CUP_Creatures_People_Military_USMC\CUP_U_crye_g3c.p3d";
hiddenSelections[]=
{
"Camo",
"Camo1",
"Camo2",
"Camo4",
"insignia"
};
hiddenSelectionsTextures[]=
{
"\pt_uniforms\data\gen3_dpm_co.paa",
"\pt_uniforms\data\gen3_dpm_co.paa",
"CUP\Creatures\People\Military\CUP_Creatures_People_Military_USMC\data\g3\fer_blk_co.paa",
"CUP\Creatures\People\Military\CUP_Creatures_People_Military_USMC\data\g3\Mechanix_green_co.paa",
"CUP\Creatures\People\Military\CUP_Creatures_People_Military_USarmy\data\delta\marine_raiders_alt_ca.paa"
};
};
DayZ modder here, trying to transition to arma modding. I'm doing a retexture to see the differences and think i pretty much got it. But I keep getting missing files error when crunching and I'm not sure why. In dayZ this usually meant a path error but I can't find one. ๐ Anyone willing to look at some screenshots and see what I'm missing ?
Share the specific issue
I can't post pictures here I guess but when I crunch my pbo, it can't find the vanilla model I path to and the _as, _smdi, & env_co pathed to in the RVMAT.
I'm sure it's something stupid i'm overlooking
SO I'm realizing I've never extracted anything for Arma to my P:drive ๐คฆโโ๏ธ
Oof
big oof
Things happen. You missed nothing but the biggest one
I'm not even seeing the option in arma tools. Do i have to do it manually ?
anybody got a sample of a config, I want to learn how to get uniforms and gear in game?
Need some assistance with tank physx if anyone's able.
Experiencing the issue with the vehicle accelerating significantly when turning. My understanding is this is related to the MOI and dampingRate of the wheels and it just requires adjusting the values until the behavior is correct. Problem is since this affects the vehicles speed as well I haven't been able to find settings that have both the speed I want as well as minimizing the turning issue. Anyone have any advice?
Try adjusting gearbox then - when you turn left or right, tankX vehicle is moving with full thrust + additional magic turning force is applied. If your vehicle is too fast with full thrust, then this might be the issue
thought that too but it seemed to be getting to ratios that were getting rather high. Are normalSpeedForwardCoef and slowSpeedForwardCoef ignored when turning?
Thank you!
indeed, they are ignored
hmm alright, that's probably not helping
assuming there's no way to reduce the magic turning force
because I can be at full thrust and not even reach half the set top speed then double it by turning in some cases lol
tankTurnForce = 0.45e6; // initial force applied to turning in [0,tankTurnForceAngMinSpd] ang. speed range
tankTurnForceAngMinSpd = 0.70; // in rad/s, speed where tankTurnForce starts fading to 0 @ tankTurnForceAngSpd
tankTurnForceAngSpd = 0.92; // in rad/s, angular speed where tankTurnForce becomes 0```
tankTurnForce = magic turn force
doesn't vanilla use insanely high values though?
define what you mean by insanely high
tankTurnForce=1100000;
more or less yes - I guess you can check that in-game
I don't remember that from top of my head
don't think reducing that actually makes a difference for this issue
having the same results with 1100000 or 100
still turns alright too so I'm not sure what it's doing at all
notice tankTurnForceAngSpd - this magic force is reduced after reaching certain speed
so I guess in your case its indeed thrust related thing
what exactly contributes to the thrust?
the current setup just barely reaches the max speed at max rpm in top gear but turning pushes it 20 km/h beyond. Raising the dampingRate makes it unable to reach the speed and doesn't seem to make much difference to the additional acceleration either
adding a lot more dampingRate improves it slightly but I then can't get it to a faster speed even with gearbox changes
by max speed do you mean maxSpeed?
maxSpeed works in a way, where thrust is gradually reduced after reaching speed defined in this parameter
so when you are at max vehicle speed and turn left & right, thrust gets back to 1.0
sorry by max speed I mean the speed I want the tank to top out at
which is also what maxSpeed is set to
Where I'm currently at is I want to top out at 44 km/h. The vehicle maxes out top gear at around that, however when turning it will push to 60.
I increased dampingRate and dampingRateInAir to try to reduce this, however that makes the vehicle max out at around 20 km/h.
and turning still pushes it to 40+.
try tweaking gearbox then
this is with
MOI = __EVAL(0.5*200*(0.33^2));
dampingRate = 300;
dampingRateInAir = 300;```
doesn't seem like changes with the gearbox help to make it go faster
probably not making the right changes
I suggest you to observe thrust values with EPEVehicle debug turned on
they're pretty much always 1
I think I've got something that's good enough for now. Thanks for the help @hot pine
hey, Im having issues understanding how the ace fortify scripting works. From the website it seems simple just add the following code
[west, 5000, [["Land_MedicalTent_01_tropic_closed_F", 5], ["Land_TentDome_F", 50]]] call ace_fortify_fnc_registerObjects
But when i pack this addon builder screams about not recognizing the ] at the end saying it's wanting one before the w in west
i figured it out mate, i was completely looking at the example code wrong
๐
hello everyone, i am currently trying to use a stringtable.xml to get around callsigns for commandChat
my only issue is that i dont have a way of getting the 'key id' on my own
Anyone know if it is a config entry or something in the reload rtm that enables a weapon to be, or not to be reloaded while moving.
how do i put the crew in the gunner spots and pilot on the pilot seat
i am new to this modding thing so your gonna have to be more specific mate๐
Are you working with a custom model?
Nope pure vanilla
Then why wouldnt it have crew? Are you editing the p3d?
can you hop in vc real quick i'll explain the problem there more clearly
If you're editing a vanilla p3d, you're gonna get no help from me or this discord
no like in the contex of making a faction
like how differentiate crew from pilot
Do you know any coding?
i use Drongos config generator and a bit of manual editing soo very little
hello ! have a problem with my CPP for a nuclear missile (in development), to my "explosion effect" , i want a nuclear explosion !! , it's possible ?
explosionEffects="nuk";
I don't know how to have a nuclear explosion
๐ข
you would have to learn particle effects and create the effect you want
no in config
you will have to open up the arma configs and look how particle effects are configured and try to create your own in the same way
I will not be easy. there is not much documentation
okay thanks
and when , i want to introduce particle effect on my cpp to my mssile , it's in explosionEffect ?
yes
I recommend learning a bit of coding first
class test_box {
units[]={"test_box"};
weapons[]={};
requiredAddons[]={};
requiredVersion=0.1;
};
};```
config
```#include CfgPatches.hpp"
class CfgVehicles {
class MyAddon {
//meta info
name="My Addon";
author="Me";
//minimum compatable version
requiredVersion =1.60;
//required addons
//when any addon is missing, warning will appear on launch
requiredAddons[]={};
//list of objects (CfgVehicle classes) contained in addon
units[]={"test_box"};
//list of weapons (CfgWeapons classes) contained in addon
weapons[]={};
};
};```
I'm trying to put an object through Mikeros pboProject, but it keep saying that it has generic or premature EOF and I'm not sure why, I think it might be with the config and CfgPatches though
Hello, is there an example of a tank sample that has wheels?
Everything works in the model except the wheels that don't turn, in the MODELCFG I have it defined as TANK I transform it to CAR and it works but the vehicle's turret stops working
I am trying to make a french AML90
@random siren there is the car sample
why are you putting units[] / weapons[] in a cfgvehicles class and not in cfgpatches?
I thought the cfgvehicles was for vehicles and objects, just having it be cfgpatches would work? I honestly dont really know what I'm doing, but I want to learn
I thought the cfgvehicles was for vehicles and objects
it is
having it be cfgpatches would work?
having them in CfgVehicles makes no difference. You're just putting useless information in the game. the game looks for them in CfgPatches
ah ok, thank you
class CfgPatches ///HEADER OF THE PBO <- Connects to other pbos via required addons
{ /// |
class Test_House_01 /// |
{ /// |
requiredAddons[] = {"A3_Structures_F"}; //<-- -- -- -- -- -- -- -- / /// A3_Structures_F is config cfgPatches class of that particular pbo and now loaded before this one and so this one can use/modify classes from it
requiredVersion = 0.1;
units[] =
{
"Land_Test_House_01_F" /// list of new things in this configs cfgVehicles <-
}; /// |
weapons[] = {}; /// |
}; /// |
};```
/// |
/// |
class CfgVehicles /// Where all vehicles, buildings, static objects, characters go in |
{ /// |
// Parent class declarations (also continues below in other classes) /// |
class House;/// -- -- -- -- \ /// |
/// | /// |
class House_F: House///<-- -/ /// |
{ /// |
class DestructionEffects; /// |
}; /// |
class Ruins_F; /// |
/// |
class Land_Test_House_01_F: House_F /// <-- -- -- -- -- -- -- -- -- -- /
{
scope = 2; // 2 = public = shown in editor
displayName = "House 01 (Sample)"; // Name in editor
model = \Samples_f\Test_House_01\Test_House_01_F.p3d; // Path to model
class DestructionEffects: DestructionEffects // <<-- Inherited from inside the parent class House_F
{
};
/// OTHER RELEVANT CONFIG STUFF FOR THIS CLASS GO HERE
};
};```
meh discord formatting broke it
meh, well maybe it gives some help
Hello,
How do I re-texture a uniform?
I have a custom texture for U_O_V_Soldier_Viper_F
but I tired to replace it but think I'm doing something wrong
you would need a new config classes that inherit from that soldier/uniform, creates a new unit/character and new uniform item that use your new texture through hiddenselection part of the config
Right okay, thanks
soldier unit and uniform item together make a wearable uniform
item goes into inventory and turns your character to look like the unit/character/clothes
okay, ive done soemthing wrong
https://www.imgpaste.net/image/K4Yz7a - In game
https://www.imgpaste.net/image/K4YhAx - my texture
nevermind
think i got it
theere is wiki page about texture naming rules too
I got it, your little nudge helped
Anyone know how to make the main menu spotlight open an external link when pressed (in this case, a teamspeak link)? I can add a button under the dropdown menu that opens an external link, but can't figure out how to do the same in the spotlight since they're different types of controls.
Button under multiplayer tab:
class RscControlsGroupNoScrollbars;
class RscStandardDisplay;
class RscDisplayMain: RscStandardDisplay {
class controls {
class GroupSingleplayer: RscControlsGroupNoScrollbars {
class Controls;
};
class GroupMultiplayer: GroupSingleplayer {
h = "(6 * 1.5) * (pixelH * pixelGrid * 2)";
class Controls: Controls {
class ServerBrowser;
class JoinServer: ServerBrowser {
idc = -1;
text = "Arma Server Quickjoin";
tooltip = "Connect to Arma Server";
y = "(3 * 1.5) * (pixelH * pixelGrid * 2) + (pixelH)";
onbuttonclick = "connectToServer ['ip', 2302, '']";
};
class JoinTeamspeak: ServerBrowser {
idc = -1;
text = "Teamspeak Server Quickjoin";
tooltip = "Connect to Teamspeak Server";
y = "(4 * 1.5) * (pixelH * pixelGrid * 2) + (pixelH)";
url = "ts3server://ip?port=9987&password=pass";
//onbuttonclick = "connectToServer ['unusedIP', 2302, '']";
};
Spotlight (there's a lot of stuff commented out, basically I've tried both specifying the url like the buttons above and doing ctrlSetUrl but neither works, or I'm not doing it right because I doubt ctrlSetUrl is the right thing to do here):
class CfgMainMenuSpotlight // RscDisplayMain >> Spotlight works but is considered obsolete since SPOTREP #00064
{
class JoinServer {
text = "Connect to<br></br>Arma Server";
//picture = "modName\logo.paa";
picture = "modName\addons\TAS_Quickjoin\logo.paa";
action = "connectToServer ['ip', 2302, pass']";
actionText = "Connect to the Main Arma Server";
condition = "true";
//onbuttonclick = "connectToServer ['ip', 2302, '']";
};
class JoinTeamspeak {
text = "Connect to<br></br>Teamspeak Server";
//picture = "ModName\logo.paa";
picture = "modName\addons\TAS_Quickjoin\logo.paa";
action = "(_this select 1) ctrlSetURL 'http://arma3.com/';";
actionText = "Connect to the Teamspeak Server";
//url = "ts3server://ip?port=9987&password=pass";
condition = "true";
//_ctrlMenuStrip menuSetURL [[0,0,1], "https://arma3.com/"];
//(_this select 1) ctrlSetURL "http://arma3.com/";
//onbuttonclick = "connectToServer ['ip', 2302, '']";
};
Also, does structured text not work in the "text" fields on CfgSpotlight? I've copied how the cfgspotlight stuff is for the vanilla arma stuff with break lines, but it's not working for me. Image: https://cdn.discordapp.com/attachments/931356740979683368/946959414525575198/unknown.png
class JoinGuacServer {
text = "Connect to<br />TAS Arma Server";
picture = "\modName\addons\TAS_Quickjoin\media\logo.paa";
//action = "connectToServer ['71.126.163.78', 2302, 'pw']";
action = "0 = [_this, '127.0.0.1', '2302', 'pw'] execVM '\modName\addons\TAS_Quickjoin\scripts\joinServer.sqf';";
actionText = "Connect to the Backup Arma Server. Scroll downwards for the backup Teamspeak quickjoin.";
condition = "true";
//onbuttonclick = "connectToServer ['71.126.163.78', 2302, '']";
};
Arma Config Dump:
class Orange_Showcase_LoW
{
text = "SHOWCASE<br />LAWS OF WAR";
picture = "\a3\UI_F_Orange\Data\Displays\RscDisplayMain\spotlight_C_CO.paa";
video = "\a3\UI_f_Orange\Video\spotlight_C.ogv";
action = "ctrlactivate ((ctrlparent (_this select 0)) displayctrl 150); ((findDisplay 2) displayCtrl 101) tvSetCurSel [24];";
actionText = "Play";
condition = "!iskeyactive 'BIS_Showcase_LawsOfWar.VR_done'";
textIsQuote = 0;
disableUpperCase = 1;
};
This is related to #arma3_gui
Alright, I'll take it there then. Thanks!
Hey all so im a total noob in this and am trying to get my retextures of the Ammo boxes, Equipment box, Launcher box and so on. I have the knowledge to get them set up in the editor by applying it in the Init section but... That's about were it stops :/ have tried for several days now to get the config.cpp set up but it all ends in error and arma3 crashing before launch. Could anyone send me on the right way on getting to know scripting in arma3?
What are the errors?
It says: File unicrates\config.cpp, line16: /CfgVehicles/: 'c' encountered instead on'{'
and it ends up with 0x0000DEAD -
Huh... That... I've been getting that, but I can't for the love of me remember how I fixed it.
what's the config?
post it on pastebin or something
since it was too long
soo this is how it looks till now
class CfgPatches
{
class UNICrates
{
name = "UNICratesMed";
author = "Omni , ChrisAngels";
units[]= {"Box_NATO_Equip_F"};//class name of your skin
weapons[]={};
requiredVersion=0.1;
requiredAddons[]={};
};
};
class CfgVehicles
{
class Box_NATO_Equip_F
class Box_NATO_AmmoVeh_F
class Box_NATO_WpsSpecial_F
class Box_NATO_WpsLaunch_F
class Box_NATO_Ammo_F
class Box_NATO_Grenades_F
class Box_NATO_AmmoOrd_F
class Box_NATO_Support_F
class B_CargoNet_01_ammo_F
class Box_NATO_Uniforms_F
class B_supplyCrate_F
class Box_UNICrate_Medical_Green_F : Box_NATO_Equip_F
{
scope = public;
side = 4;//https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#side allows to define the team in the editor
faction = UNICrates;
displayName = "Medical Box Green ";//In-game name
author = "Omni , ChrisAngels";//Name of the author
hiddenSelectionsTextures[] = {"\UNICrates\data\box_unicrate_medical_box_sand_co.paa","\UNICrates\data\box_unicrate_medical_spray_black_ca.paa"};//Texture path (change the name of the "My_Skin" folder to the one you want, don't forget to put _ for the spaces)
};
class Box_UNICrate_Medical_Sand_F : Box_NATO_Equip_F
{
scope = public;
side = 4;//https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#side allows to define the team in the editor
faction = UNICrates;
displayName = "Medical Box Sand ";//In-game name
author = "Omni , ChrisAngels";//Name of the author
hiddenSelectionsTextures[] = {"\UNICrates\data\box_unicrate_medical_box_sand_co.paa","\UNICrates\data\box_unicrate_medical_spray_black_ca.paa"};//Texture path (change the name of the "My_Skin" folder to the one you want, don't forget to put _ for the spaces)
};
};
use syntax highlighting
see the pins
class Box_NATO_Equip_F
class Box_NATO_AmmoVeh_F
class Box_NATO_WpsSpecial_F
class Box_NATO_WpsLaunch_F
class Box_NATO_Ammo_F
class Box_NATO_Grenades_F
class Box_NATO_AmmoOrd_F
class Box_NATO_Support_F
class B_CargoNet_01_ammo_F
class Box_NATO_Uniforms_F
class B_supplyCrate_F
all of these are missing;
scope = public;
scope is a number
so i have to fill out the code after each class? and what does scope do? took this from a template :/
so i have to fill out the code after each class?
just put;at the end. tho I don't think your inheritance is correct but whatever
what does scope do?
explained on the wiki
what would be the must haves of lines for a reskin?
the only "must have" is (hiddenSelectionsTextures)
for now just try the config again after fixing the ;s
</end entries>
/*Creating ArmA/Dayz prefix pbo:*/
Prefix = cwr3\cwr3_usa_des\cwr3_vehicles_usa_des
<writing header entries>
</end header>
Writing data blocks...
.
Writing sha 'EA1CE6C9C4108EE91680DD423621E41C42EAE15F'
File written to E:\SteamLibrary\steamapps\common\Arma 3\@cwr3_usa_desert\Addons\cwr3_vehicles_usa_des.pbo```
get this error when trying to pack pbo with pboproject
any idea what it means??
<rebuilding units[]= and friends>...cfgPatches.cwr3_vehicles_us_des.units[]= has been altered
it's just saying it's rebuilding something because you have modified the units[] property
File written to E:\SteamLibrary\steamapps\common\Arma 3\@cwr3_usa_desert\Addons\cwr3_vehicles_usa_des.pbo
this means the operation was successful
Hey there ! Is it possible to create a weapon by copying almost everything from a vanilla weapon but change few things ?
I have a 3d model and would like to try to have the smallest config possible.
Actually it looks like that:
class CfgPatches {
class g17 {
requiredaddons[] = {};
requiredversion = 0.1;
units[] = {};
weapons[] = {"g17"};
magazines[] = {""};
};
};
class hgun_P07_F;
class CfgWeapons {
class g17 : hgun_P07_F {
displayname = "G17";
model = "SIOOPS_weapon\g17\g17";
picture = "SIOOPS_weapon\g17\UI\gear_g17_x_ca";
class Library {
libtextdesc = "The g17 is one of the primary weapon used for the SIOOPS PMC. Made by the awesome Eltaus and configured by papa.";
};
};
};
Is it even possible ?
Or should i have a full vanilla config already put in the Config.cpp ?
it is possible in similar manner you have done but your class order is bonkers
Damn cause i really taught it should be like patches before, and then creating the vanilla gun hgun_... and then my weapon
patches first yes
but the vanilla gun exists inside the cfg weapons
you cant just chuck it out of it
ok so i don't need to define it before ?
oh yeah logic
otherwise you are creating empty class called hgun_07_F
you also will need vanilla configs in required addons so that your config gets loaded after vanilla and can acctually inherit the thing
I pasted a config example not long ago
check that out
its for cfgvehicles thingy
but you just substitute that with cfgweapons
also I would strongly recommend you get mikeros toolset for easy and reliable P drive setup with arma 3P (PMCwiki has instructions on that) and pboProject to pack the pbo with debug info so you can more easily fix errors
yeah i have PBOproject
The problem is that i don't know anything about working with Object Builder and config take me enough time as i do everything else in my unit lmao
So someone give me the p3d and i try to import it in arma3. We do it mostly to learn first with free 3d models and then we will be able to work fully on our equipment mod
well i know but if i can focus on learning how to do config first and then the rest so we can teach eachothers in the unit
requiredAddons[] = {"A3_Weapon_F"};
Is that correct ?
I dont remember what they are called. you probably would be safest with AOW_Loadorder cfgpatch name
I dont rememeber if that was it fully or did it need something else too
This is a vanilla thing i can find in bohemia ?
yes
you can probably find it on google too
its likely been mentioned elsewhere before
or even by searching this serves history
step 1 of arma modding and configs - Git gud in using google to find answers
Stepped away for a bit and got back to it got it working now even with category and sub category as well thx for the help ๐
A3_Data_F_AoW_Loadorder
So i added it but it's not even showing lmao
hello, I have another problem, I finished integrating the new NVG binnocular, but is not syncro with the player head, I have a MODEL.CFG but what to do? , to had a syncro NVG/head(helmet)
thank you in advance
๐
Binoculars or helmet?
You're probably using the wrong model.cfg setup. NVGs need to use the ArmaMan class (look at Test_Character_01 in Arma 3 Samples).
NVGs are configured to be a weapon but use the character's skeleton since it's attached to their head.
binoculars on a helmet
I actually use this one
with arma sample
Does your model have the head selection defined?
Selection names are case sensitive IIRC
They have to match yes
I just redefine Head on my p3d but still problem
CFG
the problem ?
i have to add something on it ?
Have you added anything to it?
If, no then yes you have add a class named same as your P3d to it
You can find the example classes at the bottom
okay , like .cpp ?

That's alright. It's just these same questions come up all the time.
Hey guys! Retexturing some stuff and I'm wondering if I need to define facewear in CfgVehicles the same way you'd need to for uniforms. I'm really new
Ok new issue. The facewear is in the game but isn't displaying the correct texture
I don't know I'm kinda lost
How do I tell the config.cpp to use my texture on the model? It doesn't look like I can based off of what I've read, but there has to be a way, no?
Hold up now the Addon Builder won't let it pack lmao
@hearty sandal could I DM u? I wanna send u some screenshots
no sorry, I dont do private help.
Aight
Id recommend using pboProject to pack your addon as it give a lot of debug info on errors
addon builder just packs what you give it
and retexturing is made by using hiddenselection configs
if object/model does not have hidden selections then it can not be retextured
I tried and the "View Output" ordeal shows up empty every time
it cant detect everything
but at least that could indicate you dont have massive typos as problem
Wouldn't that be under CfgVehicles? Cuz I read that it doesn't need to happen for facewear but idk
no facewear can have hidden selections too
yes that is good guide
But it's contradicting u a bit
where?
Ur saying it's necessary for facewear to have a cfgvehicles for a retexture and this is saying it shouldn't have it
no I did not mean facewear to have cfgvehicles
I said facewear can use hiddenselections
hiddenselections is not same thing as cfgvehciles
The uniforms have hiddenselections inside vehicles tho
yes
and weapons have hiddenselections in cfgweapons
and so on
uniforms are special case because they are 2 part
cfgweapons uniform ITEM
and cfgvehicles unifrom CHARACTER
Where might I put hiddenselections then? Under my "Picture" or "indentityTypes"?
class CfgGlasses
class None;
class Rus_BalaclavaEyes_sosna_winter: None
{
author = "3th3r34l"
scope = 2;
mass = 1;
displayName = "Ratnik Balaclava (Sosna Winter)"
model = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\RatnikV2\Balaclava\CUP_Balaclava_w_v2.p3d";
picture = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\RatnikV2\Balaclava\data\ui\icon_RUS_Balaclava_Ratnik_ca.paa";
identityTypes[] = {"NoGlasses",0,"CUP_G_CIVIL_TK",0,"CUP_G_TK",0,"CUP_G_NAPA",0,"CUP_G_ARMY",0,"CUP_G_RU",0,"CUP_G_GUER",0,"CUP_G_NAPA2",0,"CUP_G_CIVIL",0};
};
};```
class none makes absolutely no sense
That's what the forum said
what forum?
no it does not say class none
the example uses existing class of a thingy to inherit from
you would want to use the class of cup balacalava as parent class
Ohhh ok
{
class CUP_G_RUS_Balaclava_Ratnik_winter_v2;
class Rus_BalaclavaEyes_sosna_winter: CUP_G_RUS_Balaclava_Ratnik_winter_v2
{
author = "3th3r34l"
scope = 2;
mass = 1;
displayName = "Ratnik Balaclava (Sosna Winter)"
model = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\RatnikV2\Balaclava\CUP_Balaclava_w_v2.p3d";
picture = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\RatnikV2\Balaclava\data\ui\icon_RUS_Balaclava_Ratnik_ca.paa";
identityTypes[] = {"NoGlasses",0,"CUP_G_CIVIL_TK",0,"CUP_G_TK",0,"CUP_G_NAPA",0,"CUP_G_ARMY",0,"CUP_G_RU",0,"CUP_G_GUER",0,"CUP_G_NAPA2",0,"CUP_G_CIVIL",0};
};
};```
Like this?
And also, where would I put hiddenselections?
I still can't build the addon with the addon builder! It's telling me CfgConvert task failed
And the pboProject application isn't telling me anything
Addon Builder from Arma 3 Tools does
that means absolutely nothing
as it just builds stuff you feed it
it does no checking
it does not care
I'm just telling u what's building it, but I'll take a look at pboProject
hm peeps I need some help with unit configs
I'm trying to do some pretty simple uniform swaps inheriting from basegame units, for opfor and indfor its all working but for some reason with nato they spawn in with the incorrect uniform (the one the nato unit would wear), however when I reset their loadouts they get the correct uniform
Example picture: https://prnt.sc/6QkweyTGz3LQ
Lower 2 units is how they spawn, upper unit had its loadout reset and looks correctly
I saw a mention that it might be caused by the uniforms modelSide not including west, but havent been able to find that config entry yet
class PIE_EXO_BLU_Rifleman: B_Soldier_F
{
displayName="Blu Exo Rifleman";
uniformClass="CYT_Exo_Soldier_Suit_02";
editorSubcategory="PIE_Exo_Blufor_Men";
faction="PIE_Exo_Blufor";
linkedItems[]=
{
"CYT_Exo_Soldier_Vest_02",
"CYT_Exo_Soldier_Helmet_02_C",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"ItemGPS"
};
respawnLinkedItems[]=
{
"CYT_Exo_Soldier_Vest_02",
"CYT_Exo_Soldier_Helmet_02_C",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"ItemGPS"
};
};
I have "Noisy to Log" enabled, is that it?
yes
Don't quite know what u mean by pboProject dialog. I used it last night for something else and it worked, I haven't changed anything since
Settings-wise
the grey box with the buttons
also look what the console says (the black box)
if log says nothing or is not even generated it might fail before it gets to that stage
I crunched now, it's this:
Processing \arma3work\GUSOF_Faction_Uniforms...
cannot delete stale pbo and/or bisign files for GUSOF_Faction_Uniforms.```
Lmao is that it???
cant help with that im afraid.
Sadly
Damn, it's still not showing up with the custom camo
{
class CUP_G_RUS_Balaclava_Ratnik_winter_v2;
class Rus_BalaclavaEyes_sosna_winter: CUP_G_RUS_Balaclava_Ratnik_winter_v2
{
author = "3th3r34l"
scope = 2;
mass = 1;
displayName = "Ratnik Balaclava (Sosna Winter)"
model = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\RatnikV2\Balaclava\CUP_Balaclava_w_v2.p3d";
picture = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\RatnikV2\Balaclava\data\ui\icon_RUS_Balaclava_Ratnik_ca.paa";
identityTypes[] = {"NoGlasses",0,"CUP_G_CIVIL_TK",0,"CUP_G_TK",0,"CUP_G_NAPA",0,"CUP_G_ARMY",0,"CUP_G_RU",0,"CUP_G_GUER",0,"CUP_G_NAPA2",0,"CUP_G_CIVIL",0};
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[]=
{
"\GUSOF_Faction_Uniforms\data\sosna_winter_balaclava_co.paa"
};
};
};```
Do u see anything wrong with this? I'm not getting an error but it's still not loading "sosna_winter_balaclava_co.paa" onto the balaclava model
does the original balaclava have hiddenselections?
Doesn't look like it
{
author = "$STR_CUP_AUTHOR_STRING";
dlc = "CUP_Units";
scope = 2;
mass = 1;
displayName = "$STR_CUP_dn_RUS_Glasses_Ratnik_Winter_v2";
model = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\RatnikV2\Balaclava\CUP_Balaclava_w_v2.p3d";
picture = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\RatnikV2\Balaclava\data\ui\icon_RUS_Balaclava_Ratnik_ca.paa";
identityTypes[] = {"NoGlasses",0,"CUP_G_CIVIL_TK",0,"CUP_G_TK",0,"CUP_G_NAPA",0,"CUP_G_ARMY",0,"CUP_G_RU",0,"CUP_G_GUER",0,"CUP_G_NAPA2",0,"CUP_G_CIVIL",0};
};```
Other models of balaclava do too, just not the Ratnik ones in particular
then it can not be retextured
no way
Dang man
Would there be a way I could use the model of the balaclava independently from CUP? Like load it into Blender and make it its own thing and retexture that?
no
Dang
and you cant take stuff out of mods
Oh true
thats forbidden
How do i start making configs
Is there anything wrong with either of these?
CfgWeapons:
{
author = "3th3r34l";
scope = 2;
displayName = "Crye Uniform (GUSOFPAT Highland)";
picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
hiddenSelections[] = {"camo"};
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="SOF_Uniform_gusofpat_highland_vic";
containerClass="Supply60";
mass=20;
};```
CfgVehicles:
``` class U_B_CombatUniform_mcam;
class SOF_Uniform_gusofpat_highland_vic: U_B_CombatUniform_mcam
{
uniformClass="SOF_Uniform_gusofpat_highland";
hiddenSelectionsTextures[]=
{
"\GUSOF_Faction_Uniforms\data\Crye_GUSOFPAT_Highland_co.paa"
};
};```
These are both for the same uniform, which is the vanilla NATO combat fatigues reskinned
The uniform won't show up. When I select it in the editor, the unit I placed it on just has underwear on
When I try to use the uniform, I get the error as follows:
No entry 'bin\config.bin/SOF_Uniform_gusofpat_highland_vic.selectionFireAnim'.
in cfgVehicles you configure a unit as in what the man character looks like
in cfgweapons you configre the inventory item and connect it to the cfgVehicles unit so when you put the uniform on it can change your appearance to look like that unit
in cfgweapons you only deal with items
in cfgVehicles you only deal with units (and vehicles and buildings but thats other stuff not relevant to your case)
Well where would I find the thing to put there? I want the NATO combat uniform as the model
check the character encoding example
any unit that uses the model you want to use
Oh, so like "B_Soldier_F"?
if that uses the model, yes
It should, I'll try it
Working now. Thx
๐
I don't see anything in the config reference that allows a weapon to lock onto datalink targets, yet the base arma VLS cruise missile launcher thing can at least cycle to the target
am i just not seeing the option or is it on some other wiki page
could be in the new targeting config wiki. or you could check the config for the launcher itself
yeah i'm reading the config of the vls now, i think it might be my datalink sensor component isn't inheriting correctly 
so i'm not getting allowsMarking=1;
sounds like that could do it
Can someone help me with retexturing? I know how to retexture vehicles and all but when I try to retexture uniforms, headgear. It does not seem to work.
I followed the config guides and everything but just old texture still shows up.
I tried retexturing Beret from RHS AFRF and Mi8 Flight Suit from SAF.
Then tried to retex the FIR Blank Flight Suit and that didn't work either. Been trying to make it work for weeks but haven't figured out how to
oh sorry. Was booting up PC post it
I made two versions of Mi8 uniform but both didnt work. One jus put the tex on standard uniform and other didnt show up at all
class CfgPatches
{
class HeliCrew_Uniform_mi8
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[] = {};
};
};
class CfgWeapons {
class Uniform_Base;
class UniformItem;
class Mi8_Flight_Uniform: Uniform_Base {
author = "Superhind";
scope = 2;
displayName = "TEST";
picture = "";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\HeliCrew_Uniform_mi8_try\data\mi8_uni.paa"};
class ItemInfo: UniformItem {
uniformModel = "-";
uniformClass = "Mi8_Flight_Uniform_Dummy";
containerClass = "Supply40";
mass = 40;
};
};
};
class CfgVehicles {
class O_T_Diver_F;
class Mi8_Flight_Uniform_Dummy: O_T_Diver_F {
author = "Superhind";
scope = 1;
uniformClass = "Mi8_Flight_Uniform";
hiddenSelectionsTextures[] = {"\HeliCrew_Uniform_mi8_try\data\mi8_uni.paa"};
hiddenSelectionsMaterials[] = {""};
};
class Item_Base_F;
class Mi8_Item_Uniform1: Item_Base_F {
author = "Superhind";
scope = 2;
scopeCurator = 2;
displayName = "Flight Uniform";
vehicleClass = "ItemsUniforms";
editorCategory = "EdCat_Equipment";
editorSubcategory = "EdSubcat_Uniforms";
model = "\A3\Weapons_f\dummyweapon.p3d";
class TransportItems {
class _xx_Mi8_Flight_Uniform {
name = "Mi8_Flight_Uniform";
count = 1;
};
};
};
};
class CfgPatches
{
class HeliCrew_Uniform_mi8_try
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"rhssaf_c_troops"};
};
};
class CfgVehicles
{
class B_Soldier_base_F;
class Test_Mi8_pilot : B_Soldier_base_F
{
_generalMacro = "SoldierGB"; //unsure what this does
scope = 2;
scopeCurator = 2;
displayName = "Mi8 Flight Crew";
nakedUniform = "U_BasicBody"; //class for "naked" body
uniformClass = "Test_Mi8_pilot_uni"; //the uniform item
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\HeliCrew_Uniform_mi8_try\data\mi8_uni.paa"};
linkedItems[] = {"rhsusf_hgu56p_visor_saf","ItemGPS","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
respawnLinkedItems[] = {"rhsusf_hgu56p_visor_saf","ItemGPS","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
};
class cfgWeapons
{
class Uniform_Base;
class UniformItem;
class Test_Mi8_pilot_uni : Uniform_Base
{
scope = 2;
displayName = "Mi8 Pilot Uniform";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\rhssaf\addons\rhssaf_m_uniform_pilot\rhssaf_pilot.p3d";
class ItemInfo : UniformItem
{
uniformModel = "-";
uniformClass = "Test_Mi8_pilot"; //would be same as our made soldier class
containerClass = "Supply20"; //how much it can carry
mass = 80; //how much it weights
};
};
};
Does that uniform in its own config.cpp have its own "hiddenselections" section?
Otherwise I don't think you can retexture it. I am pretty novice though but check and see if it does in the original mod you're getting the model from
๐ passing down the knowledge
Yup. Waiting dor the day i could be part of the modding community
When i point DSutils at the addons folder within my @Modname it says it cant find the file, what do
what is it that you try to do?
Sign a local mod
so how do i start making a simple car
seating positions
wheels to turn
steering wheel
wiki pages about model.cfg and "how to animate a model"
and studying how the samples are built
what in model.cfg connects to what moving part in the p3d
So there are no stuff like wheel animation i can copy
can i use this
class wheelL
{
type="translation";
source="altRadar"; // using altRadar, since damper doesn't seem to work on
// helicopters, even though [[Model_Config]] states something else.
selection="wheelL";
axis="axis_damper"; // vertical axis, vertex distance 1 m
memory=0;
animPeriod=0;
minValue=0;
maxValue=0.05; // max value 0.05m above ground
offset0=0;
offset1=-0.05; // animate wheels downwards for 0.05m when maxValue is reached.
};
class wheelR
{
type="translation";
source="altRadar";
selection="wheelR";
axis="axis_damper";
memory=0;
animPeriod=0;
minValue=0;
maxValue=0.05;
offset0=0;
offset1=-0.05;
};
For the uniforms?
A lot of uniforms were configured into one config.cpp
you can copy stuff but its better if you write few on your own so that you learn to understand how they work
copying will eventually bite you in the buttcheeks when you run into issues and dont know how they work
I am 16yrs old and just got a class where i am learning about programing but i understand how they work
the above example you pasted is for tank, not a truck
yes but how they connect to the parts of the model.
But where do i make them
in what program
do i just add bones in blender and them make a config
and type the angles there
no you write the stuff in to the model.cfg
how much it goes
into the animation classes
the page should tell it
this is what I was talking about when I said pasting does not teach
Oooh i see
class Animations
{
class FrontWheelR
{
type = "rotationX"; // The type of animation.
source = "wheel"; // The controller that provides input.
selection = "pravy predni"; // The name of the skeleton bone used.
axis = ""; // The name of the axis in the model.
memory = true; // Is the axis defined in the memory LOD of the model or not?
sourceAddress = "loop"; // Does the animation loop or not?
minValue = 0; // The minimum value of the motion range.
// i.e. The controller input when animation phase is 0.
maxValue = 1; // The maximum value of the motion range.
// i.e. The controller input when animation phase is 1.
angle0 = 0; // The starting angle of this animation, where the
// animation phase is minValue
angle1 = "rad -360"; // The ending angle of this animation,
}; // where the animation phase is maxValue
};
so i type like instead of -360 like 60
that is how i chandge it
Yeah. Find the specific one you want to retexture. If you don't see the hiddenselections space, you shouldn't be able to retexture that model
yes. if you want a thing to rotate 60 degrees
that would be 360 degrees
