#arma3_config

1 messages ยท Page 141 of 1

haughty token
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There are some weapons that have programmable rounds, like delayed munitions of HESH/AP rounds that change their profile depending on the setting. I'm trying to imitate that and in an ideal world the user would press "F" and it would change "mode"

haughty token
#

Hunting for more documentation on fire modes but not finding any ๐Ÿ˜ฆ

hearty sandal
#

modes can change used muzzle but for different ammo you would need different mgazines on them

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programmable ammo is not quite that easy

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reasonably simple solution could be use the fired evenhandler to alter or even swap the ammo that is fired

haughty token
#

Thanks, I have the different magazines setup, is that something that can be used with modes?

hearty sandal
#

no you would have to swap different magazines

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if you made different muzzles they would then all have their own magazines

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it probably would not be what you want

patent flax
#

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

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I've actually tried changing it's parent a few times, and every time it switches to it's parent class

sullen fulcrum
#

hello! im making a statue static object, is there any sample configure for static object?

untold temple
#

@patent flax have you set the baseweapon = parameter for that weapon?

haughty token
regal jacinth
#

not sure if this is the place to ask about $PBOPREFIX$ stuff but mine seem to be struggling with loading the textures or something

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they are the in the files and the textures load without the pboprefix but not when i have it

tacit zealot
#

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

slim halo
#

If pboProject I think that file name is deprecated

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it's pboprefix.txt now iirc (or was it prefix.txt? thonk)

regal jacinth
#

ill try removing the dollar signs and ill report back

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but wouldnt pboProject throw a fit if it is wrong?

winter scroll
#

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?

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Instead of "Infantry, Vehicles, Aircraft, Navy" I'd like to add "Car" "MRAP" and such, aswell as splitting the Aircraft and Helicopters

slim halo
regal jacinth
patent flax
lapis bough
#

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?

sick zephyr
#

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

hearty sandal
#

how wide are the tracks?

sick zephyr
#

quite damn wide

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but I just noticed the memorypoints rsponsible for definition of the size of the tracks are floating about 0,5m above the ground

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nope, that's not what's causing the tank to flip

hearty sandal
#

does it have super bouncy dampers

sick zephyr
#

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}};
    };```
hearty sandal
#

how much does it weight?

sick zephyr
#

28120.000

hearty sandal
#

it is quite heavy too yeah

#

you sure the mass center is at low height?

sick zephyr
#

it's applied to bottom 8 verts of the tracks

hearty sandal
#

it probably should be assigned to the hull

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not the tracks

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on tracks it might bounce

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and you do check it by selecting all of it yes?

sick zephyr
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yea

sick zephyr
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It was assigned to the hull before but the result was the same

hearty sandal
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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

sick zephyr
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absolutely nothing changed

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yeah it happened so many times to me already I always check that

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I'm kind lost now that's why I'm asking around

hearty sandal
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tri doubling its mass

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see if that does anything

sick zephyr
#

good idea

hearty sandal
#

and possibly try half mass too

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could be that at that weight the mass the dambers bounce it off ground

hot pine
#

CoM should be above center of wheel - you will see assert in diag exe otherwise

sweet crescent
#

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?

gritty rune
#

anyone knows what hideUnitInfo = 1 actually does? Does it prevent the AI from calling out the unit?

sweet crescent
#

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[] ={}

copper hazel
#

Does someone have experiences with custom model cfg ?

hearty sandal
#

many people have. best way to get answers is just to describe what you are doing and what problem you have @copper hazel

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...

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I want to make the bullets move up the belt like in Arma 2 and Arma 3

hearty sandal
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what does it meant when you say they dont work?

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they dont move at at all, they move to wrong direction?

copper hazel
#

The parts dont move and im more than confident to say its a model.cfg problem

hearty sandal
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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

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are you testing the animations in buldozer?

copper hazel
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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

hearty sandal
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yes well that is natural. the sample model is not same

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you cant just plug in a model.cfg

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thats not how it works

copper hazel
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Im new to Object Builder and weapon modding so how can i view animations in bulldozer ?

hearty sandal
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you open object builder, you start up buldozer (red button in the toolbar) and use mouse scroll to set animationsource value

copper hazel
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When i use the A2 model.cfg for the PK it gives me an error with no entry modelcfg PK(Name of P3d) sections

hearty sandal
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and middle mouse or enter or backslash to change what source is used

copper hazel
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Ah thanks.

hearty sandal
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well if theres any error you got to figure out whats wrong with it

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A2 stuff has some differences to A3

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they dont work straight up either

copper hazel
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Is there a way to generate model.cfgs or do i have to write them completely from scratch ?

hearty sandal
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scratch

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is the way to learn it

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you can naturally use other existing ones as reference

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and possibly even copy some parts from the A2 model.cfg

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but you have to understand how it works first and where stuff is supposed to go to

copper hazel
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Hm ok No problem i try that

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Thanks mate

rare garnet
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When making Eden Units how do you slot stuff into the backpack?

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as i added rockets for a launcher to magzines but it didn't get added

hearty sandal
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added them where?

rare garnet
#
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

hearty sandal
#

Backpacks are not filled from these arrays if I remember right

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you would need to define a X type backpack thats filled with wanted items

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and give that out

rare garnet
hearty sandal
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naturally

rare garnet
#

You know where to look?

hearty sandal
#

this might be correct stuff

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it creates a scope = 1 backpack filled with ammo and stuff

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so its not visible in editor or arsenal but can be added as item in character config

rare garnet
#

Thnx, as I was like why the hell is it not adding the damn rocket ammo

hearty sandal
#

its used like this for example

rare garnet
#
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;
};
};
};
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Yeah seems that way

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Thanks

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Odd way to do things but eh not really a issue

hearty sandal
#

makes it simple to give same filled backpack to multiple units I suppose

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Id perhpas rather have had uniform/vest/backpackItems arrays in unit config

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that would have been quite neat

rare garnet
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Yeah would help but I can see the design choice as you mentioned

hearty sandal
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could be related to other backpacks internal mechanics too

rare garnet
#

Worked! thanks as always bud, your a genius.

#

guessing its similar for weapons with scopes?

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yup

hearty sandal
#

and other attachements

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and magazine types

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in weapons configs there is a base weapon defined that is the no attachments variant

rare garnet
#

yeah figurd it out

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Man this is quite a hassle I hope my unit appreciate the fact they don need to reload their load-outs when they die

regal jacinth
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hey im getting a "Addon 'myAddon' requires addon 'requiredAddon'" despite the addon being in myAddons config

untold temple
#

then either you're not running the requiredaddon or you wrote the cfgpatches name for that addon wrong in youre requiredAddons[] array

regal jacinth
#

i have the addon running and the cfgPatches is correct

wintry tartan
#

Doubt it. How's your config?

regal jacinth
#
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

hearty sandal
#

and what addon does it say is missing?

regal jacinth
#

CUP_Creatures_People_Military_USArmy

hearty sandal
#

are you sure that is the cfgPatches class name for that addon or the CUP addon you are loading?

wintry tartan
#

Are you 100% sure that you don't miss it (CUP Units or whatever) when you launch?

regal jacinth
hearty sandal
#

copied it from where?

regal jacinth
#

the cfgPatches

hearty sandal
#

as in the game is looking for "CUP_Creatures_People_Military_USArmy"

#

because you wrote that there should be "CUP_Creatures_People_Military_USArmy"

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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

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and then the game would say missing "This_Other_Addon"

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because it does not exist

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and it is working by chance as CUP is loaded before your addon and the inheritance works

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but I suspect you just dont have correct CUP addon/cfgpatches classname in there

regal jacinth
#

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

hearty sandal
#

open up the config

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and look what the cfgPatches classname it has

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this part

regal jacinth
#

CUP_Creatures_People_Military_USArmy

#
class DefaultEventhandlers;
class CfgPatches
{
    class CUP_Creatures_People_Military_USArmy
    {
hearty sandal
#

blobdoggoshruggoogly no idea then.

regal jacinth
#

im confused too

hearty sandal
#

what are you packing the pbo with?

regal jacinth
regal jacinth
untold temple
#

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

regal jacinth
#

ooh ffs i mustve renamed it somehow

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good spot man

zinc burrow
#

so this is where mods come to die ๐Ÿ™‚

hearty sandal
#

this is where they are born

zinc burrow
#

meant to be a joke but im terrible at them

hearty sandal
#

that explains it ๐Ÿ˜„

vocal patrol
#

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;
                };
        };
    }
novel hatch
#

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

winter rain
#

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

novel hatch
#

Yes, commander_gun selection was absent. Don't know it's needed for weaponless turret. Thank you!

hardy crow
#

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;
gritty rune
#

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.

haughty token
hardy crow
hearty sandal
#

where are the texture files located.

hardy crow
hearty sandal
#

so in a pbo that contains folder \fp\andTheTexturesHere?

novel lava
#

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

hardy crow
hearty sandal
#

mod.cpp is not supposed to be packed into the pbo

hardy crow
#

oh, what should i do then

hearty sandal
#

it goes into he mod install folder

#

check other mods in your workshop downloads for reference

hardy crow
#

none of them have a mod cpp, never seen one in a mod, so idk, might be just stupid

slim halo
#
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 />";
slim halo
hearty sandal
#

it can read icons from pbos too

slim halo
#

yeah I know

hardy crow
#

bruh, will look into it, and get back to you this evening with solution

hearty sandal
#

the above is the solution

hardy crow
long cargo
#

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

long cargo
#

pbomanager

#

i've done some tweaking to the config

#

wait a sec.

novel lava
#

when I set explosive to 0 it stopped happening

slim halo
# long cargo pbomanager

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

rare garnet
long cargo
#

also what tools are good

#

i've only used pbo manager but i've heard that addon builder breaks shit

slim halo
#

Addon Builder and pboProject

long cargo
#

oke

slim halo
long cargo
#

hmm

#

hm

#

seems to work now

#

@slim halo No errors but the function doesn't go in effect for some reason

slim halo
long cargo
#

wait a sec

#

functions go in the config?

#

๐Ÿ—ฟ

#

wait a sec.

#

realized the mistake

vocal patrol
#

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"};
slim halo
#

didn't I say that already? or was it some other guy? thonk

vocal patrol
#

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?

slim halo
#

yeah no it wasn't you meowsweats

vocal patrol
#
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";
    };
};
slim halo
#

well maybe the config doesn't have that rule

vocal patrol
#

Like this nonsense ^ works

#

hmmmm

slim halo
#

that's a scripting command

#

and even if it was in a script, your syntax is wrong anyway

vocal patrol
#

Yeah I figured that was wrong, I thing the hidden selections is more the right way?

slim halo
#

it is. but the object may not support hidden selection textures

vocal patrol
#

Will this command getObjectTextures find out if it does?

slim halo
#

yeah

vocal patrol
#

can I just put it in the init? Sorry I'm pretty shit at all this

slim halo
vocal patrol
#

["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?

slim halo
vocal patrol
#

Alright thanks will try it!

slim halo
vocal patrol
#

how should it look?

slim halo
#

ADDONPREFIX\path\to\texture.paa

vocal patrol
#

I always get confused on pathing in mods

slim halo
#

the important part is addon prefix

vocal patrol
#

Is it what I've set in PBOPREFIX?

slim halo
#

yeah

vocal patrol
#

I think it would just be hiddenSelectionsTextures[]={"\143rdlogistorage\data\Textures\crate14.paa"}; then?

slim halo
#

yeah. I would get rid of the number at front if I were you tho.

vocal patrol
#

IT WORKED! Thank you so much, added a credit for you on the mod page

vocal patrol
#

Next problem is making a container that holds containers :/

grand zinc
#

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 ๐Ÿ˜„

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...

โ–ถ Play video
hardy crow
hearty sandal
#

no

#

and no need to tag me specifically

long cargo
#

is it possible to set insignia for units in the config?

teal canyon
#

How do I get rid of Updating base class? I think it shouldn't be happening but I don't know what causes it

slim halo
narrow musk
#

how can I find an object bone name?

slim halo
#

find where?

narrow musk
#

from ingame

#

mhm
maybe wrong channel

teal canyon
slim halo
#

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)

teal canyon
#

is it ok if i post it here? the part causing issues is like 10 lines long

slim halo
#

ok

teal canyon
#
class CfgMainMenuSpotlight
{
    class ApexProtocol
    {
        condition = "false";
    };
    class Bootcamp
    {
        condition = "false";
    };
};
slim halo
#

which one is giving the error?

teal canyon
#

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

slim halo
slim halo
teal canyon
slim halo
# teal canyon 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

teal canyon
slim halo
#

well it already tells you what mod is overwriting the base class

#

does it say it's your mod?

teal canyon
#

yeah

#

adding to the list of required addons didn't fix it

slim halo
#

what's the full error?

teal canyon
#

22:51:36 Updating base class Orange_Campaign->, by overthrow_main\config.cpp/CfgMainMenuSpotlight/Orange_CampaignGerman/ (original a3\ui_f_orange\config.bin)

slim halo
#

are you changing Orange_CampaignGerman?

slim halo
teal canyon
#

thats the whole cfgmainmenuspotlight

slim halo
#

well that's wrong

#

say that in the first place meowsweats

#

many of those classes are inheriting from other classes

#

e.g: class Orange_CampaignGerman: Orange_Campaign

teal canyon
slim halo
#

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

teal canyon
echo moon
#

hello

#

hello guys I have a question
Is it possible to modify the sqf or config file without restarting the game?

slim halo
echo moon
slim halo
#

with a text editor meowsweats

echo moon
#

here

slim halo
#

no

echo moon
#

K

#

I want to edit my lightbar.sqf while the game running

#

how ?

keen citrus
#

has anyone been able to change the thickness of the IR laser, and if so, how?

hearty sandal
#

dont think it can be changed

#

why would you need to?

wintry tartan
#

It is possible to replace the laser model so possible

#

Don't know if we just can do it via a config

keen citrus
#

i'm trying to config a VSLIM, its similar to a IZLID and usually has a thicker beam

digital snow
#

Hello everyone,
I need your help please, I canโ€™t put a sound on a user animation for my helicopter. I have a sounds.hpp file, from the Arma sample. thank you in advance

digital snow
# pallid sierra 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)";
};

hot pine
digital snow
hot pine
digital snow
gritty rune
hot pine
#

transport classes aka vehicles support it

#

StaticShip is building

gritty rune
#

Thanks!

long oyster
#

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.

grave steppe
#

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.

grave steppe
#

Still having the issue, ANyone got any ideas?

long oyster
#

...do they have the mod loaded?

hearty sandal
#

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

grave steppe
grave steppe
grave steppe
#

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

untold temple
dry mantle
#

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"

wintry tartan
#

Anything can do it. Especially a bad Mod

long oyster
# untold temple Probably an example of an ammo type that releases 5 submunitions

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.

untold temple
#

Welcome to arma modding. You never learn how anything works unless you try it

long oyster
#

Yeah... On the plus side, when I do, I can put on my big boy pants and update the documentation myself.

hot pine
#

try to draw those points on x,y diagram and you should get idea what it is

long oyster
#

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.

digital snow
#

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.

ashen prairie
digital snow
ashen prairie
#

I've not done sound configs so it's a guess, worth a try imho

digital snow
digital snow
#

I have a Sound.hpp file, should I include the CfgAnimationSourceSounds?

digital snow
#

Why is it so hard to attach a sound to an animation ?

hearty sandal
#

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

digital snow
hearty sandal
#

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

digital snow
#

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.

hearty sandal
#

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

digital snow
hearty sandal
#

vanilla = main game without mods

#

so use some sounds from the game files/configs

digital snow
digital snow
hearty sandal
#

what command do you use to animate the animation?

normal wharf
digital snow
# hearty sandal what command do you use to animate the animation?

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]";
};

slim halo
#

Use syntax highlighting...

#

See the pins

hearty sandal
slim halo
#

At least they must be PhysX

#

looks like just being physX is not enough either

#

e.g. thingX objects don't work

normal wharf
slim halo
normal wharf
kindred viper
#

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?

untold wyvern
kindred viper
hearty sandal
#

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

kindred viper
#

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' }]?

hearty sandal
#

yes something like that. Making the grenade to fire might be possible too but could be more difficult

tacit zealot
#

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

wet pike
#

Does anyone know which of the A2 Samples has the Czech/Chernarussian language protocols?

wheat sluice
#

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).

wet pike
#

Thank you. \o You're a star!

sick zephyr
#

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

shy knot
#

You want that to be 0

#

Second, you need to setup model.cfg and config stuff for that

sick zephyr
#

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

shy knot
sick zephyr
#

I'm glad community has people like you to help โค๏ธ

vast yew
#

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?

stray sage
vast yew
#

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?

slim halo
#

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

stray sage
# vast yew I'm guessing the `model ="****" `is what defines what vehicle the textures will...

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])

  1. 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.

  2. 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

  3. 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.

vast yew
#

Ok thx.
I'll give it a go

stray sage
#

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.

neon venture
#

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;
            };
        };
    };
};
raw lodge
#

Anyone know whether disappearAtContact=false is supposed to work? I set it to 0 but the case still disappears when it his the ground ๐Ÿ˜

winter rain
raw lodge
#

No CfgVehicles for ThingEfffects

winter rain
#

Does it have landcontact & geometry?

raw lodge
#

Geometry it has... Landcontact no ๐Ÿค”

#

I'll try that

wild nebula
#

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?

#

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 โœ…

slim halo
vast yew
#
{
    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

#

๐Ÿ™ƒ

#

@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.

stray sage
lyric oasis
#

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.

winter rain
raw lodge
#

Didn't get around to trying it yet

winter rain
#

Alright, if not ill give it a look, im home now ๐Ÿป

raw lodge
#

Yeah I'll be able to test it in six or so hours earliest

last bluff
#

im making custom flashlights and id like for them to be more bright and shine further but have no idea how to, any tips?

raw lodge
prisma minnow
#

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

prisma minnow
#

nvm

midnight onyx
#

Greetings gamers i come seeking knowledge. I currently have two issues that i need some help on.

  1. 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
  2. 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.

hearty sandal
#

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

versed moss
#

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";
};

slim halo
versed moss
#

I hope this was clearer

slim halo
#

that config shouldn't even be binarizeable

#

unless ofc you use pbo manager... meowsweats

versed moss
#

I thought it said the duplicate thing was because I messed with stuff last night

#

Are the names referring to "shultz, 2"

slim halo
#

I'm talking about your vehicle class names

#

also your textureList is wrong afaik (I'm not sure tho)

versed moss
#

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?

slim halo
versed moss
#

I'm a bit special or something! Didn't think of that

shy knot
#

What was the formula for springStrength again?

winter rain
raw lodge
#

Yeah doesnt change the outcone.

slim halo
winter rain
winter rain
grave steppe
#

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?

rare garnet
#

Hello,
anyway to change
extCameraPosition[]
Without having to make a pbo and reboot to see the changes

raw lodge
#

The diag binary has a diag_mergeConfig function that can reload a config from disk during runtime.

rare garnet
#

okay

rare garnet
#

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  โžฅ 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)
grand zinc
rare garnet
#

ah

#

right ty man was getting very confused

#

can i pass a mod string to it?

grand zinc
#

sure

#

if you want to use arma launcher

#

just rename the diag exe to arma3_x64.exe

#

and arma launcher will launch diag

rare garnet
#

sweet thanks again

clever geyser
#

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, '']";
    };
versed moss
#
{
    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?

hearty sandal
#

Id suggest you get pboProject to pack your pbo

versed moss
#

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

hearty sandal
#

it could help you root out config errors

versed moss
#

Gotcha, sounds way better than doing this manually

versed moss
wintry tartan
#

It is

ocean gyro
#

Is it possible to create a piece of gear, with a name patch changing depending on players nickname?

hearty sandal
#

Not very easily. It would require special model

ocean gyro
#

Elaborate pls

raw lodge
#

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

hearty sandal
#

This

ocean gyro
#

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 playerโ€™s nickname and apply proper textures on those hidden selections?

hearty sandal
#

Basically

raw lodge
#

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.

hearty sandal
#

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

raw lodge
#

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 ๐Ÿ˜ข

ocean gyro
#

I hope that functionality gets implemented with A4

raw lodge
#

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.

rare garnet
#

is there anyway to have both the normal A3 and the Dev Branch? as switcing between them is quite annoying.

raw lodge
#

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

rare garnet
#

Okay cheers

hearty sandal
#

if you just need the diag exe you can download that with depotDownloader and copy that into your normal arma install folder

grand zinc
raw lodge
#

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 ๐Ÿ™‚

#

The comment was probably generic.

glacial spear
#

any idea if its possible for me to in cfg set a vehicle to start with 20% fuel capacity

pallid sierra
glacial spear
#

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

pallid sierra
#

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

glacial spear
#

So that will set the fuel when placed in Eden and will reflect in attributes?

wintry tartan
#

Starts from 20% fuel and can be refueled or make 20% 100%?

sweet tapir
#

Anyone know how to solve vehicles flipping easy? Maybe a mass issue?

wintry tartan
#

If is a mass, it's more like a model issue AFAIK

slim halo
#

well there are many factors. center of mass, mass, model, etc.

wintry tartan
#

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

sweet tapir
#

Yeah no worries I'll post what I have in some screen shots in the am

north fulcrum
#

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?

pallid sierra
glacial spear
#

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 donโ€™t think thatโ€™s possible.

bright leaf
#

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"
        };
    };
quiet field
#

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. ๐Ÿ˜… Anyone willing to look at some screenshots and see what I'm missing ?

wintry tartan
#

Share the specific issue

quiet field
#

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

wintry tartan
#

Are you sure that those files are in the P?

#

Or not?

quiet field
#

SO I'm realizing I've never extracted anything for Arma to my P:drive ๐Ÿคฆโ€โ™‚๏ธ

wintry tartan
#

Oof

quiet field
#

big oof

wintry tartan
#

Things happen. You missed nothing but the biggest one

quiet field
#

I'm not even seeing the option in arma tools. Do i have to do it manually ?

wintry tartan
#

Use ArmA3p to extract things

#

From Mikero

fading palm
#

anybody got a sample of a config, I want to learn how to get uniforms and gear in game?

harsh girder
#

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?

hot pine
harsh girder
#

thought that too but it seemed to be getting to ratios that were getting rather high. Are normalSpeedForwardCoef and slowSpeedForwardCoef ignored when turning?

fading palm
#

Thank you!

harsh girder
#

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

hot pine
#
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

harsh girder
#

doesn't vanilla use insanely high values though?

hot pine
#

define what you mean by insanely high

harsh girder
#

tankTurnForce=1100000;

hot pine
#

more or less yes - I guess you can check that in-game

#

I don't remember that from top of my head

harsh girder
#

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

hot pine
#

notice tankTurnForceAngSpd - this magic force is reduced after reaching certain speed

#

so I guess in your case its indeed thrust related thing

harsh girder
#

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

hot pine
#

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

harsh girder
#

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+.

hot pine
#

try tweaking gearbox then

harsh girder
#

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

hot pine
#

I suggest you to observe thrust values with EPEVehicle debug turned on

harsh girder
#

they're pretty much always 1

#

I think I've got something that's good enough for now. Thanks for the help @hot pine

drifting void
#

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

hearty sandal
#

where are you trying to put it?

#

and where is the example?

#

@drifting void

drifting void
#

i figured it out mate, i was completely looking at the example code wrong

hearty sandal
#

๐Ÿ‘Œ

pseudo wedge
#

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

stoic tapir
#

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.

lost vale
#

how do i put the crew in the gunner spots and pilot on the pilot seat

lost vale
# shy knot Proxies

i am new to this modding thing so your gonna have to be more specific mate๐Ÿ˜…

shy knot
lost vale
shy knot
lost vale
shy knot
#

If you're editing a vanilla p3d, you're gonna get no help from me or this discord

lost vale
#

like how differentiate crew from pilot

shy knot
#

Do you know any coding?

lost vale
tired cove
#

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

#

๐Ÿ˜ข

hearty sandal
#

you would have to learn particle effects and create the effect you want

tired cove
#

he ?

#

particle effects ?

#

with sqf ?

hearty sandal
#

no in config

tired cove
#

okay but , I don't know how to go about it

#

logiciel ?

hearty sandal
#

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

tired cove
#

okay thanks

#

and when , i want to introduce particle effect on my cpp to my mssile , it's in explosionEffect ?

hearty sandal
#

yes

tired cove
#

okay thanks !!

#

๐Ÿคฉ

shy knot
dire pecan
#
    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
random siren
#

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

hearty sandal
#

@random siren there is the car sample

ashen prairie
dire pecan
#

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

slim halo
dire pecan
#

ah ok, thank you

slim halo
#

well except for the weapons[] and author

#

vehicles do have that

hearty sandal
#
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

rare garnet
#

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

hearty sandal
#

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

rare garnet
#

Right okay, thanks

hearty sandal
#

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

rare garnet
#

okay, ive done soemthing wrong

#

nevermind

#

think i got it

hearty sandal
#

theere is wiki page about texture naming rules too

rare garnet
#

I got it, your little nudge helped

clever geyser
#

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, '']";
    };
clever geyser
#

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;
        };
clever geyser
weak relic
#

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?

long oyster
#

What are the errors?

weak relic
#

and it ends up with 0x0000DEAD -

long oyster
#

Huh... That... I've been getting that, but I can't for the love of me remember how I fixed it.

slim halo
#

post it on pastebin or something

#

since it was too long

weak relic
#

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)
};

};

slim halo
#

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

weak relic
#

so i have to fill out the code after each class? and what does scope do? took this from a template :/

slim halo
#

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

weak relic
#

what would be the must haves of lines for a reskin?

slim halo
lapis bay
#
    
</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??

slim halo
#

what error?

#

there's no error

lapis bay
#

<rebuilding units[]= and friends>...cfgPatches.cwr3_vehicles_us_des.units[]= has been altered

slim halo
#

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

lapis bay
#

okay but

#

one of the folders weren't packed

#

oh wait nvm

burnt oracle
#

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 ?

hearty sandal
#

it is possible in similar manner you have done but your class order is bonkers

burnt oracle
hearty sandal
#

patches first yes

#

but the vanilla gun exists inside the cfg weapons

#

you cant just chuck it out of it

burnt oracle
#

ok so i don't need to define it before ?

hearty sandal
#

you do

#

but inside cfgweapons

burnt oracle
#

oh yeah logic

hearty sandal
#

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

burnt oracle
#

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

hearty sandal
#

there is no way to skip the learning stuff

#

it will take time

burnt oracle
#

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

burnt oracle
hearty sandal
#

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

burnt oracle
hearty sandal
#

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

weak relic
burnt oracle
tired cove
#

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

#

๐Ÿ™‚

wheat sluice
#

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.

tired cove
tired cove
#

with arma sample

wheat sluice
#

Does your model have the head selection defined?

tired cove
#

yes !!

#

but with ''head''

#

not "Head"

#

it's the problem ?

wheat sluice
#

Selection names are case sensitive IIRC

tired cove
#

ok i will see if it works

#

thanks

hearty sandal
#

They have to match yes

tired cove
#

I just redefine Head on my p3d but still problem

#

CFG

#

the problem ?

#

i have to add something on it ?

hearty sandal
#

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

tired cove
#

okay , like .cpp ?

hearty sandal
#

No

#

Model.cfg

tired cove
#

thanks !

#

๐Ÿ˜†

hearty sandal
tired cove
#

and , i'm french , sorry if i'am not good in inglish ๐Ÿ˜‰

#

๐Ÿ˜‚

hearty sandal
#

That's alright. It's just these same questions come up all the time.

hushed turret
#

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

hearty sandal
#

wrong pathing

#

wrong mod project structure?

hushed turret
#

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

hearty sandal
#

no sorry, I dont do private help.

hushed turret
#

Aight

hearty sandal
#

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

hushed turret
#

I tried and the "View Output" ordeal shows up empty every time

hearty sandal
#

it cant detect everything

#

but at least that could indicate you dont have massive typos as problem

hushed turret
hearty sandal
#

no facewear can have hidden selections too

hushed turret
#

Oh

#

I'm getting my info primarily from here

hearty sandal
#

yes that is good guide

hushed turret
#

But it's contradicting u a bit

hearty sandal
#

where?

hushed turret
#

Ur saying it's necessary for facewear to have a cfgvehicles for a retexture and this is saying it shouldn't have it

hearty sandal
#

no I did not mean facewear to have cfgvehicles

#

I said facewear can use hiddenselections

#

hiddenselections is not same thing as cfgvehciles

hushed turret
#

The uniforms have hiddenselections inside vehicles tho

hearty sandal
#

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

hushed turret
#

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};
    };
};```
hearty sandal
#

class none makes absolutely no sense

hushed turret
#

That's what the forum said

hearty sandal
#

what forum?

hushed turret
#

What I sent u

#

The guide

#

Whatever

hearty sandal
#

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

hushed turret
#

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

hearty sandal
#

does pboProject build it?

#

do you have logging enabled in the pboProject dialog?

hushed turret
#

Addon Builder from Arma 3 Tools does

hearty sandal
#

that means absolutely nothing

#

as it just builds stuff you feed it

#

it does no checking

#

it does not care

hushed turret
#

I'm just telling u what's building it, but I'll take a look at pboProject

limber citrus
#

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"
    };
};
hushed turret
hearty sandal
#

yes

hushed turret
#

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

hearty sandal
#

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

hushed turret
#

I see it

#

All it says is this

done```
hearty sandal
#

and usually the reason is then in the console

#

did you hit the crunch button?

hushed turret
#

I crunched now, it's this:

Processing \arma3work\GUSOF_Faction_Uniforms...
cannot delete stale pbo and/or bisign files for GUSOF_Faction_Uniforms.```
hearty sandal
#

you have arma on

#

and the pbo is in use

hushed turret
#

Lmao is that it???

hearty sandal
#

for starters

#

there probably is tons more

hushed turret
#

tons more wrong?

#

Says successful now, I closed arma lol

#

My brain is so smooth

hearty sandal
#

cant help with that im afraid.

hushed turret
#

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

hearty sandal
#

does the original balaclava have hiddenselections?

hushed turret
#

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

hearty sandal
#

then it can not be retextured

hushed turret
#

Ah damn

#

Just absolutely no way?

hearty sandal
#

no way

hushed turret
#

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?

hearty sandal
#

no

hushed turret
#

Dang

hearty sandal
#

and you cant take stuff out of mods

hushed turret
#

Oh true

hearty sandal
#

thats forbidden

pliant pike
#

How do i start making configs

hushed turret
#

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'.

hearty sandal
#

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)

hushed turret
#

Well where would I find the thing to put there? I want the NATO combat uniform as the model

hearty sandal
#

check the character encoding example

hearty sandal
hushed turret
#

Oh, so like "B_Soldier_F"?

hearty sandal
#

if that uses the model, yes

hushed turret
#

It should, I'll try it

hushed turret
#

Working now. Thx

hearty sandal
#

๐Ÿ‘Œ

delicate comet
#

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

hearty sandal
#

could be in the new targeting config wiki. or you could check the config for the launcher itself

delicate comet
#

yeah i'm reading the config of the vls now, i think it might be my datalink sensor component isn't inheriting correctly rooThink1

#

so i'm not getting allowsMarking=1;

hearty sandal
#

sounds like that could do it

delicate comet
#

that wasn't it, maybe i need allowTabLock

hearty sandal
#

you could inherit from the vanilla launcher and just change the bits you need

faint atlas
#

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

wintry tartan
#

What is your config?

#

Without that we really can't say anything

faint atlas
#

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
        };
    };
};
hushed turret
#

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

hearty sandal
hushed turret
sick storm
#

When i point DSutils at the addons folder within my @Modname it says it cant find the file, what do

hearty sandal
#

what is it that you try to do?

sick storm
#

Sign a local mod

pliant pike
#

so how do i start making a simple car

#

seating positions

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wheels to turn

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steering wheel

hearty sandal
#

wiki pages about model.cfg and "how to animate a model"

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and studying how the samples are built

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what in model.cfg connects to what moving part in the p3d

pliant pike
#

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;
        };
faint atlas
#

A lot of uniforms were configured into one config.cpp

hearty sandal
#

copying will eventually bite you in the buttcheeks when you run into issues and dont know how they work

pliant pike
#

I am 16yrs old and just got a class where i am learning about programing but i understand how they work

hearty sandal
#

the above example you pasted is for tank, not a truck

hearty sandal
pliant pike
#

do you mean bones

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where do i create animations

pliant pike
#

But where do i make them

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in what program

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do i just add bones in blender and them make a config

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and type the angles there

hearty sandal
#

no you write the stuff in to the model.cfg

pliant pike
#

how much it goes

hearty sandal
#

into the animation classes

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the page should tell it

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this is what I was talking about when I said pasting does not teach

pliant pike
#

you dont understand me

#

How do i make them

#

do i make them in blender

hearty sandal
#

you dont

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they are not made in blender

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they are made here

pliant pike
#

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

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that is how i chandge it

hushed turret
# faint atlas For the uniforms?

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

hearty sandal
pliant pike
#

Like for wheels

#

how much should they rotate

hearty sandal
#

that would be 360 degrees

pliant pike
#

and

#

when i steer a little