#arma3_config
1 messages Β· Page 142 of 1
will the animation go all the way to the max or it will stop and come to 0
ik for steering
I suggest you make simple tests with that box you made
that is what i am doing
i made land contact
added wheels
now i want to animate them
and add a seating position
just add an animation that makes stuff in buldozer preview first
its the engine preview tool
for models and animations
it previes my model
so i go to arma tools
no
and install it
that is likely to not work
so where can i get it
i downloaded it put i have to pay
its in the same bytex store
for tools
dunno where you got yours but maybe its not legit version then
thats the place yeh
i install the aio version
you can install them separately too but as far as I remember the aio also has a free mode
dont know the specifics
there could be a button there for it somewhere
then you may need to download the installers separately and install them one by one
so which one is for bulldozer
just get all of them
i already installed some of them
they work together
and arma3P is what sets up P drive with extracted Arma data and sets the Object Builder and terrain builder Buldozer launch paths
youll have to link it
you cannot extract to existing folder
failed
steam tools and kiero tools will not work untill you fix this error
oof dont remember what that was
maybe you have a folder it defaults to for P drive mounting but its not actually being used for P drive and it wont overwrite it for safety reasons
it says something for animals file
i have almost all files
but it stops at animals
is there an other way
do mikeros tools need to be on p drive
no they dont
what does it say about the file?
always report the exact error message
makes it easier to debug the problem
output to P:\a3\animals_f
the only thing i dont need is making me problems
ooh
i downloaded mikeros tools to p drive
i see bulldozer.exe
or that was from arma 3 tools bulldozer
Now that has an error
arma 3p should inentionally remove buldozer exe
ok
output to P:\a3\animals is no error message
is there anything that starts with ERROR
or WARNING
can i dm u the photo
no but you can upload it to imgur or your own discord or friends DMs and link it here
no form arma3\addons
there should not be any subfolders there
could be you have put mods into wrong folder
you are so smart
the problem I believe was that you had 2 animals pbos there one in addons and one in addons\tmp
and the first one had already been extracted and it could not extract the second one over it
you run it from object builders buttons
kk
how do i exit
alt f4
ok
or X in the window corner when alt tabbed out
you can however alt tab out and do stuff in OB
but if you make changes to model.cfg you need to relaunch buldozer
Hello guys before i ask my question is this topic right here? "CfgMovesFatigue"
yes
nice π
so i got the the problem with a mod i want to modify. The mod has custom animation for the player and in these animation the player seems not to use any stamina while walking. The animation are defined in the config under this class "CfgMovesBasic"
i want to add stamina to these animation but i dont know if im even on the right path. Can i just do things like this CfgMovesBasic : CfgMovesFatigue
and add my own parameters?
I would say you should talk to the maker of the mod for that kind of questions
stamina should apply on character level, not on moves level
ok will ask the createor then it was just a little odd because i cant find any stamina or fatigue blocking scrips in the mod
but another qestion is the character level still defined in the config?
its likely some mod that causes it
class CfgMovesFatigue
{
staminaDuration=60;
staminaCooldown=10;
staminaRestoration=30;
aimPrecisionSpeedCoef=5;
terrainDrainSprint=-1;
terrainDrainRun=-1;
terrainSpeedCoef=0.89999998;
};```
this is what cfgmovesfatigue has in it
it has nothing to connect to animations themselves
some mod you have might howver mess with this
or have some other stamina system
usually odd or wrong behavior of game features is due to mods
i see
i wonder now : is the Stamina system a basic part that has to be disabled?
so the mods disables it
they could have custom cfgmovesfatigue class that has different values
Id strongly advice asking the maker of said mod first if there is something related to this built in it
thank you β€οΈ
@hearty sandal one last qestion do you know where the "cfgmovesfatigue" is beeing added in the config?
what do you mean where?
im trying to understand where i can define the cfgmovesfatigue in the cfg
its at the root level where pretty much all class cfgNameofCfg are
is there documentation on what the entries in cfgMagazines classes actually do in arma 3 or is it just anybody's guess?
having an issue where the image for a magazine doesnt show up in inventory but DOES show up in arsenal
yes there is some documentation (dunno if there is for this particular case as details are not clear yet), yes there are people who know how to make working stuff
what image exactly you talk about? where have you defined it? and where exactly it shows and where it does not?
i have defined an item in cfgWeapons by using itemCore as a base. then i just swap the scope, displayname, model, picture and descriptionshort
have you considerd using existing magazine as base?
when i load into game, the item has an image in the arsenal, but it's missing in player inventory
i had the same issue with magazines
can you recommend one i could use as a base and have a chance of it working?
InventoryItem_Base_F same issue
i went and inherited ItemRadio to see if i could slap my item on the radio slot aswell... and nothing
the item has an image in the arsenal, but not in-game inventory
and i cant put it on my radio slot either
literally any vanilla magazine
like the mx one for example
have you compared your config to one one working?
do you want the item to be radio?
yes
ok, i managed to make it go into the radio-slot, but the picture is still missing
and it's not an issue of wrong path, the image IS visible in the arsenal, just not in inventory
the name is there too, just not the image
@hearty sandal I have to tag you here, because i managed to solve it
i got self-critical and re-checked all my paths
The path was missing \ at the start
Arsenal and such will accept a picture path without the leading forward slash, but inventory wont, it seems
no errors were thrown
i feel like an idiot
could be related to your folder structure too I suppose
well, it works now
π
its like the example HorribleGoat already did.
probably you can do it like this
{
staminaDuration=60;
staminaCooldown=10;
staminaRestoration=30;
aimPrecisionSpeedCoef=5;
terrainDrainSprint=-1;
terrainDrainRun=-1;
terrainSpeedCoef=0.89999998;
};```
and in the Soldier's config you did you can add this:
```movesFatigue = "CfgMovesFatigue_Bundestag";```
never tried or worked with it, so not sure if it works, but it looks like it makes sense, and also without overwriting vanilla or other mods cause of own defined movesFatigue
thank you β€οΈ i will try it
Still havent been able to fix it. @hushed turret tried helping too but IDK whats wrong
class CfgPatches
{
class HeliCrew_Uniform_mi8
{
units[]={"Mi8_Flight_Uniform"};
weapons[]={"Mi8_Flight_Uniform"};
requiredVersion=0.1;
requiredAddons[] = {"rhssaf_main"};
};
};
class CfgWeapons {
class rhssaf_uniform_heli_pilot;
class UniformItem;
class Mi8_Flight_Uniform: rhssaf_uniform_heli_pilot {
author = "Superhind";
scope = 2;
scopeCurator=2;
displayName = "TEST";
picture = "\rhssaf\addons\rhssaf_inventoryicons\data\uniform\rhssaf_uniform_heli_pilot_ca.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d";
hiddenSelections[]=
{
"camo1"
};
hiddenSelectionsTextures[]=
{
"\HeliCrew_Uniform_mi8\data\mi8_uni.paa"
};
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="Mi8_Flight_Uni";
containerClass="Supply60";
mass=40;
hiddenSelections[]=
{
"camo1"
};
};
};
};
class CfgVehicles {
class Item_rhssaf_uniform_heli_pilot;
class Item_Mi8_Flight_Uniform: Item_rhssaf_uniform_heli_pilot {
author = "Superhind";
scope = 2;
scopeCurator=2;
displayName="Mi8 Uniform";
vehicleClass="ItemsUniforms";
model="\A3\Weapons_f\dummyweapon.p3d";
class TransportItems
{
class Mi8_Flight_Uniform
{
name="Mi8_Flight_Uniform";
count=1;
};
};
};
};
Is it possible to make it so when a component is hidden, it wont have any collision?
name the component(s) with the hide animations bone name
I did. It all works. But, it'll still collide when it is not applied
do you apply it to both geometry and physX geometry?
have you tested that the animations actually hide the components
The whole component needs to be in physX and geo?
in buldozer and with diag exe
It's in geo and vis mod 1 atm
do you have separate physxgeometry lod?
I have a geo lod and a separate physX lod
then the hiding should happen in both
It does, but stuff responds like it's there
what are you trying to do?
because i already did several stuff like cloak, subterran etc
maybe i can help you in one point
I have a mine roller for my tank. It hides properly and all that. But, even when it's hidden, people and vehicles react like it's there
react in what kind? you mean collide or they react to attack?
The mine plow, when hidden, is able to have the vehicle collide with objects and NPCs/Players, basically running them over
Which, when hidden, it should react only when it hits the vehicles hull
Not the mine plow
For some reason, after adding in the mine roller for the tank, it crashes bulldozer
But works in game just fine
Hello, do you know something to find where is an error in a config.hpp?
I've been looking for 40 minutes haha
Use a good packing tool that binarizes the config
I hope your issue is not because of naming config.cpp as config.hpp π
=]]
is there a way in cfgWeapons to trigger an animation (rtm) on firing the weapon?
or is it going to have to be done script-side
handAnim[]={}?
no, that's for holding it
hek
have to script it
Righty, that's not an issue, was just wondering if there was a cleaner solution
thank you for the advice
CBA has something for it IIRC
What do i have to do to have my weapons make sound? I dont care for soundshaders etc. I have just one sound-file and i want it to play when i shoot the weapon
All the examples i can find are way overkill for what im trying to achieve
sound[] = {"\ca\Weapons\Data\Sound\AGS30_shot1", 10, 1, 1}; what do the numbers mean?
{soundPath, soundVolume, soundPitch, maxDistance, probability, minDelay, midDelay, maxDelay}
If I wanted to change the weight of an inventory item, like the mine detector or med kit, can that be done at the mission level, or do I need to do a mod?
It's defined in the config.
The last 1 in what you posted is the max distance already
how would I achieve getting the position and rotation of a specific vehicle's turret by reading the config? (I'm really inexperienced with it)
@warm verge what are you trying to do exactly?
config sets up the initial position only
Honestly nothing in particular, I'm just trying to learn the config basics by just messing around
config does not define the position of turret and its parts. thats in models
if you want to explore stuff, get the arma 3 samples from steam and explore those
oh okay, I asked because I thought that what I wanted to do had something to do with selection names and I thought that I could find them there
what is it that you want to do
it makes advicing easier when people dont hide what they want to do
π
for example finding the position of a vehicle turret relative to the vehicle
I mean there's probably a handy function for that but I wanted to understand what's going on under the hood
much better
well dont think there is anything ready for that
there isnt really much you could do with that info
but there are commands to get that info yes
like the turret path?
no
there is quite a lot of stuff involved there
you would have to use config reading commands to get particular turrets selection names and then use commands to get the position of those selections
but that will not be very accurate
Im not really sure if this can really be used in anyway
I'm sure, I'm sorry that my questions are a bit vague but being that I'm a total noob with the whole config thing this is about the best I can come up with π
configs work in tandem with the model
a lot of things like where turrets axis are and where shots come from are defined in the model
and config just connects to those points
to put it simple
it is a bit more complicated than that
config is the static data basically
but the Sample models can be helpful in understanding that
more than trying to figure out stuff in game or with script stuff
would be helpful if you also tell the end goal what you are wanting to do
beating around the bush is waste of time really
I know I know, but for now I have no specific goal, just want to learn. I'll mess around with those samples then, thanks for your time!
I see that it's set to 1200 in CUP AA12, so i thought it was meters
No, you said you added in max distance. I said that it was already there
Thatβs maybe why it was so quiet?
The config of the mission?
anyone know what this error is:
preprocessor failed with error - invalid file name(empty filename)
happens on one of my vests, but the config all looks fine?
Of the object.
This value is checked against the "mass" value of an item. An ammo box can fit items up to a maximum sum of their "mass" value that does not exceed the maximumLoad of the box.
No, wait, you asked how to change mass... Sorry. Hard to concentrate lately, plus I just woke up π
Yeah, that's in cfgMagazines and cfgWeapons, though I can't find the entry for them in the respective config references. Which is always fun.
What do you use to pack it?
Dont know if this could do the job
https://community.bistudio.com/wiki/setMass
But needs scripting to define actual item you got or dunno π€·ββοΈ
Also definition could be mass or weights for items/weapons/mags
setMass is just for physX objects
Ah alright ^^
cant change items in runtime
So its cfg related and not changeable?
mod level
yes
Usual method with Mikes' tools. it doesn't seem to effect anything.. model and textures load fine
never seen this error ever before..
that is a weird one yes
It also seems due to this error, the vests lag when loading.
ive looked in litrally every file and dont find anything that references this error.
also tried googling it, alot of the same from other people not knowing the cause
and no solve. 
what does your RPT log say?
Check rvmat file(s) if everything is alright
Check if you got multiple UV Sets in model or if its just one (which would be correct if only 1)
Quick question about standard/common/best practices for faction configs.
If I have a faction that I want to be available for both BLUFOR and INDFOR, should I make two separate factions, or should I set all units to one, and make sure to make the BLUFOR subset have the adjusted side?
You dont need 2 factions. You only need 1. Just change the side on your troops/groups
thanks!
is there an advantage to using
compile preprocessFileLineNumbers
over
CfgFunctions -entry?
Eh
Yours is not final, CfgFunctions is compileFinal. So if you need to overwrite that function you'd not want it final
If you want to ask in general whether compiling a function on your own or CfgFunctions makes any difference? no, but CfgFunctions is less stuff to write
CfgFunctions is compileFinal by default?
i wanted to ask if CfgFunctions did compilefinal by default
yes
ok!
Thank you β£οΈ
I always used CfgFunctions ever since i learned it exists, but i saw this bit of code being used around so i was wondering what's the difference and why
well CBA uses it for its "function caching" thing
it saves functions into the ui namespace only once
CfgFunctions compiles functions for every mission
CfgFunctions also caches in uiNamespace, but only mod functions
ehh.. reasons
I thought this was the reason π
yo bros
is there a way to define in config what hiddenselection the model uses for insignias
similar to how you can define clan logo hiddenselection with
selectionClan = "clan";
for the default system insignia selection is always called insignia
usually shown on the left arm of a character
you can define your own though too:
SOGPF uses these and new custom idtentity attribute category to set them
How do i rig it so that my animation allows for an agent to enter the ragdoll once they die?
InterpolateTo[]=
{
"Unconscious",
0.02
}```?
yep, that does it
is there a way to automatically have an animation follow another one in cfgMoves or do i have to setup an eventhandler for it?
i.e. i have Idle animation IdleA and i want to play an animation DanceB and then return to IdleA once DanceB is complete
In the actions i presume
nope
EH
It was just an example, i have over 28 states with connections all over the place
Wouldnt an fsm be better for this?
Or just animationended EH with a ssotch case
FSM is just a loop
and it's (semi-)scheduled
so neither performance wise nor accuracy wise is it better
Eh it is
thank's for the headsup β£οΈ
How do cfgMoves Actions work π€
is there any reasonable documentation?
the best of the biki is this:
and it barely details anything
other than the purpose
reading the arma 3 default configs i get even more confused
isnt this what actions are for
if i'm in state A and i want to go to C, but requires me to go first through B, then i could setup a route
A -> B -> C using Actions and use playmove and have the whole loop play?
or am i misunderstanding something
no
ugh, i misunderstood something again
actions "abstract" the underlying move
for example, you can say _unit playAction "moveF" without having to specify other details, like how to walk, which stance, which weapon to use, whether it's lowered, etc.
or another example is weapon reload
when you're standing the reload animation is a gesture. when you're prone it's an animation
yes
weapon reload action examples should be on the wiki
don't remember where
ugh, this is all overly complicated
so do you think with actions i can have an a->b->c chain?
or should i just script it
no
right
so actions is just for detecting which stance the player is in and doing the appropriate animation
this is set via move states
how?
stance and other stuff
interpolateTo/connectTo
ok, how do i use them?
i set B as connectTo in A and nothing happens once A completes
the unit just freezes
like I said this isn't possible via config alone
ok, so i set B as connectTo in the config, then i call playmove once A finishes and nothing happens again
i have to force it with switchmove
interpolateTo/connectTo simply specify , e.g. a->b->c and if you want to go from a to c you have to go through b first
right, how do they connect?
so if i want to have A->B->C be possible, i need to have B in connectTo of A
and then C in connectTo of B
what's the config?
I mean show me the config. I can't tell what's wrong like this... 

if you don't want to put it here you can DM me
class CfgMovesMaleSdr: CfgMovesBasic
{
class States
{
class A
{
looped = 1;
InterpolateTo[] =
{
"B", 0.1
};
};
class B
{
looped = 0;
ConnectTo[] =
{
"A", 0.1
};
};
};
};```
roughly like that
i start in A, i try to play B with playMove, nothing happens
i play B with switchmove and it forces the animation
and once it's done, i try to do playmove to A and nothing happens
you sure, it's quite embarrassing?
Thanks
the model im doing the configs for doesnt have the insignia selection defined in the model, but does have the clan one defined. I was thinking of rerouting the insignia selection to clan selection but i guess you cant since its default
Nope
is there a config class i can slip a postinit into to make sure a script is run on any mission after initialization ?
? you mean besides cfgFunctions?
can you just... you know... hand me the hammer? I really need a good bonking on the head
π today is not my day
π¨
thanks
Is there any RHS people around here at the moment?
Don't ask to ask just ask
So, I've created a small faction mod and I want to make sure that I have the right requiredAddons for it
in my config.cpp I have
requiredAddons[] =
{
"rhsusf_main",
"rhsafrf_main",
"rhsgref_main",
"rhssaf_main",
"po_vehicles",
};
I don't know if there's anything more I need to add in
you only need to specify the addons that contain the classes you've inherited/modified
Alright cheers.
there are loadorder addons - main addons are not sufficient
i.e. rhs_main_loadorder
- there is no such addons as rhsafrf_main
'
Yeah, I found that that didn't exist
I believe I've corrected my requiredaddons
so are you using loadorder addons?
I'm not, I don't know what those are
@hot pine
requiredAddons[] =
{
"rhsusf_main",
"rhsusf_c_hmmwv",
"rhsusf_c_m113",
"rhsusf_c_a2port_air",
"rhsusf_c_troops",
"rhsusf_c_weapons",
"rhs_main",
"rhs_c_weapons",
"rhs_c_troops",
"rhs_c_a2port_car",
"rhs_c_2s3",
"rhs_c_a2port_air",
"rhs_c_a2port_armor",
"rhs_c_bmp",
"rhs_c_btr",
"rhs_c_t72",
"rhsgref_main",
"rhsgref_c_troops",
"rhssaf_main",
"rhssaf_c_gear",
"po_vehicles",
};
Is this correct? ALso, what's a loadorder addon?
loadorder addon is cfgPatches class that already colletcs all other cfg patches under it so you only need to use it as required addon
Arma has those after each DLC for example like A3_Data_F_Oldman_Loadorder or A3_Data_F_AoW_Loadorder
So, I could do rhs_main_loadorder and rhsusf_main_loadorder?
With my above requiredAddons list I'm getting the error No entry 'bin\config.bin/CfgPatches.rhsusf_c_a2port_airΒ΄.
Okay, I am now for whatever reason getting a No entry .model error....
your configs are broken then
Should I just start using Drongo's Config Generator instead of writing this manually?
I can't see anything wrong with my Configs, if anyone here could be so kind and help out, that'd be greatly appreciated
I have no experience with Drongos generater so cant say
this is rather huge config to go through
my suggestion is move out most of the stuff
and try it and add stuff back one by one or in small chunks to see where it fails
Is there a way to change a vehicles inventory and components when creating a faction with Alive's Orbat Creator ?
dont think so
So, just comment out bit after bit?
any chance i can edit this without orbat ?
for example yes
you would have to create an addon/mod to create custom units/vehicles
is there a guide out there that may help or keep from going insane while figuring it out ?
i found an old armaholic link that is down...obviously
not really
there is the basic theory of how stuff works in the wiki
but not detailed tutorials for every possible thing you could do
the reason why I want to create a custom faction is because I can't make a vehicle keep its edited inventory, parts and components once it respawns... maybe there is a way to accomplish this... then i would need to make my own faction
Okay, so I found out that it might be because of the M16A2 mod that I found, so I'm looking into replacing it.
if you edit it live in game I dont think such changes normally save anywhere
perhaps you would need to script some sort of respawn system into the mission for them
trying to achieve this with the mgi modules. it works in sp for now
lets see what the dedicated server says about it
So i do not know if this is the right channel for it
But I wanna make a couple of check-boxes / sliders when doubleclicking on a vehicle in eden editor
I tried copy-pasting stuff from here just to see if it would provide me with a minimum example, but no luck so far
This is partly #arma3_scripting partly #arma3_gui
Depends which part you have problems with
Choose one topic either #arma3_config or #arma3_gui as per the #rules
@untold sonnet
Conversation carried to #arma3_config from #arma3_gui as it is more relevant. (Link to topic start: #arma3_gui message , for future reference)
- New category or existing category? (Hint: Categories are simply sublists of Attributes, as shown in the pic in the link I sent to you)
- Once decided, create new category just like MyCategory is created in the link provided(A) or inherit it by finding it(B). (A: https://community.bohemia.net/wiki/Eden_Editor:_Configuring_Attributes#Entity / B: 3DEN.pbo if you want to extract for studying)
- Simply create Attributes class just like in the example and under it, create your attributes just like in the link. You need to find the control you want to use within cfg3DEN >> Attributes, that is what is calling the actual control.
Perfect
Go step by step, if you get stuck, notify with your progress.
No worries, mind that you'll not see anything at all visually till it is completed.
Got it.
Hi, i have a question about ACE Interactions add via config. So i understand how to add it and it work perfect in the mission (with one Addon).
`class ACE_Actions {
class ACE_MainActions {
condition = "true";
displayName = $STR_ACE_Interaction_MainAction;
distance = 4;
class my_class_action1 {
displayName = $my_string1;
condition = "(alive _target) ";
exceptions[] = {};
statement = "[_target,_player] call my_fnc1";
icon = "";
};
class my_class_action2 {
displayName = $my_string2;
condition = "(alive _target) ";
exceptions[] = {};
statement = "[_target,_player] call my_fnc2";
icon = "";
};
};
};`
But with this I override the old actions mayby.
I want to keep all the old actions and add the new ones by inherting. But everything I've tried doesn't work. Do I have to define a separate base ace action for each addon? I looked also in the ace compat patches like RHS or BW Mod, but I can't get it to work.
Hey, can somebody tell me why moveVelocity fails to compile here? ```sqf
class SmallWreckSmoke: Default
{
interval=0.025;
circleRadius=0;
circleVelocity[]={0,0,0};
particleShape="warfxWeps\ParticleEffects\Universal\smoke_02";
particleFSNtieth=1;
particleFSIndex=0;
particleFSFrameCount=1;
particleFSLoop=1;
angleVar=360;
animationName="";
particleType="Billboard";
timerPeriod=1;
lifeTime=18;
moveVelocity[]=
{
"0 + (speedX/2)",
"5 + (speedY/2)",
"0 + (speedZ/2)"
};
...
fails to compile how?
19:53:35 Error during compilation of bin\config.bin/CfgCloudlets/SmallWreckSmoke.moveVelocity
19:53:35 Error during evaluation of expression _moveVelocity in smallwrecksmoke```
Its giving this error, "Error during compilation" whenever the effect first appears and "Error during evaluation of expression..." every time afterwards
perhaps it does not accept speedX/Y/Z as input
moveVelocity[]=
{
"20*directionX",
0.30000001,
"20*directionZ"
};```
perhaps it needs to be this?
since you got wrecksmoke and not ammo/weapon particle
RocketBackfireNLAW has this:
moveVelocity[]=
{
"-speedX/30",
"-speedY/30",
"-speedZ/30"
};```
but then ammo does have such input for particle effect
This doesn't work either, perhaps it doesn't take variables at all?
quite possible that effect for wreck dont use those at all
Does someone know how to change the mass of a grenade so it dosent fly too far?
you should change the initSpeed
mass doesn't affect the flight afaik
ah nice thanks
initSpeed of the mag btw
yea
https://community.bistudio.com/wiki/Arma_3:_Particle_Effects:_Config_Parameters I don't think any variables are allowed there. Here you have list of all effects & variables that they can use
Is there a way to invert the direction of a steering wheel?
The issue I'm having is a plane I have has two wheels at the front and a steering wheel at the rear.
When you try to turn with Q and E its essentially in reverse due to being at the rear of the plane instead of the front
IE. Where Q should turn it left, it turns right instead
just to be sure - do you have two steering physx wheels at the rear?
@novel lava Probably a dumb idea but i had a weird issue once with a tank turret turn.. when i was aiming to the right, the turret was going to the left π (also the AI was confused with it)
Checked config and model.cfg many times but it looked correct, until i have found the solution.. somehow the memory points (axis) were mirrored to 180Β°
So maybe you could try on top view mode in blender or OB to rotate the axis 180Β° or try to mirrorX (also in top view) π€·ββοΈ
No guarantee that it works, but maybe it does 
problem with that is steering doesnt really have an xis its just based on the center of the physx wheel iirc
Steering follows the animation
Reverse the animation or animation axis and it should work
eh? really? but the physical wheel is moving in the correct direction
and when I added steering = 1; to the front two wheels and disabled the rear one everything handled properly despite no steering animation existing
actually I see that I've faked into on An-2 and two front wheels are rotating in physx and rear wheel is only being animated
Huh, odd. I've made a 8 wheel steer once and all the wheels do affect it. The front wheels turn one way and the rear wheels the other.
did you checked that with internal exe? Without it it's rather impossible to verify what is going on
I remember I was working on Tochka-U and couldn't get rear wheels turning correctly
1st axle is turning in travel direction, 2nd axle is static, 3rd axle rotates in opposite direction to the 1st one. Animation are not affecting simulation as you can see
yeah i think i might just stick with this, apparently it's more 'correct' for these particular planes anyway... the wing wheels brake to turn, rear wheel just sorta follows along..
on a similar note is there a way to manipulate physx wheels?
ie. shrink, rotate or move them with an animation or similar?
I assume CarX the wheel shrinks when damaged hence why it sinks down on the damaged wheel side
but I cant seem to see how that functionality works as i'd like to do something similar with tankx
nope, I don't think there is such feature
I've tried once to do middle BRDM-2 wheels retracting via setdamage
it was wonky though and people could repair those wheels via repair trucks
ah rip
Plane wheels retract? Surely others can move too?
Gear anim source is specific to aircraft, so perhaps not?
@winter rain you Animated your tanks to deploy yes? Did you animate the wheels up or hull down
Hull and wheels down and then hide (so the sub parts wont clip trough something)
they are hidden after certain threshold is reached
So, my mod pushes an error that I've just been clicking away from apparently it's preventing some people from running it on dedicated servers. I SWEAR I've seen other (much bigger/better) mods have similar errors and not have that issue. It's linked to me have a requiredaddons parameter to reference vanilla tail sounds. As soon as I remove said line, obviously PBOProject throws an error
all errors should always be fixed
releasing mods with errors and not fixing them is very irresponsible
π¬
I'm sorry?
good! now fixy fixy
whats the exact error?
Im going to take a guess that you are not using correct classname in the required addons array
Addon 'RM277LonestarRifle' requires addon 'sounds_f_exp'
try using the AOW loadoder class there
Is it because that's the classname for the a3 instance of that?
Like, from the P:drive I mean
it likely is not the cfgPatches classname for that pbo
A3_Data_F_AoW_Loadorder use this
this makes your stuff load after all A3 stuff
Oh so the issue is that it's trying to refer to that vanilla sound BEFORE the game loads said sound?
yep its incorrect
its trying to load the config of said addon before your config is loaded so that your config would then be able to use/overwrite whatever is in the required addon
but it throws error because there is no cfgPatches class called sounds_f_exp because its** a3_sounds_f_exp**
in this case since you are not overwrititng anything any valid required addon would have worked
but its best to have correct ones there
like the aow_loadorder
Gotcha. So it would WORK if I just make it a3_sounds_f_exp, but it would be better to do it through AOW?
yes
filepath to what?
For the "A3_Data_F_AoW_Loadorder"
A3_Data_F_AoW_Loadorder <- this is it yes
Gotcha
you put this into the requiredaddons array
Oh that exactly? sorry I thought you meant go looking for the classname in the config for that
Derp
I'll try it out
Would I be doing that IN-PLACE of sounds_f_exp or in ADDITION to?
in place
That appears to have fixed it in the test case, I'll apply it to all instances and see if the error is no more.
Yup. All clear. Cheers!
Excellent news!
Now just remember to clear any error message your addon makes as single error popup could could hide 100 more errors behind it
and in long run the more errors there are the larger the change of stuff breaking totally and crashing the game or tanking server fps there is
can anyone help me with a Zeus Sound addon? I used a template from commy2 that I found on r/armadev, but it won't work. The sound won't play, and this error is in .rpt:
18:29:09 Cannot find a sound file cullins_music\femurbreaker.ogg
18:29:09 Sound: Error: File: cullins_music\femurbreaker.ogg not found !!!```
https://1drv.ms/u/s!Au1gfFaEUMasqlZZArS52blpBz4F?e=HbP16u
well it would indicate the path is not correct
so probably you project folder structure is not same as what you have used as paths
yes, but if you look in the config.cpp file it's the same path
the hyperlink there has the pbo and modfolder
hyperlink?
heh yeh no no
im cant check out your project like that
soz dont have that kind of time on me
ok, hopefully someone else will drop in π
do you have P drive set up?
yea, I've been using pboProject to build this
also tried addonbuilder, same result
do you use pboPrefix?
like the file?
file yes
no, haven't needed to in the past, could give it a shot. is it just pboPrefix.txt?
no dont
that would likely just make more mess
are your files in P:\cullins_music\femurbreaker.ogg
correct
if you unpack the pbo what kind of folder structure you get? and is the .ogg even there?
yea looks exactly how I set it up
ogg is there
cullins_music\config.cpp and cullins_music\femurbreaker.ogg
is there a way to have 2 models defined for a unit and not have them be lootable? I'd like to be able to display a vest on some models without showing it in the inventory
i have a separate uniform p3d and a vest p3d
No don't think that is possible
is it possible to "merge" both models into the uniform? 
maybe as a proxy?
but that would have to be defined in the p3d
if i had the unbinarized P3D's i wouldnt have this issue to begin with
if you want just bodies, you could make separate models for those
static ones, not characters
or perhaps disable siumaltion on them so they cant be accessed at all
and add the items you want to be lootable as separate ground holder next to them
nah, i made do with another way
since all the units i want to limit are under the same baseclass separate from the players and other units, i'll just check if the container the player opens is of that class and hide the whole container-inventory setup on the left
that works for me
actually a better way would be to catch the inventory open action, close the inventory and then open the player inventory on an empty container instead
that way you cant get anything stuck on the blocked inventory by dropping things to it
Does anyone know what typicalSpeed is used for in ammo config?
pretty sure I read it somewhere but I've forgotten where or what it was 
right for damage 
Is there any namespace where I could store CBA settings data so it is available during addon loading? I am trying to make it so that a config could be edited with CBA settings, though I am not sure if it is even possible... Using profileNamespace makes the game terminate itself as the profiles aren't yet loaded when the addons get loaded 
__EXEC(_settingEnabled = profileNamespace getVariable ["warFXPE_heatHaze", true];)
_settingEnabled = __EVAL([0, 1] select _settingEnabled);
#if _settingEnabled
class HeatHaze
{
simulation="particles";
type="HeatHaze";
position[]={0,0,0};
intensity=1;
interval=1;
lifeTime=0.5;
qualityLevel=2;
};
#endif
parsing namespace
tho I doubt that's possible
at the very least your config must not be binarized
parsingNamespace works, but how to get the CBA setting variables into it 
save CBA stuff into parsing namespace too? 
CBA settings are only initialized after config is loaded
so you need a "double init" system
but afaik the game parses the addon configs once
so probably won't work
if it was a mission thing you might've been able to make it work
i wonder if it would be possible to make the game somehow only parse the config when a mission is started / otherwise delay it
typicalSpeed is a speed when bullet does exactly the amount of damage as in defined in "hit"
higher speed than typicalSpeed results in more damage. Analogically lower speed means less damage
I have a custom unit and they work fine and all, but, if you get close, they wonβt fire at you
Like, 25m and below they wonβt fire
Any AI mods loaded?
That's what I was going to suggest next, I had an issue with my custom weapons and AI that I'm still working out
Sidenote, does anyone know how to re-create the laser rangefinding capability of the vanilla nightstalker scope? I'm trying to make a similar scope. I've gotten a (not working) PIP working under the ballisticscomputer parameter, but I'm guessing most of those don't work with small-arms in general.
My IDEAL end-goal is getting a auto-ranging rifle (ranged with T like an NLAW) that uses an integral scope.
Yeah that was the same as me lol, these AI were basically full-autoing DMR's
Could some one remind me how the conversion works for mass in arma when configing a weapon.
Blender to Object Builder, Iβm not really sure. Though in Object Builder, mass is done in Kg
Hows it done in the code when defining a weapon weight though for example the OPtre DMR is like 200 or something if i recall in the code so how does that convert to a 3 digit number
Mass is a new unit used to describe weight and volume of an object used. Each container has a set capacity in the same units.
Per the wiki
I think itβs just units
I honestly donβt know
Canβt seem to find much else
the hell is a unit lmao
the model mass does not play a part in that calculation if I remember right
the config mass is arbitary number that is not the weight of the thing exactly but is more like how difficult it is to carry.
unit of inventory space/carry capacity it takes so to speak
Is it possible to have a weapon be impenetrable? I have a weapon that should be able to block bullets but small caliber rounds take a few shots to go through while rifle shots go through like butter
Any config value or RVMAT I should use?
Wait, weapons can be penetrated?
Yeah if the bullet has enough power behind it
you can try armor_100mm.rvmat
I guess 100mm of RHA should be enough to stop any bullets. Not sure if you want to stop shell too though
I tried 250mm and that didnβt help
did you applied it to fire geometry of weapon?
Yes
is your geometry convex?
It's part of the cfgIngameUIs RSc class that is applied to the scope with the weaponInfoType parameter
I found something close to that with some more config sleuthing and some googling. Got it working in a basic form in-game, but I will definitely use this as a base to learn more off of. MUCH appreciated.
Si
have you tried to make your geometry more thick?
Thatβs what weβre thinking of being the solution atm besides having the material be dirt
how thick is it now?
stuff less than 10cm thick usually pass through straight away
please try it, otherwise you can try creating new RVMAt which links to new bisurf with changed bulletPenetrability
bulletPenetrability = 1.5; // RHAe x 10```
if its a shield and you made it thin like a shield might be that could be the issue
Is the dirt rvmat anywhere? So, we can create custom penetration effects but have it be impenetrable by default like dirt?
a3\data_F\penetration\
both the rvmats and bisurf files connected to them are there
not assigning an rvmat has that effect
but it will have the default impact effect etc
again, how thick is the firegeometry part?
Iβll have to look when I get the chance. I think itβs actually kinda thin
my guess is that is the reason
the bullet passes throgh it too fast to recognize it
Can i use local EH in cfgVehicles entries?
Hello ! Anyone have a stretcher script in source please? (ping me please)
How to use "class MissileDisplay" correctly so that I can output an image to the game interface?
class Test_Missile_AGM_01: Test_Missile_Base_01
{
cameraViewAvailable=1;
};
Is it enough to enter "cameraViewAvailable" or do need to use "MissileDisplay" somewhere else?
Figured it out.
Is it really possible to control the ATGM not by the camera of the aircraft, but by the camera of the rocket?
Animation config mistakes make some of the best bug reports:
Unit calms down after climbing a ladder
which actions play when a unit gets on a ladder?
i have already tried the following:
LadderOff
LadderOffBottom
LadderOffTop
LadderOnDown
LadderOnUp```
i have replaced the animations with my own, but it still somehow pulls the default ones
im trying to override the ladder actions with my own, but somehow it goes from my idle animation to an animation that is not referenced anywhere within the actions of my idle animation action-set
i dont even allow the transition from my animation to the target animation
so it is going through uncoscious
which is highly stupid
my point is, somewhere in the actions is the getting on ladder part
and it is not LadderOnDown or LadderOnUp
because i have swapped these out for my own animations already
which i connect to from my idle animation
yep, the unit is interpolating through the unconscious animation to the default ladder climb animation
despite it existing NOWHERE in my actions
why?
how does it do that?
Hey, uh, how do I update a config for a mod π
I tried using the tool in Publisher but it didn't work
so my question is, what is the action units use to get on ladders
because it's none of these, i have replaced them already
Publisher? you have to make an addon first
Yes, I did
I published the mod to the Steam workshop but realized there was an error in my config
So, I went back and fixed it
Repacked it, and added the folder into Publisher and hit update
that's essentially it. did you select the correct mod from the left side list?
yes, ladder climbing and other vanilla stuff always use the default vanilla actions
Still doesn't work, it says it updated but when I go to launch the game with the mod loaded it's the same error
despite having replaced the vanilla actions?
and there's no way i can replace them?
I don't really see why you want to replace vanilla actions. but anyway idk 
I dont really see why anyone would do anything ever, but anyway idk 
it uses the same action but each cfgMoveset hould be able to point to a unique animation for that action
i made a bypass until i can be asked to make a whole moveset
are you editing cdgmovemalesdr or a ne one?
Hey, it works, turns out I had to repair my mod in the launcher. I feel stupid
π
im editing cfgMovesMadeSdr
so i added a new action set
for ladder actions
and standing actions
and in my standing actions i pointed these to the animations setup for my ladder actions
and in the animations set up for my ladder actions, i made sure to connect to my idle animation
right so that probably does not work indeed
so i need to make a whole new cfgmovesmalesdr
and assign that to my unit
i can probably inherit the default one and change the things i need changed
i dont understand WHY i cant just change the animation the LadderOnDown and LadderOnUp points to
this should be so simple
because i have changed them, but it still insists on using the default ones
its how the ladder action works I believe
so it's in no way tied to LadderOnDown and LadderOnUp?
it puts you into normal standing stnance and uses the ladder action from there
are those there just for decoration? or legacy
no but it goes off your action set
i have overwritten default and stop
with ym idle
and it still doesnt work
would you think it would be easier if i send you the config?
no
I dont want to read through animation configs
its pain in the ass
and I have enough of animation configs of my own xD
so how I believe it works is that when you do climb action in game, it goes in to unarmed action set and uses the ladder actions from there
instead of using them from whatever action set you are currently in
or at least something along those lines judging by what you described
what is that action set so that i can override it?
I dunno. try all of them
or replace the animations in the vanilla ladder classes and see if that works
i'll just make a new cfgMovesMaleSdr for my unit
this is so aids
Its complex system that you try to change in ways its not meant to work in π
head beatings against the wall will continue until system integration improves
Use diag exe and enable animation debug to see which state/action it's trying to use.
Good idea
Good evening everyone, does anyone have the script for the vehicle turbo, the link of the bohemia forum is no longer valid?
Thank you very much : https://forums.bohemia.net/forums/topic/161182-vehicle-turbo-script/
hey guys im trying to make a window glass not destruct able but let bullets trough so you can hit someone. I dont know what i have to edit in the config to make this happen.
window of what
of my building sorry forgot to mansion that π
or is it possible to just remove the DestructionEffects class
to make it work
i cant find the documentation for this config part
remove the hitpoints for the windows
and they cant be broken
as in you have somehow made them to be be destructable
do the opposite to that
i will try that thank you π
Nothing in config
In your model just add the window parts in your firegeometry and add to it a glass penetration. Thats all
can i do multiple inheritance?
No
sad
ok, i fixed my animation issues by defining my own cfgMovesMaleSdr with every single animation and action
multiple inheritance wouldve saved me about 20 thousand lines of configuration code
I don't know if this is the right channel or not - but our server is using RHS on Exile and we have a huge amount of problems with RHS vehicles, where we probably know what the remoteExec is blocked. Have anyone of you the same problems and could provide any solution for the CfgRemoteExec?
#arma3_troubleshooting or maybe even RHS/Exile own discord channels
I tried the direct way via RHS BugTracker, but they are not really helpful about that, tbh π¦
maybe because it's not a bug in their software
but move to #arma3_troubleshooting atleast.
this is not the channel for this, imo
No idea if this is the right channel or where to start, but Im trying to find out if it's possible to use an androids accelerometer as a mouse in Arma 3. IE if I turn my android, the camera turns in game. Has this been done before?
is possible to make a rifle with 3 barrels fire them simultaneously?
simultaneously, yes but with some difficulty/scripting (fired eventhandler stuff), supear near simultaneously with 3 shot burst with no time between shots, yes easier/simpler(more bending of engine feature) you can animate the position of where shots are fired from between the shots
@vocal galleon
yeah, I figured that would be easier just make a 3 shot burst with a small time between them
thanks anyways
3 burst with 0 time between is practically same time
Is it possible to set a parameter with a variable which can get changed ingame ? probably not
parameter?
a parameter in a config
ok but where? what kind of parameter?
for example a stamina parameter of an animation
config properties are fixed and cannot be changed.
but you can do some stuff via scripting
thats what I thought, thanks for reply
Some of the config parameters can evaluate scripts and be changed. I did this way my setZeroing function before script command was introduced
Most obvious example are GUI colors in vannila game - preset that you have selected is stored in profile name space and then ui cfg properties are read via get variable
There are some caveats though but they are somewhat similar to merging config with diag exe
It is also not working on all classes since some of the class groups are cached and never flushed - diag merge config file doest it
hello my friends, can you help me with missile? i added the config, model, memory and ingame parts, what's wrong?
Config.cpp
memoryPointLMissile="Rocket_1";
memoryPointRMissile="Rocket_2";
class AnimationSources: AnimationSources
{
class Missiles_revolving
{
source="revolving";
weapon="StingerLauncher_TMT";
};
class Missiles_reloadMagazine: Missiles_revolving
{
source="reloadMagazine";
};
};
class EventHandlers: EventHandlers
{
fired="[_this select 0,_this select 6,'missile_move','MissileBase'] call BIS_fnc_missileLaunchPositionFix; _this call (uinamespace getvariable 'BIS_fnc_effectFired');";
};
Model.cfg
"missiles", "otochlaven",
"missile_1", "missiles",
"missile_2", "missiles",
"missile_3", "missiles",
"missile_4", "missiles",
"missile_move", "otochlaven",
class missile_move_1
{
type="translation";
source="missiles_revolving";
axis="rocket_1";
selection="missile_move";
sourceAddress="clamp";
minPhase=0.3;
maxPhase=0.4;
minValue=0.3;
maxValue=0.4;
memory=0;
offset0=0;
offset1=1;
};
class missile_move_2
{
type="translation";
source="missiles_revolving";
axis="rocket_translation";
selection="missile_move";
sourceAddress="clamp";
minPhase=0.6;
maxPhase=0.7;
minValue=0.6;
maxValue=0.7;
memory=0;
offset0=0;
offset1=1;
};
class missile_move_3
{
type="translation";
source="missiles_revolving";
axis="rocket_2";
selection="missile_move";
sourceAddress="clamp";
minPhase=0.8;
maxPhase=0.9;
minValue=0.8;
maxValue=0.9;
memory=0;
offset0=0;
offset1=1;
};
class missile_move_4
{
type="translation";
source="missiles_revolving";
axis="rocket_translation";
selection="missile_move";
sourceAddress="clamp";
minPhase=0;
maxPhase=0.1;
minValue=0;
maxValue=0.1;
memory=0;
offset0=0;
offset1=1;
};
Memory
ingame π€¦ββοΈ
https://imgur.com/a/gU80wcf
actually I want to make 8 missiles but I haven't been able to run 4 of them properly yet.
@hot pine ah nice thanks
Hello all,
I am currently trying to get HUL Damage on my vehicle, unfortunately it just doesn't work no matter what I do.
Engine, fuel tank and tire damage work fine.
I have followed the instructions of the wiki article below:
https://community.bistudio.com/wiki/Vehicle_Damage
In my Model.Cfg zbytek is listed under the selections
My vehicle has in the Hitpoints LOD the selections "karoserie"
and in the 0 LOD zbytek inside
In the Config.cpp at Class HitBody I have both selections inside:
class HitBody: HitBody {
name = "karoserie";
visual="zbytek";
passThrough=1;
armor=1;
};
Can anyone tell me what else I can check to get it working?
memoryPointLMissile="Rocket_1";
memoryPointRMissile="Rocket_2";
I had a similar problem with the HMMWV Avenger... these two points seem to have no impact at all on the missile's fired... I've used this:
memoryPointMissileDir[] = {"konec rakety", "konec hlavne"};```
usti hlavne and konec hlavne are the actual points it seems, and those are moved to the different missile fire positions via animation...
how did you go about model.cfg? because only the change made in the config does not work.
I made the changes in memory.
Sorry, I was wrong, the spice rakety and konec rakety determine the launch point, and they are part of a selection missile_move. Then, there are points called missile_pos1 ... missile_pos8 ... the relevant model config looks like this:
{
type="translation";
source="Missiles_revolving";
selection="missile_move";
offset0=1;
offset1=0;
begin = "missile_pos1";
end = "missile_pos2";
minValue=(7/8);
maxValue=(7/8)+0.02;
};
class missile_move_2: missile_move_1
{
begin = "missile_pos2";
end = "missile_pos3";
minValue=(6/8);
maxValue=(6/8)+0.02;
};```
How do i write a config for a simple car just 4 wheels and a sterting wheel.
And what bones are needed.
I second this
It is. In the pbo project settings
With notepad++. There are the arma3 samples you can use as reference. But even simple vehicle config is quite complex. So you will need to learn how configs work
I don't know. You will have to try
I that could work better.
class HitPoints /// we want to use hitpoints predefined for all cars
{
class HitLFWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRF2Wheel;
class HitBody;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
};
class EventHandlers;
};
i dont have hitpoints
so i delete this?
Sure
I suggest you start from blank config and add things one at the time so you can learn how it works
does anyone know what weaponPoolAvailable does? I've been able to find literally nothing on this field
probably connected to this system https://community.bistudio.com/wiki/addWeaponPool
Dont know any specifics, just a educated guess
from what I can gather vehicle magazines have it set as 0
and handheld mags and other character items have it as 1
Need some help guys, Why does the middle car work but the others don't?
I can't even change the texture ingame with the console
what do you mean the others dont work?
and what which one config did you show
need a lot more information @bright leaf
The configs showed are from the one in the middle (PAF_C_l200) and the one on the left (PAF_C_l200_covered). All 3 are supposed to look green. The middle one is working fine but the other ones don't work at all and using setObjectTexture on them while ingame doesn't work, nothing changed. Using setObjectTexture on the original vehicles (B_G_Offroad_01_F and B_GEN_Offroad_01_covered_F) works fine
The textures files in the config are green and ingame show up as red and blue @hearty sandal
how do you pack the pbo?
do you have correct required addons setup?
possibly you are breaking some inheritance there
pbomanager, its the vanilla offroad
its works for all the other textures ive been doing without any problems so far
why does everyone always fight me on this
Im not gonna waste more time on convincing you then
i'm not fighting you on that, just saying its probably not the problem since the other 20 something retextures work
what should i use to pack pbos?
pboProject and proper P drive setup
ok, going to try and setup that and test it
in 2.10 it takes coordinates π
if i'm trying to have a burst-fire weapon have a different time between "trigger pull spacing" and "shots of burst fired" how would i go about that?
i have a weapon i'd like to be burst-fire but force the shooter to wait 4 seconds between each burst
should i just make a fired eventhandler that forces it to shoot the burst with the desired delay, then have the single mode actually have the 4 second delay?
or am i overcomplicating?
Very over complicated for how weapons generally work in this game
a friend from legion studios said there was a way to do what i'm trying to do, but he didn't specify how. do you have any ideas?
probably some scripty stuff through fired evenhandler
does that imply that a config mod can declare ViV space on any Vehicle now?
yes
Does someone know if there is a config entry to change the sounds of people scoping in and out
hey what causes my wheels to float? https://imgur.com/gallery/MRTHbQU
ive tried moving the mass around but it just stays the same
would anyone be able to take a look at this config and see if anything looks off?
mm
and by anything looks off do you mean something does not work?
I'm getting a strange error when trying to run this asset on a dedicated server
and I'm trying to see if anyone better at configs than me can spot any reason why
essentially:
exact error description
if a unit with this asset is present in a mission file when it is loaded on a dedicated server, the mission will refuse to load, giving this error:
19:54:30 You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
Nat_GS91_Uniforms
no issues occur when using this asset in sp or local mp
if I run the server with the mod loaded, and then spawn in the uniform using zeus or an arsenal once in-game, it seems to work fine (at least for locally connected players - there seems to be a JIP issue)
right
since I'm retexturing cwr, I tried to copy the format of the cwr expansions as closely as possible
annoyingly, the server doesn't give me any further information; I've always found it really annoying how arma just doesn't have good debugging tools
by 'the class', do you mean just this particular asset (i.e. the uniform) or the addon in general?
that would likely refer to the pbo/config in that pbo nat_gs91_uniforms
makes sense
but in that case, I wonder why it seems to be able to load the uniform in-game - surely if it couldn't the pbo/config, it wouldn't be able to load the asset at all?
unless like... is it somehow possible that it's getting that from the mods running in my game rather than through the server?
maybe some other mod overwrites it or something
I definitely have nothing else with that name tbh
addon builder
try pboproject addon builder faults only on big mega breaking stuff
not really on typos or such
right
hmm.
I'm... not sure what this means
for example, the filepaths it gives to the custom content are definitely right (I think): it says it can't find "\NAT_GS91\Data\uniform_m88_ttsko_cherno_co.paa"but copy and pasting where it's located from my file browser gives G:\Arma_Modding\~mods\NAT_GS91\Data
you are not using P drive?
I tried setting it up once and gave up out of frustration to be honest
pmcwiki has simple steps
it is really essential
as all the tools and workflows are designed around it
you can find it at the top of the pmcwiki terrain tutorial pinned on #arma3_terrain
from what I know it doesn't necessarily need to be an actual separate partition, right?
usually it is virtual drive
mm
the guide goes through setting that up
it just points to a folder somewhere on your drives and reads P: from there
P drive is essential as it represents the root of the games file system
so when you have P:\path\to\file.thing in game its read from \path\to\file.thing
which makes it far easier to make stuff cleanly
(full disclamer it is possible to work without it. but people with that knowhow are rare)
hm. I'm pretty sure I mapped it correctly, but the error seems to persist
could there genuinely be something wrong with my file structure?
oh wait - I might have some incorrect slashes preceding my filepaths in the config or the rvmat(?)
is there any rule on whether any particular filepath wants to have a slash preceding it or not?
for instance, in the cwr vdv config I see both stuff like "cwr3\humans\cwr3_soldiers_rus\uniforms\data\uniform_m69_tops_injury.rvmat" and "\cwr3\expansions\cwr3_expansion_vdv\uniforms\data\uniform_m83_butan_co.paa"
actually - I've messed around with the slashes a bunch, just trying to trial-and-error it; no luck, though. I suspect the problem might not be with that.
it honestly looks more like it can't find any of the files I'm linking to - does anyone have any idea what might be wrong here?
are your paths on P drive the exact same ones
thats where it checks the files/paths from
I have something defined as e.g. "\NAT_GS91\Data\uniform_m88_ttsko_cherno_co.paa" in the config
and its actual filepath is P:\~mods\NAT_GS91\Data\uniform_m88_ttsko_cherno_co.paa
but the thing that's strange to me is that it's also throwing this error on stuff I'm bringing in as requiredAddons in the CfgPatches
do I need to have those assets in some specific place so it can actually find them?
I apologize I'm just not very familiar with what structure stuff inside the p drive should actually have
well thats the problem
you cant go add folders to the path structure
it has to be absolutely same
how else can the program validate the path
if it is not there
oh, shit, I see - apologies, I understand this now I think
so I'm guessing that any mods I want to have as dependencies I'll also need in the same place as NAT_GS91, right?
actually
if you are refering to files those files need to be in their own correct folders
I might be about to figure it out
yeah
I think I know what's up with this now lmao
it's just a bit unintuitive for someone seeing this workflow for the first time
it is logical
oh no, it 100% is
I just wasn't sure what certain things wanted from me/were referring to
but once I begin to understand it it honestly is fairly logical yeah
...a different error! it found all the files now!
thanks for your help and patience tbh lmao
basically it comes down to initial setup (P drive, where the data goes) being wrong
and there are lot of bad guides out there that do this all wrong
...hm, so this is some weird shit
it packs correctly
but the dedicated server throws the same error
Nat_GS91_Uniforms```
is it possible that the problem might be that my pbo doesn't have the same name as the classname defined in CfgPatches?
or should that not matter
should not matter. its the cfgpatches classname that is the internal name in the engine
pbo name does not matter
hm, fuck
you sure you have updated the server?
could it be that I'm using DSUtils to sign it/should I be using something else?
I swapped out the mod version on the dedicated server, I'm pretty sure
I'll check again
it seems to be an issue specifically with cwr, for some reason? while trying to do a cup retexture does give me an error related to one of the required mods being missing, I suspect this is due to a faulty server configuration on my part
I'm going to try asking the cwr team about it directly
Trying to do some previewPictures, keep getting hit with "cannot load textures" even though the path in the config and file names are exactly the same
same as what?
the path to the texture in the config is the same as the path to the texture in my pdrive
Hi guys, trying to config a container to hold smaller resupply crates using ACE cargo, having trouble with it, is the format wrong?
class 143_Logi_Container_0 : Land_Cargo10_grey_F
{
displayName = "Death Korps 1st Platoon Resupply";
scope = 2; scopeCurator = 2;
descriptionShort = "medcase0";
editorCategory = "143rd_Logi_Storage";
editorSubcategory = "143rd_Logi_Storage_Medium";
ace_cargo_space = 25;
ace_cargo_hasCargo = 1;
ace_cargo_Loaded [143_Logi_Case_0, 143_Logi_Container_0]
}
what matters is the path relative to the pbo, which uses the pbo prefix. path on pdrive is irrelevant
yes
the path is \lemon\lemon_chi_army_plaav\data\UI\previewpicture.jpg
what is your pbo prefix?
lemon
I've defined the other small crates such as 143_Logi_Case_0, 143_Logi_Case_1 etc. and these work in game. Found the https://ace3mod.com/wiki/framework/cargo-framework.html#44-load-cargo-into-vehicle but a little confused how to config a bigger shipping container to hold several of my smaller crates
Or just how to config a container within a container in general
what is the resolution of your jpg file?
455 x 256
it's not a texture though, it's an editor preview
in fact, that's the exact resolution that the wiki specifies
also, i've done editorpreviews for other stuff too and it was the same resolution and it worked
i don't know what's going wrong here
Resize all images to 455x256 and save them in JPG format.
oh wait what the fuck it works now
i have no idea what i did but it works now for whatever reason
okay so
when i upload it to steam workshop it doesnt
work
i genuinely have no clue why this is happening
everything seems to be correct
if your mod is too small maybe Steam can't tell it was "updated"
repair your mod
i did repair
i even went into the mod folder and unpacked the pbo to check if it was updated
hey i fixed it
Having trouble adding backpacks to a crate, I assume I've done it wrong, any ideas on how to fix?
class 143_Logi_Case_14 : TIOW_IG_WeaponBox1_DKOK
{
displayName = "Death Korps Uniform Box";
scope = 2; scopeCurator = 2;
descriptionShort = "smallcase14";
editorCategory = "143rd_Logi_Storage";
editorSubcategory = "143rd_Logi_Storage_Small";
hiddenSelectionsTextures[]={"\143rdlogistorage\data\Textures\crate14.paa"};
//These code lines increase the storage Capacity of the box
maximumLoad = 100000;
transportMaxBackpacks = 100000;
class TransportBackpacks
{
class TIOW_IG_Vox_Caster
{
name = "TIOW_IG_Vox_Caster";
count = 5;
};
class TIOW_Vox_Caster_Black
{
name = "TIOW_Vox_Caster_Black";
count = 5;
};
class IG_Voxcaster_Black
{
name = "IG_Voxcaster_Black";
count = 5;
};
};
}```
wanting to do some ace interactions for some goggles
condition="linkitem player == 'XYZ'";
or is it something like condition "facewear" or somthing
So ive been working on the suspension for my vehicle and for some reason the wheels itself are now below the suspension. In the model they are aligned perfectly so it has to be code related ive tried changing alot of stuff in the physx but i can get the wheels to move up to their original location how do i fix this?