#arma3_config

1 messages ยท Page 143 of 1

hearty sandal
#

perhaps your physX wheel radius points are bad

little phoenix
#

as in wheel_1_1_bound?

#

or do you mean wheelcircuference?

hearty sandal
#

wheel bound

little phoenix
#

i checked and thats perfectly aligned with the bottom of the wheel

#

everything is perfectly aligned aswell

hearty sandal
#

no bouble points in selections?

little phoenix
#

you mean that?

hearty sandal
#

Yes

little phoenix
#

from what i can tell its fine

hearty sandal
#

then perhaps animation axis directions are wrong way

little phoenix
#

as in wheel_1_1_damper?

#

even with wheel_1_1_damper turned around its still the same

hearty sandal
junior sparrow
#

how do I add cba's main addon as a dependency for a mod? don't have access to my Arma computer atm

slim halo
little phoenix
slim halo
#

CLI works too think_turtle

junior sparrow
#

yeah CLI is more general

#

but maybe it should be "command line tool" as that page is geared towards beginners?

twilit vigil
#

how would I go about overwriting inherited magazineWell[] = in a weapon config properly?

wintry tartan
#

Just overwrite it via = ?

twilit vigil
#

that doesn't seem to work

wintry tartan
#

What's the config and your goal?

twilit vigil
#

I was trying to override the magazineWell of a modded weapon to clean up the lootspawner on my server from excess magazines, since the script used just grabbed whatever magazines are compatible from the config

It turned out that I don't have to do that so I no longer have the config setup for that.

versed moss
#

Would any one be able to help me with this PBO project error.
I'm trying to obviously compile a PBO, but I keep getting a error;
rapWarning: missing file(s)

\Users\Schultz\Desktop\@Testing\addons\Loli_heli\Config.cpp circa Line 36: Loli_heli\ah1z_engines_co.paa
\Users\Schultz\Desktop\@Testing\addons\Loli_heli\Config.cpp circa Line 56: Loli_heli\rhs_t80u_01_co.paa
\Users\Schultz\Desktop\@Testing\addons\Loli_heli\Config.cpp circa Line 57: Loli_heli\rhs_t80u_02_co.paa
\Users\Schultz\Desktop\@Testing\addons\Loli_heli\Config.cpp circa Line 59: Loli_heli\rhs_t80u_03_co.paa```

Even though I have the .paa's tucked away right next to the config.cpp
wintry tartan
#

Make sure the path is correct. Including re-check pboprefix

versed moss
#

Could you clarify checking pboprefix? I don't believe I have any pboprefix files in either file

slim halo
#

those files must be physically present on your P drive

#

e.g. :P:\Loli_heli\ah1z_engines_co.paa must be present

versed moss
#

Then I just gotta move the config and all that boring stuff over to the actual P drive?

slim halo
#

I think so yeah. pboProject is kinda freaky about it

versed moss
#

Moved the whole file over, still didn't work. Should I copy and paste the rest of the error message? It looked pretty much the same except for it reading for example:

Config.cpp : Loli_heli\rhs_t80u_01_co.paa

#

*with the big ol' rap warning missing files above it

slim halo
versed moss
#

Within the folder, I got the .Paa's all labeled correctly in it

slim halo
#

how did you set up P drive?

versed moss
#

When I originally set it up, I think I did a 'Mount the work drive (p)' through the arma tools

#

This's the file path; "This PC/Local disk(P:)"

slim halo
versed moss
#

the actual config text doc?

slim halo
#

yes

versed moss
#

Gotcha one moment

shut charm
#

I am unable to load in the server, i think i need to add the map somewhere but can't seem to find where..
When attempting to load an Altis mission that works
look below for the issue

17:09:49  Mission world: Bornholm
17:09:49  Mission directory: mpmissions\__cur_mp.Bornholm\
17:09:49 Warning Message: Picture pic.jpg not found
17:09:49 Warning Message: No entry 'bin\config.bin/CfgWorlds.Bornholm'.
17:09:49 Warning Message: No entry '.gridNumbersOverLines'.
17:09:49 Warning Message: '/' is not a value
17:09:49 Warning Message: No entry '.centerPosition'.
17:09:49 Warning Message: []: '/' not an array
17:09:49 Cannot evaluate '' - no file
17:09:49 Warning Message: []: '/' not an array
17:09:49 Cannot evaluate '' - no file
17:09:49 Warning Message: No entry 'bin\config.bin/CfgWorlds.Bornholm'.
17:09:49 Warning Message: No entry '.gridNumbersOverLines'.
17:09:49 Warning Message: '/' is not a value
17:09:49 Warning Message: No entry '.centerPosition'.
17:09:49 Warning Message: []: '/' not an array
17:09:49 Cannot evaluate '' - no file
17:09:49 Warning Message: []: '/' not an array
17:09:49 Cannot evaluate '' - no file```
#

As much as i understand it cannot find something but I am unable to understand where i need to add the map.

shut charm
#

Nope, Workshop map

slim halo
shut charm
#

Is it not anything to do with config?

slim halo
shut charm
#

Oh sorry!

little phoenix
#

So ive been messing with the proxies and i have a question so for example i have a proxy called cargo.001 in the test car lod but when i look in the code for the test car cargo.001 is nowhere to be found so my question is what links the proxy to the RTM?

fleet adder
#

hello, Im trying to comprehend what im missing for my default keybind to work. My action already works as its able to be rebinded without any issue, and the action shows in the mod section of the control rebinding menu. However it seem like the default keybind i want to give it its not correctly set up.
Could i get some insigth in why that is?

Im trying to use the very basic config provided in biki

class CfgDefaultKeysPresets
{
    class Arma2 // Arma2 is inherited by all other presets.
    {
        class Mappings
        {
            MK_moddedAction[] = {
        0x3213001D // Presumed left control + M combo in Keyboard
            };
        };
    };
};
hearty sandal
#

seems to be its a legacy thing

fleet adder
#

Adding a new key

Defining a new action in CfgUserActions

class CfgUserActions
{
class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.
{
displayName = "My Test Action";
tooltip = "This action is for testing.";
onActivate = "_this call TAG_fnc_MyHandler"; // _this is always true.
onDeactivate = "_this call TAG_fnc_MyHandler"; // _this is always false.
onAnalog = "_this call TAG_fnc_MyAnalogHandler"; // _this is the scalar analog value.
analogChangeThreshold = 0.1; // Minimum change required to trigger the onAnalog EH (default: 0.01).
};
};

Defining a default keybind in CfgDefaultKeysPresets

class CfgDefaultKeysPresets
{
class Arma2 // Arma2 is inherited by all other presets.
{
class Mappings
{
TAG_MyActionName[] = {
0x25, // DIK_K
"256 + 0x25", // 256 is the bitflag for "doubletap", 0x25 is the DIK code for K.
"0x00010000 + 2" // 0x00010000 is the bitflag for "mouse button".
};
};
};
};

hearty sandal
#

well do you have both classes defined for it?

#

1 in cfguseractions and 1 in cfgdefaultkeypresets?

fleet adder
#

indeed

#

im already able to use it when setting a custom keybind from controls. Its just doesnt like the default one.

#

I think i see whats my issue in the actual config. Looks like I had a typo left in by accident meowfacepalm I'll try it when i have a chance. However, in the screenshot you sent. There is an arma3 class inheriting from arma2 class. Is that necessary or with just the arma2 class would suffice?

grand zinc
#

Try instead using one of the default keycodes, like 0x25

#

and see if that works, to know if the keycode you have there is the issue

grand zinc
fleet adder
# grand zinc Try instead using one of the default keycodes, like 0x25

I will try, ty.

How does setting the dik keys work with the vanilla keybindding?
Do I

#include "\a3\ui_f\hpp\definedikcodes.inc"

and then in the mapping of the action i do

            TAG_MyActionName[] = { DIK_1+DIK_2
            };

?

I have up to yesterday always used cba for custom keybinds, but having it be a requirement only for keybinds it's not cool.

grand zinc
#

as far as I know vanilla just hardcodes magic numbers

#

like the wiki example

trim cypress
#

I'm not sure if this phrasing is technically correct here goes anyway:

With configs you can make an addon that overwrites values of existing classes. Can the same be done with functions? So in my case if I'd like to modify and existing ACE function could I do a 'cumulative' addon that overwrites the function in question or is the only possibility to do a full replacement addon?

slim halo
grand zinc
#

ACE functions are "final" meaning blocked against replacing/overwriting

#

You have to go full on hacky mode if you want to modify ACE.
The only thing you can really touch is config, but the thing that creates the ACE functions is run by an eventhandler that's set in config.
You can replace that whole eventhandler by redirecting it in config

#

It's quite cumbersome if you want to do it more often, but doable.
And it may also break when ACE updates, if they change their function so that it's not compatible with your replacement anymore

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But i guess that applies to everything

trim cypress
#

Yeah I was kind of afraid of that. Easier to think outside the box I think. ๐Ÿ˜… Thanks anyway.

gray coyote
#

define KK_server(no)
class KK_server_##no
{
text = "[KK] Arma 3 Server";
textIsQuote = 0;
picture = "\kk_menu\intro\intro_server.jpg";
video = "kk_menu\intro\onhover_server.ogv";
action = "0 = [_this] execVM '\KK_Menu\skripte\joinKKserver.sqf'";
actionText = "Server des 2. Gebirgsjรคgerzug beitreten!";
condition = "true";
}\

hello i know how to connect a server to a spotlight in the main menu, but is it possible to join a SP mission?

nimble lodge
#

Question: I am trying to port a shoulder pad from eyewear slot to nvg slot, however for some reason it only displays the default texture (correct models tho). How do I make it actually use the texture in config file?

#

|| class NVG_Shoulder_Yellow: NVGoggles { author="Meh"; displayname="Shoulder Small (Yellow)"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "Shoulder\data\shoulder_yellow_co.paa" }; scopeArsenal=2; identityTypes[]={}; class ItemInfo: ItemInfo { type=616; hmdType=0; uniformModel="\Shoulder\shoulder"; modelOff="\Shoulder\shoulder"; mass=4; }; }; ||

#

Because later down the line I have this to change the color but it doesnt work

#

|| class NVG_Shoulder_Green: NVG_Shoulder_Yellow { author="Meh"; displayname="Shoulder Small(Green)"; class ItemInfo: ItemInfo { type=616; hmdType=0; mass=4; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "Shoulder\data\shoulder_green_co.paa" }; }; }; ||

shell drift
#

Hey guys, very new to modding, ive been having some good progress but now stuck with applying fire geometry lod, I can't figure out where everyone is getting arma's bisurf files from. i guess i gotta extract them from my arma install but ive unpacked half of it already and cant find what i'm looking for, any help on how to get them would be much appreciated

wintry tartan
#

data_f IIRC

shell drift
#

yep addons/data_f.pbo that was embarrassingly simple, thanks loads for the help

hearty sandal
#

So don't think you can get that to work

narrow musk
#

is there some example I can check for simple animating UVs?
like just moving in one direction
I've seen the biki page so its possible just trying to look for an example so I can understand more simply

hearty sandal
#

Nope. UVanimation class is used in karts and probably couple other models (all in one config is your friend) and basig gist is you need at least some cfg model animation so the simulation is animated and you need the uv animated selection in sections list in model. Cfg

narrow musk
#

wait I can't animate UVs without animating the model?

#

or did I read that wrong?

hearty sandal
#

You need some sort of fake animation class so animations are enabled as far as I know

#

Doesn't have to actually be tied to any part of the model

#

@narrow musk

narrow musk
#

oh I see
I'll check karts I guess

hearty sandal
#

Model wise it's just a named selection like any other

nimble lodge
hearty sandal
#

If you want nvg slot variants you'll need separate p3ds

wet pike
#

Is there a way to prevent the randomised headwear thing that the FIA units have from kicking in on unit classes that inherit from them, or would it simply be better to switch over to the normal NATO classes instead?

hearty sandal
#

Probably need to set your own cfg identity stuff.

#

To overwrite what they got

#

Default Nato heads have some randomisation too

wet pike
#

Fair play. I'd set up new inheritances for the identityTypes already. I'll have a look into the cfg identities side.

shell drift
#

anyone know what my error exactly is here? only thing i can see is binmake's registry but that was correct https://ibb.co/JHC1Df0

steady beacon
tacit zealot
#

Adding an action to the CRV-6e to raise an lower plow, but it doesn't work. Any suggestions? (Aegis C-192's ramp action used as template) The shortcut keys don't work either.
class UserActions{ class Plow_Raise{ userActionID = 80; displayName = "Raise Plow"; textToolTip = "Raise Plow"; displayNameDefault = "<img image='\A3\UI_F\Data\IGUI\Cfg\Actions\arrow_up_gs' size='2.5' />"; position = ""; condition = "player isEqualTo driver this && {this animationPhase 'moveplow' == 1}"; statement = "this animateDoor ['moveplow', 0]"; priority = 1.5; radius = -1; available = 1; showWindow = 0; hideOnUse = 1; onlyForPlayer = 0; shortcut = "zeroingUp"; }; class Plow_Lower: Plow_Raise{ userActionID = 81; displayName = "Lower Plow"; textToolTip = "Lower Plow"; displayNameDefault = "<img image='\A3\UI_F\Data\IGUI\Cfg\Actions\arrow_down_gs.paa' size='2.5' />"; condition = "player isEqualTo driver this && {this animationPhase 'moveplow' == 0}"; statement = "this animateDoor ['moveplow', 1]"; shortcut = "zeroingDown"; }; };
I used animateDoor instead of animateSource I'm dumb lmao

nimble lodge
shell drift
gray coyote
#
action = "ctrlactivate ((ctrlparent (_this select 0)) displayctrl 101);"; 

is their a way to add custom missions to an action in the CfgMainMenuSpotlight

bright monolith
#

Where is a weapon's dispersion/accuracy defined? I want to increase the random spread of a weapon, but I'm not sure where to look.

#

Is it CfgAmmo, CfgMagazine, or CfgWeapon?

latent lion
#

where are pylon positions defined?

#

i cant find them in the model memory selection names

#

so they must be defined somewhere in the config, right?

untold temple
untold temple
bright monolith
#

Is there a wiki entry for the modes section? I can find modes []= {"this"} in the cfg weapons config reference, but it is not elaborated upon.

untold temple
#

That just describes what modes the weapon will use. The parameters defining the characteristics of each 'mode' are subclasses inside the weapon class

latent lion
#

i cant get MFD's to work

#

i have defined the MFD class in my cfg-vehicles entry, but it refuses to work in-game

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nothing comes up

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i tried copying the wildcat mfd over, and that doesnt work either

latent lion
#

never mind, i managed to make it work

edgy forge
#

Im not sure if I am right in this channel..

Im currently at re-texturing a mods vehicle and I am stuck at the Config.
I absolutely dont know how to do it.
Could maybe anyone here lend a helping hand or rather not? ^^

(Actually Im lost at everything but step by step :3)

hearty sandal
nimble lodge
hearty sandal
#

Can't do that on nvg slot

#

No matter how much you want it

novel lava
#

does anyone know what the float stallWarningTreshold refers to? like the defaults are 0.2 etc but I have no clue what it's 0.2 of

#

maxSpeed? envelope?

edgy forge
# latent lion what do you have so far?

I re-textured the PAA files which are for the vehicle from the original mod.
Now Im trying to figure out, how to get it back together to a mod so I can upload the mod and use it to put on the Camo.
I do have a config which is not for RHSUSAF but for AFRF a friend gave me is what I currently have.

Im stuck at how to re write the stuff in there, so it know where and what is.

fervent glacier
#

Hello !
Do you know if it's possible to loop a sound in an animation without creating a script for that ?
Because i have a looped animation, but the sound can only be heard at the start of the animation , even if there is a "loop" attribute in CfgAnimationSourceSound which seems to have no effect
https://www.youtube.com/watch?v=y9TFmbWvFBQ

class CfgAnimationSourceSounds
{       
    class Derby_Sound
    {
        class SoundActivation
        {
            loop = 1;
            terminate = 1;
            trigger = "(phase factor[0.05,0.10]) * (phase factor[0.95,0.9])";
            sound0[] = {"HL_Veh_base\data\sound\trunk_open.ogg", 20, 1, 200};
            sound[] = {"sound0", 1};
        };
    };   
};
ashen sluice
#

any ideas on the purpose of the opticsID field in CfgWeapons?

sullen fulcrum
#

Does the weight of mags pylons affect the balancing of the helicopter/aircraft?

nimble lodge
# hearty sandal Can't do that on nvg slot

Okay, what you said seems to be false. I opened a mod that had stuff in their glasses and nvg slots and in nvg slots they are also using hidden selections

    {
        scope=2;
        displayName="M40 Protective Mask|V3/ClearLins|NVG";
        picture="\US_M40_Masck_NBC\data\icon\gas";
        model="\US_M40_Masck_NBC\model\M40_MASK_V3.p3d";
        hiddenSelections[]=
        {
            "Camo3"
        };
        hiddenSelectionsTextures[]=
        {
            "US_M40_Masck_NBC\data\M40_lins_clear_ca.paa"
        };
        modelOptics="\US_M40_Masck_NBC\model\GP_Optic";
        class ItemInfo
        {
            type=616;
            hmdType=0;
            uniformModel="US_M40_Masck_NBC\model\M40_MASK_V3.p3d";
            modelOff="US_M40_Masck_NBC\model\M40_MASK_V3.p3d";
            hiddenSelections[]=
            {
                "Camo3"
            };
            hiddenSelectionsTextures[]=
            {
                "US_M40_Masck_NBC\data\M40_lins_clear_ca.paa"
            };
            mass=13.624781;
        };
        scopeCurator=2;
        weaponPoolAvailable=1;
    };```
nimble lodge
#

Okay I just finished messing around and hidden selections do work with NVG slots, just finished porting it

hearty sandal
#

๐Ÿ‘Œ ๐Ÿ‘

hushed turret
#

I'm working on a mod rn and I have retextured vanilla assets in it. One of these assets is the BLUFOR Crye tac uniform that NATO uses. I have 4/5 of the camos working, but the final camo isn't working even though everything (seems) exactly the same.

#

Example of a working one:

    {
        author = "3th3r34l";
        scope = 2;
        displayName = "Crye Uniform (GUSOFPAT Eidolon)";
        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_night_vic";
            containerClass="Supply60";
            mass=20;
        };
    };```
#

The one that doesn't work:

    {
        author = "3th3r34l";
        scope = 2;
        displayName = "Crye Uniform (GUSOFPAT Desert)";
        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_desert_vic";
            containerClass="Supply60";
            mass=20;
        };
    };```
#

Is there anything glaringly wrong with the second one? It doesn't even show up in the editor at all

hushed turret
#

Also, when I use pboProject to pack the files, it's giving me an error saying it can't find anything at all in my data file

tacit zealot
#

I tried adding a UAV terminal to a vehicle (AMV-7 CV) with the config line hasTerminal = 1;, but nothing's happening. Is this entry bugged or am I doing something wrong?

latent lion
#

the former is possible, the latter i dont think is possible

tacit zealot
#

I want the vehicle to become a UAV terminal. Maybe I could check that action thing and incorporate a UserActions{} class

dry mantle
#

quick question, I'm trying to make a structure with a door that opens, anyone know how I could do that or could point to a guide on that?

tacit zealot
#

I'm making a version of the Phalanx CIWS which uses the Black Wasp's gun sound, but I hear nothing when I fire the weapon. Any help?

    class CannonCore;
    class weapon_Cannon_Phalanx: CannonCore{class manual;};
    class weapon_Cannon_Phalanx_d1: weapon_Cannon_Phalanx{
        scope=0;
        class manual: manual{
            class StandardSound;
        };
    };
    class BNI_M168: weapon_Cannon_Phalanx_d1{
        author="brendob47";
        ballisticsComputer = "2 + 4";
        scope=1;
        displayName="M168";
        magazines[] = {"BNI_1000Rnd_M168","BNI_1000Rnd_M168_Yellow"};
        class manual: manual{
            aiRateOfFire = 1;
            aiRateOfFireDistance = 10;
            burst=1;
            class StandardSound: StandardSound{
                begin1[] = {"\A3\Sounds_F_Jets\weapons\cannons\Fighter_Gun20mm_AA_1",2,1,3000};
                begin2[] = {"\A3\Sounds_F_Jets\weapons\cannons\Fighter_Gun20mm_AA_2",2,1,3000};
                begin3[] = {"\A3\Sounds_F_Jets\weapons\cannons\Fighter_Gun20mm_AA_3",2,1,3000};
                soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34};
                soundsetshot[] = {"Autocannon35mm_Shot_SoundSet","Autocannon35mm_Tail_SoundSet"};
            };
        };
        class GunParticles{
            class FirstEffect{
                directionName="Konec hlavne 1";
                effectName="MachineGun1";
                positionName="Usti hlavne 1";
            };
            class SecondEffect{
                directionName="Konec hlavne 2";
                effectName="MachineGun1";
                positionName="Usti hlavne 2";
            };
        };
    };```
Edit: Fixed by removing the soundsetshot[] and adding soundcontinuous=0
vocal patrol
#
class Flag_White_F;
    class XRESTAC_Flag : Flag_White_F
    {
        author = "Dozette";
        scope = 2;
        scopeCurator = 2;
        displayName = "Flag (XRESTAC)";
        editorpreview = "@xrestacfactions\addons\xrestacfactions\xrestac_flag.paa";
        editorCategory = "xrestac_editor_cat";
        faction = "CIV_F";
        editorSubcategory = "xrestac_editor_props";
        class EventHandlers
        {
            init=" (_this select 0) setFlagTexture '\@xrestacfactions\addons\xrestacfactions\xrestac_flag.paa'";
        };
    };

Having trouble where my texture path for this flag seems to be broken now, used to work, unsure why it can't load the tex now, does anyone have any ideas?

latent lion
#

@vocal patrol what do you use to package your mod?

vocal patrol
latent lion
#

Ok, also, are you sure the flag doesnt have selectiosn you could use to apply the texture instead?

#

Do you have a pboPrefix setup?

#

Is your p-drive setup correctly?

vocal patrol
#

I believe so, Like nothing with the folder has changed, it used to work fine in game, now suddenly it has stopped loading the texture with an error message, with selections do you mean the option in Eden under the flag attributes?

#

Or in the config itself?

latent lion
#

In the config

#

Selections are a set of vertices embedded into the p3d itself

#

You can assign textures to selections through the config

vocal patrol
#

Okay I see, so maybe replace the evenhandler with that?

latent lion
#

Or theough in game if they are setup as hiddenSelections in the config

#

Have you taken a look how the vanilla flags do it?

#

I dont have my pc open, but i can see that there is a selection for the flags setup

#

Try assigning a texture to that in the config

vocal patrol
#

Alright thank you, will try that and look into it.

latent lion
#

Pboproject will give you a headsup if it cant find the file

#

Pboproject wont scan for paths in scripts

#

@vocal patrol also a note, init runs locally for each system where the object exists. setFlagTexture has a global effect. This means that every time a client connects, they would be telling all the other connected systems to set the flag texture. Might want to put a lid on that. Make sure you use the init event script correctly for local effect

vocal patrol
#

class Banner_01_base_F;
    class XRESTAC_Banner : Banner_01_base_F
    {
        author = "Dozette";
        scope = 2;
        scopeCurator = 2;
        displayName = "Banner (XRESTAC)";
        editorpreview = "@xrestacfactions\addons\xrestacfactions\xrestac_flag.paa";
        editorCategory = "xrestac_editor_cat";
        faction = "CIV_F";
        editorSubcategory = "xrestac_editor_props";
        hiddenSelectionsTextures[]=
        {
            "@xrestacfactions\addons\xrestacfactions\xrestac_flag.paa"
        };
    };

So weirdly I HAD done the hidden selections in another part of the config, still not working, maybe it's my folder structure?

latent lion
vocal patrol
latent lion
vocal patrol
latent lion
#

also, you dont need to set vehicle textures by using setObjectTexture in the config

#

you can use hiddenSelections to do that

vocal patrol
#

I think those portions were through the ALiVE Orbat Creator

#

I don't know what I did wrong haha, I had this working a few days ago

latent lion
#

do things right and they'll keep working

vocal patrol
#

Is there a good guide for how to set up P drive properly?

#

I thought I had it right :/

latent lion
#

here's some light reading

#

you dont need bulldozer

#

from the first link, read Project Space, huh?!
and from the second link, read how to set it up

vocal patrol
latent lion
terse latch
#

When using pboProject I get an error that says "1BODYTEST.p3d Generic error or premature EOF". Output and binlogs are blank. Can someone plz explain what this means?

hearty sandal
#

Something broken in the model. Generic error is generic, it has no definition why

terse latch
hearty sandal
#

Make a backup and delete a lod and try packing. Could reveal whereabouts the problem is located

terse latch
#

I only realized this b/c I went back to a headgear I made and compared the two.

#

I think I realized that I am not ready for uniform implementation and may need to go back to making different headgear b/c I was actually able to get a mask in the game. Hoping that after I make a couple more things I'll be able to comeback and fully port my uniform to the game

hearty sandal
#

It can take some figuring out. Keep at it!

stoic sphinx
#

pretty stupid question I think

#

Let's say I'm making a mod based off another, and I wanna call clases that are already loaded by that base mod

#

(basically making an RHS HK416 retexture)

#

How do I call a class that's already defined by another mod without literally importing the whole thing from it?

hard chasm
#
+class original_inherit; // if any
+class original : original_inherit
{
  do what you like
};

OR>>>>>
class original;
class mystuff: original
{
  change whatever without affecting original
};```
stoic sphinx
#

thank you!!!

onyx aspen
#

Hey folks! Question for you all.

I'm writing up a config for a muzzle device, specifically a suppressor. What am I missing in order for it to be equipped on a rifle? I've done similar stuff in the past, but that was specific muzzle devices for a specific rifle that I also made. So I just wrote it up as a compatible items in the MuzzleSlot: SlotInfo class. Now I want to make it universal, what do I need?

long oyster
#

Doesn't it have to be defined as an attachment on the weapon?

onyx aspen
# long oyster Doesn't it have to be defined as an attachment on the weapon?

In the past I've configured a bipod this way class asdg_SlotInfo; class asdg_UnderSlot: asdg_SlotInfo { class compatibleItems { Harris_Short=1; }; }; And this works perfect, I can attach this bipod to every gun that has bipod slot configured.

However trying this with my muzzle class asdg_SlotInfo; class asdg_jointmuzzles: asdg_SlotInfo { class compatibleItems { PRS2=1; }; } Does not seem to grant the same result sadly..

long oyster
#

Hmm. Well, it was the first thing I could think of, and honestly the only thing.

onyx aspen
long oyster
#

Good luck, sounds like you're gonna need it.

tacit zealot
#

I'm trying to make a derivative of the Combat Fatigues that simulates a ballistic shirt. Which hitpoints should I modify? Would my config below be sufficient? It only modifies the HitChest, and I tried to use the CSAT uniform as a base

    class CAManBase;
    class SoldierWB: CAManBase{
        class HitPoints;
    };
    class B_Soldier_base_F: SoldierWB{
        class HitPoints: HitPoints{
            class HitAbdomen;
            class HitArms;
            class HitBody;
            class HitChest;
            class HitDiaphragm;
            class HitFace;
            class HitHands;
            class HitHead;
            class HitLegs;
            class HitNeck;
            class HitPelvis;
            class Incapacitated;
        };
    };
    //Vehicles for custom uniforms
    class BNI_Soldier_U_CF_MTP: B_Soldier_base_F{
        /*trimmed configs for other stuff*/
        class HitPoints: HitPoints{
            class HitAbdomen: HitAbdomen{};
            class HitArms: HitArms{};
            class HitBody: HitBody{};
            class HitChest: HitChest{
                armor=4;
                explosionShielding=1;
                passThrough=.25
            };
            class HitDiaphragm: HitDiaphragm{};
            class HitFace: HitFace{};
            class HitHands: HitHands{};
            class HitHead: HitHead{};
            class HitLegs: HitLegs{};
            class HitNeck: HitNeck{};
            class HitPelvis: HitPelvis{};
            class Incapacitated: Incapacitated{};
        };
    };```
prime lynx
#

Hi I wanna increase the gunner camera shake when firing with the rhs bmp2 I need help pls

hollow bronze
#

Hello everyone, I hope I am not mistaken for the place of my post. Do you have a track on which turret for the 4x4 model with the spg9 launcher (O_G_Offroad_01_AT_F). I give you my example which outputs the error with the screen shoot to be clearer.

class O_G_Offroad_01_AT_F: I_G_Offroad_01_AT_F_OCimport_02 { author = "Community Power"; scope = 2; scopeCurator = 2; displayName = "Offroad (AT)"; side = 0; faction = "OPF_L42_C_F"; crew = "O_G_Soldier_F"; class Turrets: Turrets { class M2_Turret: M2_Turret { gunnerType = "O_G_Soldier_lite_F"; identityType = "Head_African"; }; }; class EventHandlers: EventHandlers { class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base{}; class ALiVE_orbatCreator{}; }; ALiVE_orbatCreator_owned = 1; };

the problem probably comes from M2_Turret but I can't find what to put exactly
I tried with SPG9_Launcher but that doesn't work either

hollow bronze
#

But with that impossible to launch Arma, because it surely does not exist. So, I went back to writing my example and with that the game wants to open, but when I place my vehicle in Eden, an error occurs. Then, once the error is closed, I still manage to place my vehicle, but no shooter on the SPG9. If I try to drag and drop with a character it works but it is not visible as a launcher shooter

slim halo
hollow bronze
#

class I_G_Offroad_01_AT_F; class I_G_Offroad_01_AT_F_OCimport_01: I_G_Offroad_01_AT_F { scope = 0; class EventHandlers; class Turrets; }; class I_G_Offroad_01_AT_F_OCimport_02: I_G_Offroad_01_AT_F_OCimport_01 { class EventHandlers; class Turrets: Turrets { class M2_Turret; }; };

slim halo
#

or is that what you want? thonk

hollow bronze
#

What I can't figure out is that the M2_Turret class is the correct one for the 4x4 SPG-9, I'm not sure

hollow bronze
slim halo
#

and no no such class name exists in the game

hollow bronze
slim halo
#

also you're changing the base class of that vehicle

hollow bronze
#

I am new to the exercise and it is rough ๐Ÿ˜ฌ ๐Ÿ˜…

slim halo
hollow bronze
#

And even in the arma source files I can't find where they place this vehicle with the shooter, yet it does exist in the Blufor FIA, so it's there somewhere

hollow bronze
#

AAAAAAAAAAAH That... That's great info. I'll try right away and come back to tell you

#

If it works I come back to call you God Father ๐Ÿ˜๐Ÿค™

hollow bronze
#

So the scripture that was needed was this to be clearer

#

class I_G_Offroad_01_AT_F; class I_G_Offroad_01_AT_F_OCimport_01: I_G_Offroad_01_AT_F { scope = 0; class EventHandlers; class Turrets; }; class I_G_Offroad_01_AT_F_OCimport_02: I_G_Offroad_01_AT_F_OCimport_01 { class EventHandlers; class Turrets: Turrets { class AT_Turret; }; };

#

class O_G_Offroad_01_AT_F: I_G_Offroad_01_AT_F_OCimport_02 { author = "Community Power"; scope = 2; scopeCurator = 2; displayName = "Offroad (AT)"; side = 0; faction = "OPF_L42_C_F"; crew = "O_G_Soldier_F"; class Turrets: Turrets { class AT_Turret: AT_Turret { gunnerType = "O_G_Soldier_lite_F"; identityType = "Head_African"; }; }; class EventHandlers: EventHandlers { class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base{}; class ALiVE_orbatCreator{}; }; ALiVE_orbatCreator_owned = 1; };

prime lynx
#

Hi I wanna increase the gunner camera shake when firing with the rhs bmp2 I need help pls

hollow bronze
prime lynx
#

Ohhh thx!

#

No prob I think that's enough

hollow bronze
prime lynx
#

Perfect thx a lot!

prime lynx
hollow bronze
little phoenix
#

hi so im currently trying to fix the suspension but im running into a problem and im looking for a fix that doesnt break the rest of the suspension
so basically my problem is that my suspension is always at animation state 0.0000(max droop) so i am wondering how can i set my animation state to be standard at 0.5 instead of 0.0

hollow bronze
# prime lynx wdym ?

You need PBO Manager to open a PBO and look at these entrails... Which is the easiest part, after that you have to understand them and the... It's not the same, at least for what you want make. But otherwise here is a link to download the said software, the link is on "normally" (check with total virus) but you always take a risk, I prefer to be honest > https://pbo-manager-v-1-4.software.informer.com/download/

hollow bronze
hollow bronze
hollow bronze
prime lynx
hollow bronze
prime lynx
#

i think ima replace the lines with the simple cam shake line

hollow bronze
prime lynx
hollow bronze
prime lynx
sullen fulcrum
#

Hello

#

Is it possible to create a rocket with manual control (WASD/NUMPAD)?

hard chasm
#

pboMananger does no tdebinarise the rvmats or configl.bin inside a pbo. instead use extractpbo from my toolset

haughty fable
#

Can someone explain to me why Syd1 can be seen by the ORBAT but sbat1 can't?

#

`class Syd1
{
id = 2;
idType = 0;
side = "Resistance";
size = "Company";
type = "Unknown";
commander = "Ihu Molia";
commanderRank = "Major";
text = "%1 %2 %3";
textshort = "%1 %3";
description = South Eastern Cell, Syndikat of Tanoa;
assets[] = {{I_C_HMG_02_high_F},{I_C_Heli_Light_01_civil_F},{I_C_Plane_Civil_01_F},{I_C_Boat_Transport_02_F}};
subordinates = {sbat1};

    class sbat1
    {
        id = 1;
        idType = 0;
        side = "Resistance";
        size = "Platoon";
        type = "Unknown";
        commander = "Olina Vunibaka";
        commanderRank = "Lieutenant";
        text = "%1 %2 %3";
        textshort = "%1 %3";
        description = South Eastern Cell Early Warning Outpost Platoon, Syndikat of Tanoa;
        assets[] = {{I_C_HMG_02_high_F},{I_C_HMG_02_high_F},{I_C_HMG_02_high_F},{I_C_HMG_02_high_F},{I_C_HMG_02_high_F}};
    };    
};

};`

#

Please @ me when/if you reply too so I see it ๐Ÿ™‚

slate viper
#

Hello. I want to change the armor for all RHS body armor, can you tell me if I can do it without affecting the entire texture code and so on, but using only "class HitpointsProtectionInfo"? At the moment, the script does not give errors, but the armor still does not change its values. (Armor set to 1 unit is just a test)

class cfgWeapons {
class ItemCore;    // External class reference
class InventoryItem_Base_F;    // External class reference
class HeadgearItem;
class Uniform_Base;
class UniformItem;
class Vest_Camo_Base;
class Vest_NoCamo_Base;
class VestItem;
class ItemInfo;

class rhs_6b13: Vest_NoCamo_Base
{
    /* other properties */
    class ItemInfo: ItemInfo
    {
        /* other properties */
        class HitpointsProtectionInfo
        {
            class Neck
            {
                hitpointName    = "HitNeck";    
                armor            = 8;    // 16
                passThrough        = 0.5;            
            };
            class Chest
            {
                hitpointName    = "HitChest";
                armor            = 1;    // 28
                passThrough        = 0.1;
            };
            class Diaphragm
            {
                hitpointName    = "HitDiaphragm";
                armor            = 1;    // 28
                passThrough        = 0.1;
            };
            class Abdomen
            {
                hitpointName    = "HitAbdomen";
                armor            = 1;   // 22
                passThrough        = 0.1;
            };
            class Body
            {
                hitpointName    = "HitBody";
                passThrough        = 0.1;
            };
        };
    };
};
};
prime lynx
#

hello i would like to know what i did wrong here

class CfgPatches
{
    class CfgVehicles
    {
        addonRootClass="A3_Soft_F";
        requiredAddons[]=
        {
            "A3_Soft_F",
            "A3_Soft_F_Offroad_01"
        };
        requiredVersion=0.1;
        units[]={};
        weapons[]={};
    };
};
class CfgVehicles
{
    class LandVehicle;
    class rhs_bmp2d_tv
    {
        class CamShakePlayerFire
        {
            power = 15;
            duration = 0.8;
            frequency = 20;
            distance = 1;
        };
    };
};
hard chasm
#

you've called your addon 'cfgPathces' which is unusual

#

and, while you've declated an external reference (LandVehicle) you fail to inherit it

tacit zealot
#

Anyone able to help with putting uniforms/vests in a backpack? I've done it just like how I do for crates, but they don't show up when a unit spawns with the backpack. However, if I place the backpack on the ground in 3DEN, they appear in its inventory like normal.

prime lynx
hard chasm
#

class theirstuff;
class mystuff : theirstuff

#

you really do need to look for yourself at the bis configs to get an idea of what you're doing. While the above is helpful, it remains black magic to you, and you need to learn these things for yourself

prime lynx
prime lynx
hard chasm
#

bis configs are binarised config.bin inside a pbo, and plain text config.cpp when extracted via extractpbo. Every pbo that is an addon, has one inside.

#

and yes to above
you also need to set requred addons in your config.cpp to the pbo that has rhs_bmp. More black magic and I advise you to start studying, because their are no magic buttons when you mod a bis asset.

prime lynx
prime lynx
#

and i cant find a guide for what im doing

hard chasm
#

the exact name of the addon (not the mod) is in the config..cpp inside it. to get that config (and everything else) use extractpbo from my toolset

primal marsh
#

Hey I created a uniform for arma 3. I am relatively new to arma modding as it makes no sense how these configs are constructed to me.
I ran into the issue of my uniform not taking it's 3D form when equipping it. It is neither a floating head with arms, nor is it not showing up, (both the config.cpp and uniform.hpp seem to have loaded fine). When I equip the item I look like when I have no uniform (basic shirt with underwear). But I still have inventory etc. When I do any typos in the p3d model line I get errors while equipping the uniform about not being able to load. So that definitively should work.

random siren
#

I have a problem, with the firing animation, I made an automatic cannon, that when the last shot is fired, the recoil and the MUZZLE_HIDE animation do not work

#

class recoil
{
type="translation";
source="recoil_source";
selection="RecoilHlaven";
axis="RecoilHlaven_axis";
memory=1;
minValue=0.85000002;
maxValue=1;
offset0=0;
offset1=-1;
};
class muzzleFlash_hide
{
type="hide";
source="muzzle_hide";
selection="muzzleFlash";
minValue = 0.0;
maxvalue = 0.05;
hideValue = 0;
unHideValue = 0.99;
};
class muzzleFlash_rot
{
type = "rotationZ";
source = "reload"; // use ammo count as phase for animation
sourceAddress = "loop"; // loop when phase out of bounds
selection = "muzzleFlash"; // selection we want to rotate
axis = "usti hlavne"; // no own axis - center of rotation is computed from selection
centerFirstVertex = true; // use first vertex of selection as center of rotation
minValue = 0;
maxValue = 0.01; // rotation angle will be 360/4 = 90 degrees
angle0 = "rad 360";
angle1 = "rad 0"
};

#

also the flash when I fire a shot takes time to disappear there are a couple of seconds left

wispy harness
#

Is there a way to get a centered 2048x2048 (scaled) image dead center on the splashscreens? ๐Ÿ˜ฎ

primal marsh
#

anyone has any answer to my problem

primal marsh
#

okay it seemed to be related to having scope = 0 instead of 2 on the base I was using

raw lodge
#

Probably need scope=1 to make the "dummy" invisible to the editor

slate viper
#

Hello. I want to change the armor for all RHS body armor, can you tell me if I can do it without affecting the entire texture code and so on, but using only "class HitpointsProtectionInfo"? At the moment, the script does not give errors, but the armor still does not change its values. (Armor set to 1 unit is just a test)

class cfgWeapons {
class ItemCore;    // External class reference
class InventoryItem_Base_F;    // External class reference
class HeadgearItem;
class Uniform_Base;
class UniformItem;
class Vest_Camo_Base;
class Vest_NoCamo_Base;
class VestItem;
class ItemInfo;

class rhs_6b13: Vest_NoCamo_Base
{
    /* other properties */
    class ItemInfo: ItemInfo
    {
        /* other properties */
        class HitpointsProtectionInfo
        {
            class Neck
            {
                hitpointName    = "HitNeck";    
                armor            = 8;    // 16
                passThrough        = 0.5;            
            };
            class Chest
            {
                hitpointName    = "HitChest";
                armor            = 1;    // 28
                passThrough        = 0.1;
            };
            class Diaphragm
            {
                hitpointName    = "HitDiaphragm";
                armor            = 1;    // 28
                passThrough        = 0.1;
            };
            class Abdomen
            {
                hitpointName    = "HitAbdomen";
                armor            = 1;   // 22
                passThrough        = 0.1;
            };
            class Body
            {
                hitpointName    = "HitBody";
                passThrough        = 0.1;
            };
        };
    };
};
};
hearty sandal
#

Does you config have proper cfgpatches setup with required addons array pointing to original config you try to alter? And what do you pack the config with?

proper obsidian
#

Would it be possible to use a different reload sound through proxy mags?

little phoenix
#

hi so im currently trying to fix the suspension but im running into a problem and im looking for a fix that doesnt break the rest of the suspension
so basically my problem is that my suspension is always at animation state 0.0000(max droop) so i am wondering how can i set my animation state to be standard at 0.5 instead of 0.0

slate viper
hearty sandal
#

Your config should contain you cfgpatches class. "probably exists" is not very convincing ๐Ÿ˜…

You can find RHS cfgpatches in the in game config viewer (use the Leopards advanced config viewer)

latent lion
#

how can i force my main-menu scene to be the only one?

#

ok, so i think i figured it out, but now my scene wont play

#

the rpt shows that my mission is starting

#

in the correct world

#

but then the main menu is just blank

slate viper
#

@hearty sandal Leopards? Is it downloadable somewhere?

#

It seems I found. I'll take a look.

latent lion
#

ok, so now i managed to make my cutscene load, but it's paused

#

as in, units placed in it wont move

#

not even their idle animations

#

everything is static

#

the music wont play either

#

the music plays fine in the editor

#

yeah, music wont play, units wont move

tacit zealot
#

Is there a way to add facewear to a facewear list array thing (such as G_NATO or a new list) without overwriting the existing assignments? So I don't break mod compatibiity?

hard chasm
#

yes. you create your own class and inherit the originals.

tacit zealot
#

I've done that for another mod, and it was quite a clunky implementation IMO. Anything better?

#

Otherwise another .hpp it is

hard chasm
#

well what you're asking is can i alter the original contents directly, but not let anything else use it. The answer is (obviously) no.

#

and fussing over another hpp file is what you have to do anyway. even if altering directly.

tacit zealot
#

I just wanted to know if there was a better alternative to what I already know how to do, because I understand that my knowledge of all of the inner workings of Arma is limited, and may not be able to implement custom changes in the most efficient way possible.

digital snow
#

Hello
Would you please have the script, because the page no longer exists?
Thank you very much

hot pine
#

Unfortunately no

digital snow
#

Hello everyone,
I need your help to create a script for my attack helicopter, I would like a "turbo" action that allows to increase the speed very quickly and that a flame animation comes out of the reactors. The animation already exists, it starts with the user action "Turbo on" and closes with the user action "Turbo off".
Thank you in advance for your help

hearty sandal
digital snow
hearty sandal
#

Probably. You will soon find out when you start testing how they work.

hot pine
#

I would recommend addForce instead, since this one is working quite nicely in MP

#

I'm using it in RHS afterburner script

pseudo juniper
#

Anyone familiar with how to mess with advanced flight model configs?

I'm curious to know if I could write an inherited config to replace the flight model of the RHSUSAF UH-1Y with that of the RHSUSAF UH-60, as the UH-1Y just rolls over super easily. Or, alternatively, is there a way to modify this flight model myself?

#

More just curious if I can just directly swap them out, or if that will cause an issue.

Alternatively I could alter the existing flight model configuration but I think that will take a ton of trial and error to get it to a good point.

hard chasm
#

inheriting the original model and doing all and anything you want is the only sensible method.

#

plus you have the advantage of an airplane which already works. so easy to know when you break it.

hot pine
#

using AFM from other heli might not work very well since all values in XML are relative to AFM point which differs from model to model

#

but you can try it nevertheless - if center of mass is close enough then it might work

hollow bronze
#

๐Ÿ‘‹ Hello Community. I hope you're fine, but I'm not fine at all because I'm coming with a $10,000 question... But I don't have the $10,000. Big problem, you will agree. No more seriously, I have a configuration problem because of a class that supposedly does not exist although it does exist, it is the AT Light rifle (MRAWS) O_G_Soldier_LAT2_F which is the problem. I'm sure I'm writing it wrong, but I definitely can't find it. If someone had a lead, I would be the happiest of men, I hope that a nice person will want to participate in this happiness. I put the config with you, the line that is problematic here is the first, everything else is good for sure ๐Ÿ˜๐Ÿ‘

#

class O_G_Soldier_LAT2_F: I_G_Soldier_LAT2_F_OCimport_02 { author = "Community Power"; scope = 2; scopeCurator = 2; displayName = "Rifleman (AT MRAWS)"; side = 0; faction = "OPF_L42_C_F"; identityTypes[] = {"Head_African","LanguageENG_F","G_GUERIL_default"}; class EventHandlers: EventHandlers { class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base{}; class ALiVE_orbatCreator { init = "if (local (_this select 0)) then {_unit = _this select 0;_onSpawn = {_unit = _this select 0;_unit setUnitLoadout [['arifle_AKS_F','','','',['30Rnd_545x39_Mag_F',30],[],''],['launch_MRAWS_olive_rail_F','','','',['MRAWS_HEAT_F',1],[],''],[],['U_OG_Guerrilla_6_1',[['Chemlight_blue',1,1],['30Rnd_545x39_Mag_Tracer_Green_F',2,30]]],['V_TacVest_blk',[['SmokeShell',1,1],['SmokeShellGreen',1,1],['Chemlight_blue',1,1],['HandGrenade',1,1],['30Rnd_545x39_Mag_Tracer_Green_F',5,30]]],['G_FieldPack_LAT',[['MRAWS_HEAT_F',3,1]]],'H_Bandanna_blu','G_Sport_Checkered',[],['ItemMap','','ItemRadio','ItemCompass','ItemWatch','']];reload _unit;};[_unit] call _onSpawn;_unit addMPEventHandler ['MPRespawn', _onSpawn];};"; }; }; ALiVE_orbatCreator_owned = 1; };

#

The exact error that comes out is: **O_G_Soldier_LAT2_F: Undefined base class 'I_G_Soldier_LAT2_F_OCimport_02' **

raw lodge
#

Is I_G_Soldier_LAT2_F_OCimport_02 a valid class?

#

@hollow bronzeWhat exactly do you want to achieve?

hollow bronze
raw lodge
#

Is that your own class ? Because O_G_Soldier_LAT2_F is an existing class, I am confused as to what you want to achieve

hollow bronze
raw lodge
#

Did you switch the classes maybe? Because IIRC I_G_Soldier_LAT2_F_OCimport_02 is not in vanilla Arma 3

hollow bronze
#

Ah ok but I know it exists, it works with all the other classes that already exist

#

That's exactly it, I'm suddenly looking to find the one that matches my man

raw lodge
#

O_G_Soldier_LAT2_F is an existing class according to the Biki, I_G_Soldier_LAT2_F_OCimport_02 is not.

hollow bronze
#

What is interesting in doing this is when you activate my mode, all FIA OPFOR change to African instead of Greek vanilla

raw lodge
#

Yeah, because you have your classes swapped. You say essentially

class X : Y

But X must be a new class, and class Y is what you derive from.

hollow bronze
#

I know but when I replace by this one I also have an error

raw lodge
#

Well because I_G_Soldier_LAT2_F_OCimport_02 is not a valid class, it doesn't exist.

hollow bronze
#

Ah ok, but in this case why did it work for others. But I see where you're coming from, thank you very much.

hollow bronze
raw lodge
#

Where does that come from?

hollow bronze
#

I miss that... Ah I swear, I don't love myself ๐Ÿ˜

raw lodge
#

Ah right... hehe, that happens.

hollow bronze
#

I learn from my mistakes, that's good. I am new to exercising

slate viper
#

I get an error encountered instead of '{'
Where is the mistake?

class CfgVehicles
{
    class LandVehicle;
    class Tank: LandVehicle
    class Tank_F: Tank
    class rhs_bmd_base: Tank_F
    {   
        class Wheels
        {
            armor=10;
        };
    };
};
raw lodge
#
    class Tank: LandVehicle **;**
    class Tank_F: Tank **;**
#

I.e. you forgot semicolons behind LandVehicle and Tank

slate viper
#

Are they needed to refer to another class?

raw lodge
#

Yeah they are. Every declaration/definition needs it

#

But also if you define it like this you will delete the Wheel definition.

slate viper
#

HM. I was able to change the vest's armor this way... without affecting other functions.

#

Okay thanks, I'll try.

raw lodge
#

๐Ÿ‘

slate viper
#

lol... now he swears at line 18 with the same error.

hard chasm
#

class Tank: LandVehicle

cannot have a only a semi colon;
class Tank: LandVehicle{};// is the right way

gleaming sentinel
#

Is this the right place to as about hidden selection textures?

slate viper
#

Tell me from the armor config, the value 17 is the number of armor points, but sometimes there are such values: 17 + 3
What does +3 mean?

#

And what is the class Diaphragm protection responsible for?

hard chasm
#

(almost) all var= can use sqf syntax. Ie script.

because of the +, the values are in a string. "17 + 23". they are processed to a value of 20 at game time.

note that the engine rarely cares if the result is stored as "20" or 20. Both are born equal from the engine perspective

#

when i say 'rarely' or 'almost' these principles were laid down in the ofp engine (which responded to sqs, not sqf). whether the later arma devs knew about this is problematic.

#

model.cfgs almost inevitably use sqf syntax. expressions like rad+90; is typical. the same expressions are sometimes used in configs

slate viper
#

HM. How do you get 20 from 17 + 23?

#

I would like to understand what will happen to the armor if I do, for example 17 + 5

hard chasm
#

such values: 17 + 3 is what u said

wheat sluice
opal crater
hard chasm
#

agreed

tacit zealot
#

Does modifying the maxspeed parameter for aircraft actually change anything? I think I might have read it only changes AI behavior, which I'm guessing may break things

iron wagon
#

@woven imp in replay to your answer in #dev_rc_branch, can you point me to where I might find the code to set up randomised uniforms? is it as simple as a line of code like with the randomize headgear option?

woven imp
#

Add init event handler, do some sqf magic to replace uniform

#

Done it before with defined array of valid uniforms per config entry

iron wagon
#

huh, I have to admit I am not that knowledgeable when it comes to event handlers and SQF, will nearly all of my config knowledge ending in "uses examples configs and read up bohemia wiki stuff"

#

with help from some prominant mod makers in the community beforehand

woven imp
#

Remember to transfer equipment as well

#

Or you can use getUnitLoadout, replace the uniform class and then call setUnitLoadout

iron wagon
dry mantle
#

Does anyone know how I can find samples of the AR-2 darter drone p3d and model cfg and configs? I'd like to look into making a modded drone and need the files as references

hard chasm
#

will it cycle through them randomly? Only if you select them with the rand function

iron wagon
iron wagon
woven imp
#
_unit addUniform selectRandom ["first uniform", "second uniform"]
iron wagon
#

ahhh so that is how it works, thank you so much to both you and Mikero for helping

iron wagon
#

not to mention I might have also found the solution to my other problem too

iron wagon
#

nah it seems that did not fix my other problem

#

oh well

pallid sierra
#

for sounds in CfgSounds...

the first 3 arguments are documented, but what are the last 4 arguments for?
sound[] = {"A3\Sounds_F\sfx\alarm",1.12202,1,300,1,0,0,0}

hard chasm
#

they're one of bi's less stellar moments where introducing them in a3, broke most sounds= being ported from a2. they are poorly documented in the biki and represent spatial 'surround' sound relative to the player (left, right, rear etc), as so often happens i think the genius introducing them left the company shortly afterwards.

#

i am unaware of ANY decent explanation of how to use them.

sick storm
#

What do I need to configure an editor subcategory?

hearty sandal
#

wiki page about editor subcategories

little phoenix
#

i am wondering how i can get them out of the ground without breaking the suspension anything i do just makes the suspension break

hearty sandal
#

perhaps your animation translation is too long

#

or your wheel bounds are not recognized

little phoenix
#

i can definitely give the animation translation a try

#

i dont think its the wheel bounds cause i can make it sit perfectly on the floor just not with working suspension

#

just to confirm by animation translation being too long you mean
Offset0 and offset1 right

hearty sandal
#

yes

#

if you use the translation type (not translationXYZ) the offset0 and offset1 use memorypoint axis selection as their direction and length

#

so offset from 0 to 1 is the length of the axis memorypoint vector

little phoenix
# hearty sandal yes

Alright after messing with it and trying multiple values it makes no difference. It always stays in the ground the same amount.

little phoenix
#

thanks its fixed turns out it was my max compression and max droop

hearty sandal
#

๐Ÿ‘Œ

iron wagon
#

do I need to remove the uniformClass= line?

iron wagon
#

class AlSadrV_Soldier: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AlSadrV_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AlSadrV_Soldier"; //Class Name scope = 2; //makes it visible in the editor displayName = "Soldier"; //In-Game Name weapons[] = {"arifle_AKM_FL_F","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"arifle_AKM_FL_F","Throw","Put"}; magazines[] = {"30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F"}; respawnMagazines[] = {"30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F"}; linkedItems[] = {"V_PlateCarrier1_blk","G_Balaclava_blk","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_PlateCarrier1_blk","G_Balaclava_blk","ItemCompass","ItemWatch","ItemRadio"}; uniformClass = "ATACSV_Camo"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures class EventHandlers { init = "_unit addUniform selectRandom ["ATACSV_Camo","ATACSV2_Camo"]"; }; };

#

@woven imp

woven imp
#

_unit is not a defined variable in that context. you're also breaking CBA event handlers by creating a new event handlers class without inheriting the base ones

#

(_this select 0) addUniform selectRandom ["ATACSV_Camo","ATACSV2_Camo"]

iron wagon
woven imp
#

no, either incorrect the correct base class or use CBA XEH instead

iron wagon
woven imp
#

either inherit EventHandlers from O_Soldier_F or inherit from DefaultEventhandlers in root config

iron wagon
#

so what do I do about setting up DefaultEventhandlers or inheriting from it?

woven imp
#

declare it at correct scope and inherit from it

iron wagon
#

again, very sorry, but what do you mean by that?

woven imp
#

like you've done when inheriting O_Soldier_F but at the level that DefaultEventhandlers is defined at (root)

woven imp
#
class CfgVehicles {
    class O_Soldier_base_F;
    class O_Soldier_F: O_Soldier_base_F {
        EventHandlers;
    };
    class AlSadrV_Soldier: O_Soldier_F //Unit Class name: Class getting info from
    {
        ...

        class EventHandlers: EventHandlers
        {
            init = "(this select 0) addUniform selectRandom ["ATACSV_Camo","ATACSV2_Camo"]";
        };
    };
};

or

class DefaultEventHandlers;
class CfgVehicles {
    class O_Soldier_F;
    class AlSadrV_Soldier: O_Soldier_F //Unit Class name: Class getting info from
    {
        ...

        class EventHandlers: DefaultEventHandlers
        {
            init = "(this select 0) addUniform selectRandom ["ATACSV_Camo","ATACSV2_Camo"]";
        };
    };
};
iron wagon
#

class AlSadrV_Soldier: O_Soldier_F //Unit Class name: Class getting info from { side = 2; //INDFOR faction = "AlSadrV_FACTION"; //Your Faction backpack = ""; //Backpack vehicleclass = "Men"; //Unit Group author = "GeneralKong"; //Self Explanatory _generalMacro = "AlSadrV_Soldier"; //Class Name scope = 2; //makes it visible in the editor displayName = "Soldier"; //In-Game Name weapons[] = {"arifle_AKM_FL_F","Throw","Put"}; //Spawning Gear respawnWeapons[] = {"arifle_AKM_FL_F","Throw","Put"}; magazines[] = {"30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F"}; respawnMagazines[] = {"30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F","30Rnd_762x39_Mag_F"}; linkedItems[] = {"V_PlateCarrier1_blk","G_Balaclava_blk","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"V_PlateCarrier1_blk","G_Balaclava_blk","ItemCompass","ItemWatch","ItemRadio"}; uniformClass = "ATACSV_Camo"; //uniform you are using camouflage = 1.6; //If wanting to edit how hard it is for AI to detect it, wouldn't recommend changing this. 1.6 is Default and 2.0 is a sniper ghille hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {}; //Uniform textures class EventHandlers: DefaultEventHandlers { init = "(this select 0) addUniform selectRandom ["ATACSV_Camo","ATACSV2_Camo"]"; }; };

#

and I have class DefaultEventHandlers; set up above CfgVehicles

#

anything else?

drifting yarrow
#

Having some trouble, new to config making
Is it possible to set a different animation for a binocular? Working on something for a school project, and can't seem to change the animation from the binocular to different vanilla one, I feel embarrassed for what I have cobbled together so far
I'm trying to get it to use the Titan launcher animation using
handAnim[] = {"OFP2_ManSkeleton","\A3\Weapons_F_Beta\Launchers\Titan\Data\Anim\titan.rtm"};
to no luck, not sure what info is needed sorry!

wintry tartan
#

Binocular have no handAnim capability

drifting yarrow
#

So I can't change it? damn, trying to make a CLU, but it's all good, maybe I'll alter the project scope and keep it in the launcher slot

ornate pebble
#

Does anybody know if it is possible to attach the Offroad Lightbar to other vehicles? Like the SUV or Hatchback.

little phoenix
#

hey! anyone got a idea how i could fix this?
https://imgur.com/gallery/PLtdogu The proxy is linked to the "Gunner" selection this is the only one that doesnt work
The proxy for the muzzle flash works fine and rotates with the gun

hearty sandal
#

You need to add the proxy to turret selection if you want it to move with the turret

little phoenix
#

the proxy is linked to the Gunner selection which i added to the bones if thats what you mean

#

i just want the guy to turn with the gun

hearty sandal
#

Gunner is not a default animated selection

#

Have you made animation class for it?

#

Simplest would be to just make the proxy part ot the turret selection

little phoenix
#

i tried that aswell adding it to otacvez

hearty sandal
#

It must not be in 2 animated selections either

#

Only 1

little phoenix
#

im not too sure what that means

hearty sandal
#

For example if you have the proxy both in turret and wheel selection

#

That would make it not move at all

#

Why do you have separate gunner bone?

#

Remove that selection and put the proxy into the turret selection

little phoenix
#

Because that was how it was done on the polaris

#

ill try that

hearty sandal
#

I have no idea what is polaris

little phoenix
#

prowler sorry

#

alright even after checking all of it and making sure that the otocvez is the only selection linked to the proxy it still only moves the arms

little phoenix
#

it works:)

dry mantle
#

Anyone know what config line I need to animate a prop? I want to add a rtm for part of an object to move

hard chasm
#

for that yiu'd need an rtm editor,, which, i think, only exists at bis central

iron wagon
#

so I have set up a mod.cpp in the root folder of my mod, pointing towards the relevent paths, but it is not showing the new icons in game

#

name = "Vanilla Enemies Mod"; // Name of your mod logoSmall = "\VEM\VEM_small.paa"; // Display next to the item added by the mod logo = "\VEM\VEM_normal.paa"; // Logo displayed in the main menu logoOver = "\VEM\VEM_normal.paa"; // When the mouse is over, in the main menu

urban basin
#

I'm making a mod with custom units and I'm trying to figure out how to run a script on the unit when it's created in eden. For example attaching an object to them and having it stay attached to the created unit

hard chasm
#

@iron wagon if you're using pboProject it will check if those references are valid. if not, is your pbo's config.cpp in the folder VEM\

iron wagon
#

I am indeed using pboProject, originally the icons were in this path: "\VEM\VEM_Essentials\Data\VEM_normal.paa"

#

but they did not show

#

the mod.cpp is in \VEM

hard chasm
#

where is your config.cpp?

iron wagon
#

I have multiple configs

#

one for each faction, and one for my weapons/uniforms

#

one is in \VEM\VEM_Essentials

hard chasm
#

the mod.cpp is in \VEM
ok, well, that being the case, the above mod.cpp is correct

#

be aware that this is one of the rarest exceptions in bis where you can use relative addresing. \VEM\ is not required.

iron wagon
#

ahh, so basically just put the name of the .paa and it should work?

hard chasm
#

yes. aand don't even think of using that in any other bis script file

#

i am assuming here that the pbo(s) you are making are in VEM\Addons. if not, there's your problem.

iron wagon
#

well the factions are set up in a way that their configs are like \VEM\insertfactionnamehere folder\configfile

#

I am guessing that is something I should go about changing?

hard chasm
#

nope. vem is an output folder. not a source

#

and source never belongs in output

iron wagon
#

so I should put all the faction and the weapon/unfiform configs into a \addons folder?

hard chasm
#

pboPro does that automatically.
what i suggest you do (to keep it simple) is change your output mod folder to @VEM, your source remains in VEM\

iron wagon
#

oh wait

#

hold on I think I might have accidently confused both myself and you

#

you see VEM is the source, and the file it outputs too is that sort of thing

hard chasm
#

if so, move your mod.cpp

#

mod.cpp cannot, ever, be in a source folder

iron wagon
#

ok I get you

hard chasm
#

when you crunch again, pboProject will tell you it is checking that mod.cpp. Before, it never existed

iron wagon
#

should I have "Full Build" ticked for that? there was no mention of it doing anything with mod.cpp in the output log

hard chasm
#

full build not required. message was sent only to the dos screen. will correct that.

hard chasm
#

subscriber update:
pboProject will (if allowed) force-change the cfgPatches class to NameOfAddon by using the folder name each config.cpp is found in.

operates 'properly' on standard pbos and 'addons within addon'

enjoy

iron wagon
#

could it have been possibly because I had a version of pboProject from late 2019? got the most up to date version from your website (the free one) that was updated in 2021

ashen sluice
#

is there any documentation for the config language?

long oyster
#

From there... CfgX Config Reference

#

For example, CfgWeapons Config Reference

ashen sluice
#

i doubt any of those pages describe the language

long oyster
#

Look up ArmA 3 Samples in your Steam library.

ashen sluice
#

does that include documentation?

long oyster
#

It includes literal samples that you can piggyback off of.

#

You will also need A3 Tools.

ashen sluice
#

sheesh 4GB. does it have any description of class lookup rules?

long oyster
#

You mean... inheritance?

ashen sluice
#

base class lookup might be the only way it can be observed in the language itself, yes

long oyster
#

You get cozy, bankrev the vanilla PBOs and get reading. At least that's how I did things to learn.

ashen sluice
#

i'm not looking to learn exactly. i'm interested in the exact lookup rules

long oyster
#

Partially because I've seen injuries more user-friendly than the Splendid Config Viewer.

ashen sluice
#

i need to know the lookup rules to parse config source

#

e.g.

class A
{
  class B
  {
    class A
    {
    };
  };

  class C : B
  {
    class D : A // Which class A is found?
    {
    };
  };
};
long oyster
#

Are you trying to break RV4?

ashen sluice
#

i'm trying not to break anything. that's why i need to know the rules

long oyster
#

I'd look up my old high school programming notes if I had any, and I'm wondering if I'd find out a big old "DO NOT DO" slapped on something like this.

#

Why do you even need to... Basically... B is inheriting from A, but then A is inheriting back from B.

#

Isn't that a paradox?

ashen sluice
#

B has no base class

long oyster
# ashen sluice B has no base class

I'm back... wait, that's even worse, because first A is cfgWeapons. Then you have B, which is a specific item, which most likely inherits off something... And then... Did you do ANY research on what configs look like?

long oyster
#

class cfgWeapons
{
class specificWeapon
{
class verySpecificSubsectionForSpecificWeapon
{};
};
};

#

To imply there is A, B and then A within B is to imply you have class cfgWeapons within B

ashen sluice
#

this has nothing to do with CfgWeapons or any specific class

long oyster
#

Have you ever actually SEEN a functional config?

#

Something that'll actually work in the game?

ashen sluice
#

certainly

long oyster
#

I've never seen inheritances past the second class (ie what you define within say, cfgWeapons, which I keep coming back to as an example)

ashen sluice
#

it doesn't matter. the language has some behaviour in this case and i need to know what that behaviour is. i asked if there was any documentation describing the behaviour

long oyster
#

Or are you talking whatever DayZ uses, which may or may not be Enscript at this point, and I sure wish I actually knew what it is?

ashen sluice
#

no. just regular old arma

long oyster
#
class cfgWeapons
{
  class firstDefinition;
  class secondDefinition: firstDefinition;
  class thirdDefinition: secondDefinition;
   {
      class standardSound
       {
            //whatever you put here
        };
   };
  class fourthDefinition: thirdDefinition; //will inherit thirdDefinition including what is in class standardSound
};
ashen sluice
#

forget about CfgWeapons, it has no bearing

long oyster
#

This is the config stuff I've used... as a matter of fact, I keep some bankrev'd cfg...

#

Right, so should I go for cfgMagazines so you can start drawing similarities between the two, or something?

ashen sluice
#

as i said, this is about the language, and not about any specific config class

#

i'll take this to #arma3_tools, perhaps that will be more fruitful

long oyster
#

Forget it. Apparently I know enough to make functional configs, not to explain how the hell to make them.

hard chasm
#

@ashen sluice , to answer your original question the class inherits from the second definition of class A:

#

and to ask the question in the first place shows you have a better understanding of the 'rules' than you think you have.

ashen sluice
#

i know that there is a set of rules. i don't know what those rules are exactly.

hard chasm
#

they are all based on the C++ language,

#

to best of my knowledge a explanation or rule book hasn't been written for bis.

#

bjarne stroustoup the author of c++ gives an eye watering book with all the rules. You would, imho be better off first learning Ansi C from Kernighan and Richie

ashen sluice
#

yes i have K&R C sitting on my bookshelf ๐Ÿค“

#

but hey, if they followed the C++ lookup rules, that's all i need to know

hard chasm
#

there you go the, i suspect you already code in it.

ashen sluice
#

K&R C? oh heavens no, it's C++20 for me

hard chasm
#

which should be avoided like the plague it is.

ashen sluice
#

thanks for the info

#

never know if BI came up with some weird rules of their own, that's why i ask ๐Ÿ˜›

hard chasm
#

as for inheritance, it can stump almost everyone. I am unaware of any different between bis, and the basic c++

someone also mentioned enfusion in this, which has nothing to do with config.cpp. It's a replacement for sqf

iron wagon
#

@hard chasm I seem to be having some problems, got the latest free version of pboProject, and am having this happen:

`warning:In file '\VEM\VEM_Essentials\basicdefines_a3.hpp': macro 'LOAD': trailing ; should be in each caller. Never the macro body.

Illegal drive or root slash in 'texture=\VEM\VEM_Essentials\Data\G_Balaclava_light_TI_CA.paa'
In File \VEM\VEM_Essentials\Data\G_Balaclava_light.rvmat: circa Line 3 Illegal hard drive or root slash
In File \VEM\VEM_Essentials\Data\G_Balaclava_light.rvmat: circa Line 3 Illegal hard drive or root slash`

I have no idea what those last two lines are talking about, as their is no such texture path

#

neither do I have any idea about basicdefines, I have #include "basicdefines_a3.hpp" at the top of the config

hard chasm
#

there's nothing yu can do about the mistakes made in basic defines. that's why they are warnings only.

iron wagon
#

righty, at least there is that

hard chasm
#

the other error(s) is because somewhere in your code or a p3d you have P:\ something

iron wagon
#

it is no where in the config, and looked for the paa in question and deleted it, and it is still throwing up the same error

hard chasm
#

it's in the rvmat file

#

In File \VEM\VEM_Essentials\Data\G_Balaclava_light.rvmat:

iron wagon
#

oh

#

ok that was it then

#

it seems to be working without problems now, thank you ๐Ÿ˜„

#

oh, just got spooked by the hallelujah sound ๐Ÿ˜„

severe musk
#

anyone know why this is stopping my server? No entry 'bin\config.bin/CfgWeapons/arifle_MX_Base_F/GunClouds

little phoenix
#

https://streamable.com/sk6dxt hey uhmm anyone have any idea what causes this? or how to fix it? the commander view moves the car in first person(or atleast looks like it) in third person its fine FIXED( was missing stabilizedinaxes)

urban basin
hearty sandal
urban basin
hearty sandal
#

That is what you will need to figure out as far as I can tell.

prime lynx
#

Hello I need a guide or help for how to create a mod that modifies a certain armored vehicles gunner's camera shake

junior wind
#

How'd you get this fixed?

#

Currently having similar issues.

flint token
#

currently working on customizing the main menu i have everything functioning as intended apart from the fact the spot light still displays arma 3 ones, does anyone know how to remove them im at my end here, thanks .

meager trail
#

Hi, somebody has some explosive config reference? I can't find it. EDIT:(I can't put it to the ground using AddAction)

long oyster
#

Well... I did explosives a bit. Did you add ut to Put as a muzzle?

ornate viper
#

Hey there Config Makers! I am having an issue with a selection that utilizes a Translate animation, but it for some reason does not use the Hide animation that includes other props.

Basically, when I spawn the building all of the props should be hidden. This specific prop has two selections. One is the entire prop and the other is the moving part of the prop. Let's call them "S1" and S2." I want S2 to move up and down. Currently, when I spawn the building, the faces that are part of S1 are hidden, but S2 is visible. I can unhide S1 and the prop will be whole. S2 translation move works fine as well, but it will not hide.

Below, I have linked the items in my config and model cfg. I have located a BI Forums post on the subject, located here: https://forums.bohemia.net/forums/topic/199885-hiding-animated-parts/ but I have not been able to come to a conclusion.

Any help that you guys can provide would be greatly appreciated!

Config.cpp
https://i.gyazo.com/ee23bd31acf9b372f43de8391787b8e6.png
Model.cfg
https://i.gyazo.com/2a0da7b712486abbca035d8c3cc5e8a2.png

wintry tartan
hearty sandal
#

I'm gonna guess that your skeleton hierarchy is not correctly done so the moving animated bone is on its own and not part of the hiding animated bones hierarchy

meager trail
long oyster
#

You're working on Bangalore torpedoes... What a coincidence.

#

Is FFAA SatchelCharge_Remote_Mag also used for some other muzzle? Also, FFAA, is that the Spanish?

meager trail
#

is that the Spanish? yep (but this is a prototype for now)

#

Is FFAA SatchelCharge_Remote_Mag also used for some other muzzle? no

meager trail
#

ok it's working now. Thx for your help ๐Ÿ‘

long oyster
#

What was it? I'm sorry, I went out for a walk.

meager trail
#

I don't know realy hehehe. I removed the item from the eden and added it again, then it worked ๐Ÿคทโ€โ™‚๏ธ. So maybe the item saved in my mission was before adding the put or I don't know XD

long oyster
#

Sounds like IT ๐Ÿ˜„

prime lynx
#

Hello I need a guide or help for how to create a mod that modifies a certain armored vehicles gunner's camera shake

hearty sandal
#

There is no such specific guide.

#

You probably would need to edit the recoil of the weapon used.

#

Or possibly was impulsecoef the parameter related to that on vehicle side

prime lynx
#

Oh OK thx but how do I make the config that's what I don't know (and other files if needed)

hard chasm
#
class BisWeapon; // the original
class MyWeapon : BisWeapon
{
  displayname="My Weapon";
  color=red;  // bisweapon is green
}:```

it is , as simple as that you make changes to the original wherever you like and look at the effects
prime lynx
#

Wow thx

#

Tho

#

I don't rlly know what correspond to bisweapon i should go check

hard chasm
#

only you would know what weapon you're trying to change.

prime lynx
#

True but I'm not sure what gun corresponds to the one on the btr80a

#

From cup

hard chasm
#

ask cup, or look at the config yourself. there's no magic involved in extracting a pbo

prime lynx
#

Ye I checked via config but too much thing

hard chasm
#

too bad then. give up modding

#

there is no-one who will do the grunt work for you. you have to learn for yourself.

prime lynx
#

Ye ikr

#

That's what I wanna do, learn

hearty sandal
#

The main thing here is that while what you want to do sounds simple. it still requires the complex process of making a full addon/mod and all the things involved.

Youll need to learn how to set up the tools and P drive (PMCwiki has guidance)

How to write a config file (it is a text file with .cpp extension, notepad++ is what many use)

BI forums, chat history here, BI wiki all contain parts of the information you need to succeed.

prime lynx
#

Ah I'll check what's p drive

#

Thx

prime lynx
#

That I can't rlly find what I need

hearty sandal
#

it will take some time to learn all the basics before you can do your thing

#

few days or even few weeks

prime lynx
#

I'll do my best

hushed turret
#

Hey, so I have a texture I'm tryna put on the Light CSAT fatigues. Is there something I'm doing wrong here?

#
{
    class Syrian_Uniform_Alpha
    {
        name = "Syrian Gear";
        author = "3th3r34l";
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_characters_f_beta","A3_characters_f","A3_weapons_f"};
        units[] = {};
        weapons[] = {};
    };
};
///UNIFORMS///
class CfgWeapons
{
    class UniformItem;
    class Uniform_Base;
    class Syr_Uniform_NAA_Wdl: Uniform_Base
    {
        author = "3th3r34l";
        scope = 2;
        displayName = "Syrian Battle Uniform (NAA Plum Woodland)";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
        hiddenSelections[] = {"camo"};
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="Syr_Uniform_NAA_Wdl_vic";
            containerClass="Supply60";
            mass=20;
        };
    };
    class Syr_Uniform_NAA_Des: Uniform_Base
    {
        author = "3th3r34l";
        scope = 2;
        displayName = "Syrian Battle Uniform (NAA Plum Desert)";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
        hiddenSelections[] = {"camo"};
        class ItemInfo: UniformItem
        {
            uniformModel="-";
            uniformClass="Syr_Uniform_NAA_Des_vic";
            containerClass="Supply60";
            mass=20;
        };
    };
};
class CfgVehicles
///Uniforms///
{
    class O_officer_F;
    class Syr_Uniform_NAA_Wdl_vic: O_officer_F
    {
        uniformClass="Syr_Uniform_NAA_Wdl";
        hiddenSelectionsTextures[]=
        {
            "arma3work\Syrian_Army\addons\data\NAA_Fatigues_Wdl_co.paa"
        };
    };
    class Syr_Uniform_NAA_Des_vic: O_officer_F
    {
        uniformClass="Syr_Uniform_NAA_Des";
        hiddenSelectionsTextures[]=
        {
            "arma3work\Syrian_Army\addons\data\NAA_Fatigues_Des_co.paa"
        };
    };
};```
#

I'm pretty new to modding so I'm stumped

#

The uniform doesn't show up, it's completely invisible when I put it on a soldier

#

Nevermind, got it working

versed moss
#
{
    class Shultz_Liveries //Customize
    {
        name = "ShultzWeebTextures"; //Customize
        author = "Shultz"; //Customize
        url = "";
        requiredVersion = 1.60;
        requiredAddons[] = { "rhsusf_main" };
        units[] = 
        {
        "RHS_AH1Z",
        "RHS_CH_47F_10",
        "rhs_t80u",
        "Shultz_Weeb_Heli",
        "Shultz_Weeb_Long",
        "Shultz_Weeb_Tank"
        };

        weapons[] = {};
    };
};

};

    class CfgFactionClasses {                        
    class Weeb_Faction {                            
        displayName = "Weeb vehicles";                
        side = 1;                                
    };
};

    class CfgEditorSubcategories                        
{    class TAG_Weebs                                        
    {
        displayName="Vehicles";                
    };

class CfgVehicles
{
    class RHS_CH_47F_10;
    class Shultz_Weeb_Long: RHS_CH_47F_10
    {
        class textureSources
    {
            class Bob
            {
                displayName="Gura Helicopter";
                author="Shultz";
                textures[]=
                {
                    "Loli_heli\ch47_ext_1_co.paa",
                    "Loli_heli\ch47_ext_2_co.paa"
                };
            };
    };
    textureList[]={"shultz", 2};
    };
    
    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};
    };```
#
    class Shultz_Weeb_Tank: rhs_t80u
    {
        class textureSources
    {
        //class textureSources: textureSources
        
            class Gyaru
            {
                displayName="Gyaru T-80U";
                author="Shultz";
                textures[]=
                {
                    "Loli_heli\rhs_t80u_01_co.paa",
                    "Loli_heli\rhs_t80u_02_co.paa",
                    "Loli_heli\rhs_t80u_03_co.paa"
                };
            };
        
    };
    textureList[]={"shultz", 2};
    };
};
class cfgMods
{
    author="Shultz";
    timepacked="1518199506";
};```

Currently I'm trying to make my reskins their own little category, do I require anything else for it to work? I'd be lying if I said non of this confused me
hushed turret
#

Like a faction in the editor?

versed moss
#

Yeah like NATO in the Blufor tab

hushed turret
#

I think it'd be easiest if you use Alive to make the faction

versed moss
#

Can you link how I do that?

hushed turret
simple olive
#

cant get my mod to be packed i'm getting a error of "Build failed. Result code=1 CfgConvert task failed."

#

this is the config.ccp

class CfgPatches
{
    class ArmAgeddon_Fixed_In_Time
    {
        addonRootClass = "A3_Armor_F_Beta";
        requiredAddon[] = {};
        requiredVersion = 0.1;
        units[] = {"SmallFloatingRocks1"};
        weapons[] = {};
        magazines[] = {};
        ammo[] = {};
    };
};

class cfgVehicles
{
        class Thing;
        class SmallFloatingRocks1: Thing{
            scope = 2;
            
            displayname = "SmallFloatingRocks1";
            model = "FIT_ArmAgeddon_Fixed_In_Time\SmallFloatingRocks1";
            
            hiddenSelections[] = {"camo"};
            hiddenSelectionsTextures[] = {"FIT_ArmAgeddon_Fixed_In_Time\data\Textures\SmallFloatingRocks1_Base_Color_co.paa"};

        };



};
hard chasm
#

class SmallFloatingRocks1; <<<
Should be class SmallFloatingRocks1: <<<
@simple olive ^

digital python
#

so i am trying to make a crate come custom loaded with an inventory of my choosing, i have it added but problem is it has the items I want plus whatever was in the base crate already, so is there anyway to clear the inventory of the base item im using so only the items I want show up in it?

hard chasm
#

assumuming you're talkiing about weapons[] or magazines[]=

weapons[]={only, these, ones};
weapons[]+= {this, and ,all, the others};

#

same thing for

crate[]+={...........}

#

CLASS crate is trickier

#

class crate
{

delete one;
delete two;
delete three;
class or var four
class or var five

digital python
#

im just wanting to delete all the stuff that is in the base crate and replace it with my own

#

class Box_NATO_Ammo_F;

class 506_rifle_ammo: Box_NATO_Ammo_F
{
    author="Vengen";
    mapSize=1.25;
    class TransportItems
    {
        class rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Red
        {
            count = 100;
            name = "rhs_mag_30Rnd_556x45_M855_Stanag_Tracer_Red";
        };
    };
        ace_dragging_canCarry = 1;
        ace_dragging_carryPosition[] = {0, 1.2, 0};
        ace_dragging_carryDirection = 0;
    scope=2;
    scopeCurator=2;
    displayName="506 30Rnd 5.56 (100)";
    icon="\A3\Supplies_F_Exp\Ammoboxes\Data\UI\icon_equipment_box_ca.paa";
    supplyRadius=1.4;
};

};

#

this is my config but its not just the RHS 556 mags

hearty sandal
digital python
#

it still keeps what was in the base arma crate too

simple olive
hearty sandal
#

_ is fine

simple olive
#

and what is this about pboproject cant i just use the arma tools addon builder?

hearty sandal
#

Im suspecting you could use its debug information to help with config making

#

addon builder does not really check what you feed it

simple olive
#

ah so it gives better errors?

hearty sandal
#

yes

simple olive
#

well it says it hasn't found any children sooooo should i be worried xD

hearty sandal
#

means you probably have some more work to do on your config

simple olive
#

great, well this is my first time might i add and uh i just copied someone elses work

hearty sandal
#

then definitely will need some more work

#

copying stuff is not really a shortcut to get stuff working. You will need to gain the understanding on what you are doing

simple olive
#

oh ye ofc, dont get me wrong i mean with copy more i followed a step by step guide, then really copy pastad something and i know a ferly decent amount about how this and that works, but that is also a issue because i then have holes in my knowledge of which i got no clue about

wheat sluice
#

Also, you're using the wrong container class. It should be TransportMagazines not TransportItems.

#

In any case, considering what you're trying to do you might as well just copy the config for the Ammo Box [NATO] crate but inherit from NATO_Box_Base instead. Saves you the trouble of having to delete individual items from TransportMagazines/TransportWeapons/TransportItems.

nimble lodge
#

Question, I am trying to make some "plot armor". I took NVG, made the model invisible, and added (chest, pelvis, head, face etc) armor value to it. However in testing it doesnt seem to do anything, any ideas?

wintry tartan
#

I doubt an NVG has an armor value

simple olive
#

just updated the code to what i have now btw

wheat sluice
#

You're better off just making a separate uniform/helmet that has an insanely high armour value + 100% explosive damage resistance.

hearty sandal
nimble lodge
#

I thought I can put ir anywhere, and it would still apply, because you define (head, pelvis etc) seperate from the part you are applying to

opal ravine
simple olive
simple olive
#

well i have setup the model.cfg now and im getting an error with that it cant open the p3d model
model.cfg setup as shown

class CfgModels {

    class SmallFloatingRocks1 {
        sectionsInherit = "";
        sections[] = {"camo"};
        skeletonName = "";
    };
};
tawdry perch
#

hey i got a bit of a problem with changing the model on my vest

#

class m22_tnk: rhsusf_spcs_ocp_crewman
{
_generalMacro="m22_tnk";
author="Mus";
model = "\MUN_SAF\saf_tnk.p3d";
picture="MUN_SAF\data\saf.paa";
scope=2;
displayName="[VS] M12 (M10/Tenkisti)";
hiddenSelections[]=
{
"camo",
"camo1",
"camo2",
"camo3",
"camo4"

    };
    hiddenSelectionsTextures[]=
    {
        "MUN_SAF\data\vests\vest_m22.paa",
        "MUN_SAF\data\vests\m22_g.paa",
        "MUN_SAF\data\vests\m22_g_2.paa",
        "rhsusf\addons\rhsusf_infantry2\gear\vests\mbav\data\mbav_gear_co.paa",
        "rhsusf\addons\rhsusf_weapons\mag_proxies\data\pmag_black_co.paa"
    };
};

this is the script I am currently using
for some reason i managed to change the texture but the model is still the same one from rhs

hearty sandal
#

a lot simpler to use vanilla configs as base for your own things

tawdry perch
hearty sandal
tawdry perch
#

It is for a private mod collection it will not be published on the workshop

hearty sandal
#

no matter

#

dont be one of those assholes who dont respect other peoples work

#

if you want to make stuff, make it. dont take other peoples work

#

in case you want more information contact moderators.

hard chasm
#

It is for a private mod collection

what a stupid thing to say. Every thief on the planet tries that one.

sharp tiger
#

Been working on making Retextures for Base game units so i can expand into full custom. Everything works when i use EDEN but putting it in a faction mod I get an error that the image is not found. Pathing in the config is
init = "if (local (_this select 0)) then {_onSpawn = {sleep 0.3; _unit = _this select 0;_unit setObjectTextureGlobal [0,'@Ravens\addons\faction\13.paa'];
The .paa is in the folder and pbo. Any help would be appreciated.

hearty sandal
#

Also your texture needs proper suffix so it converts correctly

sharp tiger
#

I didnt see Hidden selections. Use aLive to make the faction and thats what was there

hearty sandal
sharp tiger
#

I could be blind as well

hearty sandal
#

Alives faction creator seems to be very problematic. I'd advice against using it

sharp tiger
#

Is there a way to salave the aLive faction without having to start at 0 again?

hearty sandal
#

I have no idea what it produces so idk

#

I'd recommend starting from 0 though to get stuff properly made and clean

sharp tiger
#

Thanks for that, not what i wanted to hear but if its what i need to do

#

In that case, where should i start with that as what i find online is how to use aLive

vernal quiver
#

What Cfg class would you use for an item in the "miscellaneous" part of the inventory

wheat sluice
#

CfgMagazines if you want it to be like the inventory items in Old Man (with parent class of OM_Magazine). CfgWeapons if you intend to make them functional (like FAKs or Toolkits using the parent of ItemCore).

vernal quiver
#

I have it atm as CfgMagazines but I want it to appear in the miscellaneous tab in the arsenal, rather than as a magazine. It isn't a functional item

wheat sluice
#

You can still use ItemCore even in that case because type=131072 is for dummy items and doesn't have any gameplay functionality.

#

It's just like Arma 2 with the story items (files, money stacks, dogtags).

vernal quiver
#

Okay so would that be CfgItemCore or something else

#

I'm very new to this

wheat sluice
#

CfgWeapons.

#

It would look something like this:
`
class CfgWeapons
{
class ItemCore;
class InventoryFlashLightItem_Base_F;

class myFancyItem: ItemCore
{
    author="Jackmino";
    scope=2;
    displayName="My Very Cool Item";
    class ItemInfo: InventoryFlashLightItem_Base_F
    {
        mass=1;
        class Pointer
        {
        };
        class FlashLight
        {
        };
    };
};

};
`

vernal quiver
#

Ah okay

#

Do I need the "class InventoryFlashLightItem_Base_F;"

#

Since this is non-functional, just a misc item

wheat sluice
#

Nope. You can use something else so long as it's not a gameplay item like a medikit.

#

AFAIK something like InventoryItem_Base_F should be good.

vernal quiver
#

Will the config.cpp file work with only that

#

Because atm the only way I can get it to work is with about 200 extra lines of code with cfgpatches and stuff

wheat sluice
#

You need CfgPatches in order for the game to recognise your config.

vernal quiver
#

This file also has cfgvehicleclasses, cfgfactionclasses, cfgsounds and cfgvehicles

#

Do I need any of them

wheat sluice
#

If you aren't using them then no.

vernal quiver
#

Good

wheat sluice
#

You'll probably need CfgVehicles though in order to create the item pickups for use in the editor or Zeus.

vernal quiver
#

The problem is the example file has loads of stuff for another mod. I'm using a video tutorial to import it and the stuff in cfgvehicles is basically random and irrelevant. Will it still appear in the arsenal without it

wheat sluice
#

It should be fine in the Arsenal if the item is public (scope=2). You just won't be able to spawn it on the ground via Zeus or the editor.

vernal quiver
#

Ok

#

That's fine

#

That's what the scope means

#

So atm I have
class CfgPatches
{
class Relic_Banana
{
units[]={"Relic_Banana"};
weapons[]={};
requiredVersion= 1.03;
version= 1.14;
fileName = "jackminos_relic_banana.pbo";
author = "Jackmino";
};
};
class CfgWeapons
{
class ItemCore;
class Jackminos_Relic_Banana: ItemCore
{
displayName="Relic Banana"
scope=2;
mass=0.01;
author="Jackmino"
picture="\jackminos_relic_banana\icons\relic_banana_icon.paa"
model="\jackminos_relic_banana\objects\relic_banana.p3d"
icon="\jackminos_relic_banana\icons\relic_banana_icon.paa"
descriptionShort="Jackmino's Holiest Relic Banana"
};
};
And the item isn't appearing in game. Do not question what this item is

#

The stuff in the CfgPatches was from the example file but I've changed the names

wheat sluice
#

You're missing several things and the sample config you're using has a bunch of unnecessary stuff.

#

Gah. Forgot the semicolons. Don't forget to add those at the end of each line for displayName/model/picture, etc.

vernal quiver
#

Okay, thanks

#

Doesn't appear to be working. I can't find it in the arsenal and I can't spawn it with the console

wheat sluice
#

Try adding type=620; to ItemInfo.

vernal quiver
#

So
class ItemInfo
{
mass=0.01;
type=620;
};

wheat sluice
#

Yep.

vernal quiver
#

I tested it using CfgMagazines and CA_Magazine instead of ItemCore and that did work, so its not a problem with the patches

#

That worked

#

Brilliant, thank you very much

lapis bay
#
class CfgWeapons
{
    class ItemCore;
    class UniformItem;
    class Uniform_Base;
    class HeadgearItem;
    class HelmetBase: ItemCore
    class U_I_LTTE_Uniform_F: Uniform_Base
    {
        author = "lemonium";
        scope = 2;
        displayName = "Combat Fatigues [LTTE]";
        picture = "";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\ltte_characters_f\Data\U_I_LTTE_Uniform_CO.paa"};
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "I_LTTE_Uniform_F";
            containerClass = "Supply40";
            mass = 40;
        };
    };
    class U_I_LTTE_Uniform_tanktop_F: Uniform_Base
    {
        author = "lemonium";
        scope = 2;
        displayName = "Combat Fatigues [LTTE] (Tank Top)";
        picture = "";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"A3\Characters_F_Exp\Syndikat\Data\U_I_C_Soldier_Bandit_5_F_1_CO.paa"};
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = "I_LTTE_Uniform_tanktop_F";
            containerClass = "Supply40";
            mass = 40;
        };
    };```
#

getting an expected class { error for line 18,

#

for reference, line 18 is class U_I_LTTE_Uniform_F: Uniform_Base

#

i looked though and it seems that all of the brackets seem to be opened and closed correctly, but thought maybe someone with a keener eye might spot the problem ๐Ÿ˜„

opal ravine
shy knot
#

This warning means that a vehicle in CfgVehicles is missing HitPoints inheritance right? No entry 'bin\config.bin/CfgVehicles/hitpoints.scope'

sullen fulcrum
#

hey guys not sure where to ask this but im trying to key a server mod ive made for a private server, however having problems with it.

All it includes is a config and a few paa files for retextures in one pbo and a custom faction config in another pbo.
Ive signed both and keys are in server key folder but when trying to connect, says the pbos are not keyed

any help would be appreciated

hard chasm
#

@shy knot
missing HitPoints inheritance right?

much much more likely you have a primary
class hitponts {.....}
due too many } before it.

the game thinks hitpoints is a model, and can't find it's scope

shy knot
hard chasm
#

use pboProject

sullen fulcrum
little phoenix
#

hey so im working on a lightbar on my vehicle and basically it only turns on when the vehicles lights are set to on how do i make it seperate

#

its a seperate light that shouldnt be part of the main light

shy knot
hard chasm
#

pboProject either gave you no errors & warnings, or it didn't. So which one is it?

reef harness
#

Hello, does anyone know a way of obtaining all items that can be added to the 'hardpoints' array on aircraft and helicopters. At the moment I can only find

O_BOMB_PYLON
B_ASRAAM
B_AH_99_PYLON``` If anyone knows a way of finding a definitive list that would be great. I am aware I could sit in config viewer for a few hours and find all hardpoints that way but was looking for a more optimal solution
hard chasm
#

indeed there is. wingrep is your friend. Use it to scan the entire P:\a3 folder cpp's looking for 'hardpoints'

shy knot
#

I may have missed something

#

Iโ€™ll go back and look

sullen fulcrum
#

Hello, is there a guide for setting up air vehicles control?

#

Airplane/Helicopter/VTOL

wintry tartan
#

For in-game control config? Or Config as in Modded environment?

sullen fulcrum
#

Config

#

Now my helicopter behaves extremely unrealistically, at any tilt it instantly receives an impulse in the direction of inclination.

hearty sandal
#

It also is dependent on your model geometry and mass distribution. So making nice flight setup is both config and model work. It is also unfortunately fairly complex so there are no comprehensive tutorials for it.
Lot of trial and error usually needed

hard chasm
#

+goats for sacrificing

little phoenix
pure dove
little phoenix
#

I did that but it still only works when the main lights are on

little phoenix
#

I also added it to reflectors

sacred gate
#

how do I create a transport vehicle for rope creation?

iron wagon
sage oasis
#

So Im really dumb. Ive been trying out making configs and Ive been stuck on a couple of problems. My uniform exists in game but its just using the base naked model even though I made it that the model is the default nato fatigues in the config itself. Also when I try compiling it with mikeros tools and I was always getting the error that it couldn't find the .paa files that I made and even stuff that is from arma itself. Even though Ive tried so many different ways of writing the directory. Im guessing I have to "reference" them but I dont know how.

#
class CfgPatches
{
    class Custom_Uniform_Mod
    {
        addonRootClass="A3_Characters_F";
        requiredAddons[]=
        {
            "A3_Data_F",
            "A3_Weapons_F"
        };
        requiredVersion=0.1;
        units[]={};
        weapons[]={};
    };
};

class CfgWeapons
{
    class UniformItem;
    class Uniform_Base;
    class U_B_soldier_new : Uniform_Base
    {
        author = "Tony";
        scope = 2;
        displayName = "New Uniform";
        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"};
        hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"};
            
        class ItemInfo : UniformItem
        {
            uniformModel = "-";
            uniformClass = B_soldier_new;
            containerClass = Supply40;
            mass = 40;
        };
    };
};
#

I just have no idea what I am doing wrong

dull bolt
#

Question for RVMAT configs, how can I replace a fully white (255,255,255) _as paa texture with a procedural texture ?
Same for my _smdi, its fully pink (255,0,255)

I'm using super shader

untold temple
#

Use (1,1,1,1,AS) as the values for the AS and (1,0,1,1,SMDI) for the SMDI

dull bolt
#

Thank you. I actually finished doing this right as you replied, sorry

untold temple
#

e.g. #(argb,8,8,3)color(1,0,1,1.0,SMDI)

dull bolt
#
{
    texture="(argb,8,8,3)color(1,1,1,1,AS)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage5
{
    texture="(argb,8,8,3)color(1,0,1,1,SMDI)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};```
#

is what I ended up with

untold temple
#

If you open up object builder and create a cube, select it and press E, then look on the right of the texture path section; there's a button with a paint palate. You can use the colour picker and sliders there and choose the texture type (bottom left) and it will generate the procedural code for you

glacial spear
#

were can i find a muzzle class name for a weapon

dull bolt
#

I can remove Stage7 from my super shader rvmat correct?

hearty sandal
#

each shader type needs all the stages they use

dull bolt
#

alright

sullen fulcrum
#

@wintry tartan @hearty sandal thanks.

Since I mentioned it, I will ask one more question. Is it possible at the config level to force the air defense to shoot down missiles?

wintry tartan
#

I don't think CIWS/C-RAM is an Engine-level feature

hard chasm
#

@wintry tartan
threat[] = {1, 0.0500000, 0.050000}; // soldier
How threatening you are to unit types {Soft, Armor, Air}, respectively.
threat[] = {1, 0.900000, 0.100000}; // law soldier

#

if the missile has a air threat of 1.0, the defense+ should react accordingly

hearty sandal
#

I'm not sure if there is any damage mechanic in that way though

little phoenix
sage oasis
#

I dont think so

little phoenix
#

Well

#

That would probably be step 1 to fix and that would probably fix your PAA issue

sage oasis
#

oh okay

#

is there specific guides that can help? or anything on google would suffice

little phoenix
sage oasis
#

ah thanks dawg

dull bolt
#

I'm in the middle of trying to make my uniform patches less bright by tinkering with the rvmats, and I wanted to know if I should adjust my ambient values as well as the specular values

#
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,0};
specular[]={0.015,0.015,0.015,0};
specularPower=0.5;
PixelShaderID="Super";
VertexShaderID="Super";
#

the values are applied to both the rectangular and circular patches seen in the image above

#

I'm using procedural textures for my stage4 and stage5 (as,smdi), would these values also contribute to the brightness?

#

texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
texture = "#(argb,8,8,3)color(0,0,0.5,1,SMDI)";

hearty sandal
#

Id suppose the bright procedural AS does not match the darker AS of the uniforms texture

iron wagon
#

can anyone tell me the path for the hidden light helmet model that does not have the ear protection and other extras?

jagged thistle
#

Is there any guide to what needs to be added to a config to allow a weapon to use another mods optics? And how do magwells work? Can that be added to a custom config as well?

hard chasm
#

if you inherit from the other model's class name. yes to optics. otherwise no

shy knot
#

Any code for designating a prone reload within CfgWeapons?

#

That'd be done through the cfgmoves and gestures correct

shy knot
#

I have a custom reload that works fine when standing and crouched

#

But doesnโ€™t when prone

hearty sandal
#

Prone stance needs a reload action defined too yes

shy knot
hearty sandal
#

Cfgmoves the same way other reloads are made.

hard chasm
#

and, depends on which rtm file is selected, if there's a prone one at all

hearty sandal
#

Could be the RTM is empty

#

It should still play even if it's standing reload rtm

#

Would just look wonky

shy knot
hard chasm
#

wha?

hearty sandal
#

Did you try importing the RTM into blender

shy knot
#

Yes, through rtm import addon

hearty sandal
#

Then it's not empty at least.

shy knot
#

Code could be wonky? Though itโ€™s the same as an existing one in our mod that works

hard chasm
#

i assume the rtm is binarised in the pbo?

hearty sandal
#

Could be some sort of config issue then. Class in wrong place or missing some needed bit

shy knot
#

Iโ€™ll have to look it over again. But, Iโ€™m pretty sure I copied everything I needed for it to work. It plays when standing or crouched but wonโ€™t play the prone anim

hard chasm
#

did you make the crouching one yourself or is it vanilla bis. if bis, there's your answer. you have a disconnect between cfgmoves and the 'proper' rtm

shy knot
hard chasm
#

the crouching one?

shy knot
#

Thereโ€™s two rtm files. One for standing/crouching and one for prone

#
class CfgMovesBasic
{
    class DefaultDie;
    class ManActions
    {
        GestureReloadMA5="GestureReloadMA5";
    };
    class Actions
    {
        class RifleBaseStandActions;
        class RifleAdjustProneBaseActions;
        class NoActions: ManActions
        {
            GestureReloadMA5[]=
            {
                "GestureReloadMA5",
                "Gesture"
            };
        };
        class RifleProneActions: RifleBaseStandActions
        {
            GestureReloadMA5[]=
            {
                "GestureReloadMA5_Prone",
                "gesture"
            };
        };
    };
};
class CfgGesturesMale
{
    class Default;
    class States
    {
        class GestureReloadMA5: Default
        {
            file="\OPTRE_Weapons\ar\Data\anim\MA5BReloadGesture.rtm";
            looped=0;
            speed=0.27000001;
            mask="handsWeapon";
            headBobStrength=0.1;
            headBobMode=2;
            rightHandIKBeg=1;
            rightHandIKEnd=1;
            leftHandIKCurve[]={0,1,0.050000001,0,0.94999999,0,1,1};
        };
        class GestureReloadMA5_Prone: Default
        {
            file="\OPTRE_Weapons\ar\Data\anim\MA5BReloadGesture_Prone.rtm";
            looped=0;
            speed=0.27000001;
            mask="handsWeapon";
            headBobStrength=0.1;
            headBobMode=2;
            rightHandIKBeg=1;
            rightHandIKEnd=1;
            leftHandIKCurve[]={0,1,0.050000001,0,0.94999999,0,1,1};
        };
    };
};```
#

Hereโ€™s what I copied

#

This is working code for the MA5 line of ARs

#

I copied this over to the next gun and it works

#

Sorta

#

Prone will not play no matter what

#

But here? For the AR, it does

hard chasm
#

swap rtm files over to see that it 'works'' at all.

shy knot
#

Are rtm files linked to hand anims? Or can you use any hand anims for any rtm reload

#

Iโ€™ll copy the standing reload and see if itโ€™ll play that when I toss it in the prone

#

Rtm couldโ€™ve gone empty for some reason? Though the anim is there when itโ€™s played

lapis bay
#

what does the DLC property mean in configs?

reef shore
#

It tells u what dlc the item belongs to

#

And the arsenal logo i think

lapis bay
#

hmm

reef shore
#

You dont need to define it

lapis bay
#

alright

hearty sandal
#

unless you make a dlc

lapis bay
#

well, i've looked through a few configs and i've seen the dlc property

hearty sandal
#

mod makers make mistakes

#

(a lot)

#

so looking through other peoples configs should always be taken with grain of salt

lapis bay
#

bro, the entire time i've been making configs i've just taken from other's people's configs

#

hehe

hearty sandal
#

mistakes may have been made.

lapis bay
#

๐Ÿ’€

#

so now what do i do

hearty sandal
#

idk

#

if stuff works then it is probably ok

wintry tartan
#

dlc parameter does nothing AFAIK. DLC icons are defined elsewhere (aka by scripting not config)

lapis bay
#

anybody have a vietnamese genericNames (i'm lazy)

hard chasm
#

vung tau

wintry tartan
sullen fulcrum
#

does anybody had an issue like mine ? , everytime i use addon builder it duplicates " #include BIS_AddonInfo.hpp" inside config.cpp at the top

#

i checked if i had duped cfgpatches or weapon or any Class at all duplicated with same name but i dont

#

i pack several config files into different pbos but for some reason with this same exact file it always gives me duplicated #includes

hearty sandal
#

include lines should not appear in built configs

#

or did they get compiled at game start ๐Ÿค”

#

they probably did

#

why do you have include for BIS addon info?

#

do you need it

#

what even is bis_addoninfo.hpp?

#

if you want config debug you could try pboproject

lapis bay
#

how would one go about finding the classnames of magazines

reef shore
#

config viewer

#

or download all in one config

lapis bay
#

i don't like config viewer honestly

reef shore
#

currentMagazine script command

wintry tartan
#

I use my config viewer

lapis bay
#

what's generalMacro?

wintry tartan
#

Nothing. Their internal something, and you're not supposed to use it

lapis bay
#

huh

hearty sandal
#

its something BI uses to fill some general config parts. its not something you need to worry about or use

lapis bay
#

man, there's quite a few properties in arma configs that do literally nothing

hearty sandal
#

they all do someting. not nearly all need changing

pure dove
#

How can you define what crew a vehicle spawns with?

teal canyon
#

Am I understanding the biki correctly that pivotsModel isn't used in A3, only A2?
pivotsModel = ""; // Location of pivot points (local axes) for hierarchical animation. (A2 only)

pure dove
# shy knot crew=

Isn't that just to assign a driver? I have hasDriver and HasGunner. Or do turrets also need a crew

shy knot
#

Thatโ€™ll assign the crew

shy knot
pure dove
#

Then still, crew takes a single classname. This class fills out my driver seat only.
Or do FFV turrets just not get crew? Even with hasGunner?

shy knot
livid heath
#
 class my_mine_trigger: WireTrigger
    {
        mineTriggerRange = 40; //<<<<<<<<<<<<<<<<<<<<<
        mineTriggerMass = 100;
        mineMagnetic = 1;
        mineWireStart[] = {0, 0, 0};
        mineWireEnd[] = {0, 1, 0};
        restrictZoneCenter[] = {0, 0, 0};
        restrictZoneRadius = 5;
        mineUnderwaterOnly = 1;
    };```
does anyone know how to make a mine trigger based purely on distance to the mine and not having to touch it's geometry at all?
#

is it because i've used wiretrigger as a parent i wonder

#

yes!

#

ok ignore me

#

RangeTrigger

grand zinc
#

Wire mine is annoying. If you don't exactly hit the beam, or run so fast that you just pass it between two frames, it doesn't trigger ๐Ÿ˜ฉ

livid heath
#

thanks yeah i removed that

#
 class my_mine_trigger: RangeTrigger
    {
        mineTriggerRange = 40; //<<<<<<<<<<<<<<<<<<<<<
        mineTriggerMass = 100;
        mineMagnetic = 1;
        restrictZoneCenter[] = {0, 0, 0};
        restrictZoneRadius = 5;
        mineUnderwaterOnly = 1;
    };
#

i tried this and it fails i think because the checks are too slow or something

#

i noticed the biggest mineTriggerRange in vanilla mines is 10m

#

the bouncing betty is next with 3m

#

so i figured id use 10m as this probably is the maximum before it kinda lags out and doesn't work

hearty sandal
iron wagon
#

and regardless it shows up the normal light combat helmet, not the one without ear protection

hearty sandal
#

maybe something else goes wrong in the packing

iron wagon
#

was that in reply to what I said?

#

because no error mesages show up when I pack

hearty sandal
#

are you sure the its this item that shows up?

#

and are you packing with pboproject

iron wagon
#

yes, its this item which shows up, and I use pboProject

hearty sandal
#

you may need to check the headgear config example again

#

your model parameter seems to be in wrong place

#
    class HelmetBase: ItemCore
    {
        weaponPoolAvailable=1;
        scope=0;
        displayName="$STR_A3_H_HelmetB0";
        picture="\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa";
        model="\A3\Characters_F\BLUFOR\headgear_b_helmet_plain";
        hiddenSelections[]=
        {
            "camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\A3\Characters_F\BLUFOR\Data\equip1_co.paa"
        };
        descriptionShort="$STR_A3_SP_NOARMOR";
        class ItemInfo: HeadgearItem
        {
            mass=0;
            uniformModel="\A3\Characters_F\BLUFOR\headgear_b_helmet_plain";
            modelSides[]={3,1};
            hiddenSelections[]=
            {
                "camo"
            };
            class HitpointsProtectionInfo
            {
                class Head
                {
                    hitpointName="HitHead";
                    armor=0;
                    passThrough=1;
                };
            };
        };
    };```
#

or not in wrong place but the model refers to the item on ground if I remember right and the uniformModel is the one you see on the character

iron wagon
#
    {
        displayName = "Light Helmet(Grey)";
        author = "GeneralKong";
        scope = 2;
        
        
        model = "A3\Characters_F\Common\headgear_placeholder.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"VEM\VEM_Essentials\Data\equip1_co_grey.paa"};
        class ItemInfo : HeadgearItem
        {
            mass = 40;
            uniformModel = "A3\Characters_F\Common\headgear_placeholder.p3d";
            modelSides[] = {0,1,2,3};
            hiddenSelections[] = {"camo"};
        };
    };```
#

so like this

#

?

#

yep that worked, thank you very much @hearty sandal

#

was about to reply to you mikero

#

basically that yea I originally misunderstood the steps I needed to take

hard chasm
#

well, naming model= and uniformModel= the same. makes having two different variables pointless.

hearty sandal
#

its not always same though, the ground model could be different

#

like how uniforms are folded down

hard chasm
#

exactly

tacit zealot
#

If I make a base class that is only used as a parent class for other units, and does not show up in 3DEN, should I include it in my cfgPatches units list?

reef shore
#

If you want it to show up in zues

hard chasm
#

@tacit zealot . answer is no. since there should not be a model to display or use in a 'base class'. Typically, a base class is scope=0;
that said, pboProject automatically makes units[]= (and weapons[]=) for you because it's too easy to make mistakes. So, whatever you do write in there is removed.

hybrid zephyr
#

wrong person, but cool to see you're still around doing the lords work, been a few years since I've been around here

hard chasm
#

aaaaaaaaaaaaargh

#

welcome (back) to hell.

wintry tartan
#

Edit won't send him a ping so...

ripe siren
#

what is the difference between Items[] and linkedItems[] ? They both say "// Which items the character has."

wintry tartan
#

IIRC linkedItems is the items they equipped, items is the items they own, in their inventory

ripe siren
#

thanks

livid heath
#

Just expanding that:

items[] and linkeditems[] are generally arrays of classes of ItemCore - a subclass of cfgweapons

linkeditems[] which are equipped in the inventory slots include:

  • Itemcore items that can be equipped such as vest, uniform and headgear, "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS"
    but also non-itemcore items
  • cfgglasses classes of goggles and accessories
  • NVGoggles classes (of cfgweapons)

items[] which are not equipped in the inventory slots include:

  • Other Itemcore items like unequipped weapon accessories, firstaidkit, mine detector, medikit and tooklit

Additionally:

  • equipped Rangefinder/ Binocular classes go in Weapons[] array (as they are managed through proxies in the character model like primary, launcher and pistol)
  • Backpacks are special as they are a class of cfgvehicles and are listed in the backpack parameter
tardy osprey
#

Hello, could anyone help me with the meaning of the followings ? couldn't find on the wiki :

htMin = 1;
htMax = 600;
afMax = 0;
mfMax = 0;
mFact = 1;
tBody = 100;

hard chasm
#

they're used for thermal imaging. Unfortunately, they are often found, erroneously, inside model.cfgs, due to an inadvertent copy and paste that has spread it further.

#

I have not read a description, anywhere, of what they actually do, but it will be something to do with infra-red detection.

livid heath
#

It affects cooldown times iirc

#

For thermal map intensity

zinc kindle
#

Retexturing vests, headgear and backpacks: yeah just inherit and change the textures! ๐Ÿ™‚

Retexturing uniforms: First, you must create a new unit (???) and set its uniform class to the uniform class, and its texture to the texture of the uniform. Then, after slaughtering a sacrificial lamb you have to create the uniform class and also set its texture to the uniform texture. However, to do this you must also inherit the uniform you are inheriting froms parent as you need to also inherit a subclass containing the unit you created earlier and set a field UniformClass, which doesn't actually refer to a uniform class but the unit class.

Pain ๐Ÿ˜‚

pallid sierra
#

is there a reason to use .inc/.cpp over .hpp?

wintry tartan
#

config.hpp you mean?

pallid sierra
#

no, I mean general use. like including other files into the description.ext or including other files into base .hpp files etc. I see it a lot in the base arma mission files

#

they use any combo of .hpp/.cpp/.inc

wintry tartan
#

There's no difference between them, except the name. #include does copy-paste everything in it, just that's it

#

So there isn't any difference. There couldn't be

hard chasm
#

you can use any.extension you like. including none at all.
you can also #include "thing.rvmat". "thing.p3d". "thing.paa" assuming they are actually text files. It's one method of putting thieves off their breakfast ๐Ÿ˜Ž

tepid saffron
#

#arma3_feedback_tracker message In reference to this post by reyhard, could the KH-3A Fenghuang (Pacific CSAT drone) be made to have dynamic loadouts via a config edit alone (thus feasible as a simple mod), or would it need some P3D edits first (thus not a feasible mod)?

tardy osprey
fallen spoke
#

what does timepacked in config.cpp mean?

hard chasm
#

i've not heard of it, but it will simply be a theoretical datestamp of when the pbo was created. Or, during bis binarisation (not pboProject), it was inserted. It is not used by the engine and is somewhat akin to _generalMacro in that regard. Since i don't allow bis binarise to binarise configs, or any other paramfile, even tga conversion,, or creation of a texheaders.bin (which has a minor flaw) it's use is problematic.

digital snow
#

Hello everyone, I would like on my helicoptere to have two machine guns that fire at the same time, on my model, the pulls well out of the right one, but for the left one, pulls out of the middle. Thank you for your help.

hearty sandal
#

probaly typo in memorypoints fort the gun end array

livid heath
tepid saffron
#

Great! Iโ€™ll give it a try. Thanks for the clarification!

wintry tartan
#

It certainly is possible just by some configs. A bit of workaround is needed and I don't know if I still have the config

tepid saffron
#

Lol!

wintry tartan
#

Oh I still have that. Let me post that

#

This is just meant for my experimental and never intended to be released, but hey it seems this is the release

tepid saffron
#

Thanks for sharing, Polpox! If/when I publish, Iโ€™ll give credit where credit is due.

livid heath
# digital snow Hello everyone, I would like on my helicoptere to have two machine guns that fir...

setup for twin guns used by PILOT in an aircraft

    selectionFireAnim = "mg1_zasleh"; //this is a section listed in cfgmodels and in model p3d its a selection group of mg1_zasleh_01 and mg1_zasleh_02 -  two muzzle flash proxies defined as bones in cfgskeletons and animated to rotate on mg1_reload source
    gunBeg[] = {"mg1_usti_hlavne_01","mg1_usti_hlavne_02"};
    gunEnd[] = {"mg1_konec_hlavne_01","mg1_konec_hlavne_02"};
    weapons[] = 
    {
    //twin mg weapon to pilot
        "vn_mg1_v_twin"
    };
    magazines[] = 
    {
        "vn_mg1_twin_4000"
    };
    class AnimationSources
    {
        class mg1_zasleh_reload
        {
            source = "reload";
            weapon = "vn_mg1_v_twin";
        };
    };

//cfgweapons
class vn_mg1_v_twin: whateverMgunparent
{
    muzzlePos[] = {"mg1_usti_hlavne_01","mg1_usti_hlavne_02"};
    muzzleEnd[] = {"mg1_konec_hlavne_01","mg1_konec_hlavne_02"};
    class GunParticles
    {
        class effect1
        {
            positionName = "mg1_usti_hlavne_01";
            directionName = "mg1_konec_hlavne_01";
            effectName = "vn_MachineGun_MuzzleSmoke";
        };
        class effect2: effect1
        {
            positionName = "mg1_usti_hlavne_02";
            directionName = "mg1_konec_hlavne_02";
        };
        class effect3: effect3
        {
            positionName = "mg1_machinegun_eject_pos_01";
            directionName = "mg1_machinegun_eject_dir_01";
            effectName = "vn_machineguneject";
        };
        class effect4: effect3
        {
            positionName = "mg1_machinegun_eject_pos_02";
            directionName = "mg1_machinegun_eject_dir_02";
        };
        class effect5: effect3
        {
            effectName = "vn_staticMG_shell";
        };
        class effect6: effect4
        {
            effectName = "vn_staticMG_shell";
        };
    };
};
#

but obviously edit the effects and memory points to match your model (and swap out the ejection and gas cloud fx to vanilla)

#

note - this won't work if the guns are assigned to a gunner turret, in that case you would probably use a defined pylonpod gunpod which is a whole different conversation

#

using pylonpods is messy and you wont have any gas or ejection fx but you will still get twin tracers